Esempio n. 1
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 def _pass_ssaa(self, tex, w, h, scale):
     # Select Lanczos kernel based on scale.
     aakernel = [None, None,
                 [0.44031130485056913, 0.29880437751590694, 0.04535643028360444, -0.06431646022479595],
                 [0.2797564513818748, 0.2310717037833796, 0.11797652759318597, 0.01107354293249700],
             ][scale]
     
     # Prepare for drawing texture to screen
     gl.glClearColor(1,1,1,1);
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     self.setup_scene(0, 0, W, H)
     tex.Enable(0)
     shader = Shader(None, self._shader_code[0])
     shader.bind()
     shader.uniformf('shape', w, h) # resolution of previous pass
     shader.uniformi('texture', 0)
     if aakernel:
         shader.uniformf('aakernel', *aakernel)
     
     # Draw texture to screen
     gl.glBegin(gl.GL_QUADS)
     gl.glTexCoord(0,0); gl.glVertex(0,0); 
     gl.glTexCoord(0,1); gl.glVertex(0,1); 
     gl.glTexCoord(1,1); gl.glVertex(1,1); 
     gl.glTexCoord(1,0); gl.glVertex(1,0); 
     gl.glEnd()
     shader.unbind()
     tex.Disable()
Esempio n. 2
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    def _pass_ssaa(self, tex, w, h, scale):
        # Select Lanczos kernel based on scale.
        aakernel = [
            None,
            None,
            [
                0.44031130485056913, 0.29880437751590694, 0.04535643028360444,
                -0.06431646022479595
            ],
            [
                0.2797564513818748, 0.2310717037833796, 0.11797652759318597,
                0.01107354293249700
            ],
        ][scale]

        # Prepare for drawing texture to screen
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self.setup_scene(0, 0, W, H)
        tex.Enable(0)
        shader = Shader(None, self._shader_code[0])
        shader.bind()
        shader.uniformf('shape', w, h)  # resolution of previous pass
        shader.uniformi('texture', 0)
        if aakernel:
            shader.uniformf('aakernel', *aakernel)

        # Draw texture to screen
        gl.glBegin(gl.GL_QUADS)
        gl.glTexCoord(0, 0)
        gl.glVertex(0, 0)
        gl.glTexCoord(0, 1)
        gl.glVertex(0, 1)
        gl.glTexCoord(1, 1)
        gl.glVertex(1, 1)
        gl.glTexCoord(1, 0)
        gl.glVertex(1, 0)
        gl.glEnd()
        shader.unbind()
        tex.Disable()
Esempio n. 3
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class Window(QtOpenGL.QGLWidget):
    """Just a simple display window"""
    def __init__(self, visuals):
        self.zoom = 1.0
        self.visuals = visuals
        
        QtOpenGL.QGLWidget.__init__(self)
        self.resize(800,800)
        self.show()
        
    def initializeGL(self):
        glClearColor(0.0, 0.0, 0.0, 0.0)
        for visual in self.visuals:
            visual.init_gl()
        
        # Get AA shader
        fname = os.path.join(os.path.dirname(__file__), 'ddaa.glsl')
        DDAA_SHADER = open(fname , 'rb').read().decode('ascii', 'ignore')
        DDAA_SHADER0, DDAA_SHADER1, DDAA_SHADER2 = DDAA_SHADER.split('='*80)
        self._aaShader =  Shader(None, DDAA_SHADER0)
        
    def resizeGL(self, w, h):
        glViewport(0, 0, w, h)

    def paintGL(self):
#         self._paint()
#         return
        
        W, H = self.width(), self.height()
        
        # Set up FBO
        fb = FrameBuffer(W, H)
        tex = RenderTexture(2)
        tex.create_empty_texture(W, H) # Must match depth buffer!
        fb.attach_texture(tex)
        fb.add_depth_buffer()
        fb.check()
        
        # Draw scene to off-screen buffer
        fb.enable()
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self._setup_scene(0,0,W,H)
        self._paint()
        fb.disable()
        
    
        # Draw texture to screen
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self._setup_scene(0,0,W,H)
        tex.Enable(0)
        self._aaShader.bind()
        #shader.uniformi('texture', tex._texId)
        self._aaShader.uniformf('shape', W, H)
        self._aaShader.uniformi('texture', 0)
        
        gl.glBegin(gl.GL_QUADS)
        gl.glTexCoord(0,0); gl.glVertex(0,0); 
        gl.glTexCoord(0,1); gl.glVertex(0,1); 
        gl.glTexCoord(1,1); gl.glVertex(1,1); 
        gl.glTexCoord(1,0); gl.glVertex(1,0); 
        gl.glEnd()
        self._aaShader.unbind()
        tex.Disable()
    
    def _setup_scene(self, *args):
        gl.glViewport(*args);
        gl.glMatrixMode(gl.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluOrtho2D(0.0, 1.0, 0.0, 1.0);
        gl.glMatrixMode(gl.GL_MODELVIEW);
        gl.glLoadIdentity();
        
