armory/blender/arm/lightmapper/utility/cycles/prepare.py
Alexander Kleemann ef8fb21536 Update lightmapper to Blender 2.9+
Finalized update to support Blender 2.9+ as well as new features, fixes and more stability
2021-03-18 18:49:30 +01:00

616 lines
26 KiB
Python

import bpy, math
from . import cache
from .. utility import *
def assemble():
configure_world()
configure_lights()
configure_meshes()
def init(self, prev_container):
store_existing(prev_container)
set_settings()
configure_world()
configure_lights()
configure_meshes(self)
def configure_world():
pass
def configure_lights():
pass
def configure_meshes(self):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Configuring meshes")
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
cache.backup_material_restore(obj)
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
cache.backup_material_rename(obj)
for mat in bpy.data.materials:
if mat.users < 1:
bpy.data.materials.remove(mat)
for mat in bpy.data.materials:
if mat.name.startswith("."):
if "_Original" in mat.name:
bpy.data.materials.remove(mat)
for image in bpy.data.images:
if image.name.endswith("_baked"):
bpy.data.images.remove(image, do_unlink=True)
iterNum = 0
currentIterNum = 0
scene = bpy.context.scene
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
if scene.TLM_SceneProperties.tlm_apply_on_unwrap:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Applying transform to: " + obj.name)
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
obj.hide_select = False #Remember to toggle this back
for slot in obj.material_slots:
if "." + slot.name + '_Original' in bpy.data.materials:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("The material: " + slot.name + " shifted to " + "." + slot.name + '_Original')
slot.material = bpy.data.materials["." + slot.name + '_Original']
#ATLAS
for atlasgroup in scene.TLM_AtlasList:
atlas = atlasgroup.name
atlas_items = []
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.context.scene.objects:
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
uv_layers = obj.data.uv_layers
if not obj.TLM_ObjectProperties.tlm_use_default_channel:
uv_channel = obj.TLM_ObjectProperties.tlm_uv_channel
else:
uv_channel = "UVMap_Lightmap"
if not uv_channel in uv_layers:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("UV map created for object: " + obj.name)
uvmap = uv_layers.new(name=uv_channel)
uv_layers.active_index = len(uv_layers) - 1
else:
print("Existing UV map found for object: " + obj.name)
for i in range(0, len(uv_layers)):
if uv_layers[i].name == 'UVMap_Lightmap':
uv_layers.active_index = i
break
atlas_items.append(obj)
obj.select_set(True)
if atlasgroup.tlm_atlas_lightmap_unwrap_mode == "SmartProject":
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Atlasgroup Smart Project for: " + str(atlas_items))
for obj in atlas_items:
print(obj.name + ": Active UV: " + obj.data.uv_layers[obj.data.uv_layers.active_index].name)
if len(atlas_items) > 0:
bpy.context.view_layer.objects.active = atlas_items[0]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
#API changes in 2.91 causes errors:
if (2, 91, 0) > bpy.app.version:
bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
else:
angle = math.radians(45.0)
bpy.ops.uv.smart_project(angle_limit=angle, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, area_weight=1.0, correct_aspect=True, scale_to_bounds=False)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
elif atlasgroup.tlm_atlas_lightmap_unwrap_mode == "Lightmap":
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.lightmap_pack('EXEC_SCREEN', PREF_CONTEXT='ALL_FACES', PREF_MARGIN_DIV=atlasgroup.tlm_atlas_unwrap_margin)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
elif atlasgroup.tlm_atlas_lightmap_unwrap_mode == "Xatlas":
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Using Xatlas on Atlas Group: " + atlas)
for obj in atlas_items:
obj.select_set(True)
if len(atlas_items) > 0:
bpy.context.view_layer.objects.active = atlas_items[0]
bpy.ops.object.mode_set(mode='EDIT')
Unwrap_Lightmap_Group_Xatlas_2_headless_call(obj)
bpy.ops.object.mode_set(mode='OBJECT')
else:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Copied Existing UV Map for Atlas Group: " + atlas)
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
iterNum = iterNum + 1
for obj in bpy.context.scene.objects:
if obj.name in bpy.context.view_layer.objects: #Possible fix for view layer error
if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
objWasHidden = False
#For some reason, a Blender bug might prevent invisible objects from being smart projected
#We will turn the object temporarily visible
obj.hide_viewport = False
obj.hide_set(False)
currentIterNum = currentIterNum + 1
#Configure selection
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
obs = bpy.context.view_layer.objects
active = obs.active
#Provide material if none exists
preprocess_material(obj, scene)
#UV Layer management here
if not obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
