]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_material.py
Support creating fully custom techniques in Blender
[libs/gl.git] / blender / io_mspgl / export_material.py
index 19c22d1fba598bb89449032e2cff2e950efe988a..69782b64cbb4cd7c3edf4fb3ebcd8064313141d3 100644 (file)
@@ -7,40 +7,46 @@ def create_technique_resource(material, resources):
 
        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.shadow_method!='NONE':
+                       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: