X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fexport_material.py;h=f01745b98fdf00a1ef7cbc610d14fe03d1c12d38;hp=8a87011a25d93d1c54bb376c05ba02473488ab3e;hb=21102ff9e9b28786bfa5f655d18571efdb162306;hpb=dbc91b65728ab9c0e574bb1127cfe4d2da55de7f diff --git a/blender/io_mspgl/export_material.py b/blender/io_mspgl/export_material.py index 8a87011a..f01745b9 100644 --- a/blender/io_mspgl/export_material.py +++ b/blender/io_mspgl/export_material.py @@ -1,81 +1,136 @@ -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 create_technique_resource(material, resources): - # This operates on a Blender material, not a custom object - from .datafile import Resource, Statement - tech_res = Resource(material.name+".tech", "technique") + from .material import Material + if type(material)!=Material: + material = Material(material) - mat_res = resources[material.name+".mat"] + textured_props = [p for p in material.properties if p.texture] - st = Statement("pass", "") - if mat_res: - st.sub.append(tech_res.create_embed_statement("material", mat_res)) + ctx.set_slices(len(textured_props)+1) + for p in textured_props: + ctx.next_slice(p.texture.image) - if material.render_mode=='CUSTOM': - shader = material.shader - if shader.endswith(".glsl"): - shader += ".shader" - st.sub.append(Statement("shader", shader)) + 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) - 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) - else: - if material.receive_shadows: - st.sub.append(Statement("receive_shadows", True)) - if material.image_based_lighting: - st.sub.append(Statement("image_based_lighting", True)) + samp_name = sampler_export.get_sampler_name(p.texture) + if samp_name not in resources: + resources[samp_name] = sampler_export.export_sampler(p.texture) - tech_res.statements.append(st) + ctx.next_slice(material) + mat_name = material.name+".mat" + if mat_name not in resources: + if material.type: + resources[mat_name] = self.export_material(material, resources) + else: + resources[mat_name] = None + + 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 .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"] + + 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.shadow_method!='NONE': - st = Statement("pass", "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)) + 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.sub.append(Statement("shader", "_occluder.glsl.shader")) - tech_res.statements.append(st) + 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)) - return tech_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"))) -class MaterialExporter: - def create_texture_exporter(self): - from .export_texture import TextureExporter - texture_export = TextureExporter() - return texture_export + tech_res.statements.append(st) - def export_technique_resources(self, material, resources): - from .export_texture import SamplerExporter - texture_export = self.create_texture_exporter() - sampler_export = SamplerExporter() + 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")); - from .material import Material - material = Material(material) + return tech_res - 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) + def create_shadow_method(self, tech_res, material, resources, detail): + from .datafile import Statement, Token - samp_name = sampler_export.get_sampler_name(p.texture) - if samp_name not in resources: - resources[samp_name] = sampler_export.export_sampler(p.texture) + color_prop = next((p for p in material.properties if p.keyword and "color" in p.keyword), None) - mat_name = material.name+".mat" - if mat_name not in resources: - if material.type: - resources[mat_name] = self.export_material(material, resources) - else: - resources[mat_name] = 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") - def export_technique(self, material, resources): - return create_technique_resource(material, resources) + 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: + 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 @@ -94,14 +149,17 @@ class MaterialExporter: 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: - tex_res = resources[prop.texture.image.name+".tex2d"] - from .util import basename + 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 @@ -110,40 +168,13 @@ class MaterialExporter: 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") -class MaterialAtlasExporter: - def __init__(self): - pass - - def export_technique_resources(self, material_atlas, resources): - from .datafile import Resource, Statement, Token - base_color_name = material_atlas.name+"_base_color.tex2d" - base_color_res = resources.get(base_color_name) - if not base_color_res: - base_color_res = Resource(base_color_name, "texture2d") - - base_color_res.statements.append(Statement("storage", Token('SRGB_ALPHA'), *material_atlas.size)) - base_color_res.statements.append(Statement("raw_data", material_atlas.base_color_data)) - - resources[base_color_name] = base_color_res - - sampler_name = "nearest.samp" - sampler_res = resources.get(sampler_name) - if not sampler_res: - sampler_res = Resource(sampler_name, "sampler") - - sampler_res.statements.append(Statement("filter", Token('NEAREST'))) - - resources[sampler_name] = sampler_res - - mat_name = material_atlas.name+".mat" - if mat_name not in resources: - mat_res = Resource(mat_name, "material") - mat_res.statements.append(Statement("type", Token('pbr'))) - mat_res.statements.append(mat_res.create_reference_statement("base_color_map", base_color_res)) - mat_res.statements.append(mat_res.create_reference_statement("sampler", sampler_res)) - - resources[mat_name] = mat_res + st = Statement("module", module) + for k, v in spec_values.items(): + st.sub.append(Statement("specialize", k, v)) + shader_res.statements.append(st) - def export_technique(self, material_atlas, resources): - return create_technique_resource(material_atlas, resources) + return shader_res