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glEnable(gl.GL_BLEND)
    
    def _paint(self):
        transform = np.array([
            [self.zoom,0,0,0], 
            [0,self.zoom,0,0], 
            [0,0,1,0], 
            [0,0,0,1]
            ], dtype=np.float32)
        view_transform = np.array([
            [self.width()/2.,0,0,0], 
            [0,self.height()/2.,0,0], 
            [0,0,1,0], 
            [self.width()/2.,self.height()/2.,0,1]
            ], dtype=np.float32)
        for visual in self.visuals:
            visual.draw(transform, view_transform)
        
    def wheelEvent(self, ev):
        self.zoom *= 1.05 ** (ev.delta()/120.)
        self.update()
Esempio n. 4
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 def _pass_smaa(self, tex):
     # Get precomputed textures
     from smaa_tex import getSearchTex, getAreaTex
     searchTex = RenderTexture(2)
     searchTex.SetData(getSearchTex())
     areaTex = RenderTexture(2)
     areaTex._interpolate = True # Enforce GL_LINEAR
     areaTex.SetData(getAreaTex())
     
     # Compose shader code
     bigOne = self._shader_code[-1]
     edgeVertex = bigOne + self._shader_code[0]
     edgeFragment = bigOne + self._shader_code[1]
     blendVertex = bigOne + self._shader_code[2]
     blendFragment = bigOne + self._shader_code[3]
     neighborhoodVertex = bigOne + self._shader_code[4]
     neighborhoodFragment = bigOne + self._shader_code[5]
     
     
     if True: # Pass 1
         fb = fb_edges = FrameBuffer(W, H)
         edgesTex = RenderTexture(2)
         edgesTex.create_empty_texture(W, H) # Must match depth buffer!
         fb.attach_texture(edgesTex)
         fb.add_depth_buffer()
         #
         fb.enable()
         gl.glClearColor(1,1,1,1);
         gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
         self.setup_scene(0, 0, W, H); gl.glDisable(gl.GL_BLEND)
         #
         shader = Shader(edgeVertex, edgeFragment)
         shader.bind()
         tex.Enable(0)
         shader.uniformi('texture', 0)
         gl.glBegin(gl.GL_QUADS)
         gl.glTexCoord(0,0); gl.glVertex(0,0); 
         gl.glTexCoord(0,1); gl.glVertex(0,1); 
         gl.glTexCoord(1,1); gl.glVertex(1,1); 
         gl.glTexCoord(1,0); gl.glVertex(1,0); 
         gl.glEnd()
         fb.disable()
         tex.Disable()
         shader.unbind()
     
     if True: # Pass 2
         fb = FrameBuffer(W, H)
         blendTex = RenderTexture(2)
         blendTex.create_empty_texture(W, H) # Must match depth buffer!
         fb.attach_texture(blendTex)
         fb.add_depth_buffer()
         #
         fb.enable()
         gl.glClearColor(1,1,1,1);
         gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
         self.setup_scene(0, 0, W, H); gl.glDisable(gl.GL_BLEND)
         #
         shader = Shader(blendVertex, blendFragment)
         shader.bind()
         edgesTex.Enable(0)
         areaTex.Enable(1)
         searchTex.Enable(2)
         shader.uniformi('edge_tex', 0)
         shader.uniformi('area_tex', 1)
         shader.uniformi('search_tex', 2)
         #
         gl.glBegin(gl.GL_QUADS)
         gl.glTexCoord(0,0); gl.glVertex(0,0); 
         gl.glTexCoord(0,1); gl.glVertex(0,1); 
         gl.glTexCoord(1,1); gl.glVertex(1,1); 
         gl.glTexCoord(1,0); gl.glVertex(1,0); 
         gl.glEnd()
         fb.disable()
         edgesTex.Disable()
         areaTex.Disable()
         searchTex.Disable()
         shader.unbind()
     
     if True: # Pass 3
         gl.glClearColor(1,1,1,1);
         gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
         self.setup_scene(0, 0, W, H); gl.glDisable(gl.GL_BLEND)
         #
         shader = Shader(neighborhoodVertex, neighborhoodFragment)
         shader.bind()
         tex.Enable(0)
         blendTex.Enable(1)
         shader.uniformi('texture', 0)
         shader.uniformi('blend_tex', 1)
         #
         gl.glBegin(gl.GL_QUADS)
         gl.glTexCoord(0,0); gl.glVertex(0,0); 
         gl.glTexCoord(0,1); gl.glVertex(0,1); 
         gl.glTexCoord(1,1); gl.glVertex(1,1); 
         gl.glTexCoord(1,0); gl.glVertex(1,0); 
         gl.glEnd()
         tex.Disable()
         blendTex.Disable()
         shader.unbind()
Esempio n. 5
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 def _pass_aa(self, tex):
     if self._npasses == 1:
         # Prepare for drawing texture to screen
         gl.glClearColor(1,1,1,1);
         gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
         self.setup_scene(0, 0, W, H)
         tex.Enable(0)
         shader = Shader(None, self._shader_code[0])
         shader.bind()
         shader.uniformf('shape', W, H)
         shader.uniformi('texture', 0)
         # Draw texture to screen
         gl.glBegin(gl.GL_QUADS)
         gl.glTexCoord(0,0); gl.glVertex(0,0); 
         gl.glTexCoord(0,1); gl.glVertex(0,1); 
         gl.glTexCoord(1,1); gl.glVertex(1,1); 
         gl.glTexCoord(1,0); gl.glVertex(1,0); 
         gl.glEnd()
         shader.unbind()
         tex.Disable()
         return
     
     # We get here only if npasses != 1
     
     for i in range(self._npasses):
         # Create frame buffer to render to
         fb = fb_edges = FrameBuffer(W, H)
         resultTex = RenderTexture(2)
         resultTex.create_empty_texture(W, H) # Must match depth buffer!
         fb.attach_texture(resultTex)
         fb.add_depth_buffer()
         fb.enable()
         # Prepare for drawing texture to screen
         gl.glClearColor(1,1,1,1);
         gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
         self.setup_scene(0, 0, W, H)
         tex.Enable(0)
         shader = Shader(None, self._shader_code[0])
         shader.bind()
         shader.uniformf('shape', W, H)
         shader.uniformi('texture', 0)
         # Draw texture to screen
         gl.glBegin(gl.GL_QUADS)
         gl.glTexCoord(0,0); gl.glVertex(0,0); 
         gl.glTexCoord(0,1); gl.glVertex(0,1); 
         gl.glTexCoord(1,1); gl.glVertex(1,1); 
         gl.glTexCoord(1,0); gl.glVertex(1,0); 
         gl.glEnd()
         shader.unbind()
         tex.Disable()
         fb.disable()
         # Prepare for next round
         tex = resultTex
     
     # Prepare for drawing texture to screen
     gl.glClearColor(1,1,1,1);
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     self.setup_scene(0, 0, W, H)
     tex.Enable(0)
     # Draw texture to screen
     gl.glBegin(gl.GL_QUADS)
     gl.glTexCoord(0,0); gl.glVertex(0,0); 
     gl.glTexCoord(0,1); gl.glVertex(0,1); 
     gl.glTexCoord(1,1); gl.glVertex(1,1); 
     gl.glTexCoord(1,0); gl.glVertex(1,0); 
     gl.glEnd()
     tex.Disable()
Esempio n. 6
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    def _pass_smaa(self, tex):
        # Get precomputed textures
        from smaa_tex import getSearchTex, getAreaTex
        searchTex = RenderTexture(2)
        searchTex.SetData(getSearchTex())
        areaTex = RenderTexture(2)
        areaTex._interpolate = True  # Enforce GL_LINEAR
        areaTex.SetData(getAreaTex())

        # Compose shader code
        bigOne = self._shader_code[-1]
        edgeVertex = bigOne + self._shader_code[0]
        edgeFragment = bigOne + self._shader_code[1]
        blendVertex = bigOne + self._shader_code[2]
        blendFragment = bigOne + self._shader_code[3]
        neighborhoodVertex = bigOne + self._shader_code[4]
        neighborhoodFragment = bigOne + self._shader_code[5]

        if True:  # Pass 1
            fb = fb_edges = FrameBuffer(W, H)
            edgesTex = RenderTexture(2)
            edgesTex.create_empty_texture(W, H)  # Must match depth buffer!
            fb.attach_texture(edgesTex)
            fb.add_depth_buffer()
            #
            fb.enable()
            gl.glClearColor(1, 1, 1, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            self.setup_scene(0, 0, W, H)
            gl.glDisable(gl.GL_BLEND)
            #
            shader = Shader(edgeVertex, edgeFragment)
            shader.bind()
            tex.Enable(0)
            shader.uniformi('texture', 0)
            gl.glBegin(gl.GL_QUADS)
            gl.glTexCoord(0, 0)
            gl.glVertex(0, 0)
            gl.glTexCoord(0, 1)
            gl.glVertex(0, 1)
            gl.glTexCoord(1, 1)
            gl.glVertex(1, 1)
            gl.glTexCoord(1, 0)
            gl.glVertex(1, 0)
            gl.glEnd()
            fb.disable()
            tex.Disable()
            shader.unbind()

