I am attempting to plot a large number of vertices (similar to a point cloud).
At the same time I am also trying to learn how to use VBOs and pass Numpy arrays in to the GLSL program and animate the vertex positions.
I think I have made some progress however I am limited to how large I can set the array_size
parameter and anything over 500 typically causes an error: WindowsError: exception: access violation reading 0x0999B000
Sometimes it works (randomly) and I was just wondering if I am making a mistake in the way I allocate the memory or buffering the arrays?
Just to add a note, in the future I am hoping to update 2500+ vertex positions at one time. And was wondering how I could make that possible?
#!/bin/env python
# coding: utf-8
import time
import numpy as np
from textwrap import dedent
from OpenGL.GL import *
from OpenGL.GL.shaders import compileShader, compileProgram
import pygame
from pygame.locals import *
##############################################################################
# OpenGL funcs
##############################################################################
buffers=None
shader = None
def init_gl():
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) #allow the program to specify the point size
global shader, buffers
vertex_shader = compileShader(dedent('''
uniform mat4 Projection = mat4(1);
uniform mat4 ModelView = mat4(1);
varying out vec3 _color;
void main() {
_color = gl_Color;
gl_Position = Projection * ModelView * gl_ModelViewProjectionMatrix * gl_Vertex;
vec3 ndc = gl_Position.xyz / gl_Position.w ; // perspective divide.
float zDist = 1.0-ndc.z ; // 1 is close (right up in your face,)
// 0 is far (at the far plane)
gl_PointSize = 25*zDist ; // between 0 and 50 now.
}
'''), GL_VERTEX_SHADER)
fragment_shader = compileShader(dedent('''
in vec3 _color;
void main() {
gl_FragColor = vec4(_color, 1.0); //gl_Color;
}
'''), GL_FRAGMENT_SHADER)
shader = compileProgram(vertex_shader, fragment_shader)
buffers=create_vbo()
yaw=0
pitch=0
def draw():
global yaw, pitch
glClear(GL_COLOR_BUFFER_BIT)# | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
yaw+=0.39
pitch+=0.27
glTranslatef(0.0, 0.0, 0.0)
glRotatef(yaw, 0, 1, 0)
glRotatef(pitch, 1, 0, 0)
setPoints()
glFlush()
##############################################################################
# vertices
##############################################################################
array_size = 1000
scale = 0.15
#create dataset https://matplotlib.org/mpl_toolkits/mplot3d/tutorial.html
theta = np.linspace(-4 * np.pi, 4 * np.pi, array_size)
z = np.linspace(-2, 2, array_size)
r = z**2 + 1
x = r * np.sin(theta)
y = r * np.cos(theta)
vertices = np.dstack((x,y,z)) * scale
colors = np.tile(np.array([0.0, 1.0, 0.0]), (array_size,1)) #a bunch of green vertices
indices=np.arange(array_size)
def create_vbo():
buffers = glGenBuffers(3)
glBindBuffer(GL_ARRAY_BUFFER, buffers[0])
glBufferData(GL_ARRAY_BUFFER,
vertices.nbytes, # byte size
(ctypes.c_float*len(vertices.flat))(*vertices.flat),
GL_STREAM_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, buffers[1])
glBufferData(GL_ARRAY_BUFFER,
colors.nbytes, # byte size
(ctypes.c_float*len(colors.flat))(*colors.flat),
GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2])
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
indices.nbytes, # byte size
(ctypes.c_uint*len(indices.flat))(*indices.flat),
GL_STATIC_DRAW)
return buffers
def draw_vbo():
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexPointer(3, GL_FLOAT, 0, None);
glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
glColorPointer(3, GL_FLOAT, 0, None);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
glDrawElements(GL_POINTS, indices.size, GL_UNSIGNED_INT, None);
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY);
def setPoints():
global shader
glUseProgram(shader)
draw_vbo()
projection = np.array([#the matrix generated captured while using HTC Vive
[ 0.75752085, 0. , 0. , 0.],
[ 0. , 0.68160856, 0. , 0.],
[ 0.05516453, -0.00299519, -1.00040019, -1.],
[ 0. , 0. , -0.20008004, 0.]
])
modelview = np.array([#the matrix generated captured while using HTC Vive
[ 0.99030989, 0.04490654, 0.13141415, 0.],
[-0.01430531, 0.9742285 , -0.22510922, 0.],
[-0.13813627, 0.22104797, 0.9654305 , 0.],
[-0.12975544, -0.9294402 , -1.06236947, 1.]
