def init_opengl(cls):
        # OpenGL was already initialized, nothing to do here.
        if cls.shader is not None:
            return

        cls.shader = Shader(
            load_shader('3D_vert.glsl'),
            None,
            load_shader('primitive_id_frag.glsl'),
        )

        cls.unif_use_clip_planes = bgl.glGetUniformLocation(
            cls.shader.program, 'use_clip_planes')
        cls.unif_clip_plane = bgl.glGetUniformLocation(cls.shader.program,
                                                       'clip_plane')

        cls.unif_MVP = bgl.glGetUniformLocation(cls.shader.program, 'MVP')
        cls.unif_MV = bgl.glGetUniformLocation(cls.shader.program, 'MV')
        cls.unif_offset = bgl.glGetUniformLocation(cls.shader.program,
                                                   'offset')

        cls.attr_pos = bgl.glGetAttribLocation(cls.shader.program, 'pos')
        cls.attr_primitive_id = bgl.glGetAttribLocation(
            cls.shader.program, 'primitive_id')

        cls.P = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
        cls.MV = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        # returns of public API #
        cls.vert_index = bgl.Buffer(bgl.GL_INT, 1)

        cls.tri_co = bgl.Buffer(bgl.GL_FLOAT, (3, 3))
        cls.edge_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
        cls.vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)
Ejemplo n.º 2
0
    def init_opengl(cls):
        # OpenGL was already initialized, nothing to do here.
        if cls.shader is not None:
            return

        import atexit

        # Make sure we only registered the callback once.
        atexit.unregister(cls.end_opengl)
        atexit.register(cls.end_opengl)

        cls.shader = Shader(
            load_shader('3D_vert.glsl'),
            None,
            load_shader('primitive_id_frag.glsl'),
        )

        cls.unif_use_clip_planes = bgl.glGetUniformLocation(
            cls.shader.program, 'use_clip_planes')
        cls.unif_clip_plane = bgl.glGetUniformLocation(cls.shader.program,
                                                       'clip_plane')

        cls._NULL = gl_buffer_void_as_long(0)

        cls.unif_MVP = bgl.glGetUniformLocation(cls.shader.program, 'MVP')
        cls.unif_MV = bgl.glGetUniformLocation(cls.shader.program, 'MV')
        cls.unif_offset = bgl.glGetUniformLocation(cls.shader.program,
                                                   'offset')

        cls.attr_pos = bgl.glGetAttribLocation(cls.shader.program, 'pos')
        cls.attr_primitive_id = bgl.glGetAttribLocation(
            cls.shader.program, 'primitive_id')

        cls.P = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
        cls.MV = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
        cls.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        # returns of public API #
        cls.vert_index = bgl.Buffer(bgl.GL_INT, 1)

        cls.tri_co = bgl.Buffer(bgl.GL_FLOAT, (3, 3))
        cls.edge_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
        cls.vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)
Ejemplo n.º 3
0
    def init_opengl(cls):
        # OpenGL was already initialized, nothing to do here.
        if cls.shader is not None:
            return

        import atexit

        # Make sure we only registered the callback once.
        atexit.unregister(cls.end_opengl)
        atexit.register(cls.end_opengl)

        cls.shader = Shader(
            load_shader('3D_vert.glsl'),
            None,
            load_shader('primitive_id_frag.glsl'),
        )

        cls.unif_use_clip_planes = bgl.glGetUniformLocation(cls.shader.program, 'use_clip_planes')
        cls.unif_clip_plane = bgl.glGetUniformLocation(cls.shader.program, 'clip_plane')

        cls._NULL = gl_buffer_void_as_long(0)

        cls.unif_MVP = bgl.glGetUniformLocation(cls.shader.program, 'MVP')
        cls.unif_MV = bgl.glGetUniformLocation(cls.shader.program, 'MV')
        cls.unif_offset = bgl.glGetUniformLocation(cls.shader.program, 'offset')

        cls.attr_pos = bgl.glGetAttribLocation(cls.shader.program, 'pos')
        cls.attr_primitive_id = bgl.glGetAttribLocation(cls.shader.program, 'primitive_id')

        cls.P = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
        cls.MV = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
        cls.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        # returns of public API #
        cls.vert_index = bgl.Buffer(bgl.GL_INT, 1)

        cls.tri_co = bgl.Buffer(bgl.GL_FLOAT, (3, 3))
        cls.edge_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
        cls.vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)
Ejemplo n.º 4
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def draw_vertex_array(key, mode, dimensions, color):
    if key in VAO and VAO[key] and program:
        vao = VAO[key]

        bgl.glUseProgram(program)
        bgl.glUniform4f(bgl.glGetUniformLocation(program, "color"), *color)

        bgl.glEnableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glVertexPointer(dimensions, bgl.GL_FLOAT, 0, vao)
        bgl.glDrawArrays(mode, 0, int(len(vao) / dimensions))

        bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glUseProgram(0)
Ejemplo n.º 5
0
    def preExecute(self, refholder):
        # pass
        self.rdData[self.name] = {}

