コード例 #1
0
ファイル: gpu.7.py プロジェクト: dfelinto/blender
def draw():
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

    shader.bind()
    shader.uniform_int("image", 0)
    batch.draw(shader)
コード例 #2
0
ファイル: texture_viewer.py プロジェクト: elfnor/sverchok
    def draw_texture(x=0, y=0, w=30, h=10, texname=texname):
        # function to draw a texture
        bgl.glDisable(bgl.GL_DEPTH_TEST)

        act_tex = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_TEXTURE_2D, act_tex)

        bgl.glEnable(bgl.GL_TEXTURE_2D)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_REPLACE)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, texname)

        texco = [(0, 1), (1, 1), (1, 0), (0, 0)]
        verco = [(x, y), (x + w, y), (x + w, y - h), (x, y - h)]

        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
        bgl.glBegin(bgl.GL_QUADS)
        for i in range(4):
            bgl.glTexCoord3f(texco[i][0], texco[i][1], 0.0)
            bgl.glVertex2f(verco[i][0], verco[i][1])
        bgl.glEnd()

        # restoring settings
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, act_tex[0])
        bgl.glDisable(bgl.GL_TEXTURE_2D)
コード例 #3
0
 def draw(self):
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     bgl.glBindVertexArray(self.vertex_array[0])
     bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4);
     bgl.glBindVertexArray(0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
コード例 #4
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    def draw_texture(cls, _, context):
        sc = context.scene

        if not cls.is_running(context):
            return

        # no textures are selected
        if sc.muv_texture_projection_tex_image == "None":
            return

        # get texture to be renderred
        img = bpy.data.images[sc.muv_texture_projection_tex_image]

        # setup rendering region
        rect = _get_canvas(context, sc.muv_texture_projection_tex_magnitude)
        positions = [
            [rect.x0, rect.y0],
            [rect.x0, rect.y1],
            [rect.x1, rect.y1],
            [rect.x1, rect.y0]
        ]
        tex_coords = [
            [0.0, 0.0],
            [0.0, 1.0],
            [1.0, 1.0],
            [1.0, 0.0]
        ]

        # OpenGL configuration
        if compat.check_version(2, 80, 0) >= 0:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glEnable(bgl.GL_TEXTURE_2D)
            bgl.glActiveTexture(bgl.GL_TEXTURE0)
            if img.bindcode:
                bind = img.bindcode
                bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
        else:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glEnable(bgl.GL_TEXTURE_2D)
            if img.bindcode:
                bind = img.bindcode[0]
                bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
                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.glTexEnvi(
                    bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE,
                    bgl.GL_MODULATE)

        # render texture
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glColor4f(1.0, 1.0, 1.0,
                      sc.muv_texture_projection_tex_transparency)
        for (v1, v2), (u, v) in zip(positions, tex_coords):
            bgl.glTexCoord2f(u, v)
            bgl.glVertex2f(v1, v2)
        bgl.glEnd()
コード例 #5
0
ファイル: gpu.8.py プロジェクト: dfelinto/blender
def draw():
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, offscreen.color_texture)

    shader.bind()
    shader.uniform_float("modelMatrix", Matrix.Translation((1, 2, 3)) @ Matrix.Scale(3, 4))
    shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
    shader.uniform_float("image", 0)
    batch.draw(shader)
コード例 #6
0
    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)
コード例 #7
0
def init_texture(width, height, texname, texture, clr):
    # function to init the texture
    bgl.glPixelStorei(bgl.GL_UNPACK_ALIGNMENT, 1)
    bgl.glEnable(bgl.GL_TEXTURE_2D)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, texname)
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP)
    bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP)
    bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
    bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
    bgl.glTexImage2D(
        bgl.GL_TEXTURE_2D,
        0, clr, width, height,
        0, clr, bgl.GL_FLOAT, texture
    )
コード例 #8
0
    def draw(self, texture_id, list_verts_co):
        if list_verts_co:
            batch = self.batch_create(list_verts_co)

            # in case someone disabled it before
            bgl.glEnable(bgl.GL_TEXTURE_2D)

            # bind texture to image unit 0
            bgl.glActiveTexture(bgl.GL_TEXTURE0)
            bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)

            self.shader.bind()
            # tell shader to use the image that is bound to image unit 0
            self.shader.uniform_int("image", 0)
            batch.draw(self.shader)

            bgl.glDisable(bgl.GL_TEXTURE_2D)
コード例 #9
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def draw(self, context):
    width = self.region.width
    height = self.region.height
    x = self.view_padding_left
    y = height - self.view_padding_top

