Source code for silx.gui.plot3d.scene.primitives

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__authors__ = ["T. Vincent"]
__license__ = "MIT"
__date__ = "24/04/2018"

try:
    from collections import abc
except ImportError:  # Python2 support
    import collections as abc
import ctypes
from functools import reduce
import logging
import string

import numpy

from silx.gui.colors import rgba

from ... import _glutils
from ..._glutils import gl

from . import event
from . import core
from . import transform
from . import utils
from .function import Colormap

_logger = logging.getLogger(__name__)


# Geometry ####################################################################

[docs]class Geometry(core.Elem): """Set of vertices with normals and colors. :param str mode: OpenGL drawing mode: lines, line_strip, loop, triangles, triangle_strip, fan :param indices: Array of vertex indices or None :param bool copy: True (default) to copy the data, False to use as is. :param str attrib0: Name of the attribute that MUST be an array. :param attributes: Provide list of attributes as extra parameters. """ _ATTR_INFO = { 'position': {'dims': (1, 2), 'lastDim': (2, 3, 4)}, 'normal': {'dims': (1, 2), 'lastDim': (3,)}, 'color': {'dims': (1, 2), 'lastDim': (3, 4)}, } _MODE_CHECKS = { # Min, Modulo 'lines': (2, 2), 'line_strip': (2, 0), 'loop': (2, 0), 'points': (1, 0), 'triangles': (3, 3), 'triangle_strip': (3, 0), 'fan': (3, 0) } _MODES = { 'lines': gl.GL_LINES, 'line_strip': gl.GL_LINE_STRIP, 'loop': gl.GL_LINE_LOOP, 'points': gl.GL_POINTS, 'triangles': gl.GL_TRIANGLES, 'triangle_strip': gl.GL_TRIANGLE_STRIP, 'fan': gl.GL_TRIANGLE_FAN } _LINE_MODES = 'lines', 'line_strip', 'loop' _TRIANGLE_MODES = 'triangles', 'triangle_strip', 'fan' def __init__(self, mode, indices=None, copy=True, attrib0='position', **attributes): super(Geometry, self).__init__() self._attrib0 = str(attrib0) self._vbos = {} # Store current vbos self._unsyncAttributes = [] # Store attributes to copy to vbos self.__bounds = None # Cache object's bounds # Attribute names defining the object bounds self.__boundsAttributeNames = (self._attrib0,) assert mode in self._MODES self._mode = mode # Set attributes self._attributes = {} for name, data in attributes.items(): self.setAttribute(name, data, copy=copy) # Set indices self._indices = None self.setIndices(indices, copy=copy) # More consistency checks mincheck, modulocheck = self._MODE_CHECKS[self._mode] if self._indices is not None: nbvertices = len(self._indices) else: nbvertices = self.nbVertices if nbvertices != 0: assert nbvertices >= mincheck if modulocheck != 0: assert (nbvertices % modulocheck) == 0 @property def drawMode(self): """Kind of primitive to render, in :attr:`_MODES` (str)""" return self._mode @staticmethod def _glReadyArray(array, copy=True): """Making a contiguous array, checking float types. :param iterable array: array-like data to prepare for attribute :param bool copy: True to make a copy of the array, False to use as is """ # Convert single value (int, float, numpy types) to tuple if not isinstance(array, abc.Iterable): array = (array, ) # Makes sure it is an array array = numpy.array(array, copy=False) dtype = None if array.dtype.kind == 'f' and array.dtype.itemsize != 4: # Cast to float32 _logger.info('Cast array to float32') dtype = numpy.float32 elif array.dtype.itemsize > 4: # Cast (u)int64 to (u)int32 if array.dtype.kind == 'i': _logger.info('Cast array to int32') dtype = numpy.int32 elif array.dtype.kind == 'u': _logger.info('Cast array to uint32') dtype = numpy.uint32 return numpy.array(array, dtype=dtype, order='C', copy=copy) @property def nbVertices(self): """Returns the number of vertices of current attributes. It returns None if there is no attributes. """ for array in self._attributes.values(): if len(array.shape) == 2: return len(array) return None @property def attrib0(self): """Attribute name that MUST be an array (str)""" return self._attrib0
[docs] def setAttribute(self, name, array, copy=True): """Set attribute with provided array. :param str name: The name of the attribute :param array: Array-like attribute data or None to remove attribute :param bool copy: True (default) to copy the data, False to use as is """ # This triggers associated GL resources to be garbage collected self._vbos.pop(name, None) if array is None: self._attributes.pop(name, None) else: array = self._glReadyArray(array, copy=copy) if name not in self._ATTR_INFO: _logger.debug('Not checking attribute %s dimensions', name) else: checks = self._ATTR_INFO[name] if (array.ndim == 1 and checks['lastDim'] == (1,) and len(array) > 1): array = array.reshape((len(array), 1)) # Checks assert array.ndim in checks['dims'], "Attr %s" % name assert array.shape[-1] in checks['lastDim'], "Attr %s" % name # Makes sure attrib0 is considered as an array of values if name == self.attrib0 and array.ndim == 1: array.shape = 1, -1 # Check length against another attribute array # Causes problems when updating # nbVertices = self.nbVertices # if array.ndim == 2 and nbVertices is not None: # assert len(array) == nbVertices self._attributes[name] = array if array.ndim == 2: # Store this in a VBO self._unsyncAttributes.append(name) if name in self.boundsAttributeNames: # Reset bounds self.__bounds = None self.notify()
[docs] def getAttribute(self, name, copy=True): """Returns the numpy.ndarray corresponding to the name attribute. :param str name: The name of the attribute to get. :param bool copy: True to get a copy (default), False to get internal array (DO NOT MODIFY) :return: The corresponding array or None if no corresponding attribute. :rtype: numpy.ndarray """ attr = self._attributes.get(name, None) return None if attr is None else numpy.array(attr, copy=copy)
[docs] def useAttribute(self, program, name=None): """Enable and bind attribute(s) for a specific program. This MUST be called with OpenGL context active and after prepareGL2 has been called. :param GLProgram program: The program for which to set the attributes :param str name: The attribute name to set or None to set then all """ if name is None: for name in program.attributes: self.useAttribute(program, name) else: attribute = program.attributes.get(name) if attribute is None: return vboattrib = self._vbos.get(name) if vboattrib is not None: gl.glEnableVertexAttribArray(attribute) vboattrib.setVertexAttrib(attribute) elif name not in self._attributes: gl.glDisableVertexAttribArray(attribute) else: array = self._attributes[name] assert array is not None if array.ndim == 1: assert len(array) in (1, 2, 3, 4) gl.glDisableVertexAttribArray(attribute) _glVertexAttribFunc = getattr( _glutils.gl, 'glVertexAttrib{}f'.format(len(array))) _glVertexAttribFunc(attribute, *array) else: # TODO As is this is a never event, remove? gl.glEnableVertexAttribArray(attribute) gl.glVertexAttribPointer( attribute, array.shape[-1], _glutils.numpyToGLType(array.dtype), gl.GL_FALSE, 0, array)
[docs] def setIndices(self, indices, copy=True): """Set the primitive indices to use. :param indices: Array-like of uint primitive indices or None to unset :param bool copy: True (default) to copy the data, False to use as is """ # Trigger garbage collection of previous indices VBO if any self._vbos.pop('__indices__', None) if indices is None: self._indices = None else: indices = self._glReadyArray(indices, copy=copy).ravel() assert indices.dtype.name in ('uint8', 'uint16', 'uint32') if _logger.getEffectiveLevel() <= logging.DEBUG: # This might be a costy check assert indices.max() < self.nbVertices self._indices = indices self.notify()
[docs] def getIndices(self, copy=True): """Returns the numpy.ndarray corresponding to the indices. :param bool copy: True to get a copy (default), False to get internal array (DO NOT MODIFY) :return: The primitive indices array or None if not set. :rtype: numpy.ndarray or None """ if self._indices is None: return None else: return numpy.array(self._indices, copy=copy)
