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Move the utility functions in export_material into MaterialExporter
[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                 if material.cast_shadows and material.alpha_cutoff>0.0:
34                         for detail in ("", "_thsm"):
35                                 shader_name = "occluder{}_masked.shader".format(detail)
36                                 if shader_name not in resources:
37                                         resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(detail), {"use_alpha_cutoff":True}, resources)
38
39         def export_technique(self, material, resources):
40                 from .material import Material
41                 if type(material)!=Material:
42                         material = Material(material)
43
44                 from .datafile import Resource, Statement, Token
45                 tech_res = Resource(material.name+".tech", "technique")
46
47                 mat_res = resources[material.name+".mat"]
48
49                 blend_st = None
50                 if material.blend_type=='ALPHA':
51                         blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE_MINUS_SRC_ALPHA"))
52                 elif material.blend_type=='ADDITIVE':
53                         blend_st = Statement("blend", Token("ONE"), Token("ONE"))
54                 elif material.blend_type=='ADDITIVE_ALPHA':
55                         blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE"))
56
57                 if material.render_mode=='CUSTOM':
58                         for m in material.render_methods:
59                                 st = Statement("method", m.tag)
60                                 if mat_res and m.use_material:
61                                         st.sub.append(tech_res.create_reference_statement("material", mat_res))
62
63                                 if m.tag=="blended" and blend_st:
64                                         st.sub.append(blend_st)
65
66                                 shader = m.shader
67                                 if shader.endswith(".glsl"):
68                                         shader += ".shader"
69                                 st.sub.append(Statement("shader", shader))
70
71                                 if material.uniforms:
72                                         ss = Statement("uniforms")
73                                         for u in material.uniforms:
74                                                 ss.sub.append(Statement("uniform", u.name, *u.values[:u.size]))
75                                         st.sub.append(ss)
76
77                                 if material.face_cull=='BACK':
78                                         st.sub.append(Statement("face_cull", Token("CULL_BACK")))
79
80                                 tech_res.statements.append(st)
81                 else:
82                         base_method = "blended" if material.blend_type!='NONE' else ""
83                         st = Statement("method", base_method)
84                         if mat_res:
85                                 st.sub.append(tech_res.create_embed_statement("material", mat_res))
86
87                         if blend_st:
88                                 st.sub.append(blend_st)
89                         if material.receive_shadows:
90                                 st.sub.append(Statement("receive_shadows", True))
91                         if material.image_based_lighting:
92                                 st.sub.append(Statement("image_based_lighting", True))
93                         if material.face_cull=='BACK':
94                                 st.sub.append(Statement("face_cull", Token("CULL_BACK")))
95
96                         tech_res.statements.append(st)
97
98                         if material.cast_shadows:
99                                 tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, ""));
100                                 tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, "_thsm"));
101
102                 return tech_res
103
104         def create_shadow_method(self, tech_res, material, resources, detail):
105                 from .datafile import Statement, Token
106
107                 color_prop = next((p for p in material.properties if p.keyword and "color" in p.keyword), None)
108
109                 st = Statement("method", "shadow"+detail)
110                 if material.alpha_cutoff>0.0 and color_prop and 'A' in color_prop.tex_channels:
111                         st.sub.append(tech_res.create_reference_statement("shader", resources["occluder{}_masked.shader".format(detail)]))
112                         ss = Statement("texture", "alpha_map")
113
114                         from .export_texture import TextureExporter
115                         from .export_texture import SamplerExporter
116                         texture_export = TextureExporter()
117                         sampler_export = SamplerExporter()
118
119                         tex_res = resources[texture_export.get_texture_name(color_prop.texture, color_prop.tex_channels)]
120                         ss.sub.append(tech_res.create_reference_statement("texture", tex_res))
121                         ss.sub.append(tech_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(color_prop.texture)]))
122                         st.sub.append(ss)
123
124                         ss = Statement("uniforms")
125                         ss.sub.append(Statement("uniform", "alpha_cutoff", material.alpha_cutoff))
126                         st.sub.append(ss)
127                 else:
128                         st.sub.append(Statement("shader", "occluder{}.glsl.shader".format(detail)))
129
130                 if material.face_cull=='BACK':
131                         st.sub.append(Statement("face_cull", Token("CULL_BACK")))
132
133                 return st;
134
135         def export_material(self, material, resources):
136                 from .datafile import Resource, Statement, Token
137                 mat_res = Resource(material.name+".mat", "material")
138
139                 if material.type!="pbr" and material.type!="unlit":
140                         raise Exception("Can't export material {} of unknown type {}".format(material.name, material.type))
141
142                 mat_res.statements.append(Statement("type", Token(material.type)));
143                 for p in material.properties:
144                         st = self.create_property_statement(mat_res, p, resources)
145                         if st:
146                                 mat_res.statements.append(st)
147                 textures = [p.texture for p in material.properties if p.texture]
148                 if textures:
149                         from .export_texture import SamplerExporter
150                         sampler_export = SamplerExporter()
151                         mat_res.statements.append(mat_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(textures[0])]))
152                 if material.alpha_cutoff>0.0:
153                         mat_res.statements.append(Statement("alpha_cutoff", material.alpha_cutoff))
154
155                 return mat_res
156
157         def create_property_statement(self, mat_res, prop, resources):
158                 from .datafile import Statement
159                 if prop.texture:
160                         from .export_texture import TextureExporter
161                         texture_export = TextureExporter()
162                         tex_res = resources[texture_export.get_texture_name(prop.texture, prop.tex_channels)]
163                         return mat_res.create_reference_statement(prop.tex_keyword, tex_res)
164                 elif not prop.keyword:
165                         return
166                 elif type(prop.value)==tuple:
167                         return Statement(prop.keyword, *prop.value)
168                 else:
169                         return Statement(prop.keyword, prop.value)
170
171         def export_shader(self, name, module, spec_values, resources):
172                 from .datafile import Resource, Statement
173                 shader_res = Resource(name, "shader")
174
175                 st = Statement("module", module)
176                 for k, v in spec_values.items():
177                         st.sub.append(Statement("specialize", k, v))
178                 shader_res.statements.append(st)
179
180                 return shader_res