forked from LeenkxTeam/LNXSDK
407 lines
14 KiB
Python
407 lines
14 KiB
Python
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import bpy
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from bpy.types import Menu, Panel, UIList
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from bpy.props import *
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from lnx.lightmapper import operators, properties, utility
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import lnx.assets
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import lnx.utils
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if lnx.is_reload(__name__):
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lnx.assets = lnx.reload_module(lnx.assets)
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lnx.utils = lnx.reload_module(lnx.utils)
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else:
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lnx.enable_reload(__name__)
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class LnxBakeListItem(bpy.types.PropertyGroup):
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obj: PointerProperty(type=bpy.types.Object, description="The object to bake")
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res_x: IntProperty(name="X", description="Texture resolution", default=1024)
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res_y: IntProperty(name="Y", description="Texture resolution", default=1024)
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class LNX_UL_BakeList(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# We could write some code to decide which icon to use here...
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custom_icon = 'OBJECT_DATAMODE'
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# Make sure your code supports all 3 layout types
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row()
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row.prop(item, "obj", text="", emboss=False, icon=custom_icon)
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col = row.column()
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col.alignment = 'RIGHT'
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col.label(text=str(item.res_x) + 'x' + str(item.res_y))
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon=custom_icon)
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class LnxBakeListNewItem(bpy.types.Operator):
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# Add a new item to the list
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bl_idname = "lnx_bakelist.new_item"
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bl_label = "Add a new item"
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def execute(self, context):
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scn = context.scene
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scn.lnx_bakelist.add()
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scn.lnx_bakelist_index = len(scn.lnx_bakelist) - 1
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return{'FINISHED'}
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class LnxBakeListDeleteItem(bpy.types.Operator):
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# Delete the selected item from the list
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bl_idname = "lnx_bakelist.delete_item"
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bl_label = "Deletes an item"
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@classmethod
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def poll(self, context):
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""" Enable if there's something in the list """
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scn = context.scene
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return len(scn.lnx_bakelist) > 0
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def execute(self, context):
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scn = context.scene
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list = scn.lnx_bakelist
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index = scn.lnx_bakelist_index
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list.remove(index)
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if index > 0:
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index = index - 1
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scn.lnx_bakelist_index = index
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return{'FINISHED'}
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class LnxBakeListMoveItem(bpy.types.Operator):
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# Move an item in the list
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bl_idname = "lnx_bakelist.move_item"
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bl_label = "Move an item in the list"
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direction: EnumProperty(
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items=(
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('UP', 'Up', ""),
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('DOWN', 'Down', ""),))
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def move_index(self):
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# Move index of an item render queue while clamping it
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obj = bpy.context.scene
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index = obj.lnx_bakelist_index
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list_length = len(obj.lnx_bakelist) - 1
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new_index = 0
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if self.direction == 'UP':
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new_index = index - 1
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elif self.direction == 'DOWN':
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new_index = index + 1
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new_index = max(0, min(new_index, list_length))
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obj.lnx_bakelist.move(index, new_index)
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obj.lnx_bakelist_index = new_index
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def execute(self, context):
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obj = bpy.context.scene
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list = obj.lnx_bakelist
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index = obj.lnx_bakelist_index
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if self.direction == 'DOWN':
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neighbor = index + 1
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self.move_index()
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elif self.direction == 'UP':
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neighbor = index - 1
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self.move_index()
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else:
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return{'CANCELLED'}
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return{'FINISHED'}
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class LnxBakeButton(bpy.types.Operator):
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'''Bake textures for listed objects'''
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bl_idname = 'lnx.bake_textures'
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bl_label = 'Bake'
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def execute(self, context):
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scn = context.scene
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if len(scn.lnx_bakelist) == 0:
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return{'FINISHED'}
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self.report({'INFO'}, "Once baked, hit 'Leenkx Bake - Apply' to pack lightmaps")
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# At least one material required for now..