        if True:  # Pass 2
            fb = FrameBuffer(W, H)
            blendTex = RenderTexture(2)
            blendTex.create_empty_texture(W, H)  # Must match depth buffer!
            fb.attach_texture(blendTex)
            fb.add_depth_buffer()
            #
            fb.enable()
            gl.glClearColor(1, 1, 1, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            self.setup_scene(0, 0, W, H)
            gl.glDisable(gl.GL_BLEND)
            #
            shader = Shader(blendVertex, blendFragment)
            shader.bind()
            edgesTex.Enable(0)
            areaTex.Enable(1)
            searchTex.Enable(2)
            shader.uniformi('edge_tex', 0)
            shader.uniformi('area_tex', 1)
            shader.uniformi('search_tex', 2)
            #
            gl.glBegin(gl.GL_QUADS)
            gl.glTexCoord(0, 0)
            gl.glVertex(0, 0)
            gl.glTexCoord(0, 1)
            gl.glVertex(0, 1)
            gl.glTexCoord(1, 1)
            gl.glVertex(1, 1)
            gl.glTexCoord(1, 0)
            gl.glVertex(1, 0)
            gl.glEnd()
            fb.disable()
            edgesTex.Disable()
            areaTex.Disable()
            searchTex.Disable()
            shader.unbind()

        if True:  # Pass 3
            gl.glClearColor(1, 1, 1, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            self.setup_scene(0, 0, W, H)
            gl.glDisable(gl.GL_BLEND)
            #
            shader = Shader(neighborhoodVertex, neighborhoodFragment)
            shader.bind()
            tex.Enable(0)
            blendTex.Enable(1)
            shader.uniformi('texture', 0)
            shader.uniformi('blend_tex', 1)
            #
            gl.glBegin(gl.GL_QUADS)
            gl.glTexCoord(0, 0)
            gl.glVertex(0, 0)
            gl.glTexCoord(0, 1)
            gl.glVertex(0, 1)
            gl.glTexCoord(1, 1)
            gl.glVertex(1, 1)
            gl.glTexCoord(1, 0)
            gl.glVertex(1, 0)
            gl.glEnd()
            tex.Disable()
            blendTex.Disable()
            shader.unbind()
Esempio n. 7
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    def _pass_aa(self, tex):
        if self._npasses == 1:
            # Prepare for drawing texture to screen
            gl.glClearColor(1, 1, 1, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            self.setup_scene(0, 0, W, H)
            tex.Enable(0)
            shader = Shader(None, self._shader_code[0])
            shader.bind()
            shader.uniformf('shape', W, H)
            shader.uniformi('texture', 0)
            # Draw texture to screen
            gl.glBegin(gl.GL_QUADS)
            gl.glTexCoord(0, 0)
            gl.glVertex(0, 0)
            gl.glTexCoord(0, 1)
            gl.glVertex(0, 1)
            gl.glTexCoord(1, 1)
            gl.glVertex(1, 1)
            gl.glTexCoord(1, 0)
            gl.glVertex(1, 0)
            gl.glEnd()
            shader.unbind()
            tex.Disable()
            return

        # We get here only if npasses != 1

        for i in range(self._npasses):
            # Create frame buffer to render to
            fb = fb_edges = FrameBuffer(W, H)
            resultTex = RenderTexture(2)
            resultTex.create_empty_texture(W, H)  # Must match depth buffer!
            fb.attach_texture(resultTex)
            fb.add_depth_buffer()
            fb.enable()
            # Prepare for drawing texture to screen
            gl.glClearColor(1, 1, 1, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            self.setup_scene(0, 0, W, H)
            tex.Enable(0)
            shader = Shader(None, self._shader_code[0])
            shader.bind()
            shader.uniformf('shape', W, H)
            shader.uniformi('texture', 0)
            # Draw texture to screen
            gl.glBegin(gl.GL_QUADS)
            gl.glTexCoord(0, 0)
            gl.glVertex(0, 0)
            gl.glTexCoord(0, 1)
            gl.glVertex(0, 1)
            gl.glTexCoord(1, 1)
            gl.glVertex(1, 1)
            gl.glTexCoord(1, 0)
            gl.glVertex(1, 0)
            gl.glEnd()
            shader.unbind()
            tex.Disable()
            fb.disable()
            # Prepare for next round
            tex = resultTex

        # Prepare for drawing texture to screen
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self.setup_scene(0, 0, W, H)
        tex.Enable(0)
        # Draw texture to screen
        gl.glBegin(gl.GL_QUADS)
        gl.glTexCoord(0, 0)
        gl.glVertex(0, 0)
        gl.glTexCoord(0, 1)
        gl.glVertex(0, 1)
        gl.glTexCoord(1, 1)
        gl.glVertex(1, 1)
        gl.glTexCoord(1, 0)
        gl.glVertex(1, 0)
        gl.glEnd()
        tex.Disable()