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demovisuals.py
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demovisuals.py
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import os
import time
import math
import numpy as np
from scipy.spatial import cKDTree
import imageio
import vispy
from vispy import app, scene, gloo
from vispy.scene.shaders import ModularProgram
class SlideVisualMixin:
def on_enter_slide(self, event=None): # called by pres
self._timer.start()
def on_leave_slide(self, event=None): # called by pres
self._timer.stop()
class NoiseGen:
""" Act a bit like an imagio Reader object to generate noise images.
"""
def __init__(self, w=400, h=250):
self._size = h, w, 3
def get_next_data(self):
return self.get_data()
def get_data(self, index=None):
return np.random.uniform(0, 255, self._size).astype(np.uint8)
class Video(scene.visuals.Image, SlideVisualMixin):
def __init__(self, pos, size, **kwargs):
reader1 = reader2 = NoiseGen()
try:
reader1 = imageio.read('<video0>', 'ffmpeg')
except Exception as err:
print('Could not load ffmpeg reader: %s' % str(err))
try:
reader2 = imageio.read(os.path.join(os.path.expanduser('~'), 'Videos', 'ice age 4 trailer.mp4'), 'ffmpeg', loop=True)
except Exception as err:
print('Could not load ffmpeg reader: %s' % str(err))
reader2.get_data(5*30)
self._timer = app.Timer(1.0/30, connect=self.next_image)
self._readers = reader1, reader2
self._reader = reader2
im = self._reader.get_next_data()
scene.visuals.Image.__init__(self, im, **kwargs)
self.transform = scene.transforms.STTransform()
self.transform.scale = size / im.shape[1], size / im.shape[1]
self.transform.translate = pos
def next_image(self, event):
im = self._reader.get_next_data()
self.set_data(im)
def swap_channel(self, event=None):
if event is None or event.key in [vispy.keys.UP, vispy.keys.DOWN]:
if self._reader == self._readers[0]:
self._reader = self._readers[1]
else:
self._reader = self._readers[0]
class Rain(scene.visuals.Visual, SlideVisualMixin):
vertex = """
#version 120
uniform float u_linewidth;
uniform float u_antialias;
attribute vec2 a_position;
attribute vec4 a_fg_color;
attribute float a_size;
varying vec4 v_fg_color;
varying float v_size;
void main (void)
{
v_size = a_size;
v_fg_color = a_fg_color;
if( a_fg_color.a > 0.0)
{
gl_Position = $transform(vec4(a_position, 0.0, 1.0));
gl_PointSize = v_size + u_linewidth + 2*1.5*u_antialias;
}
else
{
gl_Position = $transform(vec4(-1.0, -1.0, 0.0, 1.0));
gl_PointSize = 0.0;
}
}
"""
fragment = """
#version 120
uniform float u_linewidth;
uniform float u_antialias;
varying vec4 v_fg_color;
varying vec4 v_bg_color;
varying float v_size;
float disc(vec2 P, float size)
{
return length((P.xy - vec2(0.5,0.5))*size);
}
void main()
{
if( v_fg_color.a <= 0.0)
discard;
float actual_size = v_size + u_linewidth + 2*1.5*u_antialias;
float t = u_linewidth/2.0 - u_antialias;
float r = disc(gl_PointCoord, actual_size);
float d = abs(r - v_size/2.0) - t;
if( d < 0.0 )
{
gl_FragColor = v_fg_color;
}
else if( abs(d) > 2.5*u_antialias )
{
discard;
}
else
{
d /= u_antialias;
gl_FragColor = vec4(v_fg_color.rgb, exp(-d*d)*v_fg_color.a);
}
}
"""
def __init__(self, **kwargs):
scene.visuals.Visual.__init__(self, **kwargs)
