+def linear_to_srgb(l):
+ if l<0.0031308:
+ return 12.92*l
+ else:
+ return 1.055*(l**(1/2.4))-0.055
+
+
+class ObjectExporter:
+ def __init__(self):
+ self.material_tex = False
+ self.srgb_colors = True
+ self.textures = "REF"
+
+ def export(self, context, out_file):
+ from .outfile import open_output
+ out_file = open_output(out_file)
+
+ from .export_mesh import MeshExporter
+ mesh_export = MeshExporter()
+ for k, v in self.__dict__.items():
+ setattr(mesh_export, k, v)
+
+ out_file.begin("mesh")
+ mesh = mesh_export.export(context, out_file)
+ out_file.end()
+
+ out_file.begin("technique")
+ out_file.begin("pass", '""')
+ if mesh.materials:
+ if self.srgb_colors:
+ cm = linear_to_srgb
+ else:
+ cm = lambda x: x
+
+ 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(cm(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")
+ if any((s and s.use_map_color_diffuse) for s in mat.texture_slots):
+ out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
+ amb = cm(mat.ambient)
+ out_file.write("ambient", amb, amb, amb, 1.0)
+ else:
+ diff = mat.diffuse_color
+ out_file.write("diffuse", cm(diff.r), cm(diff.g), cm(diff.b), 1.0)
+ amb = diff*mat.ambient
+ out_file.write("ambient", cm(amb.r), cm(amb.g), cm(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()
+
+ 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()