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350 lines
14 KiB
350 lines
14 KiB
# This file is part of Korman. |
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# |
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# Korman is free software: you can redistribute it and/or modify |
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# it under the terms of the GNU General Public License as published by |
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# the Free Software Foundation, either version 3 of the License, or |
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# (at your option) any later version. |
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# |
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# Korman is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with Korman. If not, see <http://www.gnu.org/licenses/>. |
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import bpy |
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from PyHSPlasma import * |
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import weakref |
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from . import explosions |
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from .. import helpers |
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from . import material |
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from . import utils |
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_MAX_VERTS_PER_SPAN = 0xFFFF |
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_WARN_VERTS_PER_SPAN = 0x8000 |
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_VERTEX_COLOR_LAYERS = {"col", "color", "colour"} |
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class _RenderLevel: |
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MAJOR_OPAQUE = 0 |
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MAJOR_FRAMEBUF = 1 |
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MAJOR_DEFAULT = 2 |
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MAJOR_BLEND = 4 |
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MAJOR_LATE = 8 |
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_MAJOR_SHIFT = 28 |
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_MINOR_MASK = ((1 << _MAJOR_SHIFT) - 1) |
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def __init__(self, hsgmat, pass_index, blendSpan=False): |
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self.level = 0 |
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# Naive... BlendSpans (any blending on the first layer) are MAJOR_BLEND |
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if blendSpan: |
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self.major = self.MAJOR_DEFAULT |
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# We use the blender material's pass index (which we stashed in the hsGMaterial) to increment |
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# the render pass, just like it says... |
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self.level += pass_index |
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def __eq__(self, other): |
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return self.level == other.level |
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def __hash__(self): |
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return hash(self.level) |
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def _get_major(self): |
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return self.level >> self._MAJOR_SHIFT |
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def _set_major(self, value): |
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self.level = ((value << self._MAJOR_SHIFT) & 0xFFFFFFFF) | self.minor |
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major = property(_get_major, _set_major) |
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def _get_minor(self): |
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return self.level & self._MINOR_MASK |
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def _set_minor(self, value): |
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self.level = ((self.major << self._MAJOR_SHIFT) & 0xFFFFFFFF) | value |
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minor = property(_get_minor, _set_minor) |
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class _DrawableCriteria: |
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def __init__(self, hsgmat, pass_index): |
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for layer in hsgmat.layers: |
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if layer.object.state.blendFlags & hsGMatState.kBlendMask: |
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self.blend_span = True |
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break |
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else: |
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self.blend_span = False |
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self.criteria = 0 # TODO |
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self.render_level = _RenderLevel(hsgmat, pass_index, self.blend_span) |
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def __eq__(self, other): |
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if not isinstance(other, _DrawableCriteria): |
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return False |
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for i in ("blend_span", "render_level", "criteria"): |
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if getattr(self, i) != getattr(other, i): |
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return False |
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return True |
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def __hash__(self): |
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return hash(self.render_level) ^ hash(self.blend_span) ^ hash(self.criteria) |
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@property |
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def span_type(self): |
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if self.blend_span: |
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return "BlendSpans" |
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else: |
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return "Spans" |
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class _GeoData: |
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def __init__(self, numVtxs): |
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self.blender2gs = [{} for i in range(numVtxs)] |
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self.triangles = [] |
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self.vertices = [] |
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class MeshConverter: |
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def __init__(self, exporter): |
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self._exporter = weakref.ref(exporter) |
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self.material = material.MaterialConverter(exporter) |
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self._dspans = {} |
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self._mesh_geospans = {} |
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def _create_geospan(self, bo, mesh, bm, hsgmatKey): |
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"""Initializes a plGeometrySpan from a Blender Object and an hsGMaterial""" |
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geospan = plGeometrySpan() |
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geospan.material = hsgmatKey |
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# GeometrySpan format |
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# For now, we really only care about the number of UVW Channels |
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numUVWchans = len(mesh.tessface_uv_textures) |
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if numUVWchans > plGeometrySpan.kUVCountMask: |
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raise explosions.TooManyUVChannelsError(bo, bm) |
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geospan.format = numUVWchans |
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# Harvest lights |
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permaLights, permaProjs = self._exporter().light.find_material_light_keys(bo, bm) |
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for i in permaLights: |
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geospan.addPermaLight(i) |
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for i in permaProjs: |
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geospan.addPermaProjs(i) |
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# If this object has a CI, we don't need xforms here... |
