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authorVilém Duha <vilda.novak@gmail.com>2021-03-10 18:55:09 +0300
committerVilém Duha <vilda.novak@gmail.com>2021-03-16 19:12:18 +0300
commit8a1a2e243493743834d3c7a62b852f6405d6e096 (patch)
treedc7a62408c10e96696808da00e443198d497df8b /blenderkit
parenta1fbcb6108dc3d434465076c93a1894421184b18 (diff)
BlenderKit: fixes for resolutions and unpacking
32 bit pictures were not handled correctly and could produce wrong unpack and resolution files. Also moves around image utils and resolutions code to fitting files Also adds into image utils a function check_nmap_ogl_vs_dx which can recognize if a normal map is DX or openGL. Will enable more pre-validation checks for users.
Diffstat (limited to 'blenderkit')
-rw-r--r--blenderkit/image_utils.py389
-rw-r--r--blenderkit/resolutions.py227
2 files changed, 397 insertions, 219 deletions
diff --git a/blenderkit/image_utils.py b/blenderkit/image_utils.py
index 214168af..00c61917 100644
--- a/blenderkit/image_utils.py
+++ b/blenderkit/image_utils.py
@@ -1,5 +1,6 @@
import bpy
import os
+import time
def get_orig_render_settings():
rs = bpy.context.scene.render
@@ -98,3 +99,391 @@ def generate_hdr_thumbnail():
inew.scale(thumbnailWidth, thumbnailHeight)
img_save_as(inew, filepath=inew.filepath)
+
+
+def find_color_mode(image):
+ if not isinstance(image, bpy.types.Image):
+ raise(TypeError)
+ else:
+ depth_mapping = {
+ 8: 'BW',
+ 24: 'RGB',
+ 32: 'RGBA',#can also be bw.. but image.channels doesn't work.
+ 96: 'RGB',
+ 128: 'RGBA',
+ }
+ return depth_mapping.get(image.depth,'RGB')
+
+def find_image_depth(image):
+ if not isinstance(image, bpy.types.Image):
+ raise(TypeError)
+ else:
+ depth_mapping = {
+ 8: '8',
+ 24: '8',
+ 32: '8',#can also be bw.. but image.channels doesn't work.
+ 96: '16',
+ 128: '16',
+ }
+ return depth_mapping.get(image.depth,'8')
+
+def can_erase_alpha(na):
+ alpha = na[3::4]
+ alpha_sum = alpha.sum()
+ if alpha_sum == alpha.size:
+ print('image can have alpha erased')
+ # print(alpha_sum, alpha.size)
+ return alpha_sum == alpha.size
+
+
+def is_image_black(na):
+ r = na[::4]
+ g = na[1::4]
+ b = na[2::4]
+
+ rgbsum = r.sum() + g.sum() + b.sum()
+
+ # print('rgb sum', rgbsum, r.sum(), g.sum(), b.sum())
+ if rgbsum == 0:
+ print('image can have alpha channel dropped')
+ return rgbsum == 0
+
+def is_image_bw(na):
+ r = na[::4]
+ g = na[1::4]
+ b = na[2::4]
+
+ rg_equal = r == g
+ gb_equal = g == b
+ rgbequal = rg_equal.all() and gb_equal.all()
+ if rgbequal:
+ print('image is black and white, can have channels reduced')
+
+ return rgbequal
+
+
+def numpytoimage(a, iname, width=0, height=0, channels=3):
+ t = time.time()
+ foundimage = False
+
+ for image in bpy.data.images:
+
+ if image.name[:len(iname)] == iname and image.size[0] == a.shape[0] and image.size[1] == a.shape[1]:
+ i = image
+ foundimage = True
+ if not foundimage:
+ if channels == 4:
+ bpy.ops.image.new(name=iname, width=width, height=height, color=(0, 0, 0, 1), alpha=True,
+ generated_type='BLANK', float=True)
+ if channels == 3:
+ bpy.ops.image.new(name=iname, width=width, height=height, color=(0, 0, 0), alpha=False,
+ generated_type='BLANK', float=True)
+
+ i = None
+
+ for image in bpy.data.images:
+ # print(image.name[:len(iname)],iname, image.size[0],a.shape[0],image.size[1],a.shape[1])
+ if image.name[:len(iname)] == iname and image.size[0] == width and image.size[1] == height:
+ i = image
+ if i is None:
+ i = bpy.data.images.new(iname, width, height, alpha=False, float_buffer=False, stereo3d=False, is_data=False, tiled=False)
+
+ # dropping this re-shaping code - just doing flat array for speed and simplicity
+ # d = a.shape[0] * a.shape[1]
+ # a = a.swapaxes(0, 1)
+ # a = a.reshape(d)
+ # a = a.repeat(channels)
+ # a[3::4] = 1
+ i.pixels.foreach_set(a) # this gives big speedup!
