blender.py: add support for textures

This commit is contained in:
Zack Buhman 2025-05-24 11:33:27 -05:00
parent 3bd28fd814
commit 34eeda47be
2 changed files with 90 additions and 7 deletions

View File

@ -1,4 +1,5 @@
import bpy import bpy
from os import path
def render_vec3(v): def render_vec3(v):
return f"{{{v.x:.6f}, {v.y:.6f}, {v.z:.6f}}}" return f"{{{v.x:.6f}, {v.y:.6f}, {v.z:.6f}}}"
@ -24,18 +25,25 @@ def render_polygon_normals(f, name, polygon_normals):
f.write(f" {render_vec3(normal.vector)},\n") f.write(f" {render_vec3(normal.vector)},\n")
f.write("};\n\n") f.write("};\n\n")
def sort_by_material(polygons):
return sorted(polygons, key=lambda p: p.material_index)
def render_polygons(f, name, polygons): def render_polygons(f, name, polygons):
f.write(f"const polygon {name}_polygons[] = {{\n") f.write(f"const polygon {name}_polygons[] = {{\n")
for i, polygon in enumerate(polygons):
s = ", ".join(map(str, polygon.vertices))
c = "// " if len(polygon.vertices) != 4 else ""
f.write(f" {c}{{{s}}},\n") uv_ix = 0
for i, polygon in enumerate(polygons):
indices = [*polygon.vertices, polygon.material_index, uv_ix]
uv_ix += len(polygon.vertices)
s = ", ".join(map(str, indices))
if len(polygon.vertices) == 4:
f.write(f" {{{s}}},\n")
else:
f.write(f" {{0, 0, 0, 0, -1}}, // {{{s}}}\n")
f.write("};\n\n") f.write("};\n\n")
def render_uv_map(f, name, name2, uvm): def render_uv_map(f, name, name2, uvm):
f.write(f"const vec2 {name}_{name2}_uvmap[] = {{\n") f.write(f"const vec2 {name}_{name2}_uvmap[] = {{\n")
print(uvm)
for uv in uvm: for uv in uvm:
s = render_vec2(uv.vector) s = render_vec2(uv.vector)
f.write(f" {s},\n") f.write(f" {s},\n")
@ -74,6 +82,8 @@ def render_mesh(f, name, mesh):
f.write(f" .polygons_length = (sizeof ({name}_polygons)) / (sizeof ({name}_polygons[0])),\n") f.write(f" .polygons_length = (sizeof ({name}_polygons)) / (sizeof ({name}_polygons[0])),\n")
f.write(f" .uv_layers = {name}_uv_layers,\n") f.write(f" .uv_layers = {name}_uv_layers,\n")
f.write(f" .uv_layers_length = (sizeof ({name}_uv_layers)) / (sizeof ({name}_uv_layers[0])),\n") f.write(f" .uv_layers_length = (sizeof ({name}_uv_layers)) / (sizeof ({name}_uv_layers[0])),\n")
f.write(f" .materials = {name}_materials,\n")
f.write(f" .materials_length = (sizeof ({name}_materials)) / (sizeof ({name}_materials[0])),\n")
f.write( "};\n\n") f.write( "};\n\n")
def translate_name(name): def translate_name(name):
@ -81,6 +91,8 @@ def translate_name(name):
def mesh_objects(objects): def mesh_objects(objects):
for object in objects: for object in objects:
if object.hide_get():
continue
if object.type == "MESH": if object.type == "MESH":
yield object yield object
@ -93,6 +105,58 @@ def mesh_meshes(objects):
mesh_names.add(mesh.name) mesh_names.add(mesh.name)
yield mesh yield mesh
def get_texture(material):
assert material.use_nodes, material.name
for node in material.node_tree.nodes:
if node.type == "TEX_IMAGE":
return node.image
_offset = 0
texture_offsets = {}
prefix = "textures_"
def get_texture_offset(image):
global _offset
if image.name in texture_offsets:
value = texture_offsets[image.name]
return value
value = _offset
texture_offsets[image.name] = value
width, height = image.size
