def __init__(self, shader="post_base", mipmap=False, add_tex=None, scale=1.0, camera=None, divide=1): """ calls Texture.__init__ but doesn't need to set file name as texture generated from the framebuffer. Keyword Arguments: *shader* to use when drawing sprite, defaults to post_base, a simple 3x3 convolution that does basic edge detection. Can be copied to project directory and modified as required. *mipmap* can be set to True with slight cost to speed, or use fxaa shader *add_tex* list of textures. If additional textures can be used by the shader then they can be added here. *scale* will only render this proportion of the full screen which will then be mapped to the full uv of the Sprite. The camera object passed (below) will need to have the same scale set to avoid perspective distortion *camera* the camera to use for rendering to the offscreen texture *divide* allow the sprite to be created with intermediate vertices to allow interesting vertex shader effects """ super(PostProcess, self).__init__("postprocess") self.scale = scale # load shader self.shader = Shader(shader) if camera is None: self.viewcam = Camera.instance( ) # in case this is prior to one being created else: self.viewcam = camera self.camera = Camera(is_3d=False) self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide) self.sprite.set_2d_size(w=self.ix, h=self.iy) for b in self.sprite.buf: b.unib[6] = self.scale # ufact b.unib[7] = self.scale # vfact b.unib[9] = (1.0 - self.scale) * 0.5 # uoffset b.unib[10] = (1.0 - self.scale) * 0.5 # voffset self.blend = True self.mipmap = mipmap self.tex_list = [ self ] # TODO check if this self reference causes graphics memory leaks if add_tex: self.tex_list.extend(add_tex)
def _loop_begin(self): # TODO(rec): check if the window was resized and resize it, removing # code from MegaStation to here. if pi3d.USE_PYGAME: import pygame # although done in __init__ ...python namespaces aarg!!! if pygame.event.get(pygame.QUIT): self.destroy() elif pi3d.PLATFORM != pi3d.PLATFORM_PI and pi3d.PLATFORM != pi3d.PLATFORM_ANDROID: n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush) for i in range(n): if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev): self.event_list.append(self.ev) else: xlib.XNextEvent(self.opengl.d, self.ev) if self.ev.type == ClientMessage: if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value): self.destroy() self.clear() with self.lock: self.sprites_to_load, to_load = set(), self.sprites_to_load self.sprites.extend(to_load) self._for_each_sprite(lambda s: s.load_opengl(), to_load) if MARK_CAMERA_CLEAN_ON_EACH_LOOP: from pi3d.Camera import Camera camera = Camera.instance() if camera is not None: camera.was_moved = False if self.tidy_needed: self._tidy()
def __init__(self, shader="post_base", mipmap=False, add_tex=None, divide=1): """ calls Texture.__init__ but doesn't need to set file name as texture generated from the framebuffer. Keyword Arguments: *shader* to use when drawing sprite, defaults to post_base, a simple 3x3 convolution that does basic edge detection. Can be copied to project directory and modified as required. *mipmap* can be set to True with slight cost to speed, or use fxaa shader *add_tex* list of textures. If additional textures can be used by the shader then they can be added here. """ super(PostProcess, self).__init__("postprocess") # load shader self.shader = Shader(shader) dummycam = Camera.instance() # in case this is prior to one being created self.camera = Camera(is_3d=False) self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide) self.sprite.set_2d_size(w=self.ix, h=self.iy) self.alpha = False self.blend = True self.mipmap = mipmap self.tex_list = [self] # TODO check if this self reference causes graphics memory leaks if add_tex: self.tex_list.extend(add_tex)
def _loop_begin(self): # TODO(rec): check if the window was resized and resize it, removing # code from MegaStation to here. if not ON_PI: n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush) for i in range(n): if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev): self.event_list.append(self.ev) else: xlib.XNextEvent(self.opengl.d, self.ev) if self.ev.type == ClientMessage: if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value): self.destroy() self.clear() with self.lock: self.sprites_to_load, to_load = set(), self.sprites_to_load self.sprites.extend(to_load) self._for_each_sprite(lambda s: s.load_opengl(), to_load) if MARK_CAMERA_CLEAN_ON_EACH_LOOP: from pi3d.Camera import Camera camera = Camera.instance() if camera: camera.was_moved = False if self.tidy_needed: self._tidy()
def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[], light_camera=None): """If called without parameters, there has to have been a previous call to set_draw_details() for each Buffer in buf[]. NB there is no facility for setting umult and vmult with draw: they must be set using set_draw_details or Buffer.set_draw_details. """ self.load_opengl() # really just to set the flag so _unload_opengl runs camera = camera or self._camera or Camera.instance() if not camera.mtrx_made: camera.make_mtrx() if light_camera and not light_camera.mtrx_made: light_camera.make_mtrx() if self.MFlg or len(mlist) > 0 or len(self.children) > 0: # Calculate rotation and translation matrix for this model using numpy. self.MRaw = self.tr1 if self.rozflg: self.MRaw = dot(self.roz, self.MRaw) if self.roxflg: self.MRaw = dot(self.rox, self.MRaw) if self.royflg: self.MRaw = dot(self.roy, self.MRaw) if self.sclflg: self.MRaw = dot(self.scl, self.MRaw) if self.tr2flg: self.MRaw = dot(self.tr2, self.MRaw) # child drawing addition ############# newmlist = [m for m in mlist] newmlist.append(self.MRaw) if len(self.children) > 0: for c in self.children: c.draw(shader, txtrs, ntl, shny, camera, newmlist, light_camera) # TODO issues where child doesn't use same shader for m in mlist[-1::-1]: self.MRaw = dot(self.MRaw, m) ###################################### self.M[0,:,:] = self.MRaw[:,:] #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version self.M[1,:,:] = dot(self.MRaw, camera.mtrx)[:,:] #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy if light_camera is not None: self.M[2,:,:] = dot(self.MRaw, light_camera.mtrx)[:,:] self.MFlg = False elif camera.was_moved: # Only do this if it's not done because model moved. self.M[1,:,:] = dot(self.MRaw, camera.mtrx)[:,:] if light_camera is not None: self.M[2,:,:] = dot(self.MRaw, light_camera.mtrx)[:,:] if camera.was_moved: self.unif[18:21] = camera.eye[0:3] for b in self.buf: # Shape.draw has to be passed either parameter == None or values to pass # on. b.draw(self, self.M, self.unif, shader, txtrs, ntl, shny)
def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[], light_camera=None): """If called without parameters, there has to have been a previous call to set_draw_details() for each Buffer in buf[]. NB there is no facility for setting umult and vmult with draw: they must be set using set_draw_details or Buffer.set_draw_details. """ self.load_opengl() # really just to set the flag so _unload_opengl runs camera = camera or self._camera or Camera.instance() if not camera.mtrx_made: camera.make_mtrx() if light_camera and not light_camera.mtrx_made: light_camera.make_mtrx() if self.MFlg or len(mlist) > 0 or len(self.children) > 0: # Calculate rotation and translation matrix for this model using numpy. self.MRaw = self.tr1 if self.rozflg: self.MRaw = np.dot(self.roz, self.MRaw) if self.roxflg: self.MRaw = np.dot(self.rox, self.MRaw) if self.royflg: self.MRaw = np.dot(self.roy, self.MRaw) if self.sclflg: self.MRaw = np.dot(self.scl, self.MRaw) if self.tr2flg: self.MRaw = np.dot(self.tr2, self.MRaw) # child drawing addition ############# newmlist = [m for m in mlist] newmlist.append(self.MRaw) if len(self.children) > 0: for c in self.children: c.draw(shader, txtrs, ntl, shny, camera, newmlist, light_camera) # TODO issues where child doesn't use same shader for m in mlist[-1::-1]: self.MRaw = np.dot(self.MRaw, m) ###################################### self.M[0,:,:] = self.MRaw[:,:] #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version self.M[1,:,:] = np.dot(self.MRaw, camera.mtrx)[:,:] #self.M[16:32] = c_floats(np.dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy if light_camera is not None: self.M[2,:,:] = np.dot(self.MRaw, light_camera.mtrx)[:,:] self.MFlg = False elif camera.was_moved: # Only do this if it's not done because model moved. self.M[1,:,:] = np.dot(self.MRaw, camera.mtrx)[:,:] if light_camera is not None: self.M[2,:,:] = np.dot(self.MRaw, light_camera.mtrx)[:,:] if camera.was_moved: self.unif[18:21] = camera.eye[0:3] for b in self.buf: # Shape.draw has to be passed either parameter == None or values to pass # on. b.draw(self, self.M, self.unif, shader, txtrs, ntl, shny)
