├── LICENSE ├── README.md ├── demo └── simple 3D Test │ ├── My 3D Test.cbp │ ├── My 3D Test.layout │ ├── cd │ ├── 0.TGA │ ├── 1.TGA │ ├── 10.TGA │ ├── 11.TGA │ ├── 12.TGA │ ├── 13.TGA │ ├── 14.TGA │ ├── 15.TGA │ ├── 16.TGA │ ├── 17.TGA │ ├── 18.TGA │ ├── 19.TGA │ ├── 2.TGA │ ├── 20.TGA │ ├── 21.TGA │ ├── 22.TGA │ ├── 23.TGA │ ├── 24.TGA │ ├── 25.TGA │ ├── 26.TGA │ ├── 27.TGA │ ├── 28.TGA │ ├── 29.TGA │ ├── 3.TGA │ ├── 30.TGA │ ├── 31.TGA │ ├── 32.TGA │ ├── 33.TGA │ ├── 34.TGA │ ├── 35.TGA │ ├── 36.TGA │ ├── 37.TGA │ ├── 38.TGA │ ├── 39.TGA │ ├── 4.TGA │ ├── 40.TGA │ ├── 41.TGA │ ├── 42.TGA │ ├── 43.TGA │ ├── 44.TGA │ ├── 45.TGA │ ├── 46.TGA │ ├── 47.TGA │ ├── 48.TGA │ ├── 49.TGA │ ├── 5.TGA │ ├── 50.TGA │ ├── 51.TGA │ ├── 52.TGA │ ├── 53.TGA │ ├── 54.TGA │ ├── 55.TGA │ ├── 6.TGA │ ├── 7.TGA │ ├── 8.TGA │ ├── 9.TGA │ ├── ABS.TXT │ ├── BIB.TXT │ ├── CPY.TXT │ └── TEXT56.TGA │ ├── clean.bat │ ├── clean.sh │ ├── compile.bat │ ├── compile.sh │ ├── magus_saturn.h │ ├── magus_saturn_TEX.h │ ├── main.c │ ├── makefile │ ├── run_with_daemon_tools_and_ssf.bat │ ├── run_with_powershell_and_ssf.ps1 │ ├── run_with_virtual_clone_drive_and_ssf.bat │ ├── run_with_yabause.bat │ ├── run_with_yabause.sh │ ├── sh.exe.stackdump │ └── sl_coff.cue └── src ├── Saturn_Export.py └── Saturn_Export_JoEdition.py /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Blender-to-Saturn-Model-Exporter 2 | 3 | Converts mesh and texture data to be readable by the Sega Saturn directly from Blender. To use run the script from the *Text-Editor*. Make sure your textures are applied via materials and not from the UV editor. 4 | 5 | ## How It Works 6 | - Converts polygon data into pseudo polygons (distorted sprites) rendered by the Sega Saturn VDP1 chip 7 | - Creates Folded polygons when a polygon face has only three points to allow for triangle meshes on VDP1 8 | - Converts each textured face into an formated sprite 9 | - SGL version converts textured faces into TEXDAT structures 10 | - Jo3D version converts each textured face into a TGA compatible sprite 11 | 12 | ![Example](https://i.imgur.com/GFNggi1.png) 13 | 14 | ## Todo 15 | - Integrate into an fully featured export option compatible with the upcoming Blender 2.8 16 | - Optimize the texture conversion process to make it faster 17 | - Identify similar looking textures and color patterns to cutdown on filesize 18 | - Recognize manually converted faces and perform a straight export without conversion to save time 19 | - Allow for predefined and/or smart deduction of texture conversion based off textured face size relative to overall mesh 20 | - Recognize mirrored and instanced meshes to create optimized models 21 | - Support for animated meshes 22 | -------------------------------------------------------------------------------- /demo/simple 3D Test/My 3D Test.cbp: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 44 | 45 | -------------------------------------------------------------------------------- /demo/simple 3D Test/My 3D Test.layout: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /demo/simple 3D Test/cd/0.TGA: -------------------------------------------------------------------------------- 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/demo/simple 3D Test/cd/BIB.TXT: -------------------------------------------------------------------------------- 1 | NOT Bibliographiced by SEGA 2 | 3 | -------------------------------------------------------------------------------- /demo/simple 3D Test/cd/CPY.TXT: -------------------------------------------------------------------------------- 1 | 2 | 3 | -------------------------------------------------------------------------------- /demo/simple 3D Test/cd/TEXT56.TGA: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/polygon-studio/Blender-to-Saturn-Model-Exporter/649d45f996b46fedc95a81ddb6f7dc40bdd445ae/demo/simple 3D Test/cd/TEXT56.TGA -------------------------------------------------------------------------------- /demo/simple 3D Test/clean.bat: -------------------------------------------------------------------------------- 1 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f ./cd/0.bin 2 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f *.o 3 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f ../jo_engine/*.o 4 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f ./sl_coff.bin 5 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f ./sl_coff.coff 6 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f ./sl_coff.map 7 | "..\Compiler\SH_COFF\Other Utilities\rm.exe" -f ./sl_coff.iso 8 | -------------------------------------------------------------------------------- /demo/simple 3D Test/clean.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | rm -f ./cd/0.bin 3 | rm -f *.o 4 | rm -f ../jo_engine/*.o 5 | rm -f ./sl_coff.bin 6 | rm -f ./sl_coff.coff 7 | rm -f ./sl_coff.map 8 | rm -f ./sl_coff.iso 9 | echo "Done." 10 | exit 0 11 | -------------------------------------------------------------------------------- /demo/simple 3D Test/compile.bat: -------------------------------------------------------------------------------- 1 | @ECHO Off 2 | SET PATH=..\Compiler\SH_COFF\Other Utilities;..\Compiler\SH_COFF\sh-coff\bin;..\Compiler\SN;..\Compiler\TOOLS;%PATH% 3 | make re 4 | -------------------------------------------------------------------------------- /demo/simple 3D Test/compile.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | command -v genisoimage >/dev/null 2>&1 || { echo "genisoimage is not installed.