Welcome to mirror list, hosted at ThFree Co, Russian Federation.

hdr.py « sun_position - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: a80b0e7613674c2c3a98e8dd1f3c952460573dbd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
# SPDX-License-Identifier: GPL-2.0-or-later

# -*- coding: utf-8 -*-

import bpy
from bpy.props import FloatProperty, FloatVectorProperty
import gpu
from gpu_extras.batch import batch_for_shader
from mathutils import Vector
from math import sqrt, pi, atan2, asin


vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;

/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
in vec2 texCoord;
in vec2 pos;
out vec2 texCoord_interp;

void main()
{
  gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
  gl_Position.z = 1.0f;
  texCoord_interp = texCoord;
}'''

fragment_shader = '''
in vec2 texCoord_interp;
out vec4 fragColor;

uniform sampler2D image;
uniform float exposure;

void main()
{
  fragColor = texture(image, texCoord_interp) * vec4(exposure, exposure, exposure, 1.0f);
}'''

# shader = gpu.types.GPUShader(vertex_shader, fragment_shader)


def draw_callback_px(self, context):
    nt = context.scene.world.node_tree.nodes
    env_tex_node = nt.get(context.scene.sun_pos_properties.hdr_texture)
    image = env_tex_node.image
    texture = gpu.texture.from_image(image)

    if self.area != context.area:
        return

    if image.gl_load():
        raise Exception()

    bottom = 0
    top = context.area.height
    right = context.area.width

    position = Vector((right, top)) / 2 + self.offset
    scale = Vector((context.area.width, context.area.width / 2)) * self.scale

    shader = gpu.types.GPUShader(vertex_shader, fragment_shader)

    coords = ((-0.5, -0.5), (0.5, -0.5), (0.5, 0.5), (-0.5, 0.5))
    uv_coords = ((0, 0), (1, 0), (1, 1), (0, 1))
    batch = batch_for_shader(shader, 'TRI_FAN',
        {"pos" : coords,
         "texCoord" : uv_coords})

    with gpu.matrix.push_pop():
        gpu.matrix.translate(position)
        gpu.matrix.scale(scale)

        shader.bind()
        shader.uniform_sampler("image", texture)
        shader.uniform_float("exposure", self.exposure)
        batch.draw(shader)

    # Crosshair
    # vertical
    coords = ((self.mouse_position[0], bottom), (self.mouse_position[0], top))
    colors = ((1,)*4,)*2
    shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
    batch = batch_for_shader(shader, 'LINES',
                             {"pos": coords, "color": colors})
    shader.bind()
    batch.draw(shader)

    # horizontal
    if bottom <= self.mouse_position[1] <= top:
        coords = ((0, self.mouse_position[1]), (context.area.width, self.mouse_position[1]))
        batch = batch_for_shader(shader, 'LINES',
                                 {"pos": coords, "color": colors})
        shader.bind()
        batch.draw(shader)


class SUNPOS_OT_ShowHdr(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "world.sunpos_show_hdr"
    bl_label = "Sync Sun to Texture"

    exposure: FloatProperty(name="Exposure", default=1.0)
    scale: FloatProperty(name="Scale", default=1.0)
    offset: FloatVectorProperty(name="Offset", default=(0.0, 0.0), size=2, subtype='COORDINATES')

    @classmethod
    def poll(self, context):
        sun_props = context.scene.sun_pos_properties
        return sun_props.hdr_texture and sun_props.sun_object is not None

    def update(self, context, event):
        sun_props = context.scene.sun_pos_properties
        mouse_position_abs = Vector((event.mouse_x, event.mouse_y))

        # Get current area
        for area in context.screen.areas:
            # Compare absolute mouse position to area bounds
            if (area.x < mouse_position_abs.x < area.x + area.width
                    and area.y < mouse_position_abs.y < area.y + area.height):
                self.area = area
            if area.type == 'VIEW_3D':
                # Redraw all areas
                area.tag_redraw()

        if self.area.type == 'VIEW_3D':
            self.top = self.area.height
            self.right = self.area.width

            nt = context.scene.world.node_tree.nodes
            env_tex = nt.get(sun_props.hdr_texture)

            # Mouse position relative to window
            self.mouse_position = Vector((mouse_position_abs.x - self.area.x,
                                          mouse_position_abs.y - self.area.y))

            self.selected_point = (self.mouse_position - self.offset - Vector((self.right, self.top))/2) / self.scale
            u = self.selected_point.x / self.area.width + 0.5
            v = (self.selected_point.y) / (self.area.width / 2) + 0.5

            # Set elevation and azimuth from selected point
            if env_tex.projection == 'EQUIRECTANGULAR':
                el = v * pi - pi/2
                az = u * pi*2 - pi/2 + env_tex.texture_mapping.rotation.z

                # Clamp elevation
                el = max(el, -pi/2)
                el = min(el, pi/2)

                sun_props.hdr_elevation = el
                sun_props.hdr_azimuth = az
            elif env_tex.projection == 'MIRROR_BALL':
                # Formula from intern/cycles/kernel/kernel_projection.h
                # Point on sphere
                dir = Vector()

                # Normalize to -1, 1
                dir.x = 2.0 * u - 1.0
                dir.z = 2.0 * v - 1.0

                # Outside bounds
                if (dir.x * dir.x + dir.z * dir.z > 1.0):
                    dir = Vector()

                else:
                    dir.y = -sqrt(max(1.0 - dir.x * dir.x - dir.z * dir.z, 0.0))

                    # Reflection
                    i = Vector((0.0, -1.0, 0.0))

                    dir = 2.0 * dir.dot(i) * dir - i

                # Convert vector to euler
                el = asin(dir.z)
                az = atan2(dir.x, dir.y) + env_tex.texture_mapping.rotation.z
                sun_props.hdr_elevation = el
                sun_props.hdr_azimuth = az

            else:
                self.report({'ERROR'}, 'Unknown projection')
                return {'CANCELLED'}

    def pan(self, context, event):
        self.offset += Vector((event.mouse_region_x - self.mouse_prev_x,
                               event.mouse_region_y - self.mouse_prev_y))
        self.mouse_prev_x, self.mouse_prev_y = event.mouse_region_x, event.mouse_region_y

    def modal(self, context, event):
        self.area.tag_redraw()
        if event.type == 'MOUSEMOVE':
            if self.is_panning:
                self.pan(context, event)
            self.update(context, event)

        # Confirm
        elif event.type in {'LEFTMOUSE', 'RET'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            for area in context.screen.areas:
                area.tag_redraw()
            # Bind the environment texture to the sun
            context.scene.sun_pos_properties.bind_to_sun = True
            context.workspace.status_text_set(None)
            return {'FINISHED'}

        # Cancel
        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            for area in context.screen.areas:
                area.tag_redraw()
            # Reset previous values
            context.scene.sun_pos_properties.hdr_elevation = self.initial_elevation
            context.scene.sun_pos_properties.hdr_azimuth = self.initial_azimuth
            context.workspace.status_text_set(None)
            return {'CANCELLED'}

        # Set exposure or zoom
        elif event.type == 'WHEELUPMOUSE':
            # Exposure
            if event.ctrl:
                self.exposure *= 1.1
            # Zoom
            else:
                self.scale *= 1.1
                self.offset -= (self.mouse_position - (Vector((self.right, self.top)) / 2 + self.offset)) / 10.0
                self.update(context, event)
        elif event.type == 'WHEELDOWNMOUSE':
            # Exposure
            if event.ctrl:
                self.exposure /= 1.1
            # Zoom
            else:
                self.scale /= 1.1
                self.offset += (self.mouse_position - (Vector((self.right, self.top)) / 2 + self.offset)) / 11.0
                self.update(context, event)

        # Toggle pan
        elif event.type == 'MIDDLEMOUSE':
            if event.value == 'PRESS':
                self.mouse_prev_x, self.mouse_prev_y = event.mouse_region_x, event.mouse_region_y
                self.is_panning = True
            elif event.value == 'RELEASE':
                self.is_panning = False

        else:
            return {'PASS_THROUGH'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.is_panning = False
        self.mouse_prev_x = 0.0
        self.mouse_prev_y = 0.0

        # Get at least one 3D View
        area_3d = None
        for a in context.screen.areas:
            if a.type == 'VIEW_3D':
                area_3d = a
                break

        if area_3d is None:
            self.report({'ERROR'}, 'Could not find 3D View')
            return {'CANCELLED'}

        nt = context.scene.world.node_tree.nodes
        env_tex_node = nt.get(context.scene.sun_pos_properties.hdr_texture)
        if env_tex_node.type != "TEX_ENVIRONMENT":
            self.report({'ERROR'}, 'Please select an Environment Texture node')
            return {'CANCELLED'}

        self.area = context.area

        self.mouse_position = event.mouse_region_x, event.mouse_region_y

        self.initial_elevation = context.scene.sun_pos_properties.hdr_elevation
        self.initial_azimuth = context.scene.sun_pos_properties.hdr_azimuth

        context.workspace.status_text_set("Enter/LMB: confirm, Esc/RMB: cancel, MMB: pan, mouse wheel: zoom, Ctrl + mouse wheel: set exposure")

        self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px,
            (self, context), 'WINDOW', 'POST_PIXEL')
        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}