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+# /*##########################################################################
+#
+# Copyright (c) 2015-2019 European Synchrotron Radiation Facility
+#
+# Permission is hereby granted, free of charge, to any person obtaining a copy
+# of this software and associated documentation files (the "Software"), to deal
+# in the Software without restriction, including without limitation the rights
+# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the Software is
+# furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included in
+# all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+# THE SOFTWARE.
+#
+# ###########################################################################*/
+"""This module provides a class to control a viewport on the rendering window.
+
+The :class:`Viewport` describes a Viewport rendering a scene.
+The attribute :attr:`scene` is the root group of the scene tree.
+:class:`RenderContext` handles the current state during rendering.
+"""
+
+__authors__ = ["T. Vincent"]
+__license__ = "MIT"
+__date__ = "24/04/2018"
+
+
+import string
+import numpy
+
+from silx.gui.colors import rgba
+
+from ..._glutils import gl
+
+from . import camera
+from . import event
+from . import transform
+from .function import DirectionalLight, ClippingPlane, Fog
+
+
+class RenderContext(object):
+ """Handle a current rendering context.
+
+ An instance of this class is passed to rendering method through
+ the scene during render.
+
+ User should NEVER use an instance of this class beyond the method
+ it is passed to as an argument (i.e., do not keep a reference to it).
+
+ :param Viewport viewport: The viewport doing the rendering.
+ :param Context glContext: The operating system OpenGL context in use.
+ """
+
+ _FRAGMENT_SHADER_SRC = string.Template(
+ """
+ void scene_post(vec4 cameraPosition) {
+ gl_FragColor = $fogCall(gl_FragColor, cameraPosition);
+ }
+ """
+ )
+
+ def __init__(self, viewport, glContext):
+ self._viewport = viewport
+ self._glContext = glContext
+ self._transformStack = [viewport.camera.extrinsic]
+ self._clipPlane = ClippingPlane(normal=(0.0, 0.0, 0.0))
+
+ # cache
+ self.__cache = {}
+
+ def cache(self, key, factory, *args, **kwargs):
+ """Lazy-loading cache to store values in the context for rendering
+
+ :param key: The key to retrieve
+ :param factory: A callback taking args and kwargs as arguments
+ and returning the value to store.
+ :return: The stored or newly allocated value
+ """
+ if key not in self.__cache:
+ self.__cache[key] = factory(*args, **kwargs)
+ return self.__cache[key]
+
+ @property
+ def viewport(self):
+ """Viewport doing the current rendering"""
+ return self._viewport
+
+ @property
+ def glCtx(self):
+ """The OpenGL context in use"""
+ return self._glContext
+
+ @property
+ def objectToCamera(self):
+ """The current transform from object to camera coords.
+
+ Do not modify.
+ """
+ return self._transformStack[-1]
+
+ @property
+ def projection(self):
+ """Projection transform.
+
+ Do not modify.
+ """
+ return self.viewport.camera.intrinsic
+
+ @property
+ def objectToNDC(self):
+ """The transform from object to NDC (this includes projection).
+
+ Do not modify.
+ """
+ return transform.StaticTransformList((self.projection, self.objectToCamera))
+
+ def pushTransform(self, transform_, multiply=True):
+ """Push a :class:`Transform` on the transform stack.
+
+ :param Transform transform_: The transform to add to the stack.
+ :param bool multiply:
+ True (the default) to multiply with the top of the stack,
+ False to push the transform as is without multiplication.
+ """
+ if multiply:
+ assert len(self._transformStack) >= 1
+ transform_ = transform.StaticTransformList(
+ (self._transformStack[-1], transform_)
+ )
+
+ self._transformStack.append(transform_)
+
+ def popTransform(self):
+ """Pop the transform on top of the stack.
+
+ :return: The Transform that is popped from the stack.
+ """
+ assert len(self._transformStack) > 1
+ return self._transformStack.pop()
+
+ @property
+ def clipper(self):
+ """The current clipping plane (ClippingPlane)"""
+ return self._clipPlane
+
+ def setClipPlane(self, point=(0.0, 0.0, 0.0), normal=(0.0, 0.0, 0.0)):
+ """Set the clipping plane to use
+
+ For now only handles a single clipping plane.
+
+ :param point: A point of the plane
+ :type point: 3-tuple of float
+ :param normal: Normal vector of the plane or (0, 0, 0) for no clipping
+ :type normal: 3-tuple of float
+ """
+ self._clipPlane = ClippingPlane(point, normal)
+
+ def setupProgram(self, program):
+ """Sets-up uniforms of a program using the context shader functions.
+
+ :param GLProgram program: The program to set-up.
+ It MUST be in use and using the context function.
+ """
+ self.clipper.setupProgram(self, program)
+ self.viewport.fog.setupProgram(self, program)
+
+ @property
+ def fragDecl(self):
+ """Fragment shader declaration for scene shader functions"""
+ return "\n".join(
+ (
+ self.clipper.fragDecl,
+ self.viewport.fog.fragDecl,
+ self._FRAGMENT_SHADER_SRC.substitute(
+ fogCall=self.viewport.fog.fragCall
+ ),
+ )
+ )
+
+ @property
+ def fragCallPre(self):
+ """Fragment shader call for scene shader functions (to do first)
+
+ It takes the camera position (vec4) as argument.
+ """
+ return self.clipper.fragCall
+
+ @property
+ def fragCallPost(self):
+ """Fragment shader call for scene shader functions (to do last)
+
+ It takes the camera position (vec4) as argument.
+ """
+ return "scene_post"
+
+
+class Viewport(event.Notifier):
+ """Rendering a single scene through a camera in part of a framebuffer.
+
+ :param int framebuffer: The framebuffer ID this viewport is rendering into
+ """
+
+ def __init__(self, framebuffer=0):
+ from . import Group # Here to avoid cyclic import
+
+ super(Viewport, self).__init__()
+ self._dirty = True
+ self._origin = 0, 0
+ self._size = 1, 1
+ self._framebuffer = int(framebuffer)
+ self.scene = Group() # The stuff to render, add overlaid scenes?
+ self.scene._setParent(self)
+ self.scene.addListener(self._changed)
+ self._background = 0.0, 0.0, 0.0, 1.0
+ self._camera = camera.Camera(
+ fovy=30.0, near=1.0, far=100.0, position=(0.0, 0.0, 12.0)
+ )
+ self._camera.addListener(self._changed)
+ self._transforms = transform.TransformList([self._camera])
+
+ self._light = DirectionalLight(
+ direction=(0.0, 0.0, -1.0), ambient=(0.3, 0.3, 0.3), diffuse=(0.7, 0.7, 0.7)
+ )
+ self._light.addListener(self._changed)
+ self._fog = Fog()
+ self._fog.isOn = False
+ self._fog.addListener(self._changed)
+
+ @property
+ def transforms(self):
+ """Proxy of camera transforms.
+
+ Do not modify the list.
+ """
+ return self._transforms
+
+ def _changed(self, *args, **kwargs):
+ """Callback handling scene updates"""
+ self._dirty = True
+ self.notify()
+
+ @property
+ def dirty(self):
+ """True if scene is dirty and needs redisplay."""
+ return self._dirty
+
+ def resetDirty(self):
+ """Mark the scene as not being dirty.
+
+ To call after rendering.
+ """
+ self._dirty = False
+
+ @property
+ def background(self):
+ """Viewport's background color (4-tuple of float in [0, 1] or None)
+
+ The background color is used to clear to viewport.
+ If None, the viewport is not cleared
+ """
+ return self._background
+
+ @background.setter
+ def background(self, color):
+ if color is not None:
+ color = rgba(color)
+ if self._background != color:
+ self._background = color
+ self._changed()
+
+ @property
+ def camera(self):
+ """The camera used to render the scene."""
+ return self._camera
+
+ @property
+ def light(self):
+ """The light used to render the scene."""
