示例#1
0
    def drawIsoSphere(self, r=1.):
        """
		draw an Iso-sphere (I'm not sure that the texture coordinates are quite right)
		"""

        if (len(self.verts) == 0):
            self.getIsoSphere()  #need to populate the isosphere first


#from here : https://www.gamedev.net/topic/116339-request-for-help-texture-mapping-an-icosahedron/

        def GetTextureCoord(normal):
            x = normal[0]
            y = normal[1]
            v = np.arcsin(y) / (np.pi / 2.)

            if (abs(y) < 1.0):
                u = 0.5 + 0.5 * np.arctan2(x, y) / np.pi
            else:
                u = 0  # Actually undefined.

            return u, v

        vertex_arr = np.array(np.multiply(self.verts, r / 2.), 'f')
        fvert = []
        fnorm = []
        ftex = []
        for f in self.faces:
            fvert.append(
                [vertex_arr[f[0]], vertex_arr[f[1]], vertex_arr[f[2]]])
            normal = np.cross(vertex_arr[f[0]], vertex_arr[f[1]])
            fnorm.append(normal)
            u, v = GetTextureCoord(normal)
            ftex.append([u, v, 0.])

        fnorm = np.array(fnorm)
        fvert = np.array(fvert)
        ftex = np.array(ftex)
        vertex_vbo = vbo.VBO(fvert)
        normal_vbo = vbo.VBO(fnorm)
        tex_vbo = vbo.VBO(ftex)

        vertex_vbo.bind()
        glEnableClientState(GL_VERTEX_ARRAY)
        glEnableClientState(GL_NORMAL_ARRAY)
        glEnableClientState(GL_TEXTURE_COORD_ARRAY)
        glVertexPointerf(vertex_vbo)
        glNormalPointerf(normal_vbo)
        glTexCoordPointerf(tex_vbo)
        glDrawArrays(GL_TRIANGLES, 0, fvert.size)

        glDisableClientState(GL_VERTEX_ARRAY)
        glDisableClientState(GL_NORMAL_ARRAY)
        glDisableClientState(GL_TEXTURE_COORD_ARRAY)
def VBO_cylindre(iMax=8):
    """ Create the "sphere" VBO & EBO """
    global vertexPositions
    global indexPositions
    global nbIndex
    global styleIndex

    vertices = []
    edgeIndices = []
    surfIndices = []

    i = 0
    while i <= iMax:
        phi = 2 * math.pi * i / float(iMax)
        vertices = vertices + [-0.5, 0.5 * math.cos(phi), 0.5 * math.sin(phi)]
        vertices = vertices + [0.5, 0.5 * math.cos(phi), 0.5 * math.sin(phi)]
        if i != iMax:
            edgeIndices = edgeIndices + [2 * i, 2 * i + 1]
            edgeIndices = edgeIndices + [2 * i, 2 * (i + 1)]
            edgeIndices = edgeIndices + [2 * i + 1, 2 * (i + 1) + 1]
            surfIndices = surfIndices + [2 * i, 2 * (i + 1), 2 * (i + 1) + 1]
            surfIndices = surfIndices + [2 * (i + 1) + 1, 2 * i + 1, 2 * i]
            surfIndices = surfIndices + [2 * i, 2 * (i + 1), 2 * (iMax + 1)]
            surfIndices = surfIndices + [
                2 * i + 1, 2 * (i + 1) + 1, 2 * (iMax + 1) + 1
            ]
        i += 1
    vertices = vertices + [-0.5, 0., 0.]
    vertices = vertices + [0.5, 0., 0.]

    vertices = np.array([vertices], dtype='f')

    edgeIndices = np.array([edgeIndices], dtype=np.int32)

    surfIndices = np.array([surfIndices], dtype=np.int32)

    vertexPositions = vertexPositions + [
        vbo.VBO(vertices),
    ]

    indexPositions = indexPositions + [
        [
            vbo.VBO(edgeIndices, target=GL_ELEMENT_ARRAY_BUFFER),
            vbo.VBO(surfIndices, target=GL_ELEMENT_ARRAY_BUFFER)
        ],
    ]

    nbIndex = nbIndex + [
        [edgeIndices.size, surfIndices.size],
    ]

    styleIndex = styleIndex + [
        [GL_LINES, GL_TRIANGLES],
    ]
示例#3
0
    def __init__(self, cam_model_files: Tuple[str, str],
                 tracked_cam_parameters: data3d.CameraParameters,
                 tracked_cam_track: List[data3d.Pose],
                 point_cloud: data3d.PointCloud):
        """
        Initialize CameraTrackRenderer. Load camera model, create buffer objects, load textures,
        compile shaders, e.t.c.