        D = bpy.data
        textureName = self.nodeTree.name + " - " + self.identifier
        resolution = self.nodeTree.properties.TextureResolution
        if textureName in D.images:
            D.images.remove(D.images[textureName])

        image = bpy.data.images.new(textureName,
                                    width=resolution,
                                    height=resolution)

        self.rdData[self.name]["image"] = image
        npImage = np.asarray(image.pixels, dtype="float")
        self.rdData[self.name]["npArray"] = npImage.reshape(
            resolution, resolution, image.channels)

        vertex_shader = bgl_helper.createShader(bgl.GL_VERTEX_SHADER,
                                                self.vertex_source)
        fragment_shader = bgl_helper.createShader(bgl.GL_FRAGMENT_SHADER,
                                                  self.fragment_source)
        self.rdData[self.name]["program"] = bgl_helper.createProgram(
            vertex_shader, fragment_shader)
        self.rdData[self.name]["prev_program"] = bgl.Buffer(bgl.GL_INT, [1])
        self.rdData[self.name]["buffer"] = bgl.Buffer(bgl.GL_FLOAT,
                                                      (resolution**2) * 4)

        program = self.rdData[self.name]["program"]

        self.rdData[self.name]["dt_loc"] = bgl.glGetUniformLocation(
            program, "timestep")
        self.rdData[self.name]["step_loc"] = bgl.glGetUniformLocation(
            program, "step")
        self.rdData[self.name]["da_loc"] = bgl.glGetUniformLocation(
            program, "du")
        self.rdData[self.name]["db_loc"] = bgl.glGetUniformLocation(
            program, "dv")
        self.rdData[self.name]["kill_loc"] = bgl.glGetUniformLocation(
            program, "k")
        self.rdData[self.name]["feed_loc"] = bgl.glGetUniformLocation(
            program, "f")
Ejemplo n.º 6
0
class GPU_Indices_Mesh():
    shader = Shader(
        load_shader('3D_vert.glsl'),
        None,
        load_shader('primitive_id_frag.glsl'),
    )

    unif_use_clip_planes = bgl.glGetUniformLocation(shader.program,
                                                    'use_clip_planes')
    unif_clip_plane = bgl.glGetUniformLocation(shader.program, 'clip_plane')

    unif_MVP = bgl.glGetUniformLocation(shader.program, 'MVP')
    unif_MV = bgl.glGetUniformLocation(shader.program, 'MV')
    unif_offset = bgl.glGetUniformLocation(shader.program, 'offset')

    attr_pos = bgl.glGetAttribLocation(shader.program, 'pos')
    attr_primitive_id = bgl.glGetAttribLocation(shader.program, 'primitive_id')

    P = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
    MV = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

    # returns of public API #
    vert_index = bgl.Buffer(bgl.GL_INT, 1)

    tri_co = bgl.Buffer(bgl.GL_FLOAT, (3, 3))
    edge_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
    vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)

    def __init__(self, obj, draw_tris, draw_edges, draw_verts):
        self._NULL = VoidBufValue(0)

        self.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        self.obj = obj
        self.draw_tris = draw_tris
        self.draw_edges = draw_edges
        self.draw_verts = draw_verts

        self.vbo = None
        self.vbo_tris = None
        self.vbo_edges = None
        self.vbo_verts = None

        ## Create VAO ##
        self.vao = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, self.vao)
        bgl.glBindVertexArray(self.vao[0])

        ## Init Array ##
        mesh_arrays = _Mesh_Arrays(obj, draw_tris, draw_edges, draw_verts)

        ## Create VBO for vertices ##
        if mesh_arrays.verts_co is None:
            self.draw_tris = False
            self.draw_edges = False
            self.draw_verts = False
            return

        if False:  # Blender 2.8
            self.vbo_len = len(mesh_arrays.verts_co)

            self.vbo = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.vbo_len * 12,
                             np_array_as_bgl_Buffer(mesh_arrays.verts_co),
                             bgl.GL_STATIC_DRAW)

        ## Create VBO for Tris ##
        if mesh_arrays.tri_verts is not None:
            self.tri_verts = mesh_arrays.tri_verts
            self.num_tris = len(self.tri_verts)

            np_tris_co = mesh_arrays.verts_co[mesh_arrays.tri_verts]
            self.vbo_tris = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_tris)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_tris * 36,
                             np_array_as_bgl_Buffer(np_tris_co),
                             bgl.GL_STATIC_DRAW)
            del np_tris_co

            tri_indices = np.repeat(np.arange(self.num_tris, dtype='f4'), 3)
            self.vbo_tri_indices = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_tri_indices)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_tris * 12,
                             np_array_as_bgl_Buffer(tri_indices),
                             bgl.GL_STATIC_DRAW)
            del tri_indices

        else:
            self.num_tris = 0
            self.draw_tris = False

        ## Create VBO for Edges ##
        if mesh_arrays.edge_verts is not None:
            self.edge_verts = mesh_arrays.edge_verts
            self.num_edges = len(self.edge_verts)

            np_edges_co = mesh_arrays.verts_co[mesh_arrays.edge_verts]
            self.vbo_edges = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_edges)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_edges * 24,
                             np_array_as_bgl_Buffer(np_edges_co),
                             bgl.GL_STATIC_DRAW)
            del np_edges_co

            edge_indices = np.repeat(np.arange(self.num_edges, dtype='f4'), 2)
            self.vbo_edge_indices = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_edge_indices)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_edges * 8,
                             np_array_as_bgl_Buffer(edge_indices),
                             bgl.GL_STATIC_DRAW)
            del edge_indices
        else:
            self.num_edges = 0
            self.draw_edges = False

        ## Create EBO for Loose Verts ##
        if mesh_arrays.looseverts is not None:
            self.looseverts = mesh_arrays.looseverts
            self.num_verts = len(mesh_arrays.looseverts)

            np_lverts_co = mesh_arrays.verts_co[mesh_arrays.looseverts]
            self.vbo_verts = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_verts)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_verts * 12,
                             np_array_as_bgl_Buffer(np_lverts_co),
                             bgl.GL_STATIC_DRAW)
            del np_lverts_co

            looseverts_indices = np.arange(self.num_verts, dtype='f4')
            self.vbo_looseverts_indices = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_looseverts_indices)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER,
                             self.vbo_looseverts_indices[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_verts * 4,
                             np_array_as_bgl_Buffer(looseverts_indices),
                             bgl.GL_STATIC_DRAW)
            del looseverts_indices
        else:
            self.num_verts = 0
            self.draw_verts = False

        del mesh_arrays

        bgl.glBindVertexArray(0)

    def get_tot_elems(self):
        tot = 0

        if self.draw_tris:
            tot += self.num_tris

        if self.draw_edges:
            tot += self.num_edges

        if self.draw_verts:
            tot += self.num_verts

        return tot

    def set_draw_mode(self, draw_tris, draw_edges, draw_verts):
        self.draw_tris = draw_tris and self.vbo_tris
        self.draw_edges = draw_edges and self.vbo_edges
        self.draw_verts = draw_verts and self.vbo_verts

    def set_ModelViewMatrix(self, MV):
        self.MV[:] = MV[:]
        self.MVP[:] = Matrix(self.P) * MV

    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.buf)

            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.buf)

            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.buf)
            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.buf)
            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.buf)
            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.buf)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

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

        bgl.glDepthRange(0.0, 1.0)

    def get_tri_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 36, 36,
                               self.tri_co)
        bgl.glBindVertexArray(0)
        return self.tri_co

    def get_edge_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 24, 24,
                               self.edge_co)
        bgl.glBindVertexArray(0)
        return self.edge_co

    def get_loosevert_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 12, 12,
                               self.vert_co)
        bgl.glBindVertexArray(0)
        return self.vert_co

    def get_tri_verts(self, index):
        return self.tri_verts[index]

    def get_edge_verts(self, index):
        return self.edge_verts[index]

    def get_loosevert_index(self, index):
        return self.looseverts[index]

    def __del__(self):
        del self._NULL

        if self.vbo_tris:
            bgl.glDeleteBuffers(1, self.vbo_tris)
            bgl.glDeleteBuffers(1, self.vbo_tri_indices)
            del self.tri_verts

        if self.vbo_edges:
            bgl.glDeleteBuffers(1, self.vbo_edges)
            bgl.glDeleteBuffers(1, self.vbo_edge_indices)
            del self.edge_verts

        if self.vbo_verts:
            bgl.glDeleteBuffers(1, self.vbo_verts)
            bgl.glDeleteBuffers(1, self.vbo_looseverts_indices)
            del self.looseverts

        bgl.glDeleteVertexArrays(1, self.vao)
def image_to_KK(image, lut_name):
    width = image.size[0]
    height = image.size[1]

    # Some Sauce
    vertex_default = '''
    in vec2 a_position;
    in vec2 a_texcoord;

    void main() {
        gl_Position = vec4(a_position, 0.0, 1.0);
    }
    '''

    # The Secret Sauce
    current_code = '''
    uniform sampler2D tex0;
    uniform sampler2D lut;
    uniform vec2    u_resolution;

    vec3 to_srgb(vec3 c){
        c.rgb = max( 1.055 * pow( c.rgb, vec3(0.416666667,0.416666667,0.416666667) ) - 0.055, 0 );
        return c;
    }
    
    vec3 apply_lut(vec3 color) {
        const vec3 coord_scale = vec3(0.0302734375, 0.96875, 31.0);
        const vec3 coord_offset = vec3( 0.5/1024, 0.5/32, 0.0);
        const vec2 texel_height_X0 = vec2( 0.03125, 0.0 );
        
        vec3 coord = color * coord_scale + coord_offset;
        
        vec3 coord_frac = fract( coord );
        vec3 coord_floor = coord - coord_frac;
        vec2 coord_bot = coord.xy + coord_floor.zz * texel_height_X0;
        vec2 coord_top = coord_bot + texel_height_X0;

        vec3 lutcol_bot = texture2D( lut, coord_bot ).rgb;
        vec3 lutcol_top = texture2D( lut, coord_top ).rgb;
        
        vec3 lutColor = mix(lutcol_bot, lutcol_top, coord_frac.z);
        
        return lutColor;
    }

    void main() {
        vec4 texRGBA = texture2D(tex0, gl_FragCoord.xy / u_resolution);

        vec3 texColor = to_srgb(texRGBA.rgb);

        vec3 newColor = apply_lut(texColor);

        newColor = to_srgb(newColor);
        
        gl_FragColor = vec4(newColor.rgb, texRGBA.a);
    }
    '''

    # This object gives access to off screen buffers.
    offscreen = gpu.types.GPUOffScreen(width, height)

    # Context manager to ensure balanced bind calls, even in the case of an error.
    # Only run if valid
    with offscreen.bind():

        # Clear buffers to preset values
        bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)

        # Initialize the shader
        # GPUShader combines multiple GLSL shaders into a program used for drawing.
        # It must contain a vertex and fragment shaders, with an optional geometry shader.
        shader = gpu.types.GPUShader(vertex_default, current_code)

        # Initialize the shader batch
        # It makes sure that all the vertex attributes necessary for a specific shader are provided.
        batch = batch_for_shader(
            shader,
            'TRI_FAN',
            {'a_position': ((-1, -1), (1, -1), (1, 1), (-1, 1))},
        )

        # Bind the shader object. Required to be able to change uniforms of this shader.
        shader.bind()

        bgl.glUniform1i(bgl.glGetUniformLocation(shader.program, "tex0"), 0)
        bgl.glUniform1i(bgl.glGetUniformLocation(shader.program, "lut"), 1)

        try:
            # Make sure image has a bindcode
            if image.bindcode == 0:
                for i in range(0, 20):
                    image.gl_load()
                    if image.bindcode != 0:
                        break

            # https://docs.blender.org/api/current/bgl.html
            bgl.glActiveTexture(bgl.GL_TEXTURE0)
            bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
            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.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                                bgl.GL_LINEAR)
            bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                                bgl.GL_LINEAR)

            # Specify the value of a uniform variable for the current program object.
            # In this case, an image.
            shader.uniform_int("tex0", 0)
        except ValueError:
            pass

        try:
            lut_image = bpy.data.images[lut_name]

            # Make sure image has a bindcode
            if lut_image.bindcode == 0:
                for i in range(0, 20):
                    lut_image.gl_load()
                    if lut_image.bindcode != 0:
                        break

            # https://docs.blender.org/api/current/bgl.html
            bgl.glActiveTexture(bgl.GL_TEXTURE1)
            bgl.glBindTexture(bgl.GL_TEXTURE_2D, lut_image.bindcode)
            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.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                                bgl.GL_LINEAR)
            bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                                bgl.GL_LINEAR)

            # Specify the value of a uniform variable for the current program object.
            # In this case, an image.
            shader.uniform_int("lut", 1)
        except ValueError:
            pass

        try:
            shader.uniform_float('u_resolution', (width, height))
        except ValueError:
            pass

        # Run the drawing program with the parameters assigned to the batch.
        batch.draw(shader)

        # The Buffer object is simply a block of memory that is delineated and initialized by the user.
        buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)

        # Select a color buffer source for pixels.
        bgl.glReadBuffer(bgl.GL_BACK)

        # Read a block of pixels from the frame buffer.
        bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA,
                         bgl.GL_UNSIGNED_BYTE, buffer)

    # Free the offscreen object. The framebuffer, texture and render objects will no longer be accessible.
    offscreen.free()

    # Return the final buffer-pixels
    pixels = [v / 255 for v in buffer]
    return pixels, width, height
Ejemplo n.º 8
0
    def execute(self, context):
        namespace['projection_matrix'] = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        namespace['points'] = (-0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.0, 0.5, 0.0)

        namespace['colors'] = (0.0, 1.0, 0.0, 0.5, 1.0, 1.0, 0.0, 0.5, 1.0,
                               0.0, 1.0, 0.5)

        namespace['data_point'] = bgl.Buffer(bgl.GL_FLOAT,
                                             len(namespace['points']),
                                             namespace['points'])
        namespace['data_color'] = bgl.Buffer(bgl.GL_FLOAT,
                                             len(namespace['colors']),
                                             namespace['colors'])

        namespace['vertex_shader_info'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['fragment_shader_info'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['shader_program_info'] = bgl.Buffer(bgl.GL_INT, 1)

        namespace['vao'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['vbo_point'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['vbo_color'] = bgl.Buffer(bgl.GL_INT, 1)

        bgl.glGenBuffers(1, namespace['vbo_point'])
        bgl.glGenBuffers(1, namespace['vbo_color'])

        # Shaders
        namespace['shader_program'] = bgl.glCreateProgram()

        namespace['vertex_shader'] = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        namespace['fragment_shader'] = bgl.glCreateShader(
            bgl.GL_FRAGMENT_SHADER)

        bgl.glShaderSource(namespace['vertex_shader'], vertex_shader_source)
        bgl.glShaderSource(namespace['fragment_shader'],
                           fragment_shader_source)

        bgl.glCompileShader(namespace['vertex_shader'])
        bgl.glCompileShader(namespace['fragment_shader'])

        bgl.glGetShaderiv(namespace['vertex_shader'], bgl.GL_COMPILE_STATUS,
                          namespace['vertex_shader_info'])
        bgl.glGetShaderiv(namespace['fragment_shader'], bgl.GL_COMPILE_STATUS,
                          namespace['fragment_shader_info'])

        if namespace['vertex_shader_info'][0] == bgl.GL_TRUE:
            print("Vertex shader compiled successfully.")
        elif namespace['vertex_shader_info'][0] == bgl.GL_FALSE:
            print("Vertex shader failed to compile.")

        if namespace['fragment_shader_info'][0] == bgl.GL_TRUE:
            print("Fragment shader compiled successfully.")
        elif namespace['fragment_shader_info'][0] == bgl.GL_FALSE:
            print("Fragment shader failed to compile.")

        bgl.glAttachShader(namespace['shader_program'],
                           namespace['vertex_shader'])
        bgl.glAttachShader(namespace['shader_program'],
                           namespace['fragment_shader'])

        bgl.glLinkProgram(namespace['shader_program'])

        bgl.glGetProgramiv(namespace['shader_program'], bgl.GL_LINK_STATUS,
                           namespace['shader_program_info'])

        if namespace['shader_program_info'][0] == bgl.GL_TRUE:
            print("Shader program linked successfully.")
        elif namespace['shader_program_info'][0] == bgl.GL_FALSE:
            print("Shader program failed to link.")

        # glGetUniformLocation can only be used after the shader program is linked, as stated in the OpenGL Specification.
        namespace['perspective_uniform_location'] = bgl.glGetUniformLocation(
            namespace['shader_program'], "perspective")

        bgl.glValidateProgram(namespace['shader_program'])

        bgl.glGetProgramiv(namespace['shader_program'], bgl.GL_VALIDATE_STATUS,
                           namespace['shader_program_info'])

        if namespace['shader_program_info'][0] == bgl.GL_TRUE:
            print("Shader program validated successfully.")
        elif namespace['shader_program_info'][0] == bgl.GL_FALSE:
            print("Shader program failed to validate.")

        draw_handler_add()

        namespace['timer'] = context.window_manager.event_timer_add(
            time_step=0.01, window=context.window)
        namespace['data_timer'] = bgl.Buffer(bgl.GL_FLOAT, 2, [
            math.sin(namespace['timer'].time_duration),
            math.sin(namespace['timer'].time_duration) * 2
        ])

        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}
Ejemplo n.º 9
0
class GPU_Indices:

    shader = gpu.types.GPUShader(vert_3d, primitive_id_frag)
    unif_MVP = bgl.glGetUniformLocation(shader.program, 'MVP')
    unif_offset = bgl.glGetUniformLocation(shader.program, 'offset')
    attr_pos = bgl.glGetAttribLocation(shader.program, 'pos')
    attr_primitive_id = bgl.glGetAttribLocation(shader.program, 'primitive_id')
    # returns of public API #
    knot_co = bgl.Buffer(bgl.GL_FLOAT, 3)
    seg_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
    origin_co = bgl.Buffer(bgl.GL_FLOAT, 3)

    def __init__(self, obj):

        self._NULL = VoidBufValue(0)

        self.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        # self.obj = obj
        self.first_index = 0

