]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/material.py
Support creating fully custom techniques in Blender
[libs/gl.git] / blender / io_mspgl / material.py
index 1d6a06a0b0730974365d21e65a3f19760b566bea..eb4c7c2444b18da82b6318585ff098b5f2af9e05 100644 (file)
@@ -1,5 +1,13 @@
 import os
 
+def compute_render_method_hash(material):
+       descr = ""
+       for m in material.render_methods:
+               if descr:
+                       descr += ","
+               descr += "{}={}".format(m.tag, m.shader)
+       return hash(descr)
+
 def check_group(node_tree, group, func):
        from .util import get_linked_node_and_socket
 
@@ -93,15 +101,15 @@ class Material:
 
                self.render_mode = material.render_mode
                self.technique = material.technique
-               self.shader = material.shader
+               self.render_methods = material.render_methods[:]
                self.receive_shadows = material.receive_shadows
                self.cast_shadows = (material.shadow_method!='NONE')
                self.image_based_lighting = material.image_based_lighting
 
                if self.render_mode=='EXTERNAL' and not self.technique:
                        raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
-               elif self.render_mode=='CUSTOM' and not self.shader:
-                       raise Exception("Invalid configuration on material {}: No shader for custom rendering".format(self.name))
+               elif self.render_mode=='CUSTOM' and not self.render_methods:
+                       raise Exception("Invalid configuration on material {}: No render methods for custom rendering".format(self.name))
 
                out_node = next((n for n in material.node_tree.nodes if n.type=='OUTPUT_MATERIAL'), None)
                if not out_node:
@@ -164,19 +172,24 @@ class MaterialAtlas:
                if self.render_mode=='EXTERNAL':
                        raise Exception("Material atlas with external render mode does not make sense")
 
-               self.shader = materials[0].shader
-               if self.shader:
-                       self.name = "material_atlas_"+os.path.splitext(self.shader)[0]
+               if self.render_mode=='CUSTOM':
+                       self.render_methods = materials[0].render_methods
+               else:
+                       self.render_methods = None
+               if self.render_methods:
+                       self.name = "material_atlas_"+os.path.splitext(self.render_methods[0].shader)[0]
                else:
                        self.name = "material_atlas"
                self.receive_shadows = materials[0].receive_shadows
                self.cast_shadows = (materials[0].shadow_method!='NONE')
                self.materials = materials
                self.material_names = [m.name for m in self.materials]
+               self.uniforms = None
+               method_hash = compute_render_method_hash(self)
                for m in self.materials:
                        if m.render_mode!=self.render_mode:
                                raise Exception("Conflicting render modes in MaterialAtlas constructor")
-                       if self.render_mode=='CUSTOM' and m.shader!=self.shader:
+                       if self.render_mode=='CUSTOM' and compute_render_method_hash(m)!=method_hash:
                                raise Exception("Conflicting shaders in MaterialAtlas constructor")
                        if m.receive_shadows!=self.receive_shadows or m.shadow_method!=materials[0].shadow_method:
                                raise Exception("Conflicting shadow settings in MaterialAtlas constructor")
@@ -211,10 +224,10 @@ def create_material_atlas(context, material):
        if not material.material_atlas:
                raise Exception("Material is not part of a material atlas")
 
-       shader = material.shader
+       method_hash = compute_render_method_hash(material)
        materials = []
        for m in context.blend_data.materials:
-               if m.material_atlas and m.shader==shader:
+               if m.material_atlas and compute_render_method_hash(m)==method_hash:
                        materials.append(m)
 
        return MaterialAtlas(materials)