self._n = 250
self.data = np.zeros(self._n, [('a_position', np.float32, 2),
('a_fg_color', np.float32, 4),
('a_size', np.float32, 1)])
self.index = 0
self.program = ModularProgram(self.vertex, self.fragment)
self.vdata = gloo.VertexBuffer(self.data)
self._timer = app.Timer(1. / 60., self.on_timer)
def draw(self, event):
xform = event.render_transform.shader_map()
self.program.vert['transform'] = xform
self.program.prepare()
self.program.bind(self.vdata)
self.program['u_antialias'] = 1.00
self.program['u_linewidth'] = 2.00
self.program.draw('points')
def on_timer(self, event):
self.data['a_fg_color'][..., 3] -= 0.01
self.data['a_size'] += 1.0
self.vdata.set_data(self.data)
def on_mouse_move(self, event):
x, y = event.pos[:2]
#h = gloo.get_parameter('viewport')[3]
self.data['a_position'][self.index] = x, y
self.data['a_size'][self.index] = 5
self.data['a_fg_color'][self.index] = 0, 0, 0, 1
self.index = (self.index + 1) % self._n
class Boids(scene.visuals.Visual, SlideVisualMixin):
VERT_SHADER = """
#version 120
attribute vec3 position;
attribute vec4 color;
attribute float size;
varying vec4 v_color;
void main (void) {
gl_Position = $transform(vec4(position, 1.0));
v_color = color;
gl_PointSize = size;
}
"""
FRAG_SHADER = """
#version 120
varying vec4 v_color;
void main()
{
float x = 2.0*gl_PointCoord.x - 1.0;
float y = 2.0*gl_PointCoord.y - 1.0;
float a = 1.0 - (x*x + y*y);
gl_FragColor = vec4(v_color.rgb, a*v_color.a);
}
"""
def __init__(self, **kwargs):
scene.visuals.Visual.__init__(self, **kwargs)
# Create boids
n = 1000
particles = np.zeros(2 + n, [('position', 'f4', 3),
('position_1', 'f4', 3),
('position_2', 'f4', 3),
('velocity', 'f4', 3),
('color', 'f4', 4),
('size', 'f4', 1)])
boids = particles[2:]
target = particles[0]
predator = particles[1]
boids['position'] = np.random.uniform(0, 1, (n, 3))
boids['velocity'] = np.random.uniform(-0.00, +0.00, (n, 3))
boids['size'] = 4
boids['color'] = 0.4, 0.4, 0.8, 1
target['size'] = 16
target['color'][:] = 0, 0, 1, 1
predator['size'] = 16
predator['color'][:] = 1, 0, 0, 1
target['position'][:] = 0.25, 0.5, 0
predator['position'][:] = 0.7, 0.4, 0
self._boids, self._target, self._predator = boids, target, predator
self._particles = particles
# Time
self._t = time.time()
self._pos = 0.0, 0.0
self._button = None
# Create program
self.program = ModularProgram(self.VERT_SHADER, self.FRAG_SHADER)
# Create vertex buffers
self.vbo_position = gloo.VertexBuffer(particles['position'].copy())
self.vbo_color = gloo.VertexBuffer(particles['color'].copy())
self.vbo_size = gloo.VertexBuffer(particles['size'].copy())
self._timer = app.Timer(1.0/30, self.iteration)
def on_mouse_press(self, event):
self._button = event.button
self.on_mouse_move(event)
def on_mouse_release(self, event):
self._button = None
self.on_mouse_move(event)
def on_mouse_move(self, event):
if not self._button:
return
#w, h = self.size
x, y = event.pos[:2]
sx, sy = x, y
#sx = 2 * x / float(w) - 1.0
#sy = - (2 * y / float(h) - 1.0)
if self._button == 1:
self._target['position'][:] = sx, sy, 0
elif self._button == 2:
self._predator['position'][:] = sx, sy, 0
def draw(self, event):
# Set transform
xform = event.render_transform.shader_map()
self.program.vert['transform'] = xform
