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4975 | class Viewer:
"""PyGFX 3D viewer.
Parameters
----------
offscreen : bool
If True, will use an offscreen Canvas. Useful if you only
want a screenshot.
title : str
Title of the viewer window.
max_fps : int
Maximum frames per second to render.
size : tuple, optional
Size of the viewer window.
camera : "ortho" | "perspective"
Type of camera to use. Defaults to "ortho". Note you can always
change the camera type by adjust the `Viewer.camera.fov` attribute
(0 = ortho, >0 = perspective).
control : "trackball" | "panzoom" | "fly" | "orbit"
Controller type to use. Defaults to "trackball".
headlight : bool
If True (default), objects are lit by a single light source that
is linked to the camera - i.e. they are always lit from the front.
If False, we use two fixed light sources which means the lighting
changes as you move the camera. Can also be changed at any time via
the `Viewer.headlight` property.
shadows : bool
Whether objects cast shadows onto each other. On by default; see
the `Viewer.shadows` property for details.
ambient_occlusion : bool
Whether to darken creases, cavities and the points where objects
touch. On by default with settings derived from the scene; use
`Viewer.set_ambient_occlusion` to tune them.
show : "auto" (default) | bool
Whether to immediately show the viewer. When set to "auto" (default),
will immmediately show the viewer if:
- we are in a Jupyter environment
- we are in an iPython session and we can hook into an iPython event loop
If neither of the above applies or `show=False`, you will have to manually run
`Viewer.show()`. This gives you the chance to add objects to the viewer
before it is shown and the blocking event loop is started.
The `show` parameter is ignored if `offscreen` is True.
**kwargs
Keyword arguments are passed through to ``WgpuCanvas``.
"""
# Palette used for assigning colors to objects
palette = "seaborn:tab10"
highlight_color = "yellow"
def __init__(
self,
offscreen=False,
title="Octarine Viewer",
max_fps=30,
camera="ortho",
control="trackball",
size=None,
show=True,
headlight=True,
shadows=True,
ambient_occlusion=True,
**kwargs,
):
# We need to import WgpuCanvas before we (potentially) start the event loop
# If we don't, we get a segfault.
if not offscreen:
from rendercanvas.auto import RenderCanvas
# Check if we're running in an IPython environment
if utils._type_of_script() == "ipython" and not offscreen:
ip = get_ipython() # noqa: F821
if not ip.active_eventloop:
if AUTOSTART_EVENT_LOOP:
try:
ip.enable_gui("qt")
logger.debug(
"Looks like you're running in an IPython environment but haven't "
"started a GUI event loop. We've started one for you using the "
"Qt backend."
)
except (ModuleNotFoundError, ImportError):
raise ValueError(
"Looks like you're running in an IPython environment but haven't "
"started a GUI event loop. We tried to start one for you using the "
"Qt6 backend (via %gui qt6) but that failed. You may have to start "
"the event loop manually. See "
"https://ipython.readthedocs.io/en/stable/config/eventloops.html"
"for details."
)
else:
raise ValueError(
'IPython event loop not running. Please use e.g. "%gui qt6" to hook into the event loop.'
)
# ipython is running multiple event loops and recent versions which seems to confuse rendercanvas
# (see https://github.com/pygfx/rendercanvas/issues/211). Here, we force it to use asyncio
# from rendercanvas.asyncio import loop
# RenderCanvas.select_loop(loop)
self._title = title
# Update some defaults as necessary
defaults = {"title": title, "max_fps": max_fps}
if size is not None:
defaults["size"] = size
defaults.update(kwargs)
# If we're running in headless mode (primarily for tests on CI) we will
# simply not initialize the gfx objects. Not ideal but it turns
# out to be very annoying to correctly setup on Github Actions.
if getattr(config, "HEADLESS", False):
return
if not offscreen:
self.canvas = RenderCanvas(**defaults)
else:
self.canvas = OffscreenRenderCanvas(**defaults)
# There is a bug in pygfx 0.1.18 that causes the renderer to crash
# when using a Jupyter canvas without explicitly setting the pixel_ratio.
# This is already fixed in main but for now:
if self._is_jupyter:
self.renderer = gfx.renderers.WgpuRenderer(
self.canvas, show_fps=False, pixel_ratio=2
)
else:
self.renderer = gfx.renderers.WgpuRenderer(self.canvas, show_fps=False)
# Set up a default scene
self.scene = gfx.Scene()
# A minor ambient light
self.scene.add(gfx.AmbientLight(intensity=0.5))
# A strong point light form front/top/left
key_light = gfx.PointLight(intensity=4)
key_light.shadow.bias = 0.0000005 # this helps with shadow acne
key_light.local.position = STATIC_LIGHT_POSITIONS[0] # left, up, forward
# A weaker point light from the back
back_light = gfx.PointLight(intensity=1)
back_light.shadow.bias = 0.0000005 # this helps with shadow acne
back_light.local.position = STATIC_LIGHT_POSITIONS[1] # right, down, back
# These two lights are fixed in world space, i.e. the lighting changes as
# the camera moves. They are switched off when the (camera-linked)
# headlight is switched on - see `Viewer.headlight`
self._static_lights = [key_light, back_light]
self.scene.add(key_light, back_light)
# Set up a default background (see also `set_bgcolor` and
# `set_bg_gradient`)
self._bgcolor = [gfx.Color("black")]
self._background = gfx.Background(None, gfx.BackgroundMaterial((0, 0, 0)))
self.scene.add(self._background)
# Add camera
if camera == "ortho":
self.camera = gfx.OrthographicCamera()
elif camera == "perspective":
self.camera = gfx.PerspectiveCamera()
else:
raise ValueError(f"Unknown camera type: {camera}")
# The headlight no longer hangs off the camera, but keep the camera in
# the scene graph so that anything a user parents to it still renders
self.scene.add(self.camera)
# A light that follows the camera and hence always shines from wherever
# we are looking from (see `Viewer.headlight`). It is *not* parented to
# the camera but re-aimed on every frame from `_update_headlight` - see
# there for why.
self._headlight = gfx.DirectionalLight(intensity=4)
self._headlight.shadow.bias = 0.0000005 # this helps with shadow acne
# Offsetting the light from the camera's axis (here: up and to the left)
# keeps some variation in the shading - a light shining exactly along the
# view direction makes objects look very flat
self._set_headlight_offset((-0.5, 0.5, 0))
self.scene.add(self._headlight)
# This also takes care of switching off the static lights (if required)
self._headlight_enabled = False
self.headlight = headlight
# Add controller
controller = {
"trackball": gfx.TrackballController,
"panzoom": gfx.PanZoomController,
"fly": gfx.FlyController,
"orbit": gfx.OrbitController,
}.get(control, None)
if controller is None:
raise ValueError(f"Unknown controller type: {control}")
self.controller = controller(self.camera, register_events=self.renderer)
# Setup overlay
self.overlay_camera = gfx.NDCCamera()
self.overlay_scene = gfx.Scene()
# Setup transform gizmo
self.transform_gizmo = None
# Stats
self.stats = gfx.Stats(self.renderer)
self._show_fps = False
# Setup key events
self._key_events = {}
self._key_events["1"] = lambda: self.set_view("XY") # frontal view
self._key_events["2"] = lambda: self.set_view("XZ") # lateral view
self._key_events["3"] = lambda: self.set_view("YZ") # top view
self._key_events[("1", ("Shift",))] = lambda: self.set_view("-XY") # back view
self._key_events[("2", ("Shift",))] = lambda: self.set_view(
"-XZ"
) # other lateral view
self._key_events[("3", ("Shift",))] = lambda: self.set_view(
"-YZ"
) # bottom view
self._key_events["f"] = lambda: self._toggle_fps()
self._key_events["c"] = lambda: self._toggle_controls()
def _keydown(event):
"""Handle key presses."""
if not event.modifiers:
if event.key in self._key_events:
self._key_events[event.key]()
else:
tup = (event.key, tuple(event.modifiers))
if tup in self._key_events:
self._key_events[tup]()
# Register events
self.renderer.add_event_handler(_keydown, "key_down")
# Finally, setting some variables
self._show_bounds = False
self._shadows = False
self._shadow_fit = None # (center, radius) of the scene; see `_fit_shadows`
# Whether the scene's contents changed since we last fitted anything to
# them, and whether an `add` asked for the camera to be re-centered;
# see `Viewer._refresh_scene`
self._scene_stale = False
self._center_pending = False
self._centered_camera_sig = None
self._refreshing_scene = False
self._ao_pass = None
self._ao_auto_radius = True # see `Viewer._update_ao_radius`
self._outline_pass = None
self._tonemap_pass = None
# Image-based lighting; see `Viewer.set_environment`
self._env_map = None
self._env_settings = {}
self._env_background = False
self._pre_env_light_intensities = None
self._animations = {}
self._animations_flagged_for_removal = []
self._animations_frame_counter = 0
self._on_double_click = None
self._on_hover = None
self._objects_pickable = False
self._selected = []
self._render_trigger = "continuous"
# Camera links (see `Viewer.link`)
self._linked = []
self._link_filter = (None, None)
self._last_camera_sig = None
# Widen the shadow filter. The kernel is baked into the shader, so this
# has to run before the first compile - see `octarine.shaders.pcf`,
# including for what happens without octarine's custom shaders.
try:
from .shaders.pcf import install as _install_pcf
_install_pcf()
except ImportError as e:
logger.warning(f"Shadow filtering left at pygfx' default: {e}")
# Effects that are on by default. These have to come last because they
# need the variables above (plus the scene, camera and renderer)
self.shadows = shadows
if ambient_occlusion:
self.set_ambient_occlusion()
viewers.append(self)
# This starts the animation loop
if show and not self._is_jupyter:
self.show(start_loop=show == "start_loop")
def _animate(self):
"""Run the rendering loop."""
