From: Mikko Rasa Date: Sun, 21 Mar 2021 16:15:02 +0000 (+0200) Subject: Add support for exporting vertex colors X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=f398c65c9e741ca4919a0770e096c15e8d33c1c2 Add support for exporting vertex colors --- diff --git a/blender/io_mspgl/export_mesh.py b/blender/io_mspgl/export_mesh.py index a6501bc6..0d27a71c 100644 --- a/blender/io_mspgl/export_mesh.py +++ b/blender/io_mspgl/export_mesh.py @@ -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: diff --git a/blender/io_mspgl/mesh.py b/blender/io_mspgl/mesh.py index f5665256..da5e76aa 100644 --- a/blender/io_mspgl/mesh.py +++ b/blender/io_mspgl/mesh.py @@ -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()