def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[]): """If called without parameters, there has to have been a previous call to set_draw_details() for each Buffer in buf[]. NB there is no facility for setting umult and vmult with draw: they must be set using set_draw_details or Buffer.set_draw_details. """ self.load_opengl( ) # really just to set the flag so _unload_opengl runs from pi3d.Camera import Camera camera = camera or self._camera or Camera.instance() shader = shader or self.shader shader.use() if self.MFlg == True or len(mlist): # Calculate rotation and translation matrix for this model using numpy. self.MRaw = dot( self.tr2, dot(self.scl, dot(self.roy, dot(self.rox, dot(self.roz, self.tr1))))) # child drawing addition ############# newmlist = [m for m in mlist] newmlist.append(self.MRaw) if len(self.children) > 0: for c in self.children: c.draw(shader, txtrs, ntl, shny, camera, newmlist) for m in mlist[-1::-1]: self.MRaw = dot(self.MRaw, m) ###################################### self.M[0:16] = self.MRaw.ravel() #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy self.MFlg = False elif camera.was_moved: # Only do this if it's not done because model moved. self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() if camera.was_moved: self.unif[18:21] = camera.eye[0:3] opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2, ctypes.c_int(0), ctypes.byref(self.M)) opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif)) for b in self.buf: # Shape.draw has to be passed either parameter == None or values to pass # on. b.draw(self, shader, txtrs, ntl, shny)
def __init__(self, shader="post_base", mipmap=False, add_tex=None, scale=1.0, camera=None, divide=1): """ calls Texture.__init__ but doesn't need to set file name as texture generated from the framebuffer. Keyword Arguments: *shader* to use when drawing sprite, defaults to post_base, a simple 3x3 convolution that does basic edge detection. Can be copied to project directory and modified as required. *mipmap* can be set to True with slight cost to speed, or use fxaa shader *add_tex* list of textures. If additional textures can be used by the shader then they can be added here. *scale* will only render this proportion of the full screen which will then be mapped to the full uv of the Sprite. The camera object passed (below) will need to have the same scale set to avoid perspective distortion *camera* the camera to use for rendering to the offscreen texture *divide* allow the sprite to be created with intermediate vertices to allow interesting vertex shader effects """ super(PostProcess, self).__init__("postprocess") self.scale = scale # load shader self.shader = Shader(shader) if camera is None: self.viewcam = Camera.instance() # in case this is prior to one being created else: self.viewcam = camera self.camera = Camera(is_3d=False) self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide) self.sprite.set_2d_size(w=self.ix, h=self.iy) for b in self.sprite.buf: b.unib[6] = self.scale # ufact b.unib[7] = self.scale # vfact b.unib[9] = (1.0 - self.scale) * 0.5 # uoffset b.unib[10] = (1.0 - self.scale) * 0.5 # voffset self.alpha = False self.blend = True self.mipmap = mipmap self.tex_list = [self] # TODO check if this self reference causes graphics memory leaks if add_tex: self.tex_list.extend(add_tex)
def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[]): """If called without parameters, there has to have been a previous call to set_draw_details() for each Buffer in buf[]. NB there is no facility for setting umult and vmult with draw: they must be set using set_draw_details or Buffer.set_draw_details. """ self.load_opengl() # really just to set the flag so _unload_opengl runs from pi3d.Camera import Camera camera = camera or self._camera or Camera.instance() shader = shader or self.shader shader.use() if self.MFlg == True or len(mlist): # Calculate rotation and translation matrix for this model using numpy. self.MRaw = dot(self.tr2, dot(self.scl, dot(self.roy, dot(self.rox, dot(self.roz, self.tr1))))) # child drawing addition ############# newmlist = [m for m in mlist] newmlist.append(self.MRaw) if len(self.children) > 0: for c in self.children: c.draw(shader, txtrs, ntl, shny, camera, newmlist) for m in mlist[-1::-1]: self.MRaw = dot(self.MRaw, m) ###################################### self.M[0:16] = self.MRaw.ravel() #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy self.MFlg = False elif camera.was_moved: # Only do this if it's not done because model moved. self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() if camera.was_moved: self.unif[18:21] = camera.eye[0:3] opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2, ctypes.c_int(0), ctypes.byref(self.M)) opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif)) for b in self.buf: # Shape.draw has to be passed either parameter == None or values to pass # on. b.draw(self, shader, txtrs, ntl, shny)
