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Begin moving slow things into korlib

Korlib will have two components: a python implementation in Korman and a
C++ "_korlib" module that will be insanely fast. Users will apreciate it,
and devs will be glad they don't have to compile the C version.
pull/11/head
Adam Johnson 10 years ago
parent
commit
d48fd9527f
  1. 88
      korman/exporter/material.py
  2. 19
      korman/korlib/__init__.py
  3. 97
      korman/korlib/texture.py

88
korman/exporter/material.py

@ -14,7 +14,6 @@
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
import bpy
import bgl
import math
import os.path
from PyHSPlasma import *
@ -22,90 +21,9 @@ import weakref
from . import explosions
from .. import helpers
from .. import korlib
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)
@ -570,7 +488,7 @@ class MaterialConverter:
numLevels = max(numLevels - 2, 2)
# Grab the image data from OpenGL and stuff it into the plBitmap
with _GLTexture(image) as glimage:
with korlib.GLTexture(image) as glimage:
if key.mipmap:
print(" Generating mip levels")
glimage.generate_mipmap()
@ -658,7 +576,7 @@ class MaterialConverter:
result = False
else:
# Using bpy.types.Image.pixels is VERY VERY VERY slow...
with _GLTexture(image) as glimage:
with korlib.GLTexture(image) as glimage:
data = glimage.get_level_data(quiet=True)
for i in range(3, len(data), 4):
if data[i] != 255:

19
korman/korlib/__init__.py

@ -0,0 +1,19 @@
# 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/>.
try:
from _korlib import *
except ImportError:
from .texture import *

97
korman/korlib/texture.py

@ -0,0 +1,97 @@
# 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 bgl
# 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])
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