271 lines
10 KiB
Python
271 lines
10 KiB
Python
import bpy
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from math import log
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from .material import Material
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from .objects import make_object_data_cache, Mesh, DistantDiskLamp
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from .util import escape_name, mat2str, ExportCancelled
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from .world import World, Camera
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from . import bl_info
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class IndentedWriter:
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def __init__(self, file_handle):
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self.f = file_handle
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self.indent_level = 0
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self.indent_size = 4
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def indent(self):
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self.indent_level += self.indent_size
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def unindent(self):
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self.indent_level -= self.indent_size
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if self.indent_level < 0:
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self.indent_level = 0
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def write(self, text, do_indent=True):
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if do_indent:
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self.f.write(bytes(' '*self.indent_level + text, "utf-8"))
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else:
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self.f.write(bytes(text, "utf-8"))
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class PsychoExporter:
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def __init__(self, f, render_engine, depsgraph):
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self.w = IndentedWriter(f)
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self.render_engine = render_engine
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self.depsgraph = depsgraph
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self.scene = depsgraph.scene
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self.view_layer = depsgraph.view_layer
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# For camera data.
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res_x = int(self.scene.render.resolution_x * (self.scene.render.resolution_percentage / 100))
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res_y = int(self.scene.render.resolution_y * (self.scene.render.resolution_percentage / 100))
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self.camera = Camera(render_engine, depsgraph.scene.camera, float(res_x) / float(res_y))
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# For world data.
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self.world = World(render_engine, depsgraph)
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# For all objects except sun lamps.
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self.object_data = {} # name -> cached_data
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self.instances = {} # instance_id -> [object_data_name, transform_list]
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# For all sun lamps.
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self.sun_lamp_data = {} # name -> cached_data
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self.sun_lamp_instances = {} # instance_id -> [sun_lamp_data_name, transform_list]
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# For all materials.
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self.materials = {} # name -> cached_data
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# Motion blur segments are rounded down to a power of two.
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if self.scene.psychopath.motion_blur_segments > 0:
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self.time_samples = (2**int(log(self.scene.psychopath.motion_blur_segments, 2))) + 1
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else:
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self.time_samples = 1
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# pre-calculate useful values for exporting motion blur.
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self.shutter_start = self.scene.psychopath.shutter_start
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self.shutter_diff = (self.scene.psychopath.shutter_end - self.scene.psychopath.shutter_start) / max(1, (self.time_samples-1))
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self.fr = self.scene.frame_current
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def set_frame(self, frame, fraction):
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if fraction >= 0:
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self.scene.frame_set(frame, fraction)
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else:
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self.scene.frame_set(frame-1, 1.0+fraction)
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def export_psy(self):
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try:
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self._export_psy()
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except ExportCancelled:
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# Cleanup
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self.scene.frame_set(self.fr)
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return False
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else:
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# Cleanup
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self.scene.frame_set(self.fr)
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return True
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def _export_psy(self):
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# Info
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self.w.write("# Exported from Blender {} with PsychoBlend {}.{}.{}\n".format(
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bpy.app.version_string,
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bl_info["version"][0],
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bl_info["version"][1],
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bl_info["version"][2],
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))
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# Scene begin
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self.w.write("\n\nScene $%s_fr%d {\n" % (escape_name(self.scene.name), self.fr))
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self.w.indent()
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#------------------------------------------------------
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# Output section.
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self.w.write("Output {\n")
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self.w.indent()
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self.w.write('Path [""]\n')
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self.w.unindent()
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self.w.write("}\n")
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#------------------------------------------------------
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# RenderSettings section.
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self.w.write("RenderSettings {\n")
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self.w.indent()
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res_x = int(self.scene.render.resolution_x * (self.scene.render.resolution_percentage / 100))
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res_y = int(self.scene.render.resolution_y * (self.scene.render.resolution_percentage / 100))
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self.w.write('Resolution [%d %d]\n' % (res_x, res_y))
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self.w.write("SamplesPerPixel [%d]\n" % self.scene.psychopath.spp)
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self.w.write("DicingRate [%f]\n" % self.scene.psychopath.dicing_rate)
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self.w.write('Seed [%d]\n' % self.fr)
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self.w.unindent()
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self.w.write("}\n")
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#------------------------------------------------------
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# Collect materials.
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# TODO: handle situations where there are more than one
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# material with the same name. This can happen through
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# library linking.
