]> git.tdb.fi Git - libs/gl.git/commitdiff
Add support for exporting vertex colors
authorMikko Rasa <tdb@tdb.fi>
Sun, 21 Mar 2021 16:15:02 +0000 (18:15 +0200)
committerMikko Rasa <tdb@tdb.fi>
Sun, 21 Mar 2021 22:44:03 +0000 (00:44 +0200)
blender/io_mspgl/export_mesh.py
blender/io_mspgl/mesh.py

index a6501bc64bdfd4e58350c65e24f3803a7b6766a6..0d27a71cdf6c2b1e57121a2e064bec4d5067b9bb 100644 (file)
@@ -64,6 +64,8 @@ class MeshExporter:
                statements = resource.statements
 
                st = Statement("vertices", Token("NORMAL3"))
+               if mesh.vertices[0].color:
+                       st.append(Token("COLOR4_UBYTE"))
                if mesh.uv_layers:
                        for u in mesh.uv_layers:
                                size = str(len(u.uvs[0]))
@@ -79,6 +81,7 @@ class MeshExporter:
                st.append(Token("VERTEX3"))
 
                normal = None
+               color = None
                uvs = [None]*len(mesh.uv_layers)
                tan = None
                bino = None
@@ -87,6 +90,9 @@ class MeshExporter:
                        if v.normal!=normal:
                                st.sub.append(Statement("normal", *v.normal))
                                normal = v.normal
+                       if v.color!=color:
+                               st.sub.append(Statement("color", *v.color))
+                               color = v.color
                        for i, u in enumerate(mesh.uv_layers):
                                if v.uvs[i]!=uvs[i]:
                                        if u.unit==0:
index f5665256b2eeced61c654abc329d4849e45d82cf..da5e76aaf34ed259d48ff5f3a0b872c32f36cdda 100644 (file)
@@ -56,6 +56,7 @@ class Vertex:
                self.index = vertex.index
                self.co = mathutils.Vector(vertex.co)
                self.normal = mathutils.Vector(vertex.normal)
+               self.color = None
                self.flag = False
                self.edges = []
                self.faces = []
@@ -142,6 +143,12 @@ class UvLayer:
                                self.hidden = True
 
 
+class ColorLayer:
+       def __init__(self, l):
+               self.name = l.name
+               self.colors = [c.color[:] for c in l.data]
+
+
 class Mesh:
        def __init__(self, mesh):
                self.name = mesh.name
@@ -187,6 +194,10 @@ class Mesh:
                                if self.uv_layers[0].unit!=0:
                                        self.uv_layers = []
 
+               self.colors = None
+               if mesh.vertex_colors:
+                       self.colors = ColorLayer(mesh.vertex_colors[0])
+
                # Rewrite links between elements to point to cloned data, or create links
                # where they don't exist
                edge_map = {e.key: e for e in self.edges}
@@ -242,6 +253,15 @@ class Mesh:
                for i, u in enumerate(self.uv_layers):
                        u.uvs += other.uv_layers[i].uvs
 
+               if self.colors:
+                       if other.colors:
+                               self.colors.colors += other.colors.colors
+                       else:
+                               self.colors.colors += [(1.0, 1.0, 1.0, 1.0)]*len(other.loops)
+               elif other.colors:
+                       self.colors = ColorLayer(other.colors.name)
+                       self.colors.colors = [(1.0, 1.0, 1.0, 1.0)]*len(self.loops)+other.colors.colors
+
                offset = len(self.vertices)
                self.vertices += other.vertices
                for v in self.vertices[offset:]:
@@ -453,6 +473,19 @@ class Mesh:
                        else:
                                v.uvs = [(0.0, 0.0)]*len(self.uv_layers)
 
+       def prepare_colors(self, progress):
+               if not self.colors:
+                       return
+
+               self.split_vertices(self.find_color_group, progress)
+
+               for v in self.vertices:
+                       if v.faces:
+                               f = v.faces[0]
+                               v.color = self.colors.colors[f.get_loop_index(v)]
+                       else:
+                               v.color = (1.0, 1.0, 1.0, 1.0)
+
        def split_vertices(self, find_group_func, progress, *args):
                vertex_count = len(self.vertices)
                for i in range(vertex_count):
@@ -539,6 +572,18 @@ class Mesh:
 
                return group
 
+       def find_color_group(self, vertex, face):
+               color = self.colors.colors[face.get_loop_index(vertex)]
+               face.flag = True
+
+               group = [face]
+               for f in vertex.faces:
+                       if not f.flag and self.colors.colors[f.get_loop_index(vertex)]==color:
+                               f.flag = True
+                               group.append(f)
+
+               return group
+
        def compute_normals(self, progress):
                for i, v in enumerate(self.vertices):
                        v.normal = mathutils.Vector()
@@ -782,9 +827,11 @@ def create_mesh_from_object(context, obj, progress, *, material_map=None):
        mesh.prepare_smoothing(progress)
        progress.set_task("Vertex groups", 0.5, 0.6)
        mesh.prepare_vertex_groups(obj)
-       progress.set_task("Preparing UVs", 0.6, 0.8)
+       progress.set_task("Preparing UVs", 0.6, 0.75)
        mesh.prepare_uv(progress)
-       progress.set_task("Render sequence", 0.8, 1.0)
+       progress.set_task("Preparing vertex colors", 0.75, 0.85)
+       mesh.prepare_colors(progress)
+       progress.set_task("Render sequence", 0.85, 1.0)
        mesh.prepare_sequence(progress)
 
        progress.pop_task()