From 912ae952489699769be43f90d4478263461964a4 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Mon, 5 May 2014 21:49:57 +0300 Subject: [PATCH] Refactor object exporter to a separate class --- blender/io_mspgl/__init__.py | 16 ++--- blender/io_mspgl/export_armature.py | 8 +-- blender/io_mspgl/export_mesh.py | 101 ++------------------------ blender/io_mspgl/export_object.py | 105 ++++++++++++++++++++++++++++ blender/io_mspgl/outfile.py | 6 ++ 5 files changed, 128 insertions(+), 108 deletions(-) create mode 100644 blender/io_mspgl/export_object.py diff --git a/blender/io_mspgl/__init__.py b/blender/io_mspgl/__init__.py index e8541341..9b49da8f 100644 --- a/blender/io_mspgl/__init__.py +++ b/blender/io_mspgl/__init__.py @@ -7,7 +7,7 @@ bl_info = { if "bpy" in locals(): import imp - for sub in "armature", "export_armature", "export_mesh", "mesh", "outfile", "util": + for sub in "armature", "export_armature", "export_mesh", "export_object", "mesh", "outfile", "util": if sub in locals(): imp.reload(locals()[sub]) @@ -48,10 +48,6 @@ class ExportMspGLMeshBase(ExportMspGLBase): ("MSPGL", "MspGL", "Compute vertex normals internally"))) export_groups = bpy.props.BoolProperty(name="Vertex groups", description="Export vertex groups and weights", default=False) - def create_exporter(self): - from .export_mesh import MeshExporter - return MeshExporter() - def draw(self, context): col = self.layout.column() col.prop(self, "export_lines") @@ -89,6 +85,10 @@ class ExportMspGLMesh(bpy.types.Operator, ExportMspGLMeshBase): filename_ext = ".mesh" + def create_exporter(self): + from .export_mesh import MeshExporter + return MeshExporter() + class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase): bl_idname = "export_mesh.mspgl_object" bl_label = "Export Msp GL object" @@ -102,9 +102,9 @@ class ExportMspGLObject(bpy.types.Operator, ExportMspGLMeshBase): 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) - exporter.object = True + def create_exporter(self): + from .export_object import ObjectExporter + return ObjectExporter() def draw(self, context): super().draw(context) diff --git a/blender/io_mspgl/export_armature.py b/blender/io_mspgl/export_armature.py index 1d70b591..f3f18c8a 100644 --- a/blender/io_mspgl/export_armature.py +++ b/blender/io_mspgl/export_armature.py @@ -1,7 +1,5 @@ -from .outfile import OutFile - class ArmatureExporter: - def export(self, context, fn): + def export(self, context, out_file): obj = context.active_object if obj.type!="ARMATURE": raise Exception("Can only export Armature data") @@ -11,7 +9,9 @@ class ArmatureExporter: armature = Armature(obj.data) armature.sort_links() - out_file = OutFile(fn) + from .outfile import open_outfile + out_file = open_outfile(out_file) + for l in armature.links: out_file.begin("link", '"{}"'.format(l.name)) out_file.write("index", l.index) diff --git a/blender/io_mspgl/export_mesh.py b/blender/io_mspgl/export_mesh.py index 30a5b463..c1dd2ac0 100644 --- a/blender/io_mspgl/export_mesh.py +++ b/blender/io_mspgl/export_mesh.py @@ -1,12 +1,5 @@ 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): @@ -51,10 +44,7 @@ class MeshExporter: self.tbn_vecs = False self.tbn_uvtex = "" self.compound = False - self.object = False self.material_tex = False - self.srgb_colors = True - self.textures = "REF" self.smoothing = "MSPGL" self.export_groups = False self.max_groups = 2 @@ -201,7 +191,7 @@ class MeshExporter: return strips, loose - def export(self, context, fn): + def export(self, context, out_file): if self.compound: objs = context.selected_objects else: @@ -289,9 +279,8 @@ class MeshExporter: progress.set_task("Writing file", 0.95, 1.0) - out_file = OutFile(fn) - if self.object: - out_file.begin("mesh") + from .outfile import open_output + out_file = open_output(out_file) fmt = ["NORMAL3"] if texunits: @@ -365,89 +354,9 @@ class MeshExporter: out_file.write("indices", l.vertices[0].index, l.vertices[1].index) out_file.end() - if self.object: - 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() - progress.set_task("Done", 1.0, 1.0) for m in bmeshes: bpy.data.meshes.remove(m) + + return mesh diff --git a/blender/io_mspgl/export_object.py b/blender/io_mspgl/export_object.py new file mode 100644 index 00000000..12b15b63 --- /dev/null +++ b/blender/io_mspgl/export_object.py @@ -0,0 +1,105 @@ +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() diff --git a/blender/io_mspgl/outfile.py b/blender/io_mspgl/outfile.py index ca7abcf9..5d5cb8ea 100644 --- a/blender/io_mspgl/outfile.py +++ b/blender/io_mspgl/outfile.py @@ -28,3 +28,9 @@ class OutFile: def end(self): self.indent -= 1 self.file.write("%s};\n"%('\t'*self.indent)) + + +def open_output(f): + if isinstance(f, OutFile): + return f + return OutFile(f) -- 2.43.0