예제 #1
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def test_use_framebuffer():
    """Test drawing to a framebuffer"""
    shape = (100, 300)  # for some reason Windows wants a tall window...
    data = np.random.rand(*shape).astype(np.float32)
    use_shape = shape + (3, )
    with Canvas(size=shape[::-1]) as c:
        orig_tex = Texture2D(data)
        fbo_tex = Texture2D(use_shape, format='rgb')
        rbo = RenderBuffer(shape, 'color')
        fbo = FrameBuffer(color=fbo_tex)
        c._glir.set_verbose(True)
        assert_equal(c.size, shape[::-1])
        set_viewport((0, 0) + c.size)
        with fbo:
            draw_texture(orig_tex)
        draw_texture(fbo_tex)
        out_tex = _screenshot()[::-1, :, 0].astype(np.float32)
        assert_equal(out_tex.shape, c.size[::-1])
        assert_raises(TypeError, FrameBuffer.color_buffer.fset, fbo, 1.)
        assert_raises(TypeError, FrameBuffer.depth_buffer.fset, fbo, 1.)
        assert_raises(TypeError, FrameBuffer.stencil_buffer.fset, fbo, 1.)
        fbo.color_buffer = rbo
        fbo.depth_buffer = RenderBuffer(shape)
        fbo.stencil_buffer = None
        print((fbo.color_buffer, fbo.depth_buffer, fbo.stencil_buffer))
        clear(color='black')
        with fbo:
            clear(color='black')
            draw_texture(orig_tex)
            out_rbo = _screenshot()[:, :, 0].astype(np.float32)
    assert_allclose(data * 255., out_tex, atol=1)
    assert_allclose(data * 255., out_rbo, atol=1)
예제 #2
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    def on_initialize(self, event):
        self.rho = 0.0
        # Build cube data
        # --------------------------------------
        self.checker = Program(cube_vertex, cube_fragment)
        self.checker['texture'] = checkerboard()
        self.checker['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.checker['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)]

        # sheet, indices = make_sheet((960, 1080))
        # sheet_buffer = VertexBuffer(sheet)

        left_eye = Texture2D((960, 1080, 3), interpolation='linear')
        self.left_eye_buffer = FrameBuffer(left_eye, RenderBuffer((960, 1080)))
        # Build program
        # --------------------------------------
        self.view = np.eye(4, dtype=np.float32)
        self.program = Program(vertex, fragment)
        distortion_buffer = VertexBuffer(make_distortion())
        self.program.bind(distortion_buffer)
        self.program['rotation'] = self.view
        self.program['texture'] = left_eye

        # OpenGL and Timer initalization
        # --------------------------------------
        set_state(clear_color=(.3, .3, .35, 1), depth_test=True)
        self.timer = app.Timer('auto', connect=self.on_timer, start=True)
        self._set_projection(self.size)
예제 #3
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파일: grayscott.py 프로젝트: vanossj/vispy
    def __init__(self):
        app.Canvas.__init__(self, title='Grayscott Reaction-Diffusion',
                            size=(512, 512), keys='interactive')

        self.scale = 4
        self.comp_size = (256, 256)
        comp_w, comp_h = self.comp_size
        dt = 1.0
        dd = 1.5
        species = {
            # name : [r_u, r_v, f, k]
            'Bacteria 1': [0.16, 0.08, 0.035, 0.065],
            'Bacteria 2': [0.14, 0.06, 0.035, 0.065],
            'Coral': [0.16, 0.08, 0.060, 0.062],
            'Fingerprint': [0.19, 0.05, 0.060, 0.062],
            'Spirals': [0.10, 0.10, 0.018, 0.050],
            'Spirals Dense': [0.12, 0.08, 0.020, 0.050],
            'Spirals Fast': [0.10, 0.16, 0.020, 0.050],
            'Unstable': [0.16, 0.08, 0.020, 0.055],
            'Worms 1': [0.16, 0.08, 0.050, 0.065],
            'Worms 2': [0.16, 0.08, 0.054, 0.063],
            'Zebrafish': [0.16, 0.08, 0.035, 0.060]
        }
        P = np.zeros((comp_h, comp_w, 4), dtype=np.float32)
        P[:, :] = species['Unstable']

        UV = np.zeros((comp_h, comp_w, 4), dtype=np.float32)
        UV[:, :, 0] = 1.0
        r = 32
        UV[comp_h / 2 - r:comp_h / 2 + r,
           comp_w / 2 - r:comp_w / 2 + r, 0] = 0.50
        UV[comp_h / 2 - r:comp_h / 2 + r,
           comp_w / 2 - r:comp_w / 2 + r, 1] = 0.25
        UV += np.random.uniform(0.0, 0.01, (comp_h, comp_w, 4))
        UV[:, :, 2] = UV[:, :, 0]
        UV[:, :, 3] = UV[:, :, 1]

        self.pingpong = 1
        self.compute = Program(compute_vertex, compute_fragment, 4)
        self.compute["params"] = P
        self.compute["texture"] = UV
        self.compute["position"] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.compute["texcoord"] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.compute['dt'] = dt
        self.compute['dx'] = 1.0 / comp_w
        self.compute['dy'] = 1.0 / comp_h
        self.compute['dd'] = dd
        self.compute['pingpong'] = self.pingpong

        self.render = Program(render_vertex, render_fragment, 4)
        self.render["position"] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.render["texcoord"] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.render["texture"] = self.compute["texture"]
        self.render['pingpong'] = self.pingpong

        self.fbo = FrameBuffer(self.compute["texture"],
                               RenderBuffer(self.comp_size))
        set_state(depth_test=False, clear_color='black')

        self._timer = app.Timer('auto', connect=self.update, start=True)
예제 #4
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def test_renderbuffer():
    
    # Set with no args
    assert_raises(ValueError, RenderBuffer)
    
    # Set shape only
    R = RenderBuffer((10, 20))
    assert R.shape == (10, 20)
    assert R.format is None
    
    # Set both shape and format
    gloo.get_a_context().glir.clear()
    R = RenderBuffer((10, 20), 'color')
    assert R.shape == (10, 20)
    assert R.format is 'color'
    #
    glir_cmds = R._context.glir.clear()
    assert len(glir_cmds) == 2
    assert glir_cmds[0][0] == 'CREATE'
    assert glir_cmds[1][0] == 'SIZE'
    
    # Orther formats
    assert RenderBuffer((10, 20), 'depth').format == 'depth'
    assert RenderBuffer((10, 20), 'stencil').format == 'stencil'
    
    # Test reset size and format
    R.resize((9, 9), 'depth')
    assert R.shape == (9, 9)
    assert R.format == 'depth'
    R.resize((8, 8), 'stencil')
    assert R.shape == (8, 8)
    assert R.format == 'stencil'
    
    # Wrong formats
    assert_raises(ValueError, R.resize, (9, 9), 'no_format')
    assert_raises(ValueError, R.resize, (9, 9), [])
    
    # Resizable
    R = RenderBuffer((10, 20), 'color', False)
    assert_raises(RuntimeError, R.resize, (9, 9), 'color')
    
    # Attaching sets the format
    F = FrameBuffer()
    #
    R = RenderBuffer((9, 9))
    F.color_buffer = R
    assert F.color_buffer is R
    assert R.format == 'color'
    #
    F.depth_buffer = RenderBuffer((9, 9))
    assert F.depth_buffer.format == 'depth'
    #
    F.stencil_buffer = RenderBuffer((9, 9))
    assert F.stencil_buffer.format == 'stencil'
예제 #5
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    def __init__(self):
        app.Canvas.__init__(self,
                            title="Conway game of life",
                            size=(512, 512),
                            keys='interactive')

