def __init__(self, n_volume_max=10, threshold=None, relative_step_size=0.8, emulate_texture=False): Visual.__init__(self) self._n_volume_max = n_volume_max # Only show back faces of cuboid. This is required because if we are # inside the volume, then the front faces are outside of the clipping # box and will not be drawn. self.set_gl_state('translucent', cull_face=False) tex_cls = TextureEmulated3D if emulate_texture else Texture3D # Storage of information of volume self._initial_shape = True self._vol_shape = () self._vertex_cache_id = () self._clim = None # Create gloo objects self._vbo = None self._tex = tex_cls((10, 10, 10), interpolation='linear', wrapping='clamp_to_edge') # Set custom vertex shader vert_shader, frag_shader = get_shaders(n_volume_max) frag_dict['additive_multi_volume'] = frag_shader # Create program self._program = ModularProgram(vert_shader) self.textures = [] for i in range(n_volume_max): self.textures.append( tex_cls((10, 10, 10), interpolation='linear', wrapping='clamp_to_edge')) self._program['u_volumetex_{0}'.format(i)] = self.textures[i] self._index_buffer = None # Set params self.method = 'additive_multi_volume' self.relative_step_size = relative_step_size for i in range(n_volume_max): self._program.frag['cmap{0:d}'.format(i)] = Function( get_colormap('grays').glsl_map) self._program['u_enabled_{0}'.format(i)] = 0 self._program['u_weight_{0}'.format(i)] = 1 self.xd = None self._block_size = None self.volumes = {} self._create_vertex_data()
def __init__(self, pos=None, color=None, size=None): Visual.__init__(self, self.VERTEX_SHADER, self.FRAGMENT_SHADER) self._pos = pos self._color = color self._size = size self.set_gl_state(blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self._draw_mode = 'points'
def __init__(self, points, simplices, vertex_color=None, mask_color=None, alpha=1.0, mode='triangles'): """ initialize tetrahedra face plot Parameters ---------- points : NDArray of float32 N x 3 points coordinates simplices : NDArray of uint32 N x 4 connectivity matrix Note ---- initialize triangles structure """ Visual.__init__(self, vcode=vert, fcode=frag) # set data self.shared_program.vert['position'] = gloo.VertexBuffer(points) if vertex_color is None: vertex_color = np.ones((points.shape[0], 4), dtype=np.float32) else: assert vertex_color.shape[0] == points.shape[0] # vertex color may be grayscale if np.ndim(vertex_color) == 1: f = vertex_color[:, np.newaxis] v = np.repeat(f, 4, axis=1) v[:, -1] = 1.0 vertex_color = v.astype(np.float32) self.shared_program['a_color'] = vertex_color # mask colors, alpha channel is not used when mask_color is given. if mask_color is None: mask_color = [1.0, 1.0, 1.0, alpha] self.shared_program['u_color'] = mask_color # build buffer if mode is 'triangles': vbo = sim2tri(simplices) elif mode is 'lines': vbo = sim2edge(simplices) else: raise ValueError('Drawing mode = ' + mode + ' not supported') self._index_buffer = gloo.IndexBuffer(vbo) # config OpenGL, 'translucent' or 'additive' self.set_gl_state('additive', blend=True, depth_test=False, cull_face=False, polygon_offset_fill=False, polygon_offset=(1, 1)) self._draw_mode = mode
def __init__(self, vol, clim=None, method='mip', threshold=None, relative_step_size=0.8, cmap='grays', emulate_texture=False): tex_cls = TextureEmulated3D if emulate_texture else Texture3D # Storage of information of volume self._vol_shape = () self._clim = None self._need_vertex_update = True # Set the colormap self._cmap = get_colormap(cmap) # Create gloo objects self._vertices = VertexBuffer() self._texcoord = VertexBuffer( np.array([ [0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0], [0, 0, 1], [1, 0, 1], [0, 1, 1], [1, 1, 1], ], dtype=np.float32)) self._tex = tex_cls((10, 10, 10), interpolation='linear', wrapping='clamp_to_edge') # Create program Visual.