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renderer.py
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renderer.py
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import bpy
import os
import time
import gpu
import numpy as np
from math import sin, cos, tan, ceil, degrees, pi
from datetime import datetime
from gpu_extras.batch import batch_for_shader
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from . import Properties
from . import Preferences
# Define parts of fragment shader
commdef = '''
#define PI 3.1415926535897932384626
#define FOVFRAC %f
#define SIDEFRAC %f
#define TBFRAC %f
#define HCLIP %f
#define VCLIP %f
#define HMARGIN %f
#define VMARGIN %f
#define SMARGIN %f
#define EXTRUSION %f
#define INTRUSION %f
const float SIDEHTEXSCALE = 1 / (SIDEFRAC - INTRUSION);
const float SIDEVTEXSCALE = 1 / (1 + 2 * SMARGIN);
const float TBVTEXSCALE = 1 / (TBFRAC - INTRUSION);
const float HTEXSCALE = 1 / (1 + 2 * (HMARGIN + EXTRUSION));
const float VTEXSCALE = 1 / (1 + 2 * (VMARGIN + EXTRUSION));
const float ACTUALHMARGIN = HMARGIN * HTEXSCALE;
const float ACTUALVMARGIN = VMARGIN * VTEXSCALE;
vec2 tr(vec2 src, vec2 offset, vec2 scale)
{
return (src + offset) * scale;
}
vec2 to_uv(float x, float y)
{
return vec2(0.5 * x + 0.5, 0.5 * y + 0.5);
}
vec2 to_uv_right(vec3 pt)
{
return tr(to_uv(-pt.z/pt.x, pt.y/pt.x), vec2(-INTRUSION, SMARGIN), vec2(SIDEHTEXSCALE, SIDEVTEXSCALE));
}
vec2 to_uv_left(vec3 pt)
{
return tr(to_uv(-pt.z/pt.x, -pt.y/pt.x), vec2(SIDEFRAC - 1, SMARGIN), vec2(SIDEHTEXSCALE, SIDEVTEXSCALE));
}
vec2 to_uv_top(vec3 pt)
{
return tr(to_uv(pt.x/pt.y, -pt.z/pt.y), vec2(0, -INTRUSION), vec2(1, TBVTEXSCALE));
}
vec2 to_uv_bottom(vec3 pt)
{
return tr(to_uv(-pt.x/pt.y, -pt.z/pt.y), vec2(0, TBFRAC - 1), vec2(1, TBVTEXSCALE));
}
vec2 apply_margin(vec2 src)
{
return tr(src, vec2(HMARGIN + EXTRUSION, VMARGIN + EXTRUSION), vec2(HTEXSCALE, VTEXSCALE));
}
vec2 to_uv_front(vec3 pt)
{
return apply_margin(to_uv(pt.x/pt.z, pt.y/pt.z));
}
vec2 to_uv_back(vec3 pt)
{
return apply_margin(to_uv(pt.x/pt.z, -pt.y/pt.z));
}
float atan2(float y, float x)
{
return x == 0.0 ? sign(y) * 0.5 * PI : atan(y, x);
}
void main() {
'''
dome = '''
vec2 d = vTexCoord.xy;
float r = length(d);
if(r > 1.0) discard;
// Calculate the position on unit sphere
vec2 dunit = normalize(d);
float phi = FOVFRAC * PI * r;
vec3 pt;
%s
pt.z = cos(phi);
float azimuth = atan2(pt.x, pt.z);
'''
domemodes = [
'pt.xy = dunit * phi;',
'pt.xy = dunit * sin(phi);',
'pt.xy = 2.0 * dunit * sin(phi * 0.5);',
'pt.xy = 2.0 * dunit * tan(phi * 0.5);'
]
equi = '''
// Calculate the pointing angle
float azimuth = FOVFRAC * PI * vTexCoord.x;
float elevation = 0.5 * PI * vTexCoord.y;
// Calculate the position on unit sphere
vec3 pt;
pt.x = cos(elevation) * sin(azimuth);
pt.y = sin(elevation);
pt.z = cos(elevation) * cos(azimuth);
'''
fetch_setup = '''
// Select the correct pixel
// left or right
float lor = step(abs(pt.y), abs(pt.x)) * step(abs(pt.z), abs(pt.x));
// top or bottom
float tob = (1 - lor) * step(abs(pt.z), abs(pt.y));
// front or back
float fob = (1 - lor) * (1 - tob);
float right = step(0, pt.x);
float up = step(0, pt.y);
float front = step(0, pt.z);
float over45 = step(0.25 * PI, abs(azimuth));
float over135 = step(0.75 * PI, abs(azimuth));
{
float angle;
angle = (fob + tob) * (1 - over45) * front * abs(pt.x/pt.z) * 0.25 * PI;
angle += (lor + tob) * over45 * (1 - over135) * right * (2 - pt.z/pt.x) * 0.25 * PI;
angle += (lor + tob) * over45 * (1 - over135) * (1 - right) * (pt.z/pt.x + 2) * 0.25 * PI;
angle += (fob + tob) * over135 * (1 - front) * (4 - abs(pt.x/pt.z)) * 0.25 * PI;
if(angle > HCLIP*0.5) discard;
}
{
float near_horizon = step(abs(pt.y), abs(pt.z));
float angle;
angle = (fob + lor * near_horizon) * abs(pt.y/pt.z) * 0.25 * PI;
