mirror of https://github.com/H-uru/korman.git
Adam Johnson
9 years ago
6 changed files with 332 additions and 272 deletions
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# This file is part of Korman. |
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# |
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# Korman is free software: you can redistribute it and/or modify |
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# it under the terms of the GNU General Public License as published by |
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# the Free Software Foundation, either version 3 of the License, or |
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# (at your option) any later version. |
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# |
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# Korman is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with Korman. If not, see <http://www.gnu.org/licenses/>. |
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import bpy |
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from .mesh import _VERTEX_COLOR_LAYERS |
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from ..helpers import * |
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_NUM_RENDER_LAYERS = 20 |
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class LightBaker: |
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"""ExportTime Lighting""" |
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def __init__(self): |
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self._lightgroups = {} |
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self._uvtexs = {} |
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def _apply_render_settings(self, toggle): |
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render = bpy.context.scene.render |
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toggle.track(render, "use_textures", False) |
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toggle.track(render, "use_shadows", True) |
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toggle.track(render, "use_envmaps", False) |
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toggle.track(render, "use_raytrace", True) |
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toggle.track(render, "bake_type", "FULL") |
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toggle.track(render, "use_bake_clear", True) |
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def _associate_image_with_uvtex(self, uvtex, im): |
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# Associate the image with all the new UVs |
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# NOTE: no toggle here because it's the artist's problem if they are looking at our |
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# super swagalicious LIGHTMAPGEN uvtexture... |
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for i in uvtex.data: |
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i.image = im |
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def _bake_lightmaps(self, objs, layers, toggle): |
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scene = bpy.context.scene |
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scene.layers = layers |
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toggle.track(scene.render, "use_bake_to_vertex_color", False) |
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self._select_only(objs) |
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bpy.ops.object.bake_image() |
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def _bake_vcols(self, objs, toggle): |
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bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS |
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toggle.track(bpy.context.scene.render, "use_bake_to_vertex_color", True) |
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self._select_only(objs) |
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bpy.ops.object.bake_image() |
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def bake_static_lighting(self, objs): |
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"""Bakes all static lighting for Plasma geometry""" |
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print("\nBaking Static Lighting...") |
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bake = self._harvest_bakable_objects(objs) |
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with GoodNeighbor() as toggle: |
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try: |
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# reduce the amount of indentation |
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self._bake_static_lighting(bake, toggle) |
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finally: |
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# this stuff has been observed to be problematic with GoodNeighbor |
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self._pop_lightgroups() |
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self._restore_uvtexs() |
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def _bake_static_lighting(self, bake, toggle): |
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# Step 0.9: Make all layers visible. |
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# This prevents context operators from phailing. |
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bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS |
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# Step 1: Prepare... Apply UVs, etc, etc, etc |
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for key, value in bake.copy().items(): |
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if key[0] == "lightmap": |
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for i in value: |
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if not self._prep_for_lightmap(i, toggle): |
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bake[key].remove(i) |
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elif key[0] == "vcol": |
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for i in value: |
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if not self._prep_for_vcols(i, toggle): |
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bake[key].remove(i) |
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else: |
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raise RuntimeError(key[0]) |
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# Step 2: BAKE! |
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self._apply_render_settings(toggle) |
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for key, value in bake.items(): |
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if not value: |
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continue |
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if key[0] == "lightmap": |
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print(" {} Lightmap(s) [H:{:X}]".format(len(value), hash(key))) |
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self._bake_lightmaps(value, key[1:], toggle) |
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elif key[0] == "vcol": |
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print(" {} Crap Light(s)".format(len(value))) |
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self._bake_vcols(value, toggle) |
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else: |
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raise RuntimeError(key[0]) |
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def _generate_lightgroup(self, mesh, user_lg=None): |
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"""Makes a new light group for the baking process that excludes all Plasma RT lamps""" |
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if user_lg is not None: |
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user_lg = bpy.data.groups.get(user_lg) |
