228 lines
7.1 KiB
Python
228 lines
7.1 KiB
Python
# python/example4.py -- Python version of an example application that
|
|
# shows how to use the Canvas widget. For a C++ implementation, see
|
|
# '../src/example4.cpp'.
|
|
#
|
|
# NanoGUI was developed by Wenzel Jakob <wenzel@inf.ethz.ch>.
|
|
# The widget drawing code is based on the NanoVG demo application
|
|
# by Mikko Mononen.
|
|
#
|
|
# All rights reserved. Use of this source code is governed by a
|
|
# BSD-style license that can be found in the LICENSE.txt file.
|
|
|
|
import nanogui
|
|
import random
|
|
import math
|
|
import gc
|
|
|
|
from nanogui import Canvas, Shader, RenderPass, Screen, Window, \
|
|
GroupLayout, Color, Widget, BoxLayout, Orientation, Alignment, \
|
|
Button, Matrix4f
|
|
|
|
from nanogui import glfw
|
|
|
|
class MyCanvas(Canvas):
|
|
def __init__(self, parent):
|
|
super(MyCanvas, self).__init__(parent, 1)
|
|
|
|
try:
|
|
import numpy as np
|
|
|
|
if nanogui.api == 'opengl':
|
|
vertex_shader = """
|
|
#version 330
|
|
uniform mat4 mvp;
|
|
in vec3 position;
|
|
in vec3 color;
|
|
out vec4 frag_color;
|
|
void main() {
|
|
frag_color = vec4(color, 1.0);
|
|
gl_Position = mvp * vec4(position, 1.0);
|
|
}
|
|
"""
|
|
|
|
fragment_shader = """
|
|
#version 330
|
|
out vec4 color;
|
|
in vec4 frag_color;
|
|
void main() {
|
|
color = frag_color;
|
|
}
|
|
"""
|
|
elif nanogui.api == 'gles2' or nanogui.api == 'gles3':
|
|
vertex_shader = """
|
|
precision highp float;
|
|
uniform mat4 mvp;
|
|
attribute vec3 position;
|
|
attribute vec3 color;
|
|
varying vec4 frag_color;
|
|
void main() {
|
|
frag_color = vec4(color, 1.0);
|
|
gl_Position = mvp * vec4(position, 1.0);
|
|
}
|
|
"""
|
|
|
|
fragment_shader = """
|
|
precision highp float;
|
|
varying vec4 frag_color;
|
|
void main() {
|
|
gl_FragColor = frag_color;
|
|
}
|
|
"""
|
|
elif nanogui.api == 'metal':
|
|
vertex_shader = """
|
|
using namespace metal;
|
|
struct VertexOut {
|
|
float4 position [[position]];
|
|
float4 color;
|
|
};
|
|
|
|
vertex VertexOut vertex_main(const device packed_float3 *position,
|
|
const device packed_float3 *color,
|
|
constant float4x4 &mvp,
|
|
uint id [[vertex_id]]) {
|
|
VertexOut vert;
|
|
vert.position = mvp * float4(position[id], 1.f);
|
|
vert.color = float4(color[id], 1.f);
|
|
return vert;
|
|
}
|
|
"""
|
|
|
|
fragment_shader = """
|
|
using namespace metal;
|
|
|
|
struct VertexOut {
|
|
float4 position [[position]];
|
|
float4 color;
|
|
};
|
|
|
|
fragment float4 fragment_main(VertexOut vert [[stage_in]]) {
|
|
return vert.color;
|
|
}
|
|
"""
|
|
else:
|
|
raise Exception("Unknown graphics API!")
