Esempio n. 1
0
    def draw(self) -> None:
        import numpy as np
        from scipy.ndimage.filters import gaussian_filter
        from pi3d.Camera import Camera
        from pi3d.constants import (
            opengles,
            GL_SRC_ALPHA,
            GL_ONE_MINUS_SRC_ALPHA,
            GLsizei,
            GLboolean,
            GLint,
            GL_FLOAT,
            GL_ARRAY_BUFFER,
            GL_UNSIGNED_SHORT,
            GL_TEXTURE_2D,
            GL_UNSIGNED_BYTE,
        )

        time_logging = False

        if self.should_prepare:
            self._prepare()

        if self.lights.alarm_program.factor != -1:
            self.alarm_factor = max(0.001, self.lights.alarm_program.factor)
        else:
            self.alarm_factor = 0

        then = time.time()

        self.display.loop_running()
        now = self.display.time
        self.time_delta = now - self.last_loop
        self.last_loop = now
        self.time_elapsed += self.time_delta

        if time_logging:
            print(f"{time.time() - then} main loop")
            then = time.time()

        # use a sliding window to smooth the spectrum with a gauss function
        # truncating does not save significant time (~3% for this step)

        # new_frame = np.array(self.cava.current_frame, dtype="float32")
        new_frame = gaussian_filter(self.cava.current_frame, sigma=1.5, mode="nearest")
        new_frame = new_frame[self.SPECTRUM_CUT : -self.SPECTRUM_CUT]
        new_frame = -0.5 * new_frame ** 3 + 1.5 * new_frame
        new_frame *= 255
        current_frame = new_frame

        if time_logging:
            print(f"{time.time() - then} spectrum smoothing")
            then = time.time()

        # Value used for circle shake and background color cycle
        # select the first few values and compute their average
        bass_elements = math.ceil(self.BASS_MAX * self.cava.bars)
        self.bass_value = sum(current_frame[0:bass_elements]) / bass_elements / 255
        self.bass_value = max(self.bass_value, self.alarm_factor)
        self.total_bass = self.total_bass + self.bass_value
        # the fraction of time that there was bass
        self.bass_fraction = self.total_bass / self.time_elapsed / self.lights.UPS

        self.uniform_values = {
            48: self.width / self.scale,
            49: self.height / self.scale,
            50: self.scale,
            51: self.FFT_HIST,
            52: self.NUM_PARTICLES,
            53: self.PARTICLE_SPAWN_Z,
            54: self.time_elapsed,
            55: self.time_delta,
            56: self.alarm_factor,
            57: self.bass_value,
            58: self.total_bass,
            59: self.bass_fraction,
        }

        # start rendering to the smaller OffscreenTexture
        # we decrease the size of the texture so it only allocates that much memory
        # otherwise it would use as much as the displays size, negating its positive effect
        self.post.ix = int(self.post.ix / self.scale)
        self.post.iy = int(self.post.iy / self.scale)
        opengles.glViewport(
            GLint(0),
            GLint(0),
            GLsizei(int(self.width / self.scale)),
            GLsizei(int(self.height / self.scale)),
        )
        self.post._start()
        self.post.ix = self.width
        self.post.iy = self.height

        self._set_unif(self.background, [48, 49, 54, 56, 58])
        self.background.draw()

        if time_logging:
            print(f"{time.time() - then} background draw")
            then = time.time()

        # enable additive blending so the draw order of overlapping particles does not matter
        opengles.glBlendFunc(1, 1)

        self._set_unif(self.particle_sprite, [53, 54, 59])

        # copied code from pi3d.Shape.draw()
        # we don't need modelmatrices, normals ord textures and always blend
        self.particle_sprite.load_opengl()
        camera = Camera.instance()
        if not camera.mtrx_made:
            camera.make_mtrx()
        self.particle_sprite.MRaw = self.particle_sprite.tr1
        self.particle_sprite.M[0, :, :] = self.particle_sprite.MRaw[:, :]
        self.particle_sprite.M[1, :, :] = np.dot(
            self.particle_sprite.MRaw, camera.mtrx
        )[:, :]

