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import numpy as np |
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import random |
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from .framework import * |
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from .cam_render import CamRender |
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class PRTRender(CamRender): |
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def __init__(self, |
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width=1600, |
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height=1200, |
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name='PRT Renderer', |
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uv_mode=False, |
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ms_rate=1, |
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egl=False): |
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program_files = ['prt.vs', 'prt.fs' |
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] if not uv_mode else ['prt_uv.vs', 'prt_uv.fs'] |
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CamRender.__init__(self, |
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width, |
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height, |
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name, |
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program_files=program_files, |
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color_size=8, |
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ms_rate=ms_rate, |
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egl=egl) |
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self.vert_buffer = {} |
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self.vert_data = {} |
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self.vert_label_buffer = {} |
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self.vert_label_data = {} |
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self.norm_buffer = {} |
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self.norm_data = {} |
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self.tan_buffer = {} |
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self.tan_data = {} |
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self.btan_buffer = {} |
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self.btan_data = {} |
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self.prt1_buffer = {} |
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self.prt1_data = {} |
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self.prt2_buffer = {} |
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self.prt2_data = {} |
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self.prt3_buffer = {} |
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self.prt3_data = {} |
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self.uv_buffer = {} |
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self.uv_data = {} |
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self.render_texture_mat = {} |
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self.vertex_dim = {} |
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self.n_vertices = {} |
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self.label_dim = {} |
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self.norm_mat_unif = glGetUniformLocation(self.program, 'NormMat') |
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self.normalize_matrix = np.eye(4) |
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self.shcoeff_unif = glGetUniformLocation(self.program, 'SHCoeffs') |
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self.shcoeffs = np.zeros((9, 3)) |
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self.shcoeffs[0, :] = 1.0 |
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self.hasAlbedoUnif = glGetUniformLocation(self.program, 'hasAlbedoMap') |
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self.hasNormalUnif = glGetUniformLocation(self.program, 'hasNormalMap') |
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self.analyticUnif = glGetUniformLocation(self.program, 'analytic') |
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self.analytic = False |
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self.rot_mat_unif = glGetUniformLocation(self.program, 'RotMat') |
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self.rot_matrix = np.eye(3) |
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def set_texture(self, mat_name, smplr_name, texture): |
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width = texture.shape[1] |
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height = texture.shape[0] |
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texture = np.flip(texture, 0) |
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img_data = np.fromstring(texture.tostring(), np.uint8) |
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if mat_name not in self.render_texture_mat: |
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self.render_texture_mat[mat_name] = {} |
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if smplr_name in self.render_texture_mat[mat_name].keys(): |
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glDeleteTextures([self.render_texture_mat[mat_name][smplr_name]]) |
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del self.render_texture_mat[mat_name][smplr_name] |
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self.render_texture_mat[mat_name][smplr_name] = glGenTextures(1) |
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glActiveTexture(GL_TEXTURE0) |
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1) |
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glBindTexture(GL_TEXTURE_2D, |
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self.render_texture_mat[mat_name][smplr_name]) |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, |
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GL_UNSIGNED_BYTE, img_data) |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3) |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, |
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GL_LINEAR_MIPMAP_LINEAR) |
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glGenerateMipmap(GL_TEXTURE_2D) |
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def set_albedo(self, texture_image, mat_name='all'): |
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self.set_texture(mat_name, 'AlbedoMap', texture_image) |
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def set_normal_map(self, texture_image, mat_name='all'): |
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self.set_texture(mat_name, 'NormalMap', texture_image) |
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def set_mesh(self, |
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vertices, |
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faces, |
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norms, |
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faces_nml, |
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uvs, |
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faces_uvs, |
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prt, |
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faces_prt, |
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tans, |
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bitans, |
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verts_label=None, |
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mat_name='all'): |
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self.vert_data[mat_name] = vertices[faces.reshape([-1])] |
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self.vert_label_data[mat_name] = verts_label[faces.reshape([-1])] |
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self.n_vertices[mat_name] = self.vert_data[mat_name].shape[0] |
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self.vertex_dim[mat_name] = self.vert_data[mat_name].shape[1] |
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self.label_dim[mat_name] = self.vert_label_data[mat_name].shape[1] |
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if mat_name not in self.vert_buffer.keys(): |
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self.vert_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.vert_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.vert_data[mat_name], GL_STATIC_DRAW) |
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if mat_name not in self.vert_label_buffer.keys(): |
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self.vert_label_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.vert_label_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.vert_label_data[mat_name], |
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GL_STATIC_DRAW) |
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self.uv_data[mat_name] = uvs[faces_uvs.reshape([-1])] |
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if mat_name not in self.uv_buffer.keys(): |
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self.uv_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.uv_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.uv_data[mat_name], GL_STATIC_DRAW) |
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self.norm_data[mat_name] = norms[faces_nml.reshape([-1])] |
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if mat_name not in self.norm_buffer.keys(): |
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self.norm_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.norm_data[mat_name], GL_STATIC_DRAW) |
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self.tan_data[mat_name] = tans[faces_nml.reshape([-1])] |
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if mat_name not in self.tan_buffer.keys(): |
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self.tan_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.tan_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.tan_data[mat_name], GL_STATIC_DRAW) |
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self.btan_data[mat_name] = bitans[faces_nml.reshape([-1])] |
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if mat_name not in self.btan_buffer.keys(): |
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self.btan_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.btan_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.btan_data[mat_name], GL_STATIC_DRAW) |
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self.prt1_data[mat_name] = prt[faces_prt.reshape([-1])][:, :3] |
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self.prt2_data[mat_name] = prt[faces_prt.reshape([-1])][:, 3:6] |
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self.prt3_data[mat_name] = prt[faces_prt.reshape([-1])][:, 6:] |
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if mat_name not in self.prt1_buffer.keys(): |
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self.prt1_buffer[mat_name] = glGenBuffers(1) |
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if mat_name not in self.prt2_buffer.keys(): |
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self.prt2_buffer[mat_name] = glGenBuffers(1) |
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if mat_name not in self.prt3_buffer.keys(): |
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self.prt3_buffer[mat_name] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt1_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.prt1_data[mat_name], GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt2_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.prt2_data[mat_name], GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt3_buffer[mat_name]) |
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glBufferData(GL_ARRAY_BUFFER, self.prt3_data[mat_name], GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, 0) |
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def set_mesh_mtl(self, |
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vertices, |
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faces, |
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norms, |
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faces_nml, |
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uvs, |
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faces_uvs, |
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tans, |
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bitans, |
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prt, |
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verts_label=None): |
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for key in faces: |
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self.vert_data[key] = vertices[faces[key].reshape([-1])] |
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self.vert_label_data[key] = verts_label[faces[key].reshape([-1])] |
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self.n_vertices[key] = self.vert_data[key].shape[0] |
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self.vertex_dim[key] = self.vert_data[key].shape[1] |
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self.label_dim[key] = self.vert_label_data[key].shape[1] |
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if key not in self.vert_buffer.keys(): |
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self.vert_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.vert_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.vert_data[key], GL_STATIC_DRAW) |
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if key not in self.vert_label_buffer.keys(): |
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self.vert_label_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.vert_label_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.vert_label_data[key], |
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GL_STATIC_DRAW) |
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self.uv_data[key] = uvs[faces_uvs[key].reshape([-1])] |
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if key not in self.uv_buffer.keys(): |
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self.uv_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.uv_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.uv_data[key], GL_STATIC_DRAW) |
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self.norm_data[key] = norms[faces_nml[key].reshape([-1])] |
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if key not in self.norm_buffer.keys(): |
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self.norm_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.norm_data[key], GL_STATIC_DRAW) |
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self.tan_data[key] = tans[faces_nml[key].reshape([-1])] |
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if key not in self.tan_buffer.keys(): |
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self.tan_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.tan_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.tan_data[key], GL_STATIC_DRAW) |
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self.btan_data[key] = bitans[faces_nml[key].reshape([-1])] |
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if key not in self.btan_buffer.keys(): |
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self.btan_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.btan_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.btan_data[key], GL_STATIC_DRAW) |
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self.prt1_data[key] = prt[faces[key].reshape([-1])][:, :3] |
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self.prt2_data[key] = prt[faces[key].reshape([-1])][:, 3:6] |
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self.prt3_data[key] = prt[faces[key].reshape([-1])][:, 6:] |
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if key not in self.prt1_buffer.keys(): |
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self.prt1_buffer[key] = glGenBuffers(1) |
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if key not in self.prt2_buffer.keys(): |
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self.prt2_buffer[key] = glGenBuffers(1) |
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if key not in self.prt3_buffer.keys(): |
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self.prt3_buffer[key] = glGenBuffers(1) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt1_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.prt1_data[key], GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt2_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.prt2_data[key], GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt3_buffer[key]) |
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glBufferData(GL_ARRAY_BUFFER, self.prt3_data[key], GL_STATIC_DRAW) |
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glBindBuffer(GL_ARRAY_BUFFER, 0) |
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def cleanup(self): |
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glBindBuffer(GL_ARRAY_BUFFER, 0) |
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for key in self.vert_data: |
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glDeleteBuffers(1, [self.vert_buffer[key]]) |
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glDeleteBuffers(1, [self.norm_buffer[key]]) |
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glDeleteBuffers(1, [self.uv_buffer[key]]) |
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glDeleteBuffers(1, [self.vert_label_buffer[key]]) |
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glDeleteBuffers(1, [self.tan_buffer[key]]) |
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glDeleteBuffers(1, [self.btan_buffer[key]]) |
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glDeleteBuffers(1, [self.prt1_buffer[key]]) |
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glDeleteBuffers(1, [self.prt2_buffer[key]]) |
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glDeleteBuffers(1, [self.prt3_buffer[key]]) |
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glDeleteBuffers(1, []) |
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for smplr in self.render_texture_mat[key]: |
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glDeleteTextures([self.render_texture_mat[key][smplr]]) |
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self.vert_buffer = {} |
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self.vert_data = {} |
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self.vert_label_buffer = {} |
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self.vert_label_data = {} |
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self.norm_buffer = {} |
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self.norm_data = {} |
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self.tan_buffer = {} |
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self.tan_data = {} |
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self.btan_buffer = {} |
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self.btan_data = {} |
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self.prt1_buffer = {} |
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self.prt1_data = {} |
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self.prt2_buffer = {} |
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self.prt2_data = {} |
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self.prt3_buffer = {} |
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self.prt3_data = {} |
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self.uv_buffer = {} |
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self.uv_data = {} |
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self.render_texture_mat = {} |
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self.vertex_dim = {} |
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self.n_vertices = {} |
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self.label_dim = {} |
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def randomize_sh(self): |
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self.shcoeffs[0, :] = 0.8 |
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self.shcoeffs[1:, :] = 1.0 * np.random.rand(8, 3) |
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def set_sh(self, sh): |
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self.shcoeffs = sh |
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def set_norm_mat(self, scale, center): |
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N = np.eye(4) |
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N[:3, :3] = scale * np.eye(3) |
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N[:3, 3] = -scale * center |
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self.normalize_matrix = N |
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def draw(self): |
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self.draw_init() |
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glDisable(GL_BLEND) |
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glEnable(GL_MULTISAMPLE) |
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glUseProgram(self.program) |
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glUniformMatrix4fv(self.norm_mat_unif, 1, GL_FALSE, |
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self.normalize_matrix.transpose()) |
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glUniformMatrix4fv(self.model_mat_unif, 1, GL_FALSE, |
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self.model_view_matrix.transpose()) |
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glUniformMatrix4fv(self.persp_mat_unif, 1, GL_FALSE, |
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self.projection_matrix.transpose()) |
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if 'AlbedoMap' in self.render_texture_mat['all']: |
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glUniform1ui(self.hasAlbedoUnif, GLuint(1)) |
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else: |
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glUniform1ui(self.hasAlbedoUnif, GLuint(0)) |
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if 'NormalMap' in self.render_texture_mat['all']: |
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glUniform1ui(self.hasNormalUnif, GLuint(1)) |
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else: |
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glUniform1ui(self.hasNormalUnif, GLuint(0)) |
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glUniform1ui(self.analyticUnif, |
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GLuint(1) if self.analytic else GLuint(0)) |
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glUniform3fv(self.shcoeff_unif, 9, self.shcoeffs) |
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glUniformMatrix3fv(self.rot_mat_unif, 1, GL_FALSE, |
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self.rot_matrix.transpose()) |
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for mat in self.vert_buffer: |
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glBindBuffer(GL_ARRAY_BUFFER, self.vert_buffer[mat]) |
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glEnableVertexAttribArray(0) |
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glVertexAttribPointer(0, self.vertex_dim[mat], GL_DOUBLE, GL_FALSE, |
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0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.norm_buffer[mat]) |
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glEnableVertexAttribArray(1) |
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glVertexAttribPointer(1, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.uv_buffer[mat]) |
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glEnableVertexAttribArray(2) |
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glVertexAttribPointer(2, 2, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.tan_buffer[mat]) |
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glEnableVertexAttribArray(3) |
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glVertexAttribPointer(3, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.btan_buffer[mat]) |
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glEnableVertexAttribArray(4) |
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glVertexAttribPointer(4, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt1_buffer[mat]) |
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glEnableVertexAttribArray(5) |
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glVertexAttribPointer(5, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt2_buffer[mat]) |
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glEnableVertexAttribArray(6) |
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glVertexAttribPointer(6, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.prt3_buffer[mat]) |
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glEnableVertexAttribArray(7) |
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glVertexAttribPointer(7, 3, GL_DOUBLE, GL_FALSE, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, self.vert_label_buffer[mat]) |
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glEnableVertexAttribArray(8) |
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glVertexAttribPointer(8, self.label_dim[mat], GL_DOUBLE, GL_FALSE, |
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0, None) |
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for i, smplr in enumerate(self.render_texture_mat[mat]): |
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glActiveTexture(GL_TEXTURE0 + i) |
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glBindTexture(GL_TEXTURE_2D, |
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self.render_texture_mat[mat][smplr]) |
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glUniform1i(glGetUniformLocation(self.program, smplr), i) |
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glDrawArrays(GL_TRIANGLES, 0, self.n_vertices[mat]) |
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glDisableVertexAttribArray(8) |
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glDisableVertexAttribArray(7) |
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glDisableVertexAttribArray(6) |
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glDisableVertexAttribArray(5) |
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glDisableVertexAttribArray(4) |
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glDisableVertexAttribArray(3) |
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glDisableVertexAttribArray(2) |
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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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glDisable(GL_BLEND) |
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glDisable(GL_MULTISAMPLE) |
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self.draw_end() |
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