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# This file is part of Korman.
#
# Korman is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Korman is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy
from bpy.props import *
from ..helpers import *
def _fetch_lamp_objects():
for obj in bpy.data.objects:
if obj.type == "LAMP":
yield obj
class _LightingOperator:
def __init__(self):
self._old_lightgroups = {}
@classmethod
def poll(cls, context):
if context.object is not None:
return context.scene.render.engine == "PLASMA_GAME"
def _apply_render_settings(self, render, toggle):
toggle.track(render, "use_textures", False)
toggle.track(render, "use_shadows", True)
toggle.track(render, "use_envmaps", False)
toggle.track(render, "use_raytrace", True)
toggle.track(render, "bake_type", "FULL")
toggle.track(render, "use_bake_clear", True)
def _generate_lightgroups(self, mesh, user_lg=None):
"""Makes a new light group for the baking process that excludes all Plasma RT lamps"""
shouldibake = (user_lg and user_lg.objects)
for material in mesh.materials:
if material is None:
# material is not assigned to this material... (why is this even a thing?)
continue
lg = material.light_group
self._old_lightgroups[material] = lg
if user_lg is None:
# TODO: faux-lightgroup caching for the entire export process. you dig?
if not lg or len(lg.objects) == 0:
source = _fetch_lamp_objects()
else:
source = lg.objects
dest = bpy.data.groups.new("_LIGHTMAPGEN_{}".format(material.name))
# Only use non-RT lights
for obj in source:
if obj.plasma_object.enabled:
continue
dest.objects.link(obj)
shouldibake = True
else:
dest = user_lg
material.light_group = dest
return shouldibake
def _pop_lightgroups(self):
for material, lg in self._old_lightgroups.items():
_fake = material.light_group
if _fake is not None and _fake.name.startswith("_LIGHTMAPGEN"):
for i in _fake.objects:
_fake.objects.unlink(i)
_fake.user_clear()
bpy.data.groups.remove(_fake)
material.light_group = lg
self._old_lightgroups.clear()
class LightmapAutobakeOperator(_LightingOperator, bpy.types.Operator):
bl_idname = "object.plasma_lightmap_autobake"
bl_label = "Bake Lightmap"
bl_options = {"INTERNAL"}
light_group = StringProperty(name="Light Group")
force = BoolProperty(name="Force Lightmap Generation", default=False)
def __init__(self):
super().__init__()
def _associate_image_with_uvtex(self, uvtex, im):
# Associate the image with all the new UVs
# NOTE: no toggle here because it's the artist's problem if they are looking at our
# super swagalicious LIGHTMAPGEN uvtexture...
for i in uvtex.data:
i.image = im
def _get_base_uvtex(self, mesh, modifier):
if modifier.uv_map:
return mesh.uv_textures[modifier.uv_map]
for i in mesh.uv_textures:
if i.name != "LIGHTMAPGEN":
return i
return None
def execute(self, context):
obj = context.active_object
mesh = obj.data
modifier = obj.plasma_modifiers.lightmap
uv_textures = mesh.uv_textures
with GoodNeighbor() as toggle:
# We need to ensure that we bake onto the "BlahObject_LIGHTMAPGEN" image
data_images = bpy.data.images
im_name = "{}_LIGHTMAPGEN.png".format(obj.name)
size = modifier.resolution
im = data_images.get(im_name)
if im is None:
im = data_images.new(im_name, width=size, height=size)
elif im.size[0] != size:
# Force delete and recreate the image because the size is out of date
im.user_clear()
data_images.remove(im)
im = data_images.new(im_name, width=size, height=size)
elif not (context.scene.world.plasma_age.regenerate_lightmaps or self.force):
# we have a lightmap that matches our specs, so what gives???
# this baking process is one slow thing. only do it if the user wants us to!
return {"CANCELLED"}
# If there is a cached LIGHTMAPGEN uvtexture, nuke it
uvtex = uv_textures.get("LIGHTMAPGEN", None)
if uvtex is not None:
uv_textures.remove(uvtex)
# Make sure the object can be baked to. NOTE this also makes sure we can enter edit mode
# TROLLING LOL LOL LOL
ensure_object_can_bake(obj, toggle)
# Because the way Blender tracks active UV layers is massively stupid...
og_uv_map = uv_textures.active
# Originally, we used the lightmap unpack UV operator to make our UV texture, however,
# this tended to create sharp edges. There was already a discussion about this on the
# Guild of Writers forum, so I'm implementing a code version of dendwaler's process,
# as detailed here: http://forum.guildofwriters.org/viewtopic.php?p=62572#p62572
uv_base = self._get_base_uvtex(mesh, modifier)
if uv_base is not None:
uv_textures.active = uv_base
# this will copy the UVs to the new UV texture
uvtex = uv_textures.new("LIGHTMAPGEN")
uv_textures.active = uvtex
self._associate_image_with_uvtex(uvtex, im)
