Ejemplo n.º 1
0
 def model(xz, zy, xy, 脸大小, x偏移, y偏移):
     model_p = \
         matrix.translate(0, 0, -0.9) @ \
         matrix.rotate_ax(xz, axis=(0, 2)) @ \
         matrix.rotate_ax(zy, axis=(2, 1)) @ \
         matrix.translate(0, 0.9, 0.9) @ \
         matrix.rotate_ax(xy, axis=(0, 1)) @ \
         matrix.translate(0, -0.9, 0) @ \
         matrix.perspective(999)
     f = 750/(800-脸大小)
     extra = matrix.translate(x偏移*0.6, -y偏移*0.8, 0) @ \
             matrix.scale(f, f, 1)
     return model_p @ extra
Ejemplo n.º 2
0
def opengl循环(所有图层, psd尺寸):
    Vtuber尺寸 = 512, 512

    glfw.init()
    glfw.window_hint(glfw.RESIZABLE, False)
    window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None)
    glfw.make_context_current(window)
    glViewport(0, 0, *Vtuber尺寸)

    glEnable(GL_TEXTURE_2D)
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    for 图层数据 in 所有图层:
        纹理编号 = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, 纹理编号)
        纹理, 纹理座标 = 生成纹理(图层数据['npdata'])
        width, height = 纹理.shape[:2]
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
                     GL_FLOAT, 纹理)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                        GL_LINEAR_MIPMAP_LINEAR)
        glGenerateMipmap(GL_TEXTURE_2D)
        图层数据['纹理编号'] = 纹理编号
        图层数据['纹理座标'] = 纹理座标

    while not glfw.window_should_close(window):
        glfw.poll_events()
        glClearColor(1, 1, 1, 0)
        glClear(GL_COLOR_BUFFER_BIT)
        for 图层数据 in 所有图层:
            a, b, c, d = 图层数据['位置']
            z = 图层数据['深度']
            if type(z) in [int, float]:
                z1, z2, z3, z4 = [z, z, z, z]
            else:
                [z1, z2], [z3, z4] = z
            q, w = 图层数据['纹理座标']
            p1 = np.array([a, b, z1, 1, 0, 0, 0, 1])
            p2 = np.array([a, d, z2, 1, w, 0, 0, 1])
            p3 = np.array([c, d, z3, 1, w, q, 0, 1])
            p4 = np.array([c, b, z4, 1, 0, q, 0, 1])

            model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \
                matrix.translate(-1, -1, 0) @ \
                matrix.rotate_ax(-math.pi / 2, axis=(0, 1))
            glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号'])
            glColor4f(1, 1, 1, 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
            glBegin(GL_QUADS)
            for p in [p1, p2, p3, p4]:
                a = p[:4]
                b = p[4:]
                a = a @ model
                z = a[2]
                a[0:2] *= z
                b *= z
                横旋转量 = 0
                if not 图层数据['名字'] == '身体':
                    横旋转量 = math.sin(time.time() * 5) / 30
                a = a @ matrix.translate(0, 0, -1) \
                      @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \
                      @ matrix.translate(0, 0, 1)
                a = a @ matrix.perspective(999)
                glTexCoord4f(*b)
                glVertex4f(*a)
            glEnd()
        glfw.swap_buffers(window)
Ejemplo n.º 3
0
def opengl绘图循环(所有图层, psd尺寸):
    def 生成纹理(img):
        w, h = img.shape[:2]
        d = 2**int(max(math.log2(w), math.log2(h)) + 1)
        纹理 = np.zeros([d, d, 4], dtype=img.dtype)
        纹理[:w, :h] = img
        return 纹理, (w / d, h / d)

    Vtuber尺寸 = 512, 512

    glfw.init()
    超融合()
    glfw.window_hint(glfw.RESIZABLE, False)
    window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None)
    glfw.make_context_current(window)
    monitor_size = glfw.get_video_mode(glfw.get_primary_monitor()).size
    glfw.set_window_pos(window, monitor_size.width - Vtuber尺寸[0],
                        monitor_size.height - Vtuber尺寸[1])

    glViewport(0, 0, *Vtuber尺寸)

    glEnable(GL_TEXTURE_2D)
    glEnable(GL_BLEND)
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
                        GL_ONE_MINUS_SRC_ALPHA)

    for 图层数据 in 所有图层:
        纹理编号 = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, 纹理编号)
        纹理, 纹理座标 = 生成纹理(图层数据['npdata'])
        width, height = 纹理.shape[:2]
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
                     GL_FLOAT, 纹理)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                        GL_LINEAR_MIPMAP_LINEAR)
        glGenerateMipmap(GL_TEXTURE_2D)
        图层数据['纹理编号'] = 纹理编号
        图层数据['纹理座标'] = 纹理座标

