From f39ad0af451520aa91744da7bc672a53c7e862ea Mon Sep 17 00:00:00 2001
From: Sebastian Nell <codemanx@gmx.de>
Date: Sun, 25 Nov 2012 12:58:35 +0000
Subject: [PATCH] Moving UV Bake script from contrib to trunk.

[[Split portion of a mixed commit.]]
---
 uv_bake_texture_to_vcols.py | 348 ++++++++++++++++++++++++++++++++++++
 1 file changed, 348 insertions(+)
 create mode 100644 uv_bake_texture_to_vcols.py

diff --git a/uv_bake_texture_to_vcols.py b/uv_bake_texture_to_vcols.py
new file mode 100644
index 000000000..802a3033a
--- /dev/null
+++ b/uv_bake_texture_to_vcols.py
@@ -0,0 +1,348 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+"""
+Bake UV-Texture to Vertex Colors Addon
+
+Contact:        p_boelens@msn.com
+Information:    http://projects.blender.org/tracker/index.php?func=detail&aid=28211
+
+Contributor(s): Patrick Boelens, CoDEmanX.
+    
+All rights reserved.
+"""
+
+bl_info = {
+    "name": "Bake UV-Texture to Vertex Colors",
+    "description": "Bakes the colors of the active UV Texture to a Vertex Color layer. ",
+    "author": "Patrick Boelens, CoDEmanX",
+    "version": (0, 6),
+    "blender": (2, 6, 3),
+    "location": "3D View > Vertex Paint > Toolshelf > Bake",
+    "warning": "Requires image texture, generated textures aren't supported.",
+    "wiki_url": "http://wiki.blender.org/index.php?title=Extensions:2.6/"
+                "Py/Scripts/UV/Bake_Texture_to_Vertex_Colors",
+    "tracker_url": "http://projects.blender.org/tracker/index.php?func=detail&aid=28211",
+    "category": "UV"}
+
+import bpy
+from bpy.props import BoolProperty, EnumProperty, FloatVectorProperty
+from math import fabs
+from colorsys import rgb_to_hsv, hsv_to_rgb
+
+class UV_OT_bake_texture_to_vcols(bpy.types.Operator):
+    bl_idname = "uv.bake_texture_to_vcols"
+    bl_label = "Bake UV-Texture to Vertex Colors"
+    bl_description = "Bake active UV-Texture to new Vertex Color layer (requires image texture)"
+    bl_options = {'REGISTER', 'UNDO'}
+    
+    replace_active_layer = BoolProperty(name="Replace layer",
+                                        description="Overwrite active Vertex Color layer",
+                                        default=True)
+
+    mappingModes = [("CLIP", "Clip", "Don't affect vertices who's UV-coordinates are out of bounds."),
+                    ("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
+                    ("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")
+                   ]
+    
+    mappingMode = EnumProperty(items=mappingModes,
+                               default="CLIP",
+                               name="Mapping",
+                               description="The mode to use for baking vertices who's UV-coordinates are out of bounds.")
+    
+    blendingModes = [("MIX", "Mix", ""),
+                     ("ADD", "Add", ""),
+                     ("SUBTRACT", "Subtract", ""),
+                     ("MULTIPLY", "Multiply", ""),
+                     ("SCREEN", "Screen", ""),
+                     ("OVERLAY", "Overlay", ""),
+                     ("DIFFERENCE", "Difference", ""),
+                     ("DIVIDE", "Divide", ""),
+                     ("DARKEN", "Darken", ""),
+                     ("LIGHTEN", "Lighten", ""),
+                     ("HUE", "Hue", ""),
+                     ("SATURATION", "Saturation", ""),
+                     ("VALUE", "Value", ""),
+                     ("COLOR", "Color", ""),
+                     ("SOFT_LIGHT", "Soft Light", ""),
+                     ("LINEAR_LIGHT", "Linear Light", "")
+                    ]
+      
+    blendingMode = EnumProperty(items=blendingModes,
+                                default="MULTIPLY",
+                                name="Blend Type",
+                                description="The blending mode to use when baking")
+    
+    mirror_x = BoolProperty(name="Mirror X", description="Mirror the image on the X-axis.")
+    mirror_y = BoolProperty(name="Mirror Y", description="Mirror the image on the Y-axis.")
+        
+    @classmethod
+    def poll(self, context):
+        return (context.object and
+                context.object.type == 'MESH' and 
+                context.mode != 'EDIT_MESH' and
+                context.object.data.uv_layers.active and
+                context.object.data.uv_textures.active)
+
+    def execute(self, context):
+        obdata = context.object.data
+
+        if self.replace_active_layer and obdata.vertex_colors.active:
+            vertex_colors = obdata.vertex_colors.active
+        else:
+            vertex_colors = obdata.vertex_colors.new(name="Baked UV texture")
+        
+            if not vertex_colors:
+                # Can't add more than 17 VCol layers
+                self.report({'ERROR'}, "Couldn't add another Vertex Color layer,\n"
+                                       "Please remove an existing layer or replace active.")