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for o in scn.lnx_bakelist:
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ob = o.obj
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if len(ob.material_slots) == 0:
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if not 'MaterialDefault' in bpy.data.materials:
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mat = bpy.data.materials.new(name='MaterialDefault')
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mat.use_nodes = True
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else:
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mat = bpy.data.materials['MaterialDefault']
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ob.data.materials.append(mat)
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# Single user materials
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for o in scn.lnx_bakelist:
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ob = o.obj
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for slot in ob.material_slots:
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# Temp material already exists
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if slot.material.name.endswith('_temp'):
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continue
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n = slot.material.name + '_' + ob.name + '_temp'
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if not n in bpy.data.materials:
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slot.material = slot.material.copy()
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slot.material.name = n
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# Images for baking
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for o in scn.lnx_bakelist:
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ob = o.obj
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img_name = ob.name + '_baked'
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sc = scn.lnx_bakelist_scale / 100
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rx = o.res_x * sc
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ry = o.res_y * sc
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# Get image
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if img_name not in bpy.data.images or bpy.data.images[img_name].size[0] != rx or bpy.data.images[img_name].size[1] != ry:
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img = bpy.data.images.new(img_name, int(rx), int(ry))
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img.name = img_name # Force img_name (in case Blender picked img_name.001)
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else:
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img = bpy.data.images[img_name]
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for slot in ob.material_slots:
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# Add image nodes
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mat = slot.material
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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if 'Baked Image' in nodes:
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img_node = nodes['Baked Image']
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else:
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img_node = nodes.new('ShaderNodeTexImage')
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img_node.name = 'Baked Image'
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img_node.location = (100, 100)
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img_node.image = img
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img_node.select = True
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nodes.active = img_node
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obs = bpy.context.view_layer.objects
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# Unwrap
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active = obs.active
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for o in scn.lnx_bakelist:
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ob = o.obj
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uv_layers = ob.data.uv_layers
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if not 'UVMap_baked' in uv_layers:
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uvmap = uv_layers.new(name='UVMap_baked')
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uv_layers.active_index = len(uv_layers) - 1
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obs.active = ob
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if scn.lnx_bakelist_unwrap == 'Lightmap Pack':
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bpy.context.view_layer.objects.active = ob
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ob.select_set(True)
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bpy.ops.uv.lightmap_pack(PREF_CONTEXT='ALL_FACES')
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else:
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.view_layer.objects.active = ob
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ob.select_set(True)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.uv.smart_project()
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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else:
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for i in range(0, len(uv_layers)):
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if uv_layers[i].name == 'UVMap_baked':
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uv_layers.active_index = i
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break
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obs.active = active
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# Materials for runtime
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# TODO: use single mat per object
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for o in scn.lnx_bakelist:
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ob = o.obj
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img_name = ob.name + '_baked'
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for slot in ob.material_slots:
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n = slot.material.name[:-5] + '_baked'
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if not n in bpy.data.materials:
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mat = bpy.data.materials.new(name=n)
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mat.use_nodes = True
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mat.use_fake_user = True
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nodes = mat.node_tree.nodes
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img_node = nodes.new('ShaderNodeTexImage')
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img_node.name = 'Baked Image'
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img_node.location = (100, 100)
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img_node.image = bpy.data.images[img_name]
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mat.node_tree.links.new(img_node.outputs[0], nodes['Principled BSDF'].inputs[0])
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else:
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mat = bpy.data.materials[n]
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nodes = mat.node_tree.nodes
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nodes['Baked Image'].image = bpy.data.images[img_name]
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# Bake
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bpy.ops.object.select_all(action='DESELECT')
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for o in scn.lnx_bakelist:
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o.obj.select_set(True)
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obs.active = scn.lnx_bakelist[0].obj
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bpy.ops.object.bake('INVOKE_DEFAULT', type='COMBINED')
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bpy.ops.object.select_all(action='DESELECT')
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return{'FINISHED'}
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class LnxBakeApplyButton(bpy.types.Operator):
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'''Pack baked textures and restore materials'''
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bl_idname = 'lnx.bake_apply'
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bl_label = 'Apply'
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def execute(self, context):
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scn = context.scene
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if len(scn.lnx_bakelist) == 0:
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return{'FINISHED'}
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for material in bpy.data.materials:
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if not material.users:
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bpy.data.materials.remove(material)
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# Remove leftover _baked materials for removed objects
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for mat in bpy.data.materials:
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if mat.name.endswith('_baked'):
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has_user = False
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for ob in bpy.data.objects:
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if ob.type == 'MESH' and mat.name.endswith('_' + ob.name + '_baked'):
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has_user = True
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break
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if not has_user:
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bpy.data.materials.remove(mat, do_unlink=True)