\ 3 | Aborting." >&2; exit 1; } 4 | command -v wine >/dev/null 2>&1 || { echo "wine is not installed. Aborting." >&\ 5 | 2; exit 1; } 6 | 7 | wine cmd.exe /c compile.bat 2> /dev/null 8 | 9 | genisoimage -quiet -sysid "SEGA SATURN" -volid "SaturnApp" -volset "SaturnApp" \ 10 | -publisher "SEGA ENTERPRISES, LTD." -preparer "SEGA ENTERPRISES, LTD." -appid "\ 11 | SaturnApp" -abstract "ABS.TXT" -copyright "CPY.TXT" -biblio "BIB.TXT" -generic-\ 12 | boot ../Compiler/COMMON/IP.BIN -full-iso9660-filenames -o sl_coff.iso cd 13 | 14 | exit 0 15 | -------------------------------------------------------------------------------- /demo/simple 3D Test/magus_saturn_TEX.h: -------------------------------------------------------------------------------- 1 | #ifndef __magus_saturn_TEX__ 2 | #define __magus_saturn_TEX__ 3 | void Load_magus_saturn_Texture(void) 4 | { 5 | jo_sprite_add_tga (JO_ROOT_DIR, "0.TGA", JO_COLOR_Transparent); 6 | jo_sprite_add_tga (JO_ROOT_DIR, "1.TGA", JO_COLOR_Transparent); 7 | jo_sprite_add_tga (JO_ROOT_DIR, "2.TGA", JO_COLOR_Transparent); 8 | jo_sprite_add_tga (JO_ROOT_DIR, "3.TGA", JO_COLOR_Transparent); 9 | jo_sprite_add_tga (JO_ROOT_DIR, "4.TGA", JO_COLOR_Transparent); 10 | jo_sprite_add_tga (JO_ROOT_DIR, "5.TGA", JO_COLOR_Transparent); 11 | jo_sprite_add_tga (JO_ROOT_DIR, "6.TGA", JO_COLOR_Transparent); 12 | jo_sprite_add_tga (JO_ROOT_DIR, "7.TGA", JO_COLOR_Transparent); 13 | jo_sprite_add_tga (JO_ROOT_DIR, "8.TGA", JO_COLOR_Transparent); 14 | jo_sprite_add_tga (JO_ROOT_DIR, "9.TGA", JO_COLOR_Transparent); 15 | jo_sprite_add_tga (JO_ROOT_DIR, "10.TGA", JO_COLOR_Transparent); 16 | jo_sprite_add_tga (JO_ROOT_DIR, "11.TGA", JO_COLOR_Transparent); 17 | jo_sprite_add_tga (JO_ROOT_DIR, "12.TGA", JO_COLOR_Transparent); 18 | jo_sprite_add_tga (JO_ROOT_DIR, "13.TGA", JO_COLOR_Transparent); 19 | jo_sprite_add_tga (JO_ROOT_DIR, "14.TGA", JO_COLOR_Transparent); 20 | jo_sprite_add_tga (JO_ROOT_DIR, "15.TGA", JO_COLOR_Transparent); 21 | jo_sprite_add_tga (JO_ROOT_DIR, "16.TGA", JO_COLOR_Transparent); 22 | jo_sprite_add_tga (JO_ROOT_DIR, "17.TGA", JO_COLOR_Transparent); 23 | jo_sprite_add_tga (JO_ROOT_DIR, "18.TGA", JO_COLOR_Transparent); 24 | jo_sprite_add_tga (JO_ROOT_DIR, "19.TGA", JO_COLOR_Transparent); 25 | jo_sprite_add_tga (JO_ROOT_DIR, "20.TGA", JO_COLOR_Transparent); 26 | jo_sprite_add_tga (JO_ROOT_DIR, "21.TGA", JO_COLOR_Transparent); 27 | jo_sprite_add_tga (JO_ROOT_DIR, "22.TGA", JO_COLOR_Transparent); 28 | jo_sprite_add_tga (JO_ROOT_DIR, "23.TGA", JO_COLOR_Transparent); 29 | jo_sprite_add_tga (JO_ROOT_DIR, "24.TGA", JO_COLOR_Transparent); 30 | jo_sprite_add_tga (JO_ROOT_DIR, "25.TGA", JO_COLOR_Transparent); 31 | jo_sprite_add_tga (JO_ROOT_DIR, "26.TGA", JO_COLOR_Transparent); 32 | jo_sprite_add_tga (JO_ROOT_DIR, "27.TGA", JO_COLOR_Transparent); 33 | jo_sprite_add_tga (JO_ROOT_DIR, "28.TGA", JO_COLOR_Transparent); 34 | jo_sprite_add_tga (JO_ROOT_DIR, "29.TGA", JO_COLOR_Transparent); 35 | jo_sprite_add_tga (JO_ROOT_DIR, "30.TGA", JO_COLOR_Transparent); 36 | jo_sprite_add_tga (JO_ROOT_DIR, "31.TGA", JO_COLOR_Transparent); 37 | jo_sprite_add_tga (JO_ROOT_DIR, "32.TGA", JO_COLOR_Transparent); 38 | jo_sprite_add_tga (JO_ROOT_DIR, "33.TGA", JO_COLOR_Transparent); 39 | jo_sprite_add_tga (JO_ROOT_DIR, "34.TGA", JO_COLOR_Transparent); 40 | jo_sprite_add_tga (JO_ROOT_DIR, "35.TGA", JO_COLOR_Transparent); 41 | jo_sprite_add_tga (JO_ROOT_DIR, "36.TGA", JO_COLOR_Transparent); 42 | jo_sprite_add_tga (JO_ROOT_DIR, "37.TGA", JO_COLOR_Transparent); 43 | jo_sprite_add_tga (JO_ROOT_DIR, "38.TGA", JO_COLOR_Transparent); 44 | jo_sprite_add_tga (JO_ROOT_DIR, "39.TGA", JO_COLOR_Transparent); 45 | jo_sprite_add_tga (JO_ROOT_DIR, "40.TGA", JO_COLOR_Transparent); 46 | jo_sprite_add_tga (JO_ROOT_DIR, "41.TGA", JO_COLOR_Transparent); 47 | jo_sprite_add_tga (JO_ROOT_DIR, "42.TGA", JO_COLOR_Transparent); 48 | jo_sprite_add_tga (JO_ROOT_DIR, "43.TGA", JO_COLOR_Transparent); 49 | jo_sprite_add_tga (JO_ROOT_DIR, "44.TGA", JO_COLOR_Transparent); 50 | jo_sprite_add_tga (JO_ROOT_DIR, "45.TGA", JO_COLOR_Transparent); 51 | jo_sprite_add_tga (JO_ROOT_DIR, "46.TGA", JO_COLOR_Transparent); 52 | jo_sprite_add_tga (JO_ROOT_DIR, "47.TGA", JO_COLOR_Transparent); 53 | jo_sprite_add_tga (JO_ROOT_DIR, "48.TGA", JO_COLOR_Transparent); 54 | jo_sprite_add_tga (JO_ROOT_DIR, "49.TGA", JO_COLOR_Transparent); 55 | jo_sprite_add_tga (JO_ROOT_DIR, "50.TGA", JO_COLOR_Transparent); 56 | jo_sprite_add_tga (JO_ROOT_DIR, "51.TGA", JO_COLOR_Transparent); 57 | jo_sprite_add_tga (JO_ROOT_DIR, "52.TGA", JO_COLOR_Transparent); 58 | jo_sprite_add_tga (JO_ROOT_DIR, "53.TGA", JO_COLOR_Transparent); 59 | } 60 | #endif 61 | -------------------------------------------------------------------------------- /demo/simple 3D Test/main.c: -------------------------------------------------------------------------------- 1 | /* 2 | ** Jo Sega Saturn Engine 3 | ** Copyright (c) 2012-2016, Johannes Fetz (johannesfetz@gmail.com) 4 | ** All rights reserved. 5 | ** 6 | ** Redistribution and use in source and binary forms, with or without 7 | ** modification, are permitted provided that the following conditions are met: 8 | ** * Redistributions of source code must retain the above copyright 9 | ** notice, this list of conditions and the following disclaimer. 10 | ** * Redistributions in binary form must reproduce the above copyright 11 | ** notice, this list of conditions and the following disclaimer in the 12 | ** documentation and/or other materials provided with the distribution. 13 | ** * Neither the name of the Johannes Fetz nor the 14 | ** names of its contributors may be used to endorse or promote products 15 | ** derived from this software without specific prior written permission. 16 | ** 17 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 18 | ** ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 19 | ** WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 20 | ** DISCLAIMED. IN NO EVENT SHALL Johannes Fetz BE LIABLE FOR ANY 21 | ** DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 22 | ** (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 23 | ** LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 24 | ** ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 25 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 26 | ** SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 27 | */ 28 | 29 | /***************************************************************************************************\ 30 | ** Special Note : The 3D part on Jo Engine is still in development. So, some glitch may occur ;) 31 | ** Btw, texture mapping for triangle base mesh (not quads) is experimental. 