def createShaders(self, parent): # create buffers self._vertices = Buffer(VERTEX_BUFFER) self._index = Buffer(INDEX_BUFFER) self._vertices.create() self._index.create() # allocate buffers self._vertices.bind() self._vertices.allocate( self._data, len(self._data) * 4 ) self._vertices.release() self._index.bind() self._index.allocate( self._indices, len(self._indices) * 4 ) self._index.release()
class Sprites(o.Base): def __init__(self, *args, **kwargs): npoints = 10000 rand = np.random.rand(npoints, 3) r = rand[:, 0] ** (1. / 3.) thet = np.arccos(2 * rand[:, 1] - 1) phi = 2. * np.pi * rand[:, 2] pos = np.array( [ r * np.cos(phi) * np.sin(thet), r * np.sin(phi) * np.sin(thet), r * np.cos(thet) ], dtype=np.float32, ).T self._indices = np.array(range(npoints)).astype("uint32") super(Sprites, self).__init__(pos) self._shaders += t.shader_path("sprite/sprite.vsh") self._shaders += t.shader_path("sprite/sprite.fsh") def createShaders(self, parent): # create buffers self._vertices = Buffer(VERTEX_BUFFER) self._index = Buffer(INDEX_BUFFER) self._vertices.create() self._index.create() # allocate buffers self._vertices.bind() self._vertices.allocate( self._data, len(self._data) * 4 ) self._vertices.release() self._index.bind() self._index.allocate( self._indices, len(self._indices) * 4 ) self._index.release() def show(self, parent): GL.glEnable(GL.GL_PROGRAM_POINT_SIZE) GL.glEnable(GL.GL_POINT_SPRITE) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_BLEND) GL.glDepthMask(GL.GL_FALSE) matrice = parent._view * self._model self._shaders.bind() self._shaders.setUniformValue("modelview", matrice) self._shaders.setUniformValue("projection", parent._projection) self._shaders.setUniformValue("screenSize", parent._screensize) self._shaders.setUniformValue("voxelSize", Vector(0.01)) self._vertices.bind() self._shaders.enableAttributeArray("position") self._shaders.setAttributeBuffer( "position", self._data, ) self._vertices.release() self._index.bind() GL.glDrawElements( GL.GL_POINTS, self._data.shape[0] // 3, GL.GL_UNSIGNED_INT, None, ) self._index.release() self._shaders.disableAttributeArray("position") self._shaders.release() GL.glDisable(GL.GL_PROGRAM_POINT_SIZE) GL.glDisable(GL.GL_POINT_SPRITE) GL.glDisable(GL.GL_DEPTH_TEST) GL.glDisable(GL.GL_BLEND)
class Earth(o.Base): def __init__(self, *args, **kwargs): npoints = 800 phi = np.linspace(0, 2. * np.pi, npoints).astype(np.float32) theta = np.linspace( 0.5 * np.pi, -0.5 * np.pi, npoints, ).astype(np.float32) r = np.zeros((npoints, npoints), dtype=np.float32) r[:, :] = 1. p, tt = np.meshgrid(phi, theta) mesh = np.vstack((p, tt, r)).reshape(3, -1).T.astype(np.float32) super(Earth, self).__init__( mesh, linetype=o.TriangleMesh( data=mesh, side_x=npoints, side_y=npoints, ), ) phi = self._data[::3] theta = self._data[1::3] r = self._data[2::3] X = r * np.cos(phi) * np.cos(theta) Y = r * np.sin(phi) * np.cos(theta) Z = r * np.sin(theta) self._data[::3] = X self._data[1::3] = Y self._data[2::3] = Z self._shaders += t.shader_path("earth/earth.vsh") self._shaders += t.shader_path("earth/earth.fsh") def createShaders(self, parent): # create buffers self._vertices = Buffer(VERTEX_BUFFER) self._index = Buffer(INDEX_BUFFER) self._vertices.create() self._index.create() # allocate buffers self._vertices.bind() self._vertices.allocate( self._data, len(self._data) * 4 ) self._vertices.release() self._index.bind() self._index.allocate( self._plot_prop._ids, len(self._plot_prop._ids) * 4 ) self._index.release() def show(self, parent): GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_BLEND) self._shaders.bind() self._shaders.setUniformValue( "projection", parent._projection ) self._shaders.setUniformValue( "modelview", parent._view * self._model ) self._textures = parent.textures << [ ( "earth/earth2.png", { "parameters": { "TEXTURE_MIN_FILTER": "LINEAR", "TEXTURE_MAG_FILTER": "LINEAR", "TEXTURE_WRAP_S": "CLAMP", "TEXTURE_WRAP_T": "CLAMP", } } ) ] self._shaders.setUniformValue( "map", self._textures[0], ) self._textures[0].activate() self._vertices.bind() self._shaders.enableAttributeArray("position") self._shaders.setAttributeBuffer( "position", self._data, ) self._vertices.release() self._index.bind() GL.glCullFace(GL.GL_FRONT) GL.glDrawElements( GL.GL_TRIANGLES, len(self._plot_prop._ids), GL.GL_UNSIGNED_INT, None, ) GL.glCullFace(GL.GL_BACK) GL.glDrawElements( GL.GL_TRIANGLES, len(self._plot_prop._ids), GL.GL_UNSIGNED_INT, None, ) self._index.release() self._shaders.disableAttributeArray("position") self._shaders.release() self._textures[0].release() GL.glDisable(GL.GL_DEPTH_TEST) GL.glDisable(GL.GL_CULL_FACE) GL.glDisable(GL.GL_BLEND)