Ejemplo n.º 1
0
    def __init__(self,
                 shader="post_base",
                 mipmap=False,
                 add_tex=None,
                 scale=1.0,
                 camera=None,
                 divide=1):
        """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *add_tex*
        list of textures. If additional textures can be used by the shader
        then they can be added here.
        
      *scale*
        will only render this proportion of the full screen which will
        then be mapped to the full uv of the Sprite. The camera object
        passed (below) will need to have the same scale set to avoid
        perspective distortion
        
      *camera*
        the camera to use for rendering to the offscreen texture
        
      *divide*
        allow the sprite to be created with intermediate vertices to allow
        interesting vertex shader effects
     
    """
        super(PostProcess, self).__init__("postprocess")
        self.scale = scale
        # load shader
        self.shader = Shader(shader)
        if camera is None:
            self.viewcam = Camera.instance(
            )  # in case this is prior to one being created
        else:
            self.viewcam = camera
        self.camera = Camera(is_3d=False)
        self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide)
        self.sprite.set_2d_size(w=self.ix, h=self.iy)
        for b in self.sprite.buf:
            b.unib[6] = self.scale  # ufact
            b.unib[7] = self.scale  # vfact
            b.unib[9] = (1.0 - self.scale) * 0.5  # uoffset
            b.unib[10] = (1.0 - self.scale) * 0.5  # voffset
        self.blend = True
        self.mipmap = mipmap
        self.tex_list = [
            self
        ]  # TODO check if this self reference causes graphics memory leaks
        if add_tex:
            self.tex_list.extend(add_tex)
Ejemplo n.º 2
0
Archivo: Display.py Proyecto: bpow/pi3d
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    if pi3d.USE_PYGAME:
      import pygame # although done in __init__ ...python namespaces aarg!!!
      if pygame.event.get(pygame.QUIT):
        self.destroy()
    elif pi3d.PLATFORM != pi3d.PLATFORM_PI and pi3d.PLATFORM != pi3d.PLATFORM_ANDROID:
      n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush)
      for i in range(n):
        if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev):
          self.event_list.append(self.ev)
        else:
          xlib.XNextEvent(self.opengl.d, self.ev)
          if self.ev.type == ClientMessage:
            if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value):
              self.destroy()
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera is not None:
        camera.was_moved = False

    if self.tidy_needed:
      self._tidy()
Ejemplo n.º 3
0
  def __init__(self, shader="post_base", mipmap=False, add_tex=None, divide=1):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *add_tex*
        list of textures. If additional textures can be used by the shader
        then they can be added here.
     
    """
    super(PostProcess, self).__init__("postprocess")
    # load shader
    self.shader = Shader(shader)
    dummycam = Camera.instance() # in case this is prior to one being created 
    self.camera = Camera(is_3d=False)
    self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide)
    self.sprite.set_2d_size(w=self.ix, h=self.iy)
    self.alpha = False
    self.blend = True
    self.mipmap = mipmap
    self.tex_list = [self] # TODO check if this self reference causes graphics memory leaks
    if add_tex:
      self.tex_list.extend(add_tex)
Ejemplo n.º 4
0
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    if not ON_PI:
      n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush)
      for i in range(n):
        if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev):
          self.event_list.append(self.ev)
        else:
          xlib.XNextEvent(self.opengl.d, self.ev)
          if self.ev.type == ClientMessage:
            if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value):
              self.destroy()
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera:
        camera.was_moved = False

    if self.tidy_needed:
      self._tidy()
Ejemplo n.º 5
0
    def _loop_begin(self):
        # TODO(rec):  check if the window was resized and resize it, removing
        # code from MegaStation to here.
        if not ON_PI:
            n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush)
            for i in range(n):
                if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev):
                    self.event_list.append(self.ev)
                else:
                    xlib.XNextEvent(self.opengl.d, self.ev)
                    if self.ev.type == ClientMessage:
                        if (self.ev.xclient.data.l[0] ==
                                self.opengl.WM_DELETE_WINDOW.value):
                            self.destroy()
        self.clear()
        with self.lock:
            self.sprites_to_load, to_load = set(), self.sprites_to_load
            self.sprites.extend(to_load)
        self._for_each_sprite(lambda s: s.load_opengl(), to_load)

        if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
            from pi3d.Camera import Camera
            camera = Camera.instance()
            if camera:
                camera.was_moved = False

        if self.tidy_needed:
            self._tidy()
Ejemplo n.º 6
0
Archivo: Shape.py Proyecto: aolyf/pi3d
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[], light_camera=None):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    self.load_opengl() # really just to set the flag so _unload_opengl runs

    camera = camera or self._camera or Camera.instance()
    
    if not camera.mtrx_made:
      camera.make_mtrx()
    if light_camera and not light_camera.mtrx_made:
      light_camera.make_mtrx()

    if self.MFlg or len(mlist) > 0 or len(self.children) > 0:
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = self.tr1
      if self.rozflg:
        self.MRaw = dot(self.roz, self.MRaw)
      if self.roxflg:
        self.MRaw = dot(self.rox, self.MRaw)
      if self.royflg:
        self.MRaw = dot(self.roy, self.MRaw)
      if self.sclflg:
        self.MRaw = dot(self.scl, self.MRaw)
      if self.tr2flg:
        self.MRaw = dot(self.tr2, self.MRaw)

      # child drawing addition #############
      newmlist = [m for m in mlist]
      newmlist.append(self.MRaw)
      if len(self.children) > 0:
        for c in self.children:
          c.draw(shader, txtrs, ntl, shny, camera, newmlist, light_camera) # TODO issues where child doesn't use same shader 
      for m in mlist[-1::-1]:
        self.MRaw = dot(self.MRaw, m)
      ######################################
      self.M[0,:,:] = self.MRaw[:,:]
      #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version
      self.M[1,:,:] = dot(self.MRaw, camera.mtrx)[:,:]
      #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy
      if light_camera is not None:
        self.M[2,:,:] = dot(self.MRaw, light_camera.mtrx)[:,:]
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[1,:,:] = dot(self.MRaw, camera.mtrx)[:,:]
      if light_camera is not None:
        self.M[2,:,:] = dot(self.MRaw, light_camera.mtrx)[:,:]

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(self, self.M, self.unif, shader, txtrs, ntl, shny)
Ejemplo n.º 7
0
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[], light_camera=None):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    self.load_opengl() # really just to set the flag so _unload_opengl runs

    camera = camera or self._camera or Camera.instance()
    
    if not camera.mtrx_made:
      camera.make_mtrx()
    if light_camera and not light_camera.mtrx_made:
      light_camera.make_mtrx()

    if self.MFlg or len(mlist) > 0 or len(self.children) > 0:
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = self.tr1
      if self.rozflg:
        self.MRaw = np.dot(self.roz, self.MRaw)
      if self.roxflg:
        self.MRaw = np.dot(self.rox, self.MRaw)
      if self.royflg:
        self.MRaw = np.dot(self.roy, self.MRaw)
      if self.sclflg:
        self.MRaw = np.dot(self.scl, self.MRaw)
      if self.tr2flg:
        self.MRaw = np.dot(self.tr2, self.MRaw)

      # child drawing addition #############
      newmlist = [m for m in mlist]
      newmlist.append(self.MRaw)
      if len(self.children) > 0:
        for c in self.children:
          c.draw(shader, txtrs, ntl, shny, camera, newmlist, light_camera) # TODO issues where child doesn't use same shader 
      for m in mlist[-1::-1]:
        self.MRaw = np.dot(self.MRaw, m)
      ######################################
      self.M[0,:,:] = self.MRaw[:,:]
      #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version
      self.M[1,:,:] = np.dot(self.MRaw, camera.mtrx)[:,:]
      #self.M[16:32] = c_floats(np.dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy
      if light_camera is not None:
        self.M[2,:,:] = np.dot(self.MRaw, light_camera.mtrx)[:,:]
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[1,:,:] = np.dot(self.MRaw, camera.mtrx)[:,:]
      if light_camera is not None:
        self.M[2,:,:] = np.dot(self.MRaw, light_camera.mtrx)[:,:]

