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Diffstat (limited to 'release/scripts/vertexpaint_selfshadow_ao.py')
-rw-r--r--release/scripts/vertexpaint_selfshadow_ao.py186
1 files changed, 0 insertions, 186 deletions
diff --git a/release/scripts/vertexpaint_selfshadow_ao.py b/release/scripts/vertexpaint_selfshadow_ao.py
deleted file mode 100644
index 3554e016f79..00000000000
--- a/release/scripts/vertexpaint_selfshadow_ao.py
+++ /dev/null
@@ -1,186 +0,0 @@
-#!BPY
-"""
-Name: 'Self Shadow VCols (AO)...'
-Blender: 245
-Group: 'VertexPaint'
-Tooltip: 'Generate Fake Ambient Occlusion with vertex colors.'
-"""
-
-__author__ = "Campbell Barton aka ideasman42"
-__url__ = ["www.blender.org", "blenderartists.org", "www.python.org"]
-__version__ = "0.1"
-__bpydoc__ = """\
-
-Self Shadow
-
-This usript uses the angles between faces to shade the mesh,
-and optionaly blur the shading to remove artifacts from spesific edges.
-"""
-
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-# Script copyright (C) Campbell J Barton
-#
-# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#
-# ***** END GPL LICENCE BLOCK *****
-# --------------------------------------------------------------------------
-
-from Blender import Scene, Draw, sys, Window, Mathutils, Mesh
-import bpy
-import BPyMesh
-
-
-def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_STRENGTH, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY):
- Window.WaitCursor(1)
- Ang= Mathutils.AngleBetweenVecs
-
- BPyMesh.meshCalcNormals(me)
-
- vert_tone= [0.0] * len(me.verts)
- vert_tone_count= [0] * len(me.verts)
-
- min_tone=0
- max_tone=0
-
- for i, f in enumerate(me.faces):
- fc= f.cent
- fno = f.no
-
- for v in f.v:
- vno=v.no # get a scaled down normal.
-
- dot= vno.dot(v.co) - vno.dot(fc)
- vert_tone_count[v.index]+=1
- try:
- a= Ang(vno, fno)
- except:
- continue
-
- # Convex
- if dot>0:
- a= min(PREF_CLAMP_CONVEX, a)
- if not PREF_SHADOW_ONLY:
- vert_tone[v.index] += a
- else:
- a= min(PREF_CLAMP_CONCAVE, a)
- vert_tone[v.index] -= a
-
- # average vert_tone_list into vert_tonef
- for i, tones in enumerate(vert_tone):
- if vert_tone_count[i]:
- vert_tone[i] = vert_tone[i] / vert_tone_count[i]
-
-
- # Below we use edges to blur along so the edges need counting, not the faces
- vert_tone_count= [0] * len(me.verts)
- for ed in me.edges:
- vert_tone_count[ed.v1.index] += 1
- vert_tone_count[ed.v2.index] += 1
-
-
- # Blur tone
- blur = PREF_BLUR_STRENGTH
- blur_inv = 1.0 - PREF_BLUR_STRENGTH
-
- for i in xrange(PREF_BLUR_ITERATIONS):
-
- # backup the original tones
- orig_vert_tone= list(vert_tone)
-
- for ed in me.edges:
-
- i1= ed.v1.index
- i2= ed.v2.index
-
- val1= (orig_vert_tone[i2]*blur) + (orig_vert_tone[i1]*blur_inv)
- val2= (orig_vert_tone[i1]*blur) + (orig_vert_tone[i2]*blur_inv)
-
- # Apply the ton divided by the number of faces connected
- vert_tone[i1]+= val1 / max(vert_tone_count[i1], 1)
- vert_tone[i2]+= val2 / max(vert_tone_count[i2], 1)
-
-
- min_tone= min(vert_tone)
- max_tone= max(vert_tone)
-
- #print min_tone, max_tone
-
- tone_range= max_tone-min_tone
- if max_tone==min_tone:
- return
-
- for f in me.faces:
- if not PREF_SEL_ONLY or f.sel:
- f_col= f.col
- for i, v in enumerate(f):
- col= f_col[i]
- tone= vert_tone[v.index]
- tone= (tone-min_tone)/tone_range
-
- col.r= int(tone*col.r)
- col.g= int(tone*col.g)
- col.b= int(tone*col.b)
-
- Window.WaitCursor(0)
-
-def main():
- sce= bpy.data.scenes.active
- ob= sce.objects.active
-
- if not ob or ob.type != 'Mesh':
- Draw.PupMenu('Error, no active mesh object, aborting.')
- return
-
- me= ob.getData(mesh=1)
-
- PREF_BLUR_ITERATIONS= Draw.Create(1)
- PREF_BLUR_STRENGTH= Draw.Create(0.5)
- PREF_CLAMP_CONCAVE= Draw.Create(90)
- PREF_CLAMP_CONVEX= Draw.Create(20)
- PREF_SHADOW_ONLY= Draw.Create(0)
- PREF_SEL_ONLY= Draw.Create(0)
- pup_block= [\
- 'Post AO Blur',\
- ('Strength:', PREF_BLUR_STRENGTH, 0, 1, 'Blur strength per iteration'),\
- ('Iterations:', PREF_BLUR_ITERATIONS, 0, 40, 'Number times to blur the colors. (higher blurs more)'),\
- 'Angle Clipping',\
- ('Highlight Angle:', PREF_CLAMP_CONVEX, 0, 180, 'Less then 180 limits the angle used in the tonal range.'),\
- ('Shadow Angle:', PREF_CLAMP_CONCAVE, 0, 180, 'Less then 180 limits the angle used in the tonal range.'),\
- ('Shadow Only', PREF_SHADOW_ONLY, 'Dont calculate highlights for convex areas.'),\
- ('Sel Faces Only', PREF_SEL_ONLY, 'Only apply to UV/Face selected faces (mix vpain/uvface select).'),\
- ]
-
- if not Draw.PupBlock('SelfShadow...', pup_block):
- return
-
- if not me.vertexColors:
- me.vertexColors= 1
-
- t= sys.time()
- vertexFakeAO(me, PREF_BLUR_ITERATIONS.val, \
- PREF_BLUR_STRENGTH.val, \
- PREF_CLAMP_CONCAVE.val, \
- PREF_CLAMP_CONVEX.val, \
- PREF_SHADOW_ONLY.val, \
- PREF_SEL_ONLY.val)
-
- if ob.modifiers:
- me.update()
-
- print 'done in %.6f' % (sys.time()-t)
-if __name__=='__main__':
- main()
-