Problem making Sphere using PyOpenGL and PyQt5 [closed] - python

Closed. This question is not reproducible or was caused by typos. It is not currently accepting answers.
This question was caused by a typo or a problem that can no longer be reproduced. While similar questions may be on-topic here, this one was resolved in a way less likely to help future readers.
Closed 3 years ago.
Improve this question
I am trying to make sphere with OpenGL in Python but only single red dot appears in the center of screen. My code is as follow
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
try:
glUseProgram(self.shader)
glBindVertexArray(self.vao)
glDrawArrays(GL_POINTS, 0, int(self.buff_size/3))
finally:
glBindVertexArray(0)
glUseProgram(0)
def geometry(self):
self.vao = glGenVertexArrays(1)
self.vbo = glGenBuffers(1)
lats = 180
longs = 360
r = 0.5
data = []
for i in range(lats):
lat0 = np.pi * (-0.5 + (i - 1) / lats)
z0 = np.sin(lat0)
zr0 = np.cos(lat0)
lat1 = np.pi * (-0.5 + i / lats)
z1 = np.sin(lat1)
zr1 = np.cos(lat1)
for j in range(longs):
lng = 2 * np.pi * (j - 1) / longs
x_cord = np.cos(lng)
y = np.sin(lng)
data.extend([x_cord * zr0, y * zr0, z0])
data.extend([r * x_cord * zr0, r * y * zr0, r * z0])
data.extend([x_cord * zr1, y * zr1, z1])
data.extend([r * x_cord * zr1, r * y * zr1, r * z1])
data_input = np.array(data, dtype=np.float32)
self.buff_size = len(data_input)
vertex_size = int(data_input.nbytes / self.buff_size) * 3
glUseProgram(self.shader)
glBindVertexArray(self.vao)
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
glBufferData(GL_ARRAY_BUFFER, data_input.nbytes, data_input, GL_DYNAMIC_DRAW)
self.vertex_position = glGetAttribLocation(self.shader, 'position')
glVertexAttribPointer(self.vertex_position, 3, GL_FLOAT, GL_FALSE, vertex_size, None)
glEnableVertexAttribArray(self.vertex_position)
glDisableVertexAttribArray(self.vertex_position)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
glUseProgram(0)
Shader for my program is:
self.vertex_shader = shaders.compileShader(
"""
#version 330
in vec3 pos;
uniform mat4 movement;
void main()
{
gl_Position = movement * vec4(pos, 1.0);
}
"""
, GL_VERTEX_SHADER
)
self.fragment_shader = shaders.compileShader(
"""
#version 330
out vec4 gl_FragColor;
void main()
{
gl_FragColor = vec4(1.0,0.0,0.5,1.0);
}
"""
, GL_FRAGMENT_SHADER
)
self.shader = shaders.compileProgram(self.vertex_shader, self.fragment_shader)
I don't know where I'm having issue. I also tried using indices with GL_ELEMENT_ARRAY_BUFFER and glDrawElements as GL_QUAD_STRIP but no success. If you know how I can fix this then please share. Thanks

The name of the vertex attribute is pos:
in vec3 pos;
So the argument to glGetAttribLocation has to be 'pos' rather than 'position':
self.vertex_position = glGetAttribLocation(self.shader, 'position')
self.vertex_position = glGetAttribLocation(self.shader, 'pos')
If the specification and enable state is stored in the Vertex Array Object. If you glDisableVertexAttribArray(self.vertex_position), this state is stored to the self.vao. Remove it:
glBindVertexArray(self.vao)
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
glBufferData(GL_ARRAY_BUFFER, data_input.nbytes, data_input, GL_DYNAMIC_DRAW)
self.vertex_position = glGetAttribLocation(self.shader, 'pos')
glVertexAttribPointer(self.vertex_position, 3, GL_FLOAT, GL_FALSE, vertex_size, None)
glEnableVertexAttribArray(self.vertex_position)
#glDisableVertexAttribArray(self.vertex_position) # <--- DELETE
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
A matrix unfiorm be default is initialized with all fields 0.
uniform mat4 movement;
If you do not need the uniform, then remove it. Or initialize it by the Identity matrix.
glUseProgram(self.shader)
ident4x4 = np.identity(4, np.float32)
self.movement_loc = glGetUniformLocation(self.shader, 'movement')
glUniformMatrix4fv(self.movement_loc, 1, GL_FALSE, ident4x4)
Alternatively you can use a view and perspective projection matrix (self.width and self.height are the width and height of the window):
# projection matrix
aspect, ta, near, far = self.width/self.height, np.tan(np.radians(90.0) / 2), 0.1, 10
proj = np.matrix(((1/ta/aspect, 0, 0, 0), (0, 1/ta, 0, 0), (0, 0, -(far+near)/(far-near), -1), (0, 0, -2*far*near/(far-near), 0)), np.float32)
# view matrix
view = np.matrix(((1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, -3, 1)), np.float32)
glUniformMatrix4fv(self.movement_loc, 1, GL_FALSE, view * proj)

Related

How am I going wrong in glMultiDrawArraysIndirect function?