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for inst in self.depsgraph.object_instances:
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ob = inst.object
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if ob.type in ['MESH']:
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for ms in ob.material_slots:
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if ms.material != None:
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if ms.material.name not in self.materials:
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self.materials[ms.material.name] = Material(self.render_engine, self.depsgraph, ms.material)
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#------------------------------------------------------
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# Collect world and object data.
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try:
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for i in range(self.time_samples):
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# Check if render is cancelled
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if self.render_engine.test_break():
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raise ExportCancelled()
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subframe = self.shutter_start + (self.shutter_diff*i)
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time = self.fr + subframe
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self.depsgraph.scene.frame_set(self.fr, subframe=subframe)
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self.depsgraph.update()
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# Collect camera and world data.
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self.camera.take_sample(self.render_engine, self.depsgraph, time)
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self.world.take_sample(self.render_engine, self.depsgraph, time)
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# Collect renderable objects.
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collected_objs = set() # Names of the objects whose data has already been collected.
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for inst in self.depsgraph.object_instances:
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# Check if render is cancelled
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if self.render_engine.test_break():
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raise ExportCancelled()
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if inst.object.type not in ['MESH', 'LIGHT']:
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continue
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# We use this a couple of times, so make a shorthand.
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is_sun_lamp = inst.object.type == 'LIGHT' and inst.object.data.type == 'SUN'
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# TODO: handle situations where there are more than one
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# object with the same name. This can happen through
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# library linking.
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# Get a unique id for the instance. This is surprisingly
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# tricky, because the instance's "persistent_id" property
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# isn't globally unique, as I would have expected from
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# the documentation.
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id = None
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if inst.is_instance:
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id = (
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hash((inst.object.name, inst.parent.name)),
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# Has to be turned into a tuple, otherwise it doesn't
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# work as part of the ID for some reason.
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tuple(inst.persistent_id),
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)
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else:
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id = inst.object.name
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# Save the instance transforms.
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if is_sun_lamp:
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if id not in self.sun_lamp_instances:
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self.sun_lamp_instances[id] = [inst.object.name, [inst.matrix_world.copy()]]
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else:
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self.sun_lamp_instances[id][1] += [inst.matrix_world.copy()]
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else:
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if id not in self.instances:
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self.instances[id] = [inst.object.name, [inst.matrix_world.copy()]]
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else:
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self.instances[id][1] += [inst.matrix_world.copy()]
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# Save the object data if it hasn't already been saved.
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if inst.object.name not in collected_objs:
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collected_objs.add(inst.object.name)
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if is_sun_lamp:
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if inst.object.name not in self.sun_lamp_data:
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self.sun_lamp_data[inst.object.name] = DistantDiskLamp(self.render_engine, self.depsgraph, inst.object, inst.object.name)
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self.sun_lamp_data[inst.object.name].take_sample(self.render_engine, self.depsgraph, inst.object, time)
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else:
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if inst.object.name not in self.object_data:
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self.object_data[inst.object.name] = make_object_data_cache(self.render_engine, self.depsgraph, inst.object, inst.object.name)
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self.object_data[inst.object.name].take_sample(self.render_engine, self.depsgraph, inst.object, time)
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#------------------------------------------------------
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# Export world and object data.
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self.camera.export(self.render_engine, self.w)
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self.world.export(self.render_engine, self.w)
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self.w.write("Assembly {\n")
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self.w.indent()
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# Export materials.
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for name in self.materials:
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self.materials[name].export(self.render_engine, self.w)
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# Export objects.
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for name in self.object_data:
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self.object_data[name].export(self.render_engine, self.w)
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# Export instances.
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for id in self.instances:
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[obj_name, xforms] = self.instances[id]
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self.render_engine.update_stats("", "Psychopath: Exporting %s instance" % obj_name)
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prefix = str(hex(hash(id)))
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name = "inst_{}__{}".format(prefix, escape_name(obj_name))
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self.w.write("Instance {\n")
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self.w.indent()
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self.w.write("Data [${}]\n".format(escape_name(obj_name)))
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for mat in xforms:
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self.w.write("Transform [{}]\n".format(mat2str(mat)))
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self.w.unindent()
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self.w.write("}\n")
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self.w.unindent()
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self.w.write("}\n")
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finally:
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#------------------------------------------------------
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# Cleanup collected data.
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self.camera.cleanup()
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self.world.cleanup()
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for data in self.sun_lamp_data:
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self.sun_lamp_data[data].cleanup()
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for data in self.object_data:
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self.object_data[data].cleanup()
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# Scene end
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self.w.unindent()
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self.w.write("}\n")
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