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# Recache lightmaps
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lnx.assets.invalidate_unpacked_data(None, None)
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for o in scn.lnx_bakelist:
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ob = o.obj
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img_name = ob.name + '_baked'
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# Save images
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bpy.data.images[img_name].pack()
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#bpy.data.images[img_name].save()
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for slot in ob.material_slots:
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mat = slot.material
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# Remove temp material
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if mat.name.endswith('_temp'):
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old = slot.material
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slot.material = bpy.data.materials[old.name.split('_' + ob.name)[0] + "_" + ob.name + "_baked"]
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bpy.data.materials.remove(old, do_unlink=True)
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# Restore uv slots
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for o in scn.lnx_bakelist:
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ob = o.obj
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uv_layers = ob.data.uv_layers
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uv_layers.active_index = 0
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uv_layers["UVMap_baked"].active_render = True
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return{'FINISHED'}
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class LnxBakeSpecialsMenu(bpy.types.Menu):
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bl_label = "Bake"
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bl_idname = "LNX_MT_BakeListSpecials"
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def draw(self, context):
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layout = self.layout
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layout.operator("lnx.bake_add_all")
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layout.operator("lnx.bake_add_selected")
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layout.operator("lnx.bake_clear_all")
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layout.operator("lnx.bake_remove_baked_materials")
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class LnxBakeAddAllButton(bpy.types.Operator):
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'''Fill the list with scene objects'''
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bl_idname = 'lnx.bake_add_all'
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bl_label = 'Add All'
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def execute(self, context):
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scn = context.scene
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scn.lnx_bakelist.clear()
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for ob in scn.objects:
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if ob.type == 'MESH':
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scn.lnx_bakelist.add().obj = ob
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return{'FINISHED'}
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class LnxBakeAddSelectedButton(bpy.types.Operator):
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'''Add selected objects to the list'''
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bl_idname = 'lnx.bake_add_selected'
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bl_label = 'Add Selected'
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def contains(self, scn, ob):
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for o in scn.lnx_bakelist:
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if o == ob:
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return True
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return False
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def execute(self, context):
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scn = context.scene
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for ob in context.selected_objects:
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if ob.type == 'MESH' and not self.contains(scn, ob):
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scn.lnx_bakelist.add().obj = ob
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return{'FINISHED'}
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class LnxBakeClearAllButton(bpy.types.Operator):
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'''Clear the list'''
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bl_idname = 'lnx.bake_clear_all'
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bl_label = 'Clear'
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def execute(self, context):
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scn = context.scene
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scn.lnx_bakelist.clear()
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return{'FINISHED'}
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class LnxBakeRemoveBakedMaterialsButton(bpy.types.Operator):
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'''Clear the list'''
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bl_idname = 'lnx.bake_remove_baked_materials'
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bl_label = 'Remove Baked Materials'
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def execute(self, context):
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for mat in bpy.data.materials:
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if mat.name.endswith('_baked'):
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bpy.data.materials.remove(mat, do_unlink=True)
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return{'FINISHED'}
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__REG_CLASSES = (
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LnxBakeListItem,
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LNX_UL_BakeList,
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LnxBakeListNewItem,
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LnxBakeListDeleteItem,
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LnxBakeListMoveItem,
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LnxBakeButton,
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LnxBakeApplyButton,
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LnxBakeSpecialsMenu,
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LnxBakeAddAllButton,
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LnxBakeAddSelectedButton,
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LnxBakeClearAllButton,
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LnxBakeRemoveBakedMaterialsButton
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)
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__reg_classes, __unreg_classes = bpy.utils.register_classes_factory(__REG_CLASSES)
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def register():
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__reg_classes()
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bpy.types.Scene.lnx_bakelist_scale = FloatProperty(
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name="Resolution", description="Resolution scale", subtype='PERCENTAGE',
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default=100.0, min=1, max=1000, soft_min=1, soft_max=100.0
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)
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bpy.types.Scene.lnx_bakelist = CollectionProperty(type=LnxBakeListItem)
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bpy.types.Scene.lnx_bakelist_index = IntProperty(name="Index for my_list", default=0)
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bpy.types.Scene.lnx_bakelist_unwrap = EnumProperty(
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name="UV Unwrap", default='Smart UV Project',
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items=[
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('Lightmap Pack', 'Lightmap Pack', 'Lightmap Pack'),
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('Smart UV Project', 'Smart UV Project', 'Smart UV Project')
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]
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)
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# Register lightmapper
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bpy.types.Scene.lnx_bakemode = EnumProperty(
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name="Bake mode", default='Static Map',
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items=[
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('Static Map', 'Static Map', 'Static Map'),
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('Lightmap', 'Lightmap', 'Lightmap')
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]
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)
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operators.register()
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properties.register()
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def unregister():
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__unreg_classes()
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# Unregister lightmapper
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operators.unregister()
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properties.unregister()
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