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@ -205,7 +205,8 @@ class MaterialConverter:
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mat_prefix = "RTLit_" |
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else: |
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mat_prefix = "" |
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mat_name = "".join((mat_prefix, bm.name)) |
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mat_prefix2 = "NonVtxP_" if self._exporter().mesh.is_nonpreshaded(bo, bm) else "" |
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mat_name = "".join((mat_prefix, mat_prefix2, bm.name)) |
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self._report.msg("Exporting Material '{}'", mat_name, indent=1) |
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hsgmat = self._mgr.find_key(hsGMaterial, name=mat_name, bl=bo) |
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if hsgmat is not None: |
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@ -489,8 +490,7 @@ class MaterialConverter:
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else: |
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layer_props = texture.plasma_layer |
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layer.opacity = layer_props.opacity / 100 |
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if layer_props.opacity < 100 and not state.blendFlags & hsGMatState.kBlendMask: |
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state.blendFlags |= hsGMatState.kBlendAlpha |
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self._handle_layer_opacity(layer, layer_props.opacity) |
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if layer_props.alpha_halo: |
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state.blendFlags |= hsGMatState.kBlendAlphaTestHigh |
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if layer_props.z_bias: |
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@ -501,7 +501,7 @@ class MaterialConverter:
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state.ZFlags |= hsGMatState.kZNoZWrite |
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# Export the specific texture type |
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self._tex_exporters[texture.type](bo, layer, slot) |
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self._tex_exporters[texture.type](bo, layer, slot, idx) |
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# Export any layer animations |
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# NOTE: animated stencils and bumpmaps are nonsense. |
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@ -533,9 +533,10 @@ class MaterialConverter:
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fcurves = [] |
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# Base layers get all of the fcurves for animating things like the diffuse color |
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# Base layers get all of the fcurves for animating things like the diffuse color. Danger, |
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# however, the user can insert fake base layers on top, so be careful. |
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texture = tex_slot.texture if tex_slot is not None else None |
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if idx == 0: |
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if idx == 0 or base_layer.state.miscFlags & hsGMatState.kMiscRestartPassHere: |
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harvest_fcurves(bm, fcurves) |
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harvest_fcurves(texture, fcurves) |
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elif tex_slot is not None: |
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@ -602,10 +603,14 @@ class MaterialConverter:
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return ctrl |
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def _export_layer_opacity_animation(self, bo, bm, tex_slot, base_layer, fcurves): |
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# Dumb function to intercept the opacity values and properly flag the base layer |
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def process_opacity(value): |
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self._handle_layer_opacity(base_layer, value) |
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return value |
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for i in fcurves: |
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if i.data_path == "plasma_layer.opacity": |
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base_layer.state.blendFlags |= hsGMatState.kBlendAlpha |
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ctrl = self._exporter().animation.make_scalar_leaf_controller(i) |
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ctrl = self._exporter().animation.make_scalar_leaf_controller(i, process_opacity) |
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return ctrl |
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return None |
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@ -620,7 +625,7 @@ class MaterialConverter:
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return ctrl |
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return None |
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def _export_texture_type_environment_map(self, bo, layer, slot): |
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def _export_texture_type_environment_map(self, bo, layer, slot, idx): |
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"""Exports a Blender EnvironmentMapTexture to a plLayer""" |
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texture = slot.texture |
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@ -765,7 +770,7 @@ class MaterialConverter:
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return pl_env |
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def _export_texture_type_image(self, bo, layer, slot): |
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def _export_texture_type_image(self, bo, layer, slot, idx): |
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"""Exports a Blender ImageTexture to a plLayer""" |
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texture = slot.texture |
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layer_props = texture.plasma_layer |
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@ -796,6 +801,11 @@ class MaterialConverter:
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if texture.invert_alpha and has_alpha: |
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state.blendFlags |= hsGMatState.kBlendInvertAlpha |
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# Not really mutually exclusive, but if this isn't the first slot and there's no alpha, |
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# then this is probably a new base layer, meaning that we need to restart the render pass. |
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if not has_alpha and idx > 0: |
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state.miscFlags |= hsGMatState.kMiscRestartPassHere |
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if texture.extension in {"CLIP", "EXTEND"}: |
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state.clampFlags |= hsGMatState.kClampTexture |
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@ -838,11 +848,11 @@ class MaterialConverter:
