Commit 7a101aa0 authored by Dalai Felinto's avatar Dalai Felinto
Browse files

Use the new gpu.offscreen_object_*() functions

parent 2a4568ff
......@@ -6,6 +6,8 @@ from mathutils import (
Vector,
)
import gpu
# ############################################################
# Data structs
......@@ -44,8 +46,8 @@ class HMD_Data:
interpupillary_distance = Vector((0.0, 0.0))
width = 0
height = 0
fbo = 0
texture = 0
fbo_id = 0
texture_id = 0
# ############################################################
......@@ -59,6 +61,7 @@ class HMD_Base:
"_interpupillary_distance",
"_modelview_matrix",
"_name",
"_offscreen_object",
"_projection_matrix",
"_texture",
"_width",
......@@ -71,16 +74,21 @@ class HMD_Base:
self._interpupillary_distance = Vector((0.0, 0.0))
self._width = 0
self._height = 0
self._fbo = 0
self._texture = 0
self._fbo_id = 0
self._texture_id = 0
self._offscreen_object = None
@property
def offscreen_object(self):
return self._offscreen_object
@property
def fbo(self):
return self._fbo
return self._fbo_id
@property
def texture(self):
return self._texture
return self._texture_id
@property
def width(self):
......@@ -115,7 +123,17 @@ class HMD_Base:
:return: return True if the device was properly initialized
:rtype: bool
"""
assert False, "init() not implemented for the \"{0}\" device".format(self._name)
try:
self._offscreen_object = gpu.offscreen_object_create(self._width, self._height)
self._fbo_id = self._offscreen_object.framebuffer_object
self._texture_id = self._offscreen_object.color_object
except Exception as E:
print(E)
return False
else:
return True
def loop(self):
"""
......@@ -133,5 +151,9 @@ class HMD_Base:
"""
Garbage collection
"""
assert False, "quit() not implemented for the \"{0}\" device".format(self._name)
try:
gpu.offscreen_object_free(self._offscreen_object)
except Exception as E:
print(E)
......@@ -18,10 +18,6 @@ class Debug(HMD_Base):
def __init__(self):
super(Debug, self).__init__('Debug')
@property
def texture(self):
return self._fbo._gl_data.color_tex
def isConnected(self):
"""
Check if device is connected
......@@ -44,30 +40,32 @@ class Debug(HMD_Base):
self._width = 1024
self._height = 512
self._fbo = FBO(self._width, self._height)
return True
return super(Debug, self).init()
def loop(self):
"""
Get fresh tracking data
"""
print_debug('loop()')
debug_draw(self._offscreen_object, self._width, self._height)
def frameReady(self):
"""
The frame is ready to be send to the device
"""
self._fbo.run()
print_debug('frameReady()')
def quit(self):
"""
Garbage collection
"""
self._fbo.delete()
print_debug('quit()')
return super(Debug, self).quit()
# ##################
# Debug Debug Debug
# ##################
from bgl import *
......@@ -75,18 +73,6 @@ from bgl import *
global _time
_time = 0
# ##################
# Data struct
# ##################
class GLdata:
def __init__(self):
self.color_tex = -1
self.fb = -1
self.rb = -1
self.width = 0
self.height = 0
# ##################
# OpenGL generic routines
......@@ -122,217 +108,90 @@ def view_reset():
# ##################
# FBO related routines
# Draw an animated cube on the offscreen object
# ##################
class FBO:
__slots__ = {
"_gl_data",
}
def __init__(self, width, height):
# initialize opengl data
self._gl_data = GLdata()
# initialize fbo
self.setup(width, height)
def setup(self, width, height):
