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# 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
from contextlib import contextmanager
import itertools
from .explosions import *
from .logger import ExportProgressLogger, ExportVerboseLogger
from .mesh import _MeshManager, _VERTEX_COLOR_LAYERS
from ..helpers import *
_NUM_RENDER_LAYERS = 20
class LightBaker:
"""ExportTime Lighting"""
def __init__(self, *, mesh=None, report=None, verbose=False):
self._lightgroups = {}
if report is None:
self._report = ExportVerboseLogger() if verbose else ExportProgressLogger()
self.add_progress_steps(self._report, True)
self._report.progress_start("BAKING LIGHTING")
self._own_report = True
else:
self._report = report
self._own_report = False
# This used to be the base class, but due to the need to access the export state
# which may be stored in the exporter's mesh manager, we've changed from is-a to has-a
# semantics. Sorry for this confusion!
self._mesh = _MeshManager(self._report) if mesh is None else mesh
self.vcol_layer_name = "autocolor"
self.lightmap_name = "{}_LIGHTMAPGEN.png"
self.lightmap_uvtex_name = "LIGHTMAPGEN"
self.retain_lightmap_uvtex = True
self.force = False
self._lightmap_images = {}
self._uvtexs = {}
self._active_vcols = {}
def __del__(self):
if self._own_report:
self._report.progress_end()
def __enter__(self):
self._mesh.__enter__()
return self
def __exit__(self, *exc_info):
self._mesh.__exit__(*exc_info)
@staticmethod
def add_progress_steps(report, add_base=False):
if add_base:
_MeshManager.add_progress_presteps(report)
report.progress_add_step("Searching for Bahro")
report.progress_add_step("Baking Static Lighting")
def _apply_render_settings(self, toggle, vcols):
render = bpy.context.scene.render
# Remember, lightmaps carefully control the enabled textures such that light
# can be cast through transparent materials. See diatribe in lightmap prep.
toggle.track(render, "use_textures", not vcols)
toggle.track(render, "use_shadows", True)
toggle.track(render, "use_envmaps", True)
toggle.track(render, "use_raytrace", True)
toggle.track(render, "bake_type", "FULL")
toggle.track(render, "use_bake_clear", True)
toggle.track(render, "use_bake_to_vertex_color", vcols)
def _associate_image_with_uvtex(self, uvtex, im):
# Associate the image with all the new UVs
# NOTE: no toggle here because it's the artist's problem if they are looking at our
# super swagalicious LIGHTMAPGEN uvtexture...
for i in uvtex.data:
i.image = im
def _bake_lightmaps(self, objs, layers):
with GoodNeighbor() as toggle:
scene = bpy.context.scene
scene.layers = layers
self._apply_render_settings(toggle, False)
self._select_only(objs, toggle)
bpy.ops.object.bake_image()
self._pack_lightmaps(objs)
def _bake_vcols(self, objs, layers):
with GoodNeighbor() as toggle:
bpy.context.scene.layers = layers
self._apply_render_settings(toggle, True)
self._select_only(objs, toggle)
bpy.ops.object.bake_image()
def bake_static_lighting(self, objs):
"""Bakes all static lighting for Plasma geometry"""
self._report.msg("\nBaking Static Lighting...")
with GoodNeighbor() as toggle, self._report.indent():
try:
# reduce the amount of indentation
bake = self._harvest_bakable_objects(objs, toggle)
result = self._bake_static_lighting(bake, toggle)
finally:
# this stuff has been observed to be problematic with GoodNeighbor
self._pop_lightgroups()
self._restore_uvtexs()
self._restore_vcols()
if not self.retain_lightmap_uvtex:
self._remove_stale_uvtexes(bake)
return result
def _bake_static_lighting(self, bake, toggle):
inc_progress = self._report.progress_increment
# Lightmap passes are expensive, so we will warn about any passes that seem
# particularly wasteful.
try:
largest_pass = max((len(value) for key, value in bake.items() if key[0] != "vcol"))
except ValueError:
largest_pass = 0
# Step 0.9: Make all layers visible.
# This prevents context operators from phailing.
bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS
# Step 1: Prepare... Apply UVs, etc, etc, etc
self._report.progress_advance()
self._report.progress_range = len(bake)
self._report.msg("Preparing to bake...")