uv_layers = obj.data.uv_layers
if not obj.TLM_ObjectProperties.tlm_use_default_channel:
uv_channel = obj.TLM_ObjectProperties.tlm_uv_channel
else:
uv_channel = "UVMap_Lightmap"
if not uv_channel in uv_layers:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("UV map created for obj: " + obj.name)
uvmap = uv_layers.new(name=uv_channel)
uv_layers.active_index = len(uv_layers) - 1
#If lightmap
if obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "Lightmap":
bpy.ops.uv.lightmap_pack('EXEC_SCREEN', PREF_CONTEXT='ALL_FACES', PREF_MARGIN_DIV=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin)
#If smart project
elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "SmartProject":
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Smart Project B")
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
#API changes in 2.91 causes errors:
if (2, 91, 0) > bpy.app.version:
bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
else:
angle = math.radians(45.0)
bpy.ops.uv.smart_project(angle_limit=angle, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, area_weight=1.0, correct_aspect=True, scale_to_bounds=False)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "Xatlas":
Unwrap_Lightmap_Group_Xatlas_2_headless_call(obj)
elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("ATLAS GROUP: " + obj.TLM_ObjectProperties.tlm_atlas_pointer)
else: #if copy existing
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Copied Existing UV Map for object: " + obj.name)
else:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Existing UV map found for obj: " + obj.name)
for i in range(0, len(uv_layers)):
if uv_layers[i].name == uv_channel:
uv_layers.active_index = i
break
#print(x)
#Sort out nodes
for slot in obj.material_slots:
nodetree = slot.material.node_tree
outputNode = nodetree.nodes[0] #Presumed to be material output node
if(outputNode.type != "OUTPUT_MATERIAL"):
for node in nodetree.nodes:
if node.type == "OUTPUT_MATERIAL":
outputNode = node
break
mainNode = outputNode.inputs[0].links[0].from_node
if mainNode.type not in ['BSDF_PRINCIPLED','BSDF_DIFFUSE','GROUP']:
#TODO! FIND THE PRINCIPLED PBR
self.report({'INFO'}, "The primary material node is not supported. Seeking first principled.")
if len(find_node_by_type(nodetree.nodes, Node_Types.pbr_node)) > 0:
mainNode = find_node_by_type(nodetree.nodes, Node_Types.pbr_node)[0]
else:
self.report({'INFO'}, "No principled found. Seeking diffuse")
if len(find_node_by_type(nodetree.nodes, Node_Types.diffuse)) > 0:
mainNode = find_node_by_type(nodetree.nodes, Node_Types.diffuse)[0]
else:
self.report({'INFO'}, "No supported nodes. Continuing anyway.")
if mainNode.type == 'GROUP':
if mainNode.node_tree != "Armory PBR":
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("The material group is not supported!")
if (mainNode.type == "BSDF_PRINCIPLED"):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("BSDF_Principled")
if scene.TLM_EngineProperties.tlm_directional_mode == "None":
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Directional mode")
if not len(mainNode.inputs[19].links) == 0:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("NOT LEN 0")
ninput = mainNode.inputs[19].links[0]
noutput = mainNode.inputs[19].links[0].from_node
nodetree.links.remove(noutput.outputs[0].links[0])
#Clamp metallic
if bpy.context.scene.TLM_SceneProperties.tlm_metallic_clamp == "limit":
MainMetNodeSocket = mainNode.inputs[4]
if not len(MainMetNodeSocket.links) == 0:
nodes = nodetree.nodes
MetClampNode = nodes.new('ShaderNodeClamp')
MetClampNode.location = (-200,150)
MetClampNode.inputs[2].default_value = 0.9
minput = mainNode.inputs[4].links[0] #Metal input socket
moutput = mainNode.inputs[4].links[0].from_node #Metal output node
nodetree.links.remove(moutput.outputs[0].links[0]) #Works
nodetree.links.new(moutput.outputs[0], MetClampNode.inputs[0]) #minput node to clamp node
nodetree.links.new(MetClampNode.outputs[0],MainMetNodeSocket) #clamp node to metinput
else:
if mainNode.inputs[4].default_value > 0.9:
mainNode.inputs[4].default_value = 0.9
elif bpy.context.scene.TLM_SceneProperties.tlm_metallic_clamp == "zero":
MainMetNodeSocket = mainNode.inputs[4]
if not len(MainMetNodeSocket.links) == 0:
nodes = nodetree.nodes
MetClampNode = nodes.new('ShaderNodeClamp')
MetClampNode.location = (-200,150)
MetClampNode.inputs[2].default_value = 0.0
minput = mainNode.inputs[4].links[0] #Metal input socket
moutput = mainNode.inputs[4].links[0].from_node #Metal output node
nodetree.links.remove(moutput.outputs[0].links[0]) #Works
nodetree.links.new(moutput.outputs[0], MetClampNode.inputs[0]) #minput node to clamp node
nodetree.links.new(MetClampNode.outputs[0],MainMetNodeSocket) #clamp node to metinput
else:
mainNode.inputs[4].default_value = 0.0
if (mainNode.type == "BSDF_DIFFUSE"):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("BSDF_Diffuse")
# if (mainNode.type == "BSDF_DIFFUSE"):
# if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
# print("BSDF_Diffuse")
#TODO FIX THIS PART!
