# 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 . import bpy from PyHSPlasma import * import weakref from . import explosions from . import material from . import utils _MAX_VERTS_PER_SPAN = 0xFFFF _WARN_VERTS_PER_SPAN = 0x8000 class _RenderLevel: MAJOR_OPAQUE = 0 MAJOR_FRAMEBUF = 1 MAJOR_DEFAULT = 2 MAJOR_BLEND = 4 MAJOR_LATE = 8 _MAJOR_SHIFT = 28 _MINOR_MASK = ((1 << _MAJOR_SHIFT) - 1) 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 __eq__(self, other): return self.level == other.level def __hash__(self): return hash(self.level) def _get_major(self): return self.level >> _MAJOR_SHIFT def _set_major(self, value): self.level = ((value << _MAJOR_SHIFT) & 0xFFFFFFFF) | self.minor major = property(_get_major, _set_major) def _get_minor(self): return self.level & _MINOR_MASK def _set_minor(self, value): self.level = ((self.major << _MAJOR_SHIFT) & 0xFFFFFFFF) | value minor = property(_get_minor, _set_minor) class _DrawableCriteria: 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(hsgmat, pass_index) def __eq__(self, other): if not isinstance(other, _DrawableCriteria): return False for i in ("blend_span", "render_level", "criteria"): if getattr(self, i) != getattr(other, i): return False return True def __hash__(self): return hash(self.render_level) ^ hash(self.blend_span) ^ hash(self.criteria) @property def span_type(self): if self.blend_span: return "BlendSpans" else: return "Spans" class MeshConverter: def __init__(self, exporter): self._exporter = weakref.ref(exporter) self.material = material.MaterialConverter(exporter) self._dspans = {} self._mesh_geospans = {} 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) # If this object has a CI, we don't need xforms here... if self._mgr.find_key(bo, plCoordinateInterface) is not None: geospan.localToWorld = hsMatrix44() geospan.worldToLocal = hsMatrix44() else: geospan.worldToLocal = utils.matrix44(bo.matrix_basis) geospan.localToWorld = geospan.worldToLocal.inverse() return geospan def finalize(self): """Prepares all baked Plasma geometry to be flushed to the disk""" print("\nFinalizing Geometry...") for loc in self._dspans.values(): for dspan in loc.values(): print(" ... {} ...".format(dspan.key.name)) # This mega-function does a lot: # 1. Converts SourceSpans (geospans) to Icicles and bakes geometry into plGBuffers # 2. Calculates the Icicle bounds # 3. Builds the plSpaceTree # 4. Clears the SourceSpans dspan.composeGeometry(True, True) def _export_geometry(self, mesh, geospans): _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 i, tessface in enumerate(mesh.tessfaces): data = geodata[tessface.material_index] face_verts = [] # Convert to per-material indices for j in tessface.vertices: # Unpack the UV coordinates from each UV Texture layer # NOTE: Blender has no third (W) coordinate uvws = [(uvtex.data[j].uv.x, uvtex.data[j].uv.y) for uvtex in mesh.uv_layers] # Grab VCols (TODO--defaulting to white for now) # This will be finalized once the vertex color light code baking is in color = (255, 255, 255, 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 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]) # Time to finish it up... for i, data in enumerate(geodata): 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 :/ if numVerts > _MAX_VERTS_PER_SPAN or (numVerts > _WARN_VERTS_PER_SPAN and self._mgr.getVer() >= pvMoul): raise explosions.TooManyVerticesError(mesh.name, geospan.material.name, numVerts) elif numVerts > _WARN_VERTS_PER_SPAN: pass # FIXME # If we're still here, let's add our data to the GeometrySpan geospan.indices = data.triangles geospan.vertices = data.vertices def export_object(self, bo): # Have we already exported this mesh? try: drawables = self._mesh_geospans[bo.data] except LookupError: drawables = self._export_mesh(bo) # Create the DrawInterface diface = self._mgr.add_object(pl=plDrawInterface, bl=bo) for dspan_key, idx in drawables: diface.addDrawable(dspan_key, idx) return diface.key def _export_mesh(self, bo): # First, we need to grab the object's mesh... mesh = bo.data mesh.update(calc_tessface=True) # Step 1: Export all of the doggone materials. geospans = self._export_material_spans(bo, mesh) # Step 2: Export Blender mesh data to Plasma GeometrySpans self._export_geometry(mesh, geospans) # Step 3: Add plGeometrySpans to the appropriate DSpan and create indices _diindices = {} 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,] else: _diindices[dspan].append(idx) # Step 3.1: Harvest Span indices and create the DIIndices drawables = [] for dspan, indices in _diindices.items(): dii = plDISpanIndex() dii.indices = indices idx = dspan.addDIIndex(dii) drawables.append((dspan.key, idx)) return drawables 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.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, pass_index): location = self._mgr.get_location(bo) if location not in self._dspans: self._dspans[location] = {} # This is where we figure out which DSpan this goes into. To vaguely summarize the rules... # BlendSpans: anything with an alpha blended layer # [... 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, pass_index) if crit not in self._dspans[location]: # AgeName_[District_]_Page_RenderLevel_Crit[Blend]Spans # Just because it's nice to be consistent 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