def __init__(self, **kwargs):
        super().__init__(**kwargs)


        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec3 vert;

                out float gradient;

                uniform mat4 Mvp;
                uniform int size;

                void main() {
                    gl_PointSize = size;
                    gradient = (vert.z+1)*0.5;
                    gl_Position = Mvp * vec4(vert, 1.0);
                }
            ''',
            fragment_shader='''
                #version 330

                in float gradient;

                uniform vec3 colorA;
                uniform vec3 colorB;

                out vec4 outColor;

                void main() {

                    vec3 color = mix(colorA,colorB,gradient);
                    outColor = vec4(color, 1.0);
                }
            ''',
        )

        # Camera setup
        self.camera = Camera(self.aspect_ratio)
        self.camera._camera_position = Vector3([0.0, 0.0, -20.0])
        self.camera._move_horizontally = 20
        self.camera.build_look_at()

        self.mvp = self.prog['Mvp']
        self.colorA = self.prog['colorA']
        self.colorB = self.prog['colorB']
        self.size = self.prog['size']

        self.colorA.value = (0.1,1.0,0.0)
        self.colorB.value = (0.0,0.0,1.0)
        self.colorSelector = 0
        self.size.value = 5

        self.vbo = self.ctx.buffer(self.initData(1).astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
Esempio n. 2
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.petr4_h = pd.read_csv("../data/" + selected_symbol + '_yf_data')

        self.candlestick_chart = CandleStickChart(self)
        self.candlestick_chart.set_data(self.petr4_h, csl[csl.Symbol == selected_symbol])
Esempio n. 3
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                uniform float dataPlot[1000];
                uniform bool up;
                
                out float gradient;

                void main() {

                    gl_PointSize = 3;

                    if (up) {
                        gl_Position = vec4(vert.x, (dataPlot[gl_VertexID]+1)/2, 0.0, 1.0);
                    }
                    else {
                        gl_Position = vec4(vert.x, (dataPlot[gl_VertexID]-1)/2, 0.0, 1.0);
                    }
                    gradient = dataPlot[gl_VertexID]*4;
               
                }
            ''',
            fragment_shader='''
                #version 330

                uniform vec2 resolution;

                in float gradient;

                out vec4 outColor;
                void main() {

                    vec3 color = mix(vec3(1.0,1.0,1.0),vec3(1.0,0.0,0.0),abs(gradient));
                    outColor = vec4(color,1.0); 
                }
            ''',
        )

        self.dataPlot = self.prog['dataPlot']
        self.up = self.prog['up']
        self.up.value = True
        self.audio = np.zeros((1000, 2))
        self.rate = 0
        self.startTime = 0
        self.songTime = 0

        self.vbo = self.ctx.buffer(self.initLines().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
Esempio n. 4
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.cube = geometry.cube(size=(2, 2, 2))
        self.prog = self.load_program('programs/cube_simple.glsl')
        self.prog['color'].value = (1.0, 1.0, 1.0, 1.0)
        self.prog['m_camera'].write(Matrix44.identity(dtype='f4'))
        self.prog['m_proj'].write(Matrix44.perspective_projection(75, self.wnd.aspect_ratio, 1, 100, dtype='f4'))
        self.slider_value = 88
Esempio n. 5
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.cube = geometry.cube(size=(2, 2, 2))
        self.prog = self.load_program('programs/cube_simple.glsl')
        self.prog['color'].value = (1.0, 1.0, 1.0, 1.0)
        self.prog['m_camera'].write(Matrix44.identity(dtype='f4'))
        self.prog['m_proj'].write(
            Matrix44.perspective_projection(75, 1.0, 1, 100, dtype='f4'))

        self.fbo = self.ctx.framebuffer(
            color_attachments=self.ctx.texture((512, 512), 4),
            depth_attachment=self.ctx.depth_texture((512, 512)),
        )
        # Ensure imgui knows about this texture
        # This is the color layer in the framebuffer
        self.imgui.register_texture(self.fbo.color_attachments[0])
Esempio n. 6
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    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.world_texture01 = self.ctx.texture(self.map_size, 1, dtype="f1")
        self.world_texture01.repeat_x, self.world_texture01.repeat_y = False, False
        self.world_texture01.filter = mgl.NEAREST, mgl.NEAREST

        self.world_texture02 = self.ctx.texture(self.map_size, 1, dtype="f1")
        self.world_texture02.repeat_x, self.world_texture02.repeat_y = False, False
        self.world_texture02.filter = mgl.NEAREST, mgl.NEAREST

        data = gen_data(SlimeConfig.N, self.map_size).astype("f4")
        self.slimes = self.ctx.buffer(data)  # each slime has a position and angle

        self.load_programs()

        self.update_uniforms()

        self.quad_fs = quad_fs(normals=False)
class WindowEvents(mglw.WindowConfig):
    gl_version = (3, 3)
    title = "imgui Integration"
    resource_dir = (Path(__file__).parent / 'resources').resolve()
    aspect_ratio = None

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.cube = geometry.cube(size=(2, 2, 2))
        self.prog = self.load_program('programs/cube_simple.glsl')
        self.prog['color'].value = (1.0, 1.0, 1.0, 1.0)
        self.prog['m_camera'].write(Matrix44.identity(dtype='f4'))
        self.prog['m_proj'].write(
            Matrix44.perspective_projection(75,
                                            self.wnd.aspect_ratio,
                                            1,
                                            100,
                                            dtype='f4'))

    def render(self, time: float, frametime: float):
        rotation = Matrix44.from_eulers((time, time, time), dtype='f4')
        translation = Matrix44.from_translation((0.0, 0.0, -3.5), dtype='f4')
        model = translation * rotation

        self.ctx.enable(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
        self.prog['m_model'].write(model)
        self.cube.render(self.prog)

        self.render_ui()

    def render_ui(self):
        imgui.new_frame()
        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("File", True):

                clicked_quit, selected_quit = imgui.menu_item(
                    "Quit", 'Cmd+Q', False, True)

                if clicked_quit:
                    exit(1)

                imgui.end_menu()
            imgui.end_main_menu_bar()

        imgui.show_test_window()

        imgui.begin("Custom window", True)
        imgui.text("Bar")
        imgui.text_colored("Eggs", 0.2, 1., 0.)
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def resize(self, width: int, height: int):
        self.prog['m_proj'].write(
            Matrix44.perspective_projection(75,
                                            self.wnd.aspect_ratio,
                                            1,
                                            100,
                                            dtype='f4'))
        self.imgui.resize(width, height)

    def key_event(self, key, action, modifiers):
        self.imgui.key_event(key, action, modifiers)

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)
Esempio n. 8
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;

                void main() {

                    gl_Position = vec4(vert, 0.0, 1.0);
                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 color;
                void main() {
                    color = vec4(1.0, 0.0, 0.0, 1.0);
                }
            ''',
        )

        self.picProg = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                out vec2 v_text;


                void main() {

                    gl_Position = vec4(vert, 0.0, 1.0);
                    v_text = vec2(vert.x+0.5,vert.y-0.1);
                }
            ''',
            fragment_shader='''
                #version 330

                uniform sampler2D Texture;

                in vec2 v_text;

                out vec4 outColor;
                void main() {
                    outColor = texture(Texture, v_text, 0.0);
                }
            ''',
        )

        self.picProg['Texture'] = 0
        self.texture = self.load_texture_2d('logmap.png')

        self.r = 3

        vertices = np.array([
            0.5,
            1.0,
            -0.5,
            1.0,
            -0.5,
            0.1,
            0.5,
            0.1,
        ],
                            dtype='f4')

        self.line = np.array([
            -0.0845,
            0.25,
            -0.0845,
            0.925,
        ], dtype='f4')

        self.pic_vbo = self.ctx.buffer(vertices)
        self.pic_vao = self.ctx.simple_vertex_array(self.picProg, self.pic_vbo,
                                                    'vert')

        self.line_vbo = self.ctx.buffer(self.line)
        self.line_vao = self.ctx.simple_vertex_array(self.prog, self.line_vbo,
                                                     'vert')

        self.vbo = self.ctx.buffer(self.generateFunc().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
Esempio n. 9
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class Logmap(Window):
    title = "Logistic map"
    gl_version = (3, 3)

    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;

                void main() {

                    gl_Position = vec4(vert, 0.0, 1.0);
                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 color;
                void main() {
                    color = vec4(1.0, 0.0, 0.0, 1.0);
                }
            ''',
        )

        self.picProg = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                out vec2 v_text;


                void main() {

                    gl_Position = vec4(vert, 0.0, 1.0);
                    v_text = vec2(vert.x+0.5,vert.y-0.1);
                }
            ''',
            fragment_shader='''
                #version 330

                uniform sampler2D Texture;

                in vec2 v_text;

                out vec4 outColor;
                void main() {
                    outColor = texture(Texture, v_text, 0.0);
                }
            ''',
        )

        self.picProg['Texture'] = 0
        self.texture = self.load_texture_2d('logmap.png')

        self.r = 3

        vertices = np.array([
            0.5,
            1.0,
            -0.5,
            1.0,
            -0.5,
            0.1,
            0.5,
            0.1,
        ],
                            dtype='f4')

        self.line = np.array([
            -0.0845,
            0.25,
            -0.0845,
            0.925,
        ], dtype='f4')

        self.pic_vbo = self.ctx.buffer(vertices)
        self.pic_vao = self.ctx.simple_vertex_array(self.picProg, self.pic_vbo,
                                                    'vert')

        self.line_vbo = self.ctx.buffer(self.line)
        self.line_vao = self.ctx.simple_vertex_array(self.prog, self.line_vbo,
                                                     'vert')

        self.vbo = self.ctx.buffer(self.generateFunc().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')

    def render(self, time: float, frame_time: float):

        self.fps = 1 / frame_time

        back = (0.2, 0.2, 0.2)
        self.ctx.clear(back[0], back[1], back[2])
        self.vao.render(mode=moderngl.LINE_STRIP)

        self.texture.use(0)
        self.pic_vao.render(moderngl.TRIANGLE_FAN)

        self.line_vao.render(mode=moderngl.LINES)

        self.render_ui()

    def generateFunc(self):

        positions = np.linspace(-0.9, 0.9, 100)
        out = []
        x = 0.5
        for pos in range(100):
            out.append(positions[pos])
            out.append(x - 1)
            x = self.r * x * (1 - x)

        return np.array(out)

    def render_ui(self):
        imgui.new_frame()

        imgui.begin("Description - Logistic map ", False)
        imgui.text("R: %.2f" % self.r)
        imgui.text("FPS: %.2f" % self.fps)
        imgui.text("==========================")
        imgui.text("The top picture shows the ")
        imgui.text("Bifurcation diagram of the Logistic map.")
        imgui.text("The bottom graph shows the first")
        imgui.text("64 values with x starting at 0,5.")
        imgui.text("For R > 3, the values in the population")
        imgui.text("will approach oscilation between two values")
        imgui.text("this later changes to 4, 8 etc. values.")
        imgui.text("At roughly R > 3.57 there are no longer")
        imgui.text("oscilations with a finite period,")
        imgui.text("with the exceptions of small islands")
        imgui.text("where values oscilate, before becoming")
        imgui.text("chaotic once again.")
        imgui.end()

        imgui.begin("Controls - Logistic map", False)
        imgui.text("Press LEFT and RIGHT to")
        imgui.text("change the value of R")
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    # Events for imgui
    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    # Events to interact with the visualisation
    def key_event(self, key, action, modifiers):
        if key == self.wnd.keys.RIGHT and action == self.wnd.keys.ACTION_PRESS:
            self.changeR(True)
        if key == self.wnd.keys.LEFT and action == self.wnd.keys.ACTION_PRESS:
            self.changeR(False)

    def changeR(self, up):
        if (up and self.r < 3.99):
            self.r = self.r + 0.01
            self.line[0] = self.line[0] + 0.00485
            self.line[2] = self.line[2] + 0.00485
            self.updateVao()
        if ((not up) and self.r > 2.4):
            self.r = self.r - 0.01
            self.line[0] = self.line[0] - 0.00485
            self.line[2] = self.line[2] - 0.00485
            self.updateVao()

    def updateVao(self):
        self.vbo = self.ctx.buffer(self.generateFunc().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        self.line_vbo = self.ctx.buffer(self.line)
        self.line_vao = self.ctx.simple_vertex_array(self.prog, self.line_vbo,
                                                     'vert')
Esempio n. 10
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class WindowEvents(mglw.WindowConfig):
    gl_version = (3, 3)
    title = "imgui Integration"
    resource_dir = (Path(__file__).parent / 'resources').resolve()
    aspect_ratio = None

