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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 PyHSPlasma import *
from math import fabs
import weakref
from ..exporter.logger import ExportProgressLogger
from . import explosions
from .. import helpers
from . import material
from . import utils
_MAX_VERTS_PER_SPAN = 0xFFFF
_WARN_VERTS_PER_SPAN = 0x8000
_VERTEX_COLOR_LAYERS = {"col", "color", "colour"}
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, bo, hsgmat, pass_index, blendSpan=False):
self.level = 0
if blendSpan:
self.major = self.MAJOR_DEFAULT
# 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 >> self._MAJOR_SHIFT
def _set_major(self, value):
self.level = ((value << self._MAJOR_SHIFT) & 0xFFFFFFFF) | self.minor
major = property(_get_major, _set_major)
def _get_minor(self):
return self.level & self._MINOR_MASK
def _set_minor(self, value):
self.level = ((self.major << self._MAJOR_SHIFT) & 0xFFFFFFFF) | value
minor = property(_get_minor, _set_minor)
class _DrawableCriteria:
def __init__(self, bo, hsgmat, pass_index):
self.blend_span = hsgmat.layers[0].object.state.blendFlags & hsGMatState.kBlendMask
self.criteria = 0
if self.blend_span:
for mod in bo.plasma_modifiers.modifiers:
if mod.requires_face_sort:
self.criteria |= plDrawable.kCritSortFaces
if mod.requires_span_sort:
self.sort_spans |= plDrawable.kCritSortSpans
self.render_level = _RenderLevel(bo, hsgmat, pass_index, self.blend_span)
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 _GeoData:
def __init__(self, numVtxs):
self.blender2gs = [{} for i in range(numVtxs)]
self.triangles = []
self.vertices = []
class _MeshManager:
def __init__(self, report=None):
if report is not None:
self._report = report
self._overrides = {}
@staticmethod
def add_progress_presteps(report):
report.progress_add_step("Applying Blender Mods")
def _build_prop_dict(self, bstruct):
props = {}
for i in bstruct.bl_rna.properties:
ident = i.identifier
if ident == "rna_type":
continue
props[ident] = getattr(bstruct, ident) if getattr(i, "array_length", 0) == 0 else tuple(getattr(bstruct, ident))
return props
def __enter__(self):
self._report.progress_advance()
self._report.progress_range = len(bpy.data.objects)
# Some modifiers like "Array" will procedurally generate new geometry that will impact
# lightmap generation. The Blender Internal renderer does not seem to be smart enough to
# take this into account. Thus, we temporarily apply modifiers to ALL meshes (even ones that
# are not exported) such that we can generate proper lighting.
scene = bpy.context.scene
for i in bpy.data.objects:
if i.type == "MESH" and i.is_modified(scene, "RENDER"):
# Remember, storing actual pointers to the Blender objects can cause bad things to
# happen because Blender's memory management SUCKS!
self._overrides[i.name] = { "mesh": i.data.name, "modifiers": [] }
i.data = i.to_mesh(scene, True, "RENDER", calc_tessface=False)
# If the modifiers are left on the object, the lightmap bake can break under some
# situations. Therefore, we now cache the modifiers and clear them away...
if i.plasma_object.enabled:
cache_mods = self._overrides[i.name]["modifiers"]
for mod in i.modifiers:
cache_mods.append(self._build_prop_dict(mod))
i.modifiers.clear()
self._report.progress_increment()
return self
def __exit__(self, type, value, traceback):
data_bos, data_meshes = bpy.data.objects, bpy.data.meshes
for obj_name, override in self._overrides.items():
bo = data_bos.get(obj_name)
# Reapply the old mesh
trash_mesh, bo.data = bo.data, data_meshes.get(override["mesh"])
data_meshes.remove(trash_mesh)
