X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fexport_material.py;h=7e8f60660b4563eddc2e04f4f93ae2b3ff635e41;hb=2680cc0bf251db566753dbe9bf947ba6a4b083d2;hp=e7c1a50d49838523e3ae991d4c3c62952a7d4393;hpb=c0b7d6ee4a7478f5aecb1504429ec1fc846d64ed;p=libs%2Fgl.git diff --git a/blender/io_mspgl/export_material.py b/blender/io_mspgl/export_material.py index e7c1a50d..7e8f6066 100644 --- a/blender/io_mspgl/export_material.py +++ b/blender/io_mspgl/export_material.py @@ -1,61 +1,62 @@ import os def create_technique_resource(material, resources): - # This operates on a Blender material, not a custom object from .datafile import Resource, Statement 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)) - 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) - else: - if material.receive_shadows: - st.sub.append(Statement("receive_shadows", True)) - if material.image_based_lighting: - st.sub.append(Statement("image_based_lighting", True)) + 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)) - 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 + shader = m.shader if shader.endswith(".glsl"): shader += ".shader" st.sub.append(Statement("shader", shader)) - else: - st.sub.append(Statement("shader", "_occluder.glsl.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: + st = Statement("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)) + tech_res.statements.append(st) + if material.cast_shadows: + st = Statement("method", "shadow") + st.sub.append(Statement("shader", "occluder.glsl.shader")) + 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: @@ -75,6 +76,10 @@ class MaterialExporter: 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):