mat_res = resources[material.name+".mat"]
st = Statement("pass", "")
- st.sub.append(tech_res.create_embed_statement("material", mat_res))
+ if mat_res:
+ st.sub.append(tech_res.create_embed_statement("material", mat_res))
if material.render_mode=='CUSTOM':
- st.sub.append(Statement("shader", material.shader))
+ shader = material.shader
+ if shader.endswith(".glsl"):
+ shader += ".shader"
+ st.sub.append(Statement("shader", shader))
tech_res.statements.append(st)
mat_name = material.name+".mat"
if mat_name not in resources:
- resources[mat_name] = self.export_material(material, resources=resources)
+ if material.type:
+ resources[mat_name] = self.export_material(material, resources=resources)
+ else:
+ resources[mat_name] = None
def export_technique(self, material, *, resources):
return create_technique_resource(material, resources)
from .datafile import Resource, Statement
mat_res = Resource(material.name+".mat", "material")
- st = Statement("pbr")
+ if material.type!="pbr":
+ raise Exception("Can't export unknown material type "+material.type)
+
+ st = Statement(material.type)
for kw, p in material.properties.items():
ss = self.create_property_statement(mat_res, p, kw, resources)
if ss:
from .datafile import Statement
if self.use_textures and prop.texture:
tex_res = resources[prop.texture.image.name+".tex2d"]
- fn = os.path.basename(prop.texture.image.filepath)
+ from .util import basename
+ fn = basename(prop.texture.image.filepath)
if prop.texture.default_filter and fn:
return Statement(keyword+"_map", fn)
else: