Beispiel #1
0
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')
        self.size = 800, 800
        self.title = "D'oh ! A big donut"

        self.program = gloo.Program(vert, frag)
        self.view = np.eye(4, dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)
        self.translate = 5
        translate(self.view, 0, 0, -self.translate)

        self.program.bind(gloo.VertexBuffer(data))
        self.program['u_linewidth'] = u_linewidth
        self.program['u_antialias'] = u_antialias
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_size'] = 5 / self.translate

        self.theta = 0
        self.phi = 0
        self.clock = 0
        self.stop_rotation = False

        gloo.set_state('translucent', clear_color='white')
        self.program['u_clock'] = 0.0

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
Beispiel #2
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    def draw_distortion(self, *Contexts):
        '''Distorter.draw(list_of_drawables)
        Draw the drawables to the right and left-eye render buffers,
        then apply the distortion and display these buffers to the screen
        TODO:
        How can we globally handle view?
        Should we even bother trying to find the 'right' way to do this?
        '''
        gloo.set_clear_color('black')
        gloo.set_state(depth_test=True)

        with self.left_eye:
            gloo.clear(color=True, depth=True)
            for context in Contexts:
                context.translate(0, self.IPD / 2, 0)
                context.set_projection(self.L_projection)
                context.draw()

        with self.right_eye:
            gloo.clear(color=True, depth=True)
            for context in Contexts:
                context.translate(0, -self.IPD / 2, 0)
                context.set_projection(self.R_projection)
                context.draw()

        gloo.clear(color=True, depth=True)
        self.left_eye_program.draw('triangles', self.left_eye_indices)
        self.right_eye_program.draw('triangles', self.right_eye_indices)
Beispiel #3
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    def __init__(self):
        app.Canvas.__init__(self, size=(512, 512), title='Rotating cube',
                            keys='interactive')
        self.timer = app.Timer('auto', self.on_timer)

        # Build cube data
        V, I, outline = create_cube()
        vertices = VertexBuffer(V)
        self.faces = IndexBuffer(I)
        self.outline = IndexBuffer(outline)

        # Build program
        # --------------------------------------
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)

        # Build view, model, projection & normal
        # --------------------------------------
        view = translate((0, 0, -5))
        model = np.eye(4, dtype=np.float32)

        self.program['u_model'] = model
        self.program['u_view'] = view
        self.phi, self.theta = 0, 0

        self.activate_zoom()

        # OpenGL initialization
        # --------------------------------------
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True,
                       polygon_offset=(1, 1), line_width=0.75,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
        self.timer.start()

        self.show()
Beispiel #4
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    def initializeGL(self):
        """ docstring """
        self._mutex.acquire()
        # save mouse cursor position for smooth rotation
        self.lastPos = QtCore.QPoint()

        gloo.set_state(clear_color=(0.2734375, 0.5078125, 0.703125, 1.00), depth_test=True,
                       polygon_offset=(1, 1),
                       blend_func=('src_alpha', 'one_minus_src_alpha'),
                       line_width=0.75)
        # create camera and light
        self._camera = Camera()
        self._lights = self._controller.getLightCollection()

        self._objects = []

        self._makePlane([0,0,0], 200, 200)
        # examples : should be removed or used for empty scenes
        # self._makeCube((0,1.1,0))
        # self._makeSphere((0,3,0))
        self._loadObjects()

        self._chosenAlgo.init(self._objects, self._camera, self._controller.getLightCollection(), self._options)
        self._cameraRotation = AutoRotateCamera(self._camera,1)

        self._mutex.release()
Beispiel #5
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    def __init__(self, svbrdf, mesh, camera, size):
        super().__init__(size, 0, 1000, camera, show=True)

        gloo.set_state(depth_test=True)
        gloo.set_viewport(0, 0, *self.size)

        self.lights = [
                Light((20, 30, 100), 2000),
                Light((20, 30, -100), 2000),
                Light((0, 100, 10), 2000),
                ]

        vertex_positions = mesh.expand_face_vertices()
        vertex_normals = mesh.expand_face_normals()
        vertex_tangents, vertex_bitangents = mesh.expand_tangents()
        vertex_uvs = mesh.expand_face_uvs()

        material = SVBRDFMaterial(svbrdf)
        self.renderables = [Renderable(material, {
            'a_position': vertex_positions,
            'a_normal': vertex_normals,
            'a_tangent': vertex_tangents,
            'a_bitangent': vertex_bitangents,
            'a_uv': vertex_uvs,
            }, len(self.lights))]
Beispiel #6
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    def on_draw(self, event):
        while os.path.exists(self.filename()):
            self.frame += 1

        if self.frame > self.anim_frames:
            vispy.app.quit()

        print("{:5d}/{}".format(self.frame, self.anim_frames))
        self.fbo.activate()
        gloo.set_state(depth_test=False, clear_color='black')
        gloo.clear(color=True)
        w, h = self.fbsize
        gloo.set_viewport(0, 0, w, h)
        self.render['aspect'] = w / h
        self.render['width'] = w
        self.render['frame'] = self.frame
        self.render.draw('triangle_strip')
        self.context.finish()

        arr = self.fbo.read().copy()
        arr[:, :, 3] = 255
        img = Image.fromarray(arr)
        img.save(self.filename())

        self.frame += 1
        self.update()
Beispiel #7
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    def __init__(self, *args, **kwargs):
        self.exit = kwargs.pop('exit', False)
        self.inputs_path = kwargs.pop('inputs_path', None)
        super(StillCanvas, self).__init__(*args, **kwargs)
        gloo.set_state(clear_color='black', blend=True, blend_func=('src_alpha', 'one_minus_src_alpha'))

        self.inputs = None

        if self.inputs_path is not None:
            self.input_manager = FileStoredInput(self.inputs_path)
            self.time = self.input_manager.stored_time
            definition = Definitions[self.input_manager.stored_definition_name]
        else:
            self.input_manager = RandomInput()
            self.time = float(random.randint(0, 345212312))
            definition = Definitions[random.choice(Definitions.keys())]

        self.fractal = FractalProgram(definition, mask=False)

        self.apply_zoom()
        self._timer = app.Timer(1.0 / 5, connect=self.update, start=True)
        if self.exit:
            app.Timer(1, connect=self.write_and_exit, start=True, iterations=1)
        # self.update(None)
        # self.update(None)
        self.show()
Beispiel #8
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	def __init__(self, atoms, radius=6.):
		app.Canvas.__init__(self, title='Molecular viewer', keys='interactive', size=(1200, 800))
		self.ps = self.pixel_scale

		self.zoom = .5/numpy.amax(numpy.linalg.norm(atoms['zyx'], axis=1))

		self.program = gloo.Program(vertex, fragment)
		self.view = scale(self.zoom*numpy.ones(3))
		self.model = numpy.eye(4, dtype=numpy.float32)
		self.projection = numpy.eye(4, dtype=numpy.float32)

		data = numpy.zeros(atoms.size, [('a_position', numpy.float32, 3),
							('a_color', numpy.float32, 4),
							('a_radius', numpy.float32, 1)])

		data['a_position'] = atoms['zyx']
		data['a_color'] = 1,0,0,1
		data['a_color'][atoms['Z']==16] = 1,1,0,1
		data['a_color'][atoms['Z']==74] = 0,.5,1,1
		data['a_radius'] = atoms['Z']**(1/3)*radius/self.zoom

		self.program.bind(gloo.VertexBuffer(data))

		self.program['u_zoom'] = self.zoom
		self.program['u_model'] = self.model
		self.program['u_view'] = self.view
		self.program['u_light_position'] = 0., 0., 2.
		self.program['u_light_spec_position'] = -5., 5., -5.
		self.apply_zoom()

		self.program['u_model'] = self.model
		self.program['u_view'] = self.view

		gloo.set_state(depth_test=True, clear_color='white')
		self.show()
Beispiel #9
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    def __init__(self, **kwargs):
        # Initialize the canvas for real
        app.Canvas.__init__(self, keys='interactive', **kwargs)
        self.size = 512, 512
        self.position = 50, 50

        self.vbo = gloo.VertexBuffer(data)
        self.index = gloo.IndexBuffer(edges)
        self.view = np.eye(4, dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)

        self.program = gloo.Program(vert, frag)
        self.program.bind(self.vbo)
        self.program['u_size'] = 1
        self.program['u_antialias'] = u_antialias
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_projection'] = self.projection

        self.program_e = gloo.Program(vs, fs)
        self.program_e.bind(self.vbo)

        set_state(clear_color='white', depth_test=False, blend=True,
                  blend_func=('src_alpha', 'one_minus_src_alpha'))
Beispiel #10
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    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')
        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        # Sets the view to an appropriate position over the terrain
        self.default_view = np.array([[0.8, 0.2, -0.48, 0],
                                     [-0.5, 0.3, -0.78, 0],
                                     [-0.01, 0.9, -0.3, 0],
                                     [-4.5, -21.5, -7.4, 1]],
                                     dtype=np.float32)
        self.view = self.default_view
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)

        self.translate = [0, 0, 0]
        self.rotate = [0, 0, 0]

        self.program['u_height'] = height
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view

        self.program['a_position'] = gloo.VertexBuffer(triangles)

        self.activate_zoom()

        gloo.set_state(clear_color='black', depth_test=True)

        self.show()
Beispiel #11
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  def on_draw(self, event):
    gloo.clear()

    # Filled cube

    gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True)
    self.program.draw('triangles', self.filled_buf)
Beispiel #12
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    def on_initialize(self, event):
        # Build cube data
        V, I, O = create_cube()
        vertices = VertexBuffer(V)
        self.faces = IndexBuffer(I)
        self.outline = IndexBuffer(O)

        # Build program
        # --------------------------------------
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)

        # Build view, model, projection & normal
        # --------------------------------------
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -5)
        self.program['u_model'] = model
        self.program['u_view'] = view
        self.phi, self.theta = 0, 0

        # OpenGL initalization
        # --------------------------------------
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True,
                       polygon_offset=(1, 1), line_width=0.75,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
        self.timer.start()
    def __init__(self, **kwargs):
        app.Canvas.__init__(self, **kwargs)
        self.geometry = 0, 0, 400, 400
        
        mesh = create_sphere(10, 10, radius=2.)
        vertices = mesh.get_vertices()
        tris = mesh.get_faces()
        data=vertices[:, 2]
        self.filled_buf = gloo.IndexBuffer(tris)      

        self.program = ModularProgram(VERT_CODE, FRAG_CODE)
        colormap = get_colormap('autumn')
        self.color = Function(colormap.glsl_map)
        self.program.frag['color'] = self.color('floor(v_value*10.+0.5)/10.')  

        # Set attributes
        self.program['a_position'] = gloo.VertexBuffer(vertices)
        self.program['a_value'] = gloo.VertexBuffer(normalize(data, data.min(), data.max()))

        # Handle transformations
        self.init_transforms()
        
        

        gloo.set_clear_color((1, 1, 1, 1))
        gloo.set_state(depth_test=True)

        self._timer = app.Timer('auto', connect=self.update_transforms)
        self._timer.start()
    def __init__(self,controller, **kwargs):
        app.Canvas.__init__(self, **kwargs)
        self._controller = controller
        self.geometry = 0, 0, 400, 400

        self.program = gloo.Program("shaders/raytracingalgo.vertexshader", "shaders/raytracingalgo.fragmentshader")

        self.program['a_position'] = [(-1., -1.), (-1., +1.),(+1., -1.), (+1., +1.)]
        self.program['sphere_position_0'] = (.75, .1, 1.)
        self.program['sphere_radius_0'] = .6
        self.program['sphere_color_0'] = (1., 1., 1.)
        self.program['sphere_position_1'] = (-.75, .1, 2.25)
        self.program['sphere_radius_1'] = .6
        self.program['sphere_color_1'] = (1., 1., 1.)
        self.program['plane_position'] = (0., -.5, 0.)
        self.program['plane_normal'] = (0., 1., 0.)
        self.program['light_intensity'] = 1.
        self.program['light_specular'] = (1., 50.)
        self.program['light_position'] = (5., 5., -10.)
        self.program['light_color'] = (1., 1., 1.)
        self.program['ambient'] = .05
        self.program['O'] = (0., 0., -1.)

        gloo.set_clear_color((1, 1, 1, 1))
        gloo.set_state(depth_test=True)

        #self.program.draw('triangle_strip')

        #self.active = True
        self._timer = app.Timer('auto', connect=self.timedUpdate, start=True)

        self._fps = 1
        self._timerfps = 24
        self._softFPS = []
Beispiel #15
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    def __init__(self, *args, **kwargs):
        self.fake_inputs = kwargs.pop('fake_inputs', False)
        self.draw_bones = kwargs.pop('draw_bones', False)
        self.kiosk_interval = kwargs.pop('kiosk_interval', 0)
        self.start_definition = kwargs.pop('start_definition', 0)
        self.start_input = kwargs.pop('start_input', 0)
        self.show_mask = kwargs.pop('mask', False)
        super(MainCanvas, self).__init__(*args, **kwargs)
        gloo.set_state(clear_color='black', blend=True, blend_func=('src_alpha', 'one_minus_src_alpha'))

        self.skeleton_bones = SkeletonBonesProgram()
        self.mask = MaskProgram()

        self.inputs = None
        self.input_manager = None

        self._starttime = time.time()

        self.definition_position = self.start_definition
        self.input_position = self.start_input
        self.rotate()
        if self.kiosk_interval > 0:
            self.kiosk_timer = app.Timer(self.kiosk_interval, connect=self.rotate, start=True)

        self._timer = app.Timer('auto', connect=self.update, start=True)
        self.show()
Beispiel #16
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    def __init__(self):
        app.Canvas.__init__(self, title='Rain [Move mouse]',
                            size=(512, 512), keys='interactive')

        # Build data
        # --------------------------------------
        n = 500
        self.data = np.zeros(n, [('a_position', np.float32, 2),
                                 ('a_fg_color', np.float32, 4),
                                 ('a_size',     np.float32, 1)])
        self.index = 0
        self.program = Program(vertex, fragment)
        self.vdata = VertexBuffer(self.data)
        self.program.bind(self.vdata)
        self.program['u_antialias'] = 1.00
        self.program['u_linewidth'] = 1.00
        self.program['u_model'] = np.eye(4, dtype=np.float32)
        self.program['u_view'] = np.eye(4, dtype=np.float32)

        self.activate_zoom()

        gloo.set_clear_color('white')
        gloo.set_state(blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
        self.timer = app.Timer('auto', self.on_timer, start=True)

        self.show()
Beispiel #17
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    def on_initialize(self, event):
        # Build cube data
        V, F, O = create_cube()
        vertices = VertexBuffer(V)
        self.faces = IndexBuffer(F)
        self.outline = IndexBuffer(O)

        # Build view, model, projection & normal
        # --------------------------------------
        self.view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        translate(self.view, 0, 0, -5)
        normal = np.array(np.matrix(np.dot(self.view, model)).I.T)

        # Build program
        # --------------------------------------
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)
        self.program["u_light_position"] = 2, 2, 2
        self.program["u_light_intensity"] = 1, 1, 1
        self.program["u_model"] = model
        self.program["u_view"] = self.view
        self.program["u_normal"] = normal
        self.phi, self.theta = 0, 0

        # OpenGL initalization
        # --------------------------------------
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True,
                       polygon_offset=(1, 1),
                       blend_func=('src_alpha', 'one_minus_src_alpha'),
                       line_width=0.75)
        self.timer.start()
Beispiel #18
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    def on_initialize(self, event):
        self.rho = 0.0
        # Build cube data
        # --------------------------------------
        self.checker = Program(cube_vertex, cube_fragment)
        self.checker['texture'] = checkerboard()
        self.checker['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.checker['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)]

        # sheet, indices = make_sheet((960, 1080))
        # sheet_buffer = VertexBuffer(sheet)

        left_eye = Texture2D((960, 1080, 3), interpolation='linear')
        self.left_eye_buffer = FrameBuffer(left_eye, RenderBuffer((960, 1080)))
        # Build program
        # --------------------------------------
        self.view = np.eye(4, dtype=np.float32)
        self.program = Program(vertex, fragment)
        distortion_buffer = VertexBuffer(make_distortion())
        self.program.bind(distortion_buffer)
        self.program['rotation'] = self.view
        self.program['texture'] = left_eye

        # OpenGL and Timer initalization
        # --------------------------------------
        set_state(clear_color=(.3, .3, .35, 1), depth_test=True)
        self.timer = app.Timer('auto', connect=self.on_timer, start=True)
        self._set_projection(self.size)
Beispiel #19
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    def __init__(self):
        app.Canvas.__init__(self, size=(512, 512),
                            keys='interactive')

        self.image = Program(image_vertex, image_fragment, 4)
        self.image['position'] = (-1, -1), (-1, +1), (+1, -1), (+1, +1)
        self.image['texcoord'] = (0, 0), (0, +1), (+1, 0), (+1, +1)
        self.image['vmin'] = +0.0
        self.image['vmax'] = +1.0
        self.image['cmap'] = 0  # Colormap index to use
        self.image['colormaps'] = colormaps
        self.image['n_colormaps'] = colormaps.shape[0]
        self.image['image'] = I.astype('float32')
        self.image['image'].interpolation = 'linear'

        set_viewport(0, 0, *self.physical_size)

        self.lines = Program(lines_vertex, lines_fragment)
        self.lines["position"] = np.zeros((4+4+514+514, 2), np.float32)
        color = np.zeros((4+4+514+514, 4), np.float32)
        color[1:1+2, 3] = 0.25
        color[5:5+2, 3] = 0.25
        color[9:9+512, 3] = 0.5
        color[523:523+512, 3] = 0.5
        self.lines["color"] = color

        set_state(clear_color='white', blend=True,
                  blend_func=('src_alpha', 'one_minus_src_alpha'))

        self.show()
    def __init__(self,):
        app.Canvas.__init__(self)
        self.size = 800, 600
        # fovy, zfar params
        self.fovy = 45.0
        self.zfar = 10.0
        width, height = self.size
        self.aspect = width / float(height)

        self.program = gloo.Program(vert, frag)

        self.view = np.eye(4, dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)
        translate(self.view, 0, 0, -5.0)

        self.program['u_model'] = self.model
        self.program['u_view'] = self.view

        self.theta = 0
        self.phi = 0
        self.visible = True

        self._timer = app.Timer(1.0 / 60)
        self._timer.connect(self.on_timer)
        self._timer.start()

    # ---------------------------------
        gloo.set_clear_color((1, 1, 1, 1))
        gloo.set_state('opaque')
        gloo.set_polygon_offset(1, 1)
Beispiel #21
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    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 600))

        self.vertices, self.filled, self.outline = cube()
        self.filled_buf = gloo.IndexBuffer(self.filled)
        self.outline_buf = gloo.IndexBuffer(self.outline)

        self.program = gloo.Program(vert, frag)
        self.program.bind(gloo.VertexBuffer(self.vertices))

        self.view = translate((0, 0, -5))
        self.model = np.eye(4, dtype=np.float32)

        gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1])
        self.projection = perspective(45.0, self.size[0] /
                                      float(self.size[1]), 2.0, 10.0)

        self.program['u_projection'] = self.projection

        self.program['u_model'] = self.model
        self.program['u_view'] = self.view

        self.theta = 0
        self.phi = 0

        gloo.set_clear_color('white')
        gloo.set_state('opaque')
        gloo.set_polygon_offset(1, 1)

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)

        self.show()
Beispiel #22
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    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')
        self.size = 800, 600

        self.vertices, self.filled, self.outline = cube()
        self.filled_buf = gloo.IndexBuffer(self.filled)
        self.outline_buf = gloo.IndexBuffer(self.outline)

        self.program = gloo.Program(vert, frag)
        self.program.bind(gloo.VertexBuffer(self.vertices))

        self.view = np.eye(4, dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)

        translate(self.view, 0, 0, -5)
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view

        self.theta = 0
        self.phi = 0

        gloo.set_clear_color('white')
        gloo.set_state('opaque')
        gloo.set_polygon_offset(1, 1)

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
Beispiel #23
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    def __init__(self):
        app.Canvas.__init__(self, position=(50, 50), keys='interactive')

        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)

        self.program['a_position'] = gloo.VertexBuffer(v_position)
        self.program['a_color'] = gloo.VertexBuffer(v_color)
        self.program['a_size'] = gloo.VertexBuffer(v_size)

        self.program['u_pan'] = (0., 0.)
        self.program['u_scale'] = (1., 1.)

        self.program['u_vec1'] = (1., 0., 0., 0.)
        self.program['u_vec2'] = (0., 1., 0., 0.)

