def main(): train_directory = '/home/mihai/Proiecte/AAM/Dataset/' shape_train_files = [] texture_train_files = [] for file_name in os.listdir(train_directory): if file_name.endswith(".pts"): file_name = os.path.splitext(file_name)[0] file_path = os.path.join(train_directory, file_name) shape_train_files.append(file_path + '.pts') texture_train_files.append(file_path + '.pgm') train_shapes = Shape() train_shapes.load(shape_train_files) aligned_shapes = train_shapes.align() mean_shape = Shape.mean(aligned_shapes) pca = train_shapes.pca(train_shapes.shapes) train_textures = Texture() train_textures.load(texture_train_files, train_shapes.shapes, mean_shape)
class GlutWindow(WindowCallback): def __init__(self, screen_size: tuple, screen_pos: tuple=(0, 0), game_mode: bool=False, title: str='Default Title', **params): width, height = screen_size self.screen_size = screen_size self.screen_pos = screen_pos self.width = width self.height = height self.z_near = 1.0 self.z_far = 100.0 self.fov = 60.0 self.game_mode = game_mode self.title = title self._vbo = None self._vao = None self._ibo = None self._program = None self._texture = None self._vertices = None self._indexes = None self._camera = None self._pipeline = None self._scale = 0.0 self._dir_light_color = 1.0, 1.0, 1.0 self._dir_light_ambient_intensity = 0.5 self._projection = ProjParams( self.width, self.height, self.z_near, self.z_far, self.fov) self._log = params.get("log", print) self._clear_color = params.get("clearcolor", (0, 0, 0, 0)) self._vertex_attributes = {"Position": -1, "TexCoord": -1} self._init_glut() self._init_gl() self._create_vertex_buffer() self._create_index_buffer() self._effect = LightingTechnique("shaders/vs.glsl", "shaders/fs_lighting.glsl") self._effect.init() self._effect.enable() self._effect.set_texture_unit(0) self._texture = Texture(GL_TEXTURE_2D, "resources/test.png") if not self._texture.load(): raise ValueError("cannot load texture") def _init_glut(self): """ Basic GLUT initialization and callbacks binding """ glutInit(sys.argv[1:]) glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_3_2_CORE_PROFILE) glutInitWindowSize(self.width, self.height) if self.game_mode: glutGameModeString("{}x{}@32".format(self.width, self.height)) glutEnterGameMode() else: glutCreateWindow(self.title.encode()) glutInitWindowPosition(*self.screen_pos) # callbacks binding glutDisplayFunc(self.on_display) glutIdleFunc(self.on_display) glutPassiveMotionFunc(self.on_mouse) glutSpecialFunc(self.on_keyboard) def _init_gl(self): """ OpenGL initialization """ glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glClearColor(*self._clear_color) # seems strange because should be GL_BACK... maybe something with camera? glCullFace(GL_FRONT) glFrontFace(GL_CW) glEnable(GL_CULL_FACE) def _create_vertex_buffer(self): """ Creates vertex array and vertex buffer and fills last one with data. """ self._vertices = np.array([ -1.0, -1.0, 0.5773, 0.0, 0.0, 0.0, -1.0, -1.15475, 0.5, 0.0, 1.0, -1.0, 0.5773, 1.0, 0.0, 0.0, 1.0, 0.0, 0.5, 1.0 ], dtype=np.float32) self._vao = glGenVertexArrays(1) glBindVertexArray(self._vao) self._vbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self._vbo) glBufferData(GL_ARRAY_BUFFER, self._vertices.nbytes, self._vertices, GL_STATIC_DRAW) def _create_index_buffer(self): """ Creates index buffer. """ self._indexes = np.array([ 0, 3, 1, 1, 3, 2, 2, 3, 0, 0, 1, 2 ], dtype=np.uint32) self._ibo = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self._ibo) glBufferData(GL_ELEMENT_ARRAY_BUFFER, self._indexes.nbytes, self._indexes, GL_STATIC_DRAW) @property def camera(self): return self._camera @camera.setter def camera(self, value): self._camera = value def on_display(self): """ Rendering callback. """ self._camera.render() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) self._scale += 0.1 pipeline = Pipeline(rotation=[0, self._scale, 0], translation=[0, 0, 6], projection=self._projection) pipeline.set_camera(self._camera) self._effect.set_wvp(pipeline.get_wvp()) self._effect.set_directional_light( self._dir_light_color, self._dir_light_ambient_intensity) position, tex_coord = 0, 1 glEnableVertexAttribArray(position) glEnableVertexAttribArray(tex_coord) glBindBuffer(GL_ARRAY_BUFFER, self._vbo) glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0)) glVertexAttribPointer(tex_coord, 2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12)) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self._ibo) self._texture.bind(GL_TEXTURE0) glDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, ctypes.c_void_p(0)) glDisableVertexAttribArray(position) glDisableVertexAttribArray(tex_coord) glutSwapBuffers() def on_mouse(self, x, y): """ Mouse moving events handler. """ self._camera.mouse(x, y) def on_keyboard(self, key, x, y): """ Keyboard events handler. """ if key == GLUT_KEY_F1: if not bool(glutLeaveMainLoop): sys.exit(0) glutLeaveMainLoop() if key == GLUT_KEY_PAGE_UP: self._dir_light_ambient_intensity += 0.05 if key == GLUT_KEY_PAGE_DOWN: self._dir_light_ambient_intensity -= 0.05 if self._camera: self._camera.keyboard(key) def run(self): glutMainLoop()