feat(Blenvy):
* fixed handling of scene gltf_extras * fixed handling of colors for BlenderBackgroundShader * added scene tonemapping & scene colorgrading and handling on the Bevy side. * experimented with exporting ron asset files, updated & overhauled asset file generation, adapted for blueprints * various cleanups
This commit is contained in:
parent
ed5dfeb3cd
commit
4b1268f0a3
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@ -18,6 +18,19 @@ bevy = { version = "0.14.0-rc.3", default-features = false, features = ["bevy_as
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serde = "1.0.188"
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ron = "0.8.1"
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serde_json = "1.0.108"
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gltf = { version = "1.4.0", default-features = false, features = [
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"KHR_lights_punctual",
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"KHR_materials_transmission",
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"KHR_materials_ior",
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"KHR_materials_volume",
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"KHR_materials_unlit",
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"KHR_materials_emissive_strength",
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"KHR_texture_transform",
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"extras",
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"extensions",
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"names",
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"utils",
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] }
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[dev-dependencies]
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@ -1,5 +1,7 @@
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use bevy::core_pipeline::tonemapping::Tonemapping;
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use bevy::pbr::DirectionalLightShadowMap;
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use bevy::prelude::*;
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use bevy::render::view::{ColorGrading, ColorGradingGlobal, ColorGradingSection};
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use crate::GltfComponentsSet;
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@ -7,9 +9,12 @@ pub(crate) fn plugin(app: &mut App) {
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app.register_type::<BlenderBackgroundShader>()
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.register_type::<BlenderShadowSettings>()
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.register_type::<BlenderLightShadows>()
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.register_type::<BlenderToneMapping>()
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.register_type::<BlenderColorGrading>()
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.add_systems(
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Update,
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(process_lights, process_shadowmap, process_background_shader)
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(process_lights, process_shadowmap, process_background_shader, process_tonemapping, process_colorgrading)
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.after(GltfComponentsSet::Injection),
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);
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}
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@ -40,6 +45,26 @@ pub struct BlenderShadowSettings {
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pub cascade_size: usize,
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}
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/// Not all possible Blender ToneMappings are available in Bevy & vice versa
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#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
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#[reflect(Component)]
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#[non_exhaustive]
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pub enum BlenderToneMapping {
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#[default]
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None,
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AgX,
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Filmic
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}
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#[derive(Component, Reflect, Default, Debug, PartialEq, Clone)]
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#[reflect(Component)]
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#[non_exhaustive]
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pub struct BlenderColorGrading {
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exposure: f32,
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gamma: f32,
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}
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fn process_lights(
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mut directional_lights: Query<
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(&mut DirectionalLight, Option<&BlenderLightShadows>),
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@ -51,23 +76,17 @@ fn process_lights(
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for (mut light, blender_light_shadows) in directional_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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for (mut light, blender_light_shadows) in spot_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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for (mut light, blender_light_shadows) in point_lights.iter_mut() {
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if let Some(blender_light_shadows) = blender_light_shadows {
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light.shadows_enabled = blender_light_shadows.enabled;
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} else {
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light.shadows_enabled = true;
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}
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}
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}
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@ -88,10 +107,76 @@ fn process_background_shader(
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mut commands: Commands,
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) {
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for background_shader in background_shaders.iter() {
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println!("HEYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY {:?}", background_shader.color);
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commands.insert_resource(AmbientLight {
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color: background_shader.color,
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// Just a guess, see <https://github.com/bevyengine/bevy/issues/12280>
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brightness: background_shader.strength * 400.0,
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});
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commands.insert_resource(ClearColor(background_shader.color));
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}
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}
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// FIXME: this logic should not depend on if toneMapping or Cameras where added first
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fn process_tonemapping(
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tonemappings: Query<&BlenderToneMapping , Added<BlenderToneMapping>>,
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cameras: Query<Entity, With<Camera>>,
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mut commands: Commands,
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){
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for entity in cameras.iter(){
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for tone_mapping in tonemappings.iter(){
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match tone_mapping {
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BlenderToneMapping::None => {
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println!("TONEMAPPING NONE");
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commands.entity(entity).remove::<Tonemapping>();
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}
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BlenderToneMapping::AgX => {
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println!("TONEMAPPING Agx");
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commands.entity(entity).insert(Tonemapping::AgX);
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}
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BlenderToneMapping::Filmic => {
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println!("TONEMAPPING Filmic");
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commands.entity(entity).insert(Tonemapping::BlenderFilmic);
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}
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}
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}
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}
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}
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// FIXME: this logic should not depend on if toneMapping or Cameras where added first
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fn process_colorgrading(
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blender_colorgradings: Query<&BlenderColorGrading , Added<BlenderColorGrading>>,
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cameras: Query<Entity, With<Camera>>,
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mut commands: Commands,
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){
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for entity in cameras.iter(){
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for blender_colorgrading in blender_colorgradings.iter(){
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println!("COLOR GRADING");
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commands.entity(entity).insert(
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ColorGrading{
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global: ColorGradingGlobal{
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exposure: blender_colorgrading.exposure,
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..Default::default()
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},
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shadows: ColorGradingSection{
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gamma: blender_colorgrading.gamma,
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..Default::default()
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},
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midtones: ColorGradingSection{
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gamma: blender_colorgrading.gamma,
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..Default::default()
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},
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highlights: ColorGradingSection{
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gamma: blender_colorgrading.gamma,
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..Default::default()
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},
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..Default::default()
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}
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);
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}
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}
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}
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@ -16,14 +16,14 @@ use bevy::{
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use crate::{ronstring_to_reflect_component, GltfProcessed};
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// , mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>
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fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
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fn find_entity_components(entity: Entity, name: &Name, parent: Option<&Parent>, reflect_components: Vec<(Box<dyn Reflect>, TypeRegistration)>, entity_components: &HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>>) -> (Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>){
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// we assign the components specified /xxx_components objects to their parent node
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let mut target_entity = entity;
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// if the node contains "components" or ends with "_pa" (ie add to parent), the components will not be added to the entity itself but to its parent
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// this is mostly used for Blender collections
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if name.as_str().contains("components") || name.as_str().ends_with("_pa") {
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if parent.is_some() && (name.as_str().contains("components") || name.as_str().ends_with("_pa")) {
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debug!("adding components to parent");
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target_entity = parent.get();
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target_entity = parent.expect("the target entity had a parent ").get();
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}
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debug!("adding to {:?}", target_entity);
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@ -50,12 +50,10 @@ fn find_entity_components(entity: Entity, name: &Name, parent: &Parent, reflect_
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/// main function: injects components into each entity in gltf files that have `gltf_extras`, using reflection
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pub fn add_components_from_gltf_extras(world: &mut World) {
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let mut extras =
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world.query_filtered::<(Entity, &Name, &GltfExtras, &Parent), (Added<GltfExtras>, Without<GltfProcessed>)>();
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let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, &Parent), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
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let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, &Parent), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
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let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, &Parent), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
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let mut extras = world.query_filtered::<(Entity, &Name, &GltfExtras, Option<&Parent>), (Added<GltfExtras>, Without<GltfProcessed>)>();
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let mut scene_extras = world.query_filtered::<(Entity, &Name, &GltfSceneExtras, Option<&Parent>), (Added<GltfSceneExtras>, Without<GltfProcessed>)>();
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let mut mesh_extras = world.query_filtered::<(Entity, &Name, &GltfMeshExtras, Option<&Parent>), (Added<GltfMeshExtras>, Without<GltfProcessed>)>();
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let mut material_extras = world.query_filtered::<(Entity, &Name, &GltfMaterialExtras, Option<&Parent>), (Added<GltfMaterialExtras>, Without<GltfProcessed>)>();
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let mut entity_components: HashMap<Entity, Vec<(Box<dyn Reflect>, TypeRegistration)>> =
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HashMap::new();
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@ -63,6 +61,7 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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// let gltf_components_config = world.resource::<GltfComponentsConfig>();
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for (entity, name, extra, parent) in extras.iter(world) {
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println!("GLTF EXTRA !!!!");
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, extras {:?}",
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name, entity, parent, extra
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for (entity, name, extra, parent) in scene_extras.iter(world) {
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println!("GLTF SCENE EXTRA !!!!");
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, scene_extras {:?}",
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name, entity, parent, extra
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@ -92,6 +93,8 @@ pub fn add_components_from_gltf_extras(world: &mut World) {
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}
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for (entity, name, extra, parent) in mesh_extras.iter(world) {
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println!("GLTF MESH EXTRA !!!!");
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debug!(
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"Name: {}, entity {:?}, parent: {:?}, mesh_extras {:?}",
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name, entity, parent, extra
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@ -1,5 +1,5 @@
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use bevy::log::{debug, warn};
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use bevy::reflect::serde::ReflectDeserializer;
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use bevy::reflect::serde::{ReflectDeserializer, ReflectSerializer};
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use bevy::reflect::{Reflect, TypeRegistration, TypeRegistry};
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use bevy::utils::HashMap;
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use ron::Value;
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@ -58,12 +58,16 @@ fn components_string_to_components(
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parsed_value
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);
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/*
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// usefull to determine what an entity looks like Serialized
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/*let test_struct = CameraRenderGraph::new("name");
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let test_struct = Color::Srgba(Srgba { red: 0.2, green: 0.2, blue: 0.2, alpha: 0.2 });
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//CameraRenderGraph::new("name");
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let serializer = ReflectSerializer::new(&test_struct, &type_registry);
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let serialized =
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ron::ser::to_string_pretty(&serializer, ron::ser::PrettyConfig::default()).unwrap();
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println!("serialized Component {}", serialized);*/
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println!("serialized Component {}", serialized);
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*/
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debug!("component data ron string {}", ron_string);
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let mut deserializer = ron::Deserializer::from_str(ron_string.as_str())
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@ -15,7 +15,7 @@ Auto export
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- [x] main/ library scene names
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- [x] paths
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- [ ] Data storage for custom properties:
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- [x] Data storage for custom properties:
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- for scenes (main scenes)
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- at scene level
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- for blueprints
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@ -59,12 +59,11 @@ Components:
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- [x] BLENVY_OT_component_fix
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- [x] add handling for core::ops::Range<f32> & other ranges
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- [x] fix is_component_valid that is used in gltf_auto_export
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- Hashmap Support
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- [x] Hashmap Support
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- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
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- [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set
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- [ ] handle missing types in registry for keys & values
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- [x] adding a hashmap nukes every existing component ??
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- [x] Add correct upgrade handling from individual component to bevy_components
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- [x] Settings handling:
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- [x] move saveable settings out to a settings file
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@ -77,8 +76,6 @@ Components:
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- perhaps just add a display list of all NON component custom properties, so the user can find them easilly ?
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- [x] status "unregistered" is often false and misleading
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-> see in registry ui "for custom_property in object.keys():"
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- [x] overhaul / improve the component selector (with built in searching, etc)
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- [x] remove select_component_name_to_replace
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- [x] display of invalid components is not working ?
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@ -87,7 +84,6 @@ Components:
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- BLENVY_OT_component_list_add_item
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- BLENVY_OT_component_list_remove_item
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- BLENVY_OT_component_list_select_item: merge it into the rest of the actions
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- [x] clearing invalid flag after a registry change does not work correctly (ie the ui still says the component is invalid)
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- [x] should reset ALL "invalid" flags IF they have the matching data
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- [x] registry auto reload not working ?
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@ -96,7 +92,6 @@ Components:
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- now switched to tiger_hash
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- [x] add warning about hash colision (not much we can/ could do if it is the case ?)
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- [x] double check weird collisions AND/OR reuse existing if applicable
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- [x] annoying default path for registry, should be relative to the assets path
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@ -127,54 +122,55 @@ General issues:
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- [ ] add handling of errors when trying to load settings
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- [ ] force overwrite of settings files instead of partial updates ?
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- [ ] add tests for disabled components
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- [x] fix auto export workflow
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] add hashing of modifiers/ geometry nodes in serialize scene
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- [x] add ability to FORCE export specific blueprints & levels
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing)
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- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
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- [x] remove get_main_and_library_scenes as it should not be needed anymore
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- [x] fix asset file selection
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] remove local assets, useless
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- [x] remove local assets, useless
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- [x] remove 'export_marked_assets' it should be a default setting
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- [x] disable/ hide asset editing ui for external assets
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- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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- [x] fix level asets UI
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- [x] remove BlueprintsList & replace is with assets list
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- [x] switch to bevy 0.14 rc2
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- [x] trigger events when assets are loaded, blueprints are spawned & co
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- [x] overall cleanup
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- [x] object.add_bevy_component => blenvy.component_add
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- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing) => very hard to achieve
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- [ ] force overwrite of settings files instead of partial updates ?
