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pytiler.py
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#!/usr/bin/env python3
# PyTiler: Python script for generating tiled textures
#
# Author: Oxben <[email protected]>
#
# Examples:
# ./pytiler.py -a -f ~/media/blender/9\ Boulevard\ Clemenceau/textures/Birch.jpg -n 20 -H 32 -W 128 --brick --border=1
# ./pytiler.py -a -f ~/media/blender/textures/seamless/rock\ cave\ mountain\ brown\ texture\ 1024.jpg -n 30 -H 32 -W 32 --border=3
# ./pytiler.py -a -f ~/media/blender/textures/seamless/rock\ cave\ mountain\ brown\ texture\ 1024.jpg -n 128 -H 64 -W 128 --border=4 -w 1024 -h 1024 --brick --rand_width -S 1976 --border_shade=48
# ./pytiler.py -a -f ~/media/blender/textures/wood/oak-plank.png -n 12 -w 1024 -h 1024 -W 1024 -H 128 -o oak-planks.png
# ./pytiler.py -p Pattern -H 32 -W 32 -h 320 -w 320 --brick -r
# TILESIZE=64 ~/src/pytiler/pytiler.py -p face-2017112 -H $TILESIZE -W $TILESIZE -h $((20 * TILESIZE)) -w $((20 * TILESIZE)) --remove-after-use -o poster.png
from __future__ import print_function
import getopt
import os
import random
import sys
import time
import pygame
def error(msg):
print(("Error: %s\n") % (msg))
#-------------------------------------------------------------------------------
class Tile:
'''Tile object. Stores a filename and the pygame surface.'''
def __init__(self, filename=None, surface=None):
if filename != None:
print("Load %s" % (filename))
self.filename = filename
self.surface = pygame.image.load(filename)
elif surface != None:
self.surface = surface
self.rect = self.surface.get_rect()
def __str__(self):
s = self.filename
return s
def draw_at(self, display, x, y, width, height, angle):
#surface = pygame.transform.rotozoom(self.surface, angle, 1.0)
surface = pygame.transform.rotate(self.surface, angle)
surface = pygame.transform.smoothscale(surface, (width, height))
display.blit(surface, self.rect.move(x, y))
#-------------------------------------------------------------------------------
class PyTiler:
'''PyTiler Main class'''
def __init__(self):
self.display = None
self.auto = False
self.nr_tiles = 8
self.filename = ""
self.prefix = 'tile-'
self.rotate = False
self.brick = False
self.demo = False
self.seed = 0
self.tile_width = 64
self.tile_height = 64
self.random_width = False
self.width = 512
self.height = 512
self.border = 0
self.border_shade = 64
self.outfilename = "out.png"
self.remove_after_use = False
self.tiles = []
self.tiles_trash = []
def __str__(self):
s = ""
return s
def usage(self):
print("Usage: " + os.path.basename(sys.argv[0]) + \
" -w width -h height -o filename -p tile-prefix -s seed -r")
print(" " + os.path.basename(sys.argv[0]) + \
" -a -w width -h height -W tile_width -H tile_height -f -f input_filename -o output_filename")
print("\nOptions:\n")
print(" -a Auto-generate tiles")
print(" -f filename Input texture filename")
print(" -h height Output texture height")
print(" -H height Individual tile height")
print(" -n num Number of tiles to generate")
print(" -o filename Output filename")
print(" -p prefix Prefix of tiles files")
print(" -r Randomly rotate tiles by 90 degree increment")
print(" -s Random seed")
print(" -w width Output texture width")
print(" -W width Individual tile width")
print(" --brick Use brick pattern")
print(" --border=num Tiles border width")
print(" --border-shade=num Border shade (0..255) (greater values give darker border)")
print(" --rand-width Random tile width")
print(" --remove-after-use Remove tile from list after is has been used once")
print(" This makes sure every tile has been used before reusing one")
def parse_args(self):
try:
opts, args = getopt.getopt(sys.argv[1:], "abf:h:H:n:o:p:rs:S:w:W:",
["demo", "brick", "border=", "border-shade=", "rand-width", "remove-after-use"])
except getopt.GetoptError as err:
error(str(err))
self.usage()
exit(1)
for o, a in opts:
if o == "-a":
self.auto = True
elif o == "-f":
self.filename = a
elif o == "-h":
self.height = int(a)
elif o == "-H":
self.tile_height = int(a)
elif o == "-n":
self.nr_tiles = int(a)
elif o == "-o":
self.outfilename = a
elif o == "-p":
self.prefix = a
elif o == "-r":
self.rotate = True
elif o == "-s":
self.tile_height = self.tile_width = int(a)
elif o == "-S":
self.seed = int(a)
elif o == "-w":
self.width = int(a)
elif o == "-W":
self.tile_width = int(a)
elif o == "--brick":
self.brick = True
elif o == "--demo":
self.demo = True
elif o == "--border":
self.border = int(a)
elif o == "--border-shade":
shade = int(a)
if 0 <= shade <= 255:
self.border_shade = shade
else:
