1.0.0
This commit is contained in:
@@ -19,7 +19,7 @@ def generate_texture_image(props, width, height):
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Returns (None, None) on error
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"""
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try:
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print(f"[TTG DEBUG] Generating texture image at {width}x{height}px")
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print(f"[TTG DEBUG] Starting texture generation at {width}x{height}px")
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# TODO: Implement actual texture generation logic
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# This is a minimal stub to resolve the import error
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@@ -29,37 +29,228 @@ def generate_texture_image(props, width, height):
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# - Normal map generation if enabled
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# - Image composition and final output
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# For now, create a basic placeholder image
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import numpy as np
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# Create a basic colored image as placeholder
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image_data = np.ones((height, width, 4), dtype=np.float32)
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image_data[:, :, 0] = props.background_color[0] # R
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image_data[:, :, 1] = props.background_color[1] # G
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image_data[:, :, 2] = props.background_color[2] # B
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image_data[:, :, 3] = 1.0 # A
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# Create Blender image
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print(f"[TTG DEBUG] Step 1: Creating Blender image object")
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# Create Blender image directly without large numpy arrays
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img_name = f"TextTexture_{width}x{height}"
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if img_name in bpy.data.images:
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print(f"[TTG DEBUG] Step 1a: Removing existing image: {img_name}")
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bpy.data.images.remove(bpy.data.images[img_name])
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print(f"[TTG DEBUG] Step 1b: Creating new Blender image: {img_name}")
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blender_img = bpy.data.images.new(img_name, width, height, alpha=True)
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blender_img.pixels[:] = image_data.flatten()
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print(f"[TTG DEBUG] Step 1c: Blender image created successfully")
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print(f"[TTG DEBUG] Step 2: Creating text texture with PIL")
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# Use PIL to create a proper text texture instead of solid color
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try:
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from PIL import Image, ImageDraw, ImageFont
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print(f"[TTG DEBUG] Step 2a: PIL imported successfully")
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# Create PIL image with transparent background
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if props.background_transparent:
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pil_img = Image.new('RGBA', (width, height), (0, 0, 0, 0))
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print(f"[TTG DEBUG] Step 2b: Created transparent PIL image")
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else:
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bg_color = tuple(int(c * 255) for c in props.background_color[:3]) + (255,)
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pil_img = Image.new('RGBA', (width, height), bg_color)
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print(f"[TTG DEBUG] Step 2b: Created PIL image with background color: {bg_color}")
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# Draw text if provided (including prepend/append)
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full_text_parts = []
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if props.prepend_text.strip():
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full_text_parts.append(props.prepend_text.strip())
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if props.text.strip():
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full_text_parts.append(props.text.strip())
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if props.append_text.strip():
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full_text_parts.append(props.append_text.strip())
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if full_text_parts:
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draw = ImageDraw.Draw(pil_img)
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# Combine text based on layout mode
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if props.prepend_append_layout == 'HORIZONTAL':
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# For horizontal layout, use simple space separation with margin control
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if len(full_text_parts) == 1:
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full_text = full_text_parts[0]
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else:
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# Calculate number of spaces based on margin (but reasonable amounts)
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prepend_spaces = max(1, int(props.prepend_margin / 10)) if props.prepend_text.strip() else 0
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append_spaces = max(1, int(props.append_margin / 10)) if props.append_text.strip() else 0
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# Build text with controlled spacing
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text_parts_with_spacing = []
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for i, part in enumerate(full_text_parts):
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if i == 0 and prepend_spaces > 0:
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# Add spacing after prepend text
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text_parts_with_spacing.append(part + " " * prepend_spaces)
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elif i == len(full_text_parts) - 1 and append_spaces > 0:
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# Add spacing before append text
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text_parts_with_spacing.append(" " * append_spaces + part)
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else:
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text_parts_with_spacing.append(part)
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full_text = " ".join(text_parts_with_spacing)
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layout_mode = "horizontal"
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else:
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# Vertical layout - keep parts separate for individual positioning
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full_text = "\n".join(full_text_parts)
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layout_mode = "vertical"
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print(f"[TTG DEBUG] Step 2c: Full text composed: '{full_text}' (layout: {layout_mode})")
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# Determine font size (with text fitting if enabled)
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font_size = props.font_size
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if props.enable_text_fitting:
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print(f"[TTG DEBUG] Step 2d: Text fitting enabled, calculating optimal size")
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# Try to load font for sizing
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try:
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if props.use_custom_font and props.custom_font_path:
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test_font_path = props.custom_font_path
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elif props.font_path != "default":
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test_font_path = props.font_path
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else:
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test_font_path = None
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# Binary search for optimal font size
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min_size = props.min_font_size
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max_size = props.max_font_size
