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# This file is part of Korman.
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#
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# Korman is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Korman is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Korman. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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import bgl
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import math
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import os.path
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from PyHSPlasma import *
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import weakref
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from . import explosions
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from . import utils
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# BGL doesn't know about this as of Blender 2.71
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bgl.GL_GENERATE_MIPMAP = 0x8191
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class _GLTexture:
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def __init__(self, blimg):
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self._ownit = (blimg.bindcode == 0)
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if self._ownit:
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if blimg.gl_load() != 0:
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raise explosions.GLLoadError(blimg)
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self._blimg = blimg
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def __del__(self):
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if self._ownit:
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self._blimg.gl_free()
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def __enter__(self):
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"""Sets the Blender Image as the active OpenGL texture"""
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self._previous_texture = self._get_integer(bgl.GL_TEXTURE_BINDING_2D)
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self._changed_state = (self._previous_texture != self._blimg.bindcode)
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if self._changed_state:
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._blimg.bindcode)
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return self
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def __exit__(self, type, value, traceback):
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mipmap_state = getattr(self, "_mipmap_state", None)
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if mipmap_state is not None:
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bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_GENERATE_MIPMAP, mipmap_state)
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if self._changed_state:
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._previous_texture)
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def generate_mipmap(self):
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"""Generates all mip levels for this texture"""
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self._mipmap_state = self._get_tex_param(bgl.GL_GENERATE_MIPMAP)
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# Note that this is a very old feature from OpenGL 1.x -- it's new enough that Windows (and
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# Blender apparently) don't support it natively and yet old enough that it was thrown away
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# in OpenGL 3.0. The new way is glGenerateMipmap, but Blender likes oldgl, so we don't have that
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# function available to us in BGL. I don't want to deal with loading the GL dll in ctypes on
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# many platforms right now (or context headaches). If someone wants to fix this, be my guest!
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# It will simplify our state tracking a bit.
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bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_GENERATE_MIPMAP, 1)
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def get_level_data(self, level, calc_alpha=False):
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"""Gets the uncompressed pixel data for a requested mip level, optionally calculating the alpha
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channel from the image color data
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"""
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width = self._get_tex_param(bgl.GL_TEXTURE_WIDTH, level)
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height = self._get_tex_param(bgl.GL_TEXTURE_HEIGHT, level)
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print(" Level #{}: {}x{}".format(level, width, height))
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# Grab the image data
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size = width * height * 4
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buf = bgl.Buffer(bgl.GL_BYTE, size)
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bgl.glGetTexImage(bgl.GL_TEXTURE_2D, level, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buf);
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# Calculate le alphas
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if calc_alpha:
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for i in range(size, 4):
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base = i*4
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r, g, b = buf[base:base+2]
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buf[base+3] = int((r + g + b) / 3)
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return bytes(buf)
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def _get_integer(self, arg):
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buf = bgl.Buffer(bgl.GL_INT, 1)
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bgl.glGetIntegerv(arg, buf)
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return int(buf[0])
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def _get_tex_param(self, param, level=None):
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buf = bgl.Buffer(bgl.GL_INT, 1)
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if level is None:
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bgl.glGetTexParameteriv(bgl.GL_TEXTURE_2D, param, buf)
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else:
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bgl.glGetTexLevelParameteriv(bgl.GL_TEXTURE_2D, level, param, buf)
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return int(buf[0])
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class _Texture:
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def __init__(self, texture=None, image=None):
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assert (texture or image)
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if texture is not None:
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self.image = texture.image
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self.calc_alpha = texture.use_calculate_alpha
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self.mipmap = texture.use_mipmap
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self.use_alpha = texture.use_alpha
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if image is not None:
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self.image = image
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self.calc_alpha = False
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self.mipmap = False
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self.use_alpha = image.use_alpha
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def __eq__(self, other):
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if not isinstance(other, _Texture):
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return False
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if self.image == other.image:
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if self.calc_alpha == other.calc_alpha:
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self._update(other)
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return True
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def __hash__(self):
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return hash(self.image.name) ^ hash(self.calc_alpha)
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def __str__(self):
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name = self._change_extension(self.image.name, ".dds")
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if self.calc_alpha:
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name = "ALPHAGEN_{}".format(name)
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return name
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def _change_extension(self, name, newext):
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# Blender likes to add faux extensions such as .001 :(
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if name.find(".") == -1:
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return "{}{}".format(name, newext)
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name, end = os.path.splitext(name)
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if name.find(".") == -1:
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return "{}{}".format(name, newext)
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name, oldext = os.path.splitext(name)
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return "{}{}{}".format(name, end, newext)
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def _update(self, other):
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"""Update myself with any props that might be overridable from another copy of myself"""
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if other.use_alpha:
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self.use_alpha = True
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if other.mipmap:
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self.mipmap = True
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class MaterialConverter:
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def __init__(self, exporter):
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self._obj2mat = {}
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self._exporter = weakref.ref(exporter)
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self._pending = {}
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def export_material(self, bo, bm):
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"""Exports a Blender Material as an hsGMaterial"""
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print(" Exporting Material '{}'".format(bm.name))
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hsgmat = self._mgr.add_object(hsGMaterial, name=bm.name, bl=bo)
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self._export_texture_slots(bo, bm, hsgmat)
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# Plasma makes several assumptions that every hsGMaterial has at least one layer. If this
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# material had no Textures, we will need to initialize a default layer
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if not hsgmat.layers:
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layer = self._mgr.add_object(plLayer, name="{}_AutoLayer".format(bm.name), bl=bo)
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self._propagate_material_settings(bm, layer)
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hsgmat.addLayer(layer.key)
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# Cache this material for later
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if bo in self._obj2mat:
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self._obj2mat[bo].append(hsgmat.key)
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else:
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self._obj2mat[bo] = [hsgmat.key]
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# Looks like we're done...
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return hsgmat.key
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def _export_texture_slots(self, bo, bm, hsgmat):
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for slot in bm.texture_slots:
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if slot is None or not slot.use:
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continue
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name = "{}_{}".format(bm.name, slot.name)
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print(" Exporting Plasma Layer '{}'".format(name))
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layer = self._mgr.add_object(plLayer, name=name, bl=bo)
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self._propagate_material_settings(bm, layer)
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# UVW Channel
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for i, uvchan in enumerate(bo.data.tessface_uv_textures):
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if uvchan.name == slot.uv_layer:
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layer.UVWSrc = i
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print(" Using UV Map #{} '{}'".format(i, name))
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break
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else:
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print(" No UVMap specified... Blindly using the first one, maybe it exists :|")
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# General texture flags and such
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state = layer.state
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if slot.blend_type == "ADD":
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state.blendFlags |= hsGMatState.kBlendAdd
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elif slot.blend_type == "MULTIPLY":
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state.blendFlags |= hsGMatState.kBlendMult
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# Export the specific texture type
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texture = slot.texture
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export_fn = "_export_texture_type_{}".format(texture.type.lower())
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if not hasattr(self, export_fn):
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raise explosions.UnsupportedTextureError(texture, bm)
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getattr(self, export_fn)(bo, hsgmat, layer, texture)
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hsgmat.addLayer(layer.key)
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def _export_texture_type_image(self, bo, hsgmat, layer, texture):
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"""Exports a Blender ImageTexture to a plLayer"""
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# First, let's apply any relevant flags
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state = layer.state
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if texture.invert_alpha:
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state.blendFlags |= hsGMatState.kBlendInvertAlpha
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if texture.extension == "CLIP":
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state.clampFlags |= hsGMatState.kClampTexture
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# Now, let's export the plBitmap
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# If the image is None (no image applied in Blender), we assume this is a plDynamicTextMap
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# Otherwise, we toss this layer and some info into our pending texture dict and process it
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# when the exporter tells us to finalize all our shit
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if texture.image is None:
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bitmap = self.add_object(plDynamicTextMap, name="{}_DynText".format(layer.key.name), bl=bo)
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else:
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key = _Texture(texture=texture)
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if key not in self._pending:
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print(" Stashing '{}' for conversion as '{}'".format(texture.image.name, str(key)))
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self._pending[key] = [layer,]
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else:
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print(" Found another user of '{}'".format(texture.image.name))
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self._pending[key].append(layer)
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def _export_texture_type_none(self, bo, hsgmat, layer, texture):
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# We'll allow this, just for sanity's sake...
