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188 lines
8.3 KiB
188 lines
8.3 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 bgl |
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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_GENERATE_MIPMAP = 0x8191 |
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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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class GLTexture: |
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def __init__(self, texkey=None): |
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self._texkey = texkey |
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self._ownit = (self._blimg.bindcode[0] == 0) |
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@property |
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def _blimg(self): |
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return self._texkey.image |
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def __enter__(self): |
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"""Sets the Blender Image as the active OpenGL texture""" |
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if self._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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self._previous_texture = self._get_integer(bgl.GL_TEXTURE_BINDING_2D) |
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self._changed_state = (self._previous_texture != self._blimg.bindcode[0]) |
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if self._changed_state: |
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._blimg.bindcode[0]) |
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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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if self._ownit: |
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self._blimg.gl_free() |
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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 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, report=None, 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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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 report is not None: |
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report.msg("Level #{}: {}x{}", level, width, height, indent=2) |
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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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if fast: |
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return bytes(buf) |
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# OpenGL returns the images upside down, so we're going to rotate it in memory. |
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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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# If this is a detail map, then we need to bake that per-level here. |
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if 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(finalBuf, level) |
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elif detail_blend == TEX_DETAIL_ADD: |
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self._make_detail_map_alpha(finalBuf, level) |
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elif detail_blend == TEX_DETAIL_MULTIPLY: |
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self._make_detail_map_mult(finalBuf, 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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finalBuf[i+3] = int(sum(finalBuf[i:i+3]) / 3) |
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return bytes(finalBuf) |
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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.get_level_data(report=None, fast=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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return True |
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return False |
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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._blimg.size), 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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def store_in_mipmap(self, mipmap, data, compression): |
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func = mipmap.CompressImage if compression == plBitmap.kDirectXCompression else mipmap.setLevel |
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for i, level in enumerate(data): |
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func(i, level)
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