with self._report.indent():
for key, value in bake.items():
if key[0] == "lightmap":
for i in range(len(value)-1, -1, -1):
obj = value[i]
if not self._prep_for_lightmap(obj, toggle):
self._report.msg(f"Lightmap '{obj.name}' will not be baked -- no applicable lights")
value.pop(i)
elif key[0] == "vcol":
for i in range(len(value)-1, -1, -1):
obj = value[i]
if not self._prep_for_vcols(obj, toggle):
if self._has_valid_material(obj):
self._report.msg(f"VCols '{obj.name}' will not be baked -- no applicable lights")
value.pop(i)
else:
raise RuntimeError(key[0])
inc_progress()
self._report.msg(" ...")
# Step 2: BAKE!
self._report.progress_advance()
self._report.progress_range = len(bake)
for key, value in bake.items():
if value:
if key[0] == "lightmap":
num_objs = len(value)
self._report.msg("{} Lightmap(s) [H:{:X}]", num_objs, hash(key[1:]))
if largest_pass > 1 and num_objs < round(largest_pass * 0.02):
pass_names = set((i.plasma_modifiers.lightmap.bake_pass_name for i in value))
pass_msg = ", ".join(pass_names)
with self._report.indent():
self._report.warn(f"Small lightmap bake pass! Bake Pass(es): {pass_msg}")
self._bake_lightmaps(value, key[1:])
elif key[0] == "vcol":
self._report.msg("{} Vertex Color(s) [H:{:X}]", len(value), hash(key[1:]))
self._bake_vcols(value, key[1:])
self._fix_vertex_colors(value)
else:
raise RuntimeError(key[0])
inc_progress()
# Return how many thingos we baked
return sum(map(len, bake.values()))
@contextmanager
def _bmesh_from_mesh(self, mesh):
bm = bmesh.new()
try:
# from_object would likely cause Blender to crash further in the export process,
# so use the safer from_mesh instead.
bm.from_mesh(mesh)
yield bm
finally:
bm.free()
def _fix_vertex_colors(self, blender_objects):
# Blender's lightmapper has a bug which allows vertices to "self-occlude" when shared between
# two faces. See here https://forum.guildofwriters.org/viewtopic.php?f=9&t=6576&p=68939
# What we're doing here is an improved version of the algorithm in the previous link.
# For each loop, we find all other loops in the mesh sharing the same vertex, which aren't
# separated by a sharp edge. We then take the brightest color out of all those loops, and
# assign it back to the base loop.
# "Sharp edges" include edges manually tagged as sharp by the user, or part of a non-smooth
# face, or edges for which the face angle is superior to the mesh's auto-smooth threshold.
# (If the object has an edge split modifier, well, screw you!)
for bo in blender_objects:
mesh = bo.data
if self.vcol_layer_name not in mesh.vertex_colors:
# No vertex color. Baking either failed or is turned off.
continue
with self._bmesh_from_mesh(mesh) as bm:
bm.faces.ensure_lookup_table()
light_vcol = bm.loops.layers.color.get(self.vcol_layer_name)
for face in bm.faces:
for loop in face.loops:
vert = loop.vert
max_color = loop[light_vcol]
if not face.smooth:
# Face is sharp, so we can't smooth anything.
continue
# Now that we have a loop and its vertex, find all edges the vertex connects to.
for edge in vert.link_edges:
if len(edge.link_faces) != 2:
# Either a border edge, or an abomination.
continue
if mesh.use_auto_smooth and (not edge.smooth
or edge.calc_face_angle() > mesh.auto_smooth_angle):
# Normals are split for edges marked as sharp by the user, and edges
# whose angle is above the theshold. Auto smooth must be on in both cases.
continue
if face in edge.link_faces:
