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scene_autorotate.py
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scene_autorotate.py
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import time
import os
from datetime import datetime
import numpy as np
import taichi as ti
from renderer import Renderer
from math_utils import np_normalize, np_rotate_matrix
import math
import __main__
VOXEL_DX = 1 / 64
SCREEN_RES = (1280, 720)
TARGET_FPS = 30
UP_DIR = (0, 1, 0)
HELP_MSG = '''
====================================================
Camera:
* Drag with your left mouse button to rotate
* Press W/A/S/D/Q/E to move
====================================================
'''
MAT_LAMBERTIAN = 1
MAT_LIGHT = 2
class Camera:
def __init__(self, window, up):
self._window = window
self._camera_pos = np.array((0.4, 0.5, 2.0))
self._lookat_pos = np.array((0.0, 0.0, 0.0))
self._up = np_normalize(np.array(up))
self._last_mouse_pos = None
self._auto_rotate = True
self._spp = 0
self._last_spp = 0
self._spp_manual = 0
@property
def mouse_exclusive_owner(self):
return True
def update_camera(self, time):
self._spp = time
res = self._update_by_wasd()
res = self._update_by_mouse() or res
return res
def _update_by_mouse(self):
win = self._window
if not self.mouse_exclusive_owner or not win.is_pressed(ti.ui.LMB):
self._last_mouse_pos = None
return False
mouse_pos = np.array(win.get_cursor_pos())
if self._last_mouse_pos is None:
self._last_mouse_pos = mouse_pos
return False
# Makes camera rotation feels right
dx, dy = self._last_mouse_pos - mouse_pos
self._last_mouse_pos = mouse_pos
out_dir = self._lookat_pos - self._camera_pos
leftdir = self._compute_left_dir(np_normalize(out_dir))
scale = 3
rotx = np_rotate_matrix(self._up, dx * scale)
roty = np_rotate_matrix(leftdir, dy * scale)
out_dir_homo = np.array(list(out_dir) + [0.0])
new_out_dir = np.matmul(np.matmul(roty, rotx), out_dir_homo)[:3]
self._lookat_pos = self._camera_pos + new_out_dir
return True
def _update_by_wasd(self):
win = self._window
tgtdir = self.target_dir
leftdir = self._compute_left_dir(tgtdir)
lut = [
('w', tgtdir),
('a', leftdir),
('s', -tgtdir),
('d', -leftdir),
('e', [0, -1, 0]),
('q', [0, 1, 0]),
]
dir = np.array([0.0, 0.0, 0.0])
pressed = False
for key, d in lut:
if win.is_pressed(key):
pressed = True
dir += np.array(d)
# custom
if win.is_pressed('t'):
self._auto_rotate = not self._auto_rotate
if self._auto_rotate:
if self._spp -self._last_spp > 0.25:
self._last_spp = self._spp
self._lookat_pos = np.array([0.0, 0.2, 0.0])
x = 0.20
z = 1.0
theta = 0.1 * self._spp
xx = x * math.cos(theta) + z * math.sin(theta)
zz = -x * math.sin(theta) + z * math.cos(theta)
self._camera_pos = np.array([xx, 0.4, zz]) * 4.0
return True
else:
return False
if win.is_pressed('m'):
pressed = True
self._spp_manual += 0.25
self._lookat_pos = np.array([0.0, 0.2, 0.0])
x = 0.20
z = 1.0
theta = 0.1 * self._spp_manual
xx = x * math.cos(theta) + z * math.sin(theta)
zz = -x * math.sin(theta) + z * math.cos(theta)
self._camera_pos = np.array([xx, 0.4, zz]) * 4.0
return True
if win.is_pressed('b'):
pressed = True
self._lookat_pos = np.array([0.0, 0.2, 0.0])
self._camera_pos = np.array([0.20, 0.4, 1.0]) * 4.0
return True
elif win.is_pressed('n'):
pressed = True
self._lookat_pos = np.array([0.0, 0.2, 0.0])
self._camera_pos = np.array([-0.20, 0.4, -1.0]) * 4.0
return True
if not pressed:
return False
dir *= 0.05
self._lookat_pos += dir
self._camera_pos += dir
return True
@property
def position(self):
return self._camera_pos
@property
def look_at(self):
return self._lookat_pos
@property
def target_dir(self):
return np_normalize(self.look_at - self.position)
def _compute_left_dir(self, tgtdir):
cos = np.dot(self._up, tgtdir)
if abs(cos) > 0.999:
return np.array([-1.0, 0.0, 0.0])
return np.cross(self._up, tgtdir)
class Scene:
def __init__(self, voxel_edges=0.06, exposure=3):
ti.init(arch=ti.vulkan)
# ti.init(arch=ti.gpu)
print(HELP_MSG)
self.window = ti.ui.Window("Taichi Voxel Renderer",
SCREEN_RES,
vsync=True)
self.camera = Camera(self.window, up=UP_DIR)
self.renderer = Renderer(dx=VOXEL_DX,
image_res=SCREEN_RES,
up=UP_DIR,
voxel_edges=voxel_edges,
exposure=exposure)
self.renderer.set_camera_pos(*self.camera.position)
if not os.path.exists('screenshot'):
os.makedirs('screenshot')
@staticmethod
@ti.func
def round_idx(idx_):
idx = ti.cast(idx_, ti.f32)
return ti.Vector(
[ti.round(idx[0]),
ti.round(idx[1]),
ti.round(idx[2])]).cast(ti.i32)
@ti.func
def set_voxel(self, idx, mat, color):
self.renderer.set_voxel(self.round_idx(idx), mat, color)
@ti.func
def get_voxel(self, idx):
mat, color = self.renderer.get_voxel(self.round_idx(idx))
return mat, color
def set_floor(self, height, color):
self.renderer.floor_height[None] = height
self.renderer.floor_color[None] = color
def set_directional_light(self, direction, direction_noise, color):
self.renderer.set_directional_light(direction, direction_noise, color)
def set_background_color(self, color):
self.renderer.background_color[None] = color
def finish(self):
self.renderer.recompute_bbox()
canvas = self.window.get_canvas()
spp = 1
while self.window.running:
should_reset_framebuffer = False
if self.camera.update_camera(time.time()):
self.renderer.set_camera_pos(*self.camera.position)
look_at = self.camera.look_at
self.renderer.set_look_at(*look_at)
should_reset_framebuffer = True
if should_reset_framebuffer:
self.renderer.reset_framebuffer()
t = time.time()
for _ in range(spp):
self.renderer.accumulate()
img = self.renderer.fetch_image()
if self.window.is_pressed('p'):
timestamp = datetime.today().strftime('%Y-%m-%d-%H%M%S')
dirpath = os.getcwd()
main_filename = os.path.split(__main__.__file__)[1]
fname = os.path.join(dirpath, 'screenshot', f"{main_filename}-{timestamp}.jpg")
ti.tools.image.imwrite(img, fname)
print(f"Screenshot has been saved to {fname}")
canvas.set_image(img)
elapsed_time = time.time() - t
if elapsed_time * TARGET_FPS > 1:
spp = int(spp / (elapsed_time * TARGET_FPS) - 1)
spp = max(spp, 1)
else:
spp += 1
self.window.show()