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(self, self.M, self.unif, shader, txtrs, ntl, shny)
Ejemplo n.º 8
0
    def draw(self,
             shader=None,
             txtrs=None,
             ntl=None,
             shny=None,
             camera=None,
             mlist=[]):
        """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
        self.load_opengl(
        )  # really just to set the flag so _unload_opengl runs

        from pi3d.Camera import Camera

        camera = camera or self._camera or Camera.instance()
        shader = shader or self.shader
        shader.use()

        if self.MFlg == True or len(mlist):
            # Calculate rotation and translation matrix for this model using numpy.
            self.MRaw = dot(
                self.tr2,
                dot(self.scl,
                    dot(self.roy, dot(self.rox, dot(self.roz, self.tr1)))))
            # child drawing addition #############
            newmlist = [m for m in mlist]
            newmlist.append(self.MRaw)
            if len(self.children) > 0:
                for c in self.children:
                    c.draw(shader, txtrs, ntl, shny, camera, newmlist)
            for m in mlist[-1::-1]:
                self.MRaw = dot(self.MRaw, m)
            ######################################
            self.M[0:16] = self.MRaw.ravel()
            #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version
            self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()
            #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy
            self.MFlg = False

        elif camera.was_moved:
            # Only do this if it's not done because model moved.
            self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()

        if camera.was_moved:
            self.unif[18:21] = camera.eye[0:3]

        opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2,
                                    ctypes.c_int(0), ctypes.byref(self.M))

        opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif))
        for b in self.buf:
            # Shape.draw has to be passed either parameter == None or values to pass
            # on.
            b.draw(self, shader, txtrs, ntl, shny)
Ejemplo n.º 9
0
  def __init__(self, shader="post_base", mipmap=False, add_tex=None,
              scale=1.0, camera=None, divide=1):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *add_tex*
        list of textures. If additional textures can be used by the shader
        then they can be added here.
        
      *scale*
        will only render this proportion of the full screen which will
        then be mapped to the full uv of the Sprite. The camera object
        passed (below) will need to have the same scale set to avoid
        perspective distortion
        
      *camera*
        the camera to use for rendering to the offscreen texture
        
      *divide*
        allow the sprite to be created with intermediate vertices to allow
        interesting vertex shader effects
     
    """
    super(PostProcess, self).__init__("postprocess")
    self.scale = scale
    # load shader
    self.shader = Shader(shader)
    if camera is None:
      self.viewcam = Camera.instance() # in case this is prior to one being created
    else:
      self.viewcam = camera
    self.camera = Camera(is_3d=False)
    self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide)
    self.sprite.set_2d_size(w=self.ix, h=self.iy)
    for b in self.sprite.buf:
      b.unib[6] = self.scale # ufact
      b.unib[7] = self.scale # vfact
      b.unib[9] = (1.0 - self.scale) * 0.5 # uoffset
      b.unib[10] = (1.0 - self.scale) * 0.5 # voffset
    self.alpha = False
    self.blend = True
    self.mipmap = mipmap
    self.tex_list = [self] # TODO check if this self reference causes graphics memory leaks
    if add_tex:
      self.tex_list.extend(add_tex)
Ejemplo n.º 10
0
Archivo: Shape.py Proyecto: Biniou/pi3d
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[]):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    self.load_opengl() # really just to set the flag so _unload_opengl runs

    from pi3d.Camera import Camera

    camera = camera or self._camera or Camera.instance()
    shader = shader or self.shader
    shader.use()

    if self.MFlg == True or len(mlist):
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = dot(self.tr2,
        dot(self.scl,
            dot(self.roy,
                dot(self.rox,
                    dot(self.roz, self.tr1)))))
      # child drawing addition #############
      newmlist = [m for m in mlist]
      newmlist.append(self.MRaw)
      if len(self.children) > 0:
        for c in self.children:
          c.draw(shader, txtrs, ntl, shny, camera, newmlist)
      for m in mlist[-1::-1]:
        self.MRaw = dot(self.MRaw, m)
      ######################################
      self.M[0:16] = self.MRaw.ravel()
      #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()
      #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2,
                                ctypes.c_int(0),
                                ctypes.byref(self.M))

    opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif))
    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(self, shader, txtrs, ntl, shny)
Ejemplo n.º 11
0
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera:
        camera.was_moved = False
Ejemplo n.º 12
0
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera:
        camera.was_moved = False
Ejemplo n.º 13
0
Archivo: Shape.py Proyecto: tipam/pi3d
 def rotate_to_direction(self, direction, forward=[0.0, 0.0, 1.0]):
   """ works out the XYZ euler rotations to rotate this shape from
   forward to direction vectors
   
   Arguments:
     *direction*
       3vector tuple, array or numpy array
     *forward*
       3vector, usually +ve z direction
   """
   if type(direction) is not np.ndarray:
     direction = np.array(direction)
   if type(forward) is not np.ndarray:
     forward = np.array(forward)
   if self._camera is None:
     self._camera = Camera.instance() # TODO may be issues doing this not in main thread (otherwise why not in Shape.__init__()?)
   rot_mtrix = self._camera.matrix_from_two_vectors(forward, direction)
   rot_euler = self._camera.euler_angles(rot_mtrix)
   self.rotateToX(-rot_euler[0]) # unclear why x and y need to be -ve
   self.rotateToY(-rot_euler[1]) # something to do with sense of rotation of camera
   self.rotateToZ(rot_euler[2])
Ejemplo n.º 14
0
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    from pi3d.Camera import Camera

    camera = camera or self._camera or Camera.instance()
    shader = shader or self.shader
    shader.use()

    if self.MFlg == True:
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = dot(self.tr2,
        dot(self.scl,
            dot(self.roy,
                dot(self.rox,
                    dot(self.roz, self.tr1)))))
      self.M[0:16] = self.MRaw.ravel()
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2,
                                ctypes.c_int(0),
                                ctypes.byref(self.M))

    opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif))
    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(shader, txtrs, ntl, shny)
Ejemplo n.º 15
0
 def rotate_to_direction(self, direction, forward=[0.0, 0.0, 1.0]):
     """ works out the XYZ euler rotations to rotate this shape from
 forward to direction vectors
 
 Arguments:
   *direction*
     3vector tuple, array or numpy array
   *forward*
     3vector, usually +ve z direction
 """
     if type(direction) is not np.ndarray:
         direction = np.array(direction)
     if type(forward) is not np.ndarray:
         forward = np.array(forward)
     if self._camera is None:
         self._camera = Camera.instance(
         )  # TODO may be issues doing this not in main thread (otherwise why not in Shape.__init__()?)
     rot_mtrix = self._camera.matrix_from_two_vectors(forward, direction)
     rot_euler = self._camera.euler_angles(rot_mtrix)
     self.rotateToX(-rot_euler[0])  # unclear why x and y need to be -ve
     self.rotateToY(
         -rot_euler[1])  # something to do with sense of rotation of camera
     self.rotateToZ(rot_euler[2])
Ejemplo n.º 16
0
    def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None):
        """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
        from pi3d.Camera import Camera

        camera = camera or self._camera or Camera.instance()
        shader = shader or self.shader
        shader.use()

        if self.MFlg == True:
            # Calculate rotation and translation matrix for this model using numpy.
            self.MRaw = dot(
                self.tr2,
                dot(self.scl,
                    dot(self.roy, dot(self.rox, dot(self.roz, self.tr1)))))
            self.M[0:16] = self.MRaw.ravel()
            self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()
            self.MFlg = False

        elif camera.was_moved:
            # Only do this if it's not done because model moved.
            self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()

        if camera.was_moved:
            self.unif[18:21] = camera.eye[0:3]

        opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2,
                                    ctypes.c_int(0), ctypes.byref(self.M))

        opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif))
        for b in self.buf:
            # Shape.draw has to be passed either parameter == None or values to pass
            # on.
            b.draw(shader, txtrs, ntl, shny)
Ejemplo n.º 17
0
    def draw(self) -> None:
        import numpy as np
        from scipy.ndimage.filters import gaussian_filter
        from pi3d.Camera import Camera
        from pi3d.constants import (
            opengles,
            GL_SRC_ALPHA,
            GL_ONE_MINUS_SRC_ALPHA,
            GLsizei,
            GLboolean,
            GLint,
            GL_FLOAT,
            GL_ARRAY_BUFFER,
            GL_UNSIGNED_SHORT,
            GL_TEXTURE_2D,
            GL_UNSIGNED_BYTE,
        )

        time_logging = False

        if self.should_prepare:
            self._prepare()

        if self.lights.alarm_program.factor != -1:
            self.alarm_factor = max(0.001, self.lights.alarm_program.factor)
        else:
            self.alarm_factor = 0

        then = time.time()

        self.display.loop_running()
        now = self.display.time
        self.time_delta = now - self.last_loop
        self.last_loop = now
        self.time_elapsed += self.time_delta

        if time_logging:
            print(f"{time.time() - then} main loop")
            then = time.time()

        # use a sliding window to smooth the spectrum with a gauss function
        # truncating does not save significant time (~3% for this step)

        # new_frame = np.array(self.cava.current_frame, dtype="float32")
        new_frame = gaussian_filter(self.cava.current_frame, sigma=1.5, mode="nearest")
        new_frame = new_frame[self.SPECTRUM_CUT : -self.SPECTRUM_CUT]
        new_frame = -0.5 * new_frame ** 3 + 1.5 * new_frame
        new_frame *= 255
        current_frame = new_frame

        if time_logging:
            print(f"{time.time() - then} spectrum smoothing")
            then = time.time()

        # Value used for circle shake and background color cycle
        # select the first few values and compute their average
        bass_elements = math.ceil(self.BASS_MAX * self.cava.bars)
        self.bass_value = sum(current_frame[0:bass_elements]) / bass_elements / 255
        self.bass_value = max(self.bass_value, self.alarm_factor)
        self.total_bass = self.total_bass + self.bass_value
        # the fraction of time that there was bass
        self.bass_fraction = self.total_bass / self.time_elapsed / self.lights.UPS

        self.uniform_values = {
            48: self.width / self.scale,
            49: self.height / self.scale,
            50: self.scale,
            51: self.FFT_HIST,
            52: self.NUM_PARTICLES,
            53: self.PARTICLE_SPAWN_Z,
            54: self.time_elapsed,
            55: self.time_delta,
            56: self.alarm_factor,
            57: self.bass_value,
            58: self.total_bass,
            59: self.bass_fraction,
        }

        # start rendering to the smaller OffscreenTexture
        # we decrease the size of the texture so it only allocates that much memory
        # otherwise it would use as much as the displays size, negating its positive effect
        self.post.ix = int(self.post.ix / self.scale)
        self.post.iy = int(self.post.iy / self.scale)
        opengles.glViewport(
            GLint(0),
            GLint(0),
            GLsizei(int(self.width / self.scale)),
            GLsizei(int(self.height / self.scale)),
        )
        self.post._start()
        self.post.ix = self.width
        self.post.iy = self.height

        self._set_unif(self.background, [48, 49, 54, 56, 58])
        self.background.draw()

        if time_logging:
            print(f"{time.time() - then} background draw")
            then = time.time()

        # enable additive blending so the draw order of overlapping particles does not matter
        opengles.glBlendFunc(1, 1)

        self._set_unif(self.particle_sprite, [53, 54, 59])

        # copied code from pi3d.Shape.draw()
        # we don't need modelmatrices, normals ord textures and always blend
        self.particle_sprite.load_opengl()
        camera = Camera.instance()
        if not camera.mtrx_made:
            camera.make_mtrx()
        self.particle_sprite.MRaw = self.particle_sprite.tr1
        self.particle_sprite.M[0, :, :] = self.particle_sprite.MRaw[:, :]
        self.particle_sprite.M[1, :, :] = np.dot(
            self.particle_sprite.MRaw, camera.mtrx
        )[:, :]