__init__(self, vcode=VERT_SHADER, fcode="") self.shared_program['u_volumetex'] = self._tex self.shared_program['a_position'] = self._vertices self.shared_program['a_texcoord'] = self._texcoord self._draw_mode = 'triangle_strip' self._index_buffer = IndexBuffer() # Only show back faces of cuboid. This is required because if we are # inside the volume, then the front faces are outside of the clipping # box and will not be drawn. self.set_gl_state('translucent', cull_face=False) # Set data self.set_data(vol, clim) # Set params self.method = method self.relative_step_size = relative_step_size self.threshold = threshold if (threshold is not None) else vol.mean() self.freeze()
def __init__(self, vertices=None, faces=None, normals=None, lr_index=None, hemisphere='both', sulcus=None, alpha=1., mask_color='orange', camera=None, meshdata=None, invert_normals=False): """Init.""" self._camera = None self._translucent = True self._alpha = alpha self._hemisphere = hemisphere self._n_overlay = 0 self._data_lim = [] # Initialize the vispy.Visual class with the vertex / fragment buffer : Visual.__init__(self, vcode=VERT_SHADER, fcode=FRAG_SHADER) # _________________ BUFFERS _________________ # Vertices / faces / normals / color : def_3 = np.zeros((0, 3), dtype=np.float32) self._vert_buffer = gloo.VertexBuffer(def_3) self._normals_buffer = gloo.VertexBuffer(def_3) self._bgd_buffer = gloo.VertexBuffer() self._xrange_buffer = gloo.VertexBuffer() self._alphas_buffer = gloo.VertexBuffer() self._index_buffer = gloo.IndexBuffer() # _________________ PROGRAMS _________________ self.shared_program.vert['a_position'] = self._vert_buffer self.shared_program.vert['a_normal'] = self._normals_buffer self.shared_program.vert['u_n_overlays'] = self._n_overlay self.shared_program.frag['u_alpha'] = alpha # _________________ LIGHTS _________________ self.shared_program.frag['u_light_intensity'] = LIGHT_INTENSITY self.shared_program.frag['u_coef_ambient'] = COEF_AMBIENT self.shared_program.frag['u_coef_specular'] = COEF_SPECULAR self.shared_program.frag['u_light_position'] = LIGHT_POSITION self.shared_program.frag['camtf'] = vist.NullTransform() # _________________ DATA / CAMERA / LIGHT _________________ # Data : self.set_data(vertices, faces, normals, hemisphere, lr_index, invert_normals, sulcus, meshdata) # Camera : self.set_camera(camera) self.mask_color = mask_color # Slices : self.xmin, self.xmax = None, None self.ymin, self.ymax = None, None self.zmin, self.zmax = None, None self.inv_light = False # _________________ GL STATE _________________ self.set_gl_state('translucent', depth_test=True, cull_face=False, blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self._draw_mode = 'triangles' self.freeze()
def __init__(self, data, color, symbol="disc", size=3): Visual.__init__(self, vert, frag) self.size = size self.symbol = symbol self.shared_program["a_position"] = np.float32(data) self.shared_program["a_size"] = np.repeat( self.size, data.shape[0]).astype(np.float32) self.shared_program["a_color"] = VertexBuffer(color.rgba) self._draw_mode = "points"
def __init__(self, vertices=None, faces=None, normals=None, lr_index=None, hemisphere='both', sulcus=None, alpha=1., mask_color='orange', camera=None, meshdata=None, invert_normals=False): """Init.""" self._camera = None self._translucent = True self._alpha = alpha self._hemisphere = hemisphere self._n_overlay = 0 self._data_lim = [] # Initialize the vispy.Visual class with the vertex / fragment buffer : Visual.