Python bgl.GL_RGBA Examples
The following are 4
code examples of bgl.GL_RGBA().
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Example #1
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 6 votes |
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 |
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 |
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 |
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)