Example #1
0
 def __init__(self,
              color,
              color2,
              scaleCoords,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader):
     Frame.__init__(self)
     self.color = color
     self.color2 = color2
     self.scaleCoords = scaleCoords
     self.shader = shader
     # send data to opengl context:
     self.elementSize = numElements*sizeOfInt
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.normalAttrib = glGetAttribLocation(shader, "normal")
     self.tangentAttrib = glGetAttribLocation(shader, "tangent")
     self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.lightUnif = glGetUniformLocation(shader, "light")
     self.scaleCoordsUnif = glGetUniformLocation(shader, "scalecoords")
     self.colorUnif = glGetUniformLocation(shader, "color")
     self.color2Unif = glGetUniformLocation(shader, "color2")
Example #2
0
 def run(this, point, scale, shape):
   out = Frame()
   scale = scale.getNext()
   point = point.getNext()
   for value in shape.getNext().values:
     out.addValue((value[0] * scale + point[1], value[1] * scale + point[1], value[2] * scale + point[2]))
   return out
Example #3
0
 def __init__(self,
              colortexture,
              normaltexture,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader):
     Frame.__init__(self)
     self.useNormals = 1
     self.colorTexture = colortexture
     self.normalTexture = normaltexture
     self.shader = shader
     # send data to opengl context:
     self.elementSize = numElements*sizeOfInt
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.normalAttrib = glGetAttribLocation(shader, "normal")
     self.tangentAttrib = glGetAttribLocation(shader, "tangent")
     self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.normalSamplerUnif = glGetUniformLocation(shader, "normalsampler")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.lightUnif = glGetUniformLocation(shader, "light")
     self.useNormalsUnif = glGetUniformLocation(shader, "usenormals")
Example #4
0
 def __init__(self, colortexture, vertexArray, shader):
     Frame.__init__(self)
     self.useNormals = 1
     self.colorTexture = colortexture
     self.shader = shader
     # send data to opengl context:
     vertices = vertexArray[0]
     elements = vertexArray[1]
     self.elementSize = len(elements)*sizeOfShort
     self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER)
     self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER)
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.normalAttrib = glGetAttribLocation(shader, "normal")
     self.tangentAttrib = glGetAttribLocation(shader, "tangent")
     self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.normalSamplerUnif = glGetUniformLocation(shader, "normalsampler")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.lightUnif = glGetUniformLocation(shader, "light")
     self.useNormalsUnif = glGetUniformLocation(shader, "usenormals")
Example #5
0
 async def invite():
     base_pattern = r'(https:)|(w{3}\.+)'
     if re.search(base_pattern + r'discord\.gg', message.content):
         await message.channel.send(embed=Frame().warning(message.author, 'Posted an invite'))
     elif re.search(r'(https:)|(w{3}\.+)', message.content):
         await message.channel.send(embed=Frame().warning(message.author, 'Posted a link'))
     await message.delete()
Example #6
0
 def __init__(self,
              texture,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader,
              scaleuv= N.array((1,1),dtype=N.float32),
              fade = 1.0):
     Frame.__init__(self)
     self.texture = texture
     self.shader = shader
     self.scaleuv = scaleuv
     self.fade = fade
     # send data to opengl context:
     self.elementSize = numElements*sizeOfShort
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.fadeUnif = glGetUniformLocation(shader, "fade")
Example #7
0
 def __init__(self,
              textures,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader,
              scaleuv= N.array((1,1),dtype=N.float32),
              fade = 1.0):
     Frame.__init__(self)
     self.textures = textures
     self.shader = shader
     self.scaleuv = scaleuv
     self.fade = fade
     # send data to opengl context:
     self.elementSize = numElements*sizeOfInt
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.s0Unif = glGetUniformLocation(shader, "s0")
     self.s1Unif = glGetUniformLocation(shader, "s1")
     self.s2Unif = glGetUniformLocation(shader, "s2")
     self.s3Unif = glGetUniformLocation(shader, "s3")
     self.s4Unif = glGetUniformLocation(shader, "s4")
     self.s5Unif = glGetUniformLocation(shader, "s5")
     self.s6Unif = glGetUniformLocation(shader, "s6")
     self.s7Unif = glGetUniformLocation(shader, "s7")
     self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
Example #8
0
 def run(this):
   out = Frame()
   out.addValue((0.5, 0.5, 0))
   out.addValue((-0.5, 0.5, 0))
   out.addValue((-0.5, -0.5, 0))
   out.addValue((0.5, -0.5, 0))
   return out
Example #9
0
def playFrames():
  base = [
    Frame([[0,0,0], [0,0,0], [0,0,0]], 1),
    Frame([[0,0,0], [1,0,0], [0,0,0]], 2),
    Frame([[0,0,0], [1,1,0], [0,0,0]], 1),
    Frame([[0,0,0], [1,1,1], [0,0,0]], 1)
  ]
  reversed = base[:]
  reversed.reverse()

