Beispiel #1
0
    def vertexAttribPointer(self,
                            vbo,
                            varName,
                            size,
                            gltype,
                            normalized=bgl.GL_FALSE,
                            stride=0,
                            buf=buf_zero,
                            enable=True):
        assert varName in self.shaderVars, 'Variable %s not found' % varName
        v = self.shaderVars[varName]
        q, l, t = v['qualifier'], v['location'], v['type']
        if l == -1:
            if not v['reported']:
                print('COULD NOT FIND %s' % (varName))
                v['reported'] = True
            return

        if DEBUG_PRINT:
            print(
                'assign (enable=%s) vertattrib pointer: %s (%s,%d,%s) = %d (%dx%s,normalized=%s,stride=%d)'
                % (str(enable), varName, q, l, t, vbo, size,
                   self.gltype_names[gltype], str(normalized), stride))
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vbo)
        bgl.glVertexAttribPointer(l, size, gltype, normalized, stride, buf)
        if self.checkErrors:
            self.drawing.glCheckError('vertexAttribPointer %s' % varName)
        if enable: bgl.glEnableVertexAttribArray(l)
        if self.checkErrors:
            self.drawing.glCheckError('vertexAttribPointer %s' % varName)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
    def __init__(self, dimensions):
        # Generate dummy float image buffer
        self.dimensions = dimensions
        width, height = dimensions

        pixels = [1, 0.2, 0.1, 1.0] * width * height
        pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, pixels)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height,
                         0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #3
0
 def bind(self, co, buf_id, offset):
     bgl.glUniform1f(self.unif_offset, float(offset))
     bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, co[0])
     bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
     bgl.glEnableVertexAttribArray(self.attr_pos)
     bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, buf_id[0])
     bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
     bgl.glEnableVertexAttribArray(self.attr_primitive_id)
    def _draw_texture(texture_id, x, y, width, height):
        # INITIALIZATION

        # Getting shader program
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, vertex_array)

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        # Generate geometry buffers for drawing textured quad
        position = [x, y, x + width, y, x + width, y + height, x, y + height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)
        bgl.glGenBuffers(2, vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)

        # DRAWING
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)

        bgl.glBindVertexArray(vertex_array[0])
        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[0])
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[1])
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)

        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)

        bgl.glBindVertexArray(0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # DELETING
        bgl.glDeleteBuffers(2, vertex_buffer)
        bgl.glDeleteVertexArrays(1, vertex_array)
    def __init__(self, dimensions):
        # Generate dummy float image buffer
        self.dimensions = dimensions
        width, height = dimensions

        pixels = [0.1, 0.2, 0.1, 1.0] * width * height
        pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, pixels)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program);

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord");
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos");

        bgl.glEnableVertexAttribArray(texturecoord_location);
        bgl.glEnableVertexAttribArray(position_location);

        # Generate geometry buffers for drawing textured quad
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #6
0
    def _init_opengl(self, engine, scene):
        # Create texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        self.texture_id = self.texture[0]

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        engine.bind_display_space_shader(scene)
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        width = self._width * self._pixel_size
        height = self._height * self._pixel_size
        position = [
            self._offset_x, self._offset_y, self._offset_x + width,
            self._offset_y, self._offset_x + width, self._offset_y + height,
            self._offset_x, self._offset_y + height
        ]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, NULL)
        bgl.glBindVertexArray(NULL)
        engine.unbind_display_space_shader()
Beispiel #7
0
    def __init__(self, dimensions):
        self.dimensions = dimensions
        width, height = dimensions

        pixels = [0.1, 0.2, 0.1, 1.0] * width * height
        pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, pixels)

        self.texture = bgl.Buffer(bgl.GL_INT, 1)

        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height,
                         0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #8
0
 def enableVertexAttribArray(self, varName):
     assert varName in self.shaderVars, 'Variable %s not found' % varName
     v = self.shaderVars[varName]
     q,l,t = v['qualifier'],v['location'],v['type']
     if l == -1:
         if not v['reported']:
             print('COULD NOT FIND %s' % (varName))
             v['reported'] = True
         return
     if DEBUG_PRINT:
         print('enable vertattrib array: %s (%s,%d,%s)' % (varName, q, l, t))
     bgl.glEnableVertexAttribArray(l)
     self.checkErrors(f'enableVertexAttribArray {varName}')
Beispiel #9
0
 def enableVertexAttribArray(self, varName):
     assert varName in self.shaderVars, 'Variable %s not found' % varName
     v = self.shaderVars[varName]
     q,l,t = v['qualifier'],v['location'],v['type']
     if l == -1:
         if not v['reported']:
             print('COULD NOT FIND %s' % (varName))
             v['reported'] = True
         return
     if DEBUG_PRINT:
         print('enable vertattrib array: %s (%s,%d,%s)' % (varName, q, l, t))
     bgl.glEnableVertexAttribArray(l)
     if self.checkErrors:
         self.drawing.glCheckError('enableVertexAttribArray %s' % varName)
Beispiel #10
0
    def init_opengl(self, engine, scene):
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)

        self.generate_texture()

        engine.bind_display_space_shader(scene)

