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Use filtering options from Blender texture
[libs/gl.git] / blender / io_mspgl / export_material.py
1 import os
2
3 def linear_to_srgb(l):
4         if l<0.0031308:
5                 return 12.92*l
6         else:
7                 return 1.055*(l**(1/2.4))-0.055
8
9 def get_colormap(srgb):
10         if srgb:
11                 return linear_to_srgb
12         else:
13                 return lambda x: x
14
15
16 class MaterialExporter:
17         def __init__(self):
18                 self.textures = 'REF'
19
20         def create_texture_exporter(self):
21                 from .export_texture import TextureExporter
22                 texture_export = TextureExporter()
23                 if self.textures=='INLINE':
24                         texture_export.pixels = 'INLINE'
25                 return texture_export
26
27         def export_technique_resources(self, material, resources):
28                 texture_export = self.create_texture_exporter()
29
30                 mat_name = material.name+".mat"
31                 if mat_name not in resources:
32                         resources[mat_name] = self.export_material(material)
33
34                 if self.textures!='NONE':
35                         for s in material.texture_slots:
36                                 if s and s.texture.type=='IMAGE' and s.texture.image:
37                                         tex_name = s.texture.name+".tex2d"
38                                         if tex_name not in resources:
39                                                 resources[tex_name] = texture_export.export_texture(s.texture)
40
41         def export_technique(self, material, *, resources):
42                 from .datafile import Resource, Statement
43                 tech_res = Resource(material.name+".tech")
44
45                 mat_res = resources[material.name+".mat"]
46                 textures = {}
47                 if self.textures!='NONE':
48                         image_texture_slots = [s for s in material.texture_slots if s and s.texture.type=='IMAGE' and s.texture.image]
49                         for s in image_texture_slots:
50                                 if s.use_map_color_diffuse:
51                                         textures["diffuse_map"] = s.texture
52                                 elif s.use_map_normal:
53                                         textures["normal_map"] = s.texture
54
55                 if material.technique:
56                         if not obj.inherit_tech:
57                                 return []
58
59                         st = Statement("inherit", material.technique)
60                         for s, t in textures.items():
61                                 if t.default_filter:
62                                         st.sub.append(Statement("texture", s, image_name(t.image)))
63                                 else:
64                                         st.sub.append(tech_res.create_reference_statement("texture", s, resources[t.name+".tex2d"]))
65                         if material.override_material:
66                                 st.sub.append(tech_res.create_reference_statement("material", "surface", mat_res))
67                         tech_res.statements.append(st)
68                 else:
69                         st = Statement("pass", "")
70                         st.sub.append(tech_res.create_embed_statement("material", mat_res))
71
72                         if "diffuse_map" in textures:
73                                 diffuse_tex = textures["diffuse_map"]
74                                 tex_res = resources[diffuse_tex.name+".tex2d"]
75                                 ss = Statement("texunit", 0)
76                                 if self.textures=='INLINE':
77                                         ss.sub.append(tech_res.create_embed_statement("texture2d", tex_res))
78                                 elif not diffuse_tex.default_filter:
79                                         ss.sub.append(tech_res.create_reference_statement("texture2d", tex_res))
80                                 else:
81                                         ss.sub.append(Statement("texture", image_name(diffuse_tex.image)))
82                                 st.sub.append(ss)
83
84                         tech_res.statements.append(st)
85
86                 return tech_res
87
88         def export_material(self, material):
89                 from .datafile import Resource, Statement
90                 mat_res = Resource(material.name+".mat")
91                 statements = mat_res.statements
92
93                 cm = get_colormap(material.srgb_colors)
94                 if any(s.use_map_color_diffuse for s in material.texture_slots if s):
95                         statements.append(Statement("diffuse", 1.0, 1.0, 1.0, 1.0))
96                         amb = cm(material.ambient)
97                         statements.append(Statement("ambient", amb, amb, amb, 1.0))
98                 else:
99                         diff = material.diffuse_color*material.diffuse_intensity
100                         statements.append(Statement("diffuse", cm(diff.r), cm(diff.g), cm(diff.b), 1.0))
101                         amb = diff*material.ambient
102                         statements.append(Statement("ambient", cm(amb.r), cm(amb.g), cm(amb.b), 1.0))
103                 spec = material.specular_color*material.specular_intensity
104                 statements.append(Statement("specular", cm(spec.r), cm(spec.g), cm(spec.g), 1.0))
105                 statements.append(Statement("shininess", material.specular_hardness))
106
107                 return mat_res