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import struct
from pathlib import Path
import glm
import moderngl
import moderngl_window
from moderngl_window import geometry
from moderngl_window.opengl.projection import Projection3D
from moderngl_window.opengl.vao import VAO
class FragmentPicking(moderngl_window.WindowConfig):
"""
Demonstrates how you can pick exact positions on a model
efficiently using the gpu. We render the scene info
to various layers in an offscreen framebuffer and
use this to fetch the view position of the picked
fragment. We can then apply the inverse modelview
to create points positions that matches the original mesh.
In this example we pick points on a mesh mapped with
a texture containing heat information. We pick the
position, heat value and the normal of the fragment.
The normal is then used to hide points that point
away from the camera.
"""
title = "Fragment Picking"
gl_version = 3, 3
window_size = 1280, 720
aspect_ratio = None
resizable = True
resource_dir = (Path(__file__) / "../../resources").resolve()
def __init__(self, **kwargs):
super().__init__(**kwargs)
print("window buffer size:", self.wnd.buffer_size)
self.marker_file = Path("markers.bin")
# Object rotation
self.x_rot = 0
self.y_rot = 0
# Object position
self.zoom = 0
# Load scene cached to speed up loading!
self.scene = self.load_scene("scenes/fragment_picking/centered.obj", cache=True)
# Grab the raw mesh/vertex array
self.mesh = self.scene.root_nodes[0].mesh.vao
self.mesh_texture = self.scene.root_nodes[0].mesh.material.mat_texture.texture
self.projection = Projection3D(
fov=60,
aspect_ratio=self.wnd.aspect_ratio,
near=1.0,
far=100.0,
)
# --- Offscreen render target
# RGBA color/diffuse layer
self.offscreen_diffuse = self.ctx.texture(self.wnd.buffer_size, 4)
# Textures for storing normals (16 bit floats)
self.offscreen_normals = self.ctx.texture(self.wnd.buffer_size, 4, dtype="f2")
# Texture for storing the view positions rendered to framebuffer
self.offscreen_viewpos = self.ctx.texture(self.wnd.buffer_size, 4, dtype="f4")
# Texture for storing depth values
self.offscreen_depth = self.ctx.depth_texture(self.wnd.buffer_size)
# Create a framebuffer we can render to
self.offscreen = self.ctx.framebuffer(
color_attachments=[
self.offscreen_diffuse,
self.offscreen_normals,
self.offscreen_viewpos,
],
depth_attachment=self.offscreen_depth,
)
# This is just for temp changing depth texture parameters
# temporary so we can use it as a normal texture
self.depth_sampler = self.ctx.sampler(
filter=(moderngl.LINEAR, moderngl.LINEAR),
compare_func="",
)
# A fullscreen quad just for rendering offscreen textures to the window
self.quad_fs = geometry.quad_fs()
# --- Shaders
# Simple program just rendering texture
self.texture_program = self.load_program("programs/fragment_picking/texture.glsl")
self.texture_program["texture0"].value = 0
# Geomtry shader writing to two offscreen layers (color, normal) + depth
self.geometry_program = self.load_program("programs/fragment_picking/geometry.glsl")
self.geometry_program["texture0"].value = 0 # use texture channel 0
# Shader for linearizing depth (debug visualization)
self.linearize_depth_program = self.load_program("programs/linearize_depth.glsl")
self.linearize_depth_program["texture0"].value = 0
self.linearize_depth_program["near"].value = self.projection.near
self.linearize_depth_program["far"].value = self.projection.far
# Shader for picking the world position of a fragment
self.fragment_picker_program = self.load_program("programs/fragment_picking/picker.glsl")
self.fragment_picker_program["position_texture"].value = 0 # Read from texture channel 0
self.fragment_picker_program["normal_texture"].value = 1 # Read from texture channel 1
self.fragment_picker_program["diffuse_texture"].value = 2 # Read from texture channel 2
# Picker geometry
self.marker_byte_size = 7 * 4 # position + normal + temperature (7 x 32bit floats)
self.picker_output = self.ctx.buffer(reserve=self.marker_byte_size)
self.picker_vao = VAO(mode=moderngl.POINTS)
# Shader for rendering markers
self.marker_program = self.load_program("programs/fragment_picking/markers.glsl")
self.marker_program["color"].value = 1.0, 0.0, 0.0, 1.0
# Marker geometry
self.marker_buffer = self.ctx.buffer(
reserve=self.marker_byte_size * 1000
) # Reserve room for 1000 points
self.marker_vao = VAO(name="markers", mode=moderngl.POINTS)
self.marker_vao.buffer(
self.marker_buffer, "3f 3f 1f", ["in_position", "in_normal", "temperature"]
)
self.num_markers = 0
# Debug geometry
self.quad_normals = geometry.quad_2d(size=(0.25, 0.25), pos=(0.75, 0.875))
self.quad_depth = geometry.quad_2d(size=(0.25, 0.25), pos=(0.5, 0.875))
self.quad_positions = geometry.quad_2d(size=(0.25, 0.25), pos=(0.25, 0.875))
def on_render(self, time: float, frametime: float):
self.ctx.enable(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
translation = glm.translate(glm.vec3(0, 0, -45 + self.zoom))
rotation = glm.mat4(glm.quat(glm.vec3(self.y_rot, self.x_rot, 0)))
self.modelview = translation * rotation
# Render the scene to offscreen buffer
self.offscreen.clear()
self.offscreen.use()
# Render the scene
self.geometry_program["modelview"].write(self.modelview)
self.geometry_program["projection"].write(self.projection.matrix)
self.mesh_texture.use(location=0) # bind texture from obj file to channel 0
self.depth_sampler.use(location=0)
self.mesh.render(self.geometry_program) # render mesh
self.depth_sampler.clear(location=0)
# Activate the window as the render target
self.ctx.screen.use()
self.ctx.disable(moderngl.DEPTH_TEST)
# Render offscreen diffuse layer to screen
self.offscreen_diffuse.use(location=0)
self.quad_fs.render(self.texture_program)
# Render markers
if self.num_markers > 0:
self.ctx.point_size = 6.0 # Specify fragment size of the markers
self.marker_program["modelview"].write(self.modelview)
self.marker_program["projection"].write(self.projection.matrix)
self.marker_vao.render(self.marker_program, vertices=self.num_markers)
self.render_debug()
def render_debug(self):
"""Debug rendering. Offscreen buffers"""
# Debug rendering of normal and depth buffer
self.offscreen_normals.use()
self.quad_normals.render(self.texture_program)
self.offscreen_depth.use(location=0) # bind depth sampler to channel 0
self.depth_sampler.use(location=0) # temp override the parameters
self.quad_depth.render(self.linearize_depth_program)
self.depth_sampler.clear(location=0) # Remove the override
self.offscreen_viewpos.use()
self.quad_positions.render(self.texture_program)
def on_mouse_drag_event(self, x, y, dx, dy):
"""Pick up mouse drag movements"""
self.x_rot -= dx / 100
self.y_rot -= dy / 100
def on_mouse_press_event(self, x, y, button):
"""Attempts to get the view position from a fragment"""
# only care about right mouse button clicks
if button != self.wnd.mouse.right:
return
# mouse coordinates starts in upper left corner
# pixel positions starts and lower left corner
pos = (
int(x * self.wnd.pixel_ratio),
int(self.wnd.buffer_height - (y * self.wnd.pixel_ratio)),
)
print("Picking mouse position", x, y)
print("Viewport position", pos)
self.fragment_picker_program["texel_pos"].value = pos
self.fragment_picker_program["modelview"].write(self.modelview)
self.offscreen_viewpos.use(location=0)
self.offscreen_normals.use(location=1)
self.offscreen_diffuse.use(location=2)
self.picker_vao.transform(self.fragment_picker_program, self.picker_output, vertices=1)
# Print position
x, y, z, nx, ny, nz, temperature = struct.unpack("7f", self.picker_output.read())
if z == 0.0:
print("Point is not on the mesh")
return
print(f"Position: {x} {y} {z}")
print(f"Normal: {nx} {ny} {nz}")
print(f"Temperature: {round(temperature * 255)} (byte) {temperature} (float)")
self.marker_buffer.write(
self.picker_output.read(), offset=self.marker_byte_size * self.num_markers
)
self.num_markers += 1
def on_mouse_scroll_event(self, x_offset, y_offset):
self.zoom += y_offset
def on_key_event(self, key, action, modifiers):
keys = self.wnd.keys
# Key presses
if action == keys.ACTION_PRESS:
if key == keys.F1:
print("Loading marker file")
self.load_markers(self.marker_file)
if key == keys.F2:
print("Saving marker file")
self.save_markers(self.marker_file)
def load_markers(self, path: Path):
"""Loads markers from file"""
if not self.marker_file.exists():
return
with open(self.marker_file, mode="rb") as fd:
size = self.marker_file.stat().st_size
self.num_markers = size // self.marker_byte_size
self.marker_buffer.write(fd.read(), offset=0)
def save_markers(self, path: Path):
"""Dump markers from file"""
if self.num_markers == 0:
return
with open("markers.bin", mode="wb") as fd:
fd.write(self.marker_buffer.read(size=self.num_markers * self.marker_byte_size))
if __name__ == "__main__":
FragmentPicking.run()
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