X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/dcc666c5b495072d477e85b544d6eb967fb6acc0..bfe651e97954b264507caf17365aa37c8562ded8:/vrm.py diff --git a/vrm.py b/vrm.py index 35df00c..0d35415 100755 --- a/vrm.py +++ b/vrm.py @@ -1,7 +1,7 @@ #!BPY """ Name: 'VRM' -Blender: 241 +Blender: 242 Group: 'Render' Tooltip: 'Vector Rendering Method script' """ @@ -50,7 +50,6 @@ __bpydoc__ = """\ # - Implement clipping of primitives and do handle object intersections. # (for now only clipping for whole objects is supported). # - Implement Edge Styles (silhouettes, contours, etc.) (partially done). -# - Implement Edge coloring # - Use multiple lighting sources in color calculation # - Implement Shading Styles? (for now we use Flat Shading). # - Use a data structure other than Mesh to represent the 2D image? @@ -80,20 +79,24 @@ from math import * # Some global settings -PRINT_POLYGONS = True +class config: + polygons = dict() + polygons['SHOW'] = True + polygons['SHADING'] = 'TOON' + # Hidden to the user for now + polygons['EXPANSION_TRICK'] = True -POLYGON_EXPANSION_TRICK = True # Hidden to the user for now + edges = dict() + edges['SHOW'] = True + edges['SHOW_HIDDEN'] = False + edges['STYLE'] = 'SILHOUETTE' + edges['WIDTH'] = 2 + edges['COLOR'] = [0, 0, 0] -PRINT_EDGES = False -SHOW_HIDDEN_EDGES = False -EDGE_STYLE = 'silhouette' -EDGES_WIDTH = 0.5 - -RENDER_ANIMATION = False - -OPTIMIZE_FOR_SPACE = True - -OUTPUT_FORMAT = 'SVG' + output = dict() + output['FORMAT'] = 'SVG' + output['ANIMATION'] = False + output['JOIN_OBJECTS'] = True @@ -117,10 +120,10 @@ class MeshUtils: return adjface_list - def isVisibleEdge(e, mesh): - """Normal edge selection rule. + def isMeshEdge(e, mesh): + """Mesh edge rule. - An edge is visible if _any_ of its adjacent faces is selected. + A mesh 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. """ @@ -155,9 +158,29 @@ class MeshUtils: 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\n") - def _printPolygons(self, mesh): + def _printPolygons(self, mesh): """Print the selected (visible) polygons. """ @@ -540,15 +564,14 @@ class SVGVectorWriter(VectorWriter): else: color = [255, 255, 255, 255] + # Convert the color to the #RRGGBB form + str_col = "#%02X%02X%02X" % (color[0], color[1], color[2]) + # use the stroke property to alleviate the "adjacent edges" problem, # we simulate polygon expansion using borders, # see http://www.antigrain.com/svg/index.html for more info - stroke_col = color stroke_width = 0.5 - # 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: @@ -557,7 +580,7 @@ class SVGVectorWriter(VectorWriter): self.file.write("\tstyle=\"fill:" + str_col + ";") self.file.write(opacity_string) - if POLYGON_EXPANSION_TRICK: + 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") @@ -569,8 +592,8 @@ class SVGVectorWriter(VectorWriter): """Print the wireframe using mesh edges. """ - stroke_width=EDGES_WIDTH - stroke_col = [0, 0, 0] + stroke_width = config.edges['WIDTH'] + stroke_col = config.edges['COLOR'] self.file.write("\n") @@ -605,17 +628,19 @@ class SVGVectorWriter(VectorWriter): # # --------------------------------------------------------------------- -# 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 different shading style methods +shadingStyles = dict() +shadingStyles['FLAT'] = None +shadingStyles['TOON'] = None + +# A dictionary to collect different edge style methods +edgeStyles = dict() +edgeStyles['MESH'] = MeshUtils.isMeshEdge +edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge # A dictionary to collect the supported output formats -outputWriters = { - 'SVG': SVGVectorWriter, - } +outputWriters = dict() +outputWriters['SVG'] = SVGVectorWriter class Renderer: @@ -682,11 +707,11 @@ class Renderer: """ context = self._SCENE.getRenderingContext() - currentFrame = context.currentFrame() + origCurrentFrame = context.currentFrame() # Handle the animation case if not animation: - startFrame = currentFrame + startFrame = origCurrentFrame endFrame = startFrame outputWriter.open() else: @@ -701,18 +726,23 @@ class Renderer: # Use some temporary workspace, a full copy of the scene inputScene = self._SCENE.copy(2) - + try: renderedScene = self.doRenderScene(inputScene) - except: + except : + print "There was an error! Aborting." + import traceback + print traceback.print_exc() + self._SCENE.makeCurrent() Scene.unlink(inputScene) del inputScene + return outputWriter.printCanvas(renderedScene, - doPrintPolygons = PRINT_POLYGONS, - doPrintEdges = PRINT_EDGES, - showHiddenEdges = SHOW_HIDDEN_EDGES) + doPrintPolygons = config.polygons['SHOW'], + doPrintEdges = config.edges['SHOW'], + showHiddenEdges = config.edges['SHOW_HIDDEN']) # clear the rendered scene self._SCENE.makeCurrent() @@ -721,7 +751,7 @@ class Renderer: outputWriter.close() print "Done!" - context.currentFrame(currentFrame) + context.currentFrame(origCurrentFrame) def doRenderScene(self, workScene): @@ -735,27 +765,18 @@ class Renderer: self._doConvertGeometricObjToMesh(workScene) - self._doSceneClipping(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 + #self._doSceneClipping(workScene) - if OPTIMIZE_FOR_SPACE: + if config.output['JOIN_OBJECTS']: self._joinMeshObjectsInScene(workScene) - self._doSceneDepthSorting(workScene) # Per object activities Objects = workScene.getChildren() for obj in Objects: + if obj.getType() != 'Mesh': print "Only Mesh supported! - Skipping type:", obj.getType() @@ -763,22 +784,17 @@ class Renderer: print "Rendering: ", obj.getName() - mesh = obj.getData() + mesh = obj.getData(mesh=1) 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._doObjectDepthSorting(mesh) + self._doColorAndLighting(mesh) - self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE]) + self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) self._doProjection(mesh, self.proj) @@ -880,7 +896,6 @@ class Renderer: me.recalcNormals() me.update() - def _doSceneClipping(self, scene): """Clip objects against the View Frustum. @@ -940,18 +955,31 @@ class Renderer: """Merge all the Mesh Objects in a scene into a single Mesh Object. """ + if Blender.mode == 'background': + print "\nWARNING! Joining objects not supported in background mode!\n" + return + 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() + mesh = Mesh.New('BigOne') bigObj = Object.New('Mesh', 'BigOne') bigObj.link(mesh) - bigObj.join(oList) scene.link(bigObj) + + try: + bigObj.join(oList) + except RuntimeError: + print "Can't Join Objects" + scene.unlink(bigObj) + return + except TypeError: + print "Objects Type error?" + for o in oList: scene.unlink(o) @@ -997,6 +1025,9 @@ class Renderer: The faces in the object are sorted following the distance of the vertices from the camera position. """ + if len(mesh.faces) == 0: + return + c = self._getObjPosition(self.cameraObj) # hackish sorting of faces @@ -1016,8 +1047,27 @@ class Renderer: cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1), sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2))) - mesh.faces.sort(by_max_vert_dist) - mesh.faces.reverse() + + # FIXME: using NMesh to sort faces. We should avoid that! + nmesh = NMesh.GetRaw(mesh.name) + nmesh.faces.sort(by_max_vert_dist) + nmesh.faces.reverse() + + # Get visible faces + #vf = nmesh.faces + #while len(vf)>1: + # p1 = vf[0] + # insideList = + + + mesh.faces.delete(1, range(0, len(mesh.faces))) + + for i,f in enumerate(nmesh.faces): + fv = [v.index for v in f.v] + mesh.faces.extend(fv) + mesh.faces[i].mat = f.mat + mesh.faces[i].sel = f.sel + def _doBackFaceCulling(self, mesh): """Simple Backface Culling routine. @@ -1038,22 +1088,10 @@ class Renderer: if self._isFaceVisible(f): f.sel = 1 - # 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; - - #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. + """Apply an Illumination ans shading model to the object. - The Illumination model used is the Phong one, it