Exemplo n.º 1
0
 def add_default_image(self, texture_target_str):
     if 'normal' in texture_target_str:
         self.default_textures[texture_target_str] = ExportImage(
             bpy.data.images['default_normal'], 'default_normal.png',
             osgt_template_functions.getUniqueId())
     else:
         self.default_textures[texture_target_str] = ExportImage(
             bpy.data.images['default'], 'default.png',
             osgt_template_functions.getUniqueId())
Exemplo n.º 2
0
    def write(self, out):
        out.write('#Ascii Scene')
        out.write('#Version 78')
        out.write('#Generator OpenSceneGraph 2.9.17')

        out.write('osg::Group')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())

        out.write('UserDataContainer TRUE')
        out.write('{')
        out.write('osg::DefaultUserDataContainer')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('UDC_Descriptions 5')
        out.write('{')
        out.write('"USE_SHADER %s"' %
                  self.value[1])  # magic: shader name at index 1
        out.write('"USE_BUMP_MAP s_mat_diffuse"')  # ei helvetti
        out.write('"USE_BUMP_SCALE 10.0"')
        out.write('"USE_BUMP_UV_INDEX 0"')
        out.write(
            '"BIND_VERTEX_ATTRIBUTE_NAME a_soft_light 10"')  #TODO: FIXME!
        out.write('}')
        out.write('}')
        out.write('}')

        # default texture order

        self.write_texture_order_state(out)

        num_children = len(self.children)
        if PLAIN == False:
            num_children += 1

        out.write('Children %i' % num_children)
        out.write('{')

        if PLAIN == False:
            self.write_texture_definitions(out)

        for c in self.children:
            self.defined_textures.append(self.defined_textures[-1].copy())
            c.defined_textures = self.defined_textures  # pass list reference
            c.write(out)
            self.defined_textures.pop()

        out.write('}')  # children
        out.write('}')
Exemplo n.º 3
0
 def add_image(self, image):
     if image != None and image not in self:
         i = len(self)
         self[image] = ExportImage(image, 'something_%04i.png' % i,
                                   osgt_template_functions.getUniqueId())
         print(' +++: adding image: %30s --> %s' %
               (image.name, self[image].export_name))
Exemplo n.º 4
0
    def write(self, out):

        out.write('osg::Group')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())

        #if   self.common_factor.type         == 'root':         self._write_node( out )
        #elif self.common_factor.type         == '_mat_index':   self._write_node( out )
        #elif self.common_factor.type         == '_obj_index':   self._write_node( out )
        #elif self.common_factor.type.startswith('tex'):         self._write_node( out )
        #elif self.common_factor.type         == 'prim':         self._write_geometry( out )
        #else: raise RuntimeError('Node: cannot write node into osgt file. (unsupported type received("%s"))' % (self.common_factor.type) )
        #else: pass

        if self.common_factor.type == '_mat_index':
            self._write_material_stateset(out)

        elif self.common_factor.type.startswith('tex'):
            self._write_mesh_texture(out)

        #elif self.common_factor.type == 'major_axis':
        #    self._write_axis_stateset( out )

        # write children
        out.write('Children %i' % len(self.children))
        out.write('{')
        for c in self.children:
            #c.write( out )
            self.defined_textures.append(self.defined_textures[-1].copy())
            c.defined_textures = self.defined_textures  # pass list reference
            c.write(out)
            self.defined_textures.pop()
        out.write('}')  # children
        out.write('}')  # this group
        pass
Exemplo n.º 5
0
    def write_texture_definitions(self, out):
        #if PLAIN:
        #    return
        out.write('osg::Group')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())

        out.write('StateSet TRUE')
        out.write('{')
        out.write('osg::StateSet')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "texture_definitions"')
        out.write('DataVariance STATIC')

        out.write('TextureAttributeList %i' % (len(imageExportManager.keys())))
        out.write('{')

        for image, export_image in imageExportManager.items():
            out.write('Data 1')
            out.write('{')
            out.write('osg::Texture2D')
            out.write('{')
            out.write('UniqueID %i' % export_image.unique_id)
            #out.write('Name "s_%s"' % target_name )
            out.write('WRAP_S REPEAT')
            out.write('WRAP_T REPEAT')
            out.write('WRAP_R CLAMP_TO_EDGE')
            out.write('MIN_FILTER LINEAR_MIPMAP_LINEAR')
            out.write('MAG_FILTER LINEAR')
            out.write('UnRefImageDataAfterApply TRUE')
            out.write('ResizeNonPowerOfTwoHint TRUE')
            out.write('Image TRUE')
            out.write('{')
            out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
            out.write('FileName "%s"' % export_image.export_name)
            out.write('WriteHint 0 2')
            out.write('DataVariance STATIC')
            out.write('}')
            out.write('}')
            out.write('Value OFF')
            out.write('}')
        out.write('}')  # TextureAttributeList ends

