def draw_depth(shape, vertex_buffer, index_buffer, mat_model, mat_view, mat_proj): program = gloo.Program(_depth_vertex_code, _depth_fragment_code) program.bind(vertex_buffer) program['u_mv'] = _compute_model_view(mat_model, mat_view) program['u_mvp'] = _compute_model_view_proj(mat_model, mat_view, mat_proj) # Frame buffer object color_buf = np.zeros((shape[0], shape[1], 4), np.float32).view(gloo.TextureFloat2D) depth_buf = np.zeros((shape[0], shape[1]), np.float32).view(gloo.DepthTexture) fbo = gloo.FrameBuffer(color=color_buf, depth=depth_buf) fbo.activate() gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glCullFace(gl.GL_BACK) # Back-facing polygons will be culled gl.glClearColor(0.0, 0.0, 0.0, 0.0) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glViewport(0, 0, shape[1], shape[0]) # Rendering program.draw(gl.GL_TRIANGLES, index_buffer) # Retrieve the contents of the FBO texture depth = np.zeros((shape[0], shape[1], 4), dtype=np.float32) gl.glReadPixels(0, 0, shape[1], shape[0], gl.GL_RGBA, gl.GL_FLOAT, depth) depth.shape = shape[0], shape[1], 4 depth = depth[::-1, :] depth = depth[:, :, 0] # Depth is saved in the first channel fbo.deactivate() return depth
def draw_color(shape, vertex_buffers, index_buffers, mat_models, mat_views, mat_projs, ambient_weight, light_color, bg_color): assert (len(vertex_buffers) == len(index_buffers)) assert (len(vertex_buffers) == len(mat_models)) assert (len(vertex_buffers) == len(mat_views)) assert (len(vertex_buffers) == len(mat_projs)) program = gloo.Program(_color_vertex_code, _color_fragment_code) # Frame buffer object color_buf = np.zeros((shape[0], shape[1], 4), np.float32).view(gloo.TextureFloat2D) depth_buf = np.zeros((shape[0], shape[1]), np.float32).view(gloo.DepthTexture) fbo = gloo.FrameBuffer(color=color_buf, depth=depth_buf) fbo.activate() # OpenGL setup gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glCullFace(gl.GL_BACK) # Back-facing polygons will be culled gl.glClearColor(bg_color[0], bg_color[1], bg_color[2], bg_color[3]) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glViewport(0, 0, shape[1], shape[0]) for i in xrange(len(vertex_buffers)): vertex_buffer = vertex_buffers[i] index_buffer = index_buffers[i] mat_model = mat_models[i] mat_view = mat_views[i] mat_proj = mat_projs[i] program.bind(vertex_buffer) program['u_light_eye_pos'] = [0, 0, 0] program['light_color'] = [ light_color[0], light_color[1], light_color[2] ] program['u_light_ambient_w'] = ambient_weight program['u_mv'] = _compute_model_view(mat_model, mat_view) program['u_mvp'] = _compute_model_view_proj(mat_model, mat_view, mat_proj) # Rendering program.draw(gl.GL_TRIANGLES, index_buffer) # Retrieve the contents of the FBO texture rgb = np.zeros((shape[0], shape[1], 4), dtype=np.float32) gl.glReadPixels(0, 0, shape[1], shape[0], gl.GL_RGBA, gl.GL_FLOAT, rgb) rgb.shape = shape[0], shape[1], 4 rgb = rgb[::-1, :] rgb = np.round(rgb[:, :, :3] * 255).astype(np.uint8) # Convert to [0, 255] fbo.deactivate() return rgb
def draw_label(shape, vertex_buffers, index_buffers, mat_models, mat_views, mat_projs, labels): assert (len(vertex_buffers) == len(index_buffers)) assert (len(vertex_buffers) == len(mat_models)) assert (len(vertex_buffers) == len(mat_views)) assert (len(vertex_buffers) == len(mat_projs)) assert (labels is not None) assert (len(vertex_buffers) == len(labels)) program = gloo.Program(_label_vertex_code, _label_fragment_code) # Frame buffer object color_buf = np.zeros((shape[0], shape[1], 4), np.float32).view(gloo.TextureFloat2D) depth_buf = np.zeros((shape[0], shape[1]), np.float32).view(gloo.DepthTexture) fbo = gloo.FrameBuffer(color=color_buf, depth=depth_buf) fbo.activate() # OpenGL setup gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glCullFace(gl.GL_BACK) # Back-facing polygons will be culled gl.glClearColor(0.0, 0.0, 0.0, 0.0) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glViewport(0, 0, shape[1], shape[0]) for i in range(len(vertex_buffers)): vertex_buffer = vertex_buffers[i] index_buffer = index_buffers[i] mat_model = mat_models[i] mat_view = mat_views[i] mat_proj = mat_projs[i] label = labels[i] program.bind(vertex_buffer) program['u_mv'] = _compute_model_view(mat_model, mat_view) # program['u_nm'] = compute_normal_matrix(model, view) program['u_mvp'] = _compute_model_view_proj(mat_model, mat_view, mat_proj) program['label'] = label # Rendering program.draw(gl.GL_TRIANGLES, index_buffer) # Retrieve the contents of the FBO texture label_map = np.zeros((shape[0], shape[1], 4), dtype=np.float32) gl.glReadPixels(0, 0, shape[1], shape[0], gl.GL_RGBA, gl.GL_FLOAT, label_map) label_map.shape = shape[0], shape[1], 4 label_map = label_map[::-1, :] label_map = label_map[:, :, 0] fbo.deactivate() return label_map
