diff options
Diffstat (limited to 'io_mesh_uv_layout/export_uv_png.py')
-rw-r--r-- | io_mesh_uv_layout/export_uv_png.py | 223 |
1 files changed, 93 insertions, 130 deletions
diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py index b556c982..8aa61151 100644 --- a/io_mesh_uv_layout/export_uv_png.py +++ b/io_mesh_uv_layout/export_uv_png.py @@ -19,133 +19,96 @@ # <pep8-80 compliant> import bpy - - -def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func): - filepath = fw.__self__.name - fw.__self__.close() - - material_solids = [bpy.data.materials.new("uv_temp_solid") - for i in range(max(1, len(mesh_source.materials)))] - - material_wire = bpy.data.materials.new("uv_temp_wire") - - scene = bpy.data.scenes.new("uv_temp") - mesh = bpy.data.meshes.new("uv_temp") - for mat_solid in material_solids: - mesh.materials.append(mat_solid) - - polys_source = mesh_source.polygons - - # get unique UV's in case there are many overlapping - # which slow down filling. - face_hash = {(uvs, polys_source[i].material_index) - for i, uvs in face_iter_func()} - - # now set the faces coords and locations - # build mesh data - mesh_new_vertices = [] - mesh_new_materials = [] - mesh_new_polys_startloop = [] - mesh_new_polys_totloop = [] - mesh_new_loops_vertices = [] - - current_vert = 0 - - for uvs, mat_idx in face_hash: - num_verts = len(uvs) - dummy = (0.0,) * num_verts - for uv in uvs: - mesh_new_vertices += (uv[0], uv[1], 0.0) - mesh_new_polys_startloop.append(current_vert) - mesh_new_polys_totloop.append(num_verts) - mesh_new_loops_vertices += range(current_vert, - current_vert + num_verts) - mesh_new_materials.append(mat_idx) - current_vert += num_verts - - mesh.vertices.add(current_vert) - mesh.loops.add(current_vert) - mesh.polygons.add(len(mesh_new_polys_startloop)) - - mesh.vertices.foreach_set("co", mesh_new_vertices) - mesh.loops.foreach_set("vertex_index", mesh_new_loops_vertices) - mesh.polygons.foreach_set("loop_start", mesh_new_polys_startloop) - mesh.polygons.foreach_set("loop_total", mesh_new_polys_totloop) - mesh.polygons.foreach_set("material_index", mesh_new_materials) - - mesh.update(calc_edges=True) - - obj_solid = bpy.data.objects.new("uv_temp_solid", mesh) - obj_wire = bpy.data.objects.new("uv_temp_wire", mesh) - base_solid = scene.objects.link(obj_solid) - base_wire = scene.objects.link(obj_wire) - base_solid.layers[0] = True - base_wire.layers[0] = True - - # place behind the wire - obj_solid.location = 0, 0, -1 - - obj_wire.material_slots[0].link = 'OBJECT' - obj_wire.material_slots[0].material = material_wire - - # setup the camera - cam = bpy.data.cameras.new("uv_temp") - cam.type = 'ORTHO' - cam.ortho_scale = 1.0 - obj_cam = bpy.data.objects.new("uv_temp_cam", cam) - obj_cam.location = 0.5, 0.5, 1.0 - scene.objects.link(obj_cam) - scene.camera = obj_cam - - # setup materials - for i, mat_solid in enumerate(material_solids): - if mesh_source.materials and mesh_source.materials[i]: - mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color - - mat_solid.use_shadeless = True - mat_solid.use_transparency = True - mat_solid.alpha = opacity - - material_wire.type = 'WIRE' - material_wire.use_shadeless = True - material_wire.diffuse_color = 0, 0, 0 - material_wire.use_transparency = True - - # scene render settings - scene.render.use_raytrace = False - scene.render.alpha_mode = 'TRANSPARENT' - scene.render.image_settings.color_mode = 'RGBA' - - scene.render.resolution_x = image_width - scene.render.resolution_y = image_height - scene.render.resolution_percentage = 100 - - if image_width > image_height: - scene.render.pixel_aspect_y = image_width / image_height - elif image_width < image_height: - scene.render.pixel_aspect_x = image_height / image_width - - scene.frame_start = 1 - scene.frame_end = 1 - - scene.render.image_settings.file_format = 'PNG' - scene.render.filepath = filepath - - scene.update() - - data_context = {"blend_data": bpy.context.blend_data, "scene": scene} - bpy.ops.render.render(data_context, write_still=True) - - # cleanup - bpy.data.scenes.remove(scene, do_unlink=True) - bpy.data.objects.remove(obj_cam, do_unlink=True) - bpy.data.objects.remove(obj_solid, do_unlink=True) - bpy.data.objects.remove(obj_wire, do_unlink=True) - - bpy.data.cameras.remove(cam, do_unlink=True) - bpy.data.meshes.remove(mesh, do_unlink=True) - - bpy.data.materials.remove(material_wire, do_unlink=True) - for mat_solid in material_solids: - bpy.data.materials.remove(mat_solid, do_unlink=True) +import gpu +import bgl +from mathutils import Vector, Matrix +from mathutils.geometry import tessellate_polygon +from gpu_extras.batch import batch_for_shader + +def export(filepath, face_data, colors, width, height, opacity): + offscreen = gpu.types.GPUOffScreen(width, height) + offscreen.bind() + + try: + bgl.glClear(bgl.GL_COLOR_BUFFER_BIT) + draw_image(face_data, opacity) + + pixel_data = get_pixel_data_from_current_back_buffer(width, height) + save_pixels(filepath, pixel_data, width, height) + finally: + offscreen.unbind() + offscreen.free() + +def draw_image(face_data, opacity): + bgl.glLineWidth(1) + bgl.glEnable(bgl.GL_BLEND) + bgl.glEnable(bgl.GL_LINE_SMOOTH) + bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST) + + with gpu.matrix.push_pop(): + gpu.matrix.load_matrix(get_normalize_uvs_matrix()) + gpu.matrix.load_projection_matrix(Matrix.Identity(4)) + + draw_background_colors(face_data, opacity) + draw_lines(face_data) + + bgl.glDisable(bgl.GL_BLEND) + bgl.glDisable(bgl.GL_LINE_SMOOTH) + +def get_normalize_uvs_matrix(): + '''matrix maps x and y coordinates from [0, 1] to [-1, 1]''' + matrix = Matrix.Identity(4) + matrix.col[3][0] = -1 + matrix.col[3][1] = -1 + matrix[0][0] = 2 + matrix[1][1] = 2 + return matrix + +def draw_background_colors(face_data, opacity): + coords = [uv for uvs, _ in face_data for uv in uvs] + colors = [(*color, opacity) for uvs, color in face_data for _ in range(len(uvs))] + + indices = [] + offset = 0 + for uvs, _ in face_data: + triangles = tessellate_uvs(uvs) + indices.extend([index + offset for index in triangle] for triangle in triangles) + offset += len(uvs) + + shader = gpu.shader.from_builtin('2D_FLAT_COLOR') + batch = batch_for_shader(shader, 'TRIS', + {"pos" : coords, + "color" : colors}, + indices=indices) + batch.draw(shader) + +def tessellate_uvs(uvs): + return tessellate_polygon([[Vector(uv) for uv in uvs]]) + +def draw_lines(face_data): + coords = [] + for uvs, _ in face_data: + for i in range(len(uvs)): + start = uvs[i] + end = uvs[(i+1) % len(uvs)] + coords.append((start[0], start[1])) + coords.append((end[0], end[1])) + + shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') + batch = batch_for_shader(shader, 'LINES', {"pos" : coords}) + shader.bind() + shader.uniform_float("color", (0, 0, 0, 1)) + batch.draw(shader) + +def get_pixel_data_from_current_back_buffer(width, height): + buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4) + bgl.glReadBuffer(bgl.GL_BACK) + bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer) + return buffer + +def save_pixels(filepath, pixel_data, width, height): + image = bpy.data.images.new("temp", width, height, alpha=True) + image.filepath = filepath + image.pixels = [v / 255 for v in pixel_data] + image.save() + bpy.data.images.remove(image) |