text: # ##### BEGIN GPL LICENSE BLOCK #####
  #
  #  This program is free software; you can redistribute it and/or
  #  modify it under the terms of the GNU General Public License
  #  as published by the Free Software Foundation; either version 2
  #  of the License, or (at your option) any later version.
  #
  #  This program is distributed in the hope that it will be useful,
  #  but WITHOUT ANY WARRANTY; without even the implied warranty of
  #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  #  GNU General Public License for more details.
  #
  #  You should have received a copy of the GNU General Public License
  #  along with this program; if not, write to the Free Software Foundation,
  #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  #
  # ##### END GPL LICENSE BLOCK #####
  
  # <pep8 compliant>
  
  import bpy
  
  
  def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
      filepath = fw.__self__.name
      fw.__self__.close()
  
      material_solids = [bpy.data.materials.new("uv_temp_solid") for i in range(max(1, len(mesh_source.materials)))]
      material_wire = bpy.data.materials.new("uv_temp_wire")
  
      scene = bpy.data.scenes.new("uv_temp")
      mesh = bpy.data.meshes.new("uv_temp")
      for mat_solid in material_solids:
          mesh.materials.append(mat_solid)
  
      tot_verts = 0
      for f in mesh_source.faces:
          tot_verts += len(f.vertices)
  
      faces_source = mesh_source.faces
  
      # get unique UV's in case there are many overlapping which slow down filling.
      face_hash_3 = set()
      face_hash_4 = set()
      for i, uv in face_iter_func():
          material_index = faces_source[i].material_index
          if len(uv) == 3:
              face_hash_3.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], material_index))
          else:
              face_hash_4.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], uv[3][0], uv[3][1], material_index))
  
      # now set the faces coords and locations
      # build mesh data
      mesh_new_vertices = []
      mesh_new_materials = []
      mesh_new_face_vertices = []
  
      current_vert = 0
  
      for face_data in face_hash_3:
          mesh_new_vertices.extend([face_data[0], face_data[1], 0.0, face_data[2], face_data[3], 0.0, face_data[4], face_data[5], 0.0])
          mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0])
          mesh_new_materials.append(face_data[6])
          current_vert += 3
      for face_data in face_hash_4:
          mesh_new_vertices.extend([face_data[0], face_data[1], 0.0, face_data[2], face_data[3], 0.0, face_data[4], face_data[5], 0.0, face_data[6], face_data[7], 0.0])
          mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3])
          mesh_new_materials.append(face_data[8])
          current_vert += 4
  
      mesh.vertices.add(len(mesh_new_vertices) // 3)
      mesh.faces.add(len(mesh_new_face_vertices) // 4)
  
      mesh.vertices.foreach_set("co", mesh_new_vertices)
      mesh.faces.foreach_set("vertices_raw", mesh_new_face_vertices)
      mesh.faces.foreach_set("material_index", mesh_new_materials)
  
      mesh.update(calc_edges=True)
  
      obj_solid = bpy.data.objects.new("uv_temp_solid", mesh)
      obj_wire = bpy.data.objects.new("uv_temp_wire", mesh)
      base_solid = scene.objects.link(obj_solid)
      base_wire = scene.objects.link(obj_wire)
      base_solid.layers[0] = True
      base_wire.layers[0] = True
  
      # place behind the wire
      obj_solid.location = 0, 0, -1
  
      obj_wire.material_slots[0].link = 'OBJECT'
      obj_wire.material_slots[0].material = material_wire
  
      # setup the camera
      cam = bpy.data.cameras.new("uv_temp")
      cam.type = 'ORTHO'
      cam.ortho_scale = 1.0
      obj_cam = bpy.data.objects.new("uv_temp_cam", cam)
      obj_cam.location = 0.5, 0.5, 1.0
      scene.objects.link(obj_cam)
      scene.camera = obj_cam
  
      # setup materials
      for i, mat_solid in enumerate(material_solids):
          if mesh_source.materials and mesh_source.materials[i]:
              mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color
  
          mat_solid.use_shadeless = True
          mat_solid.use_transparency = True
          mat_solid.alpha = opacity
  
      material_wire.type = 'WIRE'
      material_wire.use_shadeless = True
      material_wire.diffuse_color = 0, 0, 0
  
      # scene render settings
      scene.render.use_raytrace = False
      scene.render.alpha_mode = 'STRAIGHT'
      scene.render.color_mode = 'RGBA'
  
      scene.render.resolution_x = image_width
      scene.render.resolution_y = image_height
      scene.render.resolution_percentage = 100
  
      if image_width > image_height:
          scene.render.pixel_aspect_y = image_width / image_height
      elif image_width < image_height:
          scene.render.pixel_aspect_x = image_height / image_width
  
      scene.frame_start = 1
      scene.frame_end = 1
  
      scene.render.file_format = 'PNG'
      scene.render.filepath = filepath
  
      data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
      bpy.ops.render.render(data_context, write_still=True)
  
      # cleanup
      bpy.data.scenes.remove(scene)
      bpy.data.objects.remove(obj_cam)
      bpy.data.objects.remove(obj_solid)
      bpy.data.objects.remove(obj_wire)
  
      bpy.data.cameras.remove(cam)
      bpy.data.meshes.remove(mesh)
  
      bpy.data.materials.remove(material_wire)
      for mat_solid in material_solids:
          bpy.data.materials.remove(mat_solid)
  