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Don't touch my Col layer!

In user testing, the "Bake All" operator overwriting the "Col" layer was
blowing away too much manual shading, reducing the usefulness of the
feature severely. This changes us to using the "autocolor" layer and
making it a somewhat ephemeral coloring layer. Any "autocolor" layer
generated by the exporter should be removed when the export finishes.
Otherwise, it should persist.
pull/261/head
Adam Johnson 3 years ago
parent
commit
304f23bd00
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 11
      korman/exporter/convert.py
  2. 59
      korman/exporter/etlight.py
  3. 54
      korman/operators/op_lightmap.py
  4. 3
      korman/ui/modifiers/render.py

11
korman/exporter/convert.py

@ -14,10 +14,13 @@
# along with Korman. If not, see <http://www.gnu.org/licenses/>. # along with Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy import bpy
from ..korlib import ConsoleToggler
from pathlib import Path from pathlib import Path
from contextlib import ExitStack
from ..korlib import ConsoleToggler
from PyHSPlasma import * from PyHSPlasma import *
import time
from . import animation from . import animation
from . import camera from . import camera
@ -44,7 +47,7 @@ class Exporter:
def run(self): def run(self):
log = logger.ExportVerboseLogger if self._op.verbose else logger.ExportProgressLogger log = logger.ExportVerboseLogger if self._op.verbose else logger.ExportProgressLogger
with ConsoleToggler(self._op.show_console), log(self._op.filepath) as self.report: with ConsoleToggler(self._op.show_console), log(self._op.filepath) as self.report, ExitStack() as self.context_stack:
# Step 0: Init export resmgr and stuff # Step 0: Init export resmgr and stuff
self.mgr = manager.ExportManager(self) self.mgr = manager.ExportManager(self)
self.mesh = mesh.MeshConverter(self) self.mesh = mesh.MeshConverter(self)
@ -56,7 +59,7 @@ class Exporter:
self.image = image.ImageCache(self) self.image = image.ImageCache(self)
self.locman = locman.LocalizationConverter(self) self.locman = locman.LocalizationConverter(self)
self.decal = decal.DecalConverter(self) self.decal = decal.DecalConverter(self)
self.oven = etlight.LightBaker(self.report) self.oven = etlight.LightBaker(self.report, stack=self.context_stack)
# Step 0.8: Init the progress mgr # Step 0.8: Init the progress mgr
self.mesh.add_progress_presteps(self.report) self.mesh.add_progress_presteps(self.report)