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shouldibake = (user_lg and user_lg.objects) |
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for material in mesh.materials: |
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if material is None: |
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# material is not assigned to this material... (why is this even a thing?) |
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continue |
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# Already done it? |
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name = material.name |
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lg = material.light_group |
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if name in self._lightgroups: |
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# No, this is not Pythonic, but bpy_prop_collection is always "True", |
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# even when empty. Sigh. |
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return bool(len(lg.objects)) |
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else: |
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self._lightgroups[name] = lg |
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if user_lg is None: |
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if not lg or len(lg.objects) == 0: |
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source = [i for i in bpy.data.objects if i.type == "LAMP"] |
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else: |
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source = lg.objects |
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dest = bpy.data.groups.new("_LIGHTMAPGEN_{}".format(name)) |
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# Only use non-RT lights |
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for obj in source: |
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if obj.plasma_object.enabled: |
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continue |
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dest.objects.link(obj) |
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shouldibake = True |
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else: |
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dest = user_lg |
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material.light_group = dest |
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return shouldibake |
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def _get_lightmap_uvtex(self, mesh, modifier): |
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if modifier.uv_map: |
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return mesh.uv_textures[modifier.uv_map] |
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for i in mesh.uv_textures: |
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if i.name != "LIGHTMAPGEN": |
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return i |
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return None |
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def _harvest_bakable_objects(self, objs): |
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# The goal here is to minimize the calls to bake_image, so we are going to collect everything |
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# that needs to be baked and sort it out by configuration. |
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bake = { ("vcol",): [] } |
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for i in objs: |
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if i.type != "MESH": |
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continue |
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mods = i.plasma_modifiers |
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if mods.lightmap.enabled: |
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## TODO: customizable render layers |
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#key = ("lightmap",) + mods.lightmap.render_layers |
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key = ("lightmap",) + ((True,) * 20) |
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if key in bake: |
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bake[key].append(i) |
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else: |
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bake[key] = [i,] |
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elif not mods.water_basic.enabled: |
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vcols = i.data.vertex_colors |
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for j in _VERTEX_COLOR_LAYERS: |
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if j in vcols: |
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break |
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else: |
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bake[("vcol",)].append(i) |
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return bake |
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def _pop_lightgroups(self): |
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for mat_name, lg in self._lightgroups.items(): |
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material = bpy.data.materials[mat_name] |
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_fake = material.light_group |
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if _fake is not None and _fake.name.startswith("_LIGHTMAPGEN"): |
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for i in _fake.objects: |
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_fake.objects.unlink(i) |
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_fake.user_clear() |
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bpy.data.groups.remove(_fake) |
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material.light_group = lg |
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self._lightgroups.clear() |
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def _prep_for_lightmap(self, bo, toggle): |
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mesh = bo.data |
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modifier = bo.plasma_modifiers.lightmap |
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uv_textures = mesh.uv_textures |
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# Create a special light group for baking |
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if not self._generate_lightgroup(mesh, modifier.light_group): |
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return False |
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# We need to ensure that we bake onto the "BlahObject_LIGHTMAPGEN" image |
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data_images = bpy.data.images |
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im_name = "{}_LIGHTMAPGEN.png".format(bo.name) |
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size = modifier.resolution |
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im = data_images.get(im_name) |
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if im is None: |
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im = data_images.new(im_name, width=size, height=size) |
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elif im.size[0] != size: |
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# Force delete and recreate the image because the size is out of date |
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im.user_clear() |
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data_images.remove(im) |
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im = data_images.new(im_name, width=size, height=size) |
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# If there is a cached LIGHTMAPGEN uvtexture, nuke it |
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uvtex = uv_textures.get("LIGHTMAPGEN", None) |
