# This file is part of Korman. # # Korman is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # Korman is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with Korman. If not, see . import bpy import math from pathlib import Path from PyHSPlasma import * import weakref from .explosions import * from .. import helpers from ..korlib import * from . import utils _MAX_STENCILS = 6 class _Texture: _DETAIL_BLEND = { TEX_DETAIL_ALPHA: "AL", TEX_DETAIL_ADD: "AD", TEX_DETAIL_MULTIPLY: "ML", } def __init__(self, **kwargs): texture, image = kwargs.get("texture"), kwargs.get("image") assert texture or image if texture is not None: if image is None: image = texture.image self.calc_alpha = texture.use_calculate_alpha self.mipmap = texture.use_mipmap else: self.layer = kwargs.get("layer") self.calc_alpha = False self.mipmap = False if kwargs.get("is_detail_map", False): self.is_detail_map = True self.detail_blend = kwargs["detail_blend"] self.detail_fade_start = kwargs["detail_fade_start"] self.detail_fade_stop = kwargs["detail_fade_stop"] self.detail_opacity_start = kwargs["detail_opacity_start"] self.detail_opacity_stop = kwargs["detail_opacity_stop"] self.calc_alpha = False self.use_alpha = True else: self.is_detail_map = False use_alpha = kwargs.get("use_alpha") if kwargs.get("force_calc_alpha", False) or self.calc_alpha: self.calc_alpha = True self.use_alpha = True elif use_alpha is None: self.use_alpha = (image.channels == 4 and image.use_alpha) else: self.use_alpha = use_alpha self.image = image def __eq__(self, other): if not isinstance(other, _Texture): return False # Yeah, the string name is a unique identifier. So shoot me. if str(self) == str(other): self._update(other) return True return False def __hash__(self): return hash(str(self)) def __str__(self): if self.mipmap: name = str(Path(self.image.name).with_suffix(".dds")) else: name = str(Path(self.image.name).with_suffix(".bmp")) if self.calc_alpha: name = "ALPHAGEN_{}".format(name) if self.is_detail_map: name = "DETAILGEN_{}-{}-{}-{}-{}_{}".format(self._DETAIL_BLEND[self.detail_blend], self.detail_fade_start, self.detail_fade_stop, self.detail_opacity_start, self.detail_opacity_stop, name) return name def _update(self, other): """Update myself with any props that might be overridable from another copy of myself""" # NOTE: detail map properties should NEVER be overridden. NEVER. EVER. kthx. if other.use_alpha: self.use_alpha = True if other.mipmap: self.mipmap = True class MaterialConverter: def __init__(self, exporter): self._obj2mat = {} self._bump_mats = {} self._exporter = weakref.ref(exporter) self._pending = {} self._alphatest = {} self._tex_exporters = { "ENVIRONMENT_MAP": self._export_texture_type_environment_map, "IMAGE": self._export_texture_type_image, "NONE": self._export_texture_type_none, } self._animation_exporters = { "opacityCtl": self._export_layer_opacity_animation, "transformCtl": self._export_layer_transform_animation, } def export_material(self, bo, bm): """Exports a Blender Material as an hsGMaterial""" self._report.msg("Exporting Material '{}'", bm.name, indent=1) hsgmat = self._mgr.add_object(hsGMaterial, name=bm.name, bl=bo) slots = [(idx, slot) for idx, slot in enumerate(bm.texture_slots) if slot is not None and slot.use \ and slot.texture is not None and slot.texture.type in self._tex_exporters] # There is a major difference in how Blender and Plasma handle stencils. # In Blender, the stencil is on top and applies to every layer below is. In Plasma, the stencil # is below the SINGLE layer it affects. The main texture is marked BindNext and RestartPassHere. # The pipeline indicates that we can render 8 layers simultaneously, so we will collect all # stencils and apply this arrangement. We're going to limit to 6 stencils however. 1 layer for # main texture and 1 piggyback. num_stencils = sum((1 for i in slots if i[1].use_stencil)) if num_stencils > _MAX_STENCILS: raise ExportError("Material '{}' uses too many stencils. The maximum is {}".format(bm.name, _MAX_STENCILS)) stencils = [] restart_pass_next = False # Loop over layers for idx, slot in slots: # Prepend any BumpMapping magic layers if slot.use_map_normal: if bo in self._bump_mats: raise ExportError("Material '{}' has more than one bumpmap layer".format(bm.name)) du, dw, dv = self.export_bumpmap_slot(bo, bm, hsgmat, slot, idx) hsgmat.addLayer(du.key) # Du hsgmat.addLayer(dw.key) # Dw hsgmat.addLayer(dv.key) # Dv if slot.use_stencil: stencils.append((idx, slot)) else: tex_layer = self.export_texture_slot(bo, bm, hsgmat, slot, idx) if restart_pass_next: tex_layer.state.miscFlags |= hsGMatState.kMiscRestartPassHere restart_pass_next = False hsgmat.addLayer(tex_layer.key) if slot.use_map_normal: self._bump_mats[bo] = (tex_layer.UVWSrc, tex_layer.transform) # After a bumpmap layer(s), the next layer *must* be in a # new pass, otherwise it gets added in non-intuitive ways restart_pass_next = True if stencils: tex_state = tex_layer.state if not tex_state.blendFlags & hsGMatState.kBlendMask: tex_state.blendFlags |= hsGMatState.kBlendAlpha tex_state.miscFlags |= hsGMatState.kMiscRestartPassHere | hsGMatState.kMiscBindNext curr_stencils = len(stencils) for i in range(curr_stencils): stencil_idx, stencil = stencils[i] stencil_name = "STENCILGEN_{}@{}_{}".format(stencil.name, bm.name, slot.name) stencil_layer = self.export_texture_slot(bo, bm, hsgmat, stencil, stencil_idx, name=stencil_name) if i+1 < curr_stencils: stencil_layer.state.miscFlags |= hsGMatState.kMiscBindNext hsgmat.addLayer(stencil_layer.key) # Plasma makes several assumptions that every hsGMaterial has at least one layer. If this # material had no Textures, we will need to initialize a default layer if not hsgmat.layers: layer = self._mgr.add_object(plLayer, name="{}_AutoLayer".format(bm.name), bl=bo) self._propagate_material_settings(bm, layer) hsgmat.addLayer(layer.key) # Cache this material for later if bo in self._obj2mat: self._obj2mat[bo].append(hsgmat.key) else: self._obj2mat[bo] = [hsgmat.key] # Looks like we're done... return hsgmat.key def export_waveset_material(self, bo, bm): self._report.msg("Exporting WaveSet Material '{}'", bm.name, indent=1) # WaveSets MUST have their own material unique_name = "{}_WaveSet7".format(bm.name) hsgmat = self._mgr.add_object(hsGMaterial, name=unique_name, bl=bo) # Materials MUST have one layer. Wavesets need alpha blending... layer = self._mgr.add_object(plLayer, name=unique_name, bl=bo) self._propagate_material_settings(bm, layer) layer.state.blendFlags |= hsGMatState.kBlendAlpha hsgmat.addLayer(layer.key) # Wasn't that easy? return hsgmat.key def export_bumpmap_slot(self, bo, bm, hsgmat, slot, idx): name = "{}_{}".format(bm.name if bm is not None else bo.name, slot.name) self._report.msg("Exporting Plasma Bumpmap Layers for '{}'", name, indent=2) # Okay, now we need to make 3 layers for the Du, Dw, and Dv du_layer = self._mgr.add_object(plLayer, name="{}_DU_BumpLut".format(name), bl=bo) dw_layer = self._mgr.add_object(plLayer, name="{}_DW_BumpLut".format(name), bl=bo) dv_layer = self._mgr.add_object(plLayer, name="{}_DV_BumpLut".format(name), bl=bo) for layer in (du_layer, dw_layer, dv_layer): layer.ambient = hsColorRGBA(1.0, 1.0, 1.0, 1.0) layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.runtime = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0) state = layer.state state.ZFlags = hsGMatState.kZNoZWrite state.clampFlags = hsGMatState.kClampTexture state.miscFlags = hsGMatState.kMiscBindNext state.blendFlags = hsGMatState.kBlendAdd if not slot.use_map_specular: du_layer.state.blendFlags = hsGMatState.kBlendMADD du_layer.state.miscFlags |= hsGMatState.kMiscBumpDu | hsGMatState.kMiscRestartPassHere dw_layer.state.miscFlags |= hsGMatState.kMiscBumpDw dv_layer.state.miscFlags |= hsGMatState.kMiscBumpDv