99135b0674
using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
186 lines
5.3 KiB
Python
186 lines
5.3 KiB
Python
#!BPY
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"""
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Name: 'Self Shadow VCols (AO)...'
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Blender: 241
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Group: 'VertexPaint'
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Tooltip: 'Generate Fake Ambient Occlusion with vertex colors.'
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"""
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__author__ = ["Campbell Barton"]
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__url__ = ("blender", "elysiun", "http://members.iinet.net.au/~cpbarton/ideasman/")
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__version__ = "0.1"
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__bpydoc__ = """\
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Self Shadow
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This usript uses the angles between faces to shade the mesh,
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and optionaly blur the shading to remove artifacts from spesific edges.
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"""
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell J Barton
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from Blender import Scene, Draw, sys, Window, Mathutils, Mesh
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import BPyMesh
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def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY):
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Window.WaitCursor(1)
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DotVecs = Mathutils.DotVecs
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Ang= Mathutils.AngleBetweenVecs
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BPyMesh.meshCalcNormals(me)
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vert_tone= [0.0] * len(me.verts)
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vert_tone_count= [0] * len(me.verts)
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min_tone=0
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max_tone=0
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for i, f in enumerate(me.faces):
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fc= f.cent
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fno = f.no
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for v in f.v:
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vno=v.no # get a scaled down normal.
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dot= DotVecs(vno, v.co) - DotVecs(vno, fc)
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vert_tone_count[v.index]+=1
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try:
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a= Ang(vno, fno)
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except:
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continue
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# Convex
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if dot>0:
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a= min(PREF_CLAMP_CONVEX, a)
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if not PREF_SHADOW_ONLY:
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vert_tone[v.index] += a
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else:
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a= min(PREF_CLAMP_CONCAVE, a)
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vert_tone[v.index] -= a
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# average vert_tone_list into vert_tonef
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for i, tones in enumerate(vert_tone):
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if vert_tone_count[i]:
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vert_tone[i] = vert_tone[i] / vert_tone_count[i]
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# BLUR TONE
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edge_lengths= [ ed.length for ed in me.edges]
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for i in xrange(PREF_BLUR_ITERATIONS):
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orig_vert_tone= list(vert_tone)
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for ii, ed in enumerate(me.edges):
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i1= ed.v1.index
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i2= ed.v2.index
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l= edge_lengths[ii]
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f=1.0
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if l > PREF_MIN_EDLEN and l < PREF_BLUR_RADIUS:
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f= l/PREF_BLUR_RADIUS
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len_vert_tone_list_i1 = vert_tone_count[i1]
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len_vert_tone_list_i2 = vert_tone_count[i2]
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if not len_vert_tone_list_i1: len_vert_tone_list_i1=1
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if not len_vert_tone_list_i2: len_vert_tone_list_i2=1
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val1= (orig_vert_tone[i2]/len_vert_tone_list_i1)/ f
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val2= (orig_vert_tone[i1]/len_vert_tone_list_i2)/ f
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vert_tone[i1]+= val1
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vert_tone[i2]+= val2
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min_tone= min(vert_tone)
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max_tone= max(vert_tone)
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#print min_tone, max_tone
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tone_range= max_tone-min_tone
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if max_tone==min_tone:
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return
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for f in me.faces:
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if not PREF_SEL_ONLY or f.sel:
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f_col= f.col
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for i, v in enumerate(f):
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col= f_col[i]
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tone= vert_tone[v.index]
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tone= (tone-min_tone)/tone_range
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col.r= int(tone*col.r)
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col.g= int(tone*col.g)
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col.b= int(tone*col.b)
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Window.WaitCursor(0)
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def main():
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scn= Scene.GetCurrent()
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ob= scn.getActiveObject()
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if not ob or ob.getType() != 'Mesh':
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Draw.PupMenu('Error, no active mesh object, aborting.')
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return
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me= ob.getData(mesh=1)
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PREF_BLUR_ITERATIONS= Draw.Create(1)
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PREF_BLUR_RADIUS= Draw.Create(0.05)
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PREF_MIN_EDLEN= Draw.Create(0.01)
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PREF_CLAMP_CONCAVE= Draw.Create(90)
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PREF_CLAMP_CONVEX= Draw.Create(20)
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PREF_SHADOW_ONLY= Draw.Create(0)
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PREF_SEL_ONLY= Draw.Create(0)
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pup_block= [\
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'Post AO Blur',\
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(' Iterations:', PREF_BLUR_ITERATIONS, 0, 40, 'Number times to blur the colors. (higher blurs more)'),\
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(' Blur Radius:', PREF_BLUR_RADIUS, 0.01, 40.0, 'How much distance effects blur transfur (higher blurs more).'),\
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(' Min EdgeLen:', PREF_MIN_EDLEN, 0.00001, 1.0, 'Minimim edge length to blur (very low values can cause errors).'),\
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'Angle Clipping',\
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(' Highlight Angle:', PREF_CLAMP_CONVEX, 0, 180, 'Less then 180 limits the angle used in the tonal range.'),\
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(' Shadow Angle:', PREF_CLAMP_CONCAVE, 0, 180, 'Less then 180 limits the angle used in the tonal range.'),\
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('Shadow Only', PREF_SHADOW_ONLY, 'Dont calculate highlights for convex areas.'),\
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('Sel Faces Only', PREF_SEL_ONLY, 'Only apply to UV/Face selected faces (mix vpain/uvface select).'),\
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]
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if not Draw.PupBlock('SelfShadow...', pup_block):
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return
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PREF_BLUR_ITERATIONS= PREF_BLUR_ITERATIONS.val
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PREF_BLUR_RADIUS= PREF_BLUR_RADIUS.val
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PREF_MIN_EDLEN= PREF_MIN_EDLEN.val
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PREF_CLAMP_CONCAVE= PREF_CLAMP_CONCAVE.val
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PREF_CLAMP_CONVEX= PREF_CLAMP_CONVEX.val
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PREF_SHADOW_ONLY= PREF_SHADOW_ONLY.val
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PREF_SEL_ONLY= PREF_SEL_ONLY.val
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if not me.faceUV:
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me.faceUV= 1
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t= sys.time()
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vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY)
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print 'done in %.6f' % (sys.time()-t)
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if __name__=='__main__':
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main()
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