-import os
+class MaterialExporter:
+ def export_technique_resources(self, ctx, material, resources):
+ from .export_texture import SamplerExporter, TextureExporter
+ texture_export = TextureExporter()
+ sampler_export = SamplerExporter()
-def create_technique_resource(material, resources):
- from .datafile import Resource, Statement
- tech_res = Resource(material.name+".tech", "technique")
+ from .material import Material
+ if type(material)!=Material:
+ material = Material(material)
- mat_res = resources[material.name+".mat"]
+ textured_props = [p for p in material.properties if p.texture]
- st = Statement("pass", "")
- st.sub.append(tech_res.create_embed_statement("material", mat_res))
+ ctx.set_slices(len(textured_props)+1)
+ for p in textured_props:
+ ctx.next_slice(p.texture.image)
- if material.render_mode=='CUSTOM':
- st.sub.append(Statement("shader", material.shader))
+ tex_name = texture_export.get_texture_name(p.texture, p.tex_channels)
+ if tex_name not in resources:
+ resources[tex_name] = texture_export.export_texture(p.texture, p.tex_channels)
- tech_res.statements.append(st)
+ samp_name = sampler_export.get_sampler_name(p.texture)
+ if samp_name not in resources:
+ resources[samp_name] = sampler_export.export_sampler(p.texture)
- return tech_res
+ ctx.next_slice(material)
+ mat_name = material.name+".mat"
+ if mat_name not in resources:
+ if material.type:
+ resources[mat_name] = self.export_material(material, resources)
+ else:
+ resources[mat_name] = None
-class MaterialExporter:
- def __init__(self):
- self.use_textures = True
- self.inline_texture_data = False
+ for thsm in (False, True):
+ occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+ if occluder_spec_values:
+ base_variant = "_thsm" if thsm else ""
+ shader_name = "occluder{}.shader".format(occluder_variant)
+ if shader_name not in resources:
+ resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(base_variant), occluder_spec_values, resources)
- def create_texture_exporter(self):
- from .export_texture import TextureExporter
- texture_export = TextureExporter()
- texture_export.inline_data = self.inline_texture_data
- return texture_export
+ def export_technique(self, material, resources):
+ from .material import Material
+ if type(material)!=Material:
+ material = Material(material)
- def export_technique_resources(self, material, resources):
- texture_export = self.create_texture_exporter()
+ from .datafile import Resource, Statement, Token
+ tech_res = Resource(material.name+".tech", "technique")
+
+ mat_res = resources[material.name+".mat"]
+
+ blend_st = None
+ if material.blend_type=='ALPHA':
+ blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE_MINUS_SRC_ALPHA"))
+ elif material.blend_type=='ADDITIVE':
+ blend_st = Statement("blend", Token("ONE"), Token("ONE"))
+ elif material.blend_type=='ADDITIVE_ALPHA':
+ blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE"))
+
+ if material.render_mode=='CUSTOM':
+ for m in material.render_methods:
+ st = Statement("method", m.tag)
+ if mat_res and m.use_material:
+ st.sub.append(tech_res.create_reference_statement("material", mat_res))
+
+ if m.tag=="blended" and blend_st:
+ st.sub.append(blend_st)
+
+ shader = m.shader
+ if shader.endswith(".glsl"):
+ shader += ".shader"
+ st.sub.append(Statement("shader", shader))
+
+ if material.uniforms:
+ ss = Statement("uniforms")
+ for u in material.uniforms:
+ ss.sub.append(Statement("uniform", u.name, *u.values[:u.size]))
+ st.sub.append(ss)
+
+ if material.face_cull=='BACK':
+ st.sub.append(Statement("face_cull", Token("CULL_BACK")))
+
+ tech_res.statements.append(st)
+ else:
+ base_method = "blended" if material.blend_type!='NONE' else ""
+ st = Statement("method", base_method)
+ if mat_res:
+ st.sub.append(tech_res.create_embed_statement("material", mat_res))
+
+ if blend_st:
+ st.sub.append(blend_st)
+ elif material.alpha_cutoff>0.0:
+ ss = Statement("blend")
+ ss.sub.append(Statement("alpha_to_coverage", True))
+ st.sub.append(ss)
+ if material.receive_shadows:
+ st.sub.append(Statement("receive_shadows", True))
+ if material.image_based_lighting:
+ st.sub.append(Statement("image_based_lighting", True))
+ if material.instancing:
+ st.sub.append(Statement("instancing", True))
+ if material.face_cull=='BACK':
+ st.sub.append(Statement("face_cull", Token("CULL_BACK")))
+
+ tech_res.statements.append(st)
+
+ if material.cast_shadows:
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, False));
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, True));
+
+ return tech_res
+
+ def create_shadow_method(self, tech_res, material, resources, thsm):
+ from .datafile import Statement, Token
+
+ occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+
+ shader_stem = "occluder{}.shader" if occluder_spec_values else "occluder{}.glsl.shader"
+ shader_name = shader_stem.format(occluder_variant)
+
+ st = Statement("method", "shadow"+("_thsm" if thsm else ""))
+ if occluder_spec_values:
+ st.sub.append(tech_res.create_reference_statement("shader", resources[shader_name]))
+ else:
+ st.sub.append(Statement("shader", shader_name))
- from .material import Material
- material = Material(material)
+ if occluder_spec_values.get("use_alpha_cutoff"):
+ ss = Statement("texture", "alpha_map")
- if self.use_textures:
- for p in material.properties:
- if p.texture:
- tex_name = p.texture.image.name+".tex2d"
- if tex_name not in resources:
- resources[tex_name] = texture_export.export_texture(p.texture, p.tex_usage)
+ from .export_texture import TextureExporter
+ from .export_texture import SamplerExporter
+ texture_export = TextureExporter()
+ sampler_export = SamplerExporter()
- mat_name = material.name+".mat"
- if mat_name not in resources:
- resources[mat_name] = self.export_material(material, resources=resources)
+ color_prop = material.properties[0]
+ tex_res = resources[texture_export.get_texture_name(color_prop.texture, color_prop.tex_channels)]
+ ss.sub.append(tech_res.create_reference_statement("texture", tex_res))
+ ss.sub.append(tech_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(color_prop.texture)]))
+ st.sub.append(ss)
- def export_technique(self, material, *, resources):
- return create_technique_resource(material, resources)
+ ss = Statement("uniforms")
+ ss.sub.append(Statement("uniform", "alpha_cutoff", material.alpha_cutoff))
+ st.sub.append(ss)
- def export_material(self, material, *, resources):
- from .datafile import Resource, Statement
- mat_res = Resource(material.name+".mat", "material")
+ if material.face_cull=='BACK':
+ st.sub.append(Statement("face_cull", Token("CULL_BACK")))
- st = Statement("pbr")
- st.sub.append(self.create_property_statement(mat_res, material.base_color, "base_color", resources))
- st.sub.append(self.create_property_statement(mat_res, material.metalness, "metalness", resources))
- st.sub.append(self.create_property_statement(mat_res, material.roughness, "roughness", resources))
- st.sub.append(self.create_property_statement(mat_res, material.normal, "normal", resources, tex_only=True))
- st.sub.append(self.create_property_statement(mat_res, material.emission, "emission", resources))
- mat_res.statements.append(st)
+ return st;
- return mat_res
+ def get_occluder_shader_variant(self, material, thsm):
+ variant = ""
+ if thsm:
+ variant += "_thsm"
- def create_property_statement(self, mat_res, prop, keyword, resources, *, tex_only=False):
- 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)
- if prop.texture.default_filter and fn:
- return Statement(keyword+"_map", fn)
- else:
- return mat_res.create_reference_statement(keyword+"_map", tex_res)
- elif type(prop.value)==tuple:
- return Statement(keyword, *prop.value)
- else:
- return Statement(keyword, prop.value)
+ spec_values = {}
+ color_prop = material.properties[0]
+ if material.cast_shadows and material.alpha_cutoff>0.0:
+ spec_values["use_alpha_cutoff"] = True
+ variant += "_masked"
+ if material.instancing:
+ spec_values["use_instancing"] = True
+ variant += "_instanced"
-class MaterialMapExporter:
- def __init__(self):
- pass
+ return (variant, spec_values)
- def export_technique_resources(self, material_map, resources):
+ def export_material(self, material, resources):
from .datafile import Resource, Statement, Token
- base_color_name = material_map.name+"_base_color.tex2d"
- if base_color_name not in resources:
- base_color_res = Resource(base_color_name, "texture2d")
+ mat_res = Resource(material.name+".mat", "material")
- base_color_res.statements.append(Statement("min_filter", Token('NEAREST')))
- base_color_res.statements.append(Statement("mag_filter", Token('NEAREST')))
- base_color_res.statements.append(Statement("storage", Token('SRGB_ALPHA'), *material_map.size))
- base_color_res.statements.append(Statement("raw_data", material_map.base_color_data))
+ if material.type!="pbr" and material.type!="unlit":
+ raise Exception("Can't export material {} of unknown type {}".format(material.name, material.type))
+
+ mat_res.statements.append(Statement("type", Token(material.type)));
+ for p in material.properties:
+ st = self.create_property_statement(mat_res, p, resources)
+ if st:
+ mat_res.statements.append(st)
+ textures = [p.texture for p in material.properties if p.texture]
+ if textures:
+ from .export_texture import SamplerExporter
+ sampler_export = SamplerExporter()
+ mat_res.statements.append(mat_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(textures[0])]))
+ if material.alpha_cutoff>0.0:
+ mat_res.statements.append(Statement("alpha_cutoff", material.alpha_cutoff))
- resources[base_color_name] = base_color_res
+ return mat_res
- mat_name = material_map.name+".mat"
- if mat_name not in resources:
- mat_res = Resource(mat_name, "material")
- st = Statement("pbr")
- st.sub.append(mat_res.create_reference_statement("base_color_map", base_color_res))
- mat_res.statements.append(st)
+ def create_property_statement(self, mat_res, prop, resources):
+ from .datafile import Statement
+ if prop.texture:
+ from .export_texture import TextureExporter
+ texture_export = TextureExporter()
+ tex_res = resources[texture_export.get_texture_name(prop.texture, prop.tex_channels)]
+ return mat_res.create_reference_statement(prop.tex_keyword, tex_res)
+ elif not prop.keyword:
+ return
+ elif type(prop.value)==tuple:
+ return Statement(prop.keyword, *prop.value)
+ else:
+ return Statement(prop.keyword, prop.value)
+
+ def export_shader(self, name, module, spec_values, resources):
+ from .datafile import Resource, Statement
+ shader_res = Resource(name, "shader")
- resources[mat_name] = mat_res
+ st = Statement("module", module)
+ for k, v in spec_values.items():
+ st.sub.append(Statement("specialize", k, v))
+ shader_res.statements.append(st)
- def export_technique(self, material_map, *, resources):
- return create_technique_resource(material_map, resources)
+ return shader_res