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swiftshader_renderer.py
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swiftshader_renderer.py
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# Copyright 2016 The TensorFlow Authors All Rights Reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# ==============================================================================
r"""Implements loading and rendering of meshes. Contains 2 classes:
Shape: Class that exposes high level functions for loading and manipulating
shapes. This currently is bound to assimp
(https://github.com/assimp/assimp). If you want to interface to a different
library, reimplement this class with bindings to your mesh loading library.
SwiftshaderRenderer: Class that renders Shapes. Currently this uses python
bindings to OpenGL (EGL), bindings to an alternate renderer may be implemented
here.
"""
import numpy as np, os
import cv2, ctypes, logging, os, numpy as np
import pyassimp as assimp
from OpenGL.GLES2 import *
from OpenGL.EGL import *
import src.rotation_utils as ru
__version__ = 'swiftshader_renderer'
def get_shaders(modalities):
rgb_shader = 'rgb_flat_color' if 'rgb' in modalities else None
d_shader = 'depth_rgb_encoded' if 'depth' in modalities else None
return rgb_shader, d_shader
def sample_points_on_faces(vs, fs, rng, n_samples_per_face):
idx = np.repeat(np.arange(fs.shape[0]), n_samples_per_face)
r = rng.rand(idx.size, 2)
r1 = r[:,:1]; r2 = r[:,1:]; sqrt_r1 = np.sqrt(r1);
v1 = vs[fs[idx, 0], :]; v2 = vs[fs[idx, 1], :]; v3 = vs[fs[idx, 2], :];
pts = (1-sqrt_r1)*v1 + sqrt_r1*(1-r2)*v2 + sqrt_r1*r2*v3
v1 = vs[fs[:,0], :]; v2 = vs[fs[:, 1], :]; v3 = vs[fs[:, 2], :];
ar = 0.5*np.sqrt(np.sum(np.cross(v1-v3, v2-v3)**2, 1))
return pts, ar, idx
class Shape():
def get_pyassimp_load_options(self):
load_flags = assimp.postprocess.aiProcess_Triangulate;
load_flags = load_flags | assimp.postprocess.aiProcess_SortByPType;
load_flags = load_flags | assimp.postprocess.aiProcess_OptimizeMeshes;
load_flags = load_flags | assimp.postprocess.aiProcess_RemoveRedundantMaterials;
load_flags = load_flags | assimp.postprocess.aiProcess_FindDegenerates;
load_flags = load_flags | assimp.postprocess.aiProcess_GenSmoothNormals;
load_flags = load_flags | assimp.postprocess.aiProcess_JoinIdenticalVertices;
load_flags = load_flags | assimp.postprocess.aiProcess_ImproveCacheLocality;
load_flags = load_flags | assimp.postprocess.aiProcess_GenUVCoords;
load_flags = load_flags | assimp.postprocess.aiProcess_FindInvalidData;
return load_flags
def __init__(self, obj_file, material_file=None, load_materials=True,
name_prefix='', name_suffix=''):
if material_file is not None:
logging.error('Ignoring material file input, reading them off obj file.')
load_flags = self.get_pyassimp_load_options()
scene = assimp.load(obj_file, processing=load_flags)
filter_ind = self._filter_triangles(scene.meshes)
self.meshes = [scene.meshes[i] for i in filter_ind]
for m in self.meshes:
m.name = name_prefix + m.name + name_suffix
dir_name = os.path.dirname(obj_file)
# Load materials
materials = None
if load_materials:
materials = []
for m in self.meshes:
file_name = os.path.join(dir_name, m.material.properties[('file', 1)])
assert(os.path.exists(file_name)), \
'Texture file {:s} foes not exist.'.format(file_name)
img_rgb = cv2.imread(file_name)[::-1,:,::-1]
if img_rgb.shape[0] != img_rgb.shape[1]:
logging.warn('Texture image not square.')
