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[libs/gl.git] / blender / io_mspgl / export_material.py
1 class MaterialExporter:
2         def export_technique_resources(self, ctx, material, resources):
3                 from .export_texture import SamplerExporter, TextureExporter
4                 texture_export = TextureExporter()
5                 sampler_export = SamplerExporter()
6
7                 from .material import Material
8                 if type(material)!=Material:
9                         material = Material(material)
10
11                 textured_props = [p for p in material.properties if p.texture]
12
13                 ctx.set_slices(len(textured_props)+1)
14                 for p in textured_props:
15                         ctx.next_slice(p.texture.image)
16
17                         tex_name = texture_export.get_texture_name(p.texture, p.tex_channels)
18                         if tex_name not in resources:
19                                 resources[tex_name] = texture_export.export_texture(p.texture, p.tex_channels)
20
21                         samp_name = sampler_export.get_sampler_name(p.texture)
22                         if samp_name not in resources:
23                                 resources[samp_name] = sampler_export.export_sampler(p.texture)
24
25                 ctx.next_slice(material)
26                 mat_name = material.name+".mat"
27                 if mat_name not in resources:
28                         if material.type:
29                                 resources[mat_name] = self.export_material(material, resources)
30                         else:
31                                 resources[mat_name] = None
32
33                 for thsm in (False, True):
34                         occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
35                         if occluder_spec_values:
36                                 base_variant = "_thsm" if thsm else ""
37                                 shader_name = "occluder{}.shader".format(occluder_variant)
38                                 if shader_name not in resources:
39                                         resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(base_variant), occluder_spec_values, resources)
40
41         def export_technique(self, material, resources):
42                 from .material import Material
43                 if type(material)!=Material:
44                         material = Material(material)
45
46                 from .datafile import Resource, Statement, Token
47                 tech_res = Resource(material.name+".tech", "technique")
48
49                 mat_res = resources[material.name+".mat"]
50
51                 blend_st = None
52                 if material.blend_type=='ALPHA':
53                         blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE_MINUS_SRC_ALPHA"))
54                 elif material.blend_type=='ADDITIVE':
55                         blend_st = Statement("blend", Token("ONE"), Token("ONE"))
56                 elif material.blend_type=='ADDITIVE_ALPHA':
57                         blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE"))
58
59                 if material.render_mode=='CUSTOM':
60                         for m in material.render_methods:
61                                 st = Statement("method", m.tag)
62                                 if mat_res and m.use_material:
63                                         st.sub.append(tech_res.create_reference_statement("material", mat_res))
64
65                                 if m.tag=="blended" and blend_st:
66                                         st.sub.append(blend_st)
67
68                                 shader = m.shader
69                                 if shader.endswith(".glsl"):
70                                         shader += ".shader"
71                                 st.sub.append(Statement("shader", shader))
72
73                                 if material.uniforms:
74                                         ss = Statement("uniforms")
75                                         for u in material.uniforms:
76                                                 ss.sub.append(Statement("uniform", u.name, *u.values[:u.size]))
77                                         st.sub.append(ss)
78
79                                 if material.face_cull=='BACK':
80                                         st.sub.append(Statement("face_cull", Token("CULL_BACK")))
81
82                                 tech_res.statements.append(st)
83                 else:
84                         base_method = "blended" if material.blend_type!='NONE' else ""
85                         st = Statement("method", base_method)
86                         if mat_res:
87                                 st.sub.append(tech_res.create_embed_statement("material", mat_res))
88
89                         if blend_st:
90                                 st.sub.append(blend_st)
91                         if material.receive_shadows:
92                                 st.sub.append(Statement("receive_shadows", True))
93                         if material.image_based_lighting:
94                                 st.sub.append(Statement("image_based_lighting", True))
95                         if material.instancing:
96                                 st.sub.append(Statement("instancing", True))
97                         if material.face_cull=='BACK':
98                                 st.sub.append(Statement("face_cull", Token("CULL_BACK")))
99
100                         tech_res.statements.append(st)
