def set_fov(self, fov):
     self.fov = fov
     # this is vertical fov
     P = perspective(self.fov,
                     float(self.width) / float(self.height), 0.01, 100)
     self.P = np.ascontiguousarray(P, np.float32)
Beispiel #2
0
    def __init__(self,
                 width=512,
                 height=512,
                 vertical_fov=90,
                 device_idx=0,
                 use_fisheye=False,
                 msaa=False):
        """
        :param width: width of the renderer output
        :param height: width of the renderer output
        :param vertical_fov: vertical field of view for the renderer
        :param device_idx: which GPU to run the renderer on
        :param use_fisheye: use fisheye shader or not
        """
        self.shaderProgram = None
        self.fbo = None
        self.color_tex_rgb, self.color_tex_normal, self.color_tex_semantics, self.color_tex_3d = None, None, None, None
        self.depth_tex = None
        self.VAOs = []
        self.VBOs = []
        self.textures = []
        self.objects = []
        self.visual_objects = []
        self.vertex_data = []
        self.shapes = []

        self.texUnitUniform = None
        self.width = width
        self.height = height
        self.faces = []
        self.instances = []
        self.fisheye = use_fisheye
        # self.context = glcontext.Context()
        # self.context.create_opengl_context((self.width, self.height))
        available_devices = get_available_devices()
        if device_idx < len(available_devices):
            device = available_devices[device_idx]
            logging.info("Using device {} for rendering".format(device))
        else:
            logging.info(
                "Device index is larger than number of devices, falling back to use 0"
            )
            device = 0

        self.device_idx = device_idx
        self.device_minor = device
        self.msaa = msaa
        if platform.system() == 'Darwin':
            from gibson2.core.render.mesh_renderer import GLFWRendererContext
            self.r = GLFWRendererContext.GLFWRendererContext(width, height)
        else:
            self.r = MeshRendererContext.MeshRendererContext(
                width, height, device)
        self.r.init()

        self.glstring = self.r.getstring_meshrenderer()

        logging.debug('Rendering device and GL version')
        logging.debug(self.glstring)

        self.colors = [[1, 0, 0], [0, 1, 0], [0, 0, 1]]

        self.lightcolor = [1, 1, 1]

        logging.debug('Is using fisheye camera: {}'.format(self.fisheye))

        if self.fisheye:
            [self.shaderProgram,
             self.texUnitUniform] = self.r.compile_shader_meshrenderer(
                 "".join(
                     open(
                         os.path.join(os.path.dirname(mesh_renderer.__file__),
                                      'shaders/fisheye_vert.shader')).
                     readlines()).replace("FISHEYE_SIZE", str(self.width / 2)),
                 "".join(
                     open(
                         os.path.join(os.path.dirname(mesh_renderer.__file__),
                                      'shaders/fisheye_frag.shader')).
                     readlines()).replace("FISHEYE_SIZE", str(self.width / 2)))
        else:
            [self.shaderProgram,
             self.texUnitUniform] = self.r.compile_shader_meshrenderer(
                 "".join(
                     open(
                         os.path.join(os.path.dirname(mesh_renderer.__file__),
                                      'shaders/vert.shader')).readlines()),
                 "".join(
                     open(
                         os.path.join(os.path.dirname(mesh_renderer.__file__),
                                      'shaders/frag.shader')).readlines()))

        self.lightpos = [0, 0, 0]
        self.setup_framebuffer()
        self.vertical_fov = vertical_fov
        self.camera = [1, 0, 0]
        self.target = [0, 0, 0]
        self.up = [0, 0, 1]
        P = perspective(self.vertical_fov,
                        float(self.width) / float(self.height), 0.01, 100)
        V = lookat(self.camera, self.target, up=self.up)

        self.V = np.ascontiguousarray(V, np.float32)
        self.P = np.ascontiguousarray(P, np.float32)
        self.materials_mapping = {}
        self.mesh_materials = []
    def __init__(self,
                 width=512,
                 height=512,
                 fov=90,
                 device_idx=0,
                 use_fisheye=False):
        """
        :param width: width of the renderer output
        :param height: width of the renderer output
        :param fov: vertical field of view for the renderer
        :param device_idx: which GPU to run the renderer on
        :param use_fisheye: use fisheye shader or not
        """
        self.shaderProgram = None
        self.fbo = None
        self.color_tex_rgb, self.color_tex_normal, self.color_tex_semantics, self.color_tex_3d = None, None, None, None
        self.depth_tex = None
        self.VAOs = []
        self.VBOs = []
        self.textures = []
        self.objects = []
        self.visual_objects = []

