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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
import bpy
# maybe we could also just use the svg exporter, import it again
# and render it. Unfortunately the svg importer does not work atm.
def export(filepath, face_data, colors, width, height, opacity):
aspect = width / height
# curves for lines
lines = curve_from_uvs(face_data, aspect, 1 / min(width, height))
lines_object = bpy.data.objects.new("temp_lines_object", lines)
black_material = make_colored_material((0, 0, 0))
lines.materials.append(black_material)
# background mesh
background_mesh = background_mesh_from_uvs(face_data, colors, aspect, opacity)
background_object = bpy.data.objects.new("temp_background_object", background_mesh)
background_object.location = (0, 0, -1)
# camera
camera = bpy.data.cameras.new("temp_camera")
camera_object = bpy.data.objects.new("temp_camera_object", camera)
camera.type = "ORTHO"
camera.ortho_scale = max(1, aspect)
camera_object.location = (aspect / 2, 0.5, 1)
camera_object.rotation_euler = (0, 0, 0)
# scene
scene = bpy.data.scenes.new("temp_scene")
scene.render.engine = "BLENDER_EEVEE"
scene.render.resolution_x = width
scene.render.resolution_y = height
scene.render.image_settings.color_mode = "RGBA"
scene.render.alpha_mode = "TRANSPARENT"
scene.render.filepath = filepath
# Link everything to the scene
scene.collection.objects.link(lines_object)
scene.collection.objects.link(camera_object)
scene.collection.objects.link(background_object)
scene.camera = camera_object
# Render
override = {"scene" : scene}
bpy.ops.render.render(override, write_still=True)
# Cleanup
bpy.data.objects.remove(lines_object)
bpy.data.objects.remove(camera_object)
bpy.data.objects.remove(background_object)
for material in background_mesh.materials:
bpy.data.materials.remove(material)
bpy.data.meshes.remove(background_mesh)
bpy.data.cameras.remove(camera)
bpy.data.curves.remove(lines)
bpy.data.materials.remove(black_material)
bpy.data.scenes.remove(scene)
def curve_from_uvs(face_data, aspect, thickness):
lines = bpy.data.curves.new("temp_curve", "CURVE")
lines.fill_mode = "BOTH"
lines.bevel_depth = thickness
lines.offset = -thickness / 2
lines.dimensions = "3D"
for uvs, _ in face_data:
for i in range(len(uvs)):
start = uvs[i]
end = uvs[(i+1) % len(uvs)]
spline = lines.splines.new("POLY")
# one point is already there
spline.points.add(count=1)
points = spline.points
points[0].co.x = start[0] * aspect
points[0].co.y = start[1]
points[1].co.x = end[0] * aspect
points[1].co.y = end[1]
return lines
def background_mesh_from_uvs(face_data, colors, aspect, opacity):
mesh = bpy.data.meshes.new("temp_background")
vertices = []
polygons = []
for uvs, _ in face_data:
polygon = []
for uv in uvs:
polygon.append(len(vertices))
vertices.append((uv[0] * aspect, uv[1], 0))
polygons.append(tuple(polygon))
mesh.from_pydata(vertices, [], polygons)
materials, material_index_by_color = make_polygon_background_materials(colors, opacity)
for material in materials:
mesh.materials.append(material)
for generated_polygon, (_, color) in zip(mesh.polygons, face_data):
generated_polygon.material_index = material_index_by_color[color]
mesh.update()
mesh.validate()
return mesh
def make_polygon_background_materials(colors, opacity=1):
materials = []
material_index_by_color = {}
for i, color in enumerate(colors):
material = make_colored_material(color, opacity)
materials.append(material)
material_index_by_color[color] = i
return materials, material_index_by_color
def make_colored_material(color, opacity=1):
material = bpy.data.materials.new("temp_material")
material.use_nodes = True
material.blend_method = "BLEND"
tree = material.node_tree
tree.nodes.clear()
output_node = tree.nodes.new("ShaderNodeOutputMaterial")
emission_node = tree.nodes.new("ShaderNodeEmission")
emission_node.inputs["Color"].default_value = [color[0], color[1], color[2], opacity]
tree.links.new(emission_node.outputs["Emission"], output_node.inputs["Surface"])
return material
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