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# This file is part of Korman.
#
# Korman 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 3 of the License, or
# (at your option) any later version.
#
# Korman 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 Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy
import bgl
import math
import os.path
from PyHSPlasma import *
import weakref
from . import explosions
from .. import helpers
from . import utils
# BGL doesn't know about this as of Blender 2.74
bgl.GL_GENERATE_MIPMAP = 0x8191
bgl.GL_BGRA = 0x80E1
class _GLTexture:
def __init__(self, blimg):
self._ownit = (blimg.bindcode == 0)
if self._ownit:
if blimg.gl_load() != 0:
raise explosions.GLLoadError(blimg)
self._blimg = blimg
def __del__(self):
if self._ownit:
self._blimg.gl_free()
def __enter__(self):
"""Sets the Blender Image as the active OpenGL texture"""
self._previous_texture = self._get_integer(bgl.GL_TEXTURE_BINDING_2D)
self._changed_state = (self._previous_texture != self._blimg.bindcode)
if self._changed_state:
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._blimg.bindcode)
return self
def __exit__(self, type, value, traceback):
mipmap_state = getattr(self, "_mipmap_state", None)
if mipmap_state is not None:
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_GENERATE_MIPMAP, mipmap_state)
if self._changed_state:
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._previous_texture)
def generate_mipmap(self):
"""Generates all mip levels for this texture"""
self._mipmap_state = self._get_tex_param(bgl.GL_GENERATE_MIPMAP)
# Note that this is a very old feature from OpenGL 1.x -- it's new enough that Windows (and
# Blender apparently) don't support it natively and yet old enough that it was thrown away
# in OpenGL 3.0. The new way is glGenerateMipmap, but Blender likes oldgl, so we don't have that
# function available to us in BGL. I don't want to deal with loading the GL dll in ctypes on
# many platforms right now (or context headaches). If someone wants to fix this, be my guest!
# It will simplify our state tracking a bit.
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_GENERATE_MIPMAP, 1)
def get_level_data(self, level=0, calc_alpha=False, bgra=False, quiet=False):
"""Gets the uncompressed pixel data for a requested mip level, optionally calculating the alpha
channel from the image color data
"""
width = self._get_tex_param(bgl.GL_TEXTURE_WIDTH, level)
height = self._get_tex_param(bgl.GL_TEXTURE_HEIGHT, level)
if not quiet:
print(" Level #{}: {}x{}".format(level, width, height))
# Grab the image data
size = width * height * 4
buf = bgl.Buffer(bgl.GL_BYTE, size)
fmt = bgl.GL_BGRA if bgra else bgl.GL_RGBA
bgl.glGetTexImage(bgl.GL_TEXTURE_2D, level, fmt, bgl.GL_UNSIGNED_BYTE, buf);
