armory/blender/arm/lightmapper/utility/encoding.py
Alexander Kleemann ef8fb21536 Update lightmapper to Blender 2.9+
Finalized update to support Blender 2.9+ as well as new features, fixes and more stability
2021-03-18 18:49:30 +01:00

644 lines
20 KiB
Python

import bpy, math, os, gpu, bgl
import numpy as np
from . import utility
from fractions import Fraction
from gpu_extras.batch import batch_for_shader
def encodeLogLuvGPU(image, outDir, quality):
input_image = bpy.data.images[image.name]
image_name = input_image.name
offscreen = gpu.types.GPUOffScreen(input_image.size[0], input_image.size[1])
image = input_image
vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
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 = 1.0;
gl_Position = vec4(pos.xy, 100, 100);
texCoord_interp = texCoord;
}
'''
fragment_shader = '''
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
const mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );
vec4 LinearToLogLuv( in vec4 value ) {
vec3 Xp_Y_XYZp = cLogLuvM * value.rgb;
Xp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );
vec4 vResult;
vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;
float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;
vResult.w = fract( Le );
vResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;
return vResult;
//return vec4(Xp_Y_XYZp,1);
}
const mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );
vec4 LogLuvToLinear( in vec4 value ) {
float Le = value.z * 255.0 + value.w;
vec3 Xp_Y_XYZp;
Xp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );
Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;
Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;
vec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;
//return vec4( max( vRGB, 0.0 ), 1.0 );
return vec4( max( Xp_Y_XYZp, 0.0 ), 1.0 );
}
void main()
{
//fragColor = LinearToLogLuv(pow(texture(image, texCoord_interp), vec4(0.454)));
fragColor = LinearToLogLuv(texture(image, texCoord_interp));
//fragColor = LogLuvToLinear(LinearToLogLuv(texture(image, texCoord_interp)));
}
'''
x_screen = 0
off_x = -100
off_y = -100
y_screen_flip = 0
sx = 200
sy = 200
vertices = (
(x_screen + off_x, y_screen_flip - off_y),
(x_screen + off_x, y_screen_flip - sy - off_y),
(x_screen + off_x + sx, y_screen_flip - sy - off_y),
(x_screen + off_x + sx, y_screen_flip - off_x))
if input_image.colorspace_settings.name != 'Linear':
input_image.colorspace_settings.name = 'Linear'
# Removing .exr or .hdr prefix
if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
image_name = image_name[:-4]
target_image = bpy.data.images.get(image_name + '_encoded')
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(image_name + '_encoded')
if not target_image:
target_image = bpy.data.images.new(
name = image_name + '_encoded',
width = input_image.size[0],
height = input_image.size[1],
alpha = True,
float_buffer = False
)
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
batch = batch_for_shader(
shader, 'TRI_FAN',
{
"pos": vertices,
"texCoord": ((0, 1), (0, 0), (1, 0), (1, 1)),
},
)
if image.gl_load():
raise Exception()
with offscreen.bind():
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
shader.bind()
shader.uniform_int("image", 0)
batch.draw(shader)
buffer = bgl.Buffer(bgl.GL_BYTE, input_image.size[0] * input_image.size[1] * 4)
bgl.glReadBuffer(bgl.GL_BACK)
bgl.glReadPixels(0, 0, input_image.size[0], input_image.size[1], bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
offscreen.free()
target_image.pixels = [v / 255 for v in buffer]
input_image = target_image
#Save LogLuv
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(input_image.name)
input_image.filepath_raw = outDir + "/" + input_image.name + ".png"
#input_image.filepath_raw = outDir + "_encoded.png"
input_image.file_format = "PNG"
bpy.context.scene.render.image_settings.quality = quality
#input_image.save_render(filepath = input_image.filepath_raw, scene = bpy.context.scene)
input_image.save()
#Todo - Find a way to save
#bpy.ops.image.save_all_modified()
def encodeImageRGBDGPU(image, maxRange, outDir, quality):
input_image = bpy.data.images[image.name]
image_name = input_image.name
offscreen = gpu.types.GPUOffScreen(input_image.size[0], input_image.size[1])
image = input_image
vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
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 = 1.0;
gl_Position = vec4(pos.xy, 100, 100);
texCoord_interp = texCoord;
}
'''
fragment_shader = '''
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
//Code from here: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/helperFunctions.fx
const float PI = 3.1415926535897932384626433832795;
const float HALF_MIN = 5.96046448e-08; // Smallest positive half.
