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import numpy as np | |
import random | |
from .framework import * | |
from .cam_render import CamRender | |
class PRTRender(CamRender): | |
def __init__(self, width=1600, height=1200, name='PRT Renderer', uv_mode=False, ms_rate=1, egl=False): | |
program_files = ['prt.vs', 'prt.fs'] if not uv_mode else ['prt_uv.vs', 'prt_uv.fs'] | |
CamRender.__init__(self, width, height, name, program_files=program_files, color_size=8, ms_rate=ms_rate, egl=egl) | |
# WARNING: this differs from vertex_buffer and vertex_data in Render | |
self.vert_buffer = {} | |
self.vert_data = {} | |
self.norm_buffer = {} | |
self.norm_data = {} | |
self.tan_buffer = {} | |
self.tan_data = {} | |
self.btan_buffer = {} | |
self.btan_data = {} | |
self.prt1_buffer = {} | |
self.prt1_data = {} | |
self.prt2_buffer = {} | |
self.prt2_data = {} | |
self.prt3_buffer = {} | |
self.prt3_data = {} | |
self.uv_buffer = {} | |
self.uv_data = {} | |
self.render_texture_mat = {} | |
self.vertex_dim = {} | |
self.n_vertices = {} | |
self.norm_mat_unif = glGetUniformLocation(self.program, 'NormMat') | |
self.normalize_matrix = np.eye(4) | |
self.shcoeff_unif = glGetUniformLocation(self.program, 'SHCoeffs') | |
self.shcoeffs = np.zeros((9,3)) | |
self.shcoeffs[0,:] = 1.0 | |
#self.shcoeffs[1:,:] = np.random.rand(8,3) | |
self.hasAlbedoUnif = glGetUniformLocation(self.program, 'hasAlbedoMap') | |
self.hasNormalUnif = glGetUniformLocation(self.program, 'hasNormalMap') | |
self.analyticUnif = glGetUniformLocation(self.program, 'analytic') | |
self.analytic = False | |
self.rot_mat_unif = glGetUniformLocation(self.program, 'RotMat') | |
self.rot_matrix = np.eye(3) | |
def set_texture(self, mat_name, smplr_name, texture): | |
# texture_image: H x W x 3 | |
width = texture.shape[1] | |
height = texture.shape[0] | |
texture = np.flip(texture, 0) | |
img_data = np.fromstring(texture.tostring(), np.uint8) | |
if mat_name not in self.render_texture_mat: | |
self.render_texture_mat[mat_name] = {} | |
if smplr_name in self.render_texture_mat[mat_name].keys(): | |
glDeleteTextures([self.render_texture_mat[mat_name][smplr_name]]) | |
del self.render_texture_mat[mat_name][smplr_name] | |
self.render_texture_mat[mat_name][smplr_name] = glGenTextures(1) | |
glActiveTexture(GL_TEXTURE0) | |
glPixelStorei(GL_UNPACK_ALIGNMENT, 1) | |
glBindTexture(GL_TEXTURE_2D, self.render_texture_mat[mat_name][smplr_name]) | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data) | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3) | |
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_MIPMAP_LINEAR) | |
glGenerateMipmap(GL_TEXTURE_2D) | |
def set_albedo(self, texture_image, mat_name='all'): | |
self.set_texture(mat_name, 'AlbedoMap', texture_image) | |
def set_normal_map(self, texture_image, mat_name='all'): | |
self.set_texture(mat_name, 'NormalMap', texture_image) | |
def set_mesh(self, vertices, faces, norms, faces_nml, uvs, faces_uvs, prt, faces_prt, tans, bitans, 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] | |
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) | |
self.uv_data[mat_name] = uvs[faces_uvs.reshape([-1])] | |
if mat_name not in self.uv_buffer.keys(): | |
self.uv_buffer[mat_name] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.uv_buffer[mat_name]) | |
glBufferData(GL_ARRAY_BUFFER, self.uv_data[mat_name], GL_STATIC_DRAW) | |
self.norm_data[mat_name] = norms[faces_nml.reshape([-1])] | |
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) | |
self.tan_data[mat_name] = tans[faces_nml.reshape([-1])] | |
if mat_name not in self.tan_buffer.keys(): | |
self.tan_buffer[mat_name] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.tan_buffer[mat_name]) | |
glBufferData(GL_ARRAY_BUFFER, self.tan_data[mat_name], GL_STATIC_DRAW) | |
self.btan_data[mat_name] = bitans[faces_nml.reshape([-1])] | |
if mat_name not in self.btan_buffer.keys(): | |
self.btan_buffer[mat_name] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.btan_buffer[mat_name]) | |
glBufferData(GL_ARRAY_BUFFER, self.btan_data[mat_name], GL_STATIC_DRAW) | |
self.prt1_data[mat_name] = prt[faces_prt.reshape([-1])][:,:3] | |
self.prt2_data[mat_name] = prt[faces_prt.reshape([-1])][:,3:6] | |
self.prt3_data[mat_name] = prt[faces_prt.reshape([-1])][:,6:] | |
if mat_name not in self.prt1_buffer.keys(): | |
self.prt1_buffer[mat_name] = glGenBuffers(1) | |
if mat_name not in self.prt2_buffer.keys(): | |
self.prt2_buffer[mat_name] = glGenBuffers(1) | |
if mat_name not in self.prt3_buffer.keys(): | |
self.prt3_buffer[mat_name] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt1_buffer[mat_name]) | |
glBufferData(GL_ARRAY_BUFFER, self.prt1_data[mat_name], GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt2_buffer[mat_name]) | |
glBufferData(GL_ARRAY_BUFFER, self.prt2_data[mat_name], GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt3_buffer[mat_name]) | |
glBufferData(GL_ARRAY_BUFFER, self.prt3_data[mat_name], GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
def set_mesh_mtl(self, vertices, faces, norms, faces_nml, uvs, faces_uvs, tans, bitans, prt): | |
for key in faces: | |
self.vert_data[key] = vertices[faces[key].reshape([-1])] | |
self.n_vertices[key] = self.vert_data[key].shape[0] | |
self.vertex_dim[key] = self.vert_data[key].shape[1] | |
if key not in self.vert_buffer.keys(): | |
self.vert_buffer[key] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.vert_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.vert_data[key], GL_STATIC_DRAW) | |
self.uv_data[key] = uvs[faces_uvs[key].reshape([-1])] | |
if key not in self.uv_buffer.keys(): | |
self.uv_buffer[key] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.uv_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.uv_data[key], GL_STATIC_DRAW) | |
self.norm_data[key] = norms[faces_nml[key].reshape([-1])] | |
if key not in self.norm_buffer.keys(): | |
self.norm_buffer[key] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.norm_data[key], GL_STATIC_DRAW) | |
self.tan_data[key] = tans[faces_nml[key].reshape([-1])] | |
if key not in self.tan_buffer.keys(): | |
self.tan_buffer[key] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.tan_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.tan_data[key], GL_STATIC_DRAW) | |
self.btan_data[key] = bitans[faces_nml[key].reshape([-1])] | |
if key not in self.btan_buffer.keys(): | |
self.btan_buffer[key] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.btan_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.btan_data[key], GL_STATIC_DRAW) | |
self.prt1_data[key] = prt[faces[key].reshape([-1])][:,:3] | |
self.prt2_data[key] = prt[faces[key].reshape([-1])][:,3:6] | |
self.prt3_data[key] = prt[faces[key].reshape([-1])][:,6:] | |
if key not in self.prt1_buffer.keys(): | |
self.prt1_buffer[key] = glGenBuffers(1) | |
if key not in self.prt2_buffer.keys(): | |
self.prt2_buffer[key] = glGenBuffers(1) | |
if key not in self.prt3_buffer.keys(): | |
self.prt3_buffer[key] = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt1_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.prt1_data[key], GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt2_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.prt2_data[key], GL_STATIC_DRAW) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt3_buffer[key]) | |
glBufferData(GL_ARRAY_BUFFER, self.prt3_data[key], 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.norm_buffer[key]]) | |
glDeleteBuffers(1, [self.uv_buffer[key]]) | |
glDeleteBuffers(1, [self.tan_buffer[key]]) | |
glDeleteBuffers(1, [self.btan_buffer[key]]) | |
glDeleteBuffers(1, [self.prt1_buffer[key]]) | |
glDeleteBuffers(1, [self.prt2_buffer[key]]) | |
glDeleteBuffers(1, [self.prt3_buffer[key]]) | |
glDeleteBuffers(1, []) | |
for smplr in self.render_texture_mat[key]: | |
glDeleteTextures([self.render_texture_mat[key][smplr]]) | |
self.vert_buffer = {} | |
self.vert_data = {} | |
self.norm_buffer = {} | |
self.norm_data = {} | |
self.tan_buffer = {} | |
self.tan_data = {} | |
self.btan_buffer = {} | |
self.btan_data = {} | |
self.prt1_buffer = {} | |
self.prt1_data = {} | |
self.prt2_buffer = {} | |
self.prt2_data = {} | |
self.prt3_buffer = {} | |
self.prt3_data = {} | |
self.uv_buffer = {} | |
self.uv_data = {} | |
self.render_texture_mat = {} | |
self.vertex_dim = {} | |
self.n_vertices = {} | |
def randomize_sh(self): | |
self.shcoeffs[0,:] = 0.8 | |
self.shcoeffs[1:,:] = 1.0*np.random.rand(8,3) | |
def set_sh(self, sh): | |
self.shcoeffs = sh | |
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 draw(self): | |
self.draw_init() | |
glDisable(GL_BLEND) | |
#glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) | |
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()) | |
if 'AlbedoMap' in self.render_texture_mat['all']: | |
glUniform1ui(self.hasAlbedoUnif, GLuint(1)) | |
else: | |
glUniform1ui(self.hasAlbedoUnif, GLuint(0)) | |
if 'NormalMap' in self.render_texture_mat['all']: | |
glUniform1ui(self.hasNormalUnif, GLuint(1)) | |
else: | |
glUniform1ui(self.hasNormalUnif, GLuint(0)) | |
glUniform1ui(self.analyticUnif, GLuint(1) if self.analytic else GLuint(0)) | |
glUniform3fv(self.shcoeff_unif, 9, self.shcoeffs) | |
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 normal buffer | |
glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[mat]) | |
glEnableVertexAttribArray(1) | |
glVertexAttribPointer(1, 3, GL_DOUBLE, GL_FALSE, 0, None) | |
# Handle uv buffer | |
glBindBuffer(GL_ARRAY_BUFFER, self.uv_buffer[mat]) | |
glEnableVertexAttribArray(2) | |
glVertexAttribPointer(2, 2, GL_DOUBLE, GL_FALSE, 0, None) | |
# Handle tan buffer | |
glBindBuffer(GL_ARRAY_BUFFER, self.tan_buffer[mat]) | |
glEnableVertexAttribArray(3) | |
glVertexAttribPointer(3, 3, GL_DOUBLE, GL_FALSE, 0, None) | |
# Handle btan buffer | |
glBindBuffer(GL_ARRAY_BUFFER, self.btan_buffer[mat]) | |
glEnableVertexAttribArray(4) | |
glVertexAttribPointer(4, 3, GL_DOUBLE, GL_FALSE, 0, None) | |
# Handle PTR buffer | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt1_buffer[mat]) | |
glEnableVertexAttribArray(5) | |
glVertexAttribPointer(5, 3, GL_DOUBLE, GL_FALSE, 0, None) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt2_buffer[mat]) | |
glEnableVertexAttribArray(6) | |
glVertexAttribPointer(6, 3, GL_DOUBLE, GL_FALSE, 0, None) | |
glBindBuffer(GL_ARRAY_BUFFER, self.prt3_buffer[mat]) | |
glEnableVertexAttribArray(7) | |
glVertexAttribPointer(7, 3, GL_DOUBLE, GL_FALSE, 0, None) | |
for i, smplr in enumerate(self.render_texture_mat[mat]): | |
glActiveTexture(GL_TEXTURE0 + i) | |
glBindTexture(GL_TEXTURE_2D, self.render_texture_mat[mat][smplr]) | |
glUniform1i(glGetUniformLocation(self.program, smplr), i) | |
glDrawArrays(GL_TRIANGLES, 0, self.n_vertices[mat]) | |
glDisableVertexAttribArray(7) | |
glDisableVertexAttribArray(6) | |
glDisableVertexAttribArray(5) | |
glDisableVertexAttribArray(4) | |
glDisableVertexAttribArray(3) | |
glDisableVertexAttribArray(2) | |
glDisableVertexAttribArray(1) | |
glDisableVertexAttribArray(0) | |
glBindBuffer(GL_ARRAY_BUFFER, 0) | |
glUseProgram(0) | |
glDisable(GL_BLEND) | |
glDisable(GL_MULTISAMPLE) | |
self.draw_end() | |