]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mesh_mspgl/export_mspgl.py
Improve texture unit handling
[libs/gl.git] / blender / io_mesh_mspgl / export_mspgl.py
index e2082cb8d04770b1b4c510eaca90c4797114afcc..f888dc4528d9981250e9b6ea950d35244ac7b4ee 100644 (file)
@@ -1,5 +1,3 @@
-# $Id: mesh_export.py 137 2010-12-05 19:22:35Z tdb $
-
 import bpy
 
 class VertexCache:
@@ -231,7 +229,7 @@ class Exporter:
                mesh = None
                bmeshes = []
                for o in objs:
-                       bmesh = o.create_mesh(context.scene, True, "PREVIEW")
+                       bmesh = o.to_mesh(context.scene, True, "PREVIEW")
                        bmeshes.append(bmesh)
                        if not mesh:
                                mesh = Mesh(bmesh)
@@ -246,23 +244,37 @@ class Exporter:
                if self.smoothing!="BLENDER":
                        mesh.compute_normals()
 
-               if self.material_tex:
+               if self.material_tex and mesh.materials:
                        mesh.generate_material_uv()
 
                texunits = []
-               if mesh.uv_textures and self.export_uv!="NONE":
+               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_textures)))
+                               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]
 
-                       for i in texunits:
+                       if self.tbn_vecs:
+                               # 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 u.name==self.tbn_uvtex:
+                                       mesh.compute_uv()
+                                       mesh.compute_tbn(i)
 
                        mesh.compute_uv()
-                       if self.tbn_vecs:
-                               mesh.compute_tbn(self.tbn_uvtex)
 
                strips = []
                loose = mesh.faces
@@ -278,27 +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_textures)
+               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)
@@ -338,31 +352,39 @@ class Exporter:
                        out_file.end()
                        out_file.begin("technique")
                        out_file.begin("pass", '""')
-                       if self.material_tex:
-                               out_file.begin("material")
-                               out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
-                               out_file.end()
-                               out_file.begin("texunit", 0)
-                               out_file.begin("texture2d")
-                               out_file.write("min_filter", "NEAREST")
-                               out_file.write("mag_filter", "NEAREST")
-                               out_file.write("storage", "RGB", len(mesh.materials), 1)
-                               texdata = '"'
-                               for m in mesh.materials:
-                                       color = [int(c*255) for c in m.diffuse_color]
-                                       texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
-                               texdata += '"'
-                               out_file.write("raw_data", texdata)
-                               out_file.end()
-                               out_file.end()
-                       elif mesh.materials:
-                               m = mesh.materials[0]
-                               out_file.begin("material")
-                               out_file.write("diffuse", m.R, m.G, m.B, 1.0)
-                               out_file.write("ambient", m.R*m.amb, m.G*m.amb, m.B*m.amb, 1.0)
-                               out_file.write("specular", m.specR*m.spec, m.specG*m.spec, m.specB*m.spec, 1.0)
-                               out_file.write("shininess", m.hard);
-                               out_file.end()
+                       if mesh.materials:
+                               if self.material_tex:
+                                       out_file.begin("material")
+                                       out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+                                       out_file.end()
+                                       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")
+                                       out_file.write("storage", "RGB", len(mesh.materials), 1)
+                                       texdata = '"'
+                                       for m in mesh.materials:
+                                               color = [int(c*255) for c in m.diffuse_color]
+                                               texdata += "\\x%02X\\x%02X\\x%02X"%tuple(color)
+                                       texdata += '"'
+                                       out_file.write("raw_data", texdata)
+                                       out_file.end()
+                                       out_file.end()
+                               else:
+                                       mat = mesh.materials[0]
+                                       out_file.begin("material")
+                                       diff = mat.diffuse_color
+                                       out_file.write("diffuse", diff.r, diff.g, diff.b, 1.0)
+                                       amb = diff*mat.ambient
+                                       out_file.write("ambient", amb.r, amb.g, amb.b, 1.0)
+                                       spec = mat.specular_color*mat.specular_intensity
+                                       out_file.write("specular", spec.r, spec.g, spec.b, 1.0)
+                                       out_file.write("shininess", mat.specular_hardness);
+                                       out_file.end()
                        out_file.end()
                        out_file.end()