du_uv = len(bo.data.uv_layers) du_layer.UVWSrc = du_uv dw_layer.UVWSrc = du_uv | plLayerInterface.kUVWNormal dv_layer.UVWSrc = du_uv + 1 page = self._mgr.get_textures_page(du_layer.key) LUT_key = self._mgr.find_key(plMipmap, loc=page, name="BumpLutTexture") if LUT_key is None: bumpLUT = plMipmap("BumpLutTexture", 16, 16, 1, plBitmap.kUncompressed, plBitmap.kRGB8888) create_bump_LUT(bumpLUT) self._mgr.AddObject(page, bumpLUT) LUT_key = bumpLUT.key du_layer.texture = LUT_key dw_layer.texture = LUT_key dv_layer.texture = LUT_key return (du_layer, dw_layer, dv_layer) def export_texture_slot(self, bo, bm, hsgmat, slot, idx, name=None, blend_flags=True): if name is None: name = "{}_{}".format(bm.name if bm is not None else bo.name, slot.name) self._report.msg("Exporting Plasma Layer '{}'", name, indent=2) layer = self._mgr.add_object(plLayer, name=name, bl=bo) if bm is not None and not slot.use_map_normal: self._propagate_material_settings(bm, layer) # UVW Channel if slot.texture_coords == "UV": for i, uvchan in enumerate(bo.data.uv_layers): if uvchan.name == slot.uv_layer: layer.UVWSrc = i self._report.msg("Using UV Map #{} '{}'", i, name, indent=3) break else: self._report.msg("No UVMap specified... Blindly using the first one, maybe it exists :|", indent=3) # Transform xform = hsMatrix44() xform.setTranslate(hsVector3(*slot.offset)) xform.setScale(hsVector3(*slot.scale)) layer.transform = xform wantStencil, canStencil = slot.use_stencil, slot.use_stencil and bm is not None and not slot.use_map_normal if wantStencil and not canStencil: self._exporter().report.warn("{} wants to stencil, but this is not a real Material".format(slot.name)) state = layer.state if canStencil: hsgmat.compFlags |= hsGMaterial.kCompNeedsBlendChannel state.blendFlags |= hsGMatState.kBlendAlpha | hsGMatState.kBlendAlphaMult | hsGMatState.kBlendNoTexColor if slot.texture.type == "BLEND": state.clampFlags |= hsGMatState.kClampTexture state.ZFlags |= hsGMatState.kZNoZWrite layer.ambient = hsColorRGBA(1.0, 1.0, 1.0, 1.0) elif blend_flags: # Standard layer flags ahoy if slot.blend_type == "ADD": state.blendFlags |= hsGMatState.kBlendAddColorTimesAlpha elif slot.blend_type == "MULTIPLY": state.blendFlags |= hsGMatState.kBlendMult # Check if this layer uses diffuse/runtime lighting if not slot.use_map_color_diffuse: layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.runtime = hsColorRGBA(0.0, 0.0, 0.0, 1.0) # Check if this layer uses specular lighting if slot.use_map_color_spec: state.shadeFlags |= hsGMatState.kShadeSpecular else: layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.specularPower = 1.0 texture = slot.texture # Apply custom layer properties if slot.use_map_normal: state.blendFlags = hsGMatState.kBlendDot3 state.miscFlags = hsGMatState.kMiscBumpLayer strength = max(min(1.0, slot.normal_factor), 0.0) layer.ambient = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.runtime = hsColorRGBA(strength, 0.0, 0.0, 1.0) layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0) else: layer_props = texture.plasma_layer layer.opacity = layer_props.opacity / 100 if layer_props.opacity < 100 and not state.blendFlags & hsGMatState.kBlendMask: state.blendFlags |= hsGMatState.kBlendAlpha if layer_props.alpha_halo: state.blendFlags |= hsGMatState.kBlendAlphaTestHigh if layer_props.z_bias: state.ZFlags |= hsGMatState.kZIncLayer if layer_props.skip_depth_test: state.ZFlags |= hsGMatState.kZNoZRead if layer_props.skip_depth_write: state.ZFlags |= hsGMatState.kZNoZWrite # Export the specific texture type self._tex_exporters[texture.type](bo, layer, slot) # Export any layer animations # NOTE: animated stencils and bumpmaps are nonsense. if not slot.use_stencil and not slot.use_map_normal: layer = self._export_layer_animations(bo, bm, slot, idx, layer) return layer def _export_layer_animations(self, bo, bm, tex_slot, idx, base_layer): """Exports