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# -*- coding: utf-8 -*-
# -----------------------------------------------------------------------------
# Copyright (c) 2014, Nicolas P. Rougier
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""
A collection is a container for several (optionally indexed) objects having
the same vertex structure (vtype) and same uniforms type (utype). A collection
allows to manipulate objects individually and each object can have its own set
of uniforms provided they are a combination of floats.
"""
from __future__ import division
import math
import numpy as np
from ...gloo import Texture2D, VertexBuffer, IndexBuffer
from . util import dtype_reduce
from . array_list import ArrayList
def next_power_of_2(n):
"""Return next power of 2 greater than or equal to n"""
n -= 1 # greater than OR EQUAL TO n
shift = 1
while (n + 1) & n: # n+1 is not a power of 2 yet
n |= n >> shift
shift *= 2
return max(4, n + 1)
class Item(object):
"""
An item represent an object within a collection and is created on demand
when accessing a specific object of the collection.
"""
def __init__(self, parent, key, vertices, indices, uniforms):
"""
Create an item from an existing collection.
Parameters
----------
parent : Collection
Collection this item belongs to
key : int
Collection index of this item
vertices: array-like
Vertices of the item
indices: array-like
Indices of the item
uniforms: array-like
Uniform parameters of the item
"""
self._parent = parent
self._key = key
self._vertices = vertices
self._indices = indices
self._uniforms = uniforms
@property
def vertices(self):
return self._vertices
@vertices.setter
def vertices(self, data):
self._vertices[...] = np.array(data)
@property
def indices(self):
return self._indices
@indices.setter
def indices(self, data):
if self._indices is None:
raise ValueError("Item has no indices")
start = self._parent.vertices._items[self._key][0]
self._indices[...] = np.array(data) + start
@property
def uniforms(self):
return self._uniforms
@uniforms.setter
def uniforms(self, data):
if self._uniforms is None:
raise ValueError("Item has no associated uniform")
self._uniforms[...] = data
def __getitem__(self, key):
"""Get a specific uniforms value"""
if key in self._vertices.dtype.names:
return self._vertices[key]
elif key in self._uniforms.dtype.names:
return self._uniforms[key]
else:
raise IndexError("Unknown key ('%s')" % key)
def __setitem__(self, key, value):
"""Set a specific uniforms value"""
if key in self._vertices.dtype.names:
self._vertices[key] = value
elif key in self._uniforms.dtype.names:
self._uniforms[key] = value
else:
raise IndexError("Unknown key")
def __str__(self):
return "Item (%s, %s, %s)" % (self._vertices,
self._indices,
self._uniforms)
class BaseCollection(object):
def __init__(self, vtype, utype=None, itype=None):
# Vertices and type (mandatory)
self._vertices_list = None
self._vertices_buffer = None
# Vertex indices and type (optional)
self._indices_list = None
self._indices_buffer = None
# Uniforms and type (optional)
self._uniforms_list = None
self._uniforms_texture = None
# Make sure types are np.dtype (or None)
vtype = np.dtype(vtype) if vtype is not None else None
itype = np.dtype(itype) if itype is not None else None
utype = np.dtype(utype) if utype is not None else None
# Vertices type (mandatory)
# -------------------------
if vtype.names is None:
raise ValueError("vtype must be a structured dtype")
# Indices type (optional)
# -----------------------
if itype is not None:
if itype not in [np.uint8, np.uint16, np.uint32]:
raise ValueError("itype must be unsigned integer or None")
self._indices_list = ArrayList(dtype=itype)
# No program yet
self._programs = []
# Need to update buffers & texture
self._need_update = True
# Uniforms type (optional)
# -------------------------
if utype is not None:
if utype.names is None:
raise ValueError("utype must be a structured dtype")
# Convert types to lists (in case they were already dtypes) such
# that we can append new fields
vtype = eval(str(np.dtype(vtype)))
# We add a uniform index to access uniform data
vtype.append(('collection_index', np.float32))
vtype = np.dtype(vtype)
# Check utype is made of float32 only
utype = eval(str(np.dtype(utype)))
r_utype = dtype_reduce(utype)
if not isinstance(r_utype[0], str) or r_utype[2] != 'float32':
raise RuntimeError("utype cannot be reduced to float32 only")
# Make utype divisible by 4
# count = ((r_utype[1]-1)//4+1)*4
# Make utype a power of two
count = next_power_of_2(r_utype[1])
if (count - r_utype[1]) > 0:
utype.append(('__unused__', np.float32, count - r_utype[1]))
self._uniforms_list = ArrayList(dtype=utype)
self._uniforms_float_count = count
# Reserve some space in texture such that we have
# at least one full line
shape = self._compute_texture_shape(1)
self._uniforms_list.reserve(shape[1] / (count / 4))
# Last since utype may add a new field in vtype (collecion_index)
self._vertices_list = ArrayList(dtype=vtype)
# Record all types
self._vtype = np.dtype(vtype)
self._itype = np.dtype(itype) if itype is not None else None
self._utype = np.dtype(utype) if utype is not None else None
def __len__(self):
"""x.__len__() <==> len(x)"""
return len(self._vertices_list)
@property
def vtype(self):
"""Vertices dtype"""
return self._vtype
@property
def itype(self):
"""Indices dtype"""
return self._itype
@property
def utype(self):
"""Uniforms dtype"""
return self._utype
def append(self, vertices, uniforms=None, indices=None, itemsize=None):
"""
Parameters
----------
vertices : numpy array
An array whose dtype is compatible with self.vdtype
uniforms: numpy array
An array whose dtype is compatible with self.utype
indices : numpy array
An array whose dtype is compatible with self.idtype
All index values must be between 0 and len(vertices)
itemsize: int, tuple or 1-D array
If `itemsize` is an integer, N, the array will be divided
into elements of size N. If such partition is not possible,
an error is raised.
If `itemsize` is 1-D array, the array will be divided into
elements whose successive sizes will be picked from itemsize.
If the sum of itemsize values is different from array size,
an error is raised.
"""
# Vertices
# -----------------------------
vertices = np.array(vertices).astype(self.vtype).ravel()
vsize = self._vertices_list.size
# No itemsize given
# -----------------
if itemsize is None:
index = 0
count = 1
# Uniform itemsize (int)
# ----------------------
elif isinstance(itemsize, int):
count = len(vertices) / itemsize
index = np.repeat(np.arange(count), itemsize)
# Individual itemsize (array)
# ---------------------------
elif isinstance(itemsize, (np.ndarray, list)):
count = len(itemsize)
index = np.repeat(np.arange(count), itemsize)
else:
raise ValueError("Itemsize not understood")
if self.utype:
vertices["collection_index"] = index + len(self)
self._vertices_list.append(vertices, itemsize)
# Indices
# -----------------------------
if self.itype is not None:
# No indices given (-> automatic generation)
if indices is None:
indices = vsize + np.arange(len(vertices))
self._indices_list.append(indices, itemsize)
# Indices given
# FIXME: variables indices (list of list or ArrayList)
else:
if itemsize is None:
idxs = np.array(indices) + vsize
elif isinstance(itemsize, int):
idxs = vsize + (np.tile(indices, count) +
itemsize * np.repeat(np.arange(count), len(indices))) # noqa
else:
raise ValueError("Indices not compatible with items")
self._indices_list.append(idxs, len(indices))
# Uniforms
# -----------------------------
if self.utype:
if uniforms is None:
uniforms = np.zeros(count, dtype=self.utype)
else:
uniforms = np.array(uniforms).astype(self.utype).ravel()
self._uniforms_list.append(uniforms, itemsize=1)
self._need_update = True
def __delitem__(self, index):
"""x.__delitem__(y) <==> del x[y]"""
# Deleting one item
if isinstance(index, int):
if index < 0:
index += len(self)
if index < 0 or index > len(self):
raise IndexError("Collection deletion index out of range")
istart, istop = index, index + 1
# Deleting several items
elif isinstance(index, slice):
istart, istop, _ = index.indices(len(self))
if istart > istop:
istart, istop = istop, istart
if istart == istop:
return
# Deleting everything
elif index is Ellipsis:
istart, istop = 0, len(self)
# Error
else:
raise TypeError("Collection deletion indices must be integers")
vsize = len(self._vertices_list[index])
if self.itype is not None:
del self._indices_list[index]
self._indices_list[index:] -= vsize
if self.utype:
self._vertices_list[index:]["collection_index"] -= istop - istart
del self._vertices_list[index]
if self.utype is not None:
del self._uniforms_list[index]
self._need_update = True
def __getitem__(self, key):
""" """
# WARNING
# Here we want to make sure to use buffers and texture (instead of
# lists) since only them are aware of any external modification.
if self._need_update:
self._update()
V = self._vertices_buffer
idxs = None
U = None
if self._indices_list is not None:
idxs = self._indices_buffer
if self._uniforms_list is not None:
U = self._uniforms_texture.data.ravel().view(self.utype)
# Getting a whole field
if isinstance(key, str):
# Getting a named field from vertices
if key in V.dtype.names:
return V[key]
# Getting a named field from uniforms
elif U is not None and key in U.dtype.names:
# Careful, U is the whole texture that can be bigger than list
# return U[key]
return U[key][:len(self._uniforms_list)]
else:
raise IndexError("Unknown field name ('%s')" % key)
# Getting individual item
elif isinstance(key, int):
vstart, vend = self._vertices_list._items[key]
vertices = V[vstart:vend]
indices = None
uniforms = None
if idxs is not None:
istart, iend = self._indices_list._items[key]
indices = idxs[istart:iend]
if U is not None:
ustart, uend = self._uniforms_list._items[key]
uniforms = U[ustart:uend]
return Item(self, key, vertices, indices, uniforms)
# Error
else:
raise IndexError("Cannot get more than one item at once")
def __setitem__(self, key, data):
"""x.__setitem__(i, y) <==> x[i]=y"""
# if len(self._programs):
# found = False
# for program in self._programs:
# if key in program.hooks:
# program[key] = data
# found = True
# if found: return
# WARNING
# Here we want to make sure to use buffers and texture (instead of
# lists) since only them are aware of any external modification.
if self._need_update:
self._update()
V = self._vertices_buffer
# I = None
U = None
# if self._indices_list is not None:
# I = self._indices_buffer # noqa
if self._uniforms_list is not None:
U = self._uniforms_texture.data.ravel().view(self.utype)
# Setting a whole field
if isinstance(key, str):
# Setting a named field in vertices
if key in self.vtype.names:
V[key] = data
# Setting a named field in uniforms
elif self.utype and key in self.utype.names:
# Careful, U is the whole texture that can be bigger than list
# U[key] = data
U[key][:len(self._uniforms_list)] = data
else:
raise IndexError("Unknown field name ('%s')" % key)
# # Setting individual item
# elif isinstance(key, int):
# #vstart, vend = self._vertices_list._items[key]
# #istart, iend = self._indices_list._items[key]
# #ustart, uend = self._uniforms_list._items[key]
# vertices, indices, uniforms = data
# del self[key]
# self.insert(key, vertices, indices, uniforms)
else:
raise IndexError("Cannot set more than one item")
def _compute_texture_shape(self, size=1):
"""Compute uniform texture shape"""
# We should use this line but we may not have a GL context yet
# linesize = gl.glGetInteger(gl.GL_MAX_TEXTURE_SIZE)
linesize = 1024
count = self._uniforms_float_count
cols = 4 * linesize // int(count)
rows = max(1, int(math.ceil(size / float(cols))))
shape = rows, cols * (count // 4), count
self._ushape = shape
return shape
def _update(self):
"""Update vertex buffers & texture"""
if self._vertices_buffer is not None:
self._vertices_buffer.delete()
self._vertices_buffer = VertexBuffer(self._vertices_list.data)
if self.itype is not None:
if self._indices_buffer is not None:
self._indices_buffer.delete()
self._indices_buffer = IndexBuffer(self._indices_list.data)
if self.utype is not None:
if self._uniforms_texture is not None:
self._uniforms_texture.delete()
# We take the whole array (_data), not the data one
texture = self._uniforms_list._data.view(np.float32)
size = len(texture) / self._uniforms_float_count
shape = self._compute_texture_shape(size)
# shape[2] = float count is only used in vertex shader code
texture = texture.reshape(shape[0], shape[1], 4)
self._uniforms_texture = Texture2D(texture)
self._uniforms_texture.data = texture
self._uniforms_texture.interpolation = 'nearest'
if len(self._programs):
for program in self._programs:
program.bind(self._vertices_buffer)
if self._uniforms_list is not None:
program["uniforms"] = self._uniforms_texture
program["uniforms_shape"] = self._ushape
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