        :param cam_model_files: path to camera model obj file and texture. The model consists of
        triangles with per-point uv and normal attributes
        :param tracked_cam_parameters: tracked camera field of view and aspect ratio. To be used
        for building tracked camera frustrum
        :param point_cloud: colored point cloud
        """

        tracked_cam_track = np.array(
            [_to_transformation_mat(pose) for pose in tracked_cam_track])

        _transform_track(tracked_cam_track, point_cloud)

        camera_vertex_vbo, camera_index_vbo = _load_model(cam_model_files[0])
        self._texture_objects = namedtuple(
            'TextureObjects',
            'camera camera_screen')(_load_texture(cam_model_files[1]),
                                    _allocate_empty_texture())
        self._camera_screen_frame_buffer = \
            _configure_screen_frame_buffer(self._texture_objects.camera_screen)

        self._tracked_cam_projection = _projection_matrix(
            tracked_cam_parameters.fov_y, tracked_cam_parameters.aspect_ratio,
            0.1, 30)

        self._tracked_cam_track = tracked_cam_track

        BufferObjects = namedtuple(
            'BufferObjects',
            'camera_vertices camera_indices frustrum point_cloud track')
        self._buffer_objects = BufferObjects(
            camera_vertex_vbo, camera_index_vbo,
            vbo.VBO(
                np.array(_generate_frustrum(self._tracked_cam_projection),
                         dtype=np.float32)),
            vbo.VBO(
                np.array(np.stack((point_cloud.points, point_cloud.colors)),
                         dtype=np.float32)),
            vbo.VBO(
                np.array([cam_pos[0:3, 3] for cam_pos in tracked_cam_track],
                         dtype=np.float32)))

        self._shaders = _build_shaders()

        GLUT.glutInitDisplayMode(GLUT.GLUT_RGBA | GLUT.GLUT_DOUBLE
                                 | GLUT.GLUT_DEPTH)
        GL.glEnable(GL.GL_DEPTH_TEST)
示例#4
0
    def setData(self, vertexArray, normalArray, colorArray):
        if len(vertexArray) != len(colorArray) or len(vertexArray) != len(
                normalArray):
            raise RuntimeError(
                "vertexArray, normalArray and colorArray must be same length")
        self.vertexArray = vertexArray
        self.colorArray = colorArray
        self.normalArray = normalArray

        self.vertexVBO = vbo.VBO(vertexArray)
        self.colorVBO = vbo.VBO(colorArray)
        self.normalVBO = vbo.VBO(normalArray)
示例#5
0
 def compile(self, mode=None):
     """Compile this sphere for use on mode
     
     returns coordvbo,indexvbo,count
     """
     coords, indices = self.compileArrays()
     vbos = vbo.VBO(coords), vbo.VBO(
         indices, target='GL_ELEMENT_ARRAY_BUFFER'), len(indices)
     if hasattr(mode, 'cache'):
         holder = mode.cache.holder(self, vbos)
         holder.depend(self, 'radius')
     return vbos
 def __init__(self):
     #set up initial conditions
     pos = numpy.ndarray((640 * 480 * 4, 1), dtype=numpy.float32)
     self.pos_vbo = vbo.VBO(data=pos,
                            usage=GL_DYNAMIC_DRAW,
                            target=GL_ARRAY_BUFFER)
     self.pos_vbo.bind()
     #same shit, different toilet
     self.col_vbo = vbo.VBO(data=pos,
                            usage=GL_DYNAMIC_DRAW,
                            target=GL_ARRAY_BUFFER)
     self.col_vbo.bind()
示例#7
0
def create_tetrahedron_vbo(edge=1.0):
    """
    Creates a VBO tetrahedron for shaders.

    :param edge: Edge length
    :type edge: float, int
    :return: VBO object
    :rtype: VBObject
    """
    def ex(element):
        """
        Export element to list.

        :param element: Element
        :return: List
        :rtype: list
        """
        return element.export_to_list()

    # Create points
    a = Point3(-0.5, -0.288675, -0.288675) * edge
    b = Point3(0.5, -0.288675, -0.288675) * edge
    # noinspection PyArgumentEqualDefault
    c = Point3(0.0, 0.577350, -0.288675) * edge
    # noinspection PyArgumentEqualDefault
    d = Point3(0.0, 0.0, 0.57735) * edge

    # Create normals
    n1 = ex(_normal_3_points(a, b, d))
    n2 = ex(_normal_3_points(b, c, d))
    n3 = ex(_normal_3_points(c, a, d))
    n4 = ex(_normal_3_points(c, b, a))

    # Create triangles
    vertex_array = [
        ex(a),
        ex(b),
        ex(d),
        ex(b),
        ex(c),
        ex(d),
        ex(c),
        ex(a),
        ex(d),
        ex(a),
        ex(b),
        ex(c)
    ]
    normal_array = [n1, n1, n1, n2, n2, n2, n3, n3, n3, n4, n4, n4]

