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292 lines
12 KiB
292 lines
12 KiB
# 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 array |
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import bgl |
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from ..helpers import ensure_power_of_two |
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import math |
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from PyHSPlasma import plBitmap |
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# BGL doesn't know about this as of Blender 2.74 |
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bgl.GL_BGRA = 0x80E1 |
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# Some texture generation flags |
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TEX_DETAIL_ALPHA = 0 |
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TEX_DETAIL_ADD = 1 |
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TEX_DETAIL_MULTIPLY = 2 |
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def scale_image(buf, srcW, srcH, dstW, dstH): |
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"""Scales an RGBA image using the algorithm from CWE's plMipmap::ScaleNicely""" |
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dst, dst_idx = bytearray(dstW * dstH * 4), 0 |
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scaleX, scaleY = (srcW / dstW), (srcH / dstH) |
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filterW, filterH = max(scaleX, 1.0), max(scaleY, 1.0) |
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src_rowspan = srcW * 4 |
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weightsY = array.array("f", [0.0] * 16) |
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weightsX = array.array("f", [0.0] * 16) |
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# I hope you're in no particular hurry... |
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for dstY in range(dstH): |
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srcY = dstY * scaleY |
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srcY_start = int(max(srcY - filterH, 0)) |
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srcY_end = int(min(srcY + filterH, srcH - 1)) |
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#weightsY = { i - srcY_start: 1.0 - abs(i - srcY) / scaleY \ |
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# for i in range(srcY_start, srcY_end+1, 1) if i - srcY_start < 16 } |
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for i in range(16): |
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idx = i + srcY_start |
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if idx > srcY_end: |
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break |
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weightsY[i] = 1.0 - abs(idx - srcY) / filterH |
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for dstX in range(dstW): |
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srcX = dstX * scaleX |
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srcX_start = int(max(srcX - filterW, 0)) |
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srcX_end = int(min(srcX + filterW, srcW - 1)) |
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#weightsX = { i - srcX_start: 1.0 - abs(i - srcX) / scaleX \ |
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# for i in range(srcX_start, srcX_end+1, 1) if i - srcX_start < 16 } |
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for i in range(16): |
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idx = i + srcX_start |
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if idx > srcX_end: |
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break |
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weightsX[i] = 1.0 - abs(idx - srcX) / filterW |
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accum_color = [0.0, 0.0, 0.0, 0.0] |
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weight_total = 0.0 |
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for i in range(srcY_start, srcY_end+1, 1): |
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weightY_idx = i - srcY_start |
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weightY = weightsY[weightY_idx] if weightY_idx < 16 else 1.0 - abs(i - srcY) / filterH |
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weightY = 1.0 - abs(i - srcY) / filterH |
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src_idx = (i * src_rowspan) + (srcX_start * 4) |
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for j in range(srcX_start, srcX_end+1, 1): |
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weightX_idx = j - srcX_start |
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weightX = weightsX[weightX_idx] if weightX_idx < 16 else 1.0 - abs(j - srcX) / filterW |
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weight = weightY * weightX |
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if weight > 0.0: |
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# According to profiling, a list comprehension here doubles the execution time of this |
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# function. I know this function is supposed to be slow, but dayum... I've unrolled it |
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# to avoid all the extra allocations. |
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for k in range(4): |
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accum_color[k] = accum_color[k] + buf[src_idx+k] * weight |
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weight_total += weight |
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src_idx += 4 |
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weight_total = max(weight_total, 0.0001) |
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for i in range(4): |
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accum_color[i] = int(accum_color[i] * (1.0 / weight_total)) |
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dst[dst_idx:dst_idx+4] = accum_color |
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dst_idx += 4 |
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return bytes(dst) |
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class GLTexture: |
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def __init__(self, texkey=None, image=None, bgra=False, fast=False): |
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assert texkey or image |
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self._texkey = texkey |
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if texkey is not None: |
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self._blimg = texkey.image |
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if image is not None: |
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self._blimg = image |
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self._image_inverted = fast |
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self._bgra = bgra |
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def __enter__(self): |
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"""Loads the image data using OpenGL""" |
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# Set image active in OpenGL |
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ownit = self._blimg.bindcode[0] == 0 |
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if ownit: |
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if self._blimg.gl_load() != 0: |
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raise RuntimeError("failed to load image") |
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previous_texture = self._get_integer(bgl.GL_TEXTURE_BINDING_2D) |
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changed_state = (previous_texture != self._blimg.bindcode[0]) |
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if changed_state: |
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._blimg.bindcode[0]) |
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# Grab the image data |
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self._width = self._get_tex_param(bgl.GL_TEXTURE_WIDTH, 0) |
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self._height = self._get_tex_param(bgl.GL_TEXTURE_HEIGHT, 0) |
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size = self._width * self._height * 4 |
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buf = bgl.Buffer(bgl.GL_BYTE, size) |
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fmt = bgl.GL_BGRA if self._bgra else bgl.GL_RGBA |
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bgl.glGetTexImage(bgl.GL_TEXTURE_2D, 0, fmt, bgl.GL_UNSIGNED_BYTE, buf) |
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# OpenGL returns the images upside down, so we're going to rotate it in memory. |
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# ... But only if requested... :) |
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if self._image_inverted: |
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self._image_data = bytes(buf) |
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else: |
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self._image_data = self._invert_image(self._width, self._height, buf) |
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# Restore previous OpenGL state |
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if changed_state: |
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, previous_texture) |
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if ownit: |
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self._blimg.gl_free() |
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return self |
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def __exit__(self, type, value, traceback): |
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del self._image_data |
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@property |
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def _detail_falloff(self): |
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num_levels = self.num_levels |
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return ((self._texkey.detail_fade_start / 100.0) * num_levels, |
