took changes from another branch, this should yeet
This commit is contained in:
989onan
2024-07-24 17:49:26 -04:00
parent ce7c6aa664
commit 6d4b115855
5 changed files with 3 additions and 451 deletions
-153
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@@ -1,153 +0,0 @@
# thank you https://stackoverflow.com/a/71432759
from __future__ import annotations
from typing import Optional
from bpy.types import Image, Material
# Copyright (c) 2011, 2012, 2013, 2014, 2015, 2016 Jake Gordon and contributors
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
class Rectangle_Obj:
x: int = 0
y: int = 0
w: int = 0
h: int = 0
down: Rectangle_Obj = None
used: bool = False
right: Rectangle_Obj = None
def __init__(self, x:int, y:int, w:int, h:int, down=None, used =False, right=None):
self.x = x
self.y = y
self.w = w
self.h = h
self.down = down
self.used = used
self.right = right
def split(self, w, h) -> Rectangle_Obj:
self.used = True
self.down = Rectangle_Obj(x=self.x, y=self.y + h, w=self.w, h=self.h - h)
self.right = Rectangle_Obj(x=self.x + w, y=self.y, w=self.w - w, h=h)
return self
def find(self, w, h) -> Optional[Rectangle_Obj]:
if self.used:
return self.right.find(w, h) or self.down.find(w, h)
elif (w <= self.w) and (h <= self.h):
return self
return None
class MaterialImageList:
albedo: Image
normal: Image
emission: Image
ambient_occlusion: Image
height: Image
roughness: Image
fit: Rectangle_Obj
material: Material
def __init__(self):
pass
x: int = 0
y: int = 0
w: int = 0
h: int = 0
class BinPacker(object):
root: Rectangle_Obj
bin: list[MaterialImageList] = []
def __init__(self, structure: list[MaterialImageList]):
self.root = None
self.bin = structure
def fit(self):
structure = self.bin
structure_len = len(self.bin)
w: int = 0
h: int = 0
if structure_len > 0:
w = structure[0].w
h = structure[0].h
self.root = Rectangle_Obj(x=0, y=0, w=w, h=h)
for img in structure:
w = img.w
h = img.h
node = self.root.find(w, h)
if node:
img.fit = node.split(w, h)
else:
img.fit = self.grow_node(w, h)
return structure
def grow_node(self, w, h) -> Optional[Rectangle_Obj]:
can_grow_right = (h <= self.root.h)
can_grow_down = (w <= self.root.w)
should_grow_right = can_grow_right and (self.root.h >= (self.root.w + w))
should_grow_down = can_grow_down and (self.root.w >= (self.root.h + h))
if should_grow_right:
return self.grow_right(w, h)
elif should_grow_down:
return self.grow_down(w, h)
elif can_grow_right:
return self.grow_right(w, h)
elif can_grow_down:
return self.grow_down(w, h)
return None
def grow_right(self, w, h) -> Optional[Rectangle_Obj]:
self.root = Rectangle_Obj(
used=True,
x=0,
y=0,
w=self.root.w + w,
h=self.root.h,
down=self.root,
right=Rectangle_Obj(x=self.root.w, y=0, w=w, h=self.root.h))
node = self.root.find(w, h)
if node:
return node.split(w, h)
return None
def grow_down(self, w, h) -> Optional[Rectangle_Obj]:
self.root = Rectangle_Obj(
used=True,
x=0,
y=0,
w=self.root.w,
h=self.root.h + h,
down=Rectangle_Obj(x=0, y=self.root.h, w=self.root.w, h=h),
right=self.root
)
node = self.root.find(w, h)
if node:
return node.split(w, h)
return None
+2
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@@ -5,6 +5,8 @@ from typing import Tuple
from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context, SceneObjects
from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from bpy.utils import register_class
from ..functions.translations import t, get_languages_list, update_language
from ..core.addon_preferences import get_preference
class material_list_bool:
-274
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@@ -1,274 +0,0 @@
from pathlib import Path
import numpy
import bpy
import re
import os
from typing import List, Tuple, Optional
from mathutils import Vector
from bpy.types import Material, Operator, Context, Object, Image, Mesh, MeshUVLoopLayer, Float2AttributeValue, ShaderNodeTexImage, ShaderNodeBsdfPrincipled, ShaderNodeNormalMap
from ..core.register import register_wrap
from ..core.properties import material_list_bool, SceneMatClass
from ..core.packer.rectangle_packer import MaterialImageList, BinPacker
def scale_images_to_largest(images:list[Image]) -> set:
print([image.name for image in images])
x: int=0
y: int=0
for image in images:
x = max(x,image.size[0])
y = max(y,image.size[1])
print(x,y)
for image in images:
image.scale(width=int(x), height=int(y))
return x,y
def MaterialImageList_to_Image_list(classitem: MaterialImageList) -> list[Image]:
list_of_images: list[Image] = []
list_of_images.append(classitem.albedo)
list_of_images.append(classitem.normal)
list_of_images.append(classitem.emission)
list_of_images.append(classitem.ambient_occlusion)
list_of_images.append(classitem.height)
list_of_images.append(classitem.roughness)
return list_of_images
def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
mat: SceneMatClass = None
material_image_list: list[MaterialImageList] = []
for mat in context.scene.materials:
new_mat_image_item: MaterialImageList = MaterialImageList()
