예제 #1
0
    def _create(self):
        textures = bgl.Buffer(bgl.GL_INT, [
            1,
        ])
        bgl.glGenTextures(1, textures)
        self.texture_id = textures[0]

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        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.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S,
                            bgl.GL_REPEAT)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T,
                            bgl.GL_REPEAT)

        bgl.glTexImage2D(
            bgl.GL_TEXTURE_2D, 0,
            bgl.GL_RGBA if platform.system() == 'Darwin' else bgl.GL_RGBA16F,
            self.width, self.height, 0, bgl.GL_RGBA, bgl.GL_FLOAT,
            bgl.Buffer(bgl.GL_FLOAT, [self.width, self.height, self.channels]))

        ContextCreateFramebufferFromGLTexture2D(self.context,
                                                bgl.GL_TEXTURE_2D, 0,
                                                self.texture_id, self)
예제 #2
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    def refresh_font_texture(self):
        # save texture state
        buf = gl.Buffer(gl.GL_INT, 1)
        gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D, buf)
        last_texture = buf[0]

        width, height, pixels = self.io.fonts.get_tex_data_as_rgba32()

        if self._font_texture is not None:
            gl.glDeleteTextures([self._font_texture])

        gl.glGenTextures(1, buf)
        self._font_texture = buf[0]

        gl.glBindTexture(gl.GL_TEXTURE_2D, self._font_texture)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR)

        pixel_buffer = gl.Buffer(gl.GL_BYTE, [4 * width * height])
        pixel_buffer[:] = pixels
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0,
                        gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, pixel_buffer)

        self.io.fonts.texture_id = self._font_texture
        gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
        self.io.fonts.clear_tex_data()
예제 #3
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    def __init__(self, width, height):
        self.width = width
        self.height = height

        textures = bgl.Buffer(bgl.GL_INT, [
            1,
        ])
        bgl.glGenTextures(1, textures)
        self.texture_id = textures[0]

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        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.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S,
                            bgl.GL_REPEAT)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T,
                            bgl.GL_REPEAT)

        bgl.glTexImage2D(
            bgl.GL_TEXTURE_2D, 0,
            bgl.GL_RGBA if platform.system() == 'Darwin' else bgl.GL_RGBA16F,
            self.width, self.height, 0, bgl.GL_RGBA, bgl.GL_FLOAT,
            bgl.Buffer(bgl.GL_FLOAT, [self.width, self.height, self.channels]))
예제 #4
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 def reload(self, path):
     bgl.glEnable(bgl.GL_TEXTURE_2D)
     
     if path == self.path: return
     if path in logic.texture_cache:
         img = logic.texture_cache[path]
     else:
         img = texture.ImageFFmpeg(path)
         img.scale = False
         if self._cache:
             logic.texture_cache[path] = img
     
     data = img.image
     if data == None:
         print("Could not load the image", img)
         self.valid = False
         return
             
     self.bind()
     bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, img.size[0],
                      img.size[1], 0, bgl.GL_RGBA,
                      bgl.GL_UNSIGNED_BYTE, data)
     
     self.size = img.size[:]
     self.path = path
     
     img = None
예제 #5
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    def process_draw(self) -> None:
        width = bge.render.getWindowWidth()
        height = bge.render.getWindowHeight()

        self._resolution.on_next(Dimension(width, height))

        super().process_draw()

        data = self.surface.get_data()

        source = bgl.Buffer(bgl.GL_BYTE, width * height * 4, data)

        bgl.glEnable(bgl.GL_BLEND)
        bgl.glActiveTexture(bgl.GL_TEXTURE0)

        # noinspection PyUnresolvedReferences
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])

        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_SRGB_ALPHA, width,
                         height, 0, bgl.GL_BGRA, bgl.GL_UNSIGNED_BYTE, source)

