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''' |
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MIT License |
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Copyright (c) 2019 Shunsuke Saito, Zeng Huang, and Ryota Natsume |
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Permission is hereby granted, free of charge, to any person obtaining a copy |
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of this software and associated documentation files (the "Software"), to deal |
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in the Software without restriction, including without limitation the rights |
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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copies of the Software, and to permit persons to whom the Software is |
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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 |
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copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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SOFTWARE. |
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''' |
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import numpy as np |
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from .framework import * |
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from .cam_render import CamRender |
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class NormalRender(CamRender): |
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def __init__(self, width=1600, height=1200, name='Normal Renderer'): |
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CamRender.__init__(self, width, height, name, program_files=['normal.vs', 'normal.fs']) |
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self.norm_buffer = glGenBuffers(1) |
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self.norm_data = None |
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def set_normal_mesh(self, vertices, faces, norms, face_normals): |
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CamRender.set_mesh(self, vertices, faces) |
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self.norm_data = norms[face_normals.reshape([-1])] |
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glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer) |
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glBufferData(GL_ARRAY_BUFFER, self.norm_data, GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, 0) |
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def draw(self): |
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self.draw_init() |
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glUseProgram(self.program) |
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glUniformMatrix4fv(self.model_mat_unif, 1, GL_FALSE, self.model_view_matrix.transpose()) |
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glUniformMatrix4fv(self.persp_mat_unif, 1, GL_FALSE, self.projection_matrix.transpose()) |
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glBindBuffer(GL_ARRAY_BUFFER, self.vertex_buffer) |
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glEnableVertexAttribArray(0) |
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glVertexAttribPointer(0, self.vertex_dim, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer) |
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glEnableVertexAttribArray(1) |
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glVertexAttribPointer(1, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glDrawArrays(GL_TRIANGLES, 0, self.n_vertices) |
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glDisableVertexAttribArray(1) |
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glDisableVertexAttribArray(0) |
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glBindBuffer(GL_ARRAY_BUFFER, 0) |
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glUseProgram(0) |
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self.draw_end() |
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