__init__(self, vcode=VERT_SHADER, fcode=FRAG_SHADER) # _________________ BUFFERS _________________ # Vertices / faces / normals / color : def_3 = np.zeros((0, 3), dtype=np.float32) self._vert_buffer = gloo.VertexBuffer(def_3) self._normals_buffer = gloo.VertexBuffer(def_3) self._bgd_buffer = gloo.VertexBuffer() self._xrange_buffer = gloo.VertexBuffer() self._alphas_buffer = gloo.VertexBuffer() self._index_buffer = gloo.IndexBuffer() # _________________ PROGRAMS _________________ self.shared_program.vert['a_position'] = self._vert_buffer self.shared_program.vert['a_normal'] = self._normals_buffer self.shared_program.vert['u_n_overlays'] = self._n_overlay self.shared_program.frag['u_alpha'] = alpha # _________________ LIGHTS _________________ self.shared_program.frag['u_light_intensity'] = LIGHT_INTENSITY self.shared_program.frag['u_coef_ambient'] = COEF_AMBIENT self.shared_program.frag['u_coef_specular'] = COEF_SPECULAR self.shared_program.frag['u_light_position'] = LIGHT_POSITION self.shared_program.frag['camtf'] = vist.NullTransform() # _________________ DATA / CAMERA / LIGHT _________________ # Data : self.set_data(vertices, faces, normals, hemisphere, lr_index, invert_normals, sulcus, meshdata) # Camera : self.set_camera(camera) self.mask_color = mask_color # _________________ GL STATE _________________ self.set_gl_state('translucent', depth_test=True, cull_face=False, blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self._draw_mode = 'triangles' self.freeze()
def __init__(self, parent): self._parent = parent self._pos_vbo = gloo.VertexBuffer() self._color_vbo = gloo.VertexBuffer() Visual.__init__(self, vcode=self.VERTEX_SHADER, fcode=self.FRAGMENT_SHADER, gcode=None) self._draw_mode = 'lines' self._connect = 'segments' self.set_gl_state('translucent', depth_test=False) self.freeze()
def __init__(self, vertices=None, faces=None, normals=None, sulcus=None, alpha=1., camera=None): """Init.""" self._camera = None self._camera_transform = vist.NullTransform() self._translucent = True self._alpha = alpha self._n_overlay = 0 self._data_lim = [] self._colormaps = [] # Initialize the vispy.Visual class with the vertex / fragment buffer : Visual.__init__(self, vcode=VERT_SHADER, fcode=FRAG_SHADER) # _________________ BUFFERS _________________ # Vertices / faces / normals / color : def_3 = np.zeros((0, 3), dtype=np.float32) self._vert_buffer = gloo.VertexBuffer(def_3) self._normals_buffer = gloo.VertexBuffer(def_3) self._bgd_buffer = gloo.VertexBuffer() self._xrange_buffer = gloo.VertexBuffer() self._alphas_buffer = gloo.VertexBuffer() self._index_buffer = gloo.IndexBuffer() # _________________ PROGRAMS _________________ self.shared_program.vert['a_position'] = self._vert_buffer self.shared_program.vert['a_normal'] = self._normals_buffer self.shared_program.vert['u_n_overlays'] = self._n_overlay self.shared_program.frag['u_alpha'] = alpha # _________________ TEXTURE _________________ color_1d = np.c_[np.array([1.] * 4), np.array(SULCUS_COLOR)].T text_1d = gloo.Texture1D(color_1d.astype(np.float32)) self.shared_program.vert['u_bgd_text'] = text_1d # _________________ LIGHTS _________________ self.shared_program.frag['u_light_intensity'] = LIGHT_INTENSITY self.shared_program.frag['u_coef_ambient'] = COEF_AMBIENT # _________________ DATA / CAMERA / LIGHT _________________ self.set_data(vertices, faces, normals, sulcus) self.set_camera(camera) # _________________ GL STATE _________________ self.set_gl_state('translucent', depth_test=True, cull_face=False, blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self._draw_mode = 'triangles' self.freeze()
def __init__(self, positions, colors): Visual.__init__(self, vertex_shader, fragment_shader) self.positions = positions self.colors = colors self.frames = self.positions.shape[0] self._vertices = gloo.VertexBuffer() self.set_vertex_data(0) self._draw_mode = 'points' self.texture = gloo.Texture2D(load_star_image(), interpolation='linear') self.shared_program['u_texture'] = self.texture self.shared_program.vert['color'] = self.colors self.pointsize = 5 self.set_gl_state(clear_color=(0.0, 0.0, 0.03, 1.0), depth_test=False, blend=True, blend_func=('src_alpha', 'one'))