def _loop_begin(self): # TODO(rec): check if the window was resized and resize it, removing # code from MegaStation to here. self.clear() with self.lock: self.sprites_to_load, to_load = set(), self.sprites_to_load self.sprites.extend(to_load) self._for_each_sprite(lambda s: s.load_opengl(), to_load) if MARK_CAMERA_CLEAN_ON_EACH_LOOP: from pi3d.Camera import Camera camera = Camera.instance() if camera: camera.was_moved = False
def rotate_to_direction(self, direction, forward=[0.0, 0.0, 1.0]): """ works out the XYZ euler rotations to rotate this shape from forward to direction vectors Arguments: *direction* 3vector tuple, array or numpy array *forward* 3vector, usually +ve z direction """ if type(direction) is not np.ndarray: direction = np.array(direction) if type(forward) is not np.ndarray: forward = np.array(forward) if self._camera is None: self._camera = Camera.instance() # TODO may be issues doing this not in main thread (otherwise why not in Shape.__init__()?) rot_mtrix = self._camera.matrix_from_two_vectors(forward, direction) rot_euler = self._camera.euler_angles(rot_mtrix) self.rotateToX(-rot_euler[0]) # unclear why x and y need to be -ve self.rotateToY(-rot_euler[1]) # something to do with sense of rotation of camera self.rotateToZ(rot_euler[2])
def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None): """If called without parameters, there has to have been a previous call to set_draw_details() for each Buffer in buf[]. NB there is no facility for setting umult and vmult with draw: they must be set using set_draw_details or Buffer.set_draw_details. """ from pi3d.Camera import Camera camera = camera or self._camera or Camera.instance() shader = shader or self.shader shader.use() if self.MFlg == True: # Calculate rotation and translation matrix for this model using numpy. self.MRaw = dot(self.tr2, dot(self.scl, dot(self.roy, dot(self.rox, dot(self.roz, self.tr1))))) self.M[0:16] = self.MRaw.ravel() self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() self.MFlg = False elif camera.was_moved: # Only do this if it's not done because model moved. self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() if camera.was_moved: self.unif[18:21] = camera.eye[0:3] opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2, ctypes.c_int(0), ctypes.byref(self.M)) opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif)) for b in self.buf: # Shape.draw has to be passed either parameter == None or values to pass # on. b.draw(shader, txtrs, ntl, shny)
def rotate_to_direction(self, direction, forward=[0.0, 0.0, 1.0]): """ works out the XYZ euler rotations to rotate this shape from forward to direction vectors Arguments: *direction* 3vector tuple, array or numpy array *forward* 3vector, usually +ve z direction """ if type(direction) is not np.ndarray: direction = np.array(direction) if type(forward) is not np.ndarray: forward = np.array(forward) if self._camera is None: self._camera = Camera.instance( ) # TODO may be issues doing this not in main thread (otherwise why not in Shape.__init__()?) rot_mtrix = self._camera.matrix_from_two_vectors(forward, direction) rot_euler = self._camera.euler_angles(rot_mtrix) self.rotateToX(-rot_euler[0]) # unclear why x and y need to be -ve self.rotateToY( -rot_euler[1]) # something to do with sense of rotation of camera self.rotateToZ(rot_euler[2])
def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None): """If called without parameters, there has to have been a previous call to set_draw_details() for each Buffer in buf[]. NB there is no facility for setting umult and vmult with draw: they must be set using set_draw_details or Buffer.set_draw_details. """ from pi3d.Camera import Camera camera = camera or self._camera or Camera.instance() shader = shader or self.shader shader.use() if self.MFlg == True: # Calculate rotation and translation matrix for this model using numpy. self.MRaw = dot( self.tr2, dot(self.scl, dot(self.roy, dot(self.rox, dot(self.roz, self.tr1))))) self.M[0:16] = self.MRaw.ravel() self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() self.MFlg = False elif camera.was_moved: # Only do this if it's not done because model moved. self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel() if camera.was_moved: self.unif[18:21] = camera.eye[0:3] opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2, ctypes.c_int(0), ctypes.byref(self.M)) opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif)) for b in self.buf: # Shape.draw has to be passed either parameter == None or values to pass # on. b.draw(shader, txtrs, ntl, shny)
def draw(self) -> None: import numpy as np from scipy.ndimage.filters import gaussian_filter from pi3d.Camera import Camera from pi3d.constants import ( opengles, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GLsizei, GLboolean, GLint, GL_FLOAT, GL_ARRAY_BUFFER, GL_UNSIGNED_SHORT, GL_TEXTURE_2D, GL_UNSIGNED_BYTE, ) time_logging = False if self.should_prepare: self._prepare() if self.lights.alarm_program.factor != -1: self.alarm_factor = max(0.001, self.lights.alarm_program.factor) else: self.alarm_factor = 0 then = time.time() self.display.loop_running() now = self.display.time self.time_delta = now - self.last_loop self.last_loop = now self.time_elapsed += self.time_delta if time_logging: print(f"{time.time() - then} main loop") then = time.time() # use a sliding window to smooth the spectrum with a gauss function # truncating does not save significant time (~3% for this step) # new_frame = np.array(self.cava.current_frame, dtype="float32") new_frame = gaussian_filter(self.cava.current_frame, sigma=1.5, mode="nearest") new_frame = new_frame[self.SPECTRUM_CUT : -self.SPECTRUM_CUT] new_frame = -0.5 * new_frame ** 3 + 1.5 * new_frame new_frame *= 255 current_frame = new_frame if time_logging: print(f"{time.time() - then} spectrum smoothing") then = time.time() # Value used for circle shake and background color cycle # select the first few values and compute their average bass_elements = math.ceil(self.BASS_MAX * self.cava.bars) self.bass_value = sum(current_frame[0:bass_elements]) / bass_elements / 255 self.bass_value = max(self.bass_value, self.alarm_factor) self.total_bass = self.total_bass + self.bass_value # the fraction of time that there was bass self.bass_fraction = self.total_bass / self.time_elapsed / self.lights.UPS self.uniform_values = { 48: self.width / self.scale, 49: self.height / self.scale, 50: self.scale, 51: self.FFT_HIST, 52: self.NUM_PARTICLES, 53: self.PARTICLE_SPAWN_Z, 54: self.time_elapsed, 55: self.time_delta, 56: self.alarm_factor, 57: self.bass_value, 58: self.total_bass, 59: self.bass_fraction, } # start rendering to the smaller OffscreenTexture # we decrease the size of the texture so it only allocates that much memory # otherwise it would use as much as the displays size, negating its positive effect self.post.ix = int(self.post.ix / self.scale) self.post.iy = int(self.post.iy / self.scale) opengles.glViewport( GLint(0), GLint(0), GLsizei(int(self.width / self.scale)), GLsizei(int(self.height / self.scale)), ) self.post._start() self.post.ix = self.width self.post.iy = self.height self._set_unif(self.background, [48, 49, 54, 56, 58]) self.background.draw() if time_logging: print(f"{time.time() - then} background draw") then = time.time() # enable additive blending so the draw order of overlapping particles does not matter opengles.glBlendFunc(1, 1) self._set_unif(self.particle_sprite, [53, 54, 59]) # copied code from pi3d.Shape.draw() # we don't need modelmatrices, normals ord textures and always blend self.particle_sprite.load_opengl() camera = Camera.instance() if not camera.mtrx_made: camera.make_mtrx() self.particle_sprite.MRaw = self.particle_sprite.tr1 self.particle_sprite.M[0, :, :] = self.particle_sprite.MRaw[:, :] self.particle_sprite.M[1, :, :] = np.dot( self.particle_sprite.MRaw, camera.mtrx )[:, :] # Buffer.draw() buf = self.particle_sprite.buf[0] buf.load_opengl() shader = buf.shader shader.use() opengles.glUniformMatrix4fv( shader.unif_modelviewmatrix, GLsizei(2), GLboolean(0), self.particle_sprite.M.ctypes.data, ) opengles.glUniform3fv(shader.unif_unif, GLsizei(20), self.particle_sprite.unif) buf._select() opengles.glVertexAttribPointer( shader.attr_vertex, GLint(3), GL_FLOAT, GLboolean(0), buf.N_BYTES, 0 ) opengles.glEnableVertexAttribArray(shader.attr_vertex) opengles.glVertexAttribPointer( shader.attr_texcoord, GLint(2), GL_FLOAT, GLboolean(0), buf.N_BYTES, 24 ) opengles.glEnableVertexAttribArray(shader.attr_texcoord) buf.disp.last_shader = shader opengles.glUniform3fv(shader.unif_unib, GLsizei(5), buf.unib) opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo) opengles.glDrawElementsInstanced( buf.draw_method, GLsizei(buf.ntris * 3), GL_UNSIGNED_SHORT, 0, self.NUM_PARTICLES, ) # restore normal blending opengles.