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.petr4_h = pd.read_csv("../data/" + selected_symbol + '_yf_data')

        self.candlestick_chart = CandleStickChart(self)
        self.candlestick_chart.set_data(self.petr4_h, csl[csl.Symbol == selected_symbol])

    def render(self, time: float, frametime: float):
        global selected_symbol
        global input_text
        self.candlestick_chart.render()
        imgui.new_frame()
        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("File", True):
                clicked_quit, selected_quit = imgui.menu_item(
                    "Quit", 'Cmd+Q', False, True
                )
                if clicked_quit:
                    exit(1)
                imgui.end_menu()
            changed, value = imgui.input_text("", input_text, 30)
            if changed:
                imgui.set_next_window_position(imgui.get_item_rect_min().x,
                                               imgui.get_item_rect_max().y)
                imgui.set_next_window_size(imgui.get_item_rect_size().x, 0)
                if imgui.begin("##popup", False,
                               imgui.WINDOW_NO_TITLE_BAR | imgui.WINDOW_NO_MOVE | imgui.WINDOW_NO_RESIZE):
                    for index, row in symbol_list.iterrows():
                        if value.upper() in row[0]:
                            opened, selected = imgui.selectable(row[0] + " - " + row[2])
                            if imgui.is_item_clicked():
                                input_text = row[0]
                                selected_symbol = row[0]
                imgui.end()
            if imgui.button("download"):
                yfc.download(selected_symbol, symbol_data_file())
            imgui.end_main_menu_bar()

        if not imgui.get_io().want_capture_mouse:
            self.candlestick_chart.render_gui()
        # if len(df):
        #     graphics.draw_table(df, 0)

        imgui.show_test_window()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def resize(self, width: int, height: int):
        self.imgui.resize(width, height)

    def key_event(self, key, action, modifiers):
        self.imgui.key_event(key, action, modifiers)

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)
        if not imgui.get_io().want_capture_mouse:
            self.candlestick_chart.mouse_drag_event(dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)
        if not imgui.get_io().want_capture_mouse:
            self.candlestick_chart.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)
        if not imgui.get_io().want_capture_mouse:
            self.candlestick_chart.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)
        if not imgui.get_io().want_capture_mouse:
            self.candlestick_chart.mouse_release_event(x, y, button)

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)
Esempio n. 11
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class Music(Window):
    title = "Title"
    gl_version = (3, 3)

    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                uniform float dataPlot[1000];
                uniform bool up;
                
                out float gradient;

                void main() {

                    gl_PointSize = 3;

                    if (up) {
                        gl_Position = vec4(vert.x, (dataPlot[gl_VertexID]+1)/2, 0.0, 1.0);
                    }
                    else {
                        gl_Position = vec4(vert.x, (dataPlot[gl_VertexID]-1)/2, 0.0, 1.0);
                    }
                    gradient = dataPlot[gl_VertexID]*4;
               
                }
            ''',
            fragment_shader='''
                #version 330

                uniform vec2 resolution;

                in float gradient;

                out vec4 outColor;
                void main() {

                    vec3 color = mix(vec3(1.0,1.0,1.0),vec3(1.0,0.0,0.0),abs(gradient));
                    outColor = vec4(color,1.0); 
                }
            ''',
        )

        self.dataPlot = self.prog['dataPlot']
        self.up = self.prog['up']
        self.up.value = True
        self.audio = np.zeros((1000, 2))
        self.rate = 0
        self.startTime = 0
        self.songTime = 0

        self.vbo = self.ctx.buffer(self.initLines().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')

    def render(self, time: float, frame_time: float):
        self.ctx.enable_only(moderngl.PROGRAM_POINT_SIZE)
        self.fps = 1 / frame_time

        self.ctx.clear(0.2, 0.2, 0.2)

        if ((time - self.startTime) < (self.songTime)):
            self.up.value = True
            self.calculateSample(self.audio[:, 0], time - self.startTime)
            self.vao.render(mode=moderngl.POINTS)

            self.up.value = False
            self.calculateSample(self.audio[:, 1], time - self.startTime)
            self.vao.render(mode=moderngl.POINTS)

        self.render_ui(time)

    def calculateSample(self, channel, time):
        bigTime = int(time * self.rate)
        value = (channel[0 + bigTime:1000 + bigTime] / (32767 * 2)).tolist()
        self.dataPlot.value = value

    def initLines(self):
        u = np.linspace(-0.8, 0.8, 1000)
        v = np.repeat(0.0, 1000)

        return np.array(list(zip(u, v))).flatten()

    def playSong(self, index, time):
        self.startTime = time
        winsound.PlaySound(None, winsound.SND_PURGE)
        if (index == 0):
            path = 'data/songs/sweet_dreams.wav'
        if (index == 1):
            path = 'data/songs/omnissiah.wav'
        if (index == 2):
            path = 'data/songs/lift.wav'
        self.rate, self.audio = scipyio.read(path)
        winsound.PlaySound(path, winsound.SND_ASYNC | winsound.SND_ALIAS)
        self.songTime = (len(self.audio) / self.rate) - 2

    def render_ui(self, time):
        imgui.new_frame()

        imgui.begin("Description - Music", False)
        imgui.text("Pick a song to vizualize:")
        comboOut = imgui.listbox("", -1, [
            "Sweet Dreams", "Children of the Omnissiah", "We all lift together"
        ])
        imgui.text("FPS: %.2f" % self.fps)
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())
        if comboOut[0]:
            self.playSong(comboOut[1], time)

    # Events for imgui
    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    # Events to interact with the visualisation
    def key_event(self, key, action, modifiers):
        print(key)
Esempio n. 12
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class App(mglw.WindowConfig, ABC):
    gl_version = (3, 3)
    title = "App"
    resource_dir = (Path(__file__).parent.parent / 'resources').resolve()
    aspect_ratio = None
    scene: [SceneObject]
    camera: OrthographicCamera

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)
        self.scene = []
        self.camera = OrthographicCamera((0, 0), 5, self.wnd)

    def render(self, time: float, frametime: float):
        imgui.new_frame()
        self.render_callback(time)
        imgui.render()
        self.imgui.render(imgui.get_draw_data())
        pass

    @abstractmethod
    def render_callback(self, time: float):
        pass

    def resize(self, width: int, height: int):
        self.imgui.resize(width, height)

    def key_event(self, key, action, modifiers):
        self.imgui.key_event(key, action, modifiers)

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)
        if not imgui.get_io().want_capture_mouse:
            wd = self.camera.unproject_distance(dx, dy)
            control_camera = True
            for o in self.scene:
                o.mouse_drag_event(wd[0], wd[1])
                if o.want_use_mouse:
                    control_camera = False
            if control_camera:
                self.camera.mouse_drag_event(dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)
        if not imgui.get_io().want_capture_mouse:
            control_camera = True
            for o in self.scene:
                o.mouse_scroll_event(x_offset, y_offset)
                if o.want_use_mouse:
                    control_camera = False
            if control_camera:
                self.camera.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)
        if not imgui.get_io().want_capture_mouse:
            sp = x, self.camera.viewport()[1] - y
            wp = self.camera.unproject(sp[0], sp[1])
            for o in self.scene:
                o.mouse_press_event(wp[0], wp[1], button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)
        if not imgui.get_io().want_capture_mouse:
            sp = x, self.camera.viewport()[1] - y
            wp = self.camera.unproject(sp[0], sp[1])
            for o in self.scene:
                o.mouse_release_event(wp[0], wp[1], button)

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)
Esempio n. 13
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class WindowEvents(mglw.WindowConfig):
    gl_version = (3, 3)
    title = "imgui Integration"
    resource_dir = (Path(__file__).parent / '../examples/resources').resolve()
    aspect_ratio = None

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.cube = geometry.cube(size=(2, 2, 2))
        self.prog = self.load_program('programs/cube_simple.glsl')
        self.prog['color'].value = (1.0, 1.0, 1.0, 1.0)
        self.prog['m_camera'].write(Matrix44.identity(dtype='f4'))
        self.prog['m_proj'].write(
            Matrix44.perspective_projection(75, 1.0, 1, 100, dtype='f4'))

        self.fbo = self.ctx.framebuffer(
            color_attachments=self.ctx.texture((512, 512), 4),
            depth_attachment=self.ctx.depth_texture((512, 512)),
        )
        # Ensure imgui knows about this texture
        # This is the color layer in the framebuffer
        self.imgui.register_texture(self.fbo.color_attachments[0])

    def render(self, time: float, frametime: float):
        # Rotate/move cube
        rotation = Matrix44.from_eulers((time, time, time), dtype='f4')
        translation = Matrix44.from_translation((0.0, 0.0, -3.5), dtype='f4')
        model = translation * rotation

        # Render cube to offscreen texture / fbo
        self.fbo.use()
        self.fbo.clear()
        self.ctx.enable(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
        self.prog['m_model'].write(model)
        self.cube.render(self.prog)

        # Render UI to screen
        self.wnd.use()
        self.render_ui()

    def render_ui(self):
        """Render the UI"""
        imgui.new_frame()
        if imgui.begin_main_menu_bar():
            if imgui.begin_menu("File", True):

                clicked_quit, selected_quit = imgui.menu_item(
                    "Quit", 'Cmd+Q', False, True)

                if clicked_quit:
                    exit(1)

                imgui.end_menu()
            imgui.end_main_menu_bar()

        imgui.show_test_window()

        imgui.begin("Custom window", True)
        imgui.text("Bar")
        imgui.text_colored("Eggs", 0.2, 1., 0.)
        imgui.end()

        # Create window with the framebuffer image
        imgui.begin("Custom window with Image", True)
        # Create an image control by passing in the OpenGL texture ID (glo)
        # and pass in the image size as well.
        # The texture needs to he registered using register_texture for this to work
        imgui.image(self.fbo.color_attachments[0].glo, *self.fbo.size)
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def resize(self, width: int, height: int):
        self.imgui.resize(width, height)

    def key_event(self, key, action, modifiers):
        self.imgui.key_event(key, action, modifiers)

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)
Esempio n. 14
0
class Politics(Window):
    title = "Mandates graph"
    gl_version = (3, 3)

    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(vertex_shader='''
                #version 330

                in vec2 in_vert;

                uniform int inSeats[10];
                uniform int size;

                flat out int colIndex;

                int compare = inSeats[0];
                int selector = 0;


                void main() {
                    gl_Position = vec4(in_vert,0.0,1.0);
                    gl_PointSize = size;
                    
                    if (gl_VertexID < inSeats[0]) {
                        colIndex = 0;
                    }
                    else if (gl_VertexID < inSeats[1]) {
                        colIndex = 1;
                    }
                    else if (gl_VertexID < inSeats[2]) {
                        colIndex = 2;
                    }
                    else if (gl_VertexID < inSeats[3]) {
                        colIndex = 3;
                    }
                    else if (gl_VertexID < inSeats[4]) {
                        colIndex = 4;
                    }
                    else if (gl_VertexID < inSeats[5]) {
                        colIndex = 5;
                    }
                    else if (gl_VertexID < inSeats[6]) {
                        colIndex = 6;
                    }
                    else if (gl_VertexID < inSeats[7]) {
                        colIndex = 7;
                    }
                    else if (gl_VertexID < inSeats[8]) {
                        colIndex = 8;
                    }
                    else if (gl_VertexID < inSeats[9]) {
                        colIndex = 9;
                    }
                }
            ''',
                                     fragment_shader='''
                #version 330

                flat in int colIndex;

                uniform vec3 back;
                uniform bool round;

                out vec4 outColor;

                vec3 ano = vec3(0,255,251);
                vec3 ods = vec3(0,0,255);
                vec3 pir = vec3(0,0,0);
                vec3 spd = vec3(97,75,3);
                vec3 ksc = vec3(255,0,0);
                vec3 csd = vec3(255,123,0);
                vec3 kdu = vec3(255,255,0);
                vec3 top = vec3(136,0,255);
                vec3 stn = vec3(0,158,18);
                vec3 nan = vec3(255,255,255);

                vec3 colors[10] = vec3[](ano,ods,pir,spd,ksc,csd,kdu,top,stn,nan);
                vec3 color;

