oops
took changes from another branch, this should yeet
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@@ -1,274 +0,0 @@
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from pathlib import Path
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import numpy
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import bpy
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import re
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import os
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from typing import List, Tuple, Optional
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from mathutils import Vector
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from bpy.types import Material, Operator, Context, Object, Image, Mesh, MeshUVLoopLayer, Float2AttributeValue, ShaderNodeTexImage, ShaderNodeBsdfPrincipled, ShaderNodeNormalMap
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from ..core.register import register_wrap
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from ..core.properties import material_list_bool, SceneMatClass
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from ..core.packer.rectangle_packer import MaterialImageList, BinPacker
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def scale_images_to_largest(images:list[Image]) -> set:
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print([image.name for image in images])
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x: int=0
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y: int=0
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for image in images:
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x = max(x,image.size[0])
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y = max(y,image.size[1])
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print(x,y)
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for image in images:
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image.scale(width=int(x), height=int(y))
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return x,y
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def MaterialImageList_to_Image_list(classitem: MaterialImageList) -> list[Image]:
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list_of_images: list[Image] = []
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list_of_images.append(classitem.albedo)
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list_of_images.append(classitem.normal)
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list_of_images.append(classitem.emission)
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list_of_images.append(classitem.ambient_occlusion)
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list_of_images.append(classitem.height)
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list_of_images.append(classitem.roughness)
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return list_of_images
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def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
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mat: SceneMatClass = None
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material_image_list: list[MaterialImageList] = []
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for mat in context.scene.materials:
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new_mat_image_item: MaterialImageList = MaterialImageList()
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try:
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new_mat_image_item.albedo = bpy.data.images[mat.mat.texture_atlas_albedo]
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except Exception as e:
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name: str = mat.mat.name+"_albedo_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.albedo = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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try:
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new_mat_image_item.normal = bpy.data.images[mat.mat.texture_atlas_normal]
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except Exception:
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name: str = mat.mat.name+"_normal_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.normal = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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try:
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new_mat_image_item.emission = bpy.data.images[mat.mat.texture_atlas_emission]
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except Exception:
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name: str = mat.mat.name+"_emission_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.emission = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.emission.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
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try:
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new_mat_image_item.ambient_occlusion = bpy.data.images[mat.mat.texture_atlas_ambient_occlusion]
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except Exception:
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name: str = mat.mat.name+"_ambient_occlusion_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.ambient_occlusion = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.ambient_occlusion.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,1.0]), 32*32)
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try:
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new_mat_image_item.height = bpy.data.images[mat.mat.texture_atlas_height]
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except Exception:
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name: str = mat.mat.name+"_height_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.height = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.height.pixels[:] = numpy.tile(numpy.array([0.5,0.5,0.5,1.0]), 32*32)
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try:
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new_mat_image_item.roughness = bpy.data.images[mat.mat.texture_atlas_roughness]
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except Exception:
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name: str = mat.mat.name+"_roughness_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.roughness = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.roughness.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,0.0]), 32*32)
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new_mat_image_item.material = mat.mat
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material_image_list.append(new_mat_image_item)
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return material_image_list
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def prep_images_in_scene(context: Context) -> list[MaterialImageList]:
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preped_images: list[MaterialImageList] = get_material_images_from_scene(context)
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for MaterialImageClass in preped_images:
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ImageList: list[Image] = MaterialImageList_to_Image_list(MaterialImageClass)
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MaterialImageClass.w, MaterialImageClass.h = scale_images_to_largest(ImageList)
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return preped_images
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@register_wrap
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class Atlas_Materials(Operator):
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bl_idname = "avatar_toolkit.atlas_materials"
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bl_label = "Atlas Materials"
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bl_description = "Atlas materials to optimize the model"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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return context.scene.texture_atlas_Has_Mat_List_Shown
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def execute(self, context: Context) -> set:
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try:
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mat_images: list[MaterialImageList] = prep_images_in_scene(context)
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packer: BinPacker = BinPacker(mat_images)
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mat_images = packer.fit()
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size: list[int] = [max([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images]),
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max([matimg.fit.h + matimg.albedo.size[1] for matimg in mat_images])]
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print([matimg.fit.w + matimg.albedo.size[1] for matimg in mat_images])
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atlased_mat: MaterialImageList = MaterialImageList()
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for mat in mat_images:
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x: int = int(mat.fit.x)
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y: int = int(mat.fit.y)
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w: int = int(mat.albedo.size[0])
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h: int = int(mat.albedo.size[1])
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for obj in bpy.data.objects:
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mesh: Mesh = obj.data
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for layer in mesh.polygons:
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if obj.material_slots[layer.material_index].material:
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if obj.material_slots[layer.material_index].material == mat.material:
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for loop_idx in layer.loop_indices:
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layer_loops: MeshUVLoopLayer
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for layer_loops in mesh.uv_layers:
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uv_item: Float2AttributeValue = layer_loops.uv[loop_idx]
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uv_item.vector.x = (uv_item.vector.x*(w/size[0]))+(x/size[0])
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uv_item.vector.y = (uv_item.vector.y*(h/size[1]))+(y/size[1])
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for type in ["albedo","normal", "emission","ambient_occlusion","height", "roughness"]:
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new_image_name: str= "Atlas_"+type+"_"+context.scene.name+"_"+Path(bpy.data.filepath).stem
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print("Processing "+type+" atlas image")
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if new_image_name in bpy.data.images:
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bpy.data.images.remove(bpy.data.images[new_image_name])
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canvas: Image = bpy.data.images.new(name=new_image_name, width=int(size[0]),height=int(size[1]), alpha=True)
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c_w = canvas.size[0]
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#c_h = canvas.size[1]
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canvas_pixels: list[float] = list(canvas.pixels[:])
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for mat in mat_images:
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x: int = int(mat.fit.x)
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y: int = int(mat.fit.y)
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w: int = int(mat.albedo.size[0])
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h: int = int(mat.albedo.size[1])
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image_var: Image = eval("mat."+type)
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image_pixels: list[float] = list(image_var.pixels[:])
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print("writing image \""+image_var.name+"\" to canvas.")