59
korman/exporter/etlight.py

@ -15,6 +15,7 @@
import bpy import bpy
from contextlib import ExitStack
import itertools import itertools
from .explosions import * from .explosions import *
@ -27,7 +28,7 @@ _NUM_RENDER_LAYERS = 20
class LightBaker(_MeshManager): class LightBaker(_MeshManager):
"""ExportTime Lighting""" """ExportTime Lighting"""
def __init__(self, report=None, verbose=False): def __init__(self, report=None, stack=None, *, verbose=False):
self._lightgroups = {} self._lightgroups = {}
if report is None: if report is None:
self._report = ExportVerboseLogger() if verbose else ExportProgressLogger() self._report = ExportVerboseLogger() if verbose else ExportProgressLogger()
@ -38,6 +39,8 @@ class LightBaker(_MeshManager):
self._report = report self._report = report
self._own_report = False self._own_report = False
super().__init__(self._report) super().__init__(self._report)
self._context_stack = stack
self.vcol_layer_name = "autocolor" self.vcol_layer_name = "autocolor"
self.lightmap_name = "{}_LIGHTMAPGEN.png" self.lightmap_name = "{}_LIGHTMAPGEN.png"
self.lightmap_uvtex_name = "LIGHTMAPGEN" self.lightmap_uvtex_name = "LIGHTMAPGEN"
@ -240,6 +243,36 @@ class LightBaker(_MeshManager):
bake, bake_passes = {}, bpy.context.scene.plasma_scene.bake_passes bake, bake_passes = {}, bpy.context.scene.plasma_scene.bake_passes
bake_vcol = bake.setdefault(("vcol",) + default_layers, []) bake_vcol = bake.setdefault(("vcol",) + default_layers, [])
def lightmap_bake_required(obj) -> bool:
mod = obj.plasma_modifiers.lightmap
if mod.bake_lightmap:
if self.force:
return True
if mod.image is not None:
uv_texture_names = frozenset((i.name for i in obj.data.uv_textures))
if self.lightmap_uvtex_name in uv_texture_names:
self._report.msg("'{}': Skipping due to valid lightmap override", obj.name, indent=1)
else:
self._report.msg("'{}': Have lightmap but UVs are missing???", obj.name, indent=1)
return False
return True
return False
def vcol_bake_required(obj) -> bool:
if obj.plasma_modifiers.lightmap.bake_lightmap:
return False
vcol_layer_names = frozenset((vcol_layer.name.lower() for vcol_layer in obj.data.vertex_colors))
manual_layer_names = _VERTEX_COLOR_LAYERS & vcol_layer_names
if manual_layer_names:
self._report.msg("'{}': Skipping due to valid manual vertex color layer(s): '{}'", obj.name, manual_layer_names.pop(), indent=1)
return False
if self.force:
return True
if self.vcol_layer_name.lower() in vcol_layer_names:
self._report.msg("'{}': Skipping due to valid matching vertex color layer(s): '{}'", obj.name, self.vcol_layer_name, indent=1)
return False
return True
for i in filter(lambda x: x.type == "MESH" and bool(x.data.materials), objs): for i in filter(lambda x: x.type == "MESH" and bool(x.data.materials), objs):
mods = i.plasma_modifiers mods = i.plasma_modifiers
lightmap_mod = mods.lightmap lightmap_mod = mods.lightmap
@ -260,15 +293,7 @@ class LightBaker(_MeshManager):
if not lm_active_layers & obj_active_layers: if not lm_active_layers & obj_active_layers:
raise ExportError("Bake Lighting '{}': At least one layer the object is on must be selected".format(i.name)) raise ExportError("Bake Lighting '{}': At least one layer the object is on must be selected".format(i.name))
# OK, now that the sanity checking is done, we could opt-out if an image is already if lightmap_bake_required(i) is False and vcol_bake_required(i) is False:
# set and we're not being forced...
if not self.force:
want_image = lightmap_mod.bake_lightmap
if want_image and lightmap_mod.image is not None and self.lightmap_uvtex_name in i.data.uv_textures:
self._report.msg("'{}': Skipping due to valid lightmap override", i.name, indent=1)
continue
elif not want_image and any((vcol_layer.name.lower() in _VERTEX_COLOR_LAYERS for vcol_layer in i.data.vertex_colors)):
self._report.msg("'{}': Skipping due to valid vertex color layer", i.name, indent=1)
continue continue
method = "lightmap" if lightmap_mod.bake_lightmap else "vcol" method = "lightmap" if lightmap_mod.bake_lightmap else "vcol"
@ -276,8 +301,7 @@ class LightBaker(_MeshManager):
bake_pass = bake.setdefault(key, []) bake_pass = bake.setdefault(key, [])
bake_pass.append(i) bake_pass.append(i)
self._report.msg("'{}': Bake to {}", i.name, method, indent=1) self._report.msg("'{}': Bake to {}", i.name, method, indent=1)
elif mods.lighting.preshade: elif mods.lighting.preshade and vcol_bake_required(i):
if self.force or not any((vcol_layer.name.lower() in _VERTEX_COLOR_LAYERS for vcol_layer in i.data.vertex_colors)):
self._report.msg("'{}': Bake to vcol (crappy)", i.name, indent=1) self._report.msg("'{}': Bake to vcol (crappy)", i.name, indent=1)
bake_vcol.append(i) bake_vcol.append(i)
return bake return bake
@ -404,7 +428,8 @@ class LightBaker(_MeshManager):
vcol_layer_name = self.vcol_layer_name vcol_layer_name = self.vcol_layer_name
autocolor = vcols.get(vcol_layer_name) autocolor = vcols.get(vcol_layer_name)
if autocolor is None: needs_vcol_layer = autocolor is None
if needs_vcol_layer:
autocolor = vcols.new(vcol_layer_name) autocolor = vcols.new(vcol_layer_name)
toggle.track(vcols, "active", autocolor) toggle.track(vcols, "active", autocolor)
@ -415,6 +440,14 @@ class LightBaker(_MeshManager):
toggle.track(vcol_layer, "active", autocol) toggle.track(vcol_layer, "active", autocol)
mesh.update() mesh.update()
# Vertex colors are sort of ephemeral, so if we have an exit stack, we want to
# terminate this layer when the exporter is done. But, this is not an unconditional
# nukage. If we're in the lightmap operators, we clearly want this to persist for
# future exports as an optimization. We won't reach this point if there is already an
# autocolor layer (gulp).
if self._context_stack is not None and needs_vcol_layer:
self._context_stack.enter_context(TemporaryObject(vcol_layer, vcols.remove))
# Indicate we should bake # Indicate we should bake
return True return True

