Please help me. How can I multiply mat4 by mat4 and then make it vec3 in Python? Here is an example of what I need in C++:
glm::vec3 var = glm::vec3((mat4(...)* glm::vec4(0, 0, 0, 1)));
As well as a failed attempt on Python:
var=pyrr.Vector3( pyrr.matrix44.create_from_translation(pyrr.Vector3([20,0,5])) * pyrr.Vector4([0,0,0,1]))
Use the # operator.
var=(pyrr.matrix44.create_from_translation(pyrr.Vector3([20,0,5])).T # pyrr.Vector4([0,0,0,1])).xyz
The # operator is described in PEP-465
Related
I need to pass an array of vectors as a uniform to a shader. As far as I understood code should be as follows:
fragment_shader = """
uniform int myVectorSize;
uniform vec4 myVector[50];
void main() {
gl_FragColor = ... // using myVector
}
"""
But I did not find a way to pass this vector to the shader:
material = ShaderMaterial(
uniforms=dict(
myVectorSize=(dict(value=10),
myVector=???,
**UniformsLib['common']
),
fragmentShader=fragment_shader,
)
Is there a way to do this?
It is easy to resize entity in a code:
self.transform = Qt3DCore.QTransform()
self.transform.setScale(1.5)
But I want to resize entity dynamically. I want that my entity enlarge when I move camera away from it or shrinks when I approach my camera. Is it possible to do this using proper shaders?
I found this link.
where is a code which I have added added to my vertex shader:
in vec3 vertexPosition;
uniform mat4 modelViewProjection;
void main()
{
float reciprScaleOnscreen = 0.005;
float w = (modelViewProjection * vec4(0.0, 0.0, 0.0, 1.0)).w;
w *= reciprScaleOnscreen;
gl_Position = modelViewProjection * vec4(vertexPosition.xyz * w , 1.0);
}
So there is no need to scale entities in a program. It is simpler to use a shader.
I am trying to time the houghcircle in python and c++ to see if c++ gives edge over processing time (intuitively it should!)
Versions
python: 3.6.4
gcc compiler: gcc (Ubuntu 5.4.0-6ubuntu1~16.04.9) 5.4.0 20160609
cmake : 3.5.1
opencv : 3.4.1
I actually installed opencv using anaconda. Surprisingly c++ version
also worked
The image I am using is given here:
Python code
import cv2
import time
import sys
def hough_transform(src,dp,minDist,param1=100,param2=100,minRadius=0,maxRadius=0):
gray = cv2.cvtColor(src,cv2.COLOR_RGB2GRAY)
start_time = time.time()
circles=cv2.HoughCircles(gray,
cv2.HOUGH_GRADIENT,
dp = dp,
minDist = minDist,
param1=param1,
param2=param2,
minRadius=minRadius,
maxRadius=maxRadius)
end_time = time.time()
print("Time taken for hough circle transform is : {}".format(end_time-start_time))
# if circles is not None:
# circles = circles.reshape(circles.shape[1],circles.shape[2])
# else:
# raise ValueError("ERROR!!!!!! circle not detected try tweaking the parameters or the min and max radius")
#
# a = input("enter 1 to visualize")
# if int(a) == 1 :
# for circle in circles:
# center = (circle[0],circle[1])
# radius = circle[2]
# cv2.circle(src, center, radius, (255,0,0), 5)
#
# cv2.namedWindow("Hough circle",cv2.WINDOW_NORMAL)
# cv2.imshow("Hough circle",src)
# cv2.waitKey(0)
# cv2.destroyAllWindows()
#
#
return
if __name__ == "__main__":
if len(sys.argv) != 2:
raise ValueError("usage: python hough_circle.py <path to image>")
image = cv2.imread(sys.argv[1])
image = cv2.cvtColor(image,cv2.COLOR_BGR2RGB)
hough_transform(image,1.7,100,50,30,690,700)
C++ code
#include <iostream>
#include <opencv2/opencv.hpp>
#include <ctime>
using namespace std;
using namespace cv;
void hough_transform(Mat src, double dp, double minDist, double param1=100, double param2=100, int minRadius=0, int maxRadius=0 )
{
Mat gray;
cvtColor( src, gray, COLOR_RGB2GRAY);
vector<Vec3f> circles;
int start_time = clock();