# If modifiers were removed, reapply them now.
for cached_mod in override["modifiers"]:
mod = bo.modifiers.new(cached_mod["name"], cached_mod["type"])
for key, value in cached_mod.items():
if key in {"name", "type"}:
continue
setattr(mod, key, value)
class MeshConverter(_MeshManager):
def __init__(self, exporter):
self._exporter = weakref.ref(exporter)
self.material = material.MaterialConverter(exporter)
self._dspans = {}
self._mesh_geospans = {}
# _report is a property on this subclass
super().__init__()
def _calc_num_uvchans(self, bo, mesh):
max_user_texs = plGeometrySpan.kUVCountMask
num_user_texs = len(mesh.tessface_uv_textures)
total_texs = num_user_texs
# Bump Mapping requires 2 magic channels
if self.material.get_bump_layer(bo) is not None:
total_texs += 2
max_user_texs -= 2
# Lightmapping requires its own LIGHTMAPGEN channel
# NOTE: the LIGHTMAPGEN texture has already been created, so it is in num_user_texs
if bo.plasma_modifiers.lightmap.enabled:
num_user_texs -= 1
max_user_texs -= 1
return (num_user_texs, total_texs, max_user_texs)
def _create_geospan(self, bo, mesh, bm, hsgmatKey):
"""Initializes a plGeometrySpan from a Blender Object and an hsGMaterial"""
geospan = plGeometrySpan()
geospan.material = hsgmatKey
# GeometrySpan format
# For now, we really only care about the number of UVW Channels
user_uvws, total_uvws, max_user_uvws = self._calc_num_uvchans(bo, mesh)
if total_uvws > plGeometrySpan.kUVCountMask:
raise explosions.TooManyUVChannelsError(bo, bm, user_uvws, max_user_uvws)
geospan.format = total_uvws
# Begin total guesswork WRT flags
mods = bo.plasma_modifiers
if mods.lightmap.enabled:
geospan.props |= plGeometrySpan.kLiteVtxNonPreshaded
if mods.lighting.rt_lights:
geospan.props |= plGeometrySpan.kPropRunTimeLight
# Harvest lights
permaLights, permaProjs = self._exporter().light.find_material_light_keys(bo, bm)
for i in permaLights:
geospan.addPermaLight(i)
for i in permaProjs:
geospan.addPermaProj(i)
# If this object has a CI, we don't need xforms here...
if self._exporter().has_coordiface(bo):
geospan.localToWorld = hsMatrix44()
geospan.worldToLocal = hsMatrix44()
else:
geospan.localToWorld = utils.matrix44(bo.matrix_basis)
geospan.worldToLocal = geospan.localToWorld.inverse()
return geospan
def finalize(self):
"""Prepares all baked Plasma geometry to be flushed to the disk"""
self._report.progress_advance()
self._report.progress_range = len(self._dspans)
inc_progress = self._report.progress_increment
log_msg = self._report.msg
log_msg("\nFinalizing Geometry")
for loc in self._dspans.values():
for dspan in loc.values():
log_msg("[DrawableSpans '{}']", dspan.key.name, indent=1)
# 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)
inc_progress()
def _export_geometry(self, bo, mesh, materials, geospans):
geodata = [_GeoData(len(mesh.vertices)) for i in materials]
bumpmap = self.material.get_bump_layer(bo)
# 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 and not bo.plasma_modifiers.lightmap.enabled:
color = vcol_layer.data
elif name == "alpha":
alpha = vcol_layer.data
# Convert Blender faces into things we can stuff into libHSPlasma
for i, tessface in enumerate(mesh.tessfaces):
data = geodata[tessface.material_index]
face_verts = []
use_smooth = tessface.use_smooth
dPosDu = hsVector3(0.0, 0.0, 0.0)
dPosDv = hsVector3(0.0, 0.0, 0.0)
# Unpack the UV coordinates from each UV Texture layer
# NOTE: Blender has no third (W) coordinate
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))
if bumpmap is not None:
gradPass = []
gradUVWs = []
if len(tessface.vertices) != 3:
gradPass.append([tessface.vertices[0], tessface.vertices[1], tessface.vertices[2]])
gradPass.append([tessface.vertices[0], tessface.vertices[2], tessface.vertices[3]])
gradUVWs.append((tuple((uvw[0] for uvw in tessface_uvws)),
tuple((uvw[1] for uvw in tessface_uvws)),
tuple((uvw[2] for uvw in tessface_uvws))))