def __init__(self, data): Visual.__init__(self, self.VERTEX_SHADER, self.FRAGMENT_SHADER) nsignals, nsamples = data.shape # nsamples, nsignals = data.shape self._data = data a_index = np.c_[np.repeat(np.arange(nsignals), nsamples), np.tile(np.arange(nsamples), nsignals) ].astype(np.float32) # Doesn't seem to work nor to be very efficient. # indices = nsignals * np.arange(nsamples) # indices = indices[None, :] + np.arange(nsignals)[:, None] # indices = indices.flatten().astype(np.uint32) # self._ibuffer = gloo.IndexBuffer(indices) self._buffer = gloo.VertexBuffer(data.reshape(-1, 1)) self.shared_program['a_position'] = self._buffer self.shared_program['a_index'] = a_index x_transform = Function(X_TRANSFORM) x_transform['nsamples'] = nsamples self.shared_program.vert['get_x'] = x_transform y_transform = Function(Y_TRANSFORM) y_transform['scale'] = Variable('uniform float u_signal_scale', 1.) y_transform['nsignals'] = nsignals self.shared_program.vert['get_y'] = y_transform self._y_transform = y_transform colormap = Function(DISCRETE_CMAP) rng = np.random.RandomState(0) cmap = rng.uniform(size=(1, nsignals, 3), low=.5, high=.9).astype(np.float32) tex = gloo.Texture2D((cmap * 255).astype(np.uint8)) colormap['colormap'] = Variable('uniform sampler2D u_colormap', tex) colormap['ncolors'] = nsignals self.shared_program.frag['get_color'] = colormap self._draw_mode = 'line_strip' self.set_gl_state('translucent', depth_test=False)
def __init__(self, pos, domain=(0., 1.), tick_direction=(-1., 0.), scale_type="linear", axis_color=(1, 1, 1), tick_color=(0.7, 0.7, 0.7), **kwargs): Visual.__init__(self, **kwargs) if scale_type != 'linear': raise NotImplementedError('only linear scaling is currently ' 'supported') self.pos = np.array(pos, float) self.domain = domain self.tick_direction = np.array(tick_direction, float) self.tick_direction = self.tick_direction self.scale_type = scale_type self.axis_color = axis_color self.tick_color = tick_color self.minor_tick_length = 5 # px self.major_tick_length = 10 # px self.label_margin = 5 # px self._text = None self._line = None self._ticks = None
def __init__(self, data, rect=(0, 0, 1, 1), depth=0.0, **kwargs): self._data = data self._depth = depth vertices = np.array([(-1, -1), (-1, +1), (+1, -1), (+1, +1)], dtype=np.float32) r = self._rect = rect texCoord = np.array([(r[0], r[1]), (r[0], r[1] + r[3]), (r[0] + r[2], r[1]), (r[0] + r[2], r[1] + r[3])], dtype=np.float32) self._texNeedUpdate = False self._texCoordNeedUpdate = False self._depthNeedUpdate = False Visual.__init__(self, VERTEX_SHADER, FRAGMENT_SHADER) self.shared_program["position"] = VertexBuffer(vertices) self.shared_program["texCoord"] = VertexBuffer(texCoord) self.shared_program['depth'] = self._depth self.shared_program['texture'] = self._data self.set_gl_state(blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self._draw_mode = 'triangle_strip'
def __init__(self, meshdata, color=None, light_vec=(1, 0, 0)): Visual.__init__(self, vertex_shader, fragment_shader) v = meshdata.get_vertices(indexed='faces').astype(float32) self._vertices = VertexBuffer(v) v_norm = meshdata.get_vertex_normals(indexed='faces').astype(float32) self._normals = VertexBuffer(v_norm) if color is not None: if len(color) == 3: color = r_[array(color), 1.] self._colors = color else: v_col = meshdata.get_vertex_colors(indexed='faces').astype(float32) self._colors = VertexBuffer(v_col) self._light_vec = light_vec self._draw_mode = 'triangles' self.set_gl_state('opaque', depth_test=True, cull_face=True)
def __init__(self, root, aggregatedTexture, light=None, camera=None): Visual.__init__(self, *aggregatedTexture.generateShaderCode()) # GL init and settings self._draw_mode = 'triangles' wrappers.set_cull_face(mode='back') self.set_gl_state('opaque', depth_test=True, cull_face=True) # Default arguments if light is None: light = SimpleLight self.light = light(parent=self) if camera is None: raise RuntimeError('Default camera is not yet supported') self.camera = camera # Set mesh root node self.root = root # Initialize buffers self._vertexBuffer = None self._normalBuffer = None self._materialIDBuffer = None self._textureCoordinateBuffer = None self._textureBuffer = aggregatedTexture # Bind the texture buffer self.shared_program['aggregatedTexture'] = self._textureBuffer.build() self.shared_program.vert[ 'aggregatedTextureWidth'] = aggregatedTexture.shape[0] self.shared_program.vert[ 'aggregatedTextureHeight'] = aggregatedTexture.shape[1] self.updateLight() self.updateMesh()