        # Buffer.draw()
        buf = self.particle_sprite.buf[0]
        buf.load_opengl()
        shader = buf.shader
        shader.use()
        opengles.glUniformMatrix4fv(
            shader.unif_modelviewmatrix,
            GLsizei(2),
            GLboolean(0),
            self.particle_sprite.M.ctypes.data,
        )
        opengles.glUniform3fv(shader.unif_unif, GLsizei(20), self.particle_sprite.unif)
        buf._select()
        opengles.glVertexAttribPointer(
            shader.attr_vertex, GLint(3), GL_FLOAT, GLboolean(0), buf.N_BYTES, 0
        )
        opengles.glEnableVertexAttribArray(shader.attr_vertex)
        opengles.glVertexAttribPointer(
            shader.attr_texcoord, GLint(2), GL_FLOAT, GLboolean(0), buf.N_BYTES, 24
        )
        opengles.glEnableVertexAttribArray(shader.attr_texcoord)
        buf.disp.last_shader = shader
        opengles.glUniform3fv(shader.unif_unib, GLsizei(5), buf.unib)

        opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo)
        opengles.glDrawElementsInstanced(
            buf.draw_method,
            GLsizei(buf.ntris * 3),
            GL_UNSIGNED_SHORT,
            0,
            self.NUM_PARTICLES,
        )

        # restore normal blending
        opengles.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if time_logging:
            print(f"{time.time() - then} particle draw")
            then = time.time()

        # roll the history one further, insert the current one.
        # we use a texture with four channels eventhough we only need one, refer to this post:
        # https://community.khronos.org/t/updating-textures-per-frame/75020/3
        # basically the gpu converts it anyway, so other formats would be slower
        history = np.zeros(
            (self.FFT_HIST, self.cava.bars - 2 * self.SPECTRUM_CUT, 4), dtype="uint8"
        )
        self.fft = np.roll(self.fft, 1, 0)
        self.fft[0] = current_frame
        history[:, :, 0] = self.fft

        if time_logging:
            print(f"{time.time() - then} spectrum roll")
            then = time.time()

        # change the spectrum part of the texture (the lower 256xFFT_HIST pixels)
        opengles.glBindTexture(GL_TEXTURE_2D, self.dynamic_texture._tex)
        iformat = self.dynamic_texture._get_format_from_array(
            history, self.dynamic_texture.i_format
        )
        opengles.glTexSubImage2D(
            GL_TEXTURE_2D,
            0,
            0,
            self.dynamic_texture.ix,
            history.shape[1],
            history.shape[0],
            iformat,
            GL_UNSIGNED_BYTE,
            history.ctypes.data_as(ctypes.POINTER(ctypes.c_ubyte)),
        )

        if time_logging:
            print(f"{time.time() - then} glTexImage2D")
            then = time.time()

        self._set_unif(self.spectrum, [48, 49, 51, 52, 53, 54, 55, 57, 58])
        self.spectrum.draw()

        if time_logging:
            print(f"{time.time() - then} spectrum draw")
            then = time.time()

        self._set_unif(self.logo, [48, 49, 51, 54, 57, 58])
        self.logo.draw()

        if time_logging:
            print(f"{time.time() - then} logo draw")
            then = time.time()

        self._set_unif(self.after, [48, 49, 54, 57])
        self.after.draw()

        if time_logging:
            print(f"{time.time() - then} after draw")
            then = time.time()

        self.post._end()

        opengles.glViewport(
            GLint(0), GLint(0), GLsizei(self.width), GLsizei(self.height)
        )
        self._set_unif(self.post_sprite, [50])
        self.post_sprite.draw()

        if time_logging:
            print(f"{time.time() - then} post draw")
            print(f"scale: {self.scale}")
            print("=====")
Esempio n. 2
0
  def draw(self, shape=None, M=None, unif=None, shader=None,
                     textures=None, ntl=None, shny=None, fullset=True):
    """Draw this Buffer, called by the parent Shape.draw()

    Keyword arguments:
      *shape*
        Shape object this Buffer belongs to, has to be passed at draw to avoid
        circular reference
      *shader*
        Shader object
      *textures*
        array of Texture objects
      *ntl*
        multiple for tiling normal map which can be less than or greater
        than 1.0. 0.0 disables the normal mapping, float
      *shiny*
        how strong to make the reflection 0.0 to 1.0, float
    """
    self.load_opengl()

    shader = shader or self.shader or shape.shader or Shader.instance()
    shader.use()
    opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, GLsizei(3),
                                GLboolean(0), M.ctypes.data)

    opengles.glUniform3fv(shader.unif_unif, GLsizei(20), unif)
    textures = textures or self.textures
    if ntl is not None:
      self.unib[0] = ntl
    if shny is not None:
      self.unib[1] = shny
    self._select()

    opengles.glVertexAttribPointer(shader.attr_vertex, GLint(3), GL_FLOAT, GLboolean(0), self.N_BYTES, 0)
    opengles.glEnableVertexAttribArray(shader.attr_vertex)
    if self.N_BYTES > 12:
      opengles.glVertexAttribPointer(shader.attr_normal, GLint(3), GL_FLOAT, GLboolean(0), self.N_BYTES, 12)
      opengles.glEnableVertexAttribArray(shader.attr_normal)
      if self.N_BYTES > 24:
        opengles.glVertexAttribPointer(shader.attr_texcoord, GLint(2), GL_FLOAT, GLboolean(0), self.N_BYTES, 24)
        opengles.glEnableVertexAttribArray(shader.attr_texcoord)