        out.write('}')  # StateSet TRUE
        out.write('}')  # osg::StateSet
        out.write('}')  # osg::Group
Exemplo n.º 6
0
    def write_texture_order_state(self, out):
        if PLAIN:
            return
        texture_list = self.value[0]

        out.write('StateSet TRUE')
        out.write('{')
        out.write('osg::StateSet')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "texture_definitions"')
        out.write('DataVariance STATIC')

        out.write('TextureAttributeList %i' % len(texture_list))
        out.write('{')

        for target, image in texture_list.items():
            out.write('Data 1')
            out.write('{')
            out.write('osg::Texture2D')
            out.write('{')
            out.write('UniqueID %i' %
                      imageExportManager.get_default_image(target).unique_id)
            out.write('Name "s_%s"' % target)
            out.write('WRAP_S REPEAT')
            out.write('WRAP_T REPEAT')
            out.write('WRAP_R CLAMP_TO_EDGE')
            out.write('MIN_FILTER LINEAR_MIPMAP_LINEAR')
            out.write('MAG_FILTER LINEAR')
            out.write('UnRefImageDataAfterApply TRUE')
            out.write('ResizeNonPowerOfTwoHint TRUE')
            out.write('Image TRUE')
            out.write('{')
            out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
            out.write('FileName "%s"' %
                      imageExportManager.get_default_image(target).export_name)
            out.write('WriteHint 0 2')
            out.write('DataVariance STATIC')
            out.write('}')
            out.write('}')
            out.write('Value OFF')
            out.write('}')
        out.write('}')  # TextureAttributeList ends

        out.write('}')  # StateSet TRUE
        out.write('}')  # osg::StateSet
Exemplo n.º 7
0
    def _write_axis_stateset(self, out):

        if PLAIN:
            return

        properties = self.common_factor

        out.write('StateSet TRUE')
        out.write('{')
        out.write('osg::StateSet')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "%s.material_state"' % 'hmm')
        out.write('DataVariance STATIC')

        out.write('UniformList %i' % (8 + n_custom_properties))
        out.write('{')

        for prop in properties:
            num_prop_elements = 1
            try:
                num_prop_elements = len(prop.value)
            except:
                pass
            out.write('osg::Uniform')
            out.write('{')
            out.write('UniqueID %i' % getUniqueId())
            out.write('Name "%s"' % prop.name)
            out.write('Type %s' % prop.datatype)
            out.write('NumElements 1')

            if prop.datatype == 'INT':
                array_type = 'Int'
            elif prop.datatype == 'FLOAT':
                array_type = 'Float'
            elif prop.datatype == 'FLOAT_VEC3':
                array_type = 'Float'
            else:
                raise RuntimeError('Custom property datatype is invalid!')

            out.write('Elements TRUE ArrayID %i %sArray %i' %
                      (getUniqueId(), array_type, num_prop_elements))
            out.write('{')

            #out.write( '%5.7f' % ( material_scale ) )
            if prop.datatype == 'FLOAT_VEC3':
                out.write(('%5.7f ' * num_prop_elements) % (prop.value[:]))
            elif prop.datatype == 'INT':
                out.write(('%i ' * num_prop_elements) % (prop.value))
            else:
                raise RuntimeError('Custom property datatype is invalid!')

            out.write('}')
            out.write('}')
            out.write('Value OFF')

        out.write('}')  # osg::StateSet
        out.write('}')  # StateSet TRUE
Exemplo n.º 8
0
    def _write_mesh_texture(self, out):
        if PLAIN:
            return

        locally_defined_textures = self.common_factor.value  # magic: self.common_factor.value is material

        for k, v in locally_defined_textures.items(
        ):  # replace stack values with local values
            assert (k in self.defined_textures[-1].keys())
            if v != None:
                self.defined_textures[-1][k] = v

        export_texture = self.defined_textures[-1]

        out.write('StateSet TRUE')
        out.write('{')
        out.write('osg::StateSet')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "mesh_texture"')
        out.write('DataVariance STATIC')

        if 1:
            #print('mesh texture stateset: ',  self.defined_textures[-1])

