Add an example which uses the Python bindings

This is more or less a copy of the BasicExample but using ever so slightly more
modern OpenGL (>=3.0). I've tried to comment this as much as possible.

In addition to this simple example I will go on to develop a more complex
application as discussed in issue #21
This commit is contained in:
Matt Williams 2013-01-19 14:24:10 +00:00
parent d50e9dfebc
commit 8ad0cae89a
3 changed files with 284 additions and 0 deletions

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@ -82,6 +82,7 @@ IF(ENABLE_EXAMPLES AND QT_QTOPENGL_FOUND)
ADD_SUBDIRECTORY(examples/Paging)
ADD_SUBDIRECTORY(examples/OpenGL)
ADD_SUBDIRECTORY(examples/SmoothLOD)
ADD_SUBDIRECTORY(examples/Python)
SET(BUILD_EXAMPLES ON)
ELSE()
SET(BUILD_EXAMPLES OFF)

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@ -0,0 +1,26 @@
# Copyright (c) 2010-2013 Matt Williams
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any source
# distribution.
PROJECT(PythonExample)
SOURCE_GROUP("Sources" FILES PythonExample.py)
configure_file(PythonExample.py PythonExample.py COPYONLY)

257
examples/Python/PythonExample.py Executable file
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@ -0,0 +1,257 @@
#! /usr/bin/env python
################################################################################
# Copyright (c) 2013 Matt Williams
#
# This software is provided 'as-is', without any express or implied
# warranty. In no event will the authors be held liable for any damages
# arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software
# in a product, an acknowledgment in the product documentation would be
# appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be
# misrepresented as being the original software.
#
# 3. This notice may not be removed or altered from any source
# distribution.
################################################################################
import sys
sys.path.append("../../library/bindings/") #This is just to point to the generated bindings
import PolyVoxCore as pv
#Create a 64x64x64 volume of integers
r = pv.Region(pv.Vector3Dint32_t(0,0,0), pv.Vector3Dint32_t(63,63,63))
vol = pv.SimpleVolumeuint8(r)
#Now fill the volume with our data (a sphere)
v3dVolCenter = pv.Vector3Dint32_t(vol.getWidth() / 2, vol.getHeight() / 2, vol.getDepth() / 2)
sphereRadius = 30
#This three-level for loop iterates over every voxel in the volume
for z in range(vol.getDepth()):
for y in range(vol.getHeight()):
for x in range(vol.getWidth()):
#Store our current position as a vector...
v3dCurrentPos = pv.Vector3Dint32_t(x,y,z)
#And compute how far the current position is from the center of the volume
fDistToCenter = (v3dCurrentPos - v3dVolCenter).length()
uVoxelValue = 0
#If the current voxel is less than 'radius' units from the center then we make it solid.
if(fDistToCenter <= sphereRadius):
#Our new voxel value
uVoxelValue = 255
#Write the voxel value into the volume
vol.setVoxelAt(x, y, z, uVoxelValue);
#Create a mesh, pass it to the extractor and generate the mesh
mesh = pv.SurfaceMeshPositionMaterialNormal()
extractor = pv.CubicSurfaceExtractorWithNormalsSimpleVolumeuint8(vol, r, mesh)
extractor.execute()
#That's all of the PolyVox generation done, now to convert the output to something OpenGL can read efficiently
import numpy as np
indices = np.array(mesh.getIndices(), dtype='uint32') #Throw in the vertex indices into an array
#The vertices and normals are placed in an interpolated array like [vvvnnn,vvvnnn,vvvnnn]
vertices = np.array([[vertex.getPosition().getX(), vertex.getPosition().getY(), vertex.getPosition().getZ(),
vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ()]
for vertex in mesh.getVertices()],
dtype='f')
#Now that we have our data, everything else here is just OpenGL
import OpenGL
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
from OpenGL.GL import glClear, glEnable, glDepthFunc, GLuint, glEnableVertexAttribArray, glVertexAttribPointer, glDisableVertexAttribArray, \
glDrawElements, glGetUniformLocation, glUniformMatrix4fv, glDepthMask, glDepthRange, glGetString, glBindAttribLocation, \
GL_COLOR_BUFFER_BIT, GL_TRIANGLES, GL_DEPTH_TEST, GL_LEQUAL, GL_FLOAT, \
GL_DEPTH_BUFFER_BIT, GL_ELEMENT_ARRAY_BUFFER, GL_UNSIGNED_INT, GL_STATIC_DRAW, \
GL_FALSE, GL_TRUE, GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_CULL_FACE, \
GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
import pygame
from math import sin, cos, tan, radians
SCREEN_SIZE = (800, 800)
def run():
#Start OpenGL and ask it for an OpenGL context
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode(SCREEN_SIZE, pygame.HWSURFACE|pygame.OPENGL|pygame.DOUBLEBUF)
#The first thing we do is print some OpenGL details and check that we have a good enough version
print "OpenGL Implementation Details:"
if glGetString(GL_VENDOR):
print "\tGL_VENDOR:", glGetString(GL_VENDOR)
if glGetString(GL_RENDERER):
print "\tGL_RENDERER:", glGetString(GL_RENDERER)
if glGetString(GL_VERSION):
print "\tGL_VERSION:", glGetString(GL_VERSION)
if glGetString(GL_SHADING_LANGUAGE_VERSION):
print "\tGL_SHADING_LANGUAGE_VERSION:", glGetString(GL_SHADING_LANGUAGE_VERSION)
major_version = int(glGetString(GL_VERSION).split()[0].split('.')[0])
minor_version = int(glGetString(GL_VERSION).split()[0].split('.')[1])
if major_version < 3 or (major_version < 3 and minor_version < 0):
print "OpenGL version must be at least 3.0 (found {0})".format(glGetString(GL_VERSION).split()[0])
#Now onto the OpenGL initialisation
#Set up depth culling
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glDepthMask(GL_TRUE)
glDepthFunc(GL_LEQUAL)
glDepthRange(0.0, 1.0)
#We create out shaders which do little more than set a flat colour for each face
VERTEX_SHADER = shaders.compileShader("""
#version 130
in vec4 position;
in vec4 normal;
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
flat out float theColor;
void main()
{
vec4 temp = modelToWorldMatrix * position;
temp = worldToCameraMatrix * temp;
gl_Position = cameraToClipMatrix * temp;
theColor = clamp(abs(dot(normalize(normal.xyz), normalize(vec3(0.9,0.1,0.5)))), 0, 1);
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader("""
#version 130
flat in float theColor;
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0, 0.5, theColor, 1.0);
}
""", GL_FRAGMENT_SHADER)
shader = shaders.compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
#And then grab our attribute locations from it
glBindAttribLocation(shader, 0, "position")
glBindAttribLocation(shader, 1, "normal")
#Create the Vertex Array Object to hold our volume mesh
vertexArrayObject = GLuint(0)
glGenVertexArrays(1, vertexArrayObject)
glBindVertexArray(vertexArrayObject)
#Create the index buffer object
indexPositions = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER, usage=GL_STATIC_DRAW)
#Create the VBO
vertexPositions = vbo.VBO(vertices, usage=GL_STATIC_DRAW)
#Bind our VBOs and set up our data layout specifications
with indexPositions, vertexPositions:
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 6*vertices.dtype.itemsize, vertexPositions+(0*vertices.dtype.itemsize))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, False, 6*vertices.dtype.itemsize, vertexPositions+(3*vertices.dtype.itemsize))
glBindVertexArray(0)
glDisableVertexAttribArray(0)
#Now grab out transformation martix locations
modelToWorldMatrixUnif = glGetUniformLocation(shader, "modelToWorldMatrix")
worldToCameraMatrixUnif = glGetUniformLocation(shader, "worldToCameraMatrix")
cameraToClipMatrixUnif = glGetUniformLocation(shader, "cameraToClipMatrix")
modelToWorldMatrix = np.array([[1.0,0.0,0.0,-32.0],[0.0,1.0,0.0,-32.0],[0.0,0.0,1.0,-32.0],[0.0,0.0,0.0,1.0]], dtype='f')
worldToCameraMatrix = np.array([[1.0,0.0,0.0,0.0],[0.0,1.0,0.0,0.0],[0.0,0.0,1.0,-50.0],[0.0,0.0,0.0,1.0]], dtype='f')
cameraToClipMatrix = np.array([[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0]], dtype='f')
#These next few lines just set up our camera frustum
fovDeg = 45.0
frustumScale = 1.0 / tan(radians(fovDeg) / 2.0)
zNear = 1.0
zFar = 1000.0
cameraToClipMatrix[0][0] = frustumScale
cameraToClipMatrix[1][1] = frustumScale
cameraToClipMatrix[2][2] = (zFar + zNear) / (zNear - zFar)
cameraToClipMatrix[2][3] = -1.0
cameraToClipMatrix[3][2] = (2 * zFar * zNear) / (zNear - zFar)
#worldToCameraMatrix and cameraToClipMatrix don't change ever so just set them once here
with shader:
glUniformMatrix4fv(cameraToClipMatrixUnif, 1, GL_TRUE, cameraToClipMatrix)
glUniformMatrix4fv(worldToCameraMatrixUnif, 1, GL_TRUE, worldToCameraMatrix)
#These are used to track the rotation of the volume
LastFrameMousePos = (0,0)
CurrentMousePos = (0,0)
xRotation = 0
yRotation = 0
while True:
clock.tick()
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
if event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE:
return
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
CurrentMousePos = event.pos
LastFrameMousePos = CurrentMousePos
if event.type == pygame.MOUSEMOTION and 1 in event.buttons:
CurrentMousePos = event.pos
diff = (CurrentMousePos[0] - LastFrameMousePos[0], CurrentMousePos[1] - LastFrameMousePos[1])
xRotation += event.rel[0]
yRotation += event.rel[1]
LastFrameMousePos = CurrentMousePos
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
#Perform the rotation of the mesh
moveToOrigin = np.array([[1.0,0.0,0.0,-32.0],[0.0,1.0,0.0,-32.0],[0.0,0.0,1.0,-32.0],[0.0,0.0,0.0,1.0]], dtype='f')
rotateAroundX = np.array([[1.0,0.0,0.0,0.0],[0.0,cos(radians(yRotation)),-sin(radians(yRotation)),0.0],[0.0,sin(radians(yRotation)),cos(radians(yRotation)),0.0],[0.0,0.0,0.0,1.0]], dtype='f')
rotateAroundY = np.array([[cos(radians(xRotation)),0.0,sin(radians(xRotation)),0.0],[0.0,1.0,0.0,0.0],[-sin(radians(xRotation)),0.0,cos(radians(xRotation)),0.0],[0.0,0.0,0.0,1.0]], dtype='f')
modelToWorldMatrix = rotateAroundY.dot(rotateAroundX.dot(moveToOrigin))
with shader:
glUniformMatrix4fv(modelToWorldMatrixUnif, 1, GL_TRUE, modelToWorldMatrix)
glBindVertexArray(vertexArrayObject)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glBindVertexArray(0)
# Show the screen
pygame.display.flip()
run()