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Vendor the thick lines code from three.js (r97), and expose to kernel.
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{ | ||
"cells": [ | ||
{ | ||
"cell_type": "markdown", | ||
"metadata": {}, | ||
"source": [ | ||
"# Line Geometry" | ||
] | ||
}, | ||
{ | ||
"cell_type": "markdown", | ||
"metadata": {}, | ||
"source": [ | ||
"Three.js has some example code for thick lines via an instance-based geometry. Since WebGL does not guarantee support for line thickness greater than 1 for GL lines, pytheejs includes these objects." | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"from pythreejs import *\n", | ||
"from IPython.display import display\n", | ||
"from ipywidgets import VBox, HBox, Checkbox, jslink\n", | ||
"import numpy as np" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"g1 = BufferGeometry(\n", | ||
" attributes={\n", | ||
" 'position': BufferAttribute(np.array([[0, 0, 0], [1, 1, 1], [2, 2, 2], [4, 4, 4]], dtype=np.float32), normalized=False),\n", | ||
" 'color': BufferAttribute(np.array([[1, 0, 0], [1, 0, 0], [0, 1, 0], [0, 0, 1]], dtype=np.float32), normalized=False),\n", | ||
" },\n", | ||
")\n", | ||
"m1 = LineBasicMaterial(vertexColors='VertexColors', linewidth=10)\n", | ||
"line1 = LineSegments(g1, m1);" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"g2 = LineSegmentsGeometry(\n", | ||
" positions=[\n", | ||
" [[0, 0, 0], [1, 1, 1]],\n", | ||
" [[2, 2, 2], [4, 4, 4]]\n", | ||
" ],\n", | ||
" colors=[\n", | ||
" [[1, 0, 0], [1, 0, 0]],\n", | ||
" [[0, 1, 0], [0, 0, 1]]\n", | ||
" ],\n", | ||
")\n", | ||
"m2 = LineMaterial(linewidth=10, vertexColors='VertexColors')\n", | ||
"line2 = LineSegments2(g2, m2)" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"view_width = 600\n", | ||
"view_height = 400\n", | ||
"camera = PerspectiveCamera(position=[10, 0, 0], aspect=view_width/view_height)\n", | ||
"key_light = DirectionalLight(position=[0, 10, 10])\n", | ||
"ambient_light = AmbientLight()" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"scene = Scene(children=[line1, line2, camera, key_light, ambient_light])\n", | ||
"controller = OrbitControls(controlling=camera, screenSpacePanning=False)\n", | ||
"renderer = Renderer(camera=camera, scene=scene, controls=[controller],\n", | ||
" width=view_width, height=view_height)" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"chks = [Checkbox(True, description='GL line'), Checkbox(True, description='Fat line')]\n", | ||
"jslink((chks[0], 'value'), (line1, 'visible'))\n", | ||
"jslink((chks[1], 'value'), (line2, 'visible'))\n", | ||
"VBox([renderer, HBox(chks)])" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"posInstBuffer = InstancedInterleavedBuffer( np.array([[0, 0, 0, 1, 1, 1], [2, 2, 2, 4, 4, 4]], dtype=np.float32))\n", | ||
"colInstBuffer = InstancedInterleavedBuffer( np.array([[1, 0, 0, 1, 0, 0], [0, 1, 0, 0, 0, 1]], dtype=np.float32))\n", | ||
"dbgG = InstancedBufferGeometry(attributes={\n", | ||
" 'position': BufferAttribute(np.array([ [- 1, 2, 0], [1, 2, 0], [- 1, 1, 0], [1, 1, 0], [- 1, 0, 0], [1, 0, 0], [- 1, - 1, 0], [1, - 1, 0] ], dtype=np.float32)),\n", | ||
" 'uv': BufferAttribute(np.array([ [- 1, 2], [1, 2], [- 1, 1], [1, 1], [- 1, - 1], [1, - 1], [- 1, - 2], [1, - 2] ], dtype=np.float32)),\n", | ||
" 'index': BufferAttribute(np.array([ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ], dtype=np.uint8)),\n", | ||