const float LinearEncodePowerApprox = 2.2;
const float GammaEncodePowerApprox = 1.0 / LinearEncodePowerApprox;
const vec3 LuminanceEncodeApprox = vec3(0.2126, 0.7152, 0.0722);
const float Epsilon = 0.0000001;
#define saturate(x) clamp(x, 0.0, 1.0)
float maxEps(float x) {
return max(x, Epsilon);
}
float toLinearSpace(float color)
{
return pow(color, LinearEncodePowerApprox);
}
vec3 toLinearSpace(vec3 color)
{
return pow(color, vec3(LinearEncodePowerApprox));
}
vec4 toLinearSpace(vec4 color)
{
return vec4(pow(color.rgb, vec3(LinearEncodePowerApprox)), color.a);
}
vec3 toGammaSpace(vec3 color)
{
return pow(color, vec3(GammaEncodePowerApprox));
}
vec4 toGammaSpace(vec4 color)
{
return vec4(pow(color.rgb, vec3(GammaEncodePowerApprox)), color.a);
}
float toGammaSpace(float color)
{
return pow(color, GammaEncodePowerApprox);
}
float square(float value)
{
return value * value;
}
// Check if configurable value is needed.
const float rgbdMaxRange = 255.0;
vec4 toRGBD(vec3 color) {
float maxRGB = maxEps(max(color.r, max(color.g, color.b)));
float D = max(rgbdMaxRange / maxRGB, 1.);
D = clamp(floor(D) / 255.0, 0., 1.);
vec3 rgb = color.rgb * D;
// Helps with png quantization.
rgb = toGammaSpace(rgb);
return vec4(rgb, D);
}
vec3 fromRGBD(vec4 rgbd) {
// Helps with png quantization.
rgbd.rgb = toLinearSpace(rgbd.rgb);
// return rgbd.rgb * ((rgbdMaxRange / 255.0) / rgbd.a);
return rgbd.rgb / rgbd.a;
}
void main()
{
fragColor = toRGBD(texture(image, texCoord_interp).rgb);
}
'''
x_screen = 0
off_x = -100
off_y = -100
y_screen_flip = 0
sx = 200
sy = 200
vertices = (
(x_screen + off_x, y_screen_flip - off_y),
(x_screen + off_x, y_screen_flip - sy - off_y),
(x_screen + off_x + sx, y_screen_flip - sy - off_y),
(x_screen + off_x + sx, y_screen_flip - off_x))
if input_image.colorspace_settings.name != 'Linear':
input_image.colorspace_settings.name = 'Linear'
# Removing .exr or .hdr prefix
if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
image_name = image_name[:-4]
target_image = bpy.data.images.get(image_name + '_encoded')
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(image_name + '_encoded')
if not target_image:
target_image = bpy.data.images.new(
name = image_name + '_encoded',
width = input_image.size[0],
height = input_image.size[1],
alpha = True,
float_buffer = False
)
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
batch = batch_for_shader(
shader, 'TRI_FAN',
{
"pos": vertices,
"texCoord": ((0, 1), (0, 0), (1, 0), (1, 1)),
},
)
if image.gl_load():
raise Exception()
with offscreen.bind():
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
shader.bind()
shader.uniform_int("image", 0)
batch.draw(shader)
buffer = bgl.Buffer(bgl.GL_BYTE, input_image.size[0] * input_image.size[1] * 4)
bgl.glReadBuffer(bgl.GL_BACK)
bgl.glReadPixels(0, 0, input_image.size[0], input_image.size[1], bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
offscreen.free()
target_image.pixels = [v / 255 for v in buffer]
input_image = target_image
#Save LogLuv
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(input_image.name)
input_image.filepath_raw = outDir + "/" + input_image.name + ".png"
#input_image.filepath_raw = outDir + "_encoded.png"
input_image.file_format = "PNG"
bpy.context.scene.render.image_settings.quality = quality
#input_image.save_render(filepath = input_image.filepath_raw, scene = bpy.context.scene)
input_image.save()
#Todo - Find a way to save
#bpy.ops.image.save_all_modified()
#TODO - FINISH THIS
def encodeImageRGBMGPU(image, maxRange, outDir, quality):
input_image = bpy.data.images[image.name]
image_name = input_image.name
offscreen = gpu.types.GPUOffScreen(input_image.size[0], input_image.size[1])
image = input_image
vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
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 = 1.0;
gl_Position = vec4(pos.xy, 100, 100);
texCoord_interp = texCoord;
}
'''
fragment_shader = '''
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
//Code from here: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/helperFunctions.fx
const float PI = 3.1415926535897932384626433832795;
const float HALF_MIN = 5.96046448e-08; // Smallest positive half.
