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https://github.com/H-uru/korman.git
synced 2025-07-14 02:27:36 -04:00
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...
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@ -126,7 +126,19 @@ static PyObject* pyGLTexture_generate_mipmap(pyGLTexture* self) {
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Py_RETURN_NONE;
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}
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static uint8_t* _get_level_data(pyGLTexture* self, GLint level, bool bgra, bool quiet, size_t* size) {
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struct _LevelData
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{
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GLint m_width;
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GLint m_height;
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uint8_t* m_data;
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size_t m_dataSize;
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_LevelData(GLint w, GLint h, uint8_t* ptr, size_t sz)
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: m_width(w), m_height(h), m_data(ptr), m_dataSize(sz)
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{ }
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};
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static _LevelData _get_level_data(pyGLTexture* self, GLint level, bool bgra, bool quiet) {
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GLint width, height;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, &width);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_HEIGHT, &height);
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@ -137,32 +149,46 @@ static uint8_t* _get_level_data(pyGLTexture* self, GLint level, bool bgra, bool
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size_t bufsz;
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bufsz = (width * height * 4);
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if (size) *size = bufsz;
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uint8_t* buf = new uint8_t[bufsz];
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glGetTexImage(GL_TEXTURE_2D, level, fmt, GL_UNSIGNED_BYTE, reinterpret_cast<GLvoid*>(buf));
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return buf;
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return _LevelData(width, height, buf, bufsz);
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}
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static PyObject* pyGLTexture_get_level_data(pyGLTexture* self, PyObject* args, PyObject* kwargs) {
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static char* kwlist[] = { _pycs("level"), _pycs("calc_alpha"), _pycs("bgra"),
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_pycs("quiet"), NULL };
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_pycs("quiet"), _pycs("fast"), NULL };
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GLint level = 0;
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bool calc_alpha = false;
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bool bgra = false;
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bool quiet = false;
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if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ibbb", kwlist, &level, &calc_alpha, &bgra, &quiet)) {
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PyErr_SetString(PyExc_TypeError, "get_level_data expects an optional int, bool, bool, bool");
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bool fast = false;
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if (!PyArg_ParseTupleAndKeywords(args, kwargs, "|ibbbb", kwlist, &level, &calc_alpha, &bgra, &quiet, &fast)) {
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PyErr_SetString(PyExc_TypeError, "get_level_data expects an optional int, bool, bool, bool, bool");
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return NULL;
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}
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size_t bufsz;
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uint8_t* buf = _get_level_data(self, level, bgra, quiet, &bufsz);
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_LevelData data = _get_level_data(self, level, bgra, quiet);
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if (fast)
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return pyBuffer_Steal(data.m_data, data.m_dataSize);
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// OpenGL returns a flipped image, so we must reflip it.
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size_t row_stride = data.m_width * 4;
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uint8_t* sptr = data.m_data;
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uint8_t* eptr = data.m_data + (data.m_dataSize - row_stride);
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uint8_t* temp = new uint8_t[row_stride];
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do {
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memcpy(temp, sptr, row_stride);
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memcpy(sptr, eptr, row_stride);
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memcpy(eptr, temp, row_stride);
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} while ((sptr += row_stride) < (eptr -= row_stride));
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delete[] temp;
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if (calc_alpha) {
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for (size_t i = 0; i < bufsz; i += 4)
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buf[i + 3] = (buf[i + 0] + buf[i + 1] + buf[i + 2]) / 3;
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for (size_t i = 0; i < data.m_dataSize; i += 4)
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data.m_data[i + 3] = (data.m_data[i + 0] + data.m_data[i + 1] + data.m_data[i + 2]) / 3;
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}
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return pyBuffer_Steal(buf, bufsz);
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return pyBuffer_Steal(data.m_data, data.m_dataSize);
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}
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static PyObject* pyGLTexture_store_in_mipmap(pyGLTexture* self, PyObject* args) {
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@ -208,15 +234,14 @@ static PyMethodDef pyGLTexture_Methods[] = {
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};
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static PyObject* pyGLTexture_get_has_alpha(pyGLTexture* self, void*) {
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size_t bufsz;
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uint8_t* buf = _get_level_data(self, 0, false, true, &bufsz);
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for (size_t i = 3; i < bufsz; i += 4) {
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if (buf[i] != 255) {
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delete[] buf;
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_LevelData data = _get_level_data(self, 0, false, true);
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for (size_t i = 3; i < data.m_dataSize; i += 4) {
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if (data.m_data[i] != 255) {
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delete[] data.m_data;
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return PyBool_FromLong(1);
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}
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}
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delete[] buf;
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delete[] data.m_data;
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return PyBool_FromLong(0);
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}
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@ -224,7 +224,7 @@ class MeshConverter:
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geoVertex.position = hsVector3(*source.co)
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geoVertex.normal = hsVector3(*source.normal)
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geoVertex.color = hsColor32(*vertex_color)
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geoVertex.uvs = [hsVector3(uv[0], uv[1], 0.0) for uv in uvws]
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geoVertex.uvs = [hsVector3(uv[0], 1.0 - uv[1], 0.0) for uv in uvws]
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data.blender2gs[vertex][coluv] = len(data.vertices)
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data.vertices.append(geoVertex)
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face_verts.append(data.blender2gs[vertex][coluv])
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@ -58,7 +58,7 @@ class GLTexture:
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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=0, calc_alpha=False, bgra=False, quiet=False):
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def get_level_data(self, level=0, calc_alpha=False, bgra=False, quiet=False, fast=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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@ -72,15 +72,21 @@ class GLTexture:
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buf = bgl.Buffer(bgl.GL_BYTE, size)
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fmt = bgl.GL_BGRA if bgra else bgl.GL_RGBA
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bgl.glGetTexImage(bgl.GL_TEXTURE_2D, level, fmt, bgl.GL_UNSIGNED_BYTE, buf);
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if fast:
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return bytes(buf)
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# Calculate le alphas
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# NOTE: the variable names are correct for GL_RGBA. We'll still get the right values for
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# BGRA, obviously, but red will suddenly be... blue. Yeah.
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# OpenGL returns the images upside down, so we're going to rotate it in memory.
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finalBuf = bytearray(size)
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row_stride = width * 4
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for i in range(height):
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src, dst = i * row_stride, (height - (i+1)) * row_stride
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finalBuf[dst:dst+row_stride] = buf[src:src+row_stride]
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# Do we need to calculate the alpha component?
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if calc_alpha:
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for i in range(0, size, 4):
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r, g, b = buf[i:i+3]
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buf[i+3] = int((r + g + b) / 3)
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return bytes(buf)
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finalBuf[i+3] = int(sum(finalBuf[i:i+3]) / 3)
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return bytes(finalBuf)
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def _get_integer(self, arg):
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buf = bgl.Buffer(bgl.GL_INT, 1)
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@ -97,7 +103,7 @@ class GLTexture:
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@property
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def has_alpha(self):
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data = self.get_level_data(quiet=True)
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data = self.get_level_data(quiet=True, fast=True)
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for i in range(3, len(data), 4):
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if data[i] != 255:
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return True
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