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if self._mgr.has_coordiface(bo): |
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geospan.localToWorld = hsMatrix44() |
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geospan.worldToLocal = hsMatrix44() |
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else: |
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geospan.localToWorld = utils.matrix44(bo.matrix_basis) |
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geospan.worldToLocal = geospan.localToWorld.inverse() |
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return geospan |
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def finalize(self): |
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"""Prepares all baked Plasma geometry to be flushed to the disk""" |
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for loc in self._dspans.values(): |
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for dspan in loc.values(): |
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print("\n[DrawableSpans '{}']".format(dspan.key.name)) |
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print(" Composing geometry data") |
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# This mega-function does a lot: |
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# 1. Converts SourceSpans (geospans) to Icicles and bakes geometry into plGBuffers |
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# 2. Calculates the Icicle bounds |
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# 3. Builds the plSpaceTree |
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# 4. Clears the SourceSpans |
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dspan.composeGeometry(True, True) |
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# Might as well say something else just to fascinate anyone who is playing along |
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# at home (and actually enjoys reading these lawgs) |
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print(" Bounds and SpaceTree in the saddle") |
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def _export_geometry(self, bo, mesh, geospans): |
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geodata = [_GeoData(len(mesh.vertices)) for i in mesh.materials] |
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# Locate relevant vertex color layers now... |
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color, alpha = None, None |
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for vcol_layer in mesh.tessface_vertex_colors: |
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name = vcol_layer.name.lower() |
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if name in _VERTEX_COLOR_LAYERS: |
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color = vcol_layer.data |
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elif name == "autocolor" and color is None and not bo.plasma_modifiers.lightmap.enabled: |
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color = vcol_layer.data |
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elif name == "alpha": |
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alpha = vcol_layer.data |
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# Convert Blender faces into things we can stuff into libHSPlasma |
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for i, tessface in enumerate(mesh.tessfaces): |
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data = geodata[tessface.material_index] |
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face_verts = [] |
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# Unpack the UV coordinates from each UV Texture layer |
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# NOTE: Blender has no third (W) coordinate |
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tessface_uvws = [uvtex.data[i].uv for uvtex in mesh.tessface_uv_textures] |
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# Unpack colors |
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if color is None: |
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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)) |
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else: |
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src = color[i] |
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tessface_colors = (src.color1, src.color2, src.color3, src.color4) |
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# Unpack alpha values |
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if alpha is None: |
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tessface_alphas = (1.0, 1.0, 1.0, 1.0) |
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else: |
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src = alpha[i] |
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# average color becomes the alpha value |
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tessface_alphas = (((src.color1[0] + src.color1[1] + src.color1[2]) / 3), |
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((src.color2[0] + src.color2[1] + src.color2[2]) / 3), |
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((src.color3[0] + src.color3[1] + src.color3[2]) / 3), |
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((src.color4[0] + src.color4[1] + src.color4[2]) / 3)) |
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# Convert to per-material indices |
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for j, vertex in enumerate(tessface.vertices): |
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uvws = tuple([uvw[j] for uvw in tessface_uvws]) |
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# Grab VCols |
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vertex_color = (int(tessface_colors[j][0] * 255), int(tessface_colors[j][1] * 255), |
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int(tessface_colors[j][2] * 255), int(tessface_alphas[j] * 255)) |
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# Now, we'll index into the vertex dict using the per-face elements :( |
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# We're using tuples because lists are not hashable. The many mathutils and PyHSPlasma |
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# types are not either, and it's entirely too much work to fool with all that. |
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coluv = (vertex_color, uvws) |
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if coluv not in data.blender2gs[vertex]: |
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source = mesh.vertices[vertex] |
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geoVertex = plGeometrySpan.TempVertex() |
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geoVertex.position = utils.vector3(source.co) |
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geoVertex.normal = utils.vector3(source.normal) |
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geoVertex.color = hsColor32(*vertex_color) |
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geoVertex.uvs = [hsVector3(uv[0], uv[1], 0.0) for uv in uvws] |
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data.blender2gs[vertex][coluv] = len(data.vertices) |
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data.vertices.append(geoVertex) |
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face_verts.append(data.blender2gs[vertex][coluv]) |
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# Convert to triangles, if need be... |
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if len(face_verts) == 3: |
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data.triangles += face_verts |
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elif len(face_verts) == 4: |
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data.triangles += (face_verts[0], face_verts[1], face_verts[2]) |
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data.triangles += (face_verts[0], face_verts[2], face_verts[3]) |
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# Time to finish it up... |
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for i, data in enumerate(geodata): |
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geospan = geospans[i][0] |
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numVerts = len(data.vertices) |
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# Soft vertex limit at 0x8000 for PotS and below. Works fine as long as it's a uint16 |
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# MOUL only allows signed int16s, however :/ |
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if numVerts > _MAX_VERTS_PER_SPAN or (numVerts > _WARN_VERTS_PER_SPAN and self._mgr.getVer() >= pvMoul): |
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raise explosions.TooManyVerticesError(mesh.name, geospan.material.name, numVerts) |