+ print('\ntime ' + str(time.time() - t))
+ return i
+
+
+def imagetonumpy_flat(i):
+ t = time.time()
+
+ import numpy
+
+ width = i.size[0]
+ height = i.size[1]
+ # print(i.channels)
+
+ size = width * height * i.channels
+ na = numpy.empty(size, numpy.float32)
+ i.pixels.foreach_get(na)
+
+ # dropping this re-shaping code - just doing flat array for speed and simplicity
+ # na = na[::4]
+ # na = na.reshape(height, width, i.channels)
+ # na = na.swapaxnes(0, 1)
+
+ # print('\ntime of image to numpy ' + str(time.time() - t))
+ return na
+
+def imagetonumpy(i):
+ t = time.time()
+
+ import numpy as np
+
+ width = i.size[0]
+ height = i.size[1]
+ # print(i.channels)
+
+ size = width * height * i.channels
+ na = np.empty(size, np.float32)
+ i.pixels.foreach_get(na)
+
+ # dropping this re-shaping code - just doing flat array for speed and simplicity
+ # na = na[::4]
+ na = na.reshape(height, width, i.channels)
+ na = na.swapaxes(0, 1)
+
+ # print('\ntime of image to numpy ' + str(time.time() - t))
+ return na
+
+
+def downscale(i):
+ minsize = 128
+
+ sx, sy = i.size[:]
+ sx = round(sx / 2)
+ sy = round(sy / 2)
+ if sx > minsize and sy > minsize:
+ i.scale(sx, sy)
+
+
+def get_rgb_mean(i):
+ '''checks if normal map values are ok.'''
+ import numpy
+
+ na = imagetonumpy_flat(i)
+
+ r = na[::4]
+ g = na[1::4]
+ b = na[2::4]
+
+ rmean = r.mean()
+ gmean = g.mean()
+ bmean = b.mean()
+
+ rmedian = numpy.median(r)
+ gmedian = numpy.median(g)
+ bmedian = numpy.median(b)
+
+ # return(rmedian,gmedian, bmedian)
+ return (rmean, gmean, bmean)
+
+def check_nmap_mean_ok(i):
+ '''checks if normal map values are in standard range.'''
+
+ rmean,gmean,bmean = get_rgb_mean(i)
+
+ #we could/should also check blue, but some ogl substance exports have 0-1, while 90% nmaps have 0.5 - 1.
+ nmap_ok = 0.45< rmean < 0.55 and .45 < gmean < .55
+
+ return nmap_ok
+
+
+def check_nmap_ogl_vs_dx(i, mask = None, generated_test_images = False):
+ '''
+ checks if normal map is directX or OpenGL.