self.program.prepare()
# Bind vertex buffers
self.program['color'] = self.vbo_color
self.program['size'] = self.vbo_size
self.program['position'] = self.vbo_position
# Draw
self.program.draw('points')
def iteration(self, event=None):
boids, target, predator = self._boids, self._target, self._predator
t = time.time()
target['position'][:] = np.sin(t*0.3)*0.4+0.5, 0.5, 0
#t += 0.5 * dt
#predator[...] = np.array([np.sin(t),np.sin(2*t),np.cos(3*t)])*.2
boids['position_2'] = boids['position_1']
boids['position_1'] = boids['position']
n = len(boids)
P = boids['position']
V = boids['velocity']
# Cohesion: steer to move toward the average position of local
# flockmates
C = -(P - P.sum(axis=0) / n)
# Alignment: steer towards the average heading of local flockmates
A = -(V - V.sum(axis=0) / n)
# Repulsion: steer to avoid crowding local flockmates
D, I = cKDTree(P).query(P, 5)
M = np.repeat(D < 0.05, 3, axis=1).reshape(n, 5, 3)
Z = np.repeat(P, 5, axis=0).reshape(n, 5, 3)
R = -((P[I] - Z) * M).sum(axis=1)
# Target : Follow target
T = target['position'] - P
# Predator : Move away from predator
dP = P - predator['position']
D = np.maximum(0, 0.3 -
np.sqrt(dP[:, 0] ** 2 +
dP[:, 1] ** 2 +
dP[:, 2] ** 2))
D = np.repeat(D, 3, axis=0).reshape(n, 3)
dP *= D
#boids['velocity'] += 0.0005*C + 0.01*A + 0.01*R + 0.0005*T + 0.0025*dP
boids['velocity'] += 0.0005 * C + 0.01 * \
A + 0.01 * R + 0.0005 * T + 0.025 * dP
boids['position'] += boids['velocity']
self.vbo_position.set_data(self._particles['position'].copy())
return t
class Atom(scene.visuals.Visual, SlideVisualMixin):
vert = """
#version 120
uniform float u_size;
uniform float u_clock;
attribute vec2 a_position;
attribute vec4 a_color;
attribute vec4 a_rotation;
varying vec4 v_color;
mat4 build_rotation(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c,
oc * axis.x * axis.y - axis.z * s,
oc * axis.z * axis.x + axis.y * s,
0.0,
oc * axis.x * axis.y + axis.z * s,
oc * axis.y * axis.y + c,
oc * axis.y * axis.z - axis.x * s,
0.0,
oc * axis.z * axis.x - axis.y * s,
oc * axis.y * axis.z + axis.x * s,
oc * axis.z * axis.z + c,
0.0,
0.0, 0.0, 0.0, 1.0);
}
void main (void) {
v_color = a_color;
float x0 = 1.5;
float z0 = 0.0;
float theta = a_position.x + u_clock;
float x1 = x0*cos(theta) + z0*sin(theta);
float y1 = 0.0;
float z1 = (z0*cos(theta) - x0*sin(theta))/2.0;
mat4 R = build_rotation(a_rotation.xyz, a_rotation.w);
vec4 pos = R * vec4(x1,y1,z1,1);
pos.x = pos.x * 0.13 + 0.5;
pos.y = pos.y * 0.13 + 0.22;
gl_Position = $transform(pos);
gl_PointSize = 12.0 * u_size * sqrt(v_color.a);
}
"""
frag = """
#version 120
varying vec4 v_color;
varying float v_size;
void main()
{
float d = 2*(length(gl_PointCoord.xy - vec2(0.5,0.5)));
gl_FragColor = vec4(v_color.rgb, v_color.a*(1-d));
}
"""
def __init__(self, **kwargs):
scene.visuals.Visual.__init__(self, **kwargs)
# Create vertices
n, p = 150, 32
data = np.zeros(p * n, [('a_position', np.float32, 2),
('a_color', np.float32, 4),
('a_rotation', np.float32, 4)])
trail = .5 * np.pi
data['a_position'][:, 0] = np.resize(np.linspace(0, trail, n), p * n)
data['a_position'][:, 0] += np.repeat(np.random.uniform(0, 2 * np.pi, p), n)
data['a_position'][:, 1] = np.repeat(np.linspace(0, 2 * np.pi, p), n)
