Exemplo n.º 1
0
    def make_textures(self, image, color='RGBA', uuid_=None, width=200, height=200):
        self.delete_texture()

        resized_image = cv2.resize(image, (width, height))
        resized_height, resized_width = resized_image.shape[:2]

        texture_mini = bgl.Buffer(bgl.GL_BYTE, resized_image.shape, resized_image)

        name = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, name)
        self.texture[self.node_id] = {"name": name, "uuid": uuid_}
        self.texture[uuid_] = self.node_id
        if len(image.shape) == 3:
            if image.shape[2] == 4:
                _ = add_background_to_image(resized_image)
                internalFormat = bgl.GL_RGBA
                format = bgl.GL_BGRA
            elif image.shape[2] == 3:
                internalFormat = bgl.GL_RGB
                format = bgl.GL_BGR
        elif len(image.shape) == 2:
            # TODO bgl.GL_LUMINANCE - don't working
            internalFormat = bgl.GL_RED
            format = bgl.GL_RED
        init_texture(width=resized_width,
                     height=resized_height,
                     texname=name[0],
                     texture=texture_mini,
                     internalFormat=internalFormat,
                     format=format)
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
Exemplo n.º 3
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)
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
Exemplo n.º 5
0
 def process(self):
     n_id = node_id(self)
     self.delete_texture()
     nvBGL2.callback_disable(n_id)
     if self.output_mode == 'bgl':
         width, height, colm = self.width_custom_tex, self.height_custom_tex, self.color_mode
         total_size = width * height * factor_buffer_dict.get(colm)
         texture = bgl.Buffer(
             bgl.GL_FLOAT, total_size,
             np.resize(self.inputs[0].sv_get(), total_size).tolist())
         name = bgl.Buffer(bgl.GL_INT, 1)
         bgl.glGenTextures(1, name)
         self.texture[n_id] = name[0]
         init_texture(width, height, name[0], texture,
                      gl_color_dict.get(colm))
         draw_data = {
             'tree_name': self.id_data.name,
             'mode': 'custom_function',
             'custom_function': simple_screen,
             'loc': (self.location[0] + self.width + 20, self.location[1]),
             'args': (texture, self.texture[n_id], width, height)
         }
         nvBGL2.callback_enable(n_id, draw_data)
     else:
         Im = bpy.data.images[self.image]
         Im.pixels = np.resize(self.inputs[0].sv_get(), len(Im.pixels))
Exemplo n.º 6
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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]))
Exemplo n.º 7
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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)
Exemplo n.º 8
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    def __init__(self,
                 toolkit: BlenderToolkit,
                 look_and_feel: Optional[LookAndFeel] = None,
                 font_options: Optional[FontOptions] = None,
                 window_manager: Optional[WindowManager] = None,
                 error_handler: Optional[ErrorHandler] = None) -> None:
        super().__init__(toolkit, look_and_feel, font_options, window_manager,
                         error_handler)

        resolution = Dimension(bge.render.getWindowWidth(),
                               bge.render.getWindowHeight())

        self._resolution = BehaviorSubject(resolution)

        # noinspection PyTypeChecker
        self.window_size = self._resolution.pipe(ops.distinct_until_changed())

        self._shader = cast(GPUShader, gpu.shader.from_builtin("2D_IMAGE"))

        if use_viewport_render:
            # noinspection PyArgumentList
            self._draw_handler = SpaceView3D.draw_handler_add(
                self.process, (), "WINDOW", "POST_PIXEL")
        else:
            self._draw_handler = None

            bge.logic.getCurrentScene().post_draw.append(self.process)

        # noinspection PyTypeChecker
        self._texture = Buffer(bgl.GL_INT, 1)

        bgl.glGenTextures(1, self.texture)
Exemplo n.º 9
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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()
Exemplo n.º 10
0
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)
Exemplo n.º 12
0
    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
Exemplo n.º 13
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    def process(self):
        if not self.inputs['Float'].is_linked:
            return

        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)

        size_tex = 0
        width = 0
        height = 0

        # why is cMode a sequence like (bool,) ? see uniform_bool(name, seq) in
        # https://docs.blender.org/api/blender2.8/gpu.types.html
        is_multi_channel = self.color_mode in ('RGB', 'RGBA')
        cMode = (is_multi_channel, )

        if self.to_image_viewer:

            mode = self.color_mode
            pixels = np.array(
                self.inputs['Float'].sv_get(deepcopy=False)).flatten()
            width, height = self.texture_width_height
            resized_np_array = np.resize(pixels, self.calculate_total_size())
            transfer_to_image(resized_np_array, self.texture_name, width,
                              height, mode)

        if self.activate:
            texture = self.get_buffer()
            width, height = self.texture_width_height
            # x, y = self.xy_offset
            gl_color_constant = gl_color_dict.get(self.color_mode)

            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_constant)

            width, height = self.get_dimensions(width, height)
            batch, shader = generate_batch_shader((width, height))

            draw_data = {
                'tree_name':
                self.id_data.name[:],
                'node_name':
                self.name[:],
                'mode':
                'custom_function_context',
                'custom_function':
                simple_screen,
                'loc':
                get_drawing_location,
                'args': (texture, self.texture[n_id], width, height, batch,
                         shader, cMode)
            }

            nvBGL2.callback_enable(n_id, draw_data)
Exemplo n.º 14
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    def process(self):

        # upgrades older versions of ProfileMK3 to the version that has self.file_pointer
        if self.image and not self.image_pointer:
            image = self.get_bpy_data_from_name(self.image, bpy.data.images)
            if image:
                self.image_pointer = image

        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)

        # why is cMode a sequence like (bool,) ? see uniform_bool(name, seq) in
        # https://docs.blender.org/api/blender2.8/gpu.types.html
        gl_color_constant = gl_color_dict.get(self.color_mode)
        is_multi_channel = self.color_mode in ('RGB', 'RGBA')
        cMode = (is_multi_channel, )

        if self.output_mode == 'bgl':

            # x, y = self.xy_offset
            width, height, colm = self.width_custom_tex, self.height_custom_tex, self.color_mode
            total_size = width * height * factor_buffer_dict.get(colm)
            texture = bgl.Buffer(
                bgl.GL_FLOAT, total_size,
                np.resize(self.inputs[0].sv_get(), total_size).tolist())

            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_constant)

            width, height = self.get_dimensions(width, height)
            batch, shader = generate_batch_shader((width, height))

            draw_data = {
                'tree_name':
                self.id_data.name[:],
                'node_name':
                self.name[:],
                'mode':
                'custom_function_context',
                'custom_function':
                simple_screen,
                'loc':
                get_drawing_location,
                'args': (texture, self.texture[n_id], width, height, batch,
                         shader, cMode)
            }

            nvBGL2.callback_enable(n_id, draw_data)

        else:

            Im = bpy.data.images[self.image]
            Im.pixels = np.resize(self.inputs[0].sv_get(), len(Im.pixels))
Exemplo n.º 15
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def gen_texture():
    textures = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGenTextures(1, textures)
    tex = textures[0]
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)
    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)
    return tex
Exemplo n.º 16
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def gen_texture():
    textures = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGenTextures(1, textures)
    tex = textures[0]
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)
    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)
    return tex
Exemplo n.º 17
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    def process(self):
        if not self.inputs['Float'].is_linked:
            return

        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)

        size_tex = 0
        width = 0
        height = 0

        if self.to_image_viewer:

            mode = self.color_mode
            pixels = np.array(
                self.inputs['Float'].sv_get(deepcopy=False)).flatten()
            width, height = self.texture_width_height
            resized_np_array = np.resize(pixels, self.calculate_total_size())
            transfer_to_image(resized_np_array, self.texture_name, width,
                              height, mode)

        if self.activate:
            texture = self.get_buffer()
            width, height = self.texture_width_height
            x, y = self.xy_offset
            gl_color_constant = gl_color_dict.get(self.color_mode)
            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_constant)