        # Buffer.draw()
        buf = self.particle_sprite.buf[0]
        buf.load_opengl()
        shader = buf.shader
        shader.use()
        opengles.glUniformMatrix4fv(
            shader.unif_modelviewmatrix,
            GLsizei(2),
            GLboolean(0),
            self.particle_sprite.M.ctypes.data,
        )
        opengles.glUniform3fv(shader.unif_unif, GLsizei(20), self.particle_sprite.unif)
        buf._select()
        opengles.glVertexAttribPointer(
            shader.attr_vertex, GLint(3), GL_FLOAT, GLboolean(0), buf.N_BYTES, 0
        )
        opengles.glEnableVertexAttribArray(shader.attr_vertex)
        opengles.glVertexAttribPointer(
            shader.attr_texcoord, GLint(2), GL_FLOAT, GLboolean(0), buf.N_BYTES, 24
        )
        opengles.glEnableVertexAttribArray(shader.attr_texcoord)
        buf.disp.last_shader = shader
        opengles.glUniform3fv(shader.unif_unib, GLsizei(5), buf.unib)

        opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo)
        opengles.glDrawElementsInstanced(
            buf.draw_method,
            GLsizei(buf.ntris * 3),
            GL_UNSIGNED_SHORT,
            0,
            self.NUM_PARTICLES,
        )

        # restore normal blending
        opengles.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if time_logging:
            print(f"{time.time() - then} particle draw")
            then = time.time()

        # roll the history one further, insert the current one.
        # we use a texture with four channels eventhough we only need one, refer to this post:
        # https://community.khronos.org/t/updating-textures-per-frame/75020/3
        # basically the gpu converts it anyway, so other formats would be slower
        history = np.zeros(
            (self.FFT_HIST, self.cava.bars - 2 * self.SPECTRUM_CUT, 4), dtype="uint8"
        )
        self.fft = np.roll(self.fft, 1, 0)
        self.fft[0] = current_frame
        history[:, :, 0] = self.fft

        if time_logging:
            print(f"{time.time() - then} spectrum roll")
            then = time.time()

        # change the spectrum part of the texture (the lower 256xFFT_HIST pixels)
        opengles.glBindTexture(GL_TEXTURE_2D, self.dynamic_texture._tex)
        iformat = self.dynamic_texture._get_format_from_array(
            history, self.dynamic_texture.i_format
        )
        opengles.glTexSubImage2D(
            GL_TEXTURE_2D,
            0,
            0,
            self.dynamic_texture.ix,
            history.shape[1],
            history.shape[0],
            iformat,
            GL_UNSIGNED_BYTE,
            history.ctypes.data_as(ctypes.POINTER(ctypes.c_ubyte)),
        )

        if time_logging:
            print(f"{time.time() - then} glTexImage2D")
            then = time.time()

        self._set_unif(self.spectrum, [48, 49, 51, 52, 53, 54, 55, 57, 58])
        self.spectrum.draw()

        if time_logging:
            print(f"{time.time() - then} spectrum draw")
            then = time.time()

        self._set_unif(self.logo, [48, 49, 51, 54, 57, 58])
        self.logo.draw()

        if time_logging:
            print(f"{time.time() - then} logo draw")
            then = time.time()

        self._set_unif(self.after, [48, 49, 54, 57])
        self.after.draw()

        if time_logging:
            print(f"{time.time() - then} after draw")
            then = time.time()

        self.post._end()

        opengles.glViewport(
            GLint(0), GLint(0), GLsizei(self.width), GLsizei(self.height)
        )
        self._set_unif(self.post_sprite, [50])
        self.post_sprite.draw()

        if time_logging:
            print(f"{time.time() - then} post draw")
            print(f"scale: {self.scale}")
            print("=====")
Ejemplo n.º 18
0
from pi3d.Light import Light
from pi3d.Shader import Shader

from pi3d.util.String import String
from pi3d.util.Ttffont import Ttffont
from pi3d.util.Defocus import Defocus
from pi3d.util.Screenshot import screenshot
from pi3d.shape.MergeShape import MergeShape
from pi3d.shape.Sphere import Sphere
from pi3d.shape.Sprite import Sprite

