]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_material.py
Refactor face cull settings in Blender
[libs/gl.git] / blender / io_mspgl / export_material.py
index bf7e2b3f5b8d4824dc3a132b75ff93a93b0cdce8..aceb6cc0d833ccfb2ab186ff4f4eb017f09cca5c 100644 (file)
-import os
+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
+       from .datafile import Resource, Statement, Token
        tech_res = Resource(material.name+".tech", "technique")
 
        mat_res = resources[material.name+".mat"]
 
-       st = Statement("pass", "")
-       if mat_res:
-               st.sub.append(tech_res.create_embed_statement("material", mat_res))
+       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':
-               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)
-
-       tech_res.statements.append(st)
+               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 create_texture_exporter(self):
-               from .export_texture import TextureExporter
+       def export_technique_resources(self, ctx, material, resources):
+               from .export_texture import SamplerExporter, TextureExporter
                texture_export = TextureExporter()
-               return texture_export
-
-       def export_technique_resources(self, material, resources):
-               from .export_texture import SamplerExporter
-               texture_export = self.create_texture_exporter()
                sampler_export = SamplerExporter()
 
                from .material import Material
-               material = Material(material)
+               if type(material)!=Material:
+                       material = Material(material)
 
-               for p in material.properties:
-                       if p.texture:
-                               tex_name = p.texture.image.name+".tex2d"
-                               if tex_name not in resources:
-                                       resources[tex_name] = texture_export.export_texture(p.texture, p.tex_usage, invert_green=p.invert_green)
+               textured_props = [p for p in material.properties if p.texture]
 
-                               samp_name = sampler_export.get_sampler_name(p.texture)
-                               if samp_name not in resources:
-                                       resources[samp_name] = sampler_export.export_sampler(p.texture)
+               ctx.set_slices(len(textured_props)+1)
+               for p in textured_props:
+                       ctx.next_slice(p.texture.image)
 
+                       tex_name = texture_export.get_texture_name(p.texture, p.tex_channels)
+                       if tex_name not in resources:
+                               resources[tex_name] = texture_export.export_texture(p.texture, p.tex_channels)
+
+                       samp_name = sampler_export.get_sampler_name(p.texture)
+                       if samp_name not in resources:
+                               resources[samp_name] = sampler_export.export_sampler(p.texture)
+
+               ctx.next_slice(material)
                mat_name = material.name+".mat"
                if mat_name not in resources:
                        if material.type:
@@ -57,7 +122,17 @@ class MaterialExporter:
                        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)
+                               if shader_name not in resources:
+                                       resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(detail), {"use_alpha_cutoff":True}, resources)
+
        def export_technique(self, material, resources):
+               from .material import Material
+               if type(material)!=Material:
+                       material = Material(material)
+
                return create_technique_resource(material, resources)
 
        def export_material(self, material, resources):
@@ -73,24 +148,22 @@ class MaterialExporter:
                        if st:
                                mat_res.statements.append(st)
                textures = [p.texture for p in material.properties if p.texture]
-               if textures and not all(t.default_filter for t in textures):
+               if textures:
                        from .export_texture import SamplerExporter
-                       sampler_tex = next(t for t in textures if not t.default_filter)
                        sampler_export = SamplerExporter()
-                       mat_res.statements.append(mat_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(sampler_tex)]))
+                       mat_res.statements.append(mat_res.create_reference_statement("sampler", resources[sampler_export.get_sampler_name(textures[0])]))
+               if material.alpha_cutoff>0.0:
+                       mat_res.statements.append(Statement("alpha_cutoff", material.alpha_cutoff))
 
                return mat_res
 
        def create_property_statement(self, mat_res, prop, resources):
                from .datafile import Statement
                if prop.texture:
-                       tex_res = resources[prop.texture.image.name+".tex2d"]
-                       from .util import basename
-                       fn = basename(prop.texture.image.filepath)
-                       if prop.texture.default_filter and fn:
-                               return Statement(prop.tex_keyword, fn)
-                       else:
-                               return mat_res.create_reference_statement(prop.tex_keyword, tex_res)
+                       from .export_texture import TextureExporter
+                       texture_export = TextureExporter()
+                       tex_res = resources[texture_export.get_texture_name(prop.texture, prop.tex_channels)]
+                       return mat_res.create_reference_statement(prop.tex_keyword, tex_res)
                elif not prop.keyword:
                        return
                elif type(prop.value)==tuple:
@@ -98,6 +171,17 @@ class MaterialExporter:
                else:
                        return Statement(prop.keyword, prop.value)
 
+       def export_shader(self, name, module, spec_values, resources):
+               from .datafile import Resource, Statement
+               shader_res = Resource(name, "shader")
+
+               st = Statement("module", module)
+               for k, v in spec_values.items():
+                       st.sub.append(Statement("specialize", k, v))
+               shader_res.statements.append(st)
+
+               return shader_res
+
 
 class MaterialAtlasExporter:
        def __init__(self):
@@ -105,11 +189,12 @@ class MaterialAtlasExporter:
 
        def export_technique_resources(self, material_atlas, resources):
                from .datafile import Resource, Statement, Token
-               base_color_name = material_atlas.name+"_base_color.tex2d"
+               base_color_name = material_atlas.name+"_base_color.tex"
                base_color_res = resources.get(base_color_name)
                if not base_color_res:
-                       base_color_res = Resource(base_color_name, "texture2d")
+                       base_color_res = Resource(base_color_name, "texture")
 
+                       base_color_res.statements.append(Statement("type", Token("\\2d")))
                        base_color_res.statements.append(Statement("storage", Token('SRGB_ALPHA'), *material_atlas.size))
                        base_color_res.statements.append(Statement("raw_data", material_atlas.base_color_data))