''' MIT License Copyright (c) 2019 Shunsuke Saito, Zeng Huang, and Ryota Natsume 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: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 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. ''' import numpy as np import random from .framework import * from .cam_render import CamRender class ColorRender(CamRender): def __init__(self, width=1600, height=1200, name='Color Renderer', egl=False): program_files = ['color.vs', 'color.fs'] CamRender.__init__(self, width, height, name, program_files=program_files, color_size=3, egl=egl) # WARNING: this differs from vertex_buffer and vertex_data in Render self.vert_buffer = {} self.vert_data = {} # normal self.norm_buffer = {} self.norm_data = {} self.color_buffer = {} self.color_data = {} self.vertex_dim = {} self.n_vertices = {} self.rot_mat_unif = glGetUniformLocation(self.program, 'RotMat') self.rot_matrix = np.eye(3) self.norm_mat_unif = glGetUniformLocation(self.program, 'NormMat') self.normalize_matrix = np.eye(4) def set_norm_mat(self, scale, center): N = np.eye(4) N[:3, :3] = scale * np.eye(3) N[:3, 3] = -scale * center self.normalize_matrix = N def set_mesh(self, vertices, faces, color, normals, mat_name='all'): self.vert_data[mat_name] = vertices[faces.reshape([-1])] self.n_vertices[mat_name] = self.vert_data[mat_name].shape[0] self.vertex_dim[mat_name] = self.vert_data[mat_name].shape[1] self.color_data[mat_name] = color[faces.reshape([-1])] self.norm_data[mat_name] = normals[faces.reshape([-1])] if mat_name not in self.vert_buffer.keys(): self.vert_buffer[mat_name] = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.vert_buffer[mat_name]) glBufferData(GL_ARRAY_BUFFER, self.vert_data[mat_name], GL_STATIC_DRAW) if mat_name not in self.color_buffer.keys(): self.color_buffer[mat_name] = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.color_buffer[mat_name]) glBufferData(GL_ARRAY_BUFFER, self.color_data[mat_name], GL_STATIC_DRAW) if mat_name not in self.norm_buffer.keys(): self.norm_buffer[mat_name] = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[mat_name]) glBufferData(GL_ARRAY_BUFFER, self.norm_data[mat_name], GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) def cleanup(self): glBindBuffer(GL_ARRAY_BUFFER, 0) for key in self.vert_data: glDeleteBuffers(1, [self.vert_buffer[key]]) glDeleteBuffers(1, [self.color_buffer[key]]) glDeleteBuffers(1, [self.norm_buffer[key]]) self.norm_buffer = {} self.norm_data = {} self.vert_buffer = {} self.vert_data = {} self.color_buffer = {} self.color_data = {} self.render_texture_mat = {} self.vertex_dim = {} self.n_vertices = {} def draw(self): self.draw_init() glEnable(GL_MULTISAMPLE) glUseProgram(self.program) glUniformMatrix4fv(self.norm_mat_unif, 1, GL_FALSE, self.normalize_matrix.transpose()) 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()) glUniformMatrix3fv(self.rot_mat_unif, 1, GL_FALSE, self.rot_matrix.transpose()) for mat in self.vert_buffer: # Handle vertex buffer glBindBuffer(GL_ARRAY_BUFFER, self.vert_buffer[mat]) glEnableVertexAttribArray(0) glVertexAttribPointer(0, self.vertex_dim[mat], GL_DOUBLE, GL_FALSE, 0, None) # Handle color buffer glBindBuffer(GL_ARRAY_BUFFER, self.color_buffer[mat]) glEnableVertexAttribArray(1) glVertexAttribPointer(1, 3, GL_DOUBLE, GL_FALSE, 0, None) # Handle normal buffer glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[mat]) glEnableVertexAttribArray(2) glVertexAttribPointer(2, 3, GL_DOUBLE, GL_FALSE, 0, None) glDrawArrays(GL_TRIANGLES, 0, self.n_vertices[mat]) glDisableVertexAttribArray(2) glDisableVertexAttribArray(1) glDisableVertexAttribArray(0) glBindBuffer(GL_ARRAY_BUFFER, 0) glUseProgram(0) glDisable(GL_MULTISAMPLE) self.draw_end()