@property def boundsAttributeNames(self): """Tuple of attribute names defining the bounds of the object. Attributes name are taken in the given order to compute the (x, y, z) the bounding box, e.g.:: geometry.boundsAttributeNames = 'position' geometry.boundsAttributeNames = 'x', 'y', 'z' """ return self.__boundsAttributeNames @boundsAttributeNames.setter def boundsAttributeNames(self, names): self.__boundsAttributeNames = tuple(str(name) for name in names) self.__bounds = None self.notify() def _bounds(self, dataBounds=False): if self.__bounds is None: if len(self.boundsAttributeNames) == 0: return None # No bounds self.__bounds = numpy.zeros((2, 3), dtype=numpy.float32) # Coordinates defined in one or more attributes index = 0 for name in self.boundsAttributeNames: if index == 3: _logger.error("Too many attributes defining bounds") break attribute = self._attributes[name] assert attribute.ndim in (1, 2) if attribute.ndim == 1: # Single value min_ = attribute max_ = attribute elif len(attribute) > 0: # Array of values, compute min/max min_ = numpy.nanmin(attribute, axis=0) max_ = numpy.nanmax(attribute, axis=0) else: min_, max_ = numpy.zeros((2, attribute.shape[1]), dtype=numpy.float32) toCopy = min(len(min_), 3-index) if toCopy != len(min_): _logger.error("Attribute defining bounds" " has too many dimensions") self.__bounds[0, index:index+toCopy] = min_[:toCopy] self.__bounds[1, index:index+toCopy] = max_[:toCopy] index += toCopy self.__bounds[numpy.isnan(self.__bounds)] = 0. # Avoid NaNs return self.__bounds.copy()
[docs] def prepareGL2(self, ctx): # TODO manage _vbo and multiple GL context + allow to share them ! # TODO make one or multiple VBO depending on len(vertices), # TODO use a general common VBO for small amount of data for name in self._unsyncAttributes: array = self._attributes[name] self._vbos[name] = ctx.glCtx.makeVboAttrib(array) self._unsyncAttributes = [] if self._indices is not None and '__indices__' not in self._vbos: vbo = ctx.glCtx.makeVbo(self._indices, usage=gl.GL_STATIC_DRAW, target=gl.GL_ELEMENT_ARRAY_BUFFER) self._vbos['__indices__'] = vbo
def _draw(self, program=None, nbVertices=None): """Perform OpenGL draw calls. :param GLProgram program: If not None, call :meth:`useAttribute` for this program. :param int nbVertices: The number of vertices to render or None to render all vertices. """ if program is not None: self.useAttribute(program) if self._indices is None: if nbVertices is None: nbVertices = self.nbVertices gl.glDrawArrays(self._MODES[self._mode], 0, nbVertices) else: if nbVertices is None: nbVertices = self._indices.size with self._vbos['__indices__']: gl.glDrawElements(self._MODES[self._mode], nbVertices, _glutils.numpyToGLType(self._indices.dtype), ctypes.c_void_p(0))
# Lines #######################################################################
[docs]class Lines(Geometry): """A set of segments""" _shaders = (""" attribute vec3 position; attribute vec3 normal; attribute vec4 color; uniform mat4 matrix; uniform mat4 transformMat; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec4 vColor; void main(void) { gl_Position = matrix * vec4(position, 1.0); vCameraPosition = transformMat * vec4(position, 1.0); vPosition = position; vNormal = normal; vColor = color; } """, string.Template(""" varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec4 vColor; $sceneDecl $lightingFunction void main(void) { $scenePreCall(vCameraPosition); gl_FragColor = $lightingCall(vColor, vPosition, vNormal); $scenePostCall(vCameraPosition); } """)) def __init__(self, positions, normals=None, colors=(1., 1., 1., 1.), indices=None, mode='lines', width=1.): if mode == 'strip': mode = 'line_strip' assert mode in self._LINE_MODES self._width = width self._smooth = True super(Lines, self).__init__(mode, indices, position=positions, normal=normals, color=colors) width = event.notifyProperty('_width', converter=float, doc="Width of the line in pixels.") smooth = event.notifyProperty( '_smooth', converter=bool, doc="Smooth line rendering enabled (bool, default: True)")
[docs] def renderGL2(self, ctx): # Prepare program isnormals = 'normal' in self._attributes if isnormals: fraglightfunction = ctx.viewport.light.fragmentDef else: fraglightfunction = ctx.viewport.light.fragmentShaderFunctionNoop fragment = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost, lightingFunction=fraglightfunction, lightingCall=ctx.viewport.light.fragmentCall) prog = ctx.glCtx.prog(self._shaders[0], fragment) prog.use() if isnormals: ctx.viewport.light.setupProgram(ctx, prog) gl.glLineWidth(self.width) prog.setUniformMatrix('matrix', ctx.objectToNDC.matrix) prog.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) ctx.setupProgram(prog) with gl.enabled(gl.GL_LINE_SMOOTH, self._smooth): self._draw(prog)
[docs]class DashedLines(Lines): """Set of dashed lines This MUST be defined as a set of lines (no strip or loop). """ _shaders = (""" attribute vec3 position; attribute vec3 origin; attribute vec3 normal; attribute vec4 color; uniform mat4 matrix; uniform mat4 transformMat; uniform vec2 viewportSize; /* Width, height of the viewport */ varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec4 vColor; varying vec2 vOriginFragCoord; void main(void) { gl_Position = matrix * vec4(position, 1.0); vCameraPosition = transformMat * vec4(position, 1.0); vPosition = position; vNormal = normal; vColor = color; vec4 clipOrigin = matrix * vec4(origin, 1.0); vec4 ndcOrigin = clipOrigin / clipOrigin.w; /* Perspective divide */ /* Convert to same frame as gl_FragCoord: lower-left, pixel center at 0.5, 0.5 */ vOriginFragCoord = (ndcOrigin.xy + vec2(1.0, 1.0)) * 0.5 * viewportSize + vec2(0.5, 0.5); } """, # noqa string.Template(""" varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec4 vColor; varying vec2 vOriginFragCoord; uniform vec2 dash; $sceneDecl $lightingFunction void main(void) { $scenePreCall(vCameraPosition); /* Discard off dash fragments */ float lineDist = distance(vOriginFragCoord, gl_FragCoord.xy); if (mod(lineDist, dash.x + dash.y) > dash.x) { discard; } gl_FragColor = $lightingCall(vColor, vPosition, vNormal); $scenePostCall(vCameraPosition); } """)) def __init__(self, positions, colors=(1., 1., 1., 1.), indices=None, width=1.): self._dash = 1, 0 super(DashedLines, self).__init__(positions=positions, colors=colors, indices=indices, mode='lines', width=width) @property def dash(self): """Dash of the line as a 2-tuple of lengths in pixels: (on, off)""" return self._dash @dash.setter def dash(self, dash): dash = float(dash[0]), float(dash[1]) if dash != self._dash: self._dash = dash self.notify()
[docs] def getPositions(self, copy=True): """Get coordinates of lines. :param bool copy: True to get a copy, False otherwise :returns: Coordinates of lines :rtype: numpy.ndarray of float32 of shape (N, 2, Ndim) """ return self.getAttribute('position', copy=copy)
[docs] def setPositions(self, positions, copy=True): """Set line coordinates. :param positions: Array of line coordinates :param bool copy: True to copy input array, False to use as is """ self.setAttribute('position', positions, copy=copy) # Update line origins from given positions origins = numpy.array(positions, copy=True, order='C') origins[1::2] = origins[::2] self.setAttribute('origin', origins, copy=False)
[docs] def renderGL2(self, context): # Prepare program isnormals = 'normal' in self._attributes if isnormals: fraglightfunction = context.viewport.light.fragmentDef else: fraglightfunction = \ context.viewport.light.fragmentShaderFunctionNoop fragment = self._shaders[1].substitute( sceneDecl=context.fragDecl, scenePreCall=context.fragCallPre, scenePostCall=context.fragCallPost, lightingFunction=fraglightfunction, lightingCall=context.viewport.light.fragmentCall) program = context.glCtx.prog(self._shaders[0], fragment) program.use() if isnormals: context.viewport.light.setupProgram(context, program) gl.glLineWidth(self.width) program.setUniformMatrix('matrix', context.objectToNDC.matrix) program.setUniformMatrix('transformMat', context.objectToCamera.matrix, safe=True) gl.glUniform2f( program.uniforms['viewportSize'], *context.viewport.size) gl.glUniform2f(program.uniforms['dash'], *self.dash) context.setupProgram(program) self._draw(program)
[docs]class Box(core.PrivateGroup): """Rectangular box""" _lineIndices = numpy.array(( (0, 1), (1, 2), (2, 3), (3, 0), # Lines with z=0 (0, 4), (1, 5), (2, 6), (3, 7), # Lines from z=0 to z=1 (4, 5), (5, 6), (6, 7), (7, 4)), # Lines with z=1 dtype=numpy.uint8) _faceIndices = numpy.array( (0, 3, 1, 2, 5, 6, 4, 7, 7, 6, 6, 2, 7, 3, 4, 0, 5, 1), dtype=numpy.uint8) _vertices = numpy.array(( # Corners with z=0 (0., 0., 0.), (1., 0., 0.), (1., 1., 0.), (0., 1., 0.), # Corners with z=1 (0., 0., 1.), (1., 0., 1.), (1., 1., 1.), (0., 1., 1.)), dtype=numpy.float32) def __init__(self, stroke=(1., 1., 1., 1.), fill=(1., 1., 1., 0.)): super(Box, self).__init__() self._fill = Mesh3D(self._vertices, colors=rgba(fill), mode='triangle_strip', indices=self._faceIndices) self._fill.visible = self.fillColor[-1] != 0. self._stroke = Lines(self._vertices, indices=self._lineIndices, colors=rgba(stroke), mode='lines') self._stroke.visible = self.strokeColor[-1] != 0. self.strokeWidth = 1. self._children = [self._stroke, self._fill] self._size = 1., 1., 1.
