]> git.tdb.fi Git - libs/gl.git/commitdiff
Make it possible to export instance arrays from Blender
authorMikko Rasa <tdb@tdb.fi>
Thu, 17 Mar 2022 20:08:13 +0000 (22:08 +0200)
committerMikko Rasa <tdb@tdb.fi>
Thu, 17 Mar 2022 20:08:13 +0000 (22:08 +0200)
blender/io_mspgl/export_material.py
blender/io_mspgl/export_scene.py
blender/io_mspgl/material.py
blender/io_mspgl/properties.py
blender/io_mspgl/scene.py

index f01745b98fdf00a1ef7cbc610d14fe03d1c12d38..64d11b8689bc90806349aaab6df375869e187a7f 100644 (file)
@@ -30,11 +30,13 @@ class MaterialExporter:
                        else:
                                resources[mat_name] = None
 
                        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)
+               for thsm in (False, True):
+                       occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+                       if occluder_spec_values:
+                               base_variant = "_thsm" if thsm else ""
+                               shader_name = "occluder{}.shader".format(occluder_variant)
                                if shader_name not in resources:
                                if shader_name not in resources:
-                                       resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(detail), {"use_alpha_cutoff":True}, resources)
+                                       resources[shader_name] = self.export_shader(shader_name, "occluder{}.glsl".format(base_variant), occluder_spec_values, resources)
 
        def export_technique(self, material, resources):
                from .material import Material
 
        def export_technique(self, material, resources):
                from .material import Material
@@ -90,25 +92,34 @@ class MaterialExporter:
                                st.sub.append(Statement("receive_shadows", True))
                        if material.image_based_lighting:
                                st.sub.append(Statement("image_based_lighting", True))
                                st.sub.append(Statement("receive_shadows", True))
                        if material.image_based_lighting:
                                st.sub.append(Statement("image_based_lighting", True))
+                       if material.instancing:
+                               st.sub.append(Statement("instancing", True))
                        if material.face_cull=='BACK':
                                st.sub.append(Statement("face_cull", Token("CULL_BACK")))
 
                        tech_res.statements.append(st)
 
                        if material.cast_shadows:
                        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"));
+                               tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, False));
+                               tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, True));
 
                return tech_res
 
 
                return tech_res
 
-       def create_shadow_method(self, tech_res, material, resources, detail):
+       def create_shadow_method(self, tech_res, material, resources, thsm):
                from .datafile import Statement, Token
 
                from .datafile import Statement, Token
 
-               color_prop = next((p for p in material.properties if p.keyword and "color" in p.keyword), None)
+               occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+
+               shader_stem = "occluder{}.shader" if occluder_spec_values else "occluder{}.glsl.shader"
+               shader_name = shader_stem.format(occluder_variant)
 
 
-               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)]))
+               st = Statement("method", "shadow"+("_thsm" if thsm else ""))
+               if occluder_spec_values:
+                       st.sub.append(tech_res.create_reference_statement("shader", resources[shader_name]))
+               else:
+                       st.sub.append(Statement("shader", shader_name))
+
+               if occluder_spec_values.get("use_alpha_cutoff"):
                        ss = Statement("texture", "alpha_map")
 
                        from .export_texture import TextureExporter
                        ss = Statement("texture", "alpha_map")
 
                        from .export_texture import TextureExporter
@@ -116,6 +127,7 @@ class MaterialExporter:
                        texture_export = TextureExporter()
                        sampler_export = SamplerExporter()
 
                        texture_export = TextureExporter()
                        sampler_export = SamplerExporter()
 
+                       color_prop = material.properties[0]
                        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)]))
                        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)]))
@@ -124,14 +136,29 @@ class MaterialExporter:
                        ss = Statement("uniforms")
                        ss.sub.append(Statement("uniform", "alpha_cutoff", material.alpha_cutoff))
                        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;
 
 
                if material.face_cull=='BACK':
                        st.sub.append(Statement("face_cull", Token("CULL_BACK")))
 
                return st;
 
+       def get_occluder_shader_variant(self, material, thsm):
+               variant = ""
+               if thsm:
+                       variant += "_thsm"
+
+               spec_values = {}
+
+               color_prop = material.properties[0]
+               if material.cast_shadows and material.alpha_cutoff>0.0:
+                       spec_values["use_alpha_cutoff"] = True
+                       variant += "_masked"
+               if material.instancing:
+                       spec_values["use_instancing"] = True
+                       variant += "_instanced"
+
+               return (variant, spec_values)
+
        def export_material(self, material, resources):
                from .datafile import Resource, Statement, Token
                mat_res = Resource(material.name+".mat", "material")
        def export_material(self, material, resources):
                from .datafile import Resource, Statement, Token
                mat_res = Resource(material.name+".mat", "material")
index a42d8180c1d3bc0255285935617787c6a4b74a78..4f98397761db7773e92205f88e04d6120984869a 100644 (file)
@@ -67,7 +67,14 @@ class SceneExporter:
        def add_instances(self, scene_res, statements, instances, resources):
                from .datafile import Statement
 
        def add_instances(self, scene_res, statements, instances, resources):
                from .datafile import Statement
 
