Ejemplo n.º 1
0
    def on_draw(self):
        gl.glClearColor(0, 0.0, 0.0, 1.)
        self.clear()
        width, height = self.get_size()
        gl.glViewport(0, 0, width, height)

        K_gl = get_projector_gl_intrinsics()
        TF = get_extrinsics()
        R = np.array([[-1., 0., 0., 0.], [0., 1., 0., 0.], [0., 0., -1., 0.],
                      [0., 0., 0., 1.]])
        full_mat = np.ascontiguousarray((K_gl.dot(TF.dot(R))).astype('f4'))
        with self.prog.using():
            self.prog.uniforms.Mvp = full_mat.tolist()
            gl.glEnable(gl.GL_DEPTH_TEST)
            gl.glEnable(gl.GL_BLEND)
            gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
            gl.glPointSize(25.)
            distance = (0, 0, 1)
            gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                                  (gl.GLfloat * 3)(*distance))
            gl.glEnable(gl.GL_POINT_SPRITE)
            self.vertex_info.draw(gl.GL_POINTS)

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(0, width, 0, height, -1, 1)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        gl.glMatrixMode(gl.GL_TEXTURE)
        gl.glLoadIdentity()
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glDisable(gl.GL_BLEND)

        self.fps_display.draw()
Ejemplo n.º 2
0
    def set_state(self):
        gl.glPushAttrib( gl.GL_ENABLE_BIT )
        gl.glBindTexture( gl.GL_TEXTURE_2D, self.texture.id )
        gl.glEnable( gl.GL_POINT_SPRITE )
        gl.glDisable( gl.GL_LIGHTING )

        if self.attenuate:
            quadratic = (gl.GLfloat * 3)()
            quadratic[:] = (1.0, 0.0, 0.01)
            gl.glPointParameterfv( gl.GL_POINT_DISTANCE_ATTENUATION, quadratic )

        max_size = gl.GLfloat()
        gl.glGetFloatv( gl.GL_POINT_SIZE_MAX, max_size )

        gl.glPointParameterf( gl.GL_POINT_FADE_THRESHOLD_SIZE, 60.0 )

        gl.glPointParameterf( gl.GL_POINT_SIZE_MIN, 1.0 )
        gl.glPointParameterf( gl.GL_POINT_SIZE_MAX, max_size )

        gl.glTexEnvf( gl.GL_POINT_SPRITE, gl.GL_COORD_REPLACE, gl.GL_TRUE )
        gl.glPointSize( self.point_size )
Ejemplo n.º 3
0
    def on_draw():
        window.clear()

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_LINE_SMOOTH)

        width, height = window.get_size()
        gl.glViewport(0, 0, width, height)

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(60, width / float(height), 0.01, 20)

        gl.glMatrixMode(gl.GL_TEXTURE)
        gl.glLoadIdentity()
        # texcoords are [0..1] and relative to top-left pixel corner, add 0.5 to center
        gl.glTranslatef(0.5 / image_data.width, 0.5 / image_data.height, 0)
        image_texture = image_data.get_texture()
        # texture size may be increased by pyglet to a power of 2
        tw, th = image_texture.owner.width, image_texture.owner.height
        gl.glScalef(image_data.width / float(tw),
                    image_data.height / float(th), 1)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        gl.gluLookAt(0, 0, 0, 0, 0, 1, 0, -1, 0)

        gl.glTranslatef(0, 0, state.distance)
        gl.glRotated(state.pitch, 1, 0, 0)
        gl.glRotated(state.yaw, 0, 1, 0)

        if any(state.mouse_btns):
            axes(0.1, 4)

        gl.glTranslatef(0, 0, -state.distance)
        gl.glTranslatef(*state.translation)

        gl.glColor3f(0.5, 0.5, 0.5)
        gl.glPushMatrix()
        gl.glTranslatef(0, 0.5, 0.5)
        grid()
        gl.glPopMatrix()

        psz = max(window.get_size()) / float(max(w, h)) if state.scale else 1
        gl.glPointSize(psz)
        distance = (0, 0, 1) if state.attenuation else (1, 0, 0)
        gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                              (gl.GLfloat * 3)(*distance))

        if state.lighting:
            ldir = [0.5, 0.5, 0.5]  # world-space lighting
            ldir = np.dot(state.rotation, (0, 0, 1))  # MeshLab style lighting
            ldir = list(ldir) + [0]  # w=0, directional light
            gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (gl.GLfloat * 4)(*ldir))
            gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE,
                         (gl.GLfloat * 3)(1.0, 1.0, 1.0))
            gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT,
                         (gl.GLfloat * 3)(0.75, 0.75, 0.75))
            gl.glEnable(gl.GL_LIGHT0)
            gl.glEnable(gl.GL_NORMALIZE)
            gl.glEnable(gl.GL_LIGHTING)

        gl.glColor3f(1, 1, 1)
        texture = image_data.get_texture()
        gl.glEnable(texture.target)
        gl.glBindTexture(texture.target, texture.id)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_NEAREST)