# Setup display and initialise pi3d
DISPLAY = Display.create(x=10, y=10, w=900, h=600, frames_per_second=25)
DISPLAY.set_background(0.4, 0.6, 0.8, 1.0)  # r,g,b,alpha

persp_cam = Camera.instance()  # default instance camera perspecive view
ortho_cam = Camera(is_3d=False)  # 2d orthographic view camera

#setup textures, light position and initial model position
Light((0, 5, 0))
#create shaders
shader = Shader("shaders/uv_reflect")
flatsh = Shader("shaders/uv_flat")
defocus = Defocus()

#Create textures
shapeimg = Texture("textures/straw1.jpg")
shapebump = Texture("textures/floor_nm.jpg", True)
shapeshine = Texture("textures/pong3.png")

#Create shape
Ejemplo n.º 19
0
Archivo: Blur.py Proyecto: Arexxk/pi3d
from pi3d.Light import Light
from pi3d.Shader import Shader

from pi3d.util.String import String
from pi3d.util.Ttffont import Ttffont
from pi3d.util.Defocus import Defocus
from pi3d.util.Screenshot import screenshot
from pi3d.shape.MergeShape import MergeShape
from pi3d.shape.Sphere import Sphere
from pi3d.shape.Sprite import Sprite

# Setup display and initialise pi3d
DISPLAY = Display.create(x=10, y=10, w=900, h=600, frames_per_second=25)
DISPLAY.set_background(0.4, 0.6, 0.8, 1.0)      # r,g,b,alpha

persp_cam = Camera.instance() # default instance camera perspecive view
ortho_cam = Camera(is_3d=False) # 2d orthographic view camera

#setup textures, light position and initial model position
Light((0, 5, 0))
#create shaders
shader = Shader("shaders/uv_reflect")
flatsh = Shader("shaders/uv_flat")
defocus = Defocus()

#Create textures
shapeimg = Texture("textures/straw1.jpg")
shapebump = Texture("textures/floor_nm.jpg", True)
shapeshine = Texture("textures/pong3.png")

#Create shape
Ejemplo n.º 20
0
 def cameraY(self,y):
     self.vrcamyloc = y	
     from pi3d.Camera import Camera
     vrcamera = Camera.instance()
     if vrcamera:
         vrcamera.position((self.vrcamxloc,self.vrcamyloc,1.0))
Ejemplo n.º 21
0
  tank_turret.rotateToZ(roll)
  tank_turret.draw()
  tank_gun.position(x, y, z)
  # adjust gunangle for tilted plane as turret rotates
  tank_gun.rotateToX(pitch + math.cos(math.radians(turret - 180)) * gunangle)
  tank_gun.rotateToY(turret-90)
  tank_gun.rotateToZ(roll - math.sin(math.radians(turret - 180)) * gunangle)
  tank_gun.draw()


# Update display before we begin (user might have moved window)
win.update()
DISPLAY.resize(win.winx, win.winy, win.width, win.height - bord)

is_running = True
CAMERA = Camera.instance()

try:
  while DISPLAY.loop_running():
    mx, my = mymouse.position()
    mouserot -= (mx-omx)*0.2
    tilt += (my-omy)*0.2
    omx=mx
    omy=my

    CAMERA.reset()
    dot1.set_2d_location(DISPLAY.width - 105.0 + 200.0*xm/mapwidth,
                        DISPLAY.height - 105.0 - 200.0*zm/mapdepth)
    dot2.set_2d_location(DISPLAY.width - 105.0 + 200.0*etx/mapwidth,
                        DISPLAY.height - 105.0 - 200.0*etz/mapdepth)
    dot1.draw()