])
glUniformMatrix4fv(glGetUniformLocation(shader, "Projection"), 1, False, projection)
glUniformMatrix4fv(glGetUniformLocation(shader, "ModelView"), 1, False, modelview)
glUseProgram(0)
##############################################################################
if __name__ == '__main__':
pygame.init()
pygame.display.set_mode((800, 600), HWSURFACE|OPENGL|DOUBLEBUF)
init_gl()
start_time = time.time()
while time.time() - start_time < 5: #5 second animation
draw()
pygame.display.flip()
[UPDATE]
I believe I have answered my own question when I realized I was not casting my Numpy array's datatypes correctly. So by adding .astype()
to my arrays when I create them I have managed to get 2000+ verts to show and animate :)
vertices = (np.dstack((x,y,z)) * scale).astype(np.float32)
colors = (np.tile(np.array([0.0, 1.0, 0.0]), (array_size,1))).astype(np.float32) #a bunch of green vertices
indices = np.arange(array_size).astype(np.uint32)
And here is the fixed example:
#!/bin/env python
# coding: utf-8
import time
import numpy as np
from textwrap import dedent
from OpenGL.GL import *
from OpenGL.GL.shaders import compileShader, compileProgram
import pygame
from pygame.locals import *
##############################################################################
# OpenGL funcs
##############################################################################
buffers=None
shader = None
def init_gl():
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE) #allow the program to specify the point size
global shader, buffers
vertex_shader = compileShader(dedent('''
uniform mat4 Projection = mat4(1);
uniform mat4 ModelView = mat4(1);
varying out vec3 _color;
void main() {
_color = gl_Color;
gl_Position = Projection * ModelView * gl_ModelViewProjectionMatrix * gl_Vertex;
vec3 ndc = gl_Position.xyz / gl_Position.w ; // perspective divide.
float zDist = 1.0-ndc.z ; // 1 is close (right up in your face,)
// 0 is far (at the far plane)
gl_PointSize = 25*zDist ; // between 0 and 50 now.
}
'''), GL_VERTEX_SHADER)
fragment_shader = compileShader(dedent('''
in vec3 _color;
void main() {
gl_FragColor = vec4(_color, 1.0); //gl_Color;
}
'''), GL_FRAGMENT_SHADER)
shader = compileProgram(vertex_shader, fragment_shader)
buffers=create_vbo()
yaw=0
pitch=0
def draw():
global yaw, pitch
glClear(GL_COLOR_BUFFER_BIT)# | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
yaw+=0.39
pitch+=0.27
glTranslatef(0.0, 0.0, 0.0)
glRotatef(yaw, 0, 1, 0)
glRotatef(pitch, 1, 0, 0)
setPoints()
glFlush()
##############################################################################
# vertices
##############################################################################
array_size = 2000
scale = 0.15
#create dataset https://matplotlib.org/mpl_toolkits/mplot3d/tutorial.html
theta = np.linspace(-4 * np.pi, 4 * np.pi, array_size)
z = np.linspace(-2, 2, array_size)
r = z**2 + 1
x = r * np.sin(theta)
y = r * np.cos(theta)
vertices = (np.dstack((x,y,z)) * scale).astype(np.float32)
colors = (np.tile(np.array([0.0, 1.0, 0.0]), (array_size,1))).astype(np.float32) #a bunch of green vertices
indices = np.arange(array_size).astype(np.uint)
def create_vbo():
buffers = glGenBuffers(3)
glBindBuffer(GL_ARRAY_BUFFER, buffers[0])
glBufferData(GL_ARRAY_BUFFER,
vertices.nbytes, # byte size
(ctypes.c_float*len(vertices.flat))(*vertices.flat),
GL_STREAM_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, buffers[1])
glBufferData(GL_ARRAY_BUFFER,
colors.nbytes, # byte size
(ctypes.c_float*len(colors.flat))(*colors.flat),
GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2])
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
indices.nbytes, # byte size
(ctypes.c_uint*len(indices.flat))(*indices.flat),
GL_STATIC_DRAW)
return buffers
def draw_vbo():
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexPointer(3, GL_FLOAT, 0, None);
glBindBuffer(GL_ARRAY_BUFFER, buffers[1]);
glColorPointer(3, GL_FLOAT, 0, None);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[2]);
glDrawElements(GL_POINTS, indices.size, GL_UNSIGNED_INT, None);
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY);
def setPoints():
global shader
glUseProgram(shader)
draw_vbo()
projection = np.array([#the matrix generated captured while using HTC Vive
[ 0.75752085, 0. , 0. , 0.],
[ 0. , 0.68160856, 0. , 0.],
[ 0.05516453, -0.00299519, -1.00040019, -1.],
[ 0. , 0. , -0.20008004, 0.]
])
modelview = np.array([#the matrix generated captured while using HTC Vive
[ 0.99030989, 0.04490654, 0.13141415, 0.],
[-0.01430531, 0.9742285 , -0.22510922, 0.],
[-0.13813627, 0.22104797, 0.9654305 , 0.],
[-0.12975544, -0.9294402 , -1.06236947, 1.]
])
glUniformMatrix4fv(glGetUniformLocation(shader, "Projection"), 1, False, projection)
glUniformMatrix4fv(glGetUniformLocation(shader, "ModelView"), 1, False, modelview)
glUseProgram(0)
##############################################################################
if __name__ == '__main__':
pygame.init()
pygame.display.set_mode((800, 600), HWSURFACE|OPENGL|DOUBLEBUF)
init_gl()
start_time = time.time()
while time.time() - start_time < 5: #5 second animation
draw()
pygame.display.flip()