    while not glfw.window_should_close(window):
        glfw.poll_events()
        glClearColor(0, 0, 0, 0)
        glClear(GL_COLOR_BUFFER_BIT)
        横旋转量, 竖旋转量 = 特征缓冲()
        for 图层数据 in 所有图层:
            a, b, c, d = 图层数据['位置']
            z = 图层数据['深度']
            if type(z) in [int, float]:
                z1, z2, z3, z4 = [z, z, z, z]
            else:
                [z1, z2], [z3, z4] = z
            q, w = 图层数据['纹理座标']
            p1 = np.array([a, b, z1, 1, 0, 0, 0, z1])
            p2 = np.array([a, d, z2, 1, z2 * w, 0, 0, z2])
            p3 = np.array([c, d, z3, 1, z3 * w, z3 * q, 0, z3])
            p4 = np.array([c, b, z4, 1, 0, z4 * q, 0, z4])

            model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \
                matrix.translate(-1, -1, 0) @ \
                matrix.rotate_ax(-math.pi / 2, axis=(0, 1))
            glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号'])
            glColor4f(1, 1, 1, 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
            glBegin(GL_QUADS)
            for p in [p1, p2, p3, p4]:
                a = p[:4]
                b = p[4:8]
                a = a @ model
                a[0:2] *= a[2]
                if not 图层数据['名字'][:2] == '身体':
                    a = a @ matrix.translate(0, 0, -1) \
                          @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \
                          @ matrix.rotate_ax(竖旋转量, axis=(2, 1)) \
                          @ matrix.translate(0, 0, 1)
                a = a @ matrix.perspective(999)
                glTexCoord4f(*b)
                glVertex4f(*a)
            glEnd()
        glfw.swap_buffers(window)
Ejemplo n.º 4
0
    def opengl绘图循环(self, window, 数据源, line_box=False):
        def 没有状态但是却能均匀变化的随机数(范围=(0, 1), 速度=1):
            now = time.time()*速度
            a, b = int(now), int(now)+1
            random.seed(a)
            f0 = random.random()
            random.seed(b)
            f1 = random.random()
            f = f0 * (b-now) + f1 * (now-a)
            return 范围[0] + (范围[1]-范围[0])*f
        
        def 锚击(x, a, b):
            x = sorted([x, a, b])[1]
            return (x-a)/(b-a)

        @functools.lru_cache(maxsize=16)
        def model(xz, zy, xy, 脸大小, x偏移, y偏移):
            model_p = \
                matrix.translate(0, 0, -0.9) @ \
                matrix.rotate_ax(xz, axis=(0, 2)) @ \
                matrix.rotate_ax(zy, axis=(2, 1)) @ \
                matrix.translate(0, 0.9, 0.9) @ \
                matrix.rotate_ax(xy, axis=(0, 1)) @ \
                matrix.translate(0, -0.9, 0) @ \
                matrix.perspective(999)
            f = 750/(800-脸大小)
            extra = matrix.translate(x偏移*0.6, -y偏移*0.8, 0) @ \
                    matrix.scale(f, f, 1)
            return model_p @ extra

        model_g = \
            matrix.scale(2 / self.切取范围[0], 2 / self.切取范围[1], 1) @ \
            matrix.translate(-1, -1, 0) @ \
            matrix.rotate_ax(-math.pi / 2, axis=(0, 1))

        def draw(图层):
            源 = 图层.顶点组导出()
            x, y, _ = 源.shape

            所有顶点 = 源.reshape(x*y, 8)

            a, b = 所有顶点[:, :4], 所有顶点[:, 4:]
            a = a @ model_g
            z = a[:, 2:3]
            z -= 0.1
            a[:, :2] *= z
            眼睛左右 = 横旋转量*4 + 没有状态但是却能均匀变化的随机数((-0.2, 0.2), 速度=1.6)
            眼睛上下 = 竖旋转量*7 + 没有状态但是却能均匀变化的随机数((-0.1, 0.1), 速度=2)
            闭眼强度 = 锚击(左眼大小+右眼大小, -0.001, -0.008)
            眉上度 = 锚击(左眉高+右眉高, -0.03, 0.01) - 闭眼强度*0.1
            闭嘴强度 = 锚击(嘴大小, 0.05, 0) * 1.1 - 0.1
            a, b = self.多重附加变形([
                ['永远', 1],
                ['眉上', 眉上度],
                ['左眼远离', 眼睛左右],
                ['右眼远离', -眼睛左右],
                ['左眼上', 眼睛上下],
                ['右眼上', 眼睛上下],
                ['左眼闭', 闭眼强度],
                ['右眼闭', 闭眼强度],
                ['闭嘴', 闭嘴强度],
            ], 图层.名字, a, b)