try:
new_mat_image_item.albedo = bpy.data.images[mat.mat.texture_atlas_albedo]
except Exception as e:
name: str = mat.mat.name+"_albedo_replacement"
if name in bpy.data.images:
bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
new_mat_image_item.albedo = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
try:
new_mat_image_item.normal = bpy.data.images[mat.mat.texture_atlas_normal]
except Exception:
name: str = mat.mat.name+"_normal_replacement"
if name in bpy.data.images:
bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
new_mat_image_item.normal = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
try:
new_mat_image_item.emission = bpy.data.images[mat.mat.texture_atlas_emission]
except Exception:
name: str = mat.mat.name+"_emission_replacement"
if name in bpy.data.images:
bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
new_mat_image_item.emission = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
new_mat_image_item.emission.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
try:
new_mat_image_item.ambient_occlusion = bpy.data.images[mat.mat.texture_atlas_ambient_occlusion]
except Exception:
name: str = mat.mat.name+"_ambient_occlusion_replacement"
if name in bpy.data.images:
bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
new_mat_image_item.ambient_occlusion = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
new_mat_image_item.ambient_occlusion.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,1.0]), 32*32)
try:
new_mat_image_item.height = bpy.data.images[mat.mat.texture_atlas_height]
except Exception:
name: str = mat.mat.name+"_height_replacement"
if name in bpy.data.images:
bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
new_mat_image_item.height = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
new_mat_image_item.height.pixels[:] = numpy.tile(numpy.array([0.5,0.5,0.5,1.0]), 32*32)
try:
new_mat_image_item.roughness = bpy.data.images[mat.mat.texture_atlas_roughness]
except Exception:
name: str = mat.mat.name+"_roughness_replacement"
if name in bpy.data.images:
bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
new_mat_image_item.roughness = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
new_mat_image_item.roughness.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,0.0]), 32*32)
new_mat_image_item.material = mat.mat
material_image_list.append(new_mat_image_item)
return material_image_list
def prep_images_in_scene(context: Context) -> list[MaterialImageList]:
preped_images: list[MaterialImageList] = get_material_images_from_scene(context)
for MaterialImageClass in preped_images:
ImageList: list[Image] = MaterialImageList_to_Image_list(MaterialImageClass)
MaterialImageClass.w, MaterialImageClass.h = scale_images_to_largest(ImageList)
return preped_images
@register_wrap
class Atlas_Materials(Operator):
bl_idname = "avatar_toolkit.atlas_materials"
bl_label = "Atlas Materials"
bl_description = "Atlas materials to optimize the model"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
return context.scene.texture_atlas_Has_Mat_List_Shown
def execute(self, context: Context) -> set:
try:
mat_images: list[MaterialImageList] = prep_images_in_scene(context)
packer: BinPacker = BinPacker(mat_images)
mat_images = packer.fit()
size: list[int] = [max([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images]),
max([matimg.fit.h + matimg.albedo.size[1] for matimg in mat_images])]
print([matimg.fit.w + matimg.albedo.size[1] for matimg in mat_images])
atlased_mat: MaterialImageList = MaterialImageList()
for mat in mat_images:
x: int = int(mat.fit.x)
y: int = int(mat.fit.y)
w: int = int(mat.albedo.size[0])
h: int = int(mat.albedo.size[1])
for obj in bpy.data.objects:
mesh: Mesh = obj.data
for layer in mesh.polygons:
if obj.material_slots[layer.material_index].material:
if obj.material_slots[layer.material_index].material == mat.material:
for loop_idx in layer.loop_indices:
layer_loops: MeshUVLoopLayer
for layer_loops in mesh.uv_layers:
uv_item: Float2AttributeValue = layer_loops.uv[loop_idx]
uv_item.vector.x = (uv_item.vector.x*(w/size[0]))+(x/size[0])
uv_item.vector.y = (uv_item.vector.y*(h/size[1]))+(y/size[1])
for type in ["albedo","normal", "emission","ambient_occlusion","height", "roughness"]:
new_image_name: str= "Atlas_"+type+"_"+context.scene.name+"_"+Path(bpy.data.filepath).stem
print("Processing "+type+" atlas image")
if new_image_name in bpy.data.images:
bpy.data.images.remove(bpy.data.images[new_image_name])
canvas: Image = bpy.data.images.new(name=new_image_name, width=int(size[0]),height=int(size[1]), alpha=True)
c_w = canvas.size[0]
#c_h = canvas.size[1]
canvas_pixels: list[float] = list(canvas.pixels[:])
for mat in mat_images:
x: int = int(mat.fit.x)
y: int = int(mat.fit.y)
w: int = int(mat.albedo.size[0])
h: int = int(mat.albedo.size[1])
image_var: Image = eval("mat."+type)
image_pixels: list[float] = list(image_var.pixels[:])
print("writing image \""+image_var.name+"\" to canvas.")
