File size: 13,844 Bytes
355b5d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
'''
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
from OpenGL.GLUT import *
from .framework import *

_glut_window = None

class Render:
    def __init__(self, width=1600, height=1200, name='GL Renderer',
                 program_files=['simple.fs', 'simple.vs'], color_size=1, ms_rate=1):
        self.width = width
        self.height = height
        self.name = name
        self.display_mode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH
        self.use_inverse_depth = False

        global _glut_window
        if _glut_window is None:
            glutInit()
            glutInitDisplayMode(self.display_mode)
            glutInitWindowSize(self.width, self.height)
            glutInitWindowPosition(0, 0)
            _glut_window = glutCreateWindow("My Render.")

            # glEnable(GL_DEPTH_CLAMP)
            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

        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)
        glClearColor(1.0, 1.0, 1.0, 0.0)        #Black background

        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):
        # First we draw a scene.
        # Notice the result is stored in the texture buffer.
        self.draw()

        # 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)        #Black background
        glClearColor(1.0, 1.0, 1.0, 0.0)        #Black background
        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)

        glutSwapBuffers()
        glutPostRedisplay()

    def show(self):
        glutMainLoop()