mirror of
https://github.com/H-uru/korman.git
synced 2025-07-14 22:36:52 +00:00
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.
This commit is contained in:
@ -14,7 +14,6 @@
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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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@ -22,90 +21,9 @@ import weakref
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from . import explosions
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from .. import helpers
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from .. import korlib
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from . import utils
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# BGL doesn't know about this as of Blender 2.74
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bgl.GL_GENERATE_MIPMAP = 0x8191
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bgl.GL_BGRA = 0x80E1
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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=0, calc_alpha=False, bgra=False, quiet=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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if not quiet:
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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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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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# 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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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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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, use_alpha=None, force_calc_alpha=False):
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assert (texture or image)
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@ -570,7 +488,7 @@ class MaterialConverter:
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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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with korlib.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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@ -658,7 +576,7 @@ class MaterialConverter:
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result = False
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else:
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# Using bpy.types.Image.pixels is VERY VERY VERY slow...
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with _GLTexture(image) as glimage:
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with korlib.GLTexture(image) as glimage:
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data = glimage.get_level_data(quiet=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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19
korman/korlib/__init__.py
Normal file
19
korman/korlib/__init__.py
Normal file
@ -0,0 +1,19 @@
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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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try:
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from _korlib import *
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except ImportError:
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from .texture import *
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97
korman/korlib/texture.py
Normal file
97
korman/korlib/texture.py
Normal file
@ -0,0 +1,97 @@
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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 bgl
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# BGL doesn't know about this as of Blender 2.74
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bgl.GL_GENERATE_MIPMAP = 0x8191
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bgl.GL_BGRA = 0x80E1
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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=0, calc_alpha=False, bgra=False, quiet=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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if not quiet:
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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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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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# 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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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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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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