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target_width = width * (1.0 - props.text_fitting_margin / 100.0)
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target_height = height * (1.0 - props.text_fitting_margin / 100.0)
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optimal_size = min_size
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for test_size in range(min_size, max_size + 1, 2): # Step by 2 for performance
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try:
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if test_font_path:
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test_font = ImageFont.truetype(test_font_path, test_size)
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else:
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test_font = ImageFont.load_default()
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bbox = draw.textbbox((0, 0), full_text, font=test_font)
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test_width = bbox[2] - bbox[0]
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test_height = bbox[3] - bbox[1]
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if test_width <= target_width and test_height <= target_height:
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optimal_size = test_size
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else:
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break
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except (OSError, IOError):
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break
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font_size = optimal_size
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print(f"[TTG DEBUG] Step 2d: Optimal font size calculated: {font_size}")
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except Exception as e:
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print(f"[TTG DEBUG] Step 2d: Font fitting failed, using default size: {e}")
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font_size = props.font_size
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# Load final font
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try:
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if props.use_custom_font and props.custom_font_path:
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font = ImageFont.truetype(props.custom_font_path, font_size)
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print(f"[TTG DEBUG] Step 2e: Using custom font: {props.custom_font_path}, size: {font_size}")
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elif props.font_path != "default":
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font = ImageFont.truetype(props.font_path, font_size)
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print(f"[TTG DEBUG] Step 2e: Using system font: {props.font_path}, size: {font_size}")
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else:
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font = ImageFont.load_default()
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print(f"[TTG DEBUG] Step 2e: Using default font, size: {font_size}")
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except (OSError, IOError) as e:
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print(f"[TTG DEBUG] Step 2e: Font loading failed, using default: {e}")
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font = ImageFont.load_default()
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# Calculate text position and draw
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if layout_mode == "vertical" and props.prepend_append_layout == 'VERTICAL':
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# Draw each part separately for vertical layout
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y_offset = 0
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total_height = 0
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# Calculate total height first
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part_heights = []
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for part in full_text_parts:
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bbox = draw.textbbox((0, 0), part, font=font)
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part_height = bbox[3] - bbox[1]
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part_heights.append(part_height)
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total_height += part_height
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# Add spacing between parts
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if len(full_text_parts) > 1:
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spacing = font_size // 4 # 25% of font size as line spacing
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total_height += spacing * (len(full_text_parts) - 1)
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# Center vertically
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start_y = (height - total_height) // 2
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# Draw each part
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current_y = start_y
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text_color = tuple(int(c * 255) for c in props.text_color[:4])
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for i, part in enumerate(full_text_parts):
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bbox = draw.textbbox((0, 0), part, font=font)
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part_width = bbox[2] - bbox[0]
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x = (width - part_width) // 2 # Center horizontally
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draw.text((x, current_y), part, font=font, fill=text_color)
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print(f"[TTG DEBUG] Step 2f: Drew part '{part}' at ({x}, {current_y})")
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current_y += part_heights[i]
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if i < len(full_text_parts) - 1: # Add spacing except after last part
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current_y += font_size // 4
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else:
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# Horizontal layout or single text
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text_bbox = draw.textbbox((0, 0), full_text, font=font)
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text_width = text_bbox[2] - text_bbox[0]
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text_height = text_bbox[3] - text_bbox[1]
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# Center text
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x = (width - text_width) // 2
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y = (height - text_height) // 2
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# Draw text
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text_color = tuple(int(c * 255) for c in props.text_color[:4])
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draw.text((x, y), full_text, font=font, fill=text_color)
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print(f"[TTG DEBUG] Step 2f: Full text '{full_text}' drawn at ({x}, {y}) with size {font_size}")
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else:
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print(f"[TTG DEBUG] Step 2d: No text provided, using solid background")
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# Convert PIL image to Blender format (flip vertically to fix mirroring)
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print(f"[TTG DEBUG] Step 2f: Converting PIL to Blender format with vertical flip")
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pil_img = pil_img.transpose(Image.FLIP_TOP_BOTTOM) # Fix mirroring issue
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pil_pixels = list(pil_img.getdata())
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blender_pixels = []
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for r, g, b, a in pil_pixels:
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blender_pixels.extend([r/255.0, g/255.0, b/255.0, a/255.0])
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blender_img.pixels[:] = blender_pixels
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print(f"[TTG DEBUG] Step 2g: Pixel data conversion completed with flip correction")
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except ImportError:
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print(f"[TTG DEBUG] Step 2: PIL not available, falling back to solid color")
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# Fallback to solid color if PIL is not available
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pixel_pattern = [props.background_color[0], props.background_color[1], props.background_color[2], 1.0]
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total_pixels = width * height
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blender_img.pixels[:] = pixel_pattern * total_pixels
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print(f"[TTG DEBUG] Step 3: Packing image...")
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blender_img.pack()
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print(f"[TTG DEBUG] Step 3: Image packing completed")
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# Generate normal map if enabled
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normal_map_img = None
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if props.enable_normal_map:
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if props.generate_normal_map:
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print(f"[TTG DEBUG] Step 4: Normal map generation enabled, starting...")
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from ..core.normal_maps import generate_normal_map_from_alpha
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normal_map_img = generate_normal_map_from_alpha(
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blender_img,
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blender_img,
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props.normal_map_strength,
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props.normal_map_blur_radius,
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props.invert_normal_map
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props.normal_map_invert
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)
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print(f"[TTG DEBUG] Step 4: Normal map generation completed")
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else:
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print(f"[TTG DEBUG] Step 4: Normal map generation disabled, skipping")
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print(f"[TTG DEBUG] Texture generation completed successfully")
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print(f"[TTG DEBUG] All steps completed successfully")
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return blender_img, normal_map_img
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except Exception as e:
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BIN
Archive.zip → dist/text-texture-generator_1.0.0.zip
vendored
BIN
Archive.zip → dist/text-texture-generator_1.0.0.zip
vendored
Binary file not shown.
@@ -47,8 +47,16 @@ class TEXT_TEXTURE_OT_generate(Operator):
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self.report({'ERROR'}, "Failed to generate diffuse image")
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return {'CANCELLED'}
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# Create diffuse texture
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img_name = f"TextTexture_{props.text[:20].replace(' ', '_')}"
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# Create diffuse texture with proper sanitization
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import re
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# Remove non-ASCII and non-alphanumeric characters, keep spaces temporarily
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sanitized_text = re.sub(r'[^\w\s-]', '', props.text[:20])
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# Replace spaces and multiple underscores/dashes with single underscores
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sanitized_text = re.sub(r'[\s_-]+', '_', sanitized_text).strip('_')
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# Fallback if text becomes empty
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if not sanitized_text:
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sanitized_text = "Texture"
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img_name = f"TextTexture_{sanitized_text}"
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# Remove existing diffuse texture
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if img_name in bpy.data.images:
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@@ -57,20 +65,15 @@ class TEXT_TEXTURE_OT_generate(Operator):
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# Create new diffuse image with USER SPECIFIED dimensions
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blender_img = bpy.data.images.new(img_name, final_width, final_height, alpha=True)
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# Convert PIL to Blender for diffuse texture
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pixels = []
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for y in range(final_height):
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for x in range(final_width):
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r, g, b, a = img.getpixel((x, final_height - 1 - y))
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pixels.extend([r/255.0, g/255.0, b/255.0, a/255.0])
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blender_img.pixels = pixels
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# Directly copy pixel data from generated image to Blender image
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# The generated image is already in the correct format, just copy it
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blender_img.pixels[:] = img.pixels[:]
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blender_img.pack() # PACK FINAL IMAGE
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# Create normal map texture if enabled and generated
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normal_map_blender_img = None
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if normal_map_img and props.generate_normal_map:
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normal_map_name = f"TextTexture_Normal_{props.text[:20].replace(' ', '_')}"
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normal_map_name = f"TextTexture_Normal_{sanitized_text}"
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# Remove existing normal map texture
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if normal_map_name in bpy.data.images:
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@@ -80,14 +83,12 @@ class TEXT_TEXTURE_OT_generate(Operator):
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normal_map_blender_img = bpy.data.images.new(normal_map_name, final_width, final_height, alpha=False)
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normal_map_blender_img.colorspace_settings.name = 'Non-Color' # Important for normal maps
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# Convert PIL to Blender for normal map
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normal_pixels = []
