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mirror of https://github.com/H-uru/korman.git synced 2025-07-14 22:36:52 +00:00

Rudimentary material exporter

This commit is contained in:
2014-06-25 19:25:52 -04:00
parent 2c97257b8d
commit 32dcac54f5
13 changed files with 651 additions and 60 deletions

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@ -40,7 +40,7 @@ class Exporter:
# Step 0: Init export resmgr and stuff
self.mgr = manager.ExportManager(globals()[self._op.version])
self.mesh = mesh.MeshConverter(self.mgr)
self.mesh = mesh.MeshConverter(self)
self.report = logger.ExportAnalysis()
# Step 1: Gather a list of objects that we need to export
@ -101,7 +101,7 @@ class Exporter:
if childobj:
parent = bo.parent
if parent.plasma_object.enabled:
print("\tAttaching to parent SceneObject '{}'".format(parent.name))
print(" Attaching to parent SceneObject '{}'".format(parent.name))
# Instead of exporting a skeleton now, we'll just make an orphaned CI.
# The bl_obj export will make this work.
@ -139,7 +139,7 @@ class Exporter:
print("WARNING: '{}' is a Plasma Object of Blender type '{}'".format(bl_obj.name, bl_obj.type))
print("... And I have NO IDEA what to do with that! Tossing.")
continue
print("\tBlender Object '{}' of type '{}'".format(bl_obj.name, bl_obj.type))
print(" Blender Object '{}' of type '{}'".format(bl_obj.name, bl_obj.type))
# Create a sceneobject if one does not exist.
# Before we call the export_fn, we need to determine if this object is an actor of any
@ -154,4 +154,7 @@ class Exporter:
pass
def _export_mesh_blobj(self, so, bo):
so.draw = self.mesh.export_object(bo)
if bo.data.materials:
so.draw = self.mesh.export_object(bo)
else:
print(" No material(s) on the ObData, so no drawables")

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@ -18,6 +18,13 @@ class ExportError(Exception):
super(Exception, self).__init__(value)
class TooManyUVChannelsError(ExportError):
def __init__(self, obj, mat):
msg = "There are too many UV Textures on the material '{}' associated with object '{}'.".format(
mat.name, obj.name)
super(ExportError, self).__init__(msg)
class TooManyVerticesError(ExportError):
def __init__(self, mesh, matname, vertcount):
msg = "There are too many vertices ({}) on the mesh data '{}' associated with material '{}'".format(
@ -41,3 +48,8 @@ class UndefinedPageError(ExportError):
def raise_if_error(self):
if self.mistakes:
raise self
class UnsupportedTextureError(ExportError):
def __init__(self, texture, material):
super(ExportError, self).__init__("Cannot export texture '{}' on material '{}' -- unsupported type '{}'".format(texture.name, texture.type, material.name))

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@ -90,7 +90,7 @@ class ExportManager:
def create_builtins(self, age, textures):
# BuiltIn.prp
if bpy.context.scene.world.plasma_age.age_sdl:
builtin = self.create_page(age, "BuiltIn", -1, True)
builtin = self.create_page(age, "BuiltIn", -2, True)
pfm = self.add_object(plPythonFileMod, name="VeryVerySpecialPythonFileMod", loc=builtin)
pfm.filename = age
sdl = self.add_object(plSceneObject, name="AgeSDLHook", loc=builtin)
@ -98,7 +98,7 @@ class ExportManager:
# Textures.prp
if textures:
self.create_page(age, "Textures", -2, True)
self.create_page(age, "Textures", -1, True)
def create_page(self, age, name, id, builtin=False):
location = plLocation(self.mgr.getVer())

