MotionGPT / pyrender /pyrender /primitive.py
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"""Primitives, conforming to the glTF 2.0 standards as specified in
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-primitive
Author: Matthew Matl
"""
import numpy as np
from OpenGL.GL import *
from .material import Material, MetallicRoughnessMaterial
from .constants import FLOAT_SZ, UINT_SZ, BufFlags, GLTF
from .utils import format_color_array
class Primitive(object):
"""A primitive object which can be rendered.
Parameters
----------
positions : (n, 3) float
XYZ vertex positions.
normals : (n, 3) float
Normalized XYZ vertex normals.
tangents : (n, 4) float
XYZW vertex tangents where the w component is a sign value
(either +1 or -1) indicating the handedness of the tangent basis.
texcoord_0 : (n, 2) float
The first set of UV texture coordinates.
texcoord_1 : (n, 2) float
The second set of UV texture coordinates.
color_0 : (n, 4) float
RGBA vertex colors.
joints_0 : (n, 4) float
Joint information.
weights_0 : (n, 4) float
Weight information for morphing.
indices : (m, 3) int
Face indices for triangle meshes or fans.
material : :class:`Material`
The material to apply to this primitive when rendering.
mode : int
The type of primitives to render, one of the following:
- ``0``: POINTS
- ``1``: LINES
- ``2``: LINE_LOOP
- ``3``: LINE_STRIP
- ``4``: TRIANGLES
- ``5``: TRIANGLES_STRIP
- ``6``: TRIANGLES_FAN
targets : (k,) int
Morph target indices.
poses : (x,4,4), float
Array of 4x4 transformation matrices for instancing this object.
"""
def __init__(self,
positions,
normals=None,
tangents=None,
texcoord_0=None,
texcoord_1=None,
color_0=None,
joints_0=None,
weights_0=None,
indices=None,
material=None,
mode=None,
targets=None,
poses=None):
if mode is None:
mode = GLTF.TRIANGLES
self.positions = positions
self.normals = normals
self.tangents = tangents
self.texcoord_0 = texcoord_0
self.texcoord_1 = texcoord_1
self.color_0 = color_0
self.joints_0 = joints_0
self.weights_0 = weights_0
self.indices = indices
self.material = material
self.mode = mode
self.targets = targets
self.poses = poses
self._bounds = None
self._vaid = None
self._buffers = []
self._is_transparent = None
self._buf_flags = None
@property
def positions(self):
"""(n,3) float : XYZ vertex positions.
"""
return self._positions
@positions.setter
def positions(self, value):
value = np.asanyarray(value, dtype=np.float32)
self._positions = np.ascontiguousarray(value)
self._bounds = None
@property
def normals(self):
"""(n,3) float : Normalized XYZ vertex normals.
"""
return self._normals
@normals.setter
def normals(self, value):
if value is not None:
value = np.asanyarray(value, dtype=np.float32)
value = np.ascontiguousarray(value)
if value.shape != self.positions.shape:
raise ValueError('Incorrect normals shape')
self._normals = value
@property
def tangents(self):
"""(n,4) float : XYZW vertex tangents.
"""
return self._tangents
@tangents.setter
def tangents(self, value):
if value is not None:
value = np.asanyarray(value, dtype=np.float32)
value = np.ascontiguousarray(value)
if value.shape != (self.positions.shape[0], 4):
raise ValueError('Incorrect tangent shape')
self._tangents = value
@property
def texcoord_0(self):
"""(n,2) float : The first set of UV texture coordinates.
"""
return self._texcoord_0
@texcoord_0.setter
def texcoord_0(self, value):
if value is not None:
value = np.asanyarray(value, dtype=np.float32)
value = np.ascontiguousarray(value)
if (value.ndim != 2 or value.shape[0] != self.positions.shape[0] or
value.shape[1] < 2):
raise ValueError('Incorrect texture coordinate shape')
if value.shape[1] > 2:
value = value[:,:2]
self._texcoord_0 = value
@property
def texcoord_1(self):
"""(n,2) float : The second set of UV texture coordinates.
"""
return self._texcoord_1
@texcoord_1.setter
def texcoord_1(self, value):
if value is not None:
value = np.asanyarray(value, dtype=np.float32)
value = np.ascontiguousarray(value)
if (value.ndim != 2 or value.shape[0] != self.positions.shape[0] or
value.shape[1] != 2):
raise ValueError('Incorrect texture coordinate shape')
self._texcoord_1 = value
@property
def color_0(self):
"""(n,4) float : RGBA vertex colors.
"""
return self._color_0
@color_0.setter
def color_0(self, value):
if value is not None:
value = np.ascontiguousarray(
format_color_array(value, shape=(len(self.positions), 4))
)
self._is_transparent = None
self._color_0 = value
@property
def joints_0(self):
"""(n,4) float : Joint information.
"""
return self._joints_0
@joints_0.setter
def joints_0(self, value):
self._joints_0 = value
@property
def weights_0(self):
"""(n,4) float : Weight information for morphing.
"""
return self._weights_0
@weights_0.setter
def weights_0(self, value):
self._weights_0 = value
@property
def indices(self):
"""(m,3) int : Face indices for triangle meshes or fans.
"""
return self._indices
@indices.setter
def indices(self, value):
if value is not None:
value = np.asanyarray(value, dtype=np.float32)
value = np.ascontiguousarray(value)
self._indices = value
@property
def material(self):
""":class:`Material` : The material for this primitive.
"""
return self._material
@material.setter
def material(self, value):
# Create default material
if value is None:
value = MetallicRoughnessMaterial()
else:
if not isinstance(value, Material):
raise TypeError('Object material must be of type Material')
self._material = value
@property
def mode(self):
"""int : The type of primitive to render.
"""
return self._mode
@mode.setter
def mode(self, value):
value = int(value)
if value < GLTF.POINTS or value > GLTF.TRIANGLE_FAN:
raise ValueError('Invalid mode')
self._mode = value
@property
def targets(self):
"""(k,) int : Morph target indices.
"""
return self._targets
@targets.setter
def targets(self, value):
self._targets = value
@property
def poses(self):
"""(x,4,4) float : Homogenous transforms for instancing this primitive.
"""
return self._poses
@poses.setter
def poses(self, value):
if value is not None:
value = np.asanyarray(value, dtype=np.float32)
value = np.ascontiguousarray(value)
if value.ndim == 2:
value = value[np.newaxis,:,:]
if value.shape[1] != 4 or value.shape[2] != 4:
raise ValueError('Pose matrices must be of shape (n,4,4), '
'got {}'.format(value.shape))
self._poses = value
self._bounds = None
@property
def bounds(self):
if self._bounds is None:
self._bounds = self._compute_bounds()
return self._bounds
@property
def centroid(self):
"""(3,) float : The centroid of the primitive's AABB.
"""
return np.mean(self.bounds, axis=0)
@property
def extents(self):
"""(3,) float : The lengths of the axes of the primitive's AABB.
"""
return np.diff(self.bounds, axis=0).reshape(-1)
@property
def scale(self):
"""(3,) float : The length of the diagonal of the primitive's AABB.
"""
return np.linalg.norm(self.extents)
@property
def buf_flags(self):
"""int : The flags for the render buffer.
"""
if self._buf_flags is None:
self._buf_flags = self._compute_buf_flags()
return self._buf_flags
def delete(self):
self._unbind()
self._remove_from_context()
@property
def is_transparent(self):
"""bool : If True, the mesh is partially-transparent.
"""
return self._compute_transparency()
def _add_to_context(self):
if self._vaid is not None:
raise ValueError('Mesh is already bound to a context')
# Generate and bind VAO
self._vaid = glGenVertexArrays(1)
glBindVertexArray(self._vaid)
#######################################################################
# Fill vertex buffer
#######################################################################
# Generate and bind vertex buffer
vertexbuffer = glGenBuffers(1)
self._buffers.append(vertexbuffer)
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer)
# positions
vertex_data = self.positions
attr_sizes = [3]
# Normals
if self.normals is not None:
vertex_data = np.hstack((vertex_data, self.normals))
attr_sizes.append(3)
# Tangents
if self.tangents is not None:
vertex_data = np.hstack((vertex_data, self.tangents))
attr_sizes.append(4)
# Texture Coordinates
if self.texcoord_0 is not None:
vertex_data = np.hstack((vertex_data, self.texcoord_0))
attr_sizes.append(2)
if self.texcoord_1 is not None:
vertex_data = np.hstack((vertex_data, self.texcoord_1))
attr_sizes.append(2)
# Color
if self.color_0 is not None:
vertex_data = np.hstack((vertex_data, self.color_0))
attr_sizes.append(4)
# TODO JOINTS AND WEIGHTS
# PASS
# Copy data to buffer
vertex_data = np.ascontiguousarray(
vertex_data.flatten().astype(np.float32)
)
glBufferData(
GL_ARRAY_BUFFER, FLOAT_SZ * len(vertex_data),
vertex_data, GL_STATIC_DRAW
)
total_sz = sum(attr_sizes)
offset = 0
for i, sz in enumerate(attr_sizes):
glVertexAttribPointer(
i, sz, GL_FLOAT, GL_FALSE, FLOAT_SZ * total_sz,
ctypes.c_void_p(FLOAT_SZ * offset)
)
glEnableVertexAttribArray(i)
offset += sz
#######################################################################
# Fill model matrix buffer
#######################################################################
if self.poses is not None:
pose_data = np.ascontiguousarray(
np.transpose(self.poses, [0,2,1]).flatten().astype(np.float32)
)
else:
pose_data = np.ascontiguousarray(
np.eye(4).flatten().astype(np.float32)
)
modelbuffer = glGenBuffers(1)
self._buffers.append(modelbuffer)
glBindBuffer(GL_ARRAY_BUFFER, modelbuffer)
glBufferData(
GL_ARRAY_BUFFER, FLOAT_SZ * len(pose_data),
pose_data, GL_STATIC_DRAW
)
for i in range(0, 4):
idx = i + len(attr_sizes)
glEnableVertexAttribArray(idx)
glVertexAttribPointer(
idx, 4, GL_FLOAT, GL_FALSE, FLOAT_SZ * 4 * 4,
ctypes.c_void_p(4 * FLOAT_SZ * i)
)
glVertexAttribDivisor(idx, 1)
#######################################################################
# Fill element buffer
#######################################################################
if self.indices is not None:
elementbuffer = glGenBuffers(1)
self._buffers.append(elementbuffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, UINT_SZ * self.indices.size,
self.indices.flatten().astype(np.uint32),
GL_STATIC_DRAW)
glBindVertexArray(0)
def _remove_from_context(self):
if self._vaid is not None:
glDeleteVertexArrays(1, [self._vaid])
glDeleteBuffers(len(self._buffers), self._buffers)
self._vaid = None
self._buffers = []
def _in_context(self):
return self._vaid is not None
def _bind(self):
if self._vaid is None:
raise ValueError('Cannot bind a Mesh that has not been added '
'to a context')
glBindVertexArray(self._vaid)
def _unbind(self):
glBindVertexArray(0)
def _compute_bounds(self):
"""Compute the bounds of this object.
"""
# Compute bounds of this object
bounds = np.array([np.min(self.positions, axis=0),
np.max(self.positions, axis=0)])
# If instanced, compute translations for approximate bounds
if self.poses is not None:
bounds += np.array([np.min(self.poses[:,:3,3], axis=0),
np.max(self.poses[:,:3,3], axis=0)])
return bounds
def _compute_transparency(self):
"""Compute whether or not this object is transparent.
"""
if self.material.is_transparent:
return True
if self._is_transparent is None:
self._is_transparent = False
if self.color_0 is not None:
if np.any(self._color_0[:,3] != 1.0):
self._is_transparent = True
return self._is_transparent
def _compute_buf_flags(self):
buf_flags = BufFlags.POSITION
if self.normals is not None:
buf_flags |= BufFlags.NORMAL
if self.tangents is not None:
buf_flags |= BufFlags.TANGENT
if self.texcoord_0 is not None:
buf_flags |= BufFlags.TEXCOORD_0
if self.texcoord_1 is not None:
buf_flags |= BufFlags.TEXCOORD_1
if self.color_0 is not None:
buf_flags |= BufFlags.COLOR_0
if self.joints_0 is not None:
buf_flags |= BufFlags.JOINTS_0
if self.weights_0 is not None:
buf_flags |= BufFlags.WEIGHTS_0
return buf_flags