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# Copyright (c) Meta Platforms, Inc. and affiliates. | |
# This source code is licensed under the MIT license found in the | |
# LICENSE file in the root directory of this source tree. | |
from animated_drawings.view.view import View | |
from animated_drawings.view.shaders.shader import Shader | |
from animated_drawings.view.utils import get_projection_matrix | |
from animated_drawings.utils import read_background_image | |
from animated_drawings.model.scene import Scene | |
from animated_drawings.model.camera import Camera | |
from animated_drawings.model.transform import Transform | |
from animated_drawings.config import ViewConfig | |
import glfw | |
import OpenGL.GL as GL | |
import logging | |
from typing import Tuple, Dict | |
import numpy as np | |
import numpy.typing as npt | |
from pathlib import Path | |
from pkg_resources import resource_filename | |
class WindowView(View): | |
"""Window View for rendering into a visible window""" | |
def __init__(self, cfg: ViewConfig) -> None: | |
super().__init__(cfg) | |
glfw.init() | |
self.camera: Camera = Camera(cfg.camera_pos, cfg.camera_fwd) | |
self.win: glfw._GLFWwindow | |
self._create_window(*cfg.window_dimensions) # pyright: ignore[reportGeneralTypeIssues] | |
self.shaders: Dict[str, Shader] = {} | |
self.shader_ids: Dict[str, int] = {} | |
self._prep_shaders() | |
self.fboId: GL.GLint | |
self._prep_background_image() | |
self._set_shader_projections(get_projection_matrix(*self.get_framebuffer_size())) | |
def _prep_background_image(self) -> None: | |
""" Initialize framebuffer object for background image, if specified. """ | |
# if nothing specified, return | |
if not self.cfg.background_image: | |
return | |
# load background image | |
_txtr: npt.NDArray[np.uint8] = read_background_image(self.cfg.background_image) | |
# create the opengl texture and send it data | |
self.txtr_h, self.txtr_w, _ = _txtr.shape | |
self.txtr_id = GL.glGenTextures(1) | |
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 4) | |
GL.glBindTexture(GL.GL_TEXTURE_2D, self.txtr_id) | |
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_BASE_LEVEL, 0) | |
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAX_LEVEL, 0) | |
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, self.txtr_w, self.txtr_h, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, _txtr) | |
# make framebuffer object | |
self.fboId: GL.GLint = GL.glGenFramebuffers(1) | |
GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.fboId) | |
GL.glFramebufferTexture2D(GL.GL_READ_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, self.txtr_id, 0) | |
def _prep_shaders(self) -> None: | |
BVH_VERT = Path(resource_filename(__name__, "shaders/bvh.vert")) | |
BVH_FRAG = Path(resource_filename(__name__, "shaders/bvh.frag")) | |
self._initiatize_shader('bvh_shader', str(BVH_VERT), str(BVH_FRAG)) | |
COLOR_VERT = Path(resource_filename(__name__, "shaders/color.vert")) | |
COLOR_FRAG = Path(resource_filename(__name__, "shaders/color.frag")) | |
self._initiatize_shader('color_shader', str(COLOR_VERT), str(COLOR_FRAG)) | |
TEXTURE_VERT = Path(resource_filename(__name__, "shaders/texture.vert")) | |
TEXTURE_FRAG = Path(resource_filename(__name__, "shaders/texture.frag")) | |
self._initiatize_shader('texture_shader', str(TEXTURE_VERT), str(TEXTURE_FRAG), texture=True) | |
def _update_shaders_view_transform(self, camera: Camera) -> None: | |
try: | |
view_transform: npt.NDArray[np.float32] = np.linalg.inv(camera.get_world_transform()) | |
except Exception as e: | |
msg = f'Error inverting camera world transform: {e}' | |
logging.critical(msg) | |
assert False, msg | |
for shader_name in self.shaders: | |
GL.glUseProgram(self.shader_ids[shader_name]) | |
view_loc = GL.glGetUniformLocation(self.shader_ids[shader_name], "view") | |
GL.glUniformMatrix4fv(view_loc, 1, GL.GL_FALSE, view_transform.T) | |
def _set_shader_projections(self, proj_m: npt.NDArray[np.float32]) -> None: | |
for shader_id in self.shader_ids.values(): | |
GL.glUseProgram(shader_id) | |
proj_loc = GL.glGetUniformLocation(shader_id, "proj") | |
GL.glUniformMatrix4fv(proj_loc, 1, GL.GL_FALSE, proj_m.T) | |
def _initiatize_shader(self, shader_name: str, vert_path: str, frag_path: str, **kwargs) -> None: | |
self.shaders[shader_name] = Shader(vert_path, frag_path) | |
self.shader_ids[shader_name] = self.shaders[shader_name].glid # pyright: ignore[reportGeneralTypeIssues] | |
if 'texture' in kwargs and kwargs['texture'] is True: | |
GL.glUseProgram(self.shader_ids[shader_name]) | |
GL.glUniform1i(GL.glGetUniformLocation( | |
self.shader_ids[shader_name], 'texture0'), 0) | |
def _create_window(self, width: int, height: int) -> None: | |
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) | |
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) | |
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE) | |
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) | |
glfw.window_hint(glfw.RESIZABLE, False) | |
self.win = glfw.create_window(width, height, 'Viewer', None, None) | |
glfw.make_context_current(self.win) | |
GL.glEnable(GL.GL_CULL_FACE) | |
GL.glEnable(GL.GL_DEPTH_TEST) | |
GL.glClearColor(*self.cfg.clear_color) | |
logging.info(f'OpenGL Version: {GL.glGetString(GL.GL_VERSION).decode()}') # pyright: ignore[reportGeneralTypeIssues] | |
logging.info(f'GLSL: { GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode()}') # pyright: ignore[reportGeneralTypeIssues] | |
logging.info(f'Renderer: {GL.glGetString(GL.GL_RENDERER).decode()}') # pyright: ignore[reportGeneralTypeIssues] | |
def set_scene(self, scene: Scene) -> None: | |
self.scene = scene | |
def render(self, scene: Transform) -> None: | |
GL.glViewport(0, 0, *self.get_framebuffer_size()) | |
# draw the background image if exists | |
if self.cfg.background_image: | |
GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0) | |
GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.fboId) | |
win_w, win_h = self.get_framebuffer_size() | |
GL.glBlitFramebuffer(0, 0, self.txtr_w, self.txtr_h, 0, 0, win_w, win_h, GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR) | |
self._update_shaders_view_transform(self.camera) | |
scene.draw(shader_ids=self.shader_ids, viewer_cfg=self.cfg) | |
def get_framebuffer_size(self) -> Tuple[int, int]: | |
""" Return (width, height) of view's window. """ | |
return glfw.get_framebuffer_size(self.win) | |
def swap_buffers(self) -> None: | |
glfw.swap_buffers(self.win) | |
def clear_window(self) -> None: | |
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) # type: ignore | |
def cleanup(self) -> None: | |
""" Destroy the window when it's no longer being used. """ | |
glfw.destroy_window(self.win) | |