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Flip the flopped images

Export all images right-side up. OpenGL flips them because fail, so we
have to do a bit of work to correct that. Thankfully, this operation is
not as slow as I thought.

NOTE TO SELF: remember, texture page updating would be nice to have...
pull/31/head
Adam Johnson 8 years ago
parent
commit
9e66db01a0
  1. 59
      korlib/texture.cpp
  2. 2
      korman/exporter/mesh.py
  3. 22
      korman/korlib/texture.py

59
korlib/texture.cpp

@ -126,7 +126,19 @@ static PyObject* pyGLTexture_generate_mipmap(pyGLTexture* self) {
Py_RETURN_NONE;
}
static uint8_t* _get_level_data(pyGLTexture* self, GLint level, bool bgra, bool quiet, size_t* size) {
struct _LevelData
{
GLint m_width;
GLint m_height;
uint8_t* m_data;
size_t m_dataSize;
_LevelData(GLint w, GLint h, uint8_t* ptr, size_t sz)
: m_width(w), m_height(h), m_data(ptr), m_dataSize(sz)
{ }
};
static _LevelData _get_level_data(pyGLTexture* self, GLint level, bool bgra, bool quiet) {
GLint width, height;
glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_HEIGHT, &height);
@ -137,32 +149,46 @@ static uint8_t* _get_level_data(pyGLTexture* self, GLint level, bool bgra, bool
size_t bufsz;
bufsz = (width * height * 4);
if (size) *size = bufsz;
uint8_t* buf = new uint8_t[bufsz];
glGetTexImage(GL_TEXTURE_2D, level, fmt, GL_UNSIGNED_BYTE, reinterpret_cast<GLvoid*>(buf));
return buf;
return _LevelData(width, height, buf, bufsz);
}
static PyObject* pyGLTexture_get_level_data(pyGLTexture* self, PyObject* args, PyObject* kwargs) {
static char* kwlist[] = { _pycs("level"), _pycs("calc_alpha"), _pycs("bgra"),
_pycs("quiet"), NULL };
_pycs("quiet"), _pycs("fast"), NULL };
GLint level = 0;
bool calc_alpha = false;
bool bgra = false;
bool quiet = false;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ibbb", kwlist, &level, &calc_alpha, &bgra, &quiet)) {
PyErr_SetString(PyExc_TypeError, "get_level_data expects an optional int, bool, bool, bool");
bool fast = false;
if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ibbbb", kwlist, &level, &calc_alpha, &bgra, &quiet, &fast)) {
PyErr_SetString(PyExc_TypeError, "get_level_data expects an optional int, bool, bool, bool, bool");
return NULL;
}
size_t bufsz;
uint8_t* buf = _get_level_data(self, level, bgra, quiet, &bufsz);
_LevelData data = _get_level_data(self, level, bgra, quiet);
if (fast)
return pyBuffer_Steal(data.m_data, data.m_dataSize);
// OpenGL returns a flipped image, so we must reflip it.
size_t row_stride = data.m_width * 4;
uint8_t* sptr = data.m_data;
uint8_t* eptr = data.m_data + (data.m_dataSize - row_stride);
uint8_t* temp = new uint8_t[row_stride];
do {
memcpy(temp, sptr, row_stride);
memcpy(sptr, eptr, row_stride);
memcpy(eptr, temp, row_stride);
} while ((sptr += row_stride) < (eptr -= row_stride));
delete[] temp;
if (calc_alpha) {
for (size_t i = 0; i < bufsz; i += 4)
buf[i + 3] = (buf[i + 0] + buf[i + 1] + buf[i + 2]) / 3;
for (size_t i = 0; i < data.m_dataSize; i += 4)
data.m_data[i + 3] = (data.m_data[i + 0] + data.m_data[i + 1] + data.m_data[i + 2]) / 3;
}
return pyBuffer_Steal(buf, bufsz);
return pyBuffer_Steal(data.m_data, data.m_dataSize);
}
static PyObject* pyGLTexture_store_in_mipmap(pyGLTexture* self, PyObject* args) {
@ -208,15 +234,14 @@ static PyMethodDef pyGLTexture_Methods[] = {
};
static PyObject* pyGLTexture_get_has_alpha(pyGLTexture* self, void*) {
size_t bufsz;
uint8_t* buf = _get_level_data(self, 0, false, true, &bufsz);
for (size_t i = 3; i < bufsz; i += 4) {
if (buf[i] != 255) {
delete[] buf;
_LevelData data = _get_level_data(self, 0, false, true);
for (size_t i = 3; i < data.m_dataSize; i += 4) {
if (data.m_data[i] != 255) {
delete[] data.m_data;
return PyBool_FromLong(1);
}
}
delete[] buf;
delete[] data.m_data;
return PyBool_FromLong(0);
}

2
korman/exporter/mesh.py

@ -224,7 +224,7 @@ class MeshConverter:
geoVertex.position = hsVector3(*source.co)
geoVertex.normal = hsVector3(*source.normal)
geoVertex.color = hsColor32(*vertex_color)
geoVertex.uvs = [hsVector3(uv[0], uv[1], 0.0) for uv in uvws]
geoVertex.uvs = [hsVector3(uv[0], 1.0 - uv[1], 0.0) for uv in uvws]
data.blender2gs[vertex][coluv] = len(data.vertices)
data.vertices.append(geoVertex)
face_verts.append(data.blender2gs[vertex][coluv])

22
korman/korlib/texture.py

@ -58,7 +58,7 @@ class GLTexture:
# 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):
def get_level_data(self, level=0, calc_alpha=False, bgra=False, quiet=False, fast=False):
"""Gets the uncompressed pixel data for a requested mip level, optionally calculating the alpha
channel from the image color data
"""
@ -72,15 +72,21 @@ class GLTexture:
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);
if fast:
return bytes(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.
# OpenGL returns the images upside down, so we're going to rotate it in memory.
finalBuf = bytearray(size)
row_stride = width * 4
for i in range(height):
src, dst = i * row_stride, (height - (i+1)) * row_stride
finalBuf[dst:dst+row_stride] = buf[src:src+row_stride]
# Do we need to calculate the alpha component?
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)
finalBuf[i+3] = int(sum(finalBuf[i:i+3]) / 3)
return bytes(finalBuf)
def _get_integer(self, arg):
buf = bgl.Buffer(bgl.GL_INT, 1)
@ -97,7 +103,7 @@ class GLTexture:
@property
def has_alpha(self):
data = self.get_level_data(quiet=True)
data = self.get_level_data(quiet=True, fast=True)
for i in range(3, len(data), 4):
if data[i] != 255:
return True

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