            L = sum([
                1 if image != None else 0
                for image, _ in export_texture.items()
            ])
            L = 0
            for target_name, image in export_texture.items():
                if image:
                    L += 1
            out.write('TextureAttributeList %i' % (len(export_texture.keys())))
            out.write('{')

            for target_name, image in export_texture.items():
                out.write('Data 1')
                out.write('{')
                out.write('osg::Texture2D')
                out.write('{')

                if image:
                    out.write('UniqueID %i' %
                              imageExportManager[image].unique_id)
                else:
                    out.write('UniqueID %i' %
                              imageExportManager.get_default_image(
                                  target_name).unique_id)
                out.write('}')
                out.write('Value OFF')
                out.write('}')

            out.write('}')  # TextureAttributeList ends

        out.write('}')  # osg::StateSet
        out.write('}')  # StateSet TRUE
        return
Exemplo n.º 9
0
    def write(self, out):
        out.write('osg::Geode')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "NAME_HERE"')

        out.write('Drawables %i' % len(self.children))
        out.write('{')
        for c in self.children:
            c.write(out)
        out.write('}')  # drawables

        #out.write('Drawables 0')
        #out.write('{')
        #out.write('}')

        out.write('}')
Exemplo n.º 10
0
    def write(self, out):
        out.write('osg::Geometry')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "%s"' % 'TODO: some name here')
        out.write('DataVariance STATIC')

        #write_geometry_stateset ( out, ctx, drawable )

        #write_primitive_set_list( out, drawable )
        #================
        # Write Indices
        #================

        elem_array = self.common_factor.value.elem_array
        attr_array = self.common_factor.value.attr_array

        out.write('PrimitiveSetList 1')
        out.write('{')
        out.write('DrawElementsUInt GL_TRIANGLES %i' % len(elem_array))
        out.write('{')

        for triplet in zip(*[iter(elem_array)] * 3):
            out.write_item('% 4i % 4i % 4i' % triplet)
            out.write('')

        out.write('}')
        out.write('}')

        #def write_vertex_data( out, drawable ):
        #================
        # Write vertices
        #================
        coordinates = attr_array['co']

        out.write('VertexData')
        out.write('{')
        out.write('Array TRUE ArrayID %i Vec3fArray %i' %
                  (osgt_template_functions.getUniqueId(), len(attr_array)))
        out.write('{')
        for co in coordinates:
            out.write_item('% 12.8f % 12.8f % 12.8f ' % tuple(co))
            out.write('')
        out.write('}')

        out.write('Indices FALSE')
        out.write('Binding BIND_PER_VERTEX')
        out.write('Normalize 0')

        out.write('}')

        #def write_normal_data( out, drawable ):
        #================
        # Write Normals
        #================

        normals = attr_array['no']

        out.write('NormalData')
        out.write('{')
        out.write('Array TRUE ArrayID %i Vec3fArray %i' %
                  (osgt_template_functions.getUniqueId(), len(attr_array)))
        out.write('{')
        for no in normals:
            out.write_item('% 12.8f % 12.8f % 12.8f ' % tuple(no))
            out.write('')
        out.write('}')

        out.write('Indices FALSE')
        out.write('Binding BIND_PER_VERTEX')
        out.write('Normalize 0')

        out.write('}')
        # normals

        for field_name in attr_array.dtype.names:
            if field_name.startswith('col'):
                write_color_data(out, attr_array[field_name])
                break  # write only one set for now

        uv_fields = [
            field_name for field_name in attr_array.dtype.names
            if field_name.startswith('uv')
        ]

        if len(uv_fields) > 0:
            out.write('TexCoordData %i' % len(uv_fields))
            out.write('{')
            for field_name in uv_fields:
                if field_name.startswith('uv'):
                    write_texcoord_data(out, attr_array[field_name])
                    #break # write only one set for now
            out.write('}')

        #=============
        # Custom Data
        #=============

        vertex_float_fields = [
            attr_array[field_name] for field_name in attr_array.dtype.names
            if field_name.startswith('vertex_float')
        ]

        out.write('VertexAttribData %i' % (len(vertex_float_fields) + 10))
        out.write('{')
        for i in range(10):
            out.write('Data')
            out.write('{')
            out.write('Array FALSE')
            out.write('Indices FALSE')
            out.write('Binding BIND_OFF')
            out.write('Normalize 0')
            out.write('}')
        for vertex_field in vertex_float_fields:
            num_components = vertex_field.shape[1]
            if num_components == 4:
                out.write('Data')
                out.write('{')
                out.write(
                    'Array TRUE ArrayID %i Vec4fArray %i' %
                    (osgt_template_functions.getUniqueId(), len(vertex_field)))
                out.write('{')
                for val in vertex_field:
                    out.write_item('% 12.8f % 12.8f % 12.8f  % 12.8f ' %
                                   tuple(val))
                    out.write('')
                out.write('}')

                out.write('Indices FALSE')
                out.write('Binding BIND_PER_VERTEX')
                out.write('Normalize 0')
                out.write('}')
            else:
                raise (RuntimeError('Unsupported vector dimensionality'))

        out.write('}')  # VertexAttribData

        out.write('}')  # osg::Geometry
Exemplo n.º 11
0
    def _write_material_stateset(self, out):
        if PLAIN:
            return
        m = self.common_factor.value[0]  # magic: index 0 is material

