# -*- coding: utf-8 -*- # vispy: gallery 5:105:5 # ----------------------------------------------------------------------------- # Copyright (c) Vispy Development Team. All Rights Reserved. # Distributed under the (new) BSD License. See LICENSE.txt for more info. # ----------------------------------------------------------------------------- # Author: Nicolas P .Rougier # Date: 04/03/2014 # Abstract: Show post-processing technique using framebuffer # Keywords: framebuffer, gloo, cube, post-processing # ----------------------------------------------------------------------------- """ Show post-processing using a FrameBuffer ======================================== """ import numpy as np from vispy import app from vispy.geometry import create_cube from vispy.util.transforms import perspective, translate, rotate from vispy.gloo import (Program, VertexBuffer, IndexBuffer, Texture2D, clear, FrameBuffer, RenderBuffer, set_viewport, set_state) cube_vertex = """ uniform mat4 model; uniform mat4 view; uniform mat4 projection; attribute vec3 position; attribute vec2 texcoord; attribute vec3 normal; // not used in this example attribute vec4 color; // not used in this example varying vec2 v_texcoord; void main() { gl_Position = projection * view * model * vec4(position,1.0); v_texcoord = texcoord; } """ cube_fragment = """ uniform sampler2D texture; varying vec2 v_texcoord; void main() { float r = texture2D(texture, v_texcoord).r; gl_FragColor = vec4(r,r,r,1); } """ quad_vertex = """ attribute vec2 position; attribute vec2 texcoord; varying vec2 v_texcoord; void main() { gl_Position = vec4(position, 0.0, 1.0); v_texcoord = texcoord; } """ quad_fragment = """ uniform sampler2D texture; varying vec2 v_texcoord; void main() { vec2 d = 5.0 * vec2(sin(v_texcoord.y*50.0),0)/512.0; // Inverse video if( v_texcoord.x > 0.5 ) { gl_FragColor.rgb = 1.0-texture2D(texture, v_texcoord+d).rgb; } else { gl_FragColor = texture2D(texture, v_texcoord); } } """ def checkerboard(grid_num=8, grid_size=32): row_even = grid_num // 2 * [0, 1] row_odd = grid_num // 2 * [1, 0] Z = np.row_stack(grid_num // 2 * (row_even, row_odd)).astype(np.uint8) return 255 * Z.repeat(grid_size, axis=0).repeat(grid_size, axis=1) class Canvas(app.Canvas): def __init__(self): app.Canvas.__init__(self, title='Framebuffer post-processing', keys='interactive', size=(512, 512)) # Build cube data # -------------------------------------- vertices, indices, _ = create_cube() vertices = VertexBuffer(vertices) self.indices = IndexBuffer(indices) # Build program # -------------------------------------- view = translate((0, 0, -7)) self.phi, self.theta = 60, 20 model = rotate(self.theta, (0, 0, 1)).dot(rotate(self.phi, (0, 1, 0))) self.cube = Program(cube_vertex, cube_fragment) self.cube.bind(vertices) self.cube["texture"] = checkerboard() self.cube["texture"].interpolation = 'linear' self.cube['model'] = model self.cube['view'] = view color = Texture2D((512, 512, 3), interpolation='linear') self.framebuffer = FrameBuffer(color, RenderBuffer((512, 512))) self.quad = Program(quad_vertex, quad_fragment, count=4) self.quad['texcoord'] = [(0, 0), (0, 1), (1, 0), (1, 1)] self.quad['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)] self.quad['texture'] = color # OpenGL and Timer initalization # -------------------------------------- set_state(clear_color=(.3, .3, .35, 1), depth_test=True) self.timer = app.Timer('auto', connect=self.on_timer, start=True) self._set_projection(self.physical_size) self.show() def on_draw(self, event): with self.framebuffer: set_viewport(0, 0, 512, 512) clear(color=True, depth=True) set_state(depth_test=True) self.cube.draw('triangles', self.indices) set_viewport(0, 0, *self.physical_size) clear(color=True) set_state(depth_test=False) self.quad.draw('triangle_strip') def on_resize(self, event): self._set_projection(event.physical_size) def _set_projection(self, size): width, height = size set_viewport(0, 0, width, height) projection = perspective(30.0, width / float(height), 2.0, 10.0) self.cube['projection'] = projection def on_timer(self, event): self.theta += .5 self.phi += .5 model = rotate(self.theta, (0, 0, 1)).dot(rotate(self.phi, (0, 1, 0))) self.cube['model'] = model self.update() if __name__ == '__main__': canvas = Canvas() app.run()