# here we go...
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.average_islands_scale()
bpy.ops.uv.pack_islands()
else:
# same thread, see Sirius's suggestion RE smart unwrap. this seems to yield good
# results in my tests. it will be good enough for quick exports.
uvtex = uv_textures.new("LIGHTMAPGEN")
self._associate_image_with_uvtex(uvtex, im)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.smart_project()
bpy.ops.object.mode_set(mode="OBJECT")
# Now, set the new LIGHTMAPGEN uv layer as what we want to render to...
for i in uv_textures:
value = i.name == "LIGHTMAPGEN"
i.active = value
i.active_render = value
# Bake settings
render = context.scene.render
toggle.track(render, "use_bake_to_vertex_color", False)
self._apply_render_settings(render, toggle)
# Now, we *finally* bake the lightmap...
try:
light_group = bpy.data.groups[self.light_group] if self.light_group else None
if self._generate_lightgroups(mesh, light_group):
bpy.ops.object.bake_image()
im.pack(as_png=True)
self._pop_lightgroups()
finally:
for i, uv_tex in enumerate(uv_textures):
# once this executes the og_uv_map is apparently no longer in the UVTextures :/
# search by name to find the REAL uv texture that we need.
if uv_tex.name == og_uv_map.name:
uv_textures.active = uv_tex
uv_textures.active_index = i
break
# Done!
return {"FINISHED"}
class LightmapAutobakePreviewOperator(_LightingOperator, bpy.types.Operator):
bl_idname = "object.plasma_lightmap_preview"
bl_label = "Preview Lightmap"
bl_options = {"INTERNAL"}
light_group = StringProperty(name="Light Group")
def __init__(self):
super().__init__()
def execute(self, context):
bpy.ops.object.plasma_lightmap_autobake(light_group=self.light_group, force=True)
tex = bpy.data.textures.get("LIGHTMAPGEN_PREVIEW")
if tex is None:
tex = bpy.data.textures.new("LIGHTMAPGEN_PREVIEW", "IMAGE")
tex.extension = "CLIP"
tex.image = bpy.data.images["{}_LIGHTMAPGEN.png".format(context.active_object.name)]
return {"FINISHED"}
class VertexColorLightingOperator(_LightingOperator, bpy.types.Operator):
bl_idname = "object.plasma_vertexlight_autobake"
bl_label = "Bake Vertex Color Lighting"
bl_options = {"INTERNAL"}
def __init__(self):
super().__init__()
def execute(self, context):
with GoodNeighbor() as toggle:
obj = context.active_object
mesh = obj.data
vcols = mesh.vertex_colors
# I have heard tale of some moar "No valid image to bake to" boogs if there is a really
# old copy of the autocolor layer on the mesh. Nuke it.
autocolor = vcols.get("autocolor")
if autocolor is not None:
if context.scene.world.plasma_age.regenerate_shading:
vcols.remove(autocolor)
else:
# we have autocolor already, don't regenerate it because they don't want it
return {"CANCELLED"}
autocolor = vcols.new("autocolor")
toggle.track(vcols, "active", autocolor)
# Mark "autocolor" as our active render layer
for vcol_layer in mesh.vertex_colors:
autocol = vcol_layer.name == "autocolor"
toggle.track(vcol_layer, "active_render", autocol)
toggle.track(vcol_layer, "active", autocol)
mesh.update()
# Bake settings
render = context.scene.render
toggle.track(render, "use_bake_to_vertex_color", True)
self._apply_render_settings(render, toggle)
# Really and truly make sure we can bake...
ensure_object_can_bake(obj, toggle)
# Bake
if self._generate_lightgroups(mesh):
bpy.ops.object.bake_image()
self._pop_lightgroups()
# And done!
return {"FINISHED"}