may be inefficient, + The model used is the Phong one, it may be inefficient, but I'm just learning about rendering and starting from Phong seemed the most natural way. """ @@ -1091,16 +1129,16 @@ class Renderer: L = Vector(light_pos).normalize() - V = (Vector(camPos) - Vector(f.v[0].co)).normalize() + V = (Vector(camPos) - Vector(f.cent)).normalize() N = Vector(f.no).normalize() R = 2 * (N*L) * N - L # TODO: Attenuation factor (not used for now) - a0 = 1; a1 = 0.0; a2 = 0.0 + a0 = 1.0; a1 = 0.0; a2 = 1.0 d = (Vector(f.v[0].co) - Vector(light_pos)).length - fd = min(1, 1.0/(a0 + a1*d + a2*d*d)) + fd = min(1, 1.0/(a0 + a1*d + a2*(d*d))) # Ambient component Ia = 1.0 @@ -1110,17 +1148,22 @@ class Renderer: # Diffuse component (add light.col for kd) kd = mat.getRef() * Vector(mat.getRGBCol()) Ip = light.getEnergy() - Idiff = Ip * kd * (N*L) + if config.polygons['SHADING'] == 'FLAT': + Idiff = Ip * kd * (N*L) + elif config.polygons['SHADING'] == 'TOON': + 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 + I = ki + Iamb + (Idiff + Ispec) + # Set Alpha component I = list(I) @@ -1129,6 +1172,8 @@ class Renderer: # Clamp I values between 0 and 1 I = [ min(c, 1) for c in I] I = [ max(0, c) for c in I] + + # Convert to a value between 0 and 255 tmp_col = [ int(c * 255.0) for c in I] for c in f.col: @@ -1187,40 +1232,54 @@ class GUI: def _init(): # Output Format menu - default_value = outputWriters.keys().index(OUTPUT_FORMAT)+1 + 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(RENDER_ANIMATION) + GUI.animToggle = Draw.Create(config.output['ANIMATION']) GUI.evtAnimToggle = 1 # Join Objects toggle button - GUI.joinObjsToggle = Draw.Create(OPTIMIZE_FOR_SPACE) + GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS']) GUI.evtJoinObjsToggle = 2 # Render filled polygons - GUI.polygonsToggle = Draw.Create(PRINT_POLYGONS) + GUI.polygonsToggle = Draw.Create(config.polygons['SHOW']) + + # Shading Style menu + shading_style = config.polygons['SHADING'] + default_value = shadingStyles.keys().index(shading_style)+1 + GUI.shadingStyleMenu = Draw.Create(default_value) + GUI.evtShadingStyleMenu = 21 + GUI.evtPolygonsToggle = 3 - # We hide the POLYGON_EXPANSION_TRICK, for now + # We hide the config.polygons['EXPANSION_TRICK'], for now # Render polygon edges - GUI.showEdgesToggle = Draw.Create(PRINT_EDGES) + GUI.showEdgesToggle = Draw.Create(config.edges['SHOW']) GUI.evtShowEdgesToggle = 4 # Render hidden edges - GUI.showHiddenEdgesToggle = Draw.Create(SHOW_HIDDEN_EDGES) + GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN']) GUI.evtShowHiddenEdgesToggle = 5 # Edge Style menu - default_value = edgeSelectionStyles.keys().index(EDGE_STYLE)+1 + edge_style = config.edges['STYLE'] + default_value = edgeStyles.keys().index(edge_style)+1 GUI.edgeStyleMenu = Draw.Create(default_value) GUI.evtEdgeStyleMenu = 6 # Edge Width slider - GUI.edgeWidthSlider = Draw.Create(EDGES_WIDTH) + GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH']) GUI.evtEdgeWidthSlider = 7 + # Edge Color Picker + c = config.edges['COLOR'] + GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0) + GUI.evtEdgeColorPicker = 71 + # Render Button GUI.evtRenderButton = 8 @@ -1272,30 +1331,45 @@ class GUI: 200, 285, 160, 18, GUI.polygonsToggle.val, "Render filled polygons") + if GUI.polygonsToggle.val == 1: + + # Polygon Shading Style + shadingStyleMenuStruct = "Shading Style %t" + for t in shadingStyles.keys(): + shadingStyleMenuStruct = shadingStyleMenuStruct + "|%s" % t.lower() + GUI.shadingStyleMenu = Draw.Menu(shadingStyleMenuStruct, GUI.evtShadingStyleMenu, + 200, 260, 160, 18, GUI.shadingStyleMenu.val, + "Choose the shading style") + + # Render Edges GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle, - 200, 260, 160, 18, GUI.showEdgesToggle.val, + 200, 235, 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 + for t in edgeStyles.keys(): + edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower() GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu, - 