        # Build programs
        # --------------
        self.comp_size = self.size
        size = self.comp_size + (4, )
        Z = np.zeros(size, dtype=np.float32)
        Z[...] = np.random.randint(0, 2, size)
        Z[:256, :256, :] = 0
        gun = """
        ........................O...........
        ......................O.O...........
        ............OO......OO............OO
        ...........O...O....OO............OO
        OO........O.....O...OO..............
        OO........O...O.OO....O.O...........
        ..........O.....O.......O...........
        ...........O...O....................
        ............OO......................"""
        x, y = 0, 0
        for i in range(len(gun)):
            if gun[i] == '\n':
                y += 1
                x = 0
            elif gun[i] == 'O':
                Z[y, x] = 1
            x += 1

        self.pingpong = 1
        self.compute = Program(compute_vertex, compute_fragment, 4)
        self.compute["texture"] = Z
        self.compute["position"] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.compute["texcoord"] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.compute['dx'] = 1.0 / size[1]
        self.compute['dy'] = 1.0 / size[0]
        self.compute['pingpong'] = self.pingpong

        self.render = Program(render_vertex, render_fragment, 4)
        self.render["position"] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.render["texcoord"] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.render["texture"] = self.compute["texture"]
        self.render['pingpong'] = self.pingpong

        self.fbo = FrameBuffer(self.compute["texture"],
                               RenderBuffer(self.comp_size))
        set_state(depth_test=False, clear_color='black')

        self._timer = app.Timer('auto', connect=self.update, start=True)

        self.show()
예제 #6
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def test_use_framebuffer():
    """Test drawing to a framebuffer"""
    shape = (100, 300)  # for some reason Windows wants a tall window...
    data = np.random.rand(*shape).astype(np.float32)
    use_shape = shape + (3, )
    with Canvas(size=shape[::-1]) as c:
        c.app.process_events()
        c.set_current()
        if c.app.backend_name.lower() == 'pyqt5':
            # PyQt5 on OSX for some reason sets this to 1024x768...
            c.size = shape[::-1]
        c.app.process_events()
        orig_tex = Texture2D(data)
        fbo_tex = Texture2D(use_shape, format='rgb')
        rbo = RenderBuffer(shape, 'color')
        fbo = FrameBuffer(color=fbo_tex)
        c.context.glir.set_verbose(True)
        assert c.size == shape[::-1]
        c.set_current()
        set_viewport((0, 0) + c.size)
        with fbo:
            draw_texture(orig_tex)
        draw_texture(fbo_tex)
        out_tex = _screenshot()[::-1, :, 0].astype(np.float32)
        assert out_tex.shape == c.size[::-1]
        assert_raises(TypeError, FrameBuffer.color_buffer.fset, fbo, 1.)
        assert_raises(TypeError, FrameBuffer.depth_buffer.fset, fbo, 1.)
        assert_raises(TypeError, FrameBuffer.stencil_buffer.fset, fbo, 1.)
        fbo.color_buffer = rbo
        fbo.depth_buffer = RenderBuffer(shape)
        fbo.stencil_buffer = None
        print((fbo.color_buffer, fbo.depth_buffer, fbo.stencil_buffer))
        clear(color='black')
        with fbo:
            clear(color='black')
            draw_texture(orig_tex)
            out_rbo = _screenshot()[:, :, 0].astype(np.float32)
    assert_allclose(data * 255., out_tex, atol=1)
    assert_allclose(data * 255., out_rbo, atol=1)
예제 #7
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    def on_initialize(self, event):
        # Build cube data
        # --------------------------------------

        texcoord = [(0, 0), (0, 1), (1, 0), (1, 1)]
        vertices = [(-2, -1, 0), (-2, +1, 0), (+2, -1, 0), (+2, +1, 0)]

        vertices = VertexBuffer(vertices)

        camera_pitch = 0.0  # Degrees
        self.rotate = [camera_pitch, 0, 0]
        self.translate = [0, 0, -3]

        # Build program
        # --------------------------------------
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        scale(model, 1, 1, 1)
        self.phi = 0

        self.cube = Program(cube_vertex, cube_fragment)
        self.cube['position'] = vertices
        # 4640 x 2256
        imtex = cv2.imread(os.path.join(img_path, 'stage.jpg'))
        self.cube['texcoord'] = texcoord
        self.cube["texture"] = np.uint8(
            np.clip(imtex + np.random.randint(-60, 20, size=imtex.shape), 0,
                    255)) + 5
        self.cube["texture"].interpolation = 'linear'
        self.cube['model'] = model
        self.cube['view'] = view

        color = Texture2D((640, 640, 3), interpolation='linear')
        self.framebuffer = FrameBuffer(color, RenderBuffer((640, 640)))

        self.quad = Program(quad_vertex, quad_fragment)
        self.quad['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)]

        self.quad['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]

        self.quad['texture'] = color

        self.objects = [self.cube]

