Ejemplo n.º 1
0
 def _select(self):
   """Makes our buffers active."""
   opengles.glBindBuffer(GL_ARRAY_BUFFER, self.vbuf)
   opengles.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ebuf)
Ejemplo n.º 2
0
    def _prepare(self) -> None:
        self.should_prepare = False

        import numpy as np

        # pi3d has to be imported in the same thread that it will draw in
        # Thus, import it here instead of at the top of the file
        import pi3d
        from pi3d.util.OffScreenTexture import OffScreenTexture
        from pi3d.constants import (
            opengles,
            GL_CLAMP_TO_EDGE,
            GL_ALWAYS,
        )

        # used for reimplementing the draw call with instancing
        from pi3d.constants import (
            GLsizei,
            GLint,
            GLboolean,
            GL_FLOAT,
            GLuint,
            GL_ARRAY_BUFFER,
            GL_STATIC_DRAW,
            GLfloat,
        )
        from PIL import Image

        # Setup display and initialise pi3d
        self.display = pi3d.Display.create(
            w=self.width, h=self.height, window_title="Raveberry"
        )
        # error 0x500 after Display create
        # error = opengles.glGetError()
        # Set a pink background color so mistakes are clearly visible
        # self.display.set_background(1, 0, 1, 1)
        self.display.set_background(0, 0, 0, 1)

        # print OpenGL Version, useful for debugging
        # import ctypes
        # def print_char_p(addr):
        #    g = (ctypes.c_char*32).from_address(addr)
        #    i = 0
        #    while True:
        #        c = g[i]
        #        if c == b'\x00':
        #            break
        #        sys.stdout.write(c.decode())
        #        i += 1
        #    sys.stdout.write('\n')
        # print_char_p(opengles.glGetString(GL_VERSION))

        # Visualization is split into five parts:
        # The background, the particles, the spectrum, the logo and after effects.
        # * The background is a vertical gradient that cycles through HSV color space,
        #     speeding up with strong bass.
        # * Particles are multiple sprites that are created at a specified x,y-coordinate
        #     and fly towards the camera.
        #     Due to the projection into screenspace they seem to move away from the center.
        # * The spectrum is a white circle that represents the fft-transformation of the
        #     currently played audio. It is smoothed to avoid strong spikes.
        # * The logo is a black circle on top of the spectrum containing the logo.
        # * After effects add a vignette.
        # Each of these parts is represented with pi3d Shapes.
        # They have their own shader and are ordered on the z-axis to ensure correct overlapping.

        background_shader = pi3d.Shader(
            os.path.join(settings.BASE_DIR, "core/lights/circle/background")
        )
        self.background = pi3d.Sprite(w=2, h=2)
        self.background.set_shader(background_shader)
        self.background.positionZ(0)

        self.particle_shader = pi3d.Shader(
            os.path.join(settings.BASE_DIR, "core/lights/circle/particle")
        )

        # create one sprite for all particles
        self.particle_sprite = pi3d.Sprite(w=self.PARTICLE_SIZE, h=self.PARTICLE_SIZE)
        self.particle_sprite.set_shader(self.particle_shader)
        self.particle_sprite.positionZ(0)
        # this array containes the position and speed for all particles
        particles = self._initial_particles()

        # This part was modified from https://learnopengl.com/Advanced-OpenGL/Instancing
        self.instance_vbo = GLuint()
        opengles.glGenBuffers(GLsizei(1), ctypes.byref(self.instance_vbo))
        opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo)
        particles_raw = particles.ctypes.data_as(ctypes.POINTER(GLfloat))
        opengles.glBufferData(
            GL_ARRAY_BUFFER, particles.nbytes, particles_raw, GL_STATIC_DRAW
        )
        opengles.glBindBuffer(GL_ARRAY_BUFFER, GLuint(0))

        attr_particle = opengles.glGetAttribLocation(
            self.particle_shader.program, b"particle"
        )
        opengles.glEnableVertexAttribArray(attr_particle)
        opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo)
        opengles.glVertexAttribPointer(
            attr_particle, GLint(4), GL_FLOAT, GLboolean(0), 0, 0
        )
        opengles.glBindBuffer(GL_ARRAY_BUFFER, GLuint(0))
        opengles.glVertexAttribDivisor(attr_particle, GLuint(1))

        spectrum_shader = pi3d.Shader(
            os.path.join(settings.BASE_DIR, "core/lights/circle/spectrum")
        )