200, 235, 160, 18, GUI.edgeStyleMenu.val, + 200, 210, 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, + 200, 185, 140, 18, GUI.edgeWidthSlider.val, 0.0, 10.0, 0, "Change Edge Width") + # Edge Color + GUI.edgeColorPicker = Draw.ColorPicker(GUI.evtEdgeColorPicker, + 342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color") + # Show Hidden Edges GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges", GUI.evtShowHiddenEdgesToggle, - 200, 185, 160, 18, GUI.showHiddenEdgesToggle.val, + 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val, "Render hidden edges as dashed lines") glRasterPos2i(10, 160) @@ -1311,38 +1385,45 @@ class GUI: Draw.Redraw(1) def button_event(evt): - global PRINT_POLYGONS - global POLYGON_EXPANSION_TRICK - global PRINT_EDGES - global SHOW_HIDDEN_EDGES - global EDGE_STYLE - global EDGES_WIDTH - global RENDER_ANIMATION - global OPTIMIZE_FOR_SPACE - global OUTPUT_FORMAT if evt == GUI.evtExitButton: Draw.Exit() + elif evt == GUI.evtOutFormatMenu: i = GUI.outFormatMenu.val - 1 - OUTPUT_FORMAT = outputWriters.keys()[i] + config.output['FORMAT']= outputWriters.keys()[i] + elif evt == GUI.evtAnimToggle: - RENDER_ANIMATION = bool(GUI.animToggle.val) + config.outpur['ANIMATION'] = bool(GUI.animToggle.val) + elif evt == GUI.evtJoinObjsToggle: - OPTIMIZE_FOR_SPACE = bool(GUI.joinObjsToggle.val) + config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val) + elif evt == GUI.evtPolygonsToggle: - PRINT_POLYGONS = bool(GUI.polygonsToggle.val) + config.polygons['SHOW'] = bool(GUI.polygonsToggle.val) + + elif evt == GUI.evtShadingStyleMenu: + i = GUI.shadingStyleMenu.val - 1 + config.polygons['SHADING'] = shadingStyles.keys()[i] + elif evt == GUI.evtShowEdgesToggle: - PRINT_EDGES = bool(GUI.showEdgesToggle.val) + config.edges['SHOW'] = bool(GUI.showEdgesToggle.val) + elif evt == GUI.evtShowHiddenEdgesToggle: - SHOW_HIDDEN_EDGES = bool(GUI.showHiddenEdgesToggle.val) + config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val) + elif evt == GUI.evtEdgeStyleMenu: i = GUI.edgeStyleMenu.val - 1 - EDGE_STYLE = edgeSelectionStyles.keys()[i] + config.edges['STYLE'] = edgeStyles.keys()[i] + elif evt == GUI.evtEdgeWidthSlider: - EDGES_WIDTH = float(GUI.edgeWidthSlider.val) + config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val) + + elif evt == GUI.evtEdgeColorPicker: + config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val] + elif evt == GUI.evtRenderButton: - label = "Save %s" % OUTPUT_FORMAT + label = "Save %s" % config.output['FORMAT'] # Show the File Selector global outputfile Blender.Window.FileSelector(vectorize, label, outputfile) @@ -1352,19 +1433,14 @@ class GUI: if evt: Draw.Redraw(1) - #GUI.conf_debug() + GUI.conf_debug() def conf_debug(): - print - print "PRINT_POLYGONS:", PRINT_POLYGONS - print "POLYGON_EXPANSION_TRICK:", POLYGON_EXPANSION_TRICK - print "PRINT_EDGES:", PRINT_EDGES - print "SHOW_HIDDEN_EDGES:", SHOW_HIDDEN_EDGES - print "EDGE_STYLE:", EDGE_STYLE - print "EDGES_WIDTH:", EDGES_WIDTH - print "RENDER_ANIMATION:", RENDER_ANIMATION - print "OPTIMIZE_FOR_SPACE:", OPTIMIZE_FOR_SPACE - print "OUTPUT_FORMAT:", OUTPUT_FORMAT + from pprint import pprint + print "\nConfig" + pprint(config.output) + pprint(config.polygons) + pprint(config.edges) _init = staticmethod(_init) draw = staticmethod(draw) @@ -1388,11 +1464,11 @@ def vectorize(filename): editmode = Window.EditMode() if editmode: Window.EditMode(0) - actualWriter = outputWriters[OUTPUT_FORMAT] + 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) @@ -1403,7 +1479,7 @@ if __name__ == "__main__": outputfile = "" basename = Blender.sys.basename(Blender.Get('filename')) if basename != "": - outputfile = Blender.sys.splitext(basename)[0] + "." + str(OUTPUT_FORMAT).lower() + outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower() if Blender.mode == 'background': vectorize(outputfile)