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elif numVerts > _WARN_VERTS_PER_SPAN: |
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pass # FIXME |
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# If we're still here, let's add our data to the GeometrySpan |
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geospan.indices = data.triangles |
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geospan.vertices = data.vertices |
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def export_object(self, bo): |
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# If this object has modifiers, then it's a unique mesh, and we don't need to try caching it |
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# Otherwise, let's *try* to share meshes as best we can... |
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if not bo.modifiers: |
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drawables = self._mesh_geospans.get(bo.data, None) |
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if drawables is None: |
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drawables = self._export_mesh(bo) |
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# Create the DrawInterface |
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diface = self._mgr.add_object(pl=plDrawInterface, bl=bo) |
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for dspan_key, idx in drawables: |
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diface.addDrawable(dspan_key, idx) |
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def _export_mesh(self, bo): |
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# Step 0.8: If this mesh wants to be lit, we need to go ahead and generate it. |
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self._export_static_lighting(bo) |
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# Step 0.9: Update the mesh such that we can do things and schtuff... |
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mesh = bo.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=True) |
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with helpers.TemporaryObject(mesh, bpy.data.meshes.remove): |
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# Step 1: Export all of the doggone materials. |
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geospans = self._export_material_spans(bo, mesh) |
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# Step 2: Export Blender mesh data to Plasma GeometrySpans |
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self._export_geometry(bo, mesh, geospans) |
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# Step 3: Add plGeometrySpans to the appropriate DSpan and create indices |
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_diindices = {} |
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for geospan, pass_index in geospans: |
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dspan = self._find_create_dspan(bo, geospan.material.object, pass_index) |
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print(" Exported hsGMaterial '{}' geometry into '{}'".format(geospan.material.name, dspan.key.name)) |
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idx = dspan.addSourceSpan(geospan) |
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if dspan not in _diindices: |
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_diindices[dspan] = [idx,] |
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else: |
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_diindices[dspan].append(idx) |
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# Step 3.1: Harvest Span indices and create the DIIndices |
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drawables = [] |
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for dspan, indices in _diindices.items(): |
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dii = plDISpanIndex() |
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dii.indices = indices |
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idx = dspan.addDIIndex(dii) |
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drawables.append((dspan.key, idx)) |
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return drawables |
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def _export_material_spans(self, bo, mesh): |
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"""Exports all Materials and creates plGeometrySpans""" |
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geospans = [None] * len(mesh.materials) |
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for i, blmat in enumerate(mesh.materials): |
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matKey = self.material.export_material(bo, blmat) |
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geospans[i] = (self._create_geospan(bo, mesh, blmat, matKey), blmat.pass_index) |
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return geospans |
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def _export_static_lighting(self, bo): |
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helpers.make_active_selection(bo) |
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lm = bo.plasma_modifiers.lightmap |
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if lm.enabled: |
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print(" Baking lightmap...") |
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bpy.ops.object.plasma_lightmap_autobake(light_group=lm.light_group) |
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else: |
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for vcol_layer in bo.data.vertex_colors: |
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name = vcol_layer.name.lower() |
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if name in _VERTEX_COLOR_LAYERS: |
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break |
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else: |
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print(" Baking crappy vertex color lighting...") |
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bpy.ops.object.plasma_vertexlight_autobake() |
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def _find_create_dspan(self, bo, hsgmat, pass_index): |
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location = self._mgr.get_location(bo) |
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if location not in self._dspans: |
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self._dspans[location] = {} |
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# This is where we figure out which DSpan this goes into. To vaguely summarize the rules... |
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# BlendSpans: anything with an alpha blended layer |
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# [... document me ...] |
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# We're using pass index to do just what it was designed for. Cyan has a nicer "depends on" |
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# draw component, but pass index is the Blender way, so that's what we're doing. |
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crit = _DrawableCriteria(hsgmat, pass_index) |
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if crit not in self._dspans[location]: |
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# AgeName_[District_]_Page_RenderLevel_Crit[Blend]Spans |
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# Just because it's nice to be consistent |
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node = self._mgr.get_scene_node(location=location) |
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name = "{}_{:08X}_{:X}{}".format(node.name, crit.render_level.level, crit.criteria, crit.span_type) |
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dspan = self._mgr.add_object(pl=plDrawableSpans, name=name, loc=location) |
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dspan.criteria = crit.criteria |
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# TODO: props |
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dspan.renderLevel = crit.render_level.level |
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dspan.sceneNode = node # AddViaNotify |
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self._dspans[location][crit] = dspan |
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return dspan |
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else: |
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return self._dspans[location][crit] |
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@property |
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def _mgr(self): |
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return self._exporter().mgr
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