        # Circulant matrix.
        circ = np.diagflat(np.ones(ndim-1), 1)
        circ[-1, 0] = -1 if ndim % 2 == 0 else 1
        self.logcirc = logm(circ)
        # We will solve the equation dX/dt = log(circ) * X in real time
        # to compute the matrix exponential expm(t*log(circ)).
        self.mat = np.eye(ndim)
        self.dt = .001
        gloo.set_state(clear_color=(1, 1, 1, 1), blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
Beispiel #24
0
    def __init__(self):
        app.Canvas.__init__(self, size=(512, 512), title='Colored cube',
                            keys='interactive')

        # Build cube data
        V, I, _ = create_cube()
        vertices = VertexBuffer(V)
        self.indices = IndexBuffer(I)

        # Build program
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)

        # Build view, model, projection & normal
        view = translate((0, 0, -5))
        model = np.eye(4, dtype=np.float32)
        self.program['model'] = model
        self.program['view'] = view
        self.phi, self.theta = 0, 0
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True)

        self.activate_zoom()

        self.timer = app.Timer('auto', self.on_timer, start=True)

        self.show()
Beispiel #25
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    def draw(self, projection_size):
        width, height = projection_size
        px_scale = 2.0/width, 2.0/height

        if len(self.text) == 0:
            return

        if self._vertices is None:
            self._vertices, _ = _text_to_vbo(self._text,
                                             self._font,
                                             self._anchors[0],
                                             self._anchors[1],
                                             self._font._lowres_size)
            idx = (np.array([0, 1, 2, 0, 2, 3], np.uint32) +
                   np.arange(0, 4*len(self._text), 4,
                             dtype=np.uint32)[:, np.newaxis])
            self._ib = IndexBuffer(idx.ravel())

        ps = (self._font_size / 72.) * 92.

        self._program['u_npix'] = ps
        self._program['u_font_atlas_shape'] = self._font._atlas.shape[:2]
        self._program['u_kernel'] = self._font._kernel
        self._program['u_scale'] = ps * px_scale[0], ps * px_scale[1]
        self._program['u_rotation'] = self._rotation
        self._program['u_pos'] = self._pos
        self._program['u_color'] = self._color.rgba
        self._program['u_font_atlas'] = self._font._atlas
        self._program.bind(self._vertices)
        set_state(blend=True, depth_test=False, blend_func=BLEND_FUNC)

        with self._draw_context():
            self._program.draw('triangles', self._ib)
Beispiel #26
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    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')

        # Time
        self._t = time.time()
        self._pos = 0.0, 0.0
        self._button = None

        # Create program
        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)

        # Create vertex buffers
        self.vbo_position = gloo.VertexBuffer(particles['position'].copy())
        self.vbo_color = gloo.VertexBuffer(particles['color'].copy())
        self.vbo_size = gloo.VertexBuffer(particles['size'].copy())

        # Bind vertex buffers
        self.program['color'] = self.vbo_color
        self.program['size'] = self.vbo_size
        self.program['position'] = self.vbo_position

        gloo.set_state(clear_color=(0, 0, 0, 1), blend=True,
                       blend_func=('src_alpha', 'one'))

        self._timer = app.Timer('auto', connect=self.update, start=True)
Beispiel #27
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    def __init__(self, time_acceleration=1.0, show_window=True, physics_dt=(1 / 30.)):
        app.Canvas.__init__(self, keys='interactive', size=(800, 800))
        rospy.on_shutdown(self.end)
        # How much sim time should pass for each real world second
        self.dt_per_second = time_acceleration

        # How much physics time should pass for each physics iteration
        self.physics_dt = physics_dt
        print 'Time per second', self.dt_per_second, 'gaptime:', self.physics_dt / self.dt_per_second

        self.size = (800, 800)

        self.translate = np.array([0.0, 0.0, 0.0])
        self.rotate = np.array([0.0, 0.0, 0.0])

        gloo.set_state(depth_test=True, blend=True, preset='translucent')
        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
        self.physics_timer = app.Timer(self.physics_dt / self.dt_per_second, connect=self.step_physics, start=True)
        self.clock = 0.0
        self.view = np.eye(4)

        # Do any visualization?
        # TODO: Can we do any rendering at all like this?
        if show_window:
            self.show()

        self.keypress_pub = rospy.Publisher('sim/keypress', String, queue_size=10)
Beispiel #28
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    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 800))
        self.title = "Atom [zoom with mouse scroll"

        self.translate = 6.5
        self.program = gloo.Program(vert, frag)
        self.view = translate((0, 0, -self.translate))
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)
        self.apply_zoom()

        self.program.bind(gloo.VertexBuffer(data))
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_size'] = 5 / self.translate

        self.theta = 0
        self.phi = 0
        self.clock = 0
        self.stop_rotation = False

        gloo.set_state('translucent', depth_test=False)
        self.program['u_clock'] = 0.0

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)

        self.show()
Beispiel #29
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    def __init__(self):
        app.Canvas.__init__(self, size=(512, 512), title='Textured cube',
                            keys='interactive')
        self.timer = app.Timer('auto', self.on_timer)

        # Build cube data
        V, I, _ = create_cube()
        vertices = VertexBuffer(V)
        self.indices = IndexBuffer(I)

        # Build program
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)

        # Build view, model, projection & normal
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -5)
        self.program['model'] = model
        self.program['view'] = view
        self.program['texture'] = checkerboard()

        self.phi, self.theta = 0, 0

        # OpenGL initalization
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True)
        self.timer.start()
Beispiel #30
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    def __init__(self):
        app.Canvas.__init__(self, title='Spacy', keys='interactive',
                            size=(800, 600))

        self.program = gloo.Program(vertex, fragment)
        self.view = np.eye(4, dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)

        self.activate_zoom()

        self.timer = app.Timer('auto', connect=self.update, start=True)

        # Set uniforms (some are set later)
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_pixel_scale'] = self.pixel_scale

        # Set attributes
        self.program['a_position'] = np.zeros((N, 3), np.float32)
        self.program['a_offset'] = np.zeros((N, 1), np.float32)

        # Init
        self._timeout = 0
        self._active_block = 0
        for i in range(NBLOCKS):
            self._generate_stars()
        self._timeout = time.time() + SPEED

        gloo.set_state(clear_color='black', depth_test=False,
                       blend=True, blend_equation='func_add',
                       blend_func=('src_alpha', 'one_minus_src_alpha'))

        self.show()
Beispiel #31
0
 def draw(self, transforms):
     gloo.set_state(cull_face='front_and_back')
     
     # Set the two transforms required by the vertex shader:
     self.program.vert['visual_to_doc'] = transforms.visual_to_document
     self.program.vert['doc_to_render'] = (
         transforms.framebuffer_to_render *
         transforms.document_to_framebuffer) 
     
     # Set the scale factor between document and framebuffer coordinate
     # systems. This assumes a simple linear / isotropic scale; more complex
     # transforms will yield strange results!
     fbs = np.linalg.norm(transforms.document_to_framebuffer.map([1, 0]) -
                          transforms.document_to_framebuffer.map([0, 0]))
     self.program.frag['doc_fb_scale'] = fbs
     self.program.frag['line_width'] = (self.weight + 1) * fbs
     
     # Finally, draw the triangles.
     self.program.draw('triangle_strip')
Beispiel #32
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    def draw(self,x,y,width,height):

        #gloo.set_clear_color('white')
        self.location = [x,y]
        self.size = [width,height]
        self.apply_resize([x,y,width,height])

        gloo.set_state(blend=False, depth_test=True,
                       polygon_offset_fill=True)
        self.program['u_color'] = 1, 1, 1, 1
        self.program.draw('triangles', self.filled_buf)

        # Outline
        gloo.set_state(blend=True, depth_test=True,
                       polygon_offset_fill=False)
        gloo.set_depth_mask(False)
        self.program['u_color'] = 0, 0, 0, 1
        self.program.draw('lines', self.outline_buf)
        gloo.set_depth_mask(True)
Beispiel #33
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    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 600))
        ps = self.pixel_scale