#THIS IS USED IN CASES WHERE FOR SOME REASON THE USER FORGETS TO CONNECT SOMETHING INTO THE OUTPUT MATERIAL
for slot in obj.material_slots:
nodetree = bpy.data.materials[slot.name].node_tree
nodes = nodetree.nodes
#First search to get the first output material type
for node in nodetree.nodes:
if node.type == "OUTPUT_MATERIAL":
mainNode = node
break
#Fallback to get search
if not mainNode.type == "OUTPUT_MATERIAL":
mainNode = nodetree.nodes.get("Material Output")
#Last resort to first node in list
if not mainNode.type == "OUTPUT_MATERIAL":
mainNode = nodetree.nodes[0].inputs[0].links[0].from_node
# for node in nodes:
# if "LM" in node.name:
# nodetree.links.new(node.outputs[0], mainNode.inputs[0])
# for node in nodes:
# if "Lightmap" in node.name:
# nodes.remove(node)
def preprocess_material(obj, scene):
if len(obj.material_slots) == 0:
single = False
number = 0
while single == False:
matname = obj.name + ".00" + str(number)
if matname in bpy.data.materials:
single = False
number = number + 1
else:
mat = bpy.data.materials.new(name=matname)
mat.use_nodes = True
obj.data.materials.append(mat)
single = True
#We copy the existing material slots to an ordered array, which corresponds to the slot index
matArray = []
for slot in obj.material_slots:
matArray.append(slot.name)
obj["TLM_PrevMatArray"] = matArray
#We check and safeguard against NoneType
for slot in obj.material_slots:
if slot.material is None:
matName = obj.name + ".00" + str(0)
bpy.data.materials.new(name=matName)
slot.material = bpy.data.materials[matName]
slot.material.use_nodes = True
for slot in obj.material_slots:
cache.backup_material_copy(slot)
mat = slot.material
if mat.users > 1:
copymat = mat.copy()
slot.material = copymat
#SOME ATLAS EXCLUSION HERE?
ob = obj
for slot in ob.material_slots:
#If temporary material already exists
if slot.material.name.endswith('_temp'):
continue
n = slot.material.name + '_' + ob.name + '_temp'
if not n in bpy.data.materials:
slot.material = slot.material.copy()
slot.material.name = n
#Add images for baking
img_name = obj.name + '_baked'
#Resolution is object lightmap resolution divided by global scaler
if scene.TLM_EngineProperties.tlm_setting_supersample == "2x":
supersampling_scale = 2
elif scene.TLM_EngineProperties.tlm_setting_supersample == "4x":
supersampling_scale = 4
else:
supersampling_scale = 1
if (obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA" and obj.TLM_ObjectProperties.tlm_atlas_pointer != ""):
atlas_image_name = obj.TLM_ObjectProperties.tlm_atlas_pointer + "_baked"
res = int(scene.TLM_AtlasList[obj.TLM_ObjectProperties.tlm_atlas_pointer].tlm_atlas_lightmap_resolution) / int(scene.TLM_EngineProperties.tlm_resolution_scale) * int(supersampling_scale)
#If image not in bpy.data.images or if size changed, make a new image
if atlas_image_name not in bpy.data.images or bpy.data.images[atlas_image_name].size[0] != res or bpy.data.images[atlas_image_name].size[1] != res:
img = bpy.data.images.new(img_name, res, res, alpha=True, float_buffer=True)
num_pixels = len(img.pixels)
result_pixel = list(img.pixels)
for i in range(0,num_pixels,4):
if scene.TLM_SceneProperties.tlm_override_bg_color:
result_pixel[i+0] = scene.TLM_SceneProperties.tlm_override_color[0]
result_pixel[i+1] = scene.TLM_SceneProperties.tlm_override_color[1]
result_pixel[i+2] = scene.TLM_SceneProperties.tlm_override_color[2]
else:
result_pixel[i+0] = 0.0
result_pixel[i+1] = 0.0
result_pixel[i+2] = 0.0
result_pixel[i+3] = 1.0
img.pixels = result_pixel
img.name = atlas_image_name
else:
img = bpy.data.images[atlas_image_name]
for slot in obj.material_slots:
mat = slot.material
mat.use_nodes = True
nodes = mat.node_tree.nodes
if "Baked Image" in nodes:
img_node = nodes["Baked Image"]
else:
img_node = nodes.new('ShaderNodeTexImage')
img_node.name = 'Baked Image'
img_node.location = (100, 100)
img_node.image = img
