Пример #1
0
def setup_deferred_rendering():
    """Return (Shader, FBO, QuadMesh) for deferred rendering."""
    fbo = rc.FBO(rc.Texture(width=4096, height=4096, mipmap=True))
    quad = rc.gen_fullscreen_quad("DeferredQuad")
    quad.texture = fbo.texture
    shader = rc.Shader.from_file(*rc.resources.deferredShader)
    return RenderCollection(shader=shader, fbo=fbo, quad=quad)
Пример #2
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def view_mesh(body, obj_filename):
    # """Displays mesh in .obj file.  Useful for checking that files are rendering properly."""

    reader = rc.WavefrontReader(obj_filename)
    mesh = reader.get_mesh(body, position=(0, 0, -1))
    print(mesh.vertices.shape)

    mesh.scale.x = .2 / np.ptp(mesh.vertices, axis=0).max()
    camera = rc.Camera(projection=rc.PerspectiveProjection(fov_y=20))
    light = rc.Light(position=(camera.position.xyz))

    scene = rc.Scene(meshes=[mesh],
                     camera=camera,
                     light=light,
                     bgColor=(.2, .4, .2))
    scene.gl_states = scene.gl_states[:-1]

    display = pyglet.window.get_platform().get_default_display()
    screen = display.get_screens()[0]
    window = pyglet.window.Window(fullscreen=True, screen=screen)

    fbo = rc.FBO(rc.Texture(width=4096, height=4096))
    quad = rc.gen_fullscreen_quad()
    quad.texture = fbo.texture

    label = pyglet.text.Label()

    @window.event
    def on_draw():
        with rc.resources.genShader, fbo:
            scene.draw()
        with rc.resources.deferredShader:
            quad.draw()

        verts_mean = np.ptp(mesh.vertices, axis=0)
        label.text = 'Name: {}\nRotation: {}\nSize: {} x {} x {}'.format(
            mesh.name, mesh.rotation, verts_mean[0], verts_mean[1],
            verts_mean[2])
        label.draw()

    @window.event
    def on_resize(width, height):
        camera.projection.aspect = float(width) / height

    @window.event
    def on_mouse_motion(x, y, dx, dy):
        x, y = x / float(window.width) - .5, y / float(window.height) - .5
        mesh.rotation.x = -360 * y
        mesh.rotation.y = 360 * x

    pyglet.app.run()
Пример #3
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    def __init__(self,
                 arena_objfile,
                 projector_file,
                 fullscreen=True,
                 screen=1,
                 antialiasing=True,
                 vsync=False,
                 fps_mode=False,
                 *args,
                 **kwargs):
        """
        A Pyglet Window that sets up the arena, beamer, and virtual scenes, along with motive update and draw functions
        for updating and rendering a virtual reality environment in a ratCAVE setup.
        """
        self.__display = pyglet.window.get_platform().get_default_display()
        self.__screen = self.__display.get_screens()[screen]
        super(self.__class__, self).__init__(fullscreen=fullscreen,
                                             screen=self.__screen,
                                             vsync=vsync,
                                             *args,
                                             **kwargs)

        self.cube_fbo = rc.FBO(texture=rc.TextureCube(width=4096, height=4096))

        self.active_scene, self.arena, self.arena_rb = utils.load_projected_scene(
            arena_file=arena_objfile,
            projector_file=projector_file,
            motive_client=motive)

        self.orig_texture = None

        self.shader = rc.Shader.from_file(*rc.resources.genShader)
        self._vr_scenes = set()
        self.current_vr_scene = None

        self.rat_rb = motive.rigid_bodies['Rat']

        self.antialiasing = antialiasing
        self.fbo_aa = rc.FBO(rc.Texture(width=4096, height=4096, mipmap=True))
        self.aa_quad = rc.gen_fullscreen_quad()
        self.aa_quad.texture = self.fbo_aa.texture
        self.shader_deferred = rc.Shader.from_file(
            *rc.resources.deferredShader)
        if fps_mode:
            pass
            # raise NotImplementedError("Haven't gotten fps_mode to work properly yet.")
        self.fps_mode = fps_mode

        pyglet.clock.schedule(self.update)
Пример #4
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    def __init__(self, *args, **kwargs):
        super(RotationWindow, self).__init__(*args, **kwargs)

        pyglet.clock.schedule(lambda dt: None)

        reader = rc.WavefrontReader(rc.resources.obj_primitives)
        self.mesh = reader.get_mesh('Monkey', scale=.05, position=(0, 0, 0))
        self.mesh.rotation = self.mesh.rotation.to_quaternion()
        self.scene = rc.Scene(meshes=[self.mesh], bgColor=(0., 0., 0.))