            # adjust render location based on preference multiplier setting
            try:
                with sv_preferences() as prefs:
                    multiplier = prefs.render_location_xy_multiplier
                    scale = prefs.render_scale
            except:
                # print('did not find preferences - you need to save user preferences')
                multiplier = 1.0
                scale = 1.0
            x, y = [x * multiplier, y * multiplier]
            width, height = [width * scale, height * scale]

            draw_data = {
                'tree_name': self.id_data.name[:],
                'mode': 'custom_function',
                'custom_function': simple_screen,
                'loc': (x, y),
                'args': (texture, self.texture[n_id], width, height)
            }

            nvBGL2.callback_enable(n_id, draw_data)
Exemplo n.º 18
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)
Exemplo n.º 19
0
    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)
Exemplo n.º 20
0
    def _init_opengl(self, engine, scene):
        # Create texture
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)
        self.texture_id = self.texture[0]

        # Bind shader that converts from scene linear to display space,
        # use the scene's color management settings.
        engine.bind_display_space_shader(scene)
        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
        width = self._width * self._pixel_size
        height = self._height * self._pixel_size
        position = [
            self._offset_x, self._offset_y, self._offset_x + width,
            self._offset_y, self._offset_x + width, self._offset_y + height,
            self._offset_x, self._offset_y + 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, NULL)
        bgl.glBindVertexArray(NULL)
        engine.unbind_display_space_shader()
Exemplo n.º 21
0
    def process(self):
        if not self.inputs['Float'].is_linked:
            return

        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)

        size_tex = 0
        width = 0
        height = 0

        if self.to_image_viewer:

            mode = self.color_mode
            pixels = np.array(self.inputs['Float'].sv_get(deepcopy=False)).flatten()
            width, height = self.texture_width_height
            resized_np_array = np.resize(pixels, self.calculate_total_size())
            transfer_to_image(resized_np_array, self.texture_name, width, height, mode)


        if self.activate:
            texture = self.get_buffer()
            width, height = self.texture_width_height
            x, y = self.xy_offset
            gl_color_constant = gl_color_dict.get(self.color_mode)
            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_constant)

            # adjust render location based on preference multiplier setting
            try:
                with sv_preferences() as prefs:
                    multiplier = prefs.render_location_xy_multiplier
                    scale = prefs.render_scale
            except:
                # print('did not find preferences - you need to save user preferences')
                multiplier = 1.0
                scale = 1.0
            x, y = [x * multiplier, y * multiplier]
            width, height =[width * scale, height * scale]

            draw_data = {
                'tree_name': self.id_data.name[:],
                'mode': 'custom_function',
                'custom_function': simple_screen,
                'loc': (x, y),
                'args': (texture, self.texture[n_id], width, height)
            }

            nvBGL2.callback_enable(n_id, draw_data)
Exemplo n.º 22
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    def get_font_texture(self):
        if not self.texture_dict:
            filepath = get_font_pydata_location()
            # this is a compressed npz, which we can dict lookup.
            found_data = np.load(filepath)
            data = found_data['a']

            dsize = data.size
            data = data.repeat(3).reshape(-1, 3)
            data = np.concatenate((data, np.ones(dsize)[:,None]),axis=1).flatten()
            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture_dict['texture'] = name[0]
            self.texture_dict['texture_data'] = data # bgl.Buffer(bgl.GL_FLOAT, data.size, data.tolist())
Exemplo n.º 23
0
    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])
Exemplo n.º 24
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def load_icon_gl_named_textures(icon_list):

    # gl load source image so we can copy stuff out of it's texture
    img_source = bpy.data.images.get("blender_icons_x2.png")
    img_source.gl_load()

