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@ -107,7 +107,7 @@ class _GLTexture:
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class _Texture: |
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def __init__(self, texture=None, image=None, use_alpha=None): |
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def __init__(self, texture=None, image=None, use_alpha=None, force_calc_alpha=False): |
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assert (texture or image) |
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if texture is not None: |
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@ -119,7 +119,10 @@ class _Texture:
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self.calc_alpha = False |
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self.mipmap = False |
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if use_alpha is None: |
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if force_calc_alpha or self.calc_alpha: |
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self.calc_alpha = True |
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self.use_alpha = True |
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elif use_alpha is None: |
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self.use_alpha = (image.channels == 4 and image.use_alpha) |
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else: |
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self.use_alpha = use_alpha |
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@ -168,13 +171,25 @@ class MaterialConverter:
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self._exporter = weakref.ref(exporter) |
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self._pending = {} |
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self._alphatest = {} |
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self._tex_exporters = { |
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"ENVRIONMENT_MAP": self._export_texture_type_environment_map, |
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"IMAGE": self._export_texture_type_image, |
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"NONE": self._export_texture_type_none, |
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} |
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def export_material(self, bo, bm): |
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"""Exports a Blender Material as an hsGMaterial""" |
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print(" Exporting Material '{}'".format(bm.name)) |
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hsgmat = self._mgr.add_object(hsGMaterial, name=bm.name, bl=bo) |
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self._export_texture_slots(bo, bm, hsgmat) |
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slots = [slot for slot in bm.texture_slots if slot is not None and slot.use and |
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slot.texture is not None and slot.texture.type in self._tex_exporters] |
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# Okay, I know this isn't Pythonic... But we're doing it this way because we might actually |
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# export many slots in one go. Think stencils. |
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i = 0 |
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while i < len(slots): |
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i += self._export_texture_slot(bo, bm, hsgmat, slots, i) |
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# Plasma makes several assumptions that every hsGMaterial has at least one layer. If this |
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# material had no Textures, we will need to initialize a default layer |
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@ -192,10 +207,9 @@ class MaterialConverter:
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# Looks like we're done... |
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return hsgmat.key |
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def _export_texture_slots(self, bo, bm, hsgmat): |
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for slot in bm.texture_slots: |
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if slot is None or not slot.use: |
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continue |
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def _export_texture_slot(self, bo, bm, hsgmat, slots, idx): |
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slot = slots[idx] |
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num_exported = 1 |
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name = "{}_{}".format(bm.name, slot.name) |
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print(" Exporting Plasma Layer '{}'".format(name)) |
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@ -211,8 +225,31 @@ class MaterialConverter:
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else: |
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print(" No UVMap specified... Blindly using the first one, maybe it exists :|") |
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# General texture flags and such |
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state = layer.state |
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if slot.use_stencil: |
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hsgmat.compFlags |= hsGMaterial.kCompNeedsBlendChannel |
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state.blendFlags |= hsGMatState.kBlendAlpha | hsGMatState.kBlendAlphaMult | hsGMatState.kBlendNoTexColor |
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state.clampFlags |= hsGMatState.kClampTexture |
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state.ZFlags |= hsGMatState.kZNoZWrite |
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layer.ambient = hsColorRGBA(1.0, 1.0, 1.0, 1.0) |
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# Plasma actually wants the next layer first, so let's export him |
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nextIdx = idx + 1 |
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if len(slots) == nextIdx: |
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raise ExportError("Texture Slot '{}' wants to be a stencil, but there are no more TextureSlots.".format(slot.name)) |
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print(" --- BEGIN STENCIL ---") |
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self._export_texture_slot(bo, bm, hsgmat, slots, nextIdx) |
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print(" --- END STENCIL ---") |
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num_exported += 1 |
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# Now that we've exported the bugger, flag him as binding with this texture |
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prev_layer = hsgmat.layers[-1].object |
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prev_state = prev_layer.state |
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prev_state.miscFlags |= hsGMatState.kMiscBindNext | hsGMatState.kMiscRestartPassHere |
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if not prev_state.blendFlags & hsGMatState.kBlendMask: |
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prev_state.blendFlags |= hsGMatState.kBlendAlpha |
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else: |
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# Standard layer flags ahoy |
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if slot.blend_type == "ADD": |
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state.blendFlags |= hsGMatState.kBlendAdd |
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elif slot.blend_type == "MULTIPLY": |
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@ -220,15 +257,14 @@ class MaterialConverter:
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# Export the specific texture type |
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texture = slot.texture |
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export_fn = "_export_texture_type_{}".format(texture.type.lower()) |
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if not hasattr(self, export_fn): |
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raise explosions.UnsupportedTextureError(texture, bm) |
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getattr(self, export_fn)(bo, hsgmat, layer, texture) |
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self._tex_exporters[texture.type](bo, hsgmat, layer, slot) |
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hsgmat.addLayer(layer.key) |
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return num_exported |
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def _export_texture_type_environment_map(self, bo, hsgmat, layer, texture): |
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def _export_texture_type_environment_map(self, bo, hsgmat, layer, slot): |
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"""Exports a Blender EnvironmentMapTexture to a plLayer""" |
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texture = slot.texture |
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bl_env = texture.environment_map |
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if bl_env.source in {"STATIC", "ANIMATED"}: |
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if bl_env.mapping == "PLANE" and self._mgr.getVer() >= pvMoul: |
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@ -323,21 +359,25 @@ class MaterialConverter:
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return pl_env.key |
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def _export_texture_type_image(self, bo, hsgmat, layer, texture): |
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def _export_texture_type_image(self, bo, hsgmat, layer, slot): |
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"""Exports a Blender ImageTexture to a plLayer""" |
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texture = slot.texture |
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# Does the image have any alpha at all? |
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has_alpha = texture.use_calculate_alpha or self._test_image_alpha(texture.image) |
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has_alpha = texture.use_calculate_alpha or slot.use_stencil or self._test_image_alpha(texture.image) |
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if (texture.image.use_alpha and texture.use_alpha) and not has_alpha: |
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warning = "'{}' wants to use alpha, but '{}' is opaque".format(texture.name, texture.image.name) |
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self._exporter().report.warn(warning, indent=3) |
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# First, let's apply any relevant flags |
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state = layer.state |
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if texture.invert_alpha and has_alpha: |
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state.blendFlags |= hsGMatState.kBlendInvertAlpha |
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if not slot.use_stencil: |
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# mutually exclusive blend flags |
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if texture.use_alpha and has_alpha: |
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state.blendFlags |= hsGMatState.kBlendAlpha |
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if texture.invert_alpha and has_alpha: |
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state.blendFlags |= hsGMatState.kBlendInvertAlpha |
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if texture.extension == "CLIP": |
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state.clampFlags |= hsGMatState.kClampTexture |
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@ -348,7 +388,7 @@ class MaterialConverter:
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if texture.image is None: |
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bitmap = self.add_object(plDynamicTextMap, name="{}_DynText".format(layer.key.name), bl=bo) |
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else: |
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key = _Texture(texture=texture, use_alpha=has_alpha) |
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key = _Texture(texture=texture, use_alpha=has_alpha, force_calc_alpha=slot.use_stencil) |
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if key not in self._pending: |
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print(" Stashing '{}' for conversion as '{}'".format(texture.image.name, str(key))) |
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self._pending[key] = [layer.key,] |
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