        # OpenGL and Timer initalization
        # --------------------------------------
        set_state(clear_color=(.3, .3, .35, 1), depth_test=True)
        self.timer = app.Timer('auto', connect=self.on_timer, start=True)
        self.pub_timer = app.Timer(0.1, connect=self.send_ros_img, start=True)
        self._set_projection(self.size)
예제 #8
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    def on_initialize(self, event):
        # Build programs
        # --------------
        self.comp_size = (512, 512)
        size = self.comp_size + (4, )
        Z = np.zeros(size, dtype=np.float32)
        Z[...] = np.random.randint(0, 2, size)
        Z[:256, :256, :] = 0
        gun = """
        ........................O...........
        ......................O.O...........
        ............OO......OO............OO
        ...........O...O....OO............OO
        OO........O.....O...OO..............
        OO........O...O.OO....O.O...........
        ..........O.....O.......O...........
        ...........O...O....................
        ............OO......................"""
        x, y = 0, 0
        for i in range(len(gun)):
            if gun[i] == '\n':
                y += 1
                x = 0
            elif gun[i] == 'O':
                Z[y, x] = 1
            x += 1

        self.pingpong = 1
        self.compute = Program(compute_vertex, compute_fragment, 4)
        self.compute["texture"] = Z
        self.compute["position"] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.compute["texcoord"] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.compute['dx'] = 1.0 / size[1]
        self.compute['dy'] = 1.0 / size[0]
        self.compute['pingpong'] = self.pingpong

        self.render = Program(render_vertex, render_fragment, 4)
        self.render["position"] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.render["texcoord"] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.render["texture"] = self.compute["texture"]
        self.render['pingpong'] = self.pingpong

        self.fbo = FrameBuffer(self.compute["texture"],
                               RenderBuffer(self.comp_size))
        set_state(depth_test=False, clear_color='black')
예제 #9
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    def __init__(self):
        app.Canvas.__init__(self,
                            title='Framebuffer post-processing',
                            keys='interactive',
                            size=(512, 512))

        # Build cube data
        # --------------------------------------
        vertices, indices, _ = create_cube()
        vertices = VertexBuffer(vertices)
        self.indices = IndexBuffer(indices)

        # Build program
        # --------------------------------------
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -7)
        self.phi, self.theta = 60, 20
        rotate(model, self.theta, 0, 0, 1)
        rotate(model, self.phi, 0, 1, 0)

        self.cube = Program(cube_vertex, cube_fragment)
        self.cube.bind(vertices)
        self.cube["texture"] = checkerboard()
        self.cube["texture"].interpolation = 'linear'
        self.cube['model'] = model
        self.cube['view'] = view

        color = Texture2D((512, 512, 3), interpolation='linear')
        self.framebuffer = FrameBuffer(color, RenderBuffer((512, 512)))

        self.quad = Program(quad_vertex, quad_fragment, count=4)
        self.quad['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)]
        self.quad['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
        self.quad['texture'] = color

        # OpenGL and Timer initalization
        # --------------------------------------
        set_state(clear_color=(.3, .3, .35, 1), depth_test=True)
        self.timer = app.Timer('auto', connect=self.on_timer, start=True)
        self._set_projection(self.size)
예제 #10
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    def __init__(self, text, canvas, position=1, color=(0.1, 0.0, 0.7)):
        '''
        Give this the 
        - text to be written
        - main app.canvas
        - position (1-9, or which button position this should occupy)
        '''