img_node.select = True
nodes.active = img_node
else:
res = int(obj.TLM_ObjectProperties.tlm_mesh_lightmap_resolution) / int(scene.TLM_EngineProperties.tlm_resolution_scale) * int(supersampling_scale)
#If image not in bpy.data.images or if size changed, make a new image
if img_name not in bpy.data.images or bpy.data.images[img_name].size[0] != res or bpy.data.images[img_name].size[1] != res:
img = bpy.data.images.new(img_name, res, res, alpha=True, float_buffer=True)
num_pixels = len(img.pixels)
result_pixel = list(img.pixels)
for i in range(0,num_pixels,4):
if scene.TLM_SceneProperties.tlm_override_bg_color:
result_pixel[i+0] = scene.TLM_SceneProperties.tlm_override_color[0]
result_pixel[i+1] = scene.TLM_SceneProperties.tlm_override_color[1]
result_pixel[i+2] = scene.TLM_SceneProperties.tlm_override_color[2]
else:
result_pixel[i+0] = 0.0
result_pixel[i+1] = 0.0
result_pixel[i+2] = 0.0
result_pixel[i+3] = 1.0
img.pixels = result_pixel
img.name = img_name
else:
img = bpy.data.images[img_name]
for slot in obj.material_slots:
mat = slot.material
mat.use_nodes = True
nodes = mat.node_tree.nodes
if "Baked Image" in nodes:
img_node = nodes["Baked Image"]
else:
img_node = nodes.new('ShaderNodeTexImage')
img_node.name = 'Baked Image'
img_node.location = (100, 100)
img_node.image = img
img_node.select = True
nodes.active = img_node
def set_settings():
scene = bpy.context.scene
cycles = scene.cycles
scene.render.engine = "CYCLES"
sceneProperties = scene.TLM_SceneProperties
engineProperties = scene.TLM_EngineProperties
cycles.device = scene.TLM_EngineProperties.tlm_mode
if cycles.device == "GPU":
scene.render.tile_x = 256
scene.render.tile_y = 256
else:
scene.render.tile_x = 32
scene.render.tile_y = 32
if engineProperties.tlm_quality == "0":
cycles.samples = 32
cycles.max_bounces = 1
cycles.diffuse_bounces = 1
cycles.glossy_bounces = 1
cycles.transparent_max_bounces = 1
cycles.transmission_bounces = 1
cycles.volume_bounces = 1
cycles.caustics_reflective = False
cycles.caustics_refractive = False
elif engineProperties.tlm_quality == "1":
cycles.samples = 64
cycles.max_bounces = 2
cycles.diffuse_bounces = 2
cycles.glossy_bounces = 2
cycles.transparent_max_bounces = 2
cycles.transmission_bounces = 2
cycles.volume_bounces = 2
cycles.caustics_reflective = False
cycles.caustics_refractive = False
elif engineProperties.tlm_quality == "2":
cycles.samples = 512
cycles.max_bounces = 2
cycles.diffuse_bounces = 2
cycles.glossy_bounces = 2
cycles.transparent_max_bounces = 2
cycles.transmission_bounces = 2
cycles.volume_bounces = 2
cycles.caustics_reflective = False
cycles.caustics_refractive = False
elif engineProperties.tlm_quality == "3":
cycles.samples = 1024
cycles.max_bounces = 256
cycles.diffuse_bounces = 256
cycles.glossy_bounces = 256
cycles.transparent_max_bounces = 256
cycles.transmission_bounces = 256
cycles.volume_bounces = 256
cycles.caustics_reflective = False
cycles.caustics_refractive = False
elif engineProperties.tlm_quality == "4":
cycles.samples = 2048
cycles.max_bounces = 512
cycles.diffuse_bounces = 512
cycles.glossy_bounces = 512
cycles.transparent_max_bounces = 512
cycles.transmission_bounces = 512
cycles.volume_bounces = 512
cycles.caustics_reflective = True
cycles.caustics_refractive = True
else: #Custom
pass
def store_existing(prev_container):
scene = bpy.context.scene
cycles = scene.cycles
selected = []
for obj in bpy.context.scene.objects:
if obj.select_get():
selected.append(obj.name)
prev_container["settings"] = [
cycles.samples,
cycles.max_bounces,
cycles.diffuse_bounces,
cycles.glossy_bounces,
cycles.transparent_max_bounces,
cycles.transmission_bounces,
cycles.volume_bounces,
cycles.caustics_reflective,
cycles.caustics_refractive,
cycles.device,
scene.render.engine,
bpy.context.view_layer.objects.active,
selected,
[scene.render.resolution_x, scene.render.resolution_y]
]