]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/export_scene.py
Make it possible to set up and export some common effects in Blender
[libs/gl.git] / blender / io_mspgl / export_scene.py
index 0557073ce826bffbf26960e606afed90fc624cf2..a069af2a60d6fafa88313705e6b743a43267320d 100644 (file)
@@ -1,5 +1,7 @@
 import math
 import os
+import itertools
+import mathutils
 
 class SceneExporter:
        def export_to_file(self, context, out_fn, *, selected_only=False, visible_only=True, collection=True, skip_existing=True):
@@ -131,21 +133,82 @@ class SceneExporter:
 
                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")
 
-               self.add_content_steps(seq_res, "content", lighting_res, main_tags)
+               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")
@@ -193,3 +256,38 @@ class SceneExporter:
                        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)