def __init__(self, meshdata): Visual.__init__(self, VERT_SHADER, FRAG_SHADER) v = meshdata.get_vertices(indexed='faces').astype(float32) self._vertices = VertexBuffer(v) v_norm = meshdata.get_vertex_normals(indexed='faces').astype(float32) self._normals = VertexBuffer(v_norm) v_col = meshdata.get_vertex_colors(indexed='faces').astype(float32) self._colors = VertexBuffer(v_col) self.set_light( position=(1., 0., 0.), ambient=.2, diffuse=.8, ) self._draw_mode = 'triangles' # self.set_gl_state('opaque', depth_test=True, cull_face=True) self.set_gl_state('translucent', depth_test=True, cull_face=False, blend=True, blend_func=('src_alpha', 'one_minus_src_alpha'))
def __init__(self, n_volume_max=10, threshold=None, relative_step_size=0.8, emulate_texture=False): # Choose texture class tex_cls = TextureEmulated3D if emulate_texture else Texture3D self._n_volume_max = n_volume_max self._initial_shape = True self._vol_shape = (10, 10, 10) self._need_vertex_update = True # Create OpenGL program vert_shader, frag_shader = get_shaders(n_volume_max) # We deliberately don't use super here because we don't want to call # VolumeVisual.__init__ Visual.__init__(self, vcode=vert_shader, fcode=frag_shader) # Create gloo objects self._vertices = VertexBuffer() self._texcoord = VertexBuffer( np.array([ [0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0], [0, 0, 1], [1, 0, 1], [0, 1, 1], [1, 1, 1], ], dtype=np.float32)) self.textures = [] for i in range(n_volume_max): # Set up texture object self.textures.append( tex_cls(self._vol_shape, interpolation='linear', wrapping='clamp_to_edge')) # Pass texture object and default colormap to shader program self.shared_program['u_volumetex_{0}'.format(i)] = self.textures[i] self.shared_program.frag['cmap{0:d}'.format(i)] = Function( get_colormap('grays').glsl_map) # Make sure all textures are disbaled self.shared_program['u_enabled_{0}'.format(i)] = 0 self.shared_program['u_weight_{0}'.format(i)] = 1 self.shared_program['a_position'] = self._vertices self.shared_program['a_texcoord'] = self._texcoord self.shared_program['u_shape'] = self._vol_shape[::-1] self._draw_mode = 'triangle_strip' self._index_buffer = IndexBuffer() self.shared_program.frag['sampler_type'] = self.textures[ 0].glsl_sampler_type self.shared_program.frag['sample'] = self.textures[0].glsl_sample # Only show back faces of cuboid. This is required because if we are # inside the volume, then the front faces are outside of the clipping # box and will not be drawn. self.set_gl_state('translucent', cull_face=False) self.relative_step_size = relative_step_size self.volumes = defaultdict(dict) self._data_shape = None self._block_size = np.array([1, 1, 1]) try: self.freeze() except AttributeError: # Older versions of VisPy pass
def __init__(self): Visual.__init__(self, vcode=vert, fcode=frag)
def __init__(self): Visual.__init__(self, self.VERTEX_SHADER, self.FRAGMENT_SHADER) self._vert = [] self._color = [] self._draw_mode = 'lines'