                

                void main() {
                    
                    color = colors[colIndex];
                    float r = color.x / 255;
                    float g = color.y / 255;
                    float b = color.z / 255;


                    vec3 normColor = vec3(r,g,b);

                    if (round)
                    {
                        float dist = step(length(gl_PointCoord.xy - vec2(0.5)), 0.5);
                        if (dist == 0.0) 
                        {
                            outColor = vec4(back ,1.0);
                        }
                        else 
                        {
                            outColor = vec4(dist * normColor, dist);
                        }
                    }
                    else 
                    {
                        outColor = vec4(normColor,1.0);
                    }

                    
                }

                
            ''')

        self.seats = self.prog['inSeats']
        self.back = self.prog['back']
        self.size = self.prog['size']
        self.round = self.prog['round']

        self.round.value = True
        self.size.value = 20

        self.gridx = 0.5
        self.gridy = 0.1

        self.seats.value = calculateCumulative(
            [78, 23, 22, 19, 15, 14, 10, 7, 6, 6])

        self.states = {
            self.wnd.keys.UP: False,
            self.wnd.keys.DOWN: False,
            self.wnd.keys.W: False,
            self.wnd.keys.S: False,
            self.wnd.keys.A: False,
            self.wnd.keys.D: False,
        }

    def changeSize(self, bigger: bool):
        if (bigger):
            self.size.value = self.size.value + 1
        else:
            self.size.value = self.size.value - 1

    def changePointShape(self):
        self.round.value = not self.round.value

    def changeGrid(self, bigger: bool, horiz: bool):
        if (horiz):
            if (bigger):
                self.gridx = self.gridx + 0.01
            else:
                self.gridx = self.gridx - 0.01
        else:
            if (bigger):
                self.gridy = self.gridy + 0.001
            else:
                self.gridy = self.gridy - 0.001

    def control(self):
        if self.states.get(self.wnd.keys.UP):
            self.changeSize(True)
        if self.states.get(self.wnd.keys.DOWN):
            self.changeSize(False)
        if self.states.get(self.wnd.keys.W):
            self.changeGrid(bigger=True, horiz=False)
        if self.states.get(self.wnd.keys.S):
            self.changeGrid(bigger=False, horiz=False)
        if self.states.get(self.wnd.keys.A):
            self.changeGrid(bigger=True, horiz=True)
        if self.states.get(self.wnd.keys.D):
            self.changeGrid(bigger=False, horiz=True)

    def key_event(self, key, action, modifiers):
        if key not in self.states:
            if key == self.wnd.keys.P and action == self.wnd.keys.ACTION_PRESS:
                self.changePointShape()
            return

        if action == self.wnd.keys.ACTION_PRESS:
            self.states[key] = True
        else:
            self.states[key] = False

    def render(self, time: float, frame_time: float):

        self.fps = 1 / frame_time

        self.control()

        self.vbo = self.ctx.buffer(
            grid(self.gridx, 0.8, 20, 10, self.gridy).astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'in_vert')

        self.ctx.enable_only(moderngl.PROGRAM_POINT_SIZE)
        back = (0.2, 0.2, 0.2)
        self.back.value = back
        self.ctx.clear(back[0], back[1], back[2])
        self.vao.render(mode=moderngl.POINTS)

        self.render_ui()

    def render_ui(self):
        imgui.new_frame()

        imgui.begin("Description - Political parties", False)
        imgui.text(
            "Visualisation of the number of mandates held by different political parties"
        )
        imgui.text("FPS: %.2f" % self.fps)
        imgui.text("Parties:")
        imgui.text_colored("ANO", 0, 1, 251 / 255)
        imgui.text_colored("ODS", 0, 0, 1)
        imgui.text_colored("Pirate party", 0.5, 0.5, 0.5)
        imgui.text_colored("SPD", 97 / 255, 75 / 255, 3 / 255)
        imgui.text_colored("Communist party", 1, 0, 0)
        imgui.text_colored("CSSD", 1, 123 / 255, 0)
        imgui.text_colored("KDU-CLS", 1, 1, 0)
        imgui.text_colored("TOP 09", 136 / 255, 0, 1)
        imgui.text_colored("STAN", 0, 158 / 255, 18 / 255)
        imgui.text_colored("Other", 1, 1, 1)
        imgui.end()

        imgui.begin("Controls - Political parties", False)
        imgui.text("Press A/D to change size horizontaly")
        imgui.text("Press W/S to change size vertically")
        imgui.text("Press UP/DOWN to change size of the points")
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)
    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)
        self.space_down = False

        self.prog = self.ctx.program(
            vertex_shader="""
        #version 330
        uniform mat4 transform;
        uniform vec3 clr;
        uniform float aspect;

        in vec3 in_vert;
        out vec3 color;
        out vec2 uv;
        void main() {
            vec3 pos = vec3(in_vert.x, in_vert.y * aspect, 0.0);
            gl_Position = transform * vec4(pos, 1.0);
            uv = vec2(in_vert.x * 0.5 + 0.5, in_vert.y * 0.5 + 0.5);
            uv.y = 1.0 - uv.y;
            color = vec3(1, 0, 0);
        }
        """,
            fragment_shader="""
        #version 330
        uniform sampler2D tex_sampler;

        out vec4 fragColor;
        in vec3 color;
        in vec2 uv;
        void main() {
            fragColor = vec4(texture(tex_sampler, uv).rgb, 1.0);
        }
        """,
        )

        self.reference_texture = self.ctx.texture(
            (dataset.render_size, dataset.render_size), components=3)
        self.prediction_texture = self.ctx.texture(
            (dataset.render_size, dataset.render_size), components=3)
        self.reference_texture.repeat_x = False
        self.reference_texture.repeat_y = False
        self.prediction_texture.repeat_x = False
        self.prediction_texture.repeat_y = False
        self.reference_texture.use(5)
        self.prediction_texture.use(6)

        self.prog['aspect'].value = 12 / 6
        T = pyrr.matrix44.create_from_translation(np.array([-0.5, 0.15, 0]))
        T2 = pyrr.matrix44.create_from_translation(np.array([0.5, 0.15, 0]))
        S = pyrr.matrix44.create_from_scale(np.array([0.4, 0.4, 1]))
        self.M = pyrr.matrix44.multiply(S, T)
        self.M2 = pyrr.matrix44.multiply(S, T2)
        self.transform = self.prog['transform']
        self.transform.value = tuple(self.M.flatten())

        self.observation_textures = []
        self.observation_transforms = []
        for i in range(1, settings.views_per_scene):
            self.observation_textures.append(
                self.ctx.texture((dataset.render_size, dataset.render_size),
                                 components=3))
            self.observation_textures[-1].repeat_x = False
            self.observation_textures[-1].repeat_y = False
            self.observation_textures[-1].use(6 + i)

            T = pyrr.matrix44.create_from_translation(
                np.array([-0.825 + (i - 1) * 0.165, -0.825, 0]))
            S = pyrr.matrix44.create_from_scale(np.array([0.075, 0.075, 1]))
            M = pyrr.matrix44.multiply(S, T)
            self.observation_transforms.append(M)

        self.buffer_textures = []
        self.buffer_transforms = []
        for i in range(len(settings.model.generators[-1].query_passes)):
            self.buffer_textures.append(
                self.ctx.texture((dataset.render_size, dataset.render_size),
                                 components=3))
            self.buffer_textures[-1].repeat_x = False
            self.buffer_textures[-1].repeat_y = False
            self.buffer_textures[-1].use(6 + settings.views_per_scene + i)

            T = pyrr.matrix44.create_from_translation(
                np.array([0.175 + i * 0.165, -0.825, 0]))
            S = pyrr.matrix44.create_from_scale(np.array([0.075, 0.075, 1]))
            M = pyrr.matrix44.multiply(S, T)
            self.buffer_transforms.append(M)

        self.camera = KeyboardCamera(self.wnd.keys, 45.0, 1.0, 0.1, 100.0)
        self.camera.position[0] = 1.5
        self.camera.position[1] = 1.5
        self.camera.position[2] = -1.5
        self.camera._velocity = -2.5
        self.camera._mouse_sensitivity = -0.1

        self.quad = np.array([
            -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
            1.0, 1.0, 0.0, -1.0, 1.0, 0.0
        ],
                             dtype='f4')
        self.quad_vao = self.ctx.simple_vertex_array(
            self.prog, self.ctx.buffer(self.quad), 'in_vert')
Esempio n. 16
0
    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330

                uniform mat4 Mvp;

                in vec3 in_position;
                in vec3 in_normal;

                out vec3 v_vert;
                out vec3 v_norm;

                void main() {
                    gl_Position = Mvp * vec4(in_position, 1.0);
                    v_vert = in_position;
                    v_norm = in_normal;
                }
            ''',
            fragment_shader='''
                #version 330

                uniform vec3 Light;
                uniform float gradient;

                in vec3 v_vert;
                in vec3 v_norm;

                out vec4 f_color;

                void main() {
                    float lum = clamp(dot(normalize(Light - v_vert), normalize(v_norm)), 0.0, 1.0) * 0.8 + 0.2;
                    vec3 color = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),gradient);
                    f_color = vec4(color.xyz * lum, 1.0);
                }
            ''',
        )

        self.prog_map = self.ctx.program(
            vertex_shader='''
                #version 330

                uniform mat4 Mvp;

                in vec3 vert;
                out vec2 v_text;

                void main() {
                    gl_Position = Mvp * vec4(vert, 1.0);
                    v_text = vec2(vert.x/400,vert.y/400);
                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 outColor;

                in vec2 v_text;

                uniform sampler2D Texture;

                void main() {
                    outColor = texture(Texture, v_text, 0.0);
                }
            ''',
        )

        vertices = np.array([
            0.0,
            0.0,
            0.0,
            400.0,
            0.0,
            0.0,
            400.0,
            400.0,
            0.0,
            0.0,
            400.0,
            0.0,
        ],
                            dtype='f4')

        self.prog_map['Texture'] = 0
        self.texture = self.load_texture_2d('EU.jpg')

        self.mvp = self.prog['Mvp']
        self.mvp_map = self.prog_map['Mvp']

        self.light = self.prog['Light']
        self.gradient = self.prog['gradient']

        self.gradient.value = 0

        self.vbo_map = self.ctx.buffer(vertices.astype('f4'))
        self.vao_map = self.ctx.simple_vertex_array(self.prog_map,
                                                    self.vbo_map, 'vert')

        self.obj = self.load_scene('car3.obj', cache=True)

        self.vao = self.obj.root_nodes[0].mesh.vao.instance(self.prog)

        self.movX = 200
        self.movY = -200
        self.movZ = 300
        self.fps = 0

        self.production = self.loadData()

        self.positions = np.array([
            [195, 105, 0],
            [160, 135, 0],
            [250, 260, 0],
            [150, 100, 0],
            [185, 135, 0],
            [200, 60, 0],
            [165, 150, 0],
            [105, 45, 0],
            [130, 50, 0],
            [205, 260, 0],
            [135, 155, 0],
            [205, 125, 0],
            [225, 100, 0],
            [225, 150, 0],
            [250, 90, 0],
            [220, 118, 0],
            [202, 92, 0],
            [220, 80, 0],
            [280, 120, 0],
            [300, 190, 0],
        ])

        self.states = {
            self.wnd.keys.UP: False,
            self.wnd.keys.DOWN: False,
            self.wnd.keys.W: False,
            self.wnd.keys.S: False,
            self.wnd.keys.A: False,
            self.wnd.keys.D: False,
        }
Esempio n. 17
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class Histogram(Window):
    title = "Histogram"
    gl_version = (3, 3)


    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog2 = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                out vec2 v_text;

                void main() {
                    gl_Position = vec4(vert, 0.0, 1.0);
                    v_text = vert.xy*2;
                }
            ''',
            fragment_shader='''
                #version 330

                in vec2 v_text;

                out vec4 outColor;
                uniform sampler2D Texture;

                void main() {

                    outColor = texture(Texture, v_text, 0.0);

                }
                
            '''
        )