[docs] @classmethod def getLineIndices(cls, copy=True): """Returns 2D array of Box lines indices :param copy: True (default) to get a copy, False to get internal array (Do not modify!) :rtype: numpy.ndarray """ return numpy.array(cls._lineIndices, copy=copy)
[docs] @classmethod def getVertices(cls, copy=True): """Returns 2D array of Box corner coordinates. :param copy: True (default) to get a copy, False to get internal array (Do not modify!) :rtype: numpy.ndarray """ return numpy.array(cls._vertices, copy=copy)
@property def size(self): """Size of the box (sx, sy, sz)""" return self._size @size.setter def size(self, size): assert len(size) == 3 size = tuple(size) if size != self.size: self._size = size self._fill.setAttribute( 'position', self._vertices * numpy.array(size, dtype=numpy.float32)) self._stroke.setAttribute( 'position', self._vertices * numpy.array(size, dtype=numpy.float32)) self.notify() @property def strokeSmooth(self): """True to draw smooth stroke, False otherwise""" return self._stroke.smooth @strokeSmooth.setter def strokeSmooth(self, smooth): smooth = bool(smooth) if smooth != self._stroke.smooth: self._stroke.smooth = smooth self.notify() @property def strokeWidth(self): """Width of the stroke (float)""" return self._stroke.width @strokeWidth.setter def strokeWidth(self, width): width = float(width) if width != self.strokeWidth: self._stroke.width = width self.notify() @property def strokeColor(self): """RGBA color of the box lines (4-tuple of float in [0, 1])""" return tuple(self._stroke.getAttribute('color', copy=False)) @strokeColor.setter def strokeColor(self, color): color = rgba(color) if color != self.strokeColor: self._stroke.setAttribute('color', color) # Fully transparent = hidden self._stroke.visible = color[-1] != 0. self.notify() @property def fillColor(self): """RGBA color of the box faces (4-tuple of float in [0, 1])""" return tuple(self._fill.getAttribute('color', copy=False)) @fillColor.setter def fillColor(self, color): color = rgba(color) if color != self.fillColor: self._fill.setAttribute('color', color) # Fully transparent = hidden self._fill.visible = color[-1] != 0. self.notify() @property def fillCulling(self): return self._fill.culling @fillCulling.setter def fillCulling(self, culling): self._fill.culling = culling
[docs]class Axes(Lines): """3D RGB orthogonal axes""" _vertices = numpy.array(((0., 0., 0.), (1., 0., 0.), (0., 0., 0.), (0., 1., 0.), (0., 0., 0.), (0., 0., 1.)), dtype=numpy.float32) _colors = numpy.array(((255, 0, 0, 255), (255, 0, 0, 255), (0, 255, 0, 255), (0, 255, 0, 255), (0, 0, 255, 255), (0, 0, 255, 255)), dtype=numpy.uint8) def __init__(self): super(Axes, self).__init__(self._vertices, colors=self._colors, width=3.) self._size = 1., 1., 1. @property def size(self): """Size of the axes (sx, sy, sz)""" return self._size @size.setter def size(self, size): assert len(size) == 3 size = tuple(size) if size != self.size: self._size = size self.setAttribute( 'position', self._vertices * numpy.array(size, dtype=numpy.float32)) self.notify()
[docs]class BoxWithAxes(Lines): """Rectangular box with RGB OX, OY, OZ axes :param color: RGBA color of the box """ _vertices = numpy.array(( # Axes corners (0., 0., 0.), (1., 0., 0.), (0., 0., 0.), (0., 1., 0.), (0., 0., 0.), (0., 0., 1.), # Box corners with z=0 (1., 0., 0.), (1., 1., 0.), (0., 1., 0.), # Box corners with z=1 (0., 0., 1.), (1., 0., 1.), (1., 1., 1.), (0., 1., 1.)), dtype=numpy.float32) _axesColors = numpy.array(((1., 0., 0., 1.), (1., 0., 0., 1.), (0., 1., 0., 1.), (0., 1., 0., 1.), (0., 0., 1., 1.), (0., 0., 1., 1.)), dtype=numpy.float32) _lineIndices = numpy.array(( (0, 1), (2, 3), (4, 5), # Axes lines (6, 7), (7, 8), # Box lines with z=0 (6, 10), (7, 11), (8, 12), # Box lines from z=0 to z=1 (9, 10), (10, 11), (11, 12), (12, 9)), # Box lines with z=1 dtype=numpy.uint8) def __init__(self, color=(1., 1., 1., 1.)): self._color = (1., 1., 1., 1.) colors = numpy.ones((len(self._vertices), 4), dtype=numpy.float32) colors[:len(self._axesColors), :] = self._axesColors super(BoxWithAxes, self).__init__(self._vertices, indices=self._lineIndices, colors=colors, width=2.) self._size = 1., 1., 1. self.color = color @property def color(self): """The RGBA color to use for the box: 4 float in [0, 1]""" return self._color @color.setter def color(self, color): color = rgba(color) if color != self._color: self._color = color colors = numpy.empty((len(self._vertices), 4), dtype=numpy.float32) colors[:len(self._axesColors), :] = self._axesColors colors[len(self._axesColors):, :] = self._color self.setAttribute('color', colors) # Do the notification @property def size(self): """Size of the axes (sx, sy, sz)""" return self._size @size.setter def size(self, size): assert len(size) == 3 size = tuple(size) if size != self.size: self._size = size self.setAttribute( 'position', self._vertices * numpy.array(size, dtype=numpy.float32)) self.notify()
[docs]class PlaneInGroup(core.PrivateGroup): """A plane using its parent bounds to display a contour. If plane is outside the bounds of its parent, it is not visible. Cannot set the transform attribute of this primitive. This primitive never has any bounds. """ # TODO inherit from Lines directly?, make sure the plane remains visible? def __init__(self, point=(0., 0., 0.), normal=(0., 0., 1.)): super(PlaneInGroup, self).__init__() self._cache = None, None # Store bounds, vertices self._outline = None self._color = None self.color = 1., 1., 1., 1. # Set _color self._width = 2. self._strokeVisible = True self._plane = utils.Plane(point, normal) self._plane.addListener(self._planeChanged)
[docs] def moveToCenter(self): """Place the plane at the center of the data, not changing orientation. """ if self.parent is not None: bounds = self.parent.bounds(dataBounds=True) if bounds is not None: center = (bounds[0] + bounds[1]) / 2. _logger.debug('Moving plane to center: %s', str(center)) self.plane.point = center
@property def color(self): """Plane outline color (array of 4 float in [0, 1]).""" return self._color.copy() @color.setter def color(self, color): self._color = numpy.array(color, copy=True, dtype=numpy.float32) if self._outline is not None: self._outline.setAttribute('color', self._color) self.notify() # This is OK as Lines are rebuild for each rendering @property def width(self): """Width of the plane stroke in pixels""" return self._width @width.setter def width(self, width): self._width = float(width) if self._outline is not None: self._outline.width = self._width # Sync width @property def strokeVisible(self): """Whether surrounding stroke is visible or not (bool).""" return self._strokeVisible @strokeVisible.setter def strokeVisible(self, visible): self._strokeVisible = bool(visible) if self._outline is not None: self._outline.visible = self._strokeVisible # Plane access @property def plane(self): """The plane parameters in the frame of the object.""" return self._plane def _planeChanged(self, source): """Listener of plane changes: clear cache and notify listeners.""" self._cache = None, None self.notify() # Disable some scene features @property def transforms(self): # Ready-only transforms to prevent using it return self._transforms def _bounds(self, dataBounds=False): # This is bound less as it uses the bounds of its parent. return None @property def contourVertices(self): """The vertices of the contour of the plane/bounds intersection.""" parent = self.parent if parent is None: return None # No parent: no vertices bounds = parent.bounds(dataBounds=True) if bounds is None: return None # No bounds: no vertices # Check if cache is valid and return it cachebounds, cachevertices = self._cache if numpy.all(numpy.equal(bounds, cachebounds)): return cachevertices # Cache is not OK, rebuild it boxVertices = Box.getVertices(copy=True) boxVertices = bounds[0] + boxVertices * (bounds[1] - bounds[0]) lineIndices = Box.getLineIndices(copy=False) vertices = utils.boxPlaneIntersect( boxVertices, lineIndices, self.plane.normal, self.plane.point) self._cache = bounds, vertices if len(vertices) != 0 else None return self._cache[1] @property def center(self): """The center of the plane/bounds intersection points.""" if not self.isValid: return None else: return numpy.mean(self.contourVertices, axis=0) @property def isValid(self): """True if a contour is defined, False otherwise.""" return self.plane.isPlane and self.contourVertices is not None
[docs] def prepareGL2(self, ctx): if self.isValid: if self._outline is None: # Init outline self._outline = Lines(self.contourVertices, mode='loop', colors=self.color) self._outline.width = self._width self._outline.visible = self._strokeVisible self._children.append(self._outline) # Update vertices, TODO only when necessary self._outline.setAttribute('position', self.contourVertices) super(PlaneInGroup, self).prepareGL2(ctx)
[docs] def renderGL2(self, ctx): if self.isValid: super(PlaneInGroup, self).renderGL2(ctx)
[docs]class BoundedGroup(core.Group): """Group with data bounds""" _shape = None # To provide a default value without overriding __init__ @property def shape(self): """Data shape (depth, height, width) of this group or None""" return self._shape @shape.setter def shape(self, shape): if shape is None: self._shape = None else: depth, height, width = shape self._shape = float(depth), float(height), float(width) @property def size(self): """Data size (width, height, depth) of this group or None""" shape = self.shape if shape is None: return None else: return shape[2], shape[1], shape[0] @size.setter def size(self, size): if size is None: self.shape = None else: self.shape = size[2], size[1], size[0] def _bounds(self, dataBounds=False): if dataBounds and self.size is not None: return numpy.array(((0., 0., 0.), self.size), dtype=numpy.float32) else: return super(BoundedGroup, self)._bounds(dataBounds)
# Points ###################################################################### class _Points(Geometry): """Base class to render a set of points.""" DIAMOND = 'd' CIRCLE = 'o' SQUARE = 's' PLUS = '+' X_MARKER = 'x' ASTERISK = '*' H_LINE = '_' V_LINE = '|' SUPPORTED_MARKERS = (DIAMOND, CIRCLE, SQUARE, PLUS, X_MARKER, ASTERISK, H_LINE, V_LINE) """List of supported markers: - 'd' diamond - 'o' circle - 's' square - '+' cross - 'x' x-cross - '*' asterisk - '_' horizontal line - '|' vertical line """ _MARKER_FUNCTIONS = { DIAMOND: """ float alphaSymbol(vec2 coord, float size) { vec2 centerCoord = abs(coord - vec2(0.5, 0.5)); float f = centerCoord.x + centerCoord.y; return clamp(size * (0.5 - f), 0.0, 1.0); } """, CIRCLE: """ float alphaSymbol(vec2 coord, float size) { float radius = 0.5; float r = distance(coord, vec2(0.5, 0.5)); return clamp(size * (radius - r), 0.0, 1.0); } """, SQUARE: """ float alphaSymbol(vec2 coord, float size) { return 1.0; } """, PLUS: """ float alphaSymbol(vec2 coord, float size) { vec2 d = abs(size * (coord - vec2(0.5, 0.5))); if (min(d.x, d.y) < 0.5) { return 1.0; } else { return 0.0; } } """, X_MARKER: """ float alphaSymbol(vec2 coord, float size) { vec2 pos = floor(size * coord) + 0.5; vec2 d_x = abs(pos.x + vec2(- pos.y, pos.y - size)); if (min(d_x.x, d_x.y) <= 0.5) { return 1.0; } else { return 0.0; } } """, ASTERISK: """ float alphaSymbol(vec2 coord, float size) { /* Combining +, x and circle */ vec2 d_plus = abs(size * (coord - vec2(0.5, 0.5))); vec2 pos = floor(size * coord) + 0.5; vec2 d_x = abs(pos.x + vec2(- pos.y, pos.y - size)); if (min(d_plus.x, d_plus.y) < 0.5) { return 1.0; } else if (min(d_x.x, d_x.y) <= 0.5) { float r = distance(coord, vec2(0.5, 0.5)); return clamp(size * (0.5 - r), 0.0, 1.0); } else { return 0.0; } } """, H_LINE: """ float alphaSymbol(vec2 coord, float size) { float dy = abs(size * (coord.y - 0.5)); if (dy < 0.5) { return 1.0; } else { return 0.0; } } """, V_LINE: """ float alphaSymbol(vec2 coord, float size) { float dx = abs(size * (coord.x - 0.5)); if (dx < 0.5) { return 1.0; } else { return 0.0; } } """ } _shaders = (string.Template(""" #version 120 attribute float x; attribute float y; attribute float z; attribute $valueType value; attribute float size; uniform mat4 matrix; uniform mat4 transformMat; varying vec4 vCameraPosition; varying $valueType vValue; varying float vSize; void main(void) { vValue = value; vec4 positionVec4 = vec4(x, y, z, 1.0); gl_Position = matrix * positionVec4; vCameraPosition = transformMat * positionVec4; gl_PointSize = size; vSize = size; } """), string.Template(""" #version 120 varying vec4 vCameraPosition; varying float vSize; varying $valueType vValue; $valueToColorDecl $sceneDecl $alphaSymbolDecl void main(void) { $scenePreCall(vCameraPosition); float alpha = alphaSymbol(gl_PointCoord, vSize); gl_FragColor = $valueToColorCall(vValue); gl_FragColor.a *= alpha; if (gl_FragColor.a == 0.0) { discard; } $scenePostCall(vCameraPosition); } """)) _ATTR_INFO = { 'x': {'dims': (1, 2), 'lastDim': (1,)}, 'y': {'dims': (1, 2), 'lastDim': (1,)}, 'z': {'dims': (1, 2), 'lastDim': (1,)}, 'size': {'dims': (1, 2), 'lastDim': (1,)}, } def __init__(self, x, y, z, value, size=1., indices=None): super(_Points, self).__init__('points', indices, x=x, y=y, z=z, value=value, size=size, attrib0='x') self.boundsAttributeNames = 'x', 'y', 'z' self._marker = 'o' @property def marker(self): """The marker symbol used to display the scatter plot (str) See :attr:`SUPPORTED_MARKERS` for the list of supported marker string. """ return self._marker @marker.setter def marker(self, marker): marker = str(marker) assert marker in self.SUPPORTED_MARKERS if marker != self._marker: self._marker = marker self.notify() def _shaderValueDefinition(self): """Type definition, fragment shader declaration, fragment shader call """ raise NotImplementedError( "This method must be implemented in subclass") def _renderGL2PreDrawHook(self, ctx, program): """Override in subclass to run code before calling gl draw""" pass def renderGL2(self, ctx): valueType, valueToColorDecl, valueToColorCall = \ self._shaderValueDefinition() vertexShader = self._shaders[0].substitute( valueType=valueType) fragmentShader = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost, valueType=valueType, valueToColorDecl=valueToColorDecl, valueToColorCall=valueToColorCall, alphaSymbolDecl=self._MARKER_FUNCTIONS[self.marker]) program = ctx.glCtx.prog(vertexShader, fragmentShader, attrib0=self.attrib0) program.use() gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE) # OpenGL 2 gl.glEnable(gl.GL_POINT_SPRITE) # OpenGL 2 # gl.glEnable(gl.GL_PROGRAM_POINT_SIZE) program.setUniformMatrix('matrix', ctx.objectToNDC.matrix) program.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) ctx.setupProgram(program) self._renderGL2PreDrawHook(ctx, program) self._draw(program)
[docs]class Points(_Points): """A set of data points with an associated value and size.""" _ATTR_INFO = _Points._ATTR_INFO.copy() _ATTR_INFO.update({'value': {'dims': (1, 2), 'lastDim': (1,)}}) def __init__(self, x, y, z, value=0., size=1., indices=None, colormap=None): super(Points, self).__init__(x=x, y=y, z=z, indices=indices, size=size, value=value) self._colormap = colormap or Colormap() # Default colormap self._colormap.addListener(self._cmapChanged) @property def colormap(self): """The colormap used to render the image""" return self._colormap def _cmapChanged(self, source, *args, **kwargs): """Broadcast colormap changes""" self.notify(*args, **kwargs) def _shaderValueDefinition(self): """Type definition, fragment shader declaration, fragment shader call """ return 'float', self.colormap.decl, self.colormap.call def _renderGL2PreDrawHook(self, ctx, program): """Set-up colormap before calling gl draw""" self.colormap.setupProgram(ctx, program)
[docs]class ColorPoints(_Points): """A set of points with an associated color and size.""" _ATTR_INFO = _Points._ATTR_INFO.copy() _ATTR_INFO.update({'value': {'dims': (1, 2), 'lastDim': (3, 4)}}) def __init__(self, x, y, z, color=(1., 1., 1., 1.), size=1., indices=None): super(ColorPoints, self).__init__(x=x, y=y, z=z, indices=indices, size=size, value=color) def _shaderValueDefinition(self): """Type definition, fragment shader declaration, fragment shader call """ return 'vec4', '', ''
[docs] def setColor(self, color, copy=True): """Set colors :param color: Single RGBA color or 2D array of color of length number of points :param bool copy: True to copy colors (default), False to use provided array (Do not modify!) """ self.setAttribute('value', color, copy=copy)
[docs] def getColor(self, copy=True): """Returns the color or array of colors of the points. :param copy: True to get a copy (default), False to return internal array (Do not modify!) :return: Color or array of colors :rtype: numpy.ndarray """ return self.getAttribute('value', copy=copy)
[docs]class GridPoints(Geometry): # GLSL 1.30 ! """Data points on a regular grid with an associated value and size.""" _shaders = (""" #version 130 in float value; in float size; uniform ivec3 gridDims; uniform mat4 matrix; uniform mat4 transformMat; uniform vec2 valRange; out vec4 vCameraPosition; out float vNormValue; //ivec3 coordsFromIndex(int index, ivec3 shape) //{ /*Assumes that data is stored as z-major, then y, contiguous on x */ // int yxPlaneSize = shape.y * shape.x; /* nb of elem in 2d yx plane */ // int z = index / yxPlaneSize; // int yxIndex = index - z * yxPlaneSize; /* index in 2d yx plane */ // int y = yxIndex / shape.x; // int x = yxIndex - y * shape.x; // return ivec3(x, y, z); // } ivec3 coordsFromIndex(int index, ivec3 shape) { /*Assumes that data is stored as x-major, then y, contiguous on z */ int yzPlaneSize = shape.y * shape.z; /* nb of elem in 2d yz plane */ int x = index / yzPlaneSize; int yzIndex = index - x * yzPlaneSize; /* index in 2d yz plane */ int y = yzIndex / shape.z; int z = yzIndex - y * shape.z; return ivec3(x, y, z); } void main(void) { vNormValue = clamp((value - valRange.x) / (valRange.y - valRange.x), 0.0, 1.0); bool isValueInRange = value >= valRange.x && value <= valRange.y; if (isValueInRange) { /* Retrieve 3D position from gridIndex */ vec3 coords = vec3(coordsFromIndex(gl_VertexID, gridDims)); vec3 position = coords / max(vec3(gridDims) - 1.0, 1.0); gl_Position = matrix * vec4(position, 1.0); vCameraPosition = transformMat * vec4(position, 1.0); } else { gl_Position = vec4(2.0, 0.0, 0.0, 1.0); /* Get clipped */ vCameraPosition = vec4(0.0, 0.0, 0.0, 0.0); } gl_PointSize = size; } """, string.Template(""" #version 130 in vec4 vCameraPosition; in float vNormValue; out vec4 gl_FragColor; $sceneDecl void main(void) { $scenePreCall(vCameraPosition); gl_FragColor = vec4(0.5 * vNormValue + 0.5, 0.0, 0.0, 1.0); $scenePostCall(vCameraPosition); } """)) _ATTR_INFO = { 'value': {'dims': (1, 2), 'lastDim': (1,)}, 'size': {'dims': (1, 2), 'lastDim': (1,)} } # TODO Add colormap, shape? # TODO could also use a texture to store values def __init__(self, values=0., shape=None, sizes=1., indices=None, minValue=None, maxValue=None): if isinstance(values, abc.Iterable): values = numpy.array(values, copy=False) # Test if gl_VertexID will overflow assert values.size < numpy.iinfo(numpy.int32).max self._shape = values.shape values = values.ravel() # 1D to add as a 1D vertex attribute else: assert shape is not None self._shape = tuple(shape) assert len(self._shape) in (1, 2, 3) super(GridPoints, self).__init__('points', indices, value=values, size=sizes) data = self.getAttribute('value', copy=False) self._minValue = data.min() if minValue is None else minValue self._maxValue = data.max() if maxValue is None else maxValue minValue = event.notifyProperty('_minValue') maxValue = event.notifyProperty('_maxValue') def _bounds(self, dataBounds=False): # Get bounds from values shape bounds = numpy.zeros((2, 3), dtype=numpy.float32) bounds[1, :] = self._shape bounds[1, :] -= 1 return bounds
[docs] def renderGL2(self, ctx): fragment = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost) prog = ctx.glCtx.prog(self._shaders[0], fragment) prog.use() gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE) # OpenGL 2 gl.glEnable(gl.GL_POINT_SPRITE) # OpenGL 2 # gl.glEnable(gl.GL_PROGRAM_POINT_SIZE) prog.setUniformMatrix('matrix', ctx.objectToNDC.matrix) prog.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) ctx.setupProgram(prog) gl.glUniform3i(prog.uniforms['gridDims'], self._shape[2] if len(self._shape) == 3 else 1, self._shape[1] if len(self._shape) >= 2 else 1, self._shape[0]) gl.glUniform2f(prog.uniforms['valRange'], self.minValue, self.maxValue) self._draw(prog, nbVertices=reduce(lambda a, b: a * b, self._shape))
# Spheres #####################################################################
[docs]class Spheres(Geometry): """A set of spheres. Spheres are rendered as circles using points. This brings some limitations: - Do not support non-uniform scaling. - Assume the projection keeps ratio. - Do not render distorion by perspective projection. - If the sphere center is clipped, the whole sphere is not displayed. """ # TODO check those links # Accounting for perspective projection # http://iquilezles.org/www/articles/sphereproj/sphereproj.htm # Michael Mara and Morgan McGuire. # 2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere # Journal of Computer Graphics Techniques, Vol. 2, No. 2, 2013. # http://jcgt.org/published/0002/02/05/paper.pdf # https://research.nvidia.com/publication/2d-polyhedral-bounds-clipped-perspective-projected-3d-sphere # TODO some issues with small scaling and regular grid or due to sampling _shaders = (""" #version 120 attribute vec3 position; attribute vec4 color; attribute float radius; uniform mat4 transformMat; uniform mat4 projMat; uniform vec2 screenSize; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec4 vColor; varying float vViewDepth; varying float vViewRadius; void main(void) { vCameraPosition = transformMat * vec4(position, 1.0); gl_Position = projMat * vCameraPosition; vPosition = gl_Position.xyz / gl_Position.w; /* From object space radius to view space diameter. * Do not support non-uniform scaling */ vec4 viewSizeVector = transformMat * vec4(2.0 * radius, 0.0, 0.0, 0.0); float viewSize = length(viewSizeVector.xyz); /* Convert to pixel size at the xy center of the view space */ vec4 projSize = projMat * vec4(0.5 * viewSize, 0.0, vCameraPosition.z, vCameraPosition.w); gl_PointSize = max(1.0, screenSize[0] * projSize.x / projSize.w); vColor = color; vViewRadius = 0.5 * viewSize; vViewDepth = vCameraPosition.z; } """, string.Template(""" # version 120 uniform mat4 projMat; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec4 vColor; varying float vViewDepth; varying float vViewRadius; $sceneDecl $lightingFunction void main(void) { $scenePreCall(vCameraPosition); /* Get normal from point coords */ vec3 normal; normal.xy = 2.0 * gl_PointCoord - vec2(1.0); normal.y *= -1.0; /*Invert y to match NDC orientation*/ float sqLength = dot(normal.xy, normal.xy); if (sqLength > 1.0) { /* Length -> out of sphere */ discard; } normal.z = sqrt(1.0 - sqLength); /*Lighting performed in NDC*/ /*TODO update this when lighting changed*/ //XXX vec3 position = vPosition + vViewRadius * normal; gl_FragColor = $lightingCall(vColor, vPosition, normal); /*Offset depth*/ float viewDepth = vViewDepth + vViewRadius * normal.z; vec2 clipZW = viewDepth * projMat[2].zw + projMat[3].zw; gl_FragDepth = 0.5 * (clipZW.x / clipZW.y) + 0.5; $scenePostCall(vCameraPosition); } """)) _ATTR_INFO = { 'position': {'dims': (2, ), 'lastDim': (2, 3, 4)}, 'radius': {'dims': (1, 2), 'lastDim': (1, )}, 'color': {'dims': (1, 2), 'lastDim': (3, 4)}, } def __init__(self, positions, radius=1., colors=(1., 1., 1., 1.)): self.__bounds = None super(Spheres, self).__init__('points', None, position=positions, radius=radius, color=colors)
[docs] def renderGL2(self, ctx): fragment = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost, lightingFunction=ctx.viewport.light.fragmentDef, lightingCall=ctx.viewport.light.fragmentCall) prog = ctx.glCtx.prog(self._shaders[0], fragment) prog.use() ctx.viewport.light.setupProgram(ctx, prog) gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE) # OpenGL 2 gl.glEnable(gl.GL_POINT_SPRITE) # OpenGL 2 # gl.glEnable(gl.GL_PROGRAM_POINT_SIZE) prog.setUniformMatrix('projMat', ctx.projection.matrix) prog.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) ctx.setupProgram(prog) gl.glUniform2f(prog.uniforms['screenSize'], *ctx.viewport.size) self._draw(prog)
def _bounds(self, dataBounds=False): if self.__bounds is None: self.__bounds = numpy.zeros((2, 3), dtype=numpy.float32) # Support vertex with to 2 to 4 coordinates positions = self._attributes['position'] radius = self._attributes['radius'] self.__bounds[0, :positions.shape[1]] = \ (positions - radius).min(axis=0)[:3] self.__bounds[1, :positions.shape[1]] = \ (positions + radius).max(axis=0)[:3] return self.__bounds.copy()
# Meshes ######################################################################
[docs]class Mesh3D(Geometry): """A conventional 3D mesh""" _shaders = (""" attribute vec3 position; attribute vec3 normal; attribute vec4 color; uniform mat4 matrix; uniform mat4 transformMat; //uniform mat3 matrixInvTranspose; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec4 vColor; void main(void) { vCameraPosition = transformMat * vec4(position, 1.0); //vNormal = matrixInvTranspose * normalize(normal); vPosition = position; vNormal = normal; vColor = color; gl_Position = matrix * vec4(position, 1.0); } """, string.Template(""" varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec4 vColor; $sceneDecl $lightingFunction void main(void) { $scenePreCall(vCameraPosition); gl_FragColor = $lightingCall(vColor, vPosition, vNormal); $scenePostCall(vCameraPosition); } """)) def __init__(self, positions, colors, normals=None, mode='triangles', indices=None, copy=True): assert mode in self._TRIANGLE_MODES super(Mesh3D, self).__init__(mode, indices, position=positions, normal=normals, color=colors, copy=copy) self._culling = None @property def culling(self): """Face culling (str) One of 'back', 'front' or None. """ return self._culling @culling.setter def culling(self, culling): assert culling in ('back', 'front', None) if culling != self._culling: self._culling = culling self.notify()
[docs] def renderGL2(self, ctx): isnormals = 'normal' in self._attributes if isnormals: fragLightFunction = ctx.viewport.light.fragmentDef else: fragLightFunction = ctx.viewport.light.fragmentShaderFunctionNoop fragment = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost, lightingFunction=fragLightFunction, lightingCall=ctx.viewport.light.fragmentCall) prog = ctx.glCtx.prog(self._shaders[0], fragment) prog.use() if isnormals: ctx.viewport.light.setupProgram(ctx, prog) if self.culling is not None: cullFace = gl.GL_FRONT if self.culling == 'front' else gl.GL_BACK gl.glCullFace(cullFace) gl.glEnable(gl.GL_CULL_FACE) prog.setUniformMatrix('matrix', ctx.objectToNDC.matrix) prog.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) ctx.setupProgram(prog) self._draw(prog) if self.culling is not None: gl.glDisable(gl.GL_CULL_FACE)
[docs]class ColormapMesh3D(Geometry): """A 3D mesh with color computed from a colormap""" _shaders = (""" attribute vec3 position; attribute vec3 normal; attribute float value; uniform mat4 matrix; uniform mat4 transformMat; //uniform mat3 matrixInvTranspose; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying float vValue; void main(void) { vCameraPosition = transformMat * vec4(position, 1.0); //vNormal = matrixInvTranspose * normalize(normal); vPosition = position; vNormal = normal; vValue = value; gl_Position = matrix * vec4(position, 1.0); } """, string.Template(""" uniform float alpha; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying float vValue; $colormapDecl $sceneDecl $lightingFunction void main(void) { $scenePreCall(vCameraPosition); vec4 color = $colormapCall(vValue); gl_FragColor = $lightingCall(color, vPosition, vNormal); gl_FragColor.a *= alpha; $scenePostCall(vCameraPosition); } """)) def __init__(self, position, value, colormap=None, normal=None, mode='triangles', indices=None, copy=True): super(ColormapMesh3D, self).__init__(mode, indices, position=position, normal=normal, value=value, copy=copy) self._alpha = 1.0 self._lineWidth = 1.0 self._lineSmooth = True self._culling = None self._colormap = colormap or Colormap() # Default colormap self._colormap.addListener(self._cmapChanged) lineWidth = event.notifyProperty('_lineWidth', converter=float, doc="Width of the line in pixels.") lineSmooth = event.notifyProperty( '_lineSmooth', converter=bool, doc="Smooth line rendering enabled (bool, default: True)") alpha = event.notifyProperty( '_alpha', converter=float, doc="Transparency of the mesh, float in [0, 1]") @property def culling(self): """Face culling (str) One of 'back', 'front' or None. """ return self._culling @culling.setter def culling(self, culling): assert culling in ('back', 'front', None) if culling != self._culling: self._culling = culling self.notify() @property def colormap(self): """The colormap used to render the image""" return self._colormap def _cmapChanged(self, source, *args, **kwargs): """Broadcast colormap changes""" self.notify(*args, **kwargs)
[docs] def renderGL2(self, ctx): if 'normal' in self._attributes: self._renderGL2(ctx) else: # Disable lighting with self.viewport.light.turnOff(): self._renderGL2(ctx)
def _renderGL2(self, ctx): fragment = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost, lightingFunction=ctx.viewport.light.fragmentDef, lightingCall=ctx.viewport.light.fragmentCall, colormapDecl=self.colormap.decl, colormapCall=self.colormap.call) program = ctx.glCtx.prog(self._shaders[0], fragment) program.use() ctx.viewport.light.setupProgram(ctx, program) ctx.setupProgram(program) self.colormap.setupProgram(ctx, program) if self.culling is not None: cullFace = gl.GL_FRONT if self.culling == 'front' else gl.GL_BACK gl.glCullFace(cullFace) gl.glEnable(gl.GL_CULL_FACE) program.setUniformMatrix('matrix', ctx.objectToNDC.matrix) program.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) gl.glUniform1f(program.uniforms['alpha'], self._alpha) if self.drawMode in self._LINE_MODES: gl.glLineWidth(self.lineWidth) with gl.enabled(gl.GL_LINE_SMOOTH, self.lineSmooth): self._draw(program) else: self._draw(program) if self.culling is not None: gl.glDisable(gl.GL_CULL_FACE)
# ImageData ################################################################## class _Image(Geometry): """Base class for ImageData and ImageRgba""" _shaders = (""" attribute vec2 position; uniform mat4 matrix; uniform mat4 transformMat; uniform vec2 dataScale; varying vec4 vCameraPosition; varying vec3 vPosition; varying vec3 vNormal; varying vec2 vTexCoords; void main(void) { vec4 positionVec4 = vec4(position, 0.0, 1.0); vCameraPosition = transformMat * positionVec4; vPosition = positionVec4.xyz; vTexCoords = dataScale * position; gl_Position = matrix * positionVec4; } """, string.Template(""" varying vec4 vCameraPosition; varying vec3 vPosition; varying vec2 vTexCoords; uniform sampler2D data; uniform float alpha; $imageDecl $sceneDecl $lightingFunction void main(void) { $scenePreCall(vCameraPosition); vec4 color = imageColor(data, vTexCoords); color.a *= alpha; if (color.a == 0.) { /* Discard fully transparent pixels */ discard; } vec3 normal = vec3(0.0, 0.0, 1.0); gl_FragColor = $lightingCall(color, vPosition, normal); $scenePostCall(vCameraPosition); } """)) _UNIT_SQUARE = numpy.array(((0., 0.), (1., 0.), (0., 1.), (1., 1.)), dtype=numpy.float32) def __init__(self, data, copy=True): super(_Image, self).__init__(mode='triangle_strip', position=self._UNIT_SQUARE) self._texture = None self._update_texture = True self._update_texture_filter = False self._data = None self.setData(data, copy) self._alpha = 1. self._interpolation = 'linear' self.isBackfaceVisible = True def setData(self, data, copy=True): assert isinstance(data, numpy.ndarray) if copy: data = numpy.array(data, copy=True) self._data = data self._update_texture = True # By updating the position rather than always using a unit square # we benefit from Geometry bounds handling self.setAttribute('position', self._UNIT_SQUARE * (self._data.shape[1], self._data.shape[0])) self.notify() def getData(self, copy=True): return numpy.array(self._data, copy=copy) @property def interpolation(self): """The texture interpolation mode: 'linear' or 'nearest'""" return self._interpolation @interpolation.setter def interpolation(self, interpolation): assert interpolation in ('linear', 'nearest') self._interpolation = interpolation self._update_texture_filter = True self.notify() @property def alpha(self): """Transparency of the image, float in [0, 1]""" return self._alpha @alpha.setter def alpha(self, alpha): self._alpha = float(alpha) self.notify() def _textureFormat(self): """Implement this method to provide texture internal format and format :return: 2-tuple of gl flags (internalFormat, format) """ raise NotImplementedError( "This method must be implemented in a subclass") def prepareGL2(self, ctx): if self._texture is None or self._update_texture: if self._texture is not None: self._texture.discard() if self.interpolation == 'nearest': filter_ = gl.GL_NEAREST else: filter_ = gl.GL_LINEAR self._update_texture = False self._update_texture_filter = False if self._data.size == 0: self._texture = None else: internalFormat, format_ = self._textureFormat() self._texture = _glutils.Texture( internalFormat, self._data, format_, minFilter=filter_, magFilter=filter_, wrap=gl.GL_CLAMP_TO_EDGE) if self._update_texture_filter and self._texture is not None: self._update_texture_filter = False if self.interpolation == 'nearest': filter_ = gl.GL_NEAREST else: filter_ = gl.GL_LINEAR self._texture.minFilter = filter_ self._texture.magFilter = filter_ super(_Image, self).prepareGL2(ctx) def renderGL2(self, ctx): if self._texture is None: return # Nothing to render with self.viewport.light.turnOff(): self._renderGL2(ctx) def _renderGL2PreDrawHook(self, ctx, program): """Override in subclass to run code before calling gl draw""" pass def _shaderImageColorDecl(self): """Returns fragment shader imageColor function declaration""" raise NotImplementedError( "This method must be implemented in a subclass") def _renderGL2(self, ctx): fragment = self._shaders[1].substitute( sceneDecl=ctx.fragDecl, scenePreCall=ctx.fragCallPre, scenePostCall=ctx.fragCallPost, lightingFunction=ctx.viewport.light.fragmentDef, lightingCall=ctx.viewport.light.fragmentCall, imageDecl=self._shaderImageColorDecl() ) program = ctx.glCtx.prog(self._shaders[0], fragment) program.use() ctx.viewport.light.setupProgram(ctx, program) if not self.isBackfaceVisible: gl.glCullFace(gl.GL_BACK) gl.glEnable(gl.GL_CULL_FACE) program.setUniformMatrix('matrix', ctx.objectToNDC.matrix) program.setUniformMatrix('transformMat', ctx.objectToCamera.matrix, safe=True) gl.glUniform1f(program.uniforms['alpha'], self._alpha) shape = self._data.shape gl.glUniform2f(program.uniforms['dataScale'], 1./shape[1], 1./shape[0]) gl.glUniform1i(program.uniforms['data'], self._texture.texUnit) ctx.setupProgram(program) self._texture.bind() self._renderGL2PreDrawHook(ctx, program) self._draw(program) if not self.isBackfaceVisible: gl.glDisable(gl.GL_CULL_FACE)
[docs]class ImageData(_Image): """Display a 2x2 data array with a texture.""" _imageDecl = string.Template(""" $colormapDecl vec4 imageColor(sampler2D data, vec2 texCoords) { float value = texture2D(data, texCoords).r; vec4 color = $colormapCall(value); return color; } """) def __init__(self, data, copy=True, colormap=None): super(ImageData, self).__init__(data, copy=copy) self._colormap = colormap or Colormap() # Default colormap self._colormap.addListener(self._cmapChanged) def setData(self, data, copy=True): data = numpy.array(data, copy=copy, order='C', dtype=numpy.float32) # TODO support (u)int8|16 assert data.ndim == 2 super(ImageData, self).setData(data, copy=False) @property def colormap(self): """The colormap used to render the image""" return self._colormap def _cmapChanged(self, source, *args, **kwargs): """Broadcast colormap changes""" self.notify(*args, **kwargs) def _textureFormat(self): return gl.GL_R32F, gl.GL_RED def _renderGL2PreDrawHook(self, ctx, program): self.colormap.setupProgram(ctx, program) def _shaderImageColorDecl(self): return self._imageDecl.substitute( colormapDecl=self.colormap.decl, colormapCall=self.colormap.call)
# ImageRgba ##################################################################
[docs]class ImageRgba(_Image): """Display a 2x2 RGBA image with a texture. Supports images of float in [0, 1] and uint8. """ _imageDecl = """ vec4 imageColor(sampler2D data, vec2 texCoords) { vec4 color = texture2D(data, texCoords); return color; } """ def __init__(self, data, copy=True): super(ImageRgba, self).__init__(data, copy=copy) def setData(self, data, copy=True): data = numpy.array(data, copy=copy, order='C') assert data.ndim == 3 assert data.shape[2] in (3, 4) if data.dtype.kind == 'f': if data.dtype != numpy.dtype(numpy.float32): _logger.warning("Converting image data to float32") data = numpy.array(data, dtype=numpy.float32, copy=False) else: assert data.dtype == numpy.dtype(numpy.uint8) super(ImageRgba, self).setData(data, copy=False) def _textureFormat(self): format_ = gl.GL_RGBA if self._data.shape[2] == 4 else gl.GL_RGB return format_, format_ def _shaderImageColorDecl(self): return self._imageDecl
# Group ###################################################################### # TODO lighting, clipping as groups? # group composition?
