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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 ExitStack
import itertools
from PyHSPlasma import *
from math import fabs
from typing import Iterable
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 _GeoSpan:
def __init__(self, bo, bm, geospan, pass_index=None):
self.geospan = geospan
self.pass_index = pass_index if pass_index is not None else 0
self.mult_color = self._determine_mult_color(bo, bm)
def _determine_mult_color(self, bo, bm):
"""Determines the color all vertex colors should be multipled by in this span."""
if self.geospan.props & plGeometrySpan.kDiffuseFoldedIn:
color = bm.diffuse_color
base_layer = self.geospan.material.object.layers[0].object.bottomOfStack.object
return (color.r, color.b, color.g, base_layer.opacity)
if not bo.plasma_modifiers.lighting.preshade:
return (0.0, 0.0, 0.0, 0.0)
return (1.0, 1.0, 1.0, 1.0)
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, pass_index, blend_span=False):
if blend_span:
self.level = self._determine_level(bo, blend_span)
else:
self.level = 0
# Gulp... Hope you know what you're doing...
self.minor += pass_index * 4
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 = self._calc_level(value, 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._calc_level(self.major, value)
minor = property(_get_minor, _set_minor)
def _calc_level(self, major : int, minor : int=0) -> int:
return ((major << self._MAJOR_SHIFT) & 0xFFFFFFFF) | minor
def _determine_level(self, bo : bpy.types.Object, blend_span : bool) -> int:
mods = bo.plasma_modifiers
if mods.test_property("draw_framebuf"):
return self._calc_level(self.MAJOR_FRAMEBUF)
elif mods.test_property("draw_opaque"):
return self._calc_level(self.MAJOR_OPAQUE)
elif mods.test_property("draw_late"):
return self._calc_level(self.MAJOR_LATE)
elif mods.test_property("draw_no_defer"):
blend_span = False
blend_mod = mods.blend
if blend_mod.enabled and blend_mod.has_dependencies:
level = self._calc_level(self.MAJOR_FRAMEBUF)
for i in blend_mod.iter_dependencies():
level = max(level, self._determine_level(i, blend_span))
return level + 4
elif blend_span:
return self._calc_level(self.MAJOR_BLEND)
else:
return self._calc_level(self.MAJOR_DEFAULT)
class _DrawableCriteria:
def __init__(self, bo, geospan, pass_index):
self.blend_span = bool(geospan.props & plGeometrySpan.kRequiresBlending)
self.criteria = 0
if self.blend_span:
if self._face_sort_allowed(bo):
self.criteria |= plDrawable.kCritSortFaces
if self._span_sort_allowed(bo):
self.criteria |= plDrawable.kCritSortSpans
self.render_level = _RenderLevel(bo, 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)
def _face_sort_allowed(self, bo):
# For now, only test the modifiers
# This will need to be tweaked further for GUIs...
return not bo.plasma_modifiers.test_property("no_face_sort")
def _span_sort_allowed(self, bo):
# For now, only test the modifiers
# This will need to be tweaked further for GUIs...
return not bo.plasma_modifiers.test_property("no_face_sort")
@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):
self.context_stack = ExitStack()
if report is not None:
self._report = report
self._entered = False
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):
assert self._entered is False, "_MeshManager is not reentrant"
self._entered = True
self.context_stack.__enter__()
scene = bpy.context.scene
self._report.progress_advance()
self._report.progress_range = len(scene.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.
mesh_type = bpy.types.Mesh
for i in scene.objects:
if isinstance(i.data, mesh_type) 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, *exc_info):
try:
self.context_stack.__exit__(*exc_info)
finally:
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 unless they're read-only.
readonly_attributes = {("DECIMATE", "face_count"),}
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"} or (cached_mod["type"], key) in readonly_attributes:
continue
setattr(mod, key, value)
self._entered = False
def is_collapsed(self, bo) -> bool:
return bo.name in self._overrides
class MeshConverter(_MeshManager):
def __init__(self, exporter):
self._exporter = weakref.ref(exporter)
self.material = material.MaterialConverter(exporter)
self._dspans = {}
self._mesh_geospans = {}
self._non_preshaded = {}
# _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
lm = bo.plasma_modifiers.lightmap
if lm.enabled and lm.bake_type == "lightmap":
num_user_texs -= 1
max_user_texs -= 1
return (num_user_texs, total_texs, max_user_texs)
def _check_vtx_alpha(self, mesh, material_idx):
if material_idx is not None:
polygons = (i for i in mesh.polygons if i.material_index == material_idx)
else:
polygons = mesh.polygons
alpha_layer = self._find_vtx_alpha_layer(mesh.vertex_colors)
if alpha_layer is None:
return False
alpha_loops = (alpha_layer[i.loop_start:i.loop_start+i.loop_total] for i in polygons)
opaque = (sum(i.color) == len(i.color) for i in itertools.chain.from_iterable(alpha_loops))
has_alpha = not all(opaque)
return has_alpha
def _check_vtx_nonpreshaded(self, bo, mesh, material_idx, bm):
def check():