+ return self._light
+
+ @property
+ def fog(self):
+ """The fog function used to render the scene"""
+ return self._fog
+
+ @property
+ def origin(self):
+ """Origin (ox, oy) of the viewport in pixels"""
+ return self._origin
+
+ @origin.setter
+ def origin(self, origin):
+ ox, oy = origin
+ origin = int(ox), int(oy)
+ if origin != self._origin:
+ self._origin = origin
+ self._changed()
+
+ @property
+ def size(self):
+ """Size (width, height) of the viewport in pixels"""
+ return self._size
+
+ @size.setter
+ def size(self, size):
+ w, h = size
+ size = int(w), int(h)
+ if size != self._size:
+ self._size = size
+
+ self.camera.intrinsic.size = size
+ self._changed()
+
+ @property
+ def shape(self):
+ """Shape (height, width) of the viewport in pixels.
+
+ This is a convenient wrapper to the inverse of size.
+ """
+ return self._size[1], self._size[0]
+
+ @shape.setter
+ def shape(self, shape):
+ self.size = shape[1], shape[0]
+
+ @property
+ def framebuffer(self):
+ """The framebuffer ID this viewport is rendering into (int)"""
+ return self._framebuffer
+
+ @framebuffer.setter
+ def framebuffer(self, framebuffer):
+ self._framebuffer = int(framebuffer)
+
+ def render(self, glContext):
+ """Perform the rendering of the viewport
+
+ :param Context glContext: The context used for rendering"""
+ # Get a chance to run deferred delete
+ glContext.cleanGLGarbage()
+
+ # OpenGL set-up: really need to be done once
+ ox, oy = self.origin
+ w, h = self.size
+ gl.glViewport(ox, oy, w, h)
+
+ gl.glEnable(gl.GL_SCISSOR_TEST)
+ gl.glScissor(ox, oy, w, h)
+
+ gl.glEnable(gl.GL_BLEND)
+ gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
+
+ gl.glEnable(gl.GL_DEPTH_TEST)
+ gl.glDepthFunc(gl.GL_LEQUAL)
+ gl.glDepthRange(0.0, 1.0)
+
+ # gl.glEnable(gl.GL_POLYGON_OFFSET_FILL)
+ # gl.glPolygonOffset(1., 1.)
+
+ gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
+ gl.glEnable(gl.GL_LINE_SMOOTH)
+
+ if self.background is None:
+ gl.glClear(gl.GL_STENCIL_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
+ else:
+ gl.glClearColor(*self.background)
+
+ # Prepare OpenGL
+ gl.glClear(
+ gl.GL_COLOR_BUFFER_BIT
+ | gl.GL_STENCIL_BUFFER_BIT
+ | gl.GL_DEPTH_BUFFER_BIT
+ )
+
+ ctx = RenderContext(self, glContext)
+ self.scene.render(ctx)
+ self.scene.postRender(ctx)
+
+ def adjustCameraDepthExtent(self):
+ """Update camera depth extent to fit the scene bounds.
+
+ Only near and far planes are updated.
+ The scene might still not be fully visible
+ (e.g., if spanning behind the viewpoint with perspective projection).
+ """
+ bounds = self.scene.bounds(transformed=True)
+ if bounds is None:
+ bounds = numpy.array(
+ ((0.0, 0.0, 0.0), (1.0, 1.0, 1.0)), dtype=numpy.float32
+ )
+ bounds = self.camera.extrinsic.transformBounds(bounds)
+
+ if isinstance(self.camera.intrinsic, transform.Perspective):
+ # This needs to be reworked
+ zbounds = -bounds[:, 2]
+ zextent = max(numpy.fabs(zbounds[0] - zbounds[1]), 0.0001)
+ near = max(zextent / 1000.0, 0.95 * zbounds[1])
+ far = max(near + 0.1, 1.05 * zbounds[0])
+
+ self.camera.intrinsic.setDepthExtent(near, far)
+ elif isinstance(self.camera.intrinsic, transform.Orthographic):
+ # Makes sure z bounds are included
+ border = max(abs(bounds[:, 2]))
+ self.camera.intrinsic.setDepthExtent(-border, border)
+ else:
+ raise RuntimeError("Unsupported camera", self.camera.intrinsic)
+
+ def resetCamera(self):
+ """Change camera to have the whole scene in the viewing frustum.
+
+ It updates the camera position and depth extent.
+ Camera sight direction and up are not affected.
+ """
+ bounds = self.scene.bounds(transformed=True)
+ if bounds is None:
+ bounds = numpy.array(
+ ((0.0, 0.0, 0.0), (1.0, 1.0, 1.0)), dtype=numpy.float32
+ )
+ self.camera.resetCamera(bounds)
+
+ def orbitCamera(self, direction, angle=1.0):
+ """Rotate the camera around center of the scene.
+
+ :param str direction: Direction of movement relative to image plane.
+ In: 'up', 'down', 'left', 'right'.
+ :param float angle: he angle in degrees of the rotation.
+ """
+ bounds = self.scene.bounds(transformed=True)
+ if bounds is None:
+ bounds = numpy.array(
+ ((0.0, 0.0, 0.0), (1.0, 1.0, 1.0)), dtype=numpy.float32
+ )
+ center = 0.5 * (bounds[0] + bounds[1])
+ self.camera.orbit(direction, center, angle)
+
+ def moveCamera(self, direction, step=0.1):
+ """Move the camera relative to the image plane.
+
+ :param str direction: Direction relative to image plane.
+ One of: 'up', 'down', 'left', 'right',
+ 'forward', 'backward'.
+ :param float step: The ratio of data to step for each pan.
+ """
+ bounds = self.scene.bounds(transformed=True)
+ if bounds is None:
+ bounds = numpy.array(
+ ((0.0, 0.0, 0.0), (1.0, 1.0, 1.0)), dtype=numpy.float32
+ )
+ bounds = self.camera.extrinsic.transformBounds(bounds)
+ center = 0.5 * (bounds[0] + bounds[1])
+ ndcCenter = self.camera.intrinsic.transformPoint(center, perspectiveDivide=True)
+
+ step *= 2.0 # NDC has size 2
+
+ if direction == "up":
+ ndcCenter[1] -= step
+ elif direction == "down":
+ ndcCenter[1] += step
+
+ elif direction == "right":
+ ndcCenter[0] -= step
+ elif direction == "left":
+ ndcCenter[0] += step
+
+ elif direction == "forward":
+ ndcCenter[2] += step
+ elif direction == "backward":
+ ndcCenter[2] -= step
+
+ else:
+ raise ValueError("Unsupported direction: %s" % direction)
+
+ newCenter = self.camera.intrinsic.transformPoint(
+ ndcCenter, direct=False, perspectiveDivide=True
+ )
+
+ self.camera.move(direction, numpy.linalg.norm(newCenter - center))
+
+ def windowToNdc(self, winX, winY, checkInside=True):
+ """Convert position from window to normalized device coordinates.
+
+ If window coordinates are int, they are moved half a pixel
+ to be positioned at the center of pixel.
+
+ :param winX: X window coord, origin left.
+ :param winY: Y window coord, origin top.
+ :param bool checkInside: If True, returns None if position is
+ outside viewport.
+ :return: (x, y) Normalize device coordinates in [-1, 1] or None.
+ Origin center, x to the right, y goes upward.
+ """
+ ox, oy = self._origin
+ width, height = self.size
+
+ # If int, move it to the center of pixel
+ if isinstance(winX, int):
+ winX += 0.5
+ if isinstance(winY, int):
+ winY += 0.5
+
+ x, y = winX - ox, winY - oy
+
+ if checkInside and (x < 0.0 or x > width or y < 0.0 or y > height):
+ return None # Out of viewport
+
+ ndcx = 2.0 * x / float(width) - 1.0
+ ndcy = 1.0 - 2.0 * y / float(height)
+ return ndcx, ndcy
+
+ def ndcToWindow(self, ndcX, ndcY, checkInside=True):
+ """Convert position from normalized device coordinates (NDC) to window.
+
+ :param float ndcX: X NDC coord.
+ :param float ndcY: Y NDC coord.
+ :param bool checkInside: If True, returns None if position is
+ outside viewport.
+ :return: (x, y) window coordinates or None.
+ Origin top-left, x to the right, y goes downward.
+ """
+ if checkInside and (ndcX < -1.0 or ndcX > 1.0 or ndcY < -1.0 or ndcY > 1.0):
+ return None # Outside viewport
+
+ ox, oy = self._origin
+ width, height = self.size
+
+ winx = ox + width * 0.5 * (ndcX + 1.0)
+ winy = oy + height * 0.5 * (1.0 - ndcY)
+ return winx, winy
+
+ def _pickNdcZGL(self, x, y, offset=0):
+ """Retrieve depth from depth buffer and return corresponding NDC Z.
+
+ :param int x: In pixels in window coordinates, origin left.
+ :param int y: In pixels in window coordinates, origin top.
+ :param int offset: Number of pixels to look at around the given pixel
+
+ :return: Normalize device Z coordinate of depth in [-1, 1]
+ or None if outside viewport.
+ :rtype: float or None
+ """
+ ox, oy = self._origin
+ width, height = self.size
+
+ x = int(x)
+ y = height - int(y) # Invert y coord
+
+ if x < ox or x > ox + width or y < oy or y > oy + height:
+ # Outside viewport
+ return None
+
+ # Get depth from depth buffer in [0., 1.]
+ # Bind used framebuffer to get depth
+ gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.framebuffer)
+
+ if offset == 0: # Fast path
+ # glReadPixels is not GL|ES friendly
+ depthPatch = gl.glReadPixels(x, y, 1, 1, gl.GL_DEPTH_COMPONENT, gl.GL_FLOAT)
+ depth = numpy.ravel(depthPatch)[0]
+ else:
+ offset = abs(int(offset))
+ size = 2 * offset + 1
+ depthPatch = gl.glReadPixels(
+ x - offset, y - offset, size, size, gl.GL_DEPTH_COMPONENT, gl.GL_FLOAT
+ )
+ depthPatch = depthPatch.ravel() # Work in 1D
+
+ # TODO cache sortedIndices to avoid computing it each time
+ # Compute distance of each pixels to the center of the patch
+ offsetToCenter = numpy.arange(-offset, offset + 1, dtype=numpy.float32) ** 2
+ sqDistToCenter = numpy.add.outer(offsetToCenter, offsetToCenter)
+
+ # Use distance to center to sort values from the patch
+ sortedIndices = numpy.argsort(sqDistToCenter.ravel())
+ sortedValues = depthPatch[sortedIndices]
+
+ # Take first depth that is not 1 in the sorted values
+ hits = sortedValues[sortedValues != 1.0]
+ depth = 1.0 if len(hits) == 0 else hits[0]
+
+ gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
+
+ # Z in NDC in [-1., 1.]
+ return float(depth) * 2.0 - 1.0
+
+ def _getXZYGL(self, x, y):
+ ndc = self.windowToNdc(x, y)
+ if ndc is None:
+ return None # Outside viewport
+ ndcz = self._pickNdcZGL(x, y)
+ ndcpos = numpy.array((ndc[0], ndc[1], ndcz, 1.0), dtype=numpy.float32)
+
+ camerapos = self.camera.intrinsic.transformPoint(
+ ndcpos, direct=False, perspectiveDivide=True
+ )
+
+ scenepos = self.camera.extrinsic.transformPoint(camerapos, direct=False)
+ return scenepos[:3]
+
+ def pick(self, x, y):
+ pass
+ # ndcX, ndcY = self.windowToNdc(x, y)
+ # ndcNearPt = ndcX, ndcY, -1.
+ # ndcFarPT = ndcX, ndcY, 1.