[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3995] contrib/py/scripts/addons/ uv_bake_texture_to_vcols.py: Addon: Bake UV tex to VCol layer improved, now handles multiple uv_texture images and allows to set a color for transparency .
Sebastian Nell
codemanx at gmx.de
Thu Nov 22 10:49:45 CET 2012
Revision: 3995
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3995
Author: codemanx
Date: 2012-11-22 09:49:41 +0000 (Thu, 22 Nov 2012)
Log Message:
-----------
Addon: Bake UV tex to VCol layer improved, now handles multiple uv_texture images and allows to set a color for transparency. I would call it feature complete.
Modified Paths:
--------------
contrib/py/scripts/addons/uv_bake_texture_to_vcols.py
Modified: contrib/py/scripts/addons/uv_bake_texture_to_vcols.py
===================================================================
--- contrib/py/scripts/addons/uv_bake_texture_to_vcols.py 2012-11-21 19:28:06 UTC (rev 3994)
+++ contrib/py/scripts/addons/uv_bake_texture_to_vcols.py 2012-11-22 09:49:41 UTC (rev 3995)
@@ -16,23 +16,24 @@
#
# ##### END GPL LICENSE BLOCK #####
+# <pep8 compliant>
+
"""
Bake UV-Texture to Vertex Colors Addon
Contact: p_boelens at msn.com
Information: http://projects.blender.org/tracker/index.php?func=detail&aid=28211
-Contributor(s): CoDEmanX.
+Contributor(s): Patrick Boelens, CoDEmanX.
All rights reserved.
"""
bl_info = {
"name": "Bake UV-Texture to Vertex Colors",
- "description": "Bakes the colors of the active UV Texture to Vertex Colors. "
- "Uses the active object and creates new VCol layer.",
+ "description": "Bakes the colors of the active UV Texture to a Vertex Color layer. ",
"author": "Patrick Boelens, CoDEmanX",
- "version": (0, 4),
+ "version": (0, 6),
"blender": (2, 6, 3),
"location": "3D View > Vertex Paint > Toolshelf > Bake",
"warning": "Requires image texture, generated textures aren't supported.",
@@ -42,7 +43,7 @@
"category": "UV"}
import bpy
-from bpy.props import BoolProperty, EnumProperty
+from bpy.props import BoolProperty, EnumProperty, FloatVectorProperty
from math import fabs
from colorsys import rgb_to_hsv, hsv_to_rgb
@@ -51,11 +52,15 @@
bl_label = "Bake UV-Texture to Vertex Colors"
bl_description = "Bake active UV-Texture to new Vertex Color layer (requires image texture)"
bl_options = {'REGISTER', 'UNDO'}
-
+
+ replace_active_layer = BoolProperty(name="Replace layer",
+ description="Overwrite active Vertex Color layer",
+ default=True)
+
mappingModes = [("CLIP", "Clip", "Don't affect vertices who's UV-coordinates are out of bounds."),
- ("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
- ("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")
- ]
+ ("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
+ ("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")
+ ]
mappingMode = EnumProperty(items=mappingModes,
default="CLIP",
@@ -85,200 +90,228 @@
name="Blend Type",
description="The blending mode to use when baking")
-
mirror_x = BoolProperty(name="Mirror X", description="Mirror the image on the X-axis.")
mirror_y = BoolProperty(name="Mirror Y", description="Mirror the image on the Y-axis.")
-
+
@classmethod
def poll(self, context):
return (context.object and
context.object.type == 'MESH' and
context.mode != 'EDIT_MESH' and
- context.object.data.uv_textures.active.data[0].image)
+ context.object.data.uv_layers.active and
+ context.object.data.uv_textures.active)
def execute(self, context):
obdata = context.object.data
- loop_count = len(obdata.loops)
- uv_tex = obdata.uv_textures.active.data[0] # TODO: Add support for multiple images
- image_size_x = uv_tex.image.size[0]
- image_size_y = uv_tex.image.size[1]
+
+ if self.replace_active_layer and obdata.vertex_colors.active:
+ vertex_colors = obdata.vertex_colors.active
+ else:
+ vertex_colors = obdata.vertex_colors.new(name="Baked UV texture")
- # Accessing this directly is far too slow. Copied to new array for massive performance-gain.
- uv_pixels = uv_tex.image.pixels[:]
+ if not vertex_colors:
+ # Can't add more than 17 VCol layers
+ self.report({'ERROR'}, "Couldn't add another Vertex Color layer,\n"
+ "Please remove an existing layer or replace active.")
