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zu.py
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zu.py
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import bpy
import bgl
import ext_zu as zu
def mat(m):
return [c for v in m for c in v]
def glerr(msg="OpenGL error"):
err = bgl.glGetError()
if err == 0:
return
glmsg = {
bgl.GL_INVALID_ENUM: "invalid enum",
bgl.GL_INVALID_VALUE: "invalid value",
bgl.GL_INVALID_OPERATION: "invalid operation",
bgl.GL_INVALID_FRAMEBUFFER_OPERATION: "invalid framebuffer operation",
bgl.GL_OUT_OF_MEMORY: "out of memory",
}.get(err, "unknown ({:x})".format(err))
raise RuntimeError(msg + ": " + glmsg)
def obj_has_mesh(obj):
return obj.type in ['MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'VOLUME']
def update_obj_geom(zu_obj, bl_obj):
mesh = bl_obj.to_mesh()
mesh.calc_loop_triangles()
vert = []
if mesh.vertex_colors.active is not None:
vert_clr = []
else:
vert_clr = None
for tri in mesh.loop_triangles:
for i in tri.loops:
loop = mesh.loops[i]
vert += list(mesh.vertices[loop.vertex_index].co)
if vert_clr is not None:
color = mesh.vertex_colors.active.data[i]
vert_clr += list(color.color)
zu.obj_geom(zu_obj, vert)
if vert_clr is not None:
zu.obj_vert_clr(zu_obj, vert_clr)
zu.obj_upload(zu_obj)
class ZuRenderEngine(bpy.types.RenderEngine):
bl_idname = 'ZU'
bl_label = 'Zu'
bl_use_preview = True
def __init__(self):
self.scene = None
self.objects = None
self.vtx_buf = None
self.vao = None
self.tex = None
self.depth = None
self.fb = None
self.dim = None
def __del__(self):
if not hasattr(self, "scene"):
# Sometimes it's not properly initialized for some reason
return
self.delfb()
del self.objects
del self.scene
def genfb(self, width, height):
buf = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenFramebuffers(1, buf)
self.fb = buf[0]
bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.fb)
bgl.glGenTextures(1, buf)
self.tex = buf[0]
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.tex)
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, None)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
bgl.glFramebufferTexture(bgl.GL_FRAMEBUFFER, bgl.GL_COLOR_ATTACHMENT0, self.tex, 0);
bgl.glGenRenderbuffers(1, buf)
self.depth = buf[0]
bgl.glBindRenderbuffer(bgl.GL_RENDERBUFFER, self.depth)
bgl.glRenderbufferStorage(bgl.GL_RENDERBUFFER, bgl.GL_DEPTH_COMPONENT, width, height)
bgl.glFramebufferRenderbuffer(bgl.GL_FRAMEBUFFER, bgl.GL_DEPTH_ATTACHMENT, bgl.GL_RENDERBUFFER, self.depth)
status = bgl.glCheckFramebufferStatus(bgl.GL_FRAMEBUFFER)
if status == 0:
glerr("Could not get framebuffer status")
elif status != bgl.GL_FRAMEBUFFER_COMPLETE:
msg = {
bgl.GL_FRAMEBUFFER_UNDEFINED: "undefined",
bgl.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: "incomplete attachment",
bgl.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: "missing attachment",
bgl.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: "incomplete draw buffer",
bgl.GL_FRAMEBUFFER_UNSUPPORTED: "unsupported",
bgl.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: "incomplete multisample",
bgl.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: "incomplete layer targets",
}.get(status, "unknown ({:x})".format(status))
raise RuntimeError("Could not initialize GL framebuffer: " + msg)
def delfb(self):
buf = bgl.Buffer(bgl.GL_INT, 1)
if self.vtx_buf is not None:
bgl.glDeleteBuffers(2, self.vtx_buf)
self.vtx_buf = None
if self.vao is not None:
buf[0] = self.vao
bgl.glDeleteVertexArrays(1, buf)
self.vao = None
if self.tex is not None:
buf[0] = self.tex
bgl.glDeleteTextures(1, buf)
self.tex = None
if self.depth is not None:
buf[0] = self.depth
bgl.glDeleteRenderbuffers(1, buf)
self.depth = None
if self.fb is not None:
buf[0] = self.fb
bgl.glDeleteFramebuffers(1, buf)
self.fb = None
def render(self, dg):
scene = dg.scene
scale = scene.render.resolution_percentage / 100.0
width = int(scene.render.resolution_x * scale)
height = int(scene.render.resolution_y * scale)
zu.blen_gl_enable()
try:
# Create drawing target
self.genfb(width, height)
# Prep Zu scene
self.scene = zu.scene_new()
view_mat = self.camera_model_matrix(scene.camera)
view_mat.invert()
win_mat = scene.camera.calc_matrix_camera(dg, x=width, y=height)
cam = win_mat @ view_mat
zu.scene_cam(self.scene, mat(cam))
self.load_dg(dg)
# Render
bgl.glViewport(0,0,width,height)
zu.scene_draw(self.scene, self.fb)
# Retrieve texture data
pixels = bgl.Buffer(bgl.GL_FLOAT, width*height*4)
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
# Copy pixel data to output
result = self.begin_result(0, 0, width, height)
layer = result.layers[0].passes["Combined"]
pixels = pixels.to_list()
layer.rect = list(zip(*[pixels[i::4] for i in range(4)])) # FIXME: holy fuck this is slow
self.end_result(result)
finally:
del self.objects
self.objects = None
del self.scene
self.scene = None
bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, 0)
self.delfb()
zu.blen_gl_disable()
def load_dg(self, dg):
self.objects = {}
for obj in dg.objects:
if not obj_has_mesh(obj):
continue
zu_obj = zu.obj_new(self.scene)
update_obj_geom(zu_obj, obj)
zu.obj_transform(zu_obj, mat(obj.matrix_world))
zu.obj_color(zu_obj, list(obj.color))
self.objects[obj.name_full] = zu_obj
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)
def view_update(self, ctx, dg):
if self.scene is None:
self.scene = zu.scene_new()
self.prepare_viewport(ctx, dg)
self.load_dg(dg)
else:
for update in dg.updates:
if not isinstance(update.id, bpy.types.Object):
continue
if not obj_has_mesh(update.id):
continue
if update.id.name_full not in self.objects:
self.objects[update.id.name_full] = zu.obj_new(self.scene)
zu_obj = self.objects[update.id.name_full]
if update.is_updated_geometry:
update_obj_geom(zu_obj, update.id)
if update.is_updated_transform:
zu.obj_transform(zu_obj, mat(update.id.matrix_world))
zu.obj_color(zu_obj, list(update.id.color))
removed = []
if dg.id_type_updated('OBJECT'):
for k, obj in self.objects.items():
if k not in dg.objects:
zu.obj_hide(self.objects[k]) # In case it's not deleted immediately
removed.append(k)
for k in removed:
del self.objects[k]
self.view_draw(ctx, dg)
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)
def compatible_panels():
incompatible_panels = {
}
for panel in bpy.types.Panel.__subclasses__():
if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:
if panel.__name__ not in incompatible_panels:
yield panel
def register():
bpy.utils.register_class(ZuRenderEngine)
for panel in compatible_panels():
panel.COMPAT_ENGINES.add(ZuRenderEngine.bl_idname);
def unregister():
bpy.utils.unregister_class(ZuRenderEngine)
for panel in compatible_panels():
if ZuRenderEngine.bl_idname in panel.COMPAT_ENGINES:
panel.COMPAT_ENGINES.remove(ZuRenderEngine.bl_idname);
if __name__=='__main__':
register()