2016-02-08 14:58:55 +01:00
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import bpy
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from bpy.types import NodeTree, Node, NodeSocket
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from bpy.props import *
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import os
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import json
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2016-06-07 09:38:49 +02:00
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import write_probes
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2016-02-08 14:58:55 +01:00
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def register():
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pass
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#bpy.utils.register_module(__name__)
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def unregister():
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pass
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#bpy.utils.unregister_module(__name__)
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# Generating world resources
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class Object:
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def to_JSON(self):
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2016-04-20 19:35:22 +02:00
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if bpy.data.worlds[0].CGMinimize == True:
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return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
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else:
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return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
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2016-02-08 14:58:55 +01:00
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2016-02-08 17:28:05 +01:00
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def buildNodeTrees(shader_references, asset_references):
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2016-02-08 14:58:55 +01:00
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s = bpy.data.filepath.split(os.path.sep)
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s.pop()
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fp = os.path.sep.join(s)
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os.chdir(fp)
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# Make sure Assets dir exists
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if not os.path.exists('Assets/generated/materials'):
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os.makedirs('Assets/generated/materials')
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# Export world nodes
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for world in bpy.data.worlds:
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2016-02-08 17:28:05 +01:00
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buildNodeTree(world.name, world.node_tree, shader_references, asset_references)
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2016-02-08 14:58:55 +01:00
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2016-02-08 17:28:05 +01:00
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def buildNodeTree(world_name, node_group, shader_references, asset_references):
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2016-02-08 14:58:55 +01:00
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output = Object()
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res = Object()
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output.material_resources = [res]
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path = 'Assets/generated/materials/'
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material_name = world_name.replace('.', '_') + '_material'
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res.id = material_name
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res.shader = 'env_map/env_map'
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context = Object()
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res.contexts = [context]
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context.id = 'env_map'
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context.bind_constants = []
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texture = Object()
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context.bind_textures = [texture]
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texture.id = 'envmap'
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texture.name = ''
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2016-06-03 17:18:38 +02:00
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bpy.data.worlds[0].world_defs = ''
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2016-02-08 14:58:55 +01:00
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for node in node_group.nodes:
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2016-02-08 17:28:05 +01:00
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# Env map included
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2016-05-25 00:13:44 +02:00
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if node.type == 'TEX_ENVIRONMENT': # Just look for env texture for now
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2016-06-07 09:38:49 +02:00
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image_name = node.image.name # With extension
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2016-04-08 11:05:55 +02:00
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texture.name = image_name.rsplit('.', 1)[0] # Remove extension
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2016-02-08 17:28:05 +01:00
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# Add resources to khafie
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asset_references.append('compiled/ShaderResources/env_map/env_map.json')
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shader_references.append('compiled/Shaders/env_map/env_map')
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2016-06-07 09:38:49 +02:00
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2016-02-13 14:22:04 +01:00
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# Generate prefiltered envmaps
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2016-04-08 16:17:57 +02:00
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bpy.data.cameras[0].world_envtex_name = texture.name
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2016-06-03 17:18:38 +02:00
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disable_hdr = image_name.endswith('.jpg')
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2016-06-07 09:38:49 +02:00
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mip_count = bpy.data.cameras[0].world_envtex_num_mips
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mip_count = write_probes.write_probes(image_name, disable_hdr, mip_count)
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bpy.data.cameras[0].world_envtex_num_mips = mip_count
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2016-06-03 17:18:38 +02:00
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# Append envtex define
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bpy.data.worlds[0].world_defs += '_EnvTex'
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# Append LDR define
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if disable_hdr:
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bpy.data.worlds[0].world_defs += '_LDR'
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2016-05-25 00:13:44 +02:00
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# Extract environment strength
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if node.type == 'BACKGROUND':
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bpy.data.cameras[0].world_envtex_strength = node.inputs[1].default_value
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2016-06-03 17:18:38 +02:00
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if node.type == 'TEX_SKY':
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bpy.data.worlds[0].world_defs += '_EnvSky'
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2016-06-07 09:38:49 +02:00
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# Enable probes
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num_probes = 0
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for cam in bpy.data.cameras:
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if cam.is_probe:
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num_probes += 1
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bpy.data.worlds[0].world_defs += '_Probe' + str(num_probes)
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2016-02-08 14:58:55 +01:00
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with open(path + material_name + '.json', 'w') as f:
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f.write(output.to_JSON())
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