Python bgl.GL_RGBA Examples

The following are 4 code examples of bgl.GL_RGBA(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module bgl , or try the search function .
Example #1
Source File: viewport.py    From BlendLuxCore with GNU General Public License v3.0 6 votes vote down vote up
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) 
Example #2
Source File: ui.py    From addon_common with GNU General Public License v3.0 5 votes vote down vote up
def buffer_image(self):
        if not self.loaded: return
        if self.buffered: return
        if self.deleted: return
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        # texbuffer = bgl.Buffer(bgl.GL_BYTE, [self.width,self.height,self.depth], image_data)
        image_size = self.image_width*self.image_height*self.image_depth
        texbuffer = bgl.Buffer(bgl.GL_BYTE, [image_size], self.image_flat)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, self.image_width, self.image_height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, texbuffer)
        del texbuffer
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
        self.buffered = True 
Example #3
Source File: viewport.py    From BlendLuxCore with GNU General Public License v3.0 5 votes vote down vote up
def __init__(self, engine, context, scene):
        filmsize = utils.calc_filmsize(scene, context)
        self._width, self._height = filmsize
        self._border = utils.calc_blender_border(scene, context)
        self._offset_x, self._offset_y = self._calc_offset(context, scene, self._border)
        self._pixel_size = int(scene.luxcore.viewport.pixel_size)

        if utils.is_valid_camera(scene.camera) and not utils.in_material_shading_mode(context):
            pipeline = scene.camera.data.luxcore.imagepipeline
            self._transparent = pipeline.transparent_film
        else:
            self._transparent = False

        if self._transparent:
            bufferdepth = 4
            self._buffertype = bgl.GL_RGBA
            self._output_type = pyluxcore.FilmOutputType.RGBA_IMAGEPIPELINE
        else:
            bufferdepth = 3
            self._buffertype = bgl.GL_RGB
            self._output_type = pyluxcore.FilmOutputType.RGB_IMAGEPIPELINE

        self.buffer = bgl.Buffer(bgl.GL_FLOAT, [self._width * self._height * bufferdepth])
        self._init_opengl(engine, scene)

        # Denoiser
        self._noisy_file_path = self._make_denoiser_filepath("noisy")
        self._albedo_file_path = self._make_denoiser_filepath("albedo")
        self._normal_file_path = self._make_denoiser_filepath("normal")
        self._denoised_file_path = self._make_denoiser_filepath("denoised")
        current_dir = dirname(os.path.realpath(__file__))
        addon_dir = dirname(current_dir)  # Go up one level
        self._denoiser_path = which("oidnDenoise",
                                    path=os.path.join(addon_dir, "bin") + os.pathsep + os.environ["PATH"])
        self._denoiser_process = None
        self.denoiser_result_cached = False 
Example #4
Source File: opengl_utils.py    From Blender-Addon-Photogrammetry-Importer with MIT License 4 votes vote down vote up
def render_opengl_image(image_name, cam, point_size):
    draw_manager = DrawManager.get_singleton()
    coords, colors = draw_manager.get_coords_and_colors()

    scene = bpy.context.scene
    render = bpy.context.scene.render

    width = render.resolution_x
    height = render.resolution_y
    # TODO Provide an option to render from the 3D view perspective
    # width = bpy.context.region.width
    # height = bpy.context.region.height

    offscreen = gpu.types.GPUOffScreen(width, height)
    with offscreen.bind():

        bgl.glPointSize(point_size)
        #bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
        #bgl.glClear(bgl.GL_DEPTH_BUFFER_BIT)

        view_matrix = cam.matrix_world.inverted()
        projection_matrix = cam.calc_matrix_camera(
            bpy.context.evaluated_depsgraph_get(), 
            x=width,
            y=height)
        perspective_matrix = projection_matrix @ view_matrix

        gpu.matrix.load_matrix(perspective_matrix)
        gpu.matrix.load_projection_matrix(Matrix.Identity(4))
        
        shader = gpu.shader.from_builtin('3D_FLAT_COLOR')
        shader.bind()
        batch = batch_for_shader(shader, "POINTS", {"pos": coords, "color": colors})
        batch.draw(shader)
        
        buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
        bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)

    offscreen.free()

    image = create_image_lazy(image_name, width, height)
    copy_buffer_to_pixel(buffer, image)