# Alright, this edge is connected to our loop AND our face.
# Now for the Fun Stuff(c)... First, actually get ahold of the other
# face (the one we're connected to via this edge).
other_face = next(f for f in edge.link_faces if f != face)
if not other_face.calc_area():
# Zero area face, ignore it.
continue
# Now get ahold of the loop sharing our vertex on the OTHER SIDE
# of that damnable edge...
other_loop = next(loop for loop in other_face.loops if loop.vert == vert)
if not other_loop.is_convex:
# Happens with complex polygons after edge dissolving. Ignore it.
continue
other_color = other_loop[light_vcol]
# Phew ! Good, now just pick whichever color has the highest average value
if sum(max_color) / 3 < sum(other_color) / 3:
max_color = other_color
# Assign our hard-earned color back
loop[light_vcol] = max_color
bm.to_mesh(mesh)
def _generate_lightgroup(self, bo, user_lg=None):
"""Makes a new light group for the baking process that excludes all Plasma RT lamps"""
shouldibake = (user_lg is not None and bool(user_lg.objects))
mesh = bo.data
for material in mesh.materials:
if material is None:
# material is not assigned to this material... (why is this even a thing?)
continue
# Already done it?
lg, mat_name = material.light_group, material.name
if mat_name not in self._lightgroups:
self._lightgroups[mat_name] = lg
if not user_lg:
if not lg or bool(lg.objects) is False:
source = [i for i in bpy.context.scene.objects if i.type == "LAMP"]
else:
source = lg.objects
dest = bpy.data.groups.new("_LIGHTMAPGEN_{}_{}".format(bo.name, mat_name))
# Rules:
# 1) No animated lights, period.
# 2) If we accept runtime lighting, no Plasma Objects
rtl_mod = bo.plasma_modifiers.lighting
for obj in source:
if obj.plasma_object.has_animation_data:
continue
if rtl_mod.rt_lights and obj.plasma_object.enabled:
continue
dest.objects.link(obj)
shouldibake = True
else:
# The aforementioned rules do not apply. You better hope you know WTF you are
# doing. I'm not going to help!
dest = user_lg
material.light_group = dest
return shouldibake
def get_lightmap(self, bo):
return self._lightmap_images.get(bo.name)
def get_lightmap_name(self, bo):
return self.lightmap_name.format(bo.name)
def _has_valid_material(self, bo):
for material in bo.data.materials:
if material is not None:
return True
return False
def _harvest_bakable_objects(self, objs, toggle):
# The goal here is to minimize the calls to bake_image, so we are going to collect everything
# that needs to be baked and sort it out by configuration.
default_layers = tuple((True,) * _NUM_RENDER_LAYERS)
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)
else:
self._report.warn("'{}': Have lightmap, but regenerating UVs", obj.name)
self._prep_for_lightmap_uvs(obj, mod.image, toggle)
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())
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)
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
if lightmap_mod.enabled:
if lightmap_mod.bake_pass_name:
bake_pass = bake_passes.get(lightmap_mod.bake_pass_name, None)
if bake_pass is None:
raise ExportError("Bake Lighting '{}': Could not find pass '{}'".format(i.name, lightmap_mod.bake_pass_name))
lm_layers = tuple(bake_pass.render_layers)
else:
lm_layers = default_layers
# In order for Blender to be able to bake this properly, at least one of the
# layers this object is on must be selected. We will sanity check this now.
obj_layers = tuple(i.layers)
lm_active_layers = set((i for i, value in enumerate(lm_layers) if value))
obj_active_layers = set((i for i, value in enumerate(obj_layers) if value))
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))
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)
elif mods.lighting.preshade and vcol_bake_required(i):
self._report.msg("'{}': Bake to vcol (crappy)", i.name)
bake_vcol.append(i)
return bake
def _pack_lightmaps(self, objs):
for bo in objs:
im = self.get_lightmap(bo)
if im is not None and im.is_dirty:
im.pack(as_png=True)
def _pop_lightgroups(self):
materials = bpy.data.materials
for mat_name, lg in self._lightgroups.items():
materials[mat_name].light_group = lg
self._lightgroups.clear()
groups = bpy.data.groups
for i in groups:
if i.name.startswith("_LIGHTMAPGEN_"):
bpy.data.groups.remove(i)
def _prep_for_lightmap(self, bo, toggle):
mesh = bo.data
modifier = bo.plasma_modifiers.lightmap
uv_textures = mesh.uv_textures
# Previously, we told Blender to just ignore textures althogether when baking
# VCols or lightmaps. This is easy, but it prevents us from doing tricks like
# using the "Receive Transparent" option, which allows for light to be cast
# through sections of materials that are transparent. Therefore, on objects
# that are lightmapped, we will disable all the texture slots...
# Due to our batching, however, materials that are transparent cannot be lightmapped.
for material in (i for i in mesh.materials if i is not None):
if material.use_transparency:
raise ExportError("'{}': Cannot lightmap material '{}' because it is transparnt".format(bo.name, material.name))
for slot in (j for j in material.texture_slots if j is not None):
toggle.track(slot, "use", False)
# Create a special light group for baking
if not self._generate_lightgroup(bo, modifier.lights):
return False
# We need to ensure that we bake onto the "BlahObject_LIGHTMAPGEN" image
data_images = bpy.data.images
im_name = self.get_lightmap_name(bo)
size = modifier.resolution
im = data_images.get(im_name)
if im is None:
im = data_images.new(im_name, width=size, height=size)
elif im.size[0] != size:
# Force delete and recreate the image because the size is out of date
data_images.remove(im)
im = data_images.new(im_name, width=size, height=size)
self._lightmap_images[bo.name] = im
with self._report.indent():
self._prep_for_lightmap_uvs(bo, im, toggle)
# Now, set the new LIGHTMAPGEN uv layer as what we want to render to...
# NOTE that this will need to be reset by us to what the user had previously
# Not using toggle.track due to observed oddities
for i in uv_textures:
value = i.name == self.lightmap_uvtex_name
i.active = value
i.active_render = value
# Indicate we should bake
return True
def _prep_for_lightmap_uvs(self, bo, image, toggle):
mesh = bo.data
modifier = bo.plasma_modifiers.lightmap
uv_textures = mesh.uv_textures
# If there is a cached LIGHTMAPGEN uvtexture, nuke it
uvtex = uv_textures.get(self.lightmap_uvtex_name, None)
if uvtex is not None:
uv_textures.remove(uvtex)
# Make sure we can enter Edit Mode(TM)
toggle.track(bo, "hide", False)
# Because the way Blender tracks active UV layers is massively stupid...
if uv_textures.active is not None:
self._uvtexs[mesh.name] = uv_textures.active.name
# We must make this the active object before touching any operators
bpy.context.scene.objects.active = bo
# Originally, we used the lightmap unpack UV operator to make our UV texture, however,
# this tended to create sharp edges. There was already a discussion about this on the
# Guild of Writers forum, so I'm implementing a code version of dendwaler's process,
# as detailed here: https://forum.guildofwriters.org/viewtopic.php?p=62572#p62572
# This has been amended with Sirius's observations in GH-265 about forced uv map
# packing. Namely, don't do it unless modifiers make us.
uv_base = uv_textures.get(modifier.uv_map) if modifier.uv_map else None
if uv_base is not None:
uv_textures.active = uv_base
# this will copy the UVs to the new UV texture
uvtex = uv_textures.new(self.lightmap_uvtex_name)
uv_textures.active = uvtex
# if the artist hid any UVs, they will not be baked to... fix this now
with self._set_mode("EDIT"):
bpy.ops.uv.reveal()
self._associate_image_with_uvtex(uv_textures.active, image)