    # allocate texture list
    n = len(icon_list)
    # tex_array = bgl.GL_INT*n #do we need this?
    bgl.glGenTextures(n, tex_array)

    # copy appropriate pixels into the icon textures
    for i in range(0, n):
        print("nothing")
Exemplo n.º 25
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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)
Exemplo n.º 26
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def load_icon_gl_named_textures(icon_list):

    #gl load source image so we can copy stuff out of it's texture
    img_source = bpy.data.images.get("blender_icons_x2.png")
    img_source.gl_load()

    #allocate texture list
    n = len(icon_list)
    #tex_array = bgl.GL_INT*n #do we need this?
    bgl.glGenTextures(n, tex_array)

    #copy appropriate pixels into the icon textures
    for i in range(0, n):
        print('nothing')
Exemplo n.º 27
0
Arquivo: zu.py Projeto: 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)
Exemplo n.º 28
0
    def init_opengl(self, engine, scene):
        self.texture = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenTextures(1, self.texture)

        self.generate_texture()

        engine.bind_display_space_shader(scene)

        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, self.width, 0.0, self.width, self.height, 0.0,
            self.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)

        engine.unbind_display_space_shader()
Exemplo n.º 29
0
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
Exemplo n.º 30
0
    def __init__(self, width, height):
        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.glGenTextures(1, self.buf_color)
        self._config_textures()

        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])
Exemplo n.º 31
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()
Exemplo n.º 32
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    def process(self):
        if not self.inputs['Float'].is_linked:
            return

        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)

        size_tex = 0
        width = 0
        height = 0

        if self.to_image_viewer:

            mode = self.color_mode
            pixels = np.array(
                self.inputs['Float'].sv_get(deepcopy=False)).flatten()
            width, height = self.texture_width_height
            resized_np_array = np.resize(pixels, self.calculate_total_size())
            transfer_to_image(resized_np_array, self.texture_name, width,
                              height, mode)

        if self.activate:
            texture = self.get_buffer()
            width, height = self.texture_width_height
            x, y = self.xy_offset
            gl_color_constant = gl_color_dict.get(self.color_mode)
            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_constant)

            draw_data = {
                'tree_name': self.id_data.name[:],
                'mode': 'custom_function',
                'custom_function': simple_screen,
                'loc': (x, y),
                'args': (texture, self.texture[n_id], width, height)
            }

            nvBGL2.callback_enable(n_id, draw_data)
Exemplo n.º 33
0
    def process(self):
        if not self.inputs['Float'].is_linked:
            return

        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)

        size_tex = 0
        width = 0
        height = 0

        if self.to_image_viewer:

            mode = self.color_mode
            pixels = np.array(self.inputs['Float'].sv_get(deepcopy=False)).flatten()
            width, height = self.texture_width_height
            resized_np_array = np.resize(pixels, self.calculate_total_size())
            transfer_to_image(resized_np_array, self.texture_name, width, height, mode)


        if self.activate:
            texture = self.get_buffer()
            width, height = self.texture_width_height
            x, y = self.xy_offset
            gl_color_constant = gl_color_dict.get(self.color_mode)
            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_constant)

            draw_data = {
                'tree_name': self.id_data.name[:],
                'mode': 'custom_function',
                'custom_function': simple_screen,
                'loc': (x, y),
                'args': (texture, self.texture[n_id], width, height)
            }

