if self.collection:
col.prop(self, "skip_existing")
+class ExportMspGLProject(bpy.types.Operator):
+ bl_idname = "export.mspgl_project"
+ bl_label = "Export Msp GL project"
+ bl_description = "Export the entire project in Msp GL format"
+
+ directory: bpy.props.StringProperty(name="Directory", description="Directory for exporting the data", subtype='FILE_PATH')
+
+ def invoke(self, context, event):
+ blend_filepath = context.blend_data.filepath
+ if blend_filepath:
+ self.directory = os.path.split(blend_filepath)[0]
+ context.window_manager.fileselect_add(self)
+ return {'RUNNING_MODAL'}
+
+ def execute(self, context):
+ from .export import ProjectExporter
+ exporter = ProjectExporter()
+ exporter.export_to_directory(context, self.directory)
+ return {'FINISHED'}
+
class AddUniform(bpy.types.Operator):
bl_idname = "material.add_uniform"
bl_label = "Add Uniform"
self.layout.operator(ExportMspGLData.bl_idname, text="Msp GL data")
self.layout.operator(ExportMspGLAnimation.bl_idname, text="Msp GL animation")
self.layout.operator(ExportMspGLScene.bl_idname, text="Msp GL scene")
+ self.layout.operator(ExportMspGLProject.bl_idname, text="Msp GL project")
-classes = [ExportMspGLData, ExportMspGLAnimation, ExportMspGLScene, AddUniform, RemoveUniform]
+classes = [ExportMspGLData, ExportMspGLAnimation, ExportMspGLScene, ExportMspGLProject, AddUniform, RemoveUniform]
def register():
for c in classes:
import os
+import itertools
class DataExporter:
def __init__(self):
object_exporter = None
camera_exporter = None
armature_exporter = None
+ light_exporter = None
from .datafile import Resource
dummy_res = Resource("dummy", "dummy")
from .export_armature import ArmatureExporter
armature_exporter = ArmatureExporter()
res = armature_exporter.export_armature(context, obj)
+ elif obj.type=='LIGHT':
+ res_name = obj.name+".light"
+ if res_name not in resources:
+ if not light_exporter:
+ from .export_light import LightExporter
+ light_exporter = LightExporter()
+ res = light_exporter.export_light(obj)
if res:
resources[res_name] = res
progress.pop_task()
return dummy_res
+
+class ProjectExporter:
+ def export_to_directory(self, context, out_dir):
+ from .util import Progress
+ progress = Progress(context)
+
+ from .scene import create_scene_chain
+
+ scenes = {}
+ sequences = []
+ for s in context.blend_data.scenes:
+ if s.export_disposition=='IGNORE':
+ continue
+
+ if s.export_disposition=='SEQUENCE':
+ scene = create_scene_chain(s, scenes)
+ sequences.append(scene)
+ elif s.name not in scenes:
+ scene = create_scene(s)
+ if s.export_disposition=='SCENE':
+ scenes[scene.name] = scene
+
+ all_objects = []
+ for s in scenes.values():
+ all_objects += s.prototypes
+ all_objects += s.lights
+ if s.camera:
+ all_objects.append(s.camera)
+
+ from .util import make_unique
+ all_objects = make_unique(all_objects)
+
+ from .export_scene import SceneExporter
+ scene_exporter = SceneExporter()
+ data_exporter = DataExporter()
+
+ resources = {}
+ dummy_res = data_exporter.export_resources(context, all_objects, resources, None, progress)
+ for s in scenes.values():
+ scene_name = s.name+".scene"
+ if scene_name not in resources:
+ scene_res = scene_exporter.export_scene(s, resources)
+ resources[scene_name] = scene_res
+ dummy_res.create_reference_statement("ref", scene_res)
+
+ for s in sequences:
+ seq_name = s.name+".seq"
+ if seq_name not in resources:
+ scene_exporter.export_sequence_resources(s, resources)
+ seq_res = scene_exporter.export_sequence(s, resources)
+ resources[seq_name] = seq_res
+ dummy_res.create_reference_statement("ref", seq_res)
+
+ refs = dummy_res.collect_references()
+ for r in refs:
+ r.write_to_file(os.path.join(out_dir, r.name))
--- /dev/null
+import mathutils
+
+class LightExporter:
+ def export_light(self, obj):
+ if obj.type!='LIGHT':
+ raise ValueError("Object is not a light")
+ light = obj.data
+
+ from .datafile import Resource, Statement
+ light_res = Resource(light.name+".light", "light")
+
+ if light.type=='SUN':
+ pos = obj.matrix_world@mathutils.Vector((0.0, 0.0, 1.0, 0.0))
+ else:
+ pos = obj.matrix_world@mathutils.Vector((0.0, 0.0, 0.0, 1.0))
+
+ light_res.statements.append(Statement("position", *tuple(pos)))
+ c = light.color
+ e = light.energy
+ light_res.statements.append(Statement("color", c.r*e, c.g*e, c.b*e))
+
+ return light_res
scene_res.statements.append(st)
return scene_res
+
+ def export_sequence_resources(self, scene, resources):
+ from .datafile import Resource, Statement, Token
+
+ if scene.background_set:
+ wrapper_name = scene.name+".wrapper.scene"
+ if wrapper_name not in resources:
+ wrapper_res = Resource(wrapper_name, "scene")
+ wrapper_res.statements.append(Statement("type", Token("ordered")))
+ for s in scene.get_chain():
+ wrapper_res.statements.append(wrapper_res.create_reference_statement("scene", resources[s.name+".scene"]))
+
+ resources[wrapper_name] = wrapper_res
+
+ 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")
+ 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
+ seq_res = Resource(scene.name+".seq", "sequence")
+
+ content = scene
+ if scene.background_set:
+ content = resources[scene.name+".wrapper.scene"]
+
+ ss = Statement("pass", "", "content")
+ ss.sub.append(Statement("depth_test", "lequal"))
+ ss.sub.append(seq_res.create_reference_statement("lighting", resources[scene.name+".lightn"]))
+ ss.sub.append(seq_res.create_reference_statement("scene", content))
+ seq_res.statements.append(ss)
+
+ # Add a colorcurve with linear response to convert into sRGB color space
+ ss = Statement("colorcurve")
+ ss.sub.append(Statement("brightness_response", 1.0))
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
+
+ return seq_res
scene = context.scene
self.layout.prop(scene, "scene_type")
+ self.layout.prop(scene, "export_disposition")
class MspGLMeshProperties(bpy.types.Panel):
bl_idname = "MESH_PT_mspgl_properties"
self.layout.prop(node, "use_mipmap")
self.layout.prop(node, "max_anisotropy")
+class MspGLLightProperties(bpy.types.Panel):
+ bl_idname = "LIGHT_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "data"
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object.type=="LIGHT"
+
+ def draw(self, context):
+ light = context.active_object.data
+
+ if light.use_shadow:
+ self.layout.prop(light, "shadow_map_size")
+
class MspGLUniform(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
-classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLLightProperties, MspGLUniform, MspGLUniformList]
def register_properties():
for c in classes:
items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
("ORDERED", "Ordered", "Objects are rendered in order by their name"),
("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
+ bpy.types.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
+ items=(("IGNORE", "Ignore", "The scene won't be exported"),
+ ("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
+ ("SCENE", "Scene", "The scene will be exported"),
+ ("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
def __init__(self, scene, obj_filter=None):
self.name = scene.name
self.scene_type = scene.scene_type
+ self.export_disposition = scene.export_disposition
+ self.background_set = None
+ self.camera = scene.camera
self.prototypes = []
self.instances = []
+ self.lights = []
- objects = [o for o in scene.objects if o.type=='MESH']
+ objects = scene.objects[:]
objects.sort(key=lambda o:o.name)
if obj_filter:
objects = list(filter(obj_filter, objects))
if o.name in processed:
continue
- clones = [c for c in objects if is_same_object(o, c)]
- self.prototypes.append(o)
- for c in clones:
- self.instances.append(Instance(c, o))
- processed.add(c.name)
+ if o.type=='MESH':
+ clones = [c for c in objects if is_same_object(o, c)]
+ self.prototypes.append(o)
+ for c in clones:
+ self.instances.append(Instance(c, o))
+ processed.add(c.name)
+ elif o.type=='LIGHT':
+ self.lights.append(o)
+
+ def get_chain(self):
+ result = []
+ if self.background_set:
+ result = self.background_set.get_chain()
+ result.append(self)
+ return result
def get_all_collections(collection):
result = [collection]
obj_filter = lambda o: all(f(o) for f in obj_filters)
return Scene(context.scene, obj_filter)
+
+def create_scene(scene, *, visible_only=True):
+ obj_filter = None
+
+ if visible_only:
+ visible_names = set()
+ for c in get_all_collections(scene.collection):
+ if not c.hide_viewport:
+ visible_names.update(o.name for o in c.objects)
+ obj_filter = lambda o: o.name in visible_names
+
+ return Scene(scene, obj_filter)
+
+def create_scene_chain(scene, cache, *, visible_only=True):
+ if cache is None:
+ cache = {}
+
+ top = None
+ prev = None
+ while scene:
+ converted = None
+ if scene.name in cache:
+ converted = cache[scene.name]
+ else:
+ converted = create_scene(scene, visible_only=visible_only)
+ cache[scene.name] = converted
+
+ if not top:
+ top = converted
+ if prev:
+ prev.background_set = converted
+
+ prev = converted
+ scene = scene.background_set
+
+ return top
if path.startswith("//"):
path = path[2:]
return os.path.basename(path)
+
+def make_unique(values):
+ seen = set()
+ result = []
+ for i in values:
+ if i not in seen:
+ result.append(i)
+ seen.add(i)
+ return result