rm = self.render_trigger
# Objects may have come or gone since the last frame - catch up on
# everything that is fitted to the scene as a whole before anything
# else in this frame gets to look at it. In particular this has to
# happen before the animations below: several of them (the scale bar,
# the depth-of-field focus tracker) read the camera, which we may be
# about to re-center.
self._refresh_scene()
# First run the user animations
self._animations_frame_counter += 1
if self._animations_frame_counter == sys.maxsize: # reset to avoid overflow
self._animations_frame_counter = 0
# N.B. we're iterating over the list because the user might add / remove
# animations during the loop
for i, (func, (on_error, run_every, req_render)) in enumerate(
list(self._animations.items())
):
# Skip if we're not supposed to run this frame
if run_every and (self._animations_frame_counter % run_every) != 0:
continue
try:
func()
if req_render:
self._render_stale = True
except BaseException as e:
if on_error == "raise":
raise e
elif on_error == "log":
logger.error(f"Error in animation function '{func}': {e}")
elif on_error == "remove":
logger.error(
f"Removing animation function '{func}' because of error: {e}"
)
# Flag animation for removal
self._animations_flagged_for_removal.append(func)
# Check if any animations need to be removed
for f in self._animations_flagged_for_removal:
try:
_ = self._animations.pop(f)
except KeyError:
pass # already removed (e.g. by index or by function)
self._animations_flagged_for_removal = []
# Now check if we need to render the scene
if rm == "active_window":
# Note to self: we need to explore how to do this with different backends / Window managers
# Not sure if this will work with e.g. Jupyter (does it know when the notebook is active?)
if hasattr(self.canvas, "isActiveWindow"):
if not self.canvas.isActiveWindow():
self.canvas.request_draw()
return
elif rm == "reactive":
# If we're linked to another viewer, our camera may have been moved
# by that viewer's controller - in which case none of our own events
# fired and nothing flagged us as stale (see `Viewer.link`)
if self._linked and self._camera_sig() != self._last_camera_sig:
self._render_stale = True
# If the scene is not stale, we can skip rendering
if not getattr(self, "_render_stale", False):
self.canvas.request_draw()
return
# The headlight follows the camera but is not parented to it, so it has
# to be re-aimed whenever we've moved (see `_update_headlight`)
if self._headlight_enabled:
self._update_headlight()
# Now render the scene
if self._show_fps:
with self.stats:
self.renderer.render(self.scene, self.camera, flush=False)
if self.transform_gizmo:
self.renderer.render(self.transform_gizmo, self.camera, flush=False)
self.renderer.render(
self.overlay_scene, self.overlay_camera, flush=False
)
self.stats.render()
else:
self.renderer.render(self.scene, self.camera, flush=False)
if self.transform_gizmo:
self.renderer.render(self.transform_gizmo, self.camera, flush=False)
self.renderer.render(self.overlay_scene, self.overlay_camera)
# Set stale to False
self._render_stale = False
self._last_camera_sig = self._camera_sig() if self._linked else None
self.canvas.request_draw()
def _refresh_scene(self):
"""Re-fit everything that is derived from the scene as a whole.
The bounding box visual, the camera (if an `add` asked to be centered),
the shadow-casting lights (with their shadow cameras), the ambient
occlusion radius and the environment maps all have to follow the scene
as objects come and go - and each of them walks every visual on the
canvas. Doing that for every object added would make filling a viewer
quadratic in the number of objects, which is why `update_helper` and
`Viewer.add` merely flag what is out of date and we catch up here
instead: once, immediately before the next frame is drawn. Objects are
typically added in a loop, so this collapses N sweeps into one.
Note that this does *not* affect `Viewer.bounds`, which always reports
the scene as it currently stands, nor an explicit call to
`Viewer.center_camera`, which centers there and then.
"""
if not (self._scene_stale or self._center_pending) or self._refreshing_scene:
return
# `update_bounds` takes the previous bounding box off the scene, which
# comes back through `update_helper` and flags us as stale again -
# hence both the re-entrancy guard and clearing the flags only at the end
self._refreshing_scene = True
try:
if self._show_bounds:
self.update_bounds()
# N.B. this has to come *after* the bounding box visual was
# re-fitted: `center_camera` frames the whole scene graph, box
# included, and a stale box still sticking out of the scene would
# widen the view. It is also skipped if the camera was moved since
# (see `Viewer._request_center`).
if self._center_pending and self._camera_sig() == self._centered_camera_sig:
self.center_camera()
# New visuals have to pick up the shadow state, and both the lights
# and the ambient occlusion radius have to be re-fitted to the new
# extents of the scene. Walking those extents is O(number of
# objects), so do it once and share.
fit_shadows = self._shadows
fit_ao = self._ao_pass is not None
if fit_shadows or fit_ao:
world_bounds = self.bounds
if fit_shadows:
self._update_shadows(bounds=world_bounds)
if fit_ao:
self._update_ao_radius(bounds=world_bounds)
# ... and new meshes have to be lit by the environment like the rest
if self._env_map is not None:
self._update_environment()
finally:
self._refreshing_scene = False
self._scene_stale = False
self._center_pending = False
def _next_color(self):
"""Return next color in the colormap."""
# Cache the full palette. N.B. that ordering of colors in cmap depends on
# the number of colors requested - i.e. we can't just grab the last color.
if not hasattr(self, "_cached_palette") or self.palette != self._cached_palette:
self._cached_colors = list(cmap.Colormap(self.palette).iter_colors())
self._cached_palette = self.palette
if not hasattr(self, "_palette_index"):
self._palette_index = -1
self._palette_index += 1
return self._cached_colors[self._palette_index % len(self._cached_colors)]
def _next_label(self, prefix="Object"):
"""Return next label."""
existing = [o for o in self.objects if str(o).startswith(prefix)]
if len(existing) == 0:
return prefix
return f"{prefix}.{len(existing) + 1:03}"
def __getitem__(self, key):
"""Get item."""
return self.objects[key]
def __contains__(self, key):
"""Check if object is on canvas."""
return key in self.objects
def __len__(self):
"""Return number of objects on canvas."""
return len(self._object_ids)
@property
def blend_mode(self):
"""Deprecated! Render blend mode.
This property has been deprecated. Please use `Viewer.set_alpha_mode()` instead.
"""
raise DeprecationWarning(
"The 'blend_mode' property is deprecated. Please use 'Viewer.set_alpha_mode()' instead."
)
@property
def render_trigger(self):
"""Determines when the scene is (re)rendered.
By default, we leave it to the renderer to decide when to render the scene.
You can adjust that behaviour by setting render mode to:
- "continuous" (default): leave it to the renderer to decide when to render the scene
- "reactive": rendering is only triggered when the scene changes
- "active_window": rendering is only done when the window is active; this currently
only works with the PySide backend
"""
return self._render_trigger
@render_trigger.setter
def render_trigger(self, mode):
valid = ("continuous", "active_window", "reactive")
if mode not in valid:
raise ValueError(f"Unknown render mode: {mode}. Must be one of {valid}.")
# No need to do anything if the value is the same
if mode == getattr(self, "_render_trigger", None):
return
# Add/remove event handlers as necessary
if mode == "reactive":
self._set_stale_func = lambda event: setattr(self, "_render_stale", True)
self.renderer.add_event_handler(
self._set_stale_func,
"pointer_down",
"pointer_move",
"pointer_up",
"wheel",
# "before_render",
)
elif self._render_trigger == "reactive":
self.renderer.remove_event_handler(
self._set_stale_func,
"pointer_down",
"pointer_move",
"pointer_up",
"wheel",
# "before_render",
)
self._render_trigger = mode
@property
def controls(self):
"""Return the controls widget."""
return getattr(self, "_controls", None)
@property
def visible(self):
"""List IDs of currently visible objects."""
objects = self.objects # grab this only once to speed things up
return [s for s in objects if objects[s][0].visible]
@property
def invisible(self):
"""List IDs of currently visible objects."""
objects = self.objects # grab this only once to speed things up
return [s for s in objects if not objects[s][0].visible]
@property
def pinned(self):
"""List IDs of currently pinned objects."""
objects = self.objects # grab this only once to speed things up
return [s for s in objects if getattr(objects[s][0], "_pinned", False)]
@property
def selected(self):
"""Return IDs of or set selected objects."""
return self._selected
@selected.setter
def selected(self, val):
val = utils.make_iterable(val) if val is not None else []
objects = self.objects # grab once to speed things up
logger.debug(f"{len(val)} objects selected ({len(self.selected)} previously)")
# First un-highlight neurons which aren't selected anymore
for s in [s for s in self._selected if s not in val]:
for v in objects[s]:
v.material.color = v._stored_color
# Highlight new additions
for s in val:
if s not in self._selected:
for v in objects[s]:
# Keep track of old colour
v._stored_color = v.material.color
v.material.color = gfx.Color(self.highlight_color)
self._selected = list(val)
# Update legend and set render stale (if applicable)
update_helper(self, legend=True, bounds=False)
@property
def size(self):
"""Return size of the canvas."""
return self.canvas.get_logical_size()
@size.setter
def size(self, size):
"""Set size of the canvas."""
assert len(size) == 2
self.canvas.set_logical_size(*size)
@property
def lights(self):
"""List of all light sources illuminating the scene.
This includes the headlight, which is a scene child like the others but
gets re-aimed from the camera on every frame (see `Viewer.headlight`).
"""
return list(self.scene.iter(lambda x: isinstance(x, gfx.Light)))
@property
def headlight(self):
"""Whether the scene is lit by a light linked to the camera.
If True (default), a single light source follows the camera, which means
objects are always lit from the front, no matter where you move the
camera. If False, we use two point lights that are fixed in
world space, i.e. the lighting changes as the camera moves. Providing
either a float or a tuple of 2 or 3 floats will switch the headlight on
and set the light's offset from the camera's axis: a single float `x`
is shorthand for `(-x, x, 0)`, i.e. moves the light left and up. The
default offset is (-0.5, 0.5, 0) and is kept when you switch the
headlight off and on again.
Note that the ambient light is unaffected by this setting.
"""
return self._headlight_enabled
@headlight.setter
def headlight(self, v):
offset = None # `None` means: keep the current offset
if isinstance(v, bool):
# N.B. this check must come first because `bool` is a subclass of
# `int` and would otherwise be interpreted as an offset
pass
elif isinstance(v, (int, float)):
offset = (-float(v), float(v), 0)
v = True
elif isinstance(v, (tuple, list)):
if len(v) == 2:
offset = (float(v[0]), float(v[1]), 0)
elif len(v) == 3:
offset = (float(v[0]), float(v[1]), float(v[2]))
else:
raise ValueError(
f"Expected 2 or 3 values for headlight offset, got {len(v)}"
)
v = True
else:
raise TypeError(f"Expected bool, float or tuple, got {type(v)}")
self._headlight_enabled = v
self._headlight.visible = v
if offset is not None:
self._set_headlight_offset(offset)
for light in self._static_lights:
light.visible = not v
self._render_stale = True
def _set_headlight_offset(self, offset):
"""Set the headlight's offset from the camera's axis.
Also caches the direction it implies - from the offset towards the point
one unit in front of the camera, i.e. the light's own -z in camera space
- because `_update_headlight` needs it on every frame and it changes
only here.
"""
self._headlight_offset = np.asarray(offset, dtype=float)
direction = np.array((0, 0, -1), dtype=float) - self._headlight_offset
norm = np.linalg.norm(direction)
# A degenerate offset (i.e. sitting on the target) - shine straight ahead
self._headlight_direction = direction / norm if norm else direction + (0, 0, -1)
def toggle_headlight(self):
"""Toggle the camera-linked headlight."""
self.headlight = not self.headlight
@property
def shadows(self):
"""Whether objects cast shadows onto each other (on by default).
Note that only meshes can *receive* shadows - lines and points can cast
them but are never shaded themselves. Volumes and text take no part in
shadows at all.
The lights and their shadow cameras are automatically fitted to the
scene while this is on, and re-fitted whenever objects are added or
removed (see `Viewer._fit_shadows`). Because that moves the static
lights in much closer than they normally sit, expect the shading to
change slightly as well.
"""
return self._shadows
@shadows.setter
def shadows(self, v):
"""Set shadow state."""
if not isinstance(v, bool):
raise TypeError(f"Expected bool, got {type(v)}")
if v == self._shadows:
return
self._shadows = v
self._update_shadows()
self._render_stale = True
def _update_shadows(self, bounds=None):
"""Apply the current shadow state to the scene.
This is called whenever shadows are toggled and - via `update_helper` -
whenever objects are added to or removed from the scene, so that new
visuals pick up the shadow state and the lights stay fitted to the
scene as it grows. `bounds` is the scene's extents if the caller has
them at hand already (see `Viewer.bounds`).
"""
state = self._shadows
for vis in self.visuals:
# pygfx can only render some object types into a shadow map (and
# raises for the rest). The bounding box is viewer chrome and has no
# business casting shadows either.
casts = (
state
and isinstance(vis, SHADOW_CASTERS)
and getattr(vis, "_object_type", None) != "boundingbox"
)
# Only meshes ever receive shadows - for everything else pygfx
# ignores the flag
receives = state and isinstance(vis, gfx.Mesh)
# N.B. `receive_shadow` recompiles the object's shader, so don't
# touch either flag unless it actually changes
if vis.cast_shadow != casts:
vis.cast_shadow = casts
if vis.receive_shadow != receives:
vis.receive_shadow = receives
for light in self.lights:
if isinstance(light, (gfx.PointLight, gfx.DirectionalLight, gfx.SpotLight)):
light.cast_shadow = state
self._fit_shadows(bounds=bounds)
def _fit_shadows(self, bounds=None):
"""Fit the lights and their shadow cameras to the scene.
Shadow maps are rendered from the light's point of view, through a
camera whose frustum pygfx sizes neither to the scene nor to the light's
position: point lights get a fixed far plane of 1e5 units and the
directional (head)light a fixed 1000x1000 ortho box. Our static lights
sit a million units out, so out of the box the entire scene falls behind
their shadow camera's far plane and nothing is ever drawn into the map -
i.e. no shadows, at any scene scale.
So while shadows are on we pull the static lights in to just outside the
scene and size all the frusta to match. Switching shadows off parks the
lights back where they were, which keeps their light parallel.
`bounds` is the scene's extents if the caller has them at hand already
(see `Viewer.bounds`).
"""
if not self._shadows:
self._shadow_fit = None
for light, position in zip(self._static_lights, STATIC_LIGHT_POSITIONS):
light.local.position = position
return
if bounds is None:
bounds = self.bounds
if bounds is None: # nothing on the canvas to fit to
self._shadow_fit = None
return
center = bounds.mean(axis=1)
# Radius of the scene's bounding sphere. The fallback catches scenes
# without any extent, e.g. a single point.
radius = float(np.linalg.norm(bounds[:, 1] - bounds[:, 0])) / 2
if not radius:
radius = 1.0
# Cache this: the headlight is re-aimed on every frame (see
# `_update_headlight`) and we don't want to walk the whole scene graph
# for its bounding box each time
self._shadow_fit = (center, radius)
# The static lights: move them to just outside the scene and clip their
# shadow camera (a 90 degree perspective camera) to the slab the scene
# actually occupies. A tight near/far range is what keeps the depth map
# precise enough to not produce shadow acne.
distance = radius * SHADOW_LIGHT_DISTANCE
for light, position in zip(self._static_lights, STATIC_LIGHT_POSITIONS):
direction = position / np.linalg.norm(position)
light.local.position = center + direction * distance
light.shadow.camera.depth_range = (
(distance - radius) / 2,
distance + radius * 2,
)
# The headlight sits the same distance out, on the axis through the
# scene's center (see `_update_headlight`). A bounding *sphere* fit
# keeps its frustum the same size from every direction, so orbiting
# doesn't resize it either.
margin = radius * SHADOW_MARGIN
camera = self._headlight.shadow.camera
camera.width = camera.height = 2 * margin
camera.depth_range = (distance - margin, distance + margin)
self._update_headlight()
def _update_headlight(self):
"""Point the headlight at the scene from wherever the camera is.
The obvious way to have a light follow the camera is to parent it to the
camera, which is what we used to do. That works for the shading but not
for the shadows: pygfx puts a light's shadow camera *at the light* and
aims it at the light's target, and for a camera-parented light that
target is pinned to the point one unit in front of the camera. The
light's offset from the camera's axis (see `Viewer.headlight`) therefore
turns into a tilt of ~35 degrees, and the only way for the shadow camera
to still cover the scene is to grow its (ortho) frustum until it reaches
- a box several times larger than the scene, growing with the distance
to the camera. Aiming through the scene's center instead would mean no
offset at all, i.e. exactly the flat lighting the offset exists to avoid.
That is what made shadows flicker: the frustum was re-derived per frame,
so panning or zooming - neither of which changes the light's *direction*,
and so neither of which may change the shadows - changed the world size
of a shadow map texel and re-quantised the depth map onto a different
grid every frame.
So the light is a plain scene child instead and we aim it ourselves:
same direction as before (only that matters for a directional light, so
the shading is unchanged), but parked in front of the scene's center
rather than riding along with the camera. Its frustum is then sized once
per scene, in `_fit_shadows`, and camera movement leaves shadows alone.
"""
# Rotating the cached camera-space direction by the camera gives what
# pygfx used to derive for us. N.B. this comes out of the camera's
# orientation alone, not of where it is - and the rotation matrix does
# it ~20x faster than `pylinalg.vec_transform_quat`.
direction = (
self.camera.world.rotation_matrix[:3, :3] @ self._headlight_direction
)
if self._shadow_fit is None:
# Nothing to fit to (an empty canvas, or shadows are off). Only the
# direction matters for the shading, so leave the light on the
# camera and its shadow camera alone.
anchor, distance = self.camera.world.position, 1.0
else:
center, radius = self._shadow_fit
anchor, distance = center, radius * SHADOW_LIGHT_DISTANCE
self._headlight.local.position = anchor - direction * distance
self._headlight.target.local.position = anchor
@property
def visuals(self):
"""List of all visuals on this canvas."""
return [c for c in self.scene.children if hasattr(c, "_object_id")]
@property
def bounds(self):
"""Bounds of all current visuals (visible and invisible).
See [`Viewer.get_bounds`][octarine.Viewer.get_bounds] to ask for the
bounds of individual objects.
Returns
-------
bounds : (3, 2) array | None
``[[xmin, xmax], [ymin, ymax], [zmin, zmax]]`` in world
space, or ``None`` if there is nothing on the canvas.
"""
return self.get_bounds()
def get_bounds(self, objects=None):
"""Bounds of the given objects (visible and invisible).
Parameters
----------
objects : str | int | list | visual, optional
Object(s) to measure: name(s)/ID(s), index(es) in the list
of visuals, or the visual(s) themselves. If ``None``
(default), uses everything on the canvas.