        # Create vertices
        n = 1000000
        data = np.zeros(n, [('a_position', np.float32, 3),
                            ('a_bg_color', np.float32, 4),
                            ('a_fg_color', np.float32, 4),
                            ('a_size', np.float32, 1)])
        data['a_position'] = 0.45 * np.random.randn(n, 3)
        data['a_bg_color'] = np.random.uniform(0.85, 1.00, (n, 4))
        data['a_fg_color'] = 0, 0, 0, 1
        data['a_size'] = np.random.uniform(5*ps, 10*ps, n)
        u_linewidth = 1.0
        u_antialias = 1.0

        self.translate = 5
        self.program = gloo.Program(vert, frag)
        self.view = translate((0, 0, -self.translate))
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)

        self.apply_zoom()

        self.program.bind(gloo.VertexBuffer(data))
        self.program['u_linewidth'] = u_linewidth
        self.program['u_antialias'] = u_antialias
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_size'] = 5 / self.translate

        self.n = n
        self.data = data
		
        self.theta = 0
        self.phi = 0

        gloo.set_state('translucent', clear_color='white')

        self.timer = app.Timer('auto', connect=self.on_timer, start=True)

        self.show()
Beispiel #34
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 def on_initialize(self, event):
     # Build data
     # --------------------------------------
     n = 500
     self.data = np.zeros(n, [('a_position', np.float32, 2),
                              ('a_fg_color', np.float32, 4),
                              ('a_size', np.float32, 1)])
     self.index = 0
     self.program = Program(vertex, fragment)
     self.vdata = VertexBuffer(self.data)
     self.program.bind(self.vdata)
     self.program['u_antialias'] = 1.00
     self.program['u_linewidth'] = 1.00
     self.program['u_model'] = np.eye(4, dtype=np.float32)
     self.program['u_view'] = np.eye(4, dtype=np.float32)
     gloo.set_clear_color('white')
     gloo.set_state(blend=True,
                    blend_func=('src_alpha', 'one_minus_src_alpha'))
     self.timer = app.Timer('auto', self.on_timer, start=True)
Beispiel #35
0
    def on_initialize(self, event):
        # Build cube data
        V, I, _ = create_cube()
        vertices = VertexBuffer(V)
        self.indices = IndexBuffer(I)

        # Build program
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)

        # Build view, model, projection & normal
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -5)
        self.program['model'] = model
        self.program['view'] = view
        self.phi, self.theta = 0, 0
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00), depth_test=True)
        self.timer.start()
Beispiel #36
0
    def __init__(self):
        self.itime = 0
        app.Canvas.__init__(self, title='Molecular viewer',
                            keys='interactive', size=(1200, 800))
        self.ps = self.pixel_scale

        self.translate = 40
        self.program = gloo.Program(vertex, fragment)
        self.view = translate((0, 0, -self.translate))
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)

        self.apply_zoom()

        self.cosmos = planet.Cosmos(n=500)
        gloo.set_state(depth_test=True, clear_color='black')
        self._timer = app.Timer('auto', connect=self.on_timer, start=True)

        self.show()
Beispiel #37
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    def __init__(self):
        app.Canvas.__init__(self,
                            title='Use your wheel to zoom!',
                            keys='interactive')
        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        self.program['a_position'] = y.reshape(-1, 1)
        self.program['a_color'] = color
        self.program['a_index'] = index
        self.program['u_scale'] = (1., 1.)
        self.program['u_size'] = (nrows, ncols)
        self.program['u_n'] = n

        gloo.set_viewport(0, 0, *self.physical_size)

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)

        gloo.set_state(clear_color='black',
                       blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
Beispiel #38
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    def __init__(self, core_controller: CoreController):
        app.Canvas.__init__(self,
                            title='Use your wheel to zoom!',
                            keys='interactive',
                            app='PySide2')
        self.core_controller = core_controller
        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        self.program['a_position'] = y.reshape(-1, 1)
        self.program['a_color'] = color
        self.program['a_index'] = index
        self.program['u_scale'] = (1., 1.)
        self.program['u_size'] = (nrows, ncols)
        self.program['u_n'] = n

        gloo.set_viewport(0, 0, *self.physical_size)

        gloo.set_state(clear_color='black',
                       blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
Beispiel #39
0
    def __init__(self):
        # setup initial width, height
        app.Canvas.__init__(self, keys='interactive', size=(800, 600))

        # create a new shader program
        self.program = gloo.Program(VERT_SHADER,
                                    FRAG_SHADER,
                                    count=len(galaxy))

        # load the star texture
        self.texture = gloo.Texture2D(load_galaxy_star_image(),
                                      interpolation='linear')
        self.program['u_texture'] = self.texture

        # construct the model, view and projection matrices
        self.view = transforms.translate((0, 0, -5))
        self.program['u_view'] = self.view

        self.model = np.eye(4, dtype=np.float32)
        self.program['u_model'] = self.model

        self.program['u_colormap'] = colors

        w, h = self.size
        self.projection = perspective(45.0, w / float(h), 1.0, 1000.0)
        self.program['u_projection'] = self.projection

        # start the galaxy to some decent point in the future
        galaxy.update(100000)
        data = self.__create_galaxy_vertex_data()

        # setup the VBO once the galaxy vertex data has been setup
        # bind the VBO for the first time
        self.data_vbo = gloo.VertexBuffer(data)
        self.program.bind(self.data_vbo)

        # setup blending
        gloo.set_state(clear_color=(0.0, 0.0, 0.03, 1.0),
                       depth_test=False,
                       blend=True,
                       blend_func=('src_alpha', 'one'))

        self._timer = app.Timer('auto', connect=self.update, start=True)
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')
        ps = self.pixel_scale

        # Create vertices
        n = 10000
        v_position = 0.25 * np.random.randn(n, 2).astype(np.float32)
        v_color = np.random.uniform(0, 1, (n, 3)).astype(np.float32)
        v_size = np.random.uniform(2*ps, 12*ps, (n, 1)).astype(np.float32)

        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        # Set uniform and attribute
        self.program['a_color'] = gloo.VertexBuffer(v_color)
        self.program['a_position'] = gloo.VertexBuffer(v_position)
        self.program['a_size'] = gloo.VertexBuffer(v_size)
        gloo.set_state(clear_color='white', blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))

        self.show()
Beispiel #41
0
    def __init__(self):
        app.Canvas.__init__(self,
                            size=(512, 512),
                            title='Lighted cube',
                            keys='interactive')
        self.timer = app.Timer('auto', self.on_timer)

        # Build cube data
        V, F, outline = create_cube()
        vertices = VertexBuffer(V)
        self.faces = IndexBuffer(F)
        self.outline = IndexBuffer(outline)

        # Build view, model, projection & normal
        # --------------------------------------
        self.view = translate((0, 0, -5))
        model = np.eye(4, dtype=np.float32)
        normal = np.array(np.matrix(np.dot(self.view, model)).I.T)

        # Build program
        # --------------------------------------
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)
        self.program["u_light_position"] = 2, 2, 2
        self.program["u_light_intensity"] = 1, 1, 1
        self.program["u_model"] = model
        self.program["u_view"] = self.view
        self.program["u_normal"] = normal
        self.phi, self.theta = 0, 0

        self.activate_zoom()

        # OpenGL initialization
        # --------------------------------------
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00),
                       depth_test=True,
                       polygon_offset=(1, 1),
                       blend_func=('src_alpha', 'one_minus_src_alpha'),
                       line_width=0.75)
        self.timer.start()

        self.show()
Beispiel #42
0
    def __init__(self):
        app.Canvas.__init__(self,
                            title='Use your wheel to zoom!',
                            show=False,
                            keys='interactive')

        #Signal
        self.program = gloo.Program(SIGNAL_VERT_SHADER, SIGNAL_FRAG_SHADER)
        self.program['a_position'] = y.reshape(-1, 1)
        #self.program['a_color'] = color_signals
        self.program['a_th_spikes'] = th_color_spikes
        self.program['see_spikes'] = 1.0
        self.program['a_index'] = index
        self.program['u_scale'] = (1., 1.)
        self.program['u_size'] = (nrows, ncols)
        self.program['u_n'] = nb_samples

        #Box
        self.program_box = gloo.Program(vert=BOX_VERT_SHADER,
                                        frag=BOX_FRAG_SHADER)
        self.program_box['a_box_index'] = box_index
        self.program_box['a_box_number'] = box_number
        self.program_box['a_corner_position'] = corner_positions
        self.program_box['u_size'] = (nrows, ncols)
        self.program_box['u_scale'] = (1., 1.)