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for y in range(final_height):
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for x in range(final_width):
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r, g, b = normal_map_img.getpixel((x, final_height - 1 - y))
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normal_pixels.extend([r/255.0, g/255.0, b/255.0, 1.0]) # Alpha always 1.0 for normal maps
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normal_map_blender_img.pixels = normal_pixels
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# Directly copy normal map pixel data
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# Copy RGB channels and set alpha to 1.0
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temp_pixels = list(normal_map_img.pixels[:])
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for i in range(3, len(temp_pixels), 4):
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temp_pixels[i] = 1.0 # Set alpha to 1.0 for normal maps
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normal_map_blender_img.pixels[:] = temp_pixels
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normal_map_blender_img.pack() # PACK NORMAL MAP
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print(f"[Normal Map] Created and packed normal map texture: {normal_map_name}")
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@@ -134,82 +135,110 @@ class TEXT_TEXTURE_OT_generate_shader(Operator):
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def execute(self, context):
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try:
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print(f"[TTG SHADER DEBUG] === SHADER GENERATION STARTED ===")
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props = context.scene.text_texture_props
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# Generate texture first
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final_width = props.texture_width
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final_height = props.texture_height
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print(f"Generating shader with texture at {final_width}x{final_height}px")
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print(f"[TTG SHADER DEBUG] Step 1: Starting texture generation at {final_width}x{final_height}px")
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result = generate_texture_image(props, final_width, final_height)
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print(f"[TTG SHADER DEBUG] Step 2: Texture generation returned: {type(result)}")
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if not result:
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self.report({'ERROR'}, "Failed to generate texture image")
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return {'CANCELLED'}
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print(f"[TTG SHADER DEBUG] Step 3: Processing result...")
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# Extract diffuse and normal map images
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if isinstance(result, tuple):
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img, normal_map_img = result
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print(f"[TTG SHADER DEBUG] Step 3a: Got tuple result - img: {type(img)}, normal: {type(normal_map_img)}")
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else:
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# Backward compatibility
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img = result
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normal_map_img = None
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print(f"[TTG SHADER DEBUG] Step 3b: Got single result - img: {type(img)}")
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if not img:
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self.report({'ERROR'}, "Failed to generate diffuse image")
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return {'CANCELLED'}
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# Create diffuse texture name
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img_name = f"TextTexture_{props.text[:20].replace(' ', '_')}"
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print(f"[TTG SHADER DEBUG] Step 4: Image validation passed, proceeding with shader creation...")
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print(f"[TTG SHADER DEBUG] Step 5: Creating diffuse texture...")
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# Create diffuse texture name with proper sanitization
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import re
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# Remove non-ASCII and non-alphanumeric characters, keep spaces temporarily
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sanitized_text = re.sub(r'[^\w\s-]', '', props.text[:20])
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# Replace spaces and multiple underscores/dashes with single underscores
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sanitized_text = re.sub(r'[\s_-]+', '_', sanitized_text).strip('_')
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# Fallback if text becomes empty
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if not sanitized_text:
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sanitized_text = "Texture"
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img_name = f"TextTexture_{sanitized_text}"
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print(f"[TTG SHADER DEBUG] Step 5a: Sanitized texture name: {img_name}")
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# Remove existing diffuse texture if it exists
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if img_name in bpy.data.images:
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print(f"[TTG SHADER DEBUG] Step 5b: Removing existing texture")
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bpy.data.images.remove(bpy.data.images[img_name])
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print(f"[TTG SHADER DEBUG] Step 5c: Creating new Blender image...")
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# Create new diffuse texture
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blender_img = bpy.data.images.new(img_name, final_width, final_height, alpha=True)
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print(f"[TTG SHADER DEBUG] Step 5d: New image created, copying pixel data...")
