Esempio n. 1
0
    def addRegion(self, xoff, yoff, width, height):
        mesh = self.obj.getData(mesh=True)
        panelimage = mesh.faces[0].image
        name = 'PanelRegion'
        for img in Image.get():
            # try to re-use existing deleted panel region
            if img.size == [
                    width, height
            ] and img.source == Image.Sources.GENERATED and img.filename == name and not self.isRegion(
                    img):
                break
        else:
            img = Image.New(name, width, height, 24)
        for y in range(height):
            for x in range(width):
                rgba = panelimage.getPixelI(xoff + x, yoff + y)
                if not rgba[3]:
                    img.setPixelI(x, y,
                                  (102, 102, 255, 255))  # hilite transparent
                else:
                    img.setPixelI(x, y, rgba[:3] + [255])
        img.pack()

        for n in range(1, PanelRegionHandler.REGIONCOUNT + 1):
            if mesh.faces[n].image == panelimage:
                mesh.faces[n].image = img
                self.obj.addProperty('x%d' % n, xoff)
                self.obj.addProperty('y%d' % n, yoff)
                (width, height) = img.size
                (pwidth, pheight) = panelimage.size
                xoff = float(xoff) / pwidth
                yoff = float(yoff) / pheight
                xscale = float(pwidth) / width
                yscale = float(pheight) / height
                # Assign UV mappings from panel image
                for obj in Scene.GetCurrent().objects:
                    if obj != self.obj and obj.getType() == "Mesh":
                        mesh2 = obj.getData(mesh=True)
                        if mesh2.faceUV:
                            for face in mesh2.faces:
                                if face.image == panelimage:
                                    uv = []
                                    for v in face.uv:
                                        x = (v.x - xoff) * xscale
                                        y = (v.y - yoff) * yscale
                                        if not -UV.LIMIT <= x <= 1 + UV.LIMIT or not -UV.LIMIT <= y <= 1 + UV.LIMIT:
                                            break
                                        uv.append(
                                            Vector(min(max(x, 0), 1),
                                                   min(max(y, 0), 1)))
                                    else:
                                        face.uv = uv
                                        face.image = img
                            mesh2.update()
                break
        return img
Esempio n. 2
0
def createMat(texname, path=""):
    filename = "texture/" + texname.replace('\\', '/')

    ffn = "%s%s" % (path, filename)

    #dn = filename.decode('utf-8')

    #print filename
    #print dn

    # texture
    texture = Texture.New(texname)
    texture.setType('Image')
    # texture.uvlayer = texname

    img = createImage(ffn)
    if (img == None):
        print "Can't find file %s" % ffn
        nfn = "%s%s" % (path, getFile(filename))
        img = createImage(nfn)
    if (img == None):
        print "Can't find file %s. You're on your own..." % nfn
        img = Image.New(getFile(ffn), 10, 10, 1)

    #try:
    #  img = Image.Load(ffn);
    #  #img = Image.Load(dn);
    #except:
    #  print ("Can't find texture %s. You'll have to assign it on your own" % ffn)
    #  img = Image.New(ffn, 10, 10, 1)

    texture.image = img

    mat = Material.New(texname)
    mat.setTexture(3, texture, Blender.Texture.TexCo.UV)

    # TODO: Optimize this
    for m in mat.getTextures():
        if (m != None):
            m.uvlayer = texname

    return (mat)
Esempio n. 3
0
def texture_read(filename):
    global gMat
    global gTexObj
    global gTextureBpp
    global gTextureWidth
    global gTextureHeight
    global gTextureImage

    try:
        file = open(filename, "rb")

        tim_id = struct.unpack("<L", file.read(4))[0]
        if (tim_id != 0x10):
            print "%s not a TIM file" % filename
            file.close()
            return 0

        tim_type = struct.unpack("<L", file.read(4))[0]
        tim_offset = struct.unpack("<L", file.read(4))[0]
        file.seek(4, 1)
        num_colors = struct.unpack("<H", file.read(2))[0]
        num_palettes = struct.unpack("<H", file.read(2))[0]