sz = np.maximum(img_rgb.shape[0], img_rgb.shape[1])
sz = int(np.power(2., np.ceil(np.log2(sz))))
img_rgb = cv2.resize(img_rgb, (sz,sz), interpolation=cv2.INTER_LINEAR)
else:
sz = img_rgb.shape[0]
sz_ = int(np.power(2., np.ceil(np.log2(sz))))
if sz != sz_:
logging.warn('Texture image not square of power of 2 size. ' +
'Changing size from %d to %d.', sz, sz_)
sz = sz_
img_rgb = cv2.resize(img_rgb, (sz,sz), interpolation=cv2.INTER_LINEAR)
materials.append(img_rgb)
self.scene = scene
self.materials = materials
def _filter_triangles(self, meshes):
select = []
for i in range(len(meshes)):
if meshes[i].primitivetypes == 4:
select.append(i)
return select
def flip_shape(self):
for m in self.meshes:
m.vertices[:,1] = -m.vertices[:,1]
bb = m.faces*1
bb[:,1] = m.faces[:,2]
bb[:,2] = m.faces[:,1]
m.faces = bb
# m.vertices[:,[0,1]] = m.vertices[:,[1,0]]
def get_vertices(self):
vs = []
for m in self.meshes:
vs.append(m.vertices)
vss = np.concatenate(vs, axis=0)
return vss, vs
def get_faces(self):
vs = []
for m in self.meshes:
v = m.faces
vs.append(v)
return vs
def get_number_of_meshes(self):
return len(self.meshes)
def scale(self, sx=1., sy=1., sz=1.):
pass
def sample_points_on_face_of_shape(self, i, n_samples_per_face, sc):
v = self.meshes[i].vertices*sc
f = self.meshes[i].faces
p, face_areas, face_idx = sample_points_on_faces(
v, f, np.random.RandomState(0), n_samples_per_face)
return p, face_areas, face_idx
def __del__(self):
scene = self.scene
assimp.release(scene)
class SwiftshaderRenderer():
def __init__(self):
self.entities = {}
def init_display(self, width, height, fov, z_near, z_far, rgb_shader,
d_shader):
self.init_renderer_egl(width, height)
dir_path = os.path.dirname(os.path.realpath(__file__))
if d_shader is not None and rgb_shader is not None:
logging.fatal('Does not support setting both rgb_shader and d_shader.')
if d_shader is not None:
assert rgb_shader is None
shader = d_shader
self.modality = 'depth'
if rgb_shader is not None:
assert d_shader is None
shader = rgb_shader
self.modality = 'rgb'
self.create_shaders(os.path.join(dir_path, shader+'.vp'),
os.path.join(dir_path, shader + '.fp'))
aspect = width*1./(height*1.)
self.set_camera(fov, z_near, z_far, aspect)
def init_renderer_egl(self, width, height):
major,minor = ctypes.c_long(),ctypes.c_long()
logging.info('init_renderer_egl: EGL_DEFAULT_DISPLAY: %s', EGL_DEFAULT_DISPLAY)
egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY)
logging.info('init_renderer_egl: egl_display: %s', egl_display)
eglInitialize(egl_display, major, minor)
logging.info('init_renderer_egl: EGL_OPENGL_API, EGL_OPENGL_ES_API: %s, %s',
EGL_OPENGL_API, EGL_OPENGL_ES_API)
eglBindAPI(EGL_OPENGL_ES_API)
num_configs = ctypes.c_long()
configs = (EGLConfig*1)()
local_attributes = [EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 16, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE,]
logging.error('init_renderer_egl: local attributes: %s', local_attributes)
local_attributes = arrays.GLintArray.asArray(local_attributes)
success = eglChooseConfig(egl_display, local_attributes, configs, 1, num_configs)
logging.error('init_renderer_egl: eglChooseConfig success, num_configs: %d, %d', success, num_configs.value)
egl_config = configs[0]
context_attributes = [EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE]
context_attributes = arrays.GLintArray.asArray(context_attributes)
egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, context_attributes)
buffer_attributes = [EGL_WIDTH, width, EGL_HEIGHT, height, EGL_NONE]
buffer_attributes = arrays.GLintArray.asArray(buffer_attributes)
egl_surface = eglCreatePbufferSurface(egl_display, egl_config, buffer_attributes)
eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context)