    # Return VBO
    return VBObject(_vbo.VBO(_array(vertex_array, 'f')),
                    _vbo.VBO(_array(normal_array, 'f')), len(vertex_array))
示例#8
0
文件: common.py 项目: takitr/mycode
 def draw(this):
     if this.bCreate == False:
         this.vbo = vbo.VBO(ny.array(this.data, 'f'))
         this.ebo = vbo.VBO(ny.array(this.idata, 'H'),
                            target=GL_ELEMENT_ARRAY_BUFFER)
         this.eboLength = len(this.idata)
         this.bCreate = True
         #this.createVAO()
     this.vbo.bind()
     glInterleavedArrays(GL_T2F_V3F, 0, None)
     this.ebo.bind()
     glDrawElements(GL_TRIANGLES, this.eboLength, GL_UNSIGNED_SHORT, None)
示例#9
0
文件: render.py 项目: daeken/AjaPrint
def init():
    global program, vertexPositions, indexPositions
    glClearColor(0, 1, 0, 0)

    program = compileProgram(compileShader(vert, GL_VERTEX_SHADER),
                             compileShader(frag, GL_FRAGMENT_SHADER))
    vertices = numpy.array([[-1, -1, 0], [1, -1, 0], [1, 1, 0], [1, 1, 0],
                            [-1, 1, 0], [-1, -1, 0]],
                           dtype='f')
    vertexPositions = vbo.VBO(vertices)
    indices = numpy.array([[0, 1, 2], [3, 4, 5]], dtype=numpy.int32)
    indexPositions = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER)
    glEnableVertexAttribArray(glGetAttribLocation(program, 'p'))
示例#10
0
 def createvbo(self):
     self.indvbo = vbo.VBO(self.indbytes,
                           usage='GL_STATIC_DRAW',
                           target='GL_ELEMENT_ARRAY_BUFFER')
     vbobytes = self.verbytes
     if self.uvsbytes:
         self.uvsoff = len(vbobytes)
         vbobytes += self.uvsbytes
     if self.colbytes:
         self.coloff = len(vbobytes)
         vbobytes += self.colbytes
     self.vervbo = vbo.VBO(vbobytes, usage='GL_STATIC_DRAW')
     self.vbomade = True
示例#11
0
    def prepare_floor(self):
        size = 6
        mesh = trimesh.Trimesh(
            [[-size, 0, -size], [-size, 0, +size], [+size, 0, +size],
             [-size, 0, -size], [+size, 0, +size], [+size, 0, -size]],
            faces=[[0, 1, 2], [3, 4, 5]])

        vertices = np.array(mesh.triangles, dtype=np.float32).reshape(-1, 3)
        vertices = vertices.reshape((-1))
        normals = np.repeat(mesh.face_normals, 3, axis=0).astype(np.float32)

        self.floor_vertices = vbo.VBO(vertices)
        self.floor_normals = vbo.VBO(normals)
示例#12
0
    def loadVBO(self):    
        from OpenGL.arrays import vbo
        
        X = np.zeros((1,4), dtype = np.float32)
        C = np.zeros((1,4), dtype = np.float32)

        
        self.pos_vbo = vbo.VBO(data=X, usage=GL_DYNAMIC_DRAW, target=GL_ARRAY_BUFFER)
        self.pos_vbo.bind()

        self.col_vbo = vbo.VBO(data=C, usage=GL_DYNAMIC_DRAW, target=GL_ARRAY_BUFFER)
        self.col_vbo.bind()
        return self
示例#13
0
    def __init__(
        self,
        texid: int,
        grid_x: int = 5,
        grid_y: int = 5,
        shader: int = 0,
    ):
        """
        Setup default position for sprite. Initialize mesh of selected size.
        :param texid: ID of texture
        :param grid_x: Mesh elements along axis X
        :param grid_y: Mesh elements along axis Y
        :param shader: ID of shader. Select 0 if you need no shader
        """

        # Setup default positions of sprite
        self.position = np.array([0, 0., 0.])
        self.rotate = np.array([0., 0., 0.])
        self.scale = np.array([1.0, 1.0, 1.0])
        self.color = np.array([1.0, 1.0, 1.0])

        # Setup default animation settings
        self.max_animation_timer = 1
        self.step_animation_timer = 0.001

        # Setup default vectors for image transformation
        self.vector = np.array([0.0, 0.0, 0.0])
        self.rotation_vector = np.array([0.0, 0.0, 0.0])

        self._texid = texid
        self._shader = shader
        self._time_counter = 0.0