        # State Controller
        State.register_button(position, text)

        self.position = position
        self.canvas = canvas
        self.projection = np.eye(4)
        self.view = np.eye(4)
        self.model = np.eye(4)
        height, width = 5.0, 15.0  # Meters

        orientation_vector = (1, 1, 0)
        unit_orientation_angle = np.array(orientation_vector) / np.linalg.norm(
            orientation_vector)

        scale_factor = 0.2
        lowest_button = -5.2
        midset = 0.2

        scale(self.model, scale_factor)
        yrotate(self.model, -60)
        # rotate(self.model, 30, *unit_orientation_angle)
        offset = (position * ((height + midset) * scale_factor))
        translate(self.model, -7.4, lowest_button + offset, -10)

        pixel_to_length = 10
        self.size = map(lambda o: pixel_to_length * o, [width, height])

        # Add texture coordinates
        # Rectangle of height height
        self.vertices = np.array([
            [-width / 2, -height / 2, 0],
            [width / 2, -height / 2, 0],
            [width / 2, height / 2, 0],
            [-width / 2, height / 2, 0],
        ],
                                 dtype=np.float32)

        self.tex_coords = np.array([
            [0, 0],
            [1, 0],
            [1, 1],
            [0, 1],
        ],
                                   dtype=np.float32)

        self.indices = IndexBuffer([
            0,
            1,
            2,
            2,
            3,
            0,
        ])

        self.program = Program(self.button_vertex_shader,
                               self.button_fragment_shader)

        self.program['vertex_position'] = self.vertices
        self.program['default_texcoord'] = self.tex_coords
        self.program['view'] = self.view
        self.program['model'] = self.model
        self.program['projection'] = self.projection
        self.program['background_color'] = color

        self.program['highlighted'] = 0

        # self.texture = Texture2D(shape=(1000, 1000) + (3,))
        # self.text_buffer = FrameBuffer(self.texture, RenderBuffer((1000, 1000)))
        self.texture = Texture2D(shape=(500, 1500) + (3, ))
        self.text_buffer = FrameBuffer(self.texture, RenderBuffer((500, 1500)))

        self.program['texture'] = self.texture
        self.text = text
        self.make_text(self.text)

        self.first = True
예제 #11
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def test_renderbuffer():

    # Set with no args
    assert_raises(ValueError, RenderBuffer)

    # Set shape only
    R = RenderBuffer((10, 20))
    assert R.shape == (10, 20)
    assert R.format is None

    # Set both shape and format
    R = RenderBuffer((10, 20), 'color')
    assert R.shape == (10, 20)
    assert R.format is 'color'
    #
    glir_cmds = R._glir.clear()
    assert len(glir_cmds) == 2
    assert glir_cmds[0][0] == 'CREATE'
    assert glir_cmds[1][0] == 'SIZE'

    # Orther formats
    assert RenderBuffer((10, 20), 'depth').format == 'depth'
    assert RenderBuffer((10, 20), 'stencil').format == 'stencil'

    # Test reset size and format
    R.resize((9, 9), 'depth')
    assert R.shape == (9, 9)
    assert R.format == 'depth'
    R.resize((8, 8), 'stencil')
    assert R.shape == (8, 8)
    assert R.format == 'stencil'

    # Wrong formats
    assert_raises(ValueError, R.resize, (9, 9), 'no_format')
    assert_raises(ValueError, R.resize, (9, 9), [])

    # Resizable
    R = RenderBuffer((10, 20), 'color', False)
    assert_raises(RuntimeError, R.resize, (9, 9), 'color')

    # Attaching sets the format
    F = FrameBuffer()
    #
    R = RenderBuffer((9, 9))
    F.color_buffer = R
    assert F.color_buffer is R
    assert R.format == 'color'
    #
    F.depth_buffer = RenderBuffer((9, 9))
    assert F.depth_buffer.format == 'depth'
    #
    F.stencil_buffer = RenderBuffer((9, 9))
    assert F.stencil_buffer.format == 'stencil'
예제 #12
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def test_framebuffer():

    # Test init with no args
    F = FrameBuffer()
    glir_cmds = F._glir.clear()
    assert len(glir_cmds) == 1
    glir_cmds[0][0] == 'CREATE'

