├── 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
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535 |
536 | Nothing in this License shall be construed as excluding or limiting
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539 |
540 | 12. No Surrender of Others' Freedom.
541 |
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551 |
552 | 13. Use with the GNU Affero General Public License.
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589 | 15. Disclaimer of Warranty.
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612 | 17. Interpretation of Sections 15 and 16.
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620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
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625 | If you develop a new program, and you want it to be of the greatest
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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
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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
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642 | This program is distributed in the hope that it will be useful,
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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:
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655 | Copyright (C)
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657 | This is free software, and you are welcome to redistribute it
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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 |
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/README.md:
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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 | 
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 |
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https://raw.githubusercontent.com/polygon-studio/Blender-to-Saturn-Model-Exporter/649d45f996b46fedc95a81ddb6f7dc40bdd445ae/demo/simple 3D Test/cd/TEXT56.TGA
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/demo/simple 3D Test/clean.bat:
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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 |
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/demo/simple 3D Test/clean.sh:
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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 |
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/demo/simple 3D Test/compile.bat:
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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 |
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/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 |
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/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 |
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/demo/simple 3D Test/main.c:
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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 |
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/demo/simple 3D Test/makefile:
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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 |
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/demo/simple 3D Test/run_with_daemon_tools_and_ssf.bat:
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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 |
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/demo/simple 3D Test/run_with_powershell_and_ssf.ps1:
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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 |
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/demo/simple 3D Test/run_with_virtual_clone_drive_and_ssf.bat:
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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 |
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/demo/simple 3D Test/run_with_yabause.bat:
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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 | )
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/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 |
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/demo/simple 3D Test/sh.exe.stackdump:
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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
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/demo/simple 3D Test/sl_coff.cue:
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1 | FILE "sl_coff.iso" BINARY
2 | TRACK 01 MODE1/2048
3 | INDEX 01 00:00:00
4 | POSTGAP 00:02:00
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/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 | ###===============================================================================================
--------------------------------------------------------------------------------