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                uniform float histogram[256];

                void main() {

                    if ((gl_VertexID % 2) == 0) {
                        gl_Position = vec4(vert.x, histogram[gl_VertexID/2]-0.7, 0.0, 1.0);
                        
                    }
                    else {
                        gl_Position = vec4(vert, 0.0, 1.0);
                    }

                    
                }
            ''',
            geometry_shader="""
            #version 330

            uniform vec2 resolution;
            uniform float width;

            layout(lines) in;
            layout(triangle_strip, max_vertices=4) out;

            void main() {
                vec2 p1 = gl_in[0].gl_Position.xy;
                vec2 p2 = gl_in[1].gl_Position.xy;
                vec2 dir = p2 - p1;
                vec2 normal = vec2(dir.y, -dir.x);
                vec2 step = normalize(normal) / resolution * width;

                gl_Position = vec4(p2 - step, 0, 1);
                EmitVertex();

                gl_Position = vec4(p1 - step, 0, 1);
                EmitVertex();

                gl_Position = vec4(p2 + step, 0, 1);
                EmitVertex();

                gl_Position = vec4(p1 + step, 0, 1);
                EmitVertex();

                EndPrimitive();
            }
            """,
            fragment_shader='''
                #version 330

                uniform vec2 resolution;

                out vec4 outColor;
                void main() {

                    vec2 coord = (gl_FragCoord.xy/resolution)-0.1;
                    outColor = vec4(coord.y,coord.y,1.0,1.0); 
                }
            ''',
        )

        self.histo = self.prog['histogram']
        self.prog2['Texture'] = 0

        self.histo.value = self.countPix('data/i8.jpg')
        self.texture = self.load_texture_2d('i8.jpg')

        vertices = np.array([
            1.0, 1.0,
            0.5, 1.0,
            0.5, 0.5,
            1.0, 0.5,
        ], dtype='f4')

        self.vbo2 = self.ctx.buffer(vertices)
        self.vao2 = self.ctx.simple_vertex_array(self.prog2, self.vbo2, 'vert')

        self.vbo = self.ctx.buffer(self.initLines().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')


    def render(self, time: float, frame_time: float):

        self.fps = 1/frame_time
        self.texture.use(0)

        self.prog["resolution"] = self.wnd.buffer_size
        self.prog["width"] = 3.0
        back = (0.2, 0.2, 0.2)
        self.ctx.clear(back[0],back[1],back[2])
        self.vao.render(mode=moderngl.LINES)

        self.vao2.render(mode=moderngl.TRIANGLE_FAN)

        self.render_ui()

    def initLines(self):
        u = np.linspace(-0.8, 0.8, 256)
        u = np.array(list(zip(u,u))).flatten()
        v_down = np.repeat(-0.8,256)
        v_up = np.repeat(-0.7,256)

        v = np.array(list(zip(v_down,v_up))).flatten()

        return np.array(list(zip(u,v))).flatten()
       

    def countPix(self,path):
        hist = np.zeros(256)
        im = Image.open(path)
        pix = im.load()
        print(im.size)
        for x in range(im.size[0]):
            for y in range(im.size[1]):
                index = int((pix[x,y][0]+pix[x,y][1]+pix[x,y][2])/3)
                hist[index] += 1

        
        max = np.max(hist)
        hist = hist * (1/max)
        return hist.tolist()


    def render_ui(self):
        imgui.new_frame()

        imgui.begin("Description - Histogram", False)
        imgui.text("Shows the histogram of a selected photo")
        imgui.text("FPS: %.2f" % self.fps)
        imgui.end()


        imgui.begin("Controls - Histogram", False)
        imgui.text("Press P to select a photo")
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    # Events for imgui
    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    # Events to interact with the visualisation
    def key_event(self, key, action, modifiers):
        if key == self.wnd.keys.P and action == self.wnd.keys.ACTION_PRESS:
            # Show file dialog
            root = tk.Tk()
            root.withdraw()
            path = filedialog.askopenfilename(filetypes=[("Picture files", ".png .jpg .jpeg .bmp")])
            self.histo.value = self.countPix(path)

            self.texture = self.load_texture_2d('warn.png')
Esempio n. 18
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class Cars(Window):
    title = "Car production"
    gl_version = (3, 3)

    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330

                uniform mat4 Mvp;

                in vec3 in_position;
                in vec3 in_normal;

                out vec3 v_vert;
                out vec3 v_norm;

                void main() {
                    gl_Position = Mvp * vec4(in_position, 1.0);
                    v_vert = in_position;
                    v_norm = in_normal;
                }
            ''',
            fragment_shader='''
                #version 330

                uniform vec3 Light;
                uniform float gradient;

                in vec3 v_vert;
                in vec3 v_norm;

                out vec4 f_color;

                void main() {
                    float lum = clamp(dot(normalize(Light - v_vert), normalize(v_norm)), 0.0, 1.0) * 0.8 + 0.2;
                    vec3 color = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),gradient);
                    f_color = vec4(color.xyz * lum, 1.0);
                }
            ''',
        )

        self.prog_map = self.ctx.program(
            vertex_shader='''
                #version 330

                uniform mat4 Mvp;

                in vec3 vert;
                out vec2 v_text;

                void main() {
                    gl_Position = Mvp * vec4(vert, 1.0);
                    v_text = vec2(vert.x/400,vert.y/400);
                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 outColor;

                in vec2 v_text;

                uniform sampler2D Texture;

                void main() {
                    outColor = texture(Texture, v_text, 0.0);
                }
            ''',
        )

        vertices = np.array([
            0.0,
            0.0,
            0.0,
            400.0,
            0.0,
            0.0,
            400.0,
            400.0,
            0.0,
            0.0,
            400.0,
            0.0,
        ],
                            dtype='f4')

        self.prog_map['Texture'] = 0
        self.texture = self.load_texture_2d('EU.jpg')

        self.mvp = self.prog['Mvp']
        self.mvp_map = self.prog_map['Mvp']

        self.light = self.prog['Light']
        self.gradient = self.prog['gradient']

        self.gradient.value = 0

        self.vbo_map = self.ctx.buffer(vertices.astype('f4'))
        self.vao_map = self.ctx.simple_vertex_array(self.prog_map,
                                                    self.vbo_map, 'vert')

        self.obj = self.load_scene('car3.obj', cache=True)

        self.vao = self.obj.root_nodes[0].mesh.vao.instance(self.prog)

        self.movX = 200
        self.movY = -200
        self.movZ = 300
        self.fps = 0

        self.production = self.loadData()

        self.positions = np.array([
            [195, 105, 0],
            [160, 135, 0],
            [250, 260, 0],
            [150, 100, 0],
            [185, 135, 0],
            [200, 60, 0],
            [165, 150, 0],
            [105, 45, 0],
            [130, 50, 0],
            [205, 260, 0],
            [135, 155, 0],
            [205, 125, 0],
            [225, 100, 0],
            [225, 150, 0],
            [250, 90, 0],
            [220, 118, 0],
            [202, 92, 0],
            [220, 80, 0],
            [280, 120, 0],
            [300, 190, 0],
        ])

        self.states = {
            self.wnd.keys.UP: False,
            self.wnd.keys.DOWN: False,
            self.wnd.keys.W: False,
            self.wnd.keys.S: False,
            self.wnd.keys.A: False,
            self.wnd.keys.D: False,
        }

    def render(self, time, frame_time):
        self.ctx.clear(0.2, 0.2, 0.2)

        self.ctx.enable(moderngl.DEPTH_TEST)

        self.fps = 1 / frame_time
        self.control()

        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1,
                                               1000.0)
        lookat = Matrix44.look_at(
            (self.movX, self.movY, self.movZ),
            (200.0, 200.0, 0.0),
            (0.0, 0.0, 1.0),
        )

        self.light.value = (100, 0, 200)

        self.texture.use(0)
        self.mvp_map.write((proj * lookat).astype('f4'))
        self.vao_map.render(moderngl.TRIANGLE_FAN)

        model_rot = Matrix44.from_z_rotation(
            3.14 / 4) * Matrix44.from_x_rotation(-3.14 / 2)

        for x in range(int(self.positions.size / 3)):
            size = 1 + self.production[x] * (2.5 - 1)
            model_size = Matrix44.from_scale(np.array([size, size, size]))
            self.gradient.value = self.production[x]
            model = Matrix44.from_translation(np.array(
                self.positions[x])) * model_rot * model_size
            self.mvp.write((proj * lookat * model).astype('f4'))
            self.vao.render()

        self.render_ui()

    def control(self):
        if self.states.get(self.wnd.keys.UP):
            self.movZ += 1
        if self.states.get(self.wnd.keys.DOWN):
            if self.movZ > 1:
                self.movZ -= 1
        if self.states.get(self.wnd.keys.W):
            if self.movY < 100:
                self.movY += 1
        if self.states.get(self.wnd.keys.S):
            self.movY -= 1
        if self.states.get(self.wnd.keys.A):
            self.movX -= 1
        if self.states.get(self.wnd.keys.D):
            self.movX += 1

    def key_event(self, key, action, modifiers):
        if key not in self.states:
            pass

        if action == self.wnd.keys.ACTION_PRESS:
            self.states[key] = True
        else:
            self.states[key] = False

    def loadData(self):
        out = []
        with open('data/cars2019.csv', newline='') as csvfile:
            spamreader = csv.reader(csvfile, delimiter=';')
            for row in spamreader:
                out.append(int(row[1].replace(" ", "")))
        maximum = max(out)
        out = np.array(out) / maximum
        return out

    def render_ui(self):

        imgui.new_frame()

        imgui.begin("Description - Car Production", False)
        imgui.text("This is a visualisation of car production")
        imgui.text("in Europe for the year 2019")
        imgui.text("Size and color of cars shows the relative")
        imgui.text("production of vehicles in a country")
        imgui.text("FPS: %.2f" % self.fps)
        imgui.end()

        imgui.begin("Controls - Car Production", False)
        imgui.text("W and S to move forward and back")
        imgui.text("A and D to move left and right")
        imgui.text("UP and DOWN to change height")
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    # Events for imgui
    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)
Esempio n. 19
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    def mode(self, window_class, msaa=1, vsync=True, strict=False, icon=None):
        debug_prefix = "[MMVShaderMGLWindowHandlers.mode]"

        logging.info(
            f"{debug_prefix} \"i\" Set window mode [window_class={window_class}] [msaa={msaa}] [vsync={vsync}] [strict={strict}] [icon={icon}]"
        )

        # Get function arguments
        self.headless = window_class == "headless"
        self.strict = strict
        self.vsync = vsync
        self.msaa = msaa

        # Headless we disable vsync because we're rendering only..?
        # And also force aspect ratio just in case (strict option)
        if self.headless:
            self.strict = True
            self.vsync = False

        # Assign the function arguments
        settings.WINDOW[
            "class"] = f"moderngl_window.context.{window_class}.Window"
        settings.WINDOW[
            "aspect_ratio"] = self.mmv_shader_mgl.width / self.mmv_shader_mgl.height
        settings.WINDOW["vsync"] = self.vsync
        settings.WINDOW["title"] = "MMVShaderMGL Real Time Window"
        settings.WINDOW["size"] = (self.mmv_shader_mgl.width,
                                   self.mmv_shader_mgl.height)

        # Create the window
        self.window = moderngl_window.create_window_from_settings()

        # Make sure we render strictly into the resolution we asked
        if strict:
            self.window.fbo.viewport = (0, 0, self.mmv_shader_mgl.width,
                                        self.mmv_shader_mgl.height)
            # self.window.set_default_viewport()

        # Set the icon
        if icon is not None:
            # Absolute path
            icon = Path(icon).resolve()
            resources.register_dir(icon.parent)
            self.window.set_icon(icon_path=icon.name)

        # The context we'll use is the one from the window
        self.gl_context = self.window.ctx
        self.mmv_shader_mgl.gl_context = self.gl_context
        self.window_should_close = False

