if mat_name not in resources:
resources[mat_name] = self.export_material(material)
- if self.use_textures:
+ if False and self.use_textures:
for s in material.texture_slots:
if s and s.texture.type=='IMAGE' and s.texture.image:
tex_name = s.texture.name+".tex2d"
mat_res = resources[material.name+".mat"]
textures = {}
- if self.use_textures:
+ if False and self.use_textures:
image_texture_slots = [s for s in material.texture_slots if s and s.texture.type=='IMAGE' and s.texture.image]
for s in image_texture_slots:
if s.use_map_color_diffuse:
textures["diffuse_map"] = s.texture
elif s.use_map_normal:
- textures["normal_map"] = s.texture
+ if s.texture.use_normal_map:
+ textures["normal_map"] = s.texture
+ else:
+ textures["displace_map"] = s.texture
if material.technique:
if not material.inherit_tech:
st = Statement("inherit", material.technique)
for s, t in textures.items():
- if t.default_filter:
- st.sub.append(Statement("texture", s, image_name(t.image)))
+ fn = os.path.basename(t.image.filepath)
+ if t.default_filter and fn:
+ st.sub.append(Statement("texture", s, fn))
else:
st.sub.append(tech_res.create_reference_statement("texture", s, resources[t.name+".tex2d"]))
if material.override_material:
diffuse_tex = textures["diffuse_map"]
tex_res = resources[diffuse_tex.name+".tex2d"]
ss = Statement("texunit", 0)
+ fn = os.path.basename(diffuse_tex.image.filepath)
if self.single_file:
ss.sub.append(tech_res.create_embed_statement("texture2d", tex_res))
- elif not diffuse_tex.default_filter:
- ss.sub.append(tech_res.create_reference_statement("texture", tex_res))
+ elif diffuse_tex.default_filter and fn:
+ ss.sub.append(Statement("texture", fn))
else:
- ss.sub.append(Statement("texture", image_name(diffuse_tex.image)))
+ ss.sub.append(tech_res.create_reference_statement("texture", tex_res))
st.sub.append(ss)
tech_res.statements.append(st)
from .util import get_colormap
cm = get_colormap(material.srgb_colors)
- if any(s.use_map_color_diffuse for s in material.texture_slots if s):
+ if False and any(s.use_map_color_diffuse for s in material.texture_slots if s):
statements.append(Statement("diffuse", 1.0, 1.0, 1.0, 1.0))
amb = cm(material.ambient)
statements.append(Statement("ambient", amb, amb, amb, 1.0))
else:
- diff = material.diffuse_color*material.diffuse_intensity
- statements.append(Statement("diffuse", cm(diff.r), cm(diff.g), cm(diff.b), 1.0))
- amb = diff*material.ambient
- statements.append(Statement("ambient", cm(amb.r), cm(amb.g), cm(amb.b), 1.0))
+ diff = material.diffuse_color
+ statements.append(Statement("diffuse", cm(diff[0]), cm(diff[1]), cm(diff[2]), 1.0))
+ statements.append(Statement("ambient", cm(diff[0]), cm(diff[1]), cm(diff[2]), 1.0))
spec = material.specular_color*material.specular_intensity
statements.append(Statement("specular", cm(spec.r), cm(spec.g), cm(spec.g), 1.0))
- statements.append(Statement("shininess", material.specular_hardness))
+ statements.append(Statement("shininess", min(2/material.roughness**2-2, 250)))
return mat_res