Returns
-------
bounds : (3, 2) array | None
``[[xmin, xmax], [ymin, ymax], [zmin, zmax]]`` in world
space, or ``None`` if nothing takes up any space.
"""
if objects is None:
visuals = self.visuals
else:
visuals = self._resolve_visuals(objects)
bounds = []
for vis in visuals:
# Skip the bounding box itself
if getattr(vis, "_object_type", None) == "boundingbox":
continue
# N.B. this is `None` for visuals that don't take up any space
aabb = vis.get_world_bounding_box()
if aabb is not None:
bounds.append(aabb)
if not bounds:
return None
bounds = np.stack(bounds) # (N, 2, 3)
mn = bounds[:, 0, :].min(axis=0)
mx = bounds[:, 1, :].max(axis=0)
return np.vstack((mn, mx)).T
def _resolve_visuals(self, obj):
"""Turn name(s)/index(es)/visual(s) into a flat list of visuals."""
objects = obj if utils.is_iterable(obj) else [obj]
all_objects = self.objects # grab once to speed things up
visuals = []
for ob in objects:
if ob in all_objects:
visuals += list(all_objects[ob])
elif isinstance(ob, int):
visuals += list(list(all_objects.values())[ob])
elif isinstance(ob, gfx.WorldObject):
visuals.append(ob)
else:
raise ValueError(f"Unable to find object(s) for {ob}")
return visuals
@property
def max_fps(self):
"""Maximum frames per second to render."""
return self.canvas._subwidget._BaseRenderCanvas__scheduler._max_fps
@max_fps.setter
def max_fps(self, v):
assert isinstance(v, int)
self.canvas._subwidget._BaseRenderCanvas__scheduler._max_fps = v
@property
def moveable_object(self):
"""Get/Set the object that can be moved via the transform gizmo."""
if self.transform_gizmo is None:
return None
return self.transform_gizmo._object_to_control
@moveable_object.setter
def moveable_object(self, obj):
if obj is None:
if self.transform_gizmo:
self.transform_gizmo._object_to_control = None
return
if isinstance(obj, str):
if obj not in self.objects:
raise ValueError(f"Object '{obj}' not found.")
elif len(self.objects[obj]) > 1:
raise ValueError(f"Object '{obj}' consists of multiple WorldObjects.")
obj = self.objects[obj][0]
elif not isinstance(obj, gfx.WorldObject):
raise TypeError(f"Expected pygfx object, got {type(obj)}")
if self.transform_gizmo is None:
# The transform gizmo is rendered independent of the scene (so it always stay on top)
self.transform_gizmo = gfx.TransformGizmo(obj)
self.transform_gizmo.add_default_event_handlers(self.renderer, self.camera)
else:
self.transform_gizmo._object_to_control = obj
@property
def _is_jupyter(self):
"""Check if Viewer is using Jupyter canvas."""
return "Jupyter" in str(type(self.canvas))
@property
def _is_offscreen(self):
"""Check if Viewer is using offscreen canvas."""
return isinstance(self.canvas, OffscreenRenderCanvas)
@property
def _window_manager(self):
"""Which window manager is being used."""
try:
return type(self.canvas).__module__.split(".")[-1]
except BaseException:
return "na"
@property
def _object_ids(self):
"""All object IDs on this canvas in order of addition."""
obj_ids = []
for v in self.visuals:
if hasattr(v, "_object_id"):
obj_ids.append(v._object_id)
return sorted(set(obj_ids), key=lambda x: obj_ids.index(x))
@property
def objects(self):
return self._objects()
@lru_cache(maxsize=1)
def _objects(self):
"""Ordered dictionary {name->[visuals]} of all objects in order of addition."""
objects = OrderedDict()
for v in self.visuals:
if hasattr(v, "_object_id"):
if v._object_id in objects:
objects[v._object_id].append(v)
else:
objects[v._object_id] = [v]
return objects
@property
def objects_grouped(self):
"""Ordered dictionary {group_name: [object_ids]} of all groups. Ungrouped objects are omitted."""
groups = OrderedDict()
for obj_id, visuals in self.objects.items():
group_name = getattr(visuals[0], "_object_group", None)
if group_name is not None:
if group_name not in groups:
groups[group_name] = []
groups[group_name].append(obj_id)
return groups
@property
def objects_pickable(self):
return self._objects_pickable
@objects_pickable.setter
def objects_pickable(self, v):
if not isinstance(v, bool):
raise TypeError(f"Expected bool, got {type(v)}")
# No need to do anything if the value is the same
if v == self._objects_pickable:
return
self._objects_pickable = v
# Set pick_write to new value for all materials
for objects in self.objects.values():
for ob in objects:
try:
ob.material.pick_write = v
except AttributeError:
pass
@property
def highlighted(self):
"""Return IDs of currently highlighted objects."""
highlighted = []
for obj in self.objects:
if any([getattr(v, "_highlighted", False) for v in self.objects[obj]]):
highlighted.append(obj)
return highlighted
@property
def on_hover(self):
"""Determines what to do when hovering over objects.
Can be set to:
- `None`: do nothing
- "highlight": hide object
"""
return self._on_hover
@on_hover.setter
def on_hover(self, v):
valid = (None, "highlight")
if v not in valid:
raise ValueError(
f"Unknown value for on_hover: {v}. Must be one of {valid}."
)
# No need to do anything if the value is the same
if v == self._on_hover:
return
if v:
# Make objects pickable
self.objects_pickable = True
# Add the event handler
self.scene.add_event_handler(self._highlight_on_hover_event, "pointer_move")
else:
self.scene.remove_event_handler(
self._highlight_on_hover_event, "pointer_move"
)
current_hover = getattr(self, "_current_hover_object", None)
# Make sure to unhighlight the current hover object
if current_hover:
self.unhighlight_objects(current_hover)
self._current_hover_object = None
self._on_hover = v
def _highlight_on_hover_event(self, event):
"""This is the event callback for highlighting objects on hover."""
# If any buttons are pressed (e.g. mouse left during panning) ignore the event
if event.buttons:
return
# Parse the current object
new_hover = event.pick_info["world_object"]
current_hover = getattr(self, "_current_hover_object", None)
# Break early if there is nothing to do
if new_hover is None and current_hover is None:
# print(" No hover")
return
new_hover_id = [k for k, v in self.objects.items() if new_hover in v]
new_hover_id = new_hover_id[0] if new_hover_id else None
# See if we need to de-highlight the current hover object
if current_hover:
# If the new object is the same as the current one, we don't need to do anything
if current_hover == new_hover_id:
return
if current_hover in self.objects:
self.unhighlight_objects(current_hover)
self._current_hover_object = None
# Highlight the new object
if new_hover_id:
self.highlight_objects(
new_hover_id, color=getattr(self, "_highlight_on_hover_color", 0.2)
)
self._current_hover_object = new_hover_id
@property
def on_double_click(self):
"""Determines what to do when double clicking on objects.
Can be set to:
- `None`: do nothing
- "hide": hide object
- "remove": remove object
- "select": select object
- callable: a custom function that takes as input `event` and `viewer`
See `octarine.viewer.handle_object_event` for an example of how to write a custom function for this.
"""
return self._on_double_click
@on_double_click.setter
def on_double_click(self, v):
valid = (None, "hide", "remove", "select")
if v not in valid and not callable(v):
raise ValueError(
f"Unknown value for on_double_click: {v}. Must be one of {valid}."
)
# No need to do anything if the value is the same
if v == self._on_double_click:
return
# First try to remove the current event handler for double clicks
try:
self.scene.remove_event_handler(
getattr(self, "_on_double_click_func", None), "double_click"
)
except KeyError:
pass
if v:
# Make objects pickable
self.objects_pickable = True
# Now add the new event handler
if not callable(v):
func = partial(handle_object_event, viewer=self, actions=(v,))
else:
func = partial(v, viewer=self)
self.scene.add_event_handler(func, "double_click")
self._on_double_click_func = func
else:
self._on_double_click_func = None
self._on_double_click = v
def add_animation(self, x, on_error="remove", run_every=None, req_render=True):
"""Add animation function to the Viewer.
Parameters
----------
x : callable
Function to add to the animation loop.
on_error : "remove" | "ignore" | "raise" | "log"
What to do if the function throws an error. If "remove",
the function will be removed from the animation loop. If
"ignore", the error will be ignored and the function will
continue to be called.
run_every : int, optional
Use to run the function every n frames.
req_render : bool, optional
Whether this animation requires a re-render of the scene.
This is mainly a flag to help the viewer to decide
whether/when to trigger a render. See also the `render_trigger`
property.
"""
if not callable(x):
raise TypeError(f"Expected callable, got {type(x)}")
assert on_error in ["remove", "ignore", "raise", "log"]
self._animations[x] = (on_error, run_every, req_render)
def remove_animation(self, x):
"""Remove animation function from the Viewer.
Parameters
----------
x : callable | int
Either the function itself or its index
in the list of animations.
"""
if callable(x):
self._animations_flagged_for_removal.append(x)
elif isinstance(x, int):
self._animations_flagged_for_removal.append(
list(self._animations.keys())[x]
)
else:
raise TypeError(f"Expected callable or index (int), got {type(x)}")
@staticmethod
def _effect_stage(effect_pass):
"""Where in the chain a post-processing pass belongs."""
stage = getattr(effect_pass, "_octarine_stage", None)
if stage is not None:
return stage
if isinstance(effect_pass, PPAAPass):
return PPAA_EFFECT_STAGE
return DEFAULT_EFFECT_STAGE
def _add_effect_pass(self, effect_pass, stage=DEFAULT_EFFECT_STAGE):
"""Insert a post-processing pass at its place in the chain.