error(("Invalid border shade %d") % (shade))
self.usage()
exit(1)
elif o == "--rand-width":
self.random_width = True
elif o == "--remove-after-use":
self.remove_after_use = True
def run(self):
"""Initialize and run infinite event loop"""
if self.seed == 0:
self.seed = random.randrange(sys.maxsize)
random.seed(self.seed)
print("Random Seed: %d" % self.seed)
pygame.key.set_repeat(100, 100)
# Load or create tiles
if self.auto is False:
for path in os.listdir('.'):
if os.path.isfile(path) and \
path.startswith(self.prefix) and \
(path.endswith('.png') or path.endswith('.jpg')):
self.tiles.append(Tile(filename=path))
print("%d tiles loaded" % (len(self.tiles)))
else:
if not os.path.isfile(self.filename):
error(("No file '%s' found") % (self.filename))
sys.exit(1)
surface = pygame.image.load(self.filename)
for i in range(0, self.nr_tiles):
x = random.randrange(0, surface.get_width() - self.tile_width)
y = random.randrange(0, surface.get_height() - self.tile_height)
if self.random_width:
tile_width = random.randrange(self.tile_width/2, self.tile_width)
else:
tile_width = self.tile_width
print(tile_width)
subsurface = surface.subsurface(pygame.Rect(x, y, tile_width, self.tile_height)).copy()
if self.border > 0:
r = pygame.Rect(0, 0, tile_width, self.tile_height)
border_surf = pygame.Surface((tile_width, self.tile_height), pygame.SRCALPHA)
border_surf.fill((0, 0, 0, 0))
if self.border < 4:
border_surf.fill((0, 0, 0, 0))
#col = (16, 16, 16) # Good for wood floor
col = (self.border_shade, self.border_shade, self.border_shade)
pygame.draw.line(border_surf, col, (0, 0), (tile_width-1, 0), self.border)
pygame.draw.line(border_surf, col, (0, 0), (0, self.tile_height-1), self.border)
subsurface.blit(border_surf, r, special_flags=pygame.BLEND_RGBA_SUB)
else:
col = (self.border_shade, self.border_shade, self.border_shade)
pygame.draw.rect(border_surf, col, (0, 0, tile_width, self.tile_height), self.border)
col = (min(self.border_shade+32, 255), min(self.border_shade+32, 255), min(self.border_shade+32, 255))
pygame.draw.rect(border_surf, col, (0, 0, tile_width, self.tile_height), 1)
#subsurface.blit(border_surf, r)
subsurface.blit(border_surf, r, special_flags=pygame.BLEND_RGBA_SUB)
self.tiles.append(Tile(surface=subsurface))
# Init window attribute
pygame.display.set_caption("PyTiler")
try:
pygame.display.set_icon(pygame.image.load("PatternBrick.png"))
except:
error("Icon %s not found" % "PatternBrick.png")
# Set screen size
size = self.width, self.height
self.display = pygame.display.set_mode(size)
self.draw()
while True:
# Process events
if pygame.event.peek():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
elif event.type == pygame.KEYDOWN:
if event.unicode in ('q', 'Q') or \
event.key == pygame.K_ESCAPE:
return
elif event.key == pygame.K_SPACE:
self.draw()
elif event.unicode == 'b':
self.brick = not self.brick
self.draw()
elif event.unicode == 'r':
self.rotate = not self.rotate
self.draw()
elif event.unicode == 's':
self.save()
if self.demo:
time.sleep(1/5.0)
self.draw()
else:
time.sleep(1/60.0)
def draw(self):
'''Draw tiles'''
self.display.fill(pygame.Color('#00000000'))
y = 0
while y < self.height:
# Set first tile offset
if self.brick:
x = -random.randrange(0, self.tile_width)
print("X offset = %d" % x)
else:
x = 0
first_tile = None
first_tile_angle = 0
while x < self.width:
# Choose next tile
if len(self.tiles) == 0:
if len(self.tiles_trash) > 0:
# Swap tile list
self.tiles = self.tiles_trash
self.tiles_trash = []
else:
raise Exception("Error: tile list is empty")
tile = random.choice(self.tiles)
if self.remove_after_use:
self.tiles_trash.append(tile)
self.tiles.remove(tile)
# Set rotation
if self.rotate:
angle = random.choice([0, 90, 180, 270])
#angle = random.randrange(0, 360)
else:
angle = 0
# Save first tile of current line
# It is used to complete end of line, so wrapping is correct
if first_tile is None:
first_tile = tile
first_tile_angle = angle
if self.brick and (x + first_tile.rect.width) > self.width:
tile = first_tile
angle = first_tile_angle
# Draw tile
if self.random_width:
width = tile.rect.width
else:
width = self.tile_width
tile.draw_at(self.display, x, y, width, self.tile_height, angle)
x += width
y += self.tile_height
pygame.display.flip()
def save(self):
'''Save tiles to output file'''
pygame.image.save(self.display, self.outfilename)
print("Saved tiles into " + self.outfilename)
#-------------------------------------------------------------------------------
if __name__ == '__main__':
pygame.init()
tiler = PyTiler()
tiler.parse_args()
tiler.run()
pygame.quit()
sys.exit();