+                return {'CANCELLED'}
+            
+        obdata.vertex_colors.active = vertex_colors
+        
+        uv_images = {}
+        for uv_tex in obdata.uv_textures.active.data:
+            if uv_tex.image and uv_tex.image.name not in uv_images and uv_tex.image.pixels:
+                
+                uv_images[uv_tex.image.name] = (uv_tex.image.size[0],
+                                                uv_tex.image.size[1],
+                                                uv_tex.image.pixels[:]
+                                                # Accessing pixels directly is far too slow.
+                                                # Copied to new array for massive performance-gain.
+                                               )
+        
+        for p in obdata.polygons:
+            img = obdata.uv_textures.active.data[p.index].image
+            if not img:
+                continue
+            
+            image_size_x, image_size_y, uv_pixels = uv_images[img.name]
+            
+            for loop in p.loop_indices:
+        
+                co = obdata.uv_layers.active.data[loop].uv
+                x_co = round(co[0] * (image_size_x - 1))
+                y_co = round(co[1] * (image_size_y - 1))
+                
+                if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
+                    if self.mappingMode == 'CLIP':
+                        continue
+
+                    elif self.mappingMode == 'REPEAT':
+                        x_co %= image_size_x
+                        y_co %= image_size_y
+
+                    elif self.mappingMode == 'EXTEND':
+                        if x_co > image_size_x - 1:
+                            x_co = image_size_x - 1
+                        if x_co < 0:
+                            x_co = 0
+                        if y_co > image_size_y - 1:
+                            y_co = image_size_y - 1
+                        if y_co < 0:
+                            y_co = 0
+                
+                if self.mirror_x:
+                     x_co = image_size_x -1 - x_co
+                     
+                if self.mirror_y:
+                     y_co = image_size_y -1 - y_co
+                     
+                col_out = vertex_colors.data[loop].color
+                    
+                pixelNumber = (image_size_x * y_co) + x_co
+                r = uv_pixels[pixelNumber*4]
+                g = uv_pixels[pixelNumber*4 + 1]
+                b = uv_pixels[pixelNumber*4 + 2]
+                a = uv_pixels[pixelNumber*4 + 3]
+                
+                col_in = r, g, b # texture-color
+                col_result = [r,g,b] # existing / 'base' color
+                
+                if self.blendingMode == 'MIX':
+                    col_result = col_in
+                    
+                elif self.blendingMode == 'ADD':
+                    col_result[0] = col_in[0] + col_out[0]
+                    col_result[1] = col_in[1] + col_out[1]
+                    col_result[2] = col_in[2] + col_out[2]
+                    
+                elif self.blendingMode == 'SUBTRACT':
+                    col_result[0] = col_in[0] - col_out[0]
+                    col_result[1] = col_in[1] - col_out[1]
+                    col_result[2] = col_in[2] - col_out[2]
+                    
+                elif self.blendingMode == 'MULTIPLY':
+                    col_result[0] = col_in[0] * col_out[0]
+                    col_result[1] = col_in[1] * col_out[1]
+                    col_result[2] = col_in[2] * col_out[2]
+                    
+                elif self.blendingMode == 'SCREEN':
+                    col_result[0] = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
+                    col_result[1] = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
+                    col_result[2] = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
+                    
+                elif self.blendingMode == 'OVERLAY':
+                    if col_out[0] < 0.5:
+                        col_result[0] = col_out[0] * (2.0 * col_in[0])
+                    else:
+                        col_result[0] = 1.0 - (2.0 * (1.0 - col_in[0])) * (1.0 - col_out[0])
+                    if col_out[1] < 0.5:
+                        col_result[1] = col_out[1] * (2.0 * col_in[1])
+                    else:
+                        col_result[1] = 1.0 - (2.0 * (1.0 - col_in[1])) * (1.0 - col_out[1])
+                    if col_out[2] < 0.5:
+                        col_result[2] = col_out[2] * (2.0 * col_in[2])
+                    else:
+                        col_result[2] = 1.0 - (2.0 * (1.0 - col_in[2])) * (1.0 - col_out[2])
+                    
+                elif self.blendingMode == 'DIFFERENCE':
+                    col_result[0] = fabs(col_in[0] - col_out[0])
+                    col_result[1] = fabs(col_in[1] - col_out[1])
+                    col_result[2] = fabs(col_in[2] - col_out[2])
+                    
+                elif self.blendingMode == 'DIVIDE':
+                    if(col_in[0] != 0.0):
+                        col_result[0] = col_out[0] / col_in[0]
+                    if(col_in[1] != 0.0):
+                        col_result[0] = col_out[1] / col_in[1]
+                    if(col_in[2] != 0.0):
+                        col_result[2] = col_out[2] / col_in[2]
+                    
+                elif self.blendingMode == 'DARKEN':
+                    if col_in[0] < col_out[0]:
+                        col_result[0] = col_in[0]
+                    else:
+                        col_result[0] = col_out[0]
+                    if col_in[1] < col_out[1]:
+                        col_result[1] = col_in[1]
+                    else:
+                        col_result[1] = col_out[1]
+                    if col_in[2] < col_out[2]:
+                        col_result[2] = col_in[2]
+                    else:
+                        col_result[2] = col_out[2]
+                    
+                    
+                elif self.blendingMode == 'LIGHTEN':
+                    if col_in[0] > col_out[0]:
+                        col_result[0] = col_in[0]
+                    else:
+                        col_result[0] = col_out[0]
+                    if col_in[1] > col_out[1]:
+                        col_result[1] = col_in[1]
+                    else:
+                        col_result[1] = col_out[1]
+                    if col_in[2] > col_out[2]:
+                        col_result[2] = col_in[2]
+                    else:
+                        col_result[2] = col_out[2]
+                    
+                elif self.blendingMode == 'HUE':
+                    hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
+                    hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
+                    hue = hsv_in[0]
+                    col_result = hsv_to_rgb(hue, hsv_out[1], hsv_out[2])
+                    
+                elif self.blendingMode == 'SATURATION':
+                    hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
+                    hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
+                    sat = hsv_in[1]
+                    col_result = hsv_to_rgb(hsv_out[0], sat, hsv_out[2])
+                    
+                elif self.blendingMode == 'VALUE':
+                    hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
+                    hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
+                    val = hsv_in[2]
+                    col_result = hsv_to_rgb(hsv_out[0], hsv_out[1], val)
+                    
+                elif self.blendingMode == 'COLOR':
+                    hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
+                    hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
+                    hue = hsv_in[0]
+                    sat = hsv_in[1]
+                    col_result = hsv_to_rgb(hue, sat, hsv_out[2])
+                    
+                elif self.blendingMode == 'SOFT_LIGHT':
+                    scr = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
+                    scg = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
+                    scb = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
+                    
+                    col_result[0] = (1.0 - col_out[0]) * (col_in[0] * col_out[0]) + (col_out[0] * scr)
+                    col_result[1] = (1.0 - col_out[1]) * (col_in[1] * col_out[1]) + (col_out[1] * scg)
+                    col_result[2] = (1.0 - col_out[2]) * (col_in[2] * col_out[2]) + (col_out[2] * scb)
+                    
+                    
+                elif self.blendingMode == 'LINEAR_LIGHT':
+                    if col_in[0] > 0.5:
+                        col_result[0] = col_out[0] + 2.0 * (col_in[0] - 0.5)
+                    else:
+                        col_result[0] = col_out[0] + 2.0 * (col_in[0] - 1.0)
+                    if col_in[1] > 0.5:
+                        col_result[1] = col_out[1] + 2.0 * (col_in[1] - 0.5)
+                    else:
+                        col_result[1] = col_out[1] + 2.0 * (col_in[1] - 1.0)
+                    if col_in[2] > 0.5:
+                        col_result[2] = col_out[2] + 2.0 * (col_in[2] - 0.5)
+                    else:
+                        col_result[2] = col_out[2] + 2.0 * (col_in[2] - 1.0)
+                
+                # Add alpha color
+                a_inverted = 1 - a
+                alpha_color = context.scene.uv_bake_alpha_color
+                col_result = (col_result[0] * a + alpha_color[0] * a_inverted,
+                              col_result[1] * a + alpha_color[1] * a_inverted,
+                              col_result[2] * a + alpha_color[2] * a_inverted)
+                
+                vertex_colors.data[loop].color = col_result
+    
+        return {'FINISHED'}
+
+class VIEW3D_PT_tools_uv_bake_texture_to_vcols(bpy.types.Panel):
+    bl_label = "Bake"
+    bl_space_type = "VIEW_3D"
+    bl_region_type = "TOOLS"
+    bl_options = {'DEFAULT_CLOSED'}
+    
+    @classmethod
+    def poll(self, context):
+        return(context.mode == 'PAINT_VERTEX')
+    
+    def draw(self, context):
+        layout = self.layout
+        col = layout.column()
+        col.prop(context.scene, "uv_bake_alpha_color")
+        col.separator()
+        col.operator("uv.bake_texture_to_vcols", text="UV Texture to VCols")
+
+def register():
+    bpy.utils.register_module(__name__)
+    bpy.types.Scene.uv_bake_alpha_color = FloatVectorProperty(name="Alpha Color",
+        description="Color to be used for transparency",
+        subtype='COLOR',
+        min=0.0,
+        max=1.0)
+
+def unregister():
+    bpy.utils.unregister_module(__name__)
+    del bpy.types.Scene.uv_bake_alpha_color
+
+if __name__ == "__main__":
+    register()
\ No newline at end of file
-- 
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