Esempio n. 1
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 def RenderToDrawBuffer_SceneBoxWire(self, vpMat: QMatrix4x4,
                                     boxSize: QVector3D):
     with uglw.VAOBound(self._vao_blank):
         with uglw.ProgBound(self._sceneBoxWireProgramInfo.__progHandle__):
             glUniform3fv(self._sceneBoxWireProgramInfo.boxSize, 1,
                          utyp.GetTuple(boxSize))
             glUniformMatrix4fv(self._sceneBoxWireProgramInfo.vpMat, 1,
                                GL_FALSE, vpMat.data())
             glDrawArrays(GL_LINES, 0, 24)
Esempio n. 2
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    def __init__(self, fieldSize: T.Tuple[int, int, int]):
        self._fieldSize = fieldSize
        self._vao_blank = glGenVertexArrays(1)
        self._velocityLineProgramInfo = BuildPipelineProgram(
            glsw.v, glsw.f, ("GRID", ))
        self._sceneBoxWireProgramInfo = BuildPipelineProgram(
            glsw.v, glsw.f, ("SCENEBOX", "LINE"))
        self._sceneBoxSurfProgramInfo = BuildPipelineProgram(
            glsw.v, glsw.f, ("SCENEBOX", "SURF"))
        self._depthInteractionBuffer = OffScreenDepthFramebuffer()

        with uglw.ProgBound(self._velocityLineProgramInfo.__progHandle__):
            glUniform3iv(self._velocityLineProgramInfo.gridN, 1, fieldSize)
    def _Step_ExecBoundary_UseProg(self, scale: float, targetTexname):
        glViewport(0, 0, self._gridSize[0], self._gridSize[1])
        with uglw.TextureBound(GL_TEXTURE_3D, targetTexname):
            with uglw.ProgBound(self._iprog_boundaryLn.__progHandle__):
                glUniform1fv(self._iprog_boundaryLn.scale, 1, scale)
                for operating_z in range(1, self._gridSize[2] - 1):
                    _BindFBOwithTex3DatLayer(targetTexname, operating_z)
                    glUniform1i(self._iprog_boundaryLn.operating_z,
                                operating_z)
                    glDrawArrays(GL_TRIANGLES, 0, 24)

            with uglw.ProgBound(self._iprog_boundaryQd.__progHandle__):
                glUniform1fv(self._iprog_boundaryQd.scale, 1, scale)
                _BindFBOwithTex3DatLayer(targetTexname, 0)
                glUniform1i(self._iprog_boundaryQd.operating_z, 0)
                glUniform3iv(self._iprog_boundaryQd.offset, 1, (0, 0, 1))
                glDrawArrays(GL_TRIANGLES, 0, 6)
                _BindFBOwithTex3DatLayer(targetTexname, self._gridSize[2] - 1)
                glUniform1i(self._iprog_boundaryQd.operating_z,
                            self._gridSize[2] - 1)
                glUniform3iv(self._iprog_boundaryQd.offset, 1, (0, 0, -1))
                glDrawArrays(GL_TRIANGLES, 0, 6)
    def SetGrid(self, size: T.Tuple[int, int, int], cellScale):
        ONE_3D = QVector3D(1, 1, 1)
        rDx = 1 / cellScale

        with uglw.ProgBound(self._iprog_advection.__progHandle__):
            glUniform3fv(self._iprog_advection.rGridsize, 1,
                         utyp.GetTuple(ONE_3D / QVector3D(*size)))

        with uglw.ProgBound(self._iprog_divergence.__progHandle__):
            glUniform1fv(self._iprog_divergence.halfRdx, 1, 0.5 * rDx)

        with uglw.ProgBound(self._iprog_gradsub.__progHandle__):
            glUniform1fv(self._iprog_gradsub.halfRdx, 1, 0.5 * rDx)
            glUniform1iv(self._iprog_gradsub.u3_1, 1, 0)
            glUniform1iv(self._iprog_gradsub._3p1, 1, 1)

        with uglw.ProgBound(self._iprog_jacobi.__progHandle__):
            glUniform1iv(self._iprog_jacobi.fieldX, 1, 0)
            glUniform1iv(self._iprog_jacobi.fieldB, 1, 1)
            glUniform2fv(self._iprog_jacobi.alphaRbeta, 1,
                         (-cellScale * cellScale, 1 / 6))

        self._rDx = rDx
        self._gridSize = size
Esempio n. 5
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    def RenderToDrawBuffer_VelocityLine(self, vpMat: QMatrix4x4,
                                        tex3DName_velocity: GLuint,
                                        cellScale: float, lineScale: float):
        with uglw.VAOBound(self._vao_blank):
            with uglw.TextureBound(GL_TEXTURE_3D, tex3DName_velocity):
                with uglw.ProgBound(
                        self._velocityLineProgramInfo.__progHandle__):
                    cellNx2 = self._fieldSize[0] * self._fieldSize[
                        1] * self._fieldSize[2] * 2

                    glUniform1fv(self._velocityLineProgramInfo.lineScale, 1,
                                 lineScale)
                    glUniform1fv(self._velocityLineProgramInfo.cellScale, 1,
                                 cellScale)
                    glUniformMatrix4fv(self._velocityLineProgramInfo.vpMat, 1,
                                       GL_FALSE, vpMat.data())
                    glDrawArrays(GL_LINES, 0, cellNx2)
                    glDrawArrays(GL_POINTS, 0, cellNx2)
Esempio n. 6
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    def GetSceneBoxCursorIntersection(self, vpMat: QMatrix4x4,
                                      boxSize: QVector3D,
                                      winspaceCursorPos: QPoint,
                                      winspaceDimension: QPoint) -> QVector3D:
        """
        :param winspaceCursorPos: lower-left corner as origin
        :return: 3D world position of cursor interaction
        """

        # render depthImage and get depthValue -------------------------------------------------------------------------
        self._depthInteractionBuffer.RequestBindFBO(winspaceDimension)

        glViewport(0, 0, winspaceDimension.x(), winspaceDimension.y())
        with uglw.VAOBound(self._vao_blank):
            with uglw.ProgBound(self._sceneBoxSurfProgramInfo.__progHandle__):
                with uglw.EnableScope(GL_DEPTH_TEST):
                    glClearBufferfv(GL_DEPTH, 0, (1., ))
                    glUniform3fv(self._sceneBoxSurfProgramInfo.boxSize, 1,
                                 utyp.GetTuple(boxSize))
                    glUniformMatrix4fv(self._sceneBoxSurfProgramInfo.vpMat, 1,
                                       GL_FALSE, vpMat.data())
                    glDrawArrays(GL_TRIANGLES, 0, 3 * 2 * 6)

        winspaceCursorDepthValue = glReadPixels(winspaceCursorPos.x(),
                                                winspaceCursorPos.y(), 1, 1,
                                                GL_DEPTH_COMPONENT,
                                                GL_FLOAT)[0][0]
        # print( winspaceCursorDepthValue )

        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # unproject cursor into worldCoord -----------------------------------------------------------------------------
        if winspaceCursorDepthValue == 1.0:
            raise ValueError  # cursor ray hit background, no object to manipulate

        return self.GetUnprojection(winspaceCursorPos,
                                    winspaceCursorDepthValue,
                                    winspaceDimension, vpMat)