        # comment this to get round points with MSAA on
        gl.glEnable(gl.GL_POINT_SPRITE)

        if not state.scale and not state.attenuation:
            gl.glDisable(gl.GL_MULTISAMPLE)  # for true 1px points with MSAA on
        vertex_list.draw(gl.GL_POINTS)
        gl.glDisable(texture.target)
        if not state.scale and not state.attenuation:
            gl.glEnable(gl.GL_MULTISAMPLE)

        gl.glDisable(gl.GL_LIGHTING)

        gl.glColor3f(0.25, 0.25, 0.25)
        frustum(depth_intrinsics)
        axes()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(0, width, 0, height, -1, 1)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        gl.glMatrixMode(gl.GL_TEXTURE)
        gl.glLoadIdentity()
        gl.glDisable(gl.GL_DEPTH_TEST)

        fps_display.draw()
Ejemplo n.º 4
0
def on_draw():
    window.clear()

    gl.glEnable(gl.GL_DEPTH_TEST)
    gl.glEnable(gl.GL_LINE_SMOOTH)

    width, height = window.get_size()
    gl.glViewport(0, 0, width, height)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(60, width / float(height), 0.01, 20)

    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    # texcoords are [0..1] and relative to top-left pixel corner, add 0.5 to center
    gl.glTranslatef(0.5 / image_data.width, 0.5 / image_data.height, 0)
    # texture size may be increased by pyglet to a power of 2
    tw, th = image_data.texture.owner.width, image_data.texture.owner.height
    gl.glScalef(image_data.width / float(tw),
                image_data.height / float(th), 1)

    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    gl.gluLookAt(0, 0, 0, 0, 0, 1, 0, -1, 0)

    gl.glTranslatef(0, 0, state.distance)
    gl.glRotated(state.pitch, 1, 0, 0)
    gl.glRotated(state.yaw, 0, 1, 0)

    """ if any(state.mouse_btns):
        axes(0.1, 4) """

    gl.glTranslatef(0, 0, -state.distance)
    gl.glTranslatef(*state.translation)

    gl.glColor3f(0.5, 0.5, 0.5)
    gl.glPushMatrix()
    gl.glTranslatef(0, 0.5, 0.5)
    #grid()
    gl.glPopMatrix()

    psz = 1
    gl.glPointSize(psz)
    distance = (1, 0, 0)
    gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                          (gl.GLfloat * 3)(*distance))

    gl.glColor3f(1, 1, 1)
    texture = image_data.get_texture()
    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)
    gl.glTexParameteri(
        gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)

    # comment this to get round points with MSAA on
    gl.glEnable(gl.GL_POINT_SPRITE)
    
    gl.glDisable(gl.GL_MULTISAMPLE)  # for true 1px points with MSAA on
    vertex_list.draw(gl.GL_POINTS)
    gl.glDisable(texture.target)
    gl.glEnable(gl.GL_MULTISAMPLE)

    gl.glDisable(gl.GL_LIGHTING)

    gl.glColor3f(0.25, 0.25, 0.25)
    #frustum(depth_intrinsics)
    #axes()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, width, 0, height, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    gl.glDisable(gl.GL_DEPTH_TEST)
def on_draw():
    window.clear()

    gl.glEnable(gl.GL_DEPTH_TEST)
    gl.glEnable(gl.GL_LINE_SMOOTH)

    width, height = window.get_size()
    gl.glViewport(0, 0, width, height)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(60, width / float(height), 0.01, 20)

    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    # texcoords are [0..1] and relative to top-left pixel corner, add 0.5 to center
    gl.glTranslatef(0.5 / image_data.width, 0.5 / image_data.height, 0)
    # texture size may be increased by pyglet to a power of 2
    tw, th = image_data.texture.owner.width, image_data.texture.owner.height
    gl.glScalef(image_data.width / float(tw),
                image_data.height / float(th), 1)

    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    gl.gluLookAt(0, 0, 0, 0, 0, 1, 0, -1, 0)

    gl.glTranslatef(0, 0, state.distance)
    gl.glRotated(state.pitch, 1, 0, 0)
    gl.glRotated(state.yaw, 0, 1, 0)

    if any(state.mouse_btns):
        axes(0.1, 4)

    gl.glTranslatef(0, 0, -state.distance)
    gl.glTranslatef(*state.translation)

    gl.glColor3f(0.5, 0.5, 0.5)
    gl.glPushMatrix()
    gl.glTranslatef(0, 0.5, 0.5)
    grid()
    gl.glPopMatrix()

    psz = max(window.get_size()) / float(max(w, h)) if state.scale else 1
    gl.glPointSize(psz)
    distance = (0, 0, 1) if state.attenuation else (1, 0, 0)
    gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                          (gl.GLfloat * 3)(*distance))

    if state.lighting:
        ldir = [0.5, 0.5, 0.5]  # world-space lighting
        ldir = np.dot(state.rotation, (0, 0, 1))  # MeshLab style lighting
        ldir = list(ldir) + [0]  # w=0, directional light
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (gl.GLfloat * 4)(*ldir))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE,
                     (gl.GLfloat * 3)(1.0, 1.0, 1.0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT,
                     (gl.GLfloat * 3)(0.75, 0.75, 0.75))
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_NORMALIZE)
        gl.glEnable(gl.GL_LIGHTING)

    gl.glColor3f(1, 1, 1)
    texture = image_data.get_texture()
    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)
    gl.glTexParameteri(
        gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)

    # comment this to get round points with MSAA on
    gl.glEnable(gl.GL_POINT_SPRITE)

    if not state.scale and not state.attenuation:
        gl.glDisable(gl.GL_MULTISAMPLE)  # for true 1px points with MSAA on
    vertex_list.draw(gl.GL_POINTS)
    gl.glDisable(texture.target)
    if not state.scale and not state.attenuation:
        gl.glEnable(gl.GL_MULTISAMPLE)

    gl.glDisable(gl.GL_LIGHTING)

    gl.glColor3f(0.25, 0.25, 0.25)
    frustum(depth_intrinsics)
    axes()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, width, 0, height, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    gl.glDisable(gl.GL_DEPTH_TEST)

    fps_display.draw()