@ -24,6 +24,8 @@ from . import utils
_MAX_VERTS_PER_SPAN = 0xFFFF
_MAX_VERTS_PER_SPAN = 0xFFFF
_WARN_VERTS_PER_SPAN = 0x8000
_WARN_VERTS_PER_SPAN = 0x8000
_VERTEX_COLOR_LAYERS = { " col " , " color " , " colour " }
class _RenderLevel :
class _RenderLevel :
MAJOR_OPAQUE = 0
MAJOR_OPAQUE = 0
MAJOR_FRAMEBUF = 1
MAJOR_FRAMEBUF = 1
@ -148,6 +150,17 @@ class MeshConverter:
} )
} )
geodata = [ _geodatacls ( ) for i in mesh . materials ]
geodata = [ _geodatacls ( ) for i in mesh . materials ]
# Locate relevant vertex color layers now...
color , alpha = None , None
for vcol_layer in mesh . tessface_vertex_colors :
name = vcol_layer . name . lower ( )
if name in _VERTEX_COLOR_LAYERS :
color = vcol_layer . data
elif name == " autocolor " and color is None :
color = vcol_layer . data
elif name == " alpha " :
alpha = vcol_layer . data
# Convert Blender faces into things we can stuff into libHSPlasma
# Convert Blender faces into things we can stuff into libHSPlasma
for i , tessface in enumerate ( mesh . tessfaces ) :
for i , tessface in enumerate ( mesh . tessfaces ) :
data = geodata [ tessface . material_index ]
data = geodata [ tessface . material_index ]
@ -157,24 +170,42 @@ class MeshConverter:
# NOTE: Blender has no third (W) coordinate
# NOTE: Blender has no third (W) coordinate
tessface_uvws = [ uvtex . data [ i ] . uv for uvtex in mesh . tessface_uv_textures ]
tessface_uvws = [ uvtex . data [ i ] . uv for uvtex in mesh . tessface_uv_textures ]
# Unpack colors
if color is None :
tessface_colors = ( ( 1.0 , 1.0 , 1.0 ) , ( 1.0 , 1.0 , 1.0 ) , ( 1.0 , 1.0 , 1.0 ) , ( 1.0 , 1.0 , 1.0 ) )
else :
src = color [ i ]
tessface_colors = ( src . color1 , src . color2 , src . color3 , src . color4 )
# Unpack alpha values
if alpha is None :
tessface_alphas = ( 1.0 , 1.0 , 1.0 , 1.0 )
else :
src = alpha [ i ]
# average color becomes the alpha value
tessface_alphas = ( ( ( src . color1 [ 0 ] + src . color1 [ 1 ] + src . color1 [ 2 ] ) / 3 ) ,
( ( src . color2 [ 0 ] + src . color2 [ 1 ] + src . color2 [ 2 ] ) / 3 ) ,
( ( src . color3 [ 0 ] + src . color3 [ 1 ] + src . color3 [ 2 ] ) / 3 ) ,
( ( src . color4 [ 0 ] + src . color4 [ 1 ] + src . color4 [ 2 ] ) / 3 ) )
# Convert to per-material indices
# Convert to per-material indices
for j , vertex in enumerate ( tessface . vertices ) :
for j , vertex in enumerate ( tessface . vertices ) :
uvws = tuple ( [ uvw [ j ] for uvw in tessface_uvws ] )
uvws = tuple ( [ uvw [ j ] for uvw in tessface_uvws ] )
# Grab VCols (TODO--defaulting to white for now)
# Grab VCols
# This will be finalized once the vertex color light code baking is in
vertex_color = ( int ( tessface_colors [ j ] [ 0 ] * 255 ) , int ( tessface_colors [ j ] [ 1 ] * 255 ) ,
color = ( 255 , 255 , 255 , 255 )
int ( tessface_colors [ j ] [ 2 ] * 255 ) , int ( tessface_alphas [ j ] * 255 ) )
# Now, we'll index into the vertex dict using the per-face elements :(
# 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
# 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.
# types are not either, and it's entirely too much work to fool with all that.
coluv = ( color , uvws )
coluv = ( vertex_ color, uvws )
if coluv not in data . blender2gs [ vertex ] :
if coluv not in data . blender2gs [ vertex ] :
source = mesh . vertices [ vertex ]
source = mesh . vertices [ vertex ]
geoVertex = plGeometrySpan . TempVertex ( )
geoVertex = plGeometrySpan . TempVertex ( )
geoVertex . position = utils . vector3 ( source . co )
geoVertex . position = utils . vector3 ( source . co )
geoVertex . normal = utils . vector3 ( source . normal )
geoVertex . normal = utils . vector3 ( source . normal )
geoVertex . color = hsColor32 ( * color )
geoVertex . color = hsColor32 ( * vertex_ color)
geoVertex . uvs = [ hsVector3 ( uv [ 0 ] , uv [ 1 ] , 0.0 ) for uv in uvws ]
geoVertex . uvs = [ hsVector3 ( uv [ 0 ] , uv [ 1 ] , 0.0 ) for uv in uvws ]
data . blender2gs [ vertex ] [ coluv ] = len ( data . vertices )
data . blender2gs [ vertex ] [ coluv ] = len ( data . vertices )
data . vertices . append ( geoVertex )
data . vertices . append ( geoVertex )
@ -217,15 +248,10 @@ class MeshConverter:
return diface . key
return diface . key
def _export_mesh ( self , bo ) :
def _export_mesh ( self , bo ) :
# Step 0.8: If this mesh wants to be light mapped, we need to go ahead and generate it.
# Step 0.8: If this mesh wants to be lit, we need to go ahead and generate it.
if bo . plasma_modifiers . lightmap . enabled :
self . _export_static_lighting ( bo )
print ( " Baking lightmap... " )
print ( " ==== " )
bpy . context . scene . objects . active = bo
bpy . ops . object . plasma_lightmap_autobake ( )
print ( " ==== " )
# Step 0.9: Update the mesh
# Step 0.9: Update the mesh such that we can do things and schtuff...
mesh = bo . data
mesh = bo . data
mesh . update ( calc_tessface = True )
mesh . update ( calc_tessface = True )
@ -263,6 +289,23 @@ class MeshConverter:
geospans [ i ] = ( self . _create_geospan ( bo , mesh , blmat , hsgmat ) , blmat . pass_index )
geospans [ i ] = ( self . _create_geospan ( bo , mesh , blmat , hsgmat ) , blmat . pass_index )
return geospans
return geospans
def _export_static_lighting ( self , bo ) :
if bo . plasma_modifiers . lightmap . enabled :
print ( " Baking lightmap... " )
print ( " ==== " )
bpy . context . scene . objects . active = bo
bpy . ops . object . plasma_lightmap_autobake ( )
print ( " ==== " )
else :
for vcol_layer in bo . data . vertex_colors :
name = vcol_layer . name . lower ( )
if name in _VERTEX_COLOR_LAYERS :
break
else :
print ( " Baking crappy vertex color lighting... " )
bpy . ops . object . plasma_vertexlight_autobake ( )
def _find_create_dspan ( self , bo , hsgmat , pass_index ) :
def _find_create_dspan ( self , bo , hsgmat , pass_index ) :
location = self . _mgr . get_location ( bo )
location = self . _mgr . get_location ( bo )
if location not in self . _dspans :
if location not in self . _dspans :