        self.fbo = rc.FBO(rc.Texture(width=4096, height=4096))
        self.quad = rc.gen_fullscreen_quad()
        self.quad.texture = self.fbo.texture

        self.label = pyglet.text.Label()

        self.shader3d = rc.Shader.from_file(*rc.resources.genShader)
        self.shaderAA = rc.Shader.from_file(*rc.resources.deferredShader)
Пример #5
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# Debug Text
label_fps = pyglet.text.Label('FPS', font_size=20)

# Create Scenes and FBOs to render onto
proj_scene = rc.Scene(meshes=spheres)
proj_scene.camera.aspect = 1.
proj_scene.camera.fov_y = 90.

god_scene = rc.Scene(meshes=[player, screen])
cubetexture = rc.TextureCube(width=CUBEMAP_TEXTURE_SIZE, height=CUBEMAP_TEXTURE_SIZE)
screen.texture = cubetexture
fbo_cube = rc.FBO(cubetexture)


aaShader = rc.resources.aaShader
aa_texture = rc.Texture()
fbo_aa = rc.FBO(aa_texture)

fullscreen_quad = rc.resources.gen_fullscreen_quad()
fullscreen_quad.texture = aa_texture

# Run Display and Update Loops
@window.event
def on_resize(width, height):
    # proj_scene.camera.aspect = width / float(height)
    god_scene.camera.aspect = width / float(height)
    fullscreen_quad.uniforms['frameBufSize'] = float(width), float(height)

@window.event
def on_draw():
Пример #6
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import numpy as np
import pyglet
import ratcave as rc

window = pyglet.window.Window()

cube = rc.Mesh.from_primitive('Cube',
                              position=(0, 0, -3),
                              rotation=(45, 45, 0))

arr = np.random.randint(0, 255, size=(128, 128, 4))
arr = np.zeros_like(arr)  # + 255
arr[:, :, 0] = 255

tex2 = rc.Texture(values=arr)
tex2.values = np.random.randint(0, 255, size=(128, 128, 4))

cube.textures.append(tex2)


@window.event
def on_draw():
    window.clear()
    with rc.default_shader, rc.default_camera, rc.default_states:
        cube.draw()


def randomize_texture(dt):
    tex2.values = np.random.randint(0, 255, size=(128, 128, 4))

Пример #7
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def debug_view(vertices, texcoord, image=None, window_size=(800, 600)):
    # creates the window and sets its properties
    width, height = window_size
    window = pyglet.window.Window(width=width,
                                  height=height,
                                  caption='Debug Viewer',
                                  resizable=False)

    num_verts = 3 * vertices.shape[0]
    model = ratcave.Mesh(arrays=(vertices.reshape(num_verts, 3),
                                 texcoord.reshape(num_verts, 2)))
    model.position.xyz = 0, 0, -10

    if image is not None:
        image = image.transpose(PIL.Image.FLIP_TOP_BOTTOM)
        imgdata = pyglet.image.ImageData(image.width, image.height, 'RGBA',
                                         image.tobytes())
        mipmap = False
        tex = imgdata.get_mipmapped_texture(
        ) if mipmap else imgdata.get_texture()
        pyglet.gl.glBindTexture(pyglet.gl.GL_TEXTURE_2D, 0)
        model.textures.append(
            ratcave.Texture(id=tex.id, data=tex, mipmap=mipmap))

    scene = ratcave.Scene(meshes=[model])
    scene.camera.projection = ratcave.PerspectiveProjection(60.0,
                                                            width /
                                                            float(height),
                                                            z_far=100.0)

    def update(dt):
        pass

    pyglet.clock.schedule(update)

    shader = ratcave.Shader(vert=vert_shader, frag=frag_shader)

    @window.event
    def on_resize(width, height):
        # TODO update scene.camera.projection.viewport
        scene.camera.projection.aspect = width / float(height)
        return pyglet.event.EVENT_HANDLED

    @window.event
    def on_draw():
        with shader:
            scene.draw()

    @window.event
    def on_mouse_scroll(x, y, scroll_x, scroll_y):
        # scroll the MOUSE WHEEL to zoom
        scene.camera.position.z -= scroll_y / 10.0

    @window.event
    def on_mouse_drag(x, y, dx, dy, button, modifiers):
        # press the LEFT MOUSE BUTTON to rotate
        if button == pyglet.window.mouse.LEFT:
            model.rotation.y += dx / 5.0
            model.rotation.x -= dy / 5.0