HoughCircles( gray, circles, HOUGH_GRADIENT, dp, minDist, param1, param2, minRadius, maxRadius);
int end_time = clock();
cout<<"Time taken hough circle transform: "<<(end_time-start_time)/double(CLOCKS_PER_SEC)<<endl;
// cout<<"Enter 1 to visualize the image";
// int vis;
// cin>>vis;
// if (vis == 1)
// {
// for( size_t i = 0; i < circles.size(); i++ )
// {
// Point center(cvRound(circles[i][0]), cvRound(circles[i][1]));
// int radius = cvRound(circles[i][2]);
// circle( src, center, radius, Scalar(255,0,0), 5);
// }
// namedWindow( "Hough Circle", WINDOW_NORMAL);
// imshow( "Hough Circle", src);
// waitKey(0);
// destroyAllWindows();
// }
return;
}
int main(int argc, char** argv)
{
if( argc != 2 ){
cout<<"Usage hough_circle <path to image.jpg>";
return -1;
}
Mat image;
image = imread(argv[1]);
cvtColor(image,image,COLOR_BGR2RGB);
hough_transform(image,1.7,100,50,30,690,700);
return 0;
}
I was hoping for C++ hough transform to ace python but what happened was actually opposite.
Python result:
C++ result:
Even though C++ ran the complete program ~2X faster it is very slow in hough transform. Why is it so? This is very counter intuitive. What am I missing here?
I wouldn't expect any difference between the two at all to be honest. The python library more than likely is a wrapper around the C++ library; meaning that once they get into the core of the opencv they will have identical performance if compiled with the same optimisation flags.
The only slight slowdown I'd EXPECT is python getting to that point; and with so little python code actually there; the difference is unlikely to be measureable. The fact that you're seeing it the other way around I don't think proves anything as you're performing a single test; and getting a difference of 0.2s which could trivially be the difference in just the hard disk seeking to the file to process.
I was actually comparing 2 different times. Namely wall and CPU.
In Linux, in C++ clock() gives CPU time and in Windows it gives wall time. So when I changed my python code to time.clock() Both gave same results.
As explained by #UKMonkey, The time to calculate hough in python and C++ did not have any difference at all. But, running the entire program in c++ was almost 2.5 times faster (looped 100 times).Hands down to C++ :P.
I've been going around this issue for days, but haven't been able to find an explanation to what I am doing wrong. I hope you can lend me a hand.
I have a set of UTM coordinates (epsg:23030) that I want to convert to LongLat Coordinates (epsg:4326) by using the proj4 library for C++ (libproj-dev). My code is as follows:
#include "proj_api.h
#include <geos/geom/Coordinate.h>
geos::geom::Coordinate utm2longlat(double x, double y){
// Initialize LONGLAT projection with epsg:4326
if ( !( pj_longlat = pj_init_plus("+init=epsg:4326" ) ) ){
qDebug() << "pj_init_plus error: longlat";
}
// Initialize UTM projection with epsg:23030
if ( ! (pj_utm = pj_init_plus("+init=epsg:23030" ) ) ){
qDebug() << "pj_init_plus error: utm";
}
// Transform UTM projection into LONGLAT projection
int p = pj_transform( pj_utm, pj_longlat, 1, 1, &x, &y, NULL );
// Check for errors
qDebug() << "Error message" << pj_strerrno( p ) ;
// Return values as coordinate
return geos::geom::Coordinate(x, y)
}
My call to the function utm2longlat:
...
// UTM coordinates
double x = 585363.1;
double y = 4796767.1;
geos::geom::Coordinate coord = utm2longlat( x, y );
qDebug() << coord.x << coord.y;
/* Result is -0.0340087 0.756025 <-- WRONG */
In my example:
I know that UTM coordinates (585363.1 4796767.1) refer to LongLat coordinates (-1.94725 43.3189).
However, when called, the function returns a set of wrong coordinates: (-0.0340087 0.756025 ).