        #Threshold
        self.program_th = gloo.Program(vert=THRESHOLD_VERT_SHADER,
                                       frag=THRESHOLD_FRAG_SHADER)
        self.program_th['a_threshold_index'] = th_index
        self.program_th['a_threshold_position'] = th_position_std
        self.program_th['display'] = True
        self.program_th['u_size'] = (nrows, ncols)
        self.program_th['u_scale'] = (1., 1.)

        gloo.set_viewport(0, 0, *self.physical_size)

        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
        gloo.set_state(clear_color='black',
                       blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
        self.show()
Beispiel #43
0
    def __init__ ( self ):
        # config=dict(samples=8) turns on 4x MSAA (anti-aliasing)
        app.Canvas.__init__( self, keys='interactive', size=(800,600), config=dict(samples=4))

        self.V, self.F = teapot()

        self.teapot = gloo.Program( VSHADER, FSHADER )
        # initialize a buffer of all the vertices
        self.teapot.bind(gloo.VertexBuffer(self.V))
        # each element in F is an array of 3 indices corresponding to the
        # locations within the vertex buffer that represent the face's 3 vertices.
        # when we draw the object, openGL will handle this association process automatically.
        self.FF = gloo.IndexBuffer(self.F)

        self.normals = gloo.Program( VSHADER_NORM, FSHADER_NORM )
        self.normals['a_position'] = np.array([*zip(self.V['a_position'],
                                                    self.V['a_position'] + self.V['a_normal'])])\
                                    .reshape(( 2 * len(self.V['a_normal']), 3 ))
        self.normals['u_color'] = (1,0,0)

        # u_view is the location of the camera.
        self.teapot['u_view'] = self.normals['u_view'] = translate((0,0,-10))
        # u_model is how the world is represented relative to the camera.
        # in this case, we intend on having the teapot spin around.
        self.teapot['u_model'] = self.normals['u_model'] = np.eye( 4, dtype=np.float32 )
        self.teapot['u_base_color'] = (0, 1, 0)
        self.teapot['u_reflection'] = 1.
        self.teapot['u_ambient'] = .11
        self.teapot['u_light_color'] = (1, 1, 1)
        self.teapot['u_light_intensity'] = 1.
        self.teapot['u_light_specular'] = (1, 50)
        self.teapot['u_light_position'] = (10, 10, 20)
        self.teapot['u_O'] = (0, 0, 10)

        self.theta, self.phi = 0, 0

        self.set_viewport()

        self.timer = app.Timer( 'auto', self.on_timer, start=True )

        gloo.set_state(depth_test=True)
        self.show()
    def __init__(self, sensor=None, i=0, yaw=False, title='Rotating Cube'):
        app.Canvas.__init__(self,
                            size=(640, 640),
                            title=title,
                            keys='interactive')
        self.timer = app.Timer('auto', self.on_timer)
        self.sensor = sensor
        self.i = i
        self.yaw = yaw

        # Build cube data
        V, I, O = create_cube()
        vertices = VertexBuffer(V)
        self.faces = IndexBuffer(I)
        self.outline = IndexBuffer(O)

        # Build program
        # --------------------------------------
        self.program = Program(vertex, fragment)
        self.program.bind(vertices)

        # Build view, model, projection & normal
        # --------------------------------------
        view = translate((0, 0, -5))
        model = np.eye(4, dtype=np.float32)

        self.program['u_model'] = model
        self.program['u_view'] = view
        self.theta, self.psi, self.phi = 0, 0, 0

        self.activate_zoom()

        # OpenGL initialization
        # --------------------------------------
        gloo.set_state(clear_color=(0.30, 0.30, 0.35, 1.00),
                       depth_test=True,
                       polygon_offset=(1, 1),
                       line_width=0.75,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
        self.timer.start()

        self.show()
Beispiel #45
0
    def on_draw(self, event):
        """ canvas update callback """

        # Clear depth and color buffers
        gloo.clear(color=C0)

        # Filled cube
        gloo.set_state(depth_test=True, blend=True, depth_mask=False)
        #gloo.set_depth_mask(False)
        #gl.glEnable(gl.GL_DEPTH_TEST)
        #gl.glDepthMask(gl.GL_FALSE)
        #gl.glEnable(gl.GL_BLEND)

        #
        self.quads['u_pass'] = 0.0
        self.framebuffer.color_buffer = self.accum
        self.framebuffer.activate()
        gloo.clear(color=(0, 0, 0, 0))
        #gloo.set_blend_func('one', 'one')
        #gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
        gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ONE, gl.GL_ONE)
        self.quads.draw('triangles', self.indices)
        self.framebuffer.deactivate()

        #
        self.quads['u_pass'] = 1.0
        self.framebuffer.color_buffer = self.reveal
        self.framebuffer.activate()
        gloo.clear(color=(1, 1, 1, 1))
        #gloo.set_blend_func('zero', 'one_minus_src_color')
        #gl.glBlendFunc(gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR)
        gl.glBlendFuncSeparate(gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR,
                               gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR)
        self.quads.draw('triangles', self.indices)
        self.framebuffer.deactivate()

        # Filled cube
        #gloo.set_blend_func('src_alpha', 'one_minus_src_alpha')
        gl.glBlendFuncSeparate(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA,
                               gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        # gloo.set_state('translucent', blend=True, depth_test=False)
        self.post.draw('triangle_strip', self.indices)
Beispiel #46
0
    def __init__(self, cfg, type='rgbd', clip_near=0.01, clip_far=10.0):
        size = util.read_cfg_tuple(cfg,
                                   'renderer',
                                   'resolution',
                                   default=(640, 480))
        app.Canvas.__init__(self,
                            config=dict(samples=8),
                            show=False,
                            size=size)
        self.shape = (size[1], size[0])
        self.clip_near = clip_near
        self.clip_far = clip_far
        self.yz_flip = np.eye(4, dtype=np.float32)
        self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1
        self.cam = util.read_cfg_cam(cfg,
                                     'renderer',
                                     'intrinsics',
                                     default=np.identity(3))

        # Projection matrix
        self.mat_proj = self.build_projection(self.cam, 0, 0, size[0], size[1],
                                              clip_near, clip_far)