    opengles.glDisable(GL_BLEND)

    self.unib[2] = 0.6
    for t, texture in enumerate(textures):
      if (self.disp.last_textures[t] != texture or self.disp.last_shader != shader or
            self.disp.offscreen_tex): # very slight speed increase for sprites
        opengles.glActiveTexture(GL_TEXTURE0 + t)
        assert texture.tex(), 'There was an empty texture in your Buffer.'
        opengles.glBindTexture(GL_TEXTURE_2D, texture.tex())
        opengles.glUniform1i(shader.unif_tex[t], GLint(t))
        self.disp.last_textures[t] = texture

      if texture.blend:
        # i.e. if any of the textures set to blend then all will for this shader.
        self.unib[2] = 0.05

    if self.unib[2] != 0.6 or shape.unif[13] < 1.0 or shape.unif[14] < 1.0:
      #use unib[2] as flag to indicate if any Textures to be blended
      #needs to be done outside for..textures so materials can be transparent
        opengles.glEnable(GL_BLEND)
        self.unib[2] = 0.05

    self.disp.last_shader = shader

    opengles.glUniform3fv(shader.unif_unib, GLsizei(5), self.unib)

    opengles.glEnable(GL_DEPTH_TEST) # TODO find somewhere more efficient to do this

    opengles.glDrawElements(self.draw_method, GLsizei(self.ntris * 3), GL_UNSIGNED_SHORT, 0)
Esempio n. 3
0
File: Buffer.py Progetto: tipam/pi3d
  def draw(self, shape=None, M=None, unif=None, shader=None,
                     textures=None, ntl=None, shny=None, fullset=True):
    """Draw this Buffer, called by the parent Shape.draw()

    Keyword arguments:
      *shape*
        Shape object this Buffer belongs to, has to be passed at draw to avoid
        circular reference
      *shader*
        Shader object
      *textures*
        array of Texture objects
      *ntl*
        multiple for tiling normal map which can be less than or greater
        than 1.0. 0.0 disables the normal mapping, float
      *shiny*
        how strong to make the reflection 0.0 to 1.0, float
    """
    self.load_opengl()

    shader = shader or self.shader or shape.shader or Shader.instance()
    shader.use()
    opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 3,
                                ctypes.c_ubyte(0), M.ctypes.data)

    opengles.glUniform3fv(shader.unif_unif, 20, unif)
    textures = textures or self.textures
    if ntl is not None:
      self.unib[0] = ntl
    if shny is not None:
      self.unib[1] = shny
    self._select()

    opengles.glVertexAttribPointer(shader.attr_vertex, 3, GL_FLOAT, 0, self.N_BYTES, 0)
    opengles.glEnableVertexAttribArray(shader.attr_vertex)
    if self.N_BYTES > 12:
      opengles.glVertexAttribPointer(shader.attr_normal, 3, GL_FLOAT, 0, self.N_BYTES, 12)
      opengles.glEnableVertexAttribArray(shader.attr_normal)
      if self.N_BYTES > 24:
        opengles.glVertexAttribPointer(shader.attr_texcoord, 2, GL_FLOAT, 0, self.N_BYTES, 24)
        opengles.glEnableVertexAttribArray(shader.attr_texcoord)

    opengles.glDisable(GL_BLEND)

    self.unib[2] = 0.6
    for t, texture in enumerate(textures):
      if (self.disp.last_textures[t] != texture or self.disp.last_shader != shader or
            self.disp.offscreen_tex): # very slight speed increase for sprites
        opengles.glActiveTexture(GL_TEXTURE0 + t)
        assert texture.tex(), 'There was an empty texture in your Buffer.'
        opengles.glBindTexture(GL_TEXTURE_2D, texture.tex())
        opengles.glUniform1i(shader.unif_tex[t], t)
        self.disp.last_textures[t] = texture

      if texture.blend:
        # i.e. if any of the textures set to blend then all will for this shader.
        self.unib[2] = 0.05

    if self.unib[2] != 0.6 or shape.unif[13] < 1.0 or shape.unif[14] < 1.0:
      #use unib[2] as flag to indicate if any Textures to be blended
      #needs to be done outside for..textures so materials can be transparent
        opengles.glEnable(GL_BLEND)
        self.unib[2] = 0.05

    self.disp.last_shader = shader

    opengles.glUniform3fv(shader.unif_unib, 5, self.unib)

    opengles.glEnable(GL_DEPTH_TEST) # TODO find somewhere more efficient to do this

    opengles.glDrawElements(self.draw_method, self.ntris * 3, GL_UNSIGNED_SHORT, 0)