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