const float LinearEncodePowerApprox = 2.2;
const float GammaEncodePowerApprox = 1.0 / LinearEncodePowerApprox;
const vec3 LuminanceEncodeApprox = vec3(0.2126, 0.7152, 0.0722);
const float Epsilon = 0.0000001;
#define saturate(x) clamp(x, 0.0, 1.0)
float maxEps(float x) {
return max(x, Epsilon);
}
float toLinearSpace(float color)
{
return pow(color, LinearEncodePowerApprox);
}
vec3 toLinearSpace(vec3 color)
{
return pow(color, vec3(LinearEncodePowerApprox));
}
vec4 toLinearSpace(vec4 color)
{
return vec4(pow(color.rgb, vec3(LinearEncodePowerApprox)), color.a);
}
vec3 toGammaSpace(vec3 color)
{
return pow(color, vec3(GammaEncodePowerApprox));
}
vec4 toGammaSpace(vec4 color)
{
return vec4(pow(color.rgb, vec3(GammaEncodePowerApprox)), color.a);
}
float toGammaSpace(float color)
{
return pow(color, GammaEncodePowerApprox);
}
float square(float value)
{
return value * value;
}
// Check if configurable value is needed.
const float rgbdMaxRange = 255.0;
vec4 toRGBM(vec3 color) {
vec4 rgbm;
color *= 1.0/6.0;
rgbm.a = saturate( max( max( color.r, color.g ), max( color.b, 1e-6 ) ) );
rgbm.a = clamp(floor(D) / 255.0, 0., 1.);
rgbm.rgb = color / rgbm.a;
return
float maxRGB = maxEps(max(color.r, max(color.g, color.b)));
float D = max(rgbdMaxRange / maxRGB, 1.);
D = clamp(floor(D) / 255.0, 0., 1.);
vec3 rgb = color.rgb * D;
// Helps with png quantization.
rgb = toGammaSpace(rgb);
return vec4(rgb, D);
}
vec3 fromRGBD(vec4 rgbd) {
// Helps with png quantization.
rgbd.rgb = toLinearSpace(rgbd.rgb);
// return rgbd.rgb * ((rgbdMaxRange / 255.0) / rgbd.a);
return rgbd.rgb / rgbd.a;
}
void main()
{
fragColor = toRGBM(texture(image, texCoord_interp).rgb);
}
'''
x_screen = 0
off_x = -100
off_y = -100
y_screen_flip = 0
sx = 200
sy = 200
vertices = (
(x_screen + off_x, y_screen_flip - off_y),
(x_screen + off_x, y_screen_flip - sy - off_y),
(x_screen + off_x + sx, y_screen_flip - sy - off_y),
(x_screen + off_x + sx, y_screen_flip - off_x))
if input_image.colorspace_settings.name != 'Linear':
input_image.colorspace_settings.name = 'Linear'
# Removing .exr or .hdr prefix
if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
image_name = image_name[:-4]
target_image = bpy.data.images.get(image_name + '_encoded')
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(image_name + '_encoded')
if not target_image:
target_image = bpy.data.images.new(
name = image_name + '_encoded',
width = input_image.size[0],
height = input_image.size[1],
alpha = True,
float_buffer = False
)
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
batch = batch_for_shader(
shader, 'TRI_FAN',
{
"pos": vertices,
"texCoord": ((0, 1), (0, 0), (1, 0), (1, 1)),
},
)
if image.gl_load():
raise Exception()
with offscreen.bind():
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
shader.bind()
shader.uniform_int("image", 0)
batch.draw(shader)
buffer = bgl.Buffer(bgl.GL_BYTE, input_image.size[0] * input_image.size[1] * 4)
bgl.glReadBuffer(bgl.GL_BACK)
bgl.glReadPixels(0, 0, input_image.size[0], input_image.size[1], bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
offscreen.free()
target_image.pixels = [v / 255 for v in buffer]
input_image = target_image
#Save LogLuv
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(input_image.name)
input_image.filepath_raw = outDir + "/" + input_image.name + ".png"
#input_image.filepath_raw = outDir + "_encoded.png"
input_image.file_format = "PNG"
bpy.context.scene.render.image_settings.quality = quality
