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opengl_export_vbo.py
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opengl_export_vbo.py
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#!BPY
"""
Name: 'OpenGL (.c)...'
Blender: 232
Group: 'Export'
Tooltip: 'Save to a C source file'
"""
################################################################################
#
# BLENDER TO OPENGL EXPORTER
#
# MAINTAINED BY: cosmiczilch@gmail.com
#
# Notes from raphael:
#
# * Scaling and deformations:
# These are not handled in the script, you MUST select all objects
# of the scene and select
# Transform -> Clear/Apply -> Apply Size/Rotation (Ctrl+A)
# Transform -> Clear/Apply -> Apply Deformation (Shift+Ctrl+A)
# before exporting in order to have correct transformations
# in the exported file.
#
################################################################################
#==================================================#
# New name based on old with a different extension #
#==================================================#
def newFName(ext):
return Blender.Get('filename')[: -len(Blender.Get('filename').split('.', -1)[-1]) ] + ext
import Blender
from Blender import Object, NMesh, Mesh
from Blender import Armature
# My Co class
class Co:
x = 0.0
y = 0.0
z = 0.0
def __init__(self, arg1, arg2, arg3):
self.x = arg1
self.y = arg2
self.z = arg3
# My No class
class No:
x = 0.0
y = 0.0
z = 0.0
def __init__(self, arg1, arg2, arg3):
self.x = arg1
self.y = arg2
self.z = arg3
# My Uv class
class Uvco:
x = 0.0
y = 0.0
def __init__(self, arg1, arg2):
self.x = arg1
self.y = arg2
# MyVert class
class MyVert:
co = Co(0.0, 0.0, 0.0)
index = 0
dup_vertex_index = -1
no = No(0.0, 0.0, 0.0)
uvco = Uvco(0.0, 0.0)
def __init__(self, arg1, arg2, arg3):
self.co.x = arg1
self.co.y = arg2
self.co.z = arg3
# /MyVert class
def save_opengl(filename):
# Open file
f = open(filename+".c","w")
header_file = open(filename+".h", "w")
bone_file = open(filename+".bone", "w")
print "File %s created and opened. Now exporting..." % filename
# Write all the preprocessors in the header file required to
# make it work w/ vbo_Utilities.h :
header_file.write("#ifndef MODEL_H")
header_file.write("\n#define MODEL_H")
header_file.write("\n\n#include <GL/gl.h>")
header_file.write("\n#include <GL/glu.h>")
header_file.write("\n\n#include \"Transformation.h\"")
header_file.write("\n\n#include \"vbo_Utilities.h\"")
header_file.write("\n\n#include \"bone.h\"")
header_file.write("\n\n// The following is the list of objects that will be exported :")
# The actual object names and their estern declarations will be written out in the loop below
f.write("#include \"%s.h\"\n\n" % filename)
# Which object to export
# currently all objects (meshes only - see below)
objects = [ob for ob in Object.GetSelected() if ob.getType() == 'Mesh']
obj_index = 0
for obj in objects:
nmesh = NMesh.GetRawFromObject(obj.name)
header_file.write("\n\nextern CVBO_Model %s;" % (nmesh.name))
f.write("\n// Object: %s" % (nmesh.name))
f.write("\nCVBO_Model %s;" % (nmesh.name))
f.write("\n\nvoid make_%s_vbo_arrays () {" % (nmesh.name))
# Get the list of vertices for the object
vertices = nmesh.verts[:]
# Get the list of faces for the object
faces = nmesh.faces[:]
# initialize a refCount array for the vertices
refCount_for_vertices = []
for idx in range(len(vertices)):
refCount_for_vertices.append(0)