animations on this texture and chains the Plasma layers as needed""" def harvest_fcurves(bl_id, collection, data_path=None): if bl_id is None: return None anim = bl_id.animation_data if anim is not None: action = anim.action if action is not None: if data_path is None: collection.extend(action.fcurves) else: collection.extend((i for i in action.fcurves if i.data_path.startswith(data_path))) return action return None fcurves = [] texture = tex_slot.texture mat_action = harvest_fcurves(bm, fcurves, "texture_slots[{}]".format(idx)) tex_action = harvest_fcurves(texture, fcurves) if not fcurves: return base_layer # Okay, so we have some FCurves. We'll loop through our known layer animation converters # and chain this biotch up as best we can. layer_animation = None for attr, converter in self._animation_exporters.items(): ctrl = converter(tex_slot, base_layer, fcurves) if ctrl is not None: if layer_animation is None: name = "{}_LayerAnim".format(base_layer.key.name) layer_animation = self.get_texture_animation_key(bo, bm, texture).object setattr(layer_animation, attr, ctrl) # Alrighty, if we exported any controllers, layer_animation is a plLayerAnimation. We need to do # the common schtuff now. if layer_animation is not None: layer_animation.underLay = base_layer.key fps = bpy.context.scene.render.fps atc = layer_animation.timeConvert if tex_action is not None: start, end = tex_action.frame_range else: start, end = mat_action.frame_range atc.begin = start / fps atc.end = end / fps layer_props = tex_slot.texture.plasma_layer if not layer_props.anim_auto_start: atc.flags |= plAnimTimeConvert.kStopped if layer_props.anim_loop: atc.flags |= plAnimTimeConvert.kLoop atc.loopBegin = atc.begin atc.loopEnd = atc.end if layer_props.anim_sdl_var: layer_animation.varName = layer_props.anim_sdl_var return layer_animation # Well, we had some FCurves but they were garbage... Too bad. return base_layer def _export_layer_opacity_animation(self, tex_slot, base_layer, fcurves): for i in fcurves: if i.data_path == "plasma_layer.opacity": base_layer.state.blendFlags |= hsGMatState.kBlendAlpha ctrl = self._exporter().animation.make_scalar_leaf_controller(i) return ctrl return None def _export_layer_transform_animation(self, tex_slot, base_layer, fcurves): path = tex_slot.path_from_id() pos_path = "{}.offset".format(path) scale_path = "{}.scale".format(path) # Plasma uses the controller to generate a matrix44... so we have to produce a leaf controller ctrl = self._exporter().animation.make_matrix44_controller(fcurves, pos_path, scale_path, tex_slot.offset, tex_slot.scale) return ctrl def _export_texture_type_environment_map(self, bo, layer, slot): """Exports a Blender EnvironmentMapTexture to a plLayer""" texture = slot.texture bl_env = texture.environment_map if bl_env.source in {"STATIC", "ANIMATED"}: if bl_env.mapping == "PLANE" and self._mgr.getVer() >= pvMoul: pl_env = plDynamicCamMap else: pl_env = plDynamicEnvMap pl_env = self.export_dynamic_env(bo, layer, texture, pl_env) else: # We should really export a CubicEnvMap here, but we have a good setup for DynamicEnvMaps # that create themselves when the explorer links in, so really... who cares about CEMs? self._exporter().report.warn("IMAGE EnvironmentMaps are not supported. '{}' will not be exported!".format(layer.key.name)) pl_env = None layer.state.shadeFlags |= hsGMatState.kShadeEnvironMap layer.texture = pl_env.key def export_dynamic_env(self, bo, layer, texture, pl_class): # To protect the user from themselves, let's check to make sure that a DEM/DCM matching this # viewpoint object has not already been exported... bl_env = texture.environment_map viewpt = bl_env.viewpoint_object if viewpt is None: viewpt = bo name = "{}_DynEnvMap".format(viewpt.name) pl_env = self._mgr.find_object(pl_class, bl=bo, name=name) if pl_env is not None: self._report.msg("EnvMap for viewpoint {} already exported... NOTE: Your settings here will be overridden by the previous object!", viewpt.name, indent=3) if isinstance(pl_env, plDynamicCamMap): pl_env.addTargetNode(self._mgr.find_key(plSceneObject, bl=bo)) pl_env.addMatLayer(layer.key) return pl_env # Ensure POT oRes = bl_env.resolution eRes = helpers.ensure_power_of_two(oRes) if oRes != eRes: self._report.msg("Overriding EnvMap size to ({}x{}) -- POT", eRes, eRes, indent=3) # And now for the general ho'hum-ness pl_env = self._mgr.add_object(pl_class, bl=bo, name=name) pl_env.hither = bl_env.clip_start pl_env.yon = bl_env.clip_end pl_env.refreshRate = 0.01 if bl_env.source == "ANIMATED" else 0.0 pl_env.incCharacters = True # Perhaps the DEM/DCM fog should be separately configurable at some point? pl_fog = bpy.context.scene.world.plasma_fni pl_env.color = utils.color(texture.plasma_layer.envmap_color) pl_env.fogStart = pl_fog.fog_start # EffVisSets # Whoever wrote this PyHSPlasma binding didn't follow the convention. Sigh. visregions = [] for region in texture.plasma_layer.vis_regions: rgn = region.control_region if rgn is None: raise ExportError("'{}': Has an invalid Visibility Control".format(texture.name)) if not rgn.plasma_modifiers.visregion.enabled: raise ExportError("'{}': '{}' is not a VisControl".format(texture.name, rgn.name)) visregions.append(self._mgr.find_create_key(plVisRegion, bl=rgn)) pl_env.visRegions = visregions if isinstance(pl_env, plDynamicCamMap): faces = (pl_env,) # It matters not whether or not the viewpoint object is a Plasma Object, it is exported as at # least a SceneObject and CoordInterface so that we can touch it... # NOTE: that harvest_actor makes sure everyone alread knows we're going to have a CI root = self._mgr.find_create_key(plSceneObject, bl=viewpt) pl_env.rootNode = root # FIXME: DCM camera # FIXME: DynamicCamMap Camera pl_env.addTargetNode(self._mgr.find_key(plSceneObject, bl=bo)) pl_env.addMatLayer(layer.key) # This is really just so we don't raise any eyebrows if anyone is looking at the files. # If you're disabling DCMs, then you're obviuously trolling! # Cyan generates a single color image, but we'll just set the layer colors and go away. fake_layer = self._mgr.add_object(plLayer, bl=bo, name="{}_DisabledDynEnvMap".format(viewpt.name)) fake_layer.ambient = layer.ambient fake_layer.preshade = layer.preshade fake_layer.runtime = layer.runtime fake_layer.specular = layer.specular pl_env.disableTexture = fake_layer.key if pl_env.camera is None: layer.UVWSrc = plLayerInterface.kUVWPosition layer.state.miscFlags |= (hsGMatState.kMiscCam2Screen | hsGMatState.kMiscPerspProjection) else: faces = pl_env.faces + (pl_env,) # DEMs can do just a position vector. We actually prefer this because the WaveSet exporter # will probably want to steal it for diabolical purposes... pl_env.position = hsVector3(*viewpt.location) # We'll also export it as a Root though, where supported (MOUL) root = self._mgr.find_create_key(plSceneObject, bl=viewpt) pl_env.rootNode = root if layer is not None: layer.UVWSrc = plLayerInterface.kUVWReflect layer.state.miscFlags |= hsGMatState.kMiscUseReflectionXform # Because we might be working with a multi-faced env map. It's even worse than have two faces... for i in faces: i.setConfig(plBitmap.kRGB8888) i.flags |= plBitmap.kIsTexture i.flags &= ~plBitmap.kAlphaChannelFlag i.width = eRes i.height = eRes i.proportionalViewport = False i.viewportLeft = 0 i.viewportTop = 0 i.viewportRight = eRes i.viewportBottom = eRes i.ZDepth = 24 return pl_env def _export_texture_type_image(self, bo, layer, slot): """Exports a Blender ImageTexture to a plLayer""" texture = slot.texture layer_props = texture.plasma_layer # Does the image have any alpha at all? if texture.image is not None: has_alpha = texture.use_calculate_alpha or slot.use_stencil or self._test_image_alpha(texture.image) if (texture.image.use_alpha and texture.use_alpha) and not