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leenkx/blender/lnx/material/mat_state.py
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40
leenkx/blender/lnx/material/mat_state.py
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from enum import IntEnum
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class EmissionType(IntEnum):
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NO_EMISSION = 0
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"""The material has no emission at all."""
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SHADELESS = 1
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"""The material is emissive and does not interact with lights/shadows."""
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SHADED = 2
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"""The material is emissive and interacts with lights/shadows."""
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@staticmethod
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def get_effective_combination(a: 'EmissionType', b: 'EmissionType') -> 'EmissionType':
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# Shaded emission always has precedence over shadeless emission
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if a == EmissionType.SHADED or b == EmissionType.SHADED:
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return EmissionType.SHADED
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if a == EmissionType.SHADELESS and b == EmissionType.SHADELESS:
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return EmissionType.SHADELESS
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# If only one input is shadeless we still need shaded emission
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if a == EmissionType.SHADELESS or b == EmissionType.SHADELESS:
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return EmissionType.SHADED
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return EmissionType.NO_EMISSION
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data = None # ShaderData
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material = None
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nodes = None
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mat_users = None
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bind_constants = None # Merged with mat_context bind constants
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bind_textures = None # Merged with mat_context bind textures
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batch = False
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texture_grad = False # Sample textures using textureGrad()
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con_mesh = None # Mesh context
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uses_instancing = False # Whether the current material has at least one user with instancing enabled
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emission_type = EmissionType.NO_EMISSION
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