-
Notifications
You must be signed in to change notification settings - Fork 16
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Update Support Render (Project Height Map)
Shaders have been modified to use GLSL 1.2 (OpenGL 2.1) in order to be compatible on MacOS X - Monterey
- Loading branch information
1 parent
d21a315
commit 3b4103b
Showing
1 changed file
with
192 additions
and
191 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,191 +1,192 @@ | ||
import numpy as np | ||
import trimesh | ||
from vispy import app, gloo | ||
from vispy.util.transforms import translate, rotate, ortho | ||
from vispy.gloo.util import _screenshot | ||
|
||
from matplotlib import pyplot as plt | ||
|
||
app.use_app('pyqt5') # Set backend | ||
|
||
vert = """ | ||
uniform mat4 u_model; | ||
uniform mat4 u_view; | ||
uniform mat4 u_projection; | ||
attribute vec3 a_position; | ||
attribute vec3 a_color; | ||
varying vec4 v_color; | ||
void main() | ||
{ | ||
v_color = vec4(a_color, 1.0); | ||
gl_Position = u_projection * u_view * u_model * vec4(a_position,1.0); | ||
} | ||
""" | ||
|
||
frag = """ | ||
#version 330 core | ||
varying vec4 v_color; | ||
out vec4 fragColor; | ||
void main() | ||
{ | ||
//gl_FragColor = vec4( gl_FragCoord.z,gl_FragCoord.z,gl_FragCoord.z,1.0); | ||
fragColor = vec4( v_color.z,v_color.z,v_color.z,1.0); | ||
} | ||
""" | ||
|
||
|
||
class Canvas(app.Canvas): | ||
|
||
@property | ||
def resolution(self): | ||
return self._resolution | ||
|
||
@resolution.setter | ||
def resolution(self, res: float): | ||
self._resolution = res | ||
|
||
@property | ||
def visSize(self): | ||
return self._visSize | ||
|
||
@property | ||
def mesh(self) -> trimesh.Trimesh: | ||
return self._mesh | ||
|
||
@property | ||
def bbox(self) -> np.ndarray: | ||
return self._bbox | ||
|
||
def setMesh(self, mesh: trimesh.Trimesh): | ||
|
||
self.vertices = np.copy(mesh.vertices).astype(np.float32) | ||
self.filled = np.copy(mesh.faces).astype(np.int32) | ||
self.verticesColor = np.copy(mesh.vertices).astype(np.float32) | ||
|
||
self._bbox = mesh.bounds | ||
self._mesh = mesh | ||
|
||
def __enter__(self): | ||
self._backend._vispy_warmup() | ||
return self | ||
|
||
def __init__(self, mesh: trimesh.Trimesh = None, rasterResolution: float = 0.05, flipDir = False, bbox = None): | ||
|
||
self.flipDir = flipDir | ||
self.rgb = None | ||
self.vertices = None | ||
self.filled = None | ||
self.verticesColor = None | ||
self._resolution = rasterResolution | ||
self._mesh = None | ||
self._bbox = None | ||
|
||
if mesh: | ||
self.setMesh(mesh) | ||
|
||
if bbox is not None: | ||
self._bbox = bbox | ||
|
||
meshExtents = np.diff(self.bbox, axis=0) | ||
|
||
self._visSize = (meshExtents / self.resolution).flatten() | ||
|
||
app.Canvas.__init__(self, 'interactive', show=False, resizable=False,autoswap=True, | ||
size=(self.visSize[0], self.visSize[1])) | ||
|
||
self.filled = self.filled.astype(np.uint32).flatten() | ||
self.filled_buf = gloo.IndexBuffer(self.filled) | ||
|
||
vertex_data = np.zeros(self.vertices.shape[0], dtype=[('a_position', np.float32, 3), | ||
