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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.app.handlers import persistent
from .mesh import _VERTEX_COLOR_LAYERS
from ..helpers import *
_NUM_RENDER_LAYERS = 20
class LightBaker:
"""ExportTime Lighting"""
def __init__(self):
self._lightgroups = {}
self._uvtexs = {}
def _apply_render_settings(self, toggle):
render = bpy.context.scene.render
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 _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 _bake_lightmaps(self, objs, layers, toggle):
scene = bpy.context.scene
scene.layers = layers
toggle.track(scene.render, "use_bake_to_vertex_color", False)
self._select_only(objs)
bpy.ops.object.bake_image()
def _bake_vcols(self, objs, toggle):
bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS
toggle.track(bpy.context.scene.render, "use_bake_to_vertex_color", True)
self._select_only(objs)
bpy.ops.object.bake_image()
def bake_static_lighting(self, objs):
"""Bakes all static lighting for Plasma geometry"""
print("\nBaking Static Lighting...")
bake = self._harvest_bakable_objects(objs)
with GoodNeighbor() as toggle:
try:
# reduce the amount of indentation
self._bake_static_lighting(bake, toggle)
finally:
# this stuff has been observed to be problematic with GoodNeighbor
self._pop_lightgroups()
self._restore_uvtexs()
def _bake_static_lighting(self, bake, toggle):
# Step 0.9: Make all layers visible.
# This prevents context operators from phailing.
bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS
# Step 1: Prepare... Apply UVs, etc, etc, etc
for key, value in bake.copy().items():
if key[0] == "lightmap":
for i in value:
if not self._prep_for_lightmap(i, toggle):
bake[key].remove(i)
elif key[0] == "vcol":
for i in value:
if not self._prep_for_vcols(i, toggle):
bake[key].remove(i)
else:
raise RuntimeError(key[0])
# Step 2: BAKE!
self._apply_render_settings(toggle)
for key, value in bake.items():
if not value:
continue
if key[0] == "lightmap":
print(" {} Lightmap(s) [H:{:X}]".format(len(value), hash(key)))
self._bake_lightmaps(value, key[1:], toggle)
elif key[0] == "vcol":
print(" {} Crap Light(s)".format(len(value)))
self._bake_vcols(value, toggle)
else:
raise RuntimeError(key[0])
def _generate_lightgroup(self, mesh, user_lg=None):
"""Makes a new light group for the baking process that excludes all Plasma RT lamps"""
if user_lg is not None:
user_lg = bpy.data.groups.get(user_lg)
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
# Already done it?
name = material.name
lg = material.light_group
if name in self._lightgroups:
# No, this is not Pythonic, but bpy_prop_collection is always "True",
# even when empty. Sigh.
return bool(len(lg.objects))
else:
self._lightgroups[name] = lg
if user_lg is None:
if not lg or len(lg.objects) == 0:
source = [i for i in bpy.data.objects if i.type == "LAMP"]
else:
source = lg.objects
dest = bpy.data.groups.new("_LIGHTMAPGEN_{}".format(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 _get_lightmap_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 _harvest_bakable_objects(self, objs):
# The goal here is to minimize the calls to bake_image, so we are going to collect everything
# that needs to be baked and sort it out by configuration.
bake = { ("vcol",): [] }
for i in objs:
if i.type != "MESH":
continue
mods = i.plasma_modifiers
if mods.lightmap.enabled:
key = ("lightmap",) + tuple(mods.lightmap.render_layers)
if key in bake:
bake[key].append(i)
else:
bake[key] = [i,]
elif not mods.water_basic.enabled:
vcols = i.data.vertex_colors
for j in _VERTEX_COLOR_LAYERS:
if j in vcols:
break
else:
bake[("vcol",)].append(i)
return bake
def _pop_lightgroups(self):
for mat_name, lg in self._lightgroups.items():
material = bpy.data.materials[mat_name]
_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._lightgroups.clear()
def _prep_for_lightmap(self, bo, toggle):
mesh = bo.data
modifier = bo.plasma_modifiers.lightmap
uv_textures = mesh.uv_textures
# Create a special light group for baking
if not self._generate_lightgroup(mesh, modifier.light_group):
return False
# We need to ensure that we bake onto the "BlahObject_LIGHTMAPGEN" image
data_images = bpy.data.images
im_name = "{}_LIGHTMAPGEN.png".format(bo.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)
# 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
toggle.track(bo, "hide", False)
toggle.track(bo, "hide_render", False)
toggle.track(bo, "hide_select", False)
# Because the way Blender tracks active UV layers is massively stupid...
self._uvtexs[mesh.name] = uv_textures.active.name
# We must make this the active object before touching any operators
bpy.context.scene.objects.active = bo
# 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: https://forum.guildofwriters.org/viewtopic.php?p=62572#p62572
uv_base = self._get_lightmap_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...
# NOTE that this will need to be reset by us to what the user had previously
# Not using toggle.track due to observed oddities
for i in uv_textures:
value = i.name == "LIGHTMAPGEN"
i.active = value
i.active_render = value
# Indicate we should bake
return True
def _prep_for_vcols(self, bo, toggle):
mesh = bo.data
vcols = mesh.vertex_colors
# Create a special light group for baking
if not self._generate_lightgroup(mesh):
return False
# Make sure the object can be baked to. NOTE this also makes sure we can enter edit mode
# TROLLING LOL LOL LOL
toggle.track(bo, "hide", False)
toggle.track(bo, "hide_render", False)
toggle.track(bo, "hide_select", False)
# 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:
vcols.remove(autocolor)
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()
# Indicate we should bake
return True
def _restore_uvtexs(self):
for mesh_name, uvtex_name in self._uvtexs.items():
mesh = bpy.data.meshes[mesh_name]
for i in mesh.uv_textures:
i.active = uvtex_name == i.name
mesh.uv_textures.active = mesh.uv_textures[uvtex_name]
def _select_only(self, objs):
if isinstance(objs, bpy.types.Object):
for i in bpy.data.objects:
i.select = i == objs
else:
for i in bpy.data.objects:
i.select = i in objs
@persistent
def _toss_garbage(scene):
"""Removes all LIGHTMAPGEN and autocolor garbage before saving"""
for i in bpy.data.images:
if i.name.endswith("_LIGHTMAPGEN.png"):
i.user_clear()
bpy.data.images.remove(i)
for i in bpy.data.meshes:
for uv_tex in i.uv_textures:
if uv_tex.name == "LIGHTMAPGEN":
i.uv_textures.remove(uv_tex)
for vcol in i.vertex_colors:
if vcol.name == "autocolor":
i.vertex_colors.remove(vcol)
# collects light baking garbage
bpy.app.handlers.save_pre.append(_toss_garbage)