#!BPY
"""
Name: 'VRM'
-Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script'
+Blender: 242
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
"""
__author__ = "Antonio Ospite"
-__url__ = ["blender"]
+__url__ = ["http://vrm.projects.blender.org"]
__version__ = "0.3"
__bpydoc__ = """\
#
# Things TODO for a next release:
# - Switch to the Mesh structure, should be considerably faster
-# (partially done, but cannot sort faces, yet)
+# (partially done, but with Mesh we cannot sort faces, yet)
# - Use a better depth sorting algorithm
# - Review how selections are made (this script uses selection states of
# primitives to represent visibility infos)
# - Implement clipping of primitives and do handle object intersections.
# (for now only clipping for whole objects is supported).
-# - Implement Edge Styles (silhouettes, contours, etc.)
+# - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
# - Implement Edge coloring
# - Use multiple lighting sources in color calculation
-# - Implement Shading Styles?
-# - Use another representation for the 2D projection?
+# - Implement Shading Styles? (for now we use Flat Shading).
+# - Use a data structure other than Mesh to represent the 2D image?
# Think to a way to merge adjacent polygons that have the same color.
-# - Add other Vector Writers.
+# Or a way to use paths for silhouettes and contours.
+# - Add Vector Writers other that SVG.
+# - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+# not support SMIL for animations)
+# - FIX the issue with negative scales in object tranformations!
#
# ---------------------------------------------------------------------
#
# Some global settings
-PRINT_POLYGONS = True
-PRINT_EDGES = False
-SHOW_HIDDEN_EDGES = False
-EDGES_WIDTH = 0.5
+class config:
+ polygons = dict()
+ polygons['FILL'] = True
+ polygons['STYLE'] = None
+ # Hidden to the user for now
+ polygons['EXPANSION_TRICK'] = True
-POLYGON_EXPANSION_TRICK = True
+ edges = dict()
+ edges['SHOW'] = True
+ edges['SHOW_HIDDEN'] = False
+ edges['STYLE'] = 'silhouette'
+ edges['WIDTH'] = 2
-RENDER_ANIMATION = False
+ output = dict()
+ output['FORMAT'] = 'SVG'
+ output['ANIMATION'] = False
+ output['MERGED_OBJECTS'] = True
+
+
+
+# ---------------------------------------------------------------------
+#
+## Utility Mesh class
+#
+# ---------------------------------------------------------------------
+class MeshUtils:
+
+ def getEdgeAdjacentFaces(edge, mesh):
+ """Get the faces adjacent to a given edge.
+
+ There can be 0, 1 or more (usually 2) faces adjacent to an edge.
+ """
+ adjface_list = []
+
+ for f in mesh.faces:
+ if (edge.v1 in f.v) and (edge.v2 in f.v):
+ adjface_list.append(f)
+
+ return adjface_list
+
+ def isVisibleEdge(e, mesh):
+ """Normal edge selection rule.
+
+ An edge is visible if _any_ of its adjacent faces is selected.
+ Note: if the edge has no adjacent faces we want to show it as well,
+ useful for "edge only" portion of objects.
+ """
+
+ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+ if len(adjacent_faces) == 0:
+ return True
+
+ selected_faces = [f for f in adjacent_faces if f.sel]
+
+ if len(selected_faces) != 0:
+ return True
+ else:
+ return False
+
+ def isSilhouetteEdge(e, mesh):
+ """Silhuette selection rule.
+
+ An edge is a silhuette edge if it is shared by two faces with
+ different selection status or if it is a boundary edge of a selected
+ face.
+ """
+
+ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+ if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or
+ (len(adjacent_faces) == 2 and
+ adjacent_faces[0].sel != adjacent_faces[1].sel)
+ ):
+ return True
+ else:
+ return False
+
+ def toonShading(u):
+
+ levels = 2
+ texels = 2*levels - 1
+ map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0]
+
+ v = 1.0
+ for i in range(0, len(map)-1):
+ pivot = (map[i]+map[i+1])/2.0
+ j = int(u>pivot)
+
+ v = map[i+j]
+
+ if v<map[i+1]:
+ return v
+
+ return v
+
+
+ getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
+ isVisibleEdge = staticmethod(isVisibleEdge)
+ isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+ toonShading = staticmethod(toonShading)
-# Does not work in batch mode!!