    # Activate / deactivate
    F.activate()
    glir_cmd = F._glir.clear()[-1]
    assert glir_cmd[0] == 'FRAMEBUFFER'
    assert glir_cmd[2] is True
    #
    F.deactivate()
    glir_cmd = F._glir.clear()[-1]
    assert glir_cmd[0] == 'FRAMEBUFFER'
    assert glir_cmd[2] is False
    #
    with F:
        pass
    glir_cmds = F._glir.clear()
    assert len(glir_cmds) == 2
    assert glir_cmds[0][0] == 'FRAMEBUFFER'
    assert glir_cmds[1][0] == 'FRAMEBUFFER'
    assert glir_cmds[0][2] is True and glir_cmds[1][2] is False

    # Init with args
    R = RenderBuffer((3, 3))
    F = FrameBuffer(R)
    assert F.color_buffer is R
    #
    R2 = RenderBuffer((3, 3))
    F.color_buffer = R2
    assert F.color_buffer is R2

    # Wrong buffers
    F = FrameBuffer()
    assert_raises(TypeError, FrameBuffer.color_buffer.fset, F, 'FOO')
    assert_raises(TypeError, FrameBuffer.color_buffer.fset, F, [])
    assert_raises(TypeError, FrameBuffer.depth_buffer.fset, F, 'FOO')
    assert_raises(TypeError, FrameBuffer.stencil_buffer.fset, F, 'FOO')
    color_buffer = RenderBuffer((9, 9), 'color')
    assert_raises(ValueError, FrameBuffer.depth_buffer.fset, F, color_buffer)
    # But None is allowed!
    F.color_buffer = None

    # Shape
    R1 = RenderBuffer((3, 3))
    R2 = RenderBuffer((3, 3))
    R3 = RenderBuffer((3, 3))
    F = FrameBuffer(R1, R2, R3)
    assert F.shape == R1.shape
    assert R1.format == 'color'
    assert R2.format == 'depth'
    assert R3.format == 'stencil'
    # Resize
    F.resize((10, 10))
    assert F.shape == (10, 10)
    assert F.shape == R1.shape
    assert F.shape == R2.shape
    assert F.shape == R3.shape
    assert R1.format == 'color'
    assert R2.format == 'depth'
    assert R3.format == 'stencil'
    # Shape from any buffer
    F.color_buffer = None
    assert F.shape == (10, 10)
    F.depth_buffer = None
    assert F.shape == (10, 10)
    F.stencil_buffer = None
    assert_raises(RuntimeError, FrameBuffer.shape.fget, F)

    # Also with Texture luminance
    T = gloo.Texture2D((20, 30))
    R = RenderBuffer(T.shape)
    assert T.format == 'luminance'
    F = FrameBuffer(T, R)
    assert F.shape == T.shape[:2]
    assert F.shape == R.shape
    assert T.format == 'luminance'
    assert R.format == 'depth'
    # Resize
    F.resize((10, 10))
    assert F.shape == (10, 10)
    assert T.shape == (10, 10, 1)
    assert F.shape == R.shape
    assert T.format == 'luminance'
    assert R.format == 'depth'

    # Also with Texture RGB
    T = gloo.Texture2D((20, 30, 3))
    R = RenderBuffer(T.shape)
    assert T.format == 'rgb'
    F = FrameBuffer(T, R)
    assert F.shape == T.shape[:2]
    assert F.shape == R.shape
    assert T.format == 'rgb'
    assert R.format == 'depth'
    # Resize
    F.resize((10, 10))
    assert F.shape == (10, 10)
    assert T.shape == (10, 10, 3)
    assert F.shape == R.shape
    assert T.format == 'rgb'
    assert R.format == 'depth'

    # Wrong shape in resize
    assert_raises(ValueError, F.resize, (9, 9, 1))
    assert_raises(ValueError, F.resize, (9, ))
    assert_raises(ValueError, F.resize, 'FOO')
예제 #13
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    def __init__(self):
        self.projection = np.eye(4)
        self.view = np.eye(4)
        self.model = np.eye(4)

        height, width = 3.0, 6.0
        scale_factor = 0.2
        x_offset = -8
        y_offset = 2
        pixel_to_length = 10
        color = (1.0, 1.0, 1.0)

        scale(self.model, scale_factor)
        yrotate(self.model, -60)
        translate(self.model, x_offset, y_offset, -10)
        size = (int(height * 100), int(width * 100))