# Calculate le alphas
# NOTE: the variable names are correct for GL_RGBA. We'll still get the right values for
# BGRA, obviously, but red will suddenly be... blue. Yeah.
if calc_alpha:
for i in range(0, size, 4):
r, g, b = buf[i:i+3]
buf[i+3] = int((r + g + b) / 3)
return bytes(buf)
def _get_integer(self, arg):
buf = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGetIntegerv(arg, buf)
return int(buf[0])
def _get_tex_param(self, param, level=None):
buf = bgl.Buffer(bgl.GL_INT, 1)
if level is None:
bgl.glGetTexParameteriv(bgl.GL_TEXTURE_2D, param, buf)
else:
bgl.glGetTexLevelParameteriv(bgl.GL_TEXTURE_2D, level, param, buf)
return int(buf[0])
class _Texture:
def __init__(self, texture=None, image=None, use_alpha=None, force_calc_alpha=False):
assert (texture or image)
if texture is not None:
if image is None:
image = texture.image
self.calc_alpha = texture.use_calculate_alpha
self.mipmap = texture.use_mipmap
else:
self.calc_alpha = False
self.mipmap = False
if force_calc_alpha or self.calc_alpha:
self.calc_alpha = True
self.use_alpha = True
elif use_alpha is None:
self.use_alpha = (image.channels == 4 and image.use_alpha)
else:
self.use_alpha = use_alpha
self.image = image
def __eq__(self, other):
if not isinstance(other, _Texture):
return False
if self.image == other.image:
if self.calc_alpha == other.calc_alpha:
self._update(other)
return True
def __hash__(self):
return hash(self.image.name) ^ hash(self.calc_alpha)
def __str__(self):
if self.mipmap:
name = self._change_extension(self.image.name, ".dds")
else:
name = self._change_extension(self.image.name, ".bmp")
if self.calc_alpha:
name = "ALPHAGEN_{}".format(name)
return name
def _change_extension(self, name, newext):
# Blender likes to add faux extensions such as .001 :(
if name.find(".") == -1:
return "{}{}".format(name, newext)
name, end = os.path.splitext(name)
return "{}{}".format(name, newext)
def _update(self, other):
"""Update myself with any props that might be overridable from another copy of myself"""
if other.use_alpha:
self.use_alpha = True
if other.mipmap:
self.mipmap = True
class MaterialConverter:
def __init__(self, exporter):
self._obj2mat = {}
self._exporter = weakref.ref(exporter)
self._pending = {}
self._alphatest = {}
self._tex_exporters = {
"ENVIRONMENT_MAP": self._export_texture_type_environment_map,
"IMAGE": self._export_texture_type_image,
"NONE": self._export_texture_type_none,
}
self._animation_exporters = {
"opacityCtl": self._export_layer_opacity_animation,
"transformCtl": self._export_layer_transform_animation,
}
def export_material(self, bo, bm):
"""Exports a Blender Material as an hsGMaterial"""
print(" Exporting Material '{}'".format(bm.name))
hsgmat = self._mgr.add_object(hsGMaterial, name=bm.name, bl=bo)
slots = [slot for slot in bm.texture_slots if slot is not None and slot.use and
slot.texture is not None and slot.texture.type in self._tex_exporters]
# Okay, I know this isn't Pythonic... But we're doing it this way because we might actually
# export many slots in one go. Think stencils.
i = 0
while i < len(slots):
i += self._export_texture_slot(bo, bm, hsgmat, slots, i)
# Plasma makes several assumptions that every hsGMaterial has at least one layer. If this
# material had no Textures, we will need to initialize a default layer
if not hsgmat.layers:
layer = self._mgr.add_object(plLayer, name="{}_AutoLayer".format(bm.name), bl=bo)
self._propagate_material_settings(bm, layer)
hsgmat.addLayer(layer.key)
# Cache this material for later
if bo in self._obj2mat:
self._obj2mat[bo].append(hsgmat.key)
else:
self._obj2mat[bo] = [hsgmat.key]
# Looks like we're done...
return hsgmat.key
def _export_texture_slot(self, bo, bm, hsgmat, slots, idx):
slot = slots[idx]
num_exported = 1
name = "{}_{}".format(bm.name, slot.name)
print(" Exporting Plasma Layer '{}'".format(name))