angle += (tob + lor * (1 - near_horizon)) * (2 - abs(pt.z/pt.y)) * 0.25 * PI;
if(angle > VCLIP*0.5) discard;
}
fragColor = vec4(0.0);
'''
fetch_top_bottom = '''
fragColor += tob * up * texture(cubeTopImage, to_uv_top(pt));
fragColor += tob * (1 - up) * texture(cubeBottomImage, to_uv_bottom(pt));
'''
fetch_sides = '''
vec2 right_uv = to_uv_right(pt);
float right_inner = step(0, right_uv.x);
fragColor += lor * right * right_inner * texture(cubeRightImage, right_uv);
vec2 left_uv = to_uv_left(pt);
float left_inner = step(left_uv.x, 1);
fragColor += lor * (1 - right) * left_inner * texture(cubeLeftImage, left_uv);
'''
blend_seam_sides = '''
{
float range = over45 * (1 - over135);
float alpha = range * right * tob * up * smoothstep(1.0, 0.0, clamp((right_uv.y - 1 + ACTUALVMARGIN) / ACTUALVMARGIN, 0.0, 1.0));
alpha *= right_inner;
fragColor = mix(fragColor, texture(cubeRightImage, right_uv), alpha);
alpha = range * right * tob * (1 - up) * smoothstep(0.0, 1.0, clamp(right_uv.y / ACTUALVMARGIN, 0.0, 1.0));
alpha *= right_inner;
fragColor = mix(fragColor, texture(cubeRightImage, right_uv), alpha);
alpha = range * (1 - right) * tob * up * smoothstep(1.0, 0.0, clamp((left_uv.y - 1 + ACTUALVMARGIN) / ACTUALVMARGIN, 0.0, 1.0));
alpha *= left_inner;
fragColor = mix(fragColor, texture(cubeLeftImage, left_uv), alpha);
alpha = range * (1 - right) * tob * (1 - up) * smoothstep(0.0, 1.0, clamp(left_uv.y / ACTUALVMARGIN, 0.0, 1.0));
alpha *= left_inner;
fragColor = mix(fragColor, texture(cubeLeftImage, left_uv), alpha);
}
'''
fetch_back = '''
{
vec2 uv = to_uv_back(pt);
fragColor += fob * (1 - front) * texture(cubeBackImage, uv);
%s
}
'''
fetch_front = '''
{
vec2 uv = to_uv_front(pt);
fragColor += fob * front * texture(cubeFrontImage, uv);
%s
}
'''
blend_seam_front_h = '''
{
float in_range = step(0, uv.x) * (1 - step(1, uv.x));
float alpha = in_range * front * lor * right * smoothstep(1.0, 0.0, clamp((uv.x - 1 + ACTUALHMARGIN) / ACTUALHMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeFrontImage, uv), alpha);
alpha = in_range * front * lor * (1 - right) * smoothstep(0.0, 1.0, clamp(uv.x / ACTUALHMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeFrontImage, uv), alpha);
}
'''
blend_seam_front_v = '''
{
float in_range = step(0, uv.y) * (1 - step(1, uv.y));
float alpha = in_range * front * tob * up * smoothstep(1.0, 0.0, clamp((uv.y - 1 + ACTUALVMARGIN) / ACTUALVMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeFrontImage, uv), alpha);
alpha = in_range * front * tob * (1 - up) * smoothstep(0.0, 1.0, clamp(uv.y / ACTUALVMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeFrontImage, uv), alpha);
}
'''
blend_seam_back_h = '''
{
float alpha = (1 - front) * lor * right * smoothstep(1.0, 0.0, clamp((1.0 - uv.x - 1 + ACTUALHMARGIN) / ACTUALHMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeBackImage, uv), alpha);
alpha = (1 - front) * lor * (1 - right) * smoothstep(0.0, 1.0, clamp((1.0 - uv.x) / ACTUALHMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeBackImage, uv), alpha);
}
'''
blend_seam_back_v = '''
{
float alpha = (1 - front) * tob * up * smoothstep(1.0, 0.0, clamp((uv.y - 1 + ACTUALVMARGIN) / ACTUALVMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeBackImage, uv), alpha);
alpha = (1 - front) * tob * (1 - up) * smoothstep(0.0, 1.0, clamp(uv.y / ACTUALVMARGIN, 0.0, 1.0));
fragColor = mix(fragColor, texture(cubeBackImage, uv), alpha);
}
'''
# Define the vertex shader
vertex_shader = '''
void main() {
vTexCoord = aVertexTextureCoord;
gl_Position = vec4(aVertexPosition, 1);
}
'''
class Renderer:
def __init__(self, context : bpy.types.Context, is_animation = False, folder = ''):
# Check if the file is saved or not, can cause errors when not saved
if not bpy.data.is_saved:
raise PermissionError("Save file before rendering")
props: Properties = context.scene.eeVR
self.preferences: Preferences = context.preferences.addons[__package__].preferences
# Set internal variables for the class
self.scene = context.scene
# Get the file extension
self.fext = os.path.splitext(bpy.context.scene.render.frame_path(preview=True))[-1]
self.fformat = bpy.context.scene.render.image_settings.file_format.format()
self.color_mode = bpy.context.scene.render.image_settings.color_mode
# save original active object
self.viewlayer_active_object_origin = context.view_layer.objects.active
# save original active camera handle
self.camera_origin = context.scene.camera
# create a new camera for rendering
bpy.ops.object.camera_add()
if context.object:
self.camera = context.object
else:
# camera_add in render contect don't set context.object by new camera...
if context.active_object and context.active_object.type == 'CAMERA':
self.camera = context.active_object
else:
raise PermissionError("Script cannot handle added temporal camera")
self.camera.name = 'eeVR_camera'
# set new cam active
context.scene.camera = self.camera
# set coordinates same as origin by using world matrix already transformed but not location or rotation
# and always using it to update correct coordinates before rendering
# no constraints, parent, drivers and keyframes for new cam, now we can handle cameras with those stuff
self.camera.matrix_world = self.camera_origin.matrix_world
# transfer key attributes that may affect rendering, conv dis not needed 'cause it is parallel
self.camera.data.stereo.interocular_distance = self.camera_origin.data.stereo.interocular_distance
# transfer clip_start & clip_end parameter to new camera
self.camera.data.clip_start = self.camera_origin.data.clip_start
self.camera.data.clip_end = self.camera_origin.data.clip_end
self.path = bpy.path.abspath(context.preferences.filepaths.render_output_directory)
self.tmpdir = bpy.path.abspath(context.preferences.filepaths.temporary_directory)
self.tmpfile_format = self.preferences.temporal_file_format
self.tmpfext = '.tga' if self.tmpfile_format == 'TARGA_RAW' else '.png'
self.is_stereo = context.scene.render.use_multiview
self.is_animation = is_animation
is_dome = props.renderModeEnum == 'DOME'
h_fov = props.get_hfov()
v_fov = props.get_vfov()
front_fov = props.get_front_fov()
ext_front_view = front_fov > pi/2
self.no_back_image = h_fov <= 3*pi/2
self.no_side_images = h_fov <= front_fov
self.no_top_bottom_images = v_fov <= front_fov
self.seamless = not (context.scene.render.use_multiview and h_fov > pi and props.appliesParallaxForSideAndBack)
self.createdFiles = set()
# Calcurate dimension
self.resolution_x_origin = self.scene.render.resolution_x
self.resolution_y_origin = self.scene.render.resolution_y
self.pixel_aspect_x_origin = self.scene.render.pixel_aspect_x
self.pixel_aspect_y_origin = self.scene.render.pixel_aspect_y
self.resolution_percentage_origin = self.scene.render.resolution_percentage
scale = self.resolution_percentage_origin / 100.0
self.image_size = int(ceil(self.scene.render.resolution_x * scale)), int(ceil(self.scene.render.resolution_y * scale))
coeff = 1 / sin(pi/4)
if props.fovModeEnum == '180':
resolution_rate = (0.5 * coeff, 0.5 * coeff)
elif props.fovModeEnum == '360':
resolution_rate = (0.25 * coeff, (0.5 if is_dome else 0.25) * coeff)
elif is_dome:
resolution_rate = ((pi/2) / max(h_fov, v_fov) * coeff, (pi/2) / max(h_fov, v_fov) * coeff)
else:
resolution_rate = ((pi/2) / h_fov * coeff, (pi/2) / v_fov * coeff)
base_resolution = (
int(ceil(self.image_size[0] * resolution_rate[0])),
int(ceil(self.image_size[1] * resolution_rate[1]))
)
# Generate fragment shader code
fovfrac = 0.5 if props.fovModeEnum == '180' else 1 if props.fovModeEnum == '360' else max(h_fov, v_fov) / (2*pi)
sidefrac = max(0, min(1, (h_fov - pi/2) / pi))
tbfrac = max(sidefrac, max(0, min(1, (v_fov - pi/2) / pi)))
base_angle = min(h_fov, front_fov)
stitch_margin = 0.0 if self.no_side_images and self.no_top_bottom_images else props.stitchMargin
margin = max(0.0, 0.5 * (tan(base_angle/2 + stitch_margin) - tan(base_angle/2)))
extrusion = max(0.0, 0.5 * tan(base_angle/2) - 0.5) if ext_front_view else 0.0
intrusion = max(0.0, 0.5 - 0.5 * tan(pi/2-base_angle/2)) if ext_front_view else 0.0
if tbfrac - intrusion <= 0.0 or base_resolution[1]*(tbfrac-intrusion) < 1.0:
self.no_top_bottom_images = True
hmargin = 0.0 if self.no_side_images else margin
vmargin = 0.0 if self.no_top_bottom_images else margin
smargin = 0.0 if self.no_side_images or not vmargin > 0.0 else max(0.0, 0.5 * (tan(pi/4 + stitch_margin) - tan(pi/4)))
# print(f"stichAngle {stitch_margin} margin:{margin} hmargin:{hmargin} vmargin:{vmargin} smargin:{smargin} extrusion:{extrusion} intrusion:{intrusion}")
# print(f"HTEXSCALE:{1 / (1 + 2 * (extrusion + hmargin))} VTEXSCALE:{1 / (1 + 2 * (extrusion + vmargin))}")
frag_shader = \
(commdef % (fovfrac, sidefrac, tbfrac, h_fov, v_fov, hmargin, vmargin, smargin, extrusion, intrusion))\
+ (dome % domemodes[int(props.domeMethodEnum)] if is_dome else equi)\
+ fetch_setup\
+ ('' if self.no_top_bottom_images else fetch_top_bottom)\
+ ('' if self.no_side_images else fetch_sides + (blend_seam_sides if vmargin > 0.0 else ''))\
+ ('' if self.no_back_image else (fetch_back % ((blend_seam_back_h if hmargin > 0.0 else '') + (blend_seam_back_v if vmargin > 0.0 else ''))))\
+ (fetch_front % ((blend_seam_front_h if hmargin > 0.0 or ext_front_view else '') + (blend_seam_front_v if vmargin > 0.0 or ext_front_view else '')))\
+ '}'
shader_info = gpu.types.GPUShaderCreateInfo()
vert_out = gpu.types.GPUStageInterfaceInfo("eevr")
vert_out.smooth("VEC2", "vTexCoord")
shader_info.vertex_in(0, 'VEC3', "aVertexPosition")
shader_info.vertex_in(1, 'VEC2', "aVertexTextureCoord")
shader_info.vertex_out(vert_out)
shader_info.sampler(0, 'FLOAT_2D', "cubeLeftImage")
shader_info.sampler(1, 'FLOAT_2D', "cubeRightImage")
shader_info.sampler(2, 'FLOAT_2D', "cubeBottomImage")
shader_info.sampler(3, 'FLOAT_2D', "cubeTopImage")
shader_info.sampler(4, 'FLOAT_2D', "cubeBackImage")
shader_info.sampler(5, 'FLOAT_2D', "cubeFrontImage")
shader_info.fragment_out(0, 'VEC4', "fragColor")
shader_info.vertex_source(vertex_shader)
shader_info.fragment_source(frag_shader)
self.shader = gpu.shader.create_from_info(shader_info)
# Set the image name to the current time
self.start_time = datetime.now().strftime('%Y-%m-%d-%H-%M-%S')
# get folder name from outside
self.folder_name = folder
# Get initial camera and output information
# now origin camera data not need store, and no more need to use empty as proxy
self.camera_rotation = list(self.camera.rotation_euler)
self.IPD = self.camera.data.stereo.interocular_distance
# Set camera variables for proper result
self.camera.data.type = 'PANO'
self.camera.data.stereo.convergence_mode = 'PARALLEL'
self.camera.data.stereo.pivot = 'CENTER'
# transfer depth of field settings
self.camera.data.dof.use_dof = self.camera_origin.data.dof.use_dof
if self.camera.data.dof.use_dof:
self.camera.data.dof.focus_distance = self.camera_origin.data.dof.focus_distance
self.camera.data.dof.aperture_fstop = self.camera_origin.data.dof.aperture_fstop
self.camera.data.dof.aperture_blades = self.camera_origin.data.dof.aperture_blades
self.camera.data.dof.aperture_ratio = self.camera_origin.data.dof.aperture_ratio
self.camera.data.dof.aperture_rotation = self.camera_origin.data.dof.aperture_rotation
# setup render targets information
aspect_ratio = base_resolution[0] / base_resolution[1]
def make_resolution(hscale, vscale, hmargin, vmargin, scale):
return int(ceil((base_resolution[0] * hscale + 2 * hmargin * base_resolution[0]) * scale)),\
int(ceil((base_resolution[1] * vscale + 2 * vmargin * base_resolution[1]) * scale))
f_resolution = make_resolution(1, 1, extrusion+hmargin, extrusion+vmargin, props.frontViewResolution / 100.0)
b_resolution = make_resolution(1, 1, extrusion+hmargin, extrusion+vmargin, props.rearViewResolution / 100.0)
side_resolution = make_resolution(sidefrac-intrusion, 1, 0, smargin, props.sideViewResolution / 100.0)
top_resolution = make_resolution(1, tbfrac-intrusion, 0, 0, props.topViewResolution / 100.0)
bot_resolution = make_resolution(1, tbfrac-intrusion, 0, 0, props.bottomViewResolution / 100.0)
fb_angle = base_angle + 2 * stitch_margin
side_angle = pi/2 + ((2 * stitch_margin) if smargin > 0.0 else 0.0)
side_shift_scale = 1 / (1 + 2 * smargin)
self.camera_settings = {
'top': (0.0, 0.5*(tbfrac-1+intrusion), pi/2, top_resolution[0], top_resolution[1], aspect_ratio),
'bottom': (0.0, 0.5*(1-tbfrac-intrusion), pi/2, bot_resolution[0], bot_resolution[1], aspect_ratio),
'right': (0.5*(sidefrac-1+intrusion)*side_shift_scale, 0.0, side_angle, side_resolution[0], side_resolution[1], aspect_ratio),
'left': (0.5*(1-sidefrac-intrusion)*side_shift_scale, 0.0, side_angle, side_resolution[0], side_resolution[1], aspect_ratio),
'front': (0.0, 0.0, fb_angle, f_resolution[0], f_resolution[1], aspect_ratio),
'back': (0.0, 0.0, fb_angle, b_resolution[0], b_resolution[1], aspect_ratio)
}
if self.is_stereo:
self.view_format = self.scene.render.image_settings.views_format
self.scene.render.image_settings.views_format = 'STEREO_3D'
self.stereo_mode = self.scene.render.image_settings.stereo_3d_format.display_mode
if self.stereo_mode in ('SIDEBYSIDE', 'TOPBOTTOM'):
self.sidebyside = self.stereo_mode == 'SIDEBYSIDE'
else:
self.sidebyside = aspect_ratio < 1.5
props.trueTopBottom = self.stereo_mode == 'TOPBOTTOM'
self.use_sidebyside_crosseyed = self.scene.render.image_settings.stereo_3d_format.use_sidebyside_crosseyed
self.scene.render.image_settings.stereo_3d_format.display_mode = 'TOPBOTTOM'
self.direction_offsets = self.find_direction_offsets()
def cubemap_to_panorama(self, imageList, outputName):
# Generate the OpenGL shader
pos = [(-1.0, -1.0, -1.0), # left, bottom, back
(-1.0, 1.0, -1.0), # left, top, back
(1.0, -1.0, -1.0), # right, bottom, back
(1.0, 1.0, -1.0)] # right, top, back
coords = [(-1.0, -1.0), # left, bottom
(-1.0, 1.0), # left, top
(1.0, -1.0), # right, bottom
(1.0, 1.0)] # right, top
vertexIndices = [(0, 3, 1),(3, 0, 2)]
batch = batch_for_shader(self.shader, 'TRIS', {
"aVertexPosition": pos,
"aVertexTextureCoord": coords
}, indices=vertexIndices)
# Change the color space of all of the images to Linear
# and load them into OpenGL textures
textures = []
for image in imageList:
image.colorspace_settings.name = 'Linear' if bpy.app.version < (4, 0, 0) else 'Linear Rec.709'
tex = gpu.texture.from_image(image)
textures.append(tex)
# set the size of the final image
width = self.image_size[0]
height = self.image_size[1]
# Create an offscreen render buffer and texture
offscreen = gpu.types.GPUOffScreen(width, height)
with offscreen.bind():
fb = gpu.state.active_framebuffer_get()
fb.clear(color=(0.0, 0.0, 0.0, 0.0))
self.shader.bind()
self.shader.uniform_sampler("cubeFrontImage", textures[0])
if self.no_side_images:
if not self.no_top_bottom_images:
self.shader.uniform_sampler("cubeBottomImage", textures[1])
self.shader.uniform_sampler("cubeTopImage", textures[2])
if not self.no_back_image:
self.shader.uniform_sampler("cubeBackImage", textures[3])
else:
if not self.no_back_image:
self.shader.uniform_sampler("cubeBackImage", textures[1]) # for development purpose
else:
self.shader.uniform_sampler("cubeLeftImage", textures[1])
self.shader.uniform_sampler("cubeRightImage", textures[2])
if not self.no_top_bottom_images:
self.shader.uniform_sampler("cubeBottomImage", textures[3])
self.shader.uniform_sampler("cubeTopImage", textures[4])
if not self.no_back_image:
self.shader.uniform_sampler("cubeBackImage", textures[5])
else:
if not self.no_back_image:
self.shader.uniform_sampler("cubeBackImage", textures[3])
# new 'gpu' api has no method for setting a TexParamter...
# black_color = bgl.Buffer(bgl.GL_FLOAT, [4])
# for tex in [bgl.GL_TEXTURE0, bgl.GL_TEXTURE1, bgl.GL_TEXTURE2, bgl.GL_TEXTURE3, bgl.GL_TEXTURE4, bgl.GL_TEXTURE5, bgl.GL_TEXTURE6]:
# bgl.glActiveTexture(tex)
# bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
# bgl.glTexParameterf(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_CLAMP_TO_BORDER)
# bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_BORDER)
# bgl.glTexParameterfv(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_BORDER_COLOR, black_color)
# Render the image
batch.draw(self.shader)
# Read the resulting pixels into a buffer
buffer = fb.read_color(0, 0, width, height, 4, 0, 'FLOAT')
buffer.dimensions = width * height * 4
# Unload the offscreen texture
offscreen.free()
# Remove the cubemap textures:
del textures
for image in imageList:
bpy.data.images.remove(image)
# Copy the pixels from the buffer to an image object
if not outputName in bpy.data.images.keys():
bpy.data.images.new(outputName, width, height, alpha = True if self.color_mode=='RGBA' else False)
imageRes = bpy.data.images[outputName]
imageRes.file_format = self.fformat
imageRes.scale(width, height)
imageRes.pixels.foreach_set(buffer)
return imageRes
def find_direction_offsets(self):
# update location and rotation of our camera from origin one
self.camera.matrix_world = self.camera_origin.matrix_world
# Calculate the pointing directions of the camera for each face of the cube
# Using euler.rotate_axis() to handle, notice that rotation should be done on copies
eul = self.camera.rotation_euler.copy()
direction_offsets = {}
#front
direction_offsets['front'] = list(eul)
#back
eul.rotate_axis('Y', pi)
direction_offsets['back'] = list(eul)
#top
eul = self.camera.rotation_euler.copy()
eul.rotate_axis('X', pi/2)
direction_offsets['top'] = list(eul)
#bottom
eul.rotate_axis('X', pi)
direction_offsets['bottom'] = list(eul)
#left
eul = self.camera.rotation_euler.copy()
eul.rotate_axis('Y', pi/2)
direction_offsets['left'] = list(eul)
#right
eul.rotate_axis('Y', pi)
direction_offsets['right'] = list(eul)
return direction_offsets
def set_camera_direction(self, direction):
# Set the camera to the required postion
self.camera.rotation_euler = self.direction_offsets[direction]
self.camera.data.shift_x = self.camera_settings[direction][0]
self.camera.data.shift_y = self.camera_settings[direction][1]
self.camera.data.angle = self.camera_settings[direction][2]
if self.camera.data.dof.use_dof:
rate = tan(self.camera_origin.data.angle / 2) / tan(self.camera.data.angle / 2)
self.camera.data.dof.aperture_fstop = self.camera_origin.data.dof.aperture_fstop * rate
self.scene.render.resolution_x = self.camera_settings[direction][3]
self.scene.render.resolution_y = self.camera_settings[direction][4]
if self.camera_settings[direction][5] >= 1.0:
self.scene.render.pixel_aspect_x = 1.0
self.scene.render.pixel_aspect_y = self.camera_settings[direction][5]
else:
self.scene.render.pixel_aspect_x = 1 / self.camera_settings[direction][5]
self.scene.render.pixel_aspect_y = 1.0
self.scene.render.resolution_percentage = 100
print(f"{direction} : {self.scene.render.resolution_x} x {self.scene.render.resolution_y} {degrees(self.camera.data.angle):.2f}° [{self.camera.data.shift_x:.3f}, {self.camera.data.shift_y:.3f}] ({self.scene.render.pixel_aspect_x:.2f} : {self.scene.render.pixel_aspect_y:.2f}) fstop={self.camera.data.dof.aperture_fstop:.2f}")
def clean_up(self, context):
# Reset all the variables that were changed
context.view_layer.objects.active = self.viewlayer_active_object_origin
context.scene.camera = self.camera_origin
camera = self.camera.data
bpy.data.objects.remove(self.camera)
bpy.data.cameras.remove(camera)
self.scene.render.resolution_x = self.resolution_x_origin
self.scene.render.resolution_y = self.resolution_y_origin
self.scene.render.pixel_aspect_x = self.pixel_aspect_x_origin
self.scene.render.pixel_aspect_y = self.pixel_aspect_y_origin
self.scene.render.resolution_percentage = self.resolution_percentage_origin
if self.is_stereo:
self.scene.render.image_settings.views_format = self.view_format
self.scene.render.image_settings.stereo_3d_format.display_mode = self.stereo_mode
if not self.preferences.remain_temporalies:
for filename in self.createdFiles:
try:
os.remove(filename)
except Exception as e:
print('at remove temporary file.', e)
self.createdFiles.clear()
def render_image(self, direction):
# Render the image and load it into the script
name = f'temp_img_store_{os.getpid()}_{direction}'
org_filepath = self.scene.render.filepath
org_file_format = self.scene.render.image_settings.file_format
self.scene.render.image_settings.file_format = self.tmpfile_format
if self.is_stereo:
nameL = name + '_L'
nameR = name + '_R'
if nameL in bpy.data.images:
bpy.data.images.remove(bpy.data.images[nameL])
if nameR in bpy.data.images:
bpy.data.images.remove(bpy.data.images[nameR])
if self.seamless and direction in {'right', 'left'}:
# If rendering for VR, render the side images separately to avoid seams
self.scene.render.use_multiview = False
tmp_loc = list(self.camera.location)
camera_angle = self.direction_offsets['front'][2]
self.camera.location = [tmp_loc[0]+(0.5*self.IPD*cos(camera_angle)),\
tmp_loc[1]+(0.5*self.IPD*sin(camera_angle)),\
tmp_loc[2]]
self.scene.render.filepath = self.tmpdir + nameL + self.tmpfext
bpy.ops.render.render(write_still=True)
self.createdFiles.add(self.scene.render.filepath)
renderedImageL = bpy.data.images.load(self.scene.render.filepath)
renderedImageL.name = nameL
self.camera.location = [tmp_loc[0]-(0.5*self.IPD*cos(camera_angle)),\
tmp_loc[1]-(0.5*self.IPD*sin(camera_angle)),\
tmp_loc[2]]
self.scene.render.filepath = self.tmpdir + nameR + self.tmpfext
bpy.ops.render.render(write_still=True)
print(self.scene.render.filepath)
self.createdFiles.add(self.scene.render.filepath)
renderedImageR = bpy.data.images.load(self.scene.render.filepath)
renderedImageR.name = nameR
self.scene.render.use_multiview = True
self.camera.location = tmp_loc
else:
if name in bpy.data.images:
bpy.data.images.remove(bpy.data.images[name])
if nameL in bpy.data.images:
bpy.data.images.remove(bpy.data.images[nameL])
if nameR in bpy.data.images:
bpy.data.images.remove(bpy.data.images[nameR])
self.scene.render.filepath = self.tmpdir + name + self.tmpfext
bpy.ops.render.render(write_still=True)
self.createdFiles.add(self.scene.render.filepath)
renderedImage = bpy.data.images.load(self.scene.render.filepath)
renderedImage.name = name
renderedImage.colorspace_settings.name = 'Linear' if bpy.app.version < (4, 0, 0) else 'Linear Rec.709'
imageLen = len(renderedImage.pixels)
renderedImageL = bpy.data.images.new(nameL, self.scene.render.resolution_x, self.scene.render.resolution_y)
renderedImageR = bpy.data.images.new(nameR, self.scene.render.resolution_x, self.scene.render.resolution_y)
# Split the render into two images
buff = np.empty((imageLen,), dtype=np.float32)
renderedImage.pixels.foreach_get(buff)
if self.seamless and direction == 'back':
renderedImageL.pixels.foreach_set(buff[imageLen//2:])
renderedImageR.pixels.foreach_set(buff[:imageLen//2])
else:
renderedImageR.pixels.foreach_set(buff[imageLen//2:])
renderedImageL.pixels.foreach_set(buff[:imageLen//2])
renderedImageL.pack()
renderedImageR.pack()