I was wondering if I had any misconfiguration when initializing the projections, so I decided to test the Proj4 Python bindings (pyproj), just to test whether I got the same wrong coordinates... and curiously, I got the good ones.
from pyproj import Proj, transform
// Initialize UTM projection
proj_utm = Proj(init='epsg:23030')
// Initialize LongLat projection
proj_lonlat = Proj(init='epsg:4326')
x_utm, y_utm = 585363.1, 4796767.1
x_longlat, y_longlat = transform(proj_utm, proj_lonlat, x_utm, y_utm)
// Print results
print "original", x_utm, y_utm
print "utm2lonlat", x_longlat, y_longlat
/* Result is -1.94725 43.3189 <-- CORRECT */
From what I understand pyproj is a set of Cython bindings over the Proj4 library, so I am using the same core in both programming languages.
Do you have any clue as to what could be wrong? Am I missing some type of conversion in the C++ function?
Thanks in advance.
The result seems to be correct to me, but it's returned in radians instead of degrees. Convert the result to degrees and check again.
I am trying to make a small application using PyQt5 and PyOpenGL. Everything works fine, however rendering takes way too long with even only one sphere. I tried different routes to try and optimise the speed of the app, and right now I am using a simple QWindow with an OpenGLSurface.
I managed to figure out that it is the context.swapBuffers call that takes a long time to complete and varies between approx. 0.01s (which is fine) and 0.05s (which is way to long), when displaying 1 sphere with some shading and 240 vertices.
Now my questions are the following: Is this normal? If so, is there a way to speed this process up or is this related to how pyqt works, since it is a python wrap around the library? Basically: is there any way for me to continue developing this program without needing to learn c++. It's quite a simple application that just needs to visualise some atomic structure and be able to manipulate it.
Is there another gui toolkit I could maybe use to have less overhead when working with OpenGL from pyopengl?
This is the definition that does the rendering:
def renderNow(self):
if not self.isExposed():
return
self.m_update_pending = False
needsInitialize = False
if self.m_context is None:
self.m_context = QOpenGLContext(self)
self.m_context.setFormat(self.requestedFormat())
self.m_context.create()
needsInitialize = True
self.m_context.makeCurrent(self)
if needsInitialize:
self.m_gl = self.m_context.versionFunctions()
self.m_gl.initializeOpenGLFunctions()
self.initialize()
self.render()
self.m_context.swapBuffers(self)
if self.m_animating:
self.renderLater()
I am using OpenGl directly without using Qt opengl definitions, the format for the surface is given by:
fmt = QSurfaceFormat()
fmt.setVersion(4, 2)
fmt.setProfile(QSurfaceFormat.CoreProfile)
fmt.setSamples(4)
fmt.setSwapInterval(1)
QSurfaceFormat.setDefaultFormat(fmt)
Edit1:
Some more clarification on how my code works:
def render(self):
t1 = time.time()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
wtvMatrix = self.camera.get_wtv_mat()
transformMatrix = matrices.get_projection_matrix(60, self.width() / self.height(), 0.1, 30, matrix=wtvMatrix)
transformMatrixLocation = glGetUniformLocation(self.shader,"transformMatrix")
glUniformMatrix4fv(transformMatrixLocation,1,GL_FALSE,transformMatrix)
eye_pos_loc = glGetUniformLocation(self.shader, "eye_world_pos0")
glUniform3f(eye_pos_loc, self.camera.position[0], self.camera.position[1], self.camera.position[2])
glDrawElementsInstanced(GL_TRIANGLES,self.num_vertices,GL_UNSIGNED_INT,None,self.num_objects)
print("drawing took:{}".format(time.time()-t1))
self.frame+=1
t1=time.time()
self.m_context.swapBuffers(self)
print('swapping buffers took:{}'.format(time.time()-t1))
This is the only drawElementsInstanced that I call. Shaders are set up as follows (sorry for the mess):
VERTEX_SHADER = compileShader("""#version 410
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 vertex_colour;
layout(location = 2) in vec3 vertex_normal;
layout(location = 3) in mat4 model_mat;
layout(location = 7) in float mat_specular_intensity;
layout(location = 8) in float mat_specular_power;
uniform mat4 transformMatrix;
uniform vec3 eye_world_pos0;
out vec3 normal0;
out vec3 colour;
out vec3 world_pos;
out float specular_intensity;
out float specular_power;