gl_data = self._gl_data
gl_data.width = width
gl_data.height = height
def debug_draw(offscreen_object, width, height):
"""
draw in the FBO
"""
import time
import math
import gpu
id_buf = Buffer(GL_INT, 1)
global _time
act_fbo = Buffer(GL_INT, 1)
glGetIntegerv(GL_FRAMEBUFFER, act_fbo)
act_tex = Buffer(GL_INT, 1)
glGetIntegerv(GL_ACTIVE_TEXTURE, act_tex)
#RGBA8 2D texture, 24 bit depth texture, width x height
glGenTextures(1, id_buf)
gl_data.color_tex = id_buf.to_list()[0]
glBindTexture(GL_TEXTURE_2D, gl_data.color_tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
# NULL means reserve texture memory, but texels are undefined
null_buffer = Buffer(GL_BYTE, [(gl_data.width + 1) * (gl_data.height + 1) * 4])
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gl_data.width, gl_data.height, 0, GL_BGRA, GL_UNSIGNED_BYTE, null_buffer)
glBindTexture(GL_TEXTURE_2D, act_tex[0])
glGenFramebuffers(1, id_buf)
gl_data.fb = id_buf.to_list()[0]
glBindFramebuffer(GL_FRAMEBUFFER, gl_data.fb)
# Attach 2D texture to this FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl_data.color_tex, 0)
glGenRenderbuffers(1, id_buf)
gl_data.depth_rb = id_buf.to_list()[0]
glBindRenderbuffer(GL_RENDERBUFFER, gl_data.depth_rb)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, gl_data.width, gl_data.height)
# Attach depth buffer to FBO
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, gl_data.depth_rb)
# Does the GPU support current FBO configuration?
status = glCheckFramebufferStatus(GL_FRAMEBUFFER)
glBindFramebuffer(GL_FRAMEBUFFER, act_fbo[0])
if status == GL_FRAMEBUFFER_COMPLETE:
print("FBO: good: {0} : {1} : {2}".format(gl_data.color_tex, gl_data.depth_rb, gl_data.fb))
else:
print("FBO: error", status)
def run(self):
"""
draw in the FBO
"""
gl_data = self._gl_data
# setup
viewport = Buffer(GL_INT, 4)
glGetIntegerv(GL_VIEWPORT, viewport)
glViewport(0, 0, width, height)
act_fbo = Buffer(GL_INT, 1)
glGetIntegerv(GL_FRAMEBUFFER, act_fbo)
gpu.offscreen_object_bind(offscreen_object, True)
# setup
viewport = Buffer(GL_INT, 4)
glGetIntegerv(GL_VIEWPORT, viewport)
glViewport(0, 0, gl_data.width, gl_data.height)
glClearColor(1.0, 1.0, 1.0, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBindFramebuffer(GL_FRAMEBUFFER, gl_data.fb)
glActiveTexture(GL_TEXTURE0)
glDisable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glClearColor(1.0, 1.0, 1.0, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
view_setup()
act_tex = Buffer(GL_INT, 1)
glGetIntegerv(GL_ACTIVE_TEXTURE, act_tex)
# actual drawing
speed = 0.01
glDisable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
one = 1.0
zer = 0.0
# actual drawing
view_setup()
_time, _int = math.modf(_time + speed)
factor = _time * 2.0
glEnable(GL_TEXTURE_2D)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, gl_data.color_tex)
if factor > 1.0:
factor = 2.0 - factor;
# actual drawing
self._draw_a_quad()
one = one - factor;
zer = factor - zer;
glBindTexture(GL_TEXTURE_2D, act_tex[0])
glDisable(GL_TEXTURE_2D)
glDisable(GL_DEPTH_TEST)
view_reset()
glViewport(viewport[0], viewport[1], viewport[2], viewport[3])
# unbinding
glBindFramebuffer(GL_FRAMEBUFFER, act_fbo[0])
glViewport(viewport[0], viewport[1], viewport[2], viewport[3])
def _draw_a_quad(self):
"""
draw an animated quad on the screen
"""
import time
import math
global _time
speed = 0.01