        self.vertices = np.array([
            [-width / 2, -height / 2, 0],
            [width / 2, -height / 2, 0],
            [width / 2, height / 2, 0],
            [-width / 2, height / 2, 0],
        ],
                                 dtype=np.float32)

        self.tex_coords = np.array([
            [0, 0],
            [1, 0],
            [1, 1],
            [0, 1],
        ],
                                   dtype=np.float32)

        self.indices = IndexBuffer([
            0,
            1,
            2,
            2,
            3,
            0,
        ])

        self.program = Program(self.battery_vertex_shader,
                               self.battery_fragment_shader)

        self.texture = Texture2D(shape=size + (3, ))
        self.text_buffer = FrameBuffer(self.texture, RenderBuffer(size))

        images = []
        images.append(
            Image.open(
                os.path.join(Paths.get_path_to_visar(), 'visar', 'images',
                             'battery', 'battery_low_color.png')))
        images.append(
            Image.open(
                os.path.join(Paths.get_path_to_visar(), 'visar', 'images',
                             'battery', 'battery_used_color.png')))
        images.append(
            Image.open(
                os.path.join(Paths.get_path_to_visar(), 'visar', 'images',
                             'battery', 'battery_full_color.png')))

        self.level_texture = {}  # texture for each level

        for x in range(0, len(images)):
            default_image = images[x]
            default_image = default_image.rotate(-90)
            default_image = default_image.resize(size)
            default_image = default_image.transpose(Image.FLIP_TOP_BOTTOM)
            default_image_array = np.asarray(default_image)
            self.level_texture[x + 1] = default_image_array

        #default_image_array = imageio.imread(os.path.join(Paths.get_path_to_visar(), 'visar', 'images', 'battery', 'battery_full_color.png'))

        # self.default_tex = Texture2D(data=default_image_array)
        # self.default_tex = Texture2D(shape=size + (3,))
        # self.default_tex.set_data(self.level_texture[3])

        self.program['vertex_position'] = self.vertices
        self.program['default_texcoord'] = self.tex_coords
        self.program['view'] = self.view
        self.program['model'] = self.model
        self.program['projection'] = self.projection
        self.program['hide'] = 0

        # self.tex_program = Program(self.tex_vert_shader, self.battery_fragment_shader)

        # self.tex_program['vertex_position']  = self.vertices
        # self.tex_program['default_texcoord'] = self.tex_coords
        # self.tex_program['hide']             = 0
        # self.tex_program['texture']          = self.default_tex

        self.flag = True  # flag to update the texture

        self.level = 3  # level of the battery 1 - 3
        full_middle_split = 75  # split between levels 2 and 3
        middle_low_split = 25  # split between levels 1 and 2
        fault_tolerance = 5
        self.full_lower = full_middle_split - fault_tolerance  # lower limit for going from 3 to 2
        self.middle_upper = full_middle_split + fault_tolerance  # upper limit for going from 2 to 3
        self.middle_lower = middle_low_split - fault_tolerance  # lower limit for going from 2 to 1
        self.low_upper = middle_low_split + fault_tolerance  # upper limit for going from 1 to 2
예제 #14
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    def on_initialize(self, event):
        # Build cube data
        # --------------------------------------

        texcoord = [(0, 0), (0, 1), (1, 0), (1, 1)]
        vertices = [(-1, -1, 0), (-1, +1, 0), (+1, -1, 0), (+1, +1, 0)]

        vertices = VertexBuffer(vertices)

        #self.listener.waitForTransform("/robot", "/wrist_joint", rospy.Time(), rospy.Duration(4))

        """while not rospy.is_shutdown():
            try:
                now = rospy.Time.now()
                self.listener.waitForTransform("/wrist_joint", "/robot", rospy.Time(), rospy.Duration(4))
                (trans,rot) = listener.lookupTransform("/wrist_joint", "/robot", rospy.Time(), rospy.Duration(4))
        """

        #pos, rot = self.listener.lookupTransform("/wrist_joint", "/robot", rospy.Time(0))