+ Returns - String value - DirectX and OpenGL
+ '''
+ import numpy
+ width = i.size[0]
+ height = i.size[1]
+
+
+
+ rmean, gmean, bmean = get_rgb_mean(i)
+
+ na = imagetonumpy(i)
+
+ if mask:
+ mask = imagetonumpy(mask)
+
+ red_x_comparison = numpy.zeros((width, height), numpy.float32)
+ green_y_comparison = numpy.zeros((width, height), numpy.float32)
+
+ if generated_test_images:
+ red_x_comparison_img = numpy.empty((width, height, 4), numpy.float32) #images for debugging purposes
+ green_y_comparison_img = numpy.empty((width, height, 4), numpy.float32)#images for debugging purposes
+
+ ogl = numpy.zeros((width, height), numpy.float32)
+ dx = numpy.zeros((width, height), numpy.float32)
+
+ if generated_test_images:
+ ogl_img = numpy.empty((width, height, 4), numpy.float32) # images for debugging purposes
+ dx_img = numpy.empty((width, height, 4), numpy.float32) # images for debugging purposes
+
+ for y in range(0, height):
+ for x in range(0, width):
+ #try to mask with UV mask image
+ if mask is None or mask[x,y,3]>0:
+
+ last_height_x = ogl[max(x - 1, 0), min(y, height - 1)]
+ last_height_y = ogl[max(x,0), min(y - 1,height-1)]
+
+ diff_x = ((na[x, y, 0] - rmean) / ((na[x, y, 2] - 0.5)))
+ diff_y = ((na[x, y, 1] - gmean) / ((na[x, y, 2] - 0.5)))
+ calc_height = (last_height_x + last_height_y) \
+ - diff_x - diff_y
+ calc_height = calc_height /2
+ ogl[x, y] = calc_height
+ if generated_test_images:
+ rgb = calc_height *.1 +.5
+ ogl_img[x,y] = [rgb,rgb,rgb,1]
+
+ # green channel
+ last_height_x = dx[max(x - 1, 0), min(y, height - 1)]
+ last_height_y = dx[max(x, 0), min(y - 1, height - 1)]
+
+ diff_x = ((na[x, y, 0] - rmean) / ((na[x, y, 2] - 0.5)))
+ diff_y = ((na[x, y, 1] - gmean) / ((na[x, y, 2] - 0.5)))
+ calc_height = (last_height_x + last_height_y) \
+ - diff_x + diff_y
+ calc_height = calc_height / 2
+ dx[x, y] = calc_height
+ if generated_test_images:
+ rgb = calc_height * .1 + .5
+ dx_img[x, y] = [rgb, rgb, rgb, 1]
+
+
+ ogl_std = ogl.std()
+ dx_std = dx.std()
+
+ # print(mean_ogl, mean_dx)
+ # print(max_ogl, max_dx)
+ print(ogl_std, dx_std)
+ print(i.name)
+ # if abs(mean_ogl) > abs(mean_dx):
+ if abs(ogl_std) > abs(dx_std):
+ print('this is probably a DirectX texture')
+ else:
+ print('this is probably an OpenGL texture')
+
+
+ if generated_test_images:
+ # red_x_comparison_img = red_x_comparison_img.swapaxes(0,1)
+ # red_x_comparison_img = red_x_comparison_img.flatten()
+ #
+ # green_y_comparison_img = green_y_comparison_img.swapaxes(0,1)
+ # green_y_comparison_img = green_y_comparison_img.flatten()
+ #
+ # numpytoimage(red_x_comparison_img, 'red_' + i.name, width=width, height=height, channels=1)
+ # numpytoimage(green_y_comparison_img, 'green_' + i.name, width=width, height=height, channels=1)
+
+ ogl_img = ogl_img.swapaxes(0, 1)
+ ogl_img = ogl_img.flatten()
+
+ dx_img = dx_img.swapaxes(0, 1)
+ dx_img = dx_img.flatten()
+
+ numpytoimage(ogl_img, 'OpenGL', width=width, height=height, channels=1)
+ numpytoimage(dx_img, 'DirectX', width=width, height=height, channels=1)
+
+ if abs(ogl_std) > abs(dx_std):
+ return 'DirectX'
+ return 'OpenGL'
+
+def make_possible_reductions_on_image(teximage, input_filepath, do_reductions=False, do_downscale=False):
+ '''checks the image and saves it to drive with possibly reduced channels.
+ Also can remove the image from the asset if the image is pure black
+ - it finds it's usages and replaces the inputs where the image is used
+ with zero/black color.
+ currently implemented file type conversions:
+ PNG->JPG
+ '''
+ colorspace = teximage.colorspace_settings.name
+ teximage.colorspace_settings.name = 'Non-Color'
+ #teximage.colorspace_settings.name = 'sRGB' color correction mambo jambo.
+
+ JPEG_QUALITY = 90
+ # is_image_black(na)
+ # is_image_bw(na)
+
+ rs = bpy.context.scene.render
+ ims = rs.image_settings
+
+ orig_file_format = ims.file_format
+ orig_quality = ims.quality
+ orig_color_mode = ims.color_mode
+ orig_compression = ims.compression
+ orig_depth = ims.color_depth
+
+ # if is_image_black(na):
+ # # just erase the image from the asset here, no need to store black images.
+ # pass;
+
+ # fp = teximage.filepath
+
+ # setup image depth, 8 or 16 bit.
+ # this should normally divide depth with number of channels, but blender always states that number of channels is 4, even if there are only 3
+
+ print(teximage.name)
+ print(teximage.depth)
+ print(teximage.channels)
+
+ bpy.context.scene.display_settings.display_device = 'None'
+
+ image_depth = find_image_depth(teximage)
+
+ ims.color_mode = find_color_mode(teximage)
+ #image_depth = str(max(min(int(teximage.depth / 3), 16), 8))
+ print('resulting depth set to:', image_depth)
+
+ fp = input_filepath
+ if do_reductions:
+ na = imagetonumpy_flat(teximage)
+
+ if can_erase_alpha(na):
+ print(teximage.file_format)
+ if teximage.file_format == 'PNG':
+ print('changing type of image to JPG')
+ base, ext = os.path.splitext(fp)
+ teximage['original_extension'] = ext
+
+ fp = fp.replace('.png', '.jpg')
+ fp = fp.replace('.PNG', '.jpg')
+
+ teximage.name = teximage.name.replace('.png', '.jpg')
+ teximage.name = teximage.name.replace('.PNG', '.jpg')
+
+ teximage.file_format = 'JPEG'
+ ims.quality = JPEG_QUALITY
+ ims.color_mode = 'RGB'
+
+ if is_image_bw(na):
+ ims.color_mode = 'BW'
+
+ ims.file_format = teximage.file_format
+ ims.color_depth = image_depth
+
+ # all pngs with max compression
+ if ims.file_format == 'PNG':
+ ims.compression = 100
+ # all jpgs brought to reasonable quality
+ if ims.file_format == 'JPG':
+ ims.quality = JPEG_QUALITY
+
+ if do_downscale:
+ downscale(teximage)
+
+
+
+ # it's actually very important not to try to change the image filepath and packed file filepath before saving,
+ # blender tries to re-pack the image after writing to image.packed_image.filepath and reverts any changes.
+ teximage.save_render(filepath=bpy.path.abspath(fp), scene=bpy.context.scene)
+ if len(teximage.packed_files) > 0:
+ teximage.unpack(method='REMOVE')
+ teximage.filepath = fp
+ teximage.filepath_raw = fp
+ teximage.reload()
+
+ teximage.colorspace_settings.name = colorspace
+
+ ims.file_format = orig_file_format
+ ims.quality = orig_quality
+ ims.color_mode = orig_color_mode
+ ims.compression = orig_compression
+ ims.color_depth = orig_depth \ No newline at end of file
diff --git a/blenderkit/resolutions.py b/blenderkit/resolutions.py
index cc4fbb22..f50ff9fe 100644
--- a/blenderkit/resolutions.py
+++ b/blenderkit/resolutions.py
@@ -55,100 +55,9 @@ def get_current_resolution():
return actres
-def can_erase_alpha(na):
- alpha = na[3::4]
- alpha_sum = alpha.sum()
- if alpha_sum == alpha.size:
- print('image can have alpha erased')
- # print(alpha_sum, alpha.size)
- return alpha_sum == alpha.size
-
-
-def is_image_black(na):
- r = na[::4]
- g = na[1::4]
- b = na[2::4]
-
- rgbsum = r.sum() + g.sum() + b.sum()
-
- # print('rgb sum', rgbsum, r.sum(), g.sum(), b.sum())
- if rgbsum == 0:
- print('image can have alpha channel dropped')
- return rgbsum == 0
-
-
-def is_image_bw(na):
- r = na[::4]
- g = na[1::4]
- b = na[2::4]
-
- rg_equal = r == g
- gb_equal = g == b
- rgbequal = rg_equal.all() and gb_equal.all()
- if rgbequal:
- print('image is black and white, can have channels reduced')
-
- return rgbequal
-
-
-def numpytoimage(a, iname, width=0, height=0, channels=3):
- t = time.time()
- foundimage = False
-
- for image in bpy.data.images:
-
- if image.name[:len(iname)] == iname and image.size[0] == a.shape[0] and image.size[1] == a.shape[1]:
- i = image
- foundimage = True
- if not foundimage:
- if channels == 4:
- bpy.ops.image.new(name=iname, width=width, height=height, color=(0, 0, 0, 1), alpha=True,
- generated_type='BLANK', float=True)
- if channels == 3:
- bpy.ops.image.new(name=iname, width=width, height=height, color=(0, 0, 0), alpha=False,
- generated_type='BLANK', float=True)
-
- for image in bpy.data.images:
- # print(image.name[:len(iname)],iname, image.size[0],a.shape[0],image.size[1],a.shape[1])
- if image.name[:len(iname)] == iname and image.size[0] == width and image.size[1] == height:
- i = image
-
- # dropping this re-shaping code - just doing flat array for speed and simplicity
- # d = a.shape[0] * a.shape[1]
- # a = a.swapaxes(0, 1)
- # a = a.reshape(d)
- # a = a.repeat(channels)
- # a[3::4] = 1
- i.pixels.foreach_set(a) # this gives big speedup!