    # Gem map
    # -----------------------------

    if not self.use_navigate:
        bgl.glEnable(bgl.GL_BLEND)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.offscreen.color_texture)

        shader_img.bind()
        shader_img.uniform_int("image", 0)

        args = {
            "pos": self.rect_coords(0, 0, width, height),
            "texCoord": self.rect_coords(0, 0, 1, 1),
        }

        batch = batch_for_shader(shader_img, "TRI_FAN", args)
        batch.draw(shader_img)

    # Onscreen text
    # -----------------------------

    y = self.onscreen_gem_table(x, y)
    y -= self.view_margin

    if self.show_warn:
        y = self.onscreen_warning(x, y)
        y -= self.view_margin

    self.onscreen_options(x, y)

    # Restore OpenGL defaults
    # ----------------------------

    bgl.glDisable(bgl.GL_BLEND)
コード例 #10
0
ファイル: ui_bgl.py プロジェクト: sambler/myblenderaddons
def draw_image(x, y, width, height, image, transparency, crop=(0, 0, 1, 1)):
    # draw_rect(x,y, width, height, (.5,0,0,.5))

    coords = [
        (x, y), (x + width, y),
        (x, y + height), (x + width, y + height)]

    uvs = [(crop[0], crop[1]),
           (crop[2], crop[1]),
           (crop[0], crop[3]),
           (crop[2], crop[3]),
           ]

    indices = [(0, 1, 2), (2, 1, 3)]

    shader = gpu.shader.from_builtin('2D_IMAGE')
    batch = batch_for_shader(shader, 'TRIS',
                             {"pos": coords,
                              "texCoord": uvs},
                             indices=indices)

    # send image to gpu if it isn't there already
    if image.gl_load():
        raise Exception()

    # texture identifier on gpu
    texture_id = image.bindcode

    # in case someone disabled it before
    bgl.glEnable(bgl.GL_BLEND)

    # bind texture to image unit 0
    bgl.glActiveTexture(bgl.GL_TEXTURE0)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)

    shader.bind()
    # tell shader to use the image that is bound to image unit 0
    shader.uniform_int("image", 0)
    batch.draw(shader)

    bgl.glDisable(bgl.GL_TEXTURE_2D)
コード例 #11
0
ファイル: presets.py プロジェクト: dfelinto/blender
def draw_texture_2d(texture_id, position, width, height):
    """
    Draw a 2d texture.

    :arg texture_id: OpenGL id of the texture (e.g. :class:`bpy.types.Image.bindcode`).
    :type texture_id: int
    :arg position: Position of the lower left corner.
    :type position: 2D Vector
    :arg width: Width of the image when drawn (not necessarily
        the original width of the texture).
    :type width: float
    :arg height: Height of the image when drawn.
    :type height: float
    """
    import gpu
    import bgl
    from . batch import batch_for_shader

    coords = ((0, 0), (1, 0), (1, 1), (0, 1))

    shader = gpu.shader.from_builtin('2D_IMAGE')
    batch = batch_for_shader(shader, 'TRI_FAN',
        {"pos" : coords,
         "texCoord" : coords})

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

    with gpu.matrix.push_pop():
        gpu.matrix.translate(position)
        gpu.matrix.scale((width, height))

        shader = gpu.shader.from_builtin('2D_IMAGE')
        shader.bind()
        shader.uniform_int("image", 0)
        batch.draw(shader)
コード例 #12
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    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)
コード例 #13
0
ファイル: encoding.py プロジェクト: n1ckfg/The_Lightmapper
def encodeLogLuv(image, outDir, quality):
    input_image = bpy.data.images[image.name]
    image_name = input_image.name

    offscreen = gpu.types.GPUOffScreen(input_image.size[0],
                                       input_image.size[1])

    image = input_image

    vertex_shader = '''

        uniform mat4 ModelViewProjectionMatrix;

        in vec2 texCoord;
        in vec2 pos;
        out vec2 texCoord_interp;

        void main()
        {
        //gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
        //gl_Position.z = 1.0;
        gl_Position = vec4(pos.xy, 100, 100);
        texCoord_interp = texCoord;
        }

