]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/export_mspgl.py
Support exporting textures with objects
[libs/gl.git] / blender / io_mesh_mspgl / export_mspgl.py
index 1046630ba088d1bc8ec191448249c6e7881e9fd6..0e96c4249631ebc17844f1e3267beab1469c49f7 100644 (file)
@@ -75,6 +75,7 @@ class Exporter:
                self.compound = False
                self.object = False
                self.material_tex = False
+               self.textures = "REF"
                self.smoothing = "MSPGL"
 
        def stripify(self, mesh, progress = None):
@@ -249,23 +250,28 @@ 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 +291,29 @@ 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 +358,11 @@ 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")
@@ -374,6 +386,38 @@ class Exporter:
                                        out_file.write("specular", spec.r, spec.g, spec.b, 1.0)
                                        out_file.write("shininess", mat.specular_hardness);
                                        out_file.end()
+
+                               if self.textures!="NONE":
+                                       for slot in mesh.materials[0].texture_slots:
+                                               if not slot:
+                                                       continue
+
+                                               tex = slot.texture
+                                               if tex.type!="IMAGE":
+                                                       continue
+
+                                               if slot.uv_layer:
+                                                       for u in mesh.uv_layers:
+                                                               if u.name==slot.uv_layer:
+                                                                       index = u.unit
+                                               else:
+                                                       index = mesh.uv_layers[0].unit
+
+                                               out_file.begin("texunit", index)
+                                               if self.textures=="INLINE":
+                                                       out_file.begin("texture2d")
+                                                       out_file.write("min_filter", "LINEAR")
+                                                       out_file.write("storage", "RGBA", tex.image.size[0], tex.image.size[1])
+                                                       texdata = '"'
+                                                       for p in tex.image.pixels:
+                                                               texdata += "\\x%02X"%int(p*255)
+                                                       texdata += '"'
+                                                       out_file.write("raw_data", texdata)
+                                                       out_file.end()
+                                               else:
+                                                       out_file.write("texture", '"%s"'%tex.image.name)
+                                               out_file.end()
+
                        out_file.end()
                        out_file.end()