/
viewer.py
130 lines (105 loc) · 3.56 KB
/
viewer.py
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import numpy as np
from OpenGL.GL import (
GL_FRAGMENT_SHADER, GL_VERTEX_SHADER, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_FALSE, GL_INT,GL_COLOR_ARRAY,
GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_FLOAT, GL_MODELVIEW_MATRIX, GL_ARRAY_BUFFER,
glClear, glViewport,
shaders, glEnableClientState, glGetUniformLocation, glUniform4f,glUniformMatrix4fv,
glVertexPointer, glColorPointer,
glDrawArrays, glPointSize, glGetDoublev,
GL_TRIANGLES, GL_POINTS, GL_TRIANGLE_STRIP,
glRotatef, glTranslatef, glScalef,
glPushMatrix, glPopMatrix, glVertexAttribPointer, glEnableVertexAttribArray, glDisableVertexAttribArray
)
from OpenGL.GLUT import (
GLUT_RGBA,GLUT_DEPTH, GLUT_DOUBLE, GLUT_RGB,
glutInit, glutInitDisplayMode, glutDisplayFunc, glutIdleFunc, glutMouseFunc,
glutInitWindowSize, glutInitWindowPosition, glutCreateWindow,
glutMainLoop, glutSwapBuffers
)
# from OpenGL.GLU import *
from OpenGL.arrays import vbo
import cv2
# Load an color image in grayscale
img = cv2.imread('photo.jpg')
print(img.shape)
xkord, ykord = np.indices((img.shape[0],img.shape[1]))
xkord = np.expand_dims(xkord,axis=2)
ykord = np.expand_dims(ykord,axis=2)
zkord = np.ones_like(xkord)
xykoords = np.append(xkord,ykord,axis=2)
koords = np.append(xykoords,zkord,axis=2)
img = np.append(koords,img,axis=2)
imgnp = np.array(img, dtype=np.float32)
# for i in range(1000):
# imgnp[i,0,3] = 0.5
# imgnp[i,0,4] = 0.0
# imgnp[i,0,5] = 0.0
def draw_points():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnableClientState(GL_VERTEX_ARRAY)
# glVertexPointer(3, GL_FLOAT, 24, points)
# glColorPointer(3, GL_INT, 24, points+12)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, points)
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, points+12)
glEnableVertexAttribArray(1)
glDrawArrays(GL_POINTS,0,imgnp.shape[0]*imgnp.shape[1])
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glutSwapBuffers()
def moveMouse(x,y,z,w):
pass
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH)
glutInitWindowSize(500, 500)
glutInitWindowPosition(100, 100)
wind = glutCreateWindow("OpenGL Window")
glPointSize(1)
vertshader = shaders.compileShader(
"""
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 ourColor;
void main()
{
gl_Position = model * vec4(aPos, 1.0);
ourColor = vec3(aColor/255);
}
""",
shaderType=GL_VERTEX_SHADER
)
fragshader = shaders.compileShader(
"""
#version 330 core
in vec3 ourColor;
void main() {
gl_FragColor = vec4(ourColor, 1.0);
}
""",
shaderType=GL_FRAGMENT_SHADER
)
shaderProg = shaders.compileProgram(vertshader, fragshader)
shaders.glUseProgram(shaderProg)
points = vbo.VBO(data=imgnp, usage="GL_DYNAMIC_DRAW",target='GL_ARRAY_BUFFER', size=None)
points.bind()
modelmat = glGetUniformLocation(shaderProg, 'model')
viewmat = glGetUniformLocation(shaderProg, 'view')
projectionmat = glGetUniformLocation(shaderProg, 'projection')
glPushMatrix()
glRotatef(-90, 0, 0, 1)
scal = 0.01
glTranslatef(-0.5 , -0.5, 0)
glScalef(1/imgnp.shape[0], 1/imgnp.shape[1], 1)
model2 = glGetDoublev(GL_MODELVIEW_MATRIX)
glPopMatrix()
# print(model2)
glUniformMatrix4fv(modelmat,1, GL_FALSE, model2)
glutDisplayFunc(draw_points)
# glutInitWindowPosition(600, 100)
# wind2 = glutCreateWindow("OpenGL Window2")
# glutMouseFunc(moveMouse)
glutMainLoop()