        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)

        self.shader.bind()
        self.shader.uniform_int("image", 0)

        self.batch.draw(self.shader)

        bgl.glDeleteBuffers(1, source)
예제 #6
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    def load(self, icon_name, file_path):
        def load_image_to_preview(icon_name, file_path):
            pcoll = bpy.utils.previews.new()
            pcoll.load(icon_name, file_path, 'IMAGE')
            return pcoll

        def make_rgba_array(image_pixels):
            rgba = []
            for pix in image_pixels:
                a = (pix >> 24) & 255
                r = (pix >> 16) & 255
                g = (pix >> 8) & 255
                b = pix & 255
                rgba.append(r)
                rgba.append(g)
                rgba.append(b)
                rgba.append(a)
            return rgba

        texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, texture)
        self.id = texture[0]
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.id)
        bgl.glPixelStore(bgl.GL_UNPACK_ALIGNMENT, 4)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, self.width, self.height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, rgba)
        bgl.glTexParametri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEREST)
        bgl.glTexParametri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEREST)
예제 #7
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def loadtexture(filepath):
    """ Loads a texture from an image (tga, jpg...any format supported by FFMPEG)
    and returns the texture buffer ID.
    """

    id_buf = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGenTextures(1, id_buf)
    id = id_buf.to_list()[0] if hasattr(id_buf, "to_list") else id_buf.list[0]
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, id)
    image = texture.ImageFFmpeg(filepath)
    if not image.image:
        logger.error(
            "Error when loading " + filepath + ". File not found? Format not "
            "supported by FFMPEG? (tga, jpg, png do work)"
        )
        return -1
    else:
        im_buf = image.image
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)
        bgl.glTexImage2D(
            bgl.GL_TEXTURE_2D,
            0,
            bgl.GL_RGBA,
            image.size[0],
            image.size[1],
            0,
            bgl.GL_RGBA,
            bgl.GL_UNSIGNED_BYTE,
            im_buf,
        )
        return id
def update_brush_texture_bindcode(self, context):
    scene = context.scene
    image_paint = scene.tool_settings.image_paint
    brush = image_paint.brush
    pixel_width = scene.tool_settings.unified_paint_settings.size

    # Check curve values for every 10% to check any updates. Its biased, but fast.
    check_steps = 10
    check_tuple = tuple(
        (n for n in iter_curve_values(brush.curve, check_steps))) + (
            pixel_width, )

    if self.check_brush_curve_updated(check_tuple):
        pixels = [
            int(n * 255) for n in iter_curve_values(brush.curve, pixel_width)
        ]

        id_buff = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, id_buff)

        bindcode = id_buff.to_list()[0]

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, bindcode)
        image_buffer = bgl.Buffer(bgl.GL_INT, len(pixels), pixels)
        bgl.glTexParameteri(
            bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER
            | bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RED, pixel_width, 1, 0,
                         bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, image_buffer)

        self.brush_texture_bindcode = bindcode
def loadtexture(filepath):
    """ Loads a texture from an image (tga, jpg...any format supported by FFMPEG)
    and returns the texture buffer ID.
    """

    id_buf = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGenTextures(1, id_buf)
    id = id_buf.to_list()[0] if hasattr(id_buf, "to_list") else id_buf.list[0]
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, id)
    image = texture.ImageFFmpeg(filepath)
    if not image.image:
        logger.error("Error when loading " + filepath +
                     ". File not found? Format not "
                     "supported by FFMPEG? (tga, jpg, png do work)")
        return -1
    else:
        im_buf = image.image
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE,
                      bgl.GL_MODULATE)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, image.size[0],
                         image.size[1], 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE,
                         im_buf)
        return id
    def __init__(self, dimensions):
        # Generate dummy float image buffer
        self.dimensions = dimensions
        width, height = dimensions

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

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

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

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

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

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

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

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

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

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

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
예제 #11
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    def preview_bindcode(self):
        image = self.id_data

        try:
            getattr(image, "name")
        except ReferenceError:
            del ImageCache.cache[image]
            return 0

        item = ImageCache.cache.get(image, None)
        if item is None:
            ImageCache.cache[image] = EvalItemData()
        assert image in ImageCache.cache
        item = ImageCache.cache[image]

        if item.has_icon_generated and item.has_prev_generated and item.preview_bindcode:
            return item.preview_bindcode

        image_paint = bpy.context.scene.tool_settings.image_paint
        skip_buff_free = (image_paint.canvas, image_paint.clone_image)