        # Functions of the window if not headless
        if not self.headless:
            self.window.resize_func = self.window_resize
            self.window.key_event_func = self.key_event
            self.window.mouse_position_event_func = self.mouse_position_event
            self.window.mouse_drag_event_func = self.mouse_drag_event
            self.window.mouse_scroll_event_func = self.mouse_scroll_event
            self.window.mouse_press_event_func = self.mouse_press_event
            self.window.mouse_release_event_func = self.mouse_release_event
            self.window.unicode_char_entered_func = self.unicode_char_entered
            self.window.close_func = self.close
            imgui.create_context()
            self.imgui = ModernglWindowRenderer(self.window)
Esempio n. 20
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class MMVShaderMGLWindowHandlers:
    INTENSITY_RESPONSIVENESS = 0.2
    ROTATION_RESPONSIVENESS = 0.2
    ZOOM_RESPONSIVENESS = 0.2
    DRAG_RESPONSIVENESS = 0.3
    DRAG_MOMENTUM = 0.6

    DEVELOPER = False

    def __init__(self, mmv_shader_mgl):
        self.mmv_shader_mgl = mmv_shader_mgl

        # Mouse related controls
        self.target_drag = np.array([0.0, 0.0])
        self.target_intensity = 1
        self.target_rotation = 0
        self.target_zoom = 1

        # Multiplier on top of multiplier, configurable real time
        self.drag_momentum = np.array([0.0, 0.0])
        self.drag = np.array([0.0, 0.0])
        self.intensity = 1
        self.rotation = 0
        self.zoom = 1

        # Keys
        self.shift_pressed = False
        self.ctrl_pressed = False
        self.alt_pressed = False

        # Mouse
        self.mouse_buttons_pressed = []
        self.mouse_exclusivity = False

        # Gui
        self.hide_gui = True

    # Which "mode" to render, window loader class, msaa, ssaa, vsync, force res?
    def mode(self, window_class, msaa=1, vsync=True, strict=False, icon=None):
        debug_prefix = "[MMVShaderMGLWindowHandlers.mode]"

        logging.info(
            f"{debug_prefix} \"i\" Set window mode [window_class={window_class}] [msaa={msaa}] [vsync={vsync}] [strict={strict}] [icon={icon}]"
        )

        # Get function arguments
        self.headless = window_class == "headless"
        self.strict = strict
        self.vsync = vsync
        self.msaa = msaa

        # Headless we disable vsync because we're rendering only..?
        # And also force aspect ratio just in case (strict option)
        if self.headless:
            self.strict = True
            self.vsync = False

        # Assign the function arguments
        settings.WINDOW[
            "class"] = f"moderngl_window.context.{window_class}.Window"
        settings.WINDOW[
            "aspect_ratio"] = self.mmv_shader_mgl.width / self.mmv_shader_mgl.height
        settings.WINDOW["vsync"] = self.vsync
        settings.WINDOW["title"] = "MMVShaderMGL Real Time Window"
        settings.WINDOW["size"] = (self.mmv_shader_mgl.width,
                                   self.mmv_shader_mgl.height)

        # Create the window
        self.window = moderngl_window.create_window_from_settings()

        # Make sure we render strictly into the resolution we asked
        if strict:
            self.window.fbo.viewport = (0, 0, self.mmv_shader_mgl.width,
                                        self.mmv_shader_mgl.height)
            # self.window.set_default_viewport()

        # Set the icon
        if icon is not None:
            # Absolute path
            icon = Path(icon).resolve()
            resources.register_dir(icon.parent)
            self.window.set_icon(icon_path=icon.name)

        # The context we'll use is the one from the window
        self.gl_context = self.window.ctx
        self.mmv_shader_mgl.gl_context = self.gl_context
        self.window_should_close = False

        # Functions of the window if not headless
        if not self.headless:
            self.window.resize_func = self.window_resize
            self.window.key_event_func = self.key_event
            self.window.mouse_position_event_func = self.mouse_position_event
            self.window.mouse_drag_event_func = self.mouse_drag_event
            self.window.mouse_scroll_event_func = self.mouse_scroll_event
            self.window.mouse_press_event_func = self.mouse_press_event
            self.window.mouse_release_event_func = self.mouse_release_event
            self.window.unicode_char_entered_func = self.unicode_char_entered
            self.window.close_func = self.close
            imgui.create_context()
            self.imgui = ModernglWindowRenderer(self.window)

    # [NOT HEADLESS] Window was resized, update the width and height so we render with the new config
    def window_resize(self, width, height):
        if hasattr(self, "strict"):
            if self.strict:
                return

        # Set width and height
        self.mmv_shader_mgl.width = int(width)
        self.mmv_shader_mgl.height = int(height)

        # Recursively call this function on every shader on textures dictionary
        for index in self.mmv_shader_mgl.textures.keys():
            if self.mmv_shader_mgl.textures[index]["loader"] == "shader":
                self.mmv_shader_mgl.textures[index][
                    "shader_as_texture"].window_handlers.window_resize(
                        width=self.mmv_shader_mgl.width,
                        height=self.mmv_shader_mgl.height)

        # Search for dynamic shaders and update them
        for index in self.mmv_shader_mgl.textures.keys():

            # Release Dynamic Shaders and update their target render
            if self.mmv_shader_mgl.textures[index].get("dynamic", False):
                target = self.mmv_shader_mgl.textures[index][
                    "shader_as_texture"]
                target.texture.release()
                target.fbo.release()
                target._create_assing_texture_fbo_render_buffer(verbose=False)

        # Master shader has window and imgui
        if self.mmv_shader_mgl.master_shader:
            if not self.headless:
                self.imgui.resize(self.mmv_shader_mgl.width,
                                  self.mmv_shader_mgl.height)

            # Window viewport
            self.window.fbo.viewport = (0, 0, self.mmv_shader_mgl.width,
                                        self.mmv_shader_mgl.height)

    # Release everything
    def drop_textures(self):
        for index in self.mmv_shader_mgl.textures.keys():
            if "shader_as_texture" in self.mmv_shader_mgl.textures[index].keys(
            ):
                target = self.mmv_shader_mgl.textures[index][
                    "shader_as_texture"]
                target.fullscreen_buffer.release()
                target.program.release()
                target.texture.release()
                target.fbo.release()
                target.vao.release()
            else:
                self.mmv_shader_mgl.textures[index]["texture"].release()

        # Delete items
        for index in list(self.mmv_shader_mgl.textures.keys()):
            del self.mmv_shader_mgl.textures[index]
            gc.collect()

    # Close the window
    def close(self, *args, **kwargs):
        logging.info(f"[MMVShaderMGLWindowHandlers.close] Window should close")
        self.window_should_close = True

    # Swap the window buffers, be careful if vsync is False and you have a heavy
    # shader, it will consume all of your GPU computation and will most likely freeze
    # the video
    def update_window(self):
        self.window.swap_buffers()

        # Interpolate stuff
        self.intensity += (
            self.target_intensity - self.intensity
        ) * MMVShaderMGLWindowHandlers.INTENSITY_RESPONSIVENESS
        self.rotation += (
            self.target_rotation -
            self.rotation) * MMVShaderMGLWindowHandlers.ROTATION_RESPONSIVENESS
        self.zoom += (self.target_zoom - self.zoom
                      ) * MMVShaderMGLWindowHandlers.ZOOM_RESPONSIVENESS
        self.drag += (self.target_drag - self.drag
                      ) * MMVShaderMGLWindowHandlers.DRAG_RESPONSIVENESS
        self.drag_momentum *= MMVShaderMGLWindowHandlers.DRAG_MOMENTUM

        # Drag momentum
        if not 1 in self.mouse_buttons_pressed:
            self.target_drag += self.drag_momentum

    # # Interactive events

    def key_event(self, key, action, modifiers):
        debug_prefix = "[MMVShaderMGLWindowHandlers.key_event]"
        self.imgui.key_event(key, action, modifiers)
        logging.info(
            f"{debug_prefix} Key [{key}] Action [{action}] Modifier [{modifiers}]"
        )

        # Shift and control
        if key == 340: self.shift_pressed = bool(action)
        if key == 341: self.ctrl_pressed = bool(action)
        if key == 342: self.alt_pressed = bool(action)

        # "c" key pressed, reset target rotation
        if (key == 67) and (action == 1):
            logging.info(
                f"{debug_prefix} \"c\" key pressed [Set target rotation to 0]")
            self.target_rotation = 0

        # "e" key pressed, toggle mouse exclusive mode
        if (key == 69) and (action == 1):
            logging.info(
                f"{debug_prefix} \"e\" key pressed [Toggle mouse exclusive]")
            self.mouse_exclusivity = not self.mouse_exclusivity
            self.window.mouse_exclusivity = self.mouse_exclusivity

        # "f" key pressed, toggle fullscreen mode
        if (key == 70) and (action == 1):
            logging.info(
                f"{debug_prefix} \"f\" key pressed [Toggle fullscreen]")
            self.window.fullscreen = not self.window.fullscreen

        # "g" key pressed, toggle gui
        if (key == 71) and (action == 1):
            if MMVShaderMGLWindowHandlers.DEVELOPER:
                logging.info(f"{debug_prefix} \"g\" key pressed [Toggle gui]")
                self.hide_gui = not self.hide_gui

        # "h" key pressed, toggle mouse visible
        if (key == 72) and (action == 1):
            logging.info(
                f"{debug_prefix} \"h\" key pressed [Toggle mouse hidden]")
            self.window.cursor = not self.window.cursor

        # "p" key pressed, screenshot
        if (key == 80) and (action == 1):
            m = self.mmv_shader_mgl  # Lazy

            # Where to save
            now = datetime.now().strftime("%Y-%m-%d_%H-%M-%S")
            saveto = m.screenshots_dir / f"{now}.jpg"

            logging.info(
                f"{debug_prefix} \"r\" key pressed, taking screenshot, saving to [{saveto}]"
            )

            # Get data ib the scree's size viewport
            size = (m.width, m.height)
            data = self.window.fbo.read(viewport=(0, 0, size[0], size[1]))

            logging.info(
                f"{debug_prefix} [Resolution: {size}] [WxHx3: {size[0] * size[1] * 3}] [len(data): {len(data)}]"
            )

            # Multiprocess save image to file so we don't lock
            def save_image_to_file(size, data, path):
                img = Image.frombytes('RGB', size, data,
                                      'raw').transpose(Image.FLIP_TOP_BOTTOM)
                img.save(path, quality=95)

            # Start the process
            multiprocessing.Process(target=save_image_to_file,
                                    args=(size, data, saveto)).start()

        # "q" key pressed, quit
        if (key == 81) and (action == 1):
            logging.info(f"{debug_prefix} \"r\" key pressed, quitting")
            self.window_should_close = True

        # "r" key pressed, reload shaders
        if (key == 82) and (action == 1):
            logging.info(
                f"{debug_prefix} \"r\" key pressed [Reloading shaders]")
            self.mmv_shader_mgl._read_shaders_from_paths_again()

        # "s" key pressed, don't pipe pipeline
        if (key == 83) and (action == 1):
            logging.info(
                f"{debug_prefix} \"s\" key pressed [Freezing time and pipelines but resolution, zoom]"
            )
            self.mmv_shader_mgl.freezed_pipeline = not self.mmv_shader_mgl.freezed_pipeline
            for index in self.mmv_shader_mgl.textures.keys():
                if self.mmv_shader_mgl.textures[index]["loader"] == "shader":
                    self.mmv_shader_mgl.textures[index][
                        "shader_as_texture"].freezed_pipeline = self.mmv_shader_mgl.freezed_pipeline

        # "t" key pressed, reset time to zero
        if (key == 84) and (action == 1):
            logging.info(f"{debug_prefix} \"t\" key pressed [Set time to 0]")
            self.mmv_shader_mgl.pipeline["mmv_frame"] = 0
            self.mmv_shader_mgl.pipeline["mmv_time"] = 0

        # "v" key pressed, reset target intensity
        if (key == 86) and (action == 1):
            logging.info(
                f"{debug_prefix} \"v\" key pressed [Set target intensity to 1]"
            )
            self.target_intensity = 1

        # "z" key pressed, reset zoom
        if (key == 90) and (action == 1):
            logging.info(
                f"{debug_prefix} \"z\" key pressed [Set target zoom to 1]")
            self.target_zoom = 1

        # "x" key, reset drag
        if (key == 88) and (action == 1):
            logging.info(
                f"{debug_prefix} \"z\" key pressed [Set target drag to [0, 0]]"
            )
            self.target_drag = np.array([0.0, 0.0])

    # Mouse position changed
    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)
        self.mmv_shader_mgl.pipeline["mmv_mouse"] = [x, y]