130
korman/exporter/material.py Normal file
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@ -0,0 +1,130 @@
# 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
import korlib
from PyHSPlasma import *
import weakref
from . import explosions
from . import utils
class MaterialConverter:
_hsbitmaps = {}
def __init__(self, exporter):
self._exporter = weakref.ref(exporter)
def export_material(self, bo, bm):
"""Exports a Blender Material as an hsGMaterial"""
print(" Exporting Material '{}'".format(bm.name))
hsgmat = self._mgr.add_object(hsGMaterial, name=bm.name, bl=bo)
self._export_texture_slots(bo, bm, hsgmat)
# Plasma makes several assumptions that every hsGMaterial has at least one layer. If this
# material had no Textures, we will need to initialize a default layer
if not hsgmat.layers:
layer = self._mgr.add_object(plLayer, name="{}_AutoLayer".format(bm.name), bl=bo)
self._propagate_material_settings(bm, layer)
hsgmat.addLayer(layer.key)
# Looks like we're done...
return hsgmat.key
def _export_texture_slots(self, bo, bm, hsgmat):
for slot in bm.texture_slots:
if slot is None or not slot.use:
continue
name = "{}_{}".format(bm.name, slot.name)
print(" Exporting Plasma Layer '{}'".format(name))
layer = self._mgr.add_object(plLayer, name=name, bl=bo)
self._propagate_material_settings(bm, layer)
# UVW Channel
for i, uvchan in enumerate(bo.data.tessface_uv_textures):
if uvchan.name == slot.uv_layer:
layer.UVWSrc = i
print(" Using UV Map #{} '{}'".format(i, name))
break
else:
print(" No UVMap specified... Blindly using the first one, maybe it exists :|")
# General texture flags and such
texture = slot.texture
# ...
# Export the specific texture type
export_fn = "_export_texture_type_{}".format(texture.type.lower())
if not hasattr(self, export_fn):
raise explosions.UnsupportedTextureError(texture, bm)
getattr(self, export_fn)(bo, hsgmat, layer, texture)
hsgmat.addLayer(layer.key)
def _export_texture_type_image(self, bo, hsgmat, layer, texture):
"""Exports a Blender ImageTexture to a plLayer"""
# First, let's apply any relevant flags
state = layer.state
if texture.invert_alpha:
state.blendFlags |= hsGMatState.kBlendInvertAlpha
# Now, let's export the plBitmap
# If the image is None (no image applied in Blender), we assume this is a plDynamicTextMap
# Otherwise, we create a plMipmap and call into korlib to export the pixel data
if texture.image is None:
bitmap = self.add_object(plDynamicTextMap, name="{}_DynText".format(layer.key.name), bl=bo)
else:
# blender likes to create lots of spurious .0000001 objects :/
name = texture.image.name
name = name[:name.find('.')]
if texture.use_mipmap:
name = "{}.dds".format(name)
else:
name = "{}.bmp".format(name)
if name in self._hsbitmaps:
# well, that was easy...
print(" Using '{}'".format(name))
layer.texture = self._hsbitmaps[name].key
return
else:
location = self._mgr.get_textures_page(bo)
bitmap = self._mgr.add_object(plMipmap, name=name, loc=location)
korlib.generate_mipmap(texture, bitmap)
# Store the created plBitmap and toss onto the layer
self._hsbitmaps[name] = bitmap
layer.texture = bitmap.key
@property
def _mgr(self):
return self._exporter().mgr
def _propagate_material_settings(self, bm, layer):
"""Converts settings from the Blender Material to corresponding plLayer settings"""
state = layer.state
# Shade Flags
if not bm.use_mist:
state.shadeFlags |= hsGMatState.kShadeNoFog # Dead in CWE
state.shadeFlags |= hsGMatState.kShadeReallyNoFog
# Colors
layer.ambient = utils.color(bpy.context.scene.world.ambient_color)
layer.preshade = utils.color(bm.diffuse_color)
layer.runtime = utils.color(bm.diffuse_color)
layer.specular = utils.color(bm.specular_color)