I'm programming using Python and Modern OpenGL, and I tried to implement the glMultiDrawArraysIndirect function in my code to draw a simple shape, I want to apply it later on to a more complex thing, but this is just a simple test that I don't know exactly where the error is.
import glfw, time, ctypes, math, pyrr
import numpy as np
from OpenGL.GL import *
from OpenGL.GL.shaders import *
glfw.init()
glfw.window_hint(glfw.SAMPLES, 4)
w = glfw.create_window(640, 480, "Galeria das Sombras", None, None)
glfw.make_context_current(w)
v = """
#version 430
in layout(location=0) vec3 posicao;
in layout(location=1) vec2 textura;
uniform mat4 view;
uniform vec3 def;
uniform vec3 pos;
uniform vec3 scale;
uniform float giro;
uniform float giro2;
out vec2 texcords;
void main(){
texcords = textura;
vec3 p = vec3(posicao.x*scale.x,posicao.y*scale.y,posicao.z*scale.z);
p = p+def;
p = vec3(-sin(giro)*p.z+cos(giro)*p.x,p.y,sin(giro)*p.x+cos(giro)*p.z);
p = vec3(p.x,-sin(giro2)*p.z+cos(giro2)*p.y,sin(giro2)*p.y+cos(giro2)*p.z);
p = p+pos+vec3(gl_InstanceID,0,0);
gl_Position = view*vec4(p,1);
}
"""
f = """
#version 430
in vec2 texcords;
uniform vec3 cor;
uniform sampler2D texinfo;
void main(){
gl_FragColor = vec4(cor,1)*texture(texinfo,texcords);
}
"""
shader = compileProgram(compileShader(v,GL_VERTEX_SHADER),compileShader(f,GL_FRAGMENT_SHADER))
tudo = [-1,-1,0,0,1,
1,-1,0,1,1,
1,1,0,1,0,
-1,1,0,0,0]
tudo = np.array(tudo, np.float32)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, len(tudo)*4, tudo, GL_STATIC_DRAW)
'''
tudo = [[1,1,0,3],[2,2,1,3]]
tudo = np.array(tudo, np.uint8)
VBI = glGenBuffers(1)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, VBI)
glBufferData(GL_DRAW_INDIRECT_BUFFER, len(tudo)*4, tudo, GL_STATIC_DRAW)
'''
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
glUseProgram(shader)
view = pyrr.matrix44.create_perspective_projection_matrix(60, 640/480, .1, 1000)
p = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(p, 1, GL_FALSE, view)
glEnable(GL_DEPTH_TEST)
glEnable(GL_MULTISAMPLE)
glEnable(GL_TEXTURE_2D)
from PIL import Image
t = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, t)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
buffer = Image.open("p.jpg")
data = buffer.tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, buffer.size[0], buffer.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, data)
girar = 0
tempo = glfw.get_time()
tfps = glfw.get_time()
fps = 0
action = 0
while not glfw.window_should_close(w):
glfw.swap_buffers(w)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
view = pyrr.matrix44.create_perspective_projection_matrix(60, glfw.get_window_size(w)[0]/glfw.get_window_size(w)[1], .1, 1000)
p = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(p, 1, GL_FALSE, view)
glViewport(0,0,glfw.get_window_size(w)[0],glfw.get_window_size(w)[1])
p = glGetUniformLocation(shader, "cor")
glUniform3f(p, 1, 0, 0)
p = glGetUniformLocation(shader, "def")
glUniform3f(p, 0, 0, 0)
p = glGetUniformLocation(shader, "scale")
glUniform3f(p, 1, 1, 1)
p = glGetUniformLocation(shader, "giro")
glUniform1f(p, girar*math.pi/180)
if glfw.get_time() - tempo > 1/60:
girar+=1
tempo = glfw.get_time()
if action > 0:
action-=.05
if action < 0:
action = 0
p = glGetUniformLocation(shader, "giro2")
if glfw.get_key(w, glfw.KEY_W) and action == 0:
action = 2
if action > 1:
glUniform1f(p, (1-(action-1))*-90*(math.pi/180))
else:
glUniform1f(p, action*-90*(math.pi/180))
p = glGetUniformLocation(shader, "pos")
glUniform3f(p, 0, 0, -10)
glMultiDrawArraysIndirect(GL_TRIANGLES, np.array([[0,3,1,0],[1,3,1,1]]), 2, 1)
fps+=1
if glfw.get_time() - tfps > 1:
print("FPS:",fps)
fps = 0
tfps = glfw.get_time()
glfw.poll_events()
if fps > 400:
time.sleep(.01)
glfw.destroy_window(w)
glfw.terminate()
In the VBO there is a square, but I was going to draw only 2 triangles using the first 3 points and then the last 3 next to each other, I didn't find many examples of this type of code on the internet, only glMultiDrawArraysIndirect documentation but I couldn't do it run in my code, at least not without giving a good lock, when I change the drawcount for 1 wheel but nothing appears on the screen.
There is and the drawcount I took from the site: http://docs.gl/gl4/glMultiDrawArraysIndirect
I tried to change the indirect value for different types of numpy arrays, with different uint dtypes but most of them either error or run without anything appearing on the screen does anyone know what's wrong?