# TODO: if this is an avatar, we can't be non-preshaded.
# kShadeWhite (used for shadeless) is not handled for kLiteVtxNonPreshaded
if bm is not None:
if bm.use_shadeless:
return False
if self.material.requires_material_shading(bm):
return False
mods = bo.plasma_modifiers
if mods.lighting.rt_lights:
return True
if mods.lightmap.bake_lightmap:
return True
if self._check_vtx_alpha(mesh, material_idx):
return True
return False
# Safe version for inside the mesh converter.
result = self._non_preshaded.get((bo, bm))
if result is None:
result = check()
self._non_preshaded[(bo, bm)] = result
return result
def _create_geospan(self, bo, mesh, material_idx, 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
def is_alpha_blended(layer):
if layer.state.blendFlags & hsGMatState.kBlendMask:
return True
if layer.underLay is not None:
return is_alpha_blended(layer.underLay.object)
return False
base_layer = hsgmatKey.object.layers[0].object
if is_alpha_blended(base_layer) or self._check_vtx_alpha(mesh, material_idx):
geospan.props |= plGeometrySpan.kRequiresBlending
if self._check_vtx_nonpreshaded(bo, mesh, material_idx, bm):
geospan.props |= plGeometrySpan.kLiteVtxNonPreshaded
if (geospan.props & plGeometrySpan.kLiteMask) != plGeometrySpan.kLiteMaterial:
geospan.props |= plGeometrySpan.kDiffuseFoldedIn
mods = bo.plasma_modifiers
if mods.lighting.rt_lights:
geospan.props |= plGeometrySpan.kPropRunTimeLight
if not bm.use_shadows:
geospan.props |= plGeometrySpan.kPropNoShadow
# 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)
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, mat2span_LUT):
self._report.msg("Converting geometry from '{}'...", mesh.name, indent=1)
# Recall that materials is a mapping of exported materials to blender material indices.
# Therefore, geodata maps blender material indices to working geometry data.
# Maybe the logic is a bit inverted, but it keeps the inner loop simple.
geodata = { idx: _GeoData(len(mesh.vertices)) for idx, _ in materials }
bumpmap = self.material.get_bump_layer(bo)
# Locate relevant vertex color layers now...
lm = bo.plasma_modifiers.lightmap
color = None if lm.bake_lightmap else self._find_vtx_color_layer(mesh.tessface_vertex_colors)
alpha = self._find_vtx_alpha_layer(mesh.tessface_vertex_colors)
# Convert Blender faces into things we can stuff into libHSPlasma
for i, tessface in enumerate(mesh.tessfaces):
data = geodata.get(tessface.material_index)
if data is None:
continue
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]
# Some time between 2.79b and 2.80, vertex alpha colors appeared in Blender. However,
# there is no way to actually visually edit them. That means that we need to keep that
# fact in mind because we're just averaging the color to make alpha.
tessface_alphas = ((sum(src.color1[:3]) / 3), (sum(src.color2[:3]) / 3),
(sum(src.color3[:3]) / 3), (sum(src.color4[:3]) / 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([tuple(uvw[j]) for uvw in tessface_uvws])
# Calculate vertex colors.
if mat2span_LUT:
mult_color = geospans[mat2span_LUT[tessface.material_index]].mult_color
else:
mult_color = (1.0, 1.0, 1.0, 1.0)
tessface_color, tessface_alpha = tessface_colors[j], tessface_alphas[j]
vertex_color = (int(tessface_color[0] * mult_color[0] * 255),
int(tessface_color[1] * mult_color[1] * 255),
int(tessface_color[2] * mult_color[2] * 255),
int(tessface_alpha * mult_color[0] * 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
normal = source.normal if use_smooth else tessface.normal
# MOUL/DX9 craps its pants if any element of the normal is exactly 0.0
normal = map(lambda x: max(x, 0.01) if x >= 0.0 else min(x, -0.01), normal)
normal = hsVector3(*normal)
normal.normalize()
geoVertex.normal = 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...
