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import bpy
from bgl import *
from mathutils import Matrix, Euler
SpaceView3D = bpy.types.SpaceView3D
callback_handle = []
fragment_shader ="""
#version 120
uniform sampler2D color_buffer;
void main(void)
{
vec2 coords = gl_TexCoord[0].st;
vec4 foreground = texture2D(color_buffer, coords);
gl_FragColor = mix(foreground, vec4(1.0, 0.0, 0.0, 1.0), 0.5);
}
"""
# ##################
# GLSL Debug
# ##################
def print_shader_errors(shader):
""""""
log = Buffer(GL_BYTE, len(fragment_shader))
length = Buffer(GL_INT, 1)
print('Shader Code:')
glGetShaderSource(shader, len(log), length, log)
line = 1
msg = " 1 "
for i in range(length[0]):
if chr(log[i-1]) == '\n':
line += 1
msg += "%3d %s" %(line, chr(log[i]))
else:
msg += chr(log[i])
print(msg)
glGetShaderInfoLog(shader, len(log), length, log)
print("Error in GLSL Shader:\n")
msg = ""
for i in range(length[0]):
msg += chr(log[i])
print (msg)
def print_program_errors(program):
""""""
log = Buffer(GL_BYTE, 1024)
length = Buffer(GL_INT, 1)
glGetProgramInfoLog(program, len(log), length, log)
print("Error in GLSL Program:\n")
msg = ""
for i in range(length[0]):
msg += chr(log[i])
print (msg)
# ######################
# OpenGL Image Routines
# ######################
def resize(self, context):
"""we can run every frame or only when width/height change"""
# remove old textures
self.quit()
self.width = context.region.width
self.height = context.region.height
self.buffer_width, self.buffer_height = calculate_image_size(self.width, self.height)
# image to dump screen
self.color_id = create_image(self.buffer_width, self.buffer_height, GL_RGBA)
def calculate_image_size(width, height):
"""get a power of 2 size"""
buffer_width, buffer_height = 0,0
i = 0
while (1 << i) <= width:i+= 1
buffer_width = 1 << i
i = 0
while (1 << i) <= height:i+= 1
buffer_height = 1 << i
return buffer_width, buffer_height
def update_image(tex_id, viewport, target=GL_RGBA, texture=GL_TEXTURE0):
"""copy the current buffer to the image"""
glActiveTexture(texture)
glBindTexture(GL_TEXTURE_2D, tex_id)
glCopyTexImage2D(GL_TEXTURE_2D, 0, target, viewport[0], viewport[1], viewport[2], viewport[3], 0)
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def create_image(width, height, target=GL_RGBA):
"""create an empty image, dimensions pow2"""
if target == GL_RGBA:
target, internal_format, dimension = GL_RGBA, GL_RGB, 3
else:
target, internal_format, dimension = GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, 1
null_buffer = Buffer(GL_BYTE, [(width + 1) * (height + 1) * dimension])
id_buf = Buffer(GL_INT, 1)
glGenTextures(1, id_buf)
tex_id = id_buf.to_list()[0]
glBindTexture(GL_TEXTURE_2D, tex_id)
glTexImage2D(GL_TEXTURE_2D, 0, target, width, height, 0, internal_format, GL_UNSIGNED_BYTE, null_buffer)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
if target == GL_DEPTH_COMPONENT32:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE)
glCopyTexImage2D(GL_TEXTURE_2D, 0, target, 0, 0, width, height, 0)
glBindTexture(GL_TEXTURE_2D, 0)
del null_buffer
return tex_id
def delete_image(tex_id):
"""clear created image"""
id_buf = Buffer(GL_INT, 1)
id_buf.to_list()[0] = tex_id
if glIsTexture(tex_id):
glDeleteTextures(1, id_buf)
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# ##################
# Framebuffer Routines
# ##################
def check_framebuffer_status(target):
status = glCheckFramebufferStatus(target)
if status == GL_FRAMEBUFFER_COMPLETE:
return True
elif status == GL_FRAMEBUFFER_UNDEFINED:
print("framebuffer not complete: GL_FRAMEBUFFER_UNDEFINED - returned if the specified framebuffer is the default read or draw framebuffer, but the default framebuffer does not exist.")
elif status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
print("framebuffer not complete: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT - returned if any of the framebuffer attachment points are framebuffer incomplete.")
elif status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
print("framebuffer not complete: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT - returned if the framebuffer does not have at least one image attached to it.")
elif status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
print("framebuffer not complete: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER - returned if the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for any color attachment point named by GL_DRAW_BUFFERi.")
elif status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
print("framebuffer not complete: GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER - returned if GL_READ_BUFFER is not GL_NONE and the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for the color attachment point named by GL_READ_BUFFER.")
elif status == GL_FRAMEBUFFER_UNSUPPORTED:
print("framebuffer not complete: GL_FRAMEBUFFER_UNSUPPORTED - returned if the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.")
elif status == GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
print("framebuffer not complete: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE - returned if the value of GL_RENDERBUFFER_SAMPLES is not the same for all attached renderbuffers; if the value of GL_TEXTURE_SAMPLES is the not same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, the value of GL_RENDERBUFFER_SAMPLES does not match the value of GL_TEXTURE_SAMPLES. also returned if the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS i s not the same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not GL_TRUE for all attached textures.")
elif status == GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
print("framebuffer not complete: GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS - returned if any framebuffer attachment is layered, and any populated attachment is not layered, or if all populated color attachments are not from textures of the same target.")