def __init__(self, vertices=None, faces=None, normals=None, lr_index=None, hemisphere='both', sulcus=None, alpha=1., mask_color='orange', light_position=[100.] * 3, light_color=[1.] * 4, light_intensity=[1.] * 3, coef_ambient=.05, coef_specular=.5, vertfcn=None, camera=None, meshdata=None, invert_normals=False): """Init.""" self._camera = None self._camera_transform = vist.NullTransform() self._translucent = True self._alpha = alpha self._hemisphere = hemisphere # Initialize the vispy.Visual class with the vertex / fragment buffer : Visual.__init__(self, vcode=VERT_SHADER, fcode=FRAG_SHADER) # _________________ TRANSFORMATIONS _________________ self._vertfcn = vist.NullTransform() if vertfcn is None else vertfcn # _________________ BUFFERS _________________ # Vertices / faces / normals / color : def_3 = np.zeros((0, 3), dtype=np.float32) def_4 = np.zeros((0, 4), dtype=np.float32) self._vert_buffer = gloo.VertexBuffer(def_3) self._color_buffer = gloo.VertexBuffer(def_4) self._normals_buffer = gloo.VertexBuffer(def_3) self._mask_buffer = gloo.VertexBuffer() self._sulcus_buffer = gloo.VertexBuffer() self._index_buffer = gloo.IndexBuffer() # _________________ PROGRAMS _________________ self.shared_program.vert['a_position'] = self._vert_buffer self.shared_program.vert['a_color'] = self._color_buffer self.shared_program.vert['a_normal'] = self._normals_buffer self.shared_program.frag['u_alpha'] = alpha # _________________ DATA / CAMERA / LIGHT _________________ self.set_data(vertices, faces, normals, hemisphere, lr_index, invert_normals, sulcus, meshdata) self.set_camera(camera) self.mask_color = mask_color self.light_color = light_color self.light_position = light_position self.light_intensity = light_intensity self.coef_ambient = coef_ambient self.coef_specular = coef_specular # _________________ GL STATE _________________ self.set_gl_state('translucent', depth_test=True, cull_face=False, blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self._draw_mode = 'triangles' self.freeze()
def __init__(self, n_volume_max=16, emulate_texture=False, bgcolor='white', resolution=256): # Choose texture class tex_cls = TextureEmulated3D if emulate_texture else Texture3D self._n_volume_max = n_volume_max self._vol_shape = (resolution, resolution, resolution) self._need_vertex_update = True self._data_bounds = None self.resolution = resolution # We deliberately don't use super here because we don't want to call # VolumeVisual.__init__ Visual.__init__(self, vcode=VERT_SHADER, fcode="") self.volumes = defaultdict(dict) # We turn on clipping straight away - the following variable is needed # by _update_shader self._clip_data = True # Set up initial shader so that we can start setting shader variables # that don't depend on what volumes are actually active. self._update_shader() # Set initial clipping parameters self.shared_program['u_clip_min'] = [0, 0, 0] self.shared_program['u_clip_max'] = [1, 1, 1] # Set up texture vertices - note that these variables are required by # the parent VolumeVisual class. self._vertices = VertexBuffer() self._texcoord = VertexBuffer( np.array([[0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0], [0, 0, 1], [1, 0, 1], [0, 1, 1], [1, 1, 1]], dtype=np.float32)) self._draw_mode = 'triangle_strip' self._index_buffer = IndexBuffer() self.shared_program['a_position'] = self._vertices self.shared_program['a_texcoord'] = self._texcoord # Only show back faces of cuboid. This is required because if we are # inside the volume, then the front faces are outside of the clipping # box and will not be drawn. self.set_gl_state('translucent', cull_face=False) # Set up the underlying volume shape and define textures self._vol_shape = (resolution, resolution, resolution) self.shared_program['u_shape'] = self._vol_shape self.textures = [] for i in range(n_volume_max): # Set up texture object self.textures.append(tex_cls(self._vol_shape, interpolation='linear', wrapping='clamp_to_edge')) # Pass texture object to shader program self.shared_program['u_volumetex_{0}'.format(i)] = self.textures[i] # Make sure all textures are disabled self.shared_program['u_enabled_{0}'.format(i)] = 0 self.shared_program['u_weight_{0}'.format(i)] = 1 # Don't use downsampling initially (1 means show 1:1 resolution) self.shared_program['u_downsample'] = 1. # Set up texture sampler self.shared_program.frag['sampler_type'] = self.textures[0].glsl_sampler_type self.shared_program.frag['sample'] = self.textures[0].glsl_sample # Set initial background color self.shared_program['u_bgcolor'] = Color(bgcolor).rgba # Prevent additional attributes from being added try: self.freeze() except AttributeError: # Older versions of VisPy pass