# Meshes with modifiers need to have islands packed to prevent generated vertices
# from sharing UVs. Sigh.
if self._mesh.is_collapsed(bo):
# Danger: uv_base.name -> UnicodeDecodeError (wtf? another blender bug?)
self._report.warn("'{}': packing islands in UV Texture '{}' due to modifier collapse",
bo.name, modifier.uv_map)
with self._set_mode("EDIT"):
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.select_all(action="SELECT")
bpy.ops.uv.pack_islands(margin=0.01)
else:
# same thread, see Sirius's suggestion RE smart unwrap. this seems to yield good
# results in my tests. it will be good enough for quick exports.
uvtex = uv_textures.new(self.lightmap_uvtex_name)
uv_textures.active = uvtex
self._associate_image_with_uvtex(uvtex, image)
with self._set_mode("EDIT"):
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.smart_project(island_margin=0.05)
def _prep_for_vcols(self, bo, toggle):
mesh = bo.data
modifier = bo.plasma_modifiers.lightmap
vcols = mesh.vertex_colors
# Create a special light group for baking
user_lg = modifier.lights if modifier.enabled else None
if not self._generate_lightgroup(bo, user_lg):
return False
vcol_layer_name = self.vcol_layer_name
autocolor = vcols.get(vcol_layer_name)
needs_vcol_layer = autocolor is None
if needs_vcol_layer:
autocolor = vcols.new(vcol_layer_name)
self._active_vcols[mesh] = (
next(i for i, vc in enumerate(mesh.vertex_colors) if vc.active),
next(i for i, vc in enumerate(mesh.vertex_colors) if vc.active_render),
)
# Mark "autocolor" as our active render layer
for vcol_layer in mesh.vertex_colors:
autocol = vcol_layer.name == vcol_layer_name
vcol_layer.active_render = autocol
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 not self.force and needs_vcol_layer:
self._mesh.context_stack.enter_context(TemporaryObject(vcol_layer.name, lambda layer_name: vcols.remove(vcols[layer_name])))
# Indicate we should bake
return True
def _remove_stale_uvtexes(self, bake):
lightmap_iter = itertools.chain.from_iterable((value for key, value in bake.items() if key[0] == "lightmap"))
for bo in lightmap_iter:
uv_textures = bo.data.uv_textures
uvtex = uv_textures.get(self.lightmap_uvtex_name, None)
if uvtex is not None:
uv_textures.remove(uvtex)
def _restore_uvtexs(self):
for mesh_name, uvtex_name in self._uvtexs.items():
mesh = bpy.data.meshes[mesh_name]
for i in mesh.uv_textures:
i.active = uvtex_name == i.name
mesh.uv_textures.active = mesh.uv_textures[uvtex_name]
def _restore_vcols(self):
for mesh, (vcol_index, vcol_render_index) in self._active_vcols.items():
mesh.vertex_colors[vcol_index].active = True
mesh.vertex_colors[vcol_render_index].active_render = True
def _select_only(self, objs, toggle):
if isinstance(objs, bpy.types.Object):
toggle.track(objs, "hide_render", False)
for i in bpy.data.objects:
if i == objs:
# prevents proper baking to texture
for mat in (j for j in i.data.materials if j is not None):
toggle.track(mat, "use_vertex_color_paint", False)
i.select = True
else:
i.select = False
if isinstance(i.data, bpy.types.Mesh) and not self._has_valid_material(i):
toggle.track(i, "hide_render", True)
else:
for i in bpy.data.objects:
value = i in objs
if value:
# prevents proper baking to texture
for mat in (j for j in i.data.materials if j is not None):
toggle.track(mat, "use_vertex_color_paint", False)
toggle.track(i, "hide_render", False)
elif isinstance(i.data, bpy.types.Mesh) and not self._has_valid_material(i):
toggle.track(i, "hide_render", True)
i.select = value
@contextmanager
def _set_mode(self, mode):
bpy.ops.object.mode_set(mode=mode)
try:
yield
finally:
bpy.ops.object.mode_set(mode="OBJECT")