        # Create vertices array for the sprite
        vertices = self._mesh_create(grid_size_x=grid_x, grid_size_y=grid_y)
        self._vertices_count = len(vertices)
        self._vbo_vertices = glvbo.VBO(np.array(vertices, 'f'))
        self._vbo_texcoords = glvbo.VBO(np.array(vertices, 'f') + 0.5)

        self._vao = gl.glGenVertexArrays(1)
        gl.glBindVertexArray(self._vao)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)

        self._vbo_vertices.bind()
        gl.glVertexPointer(3, gl.GL_FLOAT, 0, None)
        self._vbo_texcoords.bind()
        gl.glTexCoordPointer(3, gl.GL_FLOAT, 0, None)

        gl.glBindVertexArray(0)
    def swapInFrame(self, i, playOrigVideo=True, updateNormals=True):
        if not self.mesh:
            self.makeMesh()
        if i > self.Xs.shape[2]:
            print "Warning: Trying to load in frame %i that is beyond range of %i frames" % (
                i, self.Xs.shape[2])
            return
        m = self.mesh
        VPos = np.zeros(m.VPos.shape)
        Mask = self.Mask
        [X, Y, Z] = [self.Xs[:, :, i], self.Ys[:, :, i], self.Zs[:, :, i]]
        VPos[:, 0] = X[Mask > 0]
        VPos[:, 1] = Y[Mask > 0]
        VPos[:, 2] = -Z[Mask > 0]
        if playOrigVideo:
            m.VPos = VPos
        elif self.rawAmplification:
            m.VPos = np.reshape(self.newPos[:, i], VPos.shape)
        else:
            deltaCoordsAmp = np.reshape(self.ampDeltaCoords[:, i],
                                        [VPos.shape[0] * 2, 3])
            #Run the solver on the amplified delta coordinates and determine the frame vertices
            (L, M_inv, solver, deltaCoords) = makeLaplacianMatrixSolverIGLSoft(
                VPos,
                m.ITris,
                np.arange(VPos.shape[0]),
                self.gamma,
                makeSolver=True)
            deltaCoords = deltaCoordsAmp[0:VPos.shape[0], :]
            posAmp = deltaCoordsAmp[VPos.shape[0]:, :]
            m.VPos = solveLaplacianMatrixIGLSoft(solver, L, M_inv,
                                                 deltaCoordsAmp,
                                                 np.arange(VPos.shape[0]),
                                                 VPos, self.gamma)

        if m.VPosVBO:
            m.VPosVBO.delete()
        if updateNormals:
            m.updateNormalBuffer()
            if m.VNormalsVBO:
                m.VNormalsVBO.delete()
            m.VPosVBO = vbo.VBO(np.array(m.VPos, dtype=np.float32))
            m.VNormalsVBO = vbo.VBO(np.array(m.VNormals, dtype=np.float32))
        if self.loadedColor:
            if m.VColorsVBO:
                m.VColorsVBO.delete()
            c = getColorsFromMap(self.us[:, :, i], self.vs[:, :, i],
                                 self.Cs[:, :, :, i], self.Mask)
            m.VColors = c
            print "Getting colors"
            m.VColorsVBO = vbo.VBO(np.array(c, dtype=np.float32))
示例#15
0
 def _try_load_model(self):
     error, model = openvr.VRRenderModels().loadRenderModel_Async(
         self.model_name)
     if error == openvr.VRRenderModelError_Loading:
         return
     vertices0 = list()
     indices0 = list()
     if model is not None:
         for v in range(model.unVertexCount):
             vd = model.rVertexData[v]
             vertices0.append(float(vd.vPosition.v[0]))  # position X
             vertices0.append(float(vd.vPosition.v[1]))  # position Y
             vertices0.append(float(vd.vPosition.v[2]))  # position Z
             vertices0.append(float(vd.vNormal.v[0]))  # normal X
             vertices0.append(float(vd.vNormal.v[1]))  # normal Y
             vertices0.append(float(vd.vNormal.v[2]))  # normal Z
             vertices0.append(float(
                 vd.rfTextureCoord[0]))  # texture coordinate U
             vertices0.append(float(
                 vd.rfTextureCoord[1]))  # texture coordinate V
         for i in range(model.unTriangleCount * 3):
             index = model.rIndexData[i]
             indices0.append(int(index))
     vertices0 = numpy.array(vertices0, dtype=numpy.float32)
     indices0 = numpy.array(indices0, dtype=numpy.uint32)
     #
     self.vertexPositions = vbo.VBO(vertices0)
     self.indexPositions = vbo.VBO(indices0,
                                   target=GL.GL_ELEMENT_ARRAY_BUFFER)
     # http://stackoverflow.com/questions/14365484/how-to-draw-with-vertex-array-objects-and-gldrawelements-in-pyopengl
     self.vao = GL.glGenVertexArrays(1)
     GL.glBindVertexArray(self.vao)
     self.vertexPositions.bind()
     self.indexPositions.bind()
     # Vertices
     GL.glEnableVertexAttribArray(0)
     fsize = sizeof(c_float)
     GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, 8 * fsize,
                              cast(0 * fsize, c_void_p))
     # Normals
     GL.glEnableVertexAttribArray(1)
     GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, False, 8 * fsize,
                              cast(3 * fsize, c_void_p))
     # Texture coordinates
     GL.glEnableVertexAttribArray(2)
     GL.glVertexAttribPointer(2, 2, GL.GL_FLOAT, False, 8 * fsize,
                              cast(6 * fsize, c_void_p))
     GL.glBindVertexArray(0)
     self.model = model
     self.model_is_loaded = True
     self._try_load_texture()
示例#16
0
    def generate_vbos(self):
        """Generates the vbo for this MeshPart

