]> git.tdb.fi Git - libs/gl.git/blob - blender/io_mspgl/scene.py
Support exporting ambient occlusion postprocessor from Blender
[libs/gl.git] / blender / io_mspgl / scene.py
1 import mathutils
2
3 def is_same_object(obj1, obj2):
4         if obj1.data.name!=obj2.data.name:
5                 return False
6         if any(m1.name!=m2.name for m1, m2 in zip(obj1.material_slots, obj2.material_slots)):
7                 return False
8
9         return True
10
11 class Instance:
12         def __init__(self, obj, prototype):
13                 self.name = obj.name
14                 self.matrix_world = obj.matrix_world
15                 self.rotation_mode = obj.rotation_mode
16                 self.prototype = prototype.name
17
18 class Scene:
19         def __init__(self, scene, obj_filter=None):
20                 self.name = scene.name
21                 self.scene_type = scene.scene_type
22                 self.export_disposition = scene.export_disposition
23                 self.background_set = None
24                 self.camera = scene.camera
25                 self.prototypes = []
26                 self.instances = []
27                 self.lights = []
28                 self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
29                 self.exposure = scene.view_settings.exposure
30
31                 self.use_hdr = scene.use_hdr
32                 self.use_ao = scene.eevee.use_gtao
33                 self.ao_distance = scene.eevee.gtao_distance
34                 self.ao_samples = scene.ao_samples
35                 if scene.world:
36                         out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None)
37                         if out_node:
38                                 from .util import get_linked_node_and_socket
39
40                                 surface_node, _ = get_linked_node_and_socket(scene.world.node_tree, out_node.inputs["Surface"])
41                                 if surface_node and surface_node.type=='BACKGROUND':
42                                         c = surface_node.inputs["Color"].default_value
43                                         s = surface_node.inputs["Strength"].default_value
44                                         self.ambient_light = mathutils.Color(c[:3])*s
45
46                 objects = scene.objects[:]
47                 objects.sort(key=lambda o:o.name)
48                 if obj_filter:
49                         objects = list(filter(obj_filter, objects))
50
51                 processed = set()
52                 for o in objects:
53                         if o.name in processed:
54                                 continue
55
56                         if o.type=='MESH':
57                                 clones = [c for c in objects if is_same_object(o, c)]
58                                 self.prototypes.append(o)
59                                 for c in clones:
60                                         self.instances.append(Instance(c, o))
61                                         processed.add(c.name)
62                         elif o.type=='LIGHT':
63                                 self.lights.append(o)
64
65         def get_chain(self):
66                 result = []
67                 if self.background_set:
68                         result = self.background_set.get_chain()
69                 result.append(self)
70                 return result
71
72 def get_all_collections(collection):
73         result = [collection]
74         for c in collection.children:
75                 result += get_all_collections(c)
76         return result
77
78 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
79         obj_filters = []
80
81         if selected_only:
82                 obj_filters.append(lambda o: o.select_get())
83
84         if visible_only:
85                 visible_names = set()
86                 for c in get_all_collections(context.view_layer.layer_collection):
87                         if not c.hide_viewport and not c.collection.hide_viewport:
88                                 visible_names.update(o.name for o in c.collection.objects)
89                 obj_filters.append(lambda o: o.name in visible_names)
90
91         obj_filter = None
92         if len(obj_filters)==1:
93                 obj_filter = obj_filters[0]
94         if obj_filters:
95                 obj_filter = lambda o: all(f(o) for f in obj_filters)
96
97         return Scene(context.scene, obj_filter)
98
99 def create_scene(scene, *, visible_only=True):
100         obj_filter = None
101
102         if visible_only:
103                 visible_names = set()
104                 for c in get_all_collections(scene.collection):
105                         if not c.hide_viewport:
106                                 visible_names.update(o.name for o in c.objects)
107                 obj_filter = lambda o: o.name in visible_names
108
109         return Scene(scene, obj_filter)
110
111 def create_scene_chain(scene, cache, *, visible_only=True):
112         if cache is None:
113                 cache = {}
114
115         top = None
116         prev = None
117         while scene:
118                 converted = None
119                 if scene.name in cache:
120                         converted = cache[scene.name]
121                 else:
122                         converted = create_scene(scene, visible_only=visible_only)
123                         cache[scene.name] = converted
124
125                 if not top:
126                         top = converted
127                 if prev:
128                         prev.background_set = converted
129
130                 prev = converted
131                 scene = scene.background_set
132
133         return top