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The MIT License (MIT) | ||
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Copyright (c) 2015 aleju | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. | ||
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# -*- coding: utf-8 -*- | ||
import os | ||
import numpy as np | ||
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from OpenGL.GL import * | ||
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from . import gl_utils as gu | ||
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class Renderer(object): | ||
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MAX_FBO_WIDTH = 2000 | ||
MAX_FBO_HEIGHT = 2000 | ||
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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() | ||
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self._samples = 1 | ||
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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) | ||
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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) | ||
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# 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() | ||
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self._fbo = gu.Framebuffer( | ||
{ | ||
GL_COLOR_ATTACHMENT0: self._rgb_tex, | ||
GL_DEPTH_ATTACHMENT: gu.Renderbuffer(GL_DEPTH_COMPONENT24, self.W, self.H), | ||
} | ||
) | ||
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# 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) | ||
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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) | ||
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print self.min_vert, self.max_vert | ||
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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() | ||
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# IBO | ||
sizes = [vert[0].shape[0] for vert in vert_norms] | ||
offsets = [sum(sizes[:i]) for i in range(len(sizes))] | ||
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ibo = gu.IBO(sizes, np.ones(len(vert_norms)), offsets, np.zeros(len(vert_norms))) | ||
ibo.bind() | ||
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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() | ||
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# self.edge_shader = gu.Shader('screen.vs', 'edge_shader.frag') | ||
# self.edge_shader.compile_and_use() | ||
# glUniform1i(1, 1 if debug_mode else 0) | ||
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# self.outline_shader = gu.Shader('screen.vs', 'edge_shader_lineout.frag') | ||
# self.outline_shader.compile() | ||
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# self.screen_shader = gu.Shader('screen.vs', 'screen.frag') | ||
# self.screen_shader.compile() | ||
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self.line_shader = gu.Shader("line.vs", "line.frag") | ||
self.line_shader.compile() | ||
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self._scene_buffer = gu.ShaderStorage(0, gu.Camera().data, True) | ||
self._scene_buffer.bind() | ||
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glClearColor(0.0, 0.0, 0.0, 1.0) | ||
self.camera = gu.Camera() | ||
self.debug_mode = debug_mode | ||
glLineWidth(3) | ||
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def upload_edges(self, scale, pixels): | ||
H, W = pixels.shape[:2] | ||
pixels = np.ascontiguousarray(np.flipud(pixels)) | ||
self._edge_tex.subImage(0, 0, 0, W, H, GL_RG, GL_FLOAT, pixels) | ||
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def render(self, obj_id, K, R, t, near, far, row=0.0, col=0.0, reconst=False): | ||
W, H = self.W, self.H | ||
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camera = gu.Camera() | ||
camera.realCamera(W, H, K, R, t, near, far) | ||
self._scene_buffer.update(camera.data) | ||
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self._fbo.bind() | ||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | ||
glViewport(0, 0, W, H) | ||
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# if reconst: | ||
# self.scene_shader.use() | ||
# glDrawArraysIndirect(GL_TRIANGLES, ctypes.c_void_p(obj_id*16)) | ||
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# self._gradient_fbo.bind() | ||
# self.outline_shader.use() | ||
# glClear(GL_COLOR_BUFFER_BIT) | ||
# glViewport(0, 0, W, H) | ||
# glDrawArrays(GL_TRIANGLE_FAN, 0, 4) | ||
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self.line_shader.use() | ||
# number of lines | ||
glUniform3f(0, self.min_vert[obj_id][0], self.min_vert[obj_id][1], self.min_vert[obj_id][2]) | ||
glUniform3f(1, self.max_vert[obj_id][0], self.max_vert[obj_id][1], self.max_vert[obj_id][2]) | ||
glDrawArraysInstanced(GL_LINES, 0, 2, 15) | ||
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rgb_flipped = np.frombuffer(glReadPixels(0, 0, W, H, GL_RGB, GL_UNSIGNED_BYTE), dtype=np.uint8).reshape(H, W, 3) | ||
return np.flipud(rgb_flipped).copy() | ||
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# def render(self, obj_id, K, R, t, near, far, scale, row, col, outline=False,reconst=False): | ||
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# assert scale <= 1.0 | ||
# W = int(1.*self.W*scale) | ||
# H = int(1.*self.H*scale) | ||
# K[[0,1,2],[0,1,2]] *= scale | ||
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# self._fbo.bind() | ||
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | ||
# glViewport(0, 0, W, H) | ||
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# self.camera.real_camera(W, H, K, R, t, near, far) | ||
# self._scene_buffer.update(self.camera.data) | ||
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# self.scene_shader.use() | ||
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# glEnable(GL_DEPTH_TEST) | ||
# if reconst: | ||
# glDrawArraysIndirect(GL_TRIANGLES, ctypes.c_void_p(obj_id*16)) | ||
# glDisable(GL_DEPTH_TEST) | ||
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# self._gradient_fbo.bind() | ||
# glClear(GL_COLOR_BUFFER_BIT) | ||
# glViewport(0, 0, W, H) | ||
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# if outline: | ||
# self.outline_shader.use() | ||
# else: | ||
# self.edge_shader.use() | ||
# glUniform1f(0, scale) | ||
# glDrawArrays(GL_TRIANGLE_FAN, 0, 4) | ||
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# self.line_shader.use() | ||
# #number of lines | ||
# glUniform3f(0, self.min_vert[0], self.min_vert[1], self.min_vert[2]) | ||
# glUniform3f(1, self.max_vert[0], self.max_vert[1], self.max_vert[2]) | ||
# glDrawArraysInstanced(GL_LINES, 0, 2, 15) | ||
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# #rg_flipped = glReadPixels(x0, self.H-y0, w, h, GL_RGB, GL_FLOAT).reshape(h, w, 3) | ||
# if outline: | ||
# rg_scene_flipped = glReadPixels(0, 0, W, H, GL_RGB, GL_FLOAT).reshape(H, W, 3) | ||
# rg_scene = np.flipud(rg_scene_flipped).copy() | ||
# return (rg_scene,) | ||
# else: | ||
# if not self.debug_mode: | ||
# rg_scene_flipped = glReadPixels(0, 0, W, H, GL_RED, GL_FLOAT).reshape(H, W) | ||
# rg_scene = np.flipud(rg_scene_flipped).copy() | ||
# return (rg_scene,) | ||
# else: | ||
# glNamedFramebufferReadBuffer(self._gradient_fbo.id, GL_COLOR_ATTACHMENT0) | ||
# grad_similarity_flipped = glReadPixels(0, 0, W, H, GL_RED, GL_FLOAT).reshape(H, W, 1) | ||
# grad_similarity = np.flipud(grad_similarity_flipped).copy() | ||
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# glNamedFramebufferReadBuffer(self._gradient_fbo.id, GL_COLOR_ATTACHMENT1) | ||
# canny_flipped = glReadPixels(0, 0, W, H, GL_BGR, GL_FLOAT).reshape(H, W, 3) | ||
# canny = np.flipud(canny_flipped).copy() | ||
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# glNamedFramebufferReadBuffer(self._gradient_fbo.id, GL_COLOR_ATTACHMENT2) | ||
# color_3d_edges_flipped = glReadPixels(0, 0, W, H, GL_BGR, GL_FLOAT).reshape(H, W, 3) | ||
# color_3d_edges = np.flipud(color_3d_edges_flipped).copy() | ||
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# return grad_similarity, canny, color_3d_edges | ||
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def render_color_many(self, obj_ids, W, H, K, Rs, ts, near, far, rows, cols): | ||
assert W <= Renderer.MAX_FBO_WIDTH and H <= Renderer.MAX_FBO_HEIGHT | ||
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if self._samples > 1: | ||
self._render_fbo.bind() | ||
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self._fbo.bind() | ||
self.scene_shader.use() | ||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | ||
glViewport(0, 0, W, H) | ||
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for obj_id, R, t, row, col in zip(obj_ids, Rs, ts, rows, cols): | ||
camera = gu.Camera() | ||
camera.realCamera(W, H, K.copy(), R, t, near, far) | ||
# camera.real_camera(W, H, K.copy(), R, t, near, far, r=row, c=col) | ||
self._scene_buffer.update(camera.data) | ||
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# glDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, ctypes.c_void_p(obj_id*4*5)) | ||
glDrawArraysIndirect(GL_TRIANGLES, ctypes.c_void_p(obj_id * 16)) | ||
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self._gradient_fbo.bind() | ||
glClear(GL_COLOR_BUFFER_BIT) | ||
glViewport(0, 0, W, H) | ||
self.outline_shader.use() | ||
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if self._samples > 1: | ||
for i in range(2): | ||
glNamedFramebufferReadBuffer(self._render_fbo.id, GL_COLOR_ATTACHMENT0 + i) | ||
glNamedFramebufferDrawBuffer(self._fbo.id, GL_COLOR_ATTACHMENT0 + i) | ||
glBlitNamedFramebuffer( | ||
self._render_fbo.id, self._fbo.id, 0, 0, W, H, 0, 0, W, H, GL_COLOR_BUFFER_BIT, GL_NEAREST | ||
) | ||
self._fbo.bind() | ||
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glUniform1f(0, 1.0) | ||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4) | ||
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self.line_shader.use() | ||
for obj_id, R, t, row, col in zip(obj_ids, Rs, ts, rows, cols): | ||
camera = gu.Camera() | ||
camera.realCamera(W, H, K.copy(), R, t, near, far) | ||
# camera.real_camera(W, H, K.copy(), R, t, near, far, r=row, c=col) | ||
self._scene_buffer.update(camera.data) | ||
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glDrawArraysInstanced(GL_LINES, 0, 2, 3) | ||
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rg_scene_flipped = glReadPixels(0, 0, W, H, GL_RGB, GL_FLOAT).reshape(H, W, 3) | ||
rg_scene = np.flipud(rg_scene_flipped).copy() | ||
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return (rg_scene, None) | ||
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def close(self): | ||
self._context.close() |
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# from .offscreen_context import OffscreenContext | ||
import os | ||
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if os.environ.get("PYOPENGL_PLATFORM", None) == "egl": | ||
print("using egl") | ||
from .egl_offscreen_context import OffscreenContext | ||
else: | ||
print("using glfw") | ||
from .glfw_offscreen_context import OffscreenContext | ||
from .fbo import Framebuffer | ||
from .renderbuffer import Renderbuffer, RenderbufferMultisample | ||
from .texture import Texture, TextureMultisample, Texture1D, Texture3D | ||
from .shader import Shader | ||
from .shader_storage_buffer import ShaderStorage | ||
from .vertexbuffer import Vertexbuffer | ||
from .vao import VAO | ||
from .ibo import IBO | ||
from .ebo import EBO | ||
from .camera import Camera | ||
from .window import Window | ||
from .material import Material | ||
from . import geometry as geo | ||
from .tiles import tiles, tiles4 |
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