[docs]class GroupDepthOffset(core.Group): """A group using 2-pass rendering and glDepthRange to avoid Z-fighting""" def __init__(self, children=(), epsilon=None): super(GroupDepthOffset, self).__init__(children) self._epsilon = epsilon self.isDepthRangeOn = True
[docs] def prepareGL2(self, ctx): if self._epsilon is None: depthbits = gl.glGetInteger(gl.GL_DEPTH_BITS) self._epsilon = 1. / (1 << (depthbits - 1))
[docs] def renderGL2(self, ctx): if self.isDepthRangeOn: self._renderGL2WithDepthRange(ctx) else: super(GroupDepthOffset, self).renderGL2(ctx)
def _renderGL2WithDepthRange(self, ctx): # gl.glDepthFunc(gl.GL_LESS) with gl.enabled(gl.GL_CULL_FACE): gl.glCullFace(gl.GL_BACK) for child in self.children: gl.glColorMask( gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) gl.glDepthMask(gl.GL_TRUE) gl.glDepthRange(self._epsilon, 1.) child.render(ctx) gl.glColorMask( gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE) gl.glDepthMask(gl.GL_FALSE) gl.glDepthRange(0., 1. - self._epsilon) child.render(ctx) gl.glCullFace(gl.GL_FRONT) for child in reversed(self.children): gl.glColorMask( gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) gl.glDepthMask(gl.GL_TRUE) gl.glDepthRange(self._epsilon, 1.) child.render(ctx) gl.glColorMask( gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE) gl.glDepthMask(gl.GL_FALSE) gl.glDepthRange(0., 1. - self._epsilon) child.render(ctx) gl.glDepthMask(gl.GL_TRUE) gl.glDepthRange(0., 1.)
# gl.glDepthFunc(gl.GL_LEQUAL) # TODO use epsilon for all rendering? # TODO issue with picking in depth buffer!
[docs]class GroupNoDepth(core.Group): """A group rendering its children without writing to the depth buffer :param bool mask: True (default) to disable writing in the depth buffer :param bool notest: True (default) to disable depth test """ def __init__(self, children=(), mask=True, notest=True): super(GroupNoDepth, self).__init__(children) self._mask = bool(mask) self._notest = bool(notest)
[docs] def renderGL2(self, ctx): if self._mask: gl.glDepthMask(gl.GL_FALSE) with gl.disabled(gl.GL_DEPTH_TEST, disable=self._notest): super(GroupNoDepth, self).renderGL2(ctx) if self._mask: gl.glDepthMask(gl.GL_TRUE)
[docs]class GroupBBox(core.PrivateGroup): """A group displaying a bounding box around the children.""" def __init__(self, children=(), color=(1., 1., 1., 1.)): super(GroupBBox, self).__init__() self._group = core.Group(children) self._boxTransforms = transform.TransformList((transform.Translate(),)) # Using 1 of 3 primitives to render axes and/or bounding box # To avoid z-fighting between axes and bounding box self._boxWithAxes = BoxWithAxes(color) self._boxWithAxes.smooth = False self._boxWithAxes.transforms = self._boxTransforms self._box = Box(stroke=color, fill=(1., 1., 1., 0.)) self._box.strokeSmooth = False self._box.transforms = self._boxTransforms self._box.visible = False self._axes = Axes() self._axes.smooth = False self._axes.transforms = self._boxTransforms self._axes.visible = False self.strokeWidth = 2. self._children = [self._boxWithAxes, self._box, self._axes, self._group] def _updateBoxAndAxes(self): """Update bbox and axes position and size according to children.""" bounds = self._group.bounds(dataBounds=True) if bounds is not None: origin = bounds[0] size = bounds[1] - bounds[0] else: origin, size = (0., 0., 0.), (1., 1., 1.) self._boxTransforms[0].translation = origin self._boxWithAxes.size = size self._box.size = size self._axes.size = size def _bounds(self, dataBounds=False): self._updateBoxAndAxes() return super(GroupBBox, self)._bounds(dataBounds)
[docs] def prepareGL2(self, ctx): self._updateBoxAndAxes() super(GroupBBox, self).prepareGL2(ctx)
# Give access to _group children @property def children(self): return self._group.children @children.setter def children(self, iterable): self._group.children = iterable # Give access to box color and stroke width @property def color(self): """The RGBA color to use for the box: 4 float in [0, 1]""" return self._box.strokeColor @color.setter def color(self, color): self._box.strokeColor = color self._boxWithAxes.color = color @property def strokeWidth(self): """The width of the stroke lines in pixels (float)""" return self._box.strokeWidth @strokeWidth.setter def strokeWidth(self, width): width = float(width) self._box.strokeWidth = width self._boxWithAxes.width = width self._axes.width = width # Toggle axes visibility def _updateBoxAndAxesVisibility(self, axesVisible, boxVisible): """Update visible flags of box and axes primitives accordingly. :param bool axesVisible: True to display axes :param bool boxVisible: True to display bounding box """ self._boxWithAxes.visible = boxVisible and axesVisible self._box.visible = boxVisible and not axesVisible self._axes.visible = not boxVisible and axesVisible @property def axesVisible(self): """Whether axes are displayed or not (bool)""" return self._boxWithAxes.visible or self._axes.visible @axesVisible.setter def axesVisible(self, visible): self._updateBoxAndAxesVisibility(axesVisible=bool(visible), boxVisible=self.boxVisible) @property def boxVisible(self): """Whether bounding box is displayed or not (bool)""" return self._boxWithAxes.visible or self._box.visible @boxVisible.setter def boxVisible(self, visible): self._updateBoxAndAxesVisibility(axesVisible=self.axesVisible, boxVisible=bool(visible))
# Clipping Plane ##############################################################
[docs]class ClipPlane(PlaneInGroup): """A clipping plane attached to a box"""
[docs] def renderGL2(self, ctx): super(ClipPlane, self).renderGL2(ctx) if self.visible: # Set-up clipping plane for following brothers # No need of perspective divide, no projection point = ctx.objectToCamera.transformPoint(self.plane.point, perspectiveDivide=False) normal = ctx.objectToCamera.transformNormal(self.plane.normal) ctx.setClipPlane(point, normal)
[docs] def postRender(self, ctx): if self.visible: # Disable clip planes ctx.setClipPlane()