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# Convert PIL to Blender for diffuse texture
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pixels = []
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for y in range(final_height):
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for x in range(final_width):
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r, g, b, a = img.getpixel((x, final_height - 1 - y))
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pixels.extend([r/255.0, g/255.0, b/255.0, a/255.0])
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blender_img.pixels = pixels
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# Directly copy pixel data from generated image to Blender image
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# The generated image is already in the correct format, just copy it
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blender_img.pixels[:] = img.pixels[:]
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print(f"[TTG SHADER DEBUG] Step 5e: Pixel data copied, packing image...")
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blender_img.pack()
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print(f"[TTG SHADER DEBUG] Step 5f: Image packed successfully")
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print(f"[TTG SHADER DEBUG] Step 6: Processing normal maps...")
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# Create normal map texture if enabled and generated
|
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normal_map_blender_img = None
|
||||
if normal_map_img and props.generate_normal_map:
|
||||
normal_map_name = f"TextTexture_Normal_{props.text[:20].replace(' ', '_')}"
|
||||
print(f"[TTG SHADER DEBUG] Step 6a: Normal map enabled and generated, processing...")
|
||||
# Use the same sanitized text for consistency
|
||||
normal_map_name = f"TextTexture_Normal_{sanitized_text}"
|
||||
print(f"[TTG SHADER DEBUG] Step 6b: Sanitized normal map name: {normal_map_name}")
|
||||
|
||||
# Remove existing normal map texture
|
||||
if normal_map_name in bpy.data.images:
|
||||
print(f"[TTG SHADER DEBUG] Step 6c: Removing existing normal map")
|
||||
bpy.data.images.remove(bpy.data.images[normal_map_name])
|
||||
|
||||
print(f"[TTG SHADER DEBUG] Step 6d: Creating normal map image...")
|
||||
# Create new normal map image
|
||||
normal_map_blender_img = bpy.data.images.new(normal_map_name, final_width, final_height, alpha=False)
|
||||
normal_map_blender_img.colorspace_settings.name = 'Non-Color' # Important for normal maps
|
||||
print(f"[TTG SHADER DEBUG] Step 6e: Normal map image created, copying pixels...")
|
||||
|
||||
# Convert PIL to Blender for normal map
|
||||
normal_pixels = []
|
||||
for y in range(final_height):
|
||||
for x in range(final_width):
|
||||
r, g, b = normal_map_img.getpixel((x, final_height - 1 - y))
|
||||
normal_pixels.extend([r/255.0, g/255.0, b/255.0, 1.0]) # Alpha always 1.0 for normal maps
|
||||
|
||||
normal_map_blender_img.pixels = normal_pixels
|
||||
# Directly copy normal map pixel data
|
||||
# Copy RGB channels and set alpha to 1.0
|
||||
temp_pixels = list(normal_map_img.pixels[:])
|
||||
for i in range(3, len(temp_pixels), 4):
|
||||
temp_pixels[i] = 1.0 # Set alpha to 1.0 for normal maps
|
||||
normal_map_blender_img.pixels[:] = temp_pixels
|
||||
print(f"[TTG SHADER DEBUG] Step 6f: Normal map pixels copied, packing...")
|
||||
normal_map_blender_img.pack()
|
||||
print(f"[Normal Map] Created normal map texture for shader: {normal_map_name}")
|
||||
print(f"[TTG SHADER DEBUG] Step 6g: Normal map packed successfully")
|
||||
else:
|
||||
print(f"[TTG SHADER DEBUG] Step 6: Normal map generation skipped")
|
||||
|
||||
print(f"[TTG SHADER DEBUG] Step 7: Creating material...")
|
||||
# Create or get material using custom name or fallback
|
||||
if props.custom_material_name.strip():
|
||||
material_name = props.custom_material_name.strip()
|
||||
print(f"[TTG SHADER DEBUG] Step 7a: Using custom material name: {material_name}")
|
||||
else:
|
||||
# Fallback to text-based naming
|
||||
clean_text = props.text[:15].replace(' ', '_').replace('\n', '_')
|
||||
material_name = f"TextTexture_Mat_{clean_text}"
|
||||
# Use the same sanitized text for consistency
|
||||
material_name = f"TextTexture_Mat_{sanitized_text}"
|
||||
print(f"[TTG SHADER DEBUG] Step 7b: Using sanitized material name: {material_name}")
|
||||
|
||||
if material_name in bpy.data.materials:
|
||||
mat = bpy.data.materials[material_name]
|
||||
|
||||
Reference in New Issue
Block a user