-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):
- 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)
- 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.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 export_technique_resources(self, ctx, material, resources):
from .export_texture import SamplerExporter, TextureExporter
if type(material)!=Material:
material = Material(material)
- return create_technique_resource(material, resources)
+ 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)
+ 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.cast_shadows:
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, ""));
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, "_thsm"));
+
+ return tech_res
+
+ def create_shadow_method(self, 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 export_material(self, material, resources):
from .datafile import Resource, Statement, Token