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if uvtex is not None: |
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uv_textures.remove(uvtex) |
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# Make sure the object can be baked to. NOTE this also makes sure we can enter edit mode |
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# TROLLING LOL LOL LOL |
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toggle.track(bo, "hide", False) |
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toggle.track(bo, "hide_render", False) |
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toggle.track(bo, "hide_select", False) |
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# Because the way Blender tracks active UV layers is massively stupid... |
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self._uvtexs[mesh.name] = uv_textures.active.name |
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# We must make this the active object before touching any operators |
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bpy.context.scene.objects.active = bo |
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# Originally, we used the lightmap unpack UV operator to make our UV texture, however, |
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# this tended to create sharp edges. There was already a discussion about this on the |
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# Guild of Writers forum, so I'm implementing a code version of dendwaler's process, |
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# as detailed here: https://forum.guildofwriters.org/viewtopic.php?p=62572#p62572 |
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uv_base = self._get_lightmap_uvtex(mesh, modifier) |
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if uv_base is not None: |
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uv_textures.active = uv_base |
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# this will copy the UVs to the new UV texture |
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uvtex = uv_textures.new("LIGHTMAPGEN") |
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uv_textures.active = uvtex |
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self._associate_image_with_uvtex(uvtex, im) |
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# here we go... |
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bpy.ops.object.mode_set(mode="EDIT") |
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bpy.ops.mesh.select_all(action="SELECT") |
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bpy.ops.uv.average_islands_scale() |
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bpy.ops.uv.pack_islands() |
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else: |
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# same thread, see Sirius's suggestion RE smart unwrap. this seems to yield good |
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# results in my tests. it will be good enough for quick exports. |
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uvtex = uv_textures.new("LIGHTMAPGEN") |
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self._associate_image_with_uvtex(uvtex, im) |
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bpy.ops.object.mode_set(mode="EDIT") |
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bpy.ops.mesh.select_all(action="SELECT") |
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bpy.ops.uv.smart_project() |
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bpy.ops.object.mode_set(mode="OBJECT") |
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# Now, set the new LIGHTMAPGEN uv layer as what we want to render to... |
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# NOTE that this will need to be reset by us to what the user had previously |
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# Not using toggle.track due to observed oddities |
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for i in uv_textures: |
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value = i.name == "LIGHTMAPGEN" |
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i.active = value |
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i.active_render = value |
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# Indicate we should bake |
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return True |
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def _prep_for_vcols(self, bo, toggle): |
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mesh = bo.data |
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vcols = mesh.vertex_colors |
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# Create a special light group for baking |
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if not self._generate_lightgroup(mesh): |
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return False |
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# Make sure the object can be baked to. NOTE this also makes sure we can enter edit mode |
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# TROLLING LOL LOL LOL |
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toggle.track(bo, "hide", False) |
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toggle.track(bo, "hide_render", False) |
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toggle.track(bo, "hide_select", False) |
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# I have heard tale of some moar "No valid image to bake to" boogs if there is a really |
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# old copy of the autocolor layer on the mesh. Nuke it. |
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autocolor = vcols.get("autocolor") |
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if autocolor is not None: |
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vcols.remove(autocolor) |
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autocolor = vcols.new("autocolor") |
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toggle.track(vcols, "active", autocolor) |
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# Mark "autocolor" as our active render layer |
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for vcol_layer in mesh.vertex_colors: |
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autocol = vcol_layer.name == "autocolor" |
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toggle.track(vcol_layer, "active_render", autocol) |
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toggle.track(vcol_layer, "active", autocol) |
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mesh.update() |
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# Indicate we should bake |
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return True |
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def _restore_uvtexs(self): |
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for mesh_name, uvtex_name in self._uvtexs.items(): |
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mesh = bpy.data.meshes[mesh_name] |
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for i in mesh.uv_textures: |
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i.active = uvtex_name == i.name |
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mesh.uv_textures.active = mesh.uv_textures[uvtex_name] |
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def _select_only(self, objs): |
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if isinstance(objs, bpy.types.Object): |
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for i in bpy.data.objects: |
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i.select = i == objs |
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else: |
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for i in bpy.data.objects: |
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i.select = i in objs |
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