When you specify the NumPy array you need to specify the type uint32. The last argument (stride) is specifies the distance in basic machine units between elements of the draw parameter array (16 bytes):
(see glMultiDrawArraysIndirect)
indirect = np.array([[3, 10, 0, 0], [3, 5, 1, 0]], dtype=np.uint32)
glMultiDrawArraysIndirect(GL_TRIANGLES, indirect, 2, 16)
or
glMultiDrawArraysIndirect(GL_TRIANGLES, indirect,
indirect.shape[0], indirect.dtype.itemsize * indirect.shape[1])
The above code does the same as:
(see glDrawArraysIndirect)
indirect1 = np.array([3, 10, 0, 0], dtype=np.uint32)
glDrawArraysIndirect(GL_TRIANGLES, indirect1)
indirect2 = np.array([3, 5, 1, 0], dtype=np.uint32)
glDrawArraysIndirect(GL_TRIANGLES, indirect2)
Respectively the same as:
(see glDrawArraysInstancedBaseInstance)
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 10, 0)
glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 1, 3, 5, 0)
When you use glDrawArraysIndirect or glMultiDrawArraysIndirect, you need to create the following data structure:
(see GLAPI/glMultiDrawArraysIndirect)
typedef struct {
uint count;
uint instanceCount;
uint first;
uint baseInstance;
} DrawArraysIndirectCommand;
This can be achieved using a NumPy array with the data type uint32:
np.array([count, instanceCount, first, baseInstance], dtype=np.uint32)

OpenGL python drawing circle little detail missing?

I implemented a draw circle function, it's almost done, but this is how it looks like:
def drawCicrcle(x, y, z, radius, numSides):
numVertices = numSides + 2
doublePi = 2.0 * math.pi
circleVerticesX = np.array([], dtype='f')
circleVerticesY = np.array([], dtype='f')
circleVerticesZ = np.array([], dtype='f')
circleVerticesX = np.insert(circleVerticesX, 0, x)
circleVerticesY = np.insert(circleVerticesX, 0, y)
circleVerticesZ = np.insert(circleVerticesX, 0, z)
for i in range(1, numVertices):
circleVerticesX = np.append(
circleVerticesX, x + (radius * math.cos(i * doublePi / numSides)))
circleVerticesY = np.append(
circleVerticesY, y + (radius * math.sin(i * doublePi / numSides)))
circleVerticesZ = np.append(circleVerticesZ, z)
allCircleVertices = np.array([], dtype='f')
for i in range(0, numVertices):
allCircleVertices = np.insert(
allCircleVertices, i*3, circleVerticesX[i])
allCircleVertices = np.insert(
allCircleVertices, (i*3) + 1, circleVerticesY[i])
allCircleVertices = np.insert(
allCircleVertices, (i*3) + 2, circleVerticesZ[i])
vboc = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vboc)
glBufferData(GL_ARRAY_BUFFER, allCircleVertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, False,
sizeof(ctypes.c_float)*9, ctypes.c_void_p(36))
glDrawArrays(GL_TRIANGLE_FAN, 0, numVertices)
And I call in my main drawCicrcle(-0.5, 0.5, 0.0, 0.18, 360)
What am I missing?
circleVerticesX = np.array([numVertices], dtype='f') doesn't do what you expect it to do. It creates a numpy array with a single element with the value numVertices (see numpy.array).
Create a list with the vertex coordinates and create a numpy array from the list:
vertex_list = [...]
# [...]
allCircleVertices = np.array([vertex_list], dtype='f')
Function drawCicrcle:
def drawCicrcle(x, y, z, radius, numSides):
numVertices = numSides + 2
doublePi = 2.0 * math.pi
vertex_list = [x, y, z]
for i in range(1, numVertices):
vertex_list.append(x + (radius * math.cos(i * doublePi / numSides)))
vertex_list.append(y + (radius * math.sin(i * doublePi / numSides)))
vertex_list.append(z)
allCircleVertices = np.array([vertex_list], dtype='f')
vboc = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vboc)
glBufferData(GL_ARRAY_BUFFER, allCircleVertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 3*sizeof(ctypes.c_float), ctypes.c_void_p(0))
glDrawArrays(GL_TRIANGLE_FAN, 0, numVertices)
Alternatively create an empty numpy array with numVertices*3 elements (see numpy.empty) and assign the vertex coordinates to the fields of the array:
allCircleVertices = np.array([vertex_list], dtype='f')
allCircleVertices[0:3] = [x, y, z]
# [...]
Function drawCicrcle:
def drawCicrcle(x, y, z, radius, numSides):
numVertices = numSides + 2
doublePi = 2.0 * math.pi
allCircleVertices = np.empty((numVertices*3), dtype='f')
allCircleVertices[0:3] = [x, y, z]
for i in range(1, numVertices):
vx = x + (radius * math.cos(i * doublePi / numSides))
vy = y + (radius * math.sin(i * doublePi / numSides))
allCircleVertices[i*3:i*3+3] = [vx, vy, z]
vboc = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vboc)
glBufferData(GL_ARRAY_BUFFER, allCircleVertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 3*sizeof(ctypes.c_float), ctypes.c_void_p(0))
glDrawArrays(GL_TRIANGLE_FAN, 0, numVertices)

Which are the modern glTranslate and glRotate alternatives? [closed]

Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 3 years ago.
Improve this question
Important edit: I am using the PyOpenGL binding of OpenGL
I am trying not to use the glRotate and glTranslate functions, but I have not found any alternative to this two functions. This functions are deprecated. What can I use?
The modern way is to write a Shader program, to use Vertex Array Objects and to use Uniform variable(s) of type mat4.
There is more code to write, in compare to the deprecated fixed function pipeline but the benefit is high flexibility and a far better performance, in compare to drawing by glBegin/glEnd sequences.
For the matrix calculations can be used the PyGLM library, which is the python version of the c++ OpenGL Mathematics (glm) library.
e.g. A scale, rotation matrix around the z-axis by an angle and translation can set by:
model = glm.mat4(1)
model = glm.translate(model, glm.vec3(0.2, 0.2, 0))
model = glm.rotate(model, angle, glm.vec3(0, 0, 1))
model = glm.scale(model, glm.vec3(0.5, 0.5, 1))
In compare to the the Legacy OpenGL operation glRoatate, the angle has to be set in radians.
Note, instead of using PyGLM it is also possible to use the popular NumPy library and numpy.matrix, but PyGLM is closer to that what you know from Legacy OpenGL and the functions glScale, glTranslate and glRotate.
Of course it would be possible to set the the 4x4 matrices with out any library and to implement the matrix operations by yourself, too.
See the small example program, which uses PyOpenGL and PyGLM (beside the modules math and ctypes):
import math
import ctypes
import glm
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GL.shaders import *
class MyWindow:
__caption = 'OpenGL Window'
__vp_size = [800, 600]
__vp_valid = False
__glut_wnd = None
__glsl_vert = """
#version 450 core
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec4 a_col;
out vec4 v_color;
layout (location = 0) uniform mat4 u_proj;
layout (location = 1) uniform mat4 u_view;
layout (location = 2) uniform mat4 u_model;
void main()
{
v_color = a_col;
gl_Position = u_proj * u_view * u_model * vec4(a_pos.xyz, 1.0);
}
"""
__glsl_frag = """
#version 450 core
out vec4 frag_color;
in vec4 v_color;
void main()
{
frag_color = v_color;
}
"""
__program = None
__vao = None
__vbo = None
def __init__(self, w, h):
self.__vp_size = [w, h]
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(self.__vp_size[0], self.__vp_size[1])
__glut_wnd = glutCreateWindow(self.__caption)
self.__program = compileProgram(
compileShader( self.__glsl_vert, GL_VERTEX_SHADER ),
compileShader( self.__glsl_frag, GL_FRAGMENT_SHADER ),
)
attribures = [
# x y z R G B A
-0.866, -0.5, 0, 1, 0, 0, 1,
0.866, -0.5, 0, 1, 1, 0, 1,
0, 1.0, 0, 0, 0, 1, 1
]
vertex_attributes = (GLfloat * len(attribures))(*attribures)
itemsize = ctypes.sizeof(ctypes.c_float)
self.__vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.__vbo)
glBufferData(GL_ARRAY_BUFFER, vertex_attributes, GL_STATIC_DRAW)
self.__vao = glGenVertexArrays(1)
glBindVertexArray(self.__vao)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 7*itemsize, None)
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 4, GL_FLOAT, False, 7*itemsize, ctypes.c_void_p(3*itemsize))
glEnableVertexAttribArray(1)
glUseProgram(self.__program)
glutReshapeFunc(self.__reshape)
glutDisplayFunc(self.__mainloop)
def run(self):
self.__starttime = 0
self.__starttime = self.elapsed_ms()
glutMainLoop()
def elapsed_ms(self):
return glutGet(GLUT_ELAPSED_TIME) - self.__starttime
def __reshape(self, w, h):
self.__vp_valid = False
def __mainloop(self):
if not self.__vp_valid:
self.__vp_size = [glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)]
self.__vp_valid = True
glViewport(0, 0, self.__vp_size[0], self.__vp_size[1])
proj = glm.mat4(1)
view = glm.mat4(1)
model = glm.mat4(1)
aspect = self.__vp_size[0]/self.__vp_size[1]
aspect_x = aspect if self.__vp_size[0] > self.__vp_size[1] else 1.0
aspect_y = 1/aspect if self.__vp_size[0] < self.__vp_size[1] else 1.0
proj = glm.ortho(-aspect_x, aspect_x, -aspect_y, aspect_y, -1.0, 1.0)
angle = self.elapsed_ms() * math.pi * 2 / 3000.0
model = glm.translate(model, glm.vec3(0.2, 0.2, 0))
model = glm.rotate(model, angle, glm.vec3(0, 0, 1))
model = glm.scale(model, glm.vec3(0.5, 0.5, 1))
glUniformMatrix4fv(0, 1, GL_FALSE, glm.value_ptr(proj) )
glUniformMatrix4fv(1, 1, GL_FALSE, glm.value_ptr(view) )
glUniformMatrix4fv(2, 1, GL_FALSE, glm.value_ptr(model) )
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glutSwapBuffers()
glutPostRedisplay()
window = MyWindow(800, 600)
window.run()

Rendered model disappears at some asymptote

I've been trying to render a simple teapot with PyOpenGL, but have been running into strange issues. I can't seem to figure out exactly where the error originates from, despite the simplicity of the code.
Main.py
import pygame
from pygame.locals import *
from MV import *
import ctypes
from OpenGL.GL import *
from OpenGL.GL import shaders
from OpenGL.GLU import *
import teapot as tp
vertex_shader = '''
#version 420
in vec3 vpos_modelspace;
in vec3 vnorm_modelspace;
uniform mat4 mvp;
out vec4 vertcolor;
void main(){
vertcolor = vec4(vnorm_modelspace, 1.0);
gl_Position = mvp * vec4(vpos_modelspace, 1.0);
}
'''
fragment_shader = '''
#version 420
in vec4 vertcolor;
out vec4 fragcolor;
void main(){
fragcolor = vertcolor;
}
'''
model = tp.teapot
pygame.init()
canvas = pygame.display.set_mode((800, 600), DOUBLEBUF|OPENGL)
pygame.display.set_caption('Test')
glClearColor(.5, .5, .5, 1)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glDisable(GL_CULL_FACE)
VERTEXSHADER = shaders.compileShader(vertex_shader, GL_VERTEX_SHADER)
FRAGMENTSHADER = shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER)
program = shaders.compileProgram(VERTEXSHADER, FRAGMENTSHADER)
glUseProgram(program)
vpos_loc = glGetAttribLocation(program, 'vpos_modelspace')
vnorm_loc = glGetAttribLocation(program, 'vnorm_modelspace')
mvp_loc = glGetUniformLocation(program, 'mvp')
eye = numpy.array([0, 0, 1], dtype=numpy.float32)
at = numpy.array([0, 0, 0], dtype=numpy.float32)
up = numpy.array([0, 1, 0], dtype=numpy.float32)
mvp = frustum(-1, 1, 1, -1, .1, 1000)#lookAt(eye, at, up)
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
vbo_pos = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vbo_pos)
vbo_norm = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vbo_norm)
verts = []
normals = []
for i in range(0, len(model.faces), 3):
index = model.faces[i:i+3]
verts.extend(model.vertices[3*index[0]:3*index[0]+3])
verts.extend(model.vertices[3*index[1]:3*index[1]+3])
verts.extend(model.vertices[3*index[2]:3*index[2]+3])
normals.extend(model.normals[3*index[0]:3*index[0]+3])
normals.extend(model.normals[3*index[1]:3*index[1]+3])
normals.extend(model.normals[3*index[2]:3*index[2]+3])
verts = numpy.array(verts, dtype=numpy.float32)
normals = numpy.array(normals, dtype=numpy.float32)
glBindBuffer(GL_ARRAY_BUFFER, vbo_pos)
glBufferData(GL_ARRAY_BUFFER, verts.size * verts.itemsize, verts, GL_STATIC_DRAW)
glVertexAttribPointer(vpos_loc, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
glEnableVertexAttribArray(vpos_loc)
glBindBuffer(GL_ARRAY_BUFFER, vbo_norm)
glBufferData(GL_ARRAY_BUFFER, normals.size * normals.itemsize, normals, GL_STATIC_DRAW)
glVertexAttribPointer(vnorm_loc, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
glEnableVertexAttribArray(vnorm_loc)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
while(True):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glUseProgram(program)
rotation_matrix = rotate(.01, [0, 1, 0])
mvp = mvp # rotation_matrix
glUniformMatrix4fv(mvp_loc, 1, GL_FALSE, mvp.flatten())
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glBindVertexArray(vao)
glDrawArrays(GL_TRIANGLES, 0, int(verts.size/3))
glBindVertexArray(0)
glUseProgram(0)
pygame.display.flip()
main()
MV.py
import numpy
def normalize(vector):
return vector/numpy.linalg.norm(vector)
def translate(pos):
return numpy.array([[1, 0, 0, pos[0]],
[0, 1, 0, pos[1]],
[0, 0, 1, pos[2]],
[0, 0, 0, 1]], dtype=numpy.float32)
def rotate(angle, axis):
rads = angle * numpy.pi/180
v = normalize(axis)
c = numpy.cos(rads)
omc = 1-c
s = numpy.sin(rads)
return numpy.array([[v[0]*v[0]*omc + c, v[0]*v[1]*omc - v[2]*s, v[0]*v[2]*omc + v[1]*s, 0],
[v[0]*v[1]*omc + v[2]*s, v[1]*v[1]*omc + c, v[1]*v[2]*omc - v[0]*s, 0],
[v[0]*v[2]*omc - v[1]*s, v[1]*v[2]*omc + v[0]*s, v[2]*v[2]*omc + c, 0],
[0, 0, 0, 1]], dtype=numpy.float32)
def lookAt(eye, at, up):
n = normalize(at-eye)
u = normalize(numpy.cross(n, up))
v = normalize(numpy.cross(u, n))
rotate = numpy.array([[u[0], v[0], -n[0], 0],
[u[1], v[1], -n[1], 0],
[u[2], v[2], -n[2], 0],
[0, 0, 0, 1]], dtype=numpy.float32).transpose()
return rotate#translate(-eye)
def frustum(left, right, top, bottom, near, far):
rl = right-left
tb = top-bottom
fn = far-near
return numpy.array([[2*near/rl, 0, (right+left)/rl, 0],
[0, 2*near/tb, (top+bottom)/tb, 0],
[0, 0, -(far+near)/fn, -(2*far*near)/fn],
[0, 0, -1, 0]], dtype=numpy.float32)
The output shows the teapot being rotated (though not about the axis that I expected) and sort of shrinking and disappearing at rotations of 0, pi, 2pi, etc. I believe the teapot vertices are being processed correctly, as it does show up when rotated and is correctly shaded with normal values.
Output at 5 degrees - Model is 'growing'
Output at 30 degrees - Strange culling?
Output at 60 degrees - Relatively normal
Output at 170 degrees - Model is 'shrinking'
Output at 190 degrees - Model is 'growing' on the other side of the plane
At rotations 0, pi, 2pi, etc the model is completely invisible/too small to see.

Visualizing a 3D NumPy array with PyOpenGL

I want to create a PyOpenGL/QtOpenGL widget that will allow me to visualize an arbitrary NumPy 3D matrix, not unlike the following Hinton diagram envisioned as a "cube of cubes" instead of a "square of squares":
I'm having a bit of a rough time with OpenGL though. Here is my code thus far:
from OpenGL.GL import *
from OpenGL.GLUT import *
from PyQt4 import QtGui, QtOpenGL
import numpy as np
action_keymap = {
# 'a': lambda: glTranslate(-1, 0, 0),
# 'd': lambda: glTranslate( 1, 0, 0),
# 'w': lambda: glTranslate( 0, 1, 0),
# 's': lambda: glTranslate( 0,-1, 0),
'a': lambda: glRotate(-5, 0, 1, 0),
'd': lambda: glRotate( 5, 0, 1, 0),
# 'W': lambda: glRotate(-5, 1, 0, 0),
# 'S': lambda: glRotate( 5, 1, 0, 0),
}
ARRAY = np.ones([3,3,3])
class GLWidget(QtOpenGL.QGLWidget):
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
for idx, value in np.ndenumerate(ARRAY):
rel_pos = np.array(idx)/np.max(ARRAY.shape)
glTranslate(* rel_pos)
glutSolidCube(0.9/np.max(ARRAY.shape))
glTranslate(*-rel_pos)
def resizeGL(self, w, h):
glLoadIdentity()
glRotate(35,1,0,0)
glRotate(45,0,1,0)
def initializeGL(self):
glClearColor(0.1, 0.1, 0.3, 1.0)
def keyPressEvent(self, event):
action = action_keymap.get(str(event.text()))
if action:
action()
self.updateGL()
def mousePressEvent(self, event):
super().mousePressEvent(event)
self.press_point = event.pos()
def mouseMoveEvent(self, event):
super().mouseMoveEvent(event)
motion = event.pos()-self.press_point
self.press_point = event.pos()
glRotate(motion.x(),0,1,0)
glRotate(motion.y(),1,0,0)
self.updateGL()
if __name__ == '__main__':
app = QtGui.QApplication(sys.argv)
w = GLWidget()
w.show()
sys.exit(app.exec_())
My problems are as follows:
1) Lighting. I've been reading up on lighting and materials, but I cannot seem to get a simple light somewhere giving the shape some clarity. I'd like the simplest, most basic possible light to be able to distinguish the squares instead of them being all rendered as pure white on all sides. I know how to change the color, but it doesn't alleviate the problem. What is the simplest light I can shine on this lattice to get some clarity on the subcomponents?
2) It is slow. I'll work out the math to achieve proper positioning and resizing of squares down the line, but I was wondering if there was a way to vectorize the process (after all, it's only turning the index into a translation and the value into a cube size for every element in the array). Should I write an extension in cpp, wrap my code with ctypes, or is there a way to outsource the work to OpenGL explicitly? What is the standard way to send a repetitive task to OpenGL from Python?
This task is perfectly suited for Instancing. With instancing an object can be rendered multiple times.
In this case instancing is used to render a cube for ach element of a 3d NumPy array.
Lets assume we've the following 3D array (array3d) of random values in the range [0, 1]:
shape = [5, 4, 6]
number_of = shape[0] * shape[1] * shape[2]
array3d = np.array(np.random.rand(number_of), dtype=np.float32).reshape(shape)
For each element of the array an instance of a mesh (cube) has to be rendered:
e.g.
number_of = array3d.shape[0] * array3d.shape[1] * array3d.shape[2]
glDrawElementsInstanced(GL_TRIANGLES, self.__no_indices, GL_UNSIGNED_INT, None, number_of)
The array can be loaded to a 3D texture (glTexImage3D):
glActiveTexture(GL_TEXTURE1)
tex3DObj = glGenTextures(1)
glBindTexture(GL_TEXTURE_3D, tex3DObj)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0)
glTexImage3D(GL_TEXTURE_3D, 0, GL_R16F, *array3d.shape, 0, GL_RED, GL_FLOAT, array3d)
In the vertex shader for a single cube, a instance transformation matrix can be computes by the dimension of the 3D texture (which is equal the shape of the 3D array) and the gl_InstanceID of the element cube.
