コード例 #1
0
def draw_scene_graph_node(node, pipeline, parent_transform=_tr.identity()):
    """
    :param node:
    :param pipeline:
    :param parent_transform:
    :return:
    """
    assert (isinstance(node, SceneGraphNode))

    # Composing the transformations through this path
    new_transform = np.matmul(parent_transform, node.transform)

    # If the child node is a leaf, it should be a GPUShape.
    # Hence, it can be drawn with drawShape
    if len(node.childs) == 1 and isinstance(node.childs[0], _GPUShape):
        leaf = node.childs[0]
        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            new_transform)
        pipeline.draw_shape(leaf)

    # If the child node is not a leaf, it MUST be a SceneGraphNode,
    # so this draw function is called recursively
    else:
        for child in node.childs:
            draw_scene_graph_node(child, pipeline, new_transform)
コード例 #2
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def find_transform(node, _name, parent_transform=_tr.identity()):
    """
    :param node:
    :param _name:
    :param parent_transform:
    :return:
    """
    # The name was not found in this path
    if isinstance(node, _GPUShape):
        return None

    new_transform = np.matmul(parent_transform, node.transform)

    # This is the requested node
    if node.name == _name:
        return new_transform

    # All childs are checked for the requested name
    else:
        for child in node.childs:
            found_transform = find_transform(child, _name, new_transform)
            if isinstance(found_transform, (np.ndarray, np.generic)):
                return found_transform

    # No child of this node had the requested name
    return None
コード例 #3
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def find_position(node, _name, parent_transform=_tr.identity()):
    """
    :param node:
    :param _name:
    :param parent_transform:
    :return:
    """
    found_transform = find_transform(node, _name, parent_transform)

    if isinstance(found_transform, (np.ndarray, np.generic)):
        zero = np.array([[0, 0, 0, 1]], dtype=np.float32).T
        found_position = np.matmul(found_transform, zero)
        return found_position

    return None
コード例 #4
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    def __init__(self, shapes, model=_tr.identity(), enabled=True, shader=None, mode=None):
        """
        Constructor.

        :param shapes: List or GPUShape object
        :param model: Basic model transformation matrix
        :param enabled: Indicates if the shape is enabled or not
        :param shader: Shader program
        """
        if not isinstance(shapes, list):
            shapes = [shapes]
        for i in range(len(shapes)):
            if not isinstance(shapes[i], _GPUShape):
                raise Exception('Object {0} of shapes list is not GPUShape instance'.format(i))
        if mode is None:
            mode = _GL_TRIANGLES

        self._shapes = shapes
        self._model = model
        self._modelPrev = None
        self._enabled = enabled
        self._shader = shader
        self._drawMode = mode
コード例 #5
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        if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
            camera_theta += 2 * dt

        projection = tr.perspective(45, float(width) / float(height), 0.1, 100)

        camX = 3 * np.sin(camera_theta)
        camY = 3 * np.cos(camera_theta)

        viewPos = np.array([camX, camY, 2])

        view = tr.look_at(
            viewPos,
            np.array([0, 0, 0]),
            np.array([0, 0, 1])
        )
        model = tr.identity()

        # Clearing the screen in both, color and depth
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Filling or not the shapes depending on the controller state
        if controller.fillPolygon:
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        else:
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # The axis is drawn without lighting effects
        if controller.showAxis:
            glUseProgram(colorPipeline.shaderProgram)
            glUniformMatrix4fv(glGetUniformLocation(colorPipeline.shaderProgram, 'projection'), 1, GL_TRUE, projection)
            glUniformMatrix4fv(glGetUniformLocation(colorPipeline.shaderProgram, 'view'), 1, GL_TRUE, view)
コード例 #6
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        # OpenGL polygon mode
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

        # Clearing the screen in both, color and depth
        glClear(GL_COLOR_BUFFER_BIT)

        theta = glfw.get_time()
        tx = 0.7 * np.sin(0.5 * theta)
        ty = 0.2 * np.sin(5 * theta)

        # Derivative of tx give us the direction
        dtx = 0.7 * 0.5 * np.cos(0.5 * theta)
        if dtx > 0:
            reflex = tr.scale(-1, 1, 1)
        else:
            reflex = tr.identity()

        # Create booObj transformation
        booT = tr.matmul(
            [tr.translate(tx, ty, 0),
             tr.scale(0.5, 0.5, 1.0), reflex])
        obj_boo.apply_temporal_transform(booT)

        # Draw shapes
        obj_boo.draw()
        obj_question.draw()

        # Once the render is done, buffers are swapped, showing only the complete scene.
        glfw.swap_buffers(window)

    glfw.terminate()
コード例 #7
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 def __init__(self, _name):
     self.name = _name
     self.transform = _tr.identity()
     self.childs = []
コード例 #8
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            tr2.translate(0, 5, 0))
        pipeline.draw_shape(gpuBlueCube)
        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(0, -5, 0))
        pipeline.draw_shape(gpuYellowCube)

        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(0, 0, 5))
        pipeline.draw_shape(gpuCyanCube)
        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(0, 0, -5))
        pipeline.draw_shape(gpuPurpleCube)

        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.identity())
        pipeline.draw_shape(gpuRainbowCube)

        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.identity())
        pipeline.draw_shape(gpuAxis, GL_LINES)

        # Once the drawing is rendered, buffers are swap so an uncomplete drawing is never seen.
        glfw.swap_buffers(window)

    glfw.terminate()
コード例 #9
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            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        else:
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # The axis is drawn without lighting effects
        if controller.showAxis:
            glUseProgram(mvpPipeline.shaderProgram)
            glUniformMatrix4fv(
                glGetUniformLocation(mvpPipeline.shaderProgram, 'projection'),
                1, GL_TRUE, projection)
            glUniformMatrix4fv(
                glGetUniformLocation(mvpPipeline.shaderProgram, 'view'), 1,
                GL_TRUE, view)
            glUniformMatrix4fv(
                glGetUniformLocation(mvpPipeline.shaderProgram, 'model'), 1,
                GL_TRUE, tr.identity())
            mvpPipeline.draw_shape(gpuAxis, GL_LINES)

        # Selecting the shape to display
        if controller.shape == SHAPE_RED_CUBE:
            gpuShape = gpuRedCube
        elif controller.shape == SHAPE_GREEN_CUBE:
            gpuShape = gpuGreenCube
        elif controller.shape == SHAPE_BLUE_CUBE:
            gpuShape = gpuBlueCube
        elif controller.shape == SHAPE_YELLOW_CUBE:
            gpuShape = gpuYellowCube
        elif controller.shape == SHAPE_RAINBOW_CUBE:
            gpuShape = gpuRainbowCube
        else:
            raise Exception()