import os
def create_technique_resource(material, resources):
- # This operates on a Blender material, not a custom object
- from .datafile import Resource, Statement
+ from .datafile import Resource, Statement, Token
tech_res = Resource(material.name+".tech", "technique")
mat_res = resources[material.name+".mat"]
- st = Statement("method", "")
- if mat_res:
- st.sub.append(tech_res.create_embed_statement("material", mat_res))
+ 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':
- shader = material.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)
+ 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)
+
+ 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)
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)
+ tech_res.statements.append(st)
- if material.shadow_method!='NONE':
- st = Statement("method", "shadow")
- 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:
+ if material.cast_shadows:
+ st = Statement("method", "shadow")
st.sub.append(Statement("shader", "occluder.glsl.shader"))
- tech_res.statements.append(st)
+ tech_res.statements.append(st)
+
+ st = Statement("method", "shadow_thsm")
+ st.sub.append(Statement("shader", "occluder_thsm.glsl.shader"))
+ tech_res.statements.append(st)
return tech_res
class MaterialExporter:
- def create_texture_exporter(self):
- from .export_texture import TextureExporter
- texture_export = TextureExporter()
- return texture_export
-
def export_technique_resources(self, material, resources):
- from .export_texture import SamplerExporter
- texture_export = self.create_texture_exporter()
+ from .export_texture import SamplerExporter, TextureExporter
+ texture_export = TextureExporter()
sampler_export = SamplerExporter()
from .material import Material
- material = Material(material)
+ if type(material)!=Material:
+ material = Material(material)
for p in material.properties:
if p.texture:
resources[mat_name] = None
def export_technique(self, material, resources):
+ from .material import Material
+ if type(material)!=Material:
+ material = Material(material)
+
return create_technique_resource(material, resources)
def export_material(self, material, resources):