示例#1
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def draw_vr_anaglyph(cube_fbo, vr_scene, active_scene,
                     eye_poses=(.035, -.035)):
    """
    Experimental anaglyph drawing function for VR system with red/blue glasses, used in Sirota lab.
    Draws a virtual scene in red and blue, from subject's (heda trackers) perspective in active scene.

    Note: assumes shader uses playerPos like ratcave's default shader

    Args:
        cube_fbo: texture frameBuffer object.
        vr_scene: virtual scene object
        active_scene: active scene object
        eye_poses: the eye positions

    Returns:

    """
    color_masks = [(True, False, False, True), (False, True, True, True)]
    cam = vr_scene.camera
    orig_cam_position = cam.position.xyz

    for color_mask, eye_pos in zip(color_masks, eye_poses):
        gl.glColorMask(*color_mask)
        cam.position.xyz = cam.model_matrix.dot(
            [eye_pos, 0., 0., 1.])[:3]  # inter_eye_distance / 2.
        cam.uniforms['playerPos'] = cam.position.xyz
        with cube_fbo as fbo:
            vr_scene.draw360_to_texture(fbo.texture)
        cam.position.xyz = orig_cam_position
        active_scene.draw()
示例#2
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    def draw(self,
             uniforms,
             entity,
             models,
             textures=(),
             color=(1.0, 1.0, 1.0),
             *args,
             **kwargs):
        glUseProgram(self)
        glDisable(GL_DEPTH_TEST)

        # Draw objects once as invisible to set stencil values.
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE,
                    GL_FALSE)  # Don't write any color values to color buffer.
        glStencilMask(0xFF)  # Enable writing.

        model = models[entity.model]

        model.positions.enable()
        model.indices.enable()

        self.uniforms[b'perspective'].load(
            uniforms.get(b'perspective').ctypes.data_as(POINTER(GLfloat)))
        self.uniforms[b'view'].load(
            uniforms.get(b'view').ctypes.data_as(POINTER(GLfloat)))
        self.uniforms[b'color'].load(*color)

        entity.get_transformation_matrix(
            location=self.uniforms[b'transformation'])

        model.draw()

        # Draw again with larger model.
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)

        glStencilFunc(GL_NOTEQUAL, 1,
                      0xFF)  # Update with 1's where the objects are rendered.
        glStencilMask(
            0x00
        )  # Value that AND's the value written to buffer. 0x00 basically disables writing to stencil.

        glUniformMatrix4fv(
            self.uniforms[b'transformation'], 1, GL_TRUE,
            create_transformation_matrix(
                *entity._location, *entity.rotation,
                *(entity.scale + 0.05)).ctypes.data_as(POINTER(GLfloat)))

        model.draw()

        glBindBuffer(GL_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

        glDisableVertexAttribArray(0)

        glEnable(GL_DEPTH_TEST)
        glStencilMask(0xFF)
示例#3
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    def _startOfFlip(self):
        """Custom :py:class:`~Rift._startOfFlip` for HMD rendering. This
        finalizes the HMD texture before diverting drawing operations back to
        the on-screen window. This allows :py:class:`~Rift.flip` to swap the
        on-screen and HMD buffers when called. This function always returns
        `True`.

        Returns
        -------
        True

        """
        # nop if we are still setting up the window
        if not hasattr(self, '_eyeBuffers'):
            return True

        # direct draw being used, don't do FBO blit
        if self._directDraw:
            return True

        # Switch off multi-sampling
        # GL.glDisable(GL.GL_MULTISAMPLE)
        oldColor = self.color
        self.setColor((-1, -1, -1))
        self.setBuffer('back', clear=True)

        self._prepareFBOrender()
        # need blit the framebuffer object to the actual back buffer

        # unbind the framebuffer as the render target
        GL.glDisable(GL.GL_BLEND)
        stencilOn = self.stencilTest
        self.stencilTest = False

        # before flipping need to copy the renderBuffer to the
        # frameBuffer
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glColor3f(1.0, 1.0, 1.0)  # glColor multiplies with texture
        GL.glColorMask(True, True, True, True)

        # blit the textures to the back buffer
        for eye in ('left', 'right'):
            self._blitEyeBuffer(eye)

        GL.glEnable(GL.GL_BLEND)
        self._finishFBOrender()

        self.stencilTest = stencilOn

        self.setColor(oldColor)

        # This always returns True
        return True
示例#4
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 def draw_rectangle(self, ellipse=False):
     loader = self.loader
     if loader.fillType == MOTIF_FILL:
         if ellipse:
             self.motif_batch.draw()
         else:
             glEnable(GL_STENCIL_TEST)
             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
             glStencilFunc(GL_ALWAYS, 1, 1)
             glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
             self.motif_stencil.draw(GL_QUADS)
             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
             glStencilFunc(GL_EQUAL, 1, 1)
             self.motif_batch.draw()
     else:
         self.vertex.draw(GL_QUADS)
示例#5
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 def draw_rectangle(self, ellipse=False):
     loader = self.loader
     if loader.fillType == MOTIF_FILL:
         if ellipse:
             self.motif_batch.draw()
         else:
             glEnable(GL_STENCIL_TEST)
             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
             glStencilFunc(GL_ALWAYS, 1, 1)
             glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
             self.motif_stencil.draw(GL_QUADS)
             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
             glStencilFunc(GL_EQUAL, 1, 1)
             self.motif_batch.draw()
     else:
         self.vertex.draw(GL_QUADS)
示例#6
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def on_draw():
    window.clear()
    with shader:
        for x, mask in zip((-eye_dist / 2., eye_dist / 2.), [(True, False, False, True), (False, True, True, True)]):
            cam.position.x = x
            # cam.look_at(0, 0, np.mean([fg.position.z, -edge_dist]))
            # cam.look_at(0, 0, focus_dist)
            cam.look_at(0, 0, -0.35)
            # cam.look_at(0, 0, fg.position.z)
            # cam.look_at(0, 0, -edge_dist)
            with cam:
                gl.glColorMask(*mask)
                bg.draw()
                fg.draw()

    gl.glColorMask(True, True, True, True)
    fps_display.draw()
示例#7
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    def on_draw():

        ## Render virtual scene onto cube texture
        with framebuffer:
            with cube_shader:

                for mask, camside in zip([(True, False, False, True), (False, True, True, True)], [vr_camgroup.left, vr_camgroup.right]):
                    gl.glColorMask(*mask)
                    virtual_scene.camera.position.xyz = camside.position_global
                    virtual_scene.draw360_to_texture(cube_texture)

        ## Render real scene onto screen
        gl.glColorMask(True, True, True, True)
        window.clear()
        with cube_shader:  # usign cube shader to create the actuall 6 sided virtual cube which gets upated with position and angle of the camera/viewer
            rc.clear_color(255, 0, 0)
              # why is it here 39? e
            with projector, light:
                arena.draw()
示例#8
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 def draw(self):
     glPushMatrix()
     glPushAttrib(GL_STENCIL_BUFFER_BIT)
     glClear(GL_STENCIL_BUFFER_BIT)
     glTranslatef(self.parent.x, self.parent.y, 0)
     glDisable(GL_TEXTURE_2D)
     loader = self.loader
     if loader.shape == LINE_SHAPE:
         glEnable(GL_LINE_SMOOTH)
         glEnable(GL_POINT_SMOOTH)
         glLineWidth(loader.borderSize)
         glPointSize(loader.borderSize)
         self.vertex.draw(GL_LINES)
         self.vertex.draw(GL_POINTS)
     elif loader.shape == RECTANGLE_SHAPE:
         width = self.parent.width
         height = self.parent.height
         if loader.fillType != NONE_FILL:
             # for counters
             if self.counter_stencil:
                 glEnable(GL_STENCIL_TEST)
                 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
                 glStencilFunc(GL_ALWAYS, 1, 1)
                 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
                 self.counter_stencil.draw(GL_QUADS)
                 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
                 glStencilFunc(GL_EQUAL, 1, 1)
                 self.draw_rectangle()
                 glDisable(GL_STENCIL_TEST)
             else:
                 self.draw_rectangle()
         if self.border is not None:
             self.border.draw(GL_QUADS)
     elif loader.shape == ELLIPSE_SHAPE:
         if loader.fillType != NONE_FILL:
             glEnable(GL_STENCIL_TEST)
             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
             glStencilFunc(GL_ALWAYS, 1, 1)
             glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
             self.stencil.draw(GL_TRIANGLES)
             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
             glStencilFunc(GL_EQUAL, 1, 1)
             self.draw_rectangle(True)
             glDisable(GL_STENCIL_TEST)
         if self.border:
             self.border.draw(GL_QUADS)
     glPopAttrib()
     glPopMatrix()
示例#9
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 def draw(self):
     glPushMatrix()
     glPushAttrib(GL_STENCIL_BUFFER_BIT)
     glClear(GL_STENCIL_BUFFER_BIT)
     glTranslatef(self.parent.x, self.parent.y, 0)
     glDisable(GL_TEXTURE_2D)
     loader = self.loader
     if loader.shape == LINE_SHAPE:
         glEnable(GL_LINE_SMOOTH)
         glEnable(GL_POINT_SMOOTH)
         glLineWidth(loader.borderSize)
         glPointSize(loader.borderSize)
         self.vertex.draw(GL_LINES)
         self.vertex.draw(GL_POINTS)
     elif loader.shape == RECTANGLE_SHAPE:
         width = self.parent.width
         height = self.parent.height
         if loader.fillType != NONE_FILL:
             # for counters
             if self.counter_stencil:
                 glEnable(GL_STENCIL_TEST)
                 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
                 glStencilFunc(GL_ALWAYS, 1, 1)
                 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
                 self.counter_stencil.draw(GL_QUADS)
                 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
                 glStencilFunc(GL_EQUAL, 1, 1)
                 self.draw_rectangle()
                 glDisable(GL_STENCIL_TEST)
             else:
                 self.draw_rectangle()
         if self.border is not None:
             self.border.draw(GL_QUADS)
     elif loader.shape == ELLIPSE_SHAPE:
         if loader.fillType != NONE_FILL:
             glEnable(GL_STENCIL_TEST)
             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
             glStencilFunc(GL_ALWAYS, 1, 1)
             glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
             self.stencil.draw(GL_TRIANGLES)
             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
             glStencilFunc(GL_EQUAL, 1, 1)
             self.draw_rectangle(True)
             glDisable(GL_STENCIL_TEST)
         if self.border:
             self.border.draw(GL_QUADS)
     glPopAttrib()
     glPopMatrix()
示例#10
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文件: effects.py 项目: Knio/miru
    def enable(self):
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT | gl.GL_STENCIL_BUFFER_BIT)


        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE)

        gl.glEnable(gl.GL_STENCIL_TEST)
        gl.glStencilOp(gl.GL_REPLACE, gl.GL_REPLACE, gl.GL_REPLACE)
        gl.glStencilFunc(gl.GL_ALWAYS, 1, 0xffffffff)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(Blend.SRC_ALPHA, Blend.ONE_MINUS_SRC_ALPHA)
        self.ground.draw()

        gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
        gl.glEnable(gl.GL_DEPTH_TEST)

        gl.glStencilFunc(gl.GL_EQUAL, 1, 0xffffffff)
        gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)

        gl.glPushMatrix()
        gl.glCullFace(gl.GL_FRONT)
        gl.glEnable(gl.GL_NORMALIZE)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(Blend.SRC_ALPHA, Blend.ONE_MINUS_SRC_ALPHA)
        self.camera.render(lights=self.lights, effect_pass=1, before_render=self._before_visible)
        gl.glDisable(gl.GL_NORMALIZE)
        gl.glCullFace(gl.GL_BACK)
        gl.glPopMatrix()

        gl.glDisable(gl.GL_STENCIL_TEST)
        
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(Blend.SRC_ALPHA, Blend.ONE_MINUS_SRC_ALPHA)
        self.ground.draw()
示例#11
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文件: scene.py 项目: yulkang/ratcave
    def draw_anaglyph(self, clear=True, inter_eye_distance=.08):
        cam = self.camera
        orig_cam_position = cam.uniforms['view_matrix'][0, 3]
        gl.glColorMask(True, False, False, True)
        cam.uniforms['view_matrix'][0, 3] += inter_eye_distance / 2.
        self.draw(clear=clear)

        gl.glClear(gl.GL_DEPTH_BUFFER_BIT)
        gl.glColorMask(False, True, True, True)
        cam.uniforms['view_matrix'][0, 3] -= inter_eye_distance
        self.draw(clear=clear)

        gl.glColorMask(True, True, True, True)
        cam.uniforms['view_matrix'][0, 3] = orig_cam_position
示例#12
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def on_draw():

    window.clear()
    with rc.default_shader:

        cam.position.x = .02
        with cam:
            gl.glColorMask(True, False, False, True)
            fg_mesh.draw()
            blocker1.draw()
            blocker2.draw()
            bg_mesh.draw()

