X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fexport_material.py;h=f01745b98fdf00a1ef7cbc610d14fe03d1c12d38;hp=86fce780c00b22e151aaa04ee79f0941d2ddf3a8;hb=21102ff9e9b28786bfa5f655d18571efdb162306;hpb=725fccf49be5669a5a74f267eb409bf2fc071e05 diff --git a/blender/io_mspgl/export_material.py b/blender/io_mspgl/export_material.py index 86fce780..f01745b9 100644 --- a/blender/io_mspgl/export_material.py +++ b/blender/io_mspgl/export_material.py @@ -1,102 +1,180 @@ -import os +class MaterialExporter: + def export_technique_resources(self, ctx, material, resources): + from .export_texture import SamplerExporter, TextureExporter + texture_export = TextureExporter() + sampler_export = SamplerExporter() -def linear_to_srgb(l): - if l<0.0031308: - return 12.92*l - else: - return 1.055*(l**(1/2.4))-0.055 + from .material import Material + if type(material)!=Material: + material = Material(material) -def get_colormap(srgb): - if srgb: - return linear_to_srgb - else: - return lambda x: x + textured_props = [p for p in material.properties if p.texture] -def image_name(i): - fp = i.filepath - if fp: - return os.path.split(fp)[1] - else: - return i.name + 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) -class MaterialExporter: - def __init__(self): - self.textures = 'REF' - - def export_technique_resources(self, material, resources): - from .export_texture import TextureExporter - texture_export = TextureExporter() + 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: - resources[mat_name] = self.export_material(material) + if material.type: + resources[mat_name] = self.export_material(material, resources) + else: + resources[mat_name] = None - if self.textures=='INLINE': - for s in material.texture_slots: - if s and s.texture.type=='IMAGE' and s.texture.image: - tex_name = s.texture.name+".tex2d" - if tex_name not in resources: - resources[tex_name] = texture_export.export_texture(s.texture) + 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 .datafile import Resource, Statement - tech_res = Resource(material.name+".tech") + def export_technique(self, material, resources): + from .material import Material + if type(material)!=Material: + material = Material(material) + + from .datafile import Resource, Statement, Token + tech_res = Resource(material.name+".tech", "technique") mat_res = resources[material.name+".mat"] - textures = {} - if self.textures!='NONE': - image_texture_slots = [s for s in material.texture_slots if s and s.texture.type=='IMAGE' and s.texture.image] - for s in image_texture_slots: - if s.use_map_color_diffuse: - textures["diffuse_map"] = s.texture - elif s.use_map_normal: - textures["normal_map"] = s.texture - - if material.technique: - if not obj.inherit_tech: - return [] - - st = Statement("inherit", material.technique) - for s, t in textures.items(): - st.sub.append(Statement("texture", s, image_name(t.image))) - if material.override_material: - st.sub.append(tech_res.create_reference_statement("material", "surface", mat_res)) - tech_res.statements.append(st) + + 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" + 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: - st = Statement("pass", "") - st.sub.append(tech_res.create_embed_statement("material", mat_res)) - - if "diffuse_map" in textures: - diffuse_tex = textures["diffuse_map"] - ss = Statement("texunit", 0) - if self.textures=='INLINE': - ss.sub.append(tech_res.create_embed_statement("texture2d", resources[diffuse_tex.name+".tex2d"])) - else: - ss.sub.append(Statement("texture", image_name(diffuse_tex.image))) - st.sub.append(ss) + 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(self.create_shadow_method(tech_res, material, resources, "")); + tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, "_thsm")); + return tech_res - def export_material(self, material): - from .datafile import Resource, Statement - mat_res = Resource(material.name+".mat") - statements = mat_res.statements - - cm = get_colormap(material.srgb_colors) - if any(s.use_map_color_diffuse for s in material.texture_slots if s): - statements.append(Statement("diffuse", 1.0, 1.0, 1.0, 1.0)) - amb = cm(material.ambient) - statements.append(Statement("ambient", amb, amb, amb, 1.0)) + def create_shadow_method(self, 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: - diff = material.diffuse_color*material.diffuse_intensity - statements.append(Statement("diffuse", cm(diff.r), cm(diff.g), cm(diff.b), 1.0)) - amb = diff*material.ambient - statements.append(Statement("ambient", cm(amb.r), cm(amb.g), cm(amb.b), 1.0)) - spec = material.specular_color*material.specular_intensity - statements.append(Statement("specular", cm(spec.r), cm(spec.g), cm(spec.g), 1.0)) - statements.append(Statement("shininess", material.specular_hardness)) + 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 export_material(self, material, resources): + from .datafile import Resource, Statement, Token + mat_res = Resource(material.name+".mat", "material") + + if material.type!="pbr" and material.type!="unlit": + raise Exception("Can't export material {} of unknown type {}".format(material.name, material.type)) + + mat_res.statements.append(Statement("type", Token(material.type))); + for p in material.properties: + st = self.create_property_statement(mat_res, p, resources) + if st: + mat_res.statements.append(st) + textures = [p.texture for p in material.properties if p.texture] + if textures: + from .export_texture import SamplerExporter + sampler_export = SamplerExporter() + 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: + 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: + return Statement(prop.keyword, *prop.value) + 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