- print('\ntime ' + str(time.time() - t))
- return i
-
-
-def imagetonumpy(i):
- t = time.time()
-
- import numpy as np
-
- width = i.size[0]
- height = i.size[1]
- # print(i.channels)
-
- size = width * height * i.channels
- na = np.empty(size, np.float32)
- i.pixels.foreach_get(na)
-
- # dropping this re-shaping code - just doing flat array for speed and simplicity
- # na = na[::4]
- # na = na.reshape(height, width, i.channels)
- # na = na.swapaxnes(0, 1)
-
- # print('\ntime of image to numpy ' + str(time.time() - t))
- return na
-
-
def save_image_safely(teximage, filepath):
'''
- Blender makes it really hard to save images... this is to fix it's crazy bad image saving.
+ Blender makes it really hard to save images...
Would be worth investigating PIL or similar instead
Parameters
----------
@@ -204,95 +113,8 @@ def extxchange_to_resolution(filepath):
ext = 'jpg'
-def make_possible_reductions_on_image(teximage, input_filepath, do_reductions=False, do_downscale=False):
- '''checks the image and saves it to drive with possibly reduced channels.
- Also can remove the image from the asset if the image is pure black
- - it finds it's usages and replaces the inputs where the image is used
- with zero/black color.
- currently implemented file type conversions:
- PNG->JPG
- '''
- colorspace = teximage.colorspace_settings.name
- teximage.colorspace_settings.name = 'Non-Color'
- JPEG_QUALITY = 90
- # is_image_black(na)
- # is_image_bw(na)
-
- rs = bpy.context.scene.render
- ims = rs.image_settings
-
- orig_file_format = ims.file_format
- orig_quality = ims.quality
- orig_color_mode = ims.color_mode
- orig_compression = ims.compression
- # if is_image_black(na):
- # # just erase the image from the asset here, no need to store black images.
- # pass;
-
- # fp = teximage.filepath
- fp = input_filepath
- if do_reductions:
- na = imagetonumpy(teximage)
-
- if can_erase_alpha(na):
- print(teximage.file_format)
- if teximage.file_format == 'PNG':
- print('changing type of image to JPG')
- base, ext = os.path.splitext(fp)
- teximage['original_extension'] = ext
-
- fp = fp.replace('.png', '.jpg')
- fp = fp.replace('.PNG', '.jpg')
-
- teximage.name = teximage.name.replace('.png', '.jpg')
- teximage.name = teximage.name.replace('.PNG', '.jpg')
-
- teximage.file_format = 'JPEG'
- ims.quality = JPEG_QUALITY
- ims.color_mode = 'RGB'
-
- if is_image_bw(na):
- ims.color_mode = 'BW'
-
- ims.file_format = teximage.file_format
-
- # all pngs with max compression
- if ims.file_format == 'PNG':
- ims.compression = 100
- # all jpgs brought to reasonable quality
- if ims.file_format == 'JPG':
- ims.quality = JPEG_QUALITY
-
- if do_downscale:
- downscale(teximage)
-
- # it's actually very important not to try to change the image filepath and packed file filepath before saving,
- # blender tries to re-pack the image after writing to image.packed_image.filepath and reverts any changes.
