+ from .util import make_unique
+ lights = make_unique(lights)
+
+ from .export_light import LightExporter
+ light_exporter = LightExporter()
+ for l in lights:
+ light_name = l.name+".light"
+ if light_name not in resources:
+ resources[light_name] = light_exporter.export_light(l)
+
+ lighting_name = scene.name+".lightn"
+ if lighting_name not in resources:
+ lighting_res = Resource(lighting_name, "lighting")
+ lighting_res.statements.append(Statement("ambient", *tuple(scene.ambient_light)))
+ for l in lights:
+ lighting_res.statements.append(lighting_res.create_reference_statement("light", resources[l.name+".light"]))
+
+ resources[lighting_name] = lighting_res
+
+ def export_sequence(self, scene, resources):
+ from .datafile import Resource, Statement, Token
+ seq_res = Resource(scene.name+".seq", "sequence")
+
+ if scene.use_hdr:
+ seq_res.statements.append(Statement("hdr", True))
+
+ self.add_clear(seq_res.statements, (0.0, 0.0, 0.0, 0.0), 1.0)
+
+ scene_res = resources[scene.name+".scene"]
+ seq_res.statements.append(seq_res.create_reference_statement("renderable", "content", scene_res))
+
+ lighting_res = resources[scene.name+".lightn"]
+
+ any_opaque = False
+ any_blended = False
+ use_ibl = False
+ use_shadow = False
+ shadowed_lights = []
+ shadow_casters = []
+ s = scene
+ while s:
+ if s.instances:
+ any_opaque = True
+ if s.blended_instances:
+ any_blended = True
+ if s.use_ibl:
+ use_ibl = True
+ if s.use_shadow:
+ use_shadow = True
+ shadowed_lights += [l.data for l in s.lights if l.data.use_shadow]
+ for i in itertools.chain(s.instances, s.blended_instances):
+ p = i.prototype
+ if p.material_slots and p.material_slots[0].material and p.material_slots[0].material.shadow_method!='NONE':
+ shadow_casters.append(i)
+ s = s.background_set
+
+ shadowed_lights.sort(key=lambda l:l.shadow_map_size, reverse=True)
+
+ main_tags = []
+ if any_opaque:
+ main_tags.append("")
+ if any_blended:
+ main_tags.append("blended")
+
+ content = "content"
+ if use_ibl and scene.use_sky:
+ self.add_auxiliary_sequence(seq_res, "environment", "sky", ((0.0, 0.0, 0.0, 0.0), 1.0), main_tags, lighting_res)
+
+ st = Statement("effect", "environment")
+ st.sub.append(Statement("type", Token("environment_map")))
+ st.sub.append(Statement("size", 32))
+ st.sub.append(Statement("roughness_levels", 2))
+ st.sub.append(Statement("fixed_position", 0.0, 0.0, 0.0))
+ st.sub.append(Statement("content", content))
+ st.sub.append(Statement("environment", "environment_sequence"))
+
+ seq_res.statements.append(st)
+ content = "environment"
+
+ if scene.use_sky:
+ st = Statement("effect", "sky")
+ st.sub.append(Statement("type", Token("sky")))
+ st.sub.append(seq_res.create_reference_statement("sun", resources[scene.sun_light.name+".light"]))
+ st.sub.append(Statement("content", content))
+
+ seq_res.statements.append(st)
+ content = "sky"
+
+ if use_shadow:
+ self.add_auxiliary_sequence(seq_res, "shadow", "content", (None, 1.0), ["shadow"], None)
+ self.add_auxiliary_sequence(seq_res, "thsm", "content", (None, 1.0), ["shadow_thsm"], None)
+
+ st = Statement("effect", "shadow_map")
+ st.sub.append(Statement("type", Token("shadow_map")))
+ st.sub.append(Statement("size", *self.compute_shadowmap_size(shadowed_lights)))
+ target, radius = self.compute_bounding_sphere(shadow_casters)
+ st.sub.append(Statement("target", *target))
+ st.sub.append(Statement("radius", radius))
+ st.sub.append(Statement("content", content))
+ st.sub.append(seq_res.create_reference_statement("lighting", lighting_res))
+ for l in shadowed_lights:
+ ss = seq_res.create_reference_statement("light", resources[l.name+".light"])
+ ss.sub.append(Statement("size", int(l.shadow_map_size)))
+ shadow_caster = "thsm_sequence" if l.type=='POINT' else "shadow_sequence"
+ ss.sub.append(Statement("shadow_caster", shadow_caster))
+ st.sub.append(ss)
+
+ seq_res.statements.append(st)
+ content = "shadow_map"
+
+ self.add_content_steps(seq_res, content, lighting_res, main_tags)
+
+ if scene.use_ao:
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("ambient_occlusion")))
+ ss.sub.append(Statement("occlusion_radius", scene.ao_distance))
+ ss.sub.append(Statement("samples", scene.ao_samples))
+ seq_res.statements.append(ss)
+
+ if scene.use_hdr:
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("bloom")))
+ seq_res.statements.append(ss)
+
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("colorcurve")))
+ ss.sub.append(Statement("exposure_adjust", scene.exposure))
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
+ else:
+ # Add a colorcurve with linear response to convert into sRGB color space
+ ss = Statement("postprocessor")
+ ss.sub.append(Statement("type", Token("colorcurve")))
+ ss.sub.append(Statement("brightness_response", 1.0))
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
+
+ return seq_res
+
+ def add_clear(self, statements, color, depth):
+ from .datafile import Statement
+
+ st = Statement("clear")
+ if color is not None:
+ st.sub.append(Statement("color", *color))
+ if depth is not None:
+ st.sub.append(Statement("depth", depth))
+ statements.append(st)
+
+ def add_content_steps(self, seq_res, renderable, lighting, tags):
+ from .datafile import Statement, Token
+
+ for t in tags:
+ st = Statement("step", t, renderable)
+ st.sub.append(Statement("depth_test", Token("LEQUAL")))
+ if lighting:
+ st.sub.append(seq_res.create_reference_statement("lighting", lighting))
+ seq_res.statements.append(st)
+
+ def add_auxiliary_sequence(self, seq_res, aux_name, content, clear_values, step_tags, lighting):
+ seq_name = os.path.splitext(seq_res.name)[0]
+
+ from .datafile import Resource, Statement
+ aux_seq_res = Resource("{}_{}.seq".format(seq_name, aux_name), "sequence")
+ self.add_clear(aux_seq_res.statements, *clear_values)
+ aux_seq_res.statements.append(Statement("renderable", "content"))
+ self.add_content_steps(aux_seq_res, "content", lighting, step_tags)
+
+ st = seq_res.create_reference_statement("sequence", aux_name+"_sequence", aux_seq_res)
+ st.sub.append(Statement("renderable", "content", content))
+ seq_res.statements.append(st)
+
+ def compute_shadowmap_size(self, lights):
+ total_area = 0
+ for l in lights:
+ s = int(l.shadow_map_size)
+ total_area += s*s
+
+ size = 1
+ while size*size<total_area:
+ size *= 2
+ if size*size>total_area*2:
+ return (size, size//2)
+ else:
+ return (size, size)
+
+ def compute_bounding_sphere(self, instances):
+ points = []
+ for i in instances:
+ points += [i.matrix_world@mathutils.Vector(c) for c in i.prototype.bound_box]
+
+ from .util import compute_bounding_sphere
+ return compute_bounding_sphere(points)