        if (not item.has_icon_generated) and image.preview.icon_id and len(image.preview.icon_pixels):
            ImageCache.icon_flat_arr = np.resize(ImageCache.icon_flat_arr, len(image.preview.icon_pixels))
            image.preview.icon_pixels.foreach_get(ImageCache.icon_flat_arr)
            item.has_icon_generated = np.any(ImageCache.icon_flat_arr)
            if image.has_data and (image not in ImageCache.gl_load_order) and (image not in skip_buff_free):
                image.buffers_free()

        if (not item.has_prev_generated) and len(image.preview.image_pixels):
            ImageCache.prev_flat_arr = np.resize(ImageCache.prev_flat_arr, len(image.preview.image_pixels))
            image.preview.image_pixels.foreach_get(ImageCache.prev_flat_arr)
            item.has_prev_generated = np.any(ImageCache.prev_flat_arr)
            if image.has_data and (image not in ImageCache.gl_load_order) and (image not in skip_buff_free):
                image.buffers_free()

        if (not item.preview_bindcode) and item.has_prev_generated:
            id_buff = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, id_buff)

            item.preview_bindcode = id_buff.to_list()[0]

            bgl.glBindTexture(bgl.GL_TEXTURE_2D, item.preview_bindcode)
            image_buffer = bgl.Buffer(
                bgl.GL_INT,
                len(ImageCache.prev_flat_arr),
                ImageCache.prev_flat_arr
            )
            bgl.glTexParameteri(
                bgl.GL_TEXTURE_2D,
                bgl.GL_TEXTURE_MAG_FILTER | bgl.GL_TEXTURE_MIN_FILTER,
                bgl.GL_LINEAR
            )
            bgl.glTexImage2D(
                bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA,
                image.preview.image_size[0], image.preview.image_size[1],
                0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, image_buffer
            )
        return item.preview_bindcode
예제 #12
0
    def updateTexture(self):
        print("UPDATE TEXTURE")
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        width, height = self.dimensions
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, width, height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, self.pixels)

        #bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, self.dimensions.width, self.dimensions.height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, self.pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
예제 #13
0
 def generate_texture(self):
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, self.width,
                      self.height, 0, bgl.GL_RGBA, bgl.GL_FLOAT,
                      self._buffer)
     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)
예제 #14
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    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)
예제 #15
0
파일: engine.py 프로젝트: profaiith/btoa
    def __init__(self, dimensions):
        self.dimensions = dimensions
        width, height = dimensions

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

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

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

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

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

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

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

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

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

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

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

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
        bgl.glBindVertexArray(0)
예제 #16
0
    def _config_textures(self):
        import ctypes

        bgl.glBindRenderbuffer(bgl.GL_RENDERBUFFER, self.buf_depth[0])
        bgl.glRenderbufferStorage(bgl.GL_RENDERBUFFER, bgl.GL_DEPTH_COMPONENT,
                                  self.width, self.height)

        NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.buf_color[0])
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.width,
                         self.height, 0, bgl.GL_RED_INTEGER,
                         bgl.GL_UNSIGNED_INT, NULL)
        del NULL
예제 #17
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def init_texture(width, height, texname, texture, internalFormat, format):
    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_TO_EDGE)  # bgl.GL_CLAMP
    bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE)  # 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, internalFormat, width, height,
        0, format, bgl.GL_UNSIGNED_BYTE, texture
    )
예제 #18
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    def __init__(self):
        self.__generate()

        self.__buffer = bgl.Buffer(bgl.GL_INT, 1)
        self.gl_code = self.__buffer.to_list()[0]

        bgl.glGenTextures(1, self.__buffer)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.gl_code)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA32F, 64, 64, 0,
                         bgl.GL_RGBA, bgl.GL_FLOAT, self.__noise_buf)
        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)
예제 #19
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    def __init__(self, width, height):
        import ctypes

        self.freed = False
        self.is_bound = False

        self.width = width
        self.height = height

        self.fbo = bgl.Buffer(bgl.GL_INT, 1)
        self.buf_color = bgl.Buffer(bgl.GL_INT, 1)
        self.buf_depth = bgl.Buffer(bgl.GL_INT, 1)

        self.cur_fbo = bgl.Buffer(bgl.GL_INT, 1)
        self.cur_viewport = bgl.Buffer(bgl.GL_INT, 4)

