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)
+ for thsm in (False, True):
+ occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+ if occluder_spec_values:
+ base_variant = "_thsm" if thsm else ""
+ shader_name = "occluder{}.shader".format(occluder_variant)
if shader_name not in resources:
- resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(detail), {"use_alpha_cutoff":True}, resources)
+ resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(base_variant), occluder_spec_values, resources)
def export_technique(self, material, resources):
from .material import Material
st.sub.append(Statement("receive_shadows", True))
if material.image_based_lighting:
st.sub.append(Statement("image_based_lighting", True))
+ if material.instancing:
+ st.sub.append(Statement("instancing", 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"));
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, False));
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, True));
return tech_res
- def create_shadow_method(self, tech_res, material, resources, detail):
+ def create_shadow_method(self, tech_res, material, resources, thsm):
from .datafile import Statement, Token
- color_prop = next((p for p in material.properties if p.keyword and "color" in p.keyword), None)
+ occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+
+ shader_stem = "occluder{}.shader" if occluder_spec_values else "occluder{}.glsl.shader"
+ shader_name = shader_stem.format(occluder_variant)
- 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)]))
+ st = Statement("method", "shadow"+("_thsm" if thsm else ""))
+ if occluder_spec_values:
+ st.sub.append(tech_res.create_reference_statement("shader", resources[shader_name]))
+ else:
+ st.sub.append(Statement("shader", shader_name))
+
+ if occluder_spec_values.get("use_alpha_cutoff"):
ss = Statement("texture", "alpha_map")
from .export_texture import TextureExporter
texture_export = TextureExporter()
sampler_export = SamplerExporter()
+ color_prop = material.properties[0]
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)]))
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 get_occluder_shader_variant(self, material, thsm):
+ variant = ""
+ if thsm:
+ variant += "_thsm"
+
+ spec_values = {}
+
+ color_prop = material.properties[0]
+ if material.cast_shadows and material.alpha_cutoff>0.0:
+ spec_values["use_alpha_cutoff"] = True
+ variant += "_masked"
+ if material.instancing:
+ spec_values["use_instancing"] = True
+ variant += "_instanced"
+
+ return (variant, spec_values)
+
def export_material(self, material, resources):
from .datafile import Resource, Statement, Token
mat_res = Resource(material.name+".mat", "material")
if mat.render_mode=='BUILTIN':
self.layout.prop(mat, "receive_shadows")
self.layout.prop(mat, "image_based_lighting")
+ self.layout.prop(mat, "instancing")
self.layout.prop(mat, "array_atlas")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index")
bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
+ bpy.types.Material.instancing = bpy.props.BoolProperty(name="Instanced rendering", description="Use instanced draw calls for objects with this material", default=False)
bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", description="Uniform variables to add to the technique")