def from_data(self, texture_data, palettes): from pandac.PandaModules import PNMImage, VBase4D from pandac.PandaModules import Texture as P3DTexture tex_pnm = PNMImage(17*256, 1024) tex_pnm.addAlpha() testpnm = PNMImage(256, 1024) palette = [(x, x, x, 1) for x in range(16)] colors = [] for color in palette: color_list = [c / 15.0 for c in color[:3]] color_list.append(0 if color == (0, 0, 0, 0) else 1) colors.append(VBase4D(*color_list)) for y in range(1024): row = texture_data.image[y] for x in range(256): testpnm.setXelA(x, y, colors[row[x]]) self.texture2 = P3DTexture() self.texture2.load(testpnm) self.texture2.setMagfilter(P3DTexture.FTNearest) self.texture2.setMinfilter(P3DTexture.FTLinear) self.update(tex_pnm, texture_data, palettes)
def transparencyKey(filename): image = PNMImage(GAME+'/textures/effects/'+filename) image.addAlpha() backgroundColor = None for y in range(image.getYSize()): for x in range(image.getXSize()): if backgroundColor == None: backgroundColor = Color(image.getRedVal(x, y), image.getGreenVal(x, y), image.getGreenVal(x, y), 0) if image.getRedVal(x, y) == backgroundColor.R and \ image.getGreenVal(x, y) == backgroundColor.G and \ image.getGreenVal(x, y) == backgroundColor.B: # Transparent image.setAlpha(x, y, 0.0) else: # Opaque image.setAlpha(x, y, 1.0) return image
def transparencyKey(filename): image = PNMImage(GAME + "/textures/effects/" + filename) image.addAlpha() backgroundColor = None for y in range(image.getYSize()): for x in range(image.getXSize()): if backgroundColor == None: backgroundColor = Color(image.getRedVal(x, y), image.getGreenVal(x, y), image.getGreenVal(x, y), 0) if ( image.getRedVal(x, y) == backgroundColor.R and image.getGreenVal(x, y) == backgroundColor.G and image.getGreenVal(x, y) == backgroundColor.B ): # Transparent image.setAlpha(x, y, 0.0) else: # Opaque image.setAlpha(x, y, 1.0) return image
def flattenArea( self ): tilePos = (500,500) tileSize = (4000,4000) imgTilePos = self.world2MapPos(tilePos) imgTileSize = self.world2MapPos( (tilePos[0] + tileSize[0], tilePos[1] + tileSize[1]) ) imgTileSize = (imgTileSize[0] - imgTilePos[0], imgTileSize[1] - imgTilePos[1]) tileSquare = PNMImage(Filename("tile.png")) tileStamp = PNMImage(int(imgTileSize[0] * (5/3)),int(imgTileSize[1] * (5/3))) tileStamp.makeGrayscale() tileStamp.addAlpha() tileStamp.gaussianFilterFrom(1, tileSquare) count = 4 total = 0.0 selectXLow = int(imgTilePos[0] + imgTileSize[0] * 0.25) selectXHigh = int(imgTilePos[0] + imgTileSize[0] * 0.75) selectYLow = int(imgTilePos[1] + imgTileSize[1] * 0.25) selectYHigh = int(imgTilePos[1] + imgTileSize[1] * 0.75) total += self.myImage.getGray(selectXLow,selectYLow) total += self.myImage.getGray(selectXLow,selectYLow) total += self.myImage.getGray(selectXHigh,selectYHigh) total += self.myImage.getGray(selectXHigh,selectYHigh) average = total/count tileStamp.fill(average) edgeWidth = imgTilePos[0]*(1/3) self.myImage.blendSubImage(tileStamp, int( imgTilePos[0]-edgeWidth), int( imgTilePos[1]-edgeWidth), 0, 0, int(imgTileSize[0]*( 5/3 ) ), int(imgTileSize[1]*( 5/3 ) ), 1)
def import_(self, file_name, palettes): from pandac.PandaModules import PNMImage, Filename, VBase4D from pandac.PandaModules import Texture as P3DTexture pnm = PNMImage() pnm.read(Filename.fromOsSpecific(file_name)) tex_pnm = PNMImage(17*256, 1024) tex_pnm.addAlpha() #convert data to same sequence as files texdata = [] for y in range(1024): row = [] for x in range(256): gray = pnm.getXel(x, y) pal_i = int(gray[0] * 15.0) row.append(pal_i) texdata.append(row) #update saving texture testpnm = PNMImage(256, 1024) palette = [(x, x, x, 1) for x in range(16)] colors = [] for color in palette: color_list = [c / 15.0 for c in color[:3]] color_list.append(0 if color == (0, 0, 0, 0) else 1) colors.append(VBase4D(*color_list)) for y in range(1024): row = texdata[y] for x in range(256): testpnm.setXelA(x, y, colors[row[x]]) self.texture2.load(testpnm) self.texture2.setMagfilter(P3DTexture.FTNearest) self.texture2.setMinfilter(P3DTexture.FTLinear) #update texture visible on map self.palettes = [] temp = [] for x in range (16): temp.append((x, x, x, 1)) self.palettes.append(temp) for y, palette in enumerate(palettes): selfpalette = [] for x, color in enumerate(palette.colors.colors): selfpalette.append((color[0],color[1],color[2],1)) self.palettes.append(selfpalette) i = 0 for palette in self.palettes: colors = [] for color in palette: color_list = [c / 15.0 for c in color[:3]] color_list.append(0 if color == (0, 0, 0, 0) else 1) colors.append(VBase4D(*color_list)) for y in range(1024): row = texdata[y] for x in range(256): tex_pnm.setXelA(x + (256*i), y, colors[row[x]]) i += 1 self.texture.load(tex_pnm) self.texture.setMagfilter(P3DTexture.FTNearest) self.texture.setMinfilter(P3DTexture.FTLinear)