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mipmap=mipmap, allowed_formats=allowed_formats, |
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indent=3) |
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def _export_texture_type_none(self, bo, layer, texture): |
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def _export_texture_type_none(self, bo, layer, slot, idx): |
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# We'll allow this, just for sanity's sake... |
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pass |
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def _export_texture_type_blend(self, bo, layer, slot): |
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def _export_texture_type_blend(self, bo, layer, slot, idx): |
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state = layer.state |
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state.blendFlags |= hsGMatState.kBlendAlpha | hsGMatState.kBlendAlphaMult | hsGMatState.kBlendNoTexColor |
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state.clampFlags |= hsGMatState.kClampTexture |
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@ -1254,7 +1264,8 @@ 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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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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if color is None: |
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@ -1266,16 +1277,33 @@ 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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if bo.plasma_modifiers.lighting.rt_lights: |
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return hsColorRGBA.kBlack |
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if color is None: |
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color = bm.diffuse_color |
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def get_material_preshade(self, bo, bm, 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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return utils.color(color) |
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def get_material_runtime(self, bo, bm, color : Union[None, mathutils.Color]=None) -> hsColorRGBA: |
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if not bo.plasma_modifiers.lighting.preshade: |
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# Runtime lit objects want light from runtime lights, so they have an ambient world color |
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# of black - and yes, this is an ambient world color. But it gets more fascinating... |
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# The color has been folded into the vertex colors for nonpreshaded, so for nonpreshaded, |
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# we'll want black if it's ONLY runtime lighting (and white for lightmaps). Otherwise, |
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# just use the material color for now. |
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if self._exporter().mesh.is_nonpreshaded(bo, bm): |
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if bo.plasma_modifiers.lightmap.bake_lightmap: |
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return hsColorRGBA.kWhite |
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elif not bo.plasma_modifiers.lighting.preshade: |
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return hsColorRGBA.kBlack |
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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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# 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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return hsColorRGBA.kBlack |
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# Hmm... |
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if color is None: |
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color = bm.diffuse_color |
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return utils.color(color) |
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@ -1297,6 +1325,13 @@ class MaterialConverter:
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pClass = plLayerSDLAnimation if texture is not None and texture.plasma_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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def _handle_layer_opacity(self, layer: plLayerInterface, value: float): |
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if value < 100: |
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base_layer = layer.bottomOfStack.object |
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state = base_layer.state |
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if not state.blendFlags & hsGMatState.kBlendMask: |
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state.blendFlags |= hsGMatState.kBlendAlpha |
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@property |
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def _mgr(self): |
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return self._exporter().mgr |
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@ -1337,6 +1372,26 @@ class MaterialConverter:
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layer.specularPower = min(100.0, float(bm.specular_hardness)) |
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layer.LODBias = -1.0 |
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def requires_material_shading(self, bm: bpy.types.Material) -> bool: |
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"""Determines if this material requires the lighting equation we all know and love |
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(kLiteMaterial) in order to display opacity and color animations.""" |
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if bm.animation_data is not None and bm.animation_data.action is not None: |
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if any((i.data_path == "diffuse_color" for i in bm.animation_data.action.fcurves)): |
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return True |
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for slot in filter(lambda x: x and x.use and x.texture, bm.texture_slots): |
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tex = slot.texture |
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# TODO (someday): I think PlasmaMax will actually bake some opacities into the vertices |
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# so that kLiteVtxNonPreshaded can be used. Might be a good idea at some point. |
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if tex.plasma_layer.opacity < 100: |
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return True |
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if tex.animation_data is not None and tex.animation_data.action is not None: |
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if any((i.data_path == "plasma_layer.opacity" for i in tex.animation_data.action.fcurves)): |
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return True |
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return False |
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def _requires_single_user(self, bo, bm): |
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if bo.data.show_double_sided: |
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return True |
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