# Make one pass through all the faces in the object
# to identify all the vertices that will have to be split
# into 2 or more vertices if they have different texture coordinates
# as part of different faces. Example : vertices along uv-unwrapping_seams.
# Naturally, this has to be done only if the mesh uses face-UV textures
if nmesh.hasFaceUV():
for face in faces:
for idx in range(len(face.v)):
vertex_idx = face.v[idx].index
if refCount_for_vertices[vertex_idx] == 0:
refCount_for_vertices[vertex_idx] = 1
vertices[vertex_idx].uvco.x = face.uv[idx][0]
vertices[vertex_idx].uvco.y = face.uv[idx][1]
elif face.uv[idx][0] != vertices[vertex_idx].uvco.x or face.uv[idx][1] != vertices[vertex_idx].uvco.y:
# get a new temp vert of type MyVert
newVert = MyVert(0.0, 0.0, 0.0)
refCount_for_vertices.append(1)
# Copy over relevant stuff to newVert
newVert.co = Co(vertices[vertex_idx].co.x, vertices[vertex_idx].co.y, vertices[vertex_idx].co.z)
newVert.index = vertices[vertex_idx].index
newVert.dup_vertex_index = vertices[vertex_idx].index
newVert.no = No(vertices[vertex_idx].no.x, vertices[vertex_idx].no.y, vertices[vertex_idx].no.z)
newVert.uvco = Uvco(vertices[vertex_idx].uvco.x, vertices[vertex_idx].uvco.y)
# Append it to the list
vertices.append( newVert )
vertex_idx = len(vertices) - 1 # new vertex_idx, of the newly appended vertex
# Now set the diverged uvco and index at the newly appended vertex
vertices[vertex_idx].uvco.x = face.uv[idx][0]
vertices[vertex_idx].uvco.y = face.uv[idx][1]
vertices[vertex_idx].index = vertex_idx
# And, set the face's v to point to this newly appended vertex
face.v[idx] = vertices[vertex_idx]
numVerts = len(vertices)
f.write("\n\tint numVertices = %d;\n" % numVerts)
# Write out the list of vertices for the object
f.write("\n\t// List of vertices for object %s" % (nmesh.name))
f.write("\n\tGLfloat vertices[] = {")
for vertex in vertices :
f.write("\n\t\t%f,\t%f,\t%f,\t1.0000," % (vertex.co.x, vertex.co.y, vertex.co.z) )
f.write("\t\t// index : %d" % (vertex.index) )
f.write("\n\t};")
f.write("\n\t%s.bulk_init_vertices (numVertices, (vec4 *)vertices);\n\n" % (nmesh.name))
# Write out the texture coordinates for the object
if nmesh.hasFaceUV():
f.write("\n\t// List of texture_coords for object %s" % (nmesh.name))
f.write("\n\tGLfloat textures[] = {")
for vertex in vertices :
f.write("\n\t\t%f,\t%f," % (vertex.uvco.x, vertex.uvco.y) )
f.write("\t\t// index : %d" % (vertex.index) )
f.write("\n\t};")
f.write("\n\t%s.bulk_init_textures (numVertices, (vec2 *)textures);\n\n" % (nmesh.name))
# Write out the normals for the object
f.write("\n\t// List of normals for object %s" % (nmesh.name))
f.write("\n\tGLfloat normals[] = {")
for vertex in vertices :
f.write("\n\t\t%f,\t%f,\t%f," % (vertex.no.x, vertex.no.y, vertex.no.z) )
f.write("\t\t// index : %d" % (vertex.index) )
f.write("\n\t};")
f.write("\n\t%s.bulk_init_normals (numVertices, (vec3 *)normals);\n\n" % (nmesh.name))
numFaces = 0
for face in nmesh.faces:
numFaces = numFaces + 1
if len(face.v) == 4: # , because quads will be exported as 2 triangles (see below)
numFaces = numFaces + 1
f.write("\n\tint numFaces = %d;\n" % numFaces)
# Write out the indices to form each face of the object
f.write("\n\tGLuint indices[] = {")
for face in nmesh.faces:
f.write("\n\t\t")
f.write("%d, " % face.v[0].index)
f.write("%d, " % face.v[1].index)
f.write("%d, " % face.v[2].index)
if len(face.v) == 4:
f.write("\n\t\t")
f.write("%d, " % face.v[3].index)
f.write("%d, " % face.v[0].index)
f.write("%d, " % face.v[2].index)
f.write("\n\t};")
f.write("\n\t%s.bulk_init_indices (numFaces, (GLuint *)indices);\n\n" % (nmesh.name))
#translation
locx = 0;
locy = 0;