gradUVWs.append((tuple((uvw[0] for uvw in tessface_uvws)),
tuple((uvw[2] for uvw in tessface_uvws)),
tuple((uvw[3] for uvw in tessface_uvws))))
else:
gradPass.append(tessface.vertices)
gradUVWs.append((tuple((uvw[0] for uvw in tessface_uvws)),
tuple((uvw[1] for uvw in tessface_uvws)),
tuple((uvw[2] for uvw in tessface_uvws))))
for p, vids in enumerate(gradPass):
dPosDu += self._get_bump_gradient(bumpmap[1], gradUVWs[p], mesh, vids, bumpmap[0], 0)
dPosDv += self._get_bump_gradient(bumpmap[1], gradUVWs[p], mesh, vids, bumpmap[0], 1)
dPosDv = -dPosDv
# Convert to per-material indices
for j, vertex in enumerate(tessface.vertices):
uvws = tuple([uvw[j] for uvw in tessface_uvws])
# Grab VCols
vertex_color = (int(tessface_colors[j][0] * 255), int(tessface_colors[j][1] * 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 :(
# 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 = (vertex_color, uvws)
if coluv not in data.blender2gs[vertex]:
source = mesh.vertices[vertex]
geoVertex = plGeometrySpan.TempVertex()
geoVertex.position = hsVector3(*source.co)
# If this face has smoothing, use the vertex normal
# Otherwise, use the face normal
if use_smooth:
geoVertex.normal = hsVector3(*source.normal)
else:
geoVertex.normal = hsVector3(*tessface.normal)
geoVertex.color = hsColor32(*vertex_color)
uvs = [hsVector3(uv[0], 1.0 - uv[1], 0.0) for uv in uvws]
if bumpmap is not None:
uvs.append(dPosDu)
uvs.append(dPosDv)
geoVertex.uvs = uvs
idx = len(data.vertices)
data.blender2gs[vertex][coluv] = idx
data.vertices.append(geoVertex)
face_verts.append(idx)
else:
# If we have a bump mapping layer, then we need to add the bump gradients for
# this face to the vertex's magic channels
if bumpmap is not None:
num_user_uvs = len(uvws)
geoVertex = data.vertices[data.blender2gs[vertex][coluv]]
# Unfortunately, PyHSPlasma returns a copy of everything. Previously, editing
# in place would result in silent failures; however, as of python_refactor,
# PyHSPlasma now returns tuples to indicate this.
geoUVs = list(geoVertex.uvs)
geoUVs[num_user_uvs] += dPosDu
geoUVs[num_user_uvs+1] += dPosDv
geoVertex.uvs = geoUVs
face_verts.append(data.blender2gs[vertex][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)
numUVs = geospan.format & plGeometrySpan.kUVCountMask
# There is a soft limit of 0x8000 vertices per span in Plasma, but the limit is
# theoretically 0xFFFF because this field is a 16-bit integer. However, bad things
# happen in MOUL when we have over 0x8000 vertices. I've also received tons of reports
# of stack dumps in PotS when modifiers are applied, so we're going to limit to 0x8000.
# TODO: consider busting up the mesh into multiple geospans?
# or hack plDrawableSpans::composeGeometry to do it for us?
if numVerts > _WARN_VERTS_PER_SPAN:
raise explosions.TooManyVerticesError(bo.data.name, geospan.material.name, numVerts)
# If we're bump mapping, we need to normalize our magic UVW channels
if bumpmap is not None:
for vtx in data.vertices:
uvMap = vtx.uvs
uvMap[numUVs - 2].normalize()
uvMap[numUVs - 1].normalize()
vtx.uvs = uvMap
# If we're still here, let's add our data to the GeometrySpan
geospan.indices = data.triangles
geospan.vertices = data.vertices
def _get_bump_gradient(self, xform, uvws, mesh, vIds, uvIdx, iUV):
v0 = hsVector3(*mesh.vertices[vIds[0]].co)
v1 = hsVector3(*mesh.vertices[vIds[1]].co)
v2 = hsVector3(*mesh.vertices[vIds[2]].co)
uv0 = (uvws[0][uvIdx][0], uvws[0][uvIdx][1], 0.0)
uv1 = (uvws[1][uvIdx][0], uvws[1][uvIdx][1], 0.0)
uv2 = (uvws[2][uvIdx][0], uvws[2][uvIdx][1], 0.0)
notUV = int(not iUV)
_REAL_SMALL = 0.000001
delta = uv0[notUV] - uv1[notUV]
if fabs(delta) < _REAL_SMALL:
return v1 - v0 if uv0[iUV] - uv1[iUV] < 0 else v0 - v1
delta = uv2[notUV] - uv1[notUV]
if fabs(delta) < _REAL_SMALL:
return v1 - v2 if uv2[iUV] - uv1[iUV] < 0 else v2 - v1
delta = uv2[notUV] - uv0[notUV]
if fabs(delta) < _REAL_SMALL:
return v0 - v2 if uv2[iUV] - uv0[iUV] < 0 else v2 - v0
# On to the real fun...
delta = uv0[notUV] - uv1[notUV]
delta = 1.0 / delta
v0Mv1 = v0 - v1
v0Mv1 *= delta
v0uv = (uv0[iUV] - uv1[iUV]) * delta
delta = uv2[notUV] - uv1[notUV]
delta = 1.0 / delta
v2Mv1 = v2 - v1
v2Mv1 *= delta
v2uv = (uv2[iUV] - uv1[iUV]) * delta
return v0Mv1 - v2Mv1 if v0uv > v2uv else v2Mv1 - v0Mv1
def export_object(self, bo):
# If this object has modifiers, then it's a unique mesh, and we don't need to try caching it
# Otherwise, let's *try* to share meshes as best we can...
if bo.modifiers:
drawables = self._export_mesh(bo)
else:
drawables = self._mesh_geospans.get(bo.data, None)
if drawables is None:
drawables = self._export_mesh(bo)
# Create the DrawInterface
if drawables:
diface = self._mgr.find_create_object(plDrawInterface, bl=bo)
for dspan_key, idx in drawables:
diface.addDrawable(dspan_key, idx)
def _export_mesh(self, bo):
# Previously, this called bo.to_mesh to apply modifiers. However, due to limitations in the
# lightmap generation, this is now done for all modified mesh objects before any Plasma data
# is exported.
mesh = bo.data
mesh.calc_tessface()
# Step 0.8: Figure out which materials are attached to this object. Because Blender is backwards,
# we can actually have materials that are None. gotdawgit!!!
materials = [i for i in mesh.materials if i is not None]
if not materials:
return None
# Step 1: Export all of the doggone materials.
geospans = self._export_material_spans(bo, mesh, materials)
# Step 2: Export Blender mesh data to Plasma GeometrySpans
self._export_geometry(bo, mesh, materials, 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)
self._report.msg("Exported hsGMaterial '{}' geometry into '{}'",
geospan.material.name, dspan.key.name, indent=1)
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, materials):
"""Exports all Materials and creates plGeometrySpans"""
waveset_mod = bo.plasma_modifiers.water_basic
if waveset_mod.enabled:
if len(materials) > 1:
msg = "'{}' is a WaveSet -- only one material is supported".format(bo.name)
self._exporter().report.warn(msg, indent=1)
matKey = self.material.export_waveset_material(bo, materials[0])
geospan = self._create_geospan(bo, mesh, materials[0], matKey)
# FIXME: Can some of this be generalized?
geospan.props |= (plGeometrySpan.kWaterHeight | plGeometrySpan.kLiteVtxNonPreshaded |
plGeometrySpan.kPropReverseSort | plGeometrySpan.kPropNoShadow)
geospan.waterHeight = bo.location[2]
return [(geospan, 0)]
else:
geospans = [None] * len(materials)
for i, blmat in enumerate(materials):
matKey = self.material.export_material(bo, blmat)
geospans[i] = (self._create_geospan(bo, mesh, blmat, matKey), 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
# SortSpans: means we should sort the spans in this DSpan with all other span in this pass
# SortFaces: means we should sort the faces in this span only
# 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(bo, 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=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)
criteria = crit.criteria
dspan.criteria = criteria
if criteria & plDrawable.kCritSortFaces:
dspan.props |= plDrawable.kPropSortFaces
if criteria & plDrawable.kCritSortSpans:
dspan.props |= plDrawable.kPropSortSpans
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
@property
def _report(self):
return self._exporter().report