Example #1
0
    def _create_metallic_roughness_map(self, metal_map, rough_map):

        metal = QImage(metal_map)
        rough = QImage(rough_map)
        metal_pixel = QColor()

        metal = metal.convertToFormat(QImage.Format_RGB32);
        rough = rough.convertToFormat(QImage.Format_RGB32);
        metal_uchar_ptr = metal.bits()
        rough_uchar_ptr = rough.bits()
        if (not metal.width() == rough.width()
                or not metal.height() == rough.height()):
            raise RuntimeError("Error processing material: {}. Metallic map and roughness map must have same dimensions.".format(self.maya_node))
        width = metal.width();
        height = metal.height();

        i = 0
        for y in range(height):
            for x in range(width):
                metal_color = struct.unpack('I', metal_uchar_ptr[i:i+4])[0]
                rough_color = struct.unpack('I', rough_uchar_ptr[i:i+4])[0]
                metal_pixel.setRgb(0, qGreen(rough_color), qBlue(metal_color))
                metal_uchar_ptr[i:i+4] = struct.pack('I', metal_pixel.rgb())
                i+=4
                
        output = ExportSettings.out_dir + "/"+self.name+"_metalRough.jpg"
        return output, metal
Example #2
0
    def _create_metallic_roughness_map(self, metal_map, rough_map):

        metal = QImage(metal_map)
        rough = QImage(rough_map)
        metal_pixel = QColor()

        metal = metal.convertToFormat(QImage.Format_RGB32)
        rough = rough.convertToFormat(QImage.Format_RGB32)
        metal_uchar_ptr = metal.bits()
        rough_uchar_ptr = rough.bits()
        if (not metal.width() == rough.width()
                or not metal.height() == rough.height()):
            raise RuntimeError(
                "Error processing material: {}. Metallic map and roughness map must have same dimensions."
                .format(self.maya_node))
        width = metal.width()
        height = metal.height()

        i = 0
        for y in range(height):
            for x in range(width):
                metal_color = struct.unpack('I', metal_uchar_ptr[i:i + 4])[0]
                rough_color = struct.unpack('I', rough_uchar_ptr[i:i + 4])[0]
                metal_pixel.setRgb(0, qGreen(rough_color), qBlue(metal_color))
                metal_uchar_ptr[i:i + 4] = struct.pack('I', metal_pixel.rgb())
                i += 4

        output = ExportSettings.out_dir + "/" + self.name + "_metalRough.jpg"
        return output, metal
Example #3
0
 def __init__(self, parent):
     super(HueSliderWidget, self).__init__(parent)
     self.setFixedSize(parent.width(), parent.height())
     self.value = 0
     size = 100
     self.colorImage = QtGui.QImage(1, size, QtGui.QImage.Format_RGB32)
     c = QColor()
     for y in range(0, size):
         k = y / float(size)
         c.setHsvF(k, 1.0, 1.0)
         self.colorImage.setPixel(0, y, c.rgb())
     self.setCursor(Qt.PointingHandCursor)
Example #4
0
 def __init__(self, parent):
     super(AlphaSliderWidget, self).__init__(parent)
     self.setFixedSize(parent.width(), parent.height())
     self.setCursor(Qt.PointingHandCursor)
     self.value = 0
     size = 100
     self.colorImage = QtGui.QImage(size, 1, QtGui.QImage.Format_RGB32)
     c = QColor()
     for x in range(0, size):
         k = x / float(size)
         c.setHsvF(1.0, 0.0, k)
         self.colorImage.setPixel(x, 0, c.rgb())
Example #5
0
def generateHSVImage(w, h, hue, img=None):
    if not img:
        img = QtGui.QImage(w, h, QtGui.QImage.Format_RGB32)
    du = 1.0 / w
    dv = 1.0 / h
    c = QColor()
    for y in range(0, h):
        for x in range(0, w):
            s = du * x
            v = 1.0 - dv * y
            c.setHsvF(hue, s, v)
            img.setPixel(x, y, c.rgb())
    return img
Example #6
0
    def paint(self, canvas, is_secondary_color=False, additional_flag=False):
        if is_secondary_color:
            switch_color = self.data_singleton.secondary_color
        else:
            switch_color = self.data_singleton.primary_color

        # TODO: не заливает, если кликать на transparent фон
        x, y = self._start_point.x(), self._start_point.y()

        pixel = canvas.image.pixel(x, y)
        old_color = QColor(pixel)

        if switch_color != old_color:
            self.fill_recurs(x, y, switch_color.rgb(), old_color.rgb(), canvas.image)

        canvas.edited = True
        canvas.update()
    def paint(self, canvas, is_secondary_color=False, additional_flag=False):
        if is_secondary_color:
            switch_color = self.data_singleton.secondary_color
        else:
            switch_color = self.data_singleton.primary_color

        # TODO: не заливает, если кликать на transparent фон
        x, y = self._start_point.x(), self._start_point.y()

        pixel = canvas.image.pixel(x, y)
        old_color = QColor(pixel)

        if switch_color != old_color:
            self.fill_recurs(x, y, switch_color.rgb(), old_color.rgb(),
                             canvas.image)

        canvas.edited = True
        canvas.update()
Example #8
0
    def update(self):
        """"
        Mise a jour de l'image.
        """
        if self.__first:
            self.__first = False
            self.__map_data = self.__gui_handler.get_map_data()
            self.__next_data = self.__gui_handler.get_entities()
            labels = []

            # Découverte du terrain
            for terrain in SimUtils.get_terrains():
                self.__terrain.append(terrain.color)
                labels.append(StatItem(terrain.name, "", terrain.color))

            # Tri lexicographique des labels.
            labels.sort(key=lambda stat: stat._name)
            # Ajout des labels de terrain
            for label in labels:
                self.__gui_handler.add_stat(label)

            # Remplissage de la carte avec les terrains.
            for i in range(0, self.__width):
                for j in range(0, self.__height):
                    # Affichage du point.
                    color = QColor(self.__terrain[self.__map_data.get_terrain_type(i,j)])
                    self.__image.setPixel(i,j,color.rgb())

            # Permet de faire le tri entre les entités déjà rencontrées et les
            # autres.
            entity_types = {}

            # Liste des futurs labels
            labels = []

            # Découverte des entités - affectation des couleurs
            for entity in self.__next_data:
                # Ajout des labels de couleur pour les entités
                if not entity_types.has_key(entity.__name__):
                    entity_types[entity.__name__] = True

                    for label, color in entity._labels.iteritems():
                        labels.append(StatItem(label, "", color))

                # Affichage de l'entité.
                self.__image.setPixel(entity._x, entity._y, QColor(entity._color).rgb())
                self.positions[id(entity)] = [entity._x, entity._y]

            # Tri lexicographique des labels.
            labels.sort(key=lambda stat: stat._name)

            for label in labels:
                self.__gui_handler.add_stat(label)
        else:
            # Mise à jour du rendu
            for entity in self.__next_data:
                # Cas d'une entité désactivée (morte)
                remove_entity = not entity._is_active()
                if id(entity) not in self.positions:
                    # Ajout de l'entité en cours de simulation
                    self.__image.setPixel(entity._x, entity._y, QColor(entity._color).rgb())
                    self.positions[id(entity)] = [entity._x,entity._y]

                # Le simulateur demande de repeindre l'entité
                old_points = self.positions[id(entity)]

                if not remove_entity:
                    self.positions[id(entity)] = [entity._x, entity._y]

                # On remet la couleur du terrain.
                color = QColor(self.__terrain[self.__map_data.get_terrain_type(old_points[0], old_points[1])])
                self.__image.setPixel(old_points[0], old_points[1], color.rgb())

                if not remove_entity:
                    # Ajout des paramètres de setPixel dans une liste pour être ploté après.
                    self.__image.setPixel(entity._x, entity._y, QColor(entity._color).rgb())