        self.vbo_segs = None
        self.vbo_segs_co = None

        self.vbo_origin = None
        self.vbo_origin_co = None

        self.num_segs = 0
        self.num_origins = 0
        self._draw_segs = False
        self._draw_origins = False
        self.is_mesh = False

        self.snap_mode = 0

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

        _arrays = _Object_Arrays(obj)

        if _arrays.segs_co:

            self.vbo_segs_co = bgl.Buffer(bgl.GL_INT, 1)
            self.num_segs = len(_arrays.segs_co)
            bgl.glGenBuffers(1, self.vbo_segs_co)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_segs_co[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_segs * 24, _arrays.segs_co, bgl.GL_STATIC_DRAW)

            segs_indices = np.repeat(np.arange(self.num_segs, dtype='f4'), 2)
            self.vbo_segs = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_segs)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_segs[0])
            bgl.glBufferData(
                bgl.GL_ARRAY_BUFFER, self.num_segs * 8, np_array_as_bgl_Buffer(segs_indices), bgl.GL_STATIC_DRAW
            )
            del segs_indices
            self._draw_segs = True

        # objects origin
        if _arrays.origin_co:

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

            self.num_origins = len(_arrays.origin_co)
            bgl.glGenBuffers(1, self.vbo_origin_co)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_origin_co[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_origins * 12, _arrays.origin_co, bgl.GL_STATIC_DRAW)

            orig_indices = np.arange(self.num_origins, dtype='f4')
            self.vbo_origin = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_origin)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_origin[0])
            bgl.glBufferData(
                bgl.GL_ARRAY_BUFFER, self.num_origins * 4, np_array_as_bgl_Buffer(orig_indices), bgl.GL_STATIC_DRAW
            )
            del orig_indices
            self.is_mesh = _arrays.is_mesh
            self._draw_origins = True
        del _arrays

        bgl.glBindVertexArray(0)

    def get_tot_elems(self):
        tot = 0
        if self.draw_segs:
            tot += self.num_segs
        if self.draw_origin:
            tot += self.num_origins
        return tot
    
    @property
    def draw_segs(self):
        return self._draw_segs and self.vbo_segs_co is not None

    def set_snap_mode(self, snap_mode):
        self.snap_mode = snap_mode

    @property
    def draw_origin(self):
        return (self._draw_origins or (self._draw_segs and self.is_mesh)) and self.vbo_origin_co is not None

    def set_draw_mode(self, draw_segs, draw_origin):
        self._draw_segs = draw_segs
        self._draw_origins = draw_origin

    @classmethod
    def set_ProjectionMatrix(cls, P):
        cls.P = P

    def set_ModelViewMatrix(self, MV):
        self.MVP[:] = self.P @ MV

    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(self, index_offset):
        self.first_index = index_offset
        bgl.glUseProgram(self.shader.program)
        bgl.glBindVertexArray(self.vao[0])
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)
        # bgl.glUniform1f(self.unif_size, float(2.0))

        if self.draw_segs:
            self.bind(self.vbo_segs_co, self.vbo_segs, index_offset)
            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_segs * 2)
            index_offset += self.num_segs

        if self.draw_origin:
            self.bind(self.vbo_origin_co, self.vbo_origin, index_offset)
            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_origins)
            index_offset += self.num_origins

        bgl.glBindVertexArray(0)

    def get_seg_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_segs_co[0])
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 24, 24, self.seg_co)
        bgl.glBindVertexArray(0)
        return self.seg_co

    def get_origin_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_origin_co[0])
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 12, 12, self.origin_co)
        bgl.glBindVertexArray(0)
        return self.origin_co

    def __del__(self):
        del self._NULL

        if self.vbo_segs_co:
            bgl.glDeleteBuffers(1, self.vbo_segs_co)
            bgl.glDeleteBuffers(1, self.vbo_segs)

        if self.vbo_origin_co:
            bgl.glDeleteBuffers(1, self.vbo_origin_co)
            bgl.glDeleteBuffers(1, self.vbo_origin)

        bgl.glDeleteVertexArrays(1, self.vao)
Ejemplo n.º 10
0
class GPU_Indices:

    #
    if bpy.app.version >= (2, 91, 0):
        shader = gpu.types.GPUShader(vert_3d, primitive_id_frag)
        unif_MVP = shader.uniform_from_name("MVP")
        unif_offset = shader.uniform_from_name("offset")
        attr_pos = shader.attr_from_name('pos')
        attr_primitive_id = shader.attr_from_name('primitive_id')
    else:
        from .utils_shader import Shader
        shader = Shader(gl_version + vert_3d, None, gl_version + primitive_id_frag)
        unif_MVP = bgl.glGetUniformLocation(shader.program, 'MVP')
        unif_offset = bgl.glGetUniformLocation(shader.program, 'offset')
        attr_pos = bgl.glGetAttribLocation(shader.program, 'pos')
        attr_primitive_id = bgl.glGetAttribLocation(shader.program, 'primitive_id')