data['a_color'] = 1, 1, 1, 1
data['a_color'] = np.repeat(
np.random.uniform(0.5, 1.00, (p, 4)).astype(np.float32), n, axis=0)
data['a_color'][:, 3] = np.resize(np.linspace(0, 1, n), p * n)
data['a_rotation'] = np.repeat(
np.random.uniform(0, 2 * np.pi, (p, 4)).astype(np.float32), n, axis=0)
self.program = ModularProgram(self.vert, self.frag)
self._vbo = gloo.VertexBuffer(data)
self.theta = 0
self.phi = 0
self.clock = 0
self.stop_rotation = False
self.transform = vispy.scene.transforms.AffineTransform()
self._timer = app.Timer(1.0 / 30, self.on_timer)
def on_timer(self, event):
self.clock += np.pi / 100
def draw(self, event):
# Set transform
xform = event.render_transform.shader_map()
self.program.vert['transform'] = xform
self.program.prepare()
# Bind variables
self.program.bind(self._vbo)
self.program['u_size'] = 5 / 6
self.program['u_clock'] = self.clock
self.program.draw('points')
class RealtimeSignals(scene.visuals.Visual, SlideVisualMixin):
VERT_SHADER = """
#version 120
// y coordinate of the position.
attribute float a_position;
// row, col, and time index.
attribute vec3 a_index;
varying vec3 v_index;
// 2D scaling factor (zooming).
uniform vec2 u_scale;
// Size of the table.
uniform vec2 u_size;
// Number of samples per signal.
uniform float u_n;
// Color.
attribute vec3 a_color;
varying vec4 v_color;
// Varying variables used for clipping in the fragment shader.
varying vec2 v_position;
varying vec4 v_ab;
void main() {
float nrows = u_size.x;
float ncols = u_size.y;
// Compute the x coordinate from the time index.
//float x = -1 + 2*a_index.z / (u_n-1);
float x = a_index.z / (u_n-1);
vec2 position = vec2(x, a_position);
// Find the affine transformation for the subplots.
vec2 a = vec2(1./ncols, 1./nrows)*.9;
vec2 b = vec2((a_index.x+.5) / ncols,
(a_index.y+.5) / nrows);
// Apply the static subplot transformation + scaling.
vec4 abs_position = vec4(a*u_scale*position+b, 0.0, 1.0);
gl_Position = $transform(abs_position);
v_color = vec4(a_color, 1.);
v_index = a_index;
// For clipping test in the fragment shader.
v_position = abs_position.xy;
v_ab = vec4(a, b);
}
"""
FRAG_SHADER = """
#version 120
varying vec4 v_color;
varying vec3 v_index;
varying vec2 v_position;
varying vec4 v_ab;
void main() {
gl_FragColor = v_color;
// Discard the fragments between the signals (emulate glMultiDrawArrays).
//if ((fract(v_index.x) > 0.) || (fract(v_index.y) > 0.))
// discard;
// Clipping test.
//vec2 test = abs((v_position.xy-v_ab.zw)/v_ab.xy);
//if ((test.x > 1) || (test.y > 1))
// discard;
}
"""
def __init__(self, **kwargs):
scene.visuals.Visual.__init__(self, **kwargs)
# Number of cols and rows in the table.
self._nrows = nrows = 16
self._ncols = ncols = 20
# Number of signals.
self._m = m = nrows*ncols
# Number of samples per signal.
self._n = n = 1000
# Various signal amplitudes.
amplitudes = .1 + .2 * np.random.rand(m, 1).astype(np.float32)
self._amplitudes = amplitudes
# Generate the signals as a (m, n) array.
self._y = y = amplitudes * np.random.randn(m, n).astype(np.float32)
# Color of each vertex (TODO: make it more efficient by using a GLSL-based
# color map and the index).
color = np.repeat(np.random.uniform(size=(m, 3), low=.5, high=.9),
n, axis=0).astype(np.float32)
