]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_material.py
Make texture channel handling in the Blender exporter more flexible
[libs/gl.git] / blender / io_mspgl / export_material.py
index 6a194dfbe59e5352a79a3d2f6344c5970e72fbd8..ffdae1cc7f782cd65ffc2781178e389f3a11fec7 100644 (file)
@@ -7,8 +7,12 @@ def create_technique_resource(material, resources):
        mat_res = resources[material.name+".mat"]
 
        blend_st = None
-       if material.blended:
+       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':
                for m in material.render_methods:
@@ -32,7 +36,7 @@ def create_technique_resource(material, resources):
 
                        tech_res.statements.append(st)
        else:
-               base_method = "blended" if material.blended 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))
@@ -58,7 +62,7 @@ def create_technique_resource(material, resources):
        return tech_res
 
 class MaterialExporter:
-       def export_technique_resources(self, material, resources):
+       def export_technique_resources(self, ctx, material, resources):
                from .export_texture import SamplerExporter, TextureExporter
                texture_export = TextureExporter()
                sampler_export = SamplerExporter()
@@ -67,16 +71,21 @@ class MaterialExporter:
                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]
+
+               ctx.set_slices(len(textured_props)+1)
+               for p in textured_props:
+                       ctx.next_slice(p.texture.image)
+
+                       tex_name = p.texture.image.name+".tex2d"
+                       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)
+                       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: