Welcome to mirror list, hosted at ThFree Co, Russian Federation.

vertexpaint_selfshadow_ao.py « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 31306ecaef81c1c2097fc4fc9a31236360fe196d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
#!BPY
"""
Name: 'Self Shadow VCols (AO)...'
Blender: 241
Group: 'VertexPaint'
Tooltip: 'Generate Fake Ambient Occlusion with vertex colors.'
"""

__author__ = ["Campbell Barton"]
__url__ = ("blender", "elysiun", "http://members.iinet.net.au/~cpbarton/ideasman/")
__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 BPyMesh


def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY):
	Window.WaitCursor(1)
	DotVecs = Mathutils.DotVecs
	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= DotVecs(vno, v.co) - DotVecs(vno, 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]


	# BLUR TONE
	edge_lengths= [ ed.length for ed in me.edges]
	
	for i in xrange(PREF_BLUR_ITERATIONS):
		orig_vert_tone= list(vert_tone)
		for ii, ed in enumerate(me.edges):
			i1= ed.v1.index
			i2= ed.v2.index
			l= edge_lengths[ii]
			
			f=1.0
			if l > PREF_MIN_EDLEN and l < PREF_BLUR_RADIUS:
				f= l/PREF_BLUR_RADIUS
				
				len_vert_tone_list_i1 = vert_tone_count[i1]
				len_vert_tone_list_i2 = vert_tone_count[i2]
					
				if not len_vert_tone_list_i1: len_vert_tone_list_i1=1
				if not len_vert_tone_list_i2: len_vert_tone_list_i2=1
				
				val1= (orig_vert_tone[i2]/len_vert_tone_list_i1)/ f
				val2= (orig_vert_tone[i1]/len_vert_tone_list_i2)/ f
				
				vert_tone[i1]+= val1
				vert_tone[i2]+= val2
	

	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
	SELFLAG= Mesh.FaceFlags.SELECT
	for f in me.faces:
		if not PREF_SEL_ONLY or f.flag & SELFLAG:
			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():
	scn= Scene.GetCurrent()
	ob= scn.getActiveObject()
	
	if not ob or ob.getType() != 'Mesh':
		Draw.PupMenu('Error, no active mesh object, aborting.')
		return
	
	me= ob.getData(mesh=1)
	
	PREF_BLUR_ITERATIONS= Draw.Create(1)	
	PREF_BLUR_RADIUS= Draw.Create(0.05)
	PREF_MIN_EDLEN= Draw.Create(0.01)
	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',\
	('  Iterations:', PREF_BLUR_ITERATIONS, 0, 40, 'Number times to blur the colors. (higher blurs more)'),\
	('  Blur Radius:', PREF_BLUR_RADIUS, 0.01, 40.0, 'How much distance effects blur transfur (higher blurs more).'),\
	('  Min EdgeLen:', PREF_MIN_EDLEN, 0.00001, 1.0, 'Minimim edge length to blur (very low values can cause errors).'),\
	'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
	
	PREF_BLUR_ITERATIONS= PREF_BLUR_ITERATIONS.val
	PREF_BLUR_RADIUS= PREF_BLUR_RADIUS.val
	PREF_MIN_EDLEN= PREF_MIN_EDLEN.val
	PREF_CLAMP_CONCAVE= PREF_CLAMP_CONCAVE.val
	PREF_CLAMP_CONVEX= PREF_CLAMP_CONVEX.val
	PREF_SHADOW_ONLY= PREF_SHADOW_ONLY.val
	PREF_SEL_ONLY= PREF_SEL_ONLY.val
	
	if not me.faceUV:
		me.faceUV= 1
	
	t= sys.time()
	vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY)
	print 'done in %.6f' % (sys.time()-t)
if __name__=='__main__':
	main()