num_faces = len(face_verts)
if num_faces == 3:
data.triangles += face_verts
elif num_faces == 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.values()):
geospan = geospans[i].geospan
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 _enumerate_materials(self, bo, mesh):
material_source = mesh.materials
valid_materials = set((tf.material_index for tf in mesh.tessfaces if material_source[tf.material_index] is not None))
# Sequence of tuples (material_index, material)
return sorted(((i, material_source[i]) for i in valid_materials), key=lambda x: x[0])
def export_object(self, bo, so : plSceneObject):
# 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_object(bo)
else:
drawables = self._mesh_geospans.get(bo.data, None)
if drawables is None:
drawables = self._export_object(bo)
# Create the DrawInterface
if drawables:
diface = self._mgr.find_create_object(plDrawInterface, bl=bo, so=so)
for dspan_key, idx in drawables:
diface.addDrawable(dspan_key, idx)
def _export_object(self, bo):
# Apply all transforms if we don't have a CI. Empirical evidence suggests that simply
# stashing the transform matrices into the spans can be wiped away by plEnableMsg (WTF)
if self._exporter().has_coordiface(bo):
return self._export_mesh(bo, bo.data)
else:
mesh = bo.to_mesh(bpy.context.scene, True, "RENDER", calc_tessface=False)
with helpers.TemporaryObject(mesh, bpy.data.meshes.remove):
utils.transform_mesh(mesh, bo.matrix_world)
return self._export_mesh(bo, mesh)
def _export_mesh(self, bo, mesh):
mesh.calc_tessface()
# Step 0.8: Determine materials needed for export... Three considerations here:
# 1) Some materials can be None, so that's junk.
# 2) Some materials are present but have no valid geometry (D'oh)
# 3) TODO: Materials may be attached to the object, not the mesh.
materials = self._enumerate_materials(bo, mesh)
if not materials:
return None
# Step 1: Export all of the doggone materials.
geospans, mat2span_LUT = self._export_material_spans(bo, mesh, materials)
# Step 2: Export Blender mesh data to Plasma GeometrySpans
self._export_geometry(bo, mesh, materials, geospans, mat2span_LUT)
# Step 3: Add plGeometrySpans to the appropriate DSpan and create indices
_diindices = {}
for i in geospans:
dspan = self._find_create_dspan(bo, i.geospan, i.pass_index)
self._report.msg("Exported hsGMaterial '{}' geometry into '{}'",
i.geospan.material.name, dspan.key.name, indent=1)
idx = dspan.addSourceSpan(i.geospan)
diidx = _diindices.setdefault(dspan, [])
diidx.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)
blmat = materials[0][1]
self._check_vtx_nonpreshaded(bo, mesh, 0, blmat)
matKey = self.material.export_waveset_material(bo, blmat)
geospan = self._create_geospan(bo, mesh, None, blmat, matKey)
# FIXME: Can some of this be generalized?
geospan.props |= (plGeometrySpan.kWaterHeight | plGeometrySpan.kLiteVtxNonPreshaded |
plGeometrySpan.kPropReverseSort | plGeometrySpan.kPropNoShadow)
geospan.waterHeight = bo.matrix_world.translation[2]
return [_GeoSpan(bo, blmat, geospan)], None
else:
geospans = [None] * len(materials)
mat2span_LUT = {}
for i, (blmat_idx, blmat) in enumerate(materials):
self._check_vtx_nonpreshaded(bo, mesh, blmat_idx, blmat)
matKey = self.material.export_material(bo, blmat)
geospans[i] = _GeoSpan(bo, blmat,
self._create_geospan(bo, mesh, blmat_idx, blmat, matKey),
blmat.pass_index)
mat2span_LUT[blmat_idx] = i
return geospans, mat2span_LUT
def _find_create_dspan(self, bo, geospan, 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, geospan, 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]
def _find_vtx_alpha_layer(self, color_collection):
alpha_layer = next((i for i in color_collection if i.name.lower() == "alpha"), None)
if alpha_layer is not None:
return alpha_layer.data
return None
def _find_vtx_color_layer(self, color_collection):
manual_layer = next((i for i in color_collection if i.name.lower() in _VERTEX_COLOR_LAYERS), None)
if manual_layer is not None:
return manual_layer.data
baked_layer = color_collection.get("autocolor")
if baked_layer is not None:
return baked_layer.data
return None
def is_nonpreshaded(self, bo: bpy.types.Object, bm: bpy.types.Material) -> bool:
return self._non_preshaded[(bo, bm)]
@property
def _mgr(self):
return self._exporter().mgr
@property
def _report(self):
return self._exporter().report