  player.play(base + reversed + base + reversed)
  return 'playing'
Example #10
0
 def run(this, widthIn, heightIn):
   out = Frame()
   width = widthIn.getNext()
   height = heightIn.getNext()
   out.addValue((width/2.0, height/2.0, 0))
   out.addValue((width/2.0, -height/2.0, 0))
   out.addValue((-width/2.0, -height/2.0, 0))
   out.addValue((-width/2.0, height/2.0, 0))
   return out
Example #11
0
 async def user_info(self, ctx, member: discord.Member = None):
     """
     Shows info about user, e.g {command_prefix}user_info @testuser.
     If member argument is not passed show info about user invoking the command
     """
     member = ctx.author if not member else member
     await ctx.send(embed=Frame().user_info(ctx, member))
Example #12
0
    def __init__(self,
                 posxTexture,
                 negxTexture,
                 posyTexture,
                 negyTexture,
                 poszTexture,
                 negzTexture,
                 vertexArray,
                 shader):
        Frame.__init__(self)
        self.posxTexture = posxTexture
        self.negxTexture = negxTexture
        self.posyTexture = posyTexture
        self.negyTexture = negyTexture
        self.poszTexture = poszTexture
        self.negzTexture = negzTexture
        self.shader = shader
        # send data to opengl context:
        vertices = vertexArray[0]
        elements = vertexArray[1]
        self.elementSize = len(elements)*sizeOfShort
        self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER)
        self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER)
        # find attribute locations:
        self.positionAttrib = glGetAttribLocation(shader, "position")
        self.normalAttrib = glGetAttribLocation(shader, "normal")
        self.tangentAttrib = glGetAttribLocation(shader, "tangent")
        self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")

        # find the uniform locations:
        self.posxUnif = glGetUniformLocation(shader, "posxsampler")
        self.negxUnif = glGetUniformLocation(shader, "negxsampler")
        self.posyUnif = glGetUniformLocation(shader, "posysampler")
        self.negyUnif = glGetUniformLocation(shader, "negysampler")
        self.poszUnif = glGetUniformLocation(shader, "poszsampler")
        self.negzUnif = glGetUniformLocation(shader, "negzsampler")

        self.modelUnif = glGetUniformLocation(shader, "model")
        self.viewUnif = glGetUniformLocation(shader, "view")
        self.projectionUnif = glGetUniformLocation(shader, "projection")
        self.lightUnif = glGetUniformLocation(shader, "light")
        self.colorUnif = glGetUniformLocation(shader, "color")
Example #13
0
    def __init__(self,
                 posxTexture,
                 negxTexture,
                 posyTexture,
                 negyTexture,
                 poszTexture,
                 negzTexture,
                 arrayBuffer,
                 elementBuffer,
                 numElements,
                 shader):
        Frame.__init__(self)
        self.posxTexture = posxTexture
        self.negxTexture = negxTexture
        self.posyTexture = posyTexture
        self.negyTexture = negyTexture
        self.poszTexture = poszTexture
        self.negzTexture = negzTexture
        self.shader = shader
        # send data to opengl context:
        self.elementSize = numElements*sizeOfInt
        self.arrayBuffer = arrayBuffer
        self.elementBuffer = elementBuffer
        # find attribute locations:
        self.positionAttrib = glGetAttribLocation(shader, "position")
        self.normalAttrib = glGetAttribLocation(shader, "normal")
        self.tangentAttrib = glGetAttribLocation(shader, "tangent")
        self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")