    '''
    fragment_shader = '''
        in vec2 texCoord_interp;
        out vec4 fragColor;

        uniform sampler2D image;
        
        const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );
        vec4 LinearToLogLuv( in vec4 value )  {
            vec3 Xp_Y_XYZp = cLogLuvM * value.rgb;
            Xp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );
            vec4 vResult;
            vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
            float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
            vResult.w = fract( Le );
            vResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;
            return vResult;
            //return vec4(Xp_Y_XYZp,1);
        }
        
        const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );
        vec4 LogLuvToLinear( in vec4 value ) {
            float Le = value.z * 255.0 + value.w;
            vec3 Xp_Y_XYZp;
            Xp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );
            Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
            Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
            vec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;
            //return vec4( max( vRGB, 0.0 ), 1.0 );
            return vec4( max( Xp_Y_XYZp, 0.0 ), 1.0 );
        }

        void main()
        {
        //fragColor = LinearToLogLuv(pow(texture(image, texCoord_interp), vec4(0.454)));
        fragColor = LinearToLogLuv(texture(image, texCoord_interp));
        //fragColor = LogLuvToLinear(LinearToLogLuv(texture(image, texCoord_interp)));
        }

    '''

    x_screen = 0
    off_x = -100
    off_y = -100
    y_screen_flip = 0
    sx = 200
    sy = 200

    vertices = ((x_screen + off_x, y_screen_flip - off_y),
                (x_screen + off_x, y_screen_flip - sy - off_y),
                (x_screen + off_x + sx, y_screen_flip - sy - off_y),
                (x_screen + off_x + sx, y_screen_flip - off_x))

    if input_image.colorspace_settings.name != 'Linear':
        input_image.colorspace_settings.name = 'Linear'

    # Removing .exr or .hdr prefix
    if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
        image_name = image_name[:-4]

    target_image = bpy.data.images.get(image_name + '_encoded')
    print(image_name + '_encoded')
    if not target_image:
        target_image = bpy.data.images.new(name=image_name + '_encoded',
                                           width=input_image.size[0],
                                           height=input_image.size[1],
                                           alpha=True,
                                           float_buffer=False)

    shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
    batch = batch_for_shader(
        shader,
        'TRI_FAN',
        {
            "pos": vertices,
            "texCoord": ((0, 1), (0, 0), (1, 0), (1, 1)),
        },
    )

    if image.gl_load():
        raise Exception()

    with offscreen.bind():
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

        shader.bind()
        shader.uniform_int("image", 0)
        batch.draw(shader)

        buffer = bgl.Buffer(bgl.GL_BYTE,
                            input_image.size[0] * input_image.size[1] * 4)
        bgl.glReadBuffer(bgl.GL_BACK)
        bgl.glReadPixels(0, 0, input_image.size[0], input_image.size[1],
                         bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)

    offscreen.free()

    target_image.pixels = [v / 255 for v in buffer]
    input_image = target_image

    #Save LogLuv
    input_image.filepath_raw = outDir + "_encoded.png"
    input_image.file_format = "PNG"
    bpy.context.scene.render.image_settings.quality = quality
    input_image.save_render(filepath=input_image.filepath_raw,
                            scene=bpy.context.scene)

    #Todo - Find a way to save
    bpy.ops.image.save_all_modified()
コード例 #14
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)
コード例 #15
0
    def glsl_draw(self) -> None:
        glsl_draw_obj: Optional[GlslDrawObj] = None
        if GlslDrawObj.myinstance is None and GlslDrawObj.draw_func is None:
            glsl_draw_obj = GlslDrawObj()
            glsl_draw_obj.build_scene()
        else:
            glsl_draw_obj = GlslDrawObj.myinstance
        if glsl_draw_obj is None:
            raise Exception("glsl draw obj is None")
        light = glsl_draw_obj.light
        if light is None:
            raise Exception("no light exists")