has_alpha: warning = "'{}' wants to use alpha, but '{}' is opaque".format(texture.name, texture.image.name) self._exporter().report.warn(warning, indent=3) else: has_alpha = True # First, let's apply any relevant flags state = layer.state if not slot.use_stencil and not slot.use_map_normal: # mutually exclusive blend flags if texture.use_alpha and has_alpha: if slot.blend_type == "ADD": state.blendFlags |= hsGMatState.kBlendAlphaAdd elif slot.blend_type == "MULTIPLY": state.blendFlags |= hsGMatState.kBlendAlphaMult else: state.blendFlags |= hsGMatState.kBlendAlpha if texture.invert_alpha and has_alpha: state.blendFlags |= hsGMatState.kBlendInvertAlpha if texture.extension in {"CLIP", "EXTEND"}: state.clampFlags |= hsGMatState.kClampTexture # Now, let's export the plBitmap # If the image is None (no image applied in Blender), we assume this is a plDynamicTextMap # Otherwise, we toss this layer and some info into our pending texture dict and process it # when the exporter tells us to finalize all our shit if texture.image is None: dtm = self._mgr.find_create_object(plDynamicTextMap, name="{}_DynText".format(layer.key.name), bl=bo) dtm.hasAlpha = texture.use_alpha # if you have a better idea, let's hear it... dtm.visWidth, dtm.visHeight = 1024, 1024 layer.texture = dtm.key else: detail_blend = TEX_DETAIL_ALPHA if layer_props.is_detail_map and texture.use_mipmap: if slot.blend_type == "ADD": detail_blend = TEX_DETAIL_ADD elif slot.blend_type == "MULTIPLY": detail_blend = TEX_DETAIL_MULTIPLY # Herp, derp... Detail blends are all based on alpha if layer_props.is_detail_map and not state.blendFlags & hsGMatState.kBlendMask: state.blendFlags |= hsGMatState.kBlendDetail key = _Texture(texture=texture, use_alpha=has_alpha, force_calc_alpha=slot.use_stencil, is_detail_map=layer_props.is_detail_map, detail_blend=detail_blend, detail_fade_start=layer_props.detail_fade_start, detail_fade_stop=layer_props.detail_fade_stop, detail_opacity_start=layer_props.detail_opacity_start, detail_opacity_stop=layer_props.detail_opacity_stop) if key not in self._pending: self._report.msg("Stashing '{}' for conversion as '{}'", texture.image.name, str(key), indent=3) self._pending[key] = [layer.key,] else: self._report.msg("Found another user of '{}'", texture.image.name, indent=3) self._pending[key].append(layer.key) def _export_texture_type_none(self, bo, layer, texture): # We'll allow this, just for sanity's sake... pass def export_prepared_layer(self, layer, image): """This exports an externally prepared layer and image""" key = _Texture(image=image) if key not in self._pending: self._report.msg("Stashing '{}' for conversion as '{}'", image.name, key, indent=2) self._pending[key] = [layer.key,] else: self._report.msg("Found another user of '{}'", key, indent=2) self._pending[key].append(layer.key) def finalize(self): self._report.progress_advance() self._report.progress_range = len(self._pending) inc_progress = self._report.progress_increment for key, layers in self._pending.items(): name = str(key) self._report.msg("\n[Mipmap '{}']", name) image = key.image oWidth, oHeight = image.size if oWidth == 0 and oHeight == 0: raise ExportError("Image '{}' could not be loaded.".format(image.name)) eWidth = helpers.ensure_power_of_two(oWidth) eHeight = helpers.ensure_power_of_two(oHeight) if (eWidth != oWidth) or (eHeight != oHeight): self._report.msg("Image is not a POT ({}x{}) resizing to {}x{}", oWidth, oHeight, eWidth, eHeight, indent=1) self._resize_image(image, eWidth, eHeight) # Some basic mipmap settings. compression = plBitmap.kDirectXCompression if key.mipmap else plBitmap.kUncompressed dxt = plBitmap.kDXT5 if key.use_alpha or key.calc_alpha else plBitmap.kDXT1 # Grab the image data from OpenGL and stuff it into the plBitmap helper = GLTexture(key) with helper as glimage: if key.mipmap: numLevels = glimage.num_levels self._report.msg("Generating mip