io_scene_3ds: Moved specular color texture to specular tint #104918

Merged
Sebastian Sille merged 89 commits from :main into main 2023-09-27 00:42:09 +02:00
2 changed files with 19 additions and 0 deletions
Showing only changes of commit 9cef03ab7f - Show all commits

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@ -104,6 +104,9 @@ OBJECT_PARENT = 0x4F10 # Parent id of the object
# >------ Sub defines of LIGHT # >------ Sub defines of LIGHT
LIGHT_MULTIPLIER = 0x465B # The light energy factor LIGHT_MULTIPLIER = 0x465B # The light energy factor
LIGHT_INNER_RANGE = 0x4659 # Light inner range value
LIGHT_OUTER_RANGE = 0x465A # Light outer range value
LIGHT_ATTENUATE = 0x4625 # Light attenuation flag
LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
LIGHT_SPOT_ROLL = 0x4656 # Light spot roll angle LIGHT_SPOT_ROLL = 0x4656 # Light spot roll angle
LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag
@ -1851,13 +1854,22 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
obj_light_chunk = _3ds_chunk(OBJECT_LIGHT) obj_light_chunk = _3ds_chunk(OBJECT_LIGHT)
color_float_chunk = _3ds_chunk(RGB) color_float_chunk = _3ds_chunk(RGB)
light_distance = translation[ob.name] light_distance = translation[ob.name]
light_attenuate = _3ds_chunk(LIGHT_ATTENUATE)
light_inner_range = _3ds_chunk(LIGHT_INNER_RANGE)
light_outer_range = _3ds_chunk(LIGHT_OUTER_RANGE)
light_energy_factor = _3ds_chunk(LIGHT_MULTIPLIER) light_energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
object_chunk.add_variable("light", _3ds_string(sane_name(ob.name))) object_chunk.add_variable("light", _3ds_string(sane_name(ob.name)))
obj_light_chunk.add_variable("location", _3ds_point_3d(light_distance)) obj_light_chunk.add_variable("location", _3ds_point_3d(light_distance))
color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color)) color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color))
light_outer_range.add_variable("distance", _3ds_float(ob.data.cutoff_distance))
light_inner_range.add_variable("radius", _3ds_float(ob.data.shadow_soft_size))
light_energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001)) light_energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001))
obj_light_chunk.add_subchunk(color_float_chunk) obj_light_chunk.add_subchunk(color_float_chunk)
obj_light_chunk.add_subchunk(light_outer_range)
obj_light_chunk.add_subchunk(light_inner_range)
obj_light_chunk.add_subchunk(light_energy_factor) obj_light_chunk.add_subchunk(light_energy_factor)
if ob.data.use_custom_distance:
obj_light_chunk.add_subchunk(light_attenuate)
if ob.data.type == 'SPOT': if ob.data.type == 'SPOT':
cone_angle = math.degrees(ob.data.spot_size) cone_angle = math.degrees(ob.data.spot_size)

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@ -128,6 +128,7 @@ LIGHT_RAY_BIAS = 0x4658 # Light ray bias value
LIGHT_INNER_RANGE = 0x4659 # The light inner range LIGHT_INNER_RANGE = 0x4659 # The light inner range
LIGHT_OUTER_RANGE = 0x465A # The light outer range LIGHT_OUTER_RANGE = 0x465A # The light outer range
LIGHT_MULTIPLIER = 0x465B # The light energy factor LIGHT_MULTIPLIER = 0x465B # The light energy factor
LIGHT_ATTENUATE = 0x4625 # Light attenuation flag
LIGHT_AMBIENT_LIGHT = 0x4680 # Light ambient flag LIGHT_AMBIENT_LIGHT = 0x4680 # Light ambient flag
# >------ sub defines of CAMERA # >------ sub defines of CAMERA
@ -1128,8 +1129,14 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
contextMatrix = None # Reset matrix contextMatrix = None # Reset matrix
elif CreateLightObject and new_chunk.ID == COLOR_F: # Color elif CreateLightObject and new_chunk.ID == COLOR_F: # Color
contextLamp.data.color = read_float_array(new_chunk) contextLamp.data.color = read_float_array(new_chunk)
elif CreateLightObject and new_chunk.ID == LIGHT_OUTER_RANGE: # Distance
contextLamp.data.cutoff_distance = read_float(new_chunk)
elif CreateLightObject and new_chunk.ID == LIGHT_INNER_RANGE: # Radius
contextLamp.data.shadow_soft_size = read_float(new_chunk)
elif CreateLightObject and new_chunk.ID == LIGHT_MULTIPLIER: # Intensity elif CreateLightObject and new_chunk.ID == LIGHT_MULTIPLIER: # Intensity
contextLamp.data.energy = (read_float(new_chunk) * 1000) contextLamp.data.energy = (read_float(new_chunk) * 1000)
elif CreateLightObject and new_chunk.ID == LIGHT_ATTENUATE: # Attenuation
contextLamp.data.use_custom_distance = True
# If spotlight chunk # If spotlight chunk
elif CreateLightObject and new_chunk.ID == LIGHT_SPOTLIGHT: # Spotlight elif CreateLightObject and new_chunk.ID == LIGHT_SPOTLIGHT: # Spotlight