+               array_prototypes = []
+
                for i in instances:
                for i in instances:
+                       if i.prototype.use_array:
+                               if i.prototype not in array_prototypes:
+                                       array_prototypes.append(i.prototype)
+                               continue
+
                        obj_res = resources[i.prototype.name+".object"]
                        st = scene_res.create_reference_statement("object", obj_res)
                        if i.name:
                        obj_res = resources[i.prototype.name+".object"]
                        st = scene_res.create_reference_statement("object", obj_res)
                        if i.name:
@@ -76,6 +83,17 @@ class SceneExporter:
                        st.sub.append(self.create_transform_statement(i))
                        statements.append(st)
 
                        st.sub.append(self.create_transform_statement(i))
                        statements.append(st)
 
+               for p in array_prototypes:
+                       obj_res = resources[p.name+".object"]
+                       st = scene_res.create_reference_statement("array", obj_res)
+
+                       for i in p.instances:
+                               ss = Statement("instance")
+                               ss.sub.append(self.create_transform_statement(i))
+                               st.sub.append(ss)
+
+                       statements.append(st)
+
        def create_transform_statement(self, instance):
                from .datafile import Statement
 
        def create_transform_statement(self, instance):
                from .datafile import Statement
 
index ff145515db5febe6cdf1a518237e5a7d186d1e77..ccbf0083f143988af633523c2b4ec2b30e10d55c 100644 (file)
@@ -225,6 +225,7 @@ class Material:
                self.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
                self.alpha_cutoff = material.alpha_threshold if material.blend_method=='CLIP' else 0.0
                self.image_based_lighting = material.image_based_lighting
                self.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
                self.alpha_cutoff = material.alpha_threshold if material.blend_method=='CLIP' else 0.0
                self.image_based_lighting = material.image_based_lighting
+               self.instancing = material.instancing
 
                if self.render_mode=='EXTERNAL' and not self.technique:
                        raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
 
                if self.render_mode=='EXTERNAL' and not self.technique:
                        raise Exception("Invalid configuration on material {}: No technique for external rendering".format(self.name))
index a5a24274dc648b0bc28a951a23361627098d1c93..b21f45a2bfdc103ec2d130174cbb5fe87e54ba8a 100644 (file)
@@ -116,6 +116,7 @@ class MspGLMaterialProperties(bpy.types.Panel):
                if mat.render_mode=='BUILTIN':
                        self.layout.prop(mat, "receive_shadows")
                        self.layout.prop(mat, "image_based_lighting")
                if mat.render_mode=='BUILTIN':
                        self.layout.prop(mat, "receive_shadows")
                        self.layout.prop(mat, "image_based_lighting")
+                       self.layout.prop(mat, "instancing")
                self.layout.prop(mat, "array_atlas")
                if mat.array_atlas:
                        self.layout.prop(mat, "array_layer")
                self.layout.prop(mat, "array_atlas")
                if mat.array_atlas:
                        self.layout.prop(mat, "array_layer")
@@ -268,6 +269,7 @@ def register_properties():
        bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index")
        bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
        bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
        bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index")
        bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
        bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
+       bpy.types.Material.instancing = bpy.props.BoolProperty(name="Instanced rendering", description="Use instanced draw calls for objects with this material", default=False)
        bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
        bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
        bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", description="Uniform variables to add to the technique")
        bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
        bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
        bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", description="Uniform variables to add to the technique")
index cb62a1b0d40401996427a15b1da11e230783c017..3c98cbee1c776e340ea180e1128c60dc0a3e6565 100644 (file)
@@ -104,6 +104,8 @@ class Scene:
                                instance_list = self.blended_instances
                        if mat.image_based_lighting:
                                self.use_ibl = True
                                instance_list = self.blended_instances
                        if mat.image_based_lighting:
                                self.use_ibl = True
+                       if mat.instancing:
+                               prototype.use_array = True
 
                instance = ObjectInstance(obj, prototype)
                instance_list.append(instance)
 
                instance = ObjectInstance(obj, prototype)
                instance_list.append(instance)