        #print list(pos)
        
        camera_pitch = 0.0 # Degrees
        self.rotate = [camera_pitch, 0, 0]
        #self.translate = list(pos)
        self.translate = [0, 0, -5]

        # Build program
        # --------------------------------------
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        scale(model, 10, 10, 10)
        self.phi = 0

        self.cube = Program(cube_vertex, cube_fragment)
        self.cube['position'] = vertices
        # 4640 x 2256
        imtex = cv2.imread(os.path.join(img_path, 'rubixFront.jpg')) 
        self.cube['texcoord'] = texcoord
        self.cube["texture"] = np.uint8(np.clip(imtex + np.random.randint(-60, 20, size=imtex.shape), 0, 255)) + 5
        self.cube["texture"].interpolation = 'linear'
        self.cube['model'] = model
        self.cube['view'] = view


        color = Texture2D((640, 640, 3), interpolation='linear')
        self.framebuffer = FrameBuffer(color, RenderBuffer((640, 640)))

        self.quad = Program(quad_vertex, quad_fragment)
        self.quad['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)]

        self.quad['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]

        self.quad['texture'] = color

        self.objects = [self.cube]

        # OpenGL and Timer initalization
        # --------------------------------------
        set_state(clear_color=(.3, .3, .35, 1), depth_test=True)
        self.timer = app.Timer('auto', connect=self.on_timer, start=True)
        self.pub_timer = app.Timer(0.1, connect=self.send_ros_img, start=True)
        self._set_projection(self.size)
예제 #15
0
파일: toast.py 프로젝트: khaledhassan/visar
    def __init__(self, canvas, background_color=(0,0,0,0), text_color=(1,1,1)):
        # State.register_button(position, text)
        
        self.canvas = canvas
        self.text = None
        self.tcolor = (text_color[0],text_color[1],text_color[2], 1)
        self.bcolor = background_color
        self.timer = 0
        self.fade_timer = 0
        self.projection = np.eye(4)
        self.view = np.eye(4)
        self.model = np.eye(4)
        height, width = 5.0, 15.0  # Meters

        orientation_vector = (1, 1, 0)
        unit_orientation_angle = np.array(orientation_vector) / np.linalg.norm(orientation_vector)

        scale_factor = 0.4
        lowest_button = -5.2 
        midset = 0.2
        position = -2
        
        scale(self.model, scale_factor)
        #yrotate(self.model, -90)
        # rotate(self.model, 30, *unit_orientation_angle)
        offset = (position * ((height + midset) * scale_factor))
        translate(self.model, -4.4, lowest_button + offset, -10)

        self.size = (int(height*100), int(width*100))

        # Add texture coordinates
        # Rectangle of height height
        self.vertices = np.array([
            [-width / 2, -height / 2, 0],
            [ width / 2, -height / 2, 0],
            [ width / 2,  height / 2, 0],
            [-width / 2,  height / 2, 0],
        ], dtype=np.float32)
        
        self.tex_coords = np.array([
            [0, 0],
            [1, 0],
            [1, 1],
            [0, 1],

        ], dtype=np.float32)

        self.indices = IndexBuffer([
            0, 1, 2,
            2, 3, 0,
        ])

        self.program = Program(self.toast_vertex_shader, self.toast_fragment_shader)

        self.program['vertex_position'] = self.vertices
        self.program['default_texcoord'] = self.tex_coords
        self.program['view'] = self.view
        self.program['model'] = self.model
        self.program['projection'] = self.projection
        self.program['background_color'] = (0,0,0,0) # no background yet
        self.program['text_color'] = (0,0,0,0) # no text yet

        # self.texture = Texture2D(shape=(1000, 1000) + (3,))        
        # self.text_buffer = FrameBuffer(self.texture, RenderBuffer((1000, 1000)))
        self.texture = Texture2D(shape=self.size + (3,))        
        self.text_buffer = FrameBuffer(self.texture, RenderBuffer(self.size))

        self.program['texture'] = self.texture
        #self.program['text_color'] = self.tcolor # set the tcolor
        #self.program['background_color'] = self.bcolor # set the tcolor
        self.first = False # do not draw text until needed
        self.make_text('Default Text') # Create Empty text object