        bgl.glGenRenderbuffers(1, self.buf_depth)
        bgl.glBindRenderbuffer(bgl.GL_RENDERBUFFER, self.buf_depth[0])
        bgl.glRenderbufferStorage(bgl.GL_RENDERBUFFER, bgl.GL_DEPTH_COMPONENT,
                                  width, height)

        bgl.glGenTextures(1, self.buf_color)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.buf_color[0])
        NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, width, height, 0,
                         bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL)
        del NULL
        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.glGetIntegerv(bgl.GL_FRAMEBUFFER_BINDING, self.cur_fbo)

        bgl.glGenFramebuffers(1, self.fbo)
        bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.fbo[0])
        bgl.glFramebufferRenderbuffer(bgl.GL_FRAMEBUFFER,
                                      bgl.GL_DEPTH_ATTACHMENT,
                                      bgl.GL_RENDERBUFFER, self.buf_depth[0])
        bgl.glFramebufferTexture(bgl.GL_FRAMEBUFFER, bgl.GL_COLOR_ATTACHMENT0,
                                 self.buf_color[0], 0)

        bgl.glDrawBuffers(
            1, bgl.Buffer(bgl.GL_INT, 1, [bgl.GL_COLOR_ATTACHMENT0]))

        status = bgl.glCheckFramebufferStatus(bgl.GL_FRAMEBUFFER)
        if status != bgl.GL_FRAMEBUFFER_COMPLETE:
            print("Framebuffer Invalid", status)

        bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.cur_fbo[0])
예제 #20
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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)
예제 #21
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	def reload(self):
		""" Reloads the texture contained in the ``texture`` attribute. Can be used to create animated cursors. """
		
		img = self.texture
		
		data = img.image
		if data == None:
			raise RuntimeError("Image not loaded correctly!")

		bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._tex_id)
		bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, img.size[0], img.size[1], 0,
						bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, data)

		self.image_size = img.size[:]
예제 #22
0
파일: zu.py 프로젝트: vktec/zu
    def genfb(self, width, height):
        buf = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenFramebuffers(1, buf)
        self.fb = buf[0]
        bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.fb)

        bgl.glGenTextures(1, buf)
        self.tex = buf[0]
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.tex)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height,
                         0, bgl.GL_RGBA, bgl.GL_FLOAT, None)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        bgl.glFramebufferTexture(bgl.GL_FRAMEBUFFER, bgl.GL_COLOR_ATTACHMENT0,
                                 self.tex, 0)

        bgl.glGenRenderbuffers(1, buf)
        self.depth = buf[0]
        bgl.glBindRenderbuffer(bgl.GL_RENDERBUFFER, self.depth)
        bgl.glRenderbufferStorage(bgl.GL_RENDERBUFFER, bgl.GL_DEPTH_COMPONENT,
                                  width, height)
        bgl.glFramebufferRenderbuffer(bgl.GL_FRAMEBUFFER,
                                      bgl.GL_DEPTH_ATTACHMENT,
                                      bgl.GL_RENDERBUFFER, self.depth)

        status = bgl.glCheckFramebufferStatus(bgl.GL_FRAMEBUFFER)
        if status == 0:
            glerr("Could not get framebuffer status")
        elif status != bgl.GL_FRAMEBUFFER_COMPLETE:
            msg = {
                bgl.GL_FRAMEBUFFER_UNDEFINED:
                "undefined",
                bgl.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
                "incomplete attachment",
                bgl.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
                "missing attachment",
                bgl.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
                "incomplete draw buffer",
                bgl.GL_FRAMEBUFFER_UNSUPPORTED:
                "unsupported",
                bgl.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
                "incomplete multisample",
                bgl.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
                "incomplete layer targets",
            }.get(status, "unknown ({:x})".format(status))
            raise RuntimeError("Could not initialize GL framebuffer: " + msg)
예제 #23
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    def init_texture(self, width, height):
        clr = bgl.GL_RGBA
        texname = self.texture_dict['texture']
        data = self.texture_dict['texture_data']

        texture = bgl.Buffer(bgl.GL_FLOAT, data.size, data.tolist())
        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_TO_EDGE)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE)
        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)
예제 #24
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    def reload(self):
        """ Reloads the texture contained in the ``texture`` attribute. Can be used to create animated cursors. """

        img = self.texture

        data = img.image
        if data == None:
            raise RuntimeError("Image not loaded correctly!")