# Signal 2D index of each vertex (row and col) and x-index (sample index
# within each signal).
index = np.c_[np.repeat(np.repeat(np.arange(ncols), nrows), n),
np.repeat(np.tile(np.arange(nrows), ncols), n),
np.tile(np.arange(n), m)].astype(np.float32)
self.program = ModularProgram(self.VERT_SHADER, self.FRAG_SHADER)
self._pos_vbo = gloo.VertexBuffer(y.ravel())
self._color_vbo = gloo.VertexBuffer(color)
self._index_vbo = gloo.VertexBuffer(index)
self._timer = app.Timer('auto', connect=self.on_timer)
def on_timer(self, event):
"""Add some data at the end of each signal (real-time signals)."""
k = 10
self._y[:, :-k] = self._y[:, k:]
self._y[:, -k:] = self._amplitudes * np.random.randn(self._m, k)
self._pos_vbo.set_data(self._y.ravel().astype(np.float32))
def draw(self, event):
# Set transform
xform = event.render_transform.shader_map()
self.program.vert['transform'] = xform
self.program.prepare()
# Bind variables
self.program['a_position'] = self._pos_vbo
self.program['a_color'] = self._color_vbo
self.program['a_index'] = self._index_vbo
self.program['u_scale'] = (1., 1.)
self.program['u_size'] = (self._nrows, self._ncols)
self.program['u_n'] = self._n
self.program.draw('line_strip')
class Raycasting(scene.Visual, SlideVisualMixin):
vertex = """
#version 120
attribute vec2 a_position;
varying vec2 v_position;
void main()
{
gl_Position = $transform(vec4(a_position, 0.0, 1.0));
v_position = gl_Position.xy;
}
"""
fragment = """
#version 120
const float M_PI = 3.14159265358979323846;
const float INFINITY = 1000000000.;
const int PLANE = 1;
const int SPHERE_0 = 2;
const int SPHERE_1 = 3;
uniform float u_time;
uniform float u_aspect_ratio;
varying vec2 v_position;
uniform vec3 sphere_position_0;
uniform float sphere_radius_0;
uniform vec3 sphere_color_0;
uniform vec3 sphere_position_1;
uniform float sphere_radius_1;
uniform vec3 sphere_color_1;
uniform vec3 plane_position;
uniform vec3 plane_normal;
uniform float light_intensity;
uniform vec2 light_specular;
uniform vec3 light_position;
uniform vec3 light_color;
uniform float ambient;
uniform vec3 O;
float intersect_sphere(vec3 O, vec3 D, vec3 S, float R) {
float a = dot(D, D);
vec3 OS = O - S;
float b = 2. * dot(D, OS);
float c = dot(OS, OS) - R * R;
float disc = b * b - 4. * a * c;
if (disc > 0.) {
float distSqrt = sqrt(disc);
float q = (-b - distSqrt) / 2.0;
if (b >= 0.) {
q = (-b + distSqrt) / 2.0;
}
float t0 = q / a;
float t1 = c / q;
t0 = min(t0, t1);
t1 = max(t0, t1);
if (t1 >= 0.) {
if (t0 < 0.) {
return t1;
}
else {
return t0;
}
}
}
return INFINITY;
}
float intersect_plane(vec3 O, vec3 D, vec3 P, vec3 N) {
float denom = dot(D, N);
if (abs(denom) < 1e-6) {
return INFINITY;
}
float d = dot(P - O, N) / denom;
if (d < 0.) {
return INFINITY;
}
return d;
}
vec3 run(float x, float y, float t) {
vec3 Q = vec3(x, y, 0.);
vec3 D = normalize(Q - O);
int depth = 0;
float t_plane, t0, t1;
vec3 rayO = O;
vec3 rayD = D;
vec3 col = vec3(0.0, 0.0, 0.0);
vec3 col_ray;
float reflection = 1.;
int object_index;
vec3 object_color;
vec3 object_normal;
float object_reflection;
vec3 M;
vec3 N, toL, toO;
while (depth < 5) {
/* start trace_ray */
t_plane = intersect_plane(rayO, rayD, plane_position, plane_normal);
t0 = intersect_sphere(rayO, rayD, sphere_position_0, sphere_radius_0);
t1 = intersect_sphere(rayO, rayD, sphere_position_1, sphere_radius_1);
if (t_plane < min(t0, t1)) {
// Plane.