        model_offset = Matrix.Translation((glsl_draw_obj.draw_x_offset, 0, 0))
        light_pos = [
            i + n for i, n in zip(light.location, [-glsl_draw_obj.draw_x_offset, 0, 0])
        ]
        batches = glsl_draw_obj.batches
        if batches is None:
            raise Exception("batches is None")
        depth_shader = glsl_draw_obj.depth_shader
        if depth_shader is None:
            raise Exception("depth shader is None")
        toon_shader = glsl_draw_obj.toon_shader
        if toon_shader is None:
            raise Exception("toon shader is None")
        offscreen = glsl_draw_obj.offscreen
        if offscreen is None:
            raise Exception("offscreen is None")
        # need bone etc changed only update
        depth_matrix = None

        light_lookat = light.rotation_euler.to_quaternion() @ Vector((0, 0, -1))
        # TODO このへん
        tar = light_lookat.normalized()
        up = light.rotation_euler.to_quaternion() @ Vector((0, 1, 0))
        tmp_bound_len = Vector(glsl_draw_obj.bounding_center).length
        camera_bias = 0.2
        loc = Vector(
            [
                glsl_draw_obj.bounding_center[i]
                + tar[i] * (tmp_bound_len + camera_bias)
                for i in range(3)
            ]
        )

        loc = model_offset @ loc
        v_matrix = lookat_cross(loc, tar, up)
        const_proj = 2 * max(glsl_draw_obj.bounding_size) / 2
        p_matrix = ortho_proj_mat(
            -const_proj, const_proj, -const_proj, const_proj, -const_proj, const_proj
        )
        depth_matrix = v_matrix @ p_matrix  # reuse in main shader
        depth_matrix.transpose()

        # region shader depth path
        with offscreen.bind():
            bgl.glClearColor(10, 10, 10, 1)
            bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)
            for bat in batches:
                mat = bat[0]
                mat.update()
                depth_bat = bat[2]
                depth_shader.bind()

                bgl.glEnable(bgl.GL_BLEND)
                if mat.alpha_method == "TRANSPARENT":
                    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
                    bgl.glDepthMask(bgl.GL_TRUE)
                    bgl.glEnable(bgl.GL_DEPTH_TEST)
                elif mat.alpha_method == "OPAQUE":
                    bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ZERO)
                    bgl.glDepthMask(bgl.GL_TRUE)
                    bgl.glEnable(bgl.GL_DEPTH_TEST)
                elif mat.alpha_method == "CLIP":
                    bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ZERO)
                    bgl.glDepthMask(bgl.GL_TRUE)
                    bgl.glEnable(bgl.GL_DEPTH_TEST)

                if mat.cull_mode == "BACK":
                    bgl.glEnable(bgl.GL_CULL_FACE)
                    bgl.glCullFace(bgl.GL_BACK)
                else:
                    bgl.glDisable(bgl.GL_CULL_FACE)
                bgl.glEnable(bgl.GL_CULL_FACE)  # そも輪郭線がの影は落ちる?
                bgl.glCullFace(bgl.GL_BACK)

                depth_shader.uniform_float(
                    "obj_matrix", model_offset
                )  # obj.matrix_world)
                depth_shader.uniform_float("depthMVP", depth_matrix)

                depth_bat.draw(depth_shader)
        # endregion shader depth path

        # region shader main
        vp_mat = bpy.context.region_data.perspective_matrix
        projection_mat = bpy.context.region_data.window_matrix
        view_dir = bpy.context.region_data.view_matrix[2][:3]
        view_up = bpy.context.region_data.view_matrix[1][:3]
        normal_world_to_view_matrix = (
            bpy.context.region_data.view_matrix.inverted_safe().transposed()
        )
        aspect = bpy.context.area.width / bpy.context.area.height

        for is_outline in [0, 1]:
            for bat in batches:

                toon_bat = bat[1]
                toon_shader.bind()
                mat = bat[0]

                if is_outline == 1 and mat.float_dic["OutlineWidthMode"] == 0:
                    continue
                # mat.update() #already in depth path
                bgl.glEnable(bgl.GL_BLEND)
                bgl.glDepthMask(bgl.GL_TRUE)
                bgl.glEnable(bgl.GL_DEPTH_TEST)
                if mat.alpha_method == "TRANSPARENT":
                    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
                elif mat.alpha_method == "OPAQUE":
                    bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ZERO)
                elif mat.alpha_method == "CLIP":
                    bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ZERO)