The element cube is further scaled by the value of the element in the 3D texture.
Assuming a vertex shader with a §D texture sampler uniform u_array3D and a vertex coordinate attribute a_pos:
in vec3 a_pos;
uniform sampler3D u_array3D;
The dimension of the texture can be get by textureSize:
ivec3 dim = textureSize(u_array3D, 0);
With the dimension and the gl_InstanceID, the index of the element can be computed:
ivec3 inx = ivec3(0);
inx.z = gl_InstanceID / (dim.x * dim.y);
inx.y = (gl_InstanceID - inx.z * dim.x * dim.y) / dim.x;
inx.x = gl_InstanceID - inx.z * dim.x * dim.y - inx.y * dim.x;
and the value of the element can be fetched (texelFetch):
float value = texelFetch(u_array3D, inx, 0).x;
Finally a instance transformation matrix dependent on the element index and element value can be calculated:
vec3 scale = 1.0 / vec3(dim);
scale = vec3(min(scale.x, min(scale.y, scale.z)));
vec3 trans = 2 * scale * (vec3(inx) - vec3(dim-1) / 2.0);
mat4 instanceMat = mat4(
vec4(scale.x * cube_scale, 0.0, 0.0, 0.0),
vec4(0.0, scale.y * cube_scale, 0.0, 0.0),
vec4(0.0, 0.0, scale.z * cube_scale, 0.0),
vec4(trans, 1.0)
);
vec4 instance_pos = instanceMat * vec4(a_pos, 1.0);
The value can be additionally visualized by the color of the cube. For this the floating point value in the range [0.0, 1.0] is transformed to a RGB color in the HSV color range:
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
vec3 color = HUEtoRGB(0.66 * (1-0 - value));
See also OpenGL - Python examples
Pure NumPy / PyOpenGL example program. The values of the array are changed randomly:
import numpy as np
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GL.shaders import *
class MyWindow:
__glsl_vert = """
#version 450 core
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_nv;
layout (location = 2) in vec4 a_col;
out vec3 v_pos;
out vec3 v_nv;
out vec4 v_color;
layout (binding = 1) uniform sampler3D u_array3D;
uniform mat4 u_proj;
uniform mat4 u_view;
uniform mat4 u_model;
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
void main()
{
ivec3 dim = textureSize(u_array3D, 0);
vec3 scale = 1.0 / vec3(dim);
scale = vec3(min(scale.x, min(scale.y, scale.z)));
ivec3 inx = ivec3(0);
inx.z = gl_InstanceID / (dim.x * dim.y);
inx.y = (gl_InstanceID - inx.z * dim.x * dim.y) / dim.x;
inx.x = gl_InstanceID - inx.z * dim.x * dim.y - inx.y * dim.x;
float value = texelFetch(u_array3D, inx, 0).x;
vec3 trans = 2 * scale * (vec3(inx) - vec3(dim-1) / 2.0);
mat4 instanceMat = mat4(
vec4(scale.x * value, 0.0, 0.0, 0.0),
vec4(0.0, scale.y * value, 0.0, 0.0),
vec4(0.0, 0.0, scale.z * value, 0.0),
vec4(trans, 1.0)
);
mat4 model_view = u_view * u_model * instanceMat;
mat3 normal = transpose(inverse(mat3(model_view)));
vec4 view_pos = model_view * vec4(a_pos.xyz, 1.0);
v_pos = view_pos.xyz;
v_nv = normal * a_nv;
v_color = vec4(HUEtoRGB(0.66 * (1-0 - value)), 1.0);
gl_Position = u_proj * view_pos;
}
"""
__glsl_frag = """
#version 450 core
out vec4 frag_color;
in vec3 v_pos;
in vec3 v_nv;
in vec4 v_color;
void main()
{
vec3 N = normalize(v_nv);
vec3 V = -normalize(v_pos);
float ka = 0.1;
float kd = max(0.0, dot(N, V)) * 0.9;
frag_color = vec4(v_color.rgb * (ka + kd), v_color.a);
}
"""
def __init__(self, w, h):
self.__caption = 'OpenGL Window'
self.__vp_valid = False
self.__vp_size = [w, h]
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(self.__vp_size[0], self.__vp_size[1])
self.__glut_wnd = glutCreateWindow(self.__caption)
self.__program = compileProgram(
compileShader( self.__glsl_vert, GL_VERTEX_SHADER ),
compileShader( self.__glsl_frag, GL_FRAGMENT_SHADER ),
)
self.___attrib = { a : glGetAttribLocation (self.__program, a) for a in ['a_pos', 'a_nv', 'a_col'] }
print(self.___attrib)
self.___uniform = { u : glGetUniformLocation (self.__program, u) for u in ['u_model', 'u_view', 'u_proj'] }
print(self.___uniform)
v = [[-1,-1,1], [1,-1,1], [1,1,1], [-1,1,1], [-1,-1,-1], [1,-1,-1], [1,1,-1], [-1,1,-1]]
c = [[1.0, 0.0, 0.0], [1.0, 0.5, 0.0], [1.0, 0.0, 1.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]
n = [[0,0,1], [1,0,0], [0,0,-1], [-1,0,0], [0,1,0], [0,-1,0]]
e = [[0,1,2,3], [1,5,6,2], [5,4,7,6], [4,0,3,7], [3,2,6,7], [1,0,4,5]]
index_array = [si*4+[0, 1, 2, 0, 2, 3][vi] for si in range(6) for vi in range(6)]
attr_array = []
for si in range(len(e)):
for vi in e[si]:
attr_array += [*v[vi], *n[si], *c[si], 1]
self.__no_vert = len(attr_array) // 10
self.__no_indices = len(index_array)
vertex_attributes = np.array(attr_array, dtype=np.float32)
indices = np.array(index_array, dtype=np.uint32)
self.__vao = glGenVertexArrays(1)
self.__vbo, self.__ibo = glGenBuffers(2)
glBindVertexArray(self.__vao)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.__ibo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, self.__vbo)
glBufferData(GL_ARRAY_BUFFER, vertex_attributes, GL_STATIC_DRAW)
float_size = vertex_attributes.itemsize
glVertexAttribPointer(0, 3, GL_FLOAT, False, 10*float_size, None)
glVertexAttribPointer(1, 3, GL_FLOAT, False, 10*float_size, c_void_p(3*float_size))
glVertexAttribPointer(2, 4, GL_FLOAT, False, 10*float_size, c_void_p(6*float_size))
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
glEnable(GL_DEPTH_TEST)
glUseProgram(self.__program)
shape = [5, 4, 6]
number_of = shape[0] * shape[1] * shape[2]
self.array3d = np.array(np.random.rand(number_of), dtype=np.float32).reshape(shape)
glActiveTexture(GL_TEXTURE1)
self.tex3DObj = glGenTextures(1)
glBindTexture(GL_TEXTURE_3D, self.tex3DObj)
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0)
glTexImage3D(GL_TEXTURE_3D, 0, GL_R16F, *self.array3d.shape, 0, GL_RED, GL_FLOAT, self.array3d)
glutReshapeFunc(self.__reshape)
glutDisplayFunc(self.__mainloop)
def run(self):
self.__starttime = 0
self.__starttime = self.elapsed_ms()
glutMainLoop()
def elapsed_ms(self):
return glutGet(GLUT_ELAPSED_TIME) - self.__starttime
def __reshape(self, w, h):
self.__vp_valid = False
def __mainloop(self):
number_of = self.array3d.shape[0] * self.array3d.shape[1] * self.array3d.shape[2]
rand = (np.random.rand(number_of) - 0.5) * 0.05
self.array3d = np.clip(np.add(self.array3d, rand.reshape(self.array3d.shape)), 0, 1)
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, *self.array3d.shape, GL_RED, GL_FLOAT, self.array3d)
if not self.__vp_valid:
self.__vp_size = [glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)]
self.__vp_valid = True
glViewport(0, 0, self.__vp_size[0], self.__vp_size[1])
aspect, ta, near, far = self.__vp_size[0]/self.__vp_size[1], np.tan(np.radians(90.0) / 2), 0.1, 10
proj = np.array(((1/ta/aspect, 0, 0, 0), (0, 1/ta, 0, 0), (0, 0, -(far+near)/(far-near), -1), (0, 0, -2*far*near/(far-near), 0)), np.float32)
view = np.array(((1, 0, 0, 0), (0, 0, -1, 0), (0, 1, 0, 0), (0, 0, -2, 1)), np.float32)
c, s = (f(np.radians(30.0)) for f in [np.cos, np.sin])
viewRotX = np.array(((1, 0, 0, 0), (0, c, s, 0), (0, -s, c, 0), (0, 0, 0, 1)), np.float32)
view = np.matmul(viewRotX, view)
c1, s1, c2, s2, c3, s3 = (f(self.elapsed_ms() * np.pi * 2 / tf) for tf in [5000.0, 7333.0, 10000.0] for f in [np.cos, np.sin])
rotMatZ = np.array(((c3, s3, 0, 0), (-s3, c3, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1)), np.float32)
model = rotMatZ
glUniformMatrix4fv(self.___uniform['u_proj'], 1, GL_FALSE, proj )
glUniformMatrix4fv(self.___uniform['u_view'], 1, GL_FALSE, view )
glUniformMatrix4fv(self.___uniform['u_model'], 1, GL_FALSE, model )
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDrawElementsInstanced(GL_TRIANGLES, self.__no_indices, GL_UNSIGNED_INT, None, number_of)
glutSwapBuffers()
glutPostRedisplay()
window = MyWindow(800, 600)
window.run()
This won't directly create the sort of visualization you're looking for, but I would highly recommend taking a look at the glumpy package by Nicholas Rougier : https://code.google.com/p/glumpy/. OpenGL can be a pain to use, especially for someone who is not a graphics expert, and glumpy abstracts away most of the pain to let you just display numpy arrays on the screen.

Categories