    # returns of public API #

    # knot_co = bgl.Buffer(bgl.GL_FLOAT, 3)
    seg_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
    origin_co = bgl.Buffer(bgl.GL_FLOAT, 3)
    bounds_co = bgl.Buffer(bgl.GL_FLOAT, 3)

    def __init__(self, obj, typ):

        self._NULL = VoidBufValue(0)

        self.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        # self.obj = obj
        self.first_index = 0

        self.vbo_segs = None
        self.vbo_segs_co = None

        self.vbo_origin = None
        self.vbo_origin_co = None

        self.vbo_bounds = None
        self.vbo_bounds_co = None

        self.num_segs = 0
        self.num_origins = 0
        self.num_bounds = 0

        self._draw_segs = False
        self._draw_origins = False
        self._draw_bounds = False
        self.is_mesh = False

        self.snap_mode = 0

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

        bgl.glGenVertexArrays(1, self.vao)
        check_error("glGenVertexArrays(1, self.vao)")
        bgl.glBindVertexArray(self.vao[0])
        check_error("glBindVertexArray(self.vao[0])")

        _arrays = _Object_Arrays(obj, typ)

        if _arrays.segs_co:

            self.vbo_segs_co = bgl.Buffer(bgl.GL_INT, 1)
            self.num_segs = len(_arrays.segs_co)
            bgl.glGenBuffers(1, self.vbo_segs_co)
            check_error("glGenBuffers")
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_segs_co[0])
            check_error("glBindBuffer")
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_segs * 24, _arrays.segs_co, bgl.GL_STATIC_DRAW)
            check_error("glBufferData")

            segs_indices = np.repeat(np.arange(self.num_segs, dtype='f4'), 2)
            self.vbo_segs = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_segs)
            check_error("glGenBuffers")
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_segs[0])
            check_error("glBindBuffer")
            bgl.glBufferData(
                bgl.GL_ARRAY_BUFFER, self.num_segs * 8, np_array_as_bgl_Buffer(segs_indices), bgl.GL_STATIC_DRAW
            )
            check_error("glBufferData")
            del segs_indices
            self._draw_segs = True

        # objects origin
        if _arrays.origin_co:

            self.vbo_origin_co = bgl.Buffer(bgl.GL_INT, 1)
            self.num_origins = len(_arrays.origin_co)
            bgl.glGenBuffers(1, self.vbo_origin_co)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_origin_co[0])
            check_error("glBindBuffer")
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_origins * 12, _arrays.origin_co, bgl.GL_STATIC_DRAW)
            check_error("glBufferData")

            orig_indices = np.arange(self.num_origins, dtype='f4')
            self.vbo_origin = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_origin)
            check_error("glGenBuffers")

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_origin[0])
            check_error("glBindBuffer")
            bgl.glBufferData(
                bgl.GL_ARRAY_BUFFER, self.num_origins * 4, np_array_as_bgl_Buffer(orig_indices), bgl.GL_STATIC_DRAW
            )
            check_error("glBufferData")
            del orig_indices
            self.is_mesh = _arrays.is_mesh
            self._draw_origins = True

        # objects bound box
        if _arrays.bounds_co:
            self.vbo_bounds_co = bgl.Buffer(bgl.GL_INT, 1)

            self.num_bounds = len(_arrays.bounds_co)
            bgl.glGenBuffers(1, self.vbo_bounds_co)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_bounds_co[0])
            bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_bounds * 12, _arrays.bounds_co, bgl.GL_STATIC_DRAW)

            bounds_indices = np.arange(self.num_bounds, dtype='f4')
            self.vbo_bounds = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenBuffers(1, self.vbo_bounds)
            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_bounds[0])
            bgl.glBufferData(
                bgl.GL_ARRAY_BUFFER, self.num_bounds * 4, np_array_as_bgl_Buffer(bounds_indices), bgl.GL_STATIC_DRAW
            )
            del bounds_indices
            self._draw_bounds = True

        del _arrays

        bgl.glBindVertexArray(0)
        check_error("glBindVertexArray(0)")

    def get_tot_elems(self):
        tot = 0
        if self.draw_segs:
            tot += self.num_segs
        if self.draw_origin:
            tot += self.num_origins
        if self.draw_bounds:
            tot += self.num_bounds
        return tot
    
    @property
    def draw_segs(self):
        return self._draw_segs and self.vbo_segs is not None

    @property
    def draw_bounds(self):
        return self._draw_bounds and self.vbo_bounds is not None