        # find the uniform locations:
        self.posxUnif = glGetUniformLocation(shader, "posxsampler")
        self.negxUnif = glGetUniformLocation(shader, "negxsampler")
        self.posyUnif = glGetUniformLocation(shader, "posysampler")
        self.negyUnif = glGetUniformLocation(shader, "negysampler")
        self.poszUnif = glGetUniformLocation(shader, "poszsampler")
        self.negzUnif = glGetUniformLocation(shader, "negzsampler")

        self.modelUnif = glGetUniformLocation(shader, "model")
        self.viewUnif = glGetUniformLocation(shader, "view")
        self.projectionUnif = glGetUniformLocation(shader, "projection")
        self.lightUnif = glGetUniformLocation(shader, "light")
        self.colorUnif = glGetUniformLocation(shader, "color")
Example #14
0
 def __init__(self, texture, vertexArray, shader, scaleuv):
     Frame.__init__(self)
     self.texture = texture
     self.shader = shader
     self.scaleuv = scaleuv
     # send data to opengl context:
     vertices = vertexArray[0]
     elements = vertexArray[1]
     self.elementSize = len(elements)*sizeOfShort
     self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER)
     self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER)
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
Example #15
0
File: path.py Project: shans/togra
 def run(this):
   out = Frame()
   out.values = this.points
   return out
Example #16
0
 def run(this):
   out = Frame()
   for point in range(this.numPoints):
     angle = point * 2 * math.pi / this.numPoints
     out.addValue((math.cos(angle), math.sin(angle), 0))
   return out
Example #17
0
def displayFrame():
  player.stop()
  player.play([Frame(loads(request.data)['frame'], PERMANENT_FRAME_INTERVAL)])
  return 'ok'
Example #18
0
 # from objects import BatchedTDMIO
 # fname = '/home/ilya/code/frb/data/630_sec_wb_raes08a_128ch.npy'
 # fname = '/home/ilya/code/frb/data/crab_600sec_64ch_1ms.npy'
 # frame = DataFrame(fname, 1684., 0., 16. / 64., 0.001)
 # frame = DataFrame(fname, 1684., 0., 16. / 128., 0.001)
 # frame.add_pulse(100., 0.7, 0.003, 300.)
 # frame.add_pulse(200., 0.7, 0.001, 400.)
 # frame.add_pulse(300., 0.7, 0.006, 200.)
 # frame.add_pulse(400., 2.7, 0.002, 500.)
 # frame.add_pulse(500., 0.7, 0.003, 600.)
 # frame.add_pulse(600., 0.7, 0.004, 300.)
 # frame.add_pulse(300., 1.0, 0.003, dm=500.)
 # dm_values = frame.create_dm_grid(0., 300., 10.)
 # t0 = time.time()
 print "Creating frame"
 frame = Frame(512, 600000, 1684., 0., 16./512, 1./1000)
 print "Adding pulse"
 # frame.add_pulse(100., 0.09, 0.003, 100.)
 # frame.add_pulse(200., 0.09, 0.003, 200.)
 frame.add_pulse(300., 0.09, 0.003, 300.)
 # frame.add_pulse(400., 0.09, 0.003, 500.)
 # frame.add_pulse(500., 0.09, 0.003, 700.)
 print "Adding noise"
 frame.add_noise(0.5)
 dm_values = frame.create_dm_grid(0., 1000., 10)
 # t0 = time.time()
 # result = de_disperse(frame.values, 1684, 16./512, 0.001, dm_values)
 # t1 = time.time()
 # print "Dedispersion took", t1 - t0
 t0 = time.time()
 result = split_de_disperse(frame.values, 1668., 1684., 0.001, dm_values, 4)