        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        position = [
            0.0, 0.0, self.width, 0.0, self.width, self.height, 0.0,
            self.height
        ]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)

        engine.unbind_display_space_shader()
Beispiel #11
0
Datei: zu.py Projekt: vktec/zu
    def prepare_viewport(self, ctx, dg):
        width, height = ctx.region.width, ctx.region.height
        self.dim = (width, height)

        buf = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_DRAW_FRAMEBUFFER_BINDING, buf)
        fb = buf[0]

        self.genfb(width, height)

        bgl.glGenVertexArrays(1, buf)
        self.vao = buf[0]
        bgl.glBindVertexArray(self.vao)

        quad = bgl.Buffer(bgl.GL_FLOAT, 2 * 4,
                          [0, 0, width, 0, width, height, 0, height])
        uv = bgl.Buffer(bgl.GL_FLOAT, 2 * 4, [0, 0, 1, 0, 1, 1, 0, 1])

        self.bind_display_space_shader(dg.scene)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, buf)
        self.unbind_display_space_shader()
        self.quad_in = bgl.glGetAttribLocation(buf[0], "pos")
        self.uv_in = bgl.glGetAttribLocation(buf[0], "texCoord")

        bgl.glEnableVertexAttribArray(self.quad_in)
        bgl.glEnableVertexAttribArray(self.uv_in)

        self.vtx_buf = bgl.Buffer(bgl.GL_INT, 2)
        bgl.glGenBuffers(2, self.vtx_buf)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vtx_buf[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 2 * 4 * 4, quad,
                         bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(self.quad_in, 2, bgl.GL_FLOAT, bgl.GL_FALSE,
                                  0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vtx_buf[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 2 * 4 * 4, uv,
                         bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(self.uv_in, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0,
                                  None)

        bgl.glDisableVertexAttribArray(self.quad_in)
        bgl.glDisableVertexAttribArray(self.uv_in)

        bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, fb)
Beispiel #12
0
    def vertexAttribPointer(self, vbo, varName, size, gltype, normalized=bgl.GL_FALSE, stride=0, buf=buf_zero, enable=True):
        assert varName in self.shaderVars, 'Variable %s not found' % varName
        v = self.shaderVars[varName]
        q,l,t = v['qualifier'],v['location'],v['type']
        if l == -1:
            if not v['reported']:
                print('COULD NOT FIND %s' % (varName))
                v['reported'] = True
            return

        if DEBUG_PRINT:
            print('assign (enable=%s) vertattrib pointer: %s (%s,%d,%s) = %d (%dx%s,normalized=%s,stride=%d)' % (str(enable), varName, q, l, t, vbo, size, self.gltype_names[gltype], str(normalized),stride))
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vbo)
        bgl.glVertexAttribPointer(l, size, gltype, normalized, stride, buf)
        if self.checkErrors:
            self.drawing.glCheckError('vertexAttribPointer %s' % varName)
        if enable: bgl.glEnableVertexAttribArray(l)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
Beispiel #13
0
Datei: zu.py Projekt: vktec/zu
    def view_draw(self, ctx, dg):
        if self.scene is None:
            return

        buf = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_DRAW_FRAMEBUFFER_BINDING, buf)
        if buf[0] == 0:
            return

        width, height = ctx.region.width, ctx.region.height
        if self.dim != (width, height):
            self.delfb()
            self.prepare_viewport(ctx, dg)

        # Render the scene
        bgl.glViewport(0, 0, width, height)
        cam = ctx.region_data.perspective_matrix
        zu.scene_cam(self.scene, mat(cam))
        zu.scene_draw(self.scene, self.fb)