        # Drag if on mouse exclusivity
        if self.mouse_exclusivity:
            if self.shift_pressed:
                self.target_zoom += (dy / 1000) * self.target_zoom
            elif self.alt_pressed:
                self.target_rotation += dy / 20
            else:
                self.__apply_rotated_drag(dx=dx,
                                          dy=dy,
                                          howmuch=0.5,
                                          inverse=True)

    # Apply drag with the target rotation (because dx and dy are relative to the window itself not the rendered contents)
    def __apply_rotated_drag(self, dx, dy, howmuch=1, inverse=False):

        # Inverse drag? Feels more natural when mouse exclusivity is on
        inverse = -1 if inverse else 1

        # Add to the mmv_drag pipeline item the dx and dy multiplied by the square of the current zoom
        square_current_zoom = (self.mmv_shader_mgl.pipeline["mmv_zoom"]**2)

        # dx and dy on zoom and SSAA
        dx = (dx * square_current_zoom) * self.mmv_shader_mgl.ssaa
        dy = (dy * square_current_zoom) * self.mmv_shader_mgl.ssaa

        # Cosine and sine
        c = math.cos(math.radians(self.rotation))
        s = math.sin(math.radians(self.rotation))

        # mat2 rotation times the dx, dy vector
        drag_rotated = np.array([(dx * c) + (dy * -s),
                                 (dx * s) + (dy * c)]) * howmuch * inverse

        # Add to target drag the dx, dy relative to current zoom and SSAA level
        self.target_drag += drag_rotated
        self.drag_momentum += drag_rotated

    # Mouse drag, add to pipeline drag
    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

        if 1 in self.mouse_buttons_pressed:
            if self.shift_pressed:
                self.target_zoom += (dy / 1000) * self.target_zoom
            elif self.alt_pressed:
                self.target_rotation += dy / 20
            else:
                self.__apply_rotated_drag(dx=dx, dy=dy, inverse=True)

    # Change SSAA
    def change_ssaa(self, value):
        debug_prefix = "[MMVShaderMGLWindowHandlers.change_ssaa]"
        self.mmv_shader_mgl.ssaa = value
        self.mmv_shader_mgl._read_shaders_from_paths_again()
        logging.info(f"{debug_prefix} Changed SSAA to [{value}]")

    # Zoom in or out (usually)
    def mouse_scroll_event(self, x_offset, y_offset):
        debug_prefix = "[MMVShaderMGLWindowHandlers.mouse_scroll_event]"

        if self.shift_pressed:
            self.target_intensity += y_offset / 10
            logging.info(
                f"{debug_prefix} Mouse scroll with shift Target Intensity: [{self.target_intensity}]"
            )
        elif self.ctrl_pressed:
            change_to = self.mmv_shader_mgl.ssaa + (
                (y_offset / 20) * self.mmv_shader_mgl.ssaa)
            logging.info(
                f"{debug_prefix} Mouse scroll with shift change SSAA to: [{change_to}]"
            )
            self.change_ssaa(change_to)
        elif self.alt_pressed:
            self.target_rotation -= y_offset * 5
            logging.info(
                f"{debug_prefix} Mouse scroll with alt change target rotation to: [{self.target_rotation}]"
            )
        else:
            logging.info(
                f"{debug_prefix} Mouse scroll without shift and ctrl Target Zoom: [{self.target_zoom}]"
            )
            self.target_zoom -= (y_offset * 0.05) * self.target_zoom

        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        debug_prefix = "[MMVShaderMGLWindowHandlers.mouse_press_event]"
        logging.info(
            f"{debug_prefix} Mouse press (x, y): [{x}, {y}] Button [{button}]")
        self.imgui.mouse_press_event(x, y, button)
        if not button in self.mouse_buttons_pressed:
            self.mouse_buttons_pressed.append(button)
        if not self.mouse_exclusivity: self.window.mouse_exclusivity = True

    def mouse_release_event(self, x, y, button):
        debug_prefix = "[MMVShaderMGLWindowHandlers.mouse_release_event]"
        logging.info(
            f"{debug_prefix} Mouse release (x, y): [{x}, {y}] Button [{button}]"
        )
        self.imgui.mouse_release_event(x, y, button)
        if button in self.mouse_buttons_pressed:
            self.mouse_buttons_pressed.remove(button)
        if not self.mouse_exclusivity: self.window.mouse_exclusivity = False

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)

    # Render the user interface
    def render_ui(self):

        # Test window
        imgui.new_frame()
        imgui.begin("Custom window", True)
        imgui.text("Bar")
        imgui.text_colored("Eggs", 0.2, 1., 0.)
        imgui.end()

        # Render
        imgui.render()
        self.imgui.render(imgui.get_draw_data())
Esempio n. 21
0
class SlimeWindow(mglw.WindowConfig):
    title = "Slimes"
    gl_version = (4, 5)
    window_size = (1280, 720)
    resource_dir = (pathlib.Path(__file__).parent / "resources").resolve()
    map_size = (2560, 1440)
    local_size = 1024
    vsync = True

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.world_texture01 = self.ctx.texture(self.map_size, 1, dtype="f1")
        self.world_texture01.repeat_x, self.world_texture01.repeat_y = False, False
        self.world_texture01.filter = mgl.NEAREST, mgl.NEAREST

        self.world_texture02 = self.ctx.texture(self.map_size, 1, dtype="f1")
        self.world_texture02.repeat_x, self.world_texture02.repeat_y = False, False
        self.world_texture02.filter = mgl.NEAREST, mgl.NEAREST

        data = gen_data(SlimeConfig.N, self.map_size).astype("f4")
        self.slimes = self.ctx.buffer(data)  # each slime has a position and angle

        self.load_programs()

        self.update_uniforms()

        self.quad_fs = quad_fs(normals=False)

    def restart_sim(self):
        self.world_texture01.release()
        self.world_texture02.release()

        self.world_texture01 = self.ctx.texture(self.map_size, 1, dtype="f1")
        self.world_texture01.repeat_x, self.world_texture01.repeat_y = False, False
        self.world_texture01.filter = mgl.NEAREST, mgl.NEAREST

        self.world_texture02 = self.ctx.texture(self.map_size, 1, dtype="f1")
        self.world_texture02.repeat_x, self.world_texture02.repeat_y = False, False
        self.world_texture02.filter = mgl.NEAREST, mgl.NEAREST

        data = gen_data(SlimeConfig.N, self.map_size).astype("f4")
        self.slimes.orphan(SlimeConfig.N * 4 * 4)
        self.slimes.write(data)

    def update_uniforms(self):
        self.blurr["diffuseSpeed"] = SlimeConfig.diffusion_speed
        self.blurr["evaporateSpeed"] = SlimeConfig.evaporation_speed

        self.compute_shader["moveSpeed"] = SlimeConfig.move_speed
        self.compute_shader["turnSpeed"] = SlimeConfig.turn_speed

        self.compute_shader["senorAngleSpacing"] = SlimeConfig.sensor_angle
        self.compute_shader["sensorDst"] = SlimeConfig.sensor_distance
        self.compute_shader["sensorSize"] = SlimeConfig.sensor_size

        self.render_program["color1"] = SlimeConfig.color1
        self.render_program["color2"] = SlimeConfig.color2

        self.compute_shader["N"] = SlimeConfig.N

    def load_programs(self):
        self.render_program = self.load_program("render_texture.glsl")
        self.render_program["texture0"] = 0
        self.compute_shader = self.load_compute_shader(
            "update.glsl",
            {
                "width": self.map_size[0],
                "height": self.map_size[1],
                "local_size": self.local_size,
            },
        )
        self.blurr = self.load_compute_shader("blur.glsl")

    def render(self, time: float, frame_time: float):
        self.world_texture01.use(0)
        self.quad_fs.render(self.render_program)

        self.world_texture01.bind_to_image(1, read=True, write=False)
        self.world_texture02.bind_to_image(0, read=False, write=True)
        self.slimes.bind_to_storage_buffer(2)

        self.compute_shader["dt"] = frame_time
        self.blurr["dt"] = frame_time

        group_size = int(math.ceil(SlimeConfig.N / self.local_size))
        self.compute_shader.run(group_size, 1, 1)

        self.world_texture01.bind_to_image(0, read=True, write=False)
        self.world_texture02.bind_to_image(1, read=True, write=True)
        self.blurr.run(self.map_size[0] // 16 + 1, self.map_size[1] // 16 + 1)

        self.world_texture01, self.world_texture02 = (
            self.world_texture02,
            self.world_texture01,
        )

        self.render_ui()

    def render_ui(self):
        imgui.new_frame()
        if imgui.begin("Settings"):
            imgui.push_item_width(imgui.get_window_width() * 0.33)
            changed = False
            c, SlimeConfig.move_speed = imgui.slider_float(
                "Movement speed", SlimeConfig.move_speed, 0.5, 50
            )
            changed = changed or c
            c, SlimeConfig.turn_speed = imgui.slider_float(
                "Turn speed",
                SlimeConfig.turn_speed,
                0.5,
                50,
            )
            changed = changed or c
            c, SlimeConfig.evaporation_speed = imgui.slider_float(
                "Evaporation speed", SlimeConfig.evaporation_speed, 0.1, 10
            )
            changed = changed or c
            c, SlimeConfig.diffusion_speed = imgui.slider_float(
                "Diffusion speed",
                SlimeConfig.diffusion_speed,
                0.1,
                10,
            )
            changed = changed or c
            c, SlimeConfig.sensor_angle = imgui.slider_float(
                "Sensor-angle",
                SlimeConfig.sensor_angle,
                0,
                np.pi,
            )
            changed = changed or c
            c, SlimeConfig.sensor_size = imgui.slider_int(
                "Sensor-size",
                SlimeConfig.sensor_size,
                1,
                3,
            )
            changed = changed or c
            c, SlimeConfig.sensor_distance = imgui.slider_int(
                "Sensor distance",
                SlimeConfig.sensor_distance,
                1,
                10,
            )
            changed = changed or c
            if changed:
                self.update_uniforms()
            imgui.pop_item_width()

        imgui.end()

        if imgui.begin("Appearance"):
            imgui.push_item_width(imgui.get_window_width() * 0.33)
            changed_c1, SlimeConfig.color1 = imgui.color_edit3(
                "Color1", *SlimeConfig.color1
            )
            changed_c2, SlimeConfig.color2 = imgui.color_edit3(
                "Color2", *SlimeConfig.color2
            )
            if changed_c1 or changed_c2:
                self.update_uniforms()

        imgui.end()

        if imgui.begin("Actions"):
            imgui.push_item_width(imgui.get_window_width() * 0.33)
            changed, SlimeConfig.N = imgui.input_int(
                "Number of Slimes", SlimeConfig.N, step=1024, step_fast=2**15
            )
            SlimeConfig.N = min(max(2048, SlimeConfig.N), 2**24)
            if imgui.button("Restart Slimes"):
                self.restart_sim()

            imgui.pop_item_width()

        imgui.end()
        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def resize(self, width: int, height: int):
        self.imgui.resize(width, height)

    def key_event(self, key, action, modifiers):
        self.imgui.key_event(key, action, modifiers)

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)
Esempio n. 22
0
    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330

                in vec2 in_vert;


                void main() {
                    gl_Position = vec4(in_vert,0.0,1.0);

                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 outColor;

                uniform bool graph;
                uniform bool opac;

                void main() {

                    float op = 1;

                    if (opac) 
                    {
                    op = 0.5;
                    }


                    if (graph) 
                    {
                        vec2 res = vec2(1280,720);
                        vec2 coord = (gl_FragCoord.xy/res)-0.1;
                        
                        outColor = vec4(coord.y,coord.y,1.0,op);   
                    }
                    else
                    {
                        outColor = vec4(0.0,0.0,0.0,1.0);
                    }

                    
                }

                
            '''
        )


        self.graph = self.prog['graph']
        self.opac = self.prog['opac']

        self.setData(3)

        self.opac.value = False
Esempio n. 23
0
class Heatmap(Window):
    title = "Functions/Heatmaps"
    gl_version = (3, 3)


    def __init__(self, **kwargs):
        super().__init__(**kwargs)


