]> 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 e7c1a50d49838523e3ae991d4c3c62952a7d4393..ffdae1cc7f782cd65ffc2781178e389f3a11fec7 100644 (file)
@@ -1,72 +1,91 @@
 import os
 
 def create_technique_resource(material, resources):
-       # This operates on a Blender material, not a custom object
-       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("method", "")
-       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)
+               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)
+
+                       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))
 
-       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
-                       if shader.endswith(".glsl"):
-                               shader += ".shader"
-                       st.sub.append(Statement("shader", shader))
-               else:
-                       st.sub.append(Statement("shader", "_occluder.glsl.shader"))
                tech_res.statements.append(st)
 
+               if material.cast_shadows:
+                       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:
-       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]
+
+               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:
@@ -75,6 +94,10 @@ class MaterialExporter:
                                resources[mat_name] = None
 
        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):