示例#1
0
    def __init__(self,
                 models_cad_files,
                 samples=1,
                 vertex_tmp_store_folder='.',
                 clamp=False):
        self._samples = samples
        self._context = gu.OffscreenContext()

        # FBO
        W, H = Renderer.MAX_FBO_WIDTH, Renderer.MAX_FBO_HEIGHT
        self._fbo = gu.Framebuffer({
            GL_COLOR_ATTACHMENT0:
            gu.Texture(GL_TEXTURE_2D, 1, GL_RGB8, W, H),
            GL_COLOR_ATTACHMENT1:
            gu.Texture(GL_TEXTURE_2D, 1, GL_R32F, W, H),
            GL_DEPTH_ATTACHMENT:
            gu.Renderbuffer(GL_DEPTH_COMPONENT32F, W, H)
        })

        self._fbo_depth = gu.Framebuffer({
            GL_COLOR_ATTACHMENT0:
            gu.Texture(GL_TEXTURE_2D, 1, GL_RGB8, W, H),
            GL_COLOR_ATTACHMENT1:
            gu.Texture(GL_TEXTURE_2D, 1, GL_R32F, W, H),
            GL_DEPTH_ATTACHMENT:
            gu.Renderbuffer(GL_DEPTH_COMPONENT32F, W, H)
        })
        glNamedFramebufferDrawBuffers(
            self._fbo.id, 2,
            np.array((GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1),
                     dtype=np.uint32))
        glNamedFramebufferDrawBuffers(
            self._fbo_depth.id, 2,
            np.array((GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1),
                     dtype=np.uint32))

        if self._samples > 1:
            self._render_fbo = gu.Framebuffer({
                GL_COLOR_ATTACHMENT0:
                gu.TextureMultisample(self._samples, GL_RGB8, W, H, True),
                GL_COLOR_ATTACHMENT1:
                gu.TextureMultisample(self._samples, GL_R32F, W, H, True),
                GL_DEPTH_STENCIL_ATTACHMENT:
                gu.RenderbufferMultisample(self._samples, GL_DEPTH32F_STENCIL8,
                                           W, H)
            })
            glNamedFramebufferDrawBuffers(
                self._render_fbo.id, 2,
                np.array((GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1),
                         dtype=np.uint32))

        self._fbo.bind()

        # VAO
        attributes = gu.geo.load_meshes_sixd(models_cad_files,
                                             vertex_tmp_store_folder,
                                             recalculate_normals=False)

        vertices = []
        indices = []
        for vertex, normal, color, faces in attributes:
            indices.append(faces.flatten())
            vertices.append(
                np.hstack((vertex, normal, color / 255.0)).flatten())

        indices = np.hstack(indices).astype(np.uint32)
        vertices = np.hstack(vertices).astype(np.float32)

        vao = gu.VAO(
            {
                (gu.Vertexbuffer(vertices), 0, 9 * 4):
                [(0, 3, GL_FLOAT, GL_FALSE, 0 * 4),
                 (1, 3, GL_FLOAT, GL_FALSE, 3 * 4),
                 (2, 3, GL_FLOAT, GL_FALSE, 6 * 4)]
            }, gu.EBO(indices))
        vao.bind()

        # IBO
        vertex_count = [np.prod(vert[3].shape) for vert in attributes]
        instance_count = np.ones(len(attributes))
        first_index = [
            sum(vertex_count[:i]) for i in xrange(len(vertex_count))
        ]

        vertex_sizes = [vert[0].shape[0] for vert in attributes]
        base_vertex = [
            sum(vertex_sizes[:i]) for i in xrange(len(vertex_sizes))
        ]
        base_instance = np.zeros(len(attributes))

        ibo = gu.IBO(vertex_count, instance_count, first_index, base_vertex,
                     base_instance)
        ibo.bind()

        gu.Shader.shader_folder = os.path.join(
            os.path.dirname(os.path.abspath(__file__)), 'shader')
        # if clamp:
        #     shader = gu.Shader('depth_shader_phong.vs', 'depth_shader_phong_clamped.frag')
        # else:
        shader = gu.Shader('depth_shader_phong.vs', 'depth_shader_phong.frag')
        shader.compile_and_use()

        self._scene_buffer = gu.ShaderStorage(0, gu.Camera().data, True)
        self._scene_buffer.bind()

        glEnable(GL_DEPTH_TEST)
        glClearColor(0.0, 0.0, 0.0, 1.0)
示例#2
0
    def __init__(self,
                 models_cad_files,
                 samples,
                 W,
                 H,
                 vertex_tmp_store_folder='.',
                 debug_mode=False):
        self.W, self.H = W, H
        self._context = gu.OffscreenContext()

        self._samples = 1

        self._rgb_tex = gu.Texture(GL_TEXTURE_2D, 1, GL_RGB32F, self.W, self.H)
        self._rgb_tex.setFilter(GL_NEAREST, GL_NEAREST)
        self._rgb_tex.setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE)

        self._edge_tex = gu.Texture(GL_TEXTURE_2D, 1, GL_RGB32F, self.W,
                                    self.H)
        self._edge_tex.setFilter(GL_NEAREST, GL_NEAREST)
        self._edge_tex.setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE)