        Creates the arrays that are necessary for smooth rendering
        """

        from OpenGL.arrays import vbo
        from numpy import array

        # Build VBO
        v = []
        n = []
        t = []
        c = []

        for face in self.faces:
            v1 = self.parent.vertices[face.a.vertex]
            v2 = self.parent.vertices[face.b.vertex]
            v3 = self.parent.vertices[face.c.vertex]
            v += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]

            if face.a.normal is not None:
                n1 = self.parent.normals[face.a.normal]
                n2 = self.parent.normals[face.b.normal]
                n3 = self.parent.normals[face.c.normal]
                n += [[n1.x, n1.y, n1.z], [n2.x, n2.y, n2.z],
                      [n3.x, n3.y, n3.z]]

            if face.a.tex_coord is not None:
                t1 = self.parent.tex_coords[face.a.tex_coord]
                t2 = self.parent.tex_coords[face.b.tex_coord]
                t3 = self.parent.tex_coords[face.c.tex_coord]
                t += [[t1.x, t1.y], [t2.x, t2.y], [t3.x, t3.y]]

            if len(self.parent.colors) > 0:  # face.a.color is not None:
                c1 = self.parent.colors[face.a.vertex]
                c2 = self.parent.colors[face.b.vertex]
                c3 = self.parent.colors[face.c.vertex]
                c += [[c1.x, c1.y, c1.z], [c2.x, c2.y, c2.z],
                      [c3.x, c3.y, c3.z]]

        self.vertex_vbo = vbo.VBO(array(v, 'f'))

        if len(n) > 0:
            self.normal_vbo = vbo.VBO(array(n, 'f'))

        if len(t) > 0:
            self.tex_coord_vbo = vbo.VBO(array(t, 'f'))

        if len(c) > 0:
            self.color_vbo = vbo.VBO(array(c, 'f'))
示例#17
0
def fountain(num, method=fountain_urqmd):
    """Initialize position, color and velocity arrays we also make Vertex
    Buffer Objects for the position and color arrays"""

    pos, col, vel = method(num)

    #create the Vertex Buffer Objects
    from OpenGL.arrays import vbo
    pos_vbo = vbo.VBO(data=pos, usage=GL_DYNAMIC_DRAW, target=GL_ARRAY_BUFFER)
    pos_vbo.bind()
    col_vbo = vbo.VBO(data=col, usage=GL_DYNAMIC_DRAW, target=GL_ARRAY_BUFFER)
    col_vbo.bind()

    return (pos_vbo, col_vbo, vel)
示例#18
0
    def update(self, xyz=None, rgb=None, pose=None):
        '''
        Update the point clouds points (XYZ or RGB) and/or pose.

        `xyz` and `rgb` are (N, 3) arrays of positions and colors. The normalization of colors
        is assumed from their datatype.  `pose` is a 4x4 transformation matrix.

        Alternatively, `xyz` is an (N, 6) array of packed positions and colors.
        The first 3 elements of each vector are interpreted as position whereas
        hte second 3 elements of each vector are interpreted as non-normalized color (0-255).
        '''
        if pose is not None:
            self._pose = numpy.array(pose, dtype=numpy.float32)

        if xyz is not None:
            if not isinstance(xyz, numpy.ndarray):
                xyz = numpy.array(xyz)

            xyz = xyz.reshape((-1, xyz.shape[-1]))
            if xyz.shape[-1] == 6:
                # split up the position and color components
                rgb = xyz[:, 3:6]
                xyz = xyz[:, 0:3]
            if xyz.shape[-1] != 3:
                raise RuntimeError(
                    'invalid point cloud XYZ dimension: {}'.format(xyz.shape))

            # ref: http://pyopengl.sourceforge.net/context/tutorials/shader_1.html
            self._xyz_vbo = vbo.VBO(xyz.astype(numpy.float32))
            logger.debug('loaded point cloud with {} XYZ points'.format(
                xyz.shape))

        if rgb is not None:
            if not isinstance(xyz, numpy.ndarray):
                rgb = numpy.array(rgb)

            rgb = rgb.reshape((-1, rgb.shape[-1]))
            if rgb.shape[-1] != 3:
                raise RuntimeError(
                    'invalid point cloud RGB dimension: {}'.format(rgb.shape))