_offset += width * height // 4 + 256 * 4 * 2
return value
def texture_data_name(name):
name = path.splitext(name)[0]
name = translate_name(name)
return f"{prefix}{name}_vq"
def render_mesh_materials(f, name, materials):
f.write(f"const mesh_material {name}_materials[] = {{\n")
for material in materials:
image = get_texture(material)
assert image is not None, material.name
f.write(f" {{ // {material.name} {image.name}\n")
width, height = image.size
offset = get_texture_offset(image)
f.write(f" .width = {width},\n")
f.write(f" .height = {height},\n")
f.write(f" .offset = {offset},\n")
f.write(" },\n")
f.write("};\n")
def render_materials(f):
f.write("const material materials[] = {\n")
for image_name, offset in texture_offsets.items():
name = texture_data_name(image_name)
print(image_name)
f.write(" {\n")
f.write(f" .start = (void *)&_binary_{name}_start,\n")
f.write(f" .size = (int)&_binary_{name}_size,\n")
f.write(f" .offset = {offset},\n")
f.write(" },\n")
f.write("};\n");
def export_meshes(f): def export_meshes(f):
for mesh in mesh_meshes(bpy.context.scene.objects): for mesh in mesh_meshes(bpy.context.scene.objects):
#mesh.vertex_normals #mesh.vertex_normals
@ -111,7 +175,7 @@ def export_meshes(f):
render_vertex_normals(f, mesh_name, mesh.vertices) render_vertex_normals(f, mesh_name, mesh.vertices)
render_polygon_normals(f, mesh_name, mesh.polygon_normals) render_polygon_normals(f, mesh_name, mesh.polygon_normals)
render_polygons(f, mesh_name, mesh.polygons) render_polygons(f, mesh_name, mesh.polygons)
render_mesh_materials(f, mesh_name, mesh.materials)
render_mesh(f, mesh_name, mesh); render_mesh(f, mesh_name, mesh);
@ -128,8 +192,9 @@ def mesh_objects_sorted(objects):
return sorted(mesh_objects(objects), key=key) return sorted(mesh_objects(objects), key=key)
def export_objects(f): def export_objects(f):
f.write("const struct object objects[] = {\n") f.write("const object objects[] = {\n")
for object in mesh_objects_sorted(bpy.context.scene.objects): for object in mesh_objects_sorted(bpy.context.scene.objects):
#object.rotation_mode = 'AXIS_ANGLE' #object.rotation_mode = 'AXIS_ANGLE'
#object.name #object.name
#object.rotation_axis_angle #object.rotation_axis_angle
@ -159,6 +224,8 @@ def export_objects(f):
def export_scene(f): def export_scene(f):
export_meshes(f) export_meshes(f)
export_objects(f) export_objects(f)
render_materials(f)
with open("/home/bilbo/output.h", "w") as f: with open("/home/bilbo/output.h", "w") as f:
offset = 0
export_scene(f) export_scene(f)

View File

@ -1,5 +1,13 @@
struct polygon { struct polygon {
int a, b, c, d; int a, b, c, d;
int material_index;
int uv_index;
};
struct mesh_material {
int width;
int height;
int offset;
}; };
struct mesh { struct mesh {
@ -13,6 +21,8 @@ struct mesh {
const int polygons_length; const int polygons_length;
const vec2 ** uv_layers; const vec2 ** uv_layers;
const int uv_layers_length; const int uv_layers_length;
const mesh_material * materials;
const int materials_length;
}; };
struct object { struct object {
@ -21,3 +31,9 @@ struct object {
const vec4 rotation; const vec4 rotation;
const vec3 location; const vec3 location;
}; };
struct material {
void * start;
int size;
int offset;
};