54
korman/operators/op_lightmap.py

@ -24,8 +24,6 @@ from ..helpers import UiHelper
from ..korlib import ConsoleToggler from ..korlib import ConsoleToggler
class _LightingOperator: class _LightingOperator:
_FINAL_VERTEX_COLOR_LAYER = "Col"
@contextmanager @contextmanager
def _oven(self, context): def _oven(self, context):
if context.scene.world is not None: if context.scene.world is not None:
@ -56,17 +54,9 @@ class LightmapAutobakePreviewOperator(_LightingOperator, bpy.types.Operator):
def __init__(self): def __init__(self):
super().__init__() super().__init__()
def draw(self, context):
layout = self.layout
layout.label("This will overwrite the following vertex color layer:")
layout.label(self._FINAL_VERTEX_COLOR_LAYER, icon="GROUP_VCOL")
def execute(self, context): def execute(self, context):
with self._oven(context) as bake: with self._oven(context) as bake:
if self.final: if not self.final:
bake.vcol_layer_name = self._FINAL_VERTEX_COLOR_LAYER
else:
bake.lightmap_name = "{}_LIGHTMAPGEN_PREVIEW.png" bake.lightmap_name = "{}_LIGHTMAPGEN_PREVIEW.png"
bake.lightmap_uvtex_name = "LIGHTMAPGEN_PREVIEW" bake.lightmap_uvtex_name = "LIGHTMAPGEN_PREVIEW"
bake.force = self.final bake.force = self.final
@ -91,14 +81,6 @@ class LightmapAutobakePreviewOperator(_LightingOperator, bpy.types.Operator):
return {"FINISHED"} return {"FINISHED"}
def invoke(self, context, event):
# If this is a vertex color bake, we need to be sure that the user really
# wants to blow away any color layer they have.
if self.final and context.object.plasma_modifiers.lightmap.bake_type == "vcol":
if any((i.name == self._FINAL_VERTEX_COLOR_LAYER for i in context.object.data.vertex_colors)):
return context.window_manager.invoke_props_dialog(self)
return self.execute(context)
class LightmapBakeMultiOperator(_LightingOperator, bpy.types.Operator): class LightmapBakeMultiOperator(_LightingOperator, bpy.types.Operator):
bl_idname = "object.plasma_lightmap_bake" bl_idname = "object.plasma_lightmap_bake"
@ -118,7 +100,6 @@ class LightmapBakeMultiOperator(_LightingOperator, bpy.types.Operator):
with self._oven(context) as bake: with self._oven(context) as bake:
bake.force = True bake.force = True
bake.vcol_layer_name = self._FINAL_VERTEX_COLOR_LAYER
if not bake.bake_static_lighting(filtered_objects): if not bake.bake_static_lighting(filtered_objects):
self.report({"WARNING"}, "Nothing was baked.") self.report({"WARNING"}, "Nothing was baked.")
return {"FINISHED"} return {"FINISHED"}
@ -149,45 +130,19 @@ class LightmapClearMultiOperator(_LightingOperator, bpy.types.Operator):
def _iter_vcols(self, objects): def _iter_vcols(self, objects):
yield from filter(lambda x: x.type == "MESH" and not x.plasma_modifiers.lightmap.bake_lightmap, objects) yield from filter(lambda x: x.type == "MESH" and not x.plasma_modifiers.lightmap.bake_lightmap, objects)
def _iter_final_vcols(self, objects):
yield from filter(lambda x: x.data.vertex_colors.get(self._FINAL_VERTEX_COLOR_LAYER), self._iter_vcols(objects))
def draw(self, context):
layout = self.layout
layout.label("This will remove the vertex color layer '{}' on:".format(self._FINAL_VERTEX_COLOR_LAYER))
col = layout.column_flow()