        gTextureBpp = 16
        if tim_type == 0x08:
            gTextureBpp = 4
        if tim_type == 0x09:
            gTextureBpp = 8

        txPalettes = []
        if gTextureBpp < 16:
            for i in range(num_palettes):
                palette = []
                for j in range(num_colors):
                    value = struct.unpack("<H", file.read(2))[0]
                    r = (value << 3) & 0xf8
                    g = (value >> 2) & 0xf8
                    b = (value >> 7) & 0xf8
                    r |= r >> 5
                    g |= g >> 5
                    b |= b >> 5
                    r = float(r) / 255.0
                    g = float(g) / 255.0
                    b = float(b) / 255.0
                    palette.append([r, g, b])
                txPalettes.append(palette)

        file.seek(tim_offset + 16)
        gTextureWidth = struct.unpack("<H", file.read(2))[0]
        if gTextureBpp == 4:
            gTextureWidth <<= 2
        if gTextureBpp == 8:
            gTextureWidth <<= 1
        gTextureHeight = struct.unpack("<H", file.read(2))[0]
        #print "Texture: %dx" % gTextureWidth + "%d" % gTextureHeight

        gTextureImage = Image.New("image", gTextureWidth, gTextureHeight, 24)
        if gTextureBpp == 4:
            for y in range(gTextureHeight):
                if (y & 15) == 0:
                    Blender.Window.DrawProgressBar(
                        float(y) / gTextureHeight, "Loading texture")
                i = 0
                j = 0
                mi = gTextureWidth / num_palettes
                for x in range(gTextureWidth / 2):
                    c = struct.unpack("B", file.read(1))[0]
                    c1 = (c >> 4) & 0xf
                    r = txPalettes[j][c1][0]
                    g = txPalettes[j][c1][1]
                    b = txPalettes[j][c1][2]
                    gTextureImage.setPixelF(x * 2, y, (r, g, b, 1.0))
                    c2 = c & 0xf
                    r = txPalettes[j][c2][0]
                    g = txPalettes[j][c2][1]
                    b = txPalettes[j][c2][2]
                    gTextureImage.setPixelF(x * 2 + 1, y, (r, g, b, 1.0))
                    i += 2
                    if (i >= mi):
                        i = 0
                        j += 1
        elif gTextureBpp == 8:
            for y in range(gTextureHeight):
                if (y & 15) == 0:
                    Blender.Window.DrawProgressBar(
                        float(y) / gTextureHeight, "Loading texture")
                i = 0
                j = 0
                mi = gTextureWidth / num_palettes
                for x in range(gTextureWidth):
                    c = struct.unpack("B", file.read(1))[0]
                    r = txPalettes[j][c][0]
                    g = txPalettes[j][c][1]
                    b = txPalettes[j][c][2]
                    gTextureImage.setPixelF(x, y, (r, g, b, 1.0))
                    i += 1
                    if (i >= mi):
                        i = 0
                        j += 1

        elif gTextureBpp == 16:
            for y in range(gTextureHeight):
                if (y & 15) == 0:
                    Blender.Window.DrawProgressBar(
                        float(y) / gTextureHeight, "Loading texture")
                for x in range(gTextureWidth):
                    c = struct.unpack("<H", file.read(2))[0]
                    r = (c << 3) & 0xf8
                    g = (c >> 2) & 0xf8
                    b = (c >> 7) & 0xf8
                    r |= r >> 5
                    g |= g >> 5
                    b |= b >> 5
                    r = float(r) / 255.0
                    g = float(g) / 255.0
                    b = float(b) / 255.0
                    gTextureImage.setPixelF(x, y, (r, g, b, 1.0))

        # Create texture
        gTexObj = Texture.New("emd_tex")
        gTexObj.setType("Image")
        gTexObj.setImage(gTextureImage)

        # Create material
        gMat = Material.New("emd_mat")
        gMat.mode |= Material.Modes.TEXFACE
        gMat.mode |= Material.Modes.SHADELESS
        gMat.setTexture(0, gTexObj, Texture.TexCo.UV)

    except IOError, (errno, strerror):
        file.close()
        return 0