layer = self._mgr.add_object(plLayer, name=name, bl=bo)
self._propagate_material_settings(bm, layer)
# UVW Channel
for i, uvchan in enumerate(bo.data.tessface_uv_textures):
if uvchan.name == slot.uv_layer:
layer.UVWSrc = i
print(" Using UV Map #{} '{}'".format(i, name))
break
else:
print(" No UVMap specified... Blindly using the first one, maybe it exists :|")
state = layer.state
if slot.use_stencil:
hsgmat.compFlags |= hsGMaterial.kCompNeedsBlendChannel
state.blendFlags |= hsGMatState.kBlendAlpha | hsGMatState.kBlendAlphaMult | hsGMatState.kBlendNoTexColor
state.clampFlags |= hsGMatState.kClampTexture
state.ZFlags |= hsGMatState.kZNoZWrite
layer.ambient = hsColorRGBA(1.0, 1.0, 1.0, 1.0)
# Plasma actually wants the next layer first, so let's export him
nextIdx = idx + 1
if len(slots) == nextIdx:
raise ExportError("Texture Slot '{}' wants to be a stencil, but there are no more TextureSlots.".format(slot.name))
print(" --- BEGIN STENCIL ---")
self._export_texture_slot(bo, bm, hsgmat, slots, nextIdx)
print(" --- END STENCIL ---")
num_exported += 1
# Now that we've exported the bugger, flag him as binding with this texture
prev_layer = hsgmat.layers[-1].object
prev_state = prev_layer.state
prev_state.miscFlags |= hsGMatState.kMiscBindNext | hsGMatState.kMiscRestartPassHere
if not prev_state.blendFlags & hsGMatState.kBlendMask:
prev_state.blendFlags |= hsGMatState.kBlendAlpha
else:
# Standard layer flags ahoy
if slot.blend_type == "ADD":
state.blendFlags |= hsGMatState.kBlendAdd
elif slot.blend_type == "MULTIPLY":
state.blendFlags |= hsGMatState.kBlendMult
# Apply custom layer properties
texture = slot.texture
layer.opacity = texture.plasma_layer.opacity / 100
# Export the specific texture type
self._tex_exporters[texture.type](bo, hsgmat, layer, slot)
# Export any layer animations
layer = self._export_layer_animations(bo, bm, slot, idx, hsgmat, layer)
hsgmat.addLayer(layer.key)
return num_exported
def _export_layer_animations(self, bo, bm, tex_slot, idx, hsgmat, base_layer):
"""Exports animations on this texture and chains the Plasma layers as needed"""
def harvest_fcurves(bl_id, collection, data_path=None):
anim = bl_id.animation_data
if anim is not None:
action = anim.action
if action is not None:
if data_path is None:
collection.extend(action.fcurves)
else:
collection.extend([i for i in action.fcurves if i.data_path.startswith(data_path)])
return action
return None
# First, we must gather relevant FCurves from both the material and the texture itself
# Because, you know, that totally makes sense...
fcurves = []
mat_action = harvest_fcurves(bm, fcurves, "texture_slots[{}]".format(idx))
tex_action = harvest_fcurves(tex_slot.texture, fcurves)
# No fcurves, no animation
if not fcurves:
return base_layer
# Okay, so we have some FCurves. We'll loop through our known layer animation converters
# and chain this biotch up as best we can.
layer_animation = None
for attr, converter in self._animation_exporters.items():
ctrl = converter(bm, tex_slot, fcurves)
if ctrl is not None:
if layer_animation is None:
name = "{}_LayerAnim".format(base_layer.key.name)
layer_animation = self._mgr.add_object(plLayerAnimation, bl=bo, name=name)
setattr(layer_animation, attr, ctrl)
# Alrighty, if we exported any controllers, layer_animation is a plLayerAnimation. We need to do
# the common schtuff now.
if layer_animation is not None:
layer_animation.underLay = base_layer.key
fps = bpy.context.scene.render.fps
atc = layer_animation.timeConvert
if tex_action is not None:
start, end = tex_action.frame_range
else:
start, end = mat_action.frame_range
atc.begin = start / fps
atc.end = end / fps
layer_props = tex_slot.texture.plasma_layer
if not layer_props.anim_auto_start:
atc.flags |= plAnimTimeConvert.kStopped
if layer_props.anim_loop:
atc.flags |= plAnimTimeConvert.kLoop
atc.loopBegin = atc.begin
atc.loopEnd = atc.end
return layer_animation
# Well, we had some FCurves but they were garbage... Too bad.
return base_layer
def _export_layer_opacity_animation(self, bm, tex_slot, fcurves):
opacity_fcurve = next((i for i in fcurves if i.data_path == "plasma_layer.opacity" and i.keyframe_points), None)
ctrl = self._exporter().animation.make_scalar_leaf_controller(opacity_fcurve)
return ctrl
def _export_layer_transform_animation(self, bm, tex_slot, fcurves):
pos_fcurves = (i for i in fcurves if i.data_path.find("offset") != -1)
scale_fcurves = (i for i in fcurves if i.data_path.find("scale") != -1)
# Plasma uses the controller to generate a matrix44... so we have to produce a leaf controller
ctrl = self._exporter().animation.make_matrix44_controller(pos_fcurves, scale_fcurves, tex_slot.offset, tex_slot.scale)
return ctrl
def _export_texture_type_environment_map(self, bo, hsgmat, layer, slot):
"""Exports a Blender EnvironmentMapTexture to a plLayer"""
texture = slot.texture
bl_env = texture.environment_map
if bl_env.source in {"STATIC", "ANIMATED"}:
if bl_env.mapping == "PLANE" and self._mgr.getVer() >= pvMoul:
pl_env = plDynamicCamMap
else:
pl_env = plDynamicEnvMap
pl_env = self._export_dynamic_env(bo, hsgmat, layer, bl_env, pl_env)
else:
# We should really export a CubicEnvMap here, but we have a good setup for DynamicEnvMaps
# that create themselves when the explorer links in, so really... who cares about CEMs?
self._exporter().report.warn("IMAGE EnvironmentMaps are not supported. '{}' will not be exported!".format(layer.key.name))
pl_env = None
layer.texture = pl_env
def _export_dynamic_env(self, bo, hsgmat, layer, bl_env, pl_class):
# To protect the user from themselves, let's check to make sure that a DEM/DCM matching this
# viewpoint object has not already been exported...
viewpt = bl_env.viewpoint_object
name = "{}_DynEnvMap".format(viewpt.name)
pl_env = self._mgr.find_key(pl_class, bl=bo, name=name)
if pl_env is not None:
print(" EnvMap for viewpoint {} already exported... NOTE: Your settings here will be overridden by the previous object!".format(viewpt.name))
pl_env_obj = pl_env.object
if isinstance(pl_env_obj, plDynamicCamMap):
dcm.addTargetNode(self._mgr.find_key(plSceneObject, bl=bo))
dcm.addMatLayer(layer.key)
return pl_env
# It matters not whether or not the viewpoint object is a Plasma Object, it is exported as at
# least a SceneObject and CoordInterface so that we can touch it...
root = self._mgr.find_create_key(plSceneObject, bl=bo, name=viewpt.name)
self._exporter().export_coordinate_interface(root.object, bl=bo, name=viewpt.name)
# FIXME: DynamicCamMap Camera
# Ensure POT
oRes = bl_env.resolution
eRes = helpers.ensure_power_of_two(oRes)
if oRes != eRes:
print(" Overriding EnvMap size to ({}x{}) -- POT".format(eRes, eRes))
# And now for the general ho'hum-ness
pl_env = self._mgr.add_object(pl_class, bl=bo, name=name)
pl_env.hither = bl_env.clip_start
pl_env.yon = bl_env.clip_end
pl_env.refreshRate = 0.01 if bl_env.source == "ANIMATED" else 0.0
pl_env.incCharacters = True
pl_env.rootNode = root # FIXME: DCM camera
# Perhaps the DEM/DCM fog should be separately configurable at some point?
pl_fog = bpy.context.scene.world.plasma_fni
pl_env.color = utils.color(pl_fog.fog_color)
pl_env.fogStart = pl_fog.fog_start
if isinstance(pl_env, plDynamicCamMap):
faces = (pl_env,)
pl_env.addTargetNode(self._mgr.find_key(plSceneObject, bl=bo))
pl_env.addMatLayer(layer.key)