        # Set up shader programs
        self.type = type
        if self.type == 'rgbd' or self.type == 'rgbc' or self.type == 'corr':
            self.program = gloo.Program(_vertex_code, _fragment_code_rgb)
        elif self.type == 'normals':
            self.program = gloo.Program(_vertex_code, _fragment_code_normals)

        gloo.set_state(preset='translucent')
        gloo.set_clear_color((0.0, 0.0, 0.0, 0.0))
        gloo.set_viewport(0, 0, *self.size)

        # Smooth
        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glEnable(gl.GL_POLYGON_SMOOTH)
        gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
        gl.glHint(gl.GL_POLYGON_SMOOTH_HINT, gl.GL_NICEST)

        # Multisampling
        gl.glEnable(gl.GL_MULTISAMPLE)
Beispiel #47
0
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 600))
        ps = self.pixel_scale

        self.title = "A very fake galaxy [mouse scroll to zoom]"

        data = np.zeros(n, [('a_position', np.float32, 3),
                            ('a_size', np.float32, 1),
                            ('a_dist', np.float32, 1)])

        for i in range(3):
            P, S, D = make_arm(p, i * 2 * np.pi / 3)
            data['a_dist'][(i + 0) * p:(i + 1) * p] = D
            data['a_position'][(i + 0) * p:(i + 1) * p] = P
            data['a_size'][(i + 0) * p:(i + 1) * p] = S * ps

        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)
        self.theta, self.phi = 0, 0

        self.translate = 5
        self.view = translate((0, 0, -self.translate))

        self.program.bind(gloo.VertexBuffer(data))
        self.program['u_colormap'] = gloo.Texture2D(cmap)
        self.program['u_size'] = 5. / self.translate
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view

        self.apply_zoom()

        gloo.set_state(depth_test=False,
                       blend=True,
                       blend_func=('src_alpha', 'one'),
                       clear_color='black')

        # Start the timer upon initialization.
        self.timer = app.Timer('auto', connect=self.on_timer)
        self.timer.start()

        self.show()
Beispiel #48
0
        def __init__(self):
            app.Canvas.__init__(self, keys='interactive', size=(800, 800))

            self.translate = 20  # Z Start Location
            self.program = gloo.Program(vert, frag)
            self.view = translate((0, 0, -self.translate))
            self.model = np.eye(4, dtype=np.float32)
            self.projection = np.eye(4, dtype=np.float32)

            # t1 = np.array(X.shape[0])
            # for ind, val in enumerate(X):
            #     t1[ind] = Text('Text in root scene (24 pt)', parent=c.scene, color='red')
            #     t1[ind].font_size = 24
            #     t1[ind] = pos = val, Y[ind], Z[ind]

            self.font_size = self.physical_size[1] / 24
            self.text_pos = self.physical_size[0] / 2, 5 * self.physical_size[
                1] / 6
            self.text = visuals.TextVisual(' ', bold=True)
            self.text.color = 'white'

            self.apply_zoom()

            self.program.bind(gloo.VertexBuffer(data))
            self.program['u_model'] = self.model
            self.program['u_view'] = self.view
            self.program['u_size'] = 50 / (self.translate)

            self.theta = 0
            self.phi = 0
            self.frame = 0
            self.stop_rotation = False

            gloo.set_state('translucent', depth_test=False)

            self.program['u_frame'] = 0.0
            xyzs[:, 3] = spikes[int(self.program['u_frame'][0])]
            self.program['a_xyzs'] = xyzs

            self._timer = app.Timer('auto', connect=self.on_timer, start=True)

            self.show()
Beispiel #49
0
    def __init__(self, pdbdata, mode='cpk'):

        #Startup
        app.Canvas.__init__(self, keys='interactive', size=(W, H))

        #Loading shaders
        self.program = gloo.Program(vertex, fragment)

        #Analyze pdb file
        self.parser = PDBParser(QUIET=True, PERMISSIVE=True)
        self.structure = self.parser.get_structure('model', pdbdata)

        #Mode selection
        if mode not in Canvas.visualization_modes:
            raise Exception('Not recognized visualization mode %s' % mode)
        self.mode = mode

        #Get the data of our atoms
        self.atom_information()

        #Camera settings

        self.translate = max(abs(np.concatenate(self.coordinates))) + 40
        self.translate = max(-1, self.translate)
        self.view = translate((0, 0, -self.translate), dtype=np.float32)

        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)
        self.program['u_projection'] = self.projection

        self.quaternion = Quaternion()

        #Load data depending on the mode

        self.apply_zoom()
        self.load_data()

        #self.lines = visuals.LinePlotVisual(self.chain_coords[1], width= 5.0, marker_size= 0.0, color=self.chain_colors[1])

        gloo.set_state(depth_test=True, clear_color='white')

        self.show()
Beispiel #50
0
    def __init__(self, **kwargs):
        app.Canvas.__init__(self, **kwargs)
        self.geometry = 0, 0, 400, 400

        self.program = gloo.Program(VERT_CODE, FRAG_CODE)

        # Set attributes
        self.program['a_position'] = gloo.VertexBuffer(positions)
        self.program['a_texcoord'] = gloo.VertexBuffer(texcoords)

        self.program['u_texture'] = gloo.Texture2D(load_crate())

        # Handle transformations
        self.init_transforms()

        gloo.set_clear_color((1, 1, 1, 1))
        gloo.set_state(depth_test=True)

        self._timer = app.Timer('auto', connect=self.update_transforms)
        self._timer.start()
Beispiel #51
0
    def __init__(self):
        app.Canvas.__init__(self, title='Molecular viewer', keys='interactive')
        self.size = 1200, 800

        self.program = gloo.Program(vertex, fragment)
        self.view = np.eye(4, dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)
        self.translate = 40
        translate(self.view, 0, 0, -self.translate)

        fname = load_data_file('molecular_viewer/micelle.npz')
        self.load_molecule(fname)
        self.load_data()

        self.theta = 0
        self.phi = 0

        gloo.set_state(depth_test=True, clear_color='black')
        self._timer = app.Timer('auto', connect=self.on_timer, start=True)
Beispiel #52
0
    def __init__(self):
        app.Canvas.__init__(self, title='Use your wheel to zoom!',
                            keys='interactive', app="PySide")
        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        self.program['a_position'] = y.reshape(-1, 1)
        self.program['a_color'] = color
        self.program['a_index'] = index
        self.program['u_scale'] = (1., 1.)
        self.program['u_size'] = (nrows, ncols)
        self.program['u_n'] = n

        gloo.set_viewport(0, 0, *self.physical_size)

        #TODO change positional timer argument back to 'auto' and multiple handle sample pulling logic
        self._timer = app.Timer(1.0/250.0, connect=self.on_timer, start=True)

        gloo.set_state(clear_color='black', blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))

        self.show()
Beispiel #53
0
    def on_draw(self, event):
        gloo.clear()
        if self.visible:
            self.program.bind(gloo.VertexBuffer(self.data1))
            self.program.draw('points')

            self.program.bind(self.vertices_buff)
            gloo.set_state(blend=False,
                           depth_test=True,
                           polygon_offset_fill=True)
            self.program['u_color'] = 1, 1, 1, 1
            self.program.draw('triangles', self.filled_buf)

            gloo.set_state(blend=True,
                           depth_test=True,
                           polygon_offset_fill=False)
            gloo.set_depth_mask(False)
            self.program['u_color'] = 0, 0, 0, 1
            self.program.draw('lines', self.outline_buf)
            gloo.set_depth_mask(True)
Beispiel #54
0
    def __init__(self, prime_numbers):
        app.Canvas.__init__(self, keys='interactive')
        self.prime_numbers = prime_numbers