locz = 0;
if obj.LocX > 0.0001 or obj.LocX < -0.0001:
locx = obj.LocX
if obj.LocY > 0.0001 or obj.LocY < -0.0001:
locy = obj.LocY
if obj.LocZ > 0.0001 or obj.LocZ < -0.0001:
locz = obj.LocZ
f.write("\n\t%s.locX = %f;" % (nmesh.name, locx))
f.write("\n\t%s.locY = %f;" % (nmesh.name, locy))
f.write("\n\t%s.locZ = %f;" % (nmesh.name, locz))
f.write("\n\treturn;")
f.write("\n}")
# Bone stuff
mesh = Mesh.Get(obj.name)
obj.link(mesh)
f.write("\n\n// Object : %s " % (mesh.name))
numRealVerts = len(mesh.verts)
armatures = Armature.Get() # type: dict
armature_names = armatures.keys()
for armature_name in armature_names:
f.write("\n// Armature %s, being used by %d users" % (armature_name, armatures[armature_name].users) )
if armatures[armature_name].users > 0: # being used by at least 1 user (helps discard deleted armatures which are (for some reason) still lying around in Blender)
armature = armatures[armature_name]
bones = armature.bones # type: dict
bone_names = bones.keys()
for bone_name in bone_names: # loop over all bones
bone = bones[bone_name]
f.write("\n\nBone %s;" % bone.name)
header_file.write("\nextern Bone %s;" % bone.name)
f.write("\n\nvoid init_%s_bone_influences () {" % bone.name)
f.write("\n\tInfluence influences[] = {")
num_influences = 0
for vertex_idx in range(numVerts): # loop over all vertices, looking for The bone's influences
# bone_file.write("\nindex : %d " % (vertex_idx))
if vertex_idx < numRealVerts:
for influence in mesh.getVertexInfluences(vertex_idx):
if influence[0] == bone.name:
# bone_file.write("\n %s, %f" % (influence[0], influence[1]))
f.write("\n\t\tInfluence(%d, %f)," % (vertex_idx, influence[1]))
num_influences = num_influences + 1
elif vertex_idx >= numRealVerts:
for influence in mesh.getVertexInfluences(vertices[vertex_idx].dup_vertex_index):
if influence[0] == bone.name:
# bone_file.write("\n %s, %f" % (influence[0], influence[1]))
f.write("\n\t\tInfluence(%d, %f)," % (vertex_idx, influence[1]))
num_influences = num_influences + 1
f.write("\n\t};")
f.write("\n\n\t%s.bulkInitInfluences (%d, influences);" % (bone.name, num_influences))
f.write("\n\t%s.name = \"%s\";" % (bone.name, bone.name))
f.write("\n\n\treturn;")
f.write("\n};\n")
obj_index += 1
header_file.write("\n\nvoid initialize_all_models ();")
header_file.write("\nvoid ready_all_models_for_render ();")
f.write("\n\nvoid initialize_all_models () {")
for obj in objects:
nmesh = NMesh.GetRawFromObject(obj.name)
f.write("\n\n\tmake_%s_vbo_arrays ();" % (nmesh.name))
f.write("\n\t%s.setTexture (\"./cube_texture_test.png\", PNG);" % nmesh.name)
f.write("\n\t%s.setMatColor (0.2, 0.3, 0.4, 1.0);" % nmesh.name)
# Bone stuff :
armatures = Armature.Get() # type: dict
armature_names = armatures.keys()
for armature_name in armature_names:
if armatures[armature_name].users > 0: # being used by at least 1 user (helps discard deleted armatures which are (for some reason) still lying around in Blender)
armature = armatures[armature_name]
bones = armature.bones # type: dict
bone_names = bones.keys()
for bone_name in bone_names: # loop over all bones
bone = bones[bone_name]
f.write("\n\tinit_%s_bone_influences ();" % bone.name)
f.write("\n\t%s.setVBO (&%s);" % (bone.name, obj.name) )
f.write("\n\t%s.addBone (&%s);" % (obj.name, bone.name) )
f.write("\n\n\treturn;\n}\n")
f.write("\n\nvoid ready_all_models_for_render () {")
for obj in objects:
nmesh = NMesh.GetRawFromObject(obj.name)
f.write("\n\t%s.make_ready_for_render ();" % nmesh.name)
f.write("\n\n\treturn;\n}\n\n")
header_file.write("\n\n#endif\n\n")
print "Export complete"
f.close()
Blender.Window.FileSelector(save_opengl, 'Export Wavefront OBJ', newFName('test_export'))