X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fexport_scene.py;h=a42d8180c1d3bc0255285935617787c6a4b74a78;hb=6c881bc1ee3c0af5c1bb4b3794dcb23ba096ac12;hp=f6776107413955964d0e3e757bc5594e3a69d03f;hpb=6ee541fd39de1e1368134cb8a98a14f2f5ddd767;p=libs%2Fgl.git diff --git a/blender/io_mspgl/export_scene.py b/blender/io_mspgl/export_scene.py index f6776107..a42d8180 100644 --- a/blender/io_mspgl/export_scene.py +++ b/blender/io_mspgl/export_scene.py @@ -1,100 +1,301 @@ import math import os +import itertools +import mathutils class SceneExporter: - def __init__(self): - self.resource_collection = True - self.show_progress = True + def export_to_file(self, ctx, out_fn, *, selected_only=False, visible_only=True, collection=True, skip_existing=True): + from .scene import create_scene_from_current + task = ctx.task("Preparing scene", 0.1) + scene = create_scene_from_current(task, selected_only=selected_only, visible_only=visible_only) - def export_to_file(self, context, out_fn): - objs = [o for o in context.selected_objects if o.type=="MESH" and not o.lod_for_parent] - objs = [o for o in objs if (not o.compound or o.parent not in objs)] + resources = {} + task = ctx.task("Exporting resources", 0.9) + self.export_scene_resources(task, scene, resources) + task = ctx.task(scene, 1.0) + scene_res = self.export_scene(scene, resources) path, base = os.path.split(out_fn) base, ext = os.path.splitext(base) - from .export_object import ObjectExporter - object_export = ObjectExporter() + task = ctx.task("Writing files", 1.0) + if collection: + existing = None + if skip_existing: + existing = lambda r: not os.path.exists(os.path.join(path, r.name)) + scene_res.write_collection(out_fn, filter=existing) + else: + scene_res.write_to_file(out_fn) + for r in scene_res.collect_references(): + r.write_to_file(os.path.join(path, r.name)) + + def export_scene_resources(self, ctx, scene, resources): + from .export import DataExporter + data_exporter = DataExporter() + + data_exporter.export_resources(ctx, [p.object for p in scene.prototypes], resources) + + def export_scene(self, scene, resources): + from .datafile import Resource, Statement, Token + scene_res = Resource(scene.name+".scene", "scene") - object_prototypes = {} - unique_objects = [] - for o in objs: - if o.name in object_prototypes: - continue + if scene.background_set or (scene.instances and scene.blended_instances): + scene_res.statements.append(Statement("type", Token("ordered"))) + if scene.background_set: + scene_res.statements.append(scene_res.create_reference_statement("scene", resources[scene.background_set.name+".scene"])) + + if scene.instances: + st = Statement("scene") + st.sub.append(Statement("type", Token("simple"))) + self.add_instances(scene_res, st.sub, scene.instances, resources) + scene_res.statements.append(st) + + if scene.blended_instances: + st = Statement("scene") + st.sub.append(Statement("type", Token("zsorted"))) + self.add_instances(scene_res, st.sub, scene.blended_instances, resources) + scene_res.statements.append(st) + else: + scene_type = "zsorted" if scene.blended_instances else "simple" + scene_res.statements.append(Statement("type", Token(scene_type))) - clones = [o] - if not any(s.link=="OBJECT" for s in o.material_slots): - for u in objs: - if u is o: - continue - if u.data.name!=o.data.name: - continue - if u.technique!=o.technique: - continue - if any(s.link=="OBJECT" for s in u.material_slots): - continue + self.add_instances(scene_res, scene_res.statements, scene.instances, resources) + self.add_instances(scene_res, scene_res.statements, scene.blended_instances, resources) - clones.append(u) + return scene_res - unique_objects.append(o) - for c in clones: - object_prototypes[c.name] = o + def add_instances(self, scene_res, statements, instances, resources): + from .datafile import Statement - from .util import Progress - progress = Progress(self.show_progress and context) + for i in instances: + obj_res = resources[i.prototype.name+".object"] + st = scene_res.create_reference_statement("object", obj_res) + if i.name: + st.append(i.name) - from .export_object import ObjectExporter - object_export = ObjectExporter() + st.sub.append(self.create_transform_statement(i)) + statements.append(st) + def create_transform_statement(self, instance): from .datafile import Statement - if self.resource_collection: - with open(os.path.join(path, base+"_resources.mdc"), "w") as res_out: - for i, o in enumerate(unique_objects): - progress.push_task_slice(o.name, i, len(unique_objects)) - st = Statement("object", "{}.object".format(o.name)) - st.sub = object_export.export_object(context, o, progress) - st.write_to_file(res_out) - progress.pop_task() + + st = Statement("transform") + + loc = instance.matrix_world.to_translation() + st.sub.append(Statement("position", *tuple(loc))) + + quat = instance.matrix_world.to_quaternion() + if instance.rotation_mode in ('XYZ', 'XZY', 'YXZ', 'YZX', 'ZXY', 'ZYX'): + angles = [a*180/math.pi for a in quat.to_euler()] + st.sub.append(Statement("euler", *angles)); else: - res_dir = os.path.join(path, base+"_resources") - if not os.path.exists(res_dir): - os.makedirs(res_dir) - for i, o in enumerate(unique_objects): - progress.push_task_slice(o.name, i, len(unique_objects)) - st = object_export.export_object(context, o, progress) - with open(os.path.join(res_dir, o.name+".object"), "w") as obj_out: - for s in st: - s.write_to_file(obj_out) - progress.pop_task() - - statements = self.export_scene(context, objs, progress, prototypes=object_prototypes) - - with open(out_fn, "w") as out_file: - for s in statements: - s.write_to_file(out_file) - - def export_scene(self, context, objs, progress, *, prototypes=None): + st.sub.append(Statement("rotation", quat.angle*180/math.pi, *tuple(quat.axis))) + + scale = instance.matrix_world.to_scale() + st.sub.append(Statement("scale", *tuple(scale))) + + return st + + def export_sequence_resources(self, scene, resources): + from .datafile import Resource, Statement, Token + + lights = [] + s = scene + while s: + lights += s.lights + s = s.background_set + + 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): + o = i.prototype.object + if o.material_slots and o.material_slots[0].material and o.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("enable_for_method", "blended")) + 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 - statements = [] - - for o in objs: - st = Statement("object", "{}.object".format(prototypes[o.name].name)) - # XXX Parent relationships screw up the location and rotation - st.sub.append(Statement("position", o.location[0], o.location[1], o.location[2])) - if o.rotation_mode=="AXIS_ANGLE": - angle = o.rotation_axis_angle[0] - axis = o.rotation_axis_angle[1:] - else: - if o.rotation_mode=="QUATERNION": - q = o.rotation_quaternion - else: - q = o.rotation_euler.to_quaternion() - angle = q.angle - axis = q.axis - st.sub.append(Statement("rotation", angle*180/math.pi, axis[0], axis[1], axis[2])) - st.sub.append(Statement("scale", o.scale[0], o.scale[1], o.scale[2])) - statements.append(st) - progress.set_progress(1.0) + 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*sizetotal_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.object.bound_box] - return statements + from .util import compute_bounding_sphere + return compute_bounding_sphere(points)