levels", indent=1) glimage.generate_mipmap() else: numLevels = 1 self._report.msg("Stuffing image data", indent=1) # Uncompressed bitmaps are BGRA fmt = compression == plBitmap.kUncompressed # Hold the uncompressed level data for now. We may have to make multiple copies of # this mipmap for per-page textures :( data = [] for i in range(numLevels): data.append(glimage.get_level_data(i, key.calc_alpha, fmt, report=self._report)) # Be a good citizen and reset the Blender Image to pre-futzing state image.reload() # Now we poke our new bitmap into the pending layers. Note that we have to do some funny # business to account for per-page textures mgr = self._mgr pages = {} self._report.msg("Adding to Layer(s)", indent=1) for layer in layers: self._report.msg(layer.name, indent=2) page = mgr.get_textures_page(layer) # Layer's page or Textures.prp # If we haven't created this plMipmap in the page (either layer's page or Textures.prp), # then we need to do that and stuff the level data. This is a little tedious, but we # need to be careful to manage our resources correctly if page not in pages: mipmap = plMipmap(name=name, width=eWidth, height=eHeight, numLevels=numLevels, compType=compression, format=plBitmap.kRGB8888, dxtLevel=dxt) helper.store_in_mipmap(mipmap, data, compression) mgr.AddObject(page, mipmap) pages[page] = mipmap else: mipmap = pages[page] layer.object.texture = mipmap.key inc_progress() def get_materials(self, bo): return self._obj2mat.get(bo, []) def get_bump_layer(self, bo): return self._bump_mats.get(bo, None) def get_texture_animation_key(self, bo, bm, texture): """Finds or creates the appropriate key for sending messages to an animated Texture""" tex_name = texture.name if not tex_name in bm.texture_slots: raise ExportError("Texture '{}' not used in Material '{}'".format(bm.name, tex_name)) name = "{}_{}_LayerAnim".format(bm.name, tex_name) layer = texture.plasma_layer pClass = plLayerSDLAnimation if layer.anim_sdl_var else plLayerAnimation return self._mgr.find_create_key(pClass, bl=bo, name=name) @property def _mgr(self): return self._exporter().mgr def _propagate_material_settings(self, bm, layer): """Converts settings from the Blender Material to corresponding plLayer settings""" state = layer.state # Shade Flags if not bm.use_mist: state.shadeFlags |= hsGMatState.kShadeNoFog # Dead in CWE state.shadeFlags |= hsGMatState.kShadeReallyNoFog if bm.use_shadeless: state.shadeFlags |= hsGMatState.kShadeWhite # Colors layer.ambient = utils.color(bpy.context.scene.world.ambient_color) layer.preshade = utils.color(bm.diffuse_color) layer.runtime = utils.color(bm.diffuse_color) layer.specular = utils.color(bm.specular_color) layer.specularPower = min(100.0, float(bm.specular_hardness)) layer.LODBias = -1.0 # Seems to be the Plasma default if bm.emit > 0.0: # Use the diffuse colour as the emit, scaled by the emit amount # (maximum 2.0, so we'll also scale that by 0.5) emit_scale = bm.emit * 0.5 layer.ambient = hsColorRGBA(bm.diffuse_color.r * emit_scale, bm.diffuse_color.g * emit_scale, bm.diffuse_color.b * emit_scale, 1.0) @property def _report(self): return self._exporter().report def _resize_image(self, image, width, height): image.scale(width, height) image.update() # If the image is already loaded into OpenGL, we need to refresh it to get the scaling. if image.bindcode[0] != 0: image.gl_free() image.gl_load() def _test_image_alpha(self, image): """Tests to see if this image has any alpha data""" # In the interest of speed, let's see if we've already done this one... result = self._alphatest.get(image, None) if result is not None: return result if image.channels != 4: result = False elif not image.use_alpha: result = False else: # Using bpy.types.Image.pixels is VERY VERY VERY slow... key = _Texture(image=image) with GLTexture(key) as glimage: result = glimage.has_alpha self._alphatest[image] = result return result