        cam.position.x = -.02
        with cam:
            gl.glColorMask(False, False, True, True)
            fg_mesh.draw()
            blocker1.draw()
            blocker2.draw()
            bg_mesh.draw()

    gl.glColorMask(True, True, True, True)
    fps_display.draw()
示例#13
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 def unset_state(self):
     glTranslatef(-self.focusX, -self.focusY, 0)
     if self.visible == False:
         glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE)
示例#14
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 def set_state(self):
     glTranslatef(self.focusX, self.focusY, 0)
     if self.visible == False:
         glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE)
示例#15
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文件: graphics.py 项目: Knio/miru
    def generate_map(self):
        scene_radius = 95.0
        light_to_scene_distance = math.sqrt(
            light_pos[0]**2 + light_pos[1]**2 + light_pos[2]**2)
        near_plane = light_to_scene_distance - scene_radius
        field_of_view = math3d.radians_to_degrees(2.0 *
                                                  math.atan(scene_radius / float(light_to_scene_distance)))

        tmp = (gl.GLfloat * 16)()

        gl.glMatrixMode( gl.GL_PROJECTION )
        gl.glLoadIdentity()
        gl.gluPerspective( field_of_view, 1.0, near_plane,
                           near_plane + (2.0 * scene_radius) )
        gl.glGetFloatv( gl.GL_PROJECTION_MATRIX, tmp )
        gl.light_projection = euclid.Matrix4()
        gl.light_projection[0:16] = tmp[:]

        # Switch to light's point of view
        gl.glMatrixMode( gl.GL_MODELVIEW )
        gl.glLoadIdentity()
        gl.gluLookAt( self.light.pos.x, self.light.pos.y, self.light.pos.z,
                      0.0, 0.0, 0.0, 0.0, 1.0, 0.0 )
        gl.glGetFloatv( gl.GL_MODELVIEW_MATRIX, tmp )
        light_mview = euclid.Matrix4()
        light_mview[0:16] = tmp[:]

        #glViewport(0, 0, shadow_width, shadow_height)

        # Clear the depth buffer only
        gl.glClear( gl.GL_DEPTH_BUFFER_BIT )

        # Remember the current shade model
        gl.glPushAttrib( gl.GL_ENABLE_BIT )
        prev_shade_model = cypes.GLint()
        gl.glGetIntegerv( gl.GL_SHADE_MODEL, prev_shade_model )

        # All we care about here is resulting depth values
        gl.glShadeModel( gl.GL_FLAT )
        gl.glDisable( gl.GL_LIGHTING )
        gl.glDisable( gl.GL_COLOR_MATERIAL )
        gl.glDisable( gl.GL_NORMALIZE )
        gl.glColorMask( 0, 0, 0, 0 )

        # Overcome imprecision
        gl.glEnable( gl.GL_POLYGON_OFFSET_FILL )

        #draw_models(False)
        self.context.render( exclude=self.exclude_shadows )

        # Copy depth values into depth texture
        gl.glCopyTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_DEPTH_COMPONENT,
                             0, 0, shadow_width, shadow_height, 0 )

        # Restore normal drawing state
        gl.glShadeModel( gl.GL_SMOOTH )
        gl.glEnable( gl.GL_LIGHTING )
        gl.glEnable( gl.GL_COLOR_MATERIAL )
        gl.glEnable( gl.GL_NORMALIZE )
        gl.glColorMask( 1, 1, 1, 1 )
        gl.glDisable( gl.GL_POLYGON_OFFSET_FILL )

        # Setup up the texture matrix which will be use in eye-linear
        # texture mapping
        self.tex_matrix = euclid.Matrix4()
        self.tex_matrix.translate(0.5, 0.5, 0.5).scale(0.5, 0.5, 0.5)
        tmp_matrix.scale(0.5, 0.5, 0.5)
        tex_matrix = (tmp_matrix * light_projection) * light_mview
        self.tex_matrix.transpose()
        # Give us immediate access to ctypes arrays
        self.tex_matrix = (
            (gl.GLfloat * 4)(*self.tex_matrix[0:4]),
            (gl.GLfloat * 4)(*self.tex_matrix[4:8]),
            (gl.GLfloat * 4)(*self.tex_matrix[8:12]),
            (gl.GLfloat * 4)(*self.tex_matrix[12:16])
        )