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- [ ] add tests for disabled components
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [x] remove BlueprintsList & replace is with assets list
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- [ ] update main docs
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- [ ] rename project to Blenvy
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- [ ] replace all references to the old 2 add-ons with those to Blenvy
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- [ ] rename repo to "Blenvy"
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- [x] switch to bevy 0.14 rc2
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- [ ] find a solution for the new color handling
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- [ ] add back lighting_components
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- [ ] check if scene components are being deleted through our scene re-orgs in the spawn post process
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- [x] trigger events when assets are loaded, blueprints are spawned & co
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- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
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- [ ] simplify testing example:
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- [x] remove use of rapier physics (or even the whole common boilerplate ?)
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- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
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- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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- [ ] try out hot reloading
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- [ ] simplify examples:
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- [ ] a full fledged demo (including physics & co)
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- [ ] other examples without interactions or physics
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- [ ] update main docs
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- [ ] rename project to Blenvy
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- [ ] replace all references to the old 2 add-ons with those to Blenvy
|
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- [ ] rename repo to "Blenvy"
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- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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- [ ] hidden objects/collections not respected at export !!!
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|
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- [x] overall cleanup
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- [x] object.add_bevy_component => blenvy.component_add
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clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py
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@ -1,5 +1,7 @@
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import os
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import bpy
|
||||
from blenvy.assets.assets_scan import get_blueprint_asset_tree
|
||||
from blenvy.assets.generate_asset_file import write_ron_assets_file
|
||||
from ..constants import TEMPSCENE_PREFIX
|
||||
from ..common.generate_temporary_scene_and_export import generate_temporary_scene_and_export, copy_hollowed_collection_into, clear_hollow_scene
|
||||
from ..common.export_gltf import generate_gltf_export_settings
|
||||
|
@ -51,6 +53,9 @@ def export_blueprints(blueprints, settings, blueprints_data):
|
|||
tempScene_cleaner= lambda temp_scene, params: clear_hollow_scene(original_root_collection=collection, temp_scene=temp_scene, **params)
|
||||
)
|
||||
|
||||
#blueprint_asset_tree = get_blueprint_asset_tree(blueprint=blueprint, blueprints_data=blueprints_data, settings=settings)
|
||||
#write_ron_assets_file(blueprint.name, blueprint_asset_tree, output_path_full = blueprints_path_full)
|
||||
|
||||
# reset active collection to the one we save before
|
||||
bpy.context.view_layer.active_layer_collection = active_collection
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@ def generate_temporary_scene_and_export(settings, gltf_export_settings, gltf_out
|
|||
temp_root_collection = temp_scene.collection
|
||||
|
||||
print("additional_dataAAAAAAAAAAAAAAAH", additional_data)
|
||||
properties_black_list = ['user_assets', 'components_meta']
|
||||
properties_black_list = ['glTF2ExportSettings', 'user_assets', 'components_meta']
|
||||
if additional_data is not None: # FIXME not a fan of having this here
|
||||
for entry in dict(additional_data):
|
||||
# we copy everything over except those on the black list
|
||||