101
102                         if material.cast_shadows:
103                                 tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, False));
104                                 tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, True));
105
106                 return tech_res
107
108         def create_shadow_method(self, tech_res, material, resources, thsm):
109                 from .datafile import Statement, Token
110
111                 occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
112
113                 shader_stem = "occluder{}.shader" if occluder_spec_values else "occluder{}.glsl.shader"
114                 shader_name = shader_stem.format(occluder_variant)
115
116                 st = Statement("method", "shadow"+("_thsm" if thsm else ""))
117                 if occluder_spec_values:
118                         st.sub.append(tech_res.create_reference_statement("shader", resources[shader_name]))
119                 else:
120                         st.sub.append(Statement("shader", shader_name))
121
122                 if occluder_spec_values.get("use_alpha_cutoff"):
123                         ss = Statement("texture", "alpha_map")
124
125                         from .export_texture import TextureExporter
126                         from .export_texture import SamplerExporter
127                         texture_export = TextureExporter()
128                         sampler_export = SamplerExporter()
129
130                         color_prop = material.properties[0]
131                         tex_res = resources[texture_export.get_texture_name(color_prop.texture, color_prop.tex_channels)]
132                         ss.sub.append(tech_res.create_reference_statement("texture", tex_res))
133                         ss.sub.append(tech_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(color_prop.texture)]))
134                         st.sub.append(ss)
135
136                         ss = Statement("uniforms")
137                         ss.sub.append(Statement("uniform", "alpha_cutoff", material.alpha_cutoff))
138                         st.sub.append(ss)
139
140                 if material.face_cull=='BACK':
141                         st.sub.append(Statement("face_cull", Token("CULL_BACK")))
142
143                 return st;
144
145         def get_occluder_shader_variant(self, material, thsm):
146                 variant = ""
147                 if thsm:
148                         variant += "_thsm"
149
150                 spec_values = {}
151
152                 color_prop = material.properties[0]
153                 if material.cast_shadows and material.alpha_cutoff>0.0:
154                         spec_values["use_alpha_cutoff"] = True
155                         variant += "_masked"
156                 if material.instancing:
157                         spec_values["use_instancing"] = True
158                         variant += "_instanced"
159
160                 return (variant, spec_values)
161
162         def export_material(self, material, resources):
163                 from .datafile import Resource, Statement, Token
164                 mat_res = Resource(material.name+".mat", "material")
165
166                 if material.type!="pbr" and material.type!="unlit":
167                         raise Exception("Can't export material {} of unknown type {}".format(material.name, material.type))
168
169                 mat_res.statements.append(Statement("type", Token(material.type)));
170                 for p in material.properties:
171                         st = self.create_property_statement(mat_res, p, resources)
172                         if st:
173                                 mat_res.statements.append(st)
174                 textures = [p.texture for p in material.properties if p.texture]
175                 if textures:
176                         from .export_texture import SamplerExporter
177                         sampler_export = SamplerExporter()
178                         mat_res.statements.append(mat_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(textures[0])]))
179                 if material.alpha_cutoff>0.0:
180                         mat_res.statements.append(Statement("alpha_cutoff", material.alpha_cutoff))
181
182                 return mat_res
183
184         def create_property_statement(self, mat_res, prop, resources):
185                 from .datafile import Statement
186                 if prop.texture:
187                         from .export_texture import TextureExporter
188                         texture_export = TextureExporter()
189                         tex_res = resources[texture_export.get_texture_name(prop.texture, prop.tex_channels)]
190                         return mat_res.create_reference_statement(prop.tex_keyword, tex_res)
191                 elif not prop.keyword:
192                         return
193                 elif type(prop.value)==tuple:
194                         return Statement(prop.keyword, *prop.value)
195                 else:
196                         return Statement(prop.keyword, prop.value)
197
198         def export_shader(self, name, module, spec_values, resources):
199                 from .datafile import Resource, Statement
200                 shader_res = Resource(name, "shader")
201
202                 st = Statement("module", module)
203                 for k, v in spec_values.items():
204                         st.sub.append(Statement("specialize", k, v))
205                 shader_res.statements.append(st)
206
207                 return shader_res