]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_material.py
Use persistent uniform blocks for Camera, Lighting and Clipping
[libs/gl.git] / blender / io_mspgl / export_material.py
index 97bb8e9e66dc06f76fdbbd38571b236253226fe2..2d85b10f3c7c4b26aa9e45803b0ca2af7d9134eb 100644 (file)
@@ -1,6 +1,7 @@
 import os
 
 def create_technique_resource(material, resources):
+       # This operates on a Blender material, not a custom object
        from .datafile import Resource, Statement
        tech_res = Resource(material.name+".tech", "technique")
 
@@ -21,14 +22,23 @@ def create_technique_resource(material, resources):
                        for u in material.uniforms:
                                ss.sub.append(Statement("uniform", u.name, *u.values[:u.size]))
                        st.sub.append(ss)
-       elif material.receive_shadows:
-               st.sub.append(Statement("receive_shadows", True))
+       else:
+               if material.receive_shadows:
+                       st.sub.append(Statement("receive_shadows", True))
+               if material.image_based_lighting:
+                       st.sub.append(Statement("image_based_lighting", True))
 
        tech_res.statements.append(st)
 
        if material.shadow_method!='NONE':
                st = Statement("pass", "shadow")
-               st.sub.append(Statement("shader", "_occluder.glsl.shader"))
+               if material.render_mode=='CUSTOM':
+                       shader = material.shadow_shader or material.shader
+                       if shader.endswith(".glsl"):
+                               shader += ".shader"
+                       st.sub.append(Statement("shader", shader))
+               else:
+                       st.sub.append(Statement("shader", "_occluder.glsl.shader"))
                tech_res.statements.append(st)
 
        return tech_res