- teximage.save_render(filepath=bpy.path.abspath(fp), scene=bpy.context.scene)
- if len(teximage.packed_files) > 0:
- teximage.unpack(method='REMOVE')
- teximage.filepath = fp
- teximage.filepath_raw = fp
- teximage.reload()
-
- teximage.colorspace_settings.name = colorspace
-
- ims.file_format = orig_file_format
- ims.quality = orig_quality
- ims.color_mode = orig_color_mode
- ims.compression = orig_compression
-
-
-def downscale(i):
- minsize = 128
-
- sx, sy = i.size[:]
- sx = round(sx / 2)
- sy = round(sy / 2)
- if sx > minsize and sy > minsize:
- i.scale(sx, sy)
def upload_resolutions(files, asset_data):
@@ -341,9 +163,10 @@ def unpack_asset(data):
pf.filepath = fp # bpy.path.abspath(fp)
image.filepath = fp # bpy.path.abspath(fp)
image.filepath_raw = fp # bpy.path.abspath(fp)
- image.save()
+ # image.save()
if len(image.packed_files) > 0:
- image.unpack(method='REMOVE')
+ # image.unpack(method='REMOVE')
+ image.unpack(method='WRITE_ORIGINAL')
bpy.ops.wm.save_mainfile(compress=False)
# now try to delete the .blend1 file
@@ -524,11 +347,11 @@ def generate_lower_resolutions(data):
# first, let's link the image back to the original one.
i['blenderkit_original_path'] = i.filepath
# first round also makes reductions on the image, while keeping resolution
- make_possible_reductions_on_image(i, fp, do_reductions=True, do_downscale=False)
+ image_utils.make_possible_reductions_on_image(i, fp, do_reductions=True, do_downscale=False)
else:
# lower resolutions only downscale
- make_possible_reductions_on_image(i, fp, do_reductions=False, do_downscale=True)
+ image_utils.make_possible_reductions_on_image(i, fp, do_reductions=False, do_downscale=True)
abspath = bpy.path.abspath(i.filepath)
if os.path.exists(abspath):
@@ -556,7 +379,7 @@ def generate_lower_resolutions(data):
else:
p2res = rkeys[rkeys.index(p2res) - 1]
print('uploading resolution files')
- upload_resolutions(files, data['asset_data'])
+ #upload_resolutions(files, data['asset_data'])
preferences = bpy.context.preferences.addons['blenderkit'].preferences
patch_asset_empty(data['asset_data']['id'], preferences.api_key)
return
@@ -666,41 +489,6 @@ def get_materials_for_validation(page_size=100, max_results=100000000):
return filepath
-# This gets all assets in the database through the/assets endpoint. Currently not used, since we use elastic for everything.
-# def get_assets_list():
-# bpy.app.debug_value = 2
-#
-# results = []
-# preferences = bpy.context.preferences.addons['blenderkit'].preferences
-# url = paths.get_api_url() + 'assets/all'
-# i = 0
-# while url is not None:
-# headers = utils.get_headers(preferences.api_key)
-# print('fetching assets from assets endpoint')
-# print(url)
-# retries = 0
-# while retries < 3:
-# r = rerequests.get(url, headers=headers)
-#
-# try:
-# adata = r.json()
-# url = adata.get('next')
-# print(i)
-# i += 1
-# except Exception as e:
-# print(e)
-# print('failed to get next')
-# if retries == 2:
-# url = None
-# if adata.get('results') != None:
-# results.extend(adata['results'])
-# retries = 3
-# print(f'fetched page {i}')
-# retries += 1
-#
-# fpath = assets_db_path()
-# with open(fpath, 'w', encoding = 'utf-8') as s:
-# json.dump(results, s, ensure_ascii=False, indent=4)
def load_assets_list(filepath):
@@ -758,6 +546,7 @@ def generate_resolution_thread(asset_data, api_key):
'''
fpath = download_asset(asset_data, unpack=True, api_key=api_key)
+
if fpath:
if asset_data['assetType'] != 'hdr':
print('send to bg ', fpath)