('a_color', np.float32, 3)]) | ||
|
||
vertex_data['a_position'] = self.vertices.astype(np.float32) | ||
vertex_data['a_color'] = self.vertices.astype(np.float32) | ||
|
||
self.program = gloo.Program(vert, frag) | ||
self.program.bind(gloo.VertexBuffer(vertex_data)) | ||
|
||
avg = np.mean(self.bbox, axis=0) | ||
|
||
if flipDir: | ||
self.view = rotate(0, [1, 0, 0]) | ||
else: | ||
self.view = np.dot(np.dot(translate((-avg[0], -avg[1], -avg[2])), | ||
rotate(-180, [1,0,0])), | ||
translate((avg[0], avg[1], avg[2]))) | ||
|
||
|
||
self.model = np.eye(4, dtype=np.float32) | ||
|
||
shape = self.physical_size[1], self.physical_size[0] | ||
|
||
# Create the render texture | ||
self._rendertex = gloo.Texture2D((shape + (4,)), format='rgba', internalformat='rgba32f') | ||
# self._colorBuffer = gloo.RenderBuffer(self.shape, format='color') | ||
self._depthRenderBuffer = gloo.RenderBuffer(shape, format='depth') | ||
self._depthRenderBuffer.resize(shape, format=gloo.gl.GL_DEPTH_COMPONENT16) | ||
|
||
# Create FBO, attach the color buffer and depth buffer | ||
self._fbo = gloo.FrameBuffer(self._rendertex, self._depthRenderBuffer) | ||
|
||
gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1]) | ||
|
||
self.projection = ortho(self.bbox[1, 0], self.bbox[0, 0], self.bbox[1, 1], self.bbox[0, 1], 2, 40) | ||
|
||
# Set MVP variables for shaders | ||
self.program['u_projection'] = self.projection | ||
self.program['u_model'] = self.model | ||
self.program['u_view'] = self.view | ||
|
||
gloo.set_clear_color('white') | ||
gloo.set_state('opaque') | ||
|
||
self.update() | ||
|
||
def on_resize(self, event): | ||
|
||
# TODO - find a better way to set the bounds for the orthographic projection | ||
gloo.set_viewport(0, 0, event.physical_size[0], event.physical_size[1]) | ||
|
||
# Zself.projection = ortho(self.box[0, 0], self.box[1, 0], self.box[0, 1], self.box[1, 1], -10, 40) | ||
self.projection = ortho(self.bbox[1, 0], self.bbox[0, 0], | ||
self.bbox[1, 1], self.bbox[0, 1], | ||
-self.bbox[1, 2], self.bbox[0, 2]) | ||
|
||
self.projection = ortho(self.bbox[0, 0], self.bbox[1, 0], | ||
self.bbox[0, 1], self.bbox[1, 1], | ||
-1e4, 1e4) | ||
|
||
self.program['u_projection'] = self.projection | ||
|
||
def on_draw(self, event): | ||
|
||
with self._fbo: | ||
gloo.clear() | ||
gloo.set_clear_color((0.0, 0.0, 0.0, 0.0)) | ||
gloo.set_viewport(0, 0, *self.physical_size) | ||
gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=False, cull_face=False) | ||
|
||
#self.program['u_color'] = 1, 1, 1, 1 | ||
self.program.draw('triangles', self.filled_buf) | ||
# self.rgb = np.copy(self._fbo.read('color')) #_screenshot((0, 0, self.size[0], self.size[1])) #self._fbo.read('color') | ||
# self.rgb = gloo.read_pixels((0, 0, *self.physical_size), True) | ||
self.rgb = _screenshot((0, 0, *self.physical_size)) | ||
|
||
|
||
def projectHeightMap(mesh: trimesh.Trimesh, | ||
resolution: float = 0.05, | ||
flipDir: bool = False, | ||
bbox: np.ndarray = None): | ||
|
||
c = Canvas(mesh, resolution, flipDir, bbox) | ||
|
||
c.show(visible=True) | ||
# c.render() | ||
c.close() | ||
return c.rgb[:, :, 1] | ||
import numpy as np | ||
import trimesh | ||
from vispy import app, gloo | ||
from vispy.util.transforms import translate, rotate, ortho | ||
|
||
from matplotlib import pyplot as plt | ||
app.use_app('pyqt5') # Set backend | ||
|
||
vert = """ | ||
uniform mat4 u_model; | ||
uniform mat4 u_view; | ||
uniform mat4 u_projection; | ||
attribute vec3 a_position; | ||
attribute vec3 a_color; | ||
varying vec4 v_color; | ||
void main() | ||
{ | ||
v_color = vec4(a_color, 1.0); | ||
gl_Position = u_projection * u_view * u_model * vec4(a_position,1.0); | ||
} | ||
""" | ||
|
||
frag = """ | ||
varying vec4 v_color; | ||
void main() | ||
{ | ||
//gl_FragColor = vec4( (gl_FragCoord.z / 1e5)+0.,(gl_FragCoord.z / 1e5)+0.,(gl_FragCoord.z / 1e5)+0.5,1.0); | ||
gl_FragColor = vec4( v_color.z,v_color.z,v_color.z,1.0); | ||
} | ||
""" | ||
|
||
|
||
class Canvas(app.Canvas): | ||
|
||
@property | ||
def resolution(self): | ||
return self._resolution | ||
|
||
@resolution.setter | ||
def resolution(self, res: float): | ||
self._resolution = res | ||
|
||
@property | ||
def visSize(self): | ||
return self._visSize | ||
|
||
@property | ||
def mesh(self) -> trimesh.Trimesh: | ||
return self._mesh | ||
|
||
@property | ||
def bbox(self) -> np.ndarray: | ||
return self._bbox | ||
|
||
def setMesh(self, mesh: trimesh.Trimesh): | ||
|
||
self.vertices = np.copy(mesh.vertices).astype(np.float32) | ||
self.filled = np.copy(mesh.faces).astype(np.int32) | ||
self.verticesColor = np.copy(mesh.vertices).astype(np.float32) | ||
|
||
self._bbox = mesh.bounds | ||
self._mesh = mesh | ||
|
||
def __enter__(self): | ||
self._backend._vispy_warmup() | ||
return self | ||
|
||
def __init__(self, mesh: trimesh.Trimesh = None, rasterResolution: float = 0.05, flipDir = False, bbox = None): | ||
|
||
self.flipDir = flipDir | ||
self.rgb = None | ||
self.vertices = None | ||
self.filled = None | ||
self.verticesColor = None | ||
self._resolution = rasterResolution | ||
self._mesh = None | ||
self._bbox = None | ||
|
||
if mesh: | ||
self.setMesh(mesh) | ||
|
||
if bbox is not None: | ||
self._bbox = bbox | ||
|
||
meshExtents = np.diff(self.bbox, axis=0) | ||
|
||
self._visSize = (meshExtents / self.resolution).flatten() | ||
|
||
app.Canvas.__init__(self, 'interactive', show=False, resizable=True, autoswap=False, decorate=False, | ||
size=(self.visSize[0], self.visSize[1])) | ||
|
||
print('size', self._visSize) | ||
print('dpi', self.dpi) | ||
|
||
self.filled = self.filled.astype(np.uint32).flatten() | ||
self.filled_buf = gloo.IndexBuffer(self.filled) | ||
|
||
vertex_data = np.zeros(self.vertices.shape[0], dtype=[('a_position', np.float32, 3), | ||
('a_color', np.float32, 3)]) | ||
|
||
vertex_data['a_position'] = self.vertices.astype(np.float32) | ||
vertex_data['a_color'] = self.vertices.astype(np.float32) | ||
|
||
self.program = gloo.Program(vert, frag) | ||
self.program.bind(gloo.VertexBuffer(vertex_data)) | ||
|
||
avg = np.mean(self.bbox, axis=0) | ||