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) if time_logging: print(f"{time.time() - then} particle draw") then = time.time() # roll the history one further, insert the current one. # we use a texture with four channels eventhough we only need one, refer to this post: # https://community.khronos.org/t/updating-textures-per-frame/75020/3 # basically the gpu converts it anyway, so other formats would be slower history = np.zeros( (self.FFT_HIST, self.cava.bars - 2 * self.SPECTRUM_CUT, 4), dtype="uint8" ) self.fft = np.roll(self.fft, 1, 0) self.fft[0] = current_frame history[:, :, 0] = self.fft if time_logging: print(f"{time.time() - then} spectrum roll") then = time.time() # change the spectrum part of the texture (the lower 256xFFT_HIST pixels) opengles.glBindTexture(GL_TEXTURE_2D, self.dynamic_texture._tex) iformat = self.dynamic_texture._get_format_from_array( history, self.dynamic_texture.i_format ) opengles.glTexSubImage2D( GL_TEXTURE_2D, 0, 0, self.dynamic_texture.ix, history.shape[1], history.shape[0], iformat, GL_UNSIGNED_BYTE, history.ctypes.data_as(ctypes.POINTER(ctypes.c_ubyte)), ) if time_logging: print(f"{time.time() - then} glTexImage2D") then = time.time() self._set_unif(self.spectrum, [48, 49, 51, 52, 53, 54, 55, 57, 58]) self.spectrum.draw() if time_logging: print(f"{time.time() - then} spectrum draw") then = time.time() self._set_unif(self.logo, [48, 49, 51, 54, 57, 58]) self.logo.draw() if time_logging: print(f"{time.time() - then} logo draw") then = time.time() self._set_unif(self.after, [48, 49, 54, 57]) self.after.draw() if time_logging: print(f"{time.time() - then} after draw") then = time.time() self.post._end() opengles.glViewport( GLint(0), GLint(0), GLsizei(self.width), GLsizei(self.height) ) self._set_unif(self.post_sprite, [50]) self.post_sprite.draw() if time_logging: print(f"{time.time() - then} post draw") print(f"scale: {self.scale}") print("=====")
from pi3d.Light import Light from pi3d.Shader import Shader from pi3d.util.String import String from pi3d.util.Ttffont import Ttffont from pi3d.util.Defocus import Defocus from pi3d.util.Screenshot import screenshot from pi3d.shape.MergeShape import MergeShape from pi3d.shape.Sphere import Sphere from pi3d.shape.Sprite import Sprite # Setup display and initialise pi3d DISPLAY = Display.create(x=10, y=10, w=900, h=600, frames_per_second=25) DISPLAY.set_background(0.4, 0.6, 0.8, 1.0) # r,g,b,alpha persp_cam = Camera.instance() # default instance camera perspecive view ortho_cam = Camera(is_3d=False) # 2d orthographic view camera #setup textures, light position and initial model position Light((0, 5, 0)) #create shaders shader = Shader("shaders/uv_reflect") flatsh = Shader("shaders/uv_flat") defocus = Defocus() #Create textures shapeimg = Texture("textures/straw1.jpg") shapebump = Texture("textures/floor_nm.jpg", True) shapeshine = Texture("textures/pong3.png") #Create shape
def cameraY(self,y): self.vrcamyloc = y from pi3d.Camera import Camera vrcamera = Camera.instance() if vrcamera: vrcamera.position((self.vrcamxloc,self.vrcamyloc,1.0))
tank_turret.rotateToZ(roll) tank_turret.draw() tank_gun.position(x, y, z) # adjust gunangle for tilted plane as turret rotates tank_gun.rotateToX(pitch + math.cos(math.radians(turret - 180)) * gunangle) tank_gun.rotateToY(turret-90) tank_gun.rotateToZ(roll - math.sin(math.radians(turret - 180)) * gunangle) tank_gun.draw() # Update display before we begin (user might have moved window) win.update() DISPLAY.resize(win.winx, win.winy, win.width, win.height - bord) is_running = True CAMERA = Camera.instance() try: while DISPLAY.loop_running(): mx, my = mymouse.position() mouserot -= (mx-omx)*0.2 tilt += (my-omy)*0.2 omx=mx omy=my CAMERA.reset() dot1.set_2d_location(DISPLAY.width - 105.0 + 200.0*xm/mapwidth, DISPLAY.height - 105.0 - 200.0*zm/mapdepth) dot2.set_2d_location(DISPLAY.width - 105.0 + 200.0*etx/mapwidth, DISPLAY.height - 105.0 - 200.0*etz/mapdepth) dot1.draw()