        # use the ratio to compute small sizes for the sprites
        ratio = self.width / self.height
        self.spectrum = pi3d.Sprite(w=2 / ratio, h=2)
        self.spectrum.set_shader(spectrum_shader)
        self.spectrum.positionZ(0)

        # initialize the spectogram history with zeroes
        self.fft = np.zeros(
            (self.FFT_HIST, self.cava.bars - 2 * self.SPECTRUM_CUT), dtype=np.uint8
        )

        logo_shader = pi3d.Shader(
            os.path.join(settings.BASE_DIR, "core/lights/circle/logo")
        )
        self.logo = pi3d.Sprite(w=1.375 / ratio, h=1.375)
        self.logo.set_shader(logo_shader)
        self.logo.positionZ(0)

        logo_image = Image.open(
            os.path.join(settings.STATIC_ROOT, "graphics/raveberry_square.png")
        )
        self.logo_array = np.frombuffer(logo_image.tobytes(), dtype=np.uint8)
        self.logo_array = self.logo_array.reshape(
            (logo_image.size[1], logo_image.size[0], 3)
        )
        # add space for the spectrum
        self.logo_array = np.concatenate(
            (
                self.logo_array,
                np.zeros((self.FFT_HIST, logo_image.size[0], 3), dtype=np.uint8),
            ),
            axis=0,
        )
        # add alpha channel
        self.logo_array = np.concatenate(
            (
                self.logo_array,
                np.ones(
                    (self.logo_array.shape[0], self.logo_array.shape[1], 1),
                    dtype=np.uint8,
                ),
            ),
            axis=2,
        )

        # In order to save memory, the logo and the spectrum share one texture.
        # The upper 256x256 pixels are the raveberry logo.
        # Below are 256xFFT_HIST pixels for the spectrum.
        # The lower part is periodically updated every frame while the logo stays static.
        self.dynamic_texture = pi3d.Texture(self.logo_array)
        # Prevent interpolation from opposite edge
        self.dynamic_texture.m_repeat = GL_CLAMP_TO_EDGE
        self.spectrum.set_textures([self.dynamic_texture])
        self.logo.set_textures([self.dynamic_texture])

        after_shader = pi3d.Shader(
            os.path.join(settings.BASE_DIR, "core/lights/circle/after")
        )
        self.after = pi3d.Sprite(w=2, h=2)
        self.after.set_shader(after_shader)
        self.after.positionZ(0)

        # create an OffscreenTexture to allow scaling.
        # By first rendering into a smaller Texture a lot of computation is saved.
        # This OffscreenTexture is then drawn at the end of the draw loop.
        self.post = OffScreenTexture("scale")
        self.post_sprite = pi3d.Sprite(w=2, h=2)
        post_shader = pi3d.Shader(
            os.path.join(settings.BASE_DIR, "core/lights/circle/scale")
        )
        self.post_sprite.set_shader(post_shader)
        self.post_sprite.set_textures([self.post])

        self.total_bass = 0
        self.last_loop = time.time()
        self.time_elapsed = 0

        opengles.glDepthFunc(GL_ALWAYS)
Ejemplo n.º 3
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 4
0
Archivo: Buffer.py Proyecto: tipam/pi3d
 def _select(self):
   """Makes our buffers active."""
   opengles.glBindBuffer(GL_ARRAY_BUFFER, self.vbuf)
   opengles.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ebuf)