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# -*- coding: utf-8 -*-
import numpy as np
from vispy import scene
from vispy.color import Color
from vispy.geometry import create_cube, create_sphere
from vispy.testing import (TestingCanvas, requires_application,
run_tests_if_main, requires_pyopengl)
from vispy.visuals.filters import ShadingFilter, WireframeFilter
from vispy.visuals.filters.mesh import _as_rgba
import pytest
@requires_pyopengl()
def test_mesh_color():
# Create visual
vertices, filled_indices, outline_indices = create_cube()
axis = scene.visuals.Mesh(vertices['position'], outline_indices,
color='black', mode='lines')
# Change color (regression test for a bug that caused this to reset
# the vertex data to None)
axis.color = (0.1, 0.3, 0.7, 0.9)
new_vertices = axis.mesh_data.get_vertices()
np.testing.assert_allclose(axis.color.rgba, (0.1, 0.3, 0.7, 0.9))
np.testing.assert_allclose(vertices['position'], new_vertices)
@requires_pyopengl()
@requires_application()
def test_mesh_with_vertex_values():
size = (45, 40)
with TestingCanvas(size=size) as c:
v = c.central_widget.add_view(border_width=0)
vertices = np.array([(0, 0, 0), (0, 0, 1), (1, 0, 0)], dtype=float)
faces = np.array([(0, 1, 2)])
mesh = scene.visuals.Mesh(
vertices=vertices,
faces=faces,
vertex_values=np.ones(len(vertices)),
)
v.add(mesh)
c.render()
@requires_pyopengl()
@requires_application()
@pytest.mark.parametrize('shading', [None, 'flat', 'smooth'])
def test_mesh_shading_change_from_none(shading):
# Regression test for #2041: exception raised when changing the shading
# mode with shading=None initially.
size = (45, 40)
with TestingCanvas(size=size) as c:
v = c.central_widget.add_view(border_width=0)
vertices = np.array([(0, 0, 0), (0, 0, 1), (1, 0, 0)], dtype=float)
faces = np.array([(0, 1, 2)])
mesh = scene.visuals.Mesh(vertices=vertices, faces=faces, shading=None)
v.add(mesh)
c.render()
# This below should not fail.
mesh.shading = shading
c.render()
@requires_pyopengl()
@requires_application()
@pytest.mark.parametrize('shading', [None, 'flat', 'smooth'])
def test_mesh_shading_filter(shading):
size = (45, 40)
with TestingCanvas(size=size, bgcolor="k") as c:
v = c.central_widget.add_view(border_width=0)
v.camera = 'arcball'
mdata = create_sphere(20, 30, radius=1)
mesh = scene.visuals.Mesh(meshdata=mdata,
shading=shading,
color=(0.2, 0.3, 0.7, 1.0))
v.add(mesh)
rendered = c.render()[..., 0] # R channel only
if shading in ("flat", "smooth"):
# there should be a gradient, not solid colors
assert np.unique(rendered).size >= 28
# sphere/circle is "dark" on the right and gets brighter as you
# move to the left, then hits a bright spot and decreases after
invest_row = rendered[34].astype(np.float64)
# overall, we should be increasing brightness up to a "bright spot"
assert (np.diff(invest_row[34:60]) <= 0).all()
else:
assert np.unique(rendered).size == 2
def test_intensity_or_color_as_rgba():
assert _as_rgba(0.3) == Color((1.0, 1.0, 1.0, 0.3))
assert _as_rgba((0.3, 0.2, 0.1)) == Color((0.3, 0.2, 0.1, 1.0))
assert _as_rgba((0.3, 0.2, 0.1, 0.5)) == Color((0.3, 0.2, 0.1, 0.5))
@requires_pyopengl()
@requires_application()
@pytest.mark.parametrize('shading', [None, 'flat', 'smooth'])
def test_mesh_shading_filter_enabled(shading):
size = (45, 40)
with TestingCanvas(size=size, bgcolor="k") as c:
v = c.central_widget.add_view(border_width=0)
v.camera = 'arcball'
mdata = create_sphere(20, 30, radius=1)
mesh = scene.visuals.Mesh(meshdata=mdata,
shading=None,
color=(0.2, 0.3, 0.7, 1.0))
shading_filter = ShadingFilter(shading=shading)
mesh.attach(shading_filter)
v.add(mesh)
shading_filter.enabled = False
rendered_without_shading = c.render()
shading_filter.enabled = True
rendered_with_shading = c.render()
if shading is None:
# There should be no shading applied, regardless of the value of
# `enabled`.
assert np.allclose(rendered_without_shading, rendered_with_shading)
else:
# The result should be different with shading applied.
assert not np.allclose(rendered_without_shading,
rendered_with_shading)
@requires_pyopengl()
@requires_application()
@pytest.mark.parametrize('attribute', ['ambient_coefficient',
'diffuse_coefficient',
'specular_coefficient',
'ambient_light',
'diffuse_light',
'specular_light'])
def test_mesh_shading_filter_colors(attribute):
size = (45, 40)
with TestingCanvas(size=size, bgcolor="k") as c:
base_color_white = (1.0, 1.0, 1.0, 1.0)
overlay_color_red = (1.0, 0.0, 0.0, 1.0)
v = c.central_widget.add_view(border_width=0)
v.camera = 'arcball'
mdata = create_sphere(20, 30, radius=1)
mesh = scene.visuals.Mesh(meshdata=mdata, color=base_color_white)
v.add(mesh)
shading_filter = ShadingFilter(shading='smooth',
# Set the light source on the side of
# and around the camera to get a clearly
# visible reflection.
light_dir=(-5, -5, 5),
# Activate all illumination types as
# white light but reduce the intensity
# to prevent saturation.
ambient_light=0.3,
diffuse_light=0.3,
specular_light=0.3,
# Get a wide highlight.
shininess=4)
mesh.attach(shading_filter)
rendered_white = c.render()
setattr(shading_filter, attribute, overlay_color_red)
rendered_red = c.render()
# The results should be different.
assert not np.allclose(rendered_white, rendered_red)
# There should be an equal amount of all colors in the white rendering.
color_count_white = rendered_white.sum(axis=(0, 1))
r, g, b, _ = color_count_white
assert r == g and r == b
color_count_red = rendered_red.sum(axis=(0, 1))
# There should be more red in the red-colored rendering.
r, g, b, _ = color_count_red
assert r > g and r > b
@requires_pyopengl()
def test_mesh_bounds():
# Create 3D visual
vertices, filled_indices, outline_indices = create_cube()
axis = scene.visuals.Mesh(vertices['position'], outline_indices,
color='black', mode='lines')
# Test bounds for all 3 axes
for i in range(3):
np.testing.assert_allclose(axis.bounds(i), (-1.0, 1.0))
# Create 2D visual using projection of cube
axis = scene.visuals.Mesh(vertices['position'][:, :2], outline_indices,
color='black', mode='lines')
# Test bounds for first 2 axes
for i in range(2):
np.testing.assert_allclose(axis.bounds(i), (-1.0, 1.0))
# Test bounds for 3rd axis
np.testing.assert_allclose(axis.bounds(2), (0.0, 0.0))
@requires_pyopengl()
@requires_application()
def test_mesh_wireframe_filter():
size = (45, 40)
with TestingCanvas(size=size, bgcolor="k") as c:
v = c.central_widget.add_view(border_width=0)
# Create visual
mdata = create_sphere(20, 40, radius=20)
mesh = scene.visuals.Mesh(meshdata=mdata,
shading=None,
color=(0.1, 0.3, 0.7, 0.9))
wireframe_filter = WireframeFilter(color='red')
mesh.attach(wireframe_filter)
v.add(mesh)
from vispy.visuals.transforms import STTransform
mesh.transform = STTransform(translate=(20, 20))
mesh.transforms.scene_transform = STTransform(scale=(1, 1, 0.01))
rendered_with_wf = c.render()
assert np.unique(rendered_with_wf[..., 0]).size >= 50
wireframe_filter.enabled = False
rendered_wo_wf = c.render()
# the result should be completely different
# assert not allclose
pytest.raises(AssertionError, np.testing.assert_allclose,
rendered_with_wf, rendered_wo_wf)
wireframe_filter.enabled = True
wireframe_filter.wireframe_only = True
rendered_with_wf_only = c.render()
# the result should be different from the two cases above
pytest.raises(AssertionError, np.testing.assert_allclose,
rendered_with_wf_only, rendered_with_wf)
pytest.raises(AssertionError, np.testing.assert_allclose,
rendered_with_wf_only, rendered_wo_wf)
wireframe_filter.enabled = True
wireframe_filter.wireframe_only = False
wireframe_filter.faces_only = True
rendered_with_faces_only = c.render()
# the result should be different from the cases above
pytest.raises(AssertionError, np.testing.assert_allclose,
rendered_with_faces_only, rendered_with_wf)
pytest.raises(AssertionError, np.testing.assert_allclose,
rendered_with_faces_only, rendered_wo_wf)
pytest.raises(AssertionError, np.testing.assert_allclose,
rendered_with_faces_only, rendered_with_wf_only)
run_tests_if_main()
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