# This is really just so we don't raise any eyebrows if anyone is looking at the files.
# If you're disabling DCMs, then you're obviuously trolling!
# Cyan generates a single color image, but we'll just set the layer colors and go away.
fake_layer = self._mgr.add_object(plLayer, bl=bo, name="{}_DisabledDynEnvMap".format(viewpt.name))
fake_layer.ambient = layer.ambient
fake_layer.preshade = layer.preshade
fake_layer.runtime = layer.runtime
fake_layer.specular = layer.specular
pl_env.disableTexture = fake_layer.key
if pl_env.camera is None:
layer.UVWSrc = plLayerInterface.kUVWPosition
layer.state.miscFlags |= (hsGMatState.kMiscCam2Screen | hsGMatState.kMiscPerspProjection)
else:
faces = pl_env.faces + (pl_env,)
layer.UVWSrc = plLayerInterface.kUVWReflect
layer.state.miscFlags |= hsGMatState.kMiscUseRefractionXform
# Because we might be working with a multi-faced env map. It's even worse than have two faces...
for i in faces:
i.setConfig(plBitmap.kRGB8888)
i.flags |= plBitmap.kIsTexture
i.flags &= ~plBitmap.kAlphaChannelFlag
i.width = eRes
i.height = eRes
i.proportionalViewport = False
i.viewportLeft = 0
i.viewportTop = 0
i.viewportRight = eRes
i.viewportBottom = eRes
i.ZDepth = 24
return pl_env.key
def _export_texture_type_image(self, bo, hsgmat, layer, slot):
"""Exports a Blender ImageTexture to a plLayer"""
texture = slot.texture
# Does the image have any alpha at all?
has_alpha = texture.use_calculate_alpha or slot.use_stencil or self._test_image_alpha(texture.image)
if (texture.image.use_alpha and texture.use_alpha) and not has_alpha:
warning = "'{}' wants to use alpha, but '{}' is opaque".format(texture.name, texture.image.name)
self._exporter().report.warn(warning, indent=3)
# First, let's apply any relevant flags
state = layer.state
if not slot.use_stencil:
# mutually exclusive blend flags
if texture.use_alpha and has_alpha:
state.blendFlags |= hsGMatState.kBlendAlpha
if texture.invert_alpha and has_alpha:
state.blendFlags |= hsGMatState.kBlendInvertAlpha
if texture.extension == "CLIP":
state.clampFlags |= hsGMatState.kClampTexture
# Now, let's export the plBitmap
# If the image is None (no image applied in Blender), we assume this is a plDynamicTextMap
# Otherwise, we toss this layer and some info into our pending texture dict and process it
# when the exporter tells us to finalize all our shit
if texture.image is None:
bitmap = self.add_object(plDynamicTextMap, name="{}_DynText".format(layer.key.name), bl=bo)
else:
key = _Texture(texture=texture, use_alpha=has_alpha, force_calc_alpha=slot.use_stencil)
if key not in self._pending:
print(" Stashing '{}' for conversion as '{}'".format(texture.image.name, str(key)))
self._pending[key] = [layer.key,]
else:
print(" Found another user of '{}'".format(texture.image.name))
self._pending[key].append(layer.key)
def _export_texture_type_none(self, bo, hsgmat, layer, texture):
# We'll allow this, just for sanity's sake...
pass
def export_prepared_layer(self, layer, image):
"""This exports an externally prepared layer and image"""
key = _Texture(image=image)
if key not in self._pending:
print(" Stashing '{}' for conversion as '{}'".format(image.name, str(key)))
10 years ago
self._pending[key] = [layer.key,]
else:
print(" Found another user of '{}'".format(image.name))
10 years ago
self._pending[key].append(layer.key)
def finalize(self):
for key, layers in self._pending.items():
name = str(key)
print("\n[Mipmap '{}']".format(name))
image = key.image
oWidth, oHeight = image.size
eWidth = helpers.ensure_power_of_two(oWidth)
eHeight = helpers.ensure_power_of_two(oHeight)
if (eWidth != oWidth) or (eHeight != oHeight):
print(" Image is not a POT ({}x{}) resizing to {}x{}".format(oWidth, oHeight, eWidth, eHeight))
self._resize_image(image, eWidth, eHeight)
# Some basic mipmap settings.
numLevels = math.floor(math.log(max(eWidth, eHeight), 2)) + 1 if key.mipmap else 1
compression = plBitmap.kDirectXCompression if key.mipmap else plBitmap.kUncompressed