logging.error("init_renderer_egl: egl_display: %s egl_surface: %s, egl_config: %s", egl_display, egl_surface, egl_context)
glViewport(0, 0, width, height);
self.egl_display = egl_display
self.egl_surface = egl_surface
self.egl_config = egl_config
self.egl_mapping = {}
self.render_timer = None
self.load_timer = None
self.height = height
self.width = width
def create_shaders(self, v_shader_file, f_shader_file):
v_shader = glCreateShader(GL_VERTEX_SHADER)
with open(v_shader_file, 'r') as f:
ls = ''
for l in f:
ls = ls + l
glShaderSource(v_shader, ls)
glCompileShader(v_shader);
assert(glGetShaderiv(v_shader, GL_COMPILE_STATUS) == 1)
f_shader = glCreateShader(GL_FRAGMENT_SHADER)
with open(f_shader_file, 'r') as f:
ls = ''
for l in f:
ls = ls + l
glShaderSource(f_shader, ls)
glCompileShader(f_shader);
assert(glGetShaderiv(f_shader, GL_COMPILE_STATUS) == 1)
egl_program = glCreateProgram();
assert(egl_program)
glAttachShader(egl_program, v_shader)
glAttachShader(egl_program, f_shader)
glLinkProgram(egl_program);
assert(glGetProgramiv(egl_program, GL_LINK_STATUS) == 1)
glUseProgram(egl_program)
glBindAttribLocation(egl_program, 0, "aPosition")
glBindAttribLocation(egl_program, 1, "aColor")
glBindAttribLocation(egl_program, 2, "aTextureCoord")
self.egl_program = egl_program
self.egl_mapping['vertexs'] = 0
self.egl_mapping['vertexs_color'] = 1
self.egl_mapping['vertexs_tc'] = 2
glClearColor(0.0, 0.0, 0.0, 1.0);
# glEnable(GL_CULL_FACE); glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
def set_camera(self, fov_vertical, z_near, z_far, aspect):
width = 2*np.tan(np.deg2rad(fov_vertical)/2.0)*z_near*aspect;
height = 2*np.tan(np.deg2rad(fov_vertical)/2.0)*z_near;
egl_program = self.egl_program
c = np.eye(4, dtype=np.float32)
c[3,3] = 0
c[3,2] = -1
c[2,2] = -(z_near+z_far)/(z_far-z_near)
c[2,3] = -2.0*(z_near*z_far)/(z_far-z_near)
c[0,0] = 2.0*z_near/width
c[1,1] = 2.0*z_near/height
c = c.T
projection_matrix_o = glGetUniformLocation(egl_program, 'uProjectionMatrix')
projection_matrix = np.eye(4, dtype=np.float32)
projection_matrix[...] = c
projection_matrix = np.reshape(projection_matrix, (-1))
glUniformMatrix4fv(projection_matrix_o, 1, GL_FALSE, projection_matrix)
def load_default_object(self):
v = np.array([[0.0, 0.5, 0.0, 1.0, 1.0, 0.0, 1.0],
[-0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 1.0],
[0.5, -0.5, 0.0, 1.0, 1.0, 1.0, 1.0]], dtype=np.float32)
v = np.concatenate((v,v+0.1), axis=0)
v = np.ascontiguousarray(v, dtype=np.float32)
vbo = glGenBuffers(1)
glBindBuffer (GL_ARRAY_BUFFER, vbo)
glBufferData (GL_ARRAY_BUFFER, v.dtype.itemsize*v.size, v, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 28, ctypes.c_void_p(0))
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 28, ctypes.c_void_p(12))
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
self.num_to_render = 6;
def _actual_render(self):
for entity_id, entity in self.entities.iteritems():
if entity['visible']:
vbo = entity['vbo']
tbo = entity['tbo']
num = entity['num']
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glVertexAttribPointer(self.egl_mapping['vertexs'], 3, GL_FLOAT, GL_FALSE,
20, ctypes.c_void_p(0))
glVertexAttribPointer(self.egl_mapping['vertexs_tc'], 2, GL_FLOAT,
GL_FALSE, 20, ctypes.c_void_p(12))
glEnableVertexAttribArray(self.egl_mapping['vertexs']);
glEnableVertexAttribArray(self.egl_mapping['vertexs_tc']);
glBindTexture(GL_TEXTURE_2D, tbo)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glDrawArrays(GL_TRIANGLES, 0, num)
def render(self, take_screenshot=False, output_type=0):
# self.render_timer.tic()
self._actual_render()
# self.render_timer.toc(log_at=1000, log_str='render timer', type='time')
np_rgb_img = None
np_d_img = None
c = 1000.