Passes are ordered by `stage` (see `EFFECT_STAGES`) rather than by
the order in which they were switched on, so that e.g. switching
ambient occlusion on after depth of field still occludes first and
blurs second. Passes we did not add ourselves - anything the user
put into `renderer.effect_passes` directly - count as the default
stage and keep their relative order.
"""
effect_pass._octarine_stage = stage
passes = list(self.renderer.effect_passes)
index = len(passes)
for i, other in enumerate(passes):
if self._effect_stage(other) > stage:
index = i
break
passes.insert(index, effect_pass)
self.renderer.effect_passes = tuple(passes)
def add_effect(self, effect, disable=False, **kwargs):
"""Add post-processing effect to the renderer.
You can also use this method to adjust the parameters of an existing
effect or to remove an effect (see the `disable` parameter).
Parameters
----------
effect : str
Name of the effect to add. Currently supported:
- "edl" (Eye-Dome Lighting)
This effect enhances depth perception for complex
geometries by darkening edges based on depth differences.
- "noise"
Adds noise to the full image.
- "fog"
Adds fog to the full image, using the depth buffer.
- "depth"
Renders scene depth as shades of grey (near = dark,
far = light), normalized to the depth range of the
visible geometry; the background stays white. With
`overlay=True` the objects' own colors are kept and
darkened with distance instead (depth cueing).
- "ao"
Screen-space ambient occlusion: darkens creases,
cavities and the contact points between objects.
See also `Viewer.set_ambient_occlusion`.
- "outline"
Draws a line around silhouettes and along creases,
the way a technical illustration would. See also
`Viewer.set_outline`.
- "tonemap"
Compresses the rendered high dynamic range image into
what the display can show, so bright regions roll off
instead of clipping to white; also provides the
exposure control. See also `Viewer.set_tonemapping`.
- "normal"
Renders normals reconstructed from the depth buffer.
- "bloom"
Physically-based bloom effect; makes bright regions
glow. Best suited for HDR rendering pipelines.
disable : bool
If True, the effect is removed from the renderer instead
of added. Any `**kwargs` are ignored in that case.
**kwargs
Keyword arguments passed to the effect constructor:
- edl:
- strength (default 5): EDL strength; typical range ~ [0.5, 10.0].
- radius (default 1.5): sampling radius in pixels
- depth_edge_threshold (default 0.0)
- noise:
- noise (default 0.1): amount of noise to add
- fog:
- color (default "#fff"): fog color
- power (default 1.0): how quickly fog thickens with depth
- depth:
- camera (default: the viewer's camera): used to
linearize depth values
- overlay (default False): darken the objects' own
colors by depth instead of rendering greyscale
- strength (default 0.9): how dark the farthest
geometry gets, from 0 (not at all) to 1 (black /
fully darkened)
- ao:
- radius (default: 4% of the scene's diagonal): how
far to look for occluders, in world units
- intensity (default 1): strength of the darkening
- bias (default 0.01): fraction of `radius` below
which occluders are ignored
- samples (default 16): samples per pixel
- power (default 1): exponent applied to the occlusion
- blur (default True): radius of the bilateral blur
- debug (default False): render the occlusion itself
- outline:
- camera (default: the viewer's camera)
- color (default "#000"): outline color; its alpha is
the strength of the effect
- thickness (default 1): width in physical pixels
- depth_threshold (default 0.02): relative step in
depth that counts as a separate object
- normal_threshold (default 0.3): how sharp a fold
counts as a crease; 0 outlines silhouettes only
- debug (default False): render the edges themselves
- tonemap:
- mode (default "aces"): "aces", "filmic", "reinhard"
or "none"
- exposure (default 1): scales the image before the
tone mapping curve is applied
- white_point (default 4): input value that maps to
white ("reinhard" and "filmic" only)
- normal: no parameters
- bloom:
- bloom_strength (default 0.04): strength of the bloom
- max_mip_levels (default 6): number of mip levels used
- filter_radius (default 0.005): upsampling filter radius
- use_karis_average (default False): reduces fireflies
"""
if effect not in EFFECT_CLASSES:
raise ValueError(f"Unknown effect: {effect}")
effect_cls = EFFECT_CLASSES[effect]
if effect == "depth":
# Our own normalized-depth shader; imported lazily because
# custom shaders require pygfx>=0.17
from .shaders import NormalizedDepthPass
effect_cls = NormalizedDepthPass
kwargs.setdefault("camera", self.camera)
elif effect == "ao":
from .shaders import AmbientOcclusionPass
effect_cls = AmbientOcclusionPass
kwargs.setdefault("camera", self.camera)
# An explicit radius pins the effect to it, otherwise we keep
# deriving it from the scene (see `Viewer._update_ao_radius`)
self._ao_auto_radius = "radius" not in kwargs
kwargs.setdefault("radius", self._default_ao_radius())
elif effect == "outline":
from .shaders import OutlinePass
effect_cls = OutlinePass
kwargs.setdefault("camera", self.camera)
elif effect == "tonemap":
from .shaders import ToneMappingPass
effect_cls = ToneMappingPass
# Check if we already have this effect
p = None
for e in self.renderer.effect_passes:
if isinstance(e, effect_cls):
p = e
break
if disable:
if p is not None:
self.renderer.effect_passes = tuple(
e for e in self.renderer.effect_passes if e is not p
)
for attr in ("_ao_pass", "_outline_pass", "_tonemap_pass"):
if p is getattr(self, attr, None):
setattr(self, attr, None)
return
if p is None:
# Overwrite the default of 1 (seems too weak in my hands)
if (effect_cls is EDLPass) and "strength" not in kwargs:
kwargs["strength"] = 5.0
p = effect_cls(**kwargs)
self._add_effect_pass(p, EFFECT_STAGES.get(effect, DEFAULT_EFFECT_STAGE))
# Keep the dedicated `set_*` methods and `add_effect` on the same
# pass instead of each adding one of their own
if effect == "ao":
self._ao_pass = p
elif effect == "outline":
self._outline_pass = p
elif effect == "tonemap":
self._tonemap_pass = p
else:
# Update parameters
for k, v in kwargs.items():
if hasattr(p, k):
setattr(p, k, v)
else:
raise ValueError(f"Effect '{effect}' has no parameter '{k}'")
if effect == "ao":
# May have been switched off via `set_ambient_occlusion(False)`
p.enabled = True
def show(self, use_sidecar=False, toolbar=False, start_loop=False):
"""Show viewer.
Parameters
----------
use_sidecar : bool
Jupyter lab only: if True, will use the Sidecar extension
to display the viewer outside the notebooks. Will throw
an error if Sidecar is not installed.
toolbar : bool
Jupyter lab only: if True, will show a toolbar. You can
always show/hide the toolbar with ``viewer.show_controls()``
and ``viewer.hide_controls()``, or the `c` hotkey.
start_loop : bool
Scripts & standard REPL only:
If True, will start the blocking (!) event loop. This is
the recommended way to show the viewer when using it in a script.
From an interactive REPL such as IPython you should be able to
just call ``Viewer.show()`` and the interactive viewer will appear
while still allowing you to interact with the REPL.
"""
# This is for e.g. headless testing
if getattr(config, "HEADLESS", False):
logger.info("Viewer widget not shown - running in headless mode.")
return
# Start the animation loop
self.canvas.request_draw(self._animate)
# If this is an offscreen canvas, we don't need to do anything else
if isinstance(self.canvas, OffscreenRenderCanvas):
return
# In terminal we can just show the window
if not self._is_jupyter:
# Not all backends have a show method (e.g. GLFW does not)
if hasattr(self.canvas, "show"):
self.canvas.show()
if start_loop:
from rendercanvas.auto import loop
loop.run()
elif utils._type_of_script() in ("terminal", "script") and os.environ.get(
"OCTARINE_CHECK_LOOP", "1"
) in ("1", "true", "True"):
logger.warning(
"Running in a (potentially) non-interactive terminal or script "
"environment. You may have to manually start the event loop "
"for the canvas to render:\n\n"
" >>> v = octarine.Viewer(show=False)\n"
" >>> ... # setup your viewer\n"
" >>> v.show(start_loop=True)\n\n"
"Alternatively, use the loop.run() function:\n\n"
" >>> from rendercanvas.auto import loop\n"
" >>> ... # setup your viewer\n"
" >>> v.show()\n"
" >>> loop.run()\n\n" # do not remove the \n\n here
)
else:
# if not hasattr(self, 'widget'):
from .jupyter import JupyterOutput
from IPython.display import display
# Construct the widget
if not hasattr(self, "widget"):
self.widget = JupyterOutput(
self,
use_sidecar=use_sidecar,
toolbar=toolbar,
sidecar_kwargs={"title": self._title},
)
# This will display the viewer right here and there
display(self.widget)
def show_message(
self, message, position="top-right", font_size=20, color=None, duration=None
):
"""Show message on canvas.
Parameters
----------
message : str | None
Message to show. Set to `None` to remove the existing message.
position : "top-left" | "top-right" | "bottom-left" | "bottom-right" | "center"
Position of the message on the canvas.
font_size : int, optional
Font size of the message.
color : str | tuple, optional
Color of the message. If `None`, will use white.
duration : int, optional
Number of seconds after which to fade the message.