        # Copy the rendered scene to the viewport (through the color space adjustment shader)
        bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, buf[0])
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

        self.bind_display_space_shader(dg.scene)
        bgl.glBindVertexArray(self.vao)
        bgl.glEnableVertexAttribArray(self.quad_in)
        bgl.glEnableVertexAttribArray(self.uv_in)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.tex)
        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
        bgl.glDisableVertexAttribArray(self.quad_in)
        bgl.glDisableVertexAttribArray(self.uv_in)
        bgl.glBindVertexArray(0)

        self.unbind_display_space_shader()
        bgl.glDisable(bgl.GL_BLEND)
Beispiel #14
0
    def Draw(self, index_offset):
        self.first_index = index_offset
        bgl.glUseProgram(self.shader.program)
        bgl.glBindVertexArray(self.vao[0])

        bgl.glUniformMatrix4fv(self.unif_MV, 1, bgl.GL_TRUE, self.MV)
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)

        if self.draw_tris:
            bgl.glUniform1f(self.unif_offset, float(index_offset)) # bgl has no glUniform1ui :\

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
            bgl.glEnableVertexAttribArray(self.attr_pos)
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)

            bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, self.num_tris * 3)

            index_offset += self.num_tris
            bgl.glDepthRange(-0.00005, 0.99995)

        if self.draw_edges:
            bgl.glUniform1f(self.unif_offset, float(index_offset)) #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_edges * 2)

            index_offset += self.num_edges

        if self.draw_verts:
            bgl.glUniform1f(self.unif_offset, float(index_offset)) #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_looseverts_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_verts)

        bgl.glDepthRange(0.0, 1.0)
Beispiel #15
0
    def __init__(self, img):
        print('CustomDrawData.__init__()')

        self.img = img

        width, height = self.dimensions = self.img.size

        imgbytes = img.transpose(Image.FLIP_TOP_BOTTOM).tobytes()
        nimg = numpy.frombuffer(imgbytes, dtype=numpy.uint8)
        nimg = nimg.astype(numpy.float32) / 255.0

        pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, nimg)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height,
                         0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_NEAREST)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #16
0
def gpu_Indices_enable_state():
    _store_current_shader_state(PreviousGLState)
    bgl.glUseProgram(GPU_Indices.shader.program)
    bgl.glEnableVertexAttribArray(GPU_Indices.attr_pos)
    bgl.glEnableVertexAttribArray(GPU_Indices.attr_primitive_id)
Beispiel #17
0
    def __init__(self, dimensions):
        global urhoImage
        # Generate dummy float image buffer
        self.dimensions = dimensions
        width, height = dimensions

        print("NEW CUSTOMDRAWDATA with resolution %s:%s" % (width, height))

        blank = Image.new('RGBA', (width, height), (100, 100, 100, 255))
        blank.alpha_composite(urhoImage,
                              dest=(int(width / 2 - urhoImage.width / 2),
                                    int(height / 2 - urhoImage.height / 2)))

        #self.pixels = [255,0,0,255] * width * height
        self.pixels = list(blank.tobytes())
        self.pixels = bgl.Buffer(bgl.GL_BYTE, width * height * 4, self.pixels)

        # Generate texture
        self.updateTextureOnDraw = False
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, width, height, 0,
                         bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, self.pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
    def Draw(self, index_offset):
        self.first_index = index_offset
        bgl.glUseProgram(self.shader.program)
        bgl.glBindVertexArray(self.vao[0])

        bgl.glUniformMatrix4fv(self.unif_MV, 1, bgl.GL_TRUE, self.MV)
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)

        if self.draw_tris:
            bgl.glUniform1f(self.unif_offset,
                            float(index_offset))  # bgl has no glUniform1ui :\

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
            bgl.glEnableVertexAttribArray(self.attr_pos)
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)

            bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, self.num_tris * 3)

            index_offset += self.num_tris
            bgl.glDepthRange(-0.00005, 0.99995)

        if self.draw_edges:
            bgl.glUniform1f(self.unif_offset,
                            float(index_offset))  #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_edges * 2)

            index_offset += self.num_edges

        if self.draw_verts:
            bgl.glUniform1f(self.unif_offset,
                            float(index_offset))  #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER,
                             self.vbo_looseverts_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_verts)

        bgl.glDepthRange(0.0, 1.0)
Beispiel #19
0
    def try_initialize(self):
        if self.initialized:
            return

        self.initialized = True

        resx, resy = self.resx, self.resy
        width, height = self.dimensions
        self.pixels = bgl.Buffer(bgl.GL_FLOAT, resx * resy * 3, self.pixels_np)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGB16F, resx, resy, 0,
                         bgl.GL_RGB, bgl.GL_FLOAT, self.pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S,
                            bgl.GL_CLAMP_TO_EDGE)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T,
                            bgl.GL_CLAMP_TO_EDGE)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #20
0
    def __init__(self, viewport_dimensions, image_dimensions, pixels):
        self.log = logging.getLogger('blospray')