if take_screenshot:
if self.modality == 'rgb':
screenshot_rgba = np.zeros((self.height, self.width, 4), dtype=np.uint8)
glReadPixels(0, 0, self.width, self.height, GL_RGBA, GL_UNSIGNED_BYTE, screenshot_rgba)
np_rgb_img = screenshot_rgba[::-1,:,:3];
if self.modality == 'depth':
screenshot_d = np.zeros((self.height, self.width, 4), dtype=np.uint8)
glReadPixels(0, 0, self.width, self.height, GL_RGBA, GL_UNSIGNED_BYTE, screenshot_d)
np_d_img = screenshot_d[::-1,:,:3];
np_d_img = np_d_img[:,:,2]*(255.*255./c) + np_d_img[:,:,1]*(255./c) + np_d_img[:,:,0]*(1./c)
np_d_img = np_d_img.astype(np.float32)
np_d_img[np_d_img == 0] = np.NaN
np_d_img = np_d_img[:,:,np.newaxis]
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
return np_rgb_img, np_d_img
def _load_mesh_into_gl(self, mesh, material):
vvt = np.concatenate((mesh.vertices, mesh.texturecoords[0,:,:2]), axis=1)
vvt = np.ascontiguousarray(vvt[mesh.faces.reshape((-1)),:], dtype=np.float32)
num = vvt.shape[0]
vvt = np.reshape(vvt, (-1))
vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vvt.dtype.itemsize*vvt.size, vvt, GL_STATIC_DRAW)
tbo = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, tbo)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, material.shape[1],
material.shape[0], 0, GL_RGB, GL_UNSIGNED_BYTE,
np.reshape(material, (-1)))
return num, vbo, tbo
def load_shapes(self, shapes):
entities = self.entities
entity_ids = []
for i, shape in enumerate(shapes):
for j in range(len(shape.meshes)):
name = shape.meshes[j].name
assert name not in entities, '{:s} entity already exists.'.format(name)
num, vbo, tbo = self._load_mesh_into_gl(shape.meshes[j], shape.materials[j])
entities[name] = {'num': num, 'vbo': vbo, 'tbo': tbo, 'visible': False}
entity_ids.append(name)
return entity_ids
def set_entity_visible(self, entity_ids, visibility):
for entity_id in entity_ids:
self.entities[entity_id]['visible'] = visibility
def position_camera(self, camera_xyz, lookat_xyz, up):
camera_xyz = np.array(camera_xyz)
lookat_xyz = np.array(lookat_xyz)
up = np.array(up)
lookat_to = lookat_xyz - camera_xyz
lookat_from = np.array([0, 1., 0.])
up_from = np.array([0, 0., 1.])
up_to = up * 1.
# np.set_printoptions(precision=2, suppress=True)
# print up_from, lookat_from, up_to, lookat_to
r = ru.rotate_camera_to_point_at(up_from, lookat_from, up_to, lookat_to)
R = np.eye(4, dtype=np.float32)
R[:3,:3] = r
t = np.eye(4, dtype=np.float32)
t[:3,3] = -camera_xyz
view_matrix = np.dot(R.T, t)
flip_yz = np.eye(4, dtype=np.float32)
flip_yz[1,1] = 0; flip_yz[2,2] = 0; flip_yz[1,2] = 1; flip_yz[2,1] = -1;
view_matrix = np.dot(flip_yz, view_matrix)
view_matrix = view_matrix.T
# print np.concatenate((R, t, view_matrix), axis=1)
view_matrix = np.reshape(view_matrix, (-1))
view_matrix_o = glGetUniformLocation(self.egl_program, 'uViewMatrix')
glUniformMatrix4fv(view_matrix_o, 1, GL_FALSE, view_matrix)
return None, None #camera_xyz, q
def clear_scene(self):
keys = self.entities.keys()
for entity_id in keys:
entity = self.entities.pop(entity_id, None)
vbo = entity['vbo']
tbo = entity['tbo']
num = entity['num']
glDeleteBuffers(1, [vbo])
glDeleteTextures(1, [tbo])
def __del__(self):
self.clear_scene()
eglMakeCurrent(self.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)
eglDestroySurface(self.egl_display, self.egl_surface)
eglTerminate(self.egl_display)