0

OpenStreetMaps データから単純な線をレンダリングしようとしています。取得した緯度経度をメルカトル図法を使用してピクセル座標に変換しましたが、OpenGL はこの近くのポイントをレンダリングできません。これらは私が持っているポイントのセットです。ポイントが少し離れていても、これらのポイントのセットから離れていない場合、vispy でポイントをレンダリングできます。たとえば、コード内のコメント行はポイントをレンダリングします。ビュー錐台をこの近くのデータに敏感にする方法はありますか。

 [[ 64.59411621  40.28605652   0.1       ]
 [ 64.59389496  40.28595352   0.1       ]
 [ 64.59381104  40.28591156   0.1       ]
 [ 64.59369659  40.28584671   0.1       ]
 [ 64.59358978  40.28577423   0.1       ]
 [ 64.59277344  40.28533173   0.1       ]
 [ 64.59257507  40.2852211    0.1       ]
 [ 64.59215546  40.2849884    0.1       ]
 [ 64.59153748  40.2846489    0.1       ]
 [ 64.59139252  40.28466415   0.1       ]
 [ 64.59128571  40.28461456   0.1       ]
 [ 64.59088135  40.28437805   0.1       ]
 [ 64.59063721  40.28423691   0.1       ]
 [ 64.59036255  40.28408813   0.1       ]
 [ 64.59024811  40.28401947   0.1       ]
 [ 64.59013367  40.28395844   0.1       ]
 [ 64.58982086  40.2837944    0.1       ]
 [ 64.58907318  40.28339005   0.1       ]
 [ 64.58789825  40.28277206   0.1       ]
 [ 64.5867157   40.28213882   0.1       ]
 [ 64.58557892  40.2815094    0.1       ]
 [ 64.58435822  40.28086472   0.1       ]
 [ 64.58195496  40.27965927   0.1       ]]

使用するコードは、線をレンダリングするために使用された線をレンダリングするための vispy の例 (python) からのものです。

# !/usr/bin/env python
# -*- coding: utf-8 -*-
# vispy: gallery 2
""" Show a bunch of lines.
This example demonstrates how multiple line-pieces can be drawn
using one call, by discarting some fragments.

Note that this example uses canvas.context.X() to call gloo functions.
These functions are also available as vispy.gloo.X(), but apply
explicitly to the canvas. We still need to decide which we think is the
preferred API.
"""

import numpy as np
from vispy import gloo
from vispy import app
from vispy.util.transforms import perspective, translate, rotate, ortho

W, H = 400, 400

# Create vertices
n = 100
a_position = np.random.uniform(-1, 1, (n, 3)).astype(np.float32)


VERT_SHADER = """
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
attribute vec3 a_position;
// attribute float a_id;
// varying float v_id;
void main (void) {
    // v_id = a_id;
    gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
}
"""

FRAG_SHADER = """
// varying float v_id;
void main()
{
    // float f = fract(v_id);
    // The second useless test is needed on OSX 10.8 (fuck)
    /*
    if( (f > 0.0001) && (f < .9999) )
        discard;
    else */
        gl_FragColor = vec4(1,0,0,1);
}
"""


class Canvas(app.Canvas):

    # ---------------------------------
    def __init__(self, buffer):

       #  buffer = np.array([
       # [ -4.42757189e-01,  -5.16471803e-01,  -6.51616335e-01],
       # [  3.70873958e-01,   3.83630782e-01,   1.89464033e-01],
       # [ -9.23565388e-01,   8.84109557e-01,   8.74280035e-01],
       # [  7.06181884e-01,   1.11561500e-01,   4.63272840e-01],
       # [ -2.33703643e-01,   8.74389410e-01,  -7.08803475e-01],
       # [  9.14665759e-01,  -4.91853468e-02,   5.51214755e-01],
       # [ -3.51651721e-02,   9.53544497e-01,   1.13748061e-02],
       # [ -2.00554803e-01,   8.23601604e-01,  -2.01624975e-01],
       # [ -5.78361809e-01,  -7.19190955e-01,  -6.34798348e-01],
       # [  2.07641460e-02,  -9.39733744e-01,  -7.52322018e-01],
       # [ -3.88619483e-01,   6.74676895e-02,  -9.36758697e-01],
       # [  8.96090984e-01,   9.09111351e-02,  -3.39223385e-01],
       # [ -9.60957527e-01,   5.22359312e-01,  -9.29324806e-01]]).astype(np.float32)
    #
    #     buffer = np.array([
    #    [ -4.42757189e-01,  -5.16471803e-01, 0.0],
    #    [  3.70873958e-01,   3.83630782e-01, 0.0],
    #    [ -9.23565388e-01,   8.84109557e-01, 0.0],
    #    [  7.06181884e-01,   1.11561500e-01, 0.0],
    # [  8.96090984e-01,   9.09111351e-02, 0.0],
    #    [ -9.60957527e-01,   5.22359312e-01, 0.0]]).astype(np.float32)

