Python vispy.gloo.set_viewport() Examples
The following are 15
code examples of vispy.gloo.set_viewport().
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example.
You may also want to check out all available functions/classes of the module
vispy.gloo
, or try the search function
.
Example #1
Source File: renderer.py From Pix2Pose with MIT License | 6 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size)
Example #2
Source File: renderer_xyz.py From Pix2Pose with MIT License | 6 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size)
Example #3
Source File: renderer.py From ssd-6d with MIT License | 6 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size)
Example #4
Source File: waterfall.py From OpenNFB with GNU General Public License v3.0 | 6 votes |
def __init__(self): app.Canvas.__init__(self, keys='interactive') self.program = gloo.Program(VERT_SHADER, FRAG_SHADER) self.program['index'] = [(x,) for x in range(num_bins)] * num_lines self.program['line'] = [(x,) * num_bins for x in range(num_lines)] self.program['map_offset'] = 0 self.program['num_bins'] = num_bins self.program['num_lines'] = num_lines heightmap = np.random.random(size=(num_lines, num_bins)).astype('float32') self.program['heightmap'] = gloo.Texture2D(data=heightmap, internalformat='r32f') #print (dir(self.program['heightmap'])) self.program['colormap'] = Colormap(['r', 'g', 'b']).map(np.linspace(0, 1, 64)).astype('float32') gloo.set_viewport(0, 0, *self.physical_size) gloo.set_state(clear_color='black', blend=True, blend_func=('src_alpha', 'one_minus_src_alpha')) self.show()
Example #5
Source File: renderer.py From patch_linemod with BSD 2-Clause "Simplified" License | 5 votes |
def draw_color(self): program = gloo.Program(_color_vertex_code, _color_fragment_code) program.bind(self.vertex_buffer) program['u_light_eye_pos'] = [0, 0, 0] program['u_light_ambient_w'] = self.ambient_weight program['u_mv'] = _compute_model_view(self.mat_model, self.mat_view) # program['u_nm'] = compute_normal_matrix(self.model, self.view) program['u_mvp'] = _compute_model_view_proj(self.mat_model, self.mat_view, self.mat_proj) # Texture where we render the scene render_tex = gloo.Texture2D(shape=self.shape + (4,)) # Frame buffer object fbo = gloo.FrameBuffer(render_tex, gloo.RenderBuffer(self.shape)) with fbo: gloo.set_state(depth_test=True) gloo.set_state(cull_face=True) gloo.set_cull_face('back') # Back-facing polygons will be culled gloo.set_clear_color(self.bg_color) gloo.clear(color=True, depth=True) gloo.set_viewport(0, 0, *self.size) program.draw('triangles', self.index_buffer) # Retrieve the contents of the FBO texture self.rgb = gloo.read_pixels((0, 0, self.size[0], self.size[1]))[:, :, :3] self.rgb = np.copy(self.rgb) fbo.delete() render_tex.delete() program.delete()
Example #6
Source File: renderer.py From patch_linemod with BSD 2-Clause "Simplified" License | 5 votes |
def draw_depth(self): program = gloo.Program(_depth_vertex_code, _depth_fragment_code) program.bind(self.vertex_buffer) program['u_mv'] = _compute_model_view(self.mat_model, self.mat_view) program['u_mvp'] = _compute_model_view_proj(self.mat_model, self.mat_view, self.mat_proj) # Texture where we render the scene render_tex = gloo.Texture2D(shape=self.shape + (4,), format=gl.GL_RGBA, internalformat=gl.GL_RGBA32F) # Frame buffer object fbo = gloo.FrameBuffer(render_tex, gloo.RenderBuffer(self.shape, format='depth')) with fbo: gloo.set_state(depth_test=True) gloo.set_state(cull_face=True) gloo.set_cull_face('back') # Back-facing polygons will be culled gloo.set_clear_color((0.0, 0.0, 0.0, 0.0)) gloo.clear(color=True, depth=True) gloo.set_viewport(0, 0, *self.size) program.draw('triangles', self.index_buffer) # Retrieve the contents of the FBO texture self.depth = self.read_fbo_color_rgba32f(fbo) self.depth = self.depth[:, :, 0] # Depth is saved in the first channel fbo.delete() render_tex.delete() program.delete()
Example #7
Source File: canvas.py From harvesters_gui with Apache License 2.0 | 5 votes |
def apply_magnification(self): # canvas_w, canvas_h = self.physical_size gloo.set_viewport(0, 0, canvas_w, canvas_h) # ratio = self._magnification w, h = self._width, self._height self._program['u_projection'] = ortho( self._coordinate[0], canvas_w * ratio + self._coordinate[0], self._coordinate[1], canvas_h * ratio + self._coordinate[1], -1, 1 ) x, y = int((canvas_w * ratio - w) / 2), int((canvas_h * ratio - h) / 2) # centering x & y # self._data['a_position'] = np.array( [[x, y], [x + w, y], [x, y + h], [x + w, y + h]] ) # self._program.bind(gloo.VertexBuffer(self._data))
Example #8
Source File: renderer2d.py From p5 with GNU General Public License v3.0 | 5 votes |
def draw_loop(self): """The main draw loop context manager. """ self.transform_matrix = np.identity(4) self.default_prog['modelview'] = self.modelview_matrix.T.flatten() self.default_prog['projection'] = self.projection_matrix.T.flatten() self.fbuffer.color_buffer = self.fbuffer_tex_back with self.fbuffer: gloo.set_viewport(*self.texture_viewport) self._comm_toggles() self.fbuffer_prog['texture'] = self.fbuffer_tex_front self.fbuffer_prog.draw('triangle_strip') yield self.flush_geometry() self.transform_matrix = np.identity(4) gloo.set_viewport(*self.viewport) self._comm_toggles(False) self.clear() self.fbuffer_prog['texture'] = self.fbuffer_tex_back self.fbuffer_prog.draw('triangle_strip') self.fbuffer_tex_front, self.fbuffer_tex_back = self.fbuffer_tex_back, self.fbuffer_tex_front
Example #9
Source File: renderer3d.py From p5 with GNU General Public License v3.0 | 5 votes |
def reset_view(self): self.viewport = ( 0, 0, int(builtins.width * builtins.pixel_x_density), int(builtins.height * builtins.pixel_y_density), ) self.texture_viewport = ( 0, 0, builtins.width, builtins.height, ) gloo.set_viewport(*self.viewport) cz = (builtins.height / 2) / math.tan(math.radians(30)) self.projection_matrix = matrix.perspective_matrix( math.radians(60), builtins.width / builtins.height, 0.1 * cz, 10 * cz ) self.transform_matrix = np.identity(4) self.default_prog['projection'] = self.projection_matrix.T.flatten() self.default_prog['perspective_matrix'] = self.lookat_matrix.T.flatten() self.fbuffer_tex_front = Texture2D((builtins.height, builtins.width, 3)) self.fbuffer_tex_back = Texture2D((builtins.height, builtins.width, 3)) for buf in [self.fbuffer_tex_front, self.fbuffer_tex_back]: self.fbuffer.color_buffer = buf with self.fbuffer: self.clear() self.fbuffer.depth_buffer = gloo.RenderBuffer((builtins.height, builtins.width))
Example #10
Source File: renderer3d.py From p5 with GNU General Public License v3.0 | 5 votes |
def draw_loop(self): """The main draw loop context manager. """ self.transform_matrix = np.identity(4) self.default_prog['projection'] = self.projection_matrix.T.flatten() self.default_prog['perspective_matrix'] = self.lookat_matrix.T.flatten() self.fbuffer.color_buffer = self.fbuffer_tex_back with self.fbuffer: gloo.set_viewport(*self.texture_viewport) self._comm_toggles() self.fbuffer_prog['texture'] = self.fbuffer_tex_front self.fbuffer_prog.draw('triangle_strip') yield self.flush_geometry() self.transform_matrix = np.identity(4) gloo.set_viewport(*self.viewport) self._comm_toggles(False) self.clear() self.fbuffer_prog['texture'] = self.fbuffer_tex_back self.fbuffer_prog.draw('triangle_strip') self.fbuffer_tex_front, self.fbuffer_tex_back = self.fbuffer_tex_back, self.fbuffer_tex_front
Example #11
Source File: waterfall.py From OpenNFB with GNU General Public License v3.0 | 5 votes |
def on_resize(self, event): gloo.set_viewport(0, 0, *event.physical_size)
Example #12
Source File: renderer.py From eccv18-rgb_pose_refinement with MIT License | 5 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_bbox = gloo.Program(_vertex_code_colored, _fragment_code_bbox) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) self.program_bg = gloo.Program(_vertex_code_background, _fragment_code_background) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size) # Set up background render quad in NDC quad = [[-1, -1], [1, -1], [1, 1], [-1, 1]] tex = [[0, 1], [1, 1], [1, 0], [0, 0]] vertices_type = [('a_position', np.float32, 2), ('a_texcoord', np.float32, 2)] collated = np.asarray(list(zip(quad, tex)), vertices_type) self.bg_vbuffer = gloo.VertexBuffer(collated) self.bg_ibuffer = gloo.IndexBuffer([0, 1, 2, 0, 2, 3])
Example #13
Source File: shadertoy-render.py From shadertoy-render with BSD 3-Clause "New" or "Revised" License | 5 votes |
def activate_zoom(self): if self._interactive: gloo.set_viewport(0, 0, *self.physical_size) self.program['iResolution'] = (self.physical_size[0], self.physical_size[1], 0.0)
Example #14
Source File: renderer2d.py From p5 with GNU General Public License v3.0 | 4 votes |
def reset_view(self): self.viewport = ( 0, 0, int(builtins.width * builtins.pixel_x_density), int(builtins.height * builtins.pixel_y_density), ) self.texture_viewport = ( 0, 0, builtins.width, builtins.height, ) gloo.set_viewport(*self.viewport) cz = (builtins.height / 2) / math.tan(math.radians(30)) self.projection_matrix = matrix.perspective_matrix( math.radians(60), builtins.width / builtins.height, 0.1 * cz, 10 * cz ) self.modelview_matrix = matrix.translation_matrix(-builtins.width / 2, \ builtins.height / 2, \ -cz) self.modelview_matrix = self.modelview_matrix.dot(matrix.scale_transform(1, -1, 1)) self.transform_matrix = np.identity(4) self.default_prog['modelview'] = self.modelview_matrix.T.flatten() self.default_prog['projection'] = self.projection_matrix.T.flatten() self.texture_prog['modelview'] = self.modelview_matrix.T.flatten() self.texture_prog['projection'] = self.projection_matrix.T.flatten() self.line_prog = Program(src_line.vert, src_line.frag) self.line_prog['modelview'] = self.modelview_matrix.T.flatten() self.line_prog['projection'] = self.projection_matrix.T.flatten() self.line_prog["height"] = builtins.height self.fbuffer_tex_front = Texture2D((builtins.height, builtins.width, 3)) self.fbuffer_tex_back = Texture2D((builtins.height, builtins.width, 3)) for buf in [self.fbuffer_tex_front, self.fbuffer_tex_back]: self.fbuffer.color_buffer = buf with self.fbuffer: self.clear()
Example #15
Source File: shadertoy-render.py From shadertoy-render with BSD 3-Clause "New" or "Revised" License | 4 votes |
def draw(self): if self._glsl: fragment = fragment_template % self._glsl self._glsl = None # Check to see if the shader will compile successfully before we # set it. We do this here because the ShaderWatcher runs in a # different thread and so can't access the GL context. frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) gl.glShaderSource(frag_handle, fragment) gl.glCompileShader(frag_handle) status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS) if not status: errors = gl.glGetShaderInfoLog(frag_handle) errors = self.process_errors(errors) print("Shader failed to compile:", file=sys.stderr) print(errors, file=sys.stderr) # Switch to error shader self._glsl = error_shader self.update() else: self.program.set_shaders(vertex, fragment) gl.glDeleteShader(frag_handle) if self._interactive: self.program.draw() if self._ffmpeg_pipe is not None: img = _screenshot() self.write_video_frame(img) self._render_frame_index += 1 if self._render_frame_count is not None and self._render_frame_index >= self._render_frame_count: app.quit() return self.advance_time() else: with self._fbo: rs = list(self._render_size) if self._tile_coord[0] + rs[0] > self._output_size[0]: rs[0] = self._output_size[0] - self._tile_coord[0] if self._tile_coord[1] + rs[1] > self._output_size[1]: rs[1] = self._output_size[1] - self._tile_coord[1] gloo.set_viewport(0, 0, *rs) self.program['iOffset'] = self._tile_coord self.program.draw() img = _screenshot() row = self._output_size[1] - self._tile_coord[1] - rs[1] col = self._tile_coord[0] self._img[row:row + rs[1], col:col + rs[0], :] = img