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from ctypes import * | |
import numpy as np | |
from .framework import * | |
GLUT = None | |
# NOTE: Render class assumes GL context is created already. | |
class Render: | |
def __init__(self, width=1600, height=1200, name='GL Renderer', | |
program_files=['simple.fs', 'simple.vs'], color_size=1, ms_rate=1, egl=False): | |
self.width = width | |
self.height = height | |
self.name = name | |
self.use_inverse_depth = False | |
self.egl = egl | |
glEnable(GL_DEPTH_TEST) | |
glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE) | |
glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE) | |
glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE) | |
# init program | |
shader_list = [] | |
for program_file in program_files: | |
_, ext = os.path.splitext(program_file) | |
if ext == '.vs': | |
shader_list.append(loadShader(GL_VERTEX_SHADER, program_file)) | |
elif ext == '.fs': | |
shader_list.append(loadShader(GL_FRAGMENT_SHADER, program_file)) | |
elif ext == '.gs': | |
shader_list.append(loadShader(GL_GEOMETRY_SHADER, program_file)) | |
self.program = createProgram(shader_list) | |
for shader in shader_list: | |
glDeleteShader(shader) | |
# Init uniform variables | |
self.model_mat_unif = glGetUniformLocation(self.program, 'ModelMat') | |
self.persp_mat_unif = glGetUniformLocation(self.program, 'PerspMat') | |
self.vertex_buffer = glGenBuffers(1) | |
# Init screen quad program and buffer | |
self.quad_program, self.quad_buffer = self.init_quad_program() | |
# Configure frame buffer | |
self.frame_buffer = glGenFramebuffers(1) | |
glBindFramebuffer(GL_FRAMEBUFFER, self.frame_buffer) | |
self.intermediate_fbo = None | |
if ms_rate > 1: | |
# Configure texture buffer to render to | |
self.color_buffer = [] | |
for i in range(color_size): | |
color_buffer = glGenTextures(1) | |
multi_sample_rate = ms_rate | |
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_buffer) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) | |
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multi_sample_rate, GL_RGBA32F, self.width, self.height, GL_TRUE) | |
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0) | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D_MULTISAMPLE, color_buffer, 0) | |
self.color_buffer.append(color_buffer) | |
self.render_buffer = glGenRenderbuffers(1) | |
glBindRenderbuffer(GL_RENDERBUFFER, self.render_buffer) | |
glRenderbufferStorageMultisample(GL_RENDERBUFFER, multi_sample_rate, GL_DEPTH24_STENCIL8, self.width, self.height) | |
glBindRenderbuffer(GL_RENDERBUFFER, 0) | |
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, self.render_buffer) | |
attachments = [] | |
for i in range(color_size): | |
attachments.append(GL_COLOR_ATTACHMENT0 + i) | |
glDrawBuffers(color_size, attachments) | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
self.intermediate_fbo = glGenFramebuffers(1) | |
glBindFramebuffer(GL_FRAMEBUFFER, self.intermediate_fbo) | |
self.screen_texture = [] | |
for i in range(color_size): | |
screen_texture = glGenTextures(1) | |
glBindTexture(GL_TEXTURE_2D, screen_texture) | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, self.width, self.height, 0, GL_RGBA, GL_FLOAT, None) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, screen_texture, 0) | |
self.screen_texture.append(screen_texture) | |
glDrawBuffers(color_size, attachments) | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
else: | |
self.color_buffer = [] | |
for i in range(color_size): | |
color_buffer = glGenTextures(1) | |
glBindTexture(GL_TEXTURE_2D, color_buffer) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, self.width, self.height, 0, GL_RGBA, GL_FLOAT, None) | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, color_buffer, 0) | |
self.color_buffer.append(color_buffer) | |
# Configure depth texture map to render to | |
self.depth_buffer = glGenTextures(1) | |
glBindTexture(GL_TEXTURE_2D, self.depth_buffer) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) | |
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL) | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.width, self.height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None) | |
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.depth_buffer, 0) | |
attachments = [] | |
for i in range(color_size): | |
attachments.append(GL_COLOR_ATTACHMENT0 + i) | |
glDrawBuffers(color_size, attachments) | |
self.screen_texture = self.color_buffer | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
# Configure texture buffer if needed | |
self.render_texture = None | |
# NOTE: original render_texture only support one input | |
# this is tentative member of this issue | |
self.render_texture_v2 = {} | |
# Inner storage for buffer data | |
self.vertex_data = None | |
self.vertex_dim = None | |
self.n_vertices = None | |
self.model_view_matrix = None | |
self.projection_matrix = None | |
if not egl: | |
global GLUT | |
import OpenGL.GLUT as GLUT | |
GLUT.glutDisplayFunc(self.display) | |
def init_quad_program(self): | |
shader_list = [] | |
shader_list.append(loadShader(GL_VERTEX_SHADER, "quad.vs")) | |
shader_list.append(loadShader(GL_FRAGMENT_SHADER, "quad.fs")) | |
the_program = createProgram(shader_list) | |
for shader in shader_list: | |
glDeleteShader(shader) | |
# vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates. | |
# positions # texCoords | |
quad_vertices = np.array( | |
[-1.0, 1.0, 0.0, 1.0, | |
-1.0, -1.0, 0.0, 0.0, | |
1.0, -1.0, 1.0, 0.0, | |
-1.0, 1.0, 0.0, 1.0, | |
1.0, -1.0, 1.0, 0.0, | |
1.0, 1.0, 1.0, 1.0] | |
) | |
quad_buffer = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer) | |
glBufferData(GL_ARRAY_BUFFER, quad_vertices, GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
return the_program, quad_buffer | |
def set_mesh(self, vertices, faces): | |
self.vertex_data = vertices[faces.reshape([-1])] | |
self.vertex_dim = self.vertex_data.shape[1] | |
self.n_vertices = self.vertex_data.shape[0] | |
glBindBuffer(GL_ARRAY_BUFFER, self.vertex_buffer) | |
glBufferData(GL_ARRAY_BUFFER, self.vertex_data, GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
def set_viewpoint(self, projection, model_view): | |
self.projection_matrix = projection | |
self.model_view_matrix = model_view | |
def draw_init(self): | |
glBindFramebuffer(GL_FRAMEBUFFER, self.frame_buffer) | |
glEnable(GL_DEPTH_TEST) | |
glClearColor(0.0, 0.0, 0.0, 0.0) | |
if self.use_inverse_depth: | |
glDepthFunc(GL_GREATER) | |
glClearDepth(0.0) | |
else: | |
glDepthFunc(GL_LESS) | |
glClearDepth(1.0) | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |
def draw_end(self): | |
if self.intermediate_fbo is not None: | |
for i in range(len(self.color_buffer)): | |
glBindFramebuffer(GL_READ_FRAMEBUFFER, self.frame_buffer) | |
glReadBuffer(GL_COLOR_ATTACHMENT0 + i) | |
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, self.intermediate_fbo) | |
glDrawBuffer(GL_COLOR_ATTACHMENT0 + i) | |
glBlitFramebuffer(0, 0, self.width, self.height, 0, 0, self.width, self.height, GL_COLOR_BUFFER_BIT, GL_NEAREST) | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
glDepthFunc(GL_LESS) | |
glClearDepth(1.0) | |
def draw(self): | |
self.draw_init() | |
glUseProgram(self.program) | |
glUniformMatrix4fv(self.model_mat_unif, 1, GL_FALSE, self.model_view_matrix.transpose()) | |
glUniformMatrix4fv(self.persp_mat_unif, 1, GL_FALSE, self.projection_matrix.transpose()) | |
glBindBuffer(GL_ARRAY_BUFFER, self.vertex_buffer) | |
glEnableVertexAttribArray(0) | |
glVertexAttribPointer(0, self.vertex_dim, GL_DOUBLE, GL_FALSE, 0, None) | |
glDrawArrays(GL_TRIANGLES, 0, self.n_vertices) | |
glDisableVertexAttribArray(0) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
glUseProgram(0) | |
self.draw_end() | |
def get_color(self, color_id=0): | |
glBindFramebuffer(GL_FRAMEBUFFER, self.intermediate_fbo if self.intermediate_fbo is not None else self.frame_buffer) | |
glReadBuffer(GL_COLOR_ATTACHMENT0 + color_id) | |
data = glReadPixels(0, 0, self.width, self.height, GL_RGBA, GL_FLOAT, outputType=None) | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
rgb = data.reshape(self.height, self.width, -1) | |
rgb = np.flip(rgb, 0) | |
return rgb | |
def get_z_value(self): | |
glBindFramebuffer(GL_FRAMEBUFFER, self.frame_buffer) | |
data = glReadPixels(0, 0, self.width, self.height, GL_DEPTH_COMPONENT, GL_FLOAT, outputType=None) | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
z = data.reshape(self.height, self.width) | |
z = np.flip(z, 0) | |
return z | |
def display(self): | |
self.draw() | |
if not self.egl: | |
# First we draw a scene. | |
# Notice the result is stored in the texture buffer. | |
# Then we return to the default frame buffer since we will display on the screen. | |
glBindFramebuffer(GL_FRAMEBUFFER, 0) | |
# Do the clean-up. | |
glClearColor(0.0, 0.0, 0.0, 0.0) | |
glClear(GL_COLOR_BUFFER_BIT) | |
# We draw a rectangle which covers the whole screen. | |
glUseProgram(self.quad_program) | |
glBindBuffer(GL_ARRAY_BUFFER, self.quad_buffer) | |
size_of_double = 8 | |
glEnableVertexAttribArray(0) | |
glVertexAttribPointer(0, 2, GL_DOUBLE, GL_FALSE, 4 * size_of_double, None) | |
glEnableVertexAttribArray(1) | |
glVertexAttribPointer(1, 2, GL_DOUBLE, GL_FALSE, 4 * size_of_double, c_void_p(2 * size_of_double)) | |
glDisable(GL_DEPTH_TEST) | |
# The stored texture is then mapped to this rectangle. | |
# properly assing color buffer texture | |
glActiveTexture(GL_TEXTURE0) | |
glBindTexture(GL_TEXTURE_2D, self.screen_texture[0]) | |
glUniform1i(glGetUniformLocation(self.quad_program, 'screenTexture'), 0) | |
glDrawArrays(GL_TRIANGLES, 0, 6) | |
glDisableVertexAttribArray(1) | |
glDisableVertexAttribArray(0) | |
glEnable(GL_DEPTH_TEST) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
glUseProgram(0) | |
GLUT.glutSwapBuffers() | |
GLUT.glutPostRedisplay() | |
def show(self): | |
if not self.egl: | |
GLUT.glutMainLoop() | |