BallanceBlenderHelper/bbp_ng/PROP_virtools_texture.py
yyc12345 0bec108dcb feat: add fix material feature.
bring ballance virtools helper used fix_texture (renamed as fix material to correspond with the real object operated by this function) into blender plugin.
2024-02-12 11:42:09 +08:00

206 lines
9.5 KiB
Python

import bpy
import typing
from . import UTIL_virtools_types, UTIL_functions
class RawVirtoolsTexture():
# Instance Member Declarations
mSaveOptions: UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS
mVideoFormat: UTIL_virtools_types.VX_PIXELFORMAT
# Default Value Declarations
cDefaultSaveOptions: typing.ClassVar[UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS] = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_RAWDATA
cDefaultVideoFormat: typing.ClassVar[UTIL_virtools_types.VX_PIXELFORMAT] = UTIL_virtools_types.VX_PIXELFORMAT._16_ARGB1555
def __init__(self, **kwargs):
# assign default value for each component
self.mSaveOptions = kwargs.get('mSaveOptions', RawVirtoolsTexture.cDefaultSaveOptions)
self.mVideoFormat = kwargs.get('mVideoFormat', RawVirtoolsTexture.cDefaultVideoFormat)
# blender enum prop helper defines
_g_Helper_CK_TEXTURE_SAVEOPTIONS: UTIL_virtools_types.EnumPropHelper = UTIL_virtools_types.EnumPropHelper(UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS)
_g_Helper_VX_PIXELFORMAT: UTIL_virtools_types.EnumPropHelper = UTIL_virtools_types.EnumPropHelper(UTIL_virtools_types.VX_PIXELFORMAT)
class BBP_PG_virtools_texture(bpy.types.PropertyGroup):
save_options: bpy.props.EnumProperty(
name = "Save Options",
description = "When saving a composition textures or sprites can be kept as reference to external files or converted to a given format and saved inside the composition file.",
items = _g_Helper_CK_TEXTURE_SAVEOPTIONS.generate_items(),
default = _g_Helper_CK_TEXTURE_SAVEOPTIONS.to_selection(RawVirtoolsTexture.cDefaultSaveOptions)
)
video_format: bpy.props.EnumProperty(
name = "Video Format",
description = "The desired surface pixel format in video memory.",
items = _g_Helper_VX_PIXELFORMAT.generate_items(),
default = _g_Helper_VX_PIXELFORMAT.to_selection(RawVirtoolsTexture.cDefaultVideoFormat)
)
#region Virtools Texture Getter Setter
def get_virtools_texture(img: bpy.types.Image) -> BBP_PG_virtools_texture:
return img.virtools_texture
def get_raw_virtools_texture(img: bpy.types.Image) -> RawVirtoolsTexture:
props: BBP_PG_virtools_texture = get_virtools_texture(img)
rawdata: RawVirtoolsTexture = RawVirtoolsTexture()
rawdata.mSaveOptions = _g_Helper_CK_TEXTURE_SAVEOPTIONS.get_selection(props.save_options)
rawdata.mVideoFormat = _g_Helper_VX_PIXELFORMAT.get_selection(props.video_format)
return rawdata
def set_raw_virtools_texture(img: bpy.types.Image, rawdata: RawVirtoolsTexture) -> None:
props: BBP_PG_virtools_texture = get_virtools_texture(img)
props.save_options = _g_Helper_CK_TEXTURE_SAVEOPTIONS.to_selection(rawdata.mSaveOptions)
props.video_format = _g_Helper_VX_PIXELFORMAT.to_selection(rawdata.mVideoFormat)
#endregion
#region Virtools Texture Drawer
"""!
@remark
Because Image do not have its unique properties window
so we only can draw virtools texture properties in other window
we provide various function to help draw property.
"""
def draw_virtools_texture(img: bpy.types.Image, layout: bpy.types.UILayout):
props: BBP_PG_virtools_texture = get_virtools_texture(img)
layout.prop(props, 'save_options')
layout.prop(props, 'video_format')
#endregion
#region Ballance Texture Preset
_g_OpaqueBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture(
mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL,
mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._16_ARGB1555,
)
_g_TransparentBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture(
mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL,
mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888,
)
_g_NonBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture(
mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_RAWDATA,
mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888,
)
## The preset collection of all Ballance texture.
# Key is texture name and can be used as file name checking.
# Value is its preset which can be assigned.
_g_BallanceTexturePresets: dict[str, RawVirtoolsTexture] = {
# "atari.avi": _g_TransparentBallanceTexturePreset,
"atari.bmp": _g_OpaqueBallanceTexturePreset,
"Ball_LightningSphere1.bmp": _g_OpaqueBallanceTexturePreset,
"Ball_LightningSphere2.bmp": _g_OpaqueBallanceTexturePreset,
"Ball_LightningSphere3.bmp": _g_OpaqueBallanceTexturePreset,
"Ball_Paper.bmp": _g_OpaqueBallanceTexturePreset,
"Ball_Stone.bmp": _g_OpaqueBallanceTexturePreset,
"Ball_Wood.bmp": _g_OpaqueBallanceTexturePreset,
"Brick.bmp": _g_OpaqueBallanceTexturePreset,
"Button01_deselect.tga": _g_TransparentBallanceTexturePreset,
"Button01_select.tga": _g_TransparentBallanceTexturePreset,
"Button01_special.tga": _g_TransparentBallanceTexturePreset,
"Column_beige.bmp": _g_OpaqueBallanceTexturePreset,
"Column_beige_fade.tga": _g_TransparentBallanceTexturePreset,
"Column_blue.bmp": _g_OpaqueBallanceTexturePreset,
"Cursor.tga": _g_TransparentBallanceTexturePreset,
"Dome.bmp": _g_OpaqueBallanceTexturePreset,
"DomeEnvironment.bmp": _g_OpaqueBallanceTexturePreset,
"DomeShadow.tga": _g_TransparentBallanceTexturePreset,
"ExtraBall.bmp": _g_OpaqueBallanceTexturePreset,
"ExtraParticle.bmp": _g_OpaqueBallanceTexturePreset,
"E_Holzbeschlag.bmp": _g_OpaqueBallanceTexturePreset,
"FloorGlow.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Side.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Top_Border.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Top_Borderless.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Top_Checkpoint.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Top_Flat.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Top_Profil.bmp": _g_OpaqueBallanceTexturePreset,
"Floor_Top_ProfilFlat.bmp": _g_OpaqueBallanceTexturePreset,
"Font_1.tga": _g_TransparentBallanceTexturePreset,
"Gravitylogo_intro.bmp": _g_OpaqueBallanceTexturePreset,
"HardShadow.bmp": _g_OpaqueBallanceTexturePreset,
"Laterne_Glas.bmp": _g_OpaqueBallanceTexturePreset,
"Laterne_Schatten.tga": _g_TransparentBallanceTexturePreset,
"Laterne_Verlauf.tga": _g_TransparentBallanceTexturePreset,
"Logo.bmp": _g_OpaqueBallanceTexturePreset,
"Metal_stained.bmp": _g_OpaqueBallanceTexturePreset,
"Misc_Ufo.bmp": _g_OpaqueBallanceTexturePreset,
"Misc_UFO_Flash.bmp": _g_OpaqueBallanceTexturePreset,
"Modul03_Floor.bmp": _g_OpaqueBallanceTexturePreset,
"Modul03_Wall.bmp": _g_OpaqueBallanceTexturePreset,
"Modul11_13_Wood.bmp": _g_OpaqueBallanceTexturePreset,
"Modul11_Wood.bmp": _g_OpaqueBallanceTexturePreset,
"Modul15.bmp": _g_OpaqueBallanceTexturePreset,
"Modul16.bmp": _g_OpaqueBallanceTexturePreset,
"Modul18.bmp": _g_OpaqueBallanceTexturePreset,
"Modul18_Gitter.tga": _g_TransparentBallanceTexturePreset,
"Modul30_d_Seiten.bmp": _g_OpaqueBallanceTexturePreset,
"Particle_Flames.bmp": _g_OpaqueBallanceTexturePreset,
"Particle_Smoke.bmp": _g_OpaqueBallanceTexturePreset,
"PE_Bal_balloons.bmp": _g_OpaqueBallanceTexturePreset,
"PE_Bal_platform.bmp": _g_OpaqueBallanceTexturePreset,
"PE_Ufo_env.bmp": _g_OpaqueBallanceTexturePreset,
"Pfeil.tga": _g_TransparentBallanceTexturePreset,
"P_Extra_Life_Oil.bmp": _g_OpaqueBallanceTexturePreset,
"P_Extra_Life_Particle.bmp": _g_OpaqueBallanceTexturePreset,
"P_Extra_Life_Shadow.bmp": _g_OpaqueBallanceTexturePreset,
"Rail_Environment.bmp": _g_OpaqueBallanceTexturePreset,
"sandsack.bmp": _g_OpaqueBallanceTexturePreset,
"SkyLayer.bmp": _g_OpaqueBallanceTexturePreset,
"Sky_Vortex.bmp": _g_OpaqueBallanceTexturePreset,
"Stick_Bottom.tga": _g_TransparentBallanceTexturePreset,
"Stick_Stripes.bmp": _g_OpaqueBallanceTexturePreset,
"Target.bmp": _g_OpaqueBallanceTexturePreset,
"Tower_Roof.bmp": _g_OpaqueBallanceTexturePreset,
"Trafo_Environment.bmp": _g_OpaqueBallanceTexturePreset,
"Trafo_FlashField.bmp": _g_OpaqueBallanceTexturePreset,
"Trafo_Shadow_Big.tga": _g_TransparentBallanceTexturePreset,
"Tut_Pfeil01.tga": _g_TransparentBallanceTexturePreset,
"Tut_Pfeil_Hoch.tga": _g_TransparentBallanceTexturePreset,
"Wolken_intro.tga": _g_TransparentBallanceTexturePreset,
"Wood_Metal.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_MetalStripes.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Misc.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Nailed.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Old.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Panel.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Plain.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Plain2.bmp": _g_OpaqueBallanceTexturePreset,
"Wood_Raft.bmp": _g_OpaqueBallanceTexturePreset,
}
def get_ballance_texture_preset(texname: str) -> RawVirtoolsTexture:
try_preset: RawVirtoolsTexture | None = _g_BallanceTexturePresets.get(texname, None)
if try_preset is None:
# fallback to non-ballance one
try_preset = _g_NonBallanceTexturePreset
return try_preset
def get_nonballance_texture_preset() -> RawVirtoolsTexture:
return _g_NonBallanceTexturePreset
#endregion
def register() -> None:
bpy.utils.register_class(BBP_PG_virtools_texture)
# add into image metadata
bpy.types.Image.virtools_texture = bpy.props.PointerProperty(type = BBP_PG_virtools_texture)
def unregister() -> None:
# del from image metadata
del bpy.types.Image.virtools_texture
bpy.utils.unregister_class(BBP_PG_virtools_texture)