From: Mikko Rasa Date: Wed, 11 Sep 2013 09:31:28 +0000 (+0300) Subject: Add an option to export colors as sRGB X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=8141d1e1cf5de45d1e8d640f3f8643ee748292dc Add an option to export colors as sRGB --- diff --git a/blender/io_mspgl/__init__.py b/blender/io_mspgl/__init__.py index cf15002b..e8541341 100644 --- a/blender/io_mspgl/__init__.py +++ b/blender/io_mspgl/__init__.py @@ -100,6 +100,7 @@ class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase): ("REF", "Referenced", "Reference external data"), ("INLINE", "Inline", "Embed textures in the object"))) material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False) + srgb_colors = bpy.props.BoolProperty(name="sRGB colors", description="Export material colors as sRGB instead of linear", default=True) def prepare_exporter(self, exporter): super().prepare_exporter(exporter) @@ -110,6 +111,7 @@ class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase): col = self.texturing_col col.prop(self, "textures") col.prop(self, "material_tex") + col.prop(self, "srgb_colors") class ExportMspGLArmature(bpy.types.Operator, ExportMspGLBase): bl_idname = "export.mspgl_armature" diff --git a/blender/io_mspgl/export_mesh.py b/blender/io_mspgl/export_mesh.py index 3da09f9a..30a5b463 100644 --- a/blender/io_mspgl/export_mesh.py +++ b/blender/io_mspgl/export_mesh.py @@ -2,6 +2,12 @@ import itertools import bpy from .outfile import OutFile +def linear_to_srgb(l): + if l<0.0031308: + return 12.92*l + else: + return 1.055*(l**(1/2.4))-0.055 + class VertexCache: def __init__(self, size): self.size = size @@ -47,6 +53,7 @@ class MeshExporter: self.compound = False self.object = False self.material_tex = False + self.srgb_colors = True self.textures = "REF" self.smoothing = "MSPGL" self.export_groups = False @@ -363,6 +370,11 @@ class MeshExporter: 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) @@ -378,7 +390,7 @@ class MeshExporter: 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] + 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) @@ -387,10 +399,15 @@ class MeshExporter: 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) + 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);