        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec3 vert;

                out float gradient;

                uniform mat4 Mvp;
                uniform int size;

                void main() {
                    gl_PointSize = size;
                    gradient = (vert.z+1)*0.5;
                    gl_Position = Mvp * vec4(vert, 1.0);
                }
            ''',
            fragment_shader='''
                #version 330

                in float gradient;

                uniform vec3 colorA;
                uniform vec3 colorB;

                out vec4 outColor;

                void main() {

                    vec3 color = mix(colorA,colorB,gradient);
                    outColor = vec4(color, 1.0);
                }
            ''',
        )

        # Camera setup
        self.camera = Camera(self.aspect_ratio)
        self.camera._camera_position = Vector3([0.0, 0.0, -20.0])
        self.camera._move_horizontally = 20
        self.camera.build_look_at()

        self.mvp = self.prog['Mvp']
        self.colorA = self.prog['colorA']
        self.colorB = self.prog['colorB']
        self.size = self.prog['size']

        self.colorA.value = (0.1,1.0,0.0)
        self.colorB.value = (0.0,0.0,1.0)
        self.colorSelector = 0
        self.size.value = 5

        self.vbo = self.ctx.buffer(self.initData(1).astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')

        
        
    def initData(self,function):
        x = np.linspace(-8, 8, 200)
        y = np.linspace(-8, 8, 200)
        out = []

        for i in range(len(x)):
            for j in range(len(y)):
                out = np.append(out,[x[i],y[j],self.calcFunc(x[i],y[j],function)])

        return out


    def calcFunc(self,x,y,func):
        if func == 1:
            return math.sin(math.sqrt(x ** 2 + y ** 2))
        if func == 2:
            return math.cos(x)*math.sin(y)
        if func == 3:
            return math.cos(40*math.sqrt(x**2+y**2))
        if func == 4:
            return math.cos(math.fabs(x) + math.fabs(y))
        if func == 5:
            return 8*math.exp(-x**2-y**2)*(0.1+x*(y-0.5))
        if func == 6:
            return math.exp(math.sin(x*2)*math.sin(y*0.2))*0.9 * math.exp(math.sin(y*2) * math.sin(x*0.2))*0.9-0.7



    def render(self, time: float, frame_time: float):

        self.fps = 1/frame_time

        # Camera animation
        self.camera.move_forward()
        self.camera.rotate_left()
        self.camera.move_backwards()

        self.mvp.write((self.camera.mat_projection * self.camera.mat_lookat).astype('f4'))

        self.ctx.enable_only(moderngl.PROGRAM_POINT_SIZE | moderngl.DEPTH_TEST)
        back = (0.2, 0.2, 0.2)
        self.ctx.clear(back[0],back[1],back[2])
        self.vao.render(mode=moderngl.POINTS)

        self.render_ui()

    def render_ui(self):
        imgui.new_frame()


        imgui.begin("Description - Functions", False)
        imgui.text("This is a visualisation of two variable functions")
        imgui.text("Points are colored based on their Z coordinate")
        imgui.text("Same visualisation could be used for heatmaps or simillar data")
        imgui.text("FPS: %.2f" % self.fps)
        imgui.end()


        imgui.begin("Controls - Functions", False)
        imgui.text("UP and DOWN to change colors")
        imgui.text("Press 1,2,3,4,5,6 to change function")
        imgui.text("LEFT and RIGHT to change point size")
        imgui.text_colored("Warning:", 1,0,0)
        imgui.text("Depending on your machine, this may take a while")
        imgui.end()



        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    # Events for imgui
    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    # Events to interact with the visualisation
    def key_event(self, key, action, modifiers):
        if key == 49 and action == self.wnd.keys.ACTION_PRESS:
            self.vbo = self.ctx.buffer(self.initData(1).astype('f4'))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        if key == 50 and action == self.wnd.keys.ACTION_PRESS:
            self.vbo = self.ctx.buffer(self.initData(2).astype('f4'))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        if key == 51 and action == self.wnd.keys.ACTION_PRESS:
            self.vbo = self.ctx.buffer(self.initData(3).astype('f4'))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        if key == 52 and action == self.wnd.keys.ACTION_PRESS:
            self.vbo = self.ctx.buffer(self.initData(4).astype('f4'))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        if key == 53 and action == self.wnd.keys.ACTION_PRESS:
            self.vbo = self.ctx.buffer(self.initData(5).astype('f4'))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        if key == 54 and action == self.wnd.keys.ACTION_PRESS:
            self.vbo = self.ctx.buffer(self.initData(6).astype('f4'))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
        if key == self.wnd.keys.UP and action == self.wnd.keys.ACTION_PRESS:
            self.colorSelect(True)
        if key == self.wnd.keys.DOWN and action == self.wnd.keys.ACTION_PRESS:
            self.colorSelect(False)
        if key == self.wnd.keys.LEFT and action == self.wnd.keys.ACTION_PRESS:
            self.sizeSelect(True)
        if key == self.wnd.keys.RIGHT and action == self.wnd.keys.ACTION_PRESS:
            self.sizeSelect(False)

    def sizeSelect(self,up):
        if up:
            self.size.value = self.size.value + 1
        else:
            self.size.value = self.size.value - 1



    def colorSelect(self,up):
        if up:
            self.colorSelector = self.colorSelector + 1
        else:
            self.colorSelector = self.colorSelector - 1

        if self.colorSelector % 4 == 0:
            self.colorA.value = (0.1,1.0,0.0)
            self.colorB.value = (0.0,0.0,1.0)
        elif self.colorSelector % 4 == 1:
            self.colorA.value = (1.0,0.5,0.0)
            self.colorB.value = (0.25,0.0,0.4)
        elif self.colorSelector % 4 == 2:
            self.colorA.value = (1.0,1.0,1.0)
            self.colorB.value = (0.0,0.0,0.0)
        elif self.colorSelector % 4 == 3:
            self.colorA.value = (1.0,0.0,0.0)
            self.colorB.value = (1.0,1.0,0.0)
Esempio n. 24
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 def __init__(self, **kwargs):
     super().__init__(**kwargs)
     imgui.create_context()
     self.imgui = ModernglWindowRenderer(self.wnd)
     self.scene = []
     self.camera = OrthographicCamera((0, 0), 5, self.wnd)
Esempio n. 25
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog2 = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                out vec2 v_text;

                void main() {
                    gl_Position = vec4(vert, 0.0, 1.0);
                    v_text = vert.xy*2;
                }
            ''',
            fragment_shader='''
                #version 330

                in vec2 v_text;

                out vec4 outColor;
                uniform sampler2D Texture;

                void main() {

                    outColor = texture(Texture, v_text, 0.0);

                }
                
            '''
        )

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330
                in vec2 vert;
                uniform float histogram[256];

                void main() {

                    if ((gl_VertexID % 2) == 0) {
                        gl_Position = vec4(vert.x, histogram[gl_VertexID/2]-0.7, 0.0, 1.0);
                        
                    }
                    else {
                        gl_Position = vec4(vert, 0.0, 1.0);
                    }

                    
                }
            ''',
            geometry_shader="""
            #version 330

            uniform vec2 resolution;
            uniform float width;

            layout(lines) in;
            layout(triangle_strip, max_vertices=4) out;

            void main() {
                vec2 p1 = gl_in[0].gl_Position.xy;
                vec2 p2 = gl_in[1].gl_Position.xy;
                vec2 dir = p2 - p1;
                vec2 normal = vec2(dir.y, -dir.x);
                vec2 step = normalize(normal) / resolution * width;

                gl_Position = vec4(p2 - step, 0, 1);
                EmitVertex();

                gl_Position = vec4(p1 - step, 0, 1);
                EmitVertex();

                gl_Position = vec4(p2 + step, 0, 1);
                EmitVertex();

                gl_Position = vec4(p1 + step, 0, 1);
                EmitVertex();

                EndPrimitive();
            }
            """,
            fragment_shader='''
                #version 330

                uniform vec2 resolution;

                out vec4 outColor;
                void main() {

                    vec2 coord = (gl_FragCoord.xy/resolution)-0.1;
                    outColor = vec4(coord.y,coord.y,1.0,1.0); 
                }
            ''',
        )

        self.histo = self.prog['histogram']
        self.prog2['Texture'] = 0

        self.histo.value = self.countPix('data/i8.jpg')
        self.texture = self.load_texture_2d('i8.jpg')

        vertices = np.array([
            1.0, 1.0,
            0.5, 1.0,
            0.5, 0.5,
            1.0, 0.5,
        ], dtype='f4')

        self.vbo2 = self.ctx.buffer(vertices)
        self.vao2 = self.ctx.simple_vertex_array(self.prog2, self.vbo2, 'vert')

        self.vbo = self.ctx.buffer(self.initLines().astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'vert')
Esempio n. 26
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class Water(Window):
    title = "Water flow graph"
    gl_version = (3, 3)


    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330

                in vec2 in_vert;


                void main() {
                    gl_Position = vec4(in_vert,0.0,1.0);

                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 outColor;

                uniform bool graph;
                uniform bool opac;

                void main() {

                    float op = 1;

                    if (opac) 
                    {
                    op = 0.5;
                    }


                    if (graph) 
                    {
                        vec2 res = vec2(1280,720);
                        vec2 coord = (gl_FragCoord.xy/res)-0.1;
                        
                        outColor = vec4(coord.y,coord.y,1.0,op);   
                    }
                    else
                    {
                        outColor = vec4(0.0,0.0,0.0,1.0);
                    }

                    
                }

                
            '''
        )


        self.graph = self.prog['graph']
        self.opac = self.prog['opac']

        self.setData(3)

        self.opac.value = False
        

    def render(self, time: float, frame_time: float):

        self.fps = 1/frame_time

        back = (1.0, 1.0, 1.0)
        self.ctx.clear(back[0],back[1],back[2])

        self.graph.value = False
        self.vao_grid.render(moderngl.LINES)
        self.graph.value = True
        self.vao_graph.render(moderngl.TRIANGLE_STRIP)

        self.render_ui()



    def render_ui(self):

        imgui.new_frame()


        imgui.begin("Description - Water levels", False)
        imgui.text("This graph displays the streamflow of a river")
        imgui.text("in cubic meters per second")
        imgui.text("Source of data:")
        imgui.text("http://www.pla.cz/portal/sap/")
        imgui.text("FPS: %.2f" % self.fps)
        imgui.end()

        imgui.begin("Controls - Water levels", False)
        imgui.text("Press P to toggle opacity")
        imgui.text("Press 1,2,3,4 to change dataset")
        imgui.text(self.data_name)
        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    def key_event(self, key, action, modifiers):
        if key == self.wnd.keys.P and action == self.wnd.keys.ACTION_PRESS:
            self.toggleOpacity()
        if key == 49 and action == self.wnd.keys.ACTION_PRESS:
            self.setData(1)
        if key == 50 and action == self.wnd.keys.ACTION_PRESS:
            self.setData(2)
        if key == 51 and action == self.wnd.keys.ACTION_PRESS:
            self.setData(3)
        if key == 52 and action == self.wnd.keys.ACTION_PRESS:
            self.setData(4)

    def toggleOpacity(self):
        self.opac.value = not self.opac.value

    def setData(self,data_index):
        if data_index == 1:
            data = readData("data/Water_data.txt")
            self.initVertBuffers(data)
            self.data_name = "Cidlina"
        if data_index == 2:
            data = readData("data/Water_data2.txt")
            self.initVertBuffers(data)
            self.data_name = "Doubrava"
        if data_index == 3:
            data = readData("data/Water_data3.txt")
            self.initVertBuffers(data)
            self.data_name = "Metuje"
        if data_index == 4:
            data = readData("data/Water_data4.txt")
            self.initVertBuffers(data)
            self.data_name = "Ostravice"


    def initVertBuffers(self,data):
        self.vbo_grid = self.ctx.buffer(gridInit(0.8,len(data),20).astype('f4'))
        self.vao_grid = self.ctx.simple_vertex_array(self.prog, self.vbo_grid, 'in_vert')

        self.vbo_graph = self.ctx.buffer(dataInit(data).astype('f4'))
        self.vao_graph = self.ctx.simple_vertex_array(self.prog, self.vbo_graph, 'in_vert')
Esempio n. 27
0
    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        imgui.create_context()
        self.imgui = ModernglWindowRenderer(self.wnd)

        self.prog = self.ctx.program(vertex_shader='''
                #version 330

                in vec2 in_vert;

                uniform int inSeats[10];
                uniform int size;

                flat out int colIndex;