        # press the LEFT and RIGHT MOUSE BUTTONS simultaneously to pan
        if button == pyglet.window.mouse.LEFT | pyglet.window.mouse.RIGHT:
            scene.camera.position.x -= dx / 100.0
            scene.camera.position.y -= dy / 100.0

    # starts the application
    pyglet.app.run()
Пример #8
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import ratcave as rc

win = pyglet.window.Window(resizable=True)

reader = rc.WavefrontReader(rc.resources.obj_primitives)
stars = reader.get_mesh('Torus', drawmode=rc.POINTS)
stars.point_size = 3
stars.uniforms['diffuse'] = 1., 1., 1.
stars.position.xyz = 0, 0, -2
stars.scale.xyz = 1.2

monkey = reader.get_mesh('Monkey', position=(0, 0.1, -2))
monkey.uniforms['flat_shading'] = True
monkey.uniforms['diffuse'] = 1., 1., 1.

fbo = rc.FBO(texture=rc.Texture(width=win.width, height=win.height))


def update(dt):
    stars.rotation.z += 10. * dt


pyglet.clock.schedule(update)


@win.event
def on_draw():

    with rc.default_shader:
        with fbo:
            pyglet.gl.glClearColor(0, 0, 0, 1)
Пример #9
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def vr_demo(motive_filename, projector_filename, arena_filename, body, screen):

    motive.initialize()
    motive_filename = motive_filename.encode()
    motive.load_project(motive_filename)

    body = motive.get_rigid_bodies()[body]
    for el in range(3):
        body.reset_orientation()
        motive.update()
    arena_body = motive.get_rigid_bodies()['Arena']

    # Load projector's Camera object, created from the calib_projector ratcave_utils CLI tool.
    display = pyglet.window.get_platform().get_default_display()
    screen = display.get_screens()[screen]
    window = pyglet.window.Window(fullscreen=False, screen=screen, vsync=False)

    fbo = rc.FBO(rc.TextureCube(width=4096, height=4096))

    shader3d = rc.Shader.from_file(*rc.resources.genShader)

    reader = rc.WavefrontReader(rc.resources.obj_primitives)
    mesh = reader.get_mesh('Monkey', scale=.022, position=(0, 0, .3))
    mesh.position.y = .6
    mesh.uniforms['ambient'] = .15, .15, .15

    # mesh.rotation = mesh.rotation.to_quaternion()

    arena = rc.WavefrontReader(arena_filename.encode()).get_mesh('Arena')
    arena.rotation = arena.rotation.to_quaternion()
    arena.texture = fbo.texture

    floor = reader.get_mesh('Plane',
                            scale=50,
                            position=(0, 0, 0),
                            mean_center=True)

    # floor.scale.x = 20
    floor.rotation.x = -90
    floor.texture = fbo.texture
    # floor.rotation.x = 180

    vr_scene = rc.Scene(meshes=[mesh], bgColor=(0., .3, 0))
    vr_scene.camera.projection.fov_y = 90
    vr_scene.camera.projection.aspect = 1.
    vr_scene.camera.projection.z_near = .005
    vr_scene.camera.projection.z_far = 2.

    fbo_aa = rc.FBO(rc.Texture(width=4096, height=4096, mipmap=True))
    quad = rc.gen_fullscreen_quad()
    quad.texture = fbo_aa.texture
    shader_deferred = rc.Shader.from_file(*rc.resources.deferredShader)

    scene = rc.Scene(meshes=[arena, floor], bgColor=(0., 0., .3))

    camera = rc.Camera.from_pickle(projector_filename.encode())
    camera.projection.fov_y = 39
    scene.camera = camera
    scene.light.position.xyz = camera.position.xyz
    vr_scene.light.position.xyz = camera.position.xyz

    @window.event
    def on_draw():
        with shader3d:
            with fbo:
                vr_scene.camera.projection.match_aspect_to_viewport()
                vr_scene.draw360_to_texture(fbo.texture)
            scene.camera.projection.match_aspect_to_viewport()
            with fbo_aa:

                scene.draw()
        with shader_deferred:
            quad.draw()

    def update_body(dt, body):
        motive.update()
        mesh.position.xyz = arena_body.location
        mesh.position.y -= .07
        # mesh.rotation.xyzw = arena_body.rotation_quats
        # mesh.rotation.y += 10 * dt

        arena.position.xyz = arena_body.location
        arena.rotation.xyzw = arena_body.rotation_quats

        vr_scene.camera.position.xyz = body.location
        scene.camera.uniforms['playerPos'] = body.location

    pyglet.clock.schedule(update_body, body)

    pyglet.app.run()