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(self._texkey.detail_fade_stop / 100.0) * num_levels, |
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self._texkey.detail_opacity_start / 100.0, |
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self._texkey.detail_opacity_stop / 100.0) |
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def get_level_data(self, level=0, calc_alpha=False, report=None, indent=2, 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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# Previously, we would leave the texture bound in OpenGL and use it to do the mipmapping, using |
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# old, deprecated OpenGL features. With the introduction of plCubicEnvironmap support to Korman, |
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# we wind up needing to get an NPOT image from OpenGL. Unfortunately, Blender will sometimes scale |
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# images to be POT _before_ loading them into OpenGL. Therefore, we now use OpenGL to grab the first |
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# level, then scale down to the new level from there. |
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oWidth, oHeight = self.size_npot |
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eWidth = ensure_power_of_two(oWidth) >> level |
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eHeight = ensure_power_of_two(oHeight) >> level |
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if report is not None: |
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report.msg("Level #{}: {}x{}", level, eWidth, eHeight, indent=indent) |
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# Scale, if needed... |
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if oWidth != eWidth or oHeight != eHeight: |
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buf = scale_image(self._image_data, oWidth, oHeight, eWidth, eHeight) |
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else: |
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buf = self._image_data |
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# Some operations, like alpha testing, don't care about the fact that OpenGL flips |
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# the images in memory. Give an opportunity to bail here... |
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if fast: |
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return self._image_data |
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else: |
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buf = bytearray(self._image_data) |
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if self._image_inverted: |
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buf = self._invert_image(eWidth, eHeight, buf) |
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# If this is a detail map, then we need to bake that per-level here. |
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if self._texkey is not None and self._texkey.is_detail_map: |
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detail_blend = self._texkey.detail_blend |
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if detail_blend == TEX_DETAIL_ALPHA: |
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self._make_detail_map_alpha(buf, level) |
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elif detail_blend == TEX_DETAIL_ADD: |
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self._make_detail_map_alpha(buf, level) |
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elif detail_blend == TEX_DETAIL_MULTIPLY: |
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self._make_detail_map_mult(buf, level) |
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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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buf[i+3] = int(sum(buf[i:i+3]) / 3) |
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return bytes(buf) |
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def _get_detail_alpha(self, level, dropoff_start, dropoff_stop, detail_max, detail_min): |
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alpha = (level - dropoff_start) * (detail_min - detail_max) / (dropoff_stop - dropoff_start) + detail_max |
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if detail_min < detail_max: |
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return min(detail_max, max(detail_min, alpha)) |
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else: |
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return min(detail_min, max(detail_max, alpha)) |
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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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@property |
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def has_alpha(self): |
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data = self._image_data |
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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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return False |
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def _get_image_data(self): |
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return (self._width, self._height, self._image_data) |
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def _set_image_data(self, value): |
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self._width, self._height, self._image_data = value |
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image_data = property(_get_image_data, _set_image_data) |
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def _invert_image(self, width, height, buf): |
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size = width * height * 4 |
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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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return bytes(finalBuf) |
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def _make_detail_map_add(self, data, level): |
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dropoff_start, dropoff_stop, detail_max, detail_min = self._detail_falloff |
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alpha = self._get_detail_alpha(level, dropoff_start, dropoff_stop, detail_max, detail_min) |
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for i in range(0, len(data), 4): |
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data[i] = int(data[i] * alpha) |
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data[i+1] = int(data[i+1] * alpha) |
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data[i+2] = int(data[i+2] * alpha) |
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def _make_detail_map_alpha(self, data, level): |
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dropoff_start, dropoff_end, detail_max, detail_min = self._detail_falloff |
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alpha = self._get_detail_alpha(level, dropoff_start, dropoff_end, detail_max, detail_min) |
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for i in range(0, len(data), 4): |
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data[i+3] = int(data[i+3] * alpha) |
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def _make_detail_map_mult(self, data, level): |
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dropoff_start, dropoff_end, detail_max, detail_min = self._detail_falloff |
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alpha = self._get_detail_alpha(level, dropoff_start, dropoff_end, detail_max, detail_min) |
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invert_alpha = (1.0 - alpha) * 255.0 |
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for i in range(0, len(data), 4): |
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data[i+3] = int(invert_alpha + data[i+3] * alpha) |
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@property |
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def num_levels(self): |
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numLevels = math.floor(math.log(max(self.size_npot), 2)) + 1 |
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# Major Workaround Ahoy |
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# There is a bug in Cyan's level size algorithm that causes it to not allocate enough memory |
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# for the color block in certain mipmaps. I personally have encountered an access violation on |
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# 1x1 DXT5 mip levels -- the code only allocates an alpha block and not a color block. Paradox |
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# reports that if any dimension is smaller than 4px in a mip level, OpenGL doesn't like Cyan generated |
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# data. So, we're going to lop off the last two mip levels, which should be 1px and 2px as the smallest. |
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# This bug is basically unfixable without crazy hacks because of the way Plasma reads in texture data. |
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# "<Deledrius> I feel like any texture at a 1x1 level is essentially academic. I mean, JPEG/DXT |
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# doesn't even compress that, and what is it? Just the average color of the whole |
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# texture in a single pixel?" |
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# :) |
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return max(numLevels - 2, 2) |
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@property |
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def size_npot(self): |
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return self._width, self._height |
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@property |
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def size_pot(self): |
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return ensure_power_of_two(self._width), ensure_power_of_two(self._height)
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