|
|
|
@ -5,14 +5,12 @@ from blenvy.core.object_makers import make_empty
|
|||
# TODO: replace this with placing scene level custom properties once support for that has been added to bevy_gltf
|
||||
def upsert_scene_components(main_scenes):
|
||||
for scene in main_scenes:
|
||||
"""lighting_components_name = f"lighting_components_{scene.name}"
|
||||
lighting_components = bpy.data.objects.get(lighting_components_name, None)
|
||||
if not lighting_components:
|
||||
root_collection = scene.collection
|
||||
lighting_components = make_empty('lighting_components_'+scene.name, [0,0,0], [0,0,0], [0,0,0], root_collection)"""
|
||||
|
||||
"""if scene.world is not None:
|
||||
lighting_components['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)""" # FIXME add back
|
||||
if scene.world is not None:
|
||||
scene['BlenderBackgroundShader'] = ambient_color_to_component(scene.world)
|
||||
print("FOOOOO WORLD", dir(scene.world))
|
||||
print("FOOOO scene", dir(scene))
|
||||
print("foooo", dir(scene.view_settings))
|
||||
print("GNAAA", scene.view_settings.view_transform)
|
||||
scene['BlenderShadowSettings'] = scene_shadows_to_component(scene)
|
||||
|
||||
if scene.eevee.use_bloom:
|
||||
|
@ -25,13 +23,24 @@ def upsert_scene_components(main_scenes):
|
|||
elif 'SSAOSettings' in scene:
|
||||
del scene['SSAOSettings']
|
||||
|
||||
scene['BlenderToneMapping'] = scene_tonemapping_to_component(scene)
|
||||
scene['BlenderColorGrading'] = scene_colorgrading_to_component(scene)
|
||||
|
||||
def remove_scene_components(main_scenes):
|
||||
pass
|
||||
"""for scene in main_scenes:
|
||||
lighting_components_name = f"lighting_components_{scene.name}"
|
||||
lighting_components = bpy.data.objects.get(lighting_components_name, None)
|
||||
if lighting_components:
|
||||
bpy.data.objects.remove(lighting_components, do_unlink=True)"""
|
||||
|
||||
def scene_tonemapping_to_component(scene):
|
||||
tone_mapping = scene.view_settings.view_transform
|
||||
blender_to_bevy = {
|
||||
'NONE': '',
|
||||
'AgX': 'AgX',
|
||||
'Filmic': 'Filmic',
|
||||
}
|
||||
bevy_tone_mapping = blender_to_bevy[tone_mapping] if tone_mapping in blender_to_bevy else None
|
||||
return bevy_tone_mapping
|
||||
|
||||
def scene_colorgrading_to_component(scene):
|
||||
return f"(exposure: {scene.view_settings.exposure}, gamma: {scene.view_settings.gamma})"
|
||||
|
||||
|
||||
def ambient_color_to_component(world):
|
||||
|
@ -43,9 +52,8 @@ def ambient_color_to_component(world):
|
|||
except Exception as ex:
|
||||
print("failed to parse ambient color: Only background is supported")
|
||||
|
||||
|
||||
if color is not None and strength is not None:
|
||||
colorRgba = f"LinearRgba(red: {color[0]}, green: {color[1]}, blue: {color[2]}, alpha: {color[3]})"
|
||||
colorRgba = f"LinearRgba((red: {color[0]}, green: {color[1]}, blue: {color[2]}, alpha: {color[3]}))"
|
||||
component = f"( color: {colorRgba}, strength: {strength})"
|
||||
return component
|
||||
return None
|
||||
|
|
|
@ -78,7 +78,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
|||
materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
|
||||
material_assets = [{"name": materials_library_name, "path": materials_exported_path}] # we also add the material library as an asset
|
||||
|
||||
scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
#scene["BlenvyAssets"] = assets_to_fake_ron(all_assets + [{"name": asset.name, "path": asset.path} for asset in scene.user_assets] + auto_assets + material_assets)
|
||||
|
||||
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
|
@ -87,6 +87,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
|||
generate_temporary_scene_and_export(
|
||||
settings,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
additional_data = scene,
|
||||
gltf_export_settings=gltf_export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, filter=is_object_static, settings=settings),
|
||||
|
@ -98,6 +99,7 @@ def export_main_scene(scene, settings, blueprints_data):
|
|||
generate_temporary_scene_and_export(
|
||||
settings,
|
||||
temp_scene_name=TEMPSCENE_PREFIX,
|
||||
additional_data = scene,
|
||||
gltf_export_settings=gltf_export_settings,
|
||||
gltf_output_path=gltf_output_path,
|
||||
tempScene_filler= lambda temp_collection: copy_hollowed_collection_into(scene.collection, temp_collection, blueprints_data=blueprints_data, filter=is_object_dynamic, settings=settings),
|
||||
|
|
|
@ -75,7 +75,8 @@ def get_selected_item(context):
|
|||
for obj in bpy.context.selected_ids:
|
||||
pass#print(f"Selected: {obj.name} - {type(obj)}")
|
||||
selection = bpy.context.selected_ids[len(bpy.context.selected_ids) - 1] if len(bpy.context.selected_ids)>0 else None #next(iter(bpy.context.selected_ids), None)
|
||||
print("selection", f"Selected: {selection.name} - {type(selection)}")
