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realtime_viewport.py
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realtime_viewport.py
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# Realtime Viewport is still under development, and is not currently used.
import bpy
import cycles
import time
import threading
import gpu
from gpu_extras.batch import batch_for_shader
import numpy as np
from multiprocessing.shared_memory import SharedMemory
from .operators.dream_texture import dream_texture
view_update_original = cycles.CyclesRender.view_update
view_draw_original = cycles.CyclesRender.view_draw
def debounce(wait_time):
"""
Decorator that will debounce a function so that it is called after wait_time seconds
If it is called multiple times, will wait for the last call to be debounced and run only this one.
"""
def decorator(function):
def debounced(*args, **kwargs):
def call_function():
debounced._timer = None
return function(*args, **kwargs)
# if we already have a call to the function currently waiting to be executed, reset the timer
if debounced._timer is not None:
debounced._timer.cancel()
# after wait_time, call the function provided to the decorator with its arguments
debounced._timer = threading.Timer(wait_time, call_function)
debounced._timer.start()
debounced._timer = None
return debounced
return decorator
def DREAMTEXTURES_HT_viewport_enabled(self, context):
self.layout.prop(context.scene, "dream_textures_viewport_enabled", text="", icon="OUTLINER_OB_VOLUME" if context.scene.dream_textures_viewport_enabled else "VOLUME_DATA", toggle=True)
is_rendering_viewport = False
last_viewport_update = time.time()
last_viewport_pixel_buffer_update = time.time()
dream_viewport = None
is_rendering_dream = False
render_dream_flag = False
viewport_pixel_buffer = None
viewport_size = (0, 0)
ignore_next = 0
def create_image():
print("Create image")
global dream_viewport
dream_viewport = bpy.data.images.new('Dream Viewport', width=32, height=32)
def register_realtime_viewport():
bpy.app.timers.register(create_image)
def view_update_decorator(original):
def view_update(self, context, depsgraph):
result = original(self, context, depsgraph)
global last_viewport_update
global ignore_next
if ignore_next <= 0:
last_viewport_update = time.time()
print("View Update")
ignore_next -= 1
return result
return view_update
cycles.CyclesRender.view_update = view_update_decorator(cycles.CyclesRender.view_update)
def updates_stopped():
global last_viewport_update
global is_rendering_viewport
global is_rendering_dream
threshold_reached = (time.time() - last_viewport_update) < 0.5
if threshold_reached != is_rendering_viewport:
is_rendering_viewport = threshold_reached
global viewport_pixel_buffer
if not is_rendering_viewport and not is_rendering_dream and viewport_pixel_buffer is not None:
print("Stopped rendering viewport")
is_rendering_dream = True
array = np.flipud((np.array(viewport_pixel_buffer) * 255).astype(np.int8))
pixels_memory = SharedMemory(create=True, size=array.nbytes)
pixels_memory_array = np.ndarray(array.shape, dtype=array.dtype, buffer=pixels_memory.buf)
pixels_memory_array[:] = array[:]
def image_callback(shared_memory_name, seed, width, height, upscaled=False):
if not upscaled:
shared_memory = SharedMemory(shared_memory_name)
pixels = np.frombuffer(shared_memory.buf, dtype=np.float32).copy()
global ignore_next
ignore_next = 5
global dream_viewport
dream_viewport.scale(width, height)
dream_viewport.pixels[:] = pixels
shared_memory.close()
pixels_memory.close()
print("Done")
global is_rendering_dream
is_rendering_dream = False
# for area in bpy.context.screen.areas:
# if area.type == 'VIEW_3D':
# area.tag_redraw()
def step_callback(step, width=None, height=None, shared_memory_name=None):
pass
dream_texture(bpy.context.scene.dream_textures_render_properties_prompt, step_callback, image_callback, init_img_shared_memory=pixels_memory.name, init_img_shared_memory_width=viewport_size[0], init_img_shared_memory_height=viewport_size[1])
return 0.5
bpy.app.timers.register(updates_stopped)
def draw():
global last_viewport_pixel_buffer_update
if not bpy.context.scene.dream_textures_viewport_enabled:
return
if (time.time() - last_viewport_pixel_buffer_update) < 0.5:
return
last_viewport_pixel_buffer_update = time.time()
# get currently bound framebuffer
framebuffer = gpu.state.active_framebuffer_get()
# get information on current viewport
viewport_info = gpu.state.viewport_get()
width = viewport_info[2]
height = viewport_info[3]
global viewport_pixel_buffer
global viewport_size
viewport_pixel_buffer = framebuffer.read_color(0, 0, width, height, 4, 0, 'FLOAT').to_list()
viewport_size = (width, height)
bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'PRE_VIEW')
def draw_dream():
global is_rendering_dream
global is_rendering_viewport
global dream_viewport
if not bpy.context.scene.dream_textures_viewport_enabled or is_rendering_viewport:
return
texture = gpu.texture.from_image(dream_viewport)
viewport_info = gpu.state.viewport_get()
width = viewport_info[2]
height = viewport_info[3]
shader = gpu.shader.from_builtin("2D_IMAGE")
shader.bind()
shader.uniform_sampler("image", texture)
batch = batch_for_shader(shader, 'TRI_FAN', {
'pos': ((0, 0), (width, 0), (width, height), (0, height)),
'texCoord': ((0, 0), (1, 0), (1, 1), (0, 1)),
})
batch.draw(shader)
bpy.types.SpaceView3D.draw_handler_add(draw_dream, (), 'WINDOW', 'POST_PIXEL')
bpy.types.VIEW3D_HT_header.append(DREAMTEXTURES_HT_viewport_enabled)
def unregister_realtime_viewport():
global view_update_original
cycles.CyclesRender.view_update = view_update_original
global view_draw_original
cycles.CyclesRender.view_draw = view_draw_original
bpy.types.VIEW3D_HT_header.remove(DREAMTEXTURES_HT_viewport_enabled)