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@ -367,12 +367,12 @@ class MaterialConverter: |
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state.blendFlags |= hsGMatState.kBlendMult |
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state.blendFlags |= hsGMatState.kBlendMult |
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# Check if this layer uses diffuse/runtime lighting |
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# Check if this layer uses diffuse/runtime lighting |
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if not slot.use_map_color_diffuse: |
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if (bm is not None and slot.use_map_color_diffuse) or slot.use_map_color: |
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layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0) |
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layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0) |
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layer.runtime = hsColorRGBA(0.0, 0.0, 0.0, 1.0) |
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layer.runtime = hsColorRGBA(0.0, 0.0, 0.0, 1.0) |
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# Check if this layer uses specular lighting |
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# Check if this layer uses specular lighting |
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if slot.use_map_color_spec: |
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if bm is not None and slot.use_map_color_spec: |
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state.shadeFlags |= hsGMatState.kShadeSpecular |
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state.shadeFlags |= hsGMatState.kShadeSpecular |
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else: |
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else: |
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layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0) |
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layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0) |
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@ -381,7 +381,8 @@ class MaterialConverter: |
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texture = slot.texture |
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texture = slot.texture |
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# Apply custom layer properties |
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# Apply custom layer properties |
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if slot.use_map_normal: |
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wantBumpmap = bm is not None and slot.use_map_normal |
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if wantBumpmap: |
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state.blendFlags = hsGMatState.kBlendDot3 |
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state.blendFlags = hsGMatState.kBlendDot3 |
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state.miscFlags = hsGMatState.kMiscBumpLayer |
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state.miscFlags = hsGMatState.kMiscBumpLayer |
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strength = max(min(1.0, slot.normal_factor), 0.0) |
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strength = max(min(1.0, slot.normal_factor), 0.0) |
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@ -408,7 +409,7 @@ class MaterialConverter: |
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# Export any layer animations |
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# Export any layer animations |
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# NOTE: animated stencils and bumpmaps are nonsense. |
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# NOTE: animated stencils and bumpmaps are nonsense. |
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if not slot.use_stencil and not slot.use_map_normal: |
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if not slot.use_stencil and not wantBumpmap: |
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layer = self._export_layer_animations(bo, bm, slot, idx, layer) |
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layer = self._export_layer_animations(bo, bm, slot, idx, layer) |
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return layer |
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return layer |
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@ -660,7 +661,7 @@ class MaterialConverter: |
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# First, let's apply any relevant flags |
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# First, let's apply any relevant flags |
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state = layer.state |
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state = layer.state |
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if not slot.use_stencil and not slot.use_map_normal: |
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if not slot.use_stencil and not getattr(slot, "use_map_normal", False): |
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# mutually exclusive blend flags |
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# mutually exclusive blend flags |
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if texture.use_alpha and has_alpha: |
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if texture.use_alpha and has_alpha: |
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if slot.blend_type == "ADD": |
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if slot.blend_type == "ADD": |
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@ -974,10 +975,16 @@ class MaterialConverter: |
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"""Finds or creates the appropriate key for sending messages to an animated Texture""" |
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"""Finds or creates the appropriate key for sending messages to an animated Texture""" |
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tex_name = texture.name |
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tex_name = texture.name |
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if not tex_name in bm.texture_slots: |
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if bo.type == "LAMP": |
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raise ExportError("Texture '{}' not used in Material '{}'".format(bm.name, tex_name)) |
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assert bm is None |
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bm_name = bo.name |
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else: |
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assert bm is not None |
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bm_name = bm.name |
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if not tex_name in bm.texture_slots: |
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raise ExportError("Texture '{}' not used in Material '{}'".format(bm_name, tex_name)) |
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name = "{}_{}_LayerAnim".format(bm.name, tex_name) |
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name = "{}_{}_LayerAnim".format(bm_name, tex_name) |
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layer = texture.plasma_layer |
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layer = texture.plasma_layer |
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pClass = plLayerSDLAnimation if layer.anim_sdl_var else plLayerAnimation |
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pClass = plLayerSDLAnimation if layer.anim_sdl_var else plLayerAnimation |
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return self._mgr.find_create_key(pClass, bl=bo, name=name) |
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return self._mgr.find_create_key(pClass, bl=bo, name=name) |
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