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Allow per-texture emit.

pull/304/head
Adam Johnson 3 years ago
parent
commit
04e88e0b47
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 62
      korman/exporter/material.py

62
korman/exporter/material.py

@ -271,7 +271,7 @@ class MaterialConverter:
if not hsgmat.layers:
layer = self._mgr.find_create_object(plLayer, name="{}_AutoLayer".format(mat_name), bl=bo)
self._obj2layer[bo][bm][None].append(layer.key)
self._propagate_material_settings(bo, bm, layer)
self._propagate_material_settings(bo, bm, None, layer)
layer = self._export_layer_animations(bo, bm, None, 0, layer)
hsgmat.addLayer(layer.key)
@ -362,7 +362,7 @@ class MaterialConverter:
# Materials MUST have one layer. Wavesets need alpha blending...
layer = self._mgr.add_object(plLayer, name=unique_name, bl=bo)
self._propagate_material_settings(bo, bm, layer)
self._propagate_material_settings(bo, bm, None, layer)
layer.state.blendFlags |= hsGMatState.kBlendAlpha
hsgmat.addLayer(layer.key)
@ -423,7 +423,7 @@ class MaterialConverter:
self._report.msg("Exporting Plasma Layer '{}'", name, indent=2)
layer = self._mgr.find_create_object(plLayer, name=name, bl=bo)
if bm is not None and not slot.use_map_normal:
self._propagate_material_settings(bo, bm, layer)
self._propagate_material_settings(bo, bm, slot, layer)
# UVW Channel
if slot.texture_coords == "UV":
@ -477,6 +477,25 @@ class MaterialConverter:
if texture.type == "BLEND":
hsgmat.compFlags |= hsGMaterial.kCompNeedsBlendChannel
# Handle material and per-texture emissive
if self._is_emissive(bm):
# If the previous slot's use_map_emit is different, then we need to flag this as a new
# pass so that the new emit color will be used. But only if it's not a doggone stencil.
if not wantStencil and bm is not None and slot is not None:
filtered_slots = tuple(filter(lambda x: x and x.use, bm.texture_slots[:idx]))
if filtered_slots:
prev_slot = filtered_slots[-1]
if prev_slot != slot and prev_slot.use_map_emit != slot.use_map_emit:
state.miscFlags |= hsGMatState.kMiscRestartPassHere
if self._is_emissive(bm, slot):
# Lightmapped emissive layers seem to cause cascading render issues. Skip flagging it
# and just hope that the ambient color bump is good enough.
if bo.plasma_modifiers.lightmap.bake_lightmap:
self._report.warn("A lightmapped and emissive material??? You like living dangerously...", indent=3)
else:
state.shadeFlags |= hsGMatState.kShadeEmissive
# Apply custom layer properties
wantBumpmap = bm is not None and slot.use_map_normal
if wantBumpmap:
@ -623,7 +642,7 @@ class MaterialConverter:
def translate_color(color_sequence):
# See things like get_material_preshade
result = converter(bo, bm, mathutils.Color(color_sequence))
result = converter(bo, bm, tex_slot, mathutils.Color(color_sequence))
return result.red, result.green, result.blue
ctrl = self._exporter().animation.make_pos_controller(fcurves, "diffuse_color",
@ -1295,10 +1314,10 @@ class MaterialConverter:
def get_bump_layer(self, bo):
return self._bump_mats.get(bo, None)
def get_material_ambient(self, bo, bm, color: Union[None, mathutils.Color] = None) -> hsColorRGBA:
def get_material_ambient(self, bo, bm, tex_slot, color: Union[None, mathutils.Color] = None) -> hsColorRGBA:
if self._is_emissive(bm, tex_slot):
# Although Plasma calls this the ambient color, it is actually always used as the emissive color.
emit_scale = bm.emit * 0.5
if emit_scale > 0.0:
if color is None:
color = bm.diffuse_color
return hsColorRGBA(color.r * emit_scale,
@ -1308,7 +1327,7 @@ class MaterialConverter:
else:
return utils.color(bpy.context.scene.world.ambient_color)
def get_material_preshade(self, bo, bm, color: Union[None, mathutils.Color] = None) -> hsColorRGBA:
def get_material_preshade(self, bo, bm, tex_slot, color: Union[None, mathutils.Color] = None) -> hsColorRGBA:
# This color is always used for shading. In all lighting equations, it represents the world
# ambient color. Anyway, if we have a manual (read: animated color), just dump that out.
if color is not None:
@ -1328,7 +1347,7 @@ class MaterialConverter:
# Gulp
return utils.color(bm.diffuse_color)
def get_material_runtime(self, bo, bm, color: Union[None, mathutils.Color] = None) -> hsColorRGBA:
def get_material_runtime(self, bo, bm, tex_slot, color: Union[None, mathutils.Color] = None) -> hsColorRGBA:
# The layer runstime color has no effect if the lighting equation is kLiteVtxNonPreshaded,
# so return black to prevent animations from being exported.
if self._exporter().mesh.is_nonpreshaded(bo, bm):
@ -1360,11 +1379,22 @@ class MaterialConverter:
if not state.blendFlags & hsGMatState.kBlendMask:
state.blendFlags |= hsGMatState.kBlendAlpha
def _is_emissive(self, bm, tex_slot=None):
# Backwards compatibility... Check all the textures to see if any of them have set use_map_emit.
# If not and bm.emit > 0, then all textures are emissive. Otherwise, only the textures
# that set use_map_emit are emissive.
if bm is None:
return False
if tex_slot is None:
return bm.emit > 0.0
else:
return bm.emit > 0.0 and (tex_slot.use_map_emit or not any((i.use_map_emit for i in bm.texture_slots if i)))
@property
def _mgr(self):
return self._exporter().mgr
def _propagate_material_settings(self, bo, bm, layer):
def _propagate_material_settings(self, bo, bm, tex_slot, layer):
"""Converts settings from the Blender Material to corresponding plLayer settings"""
state = layer.state
@ -1383,18 +1413,10 @@ class MaterialConverter:
if bm.use_shadeless:
state.shadeFlags |= hsGMatState.kShadeWhite
if bm.emit:
# Lightmapped emissive layers seem to cause cascading render issues. Skip flagging it
# and just hope that the ambient color bump is good enough.
if bo.plasma_modifiers.lightmap.bake_lightmap:
self._report.warn("A lightmapped and emissive material??? You like living dangerously...", indent=3)
else:
state.shadeFlags |= hsGMatState.kShadeEmissive
# Colors
layer.ambient = self.get_material_ambient(bo, bm)
layer.preshade = self.get_material_preshade(bo, bm)
layer.runtime = self.get_material_runtime(bo, bm)
layer.ambient = self.get_material_ambient(bo, bm, tex_slot)
layer.preshade = self.get_material_preshade(bo, bm, tex_slot)
layer.runtime = self.get_material_runtime(bo, bm, tex_slot)
layer.specular = utils.color(bm.specular_color)
layer.specularPower = min(100.0, float(bm.specular_hardness))

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