print("x: \""+str(x)+"\" "+"y: \""+str(y)+"\" "+"w: \""+str(w)+"\" "+"h: \""+str(h)+"\" ")
for k in range(0,h):
for i in range(0, w):
for channel in range(0,4):
canvas_pixels[
int((((k+y)*c_w)
+
(i+x))*4)
+int(channel)
] = image_pixels[
int((
(k*w)
+i)*4)
+int(channel)]
canvas.pixels[:] = canvas_pixels[:]
canvas.save(filepath=os.path.join(os.path.dirname(bpy.data.filepath),new_image_name+".png"))
exec("atlased_mat."+type+" = canvas")
atlased_mat.material = bpy.data.materials.new(name="Atlas_Final_"+bpy.context.scene.name+"_"+Path(bpy.data.filepath).stem)
atlased_mat.material.use_nodes = True
atlased_mat.material.node_tree.nodes.clear()
#I am sorry for the amount of nodes I'm instanciating here and their values.
#This is so that the nodes look pretty in the UI, which I think looks kinda nice. - @989onan
principled_node: ShaderNodeBsdfPrincipled = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
principled_node.location.x = 7.29706335067749
principled_node.location.y = 298.918212890625
output_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
output_node.location.x = 297.29705810546875
output_node.location.y = 298.918212890625
albedo_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
albedo_node.location.x = -588.6177978515625
albedo_node.location.y = 414.1948547363281
albedo_node.image = atlased_mat.albedo
emission_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
emission_node.location.x = -588.6177978515625
emission_node.location.y = -173.9259033203125
emission_node.image = atlased_mat.emission
normal_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
normal_node.location.x = -941.4189453125
normal_node.location.y = -20.8391780853271
normal_node.image = atlased_mat.normal
normal_map_node: ShaderNodeNormalMap = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeNormalMap")
normal_map_node.location.x = -545.550537109375
normal_map_node.location.y = -0.7543716430664062
roughness_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
roughness_node.location.x = -592.1703491210938
roughness_node.location.y = 206.74075317382812
roughness_node.image = atlased_mat.roughness
ambient_occlusion_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
ambient_occlusion_node.location.x = -906.4371337890625
ambient_occlusion_node.location.y = -389.9602355957031
ambient_occlusion_node.image = atlased_mat.ambient_occlusion
height_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
height_node.location.x = -1222.383056640625
height_node.location.y = -375.48406982421875
height_node.image = atlased_mat.height
atlased_mat.material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Metallic"], roughness_node.outputs["Alpha"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Roughness"], roughness_node.outputs["Color"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Alpha"], albedo_node.outputs["Alpha"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Normal"], normal_map_node.outputs["Normal"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Emission Color"], emission_node.outputs["Color"])
atlased_mat.material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
atlased_mat.material.node_tree.links.new(normal_map_node.inputs["Color"], normal_node.outputs["Color"])
for obj in context.scene.objects:
mesh: Mesh = obj.data
mesh.materials.clear()
mesh.materials.append(atlased_mat.material)
return {"FINISHED"}
except Exception as e:
raise e
return {"FINISHED"}
-23
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@@ -1,23 +0,0 @@
import bpy
from typing import List, Optional
from bpy.types import Operator, Context, Object, TextureNode
from ..core.register import register_wrap
from ..core.common import get_armature, simplify_bonename
@register_wrap
class Atlas_Textures(Operator):
bl_idname = "avatar_toolkit.atlas_textures"
bl_label = "Atlas Textures"
bl_description = """Combines materials and their textures to optimize the model.
Although this combines materials, it may not reduce your VRAM usage. Other tools
like Tuxedo can vastly reduce your VRAM usage as well as many other optimizations,
rather than just duct taping the textures together like material combiner and this tool.
"""
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set:
return {'FINISHED'}
+1 -1
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@@ -44,7 +44,7 @@ def load_translations() -> None:
print("Default translation file 'en_US.json' not found.")
def t(phrase: str, *args, **kwargs) -> str:
output: str = dictionary.get(phrase, None)
output: str = dictionary.get(phrase)
if output is None:
if verbose:
print('Warning: Unknown phrase: ' + phrase)