            # infer normalization from datatype
            if numpy.issubdtype(rgb.dtype, numpy.integer):
                normalization = 255
            else:
                normalization = 1

            self._rgb_vbo = vbo.VBO(rgb.astype(numpy.float32) / normalization)
            logger.debug('loaded point cloud with {} RGB points'.format(
                rgb.shape))
示例#19
0
def load_vbo(pc_data, clr_data):
    """获取顶点和颜色信息"""
    if pc_data.size == 0:
        return
    try:
        vtx_Point = glvbo.VBO(pc_data[:, :3].astype(
            np.float32))  # 使用 顶点_强度_颜色 数组的前三列,创建顶点数据VBO
    except:
        global_log.error("shape:{}\nexcept:\n{}".format(
            pc_data.shape, traceback.format_exc()))
    vtx_Color = glvbo.VBO(clr_data.astype(np.float32) /
                          255.0)  # 使用 顶点_强度_颜色 数组的后三列,创建颜色数据VBO
    vtx_count = len(pc_data)  # 记录一帧数据的顶点个数
    return vtx_Point, vtx_Color, vtx_count
示例#20
0
 def make(self):
     """
     This function creates vertices and indices
     :return:
     """
     if self.shape is "sphere":
         v, t, n, tex = objects.sphere(self.size)
         self.vertices = vbo.VBO(v, target=GL_ARRAY_BUFFER, usage=GL_STATIC_DRAW)
         self.indices = vbo.VBO(t, target=GL_ELEMENT_ARRAY_BUFFER)
     elif self.shape is "parallelepiped":
         v, t, = objects.parallelepiped(self.size)
         self.vertices = vbo.VBO(v, target=GL_ARRAY_BUFFER, usage=GL_STATIC_DRAW)
         self.indices = vbo.VBO(t, target=GL_ELEMENT_ARRAY_BUFFER)
     elif self.shape is "cross":
         # Fixation cross
         v, t = objects.cross()
         self.vertices = vbo.VBO(v, target=GL_ARRAY_BUFFER, usage=GL_STATIC_DRAW)
         self.indices = vbo.VBO(t, target=GL_ELEMENT_ARRAY_BUFFER)
     elif self.shape is 'line':
         v = np.array([
                 [-1.0, 0.0, 0.0],
                 [1.0, 0.0, 0.0]
             ], dtype='float32')
         t = np.array([0, 1], np.int32)
         self.vertices = vbo.VBO(v*self.size, target=GL_ARRAY_BUFFER, usage=GL_STATIC_DRAW)
         self.indices = vbo.VBO(t, target=GL_ELEMENT_ARRAY_BUFFER)
     else:
         raise Exception('{} is not a valid object shape'.format(self.shape))
示例#21
0
 def draw(this):
     if this.bCreate == False:
         this.vbo = vbo.VBO(np.array(this.data, 'f'))
         this.ebo = vbo.VBO(np.array(this.idata, 'H'),
                            target=GL_ELEMENT_ARRAY_BUFFER)
         this.eboLength = len(this.idata)
         this.bCreate = True
         #this.createVAO()
     this.vbo.bind()
     # 函数将会将会根据参数,激活各种顶点数组,并存储顶点
     glInterleavedArrays(GL_T2F_V3F, 0, None)
     this.ebo.bind()
     # 会按照我们传入的顶点顺序和指定的绘制方式进行绘制 GL_TRIANGLES三角形
     glDrawElements(GL_TRIANGLES, this.eboLength, GL_UNSIGNED_SHORT, None)
示例#22
0
    def reorganize(self, faces, vs, ns, ts):
        """
        We have to reorganize the data such that we can index everything
        with one index array. For this we create vertices that contain
        texture and noral information (possibly duplicating data) and an
        index array that indexes the vertices for each face
        """
        last_ind = 0
        vertices = []
        vertex_indices = []
        for f in faces:
            v1 = vs[f.vertexIndices[0]]
            v2 = vs[f.vertexIndices[1]]
            v3 = vs[f.vertexIndices[2]]
            t1 = ts[f.texIndices[0]]
            t2 = ts[f.texIndices[1]]
            t3 = ts[f.texIndices[2]]
            n1 = ns[f.normals[0]]
            n2 = ns[f.normals[1]]
            n3 = ns[f.normals[2]]
            vertex1 = [v1 + n1 + t1]
            vertex2 = [v2 + n2 + t2]
            vertex3 = [v3 + n3 + t3]

            if vertex1 in vertices:
                ind1 = vertices.index(vertex1)
            else:
                vertices.append(vertex1)
                ind1 = last_ind
                last_ind += 1

            if vertex2 in vertices:
                ind2 = vertices.index(vertex2)
            else:
                vertices.append(vertex2)
                ind2 = last_ind
                last_ind += 1

            if vertex3 in vertices:
                ind3 = vertices.index(vertex3)
            else:
                vertices.append(vertex3)
                ind3 = last_ind
                last_ind += 1

            vertex_indices += [[ind1, ind2, ind3]]

        self.vbo = vbo.VBO(np.array(vertices, dtype=np.float32))
        self.ebo = vbo.VBO(np.array(vertex_indices, dtype=np.int32),
                           target=gl.GL_ELEMENT_ARRAY_BUFFER)
示例#23
0
def loadMesh(stl):
    # Get information about our mesh
    our_mesh = mesh.Mesh.from_file(stl)
    params.num_of_verts = our_mesh.vectors.shape[0] * 3
    params.bounds = {
        'xmin': np.min(our_mesh.vectors[:, :, 0]),
        'xmax': np.max(our_mesh.vectors[:, :, 0]),
        'ymin': np.min(our_mesh.vectors[:, :, 1]),
        'ymax': np.max(our_mesh.vectors[:, :, 1]),
        'zmin': np.min(our_mesh.vectors[:, :, 2]),
        'zmax': np.max(our_mesh.vectors[:, :, 2])
    }
    params.total_thickness = params.bounds['zmax'] - params.bounds['zmin']

    # make VAO for drawing our mesh
    params.VAO = glGenVertexArrays(1)
    glBindVertexArray(params.VAO)
    vertVBO = vbo.VBO(data=our_mesh.vectors.astype(GLfloat).tostring(),
                      usage='GL_STATIC_DRAW',
                      target='GL_ARRAY_BUFFER')
    vertVBO.bind()
    vertVBO.copy_data()
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat),
                          vertVBO)
    glEnableVertexAttribArray(0)
    glBindVertexArray(0)

    # a mask vertex array for stencil buffer to subtract
    maskVert = np.array(
        [[0, 0, 0], [printer.width * printer.pixel, 0, 0],
         [printer.width * printer.pixel, printer.height * printer.pixel, 0],
         [0, 0, 0],
         [printer.width * printer.pixel, printer.height * printer.pixel, 0],
         [0, printer.height * printer.pixel, 0]],
        dtype=GLfloat)

    # make VAO for drawing mask
    params.maskVAO = glGenVertexArrays(1)
    glBindVertexArray(params.maskVAO)
    maskVBO = vbo.VBO(data=maskVert.tostring(),
                      usage='GL_STATIC_DRAW',
                      target='GL_ARRAY_BUFFER')
    maskVBO.bind()
    maskVBO.copy_data()
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat),
                          maskVBO)
    glEnableVertexAttribArray(0)
    maskVBO.unbind()
    glBindVertexArray(0)
示例#24
0
    def _load_camera_model(self, cam_model_files: Tuple[str, str]):
        vertices = []
        texcoords = []
        faces = []

        for line in open(cam_model_files[0]):
            t, *coords = line.split()
            if t == 'v':
                vertices.append(list(map(float, coords)))
            elif t == 'vt':
                texcoords.append(list(map(float, coords)))
            elif t == 'f':
                faces.append(list(map(int, coords)))

        self._camera_model_vertices_buffer = vbo.VBO(
            np.array(sum((vertices[i - 1] for i in sum(faces, [])), []),
                     dtype=np.float32))
        self._camera_model_texcoords_buffer = vbo.VBO(
            np.array(sum((texcoords[i - 1] for i in sum(faces, [])), []),
                     dtype=np.float32))
        self._camera_model_tex = GL.glGenTextures(1)

        image_data = cv2.imread(cam_model_files[1])
        image_data = cv2.resize(image_data,
                                None,
                                fx=2,
                                fy=2,
                                interpolation=cv2.INTER_CUBIC)
        height, width, _ = image_data.shape

        self._camera_model_texture_size = (width, height)
        self._camera_screen_coords = np.array(
            [(0.113281 * width, 0.0313 * height),
             (0.28125 * width, 0.1485 * height)],
            dtype=np.int)

        GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self._camera_model_tex)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                           GL.GL_LINEAR)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                           GL.GL_LINEAR_MIPMAP_LINEAR)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S,
                           GL.GL_CLAMP_TO_EDGE)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T,
                           GL.GL_CLAMP_TO_EDGE)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, width, height, 0,
                        GL.GL_RGB, GL.GL_UNSIGNED_BYTE, np.flipud(image_data))
        GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
示例#25
0
    def __init__(self, parent=None, **kwargs):
        super(TestWidget, self).__init__(parent, **kwargs)

        self.data = np.array([[-1, -1], [1, -1], [1, 1], [-1, 1]],
                             dtype=np.float32)
        self.cols = np.array([[1, 0, 0], [0, 1, 0], [0, 0, 1], [1, 1, 1]],
                             dtype=np.float32)

        self.index = np.array([0, 1, 2, 0, 3, 2], dtype=np.uint32)

        print(self.cols)
        self.vbo = glvbo.VBO(self.data)
        self.vbo_cols = glvbo.VBO(self.cols)
        self.vbo_index = glvbo.VBO(self.index,
                                   target=gl.GL_ELEMENT_ARRAY_BUFFER)
示例#26
0
    def _update_buffers(self, vertices, normals):
        self.render_lock.acquire()
        if self.vertex_buffer is None:
            self.vertex_buffer = vbo.VBO(vertices)
        else:
            self.vertex_buffer.set_array(vertices)