        # TEXTURE BUFFER
        handles = [self._rgb_tex.makeResident(), self._edge_tex.makeResident()]
        self._material_buffer = gu.ShaderStorage(
            2, np.array(handles, dtype=np.uint64), False)
        self._material_buffer.bind()

        self._fbo = gu.Framebuffer({
            GL_COLOR_ATTACHMENT0:
            self._rgb_tex,
            GL_DEPTH_ATTACHMENT:
            gu.Renderbuffer(GL_DEPTH_COMPONENT24, self.W, self.H)
        })

        # FOR GRADIENTS
        if debug_mode:
            self._gradient_fbo = gu.Framebuffer({
                GL_COLOR_ATTACHMENT0:
                gu.Texture(GL_TEXTURE_2D, 1, GL_R32F, self.W, self.H),
                GL_COLOR_ATTACHMENT1:
                gu.Texture(GL_TEXTURE_2D, 1, GL_RGB32F, self.W, self.H),
                GL_COLOR_ATTACHMENT2:
                gu.Texture(GL_TEXTURE_2D, 1, GL_RGB32F, self.W, self.H)
            })
            glNamedFramebufferDrawBuffers(
                self._gradient_fbo.id, 3,
                np.array((GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
                          GL_COLOR_ATTACHMENT2),
                         dtype=np.uint32))
        else:
            self._gradient_fbo = gu.Framebuffer({
                GL_COLOR_ATTACHMENT0:
                gu.Texture(GL_TEXTURE_2D, 1, GL_RGB32F, self.W, self.H)
            })
        # VAO
        vert_norms = gu.geo.load_meshes(models_cad_files,
                                        vertex_tmp_store_folder,
                                        recalculate_normals=True)

        vertices = np.empty(0, dtype=np.float32)
        self.min_vert = {}
        self.max_vert = {}
        for obj_id, vert_norm in enumerate(vert_norms):
            vertices = np.hstack(
                (vertices, np.hstack(
                    (vert_norm[0], vert_norm[1])).reshape(-1)))
            # if obj==obj_id:
            self.min_vert[obj_id] = np.min(vert_norm[0], axis=0)
            self.max_vert[obj_id] = np.max(vert_norm[0], axis=0)

        print self.min_vert, self.max_vert

        vao = gu.VAO({
            (gu.Vertexbuffer(vertices), 0, 6 * 4):
            [(0, 3, GL_FLOAT, GL_FALSE, 0 * 4),
             (1, 3, GL_FLOAT, GL_FALSE, 3 * 4)]
        })
        vao.bind()

        # IBO
        sizes = [vert[0].shape[0] for vert in vert_norms]
        offsets = [sum(sizes[:i]) for i in xrange(len(sizes))]

        ibo = gu.IBO(sizes, np.ones(len(vert_norms)), offsets,
                     np.zeros(len(vert_norms)))
        ibo.bind()

        gu.Shader.shader_folder = os.path.join(
            os.path.dirname(os.path.abspath(__file__)), 'shader')
        # self.scene_shader = gu.Shader('common_shader.vs', 'common_shader.frag')
        # self.scene_shader.compile()

        # self.edge_shader = gu.Shader('screen.vs', 'edge_shader.frag')
        # self.edge_shader.compile_and_use()
        # glUniform1i(1, 1 if debug_mode else 0)

        # self.outline_shader = gu.Shader('screen.vs', 'edge_shader_lineout.frag')
        # self.outline_shader.compile()

        # self.screen_shader = gu.Shader('screen.vs', 'screen.frag')
        # self.screen_shader.compile()

        self.line_shader = gu.Shader('line.vs', 'line.frag')
        self.line_shader.compile()

        self._scene_buffer = gu.ShaderStorage(0, gu.Camera().data, True)
        self._scene_buffer.bind()

        glClearColor(0.0, 0.0, 0.0, 1.0)
        self.camera = gu.Camera()
        self.debug_mode = debug_mode
        glLineWidth(3)
示例#3
0
texture_index = 0

vertices = np.array([-0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5], dtype=np.float32)
tex_coords = np.array([0, 0, 1, 0, 0, 1, 1, 1], dtype=np.float32)
colors = np.array([255, 0, 0, 0, 255, 0, 0, 0, 255, 0, 255, 255], dtype=np.uint8)
indices = np.array([0, 1, 2, 2, 1, 3], dtype=np.uint8)
ibo_data = np.array([6, 1, 0, 0, 0], dtype=np.uint32)