def __init__(self, n_volume_max=10, threshold=None, relative_step_size=0.8, emulate_texture=False): # Choose texture class tex_cls = TextureEmulated3D if emulate_texture else Texture3D self._n_volume_max = n_volume_max self._initial_shape = True self._vol_shape = (10, 10, 10) self._need_vertex_update = True # Create OpenGL program vert_shader, frag_shader = get_shaders(n_volume_max) # We deliberately don't use super here because we don't want to call # VolumeVisual.__init__ Visual.__init__(self, vcode=vert_shader, fcode=frag_shader) # Create gloo objects self._vertices = VertexBuffer() self._texcoord = VertexBuffer( np.array([ [0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0], [0, 0, 1], [1, 0, 1], [0, 1, 1], [1, 1, 1], ], dtype=np.float32)) self.textures = [] for i in range(n_volume_max): # Set up texture object self.textures.append(tex_cls(self._vol_shape, interpolation='linear', wrapping='clamp_to_edge')) # Pass texture object and default colormap to shader program self.shared_program['u_volumetex_{0}'.format(i)] = self.textures[i] self.shared_program.frag['cmap{0:d}'.format(i)] = Function(get_colormap('grays').glsl_map) # Make sure all textures are disbaled self.shared_program['u_enabled_{0}'.format(i)] = 0 self.shared_program['u_weight_{0}'.format(i)] = 1 self.shared_program['a_position'] = self._vertices self.shared_program['a_texcoord'] = self._texcoord self.shared_program['u_shape'] = self._vol_shape[::-1] self._draw_mode = 'triangle_strip' self._index_buffer = IndexBuffer() self.shared_program.frag['sampler_type'] = self.textures[0].glsl_sampler_type self.shared_program.frag['sample'] = self.textures[0].glsl_sample # Only show back faces of cuboid. This is required because if we are # inside the volume, then the front faces are outside of the clipping # box and will not be drawn. self.set_gl_state('translucent', cull_face=False) self.relative_step_size = relative_step_size self.volumes = defaultdict(dict) self._data_shape = None self._block_size = np.array([1,1,1]) try: self.freeze() except AttributeError: # Older versions of VisPy pass
def __init__(self, vertices, faces, colors=None, texture=None, textureCoordinates=None, light=None, ambientMaterialConstant=0.5, diffuseMaterialConstant=0.4, specularMaterialConstant=0.3, vertexShader=defaultVertexShader, fragmentShader=defaultFragmentShader, camera=None): Visual.__init__(self, vertexShader, fragmentShader) # Culling mode (for debugging) #wrappers.set_cull_face(mode='back') # Default arguments if colors is None and texture is None: colors = np.array([(0.5, 0.5, 0.5) for index in range(vertices.shape[0])], dtype=np.float32) elif colors is not None and len(colors) is 3 and (isinstance( colors[0], float) or isinstance(colors[0], int)): colors = np.array([colors for index in range(len(vertices))], dtype=np.float32) if light is None: light = SimpleLight(self, color=(1.0, 1.0, 1.0)) else: light = light(self) # Geometry setup self._meshData = MeshData(vertices=vertices, faces=faces, vertex_colors=colors) self._vertices = None self._colors = None self._texture = None self._textureCoordinates = None self._normals = None self._draw_mode = 'triangles' self.set_gl_state('opaque', depth_test=True, cull_face=True) # Light setup self._light = light self._camera = camera self._ambientMaterialConstant = ambientMaterialConstant self._diffuseMaterialConstant = diffuseMaterialConstant self._specularMaterialConstant = specularMaterialConstant # Initial updates self.updateMesh(vertices=vertices, faces=faces, colors=colors, texture=texture, textureCoordinates=textureCoordinates) self.updateLight()