                if is_outline == 0:
                    if mat.cull_mode == "BACK":
                        bgl.glEnable(bgl.GL_CULL_FACE)
                        bgl.glCullFace(bgl.GL_BACK)
                    else:
                        bgl.glDisable(bgl.GL_CULL_FACE)
                else:
                    bgl.glEnable(bgl.GL_CULL_FACE)
                    bgl.glCullFace(bgl.GL_BACK)

                toon_shader.uniform_float(
                    "obj_matrix", model_offset
                )  # obj.matrix_world)
                toon_shader.uniform_float("projectionMatrix", projection_mat)
                toon_shader.uniform_float("viewProjectionMatrix", vp_mat)
                toon_shader.uniform_float("viewDirection", view_dir)
                toon_shader.uniform_float("viewUpDirection", view_up)
                toon_shader.uniform_float(
                    "normalWorldToViewMatrix", normal_world_to_view_matrix
                )
                toon_shader.uniform_float("depthMVP", depth_matrix)
                toon_shader.uniform_float("lightpos", light_pos)
                toon_shader.uniform_float("aspect", aspect)
                toon_shader.uniform_float("is_outline", is_outline)
                toon_shader.uniform_float("isDebug", 0.0)

                toon_shader.uniform_float(
                    "is_cutout", 1.0 if mat.alpha_method == "CLIP" else 0.0
                )

                float_keys = [
                    "CutoffRate",
                    "BumpScale",
                    "ReceiveShadowRate",
                    "ShadeShift",
                    "ShadeToony",
                    "RimLightingMix",
                    "RimFresnelPower",
                    "RimLift",
                    "ShadingGradeRate",
                    "LightColorAttenuation",
                    "IndirectLightIntensity",
                    "OutlineWidth",
                    "OutlineScaleMaxDistance",
                    "OutlineLightingMix",
                    "UV_Scroll_X",
                    "UV_Scroll_Y",
                    "UV_Scroll_Rotation",
                    "OutlineWidthMode",
                    "OutlineColorMode",
                ]

                for k in float_keys:
                    toon_shader.uniform_float(k, mat.float_dic[k])

                for k, v in mat.vector_dic.items():
                    toon_shader.uniform_float(k, v)

                bgl.glActiveTexture(bgl.GL_TEXTURE0)
                bgl.glBindTexture(bgl.GL_TEXTURE_2D, offscreen.color_texture)
                bgl.glTexParameteri(
                    bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE
                )  # TODO
                bgl.glTexParameteri(
                    bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE
                )
                toon_shader.uniform_int("depth_image", 0)

                for i, k in enumerate(mat.texture_dic.keys()):
                    bgl.glActiveTexture(bgl.GL_TEXTURE1 + i)
                    texture = mat.texture_dic[k]
                    bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture.bindcode)
                    bgl.glTexParameteri(
                        bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE
                    )  # TODO
                    bgl.glTexParameteri(
                        bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE
                    )
                    toon_shader.uniform_int(k, 1 + i)

                toon_bat.draw(toon_shader)
コード例 #16
0
ファイル: bglx.py プロジェクト: nutti/Magic-UV
def glActiveTexture(texture):
    bgl.glActiveTexture(texture)
コード例 #17
0
ファイル: encoding.py プロジェクト: zero804/armory
def encodeImageRGBDGPU(image, maxRange, outDir, quality):
    input_image = bpy.data.images[image.name]
    image_name = input_image.name

    offscreen = gpu.types.GPUOffScreen(input_image.size[0], input_image.size[1])

    image = input_image

    vertex_shader = '''

        uniform mat4 ModelViewProjectionMatrix;

        in vec2 texCoord;
        in vec2 pos;
        out vec2 texCoord_interp;

        void main()
        {
        //gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
        //gl_Position.z = 1.0;
        gl_Position = vec4(pos.xy, 100, 100);
        texCoord_interp = texCoord;
        }

    '''
    fragment_shader = '''
        in vec2 texCoord_interp;
        out vec4 fragColor;

        uniform sampler2D image;

        //Code from here: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/helperFunctions.fx

        const float PI = 3.1415926535897932384626433832795;
        const float HALF_MIN = 5.96046448e-08; // Smallest positive half.