ibo = gu.Buffer(ibo_data)

color_buffer = gu.Buffer(colors, GL_DYNAMIC_STORAGE_BIT|GL_MAP_WRITE_BIT|GL_MAP_PERSISTENT_BIT)

vao = gu.VAO(
    {
        (gu.Buffer(vertices), 0, 2*4): [(0, 2, GL_FLOAT, GL_FALSE, 0)],
        (color_buffer, 0, 3): [(1, 3, GL_UNSIGNED_BYTE, GL_TRUE, 0)],
        (gu.Buffer(tex_coords), 0, 2*4): [(2, 2, GL_FLOAT, GL_FALSE, 0)]
    }, gu.Buffer(indices)
)

vao.bind()
ibo.bind(GL_DRAW_INDIRECT_BUFFER)



path = '/home/dimitri/Desktop/kittens-cat-cat-puppy-rush-45170.jpeg'
import glob
paths = glob.glob('/home/dimitri/Pictures/*.png')[:2]

tex = gu.build_textures(paths)
texture_buffer = gu.build_texture_buffer(*tex)
示例#4
0
    def __init__(self,
                 models_cad_files,
                 samples=1,
                 vertex_tmp_store_folder='.',
                 vertex_scale=1.):
        self._samples = samples
        self._context = gu.OffscreenContext()

        # FBO
        W, H = Renderer.MAX_FBO_WIDTH, Renderer.MAX_FBO_HEIGHT
        self._fbo = gu.Framebuffer({
            GL_COLOR_ATTACHMENT0:
            gu.Texture(GL_TEXTURE_2D, 1, GL_RGB8, W, H),
            GL_COLOR_ATTACHMENT1:
            gu.Texture(GL_TEXTURE_2D, 1, GL_R32F, W, H),
            GL_DEPTH_ATTACHMENT:
            gu.Renderbuffer(GL_DEPTH_COMPONENT32F, W, H)
        })
        self._fbo_depth = gu.Framebuffer({
            GL_COLOR_ATTACHMENT0:
            gu.Texture(GL_TEXTURE_2D, 1, GL_RGB8, W, H),
            GL_COLOR_ATTACHMENT1:
            gu.Texture(GL_TEXTURE_2D, 1, GL_R32F, W, H),
            GL_DEPTH_ATTACHMENT:
            gu.Renderbuffer(GL_DEPTH_COMPONENT32F, W, H)
        })
        glNamedFramebufferDrawBuffers(
            self._fbo.id, 2,
            np.array((GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1),
                     dtype=np.uint32))
        glNamedFramebufferDrawBuffers(
            self._fbo_depth.id, 2,
            np.array((GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1),
                     dtype=np.uint32))

        if self._samples > 1:
            self._render_fbo = gu.Framebuffer({
                GL_COLOR_ATTACHMENT0:
                gu.TextureMultisample(self._samples, GL_RGB8, W, H, True),
                GL_DEPTH_ATTACHMENT:
                gu.RenderbufferMultisample(self._samples,
                                           GL_DEPTH_COMPONENT32F, W, H)
            })

        # VAO
        vert_norms = gu.geo.load_meshes(models_cad_files,
                                        vertex_tmp_store_folder,
                                        recalculate_normals=True)

        vertices = np.empty(0, dtype=np.float32)
        for vert_norm in vert_norms:
            _verts = vert_norm[0] * vertex_scale
            vertices = np.hstack((vertices, np.hstack(
                (_verts, vert_norm[1])).reshape(-1)))

        vao = gu.VAO({
            (gu.Vertexbuffer(vertices), 0, 6 * 4):
            [(0, 3, GL_FLOAT, GL_FALSE, 0 * 4),
             (1, 3, GL_FLOAT, GL_FALSE, 3 * 4)]
        })

        sizes = [vert[0].shape[0] for vert in vert_norms]
        offsets = [sum(sizes[:i]) for i in xrange(len(sizes))]

        ibo = gu.IBO(sizes, np.ones(len(vert_norms)), offsets,
                     np.zeros(len(vert_norms)))

        gu.Shader.shader_folder = os.path.join(
            os.path.dirname(os.path.abspath(__file__)), 'shader')
        shader = gu.Shader('cad_shader.vs', 'cad_shader.frag')
        shader.compile()

        self._scene_buffer = gu.ShaderStorage(0, gu.Camera().data, True)

        self._fbo.bind()
        self._scene_buffer.bind()
        vao.bind()
        ibo.bind()
        shader.use()

        glEnable(GL_DEPTH_TEST)
        glClearColor(0.0, 0.0, 0.0, 1.0)