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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
9 years ago
3 changed files with 119 additions and 85 deletions
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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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# 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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