|
||
if flipDir: | ||
self.view = rotate(0, [1, 0, 0]) | ||
else: | ||
self.view = np.dot(np.dot(translate((-avg[0], -avg[1], -avg[2])), | ||
rotate(-180, [1,0,0])), | ||
translate((avg[0], avg[1], avg[2]))) | ||
|
||
|
||
self.model = np.eye(4, dtype=np.float32) | ||
shape = int(self._visSize[1]), int(self._visSize[0]) | ||
|
||
# Create the render texture | ||
self._rendertex = gloo.Texture2D((shape + (4,)), format='rgba', internalformat='rgba32f') | ||
# self._colorBuffer = gloo.RenderBuffer(self.shape, format='color') | ||
self._depthRenderBuffer = gloo.RenderBuffer(shape, format='depth') | ||
#self._depthRenderBuffer.resize(shape, format=gloo.gl.GL_DEPTH_COMPONENT16) | ||
|
||
# Create FBO, attach the color buffer and depth buffer | ||
self._fbo = gloo.FrameBuffer(self._rendertex)#, self._depthRenderBuffer) | ||
|
||
gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1]) | ||
gloo.set_viewport(0, 0, self._visSize[0], self._visSize[1]) | ||
self.projection = ortho(self.bbox[1, 0], self.bbox[0, 0], self.bbox[1, 1], self.bbox[0, 1], 2, 40) | ||
|
||
# Set MVP variables for shaders | ||
self.program['u_projection'] = self.projection | ||
self.program['u_model'] = self.model | ||
self.program['u_view'] = self.view | ||
|
||
gloo.set_clear_color('white') | ||
gloo.set_state('opaque') | ||
|
||
self.update() | ||
|
||
def on_resize(self, event): | ||
|
||
# TODO - find a better way to set the bounds for the orthographic projection | ||
|
||
gloo.set_viewport(0, 0, self._visSize[0]*2, self._visSize[1]*2) | ||
self.finalSize = (event.physical_size[0], event.physical_size[1]) | ||
print('event physical size', event.physical_size[0], event.physical_size[1]) | ||
# Zself.projection = ortho(self.box[0, 0], self.box[1, 0], self.box[0, 1], self.box[1, 1], -10, 40) | ||
self.projection = ortho(self.bbox[1, 0], self.bbox[0, 0], | ||
self.bbox[1, 1], self.bbox[0, 1], | ||
-self.bbox[1, 2], self.bbox[0, 2]) | ||
|
||
self.projection = ortho(self.bbox[0, 0], self.bbox[1, 0], | ||
self.bbox[0, 1], self.bbox[1, 1], | ||
-1e4, 1e4) | ||
|
||
self.program['u_projection'] = self.projection | ||
|
||
def on_draw(self, event): | ||
|
||
with self._fbo: | ||
gloo.clear() | ||
gloo.set_clear_color((0.0, 0.0, 0.0, 0.0)) | ||
|
||
gloo.set_viewport(0, 0, *self.finalSize) | ||
gloo.set_viewport(0, 0, self._visSize[0], self._visSize[1]) | ||
gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=False, cull_face=False) | ||
|
||
self.program.draw('triangles', self.filled_buf) | ||
# self.rgb = np.copy(self._fbo.read('color')) #_screenshot((0, 0, self.size[0], self.size[1])) #self._fbo.read('color') | ||
self.rgb = gloo.read_pixels((0, 0, self._visSize[0], self._visSize[1]), True, out_type='float') | ||
#self.rgb = _screenshot((0, 0, *self.physical_size)) | ||
|
||
|
||
def projectHeightMap(mesh: trimesh.Trimesh, | ||
resolution: float = 0.05, | ||
flipDir: bool = False, | ||
bbox: np.ndarray = None): | ||
|
||
c = Canvas(mesh, resolution, flipDir, bbox) | ||
|
||
c.show(visible=True) | ||
c.close() | ||
|
||
return c.rgb[:, :, 1] |