"""
if message is None and hasattr(self, "_message_text"):
if self._message_text.parent:
self.overlay_scene.remove(self._message_text)
del self._message_text
return
_positions = {
"top-left": (-0.95, 0.95, 0),
"top-right": (0.95, 0.95, 0),
"bottom-left": (-0.95, -0.95, 0),
"bottom-right": (0.95, -0.95, 0),
"center": (0, 0, 0),
}
if position not in _positions:
raise ValueError(f"Unknown position: {position}")
if not hasattr(self, "_message_text"):
self._message_text = text2gfx(
message, color="white", font_size=font_size, screen_space=True
)
# Make sure the text is in the scene
if self._message_text not in self.overlay_scene.children:
self.overlay_scene.add(self._message_text)
self._message_text.set_text(message)
self._message_text.font_size = font_size
self._message_text.anchor = position
if color is not None:
self._message_text.material.color = cmap.Color(color).rgba
self._message_text.material.opacity = 1
self._message_text.local.position = _positions[position]
# When do we need to start fading out?
if duration:
self._fade_out_time = time.time() + duration
def _fade_message():
if not hasattr(self, "_message_text"):
self.remove_animation(_fade_message)
else:
if time.time() > self._fade_out_time:
# This means the text will fade fade over 1/0.02 = 50 frames
self._message_text.material.opacity = max(
self._message_text.material.opacity - 0.02, 0
)
if self._message_text.material.opacity <= 0:
if self._message_text.parent:
self.overlay_scene.remove(self._message_text)
self.remove_animation(_fade_message)
self.add_animation(_fade_message)
def set_scalebar(
self,
size="auto",
units=None,
position="bottom-right",
color="w",
width=3,
font_size=14,
label=True,
margin=20,
):
"""Add (or remove) a scale bar overlay.
The scale bar is drawn on top of the scene and indicates a given
distance in world units. It automatically tracks zoom level and
canvas size.
Note that this requires an orthographic camera (the default): with a
perspective camera the scale depends on the distance from the camera
and a single bar would be meaningless. If the camera is (or becomes)
perspective, the scale bar is hidden until it is orthographic again.
Parameters
----------
size : float | "auto" | False
Length of the scale bar in world units. If "auto"
(default), the bar is dynamically re-sized as you zoom
to a "nice" round number spanning roughly a quarter of
the canvas. Use `viewer.set_scalebar(False)` to remove
an existing scale bar.
units : str, optional
Units to append to the label, e.g. "nm" or "µm". Note
that Octarine has no notion of the units of your data -
this is simply used for the label.
position : "bottom-right" | "bottom-left" | "top-right" | "top-left"
Corner of the canvas to place the scale bar in.
color : str | tuple
Color of the bar and its label.
width : float
Thickness of the bar in pixels.
font_size : int
Font size of the label in pixels.
label : bool | str
Whether to label the bar with its size. Set to `False`
for a bare bar, or pass a string to use a fixed custom
label instead of the size.
margin : int
Distance (in pixels) of the bar from the canvas edges.
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> # A bar that adjusts to the zoom level
>>> v.set_scalebar(units="nm")
>>> # A fixed 1000 nm bar in the top-left corner
>>> v.set_scalebar(1000, units="nm", position="top-left")
>>> # Remove the scale bar again
>>> v.set_scalebar(False)
"""
# Skip if running in headless mode
if getattr(config, "HEADLESS", False):
return
if size is False or size is None:
if getattr(self, "_scalebar", None) is not None:
self.overlay_scene.remove(self._scalebar)
self.remove_animation(self._update_scalebar)
self._scalebar = None
self._render_stale = True
return
if isinstance(size, str):
if size != "auto":
raise ValueError(f'Expected a number, "auto" or False, got "{size}"')
else:
size = float(size)
if size <= 0:
raise ValueError(f"Scale bar size must be positive, got {size}")
if position not in ("bottom-right", "bottom-left", "top-right", "top-left"):
raise ValueError(f"Unknown position: {position}")
if self.camera.fov != 0:
raise ValueError(
"Scale bars require an orthographic camera but this viewer's "
f"camera has a field of view of {self.camera.fov}. Set "
"`Viewer.camera.fov = 0` to make it orthographic."
)
sb = getattr(self, "_scalebar", None)
if sb is None:
sb = self._scalebar = gfx.Group()
# The bar is a unit quad that `_update_scalebar` positions and
# scales in NDC coordinates. Note that we're using a mesh rather
# than a line because pygfx lines have caps which would make the
# bar wider than the distance it represents.
sb._bar = gfx.Mesh(gfx.plane_geometry(1, 1), gfx.MeshBasicMaterial())
sb._text = text2gfx(
"", font_size=font_size, anchor="bottom-center", screen_space=True
)
sb._label = ""
sb._state = None
sb.add(sb._bar, sb._text)
self.overlay_scene.add(sb)
sb._bar.material.color = gfx.Color(color)
sb._text.font_size = font_size
sb._text.material.color = gfx.Color(color)
sb._text.visible = bool(label)
self._scalebar_config = {
"size": size,
"units": units,
"position": position,
"width": width,
"label": label,
"margin": margin,
}
# This keeps the bar in sync with the camera and the canvas size.
# Note that removals are deferred to the next frame, so we have to
# cancel any pending one in case the bar was removed and re-added
# in between two frames.
if self._update_scalebar in self._animations_flagged_for_removal:
self._animations_flagged_for_removal.remove(self._update_scalebar)
self.add_animation(self._update_scalebar, on_error="log", req_render=False)
self._update_scalebar()
self._render_stale = True
def _update_scalebar(self):
"""Animation hook: sync scale bar with the camera and canvas size."""
sb = getattr(self, "_scalebar", None)
if sb is None:
return
conf = self._scalebar_config
# A scale bar is meaningless for a perspective camera because the
# scale depends on the distance from the camera
if self.camera.fov != 0:
if sb.visible:
logger.warning(
"Hiding scale bar: this requires an orthographic camera."
)
sb.visible = False
self._render_stale = True
return
sb.visible = True
# We run before the renderer, which is what normally syncs the camera
# with the canvas. Do it here so that the bar has the correct length
# already on the very first frame (e.g. for offscreen screenshots).
width_px, height_px = self.renderer.logical_size
if not width_px or not height_px:
return
self.camera.set_view_size(width_px, height_px)
# NDC units per world unit along the horizontal axis of the screen:
# the orthographic projection maps the visible width (which already
# accounts for zoom and aspect ratio) onto the -1 to 1 NDC range
ndc_per_world = float(self.camera.projection_matrix[0, 0])
if ndc_per_world <= 0:
return
size = conf["size"]
if size == "auto":
# Aim for a bar spanning a quarter of the canvas (= 0.5 in NDC)
# and round that down to the nearest nice number
size = _nice_number(0.5 / ndc_per_world)
length = size * ndc_per_world
margin_x = 2 * conf["margin"] / width_px
margin_y = 2 * conf["margin"] / height_px
top = conf["position"].startswith("top")
if conf["position"].endswith("right"):
x1 = 1 - margin_x
x0 = x1 - length
else:
x0 = -1 + margin_x
x1 = x0 + length
y = 1 - margin_y if top else -1 + margin_y
thickness = 2 * conf["width"] / height_px
# Only touch the visuals (and trigger a re-render) if anything changed
state = (x0, x1, y, thickness, top)
if state != sb._state:
sb._state = state
sb._bar.local.position = ((x0 + x1) / 2, y, 0)
sb._bar.local.scale = (length, thickness, 1)
# Label sits just above the bar (below it if the bar is at the top)
offset = thickness / 2 + 8 / height_px
sb._text.local.position = (
(x0 + x1) / 2,
y - offset if top else y + offset,
0,
)
sb._text.anchor = "top-center" if top else "bottom-center"
self._render_stale = True
label = conf["label"]
if not isinstance(label, str):
label = _format_number(size)
if conf["units"]:
label = f"{label} {conf['units']}"
if label != sb._label:
sb._text.set_text(label)
sb._label = label
self._render_stale = True
def show_controls(self):
"""Show controls."""
if self._is_jupyter:
if self.widget.toolbar:
self.widget.toolbar.show()
else:
if not hasattr(self, "_controls"):
from .controls import Controls
self._controls = Controls(self)
self._controls.show()
def hide_controls(self):
"""Hide controls."""
if self._is_jupyter:
if self.widget.toolbar:
self.widget.toolbar.hide()
else:
if hasattr(self, "_controls"):
self._controls.hide()
def _toggle_controls(self):
"""Switch controls on and off."""
if self._is_jupyter:
if self.widget.toolbar:
self.widget.toolbar.toggle()
else:
if not hasattr(self, "_controls"):
self.show_controls()
elif self._controls.isVisible():
self.hide_controls()
else:
self.show_controls()
@update_viewer(legend=True, bounds=True)
def clear(self):
"""Clear canvas of objects (expects lights and background)."""
# Skip if running in headless mode
if getattr(config, "HEADLESS", False):
return
# Remove everything but the lights and backgrounds
self.scene.remove(*self.visuals)
# Rset the transform gizmo
self.transform_gizmo = None
@update_viewer(legend=True, bounds=True)
def remove_objects(self, to_remove):
"""Remove given neurons/visuals from canvas."""
to_remove = utils.make_iterable(to_remove)
for vis in self.scene.children:
if vis in to_remove:
self.scene.remove(vis)
elif hasattr(vis, "_object_id"):
if vis._object_id in to_remove:
self.scene.remove(vis)
@update_viewer(legend=True, bounds=True)
def pop(self, N=1):
"""Remove the most recently added N visuals."""
for vis in list(self.objects.values())[-N:]:
self.remove_objects(vis)
@property
def show_bounds(self):
"""Set to ``True`` to show bounding box."""
return self._show_bounds
@property
def show_fps(self):
"""Show frames per second."""
return self._show_fps
@show_fps.setter
def show_fps(self, v):
if not isinstance(v, bool):
raise TypeError(f"Expected bool, got {type(v)}")
self._show_fps = v
self._render_stale = True
def toggle_bounds(self):
"""Toggle bounding box."""
self.show_bounds = not self.show_bounds
@show_bounds.setter
def show_bounds(self, v):
if not isinstance(v, bool):
raise TypeError(f"Need bool, got {type(v)}")
self._show_bounds = v
if self.show_bounds:
self.update_bounds()
else:
self.remove_bounds()
def remove_bounds(self):
"""Remove bounding box visual."""
self._show_bounds = False
for v in self.visuals:
if getattr(v, "_object_type", "") == "boundingbox":
self.remove_objects(v)
def resize(self, size):
"""Resize canvas.