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._tex_id)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, img.size[0],
                         img.size[1], 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE,
                         data)

        self.image_size = img.size[:]
예제 #25
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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
    )
예제 #26
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    def _config_textures(self):
        import ctypes

        bgl.glBindRenderbuffer(bgl.GL_RENDERBUFFER, self.buf_depth[0])
        bgl.glRenderbufferStorage(
                bgl.GL_RENDERBUFFER, bgl.GL_DEPTH_COMPONENT, self.width, self.height)

        NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.buf_color[0])
        bgl.glTexImage2D(
                bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.width, self.height,
                0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL)
        del NULL

        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)
예제 #27
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 def update_pixels(self, pixels):
     self.log.info('CustomDrawData.update_pixels(%d x %d, %d) [%s]' %
                   (self.image_dimensions[0], self.image_dimensions[1],
                    pixels.shape[0], self))
     image_width, image_height = self.image_dimensions
     assert pixels.shape[0] == image_width * image_height * 4
     pixels = bgl.Buffer(bgl.GL_FLOAT, image_width * image_height * 4,
                         pixels)
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     # XXX glTexSubImage2D
     bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, image_width,
                      image_height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
     bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                         bgl.GL_LINEAR)
     bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                         bgl.GL_LINEAR)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
예제 #28
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def newTextureFromBuffer(buffer, sizex, sizey, id_buf=None):
    """ Returns a bgl.Buffer of one element containing the bindID """

    #Generate new texture
    if id_buf == None:
        id_buf = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, id_buf)

    #Steup and bind texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, id_buf[0])
    bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, sizex, sizey, 0,
                     bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
    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)

    return id_buf  #bindID // bindCode
예제 #29
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    def init_context(self, region, space):

        self.region = region
        self.rv3d = space.region_3d
        # self.depth_range = Vector((space.clip_start, space.clip_end))
        w, h = self.region.width, self.region.height
        self._offscreen = gpu.types.GPUOffScreen(w, h)
        self._texture = self._offscreen.color_texture
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)
        NULL = VoidBufValue(0)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, w, h, 0,
                         bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL.buf)
        del NULL
        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)
        self.winsize = Vector((self._offscreen.width, self._offscreen.height))
예제 #30
0
    def __init__(self, filename):
        from bge import texture

        self.region = None

        if not filename.startswith('/'):
            f = inspect.getframeinfo(inspect.currentframe()).filename
            d = os.path.dirname(f)

            filename = os.path.join(d, 'data', filename)

        m = Texture.atlas.match(filename)

        self.filename = filename

        if not m is None:
            self.setup_atlas(m.group(1), m.group(2))
        else:
            self.source = texture.ImageFFmpeg(self.filename)
            self.buffer = texture.imageToArray(self.source, 'RGBA')

            if self.buffer is None:
                print('Error loading {0}: {1}'.format(filename,
                                                      texture.getLastError()))

            self.glid = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, self.glid)

            self.bind()

            bgl.glTexEnvi(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE,
                          bgl.GL_REPLACE)
            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.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, self.width,
                             self.height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE,
                             self.buffer)

            self.unbind()
예제 #31
0
파일: __init__.py 프로젝트: VERTlG0/Blender
    def __init__(self, region, space):
        import gpu
        import ctypes

        self.freed = False
        self.snap_objects = []
        self.drawn_count = 0
        self._offset_cur = 1  # Starts with index 1
        self.region = region
        self.rv3d = space.region_3d

        if self.rv3d.is_perspective:
            self.depth_range = Vector((space.clip_start, space.clip_end))
        else:
            self.depth_range = Vector((-space.clip_end, space.clip_end))

        self.proj_mat = None
        self.mval = Vector((0, 0))
        self._snap_mode = VERT | EDGE | FACE

        self.set_pixel_dist(12)

        self._offscreen = gpu.offscreen.new(self.region.width,
                                            self.region.height)

        self._texture = self._offscreen.color_texture
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)

        NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.region.width,
                         self.region.height, 0, bgl.GL_RED_INTEGER,
                         bgl.GL_UNSIGNED_INT, NULL)
        del NULL