        self.log.info('CustomDrawData.__init__(viewport_dimensions=%s, image_dimensions=%s, fbpixels=%s) [%s]' % \
            (viewport_dimensions, image_dimensions, pixels.shape, self))

        viewport_width, viewport_height = self.viewport_dimensions = viewport_dimensions
        image_width, image_height = self.image_dimensions = image_dimensions

        assert pixels is not None
        pixels = bgl.Buffer(bgl.GL_FLOAT, image_width * image_height * 4,
                            pixels)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, image_width,
                         image_height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_NEAREST)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        position = [
            0.0, 0.0, viewport_width, 0.0, viewport_width, viewport_height,
            0.0, viewport_height
        ]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #21
0
    def __init__(self, scene, dimensions, perspective, blocksize):
        print('redraw!')
        # Generate dummy float image buffer
        self.dimensions = dimensions
        self.perspective = perspective
        width, height = dimensions

        resx, resy = scene.res
        if blocksize != 0:
            resx //= blocksize
            resy //= blocksize

        pixels = np.empty(resx * resy * 3, np.float32)
        scene._fast_export_image(pixels, blocksize)
        self.pixels = bgl.Buffer(bgl.GL_FLOAT, resx * resy * 3, pixels)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGB16F, resx, resy, 0,
                         bgl.GL_RGB, bgl.GL_FLOAT, self.pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S,
                            bgl.GL_CLAMP_TO_EDGE)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T,
                            bgl.GL_CLAMP_TO_EDGE)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #22
0
    def __init__(self, dimensions, perspective, region3d):
        self.dimensions = dimensions
        self.perspective = perspective

        width = bpy.context.scene.tina_resolution_x
        height = bpy.context.scene.tina_resolution_y
        pixels = worker.render_main(width, height, region3d)

        # Generate dummy image buffer
        pixels = bgl.Buffer(bgl.GL_INT, width * height, pixels)

        # Generate texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height,
                         0, bgl.GL_RGBA, bgl.GL_UNSIGNED_INT_8_8_8_8_REV,
                         pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        bgl.glUseProgram(self.program)

        # Generate vertex array
        self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vertex_array)
        bgl.glBindVertexArray(self.vertex_array[0])

        texturecoord_location = bgl.glGetAttribLocation(
            self.program, "texCoord")
        position_location = bgl.glGetAttribLocation(self.program, "pos")
        tex0_location = bgl.glGetAttribLocation(self.program, "tex0")

        bgl.glUniform1i(tex0_location, 0)

        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        # Generate geometry buffers for drawing textured quad
        width, height = dimensions
        position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)

        bgl.glGenBuffers(2, self.vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
Beispiel #23
0
def draw_view():

    ######################
    ######## BIND ########
    ######################

    first_time = not bgl.glIsVertexArray(namespace['vao'][0])

    if first_time:
        namespace['uniform_set'] = False

        # Unlike VBOs, a VAO has to be generated and deleted from within the draw callback in which it will be bound.
        bgl.glGenVertexArrays(1, namespace['vao'])
        bgl.glBindVertexArray(namespace['vao'][0])

        float_byte_count = 4

        # Attribute: "point", 3D float vector
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, namespace['vbo_point'][0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER,
                         len(namespace['data_point']) * float_byte_count,
                         namespace['data_point'], bgl.GL_DYNAMIC_DRAW)

        bgl.glVertexAttribPointer(0, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
        bgl.glEnableVertexAttribArray(0)

        # Attribute: "color", 4D float vector
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, namespace['vbo_color'][0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER,
                         len(namespace['data_color']) * float_byte_count,
                         namespace['data_color'], bgl.GL_DYNAMIC_DRAW)

        bgl.glVertexAttribPointer(1, 4, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
        bgl.glEnableVertexAttribArray(1)

        bgl.glBindVertexArray(0)

    ######################
    ######## DRAW ########
    ######################

    bgl.glEnable(bgl.GL_BLEND)

    bgl.glUseProgram(namespace['shader_program'])

    if not namespace['uniform_set']:
        bgl.glUniformMatrix4fv(
            namespace['perspective_uniform_location'],
            1,
            bgl.
            GL_TRUE,  # Matrices in Blender are row-major while matrices in OpenGL are column-major, so Blender's perspective matrix has to be transposed for OpenGL.
            namespace['projection_matrix'])

        # In this case I only want to update the uniform once, even though namespace['projection_matrix'] is being updated constantly.
        namespace['uniform_set'] = True

    bgl.glBindVertexArray(namespace['vao'][0])
    bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, 3)

    bgl.glUseProgram(0)
    bgl.glBindVertexArray(0)

    bgl.glDisable(bgl.GL_BLEND)