        self.texUnitUniform = None
        self.width = width
        self.height = height
        self.faces = []
        self.instances = []
        self.fisheye = use_fisheye
        # self.context = glcontext.Context()
        # self.context.create_opengl_context((self.width, self.height))
        available_devices = get_available_devices()
        if device_idx < len(available_devices):
            device = available_devices[device_idx]
            print("using device {}".format(device))
        else:
            print(
                "device index is larger than number of devices, falling back to use 0"
            )
            device = 0

        self.device_idx = device_idx
        self.device_minor = device
        self.r = MeshRendererContext.MeshRendererContext(width, height, device)
        self.r.init()

        self.glstring = GL.glGetString(GL.GL_VERSION)
        from OpenGL.GL import shaders
        self.shaders = shaders
        self.colors = colormap
        self.lightcolor = [1, 1, 1]

        print("fisheye", self.fisheye)

        if self.fisheye:
            vertexShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/fisheye_vert.shader')).readlines(
                                     )).replace("FISHEYE_SIZE",
                                                str(self.width / 2)),
                GL.GL_VERTEX_SHADER)
            fragmentShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/fisheye_frag.shader')).readlines(
                                     )).replace("FISHEYE_SIZE",
                                                str(self.width / 2)),
                GL.GL_FRAGMENT_SHADER)
        else:
            vertexShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/vert.shader')).readlines()),
                GL.GL_VERTEX_SHADER)
            fragmentShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/frag.shader')).readlines()),
                GL.GL_FRAGMENT_SHADER)
        self.shaderProgram = self.shaders.compileProgram(
            vertexShader, fragmentShader)
        self.texUnitUniform = GL.glGetUniformLocation(self.shaderProgram,
                                                      'texUnit')

        self.lightpos = [0, 0, 0]
        self.setup_framebuffer()
        self.fov = fov
        self.camera = [1, 0, 0]
        self.target = [0, 0, 0]
        self.up = [0, 0, 1]
        P = perspective(self.fov,
                        float(self.width) / float(self.height), 0.01, 100)
        V = lookat(self.camera, self.target, up=self.up)

        self.V = np.ascontiguousarray(V, np.float32)
        self.P = np.ascontiguousarray(P, np.float32)
        self.materials_mapping = {}
        self.mesh_materials = []
Beispiel #4
0
    def __init__(self, width=512, height=512, device_idx=0, use_fisheye=False):
        self.shaderProgram = None
        self.fbo = None
        self.color_tex_rgb, self.color_tex_normal, self.color_tex_semantics, self.color_tex_3d = None, None, None, None
        self.depth_tex = None
        self.VAOs = []
        self.VBOs = []
        self.textures = []
        self.objects = []
        self.visual_objects = []

        self.texUnitUniform = None
        self.width = width
        self.height = height
        self.faces = []
        self.instances = []
        self.fisheye = use_fisheye
        # self.context = glcontext.Context()
        # self.context.create_opengl_context((self.width, self.height))
        available_devices = get_available_devices()
        assert (device_idx < len(available_devices))
        device = available_devices[device_idx]

        self.r = CppMeshRenderer.CppMeshRenderer(width, height, device)
        self.r.init()

        self.glstring = GL.glGetString(GL.GL_VERSION)
        from OpenGL.GL import shaders
        self.shaders = shaders
        self.colors = colormap
        self.lightcolor = [1, 1, 1]

        print("fisheye", self.fisheye)

        if self.fisheye:
            vertexShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/fisheye_vert.shader')).readlines(
                                     )).replace("FISHEYE_SIZE",
                                                str(self.width / 2)),
                GL.GL_VERTEX_SHADER)
            fragmentShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/fisheye_frag.shader')).readlines(
                                     )).replace("FISHEYE_SIZE",
                                                str(self.width / 2)),
                GL.GL_FRAGMENT_SHADER)
        else:
            vertexShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/vert.shader')).readlines()),
                GL.GL_VERTEX_SHADER)
            fragmentShader = self.shaders.compileShader(
                "".join(
                    open(
                        os.path.join(os.path.dirname(mesh_renderer.__file__),
                                     'shaders/frag.shader')).readlines()),
                GL.GL_FRAGMENT_SHADER)
        self.shaderProgram = self.shaders.compileProgram(
            vertexShader, fragmentShader)
        self.texUnitUniform = GL.glGetUniformLocation(self.shaderProgram,
                                                      'texUnit')

        self.lightpos = [0, 0, 0]
        self.setup_framebuffer()
        self.fov = 20
        self.camera = [1, 0, 0]
        self.target = [0, 0, 0]
        self.up = [0, 0, 1]
        P = perspective(self.fov,
                        float(self.width) / float(self.height), 0.01, 100)
        V = lookat(self.camera, self.target, up=self.up)

        self.V = np.ascontiguousarray(V, np.float32)
        self.P = np.ascontiguousarray(P, np.float32)
        self.materials_mapping = {}
        self.mesh_materials = []