32 | \***************************************************************************************************/ 33 | 34 | #include 35 | // The model and texture information 36 | #include "magus_saturn.h" 37 | #include "magus_saturn_TEX.h" 38 | 39 | static jo_camera cam; 40 | static float rx, ry; 41 | 42 | static float spin = 0.0f; 43 | 44 | void my_draw(void) 45 | { 46 | jo_printf(12, 1, "*3D Model Demo*"); 47 | jo_3d_camera_look_at(&cam); 48 | jo_3d_push_matrix(); 49 | { 50 | jo_3d_rotate_matrix(90.0f, 0.0f, 0.0f); 51 | jo_3d_translate_matrix(0, 0, -80); 52 | jo_3d_push_matrix(); 53 | { 54 | jo_3d_rotate_matrix(0.0, 0.0f, spin); 55 | spin += 1.0f; 56 | // Model draw function from magus_saturn.c 57 | display_Body_mesh(); 58 | display_Cane_mesh(); 59 | display_Face_mesh(); 60 | display_Hair_mesh(); 61 | display_Clothes_mesh(); 62 | } 63 | jo_3d_pop_matrix(); 64 | } 65 | jo_3d_pop_matrix(); 66 | } 67 | 68 | void my_gamepad(void) 69 | { 70 | if (jo_is_pad1_key_pressed(JO_KEY_UP)) 71 | rx -= 0.01f; 72 | else if (jo_is_pad1_key_pressed(JO_KEY_DOWN)) 73 | rx += 0.01f; 74 | else if (jo_is_pad1_key_pressed(JO_KEY_LEFT)) 75 | ry += 0.01f; 76 | else if (jo_is_pad1_key_pressed(JO_KEY_RIGHT)) 77 | ry -= 0.01f; 78 | } 79 | 80 | void jo_main(void) 81 | { 82 | jo_core_init(JO_COLOR_Blue); 83 | Load_magus_saturn_Texture(); 84 | jo_3d_camera_init(&cam); 85 | jo_core_add_callback(my_gamepad); 86 | jo_core_add_callback(my_draw); 87 | jo_core_run(); 88 | } 89 | 90 | /* 91 | ** END OF FILE 92 | */ 93 | -------------------------------------------------------------------------------- /demo/simple 3D Test/makefile: -------------------------------------------------------------------------------- 1 | JO_COMPILE_WITH_VIDEO_MODULE = 0 2 | JO_COMPILE_WITH_BACKUP_MODULE = 0 3 | JO_COMPILE_WITH_TGA_MODULE = 1 4 | JO_COMPILE_WITH_AUDIO_MODULE = 0 5 | JO_COMPILE_WITH_3D_MODULE = 1 6 | JO_COMPILE_WITH_PSEUDO_MODE7_MODULE = 0 7 | JO_COMPILE_WITH_EFFECTS_MODULE = 0 8 | JO_COMPILE_USING_SGL = 1 9 | JO_DEBUG = 1 10 | SRCS=main.c 11 | include ../Compiler/COMMON/jo_engine_makefile 12 | -------------------------------------------------------------------------------- /demo/simple 3D Test/run_with_daemon_tools_and_ssf.bat: -------------------------------------------------------------------------------- 1 | @ECHO Off 2 | if exist sl_coff.iso ( 3 | echo Mounting image... 4 | "C:\Program Files (x86)\DAEMON Tools Lite\DTLite.exe" -mount 0,sl_coff.cue 5 | cd "..\Emulators\SSF\" 6 | echo Running SSF... 7 | "SSF.exe" 8 | echo Unmounting image... 9 | "C:\Program Files (x86)\DAEMON Tools Lite\DTLite.exe" -unmount 0 10 | ) else ( 11 | echo Please compile first ! 12 | pause 13 | ) 14 | -------------------------------------------------------------------------------- /demo/simple 3D Test/run_with_powershell_and_ssf.ps1: -------------------------------------------------------------------------------- 1 | # /!\ THIS SCRIPT DOESN'T WORK TODAY BECAUSE OF SSF /!\ 2 | $isoPath = Join-Path $pwd.Path sl_coff.iso 3 | $ssfDirectory = Join-Path $pwd.Path "..\Emulators\SSF\" 4 | Write-Host "Mounting image..." 5 | Mount-DiskImage -StorageType ISO -ImagePath $isoPath 6 | Write-Host "Running SSF..." 7 | cd "$ssfDirectory" 8 | Start-Process -FilePath "SSF.exe" -Wait 9 | Write-Host "Unmounting image..." 10 | Get-DiskImage $isoPath | Dismount-DiskImage 11 | -------------------------------------------------------------------------------- /demo/simple 3D Test/run_with_virtual_clone_drive_and_ssf.bat: -------------------------------------------------------------------------------- 1 | @ECHO Off 2 | if exist sl_coff.iso ( 3 | echo Mounting image... 4 | "C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\vcdmount.exe" sl_coff.iso 5 | cd "..\Emulators\SSF\" 6 | echo Running SSF... 7 | "SSF.exe" 8 | echo Unmounting image... 9 | "C:\Program Files (x86)\Elaborate Bytes\VirtualCloneDrive\vcdmount.exe" /u 10 | ) else ( 11 | echo Please compile first ! 12 | pause 13 | ) 14 | -------------------------------------------------------------------------------- /demo/simple 3D Test/run_with_yabause.bat: -------------------------------------------------------------------------------- 1 | @ECHO Off 2 | if exist sl_coff.iso ( 3 | "..\Emulators\yabause\yabause.exe" -a -i sl_coff.cue 4 | ) else ( 5 | echo Please compile first ! 6 | ) -------------------------------------------------------------------------------- /demo/simple 3D Test/run_with_yabause.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | command -v yabause >/dev/null 2>&1 || { echo "yabause is not installed.\ 3 | Aborting." >&2; exit 1; } 4 | 5 | if [ -f sl_coff.iso ]; 6 | then 7 | yabause -a -i sl_coff.cue 8 | else 9 | echo "Please compile first !" >&2 10 | fi 11 | -------------------------------------------------------------------------------- /demo/simple 3D Test/sh.exe.stackdump: -------------------------------------------------------------------------------- 1 | Exception: STATUS_ACCESS_VIOLATION at eip=00000000 2 | eax=00000000 ebx=71574254 ecx=006F26E6 edx=71574254 esi=00000000 edi=715700D4 3 | ebp=0067FD40 esp=0067FD14 program=D:\Downloads\Saturn\jo_engine_src\Compiler\SH_COFF\Other Utilities\sh.exe 4 | cs=0023 ds=002B es=002B fs=0053 gs=002B ss=002B 5 | Stack trace: 6 | Frame Function Args 7 | End of stack trace -------------------------------------------------------------------------------- /demo/simple 3D Test/sl_coff.cue: -------------------------------------------------------------------------------- 1 | FILE "sl_coff.iso" BINARY 2 | TRACK 01 MODE1/2048 3 | INDEX 01 00:00:00 4 | POSTGAP 00:02:00 -------------------------------------------------------------------------------- /src/Saturn_Export.py: -------------------------------------------------------------------------------- 1 | #!BPY 2 | import bpy 3 | import mathutils 4 | import math 5 | import os 6 | from collections import defaultdict 7 | 8 | ###=================================================================================================== 9 | ### CREATE MDL FILE 10 | ###=================================================================================================== 11 | 12 | dir = os.path.dirname( bpy.data.filepath ) 13 | name = bpy.path.basename( bpy.context.blend_data.filepath ) 14 | name = name.split( ".blend" )[0] 15 | filepath = os.path.join ( dir, name + ".mdl" ) 16 | ngons = False 17 | 18 | ###=================================================================================================== 19 | ### TEXNO DEFINITION 20 | ###=================================================================================================== 21 | texdef = str().join( name.split() ).upper() + "_TEXNO" 22 | 23 | ###=================================================================================================== 24 | ### POPULATE MDL FILE WITH MODEL DATA 25 | ###=================================================================================================== 26 | with open ( filepath, 'w' ) as file: 27 | file.write( "/* Model Name: " + name + " */\n" ) 28 | file.write( "/* Total Objects: " + str( len( bpy.data.objects ) ) + " */\n" ) 29 | file.write( "/*\n" ) 30 | for ob in bpy.data.objects: 31 | file.write(" -" + ob.name + "\n"); 32 | file.write( "*/\n" ) 33 | file.write( "\n" ) 34 | 35 | file.write( "#include \"TEXTURES%s%s_DEF.ini\"\n" % ( '/', name ) ) 36 | file.write( "#define GRaddr 0xe000\n\n" ) 37 | tex_id = 0 38 | 39 | ###=============================================================================================== 40 | ### GET DATA FROM EACH OBJECT IN THE SCENE 41 | ###=============================================================================================== 42 | for ob in bpy.data.objects: 43 | 44 | if ob.type == "MESH": 45 | ###======================================================================================= 46 | ### VERTICES 47 | ###======================================================================================= 48 | file.write( "POINT point_" + ob.name + "[%d] = {\n" % ( len( ob.data.vertices ) ) ) 49 | for v in ob.data.vertices: 50 | x, y, z = v.co 51 | file.write( " POStoFIXED(%9.6f, %9.6f, %9.6f),\n" % ( x, y, z ) ); 52 | file.write( "};\n\n" ) 53 | 54 | ###======================================================================================= 55 | ### FACES AND NORMALS 56 | ###======================================================================================= 57 | file.write( "POLYGON polygon_" + ob.name + "[%d] = {\n" % ( len( ob.data.polygons ) ) ) 58 | for p in ob.data.polygons: 59 | if len( p.vertices ) == 4: 60 | file.write( " NORMAL(%9.6f, %9.6f, %9.6f), VERTICES(%3d, %3d, %3d, %3d),\n" % ( 61 | p.normal.x, 62 | p.normal.y, 63 | p.normal.z, 64 | p.vertices[0], 65 | p.vertices[1], 66 | p.vertices[2], 67 | p.vertices[3] 68 | ) ) 69 | elif len( p.vertices ) == 3: 70 | file.write( " NORMAL(%9.6f, %9.6f, %9.6f), VERTICES(%3d, %3d, %3d, %3d),\n" % ( 71 | p.normal.x, 72 | p.normal.y, 73 | p.normal.z, 74 | p.vertices[0], 75 | p.vertices[1], 76 | p.vertices[2], 77 | p.vertices[0] 78 | ) ) 79 | else: 80 | file.write( "//CANNOT CONVERT THIS FACE!\n" ) 81 | ngons = True 82 | p.select = True 83 | 84 | file.write( "};\n\n" ) 85 | 86 | ###======================================================================================= 87 | ### ATTRIBUTES 88 | ###======================================================================================= 89 | file.write("ATTR attribute_"+ ob.name + "[%d] = {\n" % ( len( ob.data.polygons ) ) ) 90 | for p in ob.data.polygons: 91 | ###=================================================================================== 92 | ### FACE COLORS 93 | ###=================================================================================== 94 | # Get the values the face's vertex colors and average tem to get the color of the face 95 | r = g = b = 31 96 | vcol = ob.data.vertex_colors.active 97 | if vcol: 98 | for l in p.loop_indices: 99 | r = vcol.data[l].color.r * 31 100 | g = vcol.data[l].color.g * 31 101 | b = vcol.data[l].color.b * 31 102 | 103 | ###=================================================================================== 104 | if ob.data.uv_textures.active != None and ob.data.uv_textures.active.data[p.index].image != None: 105 | texno = texdef + "+" + str( tex_id ) 106 | spr = "sprNoflip" 107 | tex_id += 1 108 | colno = "CL32KRGB|MESHoff|CL_Gouraud" 109 | else: 110 | texno = "No_Texture" 111 | spr = "sprPolygon" 112 | colno = "MESHoff|CL_Gouraud" 113 | 114 | file.write( " ATTRIBUTE(Single_Plane, SORT_CEN, %20s, C_RGB(%2d, %2d, %2d), GRaddr+%3d, %27s, %10s, UseGouraud),\n" % ( 115 | texno, 116 | r, 117 | g, 118 | b, 119 | p.index, 120 | colno, 121 | spr 122 | ) ) 123 | file.write( "};\n\n" ) 124 | 125 | ###======================================================================================= 126 | ### POLYGON DATA 127 | ###======================================================================================= 128 | file.write( "VECTOR vector_" + ob.name + "[sizeof(point_" + ob.name + ") / sizeof(POINT)];\n\n" ) 129 | 130 | file.write( "XPDATA XPD_" + ob.name + "[6] = {\n" ) 131 | file.write( " point_" + ob.name + ", sizeof(point_" + ob.name + ")/sizeof(POINT),\n" ) 132 | file.write( " polygon_" + ob.name + ", sizeof(polygon_" + ob.name + ")/sizeof(POLYGON),\n" ) 133 | file.write( " attribute_" + ob.name + ",\n" ) 134 | file.write( " vector_" + ob.name + ",\n" ) 135 | file.write( "};\n\n" ) 136 | 137 | file.close() 138 | 139 | if ngons == True: 140 | raise ValueError( "This model contains ngons. They have been automatically selected for review." ) 141 | 142 | ###================================================================================================== 143 | ### CREATE C FILE 144 | ###================================================================================================== 145 | filepath = os.path.join ( dir, name + ".c" ) 146 | 147 | with open ( filepath, 'w' ) as file: 148 | 149 | file.write( "#include %s.mdl\n\n" % ( name ) ) 150 | 151 | ###============================================================================================== 152 | ### MODEL STRUCTURE GENERATION 153 | ###============================================================================================== 154 | # Start with the outermost objects of the heiarchy and continue with each of its children 155 | for ob in bpy.data.objects: 156 | if ob.parent != None: 157 | continue 158 | 159 | c_name = str().join( ob.name.split() ).lower() 160 | 161 | file.write( "// %s model Properties\n" % ( c_name.capitalize() ) ) 162 | file.write( "FIXED %s_pos[XYZ];\n" % ( c_name ) ) 163 | file.write( "ANGLE %s_ang[XYZ];\n" % ( c_name ) ) 164 | file.write( "FIXED %s_scl[XYZ];\n\n" % ( c_name ) ) 165 | file.write( "%s_pos[X] = %s_pos[Y] = %s_pos[Z] = toFIXED(0.0);\n" % ( c_name, c_name, c_name ) ) 166 | file.write( "%s_ang[X] = %s_ang[Y] = %s_ang[Z] = DEGtoANG(0.0);\n" % ( c_name, c_name, c_name ) ) 167 | file.write( "%s_scl[X] = %s_scl[Y] = %s_scl[Z] = toFIXED(0.0);\n\n" % ( c_name, c_name, c_name ) ) 168 | 169 | file.write( "%s_Draw( FIXED *light )\n" % ( c_name.capitalize() ) ) 170 | file.write( "{\n" ) 171 | file.write( " slPushMatrix();\n" ) 172 | file.write( " {\n" ) 173 | file.write( " slTranslate( %s_pos[X], %s_pos[Y], %s_pos[Z] );\n" % ( c_name, c_name, c_name ) ) 174 | file.write( " slScale( %s_scl[X], %s_scl[Y], %s_scl[Z] );\n" % ( c_name, c_name, c_name ) ) 175 | file.write( " slRotX( %s_ang[X] );\n" % ( c_name ) ) 176 | file.write( " slRotY( %s_ang[Y] );\n" % ( c_name ) ) 177 | file.write( " slRotZ( %s_ang[Z] );\n\n" % ( c_name ) ) 178 | file.write( " slPutPolygonX( &XPD_%s, light );\n" % ( ob.name ) ) 179 | file.write( " }\n" ) 180 | file.write( " slPopMatrix();\n" ) 181 | file.write( "}\n\n" ) 182 | 183 | ###============================================================================================== 184 | ### ROOT STRUCTURE GENERATION 185 | ###============================================================================================== 186 | # Create a root matrix that will contain all of our objects 187 | c_name = str().join( name.split() ).lower() 188 | 189 | file.write( "// ROOT MATRIX //\n" ) 190 | file.write( "FIXED %s_pos[XYZ];\n" % ( c_name ) ) 191 | file.write( "ANGLE %s_ang[XYZ];\n" % ( c_name ) ) 192 | file.write( "FIXED %s_scl[XYZ];\n" % ( c_name ) ) 193 | file.write( "%s_pos[X] = %s_pos[Y] = %s_pos[Z] = toFIXED(0.0);\n" % ( c_name, c_name, c_name ) ) 194 | file.write( "%s_ang[X] = %s_ang[Y] = %s_ang[Z] = DEGtoANG(0.0);\n" % ( c_name, c_name, c_name ) ) 195 | file.write( "%s_scl[X] = %s_scl[Y] = %s_scl[Z] = toFIXED(0.0);\n\n" % ( c_name, c_name, c_name ) ) 196 | 197 | file.write( "%s_Draw( FIXED *light )\n" % ( c_name.capitalize() ) ) 198 | file.write( "{\n" ) 199 | file.write( " slPushMatrix();\n" ) 200 | file.write( " {\n" ) 201 | file.write( " slTranslate( %s_pos[X], %s_pos[Y], %s_pos[Z] );\n" % ( c_name, c_name, c_name ) ) 202 | file.write( " slScale( %s_scl[X], %s_scl[Y], %s_scl[Z] );\n" % ( c_name, c_name, c_name ) ) 203 | file.write( " slRotX( %s_ang[X] );\n" % ( c_name ) ) 204 | file.write( " slRotY( %s_ang[Y] );\n" % ( c_name ) ) 205 | file.write( " slRotZ( %s_ang[Z] );\n\n" % ( c_name ) ) 206 | 207 | for ob in bpy.data.objects: 208 | draw_func = str().join( ob.name.split() ).capitalize() + "_Draw( light )\n" 209 | file.write( " %s" % ( draw_func ) ) 210 | 211 | file.write( " }\n" ) 212 | file.write( " slPopMatrix();\n" ) 213 | file.write( "}\n\n" ) 214 | 215 | file.close() 216 | 217 | ###======================================================================================= 218 | ### SPRITE TEXTURE CONVERSION AND TABLE GENERATION 219 | ###======================================================================================= 220 | dir = os.path.dirname( bpy.data.filepath ) + os.path.dirname( "/TEXTURES/" ) 221 | name = bpy.path.basename( bpy.context.blend_data.filepath ) 222 | name = name.split( ".blend" )[0] 223 | 224 | if os.path.exists( dir ) == False: 225 | os.mkdir( dir ) 226 | 227 | filepath = os.path.join ( dir, name + ".txr" ) 228 | 229 | with open ( filepath, 'w' ) as file: 230 | 231 | # Create a TEXTURE and PICTURE array 232 | tex_id = 0 233 | tex_table = [] 234 | pic_table = [] 235 | 236 | # Create our Material, Texture, and Image for texture baking 237 | mat = bpy.data.materials.new( "_tmp" ) 238 | sprite_image = bpy.data.images.new( "_tmp", 64, 64 ) 239 | sprite_tex = bpy.data.textures.new( "_tmp", type="IMAGE" ) 240 | 241 | for ob in bpy.data.objects: 242 | if ob.type == "MESH" and ob.data.uv_layers.active != None: 243 | ###======================================================================================= 244 | ### UV LAYER SETUP 245 | ###======================================================================================= 246 | # Clean our selection queue and make sure our target object is selected 247 | bpy.ops.object.select_all( action="DESELECT" ) 248 | ob.select = True 249 | 250 | # Setup image and uv for sprite creation 251 | sprite_uv = ob.data.uv_textures.new( "_tmp" ) 252 | 253 | # Unlink the original texture from our sprite uvs 254 | for tf in ob.data.uv_textures[sprite_uv.name].data: 255 | tf.image = None 256 | 257 | # Adjust our sprite uvs into squares for each face 258 | ob.data.uv_textures[sprite_uv.name].active = True 259 | bpy.ops.object.editmode_toggle() 260 | bpy.ops.mesh.select_all( action="SELECT" ) 261 | bpy.ops.uv.reset() 262 | bpy.ops.mesh.select_all() 263 | bpy.ops.object.editmode_toggle() 264 | 265 | ###======================================================================================= 266 | ### MATERIAL BAKE PREPARATION 267 | ###======================================================================================= 268 | # Create and apply a material for baking our sprites 269 | if len( ob.data.materials ) > 0: 270 | ob.data.materials[0] = mat 271 | else: 272 | ob.data.materials.append( mat ) 273 | 274 | # Setup our material for baking 275 | mat.diffuse_color = ( 1, 1, 1 ) 276 | mat.diffuse_intensity = 1 277 | mat.use_shadeless = True 278 | 279 | # Setup our sprite texture for baking 280 | mat.active_texture = sprite_tex 281 | mat.texture_slots[0].uv_layer = ob.data.uv_layers[0].name 282 | 283 | sprite_tex.filter_type = "BOX" 284 | sprite_tex.filter_size = 0.1 285 | sprite_tex.use_interpolation = False 286 | sprite_tex.use_mipmap = False 287 | 288 | # Set up our render settings 289 | bpy.data.scenes[0].render.bake_type = "TEXTURE" 290 | bpy.ops.object.hide_render_clear_all() 291 | 292 | ###======================================================================================= 293 | ### SPRITE GENERATION 294 | ###======================================================================================= 295 | # Bake each face as a seperate sprite 296 | for i in range( len ( ob.data.uv_textures[0].data ) ): 297 | if ob.data.uv_textures[0].data[i].image != None: 298 | ob.data.uv_textures[sprite_uv.name].data[i].image = sprite_image 299 | sprite_tex.image = ob.data.uv_textures[0].data[i].image 300 | bpy.ops.object.bake_image() 301 | 302 | file.write( "TEXDAT %s_tex%d[] = {\n" % ( ob.name, tex_id ) ) 303 | 304 | #convert this newly baked image into a texture table 305 | pixels = sprite_image.pixels[:] 306 | for x in range( 0, len( pixels ), 4 ): 307 | #( BLUE << 10) | ( GREEN << 5) | (RED) | 0x8000 308 | r = int( pixels[x] * 31 ) 309 | g = int( pixels[x+1] * 31 ) 310 | b = int( pixels[x+2] * 31 ) 311 | color = ( b << 10 ) | ( g << 5 ) | ( r ) | 0x8000 312 | 313 | if x*0.25 % 8 == 0: 314 | file.write( " %s," % ( hex( color ) ) ) 315 | elif x*0.25 % 8 == 7: 316 | file.write( "%s,\n" % ( hex( color ) ) ) 317 | else: 318 | file.write( "%s," % ( hex( color ) ) ) 319 | 320 | # Store information in a table array 321 | tex_table.append( " TEXDEF( %3d, %3d, CGADDRESS+%9d ),\n" % ( 322 | sprite_image.generated_width, 323 | sprite_image.generated_height, 324 | ( ( sprite_image.generated_width * sprite_image.generated_height ) * 2 ) * ( tex_id ) 325 | ) ) 326 | 327 | pic_table.append( " PICDEF( %s+%3d, COL_32K, %s_tex%d ),\n" % ( 328 | texdef, 329 | tex_id, 330 | ob.name, 331 | tex_id, 332 | ) ) 333 | 334 | tex_id += 1 335 | 336 | file.write( "};\n\n" ) 337 | 338 | # Unlink our sprite from our face after finishing 339 | ob.data.uv_textures[sprite_uv.name].data[i].image = None 340 | 341 | #Remove this material, texture, and image as it's no longer needed 342 | bpy.ops.mesh.uv_texture_remove() 343 | bpy.ops.object.select_all( action="DESELECT" ) 344 | 345 | ###============================================================================================== 346 | ### CLEAN UP 347 | ###============================================================================================== 348 | mat.active_texture = None 349 | ob.active_material = None 350 | sprite_tex.image = None 351 | 352 | sprite_image.user_clear() 353 | 354 | bpy.data.materials.remove(mat, do_unlink=True) 355 | bpy.data.images.remove(sprite_image) 356 | bpy.data.textures.remove(sprite_tex) 357 | 358 | file.close() 359 | 360 | ###================================================================================================== 361 | ### TEXTURE TABLE PROTOTYPE 362 | ###================================================================================================== 363 | filepath = os.path.join ( dir, name + "_TEX.tbl" ) 364 | 365 | with open ( filepath, 'w' ) as file: 366 | 367 | file.write( "// Number of Textures:%9d\n" % len( tex_table ) ) 368 | if len ( tex_table ) > 0: 369 | #//file.write( "TEXTURE tex_%s[] = {\n" % ( ob.name ) ) 370 | for t in tex_table: 371 | file.write(t) 372 | #//file.write( "};\n\n" ) 373 | else: 374 | file.write( "// No textures to define!" ) 375 | file.write( "// Include this in a master texture table\n" ) 376 | 377 | file.close() 378 | 379 | ###============================================================================================== 380 | ### PICTURE TABLE PROTOTYPE 381 | ###============================================================================================== 382 | filepath = os.path.join ( dir, name + "_PIC.tbl" ) 383 | 384 | with open ( filepath, 'w' ) as file: 385 | 386 | file.write( "// Number of Pictures:%9d\n" % len( pic_table ) ) 387 | if len ( pic_table ) > 0: 388 | #//file.write( "PICTURE pic_%s[] = {\n" % ( ob.name ) ) 389 | for p in pic_table: 390 | file.write(p) 391 | #//file.write( "};\n\n" ) 392 | else: 393 | file.write( "// No pictures to define!" ) 394 | file.write( "// Include this in a master picture table\n") 395 | 396 | file.close() 397 | 398 | ###============================================================================================== 399 | ### PICTURE TABLE PROTOTYPE 400 | ###============================================================================================== 401 | filepath = os.path.join ( dir, name + "_DEF.ini" ) 402 | 403 | with open ( filepath, 'w' ) as file: 404 | 405 | file.write( "#define %s 0" % texdef ) 406 | 407 | file.close() 408 | 409 | -------------------------------------------------------------------------------- /src/Saturn_Export_JoEdition.py: -------------------------------------------------------------------------------- 1 | #!BPY 2 | import bpy 3 | import mathutils 4 | import math 5 | import os 6 | from collections import defaultdict 7 | 8 | ###=================================================================================================== 9 | ### CREATE FILEPATH 10 | ###=================================================================================================== 11 | dir = os.path.dirname( bpy.data.filepath ) 12 | name = bpy.path.basename( bpy.context.blend_data.filepath ) 13 | name = name.split( ".blend" )[0] 14 | filepath = os.path.join( dir, name + ".h" ) 15 | 16 | ###=================================================================================================== 17 | ### GLOBALS 18 | ###=================================================================================================== 19 | tex_id = -1 20 | img = [] 21 | img_id = 0 22 | sprite_image = bpy.data.images.new( "_tga", 16, 16 ) 23 | 24 | ###=================================================================================================== 25 | ### TEXNO DEFINITION 26 | ###=================================================================================================== 27 | #texdef = str().join( name.split() ).upper() + "_TEXNO" 28 | 29 | ###=================================================================================================== 30 | ### POPULATE WITH MODEL DATA 31 | ###=================================================================================================== 32 | def Export_Mesh( _tex_id ): 33 | ngons = False 34 | with open (filepath, 'w') as file: 35 | file.write( "/* Model Name: " + name.title() + " */\n" ) 36 | file.write( "/* Total Objects : " + str( len( bpy.data.objects ) ) + " */\n" ) 37 | file.write( "/*\n" ) 38 | for ob in bpy.data.objects: 39 | file.write(" -" + ob.name + "\n") 40 | file.write( "*/\n" ) 41 | file.write( "\n" ) 42 | 43 | file.write( "#ifndef __3D_%s_H__\n" % ( name.upper() ) ) 44 | file.write( "#define __3D_%s_H__\n" % ( name.upper() ) ) 45 | file.write( "\n" ) 46 | 47 | ###=========================================================================================== 48 | ### GET DATA FROM EACH OBJECT IN THE SCENE 49 | ###=========================================================================================== 50 | for ob in bpy.data.objects: 51 | ###======================================================================================= 52 | if ob.type == "MESH": 53 | file.write( "// %s\n" % ( ob.name.upper() ) ) 54 | ###=================================================================================== 55 | ### VERTICES / POINTS 56 | ###=================================================================================== 57 | file.write( "static POINT point_" + ob.name + "[%d] = {\n" % ( len( ob.data.vertices ) ) ) 58 | for v in ob.data.vertices: 59 | x, y ,z = v.co * 500000 ## Convert Units to Sega Saturn 3D Space 60 | file.write( " {%9.6f, %9.6f, %9.6f},\n" % ( x, y, z ) ) 61 | file.write( "};\n\n" ) 62 | 63 | ###=================================================================================== 64 | ### FACES AND NORMALS / POLYGONS 65 | ###=================================================================================== 66 | file.write( "static POLYGON polygon_" + ob.name + "[%d] = {\n" % ( len( ob.data.polygons ) ) ) 67 | for p in ob.data.polygons: 68 | if len( p.vertices ) == 4: 69 | file.write( " {{%9.6f, %9.6f, %9.6f}, {%3d, %3d, %3d, %3d}},\n" % ( 70 | p.normal.x, 71 | p.normal.y, 72 | p.normal.z, 73 | p.vertices[1], 74 | p.vertices[2], 75 | p.vertices[3], 76 | p.vertices[0] 77 | ) ) 78 | elif len( p.vertices ) == 3: 79 | file.write( " {{%9.6f, %9.6f, %9.6f}, {%3d, %3d, %3d, %3d}},\n" % ( 80 | p.normal.x, 81 | p.normal.y, 82 | p.normal.z, 83 | p.vertices[0], 84 | p.vertices[1], 85 | p.vertices[2], 86 | p.vertices[0] 87 | ) ) 88 | else: 89 | file.write( "// CANNOT CONVERT THIS FACE!\n" ) 90 | ngons = True 91 | p.select = True 92 | 93 | file.write( "};\n\n" ) 94 | 95 | ###=================================================================================== 96 | ### ATTRIBUTES 97 | ###=================================================================================== 98 | file.write( "static ATTR attribute_" + ob.name + "[%d] = {\n" % ( len( ob.data.polygons ) ) ) 99 | for p in ob.data.polygons: 100 | ###=============================================================================== 101 | ### FACE COLORS 102 | ###=============================================================================== 103 | # Get the values the face's vertex colors and average them to get the color of the face 104 | r = g = b = 31 105 | vcol = ob.data.vertex_colors.active 106 | if vcol: 107 | for l in p.loop_indices: 108 | r = vcol.data[l].color.r * 31 109 | g = vcol.data[l].color.g * 31 110 | b = vcol.data[l].color.b * 31 111 | 112 | ###================================================================================ 113 | if ob.data.uv_textures.active != None and ob.data.uv_textures.active.data[p.index].image != None: 114 | #texno = texdef + "+" + str( tex_id ) 115 | _tex_id += 1 116 | colno = "CL32KRGB|No_Gouraud" 117 | spr = "sprNoflip" 118 | else: 119 | texno = 0 120 | colno = "CL32KRGB|MESHoff" 121 | spr = "sprPolygon" 122 | 123 | file.write( " ATTRIBUTE(Dual_Plane, SORT_CEN, %20s, C_RGB(%2d, %2d, %2d), CL32KRGB | No_Gouraud, %27s, %10s, UseLight),\n" % ( 124 | _tex_id, 125 | r, 126 | g, 127 | b, 128 | colno, 129 | spr 130 | ) ) 131 | file.write( "};\n\n" ) 132 | 133 | ###=================================================================================== 134 | ### MESH STRUCTURE 135 | ###=================================================================================== 136 | file.write( "jo_3d_mesh mesh_" + ob.name + " = { \n") 137 | file.write( " .data =\n" ) 138 | file.write( " {\n") 139 | file.write( " point_" + ob.name + ",\n" ) 140 | file.write( " %3d,\n" % ( len( ob.data.vertices ) ) ) 141 | file.write( " polygon_" + ob.name + ",\n" ) 142 | file.write( " %3d,\n" % ( len( ob.data.polygons ) ) ) 143 | file.write( " attribute_" + ob.name + ",\n" ) 144 | file.write( " }\n" ) 145 | file.write( "};\n\n" ) 146 | 147 | ###=================================================================================== 148 | ### MESH DRAW FUNCTION 149 | ###=================================================================================== 150 | file.write( "static __jo_force_inline void display_%s_mesh(void)" % ( ob.name ) ) 151 | file.write( "{\n" ) 152 | file.write( " jo_3d_mesh_draw(&mesh_%s);\n" % ( ob.name ) ) 153 | file.write( "}\n\n" ) 154 | 155 | file.write( "#endif\n" ) 156 | file.close() 157 | ###=========================================================================================== 158 | 159 | if ngons == True: 160 | raise ValueError( "This model contains ngons. They have been automatically selected for review." ) 161 | ###=============================================================================================== 162 | 163 | ###=================================================================================================== 164 | ### SPRITE TEXTURE CONVERSION 165 | ###=================================================================================================== 166 | def Export_Textures( _dir, _img_id, _sprite_image ): 167 | _dir += os.path.dirname( "/TEXTURES/" ) 168 | if os.path.exists( dir ) == False: 169 | os.mkdir( dir ) 170 | 171 | # Convert each textured plane as a TGA image 172 | bpy.context.scene.render.image_settings.file_format = "TARGA_RAW" 173 | _sprite_image.file_format = "TARGA" 174 | 175 | for ob in bpy.data.objects: 176 | if ob.type == "MESH" and ob.data.uv_layers.active != None: 177 | ###======================================================================================= 178 | ### UV LAYER SETUP 179 | ###======================================================================================= 180 | # Clean our selection queue and make sure our target object is selected 181 | bpy.ops.object.select_all( action="DESELECT" ) 182 | ob.select = True 183 | 184 | # Setup image and UV for sprite creation 185 | sprite_uv = ob.data.uv_textures.new( "_tmp" ) 186 | 187 | # Unlink the original texture from our sprite UVs 188 | for tf in ob.data.uv_textures[sprite_uv.name].data: 189 | tf.image = None 190 | 191 | # Setup UVs to bake 192 | i = 0 193 | for p in ob.data.polygons: 194 | ob.data.uv_layers[sprite_uv.name].data[i].uv[0] = 0 195 | ob.data.uv_layers[sprite_uv.name].data[i].uv[1] = 0 196 | 197 | ob.data.uv_layers[sprite_uv.name].data[i+1].uv[0] = 0 198 | ob.data.uv_layers[sprite_uv.name].data[i+1].uv[1] = 1 199 | 200 | ob.data.uv_layers[sprite_uv.name].data[i+2].uv[0] = 1 201 | ob.data.uv_layers[sprite_uv.name].data[i+2].uv[1] = 1 202 | 203 | if len( p.vertices ) == 4: 204 | ob.data.uv_layers[sprite_uv.name].data[i+3].uv[0] = 1 205 | ob.data.uv_layers[sprite_uv.name].data[i+3].uv[1] = 0 206 | i += 4 207 | 208 | elif len( p.vertices ) == 3: 209 | i += 3 210 | 211 | else: 212 | raise ValueError( "This model contains ngons. Cannot wind UVs." ) 213 | 214 | ''' DOESN'T WORK SINCE UV_LAYERS DOESN'T MARK TRIANGLES 215 | # Wind the UVs into quad shapes 216 | for i in range( 0, len ( ob.data.uv_layers[sprite_uv.name].data ), 4 ): 217 | 218 | ob.data.uv_layers[sprite_uv.name].data[i].uv[0] = 0 219 | ob.data.uv_layers[sprite_uv.name].data[i].uv[1] = 0 220 | 221 | ob.data.uv_layers[sprite_uv.name].data[i+1].uv[0] = 0 222 | ob.data.uv_layers[sprite_uv.name].data[i+1].uv[1] = 1 223 | 224 | ob.data.uv_layers[sprite_uv.name].data[i+2].uv[0] = 1 225 | ob.data.uv_layers[sprite_uv.name].data[i+2].uv[1] = 1 226 | 227 | ob.data.uv_layers[sprite_uv.name].data[i+3].uv[0] = 1 228 | ob.data.uv_layers[sprite_uv.name].data[i+3].uv[1] = 0 229 | ''' 230 | 231 | ''' DOESN'T WORK BLENDER ONLY EDITS THE FIRST MESH 232 | # Adjust our sprite UVs into squares for each face 233 | bpy.ops.object.editmode_toggle() 234 | bpy.ops.mesh.select_all( action="SELECT" ) 235 | bpy.ops.uv.reset() 236 | bpy.ops.mesh.select_all( action="DESELECT" ) 237 | bpy.ops.object.editmode_toggle() 238 | ''' 239 | 240 | ###======================================================================================= 241 | ### MATERIAL BAKE PREPARATION 242 | ###======================================================================================= 243 | # Set up our render settings 244 | ob.data.uv_textures[sprite_uv.name].active = True 245 | bpy.data.scenes[0].render.bake_type = "TEXTURE" 246 | bpy.ops.object.hide_render_clear_all() 247 | 248 | ###======================================================================================= 249 | ### SPRITE GENERATION 250 | ###======================================================================================= 251 | # Bake each face as a separate sprite 252 | for i in range( len ( ob.data.uv_textures[0].data ) ): 253 | if ob.data.uv_textures[0].data[i].image != None: 254 | 255 | ob.data.uv_textures[sprite_uv.name].data[i].image = sprite_image 256 | bpy.ops.object.bake_image() 257 | 258 | # Save our image as a new TGA file 259 | # Format our file name to make it compatible with texture loading 260 | filename = "%s.TGA" % ( _img_id ) 261 | _img_id += 1 262 | filepath = os.path.join( _dir, filename ) 263 | sprite_image.save_render( filepath ) 264 | 265 | # Store the name to record it in a Header file later 266 | img.append( filename ) 267 | 268 | # Unlink our sprite from our face after finishing 269 | ob.data.uv_textures[sprite_uv.name].data[i].image = None 270 | 271 | # Remove this UV Map as it's not longer needed 272 | #bpy.ops.mesh.uv_texture_remove() 273 | bpy.ops.object.select_all( action = "DESELECT" ) 274 | ob.select = False 275 | 276 | ###=================================================================================================== 277 | ### TEXTURE HEADER 278 | ###=================================================================================================== 279 | def Export_TexHeader( ): 280 | # Create a Header file that loads all of our textures 281 | filepath = os.path.join( dir, name + "_TEX.h" ) 282 | 283 | with open ( filepath, 'w' ) as file : 284 | file.write( "#ifndef __%s_TEX__\n" % ( name ) ) 285 | file.write( "#define __%s_TEX__\n" % ( name ) ) 286 | file.write( "void Load_%s_Texture(void)\n" % ( name.replace(" ", "" ) ) ) 287 | file.write( "{\n" ) 288 | for i in img : 289 | file.write( " jo_sprite_add_tga (JO_ROOT_DIR, \"%s\", JO_COLOR_Transparent);\n" % ( i ) ) 290 | file.write( "}\n" ) 291 | file.write( "#endif\n" ) 292 | file.close() 293 | 294 | ###=================================================================================================== 295 | ### ANIMATIONS 296 | ###=================================================================================================== 297 | def Export_Anims( ): 298 | return False 299 | 300 | ###=================================================================================================== 301 | ### EXPORT SEQUENCE 302 | ###=================================================================================================== 303 | # Export Options 304 | export_Mesh = True 305 | export_Textures = True 306 | export_TexHeader = True 307 | export_Anims = False 308 | 309 | if export_Mesh: 310 | Export_Mesh( tex_id ) 311 | 312 | if export_Textures: 313 | Export_Textures( dir, img_id, sprite_image ) 314 | 315 | if export_TexHeader and export_Textures: 316 | Export_TexHeader( ) 317 | 318 | if export_Anims: 319 | Export_Anims( ) 320 | 321 | ###=============================================================================================== 322 | ### CLEAN UP 323 | ###=============================================================================================== 324 | sprite_image.user_clear() 325 | bpy.data.images.remove( sprite_image ) 326 | 327 | ###=============================================================================================== --------------------------------------------------------------------------------