Parameters
----------
size : (width, height) tuple
New size of the canvas.
"""
assert len(size) == 2
self.canvas.set_logical_size(*size)
def update_bounds(self, color="w", width=1):
"""Update bounding box visual."""
# Remove any existing visual
self.remove_bounds()
self._show_bounds = True
# Skip if no visual on canvas
bounds = self.scene.get_bounding_box()
if isinstance(bounds, type(None)):
return
# Create box visual
box = gfx.BoxHelper()
box.set_transform_by_aabb(bounds)
# Add custom attributes
box._object_type = "boundingbox"
box._object_id = uuid.uuid4()
self.scene.add(box)
def _request_center(self):
"""Ask for the camera to be centered on the scene before the next frame.
Centering frames the entire scene graph, which is O(number of objects)
- doing it inside every `add` is what made filling a viewer quadratic
(see `Viewer._refresh_scene`). We remember the camera as we leave it so
that the deferred centering can tell whether anybody has taken the
camera over in the meantime - a `camera.show_object` of their own, say,
or a drag of the controller. Centering there and then would have been
overruled by that just the same, so in that case we skip it.
"""
self._center_pending = True
self._centered_camera_sig = self._camera_sig()
def center_camera(self):
"""Center camera on visuals."""
# Adding objects only asks for this to happen before the next frame
# (see `Viewer._refresh_scene`) - doing it now makes that redundant
self._center_pending = False
if len(self):
self.camera.show_object(
self.scene, scale=1, view_dir=(0.0, 0.0, 1.0), up=(0.0, -1.0, 0.0)
)
self._sync_linked()
@property
def linked(self):
"""Viewers this viewer's camera is linked with (see `Viewer.link`)."""
return tuple(self._linked)
def _camera_sig(self):
"""Cheap fingerprint of the camera state - used to detect movement."""
return (
*self.camera.local.position,
*self.camera.local.rotation,
self.camera.width,
self.camera.height,
self.camera.zoom,
self.camera.fov,
)
def _sync_linked(self):
"""Push this viewer's camera state to any linked viewers."""
if not self._linked:
return
state = _filter_camera_state(self.camera.get_state(), *self._link_filter)
for v in self._linked:
v.camera.set_state(state)
# The other viewers don't know that anything happened, so we have to
# ask them to re-render themselves
v._render_stale = True
v.canvas.request_draw()
def link(self, *others, sync=None, exclude=None):
"""Keep the camera synchronised with (an)other viewer(s).
Panning, rotating or zooming in any of the linked viewers moves the
cameras in all the others as well. The same goes for programmatic
changes via [`Viewer.set_view`][octarine.Viewer.set_view] and
[`Viewer.center_camera`][octarine.Viewer.center_camera] (including the
implicit centering when adding objects) but not for changes made
directly on the `Viewer.camera` object.
Links are symmetrical and transitive: linking `A` to `B` and then `B` to
`C` means that all three viewers move together. On linking, the other
viewers immediately adopt this viewer's current view.
Parameters
----------
*others : Viewer | list thereof
Viewer(s) to link with this one.
sync : str | list of str, optional
Which fields of the camera state to synchronise. If `None`
(default) everything is synchronised. The three interactive
controls map onto "position" (panning; can also be addressed
as the individual "x", "y" and "z"), "rotation" (rotating)
and "width" + "height" (zooming).
exclude : str | list of str, optional
The inverse of `sync`: which fields of the camera state to
keep independent. Can be combined with `sync`.
Note that `sync`/`exclude` apply to the entire group, i.e.
linking a new viewer into an existing group also (re-)sets
the filter for the viewers that were already in it.
See Also
--------
[`Viewer.unlink`][octarine.Viewer.unlink]
Break the link again.
[`Viewer.linked`][octarine.Viewer.linked]
The viewers currently linked with this one.
Examples
--------
>>> import octarine as oc
>>> v1, v2 = oc.Viewer(), oc.Viewer()
>>> v1.link(v2) # fully link the two viewers
>>> v1.unlink() # ... and unlink them again
>>> v1.link(v2, sync='rotation') # only synchronise the rotation
>>> v1.link(v2, exclude=['width', 'height']) # ... or zoom separately
"""
others = _flatten_viewers(others, "link")
if not others:
raise ValueError("Must provide at least one viewer to link with.")
if any(v is self for v in others):
raise ValueError("Can not link a viewer with itself.")
sync = _parse_state_fields(sync)
exclude = _parse_state_fields(exclude)
# Collect the full group: the viewers to link plus whatever they (and
# we) were already linked with
group = []
for v in [self] + others:
for w in [v] + list(v._linked):
if w not in group:
group.append(w)
# A group that mixes orthographic with perspective cameras must not
# synchronise the field of view: the orthographic cameras have theirs
# locked to zero and would flatten the perspective ones (pygfx clamps
# the fov in the other direction). Unless explicitly asked to, that is.
is_ortho = {isinstance(v.camera, gfx.OrthographicCamera) for v in group}
if len(is_ortho) > 1 and (sync is None or "fov" not in sync):
exclude = (exclude or set()) | {"fov"}
# Let every viewer's controller drive every other viewer's camera. Note
# that each controller already has its own camera registered first which
# is important because that's the one it reads the current state from.
for v in group:
v._linked = [w for w in group if w is not v]
v._link_filter = (sync, exclude)
for w in v._linked:
v.controller.add_camera(
w.camera, include_state=sync, exclude_state=exclude
)
# Make the others adopt our view so we start out in sync
self._sync_linked()
def unlink(self, *others):
"""Unlink viewers such that their cameras move independently again.
Parameters
----------
*others : Viewer | list thereof, optional
Viewer(s) to remove from this viewer's link group. If not
provided, this viewer itself is removed and any other
viewers in the group stay linked with each other. Viewers
that aren't part of this viewer's group are silently
ignored.
See Also
--------
[`Viewer.link`][octarine.Viewer.link]
Link viewers in the first place.
"""
others = _flatten_viewers(others, "unlink")
group = [self] + list(self._linked)
drop = [v for v in (others or [self]) if v in group]
if not drop:
return
keep = [v for v in group if v not in drop]
for v in drop:
for w in group:
if w is not v:
v.controller.remove_camera(w.camera)
w.controller.remove_camera(v.camera)
v._linked = []
v._link_filter = (None, None)
for v in keep:
v._linked = [w for w in keep if w is not v]
if not v._linked:
v._link_filter = (None, None)
@update_viewer(legend=True, bounds=True)
def add(self, x, name=None, group=None, center=True, clear=False, **kwargs):
"""Add object to canvas.
This function is a general entry point for adding objects to the canvas.
It will look at the type of the input and try to find an appropriate
function to convert the input to visuals.
Use `octarine.register_converter` to add custom converters.
Parameters
----------
x
Object(s) to add to the canvas.
name : str, optional
Name for the visual(s).
group : str, optional
Group for the visual(s).
center : bool, optional
If True, re-center camera to all objects on canvas.
clear : bool, optional
If True, clear canvas before adding new objects.
**kwargs
Keyword arguments passed to the conversion functions when
generating visuals.
Returns
-------
None
"""
if clear:
self.clear()
converter = get_converter(x, raise_missing=False)
if utils.is_iterable(x) and not converter:
for xx in x:
self.add(xx, center=False, clear=False, name=name, **kwargs)
if center:
self._request_center()
return
if converter is None:
raise NotImplementedError(f"No converter found for {x} ({type(x)})")
# Check if we have to provide a color
if "color" not in kwargs and "color" in inspect.signature(converter).parameters:
kwargs["color"] = tuple(self._next_color().rgba)
visuals = utils.make_iterable(converter(x, **kwargs))
for v in visuals:
# If we have a name, assign it to the visual
if name is not None:
v._object_id = name
# If not we either use existing ID or generate a new one
else:
# Give visuals an _object_id if they don't already have one
if not hasattr(v, "_object_id"):
new_id = self._next_label("Object")
for v2 in visuals:
v._object_id = new_id
elif not isinstance(v._object_id, str):
v._object_id = str(v._object_id)
v._object_group = group
self.scene.add(v)
# Note this is deferred to just before the next frame rather than done
# here - see `Viewer._request_center`
if center:
self._request_center()
@update_viewer(legend=True, bounds=True)
def _add_to_scene(self, visual, center=True):
"""Add visual to scene.
This is just a convenient collection point for us to trigger a bunch of updates in one go,
"""
# If we need objects to be pickable, set the material accordingly
if self.objects_pickable:
try:
visual.material.pick_write = True
except AttributeError:
pass
self.scene.add(visual)
# Note this is deferred to just before the next frame rather than done
# here - see `Viewer._request_center`
if center:
self._request_center()
def add_mesh(
self,
mesh,
name=None,
group=None,
color=None,
alpha=None,
silhouette=None,
subsurface=None,
shader=None,
matcap=None,
center=True,
):
"""Add mesh to canvas.
