From: Mikko Rasa Date: Tue, 31 Jul 2012 22:49:59 +0000 (+0300) Subject: Improve texture unit handling X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=7af1f6d70e6ef191991ac909aa134b88d7bdb826;p=libs%2Fgl.git Improve texture unit handling --- diff --git a/blender/io_mesh_mspgl/export_mspgl.py b/blender/io_mesh_mspgl/export_mspgl.py index 1046630b..f888dc45 100644 --- a/blender/io_mesh_mspgl/export_mspgl.py +++ b/blender/io_mesh_mspgl/export_mspgl.py @@ -249,23 +249,28 @@ class Exporter: texunits = [] if mesh.uv_layers and self.export_uv!="NONE": + # Figure out which UV layers to export if self.export_uv=="UNIT0": - texunits = [0] + if mesh.uv_layers[0].unit==0: + texunits = [0] else: - texunits = list(range(len(mesh.uv_layers))) + texunits = range(len(mesh.uv_layers)) + texunits = [(i, mesh.uv_layers[i]) for i in texunits] + texunits = [u for u in texunits if not u[1].hidden] - tbn_unit = 0 if self.tbn_vecs: - uvtex_names = [u.name for u in mesh.uv_layers] - if self.tbn_uvtex in uvtex_names: - tbn_unit = uvtex_names.index(uvtex) - del texunits[tbn_unit] - texunits.insert(0, tbn_unit) - - for i in texunits: + # TBN coordinates must be generated before vertices are split by any other layer + uv_names = [u.name for i, u in texunits] + if self.tbn_uvtex in uv_names: + tbn_index = uv_names.index(self.tbn_uvtex) + unit = texunits[tbn_index] + del texunits[tbn_index] + texunits.insert(0, unit) + + for i, u in texunits: progress.set_task("Splitting UVs", 0.35+0.3*i/len(texunits), 0.35+0.3*(i+1)/len(texunits)) mesh.split_uv(i, progress) - if self.tbn_vecs and i==tbn_unit: + if self.tbn_vecs and u.name==self.tbn_uvtex: mesh.compute_uv() mesh.compute_tbn(i) @@ -285,27 +290,29 @@ class Exporter: fmt = "NORMAL3" if texunits: - fmt += "_TEXCOORD2" - for i in texunits[1:]: - fmt += "_TEXCOORD2%d"%i + for i, u in texunits: + if u.unit==0: + fmt += "_TEXCOORD2" + else: + fmt += "_TEXCOORD2%d"%u.unit if self.tbn_vecs: fmt += "_ATTRIB33_ATTRIB34" fmt += "_VERTEX3" out_file.begin("vertices", fmt) normal = None - uvs = [None]*len(mesh.uv_layers) + uvs = [None]*len(texunits) tan = None bino = None for v in mesh.vertices: if v.normal!=normal: out_file.write("normal3", *v.normal) normal = v.normal - for i in texunits: + for i, u in texunits: if v.uvs[i]!=uvs[i]: - if i==0: + if u.unit==0: out_file.write("texcoord2", *v.uvs[i]) else: - out_file.write("multitexcoord2", i, *v.uvs[i]) + out_file.write("multitexcoord2", u.unit, *v.uvs[i]) uvs[i] = v.uvs[i] if v.tan!=tan: out_file.write("attrib3", 3, *v.tan) @@ -350,7 +357,11 @@ class Exporter: out_file.begin("material") out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0) out_file.end() - out_file.begin("texunit", 0) + index = 0 + for u in mesh.uv_layers: + if u.name=="material_tex": + index = u.unit + out_file.begin("texunit", index) out_file.begin("texture2d") out_file.write("min_filter", "NEAREST") out_file.write("mag_filter", "NEAREST") diff --git a/blender/io_mesh_mspgl/mesh.py b/blender/io_mesh_mspgl/mesh.py index 99fb2ee4..8b3ad370 100644 --- a/blender/io_mesh_mspgl/mesh.py +++ b/blender/io_mesh_mspgl/mesh.py @@ -99,23 +99,29 @@ class Line: class UvLayer: - def __init__(self, l): + def __init__(self, l, t): self._layer = l - self.name = None + self.uvtex = t + self.name = self.uvtex.name + self.unit = None + self.hidden = False + dot = self.name.find('.') + if dot>=0: + ext = self.name[dot:] + if ext.startswith(".unit") and ext[5:].isdigit(): + self.unit = int(ext[5:]) + elif ext==".hidden": + self.hidden = True def __getattr__(self, attr): return getattr(self._layer, attr) class FakeUvLayer: def __init__(self, n): + self.uvtex = None self.name = n - -def uvtex_unit_number(uvtex): - dot = uvtex.name.find('.') - if dot!=-1 and uvtex.name[dot+1:dot+5]=="unit" and uvtex.name[dot+5:].isdigit(): - return int(uvtex.name[dot+5]) - else: - return 1000 + self.unit = None + self.hidden = False class Mesh: def __init__(self, m): @@ -126,11 +132,8 @@ class Mesh: self.materials = self.materials[:] - self.uv_layers = [UvLayer(u) for u in self.uv_layers] - for i in range(len(self.uv_layers)): - self.uv_layers[i].name = self.uv_textures[i].name - self.uv_layers = [u for u in self.uv_layers if not u.name.endswith(".hidden")] - self.uv_layers.sort(key=uvtex_unit_number) + self.uv_layers = [UvLayer(self.uv_layers[i], self.uv_textures[i]) for i in range(len(self.uv_layers))] + self.assign_texture_units() for f in self.faces: f.vertices = [self.vertices[i] for i in f.vertices] @@ -194,8 +197,22 @@ class Mesh: for e in self.edges.values(): e.check_smooth(1) + def assign_texture_units(self): + # Assign texture units for any non-hidden UV layers that lack one + units = [u.unit for u in self.uv_layers if u.unit is not None] + if units: + free_unit = max(units)+1 + else: + free_unit = 0 + for u in self.uv_layers: + if u.unit is None: + if not u.hidden: + u.unit = free_unit + free_unit += 1 + def generate_material_uv(self): self.uv_layers.append(FakeUvLayer("material_tex")) + self.assign_texture_units() for f in self.faces: f.uvs.append([((f.material_index+0.5)/len(self.materials), 0.5)]*len(f.vertices))