    @property
    def draw_origin(self):
        # origins and isolated vertices
        return (self._draw_origins or (self._draw_segs and self.is_mesh)) and self.vbo_origin is not None

    def set_snap_mode(self, snap_mode):
        self.snap_mode = snap_mode

    def set_draw_mode(self, draw_segs, draw_origin, draw_bounds):
        self._draw_segs = draw_segs
        self._draw_origins = draw_origin
        self._draw_bounds = draw_bounds

    @classmethod
    def set_ProjectionMatrix(cls, P):
        cls.P = P

    def set_ModelViewMatrix(self, MV):
        self.MVP[:] = self.P @ MV

    def bind(self, co, buf_id, offset):
        bgl.glUniform1f(self.unif_offset, float(offset))
        check_error("glUniform1f")
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, co[0])
        check_error("glBindBuffer")
        bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
        check_error("glVertexAttribPointer")
        bgl.glEnableVertexAttribArray(self.attr_pos)
        check_error("glEnableVertexAttribArray")
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, buf_id[0])
        check_error("glBindBuffer")
        bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
        check_error("glVertexAttribPointer")
        bgl.glEnableVertexAttribArray(self.attr_primitive_id)
        check_error("glEnableVertexAttribArray")

    def draw(self, index_offset):

        self.first_index = index_offset

        bgl.glUseProgram(self.shader.program)
        check_error("glUseProgram")

        bgl.glBindVertexArray(self.vao[0])
        check_error("glBindVertexArray(self.vao[0])")
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)
        check_error("glUniformMatrix4fv")
        # 2.91 - require sequence of floats
        # self.shader.uniform_float("MVP", np.reshape(self.MVP, 16))

        if self.draw_segs:
            self.bind(self.vbo_segs_co, self.vbo_segs, index_offset)
            check_error("draw_segs bind")
            # 2.91
            # self.shader.uniform_float("offset", float(index_offset))
            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_segs * 2)
            check_error("draw_segs glDrawArrays")
            index_offset += self.num_segs

        if self.draw_origin:
            self.bind(self.vbo_origin_co, self.vbo_origin, index_offset)
            check_error("draw_origin bind")
            # 2.91
            # self.shader.uniform_float("offset", float(index_offset))
            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_origins)
            check_error("draw_origin glDrawArrays")
            index_offset += self.num_origins

        if self.draw_bounds:
            self.bind(self.vbo_bounds_co, self.vbo_bounds, index_offset)
            check_error("draw_bounds bind")
            # 2.91
            # self.shader.uniform_float("offset", float(index_offset))
            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_bounds)
            check_error("draw_bounds glDrawArrays")
            index_offset += self.num_bounds

        bgl.glBindVertexArray(0)
        check_error("glBindVertexArray(0)")

            
    def get_seg_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        check_error("glBindVertexArray(self.vao[0])")
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_segs_co[0])
        check_error("glBindBuffer")
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 24, 24, self.seg_co)
        check_error("glGetBufferSubData")
        bgl.glBindVertexArray(0)
        check_error("glBindVertexArray(0)")
        return self.seg_co

    def get_origin_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        check_error("glBindVertexArray(self.vao[0])")
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_origin_co[0])
        check_error("glBindBuffer")
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 12, 12, self.origin_co)
        check_error("glGetBufferSubData")
        bgl.glBindVertexArray(0)
        check_error("glBindVertexArray(0)")
        return self.origin_co

    def get_bounds_co(self, index):
        bgl.glBindVertexArray(self.vao[0])
        check_error("glBindVertexArray(self.vao[0])")
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_bounds_co[0])
        check_error("glBindBuffer")
        bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 12, 12, self.bounds_co)
        check_error("glGetBufferSubData")
        bgl.glBindVertexArray(0)
        check_error("glBindVertexArray(0)")
        return self.bounds_co

    def __del__(self):
        del self._NULL

        if self.vbo_segs_co:
            bgl.glDeleteBuffers(1, self.vbo_segs_co)
            bgl.glDeleteBuffers(1, self.vbo_segs)

        if self.vbo_origin_co:
            bgl.glDeleteBuffers(1, self.vbo_origin_co)
            bgl.glDeleteBuffers(1, self.vbo_origin)

        if self.vbo_bounds_co:
            bgl.glDeleteBuffers(1, self.vbo_bounds_co)
            bgl.glDeleteBuffers(1, self.vbo_bounds)

        bgl.glDeleteVertexArrays(1, self.vao)
Ejemplo n.º 11
0
	def bindUniformf(self, name):
		self.findProgram()
		bgl.glUseProgram(self.program)
		pname = self.__class__.__name__ + '_' + name
		bgl.glUniform1f(bgl.glGetUniformLocation(self.program, pname), getattr(self, name))