|
|
|
|
self.shader = Shader(
|
|
self.render_pass(),
|
|
# An identifying name
|
|
"a_simple_shader",
|
|
vertex_shader,
|
|
fragment_shader
|
|
)
|
|
|
|
# Draw a cube
|
|
indices = np.array(
|
|
[3, 2, 6, 6, 7, 3,
|
|
4, 5, 1, 1, 0, 4,
|
|
4, 0, 3, 3, 7, 4,
|
|
1, 5, 6, 6, 2, 1,
|
|
0, 1, 2, 2, 3, 0,
|
|
7, 6, 5, 5, 4, 7],
|
|
dtype=np.uint32)
|
|
|
|
positions = np.array(
|
|
[[-1, 1, 1], [-1, -1, 1],
|
|
[1, -1, 1], [1, 1, 1],
|
|
[-1, 1, -1], [-1, -1, -1],
|
|
[1, -1, -1], [1, 1, -1]],
|
|
dtype=np.float32)
|
|
|
|
colors = np.array(
|
|
[[0, 1, 1], [0, 0, 1],
|
|
[1, 0, 1], [1, 1, 1],
|
|
[0, 1, 0], [0, 0, 0],
|
|
[1, 0, 0], [1, 1, 0]],
|
|
dtype=np.float32)
|
|
|
|
self.shader.set_buffer("indices", indices)
|
|
self.shader.set_buffer("position", positions)
|
|
self.shader.set_buffer("color", colors)
|
|
self.rotation = 0
|
|
except ImportError:
|
|
self.shader = None
|
|
pass
|
|
|
|
def draw_contents(self):
|
|
if self.shader is None:
|
|
return
|
|
import numpy as np
|
|
|
|
view = Matrix4f.look_at(
|
|
origin=[0, -2, -10],
|
|
target=[0, 0, 0],
|
|
up=[0, 1, 0]
|
|
)
|
|
|
|
model = Matrix4f.rotate(
|
|
[0, 1, 0],
|
|
glfw.getTime()
|
|
)
|
|
|
|
model2 = Matrix4f.rotate(
|
|
[1, 0, 0],
|
|
self.rotation
|
|
)
|
|
|
|
size = self.size()
|
|
proj = Matrix4f.perspective(
|
|
fov=25 * np.pi / 180,
|
|
near=0.1,
|
|
far=20,
|
|
aspect=size[0] / float(size[1])
|
|
)
|
|
|
|
mvp = proj @ view @ model @ model2
|
|
|
|
self.shader.set_buffer("mvp", np.float32(mvp).T)
|
|
with self.shader:
|
|
self.shader.draw_array(Shader.PrimitiveType.Triangle,
|
|
0, 36, indexed=True)
|
|
|
|
|
|
class TestApp(Screen):
|
|
def __init__(self):
|
|
super(TestApp, self).__init__((800, 600), "NanoGUI Test", False)
|
|
|
|
window = Window(self, "Canvas widget demo")
|
|
window.set_position((15, 15))
|
|
window.set_layout(GroupLayout())
|
|
|
|
self.canvas = MyCanvas(window)
|
|
self.canvas.set_background_color(Color(0.5, 0.5, 0.5, 1.0))
|
|
self.canvas.set_size((400, 400))
|
|
|
|
tools = Widget(window)
|
|
tools.set_layout(BoxLayout(Orientation.Horizontal,
|
|
Alignment.Middle, 0, 5))
|
|
|
|
b0 = Button(tools, "Random Background")
|
|
def cb0():
|
|
self.canvas.set_background_color(Color(random.random(), random.random(), random.random(), 1.0))
|
|
b0.set_callback(cb0)
|
|
|
|
b1 = Button(tools, "Random Rotation")
|
|
def cb1():
|
|
self.canvas.rotation = random.random() * math.pi
|
|
b1.set_callback(cb1)
|
|
|
|
self.perform_layout()
|
|
|
|
def keyboard_event(self, key, scancode, action, modifiers):
|
|
if super(TestApp, self).keyboard_event(key, scancode,
|
|
action, modifiers):
|
|
return True
|
|
if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
|
|
self.set_visible(False)
|
|
return True
|
|
return False
|
|
|
|
if __name__ == "__main__":
|
|
nanogui.init()
|
|
test = TestApp()
|
|
test.draw_all()
|
|
test.set_visible(True)
|
|
nanogui.mainloop(refresh=1 / 60.0 * 1000)
|
|
del test
|
|
gc.collect()
|
|
nanogui.shutdown()
|