                int compare = inSeats[0];
                int selector = 0;


                void main() {
                    gl_Position = vec4(in_vert,0.0,1.0);
                    gl_PointSize = size;
                    
                    if (gl_VertexID < inSeats[0]) {
                        colIndex = 0;
                    }
                    else if (gl_VertexID < inSeats[1]) {
                        colIndex = 1;
                    }
                    else if (gl_VertexID < inSeats[2]) {
                        colIndex = 2;
                    }
                    else if (gl_VertexID < inSeats[3]) {
                        colIndex = 3;
                    }
                    else if (gl_VertexID < inSeats[4]) {
                        colIndex = 4;
                    }
                    else if (gl_VertexID < inSeats[5]) {
                        colIndex = 5;
                    }
                    else if (gl_VertexID < inSeats[6]) {
                        colIndex = 6;
                    }
                    else if (gl_VertexID < inSeats[7]) {
                        colIndex = 7;
                    }
                    else if (gl_VertexID < inSeats[8]) {
                        colIndex = 8;
                    }
                    else if (gl_VertexID < inSeats[9]) {
                        colIndex = 9;
                    }
                }
            ''',
                                     fragment_shader='''
                #version 330

                flat in int colIndex;

                uniform vec3 back;
                uniform bool round;

                out vec4 outColor;

                vec3 ano = vec3(0,255,251);
                vec3 ods = vec3(0,0,255);
                vec3 pir = vec3(0,0,0);
                vec3 spd = vec3(97,75,3);
                vec3 ksc = vec3(255,0,0);
                vec3 csd = vec3(255,123,0);
                vec3 kdu = vec3(255,255,0);
                vec3 top = vec3(136,0,255);
                vec3 stn = vec3(0,158,18);
                vec3 nan = vec3(255,255,255);

                vec3 colors[10] = vec3[](ano,ods,pir,spd,ksc,csd,kdu,top,stn,nan);
                vec3 color;

                

                void main() {
                    
                    color = colors[colIndex];
                    float r = color.x / 255;
                    float g = color.y / 255;
                    float b = color.z / 255;


                    vec3 normColor = vec3(r,g,b);

                    if (round)
                    {
                        float dist = step(length(gl_PointCoord.xy - vec2(0.5)), 0.5);
                        if (dist == 0.0) 
                        {
                            outColor = vec4(back ,1.0);
                        }
                        else 
                        {
                            outColor = vec4(dist * normColor, dist);
                        }
                    }
                    else 
                    {
                        outColor = vec4(normColor,1.0);
                    }

                    
                }

                
            ''')

        self.seats = self.prog['inSeats']
        self.back = self.prog['back']
        self.size = self.prog['size']
        self.round = self.prog['round']

        self.round.value = True
        self.size.value = 20

        self.gridx = 0.5
        self.gridy = 0.1

        self.seats.value = calculateCumulative(
            [78, 23, 22, 19, 15, 14, 10, 7, 6, 6])

        self.states = {
            self.wnd.keys.UP: False,
            self.wnd.keys.DOWN: False,
            self.wnd.keys.W: False,
            self.wnd.keys.S: False,
            self.wnd.keys.A: False,
            self.wnd.keys.D: False,
        }
class WindowEvents(mglw.WindowConfig):
    gl_version = (3, 3)
    window_size = (1200, 600)
    aspect_ratio = window_size[0] / window_size[1]
    title = "Neural Renderer"

    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        imgui.create_context()
        self.wnd.ctx.error
        self.imgui = ModernglWindowRenderer(self.wnd)
        self.space_down = False

        self.prog = self.ctx.program(
            vertex_shader="""
        #version 330
        uniform mat4 transform;
        uniform vec3 clr;
        uniform float aspect;

        in vec3 in_vert;
        out vec3 color;
        out vec2 uv;
        void main() {
            vec3 pos = vec3(in_vert.x, in_vert.y * aspect, 0.0);
            gl_Position = transform * vec4(pos, 1.0);
            uv = vec2(in_vert.x * 0.5 + 0.5, in_vert.y * 0.5 + 0.5);
            uv.y = 1.0 - uv.y;
            color = vec3(1, 0, 0);
        }
        """,
            fragment_shader="""
        #version 330
        uniform sampler2D tex_sampler;

        out vec4 fragColor;
        in vec3 color;
        in vec2 uv;
        void main() {
            fragColor = vec4(texture(tex_sampler, uv).rgb, 1.0);
        }
        """,
        )

        self.reference_texture = self.ctx.texture(
            (dataset.render_size, dataset.render_size), components=3)
        self.prediction_texture = self.ctx.texture(
            (dataset.render_size, dataset.render_size), components=3)
        self.reference_texture.repeat_x = False
        self.reference_texture.repeat_y = False
        self.prediction_texture.repeat_x = False
        self.prediction_texture.repeat_y = False
        self.reference_texture.use(5)
        self.prediction_texture.use(6)

        self.prog['aspect'].value = 12 / 6
        T = pyrr.matrix44.create_from_translation(np.array([-0.5, 0.15, 0]))
        T2 = pyrr.matrix44.create_from_translation(np.array([0.5, 0.15, 0]))
        S = pyrr.matrix44.create_from_scale(np.array([0.4, 0.4, 1]))
        self.M = pyrr.matrix44.multiply(S, T)
        self.M2 = pyrr.matrix44.multiply(S, T2)
        self.transform = self.prog['transform']
        self.transform.value = tuple(self.M.flatten())

        self.observation_textures = []
        self.observation_transforms = []
        for i in range(1, settings.views_per_scene):
            self.observation_textures.append(
                self.ctx.texture((dataset.render_size, dataset.render_size),
                                 components=3))
            self.observation_textures[-1].repeat_x = False
            self.observation_textures[-1].repeat_y = False
            self.observation_textures[-1].use(6 + i)

            T = pyrr.matrix44.create_from_translation(
                np.array([-0.825 + (i - 1) * 0.165, -0.825, 0]))
            S = pyrr.matrix44.create_from_scale(np.array([0.075, 0.075, 1]))
            M = pyrr.matrix44.multiply(S, T)
            self.observation_transforms.append(M)

        self.buffer_textures = []
        self.buffer_transforms = []
        for i in range(len(settings.model.generators[-1].query_passes)):
            self.buffer_textures.append(
                self.ctx.texture((dataset.render_size, dataset.render_size),
                                 components=3))
            self.buffer_textures[-1].repeat_x = False
            self.buffer_textures[-1].repeat_y = False
            self.buffer_textures[-1].use(6 + settings.views_per_scene + i)

            T = pyrr.matrix44.create_from_translation(
                np.array([0.175 + i * 0.165, -0.825, 0]))
            S = pyrr.matrix44.create_from_scale(np.array([0.075, 0.075, 1]))
            M = pyrr.matrix44.multiply(S, T)
            self.buffer_transforms.append(M)

        self.camera = KeyboardCamera(self.wnd.keys, 45.0, 1.0, 0.1, 100.0)
        self.camera.position[0] = 1.5
        self.camera.position[1] = 1.5
        self.camera.position[2] = -1.5
        self.camera._velocity = -2.5
        self.camera._mouse_sensitivity = -0.1

        self.quad = np.array([
            -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
            1.0, 1.0, 0.0, -1.0, 1.0, 0.0
        ],
                             dtype='f4')
        self.quad_vao = self.ctx.simple_vertex_array(
            self.prog, self.ctx.buffer(self.quad), 'in_vert')

    def render(self, time: float, frametime: float):
        # Load transform
        view = self.camera.matrix
        view_inverse = pyrr.matrix44.inverse(view)
        position = pyrr.matrix44.apply_to_vector(
            view_inverse, np.array([0.0, 0.0, 0.0, 1.0]))
        lookat = pyrr.matrix44.apply_to_vector(view_inverse,
                                               np.array([0.0, 0.0, 1.0, 1.0]))
        dataset.renderer.renderer.set_camera(position[:3], lookat[:3])

        # Get reference and draw
        dataset.samples = samples
        queries = dataset.get_current_view()
        data["query_images"] = queries[0]
        data["query_poses"] = queries[1]

        reference = format_buffer(
            data["query_images"][settings.model.output_pass][0])
        reference = reference.clamp(0, 1).numpy()
        reference = (reference * 255).astype(np.uint8)
        self.reference_texture.write(reference.tobytes())
        self.prog['tex_sampler'].value = 5
        self.transform.value = tuple(self.M.flatten())
        self.quad_vao.render(mode=moderngl.TRIANGLES)

        # Draw observations
        for i in range(len(self.observation_textures)):
            observation = format_buffer(
                data["observation_images"][settings.model.output_pass][0][i])
            observation = observation.clamp(0, 1).numpy()
            observation = (observation * 255).astype(np.uint8)
            self.observation_textures[i].write(observation.tobytes())
            self.prog['tex_sampler'].value = 6 + 1 + i
            self.transform.value = tuple(
                self.observation_transforms[i].flatten())
            self.quad_vao.render(mode=moderngl.TRIANGLES)

        # Draw G-buffer (TODO)
        for i in range(len(self.buffer_textures)):
            buffer = format_buffer(data["query_images"][
                settings.model.generators[-1].query_passes[i]][0])
            buffer = buffer.clamp(0, 1).numpy()
            buffer = (buffer * 255).astype(np.uint8)
            self.buffer_textures[i].write(buffer.tobytes())
            self.prog['tex_sampler'].value = 6 + settings.views_per_scene + i
            self.transform.value = tuple(self.buffer_transforms[i].flatten())
            self.quad_vao.render(mode=moderngl.TRIANGLES)

        # Network sample and draw
        prediction = net.sample(data)
        pred = format_buffer(prediction[-1][settings.model.output_pass][0])
        pred = pred.clamp(0, 1).numpy()
        pred = (pred * 255).astype(np.uint8)
        self.prediction_texture.write(pred.tobytes())
        self.prog['tex_sampler'].value = 6
        self.transform.value = tuple(self.M2.flatten())
        self.quad_vao.render(mode=moderngl.TRIANGLES)

        self.render_ui()

    def render_ui(self):
        global samples, observation_samples
        imgui.new_frame()

        imgui.begin("Options", True)

        if imgui.button("Random Scene"):
            random_scene()

        if imgui.button("Randomize Observations"):
            random_observations()

        _, samples = imgui.drag_int("Query SPP",
                                    samples,
                                    min_value=1,
                                    max_value=1024)
        _, observation_samples = imgui.drag_int("Observation SPP",
                                                observation_samples,
                                                min_value=1,
                                                max_value=1024)

        imgui.end()

        imgui.render()
        self.imgui.render(imgui.get_draw_data())

    def resize(self, width: int, height: int):
        self.imgui.resize(width, height)

    def key_event(self, key, action, modifiers):
        global samples, observation_samples
        self.imgui.key_event(key, action, modifiers)
        if action == self.wnd.keys.ACTION_PRESS:
            if key == self.wnd.keys.SPACE:
                self.space_down = True
            if key == self.wnd.keys.R:
                random_scene()
            if key == self.wnd.keys.O:
                random_observations()
            if key == self.wnd.keys.J:
                samples += 10
            if key == self.wnd.keys.H:
                samples = max(1, samples - 10)
            if key == self.wnd.keys.M:
                observation_samples += 10
            if key == self.wnd.keys.N:
                observation_samples = max(1, observation_samples - 10)

        if action == self.wnd.keys.ACTION_RELEASE:
            if key == self.wnd.keys.SPACE:
                self.space_down = False
                imgui.set_window_focus()

        if self.space_down:
            self.camera.key_input(key, action, modifiers)

    def mouse_position_event(self, x, y, dx, dy):
        self.imgui.mouse_position_event(x, y, dx, dy)

    def mouse_drag_event(self, x, y, dx, dy):
        self.imgui.mouse_drag_event(x, y, dx, dy)
        if self.space_down:
            self.camera.rot_state(dx, dy)

    def mouse_scroll_event(self, x_offset, y_offset):
        self.imgui.mouse_scroll_event(x_offset, y_offset)

    def mouse_press_event(self, x, y, button):
        self.imgui.mouse_press_event(x, y, button)

    def mouse_release_event(self, x: int, y: int, button: int):
        self.imgui.mouse_release_event(x, y, button)

    def unicode_char_entered(self, char):
        self.imgui.unicode_char_entered(char)