        const float LinearEncodePowerApprox = 2.2;
        const float GammaEncodePowerApprox = 1.0 / LinearEncodePowerApprox;
        const vec3 LuminanceEncodeApprox = vec3(0.2126, 0.7152, 0.0722);

        const float Epsilon = 0.0000001;
        #define saturate(x)         clamp(x, 0.0, 1.0)

        float maxEps(float x) {
            return max(x, Epsilon);
        }

        float toLinearSpace(float color)
        {
            return pow(color, LinearEncodePowerApprox);
        }

        vec3 toLinearSpace(vec3 color)
        {
            return pow(color, vec3(LinearEncodePowerApprox));
        }

        vec4 toLinearSpace(vec4 color)
        {
            return vec4(pow(color.rgb, vec3(LinearEncodePowerApprox)), color.a);
        }

        vec3 toGammaSpace(vec3 color)
        {
            return pow(color, vec3(GammaEncodePowerApprox));
        }

        vec4 toGammaSpace(vec4 color)
        {
            return vec4(pow(color.rgb, vec3(GammaEncodePowerApprox)), color.a);
        }

        float toGammaSpace(float color)
        {
            return pow(color, GammaEncodePowerApprox);
        }

        float square(float value)
        {
            return value * value;
        }

        // Check if configurable value is needed.
        const float rgbdMaxRange = 255.0;

        vec4 toRGBD(vec3 color) {
            float maxRGB = maxEps(max(color.r, max(color.g, color.b)));
            float D      = max(rgbdMaxRange / maxRGB, 1.);
            D            = clamp(floor(D) / 255.0, 0., 1.);
            vec3 rgb = color.rgb * D;
            
            // Helps with png quantization.
            rgb = toGammaSpace(rgb);

            return vec4(rgb, D); 
        }

        vec3 fromRGBD(vec4 rgbd) {
            // Helps with png quantization.
            rgbd.rgb = toLinearSpace(rgbd.rgb);

            // return rgbd.rgb * ((rgbdMaxRange / 255.0) / rgbd.a);

            return rgbd.rgb / rgbd.a;
        }

        void main()
        {

        fragColor = toRGBD(texture(image, texCoord_interp).rgb);

        }

    '''

    x_screen = 0
    off_x = -100
    off_y = -100
    y_screen_flip = 0
    sx = 200
    sy = 200

    vertices = (
                (x_screen + off_x, y_screen_flip - off_y), 
                (x_screen + off_x, y_screen_flip - sy - off_y), 
                (x_screen + off_x + sx, y_screen_flip - sy - off_y),
                (x_screen + off_x + sx, y_screen_flip - off_x))

    if input_image.colorspace_settings.name != 'Linear':
        input_image.colorspace_settings.name = 'Linear'

    # Removing .exr or .hdr prefix
    if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
        image_name = image_name[:-4]

    target_image = bpy.data.images.get(image_name + '_encoded')
    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
        print(image_name + '_encoded')
    if not target_image:
        target_image = bpy.data.images.new(
                name = image_name + '_encoded',
                width = input_image.size[0],
                height = input_image.size[1],
                alpha = True,
                float_buffer = False
                )

    shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
    batch = batch_for_shader(
        shader, 'TRI_FAN',
        {
            "pos": vertices,
            "texCoord": ((0, 1), (0, 0), (1, 0), (1, 1)),
        },
    )

    if image.gl_load():
        raise Exception()
    
    with offscreen.bind():
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)

        shader.bind()
        shader.uniform_int("image", 0)
        batch.draw(shader)
        
        buffer = bgl.Buffer(bgl.GL_BYTE, input_image.size[0] * input_image.size[1] * 4)
        bgl.glReadBuffer(bgl.GL_BACK)
        bgl.glReadPixels(0, 0, input_image.size[0], input_image.size[1], bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)

    offscreen.free()
    
    target_image.pixels = [v / 255 for v in buffer]
    input_image = target_image
    
    #Save LogLuv
    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
        print(input_image.name)
    input_image.filepath_raw = outDir + "/" + input_image.name + ".png"
    #input_image.filepath_raw = outDir + "_encoded.png"
    input_image.file_format = "PNG"
    bpy.context.scene.render.image_settings.quality = quality
    #input_image.save_render(filepath = input_image.filepath_raw, scene = bpy.context.scene)
    input_image.save()
コード例 #18
0
def glActiveTexture(texture):
    bgl.glActiveTexture(texture)