import os
def create_technique_resource(material, resources):
- from .datafile import Resource, Statement
+ 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"
tech_res.statements.append(st)
else:
- st = Statement("method", "")
+ 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 material.render_mode!='CUSTOM':
- 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 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)
return tech_res
class MaterialExporter:
- def export_technique_resources(self, material, resources):
+ def export_technique_resources(self, ctx, material, resources):
from .export_texture import SamplerExporter, TextureExporter
texture_export = TextureExporter()
sampler_export = SamplerExporter()
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)
+
+ tex_name = p.texture.image.name+".tex2d"
+ 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)
+ 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: