Beispiel #1
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 def change_size(self, size):
     # check input
     if len(size) != 3:
         raise Exception('b spline body size number error')
     if any(i < 0 for i in size):
         raise Exception('b spline body size < 0, error')
     self._b_spline_body = BSplineBody(*size)  # type: BSplineBody
     self.async_upload_to_gpu()
Beispiel #2
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    def __init__(self, size: list):
        # check input
        if len(size) != 3:
            raise Exception('b spline body size number error')
        if any(i < 0 for i in size):
            raise Exception('b spline body size < 0, error')

        # init b-spline body
        self._b_spline_body = BSplineBody(*size)  # type: BSplineBody

        # init shader program
        self._renderer_program = ProgramWrap().add_shader(ShaderWrap(GL_VERTEX_SHADER, add_prefix('aux.v.glsl'))) \
            .add_shader(ShaderWrap(GL_FRAGMENT_SHADER, add_prefix('aux.f.glsl')))  # type: ProgramWrap

        # init buffer
        self._control_point_position_vbo = ACVBO(GL_ARRAY_BUFFER, -1, None, GL_DYNAMIC_DRAW)  # type: ACVBO
        if conf.IS_FAST_MODE:
            self._control_point_for_sample_ubo = ACVBO(GL_SHADER_STORAGE_BUFFER, 15, None,
                                                       GL_DYNAMIC_DRAW)  # type: ACVBO
        else:
            self._control_point_for_sample_ubo = ACVBO(GL_UNIFORM_BUFFER, 1, None, GL_DYNAMIC_DRAW)  # type: ACVBO
        self._b_spline_body_info_ubo = ACVBO(GL_UNIFORM_BUFFER, 0, None, GL_STATIC_DRAW)  # type: ACVBO
        self._selected_counter_acbo = ACVBO(GL_ATOMIC_COUNTER_BUFFER, 1, None, GL_DYNAMIC_DRAW)
        self._vao_control_point = -1  # type: int
        self._normal_control_mode = False  # type: bool
        self._pick_region = None  # type: ACRect
        self._control_points_changed = True  # type: bool
        self._direct_control_point = []  # type:  list
        self._intersect_point_parameter = None

        # init compute select point shader program
        self._select_point_program = ProgramWrap() \
            .add_shader(ShaderWrap(GL_COMPUTE_SHADER, add_compute_prefix('select_point.glsl')))
        self._intersect_result_vbo = ACVBO(GL_SHADER_STORAGE_BUFFER, 20, None, GL_DYNAMIC_DRAW)  # type: ACVBO
        self._need_select_point = False
        self._select_argument = None

        self._delta_for_dffd = [0, 0, 0]
Beispiel #3
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 def get_range(x, bspline_body: BSplineBody):
     res = 0
     for i, p in enumerate(x[:3]):
         temp = (p - bspline_body.min_parameter[i]) / bspline_body.step[i]
         res = res * bspline_body.get_cage_size()[i] + min(floor(temp), bspline_body.get_cage_size()[i] - 1)
     return res
Beispiel #4
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 def get_sample_point(self, pattern: np.array, b_spline_body: BSplineBody):
     parameter = np.dot(pattern, self.positionv3)
     cage_t_and_left_knot_index = b_spline_body.get_cage_t_and_left_knot_index(parameter)
     return cage_t_and_left_knot_index[0], np.dot(pattern, self.normalv4), cage_t_and_left_knot_index[1]
Beispiel #5
0
class AuxController:
    def __init__(self, size: list):
        # check input
        if len(size) != 3:
            raise Exception('b spline body size number error')
        if any(i < 0 for i in size):
            raise Exception('b spline body size < 0, error')

        # init b-spline body
        self._b_spline_body = BSplineBody(*size)  # type: BSplineBody

        # init shader program
        self._renderer_program = ProgramWrap().add_shader(ShaderWrap(GL_VERTEX_SHADER, add_prefix('aux.v.glsl'))) \
            .add_shader(ShaderWrap(GL_FRAGMENT_SHADER, add_prefix('aux.f.glsl')))  # type: ProgramWrap

        # init buffer
        self._control_point_position_vbo = ACVBO(GL_ARRAY_BUFFER, -1, None, GL_DYNAMIC_DRAW)  # type: ACVBO
        if conf.IS_FAST_MODE:
            self._control_point_for_sample_ubo = ACVBO(GL_SHADER_STORAGE_BUFFER, 15, None,
                                                       GL_DYNAMIC_DRAW)  # type: ACVBO
        else:
            self._control_point_for_sample_ubo = ACVBO(GL_UNIFORM_BUFFER, 1, None, GL_DYNAMIC_DRAW)  # type: ACVBO
        self._b_spline_body_info_ubo = ACVBO(GL_UNIFORM_BUFFER, 0, None, GL_STATIC_DRAW)  # type: ACVBO
        self._selected_counter_acbo = ACVBO(GL_ATOMIC_COUNTER_BUFFER, 1, None, GL_DYNAMIC_DRAW)
        self._vao_control_point = -1  # type: int
        self._normal_control_mode = False  # type: bool
        self._pick_region = None  # type: ACRect
        self._control_points_changed = True  # type: bool
        self._direct_control_point = []  # type:  list
        self._intersect_point_parameter = None

        # init compute select point shader program
        self._select_point_program = ProgramWrap() \
            .add_shader(ShaderWrap(GL_COMPUTE_SHADER, add_compute_prefix('select_point.glsl')))
        self._intersect_result_vbo = ACVBO(GL_SHADER_STORAGE_BUFFER, 20, None, GL_DYNAMIC_DRAW)  # type: ACVBO
        self._need_select_point = False
        self._select_argument = None

        self._delta_for_dffd = [0, 0, 0]

    def change_size(self, size):
        # check input
        if len(size) != 3:
            raise Exception('b spline body size number error')
        if any(i < 0 for i in size):
            raise Exception('b spline body size < 0, error')
        self._b_spline_body = BSplineBody(*size)  # type: BSplineBody
        self.async_upload_to_gpu()

    def gl_init(self):
        # init vao
        self._vao_control_point = glGenVertexArrays(1)
        glBindVertexArray(self._vao_control_point)
        self._control_point_position_vbo.as_array_buffer(0, 4, GL_FLOAT)
        glBindVertexArray(0)

        # upload_to_gpu
        self.async_upload_to_gpu()

    def async_upload_to_gpu(self):
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._control_point_for_sample_ubo.async_update(self._b_spline_body.get_control_point_for_sample())
        self._b_spline_body_info_ubo.async_update(self._b_spline_body.get_info())

    def gl_sync_buffer_for_self(self):
        self._control_point_position_vbo.gl_sync()

    def gl_sync_buffer_for_previous_computer(self):
        self._b_spline_body_info_ubo.gl_sync()

    def gl_sync_buffer_for_deformation(self):
        def op():
            self._control_point_for_sample_ubo.gl_sync()
            self._b_spline_body_info_ubo.gl_sync()

        GLUtil.gl_timing(op, 'copy control to gpu', 3)

    def gl_draw(self, model_view_matrix: np.array, perspective_matrix: np.array):
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_PROGRAM_POINT_SIZE)
        self._renderer_program.use()
        glBindVertexArray(self._vao_control_point)
        self.gl_pick_control_point(model_view_matrix, perspective_matrix)
        glFinish()
        self.gl_sync_buffer_for_self()
        self.gl_draw_control_points(model_view_matrix, perspective_matrix)
        glFinish()
        glBindVertexArray(0)
        glUseProgram(0)
        self.gl_select_point_gpu()
        glFinish()

    def gl_draw_control_points(self, model_view_matrix, perspective_matrix):
        glUniformMatrix4fv(0, 1, GL_FALSE, multiply(model_view_matrix, perspective_matrix))
        glDrawArrays(GL_POINTS, 0, self.get_control_point_number())

    def gl_pick_control_point(self, model_view_matrix, perspective_matrix):
        if not self._pick_region:
            return
        self._b_spline_body.reset_hit_record()
        glSelectBuffer(1024)
        glRenderMode(GL_SELECT)
        glInitNames()
        glPushName(0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        w = max(10, self._pick_region.w)
        h = max(10, self._pick_region.h)
        gluPickMatrix((self._pick_region.x1 + self._pick_region.x2) / 2,
                      (self._pick_region.y1 + self._pick_region.y2) / 2,
                      w, h,
                      glGetDoublev(GL_VIEWPORT))
        glUniformMatrix4fv(0, 1, GL_FALSE, multiply(model_view_matrix,
                                                    multiply(perspective_matrix,
                                                             glGetDoublev(GL_PROJECTION_MATRIX))))
        for i in range(self._b_spline_body.get_control_point_number()):
            glLoadName(i)
            glDrawArrays(GL_POINTS, i, 1)
        hit_info = glRenderMode(GL_RENDER)
        for r in hit_info:
            for select_name in r.names:
                self._b_spline_body.hit_point(select_name)
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._pick_region = None

    def pick_control_point(self, region: ACRect):
        self._pick_region = region

    def move_selected_control_points(self, xyz):
        self._b_spline_body.move([d / 10 for d in xyz])
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._control_point_for_sample_ubo.async_update(self._b_spline_body.get_control_point_for_sample())
        self._control_points_changed = True

    def rotate_selected_control_points(self, m):
        self._b_spline_body.rotate(m)
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._control_point_for_sample_ubo.async_update(self._b_spline_body.get_control_point_for_sample())
        self._control_points_changed = True

    def get_control_point_data(self):
        if self._normal_control_mode:
            return self._b_spline_body.control_points
        else:
            return np.array(self._direct_control_point, dtype='f4')

    def get_normal_control_point_data(self):
        return self._b_spline_body.normal_control_points

    def get_control_point_number(self):
        if self._normal_control_mode:
            return self._b_spline_body.get_control_point_number()
        else:
            return len(self._direct_control_point)

    def get_control_point_for_sample(self):
        return self._b_spline_body.get_control_point_for_sample()

    def get_cage_size(self) -> list:
        return self._b_spline_body.get_cage_size()

    def change_control_point_number(self, u, v, w):
        self._b_spline_body.change_control_point_number(u, v, w)
        self.async_upload_to_gpu()

    def change_control_point_order(self, order):
        self._b_spline_body.change_control_point_order(order)
        self.async_upload_to_gpu()

    @property
    def b_spline_body(self):
        return self._b_spline_body

    @property
    def is_normal_control_point_mode(self):
        return self._normal_control_mode

    @is_normal_control_point_mode.setter
    def is_normal_control_point_mode(self, v):
        self._normal_control_mode = v
        if self._normal_control_mode:
            self.clear_all_direct_control_point()
        self._control_point_position_vbo.async_update(self.get_control_point_data())

    def add_direct_control_point(self, intersect_point):
        if intersect_point is not None:
            self._direct_control_point = [np.append(intersect_point, 0)]
            self._control_point_position_vbo.async_update(self.get_control_point_data())

    def clear_dst_direct_control_point(self):
        self._direct_control_point = self._direct_control_point[:1]
        self._b_spline_body.save_control_point_position()
        self._control_point_position_vbo.async_update(self.get_control_point_data())

    def clear_all_direct_control_point(self):
        self._direct_control_point.clear()
        self._delta_for_dffd = [0, 0, 0]
        self._b_spline_body.save_control_point_position()
        self._control_point_position_vbo.async_update(self.get_control_point_data())

    @property
    def normal_control_mode(self):
        return self._normal_control_mode

    def move_direct_control_point(self, direction):
        self._b_spline_body.move_dffd(self._intersect_point_parameter, direction)
        target_point = np.append(self._direct_control_point[0][:3] + direction, 1)
        if len(self._direct_control_point) <= 1:
            self._direct_control_point.append(target_point)
        else:
            self._direct_control_point[1] = target_point
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._control_point_for_sample_ubo.async_update(self._b_spline_body.get_control_point_for_sample())
        self._control_points_changed = True

    def move_direct_control_point_delta(self, direction):
        self._delta_for_dffd = [x + y for x, y in zip(self._delta_for_dffd, direction)]
        self._b_spline_body.move_dffd(self._intersect_point_parameter, self._delta_for_dffd)
        target_point = np.append(self._direct_control_point[0][:3] + self._delta_for_dffd, 1)
        if len(self._direct_control_point) <= 1:
            self._direct_control_point.append(target_point)
        else:
            self._direct_control_point[1] = target_point
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._control_point_for_sample_ubo.async_update(self._b_spline_body.get_control_point_for_sample())
        self._control_points_changed = True

    def is_direct_control_point_selected(self):
        return len(self._direct_control_point) != 0

    def gl_select_point_gpu(self):
        if not self._need_select_point:
            return
        self._selected_counter_acbo.async_update(np.array([0], dtype=np.uint32))
        self._selected_counter_acbo.gl_sync()
        start_point, direction, triangle_number = self._select_argument
        self._intersect_result_vbo.gl_sync()
        self._select_point_program.use()
        glUniform1ui(0, int(triangle_number))
        glUniform3f(1, start_point[0], start_point[1], start_point[2])
        glUniform3f(2, direction[0], direction[1], direction[2])
        glDispatchCompute(*self.group_size)
        selected_triangle_number = self._selected_counter_acbo.get_value(ctypes.c_uint32)[0]
        res = self._intersect_result_vbo.get_value(ctypes.c_float, (selected_triangle_number, 4))
        closet = [0, 0, 0, 9999999]
        for r in res:
            if r[3] < closet[3]:
                closet = r
        self._need_select_point = False
        if closet[3] != 9999999 and closet[3] > 0:
            self.add_direct_control_point(start_point + closet[3] * direction)
            self._intersect_point_parameter = np.array(closet[:3], dtype='f4')

    def select_point_gpu(self, start_point, direction, triangle_number):
        self._need_select_point = True
        self._intersect_result_vbo.capacity = triangle_number * 16
        self._select_argument = [np.array(start_point).reshape((4,))[:3], np.array(direction).reshape((4,))[:3],
                                 triangle_number]

    @property
    def group_size(self):
        return [int(self._select_argument[2] / 512 + 1), 1, 1]

    def set_control_points(self, control_points):
        self._b_spline_body.change_control_points(control_points)
        self._control_point_position_vbo.async_update(self.get_control_point_data())
        self._control_point_for_sample_ubo.async_update(self._b_spline_body.get_control_point_for_sample())
        self._control_points_changed = True

    def get_control_point_str(self):
        return '_'.join([str(x) for x in self._b_spline_body.control_point_number])

    def get_bspline_body_size(self):
        return self._b_spline_body.step

    def get_modify_range(self):
        return self._b_spline_body.modify_range