        if self.normal_buffer is None:
            self.normal_buffer = vbo.VBO(normals)
        else:
            self.normal_buffer.set_array(normals)

        self.vertex_buffer_size = vertices.shape[0]
        self.request_render = True
        self.render_lock.release()
示例#27
0
 def constructCylinderMesh(self, slices, radius, length, direction):
     self.slices = slices
     self.radius = radius
     self.vertex_array_type = GL_TRIANGLES
     vertex_list, tris = construct_triangle_cylinder(slices, radius, length)
     self.numVertices = len(vertex_list)
     self.numIndices = len(tris) * 3
     # Create the Vertex Array Object
     self.vertexArrayObject = GLuint(0)
     glGenVertexArrays(1, self.vertexArrayObject)
     glBindVertexArray(self.vertexArrayObject)
     indices = np.array(
         tris, dtype='uint32')  # np.array(tris).reshape(1,numIndices)[0]
     self.indices = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER)
     self.vertices = vbo.VBO(np.array(vertex_list, 'f'))
示例#28
0
    def initVBO(self):
        if self.mTextureID != 0 and self.mVBO is None:
            vData = []
            for i in range(4):
                vData.append(HVertexData2D())
            iData = np.arange(4, dtype=GLuint)

            vDataBytes = vData[0].tobytes() + vData[1].tobytes(
            ) + vData[2].tobytes() + vData[3].tobytes()
            self.mVBO = vbo.VBO(data=vDataBytes,
                                usage='GL_DYNAMIC_DRAW',
                                target='GL_ARRAY_BUFFER')
            self.mIBO = vbo.VBO(data=iData.tobytes(),
                                usage='GL_DYNAMIC_DRAW',
                                target='GL_ELEMENT_ARRAY_BUFFER')
 def __init__(self,output_size,in_tex_array_id):
     self.texsize = output_size
     self.tex_array_id = in_tex_array_id
     self.fbo = FBO_RTT(output_size,output_size)
     self.data = np.zeros([output_size,output_size],dtype='float32')
     self.shader = MaterialManager.Materials['surfacemeasure']
     self.posattr = glGetAttribLocation(self.shader,'positions')
     self.texattr = glGetAttribLocation(self.shader,'texcoords')
     self.vertexbuffer = np.array([-1.0,-1.0,0.0,0.0,1.0,
                                   -1.0,1.0,0.0,1.0,1.0,
                                   1.0,1.0,1.0,1.0,1.0,
                                   1.0,-1.0,1.0,0.0,1.0],dtype='float32')
     self.vbo = vbo.VBO(data=self.vertexbuffer,usage=GL_DYNAMIC_DRAW,target=GL_ARRAY_BUFFER)
     self.ibo = vbo.VBO(data=np.array([0,2,3,0,1,2],dtype='uint32'),usage=GL_DYNAMIC_DRAW,target=GL_ELEMENT_ARRAY_BUFFER)
     self.out_data = np.zeros([output_size,output_size], dtype = 'float32')
示例#30
0
def create_piramid_vbo(arista=1.0):
    """Crea una piramide de base cuadrada usando vbos para el manejo de shaders, retorna un objeto vboObject"""
    def ex(element):
        """Exporta el elemento a una lista"""
        return element.export_to_list()

    # Se crean los puntos
    a = Point3(-0.5, -0.5, -0.333) * arista
    b = Point3(0.5, -0.5, -0.333) * arista
    c = Point3(0.5, 0.5, -0.333) * arista
    d = Point3(-0.5, 0.5, -0.333) * arista
    e = Point3(0.0, 0.0, 0.666) * arista

    # Se crean las normales
    n1 = ex(normal3points(a, b, e))
    n2 = ex(normal3points(b, c, e))
    n3 = ex(normal3points(c, d, e))
    n4 = ex(normal3points(d, a, e))
    n5 = ex(normal3points(c, b, a))

    # Se crean las listas de puntos y normales en orden por triangulos, cada 3 puntos se forma una cara
    vertex_array = [
        ex(b),
        ex(e),
        ex(a),
        ex(b),
        ex(c),
        ex(e),
        ex(c),
        ex(d),
        ex(e),
        ex(d),
        ex(a),
        ex(e),
        ex(a),
        ex(b),
        ex(c),
        ex(c),
        ex(d),
        ex(a)
    ]
    normal_array = [
        n1, n1, n1, n2, n2, n2, n3, n3, n3, n4, n4, n4, n5, n5, n5, n5, n5, n5
    ]

    # Se retornan los vertex buffer object
    return VboObject(vbo.VBO(array(vertex_array, 'f')),
                     vbo.VBO(array(normal_array, 'f')), len(vertex_array))