M = rayO + rayD * t_plane;
object_normal = plane_normal;
// Plane texture.
if (mod(int(2*M.x), 2) == mod(int(2*M.z), 2)) {
object_color = vec3(1., 1., 1.);
}
else {
object_color = vec3(0., 0., 0.);
}
object_reflection = .25;
object_index = PLANE;
}
else if (t0 < t1) {
// Sphere 0.
M = rayO + rayD * t0;
object_normal = normalize(M - sphere_position_0);
object_color = sphere_color_0;
object_reflection = .5;
object_index = SPHERE_0;
}
else if (t1 < t0) {
// Sphere 1.
M = rayO + rayD * t1;
object_normal = normalize(M - sphere_position_1);
object_color = sphere_color_1;
object_reflection = .5;
object_index = SPHERE_1;
}
else {
break;
}
N = object_normal;
toL = normalize(light_position - M);
toO = normalize(O - M);
// Shadow of the spheres on the plane.
if (object_index == PLANE) {
t0 = intersect_sphere(M + N * .0001, toL,
sphere_position_0, sphere_radius_0);
t1 = intersect_sphere(M + N * .0001, toL,
sphere_position_1, sphere_radius_1);
if (min(t0, t1) < INFINITY) {
break;
}
}
col_ray = vec3(ambient, ambient, ambient);
col_ray += light_intensity * max(dot(N, toL), 0.) * object_color;
col_ray += light_specular.x * light_color *
pow(max(dot(N, normalize(toL + toO)), 0.), light_specular.y);
/* end trace_ray */
rayO = M + N * .0001;
rayD = normalize(rayD - 2. * dot(rayD, N) * N);
col += reflection * col_ray;
reflection *= object_reflection;
depth++;
}
if (col==vec3(0,0,0) && v_position.y > 0.0) { // the biggest hack
discard;
}
return clamp(col, 0., 1.);
}
void main() {
vec2 pos = v_position;
gl_FragColor = vec4(run(pos.x*u_aspect_ratio, pos.y, u_time), 1.);
}
"""
def __init__(self, **kwargs):
scene.Visual.__init__(self, **kwargs)
self.program = ModularProgram(self.vertex, self.fragment)
self._vbo = gloo.VertexBuffer(np.array([(0., 0.), (0., 1.),
(1., 0.), (1., 1.)], np.float32))
self._timer = app.Timer('auto', connect=self.on_timer)
self._t = 0.0
def on_timer(self, event):
self._t = event.elapsed
def draw(self, event):
# Set transform
xform = event.render_transform.shader_map()
self.program.vert['transform'] = xform
self.program.prepare()
self.program['a_position'] = self._vbo
self.program['u_time'] = self._t
self.program['sphere_position_0'] = (+.75, .1, 2.0 + 1.0 * math.cos(4*self._t))
self.program['sphere_position_1'] = (-.75, .1, 2.0 - 1.0 * math.cos(4*self._t))
self.program['u_aspect_ratio'] = 1.0
self.program['sphere_radius_0'] = .6
self.program['sphere_color_0'] = (0., 0., 1.)
self.program['sphere_radius_1'] = .6
self.program['sphere_color_1'] = (.5, .223, .5)
self.program['plane_position'] = (0., -.5, 0.)
self.program['plane_normal'] = (0., 1., 0.)
self.program['light_intensity'] = 1.
self.program['light_specular'] = (1., 50.)
self.program['light_position'] = (5., 5., -10.)
self.program['light_color'] = (1., 1., 1.)
self.program['ambient'] = .05
self.program['O'] = (0., 0., -1.)
self.program.draw('triangle_strip')