-#OPTIMIZE_FOR_SPACE = True
# ---------------------------------------------------------------------
return m
+
# ---------------------------------------------------------------------
#
-## 2DObject representation class
+## 2D Object representation class
#
# ---------------------------------------------------------------------
self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
(framenumber, framestyle) )
+
for obj in Objects:
if(obj.getType() != 'Mesh'):
for face in mesh.faces:
if not face.sel:
- continue
+ continue
self.file.write("<polygon points=\"")
# Convert the color to the #RRGGBB form
str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+ # Handle transparent polygons
+ opacity_string = ""
+ if color[3] != 255:
+ opacity = float(color[3])/255.0
+ opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
+
self.file.write("\tstyle=\"fill:" + str_col + ";")
- if POLYGON_EXPANSION_TRICK:
+ self.file.write(opacity_string)
+ if config.polygons['EXPANSION_TRICK']:
self.file.write(" stroke:" + str_col + ";")
self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
self.file.write(" stroke-linecap:round;stroke-linejoin:round")
hidden_stroke_style = ""
- # Consider an edge selected if both vertices are selected
- if e.v1.sel == 0 or e.v2.sel == 0:
+ if e.sel == 0:
if showHiddenEdges == False:
continue
else:
#
# ---------------------------------------------------------------------
+# A dictionary to collect all the different edge styles and their edge
+# selection criteria
+edgeSelectionStyles = {
+ 'normal': MeshUtils.isVisibleEdge,
+ 'silhouette': MeshUtils.isSilhouetteEdge
+ }
+
+# A dictionary to collect the supported output formats
+outputWriters = {
+ 'SVG': SVGVectorWriter,
+ }
+
+
class Renderer:
"""Render a scene viewed from a given camera.
# Render from the currently active camera
self.cameraObj = self._SCENE.getCurrentCamera()
- print dir(self._SCENE)
+
+ # Get a projector for this camera.
+ # NOTE: the projector wants object in world coordinates,
+ # so we should remember to apply modelview transformations
+ # _before_ we do projection transformations.
+ self.proj = Projector(self.cameraObj, self.canvasRatio)
# Get the list of lighting sources
obj_lst = self._SCENE.getChildren()
self.lights = [ o for o in obj_lst if o.getType() == 'Lamp']
+ # When there are no lights we use a default lighting source
+ # that have the same position of the camera
if len(self.lights) == 0:
l = Lamp.New('Lamp')
lobj = Object.New('Lamp')
+ lobj.loc = self.cameraObj.loc
lobj.link(l)
self.lights.append(lobj)
for f in range(startFrame, endFrame+1):
context.currentFrame(f)
- renderedScene = self.doRenderScene(self._SCENE)
+ # Use some temporary workspace, a full copy of the scene
+ inputScene = self._SCENE.copy(2)
+
+ print "Before"
+
+ try:
+ renderedScene = self.doRenderScene(inputScene)
+ except:
+ self._SCENE.makeCurrent()
+ Scene.unlink(inputScene)
+ del inputScene
+
outputWriter.printCanvas(renderedScene,
- doPrintPolygons = PRINT_POLYGONS,
- doPrintEdges = PRINT_EDGES,
- showHiddenEdges = SHOW_HIDDEN_EDGES)
+ doPrintPolygons = config.polygons['FILL'],
+ doPrintEdges = config.edges['SHOW'],
+ showHiddenEdges = config.edges['SHOW_HIDDEN'])
+ print "After"
+
# clear the rendered scene
self._SCENE.makeCurrent()
Scene.unlink(renderedScene)
context.currentFrame(currentFrame)
- def doRenderScene(self, inputScene):
+ def doRenderScene(self, workScene):
"""Control the rendering process.
Here we control the entire rendering process invoking the operation
needed to transform and project the 3D scene in two dimensions.
"""
- # Use some temporary workspace, a full copy of the scene
- workScene = inputScene.copy(2)
-
- # Get a projector for this scene.
- # NOTE: the projector wants object in world coordinates,
- # so we should apply modelview transformations _before_
- # projection transformations
- proj = Projector(self.cameraObj, self.canvasRatio)
-
# global processing of the scene
self._doConvertGeometricObjToMesh(workScene)
self._doSceneClipping(workScene)
- # FIXME: does not work in batch mode!
- #if OPTIMIZE_FOR_SPACE:
- # self._joinMeshObjectsInScene(workScene)
+
+ # XXX: Joining objects does not work in batch mode!!
+ # Do not touch the following if, please :)
+
+ global OPTIMIZE_FOR_SPACE
+ if Blender.mode == 'background':
+ print "\nWARNING! Joining objects not supported in background mode!\n"
+ OPTIMIZE_FOR_SPACE = False
+
+ if OPTIMIZE_FOR_SPACE:
+ self._joinMeshObjectsInScene(workScene)
+
self._doSceneDepthSorting(workScene)
print "Rendering: ", obj.getName()
- mesh = obj.data
+ mesh = obj.getData()
self._doModelToWorldCoordinates(mesh, obj.matrix)
self._doObjectDepthSorting(mesh)
+ # We use both Mesh and NMesh because for depth sorting we change
+ # face order and Mesh class don't let us to do that.
+ mesh.update()
+ mesh = obj.getData(mesh=1)
+
self._doBackFaceCulling(mesh)
self._doColorAndLighting(mesh)
- # TODO: 'style' can be a function that determine
- # if an edge should be showed?
- self._doEdgesStyle(mesh, style=None)
+ self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE])
- self._doProjection(mesh, proj)
+ self._doProjection(mesh, self.proj)
# Update the object data, important! :)
mesh.update()
scene.link(obj)
scene.unlink(old_obj)
- # Mesh Cleanup
- me = obj.getData(mesh=1)
- for f in me.faces: f.sel = 1;
- for v in me.verts: v.sel = 1;
- me.remDoubles(0)
- me.triangleToQuad()
- me.recalcNormals()
- me.update()
+
+ # XXX Workaround for Text and Curve which have some normals
+ # inverted when they are converted to Mesh, REMOVE that when
+ # blender will fix that!!
+ if old_obj.getType() in ['Curve', 'Text']:
+ me = obj.getData(mesh=1)
+ for f in me.faces: f.sel = 1;
+ for v in me.verts: v.sel = 1;
+ me.remDoubles(0)
+ me.triangleToQuad()
+ me.recalcNormals()
+ me.update()
+
def _doSceneClipping(self, scene):
"""Clip objects against the View Frustum.
def _joinMeshObjectsInScene(self, scene):
"""Merge all the Mesh Objects in a scene into a single Mesh Object.
"""
+
+ oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
+
+ # FIXME: Object.join() do not work if the list contains 1 object
+ if len(oList) == 1:
+ return
+
mesh = Mesh.New()
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
- oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
bigObj.join(oList)
scene.link(bigObj)
for o in oList:
This step is done simply applying to the object its tranformation
matrix and recalculating its normals.
"""
+ # XXX FIXME: blender do not transform normals in the right way when
+ # there are negative scale values
+ if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0:
+ print "WARNING: Negative scales, expect incorrect results!"
+
mesh.transform(matrix, True)
def _doObjectDepthSorting(self, mesh):
# Is this the correct way to propagate the face selection info to the
# vertices belonging to a face ??
# TODO: Using the Mesh module this should come for free. Right?
- Mesh.Mode(Mesh.SelectModes['VERTEX'])
- for f in mesh.faces:
- if not f.sel:
- for v in f: v.sel = 0;
+ #Mesh.Mode(Mesh.SelectModes['VERTEX'])
+ #for f in mesh.faces:
+ # if not f.sel:
+ # for v in f: v.sel = 0;
- for f in mesh.faces:
- if f.sel:
- for v in f: v.sel = 1;
+ #for f in mesh.faces:
+ # if f.sel:
+ # for v in f: v.sel = 1;
def _doColorAndLighting(self, mesh):
"""Apply an Illumination model to the object.
# If the mesh has vertex colors already, use them,
# otherwise turn them on and do some calculations
- if mesh.hasVertexColours():
+ if mesh.vertexColors:
return
- mesh.hasVertexColours(True)
+ mesh.vertexColors = 1
materials = mesh.materials
# Diffuse component (add light.col for kd)
kd = mat.getRef() * Vector(mat.getRGBCol())
Ip = light.getEnergy()
- Idiff = Ip * kd * (N*L)
-
+ #Idiff = Ip * kd * int(N*L > 0.5)
+ Idiff = Ip * kd * MeshUtils.toonShading(N*L)
+
# Specular component
ks = mat.getSpec() * Vector(mat.getSpecCol())
ns = mat.getHardness()
- Ispec = Ip * ks * pow((V * R), ns)
+ Ispec = Ip * ks * pow((V*R), ns)
# Emissive component
ki = Vector([mat.getEmit()]*3)
I = ki + Iamb + Idiff + Ispec
+
+ # Set Alpha component
+ I = list(I)
+ I.append(mat.getAlpha())
+
+ # Toon shading
+ #I = [MeshUtils.toonShading(c) for c in I]
+
# Clamp I values between 0 and 1
I = [ min(c, 1) for c in I]
I = [ max(0, c) for c in I]
tmp_col = [ int(c * 255.0) for c in I]
- vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2], 255)
- f.col = []
- for v in f.v:
- f.col.append(vcol)
+ for c in f.col:
+ c.r = tmp_col[0]
+ c.g = tmp_col[1]
+ c.b = tmp_col[2]
+ c.a = tmp_col[3]
- def _doEdgesStyle(self, mesh, style):
- """Process Mesh Edges.
+ def _doEdgesStyle(self, mesh, edgestyleSelect):
+ """Process Mesh Edges accroding to a given selection style.
Examples of algorithms:
given an edge if one its adjacent faces is frontfacing and the
other is backfacing, than select it, else deselect.
"""
- #print "\tTODO: _doEdgeStyle()"
- return
+ Mesh.Mode(Mesh.SelectModes['EDGE'])
+
+ for e in mesh.edges:
+
+ e.sel = 0
+ if edgestyleSelect(e, mesh):
+ e.sel = 1
+
def _doProjection(self, mesh, projector):
"""Calculate the Projection for the object.
"""
# ---------------------------------------------------------------------
#
-## Main Program
+## GUI Class and Main Program
#
# ---------------------------------------------------------------------
+
+from Blender import BGL, Draw
+from Blender.BGL import *
+
+class GUI:
+
+ def _init():
+
+ # Output Format menu
+ output_format = config.output['FORMAT']
+ default_value = outputWriters.keys().index(output_format)+1
+ GUI.outFormatMenu = Draw.Create(default_value)
+ GUI.evtOutFormatMenu = 0
+
+ # Animation toggle button
+ GUI.animToggle = Draw.Create(config.output['ANIMATION'])
+ GUI.evtAnimToggle = 1
+
+ # Join Objects toggle button
+ GUI.joinObjsToggle = Draw.Create(config.output['MERGED_OBJECTS'])
+ GUI.evtJoinObjsToggle = 2
+
+ # Render filled polygons
+ GUI.polygonsToggle = Draw.Create(config.polygons['FILL'])
+
+ GUI.evtPolygonsToggle = 3
+ # We hide the config.polygons['EXPANSION_TRICK'], for now
+
+ # Render polygon edges
+ GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
+ GUI.evtShowEdgesToggle = 4
+
+ # Render hidden edges
+ GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
+ GUI.evtShowHiddenEdgesToggle = 5
+
+ # Edge Style menu
+ edge_style = config.edges['STYLE']
+ default_value = edgeSelectionStyles.keys().index(edge_style)+1
+ GUI.edgeStyleMenu = Draw.Create(default_value)
+ GUI.evtEdgeStyleMenu = 6
+
+ # Edge Width slider
+ GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH'])
+ GUI.evtEdgeWidthSlider = 7
+
+ # Render Button
+ GUI.evtRenderButton = 8
+
+ # Exit Button
+ GUI.evtExitButton = 9
+
+ def draw():
+
+ # initialize static members
+ GUI._init()
+
+ glClear(GL_COLOR_BUFFER_BIT)
+ glColor3f(0.0, 0.0, 0.0)
+ glRasterPos2i(10, 350)
+ Draw.Text("VRM: Vector Rendering Method script.")
+ glRasterPos2i(10, 335)
+ Draw.Text("Press Q or ESC to quit.")
+
+ # Build the output format menu
+ glRasterPos2i(10, 310)
+ Draw.Text("Select the output Format:")
+ outMenuStruct = "Output Format %t"
+ for t in outputWriters.keys():
+ outMenuStruct = outMenuStruct + "|%s" % t
+ GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu,
+ 10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format")
+
+ # Animation toggle
+ GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle,
+ 10, 260, 160, 18, GUI.animToggle.val,
+ "Toggle rendering of animations")
+
+ # Join Objects toggle
+ GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle,
+ 10, 235, 160, 18, GUI.joinObjsToggle.val,
+ "Join objects in the rendered file")
+
+ # Render Button
+ Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18,
+ "Start Rendering")
+ Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
+
+ # Rendering Styles
+ glRasterPos2i(200, 310)
+ Draw.Text("Rendering Style:")
+
+ # Render Polygons
+ GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle,
+ 200, 285, 160, 18, GUI.polygonsToggle.val,
+ "Render filled polygons")
+
+ # Render Edges
+ GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
+ 200, 260, 160, 18, GUI.showEdgesToggle.val,
+ "Render polygon edges")
+
+ if GUI.showEdgesToggle.val == 1:
+
+ # Edge Style
+ edgeStyleMenuStruct = "Edge Style %t"
+ for t in edgeSelectionStyles.keys():
+ edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t
+ GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
+ 200, 235, 160, 18, GUI.edgeStyleMenu.val,
+ "Choose the edge style")
+
+ # Edge size
+ GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
+ 200, 210, 160, 18, GUI.edgeWidthSlider.val,
+ 0.0, 10.0, 0, "Change Edge Width")
+
+ # Show Hidden Edges
+ GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
+ GUI.evtShowHiddenEdgesToggle,
+ 200, 185, 160, 18, GUI.showHiddenEdgesToggle.val,
+ "Render hidden edges as dashed lines")
+
+ glRasterPos2i(10, 160)
+ Draw.Text("Antonio Ospite (c) 2006")
+
+ def event(evt, val):
+
+ if evt == Draw.ESCKEY or evt == Draw.QKEY:
+ Draw.Exit()
+ else:
+ return
+
+ Draw.Redraw(1)
+
+ def button_event(evt):
+
+ if evt == GUI.evtExitButton:
+ Draw.Exit()
+
+ elif evt == GUI.evtOutFormatMenu:
+ i = GUI.outFormatMenu.val - 1
+ config.output['FORMAT']= outputWriters.keys()[i]
+
+ elif evt == GUI.evtAnimToggle:
+ config.outpur['ANIMATION'] = bool(GUI.animToggle.val)
+
+ elif evt == GUI.evtJoinObjsToggle:
+ config.output['MERGED_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
+ elif evt == GUI.evtPolygonsToggle:
+ config.polygons['FILL'] = bool(GUI.polygonsToggle.val)
+
+ elif evt == GUI.evtShowEdgesToggle:
+ config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
+ elif evt == GUI.evtShowHiddenEdgesToggle:
+ config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
+ elif evt == GUI.evtEdgeStyleMenu:
+ i = GUI.edgeStyleMenu.val - 1
+ config.edges['STYLE'] = edgeSelectionStyles.keys()[i]
+
+ elif evt == GUI.evtEdgeWidthSlider:
+ config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val)
+
+ elif evt == GUI.evtRenderButton:
+ label = "Save %s" % config.output['FORMAT']
+ # Show the File Selector
+ global outputfile
+ Blender.Window.FileSelector(vectorize, label, outputfile)
+
+ else:
+ print "Event: %d not handled!" % evt
+
+ if evt:
+ Draw.Redraw(1)
+ GUI.conf_debug()
+
+ def conf_debug():
+ from pprint import pprint
+ pprint(config)
+
+ _init = staticmethod(_init)
+ draw = staticmethod(draw)
+ event = staticmethod(event)
+ button_event = staticmethod(button_event)
+ conf_debug = staticmethod(conf_debug)
+
+# A wrapper function for the vectorizing process
def vectorize(filename):
"""The vectorizing process is as follows:
- Instanciate the writer and the renderer
- Render!
"""
+
+ if filename == "":
+ print "\nERROR: invalid file name!"
+ return
+
from Blender import Window
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
- writer = SVGVectorWriter(filename)
+ actualWriter = outputWriters[config.output['FORMAT']]
+ writer = actualWriter(filename)
renderer = Renderer()
- renderer.doRendering(writer, RENDER_ANIMATION)
+ renderer.doRendering(writer, config.output['ANIMATION'])
if editmode: Window.EditMode(1)
-def vectorize_gui(filename):
- """Draw the gui.
-
- I would like to keep that simple, really.
- """
- Blender.Window.FileSelector (vectorize, 'Save SVG', filename)
- Blender.Redraw()
-
# Here the main
if __name__ == "__main__":
+ outputfile = ""
basename = Blender.sys.basename(Blender.Get('filename'))
- outputfile = Blender.sys.splitext(basename)[0]+".svg"
+ if basename != "":
+ outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
- # with this trick we can run the script in batch mode
- try:
- vectorize_gui(outputfile)
- except:
+ if Blender.mode == 'background':
vectorize(outputfile)
+ else:
+ Draw.Register(GUI.draw, GUI.event, GUI.button_event)