dxt = plBitmap.kDXT5 if key.use_alpha or key.calc_alpha else plBitmap.kDXT1
# Major Workaround Ahoy
# There is a bug in Cyan's level size algorithm that causes it to not allocate enough memory
# for the color block in certain mipmaps. I personally have encountered an access violation on
# 1x1 DXT5 mip levels -- the code only allocates an alpha block and not a color block. Paradox
# reports that if any dimension is smaller than 4px in a mip level, OpenGL doesn't like Cyan generated
# data. So, we're going to lop off the last two mip levels, which should be 1px and 2px as the smallest.
# This bug is basically unfixable without crazy hacks because of the way Plasma reads in texture data.
# "<Deledrius> I feel like any texture at a 1x1 level is essentially academic. I mean, JPEG/DXT
# doesn't even compress that, and what is it? Just the average color of the whole
# texture in a single pixel?"
# :)
if key.mipmap:
# If your mipmap only has 2 levels (or less), then you deserve to phail...
numLevels = max(numLevels - 2, 2)
# Grab the image data from OpenGL and stuff it into the plBitmap
with _GLTexture(image) as glimage:
if key.mipmap:
print(" Generating mip levels")
glimage.generate_mipmap()
else:
print(" Stuffing image data")
# Uncompressed bitmaps are BGRA
fmt = compression == plBitmap.kUncompressed
# Hold the uncompressed level data for now. We may have to make multiple copies of
# this mipmap for per-page textures :(
data = []
for i in range(numLevels):
data.append(glimage.get_level_data(i, key.calc_alpha, fmt))
# Be a good citizen and reset the Blender Image to pre-futzing state
image.reload()
# Now we poke our new bitmap into the pending layers. Note that we have to do some funny
# business to account for per-page textures
mgr = self._mgr
pages = {}
print(" Adding to Layer(s)")
for layer in layers:
print(" {}".format(layer.name))
page = mgr.get_textures_page(layer) # Layer's page or Textures.prp
# If we haven't created this plMipmap in the page (either layer's page or Textures.prp),
# then we need to do that and stuff the level data. This is a little tedious, but we
# need to be careful to manage our resources correctly
if page not in pages:
mipmap = plMipmap(name=name, width=eWidth, height=eHeight, numLevels=numLevels,
compType=compression, format=plBitmap.kRGB8888, dxtLevel=dxt)
func = mipmap.CompressImage if compression == plBitmap.kDirectXCompression else mipmap.setLevel
for i, level in enumerate(data):
func(i, level)
mgr.AddObject(page, mipmap)
pages[page] = mipmap
else:
mipmap = pages[page]
layer.object.texture = mipmap.key
def get_materials(self, bo):
return self._obj2mat[bo]
@property
def _mgr(self):
return self._exporter().mgr
def _propagate_material_settings(self, bm, layer):
"""Converts settings from the Blender Material to corresponding plLayer settings"""
state = layer.state
# Shade Flags
if not bm.use_mist:
state.shadeFlags |= hsGMatState.kShadeNoFog # Dead in CWE
state.shadeFlags |= hsGMatState.kShadeReallyNoFog
# Colors
layer.ambient = utils.color(bpy.context.scene.world.ambient_color)
layer.preshade = utils.color(bm.diffuse_color)
layer.runtime = utils.color(bm.diffuse_color)
layer.specular = utils.color(bm.specular_color)
def _resize_image(self, image, width, height):
image.scale(width, height)
# If the image is already loaded into OpenGL, we need to refresh it to get the scaling.
if image.bindcode != 0:
image.gl_free()
image.gl_load()
def _test_image_alpha(self, image):
"""Tests to see if this image has any alpha data"""
# In the interest of speed, let's see if we've already done this one...
result = self._alphatest.get(image, None)
if result is not None:
return result
if image.channels != 4:
result = False
elif not image.use_alpha:
result = False
else:
# Using bpy.types.Image.pixels is VERY VERY VERY slow...
with _GLTexture(image) as glimage:
data = glimage.get_level_data(quiet=True)
for i in range(3, len(data), 4):
if data[i] != 255:
result = True
break
else:
result = False
self._alphatest[image] = result
return result