+ return {'CANCELLED'}
- if uv_tex.image.name not in obdata.vertex_colors:
- obdata.vertex_colors.new(name=uv_tex.image.name)
-
- vertex_colors = obdata.vertex_colors[uv_tex.image.name]
obdata.vertex_colors.active = vertex_colors
- for i in range(loop_count):
- co = obdata.uv_layers.active.data[i].uv
- x_co = round(co[0] * (image_size_x - 1))
- y_co = round(co[1] * (image_size_y - 1))
+ uv_images = {}
+ for uv_tex in obdata.uv_textures.active.data:
+ if uv_tex.image and uv_tex.image.name not in uv_images and uv_tex.image.pixels:
+
+ uv_images[uv_tex.image.name] = (uv_tex.image.size[0],
+ uv_tex.image.size[1],
+ uv_tex.image.pixels[:]
+ # Accessing pixels directly is far too slow.
+ # Copied to new array for massive performance-gain.
+ )
+
+ for p in obdata.polygons:
+ img = obdata.uv_textures.active.data[p.index].image
+ if not img:
+ continue
- if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
- if self.mappingMode == 'CLIP':
- continue
+ image_size_x, image_size_y, uv_pixels = uv_images[img.name]
+
+ for loop in p.loop_indices:
+
+ co = obdata.uv_layers.active.data[loop].uv
+ x_co = round(co[0] * (image_size_x - 1))
+ y_co = round(co[1] * (image_size_y - 1))
+
+ if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
+ if self.mappingMode == 'CLIP':
+ continue
- elif self.mappingMode == 'REPEAT':
- x_co %= image_size_x
- y_co %= image_size_y
+ elif self.mappingMode == 'REPEAT':
+ x_co %= image_size_x
+ y_co %= image_size_y
- elif self.mappingMode == 'EXTEND':
- if x_co > image_size_x - 1:
- x_co = image_size_x - 1
- if x_co < 0:
- x_co = 0
- if y_co > image_size_y - 1:
- y_co = image_size_y - 1
- if y_co < 0:
- y_co = 0
-
- if self.mirror_x:
- x_co = image_size_x -1 - x_co
-
- if self.mirror_y:
- y_co = image_size_y -1 - y_co
-
- col_out = vertex_colors.data[i].color
+ elif self.mappingMode == 'EXTEND':
+ if x_co > image_size_x - 1:
+ x_co = image_size_x - 1
+ if x_co < 0:
+ x_co = 0
+ if y_co > image_size_y - 1:
+ y_co = image_size_y - 1
+ if y_co < 0:
+ y_co = 0
- pixelNumber = (image_size_x * y_co) + x_co
- r = uv_pixels[pixelNumber*4]
- g = uv_pixels[pixelNumber*4 + 1]
- b = uv_pixels[pixelNumber*4 + 2]
- col_in = r, g, b
- col_result = [r,g,b] #col_in = texture-color, col_out = existing/ 'base' color
-
- if self.blendingMode == 'MIX':
- col_result = col_in
+ if self.mirror_x:
+ x_co = image_size_x -1 - x_co
+
+ if self.mirror_y:
+ y_co = image_size_y -1 - y_co
+
+ col_out = vertex_colors.data[loop].color
+
+ pixelNumber = (image_size_x * y_co) + x_co
+ r = uv_pixels[pixelNumber*4]
+ g = uv_pixels[pixelNumber*4 + 1]
+ b = uv_pixels[pixelNumber*4 + 2]
+ a = uv_pixels[pixelNumber*4 + 3]
- elif self.blendingMode == 'ADD':
- col_result[0] = col_in[0] + col_out[0]
- col_result[1] = col_in[1] + col_out[1]
- col_result[2] = col_in[2] + col_out[2]
+ col_in = r, g, b # texture-color
+ col_result = [r,g,b] # existing / 'base' color
- elif self.blendingMode == 'SUBTRACT':
- col_result[0] = col_in[0] - col_out[0]
- col_result[1] = col_in[1] - col_out[1]
- col_result[2] = col_in[2] - col_out[2]
+ if self.blendingMode == 'MIX':
+ col_result = col_in
+
+ elif self.blendingMode == 'ADD':
+ col_result[0] = col_in[0] + col_out[0]
+ col_result[1] = col_in[1] + col_out[1]
+ col_result[2] = col_in[2] + col_out[2]
+
+ elif self.blendingMode == 'SUBTRACT':
+ col_result[0] = col_in[0] - col_out[0]
+ col_result[1] = col_in[1] - col_out[1]
+ col_result[2] = col_in[2] - col_out[2]
+
+ elif self.blendingMode == 'MULTIPLY':
+ col_result[0] = col_in[0] * col_out[0]
+ col_result[1] = col_in[1] * col_out[1]
+ col_result[2] = col_in[2] * col_out[2]
+
+ elif self.blendingMode == 'SCREEN':
+ col_result[0] = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
+ col_result[1] = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
+ col_result[2] = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
+
+ elif self.blendingMode == 'OVERLAY':
+ if col_out[0] < 0.5:
@@ Diff output truncated at 10240 characters. @@
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