# 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 . import bgl import math from PyHSPlasma import plBitmap # BGL doesn't know about this as of Blender 2.74 bgl.GL_GENERATE_MIPMAP = 0x8191 bgl.GL_BGRA = 0x80E1 # Some texture generation flags TEX_DETAIL_ALPHA = 0 TEX_DETAIL_ADD = 1 TEX_DETAIL_MULTIPLY = 2 class GLTexture: def __init__(self, texkey=None): self._texkey = texkey self._ownit = (self._blimg.bindcode[0] == 0) @property def _blimg(self): return self._texkey.image def __enter__(self): """Sets the Blender Image as the active OpenGL texture""" if self._ownit: if self._blimg.gl_load() != 0: raise RuntimeError("failed to load image") self._previous_texture = self._get_integer(bgl.GL_TEXTURE_BINDING_2D) self._changed_state = (self._previous_texture != self._blimg.bindcode[0]) if self._changed_state: bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._blimg.bindcode[0]) 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) if self._ownit: self._blimg.gl_free() @property def _detail_falloff(self): num_levels = self.num_levels return ((self._texkey.detail_fade_start / 100.0) * num_levels, (self._texkey.detail_fade_stop / 100.0) * num_levels, self._texkey.detail_opacity_start / 100.0, self._texkey.detail_opacity_stop / 100.0) 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, fast=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); if fast: return bytes(buf) # 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] # If this is a detail map, then we need to bake that per-level here. if self._texkey.is_detail_map: detail_blend = self._texkey.detail_blend if detail_blend == TEX_DETAIL_ALPHA: self._make_detail_map_alpha(finalBuf, level) elif detail_blend == TEX_DETAIL_ADD: self._make_detail_map_alpha(finalBuf, level) elif detail_blend == TEX_DETAIL_MULTIPLY: self._make_detail_map_mult(finalBuf, level) # Do we need to calculate the alpha component? if calc_alpha: for i in range(0, size, 4): finalBuf[i+3] = int(sum(finalBuf[i:i+3]) / 3) return bytes(finalBuf) def _get_detail_alpha(self, level, dropoff_start, dropoff_stop, detail_max, detail_min): alpha = (level - dropoff_start) * (detail_min - detail_max) / (dropoff_stop - dropoff_start) + detail_max if detail_min < detail_max: return min(detail_max, max(detail_min, alpha)) else: return min(detail_min, max(detail_max, alpha)) 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]) @property def has_alpha(self): data = self.get_level_data(quiet=True, fast=True) for i in range(3, len(data), 4): if data[i] != 255: return True return False def _make_detail_map_add(self, data, level): dropoff_start, dropoff_stop, detail_max, detail_min = self._detail_falloff alpha = self._get_detail_alpha(level, dropoff_start, dropoff_stop, detail_max, detail_min) for i in range(0, len(data), 4): data[i] = int(data[i] * alpha) data[i+1] = int(data[i+1] * alpha) data[i+2] = int(data[i+2] * alpha) def _make_detail_map_alpha(self, data, level): dropoff_start, dropoff_end, detail_max, detail_min = self._detail_falloff alpha = self._get_detail_alpha(level, dropoff_start, dropoff_end, detail_max, detail_min) for i in range(0, len(data), 4): data[i+3] = int(data[i+3] * alpha) def _make_detail_map_mult(self, data, level): dropoff_start, dropoff_end, detail_max, detail_min = self._detail_falloff alpha = self._get_detail_alpha(level, dropoff_start, dropoff_end, detail_max, detail_min) invert_alpha = (1.0 - alpha) * 255.0 for i in range(0, len(data), 4): data[i+3] = int(invert_alpha + data[i+3] * alpha) @property def num_levels(self): numLevels = math.floor(math.log(max(self._blimg.size), 2)) + 1 # Major Workaround Ahoy # There is a bug in Cyan's level size algorithm that causes it to not allocate enough memory # for the color block in certain mipmaps. I personally have encountered an access violation on # 1x1 DXT5 mip levels -- the code only allocates an alpha block and not a color block. Paradox # reports that if any dimension is smaller than 4px in a mip level, OpenGL doesn't like Cyan generated # data. So, we're going to lop off the last two mip levels, which should be 1px and 2px as the smallest. # This bug is basically unfixable without crazy hacks because of the way Plasma reads in texture data. # " I feel like any texture at a 1x1 level is essentially academic. I mean, JPEG/DXT # doesn't even compress that, and what is it? Just the average color of the whole # texture in a single pixel?" # :) return max(numLevels - 2, 2) def store_in_mipmap(self, mipmap, data, compression): func = mipmap.CompressImage if compression == plBitmap.kDirectXCompression else mipmap.setLevel for i, level in enumerate(data): func(i, level)