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uniforms.py
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255 lines (209 loc) · 8.29 KB
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# -----------------------------------------------------------------------------
# Copyright (c) 2009-2016 Nicolas P. Rougier. All rights reserved.
# Distributed under the (new) BSD License.
# -----------------------------------------------------------------------------
"""
"""
import sys
import math
import numpy as np
from operator import mul
from functools import reduce
from glumpy.log import log
from . texture import Texture2D
def dtype_reduce(dtype, level=0, depth=0):
"""
Try to reduce dtype up to a given level when it is possible
dtype = [ ('vertex', [('x', 'f4'), ('y', 'f4'), ('z', 'f4')]),
('normal', [('x', 'f4'), ('y', 'f4'), ('z', 'f4')]),
('color', [('r', 'f4'), ('g', 'f4'), ('b', 'f4'), ('a', 'f4')])]
level 0: ['color,vertex,normal,', 10, 'float32']
level 1: [['color', 4, 'float32']
['normal', 3, 'float32']
['vertex', 3, 'float32']]
"""
dtype = np.dtype(dtype)
fields = dtype.fields
# No fields
if fields is None:
if dtype.shape:
count = reduce(mul, dtype.shape)
else:
count = 1
size = dtype.itemsize/count
if dtype.subdtype:
name = str( dtype.subdtype[0] )
else:
name = str( dtype )
return ['', count, name]
else:
items = []
name = ''
# Get reduced fields
for key,value in fields.items():
l = dtype_reduce(value[0], level, depth+1)
if type(l[0]) is str:
items.append( [key, l[1], l[2]] )
else:
items.append( l )
name += key+','
# Check if we can reduce item list
ctype = None
count = 0
for i,item in enumerate(items):
# One item is a list, we cannot reduce
if type(item[0]) is not str:
return items
else:
if i==0:
ctype = item[2]
count += item[1]
else:
if item[2] != ctype:
return items
count += item[1]
if depth >= level:
return [name, count, ctype]
else:
return items
class Uniforms(Texture2D):
"""
Uniforms data texture holder.
This class is used in conjunction with collections in order to store a
number of uniforms in a texture such that each vertices can retrieve a
specific group of uniforms. The data type can be structured but must be
reduceable to n x np.float32. Note that you don't need to manipulate
directly this function, it is done automagically in collections.
.. note::
The code needed to retrieve a specific item is given from the ``code``
function and is generated specifically for the actual data type.
:param int size: Number of items to be stored in the texture
:param numpy.dtype dtype: Item data type (must be reduceable to n x np.float32)
"""
def __init__(self, size, dtype):
""" Initialization """
# Check dtype is made of float32 only
dtype = eval(str(np.dtype(dtype)))
rtype = dtype_reduce(dtype)
if type(rtype[0]) is not str or rtype[2] != 'float32':
raise RuntimeError("Uniform type cannot be reduced to float32 only")
# True dtype (the one given in args)
self._original_dtype = np.dtype(dtype)
# Equivalent float count
self._original_count = rtype[1]
# Make dtype a multiple of 4 floats
count = 4*(rtype[1]//4)
if rtype[1] % 4:
count += 4
if (count - rtype[1]) > 0:
dtype.append(('unused', '<f4', count - rtype[1]))
# Complete dtype, multiple of 4 floats
self._complete_dtype = dtype
# Equivalent float count
self._complete_count = count
# max_texsize = gl.glGetInteger(gl.GL_MAX_TEXTURE_SIZE)
max_texsize = 512
width = max_texsize
height = 1 + size//width
cols = max_texsize//(count/4)
rows = size // cols
if size % cols: rows += 1
Texture2D.__init__(self, shape=(rows,cols,4), dtype=np.float32,
resizeable=False, store=True)
data = self._data.ravel()
self._typed_data = data.view(self._complete_dtype)
self._size = size
def __setitem__(self, key, value):
""" x.__getitem__(y) <==> x[y] """
if self.base is not None and not self._valid:
raise ValueError("This uniforms view has been invalited")
size = self._size
if isinstance(key, int):
if key < 0:
key += size
if key < 0 or key > size:
raise IndexError("Uniforms assignment index out of range")
start, stop = key, key + 1
elif isinstance(key, slice):
start, stop, step = key.indices(size)
if step != 1:
raise ValueError("Cannot access non-contiguous uniforms data")
if stop < start:
start, stop = stop, start
elif key == Ellipsis:
start = 0
stop = size
else:
raise TypeError("Uniforms indices must be integers")
# First we set item using the typed data
shape = self._typed_data[start:stop].shape
dtype = self._original_dtype
data = self._typed_data
# data[start:stop] = np.array(value, dtype=dtype).reshape(shape)
data[start:stop] = np.array(value, dtype=dtype)
# Second, we tell texture where to update
count = self._complete_count
start = np.unravel_index(start*count, self.shape)
stop = np.unravel_index(stop*count, self.shape)
if start[0] == stop[0]:
start = start[:2]
stop = stop[:2]
else:
start = start[0], 0
stop = stop[0], self.shape[1]-1
offset = start[0], start[1], 0
data = self._data[start[0]:stop[0]+1,start[1]:stop[1]]
self.set_data(data=data, offset=offset, copy=False)
def code(self, prefix="u_"):
"""
Generate the GLSL code needed to retrieve fake uniform values from a texture.
The generated uniform names can be prefixed with the given prefix.
"""
dtype = np.dtype(self._original_dtype)
_dtype = dtype_reduce(dtype, level=1)
header = """uniform sampler2D u_uniforms;\n"""
# Header generation (easy)
types = { 1 : 'float', 2 : 'vec2 ', 3 : 'vec3 ',
4 : 'vec4 ', 9 : 'mat3 ', 16 : 'mat4 '}
for name,count,_ in _dtype:
header += "varying %s %s%s;\n" % (types[count],prefix,name)
# Body generation (not so easy)
rows, cols = self.shape[0], self.shape[1]
count = self._complete_count
body = """\nvoid fetch_uniforms(float index) {
float rows = %.1f;
float cols = %.1f;
float count = %.1f;
int index_x = int(mod(index, (floor(cols/(count/4.0))))) * int(count/4.0);
int index_y = int(floor(index / (floor(cols/(count/4.0)))));
float size_x = cols - 1.0;
float size_y = rows - 1.0;
float ty = 0.0;
if (size_y > 0.0)
ty = float(index_y)/size_y;
int i = index_x;
vec4 _uniform;\n""" % (rows, cols, count)
_dtype = {name: count for name,count,_ in _dtype}
store = 0
# Be very careful with utype name order (_utype.keys is wrong)
for name in dtype.names:
count, shift =_dtype[name], 0
while count:
if store == 0:
body += "\n _uniform = texture2D(u_uniforms, vec2(float(i++)/size_x,ty));\n"
store = 4
if store == 4: a = "xyzw"
elif store == 3: a = "yzw"
elif store == 2: a = "zw"
elif store == 1: a = "w"
if shift == 0: b = "xyzw"
elif shift == 1: b = "yzw"
elif shift == 2: b = "zw"
elif shift == 3: b = "w"
i = min(min(len(b), count), len(a))
body += " %s%s.%s = _uniforms.%s;\n" % (prefix,name,b[:i],a[:i])
count -= i
shift += i
store -= i
body += """}"""
return header + body