#input_image.save_render(filepath = input_image.filepath_raw, scene = bpy.context.scene)
input_image.save()
#Todo - Find a way to save
#bpy.ops.image.save_all_modified()
def encodeImageRGBMCPU(image, maxRange, outDir, quality):
input_image = bpy.data.images[image.name]
image_name = input_image.name
if input_image.colorspace_settings.name != 'Linear':
input_image.colorspace_settings.name = 'Linear'
# Removing .exr or .hdr prefix
if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
image_name = image_name[:-4]
target_image = bpy.data.images.get(image_name + '_encoded')
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(image_name + '_encoded')
if not target_image:
target_image = bpy.data.images.new(
name = image_name + '_encoded',
width = input_image.size[0],
height = input_image.size[1],
alpha = True,
float_buffer = False
)
num_pixels = len(input_image.pixels)
result_pixel = list(input_image.pixels)
for i in range(0,num_pixels,4):
for j in range(3):
result_pixel[i+j] *= 1.0 / maxRange;
result_pixel[i+3] = saturate(max(result_pixel[i], result_pixel[i+1], result_pixel[i+2], 1e-6))
result_pixel[i+3] = math.ceil(result_pixel[i+3] * 255.0) / 255.0
for j in range(3):
result_pixel[i+j] /= result_pixel[i+3]
target_image.pixels = result_pixel
input_image = target_image
#Save RGBM
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(input_image.name)
input_image.filepath_raw = outDir + "/" + input_image.name + ".png"
input_image.file_format = "PNG"
bpy.context.scene.render.image_settings.quality = quality
input_image.save()
#input_image.save_render(filepath = input_image.filepath_raw, scene = bpy.context.scene)
# input_image.filepath_raw = outDir + "_encoded.png"
# input_image.file_format = "PNG"
# bpy.context.scene.render.image_settings.quality = quality
# input_image.save_render(filepath = input_image.filepath_raw, scene = bpy.context.scene)
#input_image.
#input_image.save()
def saturate(num, floats=True):
if num <= 0:
num = 0
elif num > (1 if floats else 255):
num = (1 if floats else 255)
return num
def maxEps(x):
return max(x, 1e-6)
def encodeImageRGBDCPU(image, maxRange, outDir, quality):
input_image = bpy.data.images[image.name]
image_name = input_image.name
if input_image.colorspace_settings.name != 'Linear':
input_image.colorspace_settings.name = 'Linear'
# Removing .exr or .hdr prefix
if image_name[-4:] == '.exr' or image_name[-4:] == '.hdr':
image_name = image_name[:-4]
target_image = bpy.data.images.get(image_name + '_encoded')
if not target_image:
target_image = bpy.data.images.new(
name = image_name + '_encoded',
width = input_image.size[0],
height = input_image.size[1],
alpha = True,
float_buffer = False
)
num_pixels = len(input_image.pixels)
result_pixel = list(input_image.pixels)
rgbdMaxRange = 255.0
for i in range(0,num_pixels,4):
maxRGB = maxEps(max(result_pixel[i], result_pixel[i+1], result_pixel[i+2]))
D = max(rgbdMaxRange/maxRGB, 1.0)
D = np.clip((math.floor(D) / 255.0), 0.0, 1.0)
result_pixel[i] = math.pow(result_pixel[i] * D, 1/2.2)
result_pixel[i+1] = math.pow(result_pixel[i+1] * D, 1/2.2)
result_pixel[i+2] = math.pow(result_pixel[i+2] * D, 1/2.2)
result_pixel[i+3] = D
target_image.pixels = result_pixel
input_image = target_image
#Save RGBD
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print(input_image.name)
input_image.filepath_raw = outDir + "/" + input_image.name + ".png"
input_image.file_format = "PNG"
bpy.context.scene.render.image_settings.quality = quality
input_image.save()