out vec3 eye_world_pos;
void main () {
colour = vertex_colour;
normal0 = (model_mat*vec4(vertex_normal,0.0)).xyz;
world_pos = (model_mat*vec4(vertex_position,1.0)).xyz;
eye_world_pos = eye_world_pos0;
specular_intensity = mat_specular_intensity;
specular_power = mat_specular_power;
gl_Position = transformMatrix*model_mat*vec4(vertex_position,1.0);
}""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = compileShader("""#version 410
in vec3 colour;
in vec3 normal0;
in vec3 world_pos;
in float specular_intensity;
in float specular_power;
in vec3 eye_world_pos;
out vec4 frag_colour;
struct directional_light {
vec3 colour;
float amb_intensity;
float diff_intensity;
vec3 direction;
};
uniform directional_light gdirectional_light;
void main () {
vec4 ambient_colour = vec4(gdirectional_light.colour * gdirectional_light.amb_intensity,1.0f);
vec3 light_direction = -gdirectional_light.direction;
vec3 normal = normalize(normal0);
float diffuse_factor = dot(normal,light_direction);
vec4 diffuse_colour = vec4(0,0,0,0);
vec4 specular_colour = vec4(0,0,0,0);
if (diffuse_factor>0){
diffuse_colour = vec4(gdirectional_light.colour,1.0f) * gdirectional_light.diff_intensity*diffuse_factor;
vec3 vertex_to_eye = normalize(eye_world_pos-world_pos);
vec3 light_reflect = normalize(reflect(gdirectional_light.direction,normal));
float specular_factor = dot(vertex_to_eye, light_reflect);
if(specular_factor>0) {
specular_factor = pow(specular_factor,specular_power);
specular_colour = vec4(gdirectional_light.colour*specular_intensity*specular_factor,1.0f);
}
}
frag_colour = vec4(colour,1.0)*(ambient_colour+diffuse_colour+specular_colour);
}""", GL_FRAGMENT_SHADER)
Now the code that I use when I want to rotate the scene is the following (the camera updates etc are as normally done afaik):
def mouseMoveEvent(self, event):
dx = event.x() - self.lastPos.x()
dy = event.y() - self.lastPos.y()
self.lastPos = event.pos()
if event.buttons() & QtCore.Qt.RightButton:
self.camera.mouse_update(dx,dy)
elif event.buttons()& QtCore.Qt.LeftButton:
pass
self.renderNow()
Some final info: All vertex info needed in the shaders is given through a vao that I initialized and bound earlier in the initialize definition, does not contain too many objects (I'm just testing and it uses an icosahedron with 2 subdivisions to render a sphere, also, I removed the duplicate vertices but that did not do anything since that really should not be the bottleneck I think).
To answer some questions: I did try with varius different versions of opengl just for gigglez, no changes, tried without vsync, nothing changes, tried with different sample sizes, no changes.
Edit2:
Might be a clue: the swapBuffers takes around 0.015s most of the time, but when I start moving around a lot, it stutters and jumps up to 0.05s for some renders. Why is this happening? From what I understand, every render has to process all the data anyways?
By the way OpenGL works, the rendering commands you submit are sent to the GPU and executed asynchronously (frankly even the process of sending them to the GPU is asynchronous). When you request to display the back buffer by a call to swapBuffers the display driver must wait till the content of the back buffer finishes rendering (i.e. all previously issued commands finish executing), and only then it can swap the buffers.†
If you experience low frame rate then you shall optimize your rendering code, that is the stuff you submit to the GPU. Switching to C++ will not help you here (though it would be a great idea independently).
EDIT: You say that when you do nothing then your swapBuffers executes in 0.015 seconds, which is suspiciously ~1/60th of a second. It implies that your rendering code is efficient enough to render at 60 FPS and you have no reason to optimize it yet. What probably happens is that your call to renderNow() from mouseMoveEvent causes re-rendering the scene more than 60 times per second, which is redundant. Instead you should call renderLater() in mouseMoveEvent, and restructure your code accordingly.
NOTE: you call swapBuffers twice, once in render() and once in renderNow() immediately after.
DISCLAIMER: I'm not familiar with PyOpenGL.
† swapBuffer may also execute asynchronously, but even then if the display driver swaps buffers faster than you can render you will eventually block on the swapBuffer call.