       #  buffer = np.array([
       # [ -4.42757189e-01,  -5.164743803e-01, 0.0],
       # [  3.70873958e-01,   3.83630782e-01, 0.0]]
       #  ).astype(np.float32)
       #
       #  buffer = np.array([
       # [ 6.459411621e-01,  4.028605652e-01,   0.1       ],
       #  [ 6.453389496e-01,  4.028395352e-01,   0.1       ]]).astype(np.float32)

        print(buffer)
        # buffer = a_position
        a_id = np.random.randint(0, high=len(buffer) - 1, size=(len(buffer), 1))
        a_id = np.sort(a_id, axis=0).astype(np.float32)

        app.Canvas.__init__(self, keys='interactive', size=(W, H))

        self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)

        # Set uniform and attribute
        # self.program['a_id'] = gloo.VertexBuffer(a_id)
        self.program['a_position'] = gloo.VertexBuffer(buffer[0:3])

        self.translate = 5
        self.view = translate((0, 0, -self.translate), dtype=np.float32)
        self.model = np.eye(4, dtype=np.float32)

        gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1])
        self.projection = perspective(45.0, self.size[0] /
                                      float(self.size[1]), -100.0, 1000.0)

        self.projection = ortho(-200, 200, -200, 200, -100, 100)
        self.program['u_projection'] = self.projection

        self.program['u_model'] = self.model
        self.program['u_view'] = self.view

        self.theta = 0
        self.phi = 0

        self.context.set_clear_color('white')
        self.context.set_state('translucent')

        self.timer = app.Timer('auto', connect=self.on_timer)

        self.show()

    # ---------------------------------
    def on_key_press(self, event):
        if event.text == ' ':
            if self.timer.running:
                self.timer.stop()
            else:
                self.timer.start()

    # ---------------------------------
    def on_timer(self, event):
        self.theta += .5
        self.phi += .5
        self.model = np.dot(rotate(self.theta, (0, 0, 1)),
                            rotate(self.phi, (0, 1, 0)))
        self.program['u_model'] = self.model
        self.update()

    # ---------------------------------
    def on_resize(self, event):
        gloo.set_viewport(0, 0, event.physical_size[0], event.physical_size[1])
        self.projection = perspective(45.0, event.size[0] /
                                      float(event.size[1]), 1.0, 1000.0)
        self.projection = ortho(-200, 200, -200, 200, -100, 100)
        self.program['u_projection'] = self.projection

    # ---------------------------------
    def on_mouse_wheel(self, event):
        self.translate += event.delta[1]
        self.translate = max(2, self.translate)
        self.view = translate((0, 0, -self.translate))
        self.program['u_view'] = self.view
        self.update()

    # ---------------------------------
    def on_draw(self, event):
        self.context.clear()
        self.program.draw('points')


if __name__ == '__main__':


     buffer = np.array([[ 64.59411621,  40.28605652,   0.1       ],
 [ 64.59389496,  40.28595352,   0.1       ],
 [ 64.59381104,  40.28591156,   0.1       ],
 [ 64.59369659,  40.28584671,   0.1       ],
 [ 64.59358978,  40.28577423,   0.1       ],
 [ 64.59277344,  40.28533173,   0.1       ],
 [ 64.59257507,  40.2852211 ,   0.1       ],
 [ 64.59215546,  40.2849884 ,   0.1       ],
 [ 64.59153748,  40.2846489 ,   0.1       ],
 [ 64.59139252,  40.28466415,   0.1       ],
 [ 64.59128571,  40.28461456,   0.1       ],
 [ 64.59088135,  40.28437805,   0.1       ],
 [ 64.59063721,  40.28423691,   0.1       ],
 [ 64.59036255,  40.28408813,   0.1       ],
 [ 64.59024811,  40.28401947,   0.1       ],
 [ 64.59013367,  40.28395844,   0.1       ],
 [ 64.58982086,  40.2837944 ,   0.1       ],
 [ 64.58907318,  40.28339005,   0.1       ],
 [ 64.58789825,  40.28277206,   0.1       ],
 [ 64.5867157 ,  40.28213882,   0.1       ],
 [ 64.58557892,  40.2815094 ,   0.1       ],
 [ 64.58435822,  40.28086472,   0.1       ],
 [ 64.58195496,  40.27965927,   0.1       ]]).astype(np.float32)
        c = Canvas(buffer)
        app.run()
4

0 に答える 0