            nvBGL2.callback_enable(n_id, draw_data)
Exemplo n.º 34
0
 def process(self):
     n_id = node_id(self)
     self.delete_texture()
     nvBGL2.callback_disable(n_id)
     if self.output_mode == 'bgl':
         width, height, colm = self.width_custom_tex, self.height_custom_tex, self.color_mode
         total_size = width * height * factor_buffer_dict.get(colm)
         texture = bgl.Buffer(bgl.GL_FLOAT, total_size, np.resize(self.inputs[0].sv_get(), total_size))
         name = bgl.Buffer(bgl.GL_INT, 1)
         bgl.glGenTextures(1, name)
         self.texture[n_id] = name[0]
         init_texture(width, height, name[0], texture, gl_color_dict.get(colm))
         draw_data = {
             'tree_name': self.id_data.name,
             'mode': 'custom_function',
             'custom_function': simple_screen,
             'loc': (self.location[0] + self.width + 20, self.location[1]),
             'args': (texture, self.texture[n_id], width, height)
         }
         nvBGL2.callback_enable(n_id, draw_data)
     else:
         Im = bpy.data.images[self.image]
         Im.pixels = np.resize(self.inputs[0].sv_get(), len(Im.pixels))
Exemplo n.º 35
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    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]))
Exemplo n.º 36
0
    def process(self):
        n_id = node_id(self)
        self.delete_texture()
        nvBGL2.callback_disable(n_id)
        if self.output_mode == 'bgl':
            width, height, colm = self.width_custom_tex, self.height_custom_tex, self.color_mode
            total_size = width * height * factor_buffer_dict.get(colm)
            texture = bgl.Buffer(bgl.GL_FLOAT, total_size, np.resize(self.inputs[0].sv_get(), total_size).tolist())
            name = bgl.Buffer(bgl.GL_INT, 1)
            bgl.glGenTextures(1, name)
            self.texture[n_id] = name[0]
            init_texture(width, height, name[0], texture, gl_color_dict.get(colm))

            # adjust render location based on preference multiplier setting
            try:
                with sv_preferences() as prefs:
                    multiplier = prefs.render_location_xy_multiplier
                    scale = prefs.render_scale
            except:
                # print('did not find preferences - you need to save user preferences')
                multiplier = 1.0
                scale = 1.0

            x, y = [self.location[0] * multiplier, self.location[1] * multiplier]
            width, height =[width * scale, height * scale]

            draw_data = {
                'tree_name': self.id_data.name,
                'mode': 'custom_function',
                'custom_function': simple_screen,
                'loc': (x + self.width*scale + 20, y),
                'args': (texture, self.texture[n_id], width, height)
            }
            nvBGL2.callback_enable(n_id, draw_data)
        else:
            Im = bpy.data.images[self.image]
            Im.pixels = np.resize(self.inputs[0].sv_get(), len(Im.pixels))
Exemplo n.º 37
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    def __init__(self, width, height):
        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.glGenTextures(1, self.buf_color)

        self._config_textures()

        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])
Exemplo n.º 38
0
    def __init__(self, dimensions):
        global urhoImage
        # Generate dummy float image buffer
        self.dimensions = dimensions
        width, height = dimensions

        print("NEW CUSTOMDRAWDATA with resolution %s:%s" % (width, height))

        blank = Image.new('RGBA', (width, height), (100, 100, 100, 255))
        blank.alpha_composite(urhoImage,
                              dest=(int(width / 2 - urhoImage.width / 2),
                                    int(height / 2 - urhoImage.height / 2)))

        #self.pixels = [255,0,0,255] * width * height
        self.pixels = list(blank.tobytes())
        self.pixels = bgl.Buffer(bgl.GL_BYTE, width * height * 4, self.pixels)

        # Generate texture
        self.updateTextureOnDraw = False
        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_RGBA, width, height, 0,
                         bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, 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)

        # 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, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0]
        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)
Exemplo n.º 39
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    def try_initialize(self):
        if self.initialized:
            return

        self.initialized = True

        resx, resy = self.resx, self.resy
        width, height = self.dimensions
        self.pixels = bgl.Buffer(bgl.GL_FLOAT, resx * resy * 3, self.pixels_np)

        # 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)
Exemplo n.º 40
0
def h_gen_texture():
    id = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGenTextures(1, id)
    return id.to_list()[0]
Exemplo n.º 41
0
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]