-import os
+def create_shadow_method(tech_res, material, resources, detail):
+ from .datafile import Statement, Token
+
+ color_prop = next((p for p in material.properties if p.keyword and "color" in p.keyword), None)
+
+ st = Statement("method", "shadow"+detail)
+ if material.alpha_cutoff>0.0 and color_prop and 'A' in color_prop.tex_channels:
+ st.sub.append(tech_res.create_reference_statement("shader", resources["occluder{}_masked.shader".format(detail)]))
+ ss = Statement("texture", "alpha_map")
+
+ from .export_texture import TextureExporter
+ from .export_texture import SamplerExporter
+ texture_export = TextureExporter()
+ sampler_export = SamplerExporter()
+
+ 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)
+
+ ss = Statement("uniforms")
+ ss.sub.append(Statement("uniform", "alpha_cutoff", material.alpha_cutoff))
+ st.sub.append(ss)
+ else:
+ st.sub.append(Statement("shader", "occluder{}.glsl.shader".format(detail)))
+
+ if material.face_cull=='BACK':
+ st.sub.append(Statement("face_cull", Token("CULL_BACK")))
+
+ return st;
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("pass", "")
- 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)
+
+ 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)
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.face_cull=='BACK':
+ st.sub.append(Statement("face_cull", Token("CULL_BACK")))
- tech_res.statements.append(st)
-
- if material.shadow_method!='NONE':
- st = Statement("pass", "shadow")
- st.sub.append(Statement("shader", "_occluder.glsl.shader"))
tech_res.statements.append(st)
+ if material.cast_shadows:
+ tech_res.statements.append(create_shadow_method(tech_res, material, resources, ""));
+ tech_res.statements.append(create_shadow_method(tech_res, material, resources, "_thsm"));
+
return tech_res
class MaterialExporter:
- def create_texture_exporter(self):
- from .export_texture import TextureExporter
+ def export_technique_resources(self, ctx, material, resources):
+ from .export_texture import SamplerExporter, 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()
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:
- 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, invert_green=p.invert_green)
+ textured_props = [p for p in material.properties if p.texture]
+
+ ctx.set_slices(len(textured_props)+1)
+ for p in textured_props:
+ ctx.next_slice(p.texture.image)
- samp_name = sampler_export.get_sampler_name(p.texture)
- if samp_name not in resources:
- resources[samp_name] = sampler_export.export_sampler(p.texture)
+ 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)
+ samp_name = sampler_export.get_sampler_name(p.texture)
+ if samp_name not in resources:
+ resources[samp_name] = sampler_export.export_sampler(p.texture)
+
+ ctx.next_slice(material)
mat_name = material.name+".mat"
if mat_name not in resources:
if material.type:
else:
resources[mat_name] = None
+ if material.cast_shadows and material.alpha_cutoff>0.0:
+ for detail in ("", "_thsm"):
+ shader_name = "occluder{}_masked.shader".format(detail)
+ if shader_name not in resources:
+ resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(detail), {"use_alpha_cutoff":True}, resources)
+
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):
if st:
mat_res.statements.append(st)
textures = [p.texture for p in material.properties if p.texture]
- if textures and not all(t.default_filter for t in textures):
+ if textures:
from .export_texture import SamplerExporter
- sampler_tex = next(t for t in textures if not t.default_filter)
sampler_export = SamplerExporter()
- mat_res.statements.append(mat_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(sampler_tex)]))
+ 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))
return mat_res
def create_property_statement(self, mat_res, prop, resources):
from .datafile import Statement
if prop.texture:
- tex_res = resources[prop.texture.image.name+".tex2d"]
- from .util import basename
- fn = basename(prop.texture.image.filepath)
- if prop.texture.default_filter and fn:
- return Statement(prop.tex_keyword, fn)
- else:
- return mat_res.create_reference_statement(prop.tex_keyword, tex_res)
+ 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:
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")
+
+ st = Statement("module", module)
+ for k, v in spec_values.items():
+ st.sub.append(Statement("specialize", k, v))
+ shader_res.statements.append(st)
+
+ return shader_res
+
class MaterialAtlasExporter:
def __init__(self):
def export_technique_resources(self, material_atlas, resources):
from .datafile import Resource, Statement, Token
- base_color_name = material_atlas.name+"_base_color.tex2d"
+ base_color_name = material_atlas.name+"_base_color.tex"
base_color_res = resources.get(base_color_name)
if not base_color_res:
- base_color_res = Resource(base_color_name, "texture2d")
+ base_color_res = Resource(base_color_name, "texture")
+ base_color_res.statements.append(Statement("type", Token("\\2d")))
base_color_res.statements.append(Statement("storage", Token('SRGB_ALPHA'), *material_atlas.size))
base_color_res.statements.append(Statement("raw_data", material_atlas.base_color_data))