forked from LeenkxTeam/LNXSDK
Finished Viewport
This commit is contained in:
@ -11,12 +11,16 @@ import sys
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import os
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import array
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import atexit
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import time
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from mathutils import Quaternion, Matrix, Vector
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import lnx.make_state as state
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HAS_GPU_STATE = bpy.app.version >= (3, 0, 0)
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if not HAS_GPU_STATE:
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try:
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import bgl
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HAS_BGL = callable(getattr(bgl, 'glGenTextures', None))
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except ImportError:
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HAS_BGL = False
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SHADER_UNIFORM_COLOR = 'UNIFORM_COLOR' if bpy.app.version >= (3, 4, 0) else '2D_UNIFORM_COLOR'
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SHADER_IMAGE = 'IMAGE' if bpy.app.version >= (3, 4, 0) else '2D_IMAGE'
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HAS_GPU_TEXTURE = bpy.app.version >= (3, 0, 0)
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@ -124,6 +128,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
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self._last_frame_id = 0
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self._width = 0
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self._height = 0
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self._tex_width = 0
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self._tex_height = 0
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self._initialized = False
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self._shader = None
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self._batch = None
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@ -140,6 +146,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
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self._last_region_dims = None
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self._header_buffer = (ctypes.c_ubyte * VIEWPORT_HEADER_SIZE)()
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self._engine_id = id(self)
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self._viewport_image = None
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self._float_buffer = None
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# print(f"New engine instance created: {self._engine_id}")
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def _restore_overlay(self, context=None):
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@ -247,7 +255,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
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def deferred_launch():
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try:
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import lnx.make as make
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make.play_viewport(viewport_id, width, height)
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make.play(viewport_id, width, height)
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except Exception as e:
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print(f"Failed to launch viewport: {e}")
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import traceback
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@ -498,7 +506,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
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"""Handle invalid/stale shared memory by cleaning up and allowing re-init."""
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self._cleanup_shared_memory()
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self._initialized = False
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if not HAS_GPU_TEXTURE and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
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if HAS_BGL and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
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try:
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bgl.glDeleteTextures(1, self._gl_texture_buf)
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except:
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@ -783,21 +791,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
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if len(pixels) < num_pixels:
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return
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if HAS_GPU_TEXTURE:
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if HAS_NUMPY:
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pixels[3::4] = 255
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float_array = pixels.astype(np.float32) / 255.0
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buffer = gpu.types.Buffer('FLOAT', num_pixels, float_array)
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else:
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pixel_array = array.array('B', pixels[:num_pixels])
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for i in range(3, len(pixel_array), 4):
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pixel_array[i] = 255
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float_pixels = [p / 255.0 for p in pixel_array]
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buffer = gpu.types.Buffer('FLOAT', num_pixels, float_pixels)
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self._texture = gpu.types.GPUTexture((width, height), format='SRGB8_A8', data=buffer)
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else:
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# bgl path for Blender < 3.0
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if HAS_BGL:
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# Fast path: bgl with GL_UNSIGNED_BYTE, no float conversion, in-place update
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if not hasattr(self, '_gl_texture_buf') or self._gl_texture_buf[0] == 0:
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self._gl_texture_buf = bgl.Buffer(bgl.GL_INT, 1)
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bgl.glGenTextures(1, self._gl_texture_buf)
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@ -817,12 +812,43 @@ class KromViewportEngine(bpy.types.RenderEngine):
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pixel_buffer = bgl.Buffer(bgl.GL_UNSIGNED_BYTE, num_pixels, bytes(pixel_array))
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internal_format = getattr(bgl, 'GL_SRGB8_ALPHA8', bgl.GL_RGBA8)
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bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, width, height, 0,
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bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
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if self._tex_width == width and self._tex_height == height:
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bgl.glTexSubImage2D(bgl.GL_TEXTURE_2D, 0, 0, 0, width, height,
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bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
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else:
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bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, width, height, 0,
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bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, pixel_buffer)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
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self._texture = tex_id
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elif HAS_GPU_TEXTURE:
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# Blender 4.x+ path: use bpy.Image + gpu.texture.from_image
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# from_image returns a cached GPUTexture (no 20ms constructor)
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# pixels updated via foreach_set (fast C-level copy) + update()
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if self._viewport_image is None or self._viewport_image.size[0] != width or self._viewport_image.size[1] != height:
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if self._viewport_image is not None:
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bpy.data.images.remove(self._viewport_image)
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self._viewport_image = bpy.data.images.new(
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"_lnx_viewport", width, height, float_buffer=False)
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self._float_buffer = None
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if HAS_NUMPY:
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pixels[3::4] = 255
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if self._float_buffer is None or len(self._float_buffer) != num_pixels:
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self._float_buffer = np.empty(num_pixels, dtype=np.float32)
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self._float_buffer[:num_pixels] = pixels[:num_pixels]
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self._float_buffer *= (1.0 / 255.0)
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self._viewport_image.pixels.foreach_set(self._float_buffer)
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else:
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pixel_array = array.array('B', pixels[:num_pixels])
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for i in range(3, len(pixel_array), 4):
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pixel_array[i] = 255
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float_pixels = [p / 255.0 for p in pixel_array]
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self._viewport_image.pixels.foreach_set(float_pixels)
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self._viewport_image.update()
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self._texture = gpu.texture.from_image(self._viewport_image)
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self._tex_width = width
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self._tex_height = height
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@ -838,11 +864,17 @@ class KromViewportEngine(bpy.types.RenderEngine):
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"""Called by Blender when the engine instance is destroyed."""
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self._stop_krom_process()
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self._restore_overlay()
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if not HAS_GPU_TEXTURE and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
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if HAS_BGL and hasattr(self, '_gl_texture_buf') and self._gl_texture_buf[0] != 0:
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try:
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bgl.glDeleteTextures(1, self._gl_texture_buf)
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except:
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pass
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if self._viewport_image is not None:
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try:
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bpy.data.images.remove(self._viewport_image)
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except:
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pass
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self._viewport_image = None
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if self._viewport_id and self._viewport_id in _active_krom_engines:
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del _active_krom_engines[self._viewport_id]
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@ -928,6 +960,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
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self._last_region_dims = dims
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self._request_resize(region.width, region.height)
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self._write_camera_matrices(context)
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self._read_krom_camera(context)
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pixels = self._read_framebuffer()
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@ -966,7 +999,8 @@ class KromViewportEngine(bpy.types.RenderEngine):
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self._batch_dims = dims
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self._shader.bind()
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if HAS_GPU_TEXTURE:
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_is_gl_texture = isinstance(self._texture, int)
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if not _is_gl_texture:
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self._shader.uniform_sampler("image", self._texture)
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else:
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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@ -975,7 +1009,7 @@ class KromViewportEngine(bpy.types.RenderEngine):
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self._batch.draw(self._shader)
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if not HAS_GPU_TEXTURE:
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if _is_gl_texture:
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
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if HAS_GPU_STATE:
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