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print("x: \""+str(x)+"\" "+"y: \""+str(y)+"\" "+"w: \""+str(w)+"\" "+"h: \""+str(h)+"\" ")
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for k in range(0,h):
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for i in range(0, w):
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for channel in range(0,4):
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canvas_pixels[
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int((((k+y)*c_w)
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+
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(i+x))*4)
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+int(channel)
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] = image_pixels[
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int((
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(k*w)
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+i)*4)
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+int(channel)]
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canvas.pixels[:] = canvas_pixels[:]
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canvas.save(filepath=os.path.join(os.path.dirname(bpy.data.filepath),new_image_name+".png"))
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exec("atlased_mat."+type+" = canvas")
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atlased_mat.material = bpy.data.materials.new(name="Atlas_Final_"+bpy.context.scene.name+"_"+Path(bpy.data.filepath).stem)
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atlased_mat.material.use_nodes = True
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atlased_mat.material.node_tree.nodes.clear()
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#I am sorry for the amount of nodes I'm instanciating here and their values.
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#This is so that the nodes look pretty in the UI, which I think looks kinda nice. - @989onan
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principled_node: ShaderNodeBsdfPrincipled = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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principled_node.location.x = 7.29706335067749
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principled_node.location.y = 298.918212890625
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output_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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output_node.location.x = 297.29705810546875
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output_node.location.y = 298.918212890625
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albedo_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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albedo_node.location.x = -588.6177978515625
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albedo_node.location.y = 414.1948547363281
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albedo_node.image = atlased_mat.albedo
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emission_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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emission_node.location.x = -588.6177978515625
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emission_node.location.y = -173.9259033203125
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emission_node.image = atlased_mat.emission
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normal_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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normal_node.location.x = -941.4189453125
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normal_node.location.y = -20.8391780853271
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normal_node.image = atlased_mat.normal
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normal_map_node: ShaderNodeNormalMap = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeNormalMap")
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normal_map_node.location.x = -545.550537109375
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normal_map_node.location.y = -0.7543716430664062
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roughness_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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roughness_node.location.x = -592.1703491210938
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roughness_node.location.y = 206.74075317382812
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roughness_node.image = atlased_mat.roughness
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ambient_occlusion_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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ambient_occlusion_node.location.x = -906.4371337890625
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ambient_occlusion_node.location.y = -389.9602355957031
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ambient_occlusion_node.image = atlased_mat.ambient_occlusion
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height_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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height_node.location.x = -1222.383056640625
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height_node.location.y = -375.48406982421875
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height_node.image = atlased_mat.height
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atlased_mat.material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
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atlased_mat.material.node_tree.links.new(principled_node.inputs["Metallic"], roughness_node.outputs["Alpha"])
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atlased_mat.material.node_tree.links.new(principled_node.inputs["Roughness"], roughness_node.outputs["Color"])
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atlased_mat.material.node_tree.links.new(principled_node.inputs["Alpha"], albedo_node.outputs["Alpha"])
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atlased_mat.material.node_tree.links.new(principled_node.inputs["Normal"], normal_map_node.outputs["Normal"])
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atlased_mat.material.node_tree.links.new(principled_node.inputs["Emission Color"], emission_node.outputs["Color"])
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atlased_mat.material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
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atlased_mat.material.node_tree.links.new(normal_map_node.inputs["Color"], normal_node.outputs["Color"])
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for obj in context.scene.objects:
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mesh: Mesh = obj.data
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mesh.materials.clear()
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mesh.materials.append(atlased_mat.material)
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return {"FINISHED"}
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except Exception as e:
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raise e
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return {"FINISHED"}
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@@ -1,23 +0,0 @@
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import bpy
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from typing import List, Optional
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from bpy.types import Operator, Context, Object, TextureNode
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from ..core.register import register_wrap
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from ..core.common import get_armature, simplify_bonename
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@register_wrap
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class Atlas_Textures(Operator):
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bl_idname = "avatar_toolkit.atlas_textures"
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bl_label = "Atlas Textures"
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bl_description = """Combines materials and their textures to optimize the model.
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Although this combines materials, it may not reduce your VRAM usage. Other tools
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like Tuxedo can vastly reduce your VRAM usage as well as many other optimizations,
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rather than just duct taping the textures together like material combiner and this tool.
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"""
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context: Context) -> set:
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return {'FINISHED'}
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@@ -44,7 +44,7 @@ def load_translations() -> None:
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print("Default translation file 'en_US.json' not found.")
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def t(phrase: str, *args, **kwargs) -> str:
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output: str = dictionary.get(phrase, None)
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output: str = dictionary.get(phrase)
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if output is None:
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if verbose:
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print('Warning: Unknown phrase: ' + phrase)
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Reference in New Issue
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