        locally_defined_textures = self.common_factor.value[
            1]  # magic: index 1 is export texture

        for k, v in locally_defined_textures.items(
        ):  # replace stack values with local values
            assert (k in self.defined_textures[-1].keys())
            if v != None:
                self.defined_textures[-1][k] = v

        if m == None:
            assert (0)
            return
        else:
            alpha = m.alpha
            alpha_blend = m.game_settings.alpha_blend
            diffuse_color = tuple([
                m.diffuse_intensity * component
                for component in m.diffuse_color[:]
            ])
            specular_color = tuple([
                m.specular_intensity * component
                for component in m.specular_color[:]
            ])
            shininess = m.specular_hardness / 512.0
            emit = tuple(m.emit * d for d in diffuse_color)

        render_bin_number = -1
        if m != None:
            render_bin_number = -1 if m.pass_index == 0 else m.pass_index

        out.write('StateSet TRUE')
        out.write('{')
        out.write('osg::StateSet')
        out.write('{')
        out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
        out.write('Name "%s.material_state"' % 'hmm')
        out.write('DataVariance STATIC')

        if 1:
            out.write('AttributeList 1')
            out.write('{')

            out.write('osg::Material')
            out.write('{')
            out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
            out.write(
                'Ambient   TRUE Front % 5.3f % 5.3f % 5.3f 1      Back % 5.3f % 5.3f % 5.3f 1'
                % (0, 0, 0, 0, 0, 0))
            out.write(
                'Diffuse   TRUE Front % 5.3f % 5.3f % 5.3f % 5.3f Back % 5.3f % 5.3f % 5.3f % 5.3f'
                % ((diffuse_color + (alpha, )) * 2))
            out.write(
                'Specular  TRUE Front % 5.3f % 5.3f % 5.3f 1      Back % 5.3f % 5.3f % 5.3f 1'
                % (specular_color * 2))
            out.write(
                'Emission  TRUE Front % 5.3f % 5.3f % 5.3f 1      Back % 5.3f % 5.3f % 5.3f 1'
                % (emit * 2))
            out.write('Shininess TRUE Front % 5.3f Back % 5.3f' %
                      (shininess, shininess))
            out.write('}')
            out.write('Value OFF')

            out.write('}')  # AttributeList 1

        # write mateiral textures

        if 1:
            out.write('TextureModeList 1')
            out.write('{')
            out.write('Data 1')
            out.write('{')
            out.write('GL_TEXTURE_2D ON')
            out.write('}')  # Data 1
            out.write('}')  # TextureModeList

        if 1:
            #print('material_stateset: ',  self.defined_textures[-1])
            export_texture = self.defined_textures[-1]
            #material_textures = [ (target, etex) for target, etex in material_textures.items() if etex is not None ]
            L = sum([
                1 if image != None else 0
                for image, _ in export_texture.items()
            ])
            L = 0
            for target_name, image in export_texture.items():
                if image:
                    L += 1
            out.write('TextureAttributeList %i' % (len(export_texture.keys())))
            #out.write('TextureAttributeList %i' % (L) )
            out.write('{')

            # print( '+++' )
            # print( export_texture )
            # print( '+++' )

            for target_name, image in export_texture.items():
                #print('TARGET: ', target_name )
                out.write('Data 1')
                out.write('{')
                out.write('osg::Texture2D')
                out.write('{')
                #out.write('UniqueID %i' % osgt_template_functions.getUniqueId())

                if image:
                    out.write('UniqueID %i' %
                              imageExportManager[image].unique_id)
                else:
                    out.write('UniqueID %i' %
                              imageExportManager.get_default_image(
                                  target_name).unique_id)
                #out.write('Name "s_%s"' % target_name )
                #out.write('WRAP_S REPEAT')
                #out.write('WRAP_T REPEAT')
                #out.write('WRAP_R CLAMP_TO_EDGE')
                #out.write('MIN_FILTER LINEAR_MIPMAP_LINEAR')
                #out.write('MAG_FILTER LINEAR')
                #out.write('UnRefImageDataAfterApply TRUE')
                #out.write('ResizeNonPowerOfTwoHint TRUE')
                #out.write('Image TRUE')
                #out.write('{')
                #out.write('UniqueID %i' % osgt_template_functions.getUniqueId())
                #out.write('FileName "%s"' % getExportName( image ) )
                #out.write('WriteHint 0 2')
                #out.write('DataVariance STATIC')
                #out.write('}')
                out.write('}')
                out.write('Value OFF')
                out.write('}')

            out.write('}')  # TextureAttributeList ends

        out.write('}')  # osg::StateSet
        out.write('}')  # StateSet TRUE
        return