]> 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 7e8f60660b4563eddc2e04f4f93ae2b3ff635e41..ffdae1cc7f782cd65ffc2781178e389f3a11fec7 100644 (file)
@@ -1,17 +1,28 @@
 import os
 
 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"]
 
+       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':
                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"
@@ -25,15 +36,17 @@ def create_technique_resource(material, resources):
 
                        tech_res.statements.append(st)
        else:
-               st = Statement("method", "")
+               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 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))
+               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))
 
                tech_res.statements.append(st)
 
@@ -49,7 +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()
@@ -58,16 +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: