Source code for menpo.rasterize.opengl

import numpy as np
from cyrasterize.base import CyRasterizerBase
from menpo.image import MaskedImage


# noinspection PyProtectedMember
from menpo.rasterize.base import TextureRasterInfo

# Subclass the CyRasterizerBase class to add Menpo-specific features
[docs]class GLRasterizer(CyRasterizerBase):
[docs] def rasterize_mesh_with_f3v_interpolant(self, rasterizable, per_vertex_f3v=None): r"""Rasterize the object to an image and generate an interpolated 3-float image from a per vertex float 3 vector. If no per_vertex_f3v is provided, the model's shape is used (making this method equivalent to rasterize_mesh_with_shape_image) Parameters ---------- rasterizable : object implementing the Rasterizable interface. Will be queried for some state to rasterize via the Rasterizable interface. Note that currently, color mesh rasterizations are not supported. per_vertex_f3v : optional, ndarray (n_points, 3) A per-vertex 3 vector of floats that will be interpolated across the image. Returns ------- rgb_image : 3 channel MaskedImage of shape (width, height) The result of the rasterization. Mask is true iff the pixel was rendered to by OpenGL. interp_image: 3 channel MaskedImage of shape (width, height) The result of interpolating the per_vertex_f3v across the visible primitives. """ if rasterizable._rasterize_type_texture: # request the textured info for rasterizing r = rasterizable._rasterize_generate_textured_mesh() return self._rasterize_texture_with_interp( r, per_vertex_f3v=per_vertex_f3v) elif rasterizable._rasterize_type_colour: #TODO: This should use a different shader! # But I'm hacking it here to work quickly. colour_r = rasterizable._rasterize_generate_color_mesh() # Fake some texture coordinates and a texture as required by the # shader fake_tcoords = np.random.randn(colour_r.points.shape[0], 2) fake_texture = np.zeros([2, 2, 3]) r = TextureRasterInfo(colour_r.points, colour_r.trilist, fake_tcoords, fake_texture) # The RGB image is going to be broken due to the fake texture # information we passed in _, rgb_image = self._rasterize_texture_with_interp( r, per_vertex_f3v=colour_r.colours) _, f3v_image = self._rasterize_texture_with_interp( r, per_vertex_f3v=per_vertex_f3v) return rgb_image, f3v_image
[docs] def rasterize_mesh_with_shape_image(self, rasterizable): r"""Rasterize the object to an image and generate an interpolated 3-float image from the shape information on the rasterizable object. Parameters ---------- rasterizable : object implementing the Rasterizable interface. Will be queried for some state to rasterize via the Rasterizable interface. Note that currently, color mesh rasterizations are not supported. Returns ------- rgb_image : 3 channel MaskedImage of shape (width, height) The result of the rasterization. Mask is true iff the pixel was rendered to by OpenGL. shape_image: 3 channel MaskedImage of shape (width, height) The result of interpolating the spatial information of each vertex across the visible primitives. Note that the shape information is *NOT* adjusted by the P,V,M matrices, and so the resulting shape image is always in the original objects reference shape (i.e. the z value will not necessarily correspond to a depth buffer). """ return self.rasterize_mesh_with_f3v_interpolant(rasterizable)
[docs] def rasterize_mesh(self, rasterizable): r"""Rasterize the object to an image and generate an interpolated 3-float image from the shape information on the rasterizable object. Parameters ---------- rasterizable : object implementing the Rasterizable interface. Will be queried for some state to rasterize via the Rasterizable interface. Note that currently, color mesh rasterizations are not supported. Returns ------- rgb_image : 3 channel MaskedImage of shape (width, height) The result of the rasterization. Mask is true iff the pixel was rendered to by OpenGL. shape_image: 3 channel MaskedImage of shape (width, height) The result of interpolating the spatial information of each vertex across the visible primitives. Note that the shape information is *NOT* adjusted by the P,V,M matrices, and so the resulting shape image is always in the original objects reference shape (i.e. the z value will not necessarily correspond to a depth buffer). """ return self.rasterize_mesh_with_shape_image(rasterizable)[0]
def _rasterize_texture_with_interp(self, r, per_vertex_f3v=None): r"""Rasterizes a textured mesh along with it's interpolant data through OpenGL. Parameters ---------- r : object Any object with fields named 'points', 'trilist', 'texture' and 'tcoords' specifying the data that will be used to render. Such objects are handed out by the _rasterize_generate_textured_mesh method on Rasterizable subclasses per_vertex_f3v: ndarray, shape (n_points, 3) A matrix specifying arbitrary 3 floating point numbers per vertex. This data will be linearly interpolated across triangles and returned in the f3v image. If none, the shape information is used Returns ------- image : MaskedImage The rasterized image returned from OpenGL. Note that the behavior of the rasterization is governed by the projection, rotation and view matrices that may be set on this class, as well as the width and height of the rasterization, which is determined on the creation of this class. The mask is True if a triangle is visible at that pixel in the output, and False if not. f3v_image : MaskedImage The rasterized image returned from OpenGL. Note that the behavior of the rasterization is governed by the projection, rotation and view matrices that may be set on this class, as well as the width and height of the rasterization, which is determined on the creation of this class. """ # make a call out to the CyRasterizer _rasterize method rgb_pixels, f3v_pixels, mask = self._rasterize( r.points, r.trilist, r.texture, r.tcoords, per_vertex_f3v=per_vertex_f3v) return (MaskedImage(rgb_pixels, mask=mask), MaskedImage(f3v_pixels, mask=mask))