@ -15,6 +15,7 @@
import bpy
from contextlib import ExitStack
import itertools
from . explosions import *
@ -27,7 +28,7 @@ _NUM_RENDER_LAYERS = 20
class LightBaker ( _MeshManager ) :
""" ExportTime Lighting """
def __init__ ( self , report = None , verbose = False ) :
def __init__ ( self , report = None , stack = None , * , verbose = False ) :
self . _lightgroups = { }
if report is None :
self . _report = ExportVerboseLogger ( ) if verbose else ExportProgressLogger ( )
@ -38,6 +39,8 @@ class LightBaker(_MeshManager):
self . _report = report
self . _own_report = False
super ( ) . __init__ ( self . _report )
self . _context_stack = stack
self . vcol_layer_name = " autocolor "
self . lightmap_name = " {} _LIGHTMAPGEN.png "
self . lightmap_uvtex_name = " LIGHTMAPGEN "
@ -240,6 +243,36 @@ class LightBaker(_MeshManager):
bake , bake_passes = { } , bpy . context . scene . plasma_scene . bake_passes
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 ) :
mods = i . plasma_modifiers
lightmap_mod = mods . lightmap
@ -260,26 +293,17 @@ class LightBaker(_MeshManager):
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 ) )
# OK, now that the sanity checking is done, we could opt-out if an image is already
# 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
if lightmap_bake_required ( i ) is False and vcol_bake_required ( i ) is False :
continue
method = " lightmap " if lightmap_mod . bake_lightmap else " vcol "
key = ( method , ) + lm_layers
bake_pass = bake . setdefault ( key , [ ] )
bake_pass . append ( i )
self . _report . msg ( " ' {} ' : Bake to {} " , i . name , method , indent = 1 )
elif mods . lighting . preshade :
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 )
bake_vcol . append ( i )
elif mods . lighting . preshade and vcol_bake_required ( i ) :
self . _report . msg ( " ' {} ' : Bake to vcol (crappy) " , i . name , indent = 1 )
bake_vcol . append ( i )
return bake
def _pack_lightmaps ( self , objs ) :
@ -404,7 +428,8 @@ class LightBaker(_MeshManager):
vcol_layer_name = self . 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 )
toggle . track ( vcols , " active " , autocolor )
@ -415,6 +440,14 @@ class LightBaker(_MeshManager):
toggle . track ( vcol_layer , " active " , autocol )
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
return True