one = 1.0
zer = 0.0
_time, _int = math.modf(_time + speed)
factor = _time * 2.0
if factor > 1.0:
factor = 2.0 - factor;
one = one - factor;
zer = factor - zer;
glClearColor(1.0, 1.0, 1.0, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glOrtho(-1.0, 1.0, -1.0, 1.0, 1.0, 20.0)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
current_color = Buffer(GL_FLOAT, 4)
glGetFloatv(GL_CURRENT_COLOR, current_color);
glEnable(GL_COLOR_MATERIAL)
glBegin(GL_QUADS)
glColor3f(one, zer, zer)
glVertex3f(-0.75, -0.75, 0.0)
glColor3f(zer, one, zer)
glVertex3f( 0.75, -0.75, 0.0)
glColor3f(zer, zer, one)
glVertex3f( 0.75, 0.75, 0.0)
glColor3f(one, one, zer)
glVertex3f(-0.75, 0.75, 0.0)
glEnd()
glColor4fv(current_color)
glDisable(GL_COLOR_MATERIAL)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glOrtho(-1.0, 1.0, -1.0, 1.0, 1.0, 20.0)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
current_color = Buffer(GL_FLOAT, 4)
glGetFloatv(GL_CURRENT_COLOR, current_color);
def _debug_quad(self):
viewport = Buffer(GL_INT, 4)
glGetIntegerv(GL_VIEWPORT, viewport)
glViewport(300, 200, 256, 256)
glScissor(300, 200, 256, 256)
glEnable(GL_COLOR_MATERIAL)
# actual drawing
self._draw_a_quad()
glBegin(GL_QUADS)
glColor3f(one, zer, zer)
glVertex3f(-0.75, -0.75, 0.0)
glColor3f(zer, one, zer)
glVertex3f( 0.75, -0.75, 0.0)
glColor3f(zer, zer, one)
glVertex3f( 0.75, 0.75, 0.0)
glColor3f(one, one, zer)
glVertex3f(-0.75, 0.75, 0.0)
glEnd()
glViewport(viewport[0], viewport[1], viewport[2], viewport[3])
glScissor(viewport[0], viewport[1], viewport[2], viewport[3])
glColor4fv(current_color)
glDisable(GL_COLOR_MATERIAL)
def delete(self):
"""
cleanup FBO data
"""
gl_data = self._gl_data
id_buf = Buffer(GL_INT, 1)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
id_buf.to_list()[0] = gl_data.color_tex
glDeleteTextures(1, id_buf)
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
id_buf.to_list()[0] = gl_data.depth_rb
glDeleteRenderbuffers(1, id_buf)
glDisable(GL_DEPTH_TEST)
id_buf.to_list()[0] = gl_data.fb
glDeleteFramebuffers(1, id_buf)
view_reset()
glViewport(viewport[0], viewport[1], viewport[2], viewport[3])
def __del__(self):
self.delete()
# unbinding
gpu.offscreen_object_unbind(offscreen_object, True)
......@@ -49,8 +49,9 @@ class Oculus(HMD_Base):
"""
Oculus SDK bridge
return: status, fbo, texture, projection matrix, eye separation, width, height
return: status, projection matrix, eye separation, width, height
"""
return super(Oculus, self).init()
def loop(self):
"""
......@@ -82,4 +83,5 @@ class Oculus(HMD_Base):
delete fbo, rbo, tex_id
"""
return super(Oculus, self).quit()
......@@ -158,16 +158,14 @@ class VirtualRealityDisplayOperator(bpy.types.Operator):
"""
self._hmd.loop()
fbo = self._hmd.fbo
width = self._hmd.width
height = self._hmd.height
projection_matrix = self._hmd.projection_matrix
offscreen_object = self._hmd.offscreen_object
modelview_matrix = self._hmd.modelview_matrix
projection_matrix = self._hmd.projection_matrix
TODO
"""
bpy.ops.view3d.offscreen(fbo, width, height, projection_matrix, modelview_matrix)
"""
TODO # need to run this twice, once for each eye
# drawing
# bpy.ops.view3d.offscreen(offscreen_object=offscreen_object, projection_matrix=projection_matrix, modelview_matrix=modelview_matrix)
self._hmd.frameReady()
......
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