bpy.data.images.remove(renderedImage)
else:
if name in bpy.data.images:
bpy.data.images.remove(bpy.data.images[name])
self.scene.render.filepath = self.tmpdir + name + self.tmpfext
bpy.ops.render.render(write_still=True)
self.createdFiles.add(self.scene.render.filepath)
renderedImageL = bpy.data.images.load(self.scene.render.filepath)
renderedImageL.name = name
renderedImageR = None
self.scene.render.filepath = org_filepath
self.scene.render.image_settings.file_format = org_file_format
return renderedImageL, renderedImageR
def render_images(self):
# update focus distance if focus object is set
if self.camera.data.dof.use_dof and self.camera_origin.data.dof.focus_object is not None:
focus_location = self.camera_origin.data.dof.focus_object.matrix_world.translation
icm = self.camera_origin.matrix_world.inverted_safe()
self.camera.data.dof.focus_distance = abs((icm @ focus_location).z)
# Render the images for every direction
image_list_l = []
image_list_r = []
directions = ['front']
if not self.no_side_images:
directions += ['left', 'right']
if not self.no_top_bottom_images:
directions += ['bottom', 'top']
if not self.no_back_image:
directions += ['back']
self.direction_offsets = self.find_direction_offsets()
for direction in reversed(directions): # I want the results of the front camera to remain in the render window... just that.
self.set_camera_direction(direction)
imgl, imgr = self.render_image(direction)
image_list_l.insert(0, imgl)
image_list_r.insert(0, imgr)
return image_list_l, image_list_r
def render_and_save(self):
frame_step = self.scene.frame_step
# Render the images and return their names
imageList, imageList2 = self.render_images()
if self.is_animation:
image_name = f"frame{self.scene.frame_current:06d}{self.fext}"
else:
image_name = f"{os.path.splitext(bpy.path.basename(bpy.data.filepath))[0]} {self.start_time}{self.fext}"
start_time = time.time()
# Convert the rendered images to equirectangular projection image and save it to the disk
if self.is_stereo:
leftImage = self.cubemap_to_panorama(imageList, "Render Left")
rightImage = self.cubemap_to_panorama(imageList2, "Render Right")
# If it doesn't already exist, create an image object to store the resulting render
if not image_name in bpy.data.images.keys():
imageResult = bpy.data.images.new(image_name, leftImage.size[0], 2 * leftImage.size[1])
imageResult = bpy.data.images[image_name]
img1arr = np.empty((leftImage.size[1], 4 * leftImage.size[0]), dtype=np.float32)
leftImage.pixels.foreach_get(img1arr.ravel())
img2arr = np.empty((rightImage.size[1], 4 * rightImage.size[0]), dtype=np.float32)
rightImage.pixels.foreach_get(img2arr.ravel())
if self.sidebyside:
imageResult.scale(2*leftImage.size[0], leftImage.size[1])
if self.use_sidebyside_crosseyed:
imageResult.pixels.foreach_set(np.concatenate((img1arr, img2arr), axis=1).ravel())
else:
imageResult.pixels.foreach_set(np.concatenate((img2arr, img1arr), axis=1).ravel())
else:
imageResult.scale(leftImage.size[0], 2*leftImage.size[1])
if self.scene.eeVR.isTopRightEye:
imageResult.pixels.foreach_set(np.concatenate((img2arr, img1arr)).ravel())
else:
imageResult.pixels.foreach_set(np.concatenate((img1arr, img2arr)).ravel())
bpy.data.images.remove(leftImage)
bpy.data.images.remove(rightImage)
else:
imageResult = self.cubemap_to_panorama(imageList, "RenderResult")
save_start_time = time.time()
if self.is_animation:
imageResult.filepath_raw = self.path+self.folder_name+image_name
imageResult.save()
self.scene.frame_set(self.scene.frame_current+frame_step)
else:
imageResult.filepath_raw = self.path+image_name
imageResult.save()
print(f'''Saved '{imageResult.filepath_raw}'
Time : {round(time.time() - start_time, 2)} seconds (Saving : {round(time.time() - save_start_time, 2)} seconds)
''')
bpy.data.images.remove(imageResult)