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@ -15,8 +15,10 @@
import bpy
from PyHSPlasma import *
import weakref
from . import explosions
from . import material
from . import utils
_MAX_VERTS_PER_SPAN = 0xFFFF
@ -32,9 +34,14 @@ class _RenderLevel:
_MAJOR_SHIFT = 28
_MINOR_MASK = ((1 << _MAJOR_SHIFT) - 1)
def __init__(self):
def __init__(self, hsgmat, pass_index):
# TODO: Use hsGMaterial to determine major and minor
self.level = 0
# We use the blender material's pass index (which we stashed in the hsGMaterial) to increment
# the render pass, just like it says...
self.level += pass_index
def __hash__(self):
return hash(self.level)
@ -52,11 +59,11 @@ class _RenderLevel:
class _DrawableCriteria:
def __init__(self, hsgmat):
def __init__(self, hsgmat, pass_index):
_layer = hsgmat.layers[0].object # better doggone well have a layer...
self.blend_span = bool(_layer.state.blendFlags & hsGMatState.kBlendMask)
self.criteria = 0 # TODO
self.render_level = _RenderLevel()
self.render_level = _RenderLevel(hsgmat, pass_index)
def __eq__(self, other):
if not isinstance(other, _DrawableCriteria):
@ -81,14 +88,22 @@ class MeshConverter:
_dspans = {}
_mesh_geospans = {}
def __init__(self, mgr):
self._mgr = mgr
def __init__(self, exporter):
self._exporter = weakref.ref(exporter)
self.material = material.MaterialConverter(exporter)
def _create_geospan(self, bo, bm, hsgmat):
def _create_geospan(self, bo, mesh, bm, hsgmat):
"""Initializes a plGeometrySpan from a Blender Object and an hsGMaterial"""
geospan = plGeometrySpan()
geospan.material = hsgmat
# GeometrySpan format
# For now, we really only care about the number of UVW Channels
numUVWchans = len(mesh.tessface_uv_textures)
if numUVWchans > plGeometrySpan.kUVCountMask:
raise explosions.TooManyUVChannelsError(bo, bm)
geospan.format = numUVWchans
# TODO: Props
# TODO: RunTime lights (requires libHSPlasma feature)
@ -107,7 +122,7 @@ class MeshConverter:
for loc in self._dspans.values():
for dspan in loc.values():
print("\tFinalizing DSpan: '{}'".format(dspan.key.name))
print(" Finalizing DSpan: '{}'".format(dspan.key.name))
# This mega-function does a lot:
# 1. Converts SourceSpans (geospans) to Icicles and bakes geometry into plGBuffers
@ -117,46 +132,59 @@ class MeshConverter:
dspan.composeGeometry(True, True)
def _export_geometry(self, mesh, geospans):
geodata = [None] * len(mesh.materials)
geoverts = [None] * len(mesh.vertices)
for i, garbage in enumerate(geodata):
geodata[i] = {
"blender2gs": [None] * len(mesh.vertices),
"triangles": [],
"vertices": [],
}
# Go ahead and naively convert all vertices into TempVertices for the GeoSpans
for i, source in enumerate(mesh.vertices):
vertex = plGeometrySpan.TempVertex()
vertex.color = hsColor32(red=255, green=0, blue=0, alpha=255) # FIXME trollface.jpg testing hacks
vertex.normal = utils.vector3(source.normal)
vertex.position = utils.vector3(source.co)
geoverts[i] = vertex
_geodatacls = type("_GeoData",
(object,),
{
"blender2gs": [{} for i in mesh.vertices],
"triangles": [],
"vertices": []
})
geodata = [_geodatacls() for i in mesh.materials]
# Convert Blender faces into things we can stuff into libHSPlasma
for tessface in mesh.tessfaces:
for i, tessface in enumerate(mesh.tessfaces):
data = geodata[tessface.material_index]
face_verts = []
# Convert to per-material indices
for i in tessface.vertices:
if data["blender2gs"][i] is None:
data["blender2gs"][i] = len(data["vertices"])
data["vertices"].append(geoverts[i])
face_verts.append(data["blender2gs"][i])
for j in tessface.vertices:
# Unpack the UV coordinates from each UV Texture layer
uvws = []
for uvtex in mesh.tessface_uv_textures:
uv = getattr(uvtex.data[i], "uv{}".format(j+1))
# In Blender, UVs have no Z coordinate
uvws.append((uv.x, uv.y))
# Grab VCols (TODO--defaulting to white for now)
# This will be finalized once the vertex color light code baking is in
color = (0, 0, 0, 255)
# Now, we'll index into the vertex dict using the per-face elements :(
# We're using tuples because lists are not hashable. The many mathutils and PyHSPlasma
# types are not either, and it's entirely too much work to fool with all that.
coluv = (color, tuple(uvws))
if coluv not in data.blender2gs[j]:
source = mesh.vertices[j]
vertex = plGeometrySpan.TempVertex()
vertex.position = utils.vector3(source.co)
vertex.normal = utils.vector3(source.normal)
vertex.color = hsColor32(*color)
vertex.uvs = [hsVector3(uv[0], 1.0-uv[1], 0.0) for uv in uvws]
data.blender2gs[j][coluv] = len(data.vertices)
data.vertices.append(vertex)