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pass
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def export_prepared_layer(self, layer, image):
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"""This exports an externally prepared layer and image"""
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key = _Texture(image=image)
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if key not in self._pending:
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print(" Stashing '{}' for conversion as '{}'".format(image.name, str(key)))
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self._pending[key] = [layer,]
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else:
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print(" Found another user of '{}'".format(image.name))
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self._pending[key].append(layer)
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def finalize(self):
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for key, layers in self._pending.items():
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name = str(key)
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print("\n[Mipmap '{}']".format(name))
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image = key.image
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oWidth, oHeight = image.size
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eWidth = pow(2, math.floor(math.log(oWidth, 2)))
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eHeight = pow(2, math.floor(math.log(oHeight, 2)))
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if (eWidth != oWidth) or (eHeight != oHeight):
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print(" Image is not a POT ({}x{}) resizing to {}x{}".format(oWidth, oHeight, eWidth, eHeight))
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self._resize_image(image, eWidth, eHeight)
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# Some basic mipmap settings.
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numLevels = math.floor(math.log(max(eWidth, eHeight), 2)) + 1 if key.mipmap else 1
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compression = plBitmap.kDirectXCompression
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dxt = plBitmap.kDXT5 if key.use_alpha or key.calc_alpha else plBitmap.kDXT1
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# Major Workaround Ahoy
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# There is a bug in Cyan's level size algorithm that causes it to not allocate enough memory
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# for the color block in certain mipmaps. I personally have encountered an access violation on
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# 1x1 DXT5 mip levels -- the code only allocates an alpha block and not a color block. Paradox
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# reports that if any dimension is smaller than 4px in a mip level, OpenGL doesn't like Cyan generated
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# data. So, we're going to lop off the last two mip levels, which should be 1px and 2px as the smallest.
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# This bug is basically unfixable without crazy hacks because of the way Plasma reads in texture data.
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# "<Deledrius> I feel like any texture at a 1x1 level is essentially academic. I mean, JPEG/DXT
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# doesn't even compress that, and what is it? Just the average color of the whole
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# texture in a single pixel?"
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# :)
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if key.mipmap:
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# If your mipmap only has 2 levels (or less), then you deserve to phail...
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numLevels = max(numLevels - 2, 2)
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# Grab the image data from OpenGL and stuff it into the plBitmap
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with _GLTexture(image) as glimage:
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if key.mipmap:
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print(" Generating mip levels")
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glimage.generate_mipmap()
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else:
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print(" Stuffing image data")
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# Hold the uncompressed level data for now. We may have to make multiple copies of
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# this mipmap for per-page textures :(
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data = []
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for i in range(numLevels):
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data.append(glimage.get_level_data(i, key.calc_alpha))
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# Be a good citizen and reset the Blender Image to pre-futzing state
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image.reload()
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# Now we poke our new bitmap into the pending layers. Note that we have to do some funny
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# business to account for per-page textures
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mgr = self._mgr
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pages = {}
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print(" Adding to Layer(s)")
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for layer in layers:
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print(" {}".format(layer.key.name))
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page = mgr.get_textures_page(layer) # Layer's page or Textures.prp
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# If we haven't created this plMipmap in the page (either layer's page or Textures.prp),
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# then we need to do that and stuff the level data. This is a little tedious, but we
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# need to be careful to manage our resources correctly
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if page not in pages:
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mipmap = plMipmap(name=name, width=eWidth, height=eHeight, numLevels=numLevels,
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compType=compression, format=plBitmap.kRGB8888, dxtLevel=dxt)
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func = mipmap.CompressImage if compression == plBitmap.kDirectXCompression else mipmap.setLevel
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for i, level in enumerate(data):
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func(i, level)
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mgr.AddObject(page, mipmap)
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pages[page] = mipmap
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else:
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mipmap = pages[page]
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layer.texture = mipmap.key
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def get_materials(self, bo):
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return self._obj2mat[bo]
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@property
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def _mgr(self):
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return self._exporter().mgr
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def _propagate_material_settings(self, bm, layer):
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"""Converts settings from the Blender Material to corresponding plLayer settings"""
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state = layer.state
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# Shade Flags
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if not bm.use_mist:
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state.shadeFlags |= hsGMatState.kShadeNoFog # Dead in CWE
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state.shadeFlags |= hsGMatState.kShadeReallyNoFog
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# Colors
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layer.ambient = utils.color(bpy.context.scene.world.ambient_color)
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layer.preshade = utils.color(bm.diffuse_color)
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layer.runtime = utils.color(bm.diffuse_color)
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layer.specular = utils.color(bm.specular_color)
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def _resize_image(self, image, width, height):
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image.scale(width, height)
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# If the image is already loaded into OpenGL, we need to refresh it to get the scaling.
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if image.bindcode != 0:
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image.gl_free()
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image.gl_load()
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