_MAX_OBJECTS = 50
vcol_iter = enumerate(self._iter_final_vcols(self._get_objects(context)))
for _, bo in itertools.takewhile(lambda x: x[0] < _MAX_OBJECTS, vcol_iter):
col.label(bo.name, icon="OBJECT_DATA")
remainder = sum((1 for _, _ in vcol_iter))
if remainder:
layout.label("... and {} other objects.".format(remainder))
def _get_objects(self, context):
return context.selected_objects if self.clear_selection else context.scene.objects
def execute(self, context): def execute(self, context):
all_objects = self._get_objects(context) all_objects = context.selected_objects if self.clear_selection else context.scene.objects
for i in self._iter_lightmaps(all_objects): for i in self._iter_lightmaps(all_objects):
i.plasma_modifiers.lightmap.image = None i.plasma_modifiers.lightmap.image = None
for i in self._iter_vcols(all_objects): for i in self._iter_vcols(all_objects):
vcols = i.data.vertex_colors vcols = i.data.vertex_colors
col_layer = vcols.get(self._FINAL_VERTEX_COLOR_LAYER) col_layer = vcols.get("autocolor")
if col_layer is not None: if col_layer is not None:
vcols.remove(col_layer) vcols.remove(col_layer)
return {"FINISHED"} return {"FINISHED"}
def invoke(self, context, event):
all_objects = self._get_objects(context)
if any(self._iter_final_vcols(all_objects)):
return context.window_manager.invoke_props_dialog(self)
return self.execute(context)
@bpy.app.handlers.persistent @bpy.app.handlers.persistent
def _toss_garbage(scene): def _toss_garbage(scene):
@ -204,9 +159,6 @@ def _toss_garbage(scene):
uvtex = i.uv_textures.get("LIGHTMAPGEN_PREVIEW") uvtex = i.uv_textures.get("LIGHTMAPGEN_PREVIEW")
if uvtex is not None: if uvtex is not None:
i.uv_textures.remove(uvtex) i.uv_textures.remove(uvtex)
vcol_layer = i.vertex_colors.get("autocolor")
if vcol_layer is not None:
i.vertex_colors.remove(vcol_layer)
# collects light baking garbage # collects light baking garbage
bpy.app.handlers.save_pre.append(_toss_garbage) bpy.app.handlers.save_pre.append(_toss_garbage)

3
korman/ui/modifiers/render.py

@ -205,8 +205,11 @@ def lightmap(modifier, layout, context):
layout.label("Transparent objects cannot be lightmapped.", icon="ERROR") layout.label("Transparent objects cannot be lightmapped.", icon="ERROR")
else: else:
row = layout.row(align=True) row = layout.row(align=True)
if modifier.bake_lightmap:
row.operator("object.plasma_lightmap_preview", "Preview", icon="RENDER_STILL").final = False row.operator("object.plasma_lightmap_preview", "Preview", icon="RENDER_STILL").final = False
row.operator("object.plasma_lightmap_preview", "Bake for Export", icon="RENDER_STILL").final = True row.operator("object.plasma_lightmap_preview", "Bake for Export", icon="RENDER_STILL").final = True
else:
row.operator("object.plasma_lightmap_preview", "Bake", icon="RENDER_STILL").final = True
# Kind of clever stuff to show the user a preview... # Kind of clever stuff to show the user a preview...
# We can't show images, so we make a hidden ImageTexture called LIGHTMAPGEN_PREVIEW. We check # We can't show images, so we make a hidden ImageTexture called LIGHTMAPGEN_PREVIEW. We check

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