        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)

        self.winsize = Vector((self._offscreen.width, self._offscreen.height))
예제 #32
0
    def update_image(self, img):
        print('CustomDrawData.update_image()')
        assert img.size == self.dimensions

        image_width, image_height = self.dimensions
        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, image_width * image_height * 4, nimg)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        # XXX glTexSubImage2D
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, image_width,
                         image_height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_LINEAR)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
예제 #33
0
def gen_screenshot_texture(x, y, w, h, mode=None):
    scissor_is_enabled = bgl.Buffer(bgl.GL_BYTE, 1)
    bgl.glGetIntegerv(bgl.GL_SCISSOR_TEST, scissor_is_enabled)
    scissor_box = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_SCISSOR_BOX, scissor_box)
    bgl.glEnable(bgl.GL_SCISSOR_TEST)
    bgl.glScissor(x, y, w, h)

    mode_bak = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGetIntegerv(bgl.GL_READ_BUFFER, mode_bak)
    if mode is not None:
        bgl.glReadBuffer(mode)

    pixels = bgl.Buffer(bgl.GL_BYTE, 4 * w * h)
    # RGBAにしないと斜めになる
    # GL_UNSIGNED_BYTEでないと色が僅かにずれる
    bgl.glReadPixels(x, y, w, h, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixels)
    bgl.glFinish()

    if mode is not None:
        bgl.glReadBuffer(mode_bak[0])

    # 反転。確認用
    # for i in range(4 * w * h):
    #     if (i % 4) != 3:
    #         pixels[i] = 255 - pixels[i]

    tex = gen_texture()
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)
    bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, w, h, 0, bgl.GL_RGBA,
                     bgl.GL_UNSIGNED_BYTE, pixels)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

    if not scissor_is_enabled[0]:
        bgl.glDisable(bgl.GL_SCISSOR_TEST)
    bgl.glScissor(*scissor_box)

    return tex
예제 #34
0
def gen_screenshot_texture(x, y, w, h, mode=None):
    scissor_is_enabled = bgl.Buffer(bgl.GL_BYTE, 1)
    bgl.glGetIntegerv(bgl.GL_SCISSOR_TEST, scissor_is_enabled)
    scissor_box = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_SCISSOR_BOX, scissor_box)
    bgl.glEnable(bgl.GL_SCISSOR_TEST)
    bgl.glScissor(x, y, w, h)

    mode_bak = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGetIntegerv(bgl.GL_READ_BUFFER, mode_bak)
    if mode is not None:
        bgl.glReadBuffer(mode)

    pixels = bgl.Buffer(bgl.GL_BYTE, 4 * w * h)
    # RGBAにしないと斜めになる
    # GL_UNSIGNED_BYTEでないと色が僅かにずれる
    bgl.glReadPixels(x, y, w, h, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixels)
    bgl.glFinish()

    if mode is not None:
        bgl.glReadBuffer(mode_bak[0])

    # 反転。確認用
    # for i in range(4 * w * h):
    #     if (i % 4) != 3:
    #         pixels[i] = 255 - pixels[i]

    tex = gen_texture()
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)
    bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, w, h, 0, bgl.GL_RGBA,
                     bgl.GL_UNSIGNED_BYTE, pixels)
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

    if not scissor_is_enabled[0]:
        bgl.glDisable(bgl.GL_SCISSOR_TEST)
    bgl.glScissor(*scissor_box)

    return tex
예제 #35
0
    def _create(self):
        textures = bgl.Buffer(bgl.GL_INT, [
            1,
        ])
        bgl.glGenTextures(1, textures)
        self.texture_id = textures[0]

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        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.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S,
                            bgl.GL_REPEAT)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T,
                            bgl.GL_REPEAT)

        height, width, channels = self.image.shape
        bgl.glTexImage2D(
            bgl.GL_TEXTURE_2D, 0,
            bgl.GL_RGBA if platform.system() == 'Darwin' else bgl.GL_RGBA16F,
            width, height, 0, bgl.GL_RGBA, bgl.GL_FLOAT,
            bgl.Buffer(bgl.GL_FLOAT, [width, height, channels]))
예제 #36
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    def _update_texture(self, scene):
        if self._transparent:
            gl_format = bgl.GL_RGBA
            internal_format = bgl.GL_RGBA32F
        else:
            gl_format = bgl.GL_RGB
            internal_format = bgl.GL_RGB32F