            xz = 横旋转量 / 1.3
            zy = 竖旋转量 / 1.5
            xy = Z旋转量 / 5
            if not 图层.名字.startswith('头/'):
                xz /= 8
                zy = 0

            a = a @ model(xz, zy, xy, 脸大小, x偏移, y偏移)
            
            b *= z
                    
            所有顶点[:, :4], 所有顶点[:, 4:] = a, b
            所有顶点 = 所有顶点.reshape([x, y, 8])
            glBegin(GL_QUADS)
            for i in range(x-1):
                for j in range(y-1):
                    for p in [所有顶点[i, j], 所有顶点[i, j+1], 所有顶点[i+1, j+1], 所有顶点[i+1, j]]:
                        glTexCoord4f(*p[4:])
                        glVertex4f(*p[:4])
            glEnd()

        while not glfw.window_should_close(window):
            with 计时.帧率计('绘图'):
                glfw.poll_events()
                glClearColor(0, 0, 0, 0)
                glClear(GL_COLOR_BUFFER_BIT)
                横旋转量, 竖旋转量, Z旋转量, y偏移, x偏移, 嘴大小, 脸大小, 左眼大小, 右眼大小, 左眉高, 右眉高 = 数据源()
                for 图层 in self.所有图层:
                    glEnable(GL_TEXTURE_2D)
                    glBindTexture(GL_TEXTURE_2D, 图层.纹理编号)
                    glColor4f(1, 1, 1, 1)
                    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
                    draw(图层)
                    if line_box:
                        glDisable(GL_TEXTURE_2D)
                        glColor4f(0.3, 0.3, 1, 0.2)
                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
                        draw(图层)
                glfw.swap_buffers(window)
                if self.启用截图:
                    glReadBuffer(GL_FRONT)
                    self.截图 = glReadPixels(0, 0, *Vtuber尺寸, GL_RGBA, GL_UNSIGNED_BYTE)
Ejemplo n.º 5
0
def opengl循环(所有图层, psd尺寸):
    def 生成纹理(img):
        w, h = img.shape[:2]
        d = 2**int(max(math.log2(w), math.log2(h)) + 1)
        纹理 = np.zeros([d, d, 4], dtype=img.dtype)
        纹理[:w, :h] = img
        return 纹理, (w / d, h / d)

    Vtuber尺寸 = 512, 512

    glfw.init()
    glfw.window_hint(glfw.RESIZABLE, False)
    window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None)
    glfw.make_context_current(window)
    glViewport(0, 0, *Vtuber尺寸)

    glEnable(GL_TEXTURE_2D)
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    for 图层数据 in 所有图层:
        纹理编号 = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, 纹理编号)
        纹理, 纹理座标 = 生成纹理(图层数据['npdata'])
        width, height = 纹理.shape[:2]
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
                     GL_FLOAT, 纹理)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                        GL_LINEAR_MIPMAP_LINEAR)
        glGenerateMipmap(GL_TEXTURE_2D)
        图层数据['纹理编号'] = 纹理编号
        图层数据['纹理座标'] = 纹理座标

    while not glfw.window_should_close(window):
        glfw.poll_events()
        glClearColor(1, 1, 1, 1)
        glClear(GL_COLOR_BUFFER_BIT)
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        for 图层数据 in 所有图层:
            a, b, c, d = 图层数据['位置']
            z = 图层数据['深度']
            q, w = 图层数据['纹理座标']
            p1 = np.array([a, b, z, 1, 0, 0])
            p2 = np.array([a, d, z, 1, w, 0])
            p3 = np.array([c, d, z, 1, w, q])
            p4 = np.array([c, b, z, 1, 0, q])
            model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \
                matrix.translate(-1, -1, 0) @ \
                matrix.rotate_ax(-math.pi / 2, axis=(0, 1))
            glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号'])
            glColor4f(1, 1, 1, 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
            glBegin(GL_QUADS)
            for p in [p1, p2, p3, p4]:
                a = p[:4]
                b = p[4:6]
                a = a @ model
                a[0:2] *= a[2]
                横旋转量 = 0
                if not 图层数据['名字'] == '身体':
                    横旋转量 = math.sin(time.time() * 5) / 30
                a = a @ matrix.translate(0, 0, -1) \
                      @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \
                      @ matrix.translate(0, 0, 1)
                # a = a @ matrix.scale(1,1,3) \
                #       @ matrix.rotate_ax(1.2, axis=(0, 2)) \
                #       @ matrix.translate(2.1, 0, 0.8)
                a = a @ matrix.perspective(999)
                glTexCoord2f(*b)
                glVertex4f(*a)
            glEnd()
        glfw.swap_buffers(window)