blender/release/scripts/image_billboard.py
2007-09-08 12:09:51 +00:00

281 lines
7.6 KiB
Python

#!BPY
"""
Name: 'Billboard Render on Active'
Blender: 242
Group: 'Image'
Tooltip: 'Selected objects and lamps to rendered faces on the act mesh'
"""
__author__= "Campbell Barton"
__url__= ["blender", "blenderartist"]
__version__= "1.0"
__bpydoc__= """\
Render Billboard Script
This can texture a simple billboard mesh from any number of selected objects.
Renders objects in the selection to quad faces on the active mesh.
Usage
* Light your model or enable the shadless flag so it is visible
* Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh)
* Select the model and any lamps that light it
* Select the billboard mesh so that it is active
* Run this script, Adjust settings such as image size or oversampling.
* Select a place to save the PNG image.
* Once the script has finished running return to the 3d view by pressing Shift+F5
* To see the newly applied textures change the drawtype to 'Textured Solid'
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton 2006
#
# 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 *****
# --------------------------------------------------------------------------
import Blender as B
import BPyMathutils
import bpy
import BPyRender
from Blender.Scene import Render
import os
Vector= B.Mathutils.Vector
def alpha_mat(image):
# returns a material useable for
mtl= bpy.data.materials.new()
mtl.mode |= (B.Material.Modes.SHADELESS | B.Material.Modes.ZTRANSP | B.Material.Modes.FULLOSA )
mtl.alpha= 0.0 # so image sets the alpha
tex= bpy.data.textures.new()
tex.type= B.Texture.Types.IMAGE
image.antialias = True
tex.setImageFlags('InterPol', 'UseAlpha')
tex.setExtend('Clip')
tex.image= image
mtl.setTexture(0, tex, B.Texture.TexCo.UV, B.Texture.MapTo.COL | B.Texture.MapTo.ALPHA)
return mtl
# PupBlock Settings
GLOBALS= {}
PREF_RES= B.Draw.Create(512)
PREF_TILE_RES= B.Draw.Create(256)
PREF_AA = B.Draw.Create(1)
PREF_ALPHA= B.Draw.Create(1)
PREF_Z_OFFSET = B.Draw.Create(10.0)
PREF_IMG_PACK= B.Draw.Create(1)
def save_billboard(PREF_IMAGE_PATH):
B.Window.WaitCursor(1)
# remove png, add it later
PREF_IMAGE_PATH= PREF_IMAGE_PATH.replace('.png', '')
ob_sel= GLOBALS['ob_sel']
me_ob = GLOBALS['me_ob']
me_data = GLOBALS['me_data']
time= B.sys.time()
me_mat= me_ob.matrixWorld
# Render images for all faces
face_data= [] # Store faces, images etc
boxes2Pack= []
me_data.faceUV= True
for i, f in enumerate(me_data.faces):
no= f.no
# Offset the plane by the zoffset on the faces normal
plane= [v.co * me_mat for v in f]
# Horizontal stacking, make sure 0,1 and 2,3 are the longest
if\
(plane[0]-plane[1]).length + (plane[2]-plane[3]).length < \
(plane[1]-plane[2]).length + (plane[3]-plane[0]).length:
plane.append(plane.pop(0))
rot90= True
else:
rot90= False
#plane.reverse()
no= B.Mathutils.QuadNormal(*plane)
plane= [v + no*PREF_Z_OFFSET.val for v in plane]
cent= (plane[0]+plane[1]+plane[2]+plane[3] ) /4.0
camera_matrix= BPyMathutils.plane2mat(plane)
tmp_path= '%s_%d' % (PREF_IMAGE_PATH, i)
img= BPyRender.imageFromObjectsOrtho(ob_sel, tmp_path, PREF_TILE_RES.val, PREF_TILE_RES.val, PREF_AA.val, PREF_ALPHA.val, camera_matrix)
img.reload()
#img.pack() # se we can keep overwriting the path
#img.filename= ""
if not PREF_IMG_PACK.val:
f.mode |= B.Mesh.FaceModes.TEX
f.image = img
f.uv=Vector(0,1), Vector(0,0), Vector(1,0), Vector(1,1)
if PREF_ALPHA.val:
f.transp |= B.Mesh.FaceTranspModes.ALPHA
else:
w= ((plane[0]-plane[1]).length + (plane[2]-plane[3]).length)/2
h= ((plane[1]-plane[2]).length + (plane[3]-plane[0]).length)/2
face_data.append( (f, img, rot90) )
boxes2Pack.append( [0.0,0.0,h, w, i] )
if PREF_IMG_PACK.val:
# pack the quads into a square
packWidth, packHeight = B.Geometry.BoxPack2D(boxes2Pack)
render_obs= []
# Add geometry to the mesh
for box in boxes2Pack:
i= box[4]
orig_f, img, rot90= face_data[i]
# New Mesh and Object
render_mat= alpha_mat(img)
render_me= bpy.data.meshes.new()
render_ob= B.Object.New('Mesh')
render_me.materials= [render_mat]
render_ob.link(render_me)
render_obs.append(render_ob)
# Add verts clockwise from the bottom left.
_x= box[0] / packWidth
_y= box[1] / packHeight
_w= box[2] / packWidth
_h= box[3] / packHeight
render_me.verts.extend([\
Vector(_x, _y, 0),\
Vector(_x, _y +_h, 0),\
Vector(_x + _w, _y +_h, 0),\
Vector(_x + _w, _y, 0),\
])
render_me.faces.extend(list(render_me.verts))
render_me.faceUV= True
# target_face= render_me.faces[-1]
# TEXFACE isnt used because of the renderign engine cant to alpha's for texdface.
#target_face.image= img
#target_face.mode |= B.Mesh.FaceModes.TEX
# Set the UV's, we need to flip them HOZ?
uv1, uv2, uv3, uv4= orig_f.uv
uv3.x= uv4.x= _x+_w
uv1.x= uv2.x= _x
uv2.y= uv3.y= _y+_h
uv1.y= uv4.y= _y
if rot90:
orig_f.uv= Vector(uv4), Vector(uv1), Vector(uv2), Vector(uv3)
target_image= BPyRender.imageFromObjectsOrtho(render_obs, PREF_IMAGE_PATH, PREF_RES.val, PREF_RES.val, PREF_AA.val, PREF_ALPHA.val, None)
# Set to the 1 image.
for f in me_data.faces:
f.image= target_image
if PREF_ALPHA.val:
f.transp |= B.Mesh.FaceTranspModes.ALPHA
# Free the images data and remove
for data in face_data:
img= data[1]
os.remove(img.filename)
img.reload()
# Finish pack
me_data.update()
me_ob.makeDisplayList()
B.Window.WaitCursor(0)
print '%.2f secs taken' % (B.sys.time()-time)
def main():
scn= bpy.data.scenes.active
ob_sel= list(scn.objects.context)
PREF_KEEP_ASPECT= False
# Error Checking
if len(ob_sel) < 2:
B.Draw.PupMenu("Error%t|Select 2 mesh objects")
return
me_ob= scn.objects.active
if not me_ob:
B.Draw.PupMenu("Error%t|No active mesh selected.")
try:
ob_sel.remove(me_ob)
except:
pass
if me_ob.type != 'Mesh':
B.Draw.PupMenu("Error%t|Active Object must be a mesh to write billboard images too")
return
me_data= me_ob.getData(mesh=1)
for f in me_data.faces:
if len(f) != 4:
B.Draw.PupMenu("Error%t|Active mesh must have only quads")
return
# Get user input
block = [\
'Image Pixel Size',\
("Packed Size: ", PREF_RES, 128, 2048, "Pixel width and height to render the billboard to"),\
("Tile Size: ", PREF_TILE_RES, 64, 1024, "Pixel width and height for each tile to render to"),\
'Render Settings',\
("Pack Final", PREF_IMG_PACK , "Pack all images into 1 image"),\
("Oversampling", PREF_AA , "Higher quality woth extra sampling"),\
("Alpha Clipping", PREF_ALPHA , "Render empty areas as transparent"),\
("Cam ZOffset: ", PREF_Z_OFFSET, 0.1, 100, "Distance to place the camera away from the quad when rendering")\
]
if not B.Draw.PupBlock("Billboard Render", block):
return
# Set globals
GLOBALS['ob_sel'] = ob_sel
GLOBALS['me_ob'] = me_ob
GLOBALS['me_data'] = me_data
B.Window.FileSelector(save_billboard, 'SAVE BILLBOARD', B.sys.makename(ext='.png'))
if __name__=='__main__':
main()