else:
print("framebuffer not complete: status 0x%x (unknown)" % (status,))
return False
def create_framebuffer(width, height, target=GL_RGBA):
"""create an empty framebuffer"""
id_buf = Buffer(GL_INT, 1)
glGenFramebuffers(1, id_buf)
fbo_id = id_buf.to_list()[0]
if fbo_id == 0:
print("Framebuffer error on creation")
return -1
tex_id = create_image(width, height)
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_id, 0)
glGenRenderbuffers(1, id_buf)
depth_id = id_buf.to_list()[0]
glBindRenderbuffer(GL_RENDERBUFFER, depth_id)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, width, height)
# attach the depth buffer
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_id)
#glDrawBuffers(fbo_id, GL_COLOR_ATTACHMENT0)
if not check_framebuffer_status(GL_DRAW_FRAMEBUFFER):
delete_framebuffer(fbo_id)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
return -1
glBindFramebuffer(GL_FRAMEBUFFER, 0)
return fbo_id
def delete_framebuffer(fbo_id):
"""clear created framebuffer"""
id_buf = Buffer(GL_INT, 1)
id_buf.to_list()[0] = fbo_id
if glIsFramebuffer(fbo_id):
glDeleteFramebuffers(1, id_buf)
# ##################
# GLSL Screen Shader
# ##################
def create_shader(source, program=None, type=GL_FRAGMENT_SHADER):
""""""
if program == None:
program = glCreateProgram()
shader = glCreateShader(type)
glShaderSource(shader, source)
glCompileShader(shader)
success = Buffer(GL_INT, 1)
glGetShaderiv(shader, GL_COMPILE_STATUS, success)
if not success[0]:
print_shader_errors(shader)
glAttachShader(program, shader)
glLinkProgram(program)
return program
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def setup_uniforms(program, color_id, width, height, is_left):
""""""
uniform = glGetUniformLocation(program, "bgl_RenderedTexture")
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, color_id)
if uniform != -1: glUniform1i(uniform, 0)
uniform = glGetUniformLocation(program, "bgl_RenderedTextureWidth")
if uniform != -1: glUniform1f(uniform, width)
uniform = glGetUniformLocation(program, "bgl_RenderedTextureHeight")
if uniform != -1: glUniform1f(uniform, height)
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uniform = glGetUniformLocation(program, "bgl_RenderedStereoEye")
if uniform != -1: glUniform1i(uniform, 0 if is_left else 1)
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def bindcode(image):
"""load the image in the graphic card if necessary"""
image.gl_touch(GL_NEAREST)
return image.bindcode
# ##################
# Drawing Routines
# ##################
def view_setup():
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glMatrixMode(GL_TEXTURE)
glPushMatrix()
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glOrtho(-1, 1, -1, 1, -20, 20)
gluLookAt(0.0, 0.0, 1.0, 0.0,0.0,0.0, 0.0,1.0,0.0)
# Get texture info
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_TEXTURE)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
def draw_rectangle_rainbow(zed=0.0):
texco = [(1, 1), (0, 1), (0, 0), (1,0)]
verco = [(1.0, 1.0), (-1.0, 1.0), (-1.0, -1.0), ( 1.0, -1.0)]
colors = [(1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (1.0, 1.0, 0.0, 0.0)]
glPolygonMode(GL_FRONT_AND_BACK , GL_FILL)
glBegin(GL_QUADS)
for i in range(4):
color = colors[i]
glColor4f(color[0], color[1], color[2], color[3])
glTexCoord3f(texco[i][0], texco[i][1], zed)
glVertex2f(verco[i][0], verco[i][1])
glEnd()
def draw_rectangle(zed=0.0):
texco = [(1, 1), (0, 1), (0, 0), (1,0)]
verco = [(1.0, 1.0), (-1.0, 1.0), (-1.0, -1.0), ( 1.0, -1.0)]
glPolygonMode(GL_FRONT_AND_BACK , GL_FILL)
glBegin(GL_QUADS)
for i in range(4):
glTexCoord3f(texco[i][0], texco[i][1], zed)
glVertex2f(verco[i][0], verco[i][1])
glEnd()
def draw_callback_px(self, context):
"""core function"""
if not self._enabled: return
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is_left = self.is_stereo_left(context)
act_tex = Buffer(GL_INT, 1)
glGetIntegerv(GL_ACTIVE_TEXTURE, act_tex)
glGetIntegerv(GL_VIEWPORT, self.viewport)
# (1) dump buffer in texture
update_image(self.color_id, self.viewport, GL_RGBA, GL_TEXTURE0)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
pjm = Buffer(GL_FLOAT, 16)
mvm = Buffer(GL_FLOAT, 16)
cam_pos = context.scene.camera.location.copy()
glMatrixMode(GL_MODELVIEW)
glTranslatef(cam_pos[0], cam_pos[1], cam_pos[2])
glGetFloatv(GL_PROJECTION_MATRIX, pjm)
glGetFloatv(GL_MODELVIEW_MATRIX, mvm)
# set identity matrices
view_setup()
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setup_uniforms(self.program_shader, self.color_id, self.width, self.height, is_left)
glUseProgram(0)
glActiveTexture(act_tex[0])
glBindTexture(GL_TEXTURE_2D, 0)
view_reset()
glViewport(self.viewport[0], self.viewport[1], self.viewport[2], self.viewport[3])
glMatrixMode(GL_MODELVIEW)
glTranslatef(-cam_pos[0], -cam_pos[1], -cam_pos[2])