Enabled piecewise export
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@ -34,6 +34,7 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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'elevation': 30, ## camera's angle of elevation in degrees
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'azimuth': 45, ## camera's azimuthal angle in degrees
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## (rotation around z-axis 0 points along x-axis)
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'viewport': None, ## glViewport params; None == whole widget
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}
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self.items = []
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self.noRepeatKeys = [QtCore.Qt.Key_Right, QtCore.Qt.Key_Left, QtCore.Qt.Key_Up, QtCore.Qt.Key_Down, QtCore.Qt.Key_PageUp, QtCore.Qt.Key_PageDown]
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@ -66,25 +67,46 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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glClearColor(0.0, 0.0, 0.0, 0.0)
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self.resizeGL(self.width(), self.height())
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def getViewport(self):
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vp = self.opts['viewport']
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if vp is None:
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return (0, 0, self.width(), self.height())
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else:
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return vp
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def resizeGL(self, w, h):
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glViewport(0, 0, w, h)
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pass
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#glViewport(*self.getViewport())
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#self.update()
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def setProjection(self):
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def setProjection(self, region=None):
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# Xw = (Xnd + 1) * width/2 + X
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if region is None:
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region = (0, 0, self.width(), self.height())
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## Create the projection matrix
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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w = self.width()
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h = self.height()
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#w = self.width()
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#h = self.height()
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x0, y0, w, h = self.getViewport()
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dist = self.opts['distance']
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fov = self.opts['fov']
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nearClip = dist * 0.001
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farClip = dist * 1000.
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r = nearClip * np.tan(fov * 0.5 * np.pi / 180.)
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t = r * h / w
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glFrustum( -r, r, -t, t, nearClip, farClip)
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# convert screen coordinates (region) to normalized device coordinates
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# Xnd = (Xw - X0) * 2/width - 1
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## Note that X0 and width in these equations must be the values used in viewport
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left = r * ((region[0]-x0) * (2.0/w) - 1)
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right = r * ((region[0]+region[2]-x0) * (2.0/w) - 1)
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bottom = t * ((region[1]-y0) * (2.0/h) - 1)
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top = t * ((region[1]+region[3]-y0) * (2.0/h) - 1)
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glFrustum( left, right, bottom, top, nearClip, farClip)
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#glFrustum(-r, r, -t, t, nearClip, farClip)
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def setModelview(self):
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glMatrixMode(GL_MODELVIEW)
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@ -96,8 +118,17 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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glTranslatef(-center.x(), -center.y(), -center.z())
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def paintGL(self):
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self.setProjection()
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def paintGL(self, region=None, viewport=None):
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"""
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viewport specifies the arguments to glViewport. If None, then we use self.opts['viewport']
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region specifies the sub-region of self.opts['viewport'] that should be rendered.
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Note that we may use viewport != self.opts['viewport'] when exporting.
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"""
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if viewport is None:
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glViewport(*self.getViewport())
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else:
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glViewport(*viewport)
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self.setProjection(region=region)
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self.setModelview()
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
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self.drawItemTree()
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@ -316,39 +347,53 @@ class GLViewWidget(QtOpenGL.QGLWidget):
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def renderToArray(self, size, format=GL_BGRA, type=GL_UNSIGNED_BYTE):
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w,h = size
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w,h = map(int, size)
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self.makeCurrent()
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try:
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output = np.empty((w, h, 4), dtype=np.ubyte)
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fb = glfbo.glGenFramebuffers(1)
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glfbo.glBindFramebuffer(glfbo.GL_FRAMEBUFFER, fb )
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glEnable(GL_TEXTURE_2D)
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tex = glGenTextures(1)
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glBindTexture(GL_TEXTURE_2D, tex)
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data = np.zeros((w,h,4), dtype=np.ubyte)
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texwidth = 512
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data = np.zeros((texwidth,texwidth,4), dtype=np.ubyte)
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## Test texture dimensions first
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glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
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glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
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if glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH) == 0:
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raise Exception("OpenGL failed to create 2D texture (%dx%d); too large for this hardware." % shape[:2])
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.transpose((1,0,2)))
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## create teture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.transpose((1,0,2)))
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self.opts['viewport'] = (0, 0, w, h) # viewport is the complete image; this ensures that paintGL(region=...)
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# is interpreted correctly.
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for x in range(0, w, texwidth):
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for y in range(0, h, texwidth):
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x2 = min(x+texwidth, w)
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y2 = min(y+texwidth, h)
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w2 = x2-x
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h2 = y2-y
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## render to texture
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glfbo.glFramebufferTexture2D(glfbo.GL_FRAMEBUFFER, glfbo.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0)
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glViewport(0, 0, w, h)
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self.paintGL()
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self.paintGL(region=(x, h-y-h2, w2, h2), viewport=(0, 0, w2, h2)) # only render sub-region
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## read texture back to array
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data = glGetTexImage(GL_TEXTURE_2D, 0, format, type)
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data = np.fromstring(data, dtype=np.ubyte).reshape(h,w,4).transpose(1,0,2)[:, ::-1]
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data = np.fromstring(data, dtype=np.ubyte).reshape(texwidth,texwidth,4).transpose(1,0,2)[:, ::-1]
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output[x:x2, y:y2] = data[:w2, -h2:]
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finally:
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glViewport(0, 0, self.width(), self.height())
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self.opts['viewport'] = None
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glfbo.glBindFramebuffer(glfbo.GL_FRAMEBUFFER, 0)
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glBindTexture(GL_TEXTURE_2D, 0)
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return data
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return output
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