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, self._width,
                         self._height, 0, gl_format, bgl.GL_FLOAT, self.buffer)
        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.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_NEAREST)
        mag_filter = bgl.GL_NEAREST if scene.luxcore.viewport.mag_filter == "NEAREST" else bgl.GL_LINEAR
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            mag_filter)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL)
예제 #37
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    def __init__(self, region, space):
        import gpu
        import ctypes

        self.freed = False
        self.snap_objects = []
        self.drawn_count = 0
        self._offset_cur = 1 # Starts with index 1
        self.region = region
        self.rv3d = space.region_3d

        if self.rv3d.is_perspective:
            self.depth_range = Vector((space.clip_start, space.clip_end))
        else:
            self.depth_range = Vector((-space.clip_end, space.clip_end))

        self.proj_mat = None
        self.mval = Vector((0, 0))
        self._snap_mode = VERT | EDGE | FACE

        self.set_pixel_dist(12)

        self._offscreen = gpu.offscreen.new(self.region.width, self.region.height)

        self._texture = self._offscreen.color_texture
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)

        NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.region.width, self.region.height, 0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL)
        del NULL

        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)

        self.winsize = Vector((self._offscreen.width, self._offscreen.height))
예제 #38
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def get_texture(name):
    """nameが'icons'なら全体のテクスチャを返す
    :type name: str
    """
    if name in textures:
        return textures[name]

    if name in internal_icons:
        textures[name] = internal_icons[name]
        return textures[name]

    if name == 'icons':
        icon_type = 'icons'
    elif name in icons and icons[name] < 780:  # 780は'BRUSH_ADD':
        icon_type = 'icon'
    elif name in brush_icons:
        icon_type = 'brush'
    elif name in matcap_icons:
        icon_type = 'matcap'
    elif '.' in name:
        icon_type = 'image'
    else:
        return None

    dirname = os.path.dirname(os.path.abspath(__file__))

    if name == 'icons':
        filepath = os.path.join(dirname, ICON_FILE_NAME)
        img = load_image(filepath)
        if not img:
            return None
        sx, sy = img.size
        buf = bgl.Buffer(bgl.GL_FLOAT, 4 * sx * sy)
        img.gl_load(filter=bgl.GL_LINEAR, mag=bgl.GL_LINEAR)
        # TODO: 仕様変更があったので動作確認 -> img.bindcode
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, img.bindcode[0])
        bgl.glGetTexImage(bgl.GL_TEXTURE_2D, 0,
                          bgl.GL_RGBA, bgl.GL_FLOAT, buf)
        img.gl_free()
        img.user_clear()
        bpy.data.images.remove(img)
        x = y = 0
        w = sx
        h = sy

    elif icon_type == 'icon':
        if 'icons' not in textures:
            get_texture('icons')
        tex, buf, sx, sy, _x, _y, _w, _h = textures['icons']
        row, col = divmod(icons[name], 26)
        x = 10 + (40 + 2) * col
        y = 10 + (40 + 2) * row
        w = h = 32

    elif icon_type in ('brush', 'matcap'):
        if icon_type == 'brush':
            filepath = os.path.join(dirname, 'brushicons', brush_icons[name])
        else:
            filepath = os.path.join(dirname, 'matcaps', matcap_icons[name])
        buf, sx, sy = get_image_buffer(filepath)
        if not buf:
            return None
        x = y = 0
        w, h = sx, sy
    else:
        buf, sx, sy = get_image_buffer(name)
        if not buf:
            return None
        x = y = 0
        w, h = sx, sy

    if icon_type == 'icon':
        textures[name] = [tex, buf, sx, sy, x, y, w, h]
    else:
        texture = bgl.Buffer(bgl.GL_INT, 1)  # GLuint
        bgl.glGenTextures(1, texture)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture[0])
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER,
                            bgl.GL_LINEAR)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA,
                         sx, sy, 0, bgl.GL_RGBA, bgl.GL_FLOAT, buf)
        textures[name] = [texture[0], buf, sx, sy, x, y, w, h]
    return textures[name]