|
||||
"""if selection is not None:
|
||||
print("selection", f"Selected: {selection.name} - {type(selection)}")"""
|
||||
|
||||
#print("SELECTIONS", context.selected_objects)
|
||||
return selection
|
||||
|
|
|
@ -121,3 +121,26 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
|
|||
added_asset.name = asset["name"]
|
||||
added_asset.path = asset["path"]
|
||||
return assets_list
|
||||
|
||||
def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
|
||||
blueprints_path = getattr(settings, "blueprints_path")
|
||||
export_gltf_extension = getattr(settings.auto_export, "export_gltf_extension", ".glb")
|
||||
|
||||
assets_list = get_user_assets_as_list(blueprint.collection)
|
||||
|
||||
for blueprint_name in blueprint.nested_blueprints:
|
||||
sub_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
|
||||
if sub_blueprint is not None:
|
||||
sub_blueprint_exported_path = None
|
||||
if sub_blueprint.local:
|
||||
sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
|
||||
else:
|
||||
# get the injected path of the external blueprints
|
||||
sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None
|
||||
|
||||
if sub_blueprint_exported_path is not None and not does_asset_exist(assets_list, sub_blueprint_exported_path):
|
||||
assets_list.append({"name": sub_blueprint.name, "path": sub_blueprint_exported_path, "type": "MODEL", "generated": True, "internal": sub_blueprint.local, "parent": None})
|
||||
|
||||
assets_list += get_blueprint_assets_tree(sub_blueprint, blueprints_data, parent=sub_blueprint.name, settings=settings)
|
||||
|
||||
return assets_list
|
||||
|
|
|
@ -0,0 +1,28 @@
|
|||
|
||||
|
||||
def write_ron_assets_file(name, assets_hierarchy, internal_only=False, output_path_full="."):
|
||||
# just for testing, this uses the format of bevy_asset_loader's asset files
|
||||
'''
|
||||
({
|
||||
"world":File (path: "models/StartLevel.glb"),
|
||||
"level1":File (path: "models/Level1.glb"),
|
||||
"level2":File (path: "models/Level2.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
"materials": Folder (
|
||||
path: "materials",
|
||||
),
|
||||
})
|
||||
'''
|
||||
formated_assets = []
|
||||
for asset in assets_hierarchy:
|
||||
if asset["internal"] or not internal_only:
|
||||
formated_asset = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
|
||||
formated_assets.append(formated_asset)
|
||||
|
||||
with open(f"{output_path_full}/{name}.assets.ron", "w") as assets_file:
|
||||
assets_file.write("({")
|
||||
assets_file.writelines(formated_assets)
|
||||
assets_file.write("\n})")
|
|
@ -7,6 +7,7 @@ from bpy.props import (BoolProperty, StringProperty, EnumProperty)
|
|||
from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
|
||||
from .assets_scan import get_main_scene_assets_tree
|
||||
from ..core.path_helpers import absolute_path_from_blend_file
|
||||
from .generate_asset_file import write_ron_assets_file
|
||||
|
||||
class BLENVY_OT_assets_add(Operator):
|
||||
"""Add asset"""
|
||||
|
@ -172,32 +173,6 @@ class BLENVY_OT_assets_browse(Operator, ImportHelper):
|
|||
from types import SimpleNamespace
|
||||
|
||||
|
||||
def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False, levels_path_full="."):
|
||||
# just for testing, this uses the format of bevy_asset_loader's asset files
|
||||
'''
|
||||
({
|
||||
"world":File (path: "models/StartLevel.glb"),
|
||||
"level1":File (path: "models/Level1.glb"),
|
||||
"level2":File (path: "models/Level2.glb"),
|
||||
|
||||
"models": Folder (
|
||||
path: "models/library",
|
||||
),
|
||||
"materials": Folder (
|
||||
path: "materials",
|
||||
),
|
||||
})
|
||||
'''
|
||||
formated_assets = []
|
||||
for asset in assets_hierarchy:
|
||||
if asset["internal"] or not internal_only:
|
||||
bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
|
||||
formated_assets.append(bla)
|
||||
with open(f"{levels_path_full}/{level_name}.assets.ron", "w") as assets_file:
|
||||
assets_file.write("({")
|
||||
assets_file.writelines(formated_assets)
|
||||
assets_file.write("\n})")
|
||||
|
||||
class BLENVY_OT_assets_generate_files(Operator):
|
||||
"""Test assets"""
|
||||
bl_idname = "blenvy.assets_generate_files"
|
||||
|
@ -213,7 +188,7 @@ class BLENVY_OT_assets_generate_files(Operator):
|
|||
|
||||
for scene in blenvy.main_scenes:
|
||||
assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
|
||||
scene["assets"] = json.dumps(assets_hierarchy)
|
||||
write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, levels_path_full = blenvy.levels_path_full)
|
||||
# scene["assets"] = json.dumps(assets_hierarchy)
|
||||
write_ron_assets_file(scene.name, assets_hierarchy, internal_only = False, output_path_full = blenvy.levels_path_full)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
|
Loading…
Reference in New Issue