" 'instanceStart': InterleavedBufferAttribute(posInstBuffer, 3, 0),\n", | ||
" 'instanceEnd': InterleavedBufferAttribute(posInstBuffer, 3, 3),\n", | ||
" 'instanceColorStart': InterleavedBufferAttribute(colInstBuffer, 3, 0),\n", | ||
" 'instanceColorEnd': InterleavedBufferAttribute(colInstBuffer, 3, 3),\n", | ||
"})" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"m = ShaderMaterial(\n", | ||
" vertexShader='''\n", | ||
"#include <common>\n", | ||
"#include <color_pars_vertex>\n", | ||
"#include <fog_pars_vertex>\n", | ||
"#include <logdepthbuf_pars_vertex>\n", | ||
"#include <clipping_planes_pars_vertex>\n", | ||
"\n", | ||
"uniform float linewidth;\n", | ||
"uniform vec2 resolution;\n", | ||
"\n", | ||
"attribute vec3 instanceStart;\n", | ||
"attribute vec3 instanceEnd;\n", | ||
"\n", | ||
"attribute vec3 instanceColorStart;\n", | ||
"attribute vec3 instanceColorEnd;\n", | ||
"\n", | ||
"varying vec2 vUv;\n", | ||
"\n", | ||
"void trimSegment( const in vec4 start, inout vec4 end ) {\n", | ||
"\n", | ||
" // trim end segment so it terminates between the camera plane and the near plane\n", | ||
"\n", | ||
" // conservative estimate of the near plane\n", | ||
" float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n", | ||
" float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n", | ||
" float nearEstimate = - 0.5 * b / a;\n", | ||
"\n", | ||
" float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n", | ||
"\n", | ||
" end.xyz = mix( start.xyz, end.xyz, alpha );\n", | ||
"\n", | ||
"}\n", | ||
"\n", | ||
"void main() {\n", | ||
"\n", | ||
" #ifdef USE_COLOR\n", | ||
"\n", | ||
" vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n", | ||
"\n", | ||
" #endif\n", | ||
" \n", | ||
" float aspect = resolution.x / resolution.y;\n", | ||
"\n", | ||
" vUv = uv;\n", | ||
" \n", | ||
" // camera space\n", | ||
" vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n", | ||
" vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n", | ||
"\n", | ||
" // special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n", | ||
" // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n", | ||
" // but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n", | ||
" // perhaps there is a more elegant solution -- WestLangley\n", | ||
"\n", | ||
" bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n", | ||
"\n", | ||
" if ( perspective ) {\n", | ||
"\n", | ||
" if ( start.z < 0.0 && end.z >= 0.0 ) {\n", | ||
"\n", | ||
" trimSegment( start, end );\n", | ||
"\n", | ||
" } else if ( end.z < 0.0 && start.z >= 0.0 ) {\n", | ||
"\n", | ||
" trimSegment( end, start );\n", | ||
"\n", | ||
" }\n", | ||
"\n", | ||
" }\n", | ||
"\n", | ||
" // clip space\n", | ||
" vec4 clipStart = projectionMatrix * start;\n", | ||
" vec4 clipEnd = projectionMatrix * end;\n", | ||
"\n", | ||
" // ndc space\n", | ||
" vec2 ndcStart = clipStart.xy / clipStart.w;\n", | ||
" vec2 ndcEnd = clipEnd.xy / clipEnd.w;\n", | ||
"\n", | ||
" // direction\n", | ||
" vec2 dir = ndcEnd - ndcStart;\n", | ||
"\n", | ||
" // account for clip-space aspect ratio\n", | ||
" dir.x *= aspect;\n", | ||
" dir = normalize( dir );\n", | ||
"\n", | ||
" // perpendicular to dir\n", | ||
" vec2 offset = vec2( dir.y, - dir.x );\n", | ||
"\n", | ||
" // undo aspect ratio adjustment\n", | ||
" dir.x /= aspect;\n", | ||
" offset.x /= aspect;\n", | ||