        # Create vertices
        v_position, v_color, v_size = self.get_vertices()

        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        # Set uniform and attribute
        self.program['a_color'] = gloo.VertexBuffer(v_color)
        self.program['a_position'] = gloo.VertexBuffer(v_position)
        self.program['a_size'] = gloo.VertexBuffer(v_size)
        gloo.set_state(clear_color='white',
                       blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))

        img = self.render()
        io.write_png('render.png', img)

        self.show()
Beispiel #55
0
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive', size=(800, 600))

        # Create program
        self._program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        self._program.bind(gloo.VertexBuffer(data))
        self._program['s_texture'] = gloo.Texture2D(im1)

        # Create first explosion
        self._new_explosion()

        # Enable blending
        gloo.set_state(blend=True, clear_color='black',
                       blend_func=('src_alpha', 'one'))

        gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1])

        self._timer = app.Timer('auto', connect=self.update, start=True)

        self.show()
Beispiel #56
0
    def on_initialize(self, event):
        self.nodes = np.zeros(self.M + self.N, [('position', 'f4', 3),
                                                ('color', 'f4', 4),
                                                ('size', 'f4', 1)])

        self.agents = self.nodes[:self.N]
        self.goods = self.nodes[self.N:]

        self.agents['position'][:] = np.random.uniform(-0.25, +0.25,
                                                       (self.N, 3))
        self.agents['size'] = 30
        self.agents['color'][:] = 0, 0, 1, 1

        self.goods['size'] = 20
        self.goods['color'][:] = 0, 1, 0, 1
        self.goods['position'][:] = np.random.uniform(-0.25, +0.25,
                                                      (self.M, 3))

        #Text
        self.width = self.size[0]
        self.height = self.size[1]
        self.font_size = 12.
        self.text = [
            visuals.TextVisual(str(x), bold=True, color='white')
            for x in range(self.N)
        ]
        self.tr_sys = visuals.transforms.TransformSystem(self)

        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
        # Set uniform and attribute
        self.vbo_position = gloo.VertexBuffer(self.nodes['position'].copy())
        self.vbo_color = gloo.VertexBuffer(self.nodes['color'].copy())
        self.vbo_size = gloo.VertexBuffer(self.nodes['size'].copy())

        self.program['color'] = self.vbo_color
        self.program['size'] = self.vbo_size
        self.program['position'] = self.vbo_position

        gloo.set_state(clear_color='white',
                       blend=True,
                       blend_func=('src_alpha', 'one_minus_src_alpha'))
Beispiel #57
0
    def __init__(self):
        app.Canvas.__init__(self,
                            title='Framebuffer post-processing',
                            keys='interactive',
                            size=(512, 512))

        # Build cube data
        # --------------------------------------
        vertices, indices, _ = create_cube()
        vertices = VertexBuffer(vertices)
        self.indices = IndexBuffer(indices)

        # Build program
        # --------------------------------------
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -7)
        self.phi, self.theta = 60, 20
        rotate(model, self.theta, 0, 0, 1)
        rotate(model, self.phi, 0, 1, 0)

        self.cube = Program(cube_vertex, cube_fragment)
        self.cube.bind(vertices)
        self.cube["texture"] = checkerboard()
        self.cube["texture"].interpolation = 'linear'
        self.cube['model'] = model
        self.cube['view'] = view

        color = Texture2D((512, 512, 3), interpolation='linear')
        self.framebuffer = FrameBuffer(color, RenderBuffer((512, 512)))

        self.quad = Program(quad_vertex, quad_fragment, count=4)
        self.quad['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.quad['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.quad['texture'] = color

        # OpenGL and Timer initalization
        # --------------------------------------
        set_state(clear_color=(.3, .3, .35, 1), depth_test=True)
        self.timer = app.Timer('auto', connect=self.on_timer, start=True)
        self._set_projection(self.size)
Beispiel #58
0
    def __init__(self,
                 title='VisPy canvas',
                 size=(800, 600),
                 position=None,
                 show=False,
                 autoswap=True,
                 app=None,
                 create_native=True,
                 vsync=False,
                 resizable=True,
                 decorate=True,
                 fullscreen=False,
                 config=None,
                 shared=None,
                 keys=None,
                 parent=None,
                 dpi=None,
                 always_on_top=False,
                 px_scale=1,
                 bgcolor='black'):
        super(Canvas, self).__init__(title=title,
                                     size=size,
                                     position=position,
                                     show=show,
                                     autoswap=autoswap,
                                     app=app,
                                     create_native=create_native,
                                     vsync=vsync,
                                     resizable=resizable,
                                     decorate=decorate,
                                     fullscreen=fullscreen,
                                     config=config,
                                     shared=shared,
                                     keys=keys,
                                     parent=parent,
                                     dpi=dpi,
                                     always_on_top=always_on_top,
                                     px_scale=px_scale,
                                     bgcolor=bgcolor)

        gloo.set_state(depth_test=True)
Beispiel #59
0
    def __init__(self,points,colors,sizes,title="Clarity Visualization",size=(1440,900),axis=True):
        SceneCanvas.__init__(self, title=title, keys='interactive', size=size)

        # Create vertices
        n, _ = points.shape
        data = np.zeros(n, [('a_position', np.float32, 3),
                            ('a_bg_color', np.float32, 4),
                            ('a_fg_color', np.float32, 4),
                            ('a_size', np.float32, 1)])
        data['a_position'] = points
        data['a_bg_color'] = colors  # RGBA
        data['a_fg_color'] = 255, 255, 255, 1  # outline color
        data['a_size'] = sizes  # length n

        u_linewidth = 0
        u_antialias = 0

        self.translate = np.max(points[:,2])
        self.scale = self.translate
        self.program = gloo.Program(vert, frag)
        self.view = translate((0,0, -self.translate))
        self.model = np.eye(4, dtype=np.float32)
        self.projection = np.eye(4, dtype=np.float32)

        self.apply_zoom()

        self.program.bind(gloo.VertexBuffer(data))
        self.program['u_linewidth'] = u_linewidth
        self.program['u_antialias'] = u_antialias
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_size'] = self.scale / self.translate # smallest is 1

        self.theta = 0
        self.phi = 0

        gloo.set_state('translucent', clear_color='black')

        self.timer = app.Timer('auto', connect=self.on_timer, start=True)

        self.show()
Beispiel #60
0
    def create_mesh(self, x, y, u, v):
        tri = scipy.spatial.Delaunay(np.column_stack([x, y]))
        edges = tri.simplices.astype(np.uint32)
        uv = []
        for c in [u, v]:
            if c is not None:
                c = c.astype('f4')
                c = .5 + .5 * c / np.abs(c).max()
                uv.append(c)
        data = np.column_stack([x.astype('f4'), y.astype('f4')] +
                               uv).view(dtype=[
                                   ('position', 'f4', 2),
                                   ('texcoord', 'f4',
                                    2 if v is not None else 1),
                               ])
        self.vbo = gloo.VertexBuffer(data)
        self.index = gloo.IndexBuffer(edges)

        gloo.set_state(blend=True,
                       clear_color='white',
                       blend_func=('src_alpha', 'one_minus_src_alpha'))