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Implement proper uncompressed textures (for LMs)

pull/6/head
Adam Johnson 10 years ago
parent
commit
34672b9f19
  1. 20
      korman/exporter/material.py

20
korman/exporter/material.py

@ -23,8 +23,9 @@ import weakref
from . import explosions from . import explosions
from . import utils from . import utils
# BGL doesn't know about this as of Blender 2.71 # BGL doesn't know about this as of Blender 2.74
bgl.GL_GENERATE_MIPMAP = 0x8191 bgl.GL_GENERATE_MIPMAP = 0x8191
bgl.GL_BGRA = 0x80E1
class _GLTexture: class _GLTexture:
def __init__(self, blimg): def __init__(self, blimg):
@ -66,7 +67,7 @@ class _GLTexture:
# It will simplify our state tracking a bit. # It will simplify our state tracking a bit.
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_GENERATE_MIPMAP, 1) bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_GENERATE_MIPMAP, 1)
def get_level_data(self, level, calc_alpha=False): def get_level_data(self, level, calc_alpha=False, bgra=False):
"""Gets the uncompressed pixel data for a requested mip level, optionally calculating the alpha """Gets the uncompressed pixel data for a requested mip level, optionally calculating the alpha
channel from the image color data channel from the image color data
""" """
@ -77,9 +78,12 @@ class _GLTexture:
# Grab the image data # Grab the image data
size = width * height * 4 size = width * height * 4
buf = bgl.Buffer(bgl.GL_BYTE, size) buf = bgl.Buffer(bgl.GL_BYTE, size)
bgl.glGetTexImage(bgl.GL_TEXTURE_2D, level, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buf); 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 # 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: if calc_alpha:
for i in range(size, 4): for i in range(size, 4):
base = i*4 base = i*4
@ -129,7 +133,10 @@ class _Texture:
return hash(self.image.name) ^ hash(self.calc_alpha) return hash(self.image.name) ^ hash(self.calc_alpha)
def __str__(self): def __str__(self):
if self.mipmap:
name = self._change_extension(self.image.name, ".dds") name = self._change_extension(self.image.name, ".dds")
else:
name = self._change_extension(self.image.name, ".bmp")
if self.calc_alpha: if self.calc_alpha:
name = "ALPHAGEN_{}".format(name) name = "ALPHAGEN_{}".format(name)
return name return name
@ -266,7 +273,7 @@ class MaterialConverter:
# Some basic mipmap settings. # Some basic mipmap settings.
numLevels = math.floor(math.log(max(eWidth, eHeight), 2)) + 1 if key.mipmap else 1 numLevels = math.floor(math.log(max(eWidth, eHeight), 2)) + 1 if key.mipmap else 1
compression = plBitmap.kDirectXCompression compression = plBitmap.kDirectXCompression if key.mipmap else plBitmap.kUncompressed
dxt = plBitmap.kDXT5 if key.use_alpha or key.calc_alpha else plBitmap.kDXT1 dxt = plBitmap.kDXT5 if key.use_alpha or key.calc_alpha else plBitmap.kDXT1
# Major Workaround Ahoy # Major Workaround Ahoy
@ -292,11 +299,14 @@ class MaterialConverter:
else: else:
print(" Stuffing image data") 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 # Hold the uncompressed level data for now. We may have to make multiple copies of
# this mipmap for per-page textures :( # this mipmap for per-page textures :(
data = [] data = []
for i in range(numLevels): for i in range(numLevels):
data.append(glimage.get_level_data(i, key.calc_alpha)) data.append(glimage.get_level_data(i, key.calc_alpha, fmt))
# Be a good citizen and reset the Blender Image to pre-futzing state # Be a good citizen and reset the Blender Image to pre-futzing state
image.reload() image.reload()

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