def draw(self, projection, view, width, height): model_matrix = self._transform.matrix # Set uniforms self._program["u_projection"] = projection # Note: OpenGL matrix multiplication works on column-major oriented storage (as least for pre-multiplication). # Also glumpy.glm is using column-major assumption for its operations. view_model_matrix = np.transpose( np.matmul(np.transpose(view), np.transpose(model_matrix))) self._program["u_view_model_matrix"] = view_model_matrix # self._program["u_view"] = view # self._program["u_model"] = self._model view_model_normal_matrix = np.transpose( np.linalg.inv(view_model_matrix)) self._program["u_view_model_normal_matrix"] = view_model_normal_matrix self._program["u_color_scale"] = self._color_scale self._program["u_normal_scale"] = self._normal_scale self._program["u_depth_scale"] = self._depth_scale if self._shader_type == self.PHONG: self._program["u_light_position"] = self._light_position self._program[ "u_light_ambient_intensity"] = 0.4 * self._light_intensity self._program[ "u_light_diffuse_intensity"] = 0.4 * self._light_intensity self._program[ "u_light_specular_intensity"] = 0.2 * self._light_intensity self._program["u_material_ambient"] = self._material self._program["u_material_diffuse"] = self._material self._program["u_material_specular"] = self._material self._program["u_material_shininess"] = 32 with self._program.activate(): # Bind index buffer and draw if self.use_depth_test: gl.glEnable(gl.GL_DEPTH_TEST) else: gl.glDisable(gl.GL_DEPTH_TEST) if self.use_face_culling: gl.glFrontFace(gl.GL_CCW) gl.glCullFace(gl.GL_BACK) gl.glEnable(gl.GL_CULL_FACE) else: gl.glDisable(gl.GL_CULL_FACE) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._gl_index_buffer) gl.glDrawElements(gl.GL_TRIANGLES, 3 * len(self._faces), opengl_utils.get_gl_type(self._faces), None) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0)
def draw_color(shape, vertex_buffer, index_buffer, mat_model, mat_view, mat_proj, ambient_weight, bg_color): program = gloo.Program(_color_vertex_code, _color_fragment_code) program.bind(vertex_buffer) program['u_light_eye_pos'] = [0, 0, 0] program['u_light_ambient_w'] = ambient_weight program['u_mv'] = _compute_model_view(mat_model, mat_view) # program['u_nm'] = compute_normal_matrix(model, view) program['u_mvp'] = _compute_model_view_proj(mat_model, mat_view, mat_proj) # Frame buffer object color_buf = np.zeros((shape[0], shape[1], 4), np.float32).view(gloo.TextureFloat2D) depth_buf = np.zeros((shape[0], shape[1]), np.float32).view(gloo.DepthTexture) fbo = gloo.FrameBuffer(color=color_buf, depth=depth_buf) fbo.activate() # OpenGL setup gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glCullFace(gl.GL_BACK) # Back-facing polygons will be culled gl.glClearColor(bg_color[0], bg_color[1], bg_color[2], bg_color[3]) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glViewport(0, 0, shape[1], shape[0]) # Rendering program.draw(gl.GL_TRIANGLES, index_buffer) # Retrieve the contents of the FBO texture rgb = np.zeros((shape[0], shape[1], 4), dtype=np.float32) gl.glReadPixels(0, 0, shape[1], shape[0], gl.GL_RGBA, gl.GL_FLOAT, rgb) rgb.shape = shape[0], shape[1], 4 rgb = rgb[::-1, :] rgb = np.round(rgb[:, :, :3] * 255).astype(np.uint8) # Convert to [0, 255] fbo.deactivate() return rgb
def render(self, scene, cull_face=True): self.fbo.activate() gl.glEnable(gl.GL_PROGRAM_POINT_SIZE) gl.glEnable(gl.GL_DEPTH_TEST) gl.glShadeModel(gl.GL_FLAT) if cull_face: gl.glEnable(gl.GL_CULL_FACE) gl.glCullFace(gl.GL_BACK) else: gl.glDisable(gl.GL_CULL_FACE) gl.glClearColor(*self.clear_color) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glViewport(0, 0, self.viewport_size[0], self.viewport_size[1]) if scene.draw_points: scene.program.draw(gl.GL_POINTS) else: assert scene.index_buffer is not None scene.program.draw(gl.GL_TRIANGLES, scene.index_buffer) if self.out_buffer_location == 'torch': frame = cpy_texture_to_tensor(self.color_buf_cuda, self.out_buf).clone() elif self.out_buffer_location == 'opengl': frame = self.out_buf else: gl.glReadPixels(0, 0, self.viewport_size[0], self.viewport_size[1], gl.GL_RGB, gl.GL_FLOAT, self.out_buf) frame = self.out_buf.copy() self.fbo.deactivate() return frame