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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
# vispy: gallery 2 | |
# Copyright (c) 2014, Vispy Development Team. | |
# Distributed under the (new) BSD License. See LICENSE.txt for more info. | |
# | |
# Modified for animation with MoviePy by Zulko | |
# See result here: http://i.imgur.com/sSCBkFd.gif | |
# | |
""" | |
3D brain mesh viewer. | |
""" | |
from timeit import default_timer | |
import numpy as np | |
from vispy import gloo | |
from vispy import app | |
from vispy.util.transforms import perspective, translate, rotate | |
from vispy.io import load_data_file | |
from vispy.gloo.util import _screenshot | |
brain = np.load(load_data_file('brain/brain.npz', force_download='2014-09-04')) | |
data = brain['vertex_buffer'] | |
faces = brain['index_buffer'] | |
VERT_SHADER = """ | |
#version 120 | |
uniform mat4 u_model; | |
uniform mat4 u_view; | |
uniform mat4 u_projection; | |
uniform vec4 u_color; | |
attribute vec3 a_position; | |
attribute vec3 a_normal; | |
attribute vec4 a_color; | |
varying vec3 v_position; | |
varying vec3 v_normal; | |
varying vec4 v_color; | |
void main() | |
{ | |
v_normal = a_normal; | |
v_position = a_position; | |
v_color = a_color * u_color; | |
gl_Position = u_projection * u_view * u_model * vec4(a_position,1.0); | |
} | |
""" | |
FRAG_SHADER = """ | |
#version 120 | |
uniform mat4 u_model; | |
uniform mat4 u_view; | |
uniform mat4 u_normal; | |
uniform vec3 u_light_intensity; | |
uniform vec3 u_light_position; | |
varying vec3 v_position; | |
varying vec3 v_normal; | |
varying vec4 v_color; | |
void main() | |
{ | |
// Calculate normal in world coordinates | |
vec3 normal = normalize(u_normal * vec4(v_normal,1.0)).xyz; | |
// Calculate the location of this fragment (pixel) in world coordinates | |
vec3 position = vec3(u_view*u_model * vec4(v_position, 1)); | |
// Calculate the vector from this pixels surface to the light source | |
vec3 surfaceToLight = u_light_position - position; | |
// Calculate the cosine of the angle of incidence (brightness) | |
float brightness = dot(normal, surfaceToLight) / | |
(length(surfaceToLight) * length(normal)); | |
brightness = max(min(brightness,1.0),0.0); | |
// Calculate final color of the pixel, based on: | |
// 1. The angle of incidence: brightness | |
// 2. The color/intensities of the light: light.intensities | |
// 3. The texture and texture coord: texture(tex, fragTexCoord) | |
// Specular lighting. | |
vec3 surfaceToCamera = vec3(0.0, 0.0, 1.0) - position; | |
vec3 K = normalize(normalize(surfaceToLight) + normalize(surfaceToCamera)); | |
float specular = clamp(pow(abs(dot(normal, K)), 40.), 0.0, 1.0); | |
gl_FragColor = v_color * brightness * vec4(u_light_intensity, 1); | |
} | |
""" | |
class Canvas(app.Canvas): | |
def __init__(self): | |
app.Canvas.__init__(self, keys='interactive') | |
self.size = 400, 300 | |
self.program = gloo.Program(VERT_SHADER, FRAG_SHADER) | |
self.theta, self.phi = -80, 180 | |
self.translate = 2.5 | |
self.faces = gloo.IndexBuffer(faces) | |
self.program.bind(gloo.VertexBuffer(data)) | |
self.program['u_color'] = 1, 1, 1, 1 | |
self.program['u_light_position'] = (1., 1., 1.) | |
self.program['u_light_intensity'] = (1., 1., 1.) | |
gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True) | |
self.update_matrices() | |
def update_matrices(self): | |
self.view = np.eye(4, dtype=np.float32) | |
self.model = np.eye(4, dtype=np.float32) | |
self.projection = np.eye(4, dtype=np.float32) | |
rotate(self.model, self.theta, 1, 0, 0) | |
rotate(self.model, self.phi, 0, 1, 0) | |
translate(self.view, 0, 0, -self.translate) | |
self.program['u_model'] = self.model | |
self.program['u_view'] = self.view | |
self.program['u_normal'] = np.array(np.matrix(np.dot(self.view, | |
self.model)).I.T) | |
def on_resize(self, event): | |
width, height = event.size | |
gloo.set_viewport(0, 0, width, height) | |
self.projection = perspective(45.0, width / float(height), 1.0, 20.0) | |
self.program['u_projection'] = self.projection | |
def animation(self, t): | |
""" Added for animation with MoviePy """ | |
self.phi, self.theta = 180*t, -80 | |
self.update_matrices() | |
self.update() | |
gloo.clear() | |
self.program.draw('triangles', indices=self.faces) | |
return _screenshot((0, 0, self.size[0], self.size[1]))[:,:,:3] | |
if __name__ == '__main__': | |
from moviepy.editor import VideoClip | |
canvas = Canvas() | |
canvas.show() | |
clip = VideoClip(canvas.animation, duration=2) | |
clip.write_videofile('brain.mp4', fps=20) | |
#clip.write_gif('brain.gif', fps=20, opt='OptimizePlus', fuzz=10) |
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