face_verts.append(data.blender2gs[j][coluv])
# Convert to triangles, if need be...
if len(face_verts) == 3:
data["triangles"] += face_verts
data.triangles += face_verts
elif len(face_verts) == 4:
data["triangles"] += (face_verts[0], face_verts[1], face_verts[2])
data["triangles"] += (face_verts[0], face_verts[2], face_verts[3])
data.triangles += (face_verts[0], face_verts[1], face_verts[2])
data.triangles += (face_verts[0], face_verts[2], face_verts[3])
# Time to finish it up...
for i, data in enumerate(geodata):
geospan = geospans[i]
numVerts = len(data["vertices"])
geospan = geospans[i][0]
numVerts = len(data.vertices)
# Soft vertex limit at 0x8000 for PotS and below. Works fine as long as it's a uint16
# MOUL only allows signed int16s, however :/
@ -166,8 +194,8 @@ class MeshConverter:
pass # FIXME
# If we're still here, let's add our data to the GeometrySpan
geospan.indices = data["triangles"]
geospan.vertices = data["vertices"]
geospan.indices = data.triangles
geospan.vertices = data.vertices
def export_object(self, bo):
# Have we already exported this mesh?
@ -195,9 +223,9 @@ class MeshConverter:
# Step 3: Add plGeometrySpans to the appropriate DSpan and create indices
_diindices = {}
for geospan in geospans:
dspan = self._find_create_dspan(bo, geospan.material.object)
print("\tExported hsGMaterial '{}' geometry into '{}'".format(geospan.material.name, dspan.key.name))
for geospan, pass_index in geospans:
dspan = self._find_create_dspan(bo, geospan.material.object, pass_index)
print(" Exported hsGMaterial '{}' geometry into '{}'".format(geospan.material.name, dspan.key.name))
idx = dspan.addSourceSpan(geospan)
if dspan not in _diindices:
_diindices[dspan] = [idx,]
@ -213,25 +241,15 @@ class MeshConverter:
drawables.append((dspan.key, idx))
return drawables
def _export_material(self, bo, bm):
"""Exports a single Material Slot as an hsGMaterial"""
# FIXME HACKS
hsgmat = self._mgr.add_object(hsGMaterial, name=bm.name, bl=bo)
fake_layer = self._mgr.add_object(plLayer, name="{}_AutoLayer".format(bm.name), bl=bo)
hsgmat.addLayer(fake_layer.key)
# ...
return hsgmat.key
def _export_material_spans(self, bo, mesh):
"""Exports all Materials and creates plGeometrySpans"""
geospans = [None] * len(mesh.materials)
for i, blmat in enumerate(mesh.materials):
hsgmat = self._export_material(bo, blmat)
geospans[i] = self._create_geospan(bo, blmat, hsgmat)
hsgmat = self.material.export_material(bo, blmat)
geospans[i] = (self._create_geospan(bo, mesh, blmat, hsgmat), blmat.pass_index)
return geospans
def _find_create_dspan(self, bo, hsgmat):
def _find_create_dspan(self, bo, hsgmat, pass_index):
location = self._mgr.get_location(bo)
if location not in self._dspans:
self._dspans[location] = {}
@ -241,8 +259,7 @@ class MeshConverter:
# [... document me ...]
# We're using pass index to do just what it was designed for. Cyan has a nicer "depends on"
# draw component, but pass index is the Blender way, so that's what we're doing.
crit = _DrawableCriteria(hsgmat)
crit.render_level.level += bo.pass_index
crit = _DrawableCriteria(hsgmat, pass_index)
if crit not in self._dspans[location]:
# AgeName_[District_]_Page_RenderLevel_Crit[Blend]Spans
@ -250,8 +267,17 @@ class MeshConverter:
node = self._mgr.get_scene_node(location)
name = "{}_{:08X}_{:X}{}".format(node.name, crit.render_level.level, crit.criteria, crit.span_type)
dspan = self._mgr.add_object(pl=plDrawableSpans, name=name, loc=location)
dspan.criteria = crit.criteria
# TODO: props
dspan.renderLevel = crit.render_level.level
dspan.sceneNode = node # AddViaNotify
self._dspans[location][crit] = dspan
return dspan
else:
return self._dspans[location][crit]
@property
def _mgr(self):
return self._exporter().mgr

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@ -15,6 +15,10 @@
from PyHSPlasma import *
def color(blcolor, alpha=1.0):
"""Converts a Blender Color into an hsColorRGBA"""
return hsColorRGBA(blcolor.r, blcolor.g, blcolor.b, alpha)
def matrix44(blmat):
"""Converts a mathutils.Matrix to an hsMatrix44"""
hsmat = hsMatrix44()

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@ -31,6 +31,12 @@ properties_material.MATERIAL_PT_options.COMPAT_ENGINES.add("PLASMA_GAME")
properties_material.MATERIAL_PT_preview.COMPAT_ENGINES.add("PLASMA_GAME")
del properties_material
from bl_ui import properties_texture
for i in dir(properties_texture):
attr = getattr(properties_texture, i)
if hasattr(attr, "COMPAT_ENGINES"):
getattr(attr, "COMPAT_ENGINES").add("PLASMA_GAME")
del properties_texture
@classmethod
def _new_poll(cls, context):