"\n", | ||
" // sign flip\n", | ||
" if ( position.x < 0.0 ) offset *= - 1.0;\n", | ||
"\n", | ||
" // endcaps\n", | ||
" if ( position.y < 0.0 ) {\n", | ||
"\n", | ||
" offset += - dir;\n", | ||
"\n", | ||
" } else if ( position.y > 1.0 ) {\n", | ||
"\n", | ||
" offset += dir;\n", | ||
"\n", | ||
" }\n", | ||
"\n", | ||
" // adjust for linewidth\n", | ||
" offset *= linewidth;\n", | ||
" \n", | ||
" // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n", | ||
" offset /= resolution.y;\n", | ||
"\n", | ||
" // select end\n", | ||
" vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n", | ||
"\n", | ||
" // back to clip space\n", | ||
" offset *= clip.w;\n", | ||
"\n", | ||
" clip.xy += offset;\n", | ||
"\n", | ||
" gl_Position = clip;\n", | ||
" \n", | ||
" //gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n", | ||
" \n", | ||
" //if ( instanceStart.x > 1.5) {\n", | ||
" // gl_Position.x += 2.0;\n", | ||
" //}\n", | ||
" \n", | ||
" vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n", | ||
"\n", | ||
" #include <logdepthbuf_vertex>\n", | ||
" #include <clipping_planes_vertex>\n", | ||
" #include <fog_vertex>\n", | ||
"}\n", | ||
"''',\n", | ||
" fragmentShader='''\n", | ||
"uniform vec3 diffuse;\n", | ||
"uniform float opacity;\n", | ||
"\n", | ||
"varying float vLineDistance;\n", | ||
"\n", | ||
"#include <common>\n", | ||
"#include <color_pars_fragment>\n", | ||
"#include <fog_pars_fragment>\n", | ||
"#include <logdepthbuf_pars_fragment>\n", | ||
"#include <clipping_planes_pars_fragment>\n", | ||
"\n", | ||
"varying vec2 vUv;\n", | ||
"\n", | ||
"void main() {\n", | ||
"\n", | ||
" #include <clipping_planes_fragment>\n", | ||
"\n", | ||
"\n", | ||
" if ( abs( vUv.y ) > 1.0 ) {\n", | ||
"\n", | ||
" float a = vUv.x;\n", | ||
" float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n", | ||
" float len2 = a * a + b * b;\n", | ||
"\n", | ||
" if ( len2 > 1.0 ) discard;\n", | ||
"\n", | ||
" }\n", | ||
"\n", | ||
" vec4 diffuseColor = vec4( diffuse, opacity );\n", | ||
"\n", | ||
" #include <logdepthbuf_fragment>\n", | ||
" #include <color_fragment>\n", | ||
"\n", | ||
" gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n", | ||
"\n", | ||
" #include <premultiplied_alpha_fragment>\n", | ||
" #include <tonemapping_fragment>\n", | ||
" #include <encodings_fragment>\n", | ||
" #include <fog_fragment>\n", | ||
"\n", | ||
"}\n", | ||
"''',\n", | ||
" vertexColors='VertexColors',\n", | ||
" uniforms=dict(\n", | ||
" **UniformsLib['common'],\n", | ||
" linewidth={'value': 10.0},\n", | ||
" resolution={'value': (100., 100.)},\n", | ||
" )\n", | ||
")\n", | ||
"Mesh(g2, m)" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [ | ||
"print(repr(line2))" | ||
] | ||
}, | ||
{ | ||
"cell_type": "code", | ||
"execution_count": null, | ||
"metadata": {}, | ||
"outputs": [], | ||
"source": [] | ||
} | ||
], | ||
"metadata": { | ||
"kernelspec": { | ||
"display_name": "Python 3", | ||
"language": "python", | ||
"name": "python3" | ||
}, | ||
"language_info": { | ||
"codemirror_mode": { | ||
"name": "ipython", | ||
"version": 3 | ||
}, | ||
"file_extension": ".py", | ||
"mimetype": "text/x-python", | ||
"name": "python", | ||
"nbconvert_exporter": "python", | ||
"pygments_lexer": "ipython3", | ||
"version": "3.6.6" | ||
} | ||
}, | ||
"nbformat": 4, | ||
"nbformat_minor": 2 | ||
} |
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