Parameters
----------
mesh : Mesh-like
Mesh to plot. If this is a pygfx.Mesh, it will be added
directly to the scene without modification (i.e. `color`,
`alpha`, etc. will be ignored).
name : str, optional
Name for the visual.
group : str, optional
Group for the visual.
color : str | tuple, optional
Color to use for plotting. If multiple colors,
must be a list of colors with the same length as
the number of faces or vertices.
alpha : float, optional
Opacity value [0-1]. If provided, will override
the alpha channel of the color.
silhouette : float, optional
If provided (and > 0), render the mesh with a
Neuroglancer-style silhouette effect: face-on regions
become transparent while edges/creases are emphasized.
Typical values are 1-8 (same exponent semantics as
Neuroglancer). Use `Viewer.set_silhouette` to toggle
the effect on existing meshes. Only works with the
default "phong" shader.
subsurface : float | dict, optional
If provided (and > 0), render the mesh with subsurface
scattering: light bleeds through the surface so that
backlit and thin regions glow, as with skin, wax or
leaves. A float sets the strength (typical values are
0.5-2); pass a dict to also set `scatter_color`,
`thickness`, `distortion`, `falloff`, `wrap` or `glow`
- e.g. `{"subsurface": 1.5, "scatter_color": "#c33"}`.
Use `Viewer.set_subsurface` to toggle the effect on
existing meshes. Only works with the default "phong"
shader.
shader : str | pygfx.Material subclass, optional
The shader (i.e. material) to use for the mesh.
Defaults to "phong". Any mesh material available in
the installed pygfx can be selected by name - e.g.
"basic", "standard", "physical", "toon", "normal",
"normal_lines" or "slice". Alternatively, pass a
`pygfx.Material` subclass directly. See
`octarine.visuals.available_shaders()` for the full
list of options.
matcap : str | dict | array, optional
If provided, shade the mesh with a matcap instead of
with the scene's lights: a picture of a shaded sphere
indexed by the surface normal. Pass the name of a
preset ("pearl", "clay", "metal", "gold", "jade" or
"neon"), a recipe dict, or a matcap image. Use
`Viewer.set_matcap` to apply one to existing meshes.
A matcap replaces the material, so it cannot be
combined with `silhouette`, `subsurface` or `shader`.
center : bool, optional
If True, re-center camera to all objects on canvas.
"""
if isinstance(mesh, tm.Scene):
for _, ob in mesh.geometry.items():
self.add_mesh(
ob,
name=name,
color=color,
alpha=alpha,
silhouette=silhouette,
subsurface=subsurface,
shader=shader,
matcap=matcap,
center=False,
)
return
if not utils.is_mesh_like(mesh):
raise TypeError(f"Expected mesh-like object, got {type(mesh)}")
if color is None:
color = self._next_color()
if name is None:
name = self._next_label("Mesh")
elif not isinstance(name, str):
name = str(name)
if not isinstance(mesh, gfx.Mesh):
visual = mesh2gfx(
mesh,
color=color,
alpha=alpha,
silhouette=silhouette,
subsurface=subsurface,
shader=shader,
matcap=matcap,
)
else:
visual = mesh
visual._object_id = name if name else uuid.uuid4()
visual._object_group = group
self._add_to_scene(visual, center)
def add_points(
self,
points,
name=None,
group=None,
color=None,
marker=None,
size=2,
size_space="screen",
edge_size_space=None,
min_size=None,
max_size=None,
min_edge_width=None,
edge_width=None,
edge_color=None,
edge_mode=None,
center=True,
):
"""Add points plot to canvas.
Parameters
----------
points : (N, 3) array
Points to plot.
name : str, optional
Name for the visual.
group : str, optional
Group for the visual.
color : str | tuple, optional
Color to use for plotting. Can be the name of
a colormap or a single color.
marker : str, optional
Marker to use for plotting. By default (None), will
use a point. Other options include e.g. "circle", "ring"
or "diamond". See `pygfx.MarkerShape` for the definitive
list of options. Please note that you may have to
increase the size of the marker to see some of the shapes.
size : int | float
Marker size. Can be a single value or an array of
sizes for each point.
size_space : "screen" | "world" | "model", optional
Units to use for the marker size. "screen" (default)
will keep the line width constant on the screen, while
"world" and "model" will keep it constant in world and
model coordinates, respectively. In the latter two cases,
`size` corresponds to the diameter (not radius) of the
marker!
edge_size_space : "screen" | "world" | "model", optional
Units to use for the marker's edge width. By default
(None) the edge width uses `size_space`. E.g. combine
``size_space="world"`` with ``edge_size_space="screen"``
for world-sized markers with a constant on-screen edge.
min_size : float, optional
Minimum on-screen marker size in (logical) pixels.
Useful with ``size_space="world"`` to keep far-away
points visible: "100 world units but at least 10 pixels".
max_size : float, optional
Maximum on-screen marker size in (logical) pixels.
min_edge_width : float, optional
Minimum on-screen edge width in (logical) pixels. Useful
with ``edge_size_space="world"`` to keep the edge visible
when zoomed out. Only applies when the edge is enabled
(edge_width > 0).
edge_width : float, optional
Width of the marker's edge (in `edge_size_space` units).
Defaults to pygfx's default (currently 1).
edge_color : str | tuple, optional
Color of the marker's edge. Defaults to pygfx's default
(currently black).
edge_mode : "centered" | "inner" | "outer", optional
How the edge is drawn relative to the marker's outline:
straddling it, inside it, or outside it. Defaults to
pygfx's default (currently "centered").
center : bool, optional
If True, re-center camera to all objects on canvas.
"""
if not isinstance(points, np.ndarray):
raise TypeError(f"Expected numpy array, got {type(points)}")
if points.ndim != 2 or points.shape[1] != 3:
raise ValueError(f"Expected (N, 3) array, got {points.shape}")
if color is None:
color = self._next_color()
if name is None:
name = self._next_label("Scatter")
elif not isinstance(name, str):
name = str(name)
visual = points2gfx(
points,
color=color,
size=size,
size_space=size_space,
marker=marker,
edge_size_space=edge_size_space,
min_size=min_size,
max_size=max_size,
min_edge_width=min_edge_width,
edge_width=edge_width,
edge_color=edge_color,
edge_mode=edge_mode,
)
visual._object_id = name if name else uuid.uuid4()
visual._object_group = group
self._add_to_scene(visual, center)
def add_lines(
self,
lines,
name=None,
group=None,
color=None,
linewidth=1,
linewidth_space="screen",
linestyle="solid",
center=True,
):
"""Add lines to canvas.
Parameters
----------
lines : list of (N, 3) arrays | (N, 3) array
Lines to plot. If a list of arrays, each array
represents a separate line. If a single array,
each row represents a point in the line. You can
introduce breaks in the line by inserting NaNs.
name : str, optional
Name for the visual.
group : str, optional
Group for the visual.
color : str | tuple, optional
Color to use for plotting. Can be a single color
or one for every point in the line(s).
linewidth : float | array, optional
Line width. Can also be an array with one width for
every point in the line(s), in which case the line
tapers from point to point. Note that with per-point
widths, `linestyle` dashes are still scaled by the
mean width.
linewidth_space : "screen" | "world" | "model", optional
Units to use for the line width. "screen" (default)
will keep the line width constant on the screen, while
"world" and "model" will keep it constant in world and
model coordinates, respectively.
linestyle : "solid" | "dashed" | "dotted" | "dashdot" | tuple, optional
Line style to use. If a tuple, must define the on/off
sequence.
center : bool, optional
If True, re-center camera to all objects on canvas.
"""
# TODO:
# - allow providing a tuple of (positions, edges) for lines
if isinstance(lines, np.ndarray):
if lines.ndim != 2 or lines.shape[1] != 3:
raise ValueError(f"Expected (N, 3) array, got {lines.shape}")
elif isinstance(lines, list):
if not all([l.ndim == 2 and l.shape[1] == 3 for l in lines]):
raise ValueError("Expected list of (N, 3) arrays.")
else:
raise TypeError(f"Expected numpy array or list, got {type(lines)}")
if color is None:
color = self._next_color()
if name is None:
name = self._next_label("Lines")
elif not isinstance(name, str):
name = str(name)
visual = lines2gfx(
lines,
linewidth=linewidth,
linewidth_space=linewidth_space,
color=color,
dash_pattern=linestyle,
)
visual._object_id = name if name else uuid.uuid4()
visual._object_group = group
self._add_to_scene(visual, center)
def add_volume(
self,
volume,
spacing=(1, 1, 1),
name=None,
group=None,
color=None,
opacity=1.0,
offset=(0, 0, 0),
clim="data",
slice=False,
interpolation="linear",
hide_zero=True,
center=True,
):
"""Add image volume to canvas.
Note that the default blend mode for the renderer may cause objects
behind or inside the volume to look funny. You can change the blend
mode by setting e.g. `viewer.blend_mode='additive'`.
Parameters
----------
volume : (N, M, K) array
Volume to plot.
spacing : tuple
Spacing between voxels.
name : str, optional
Name for the visual.
group : str, optional
Group for the visual.
color : color | list of colors | pygfx.Texture, optional
Colormap to render the volume. This can be:
- name of a colormap (e.g. "viridis" or "magma")
- a single color (name, hex, rgb, rgba)
- a list of colors
- a 1D pygfx.Texture
Note that single colors typically don't look good and
it's better to define at least two colors. For example,
instead of "red" use ["red", "yellow"]. If `None` will
use one of the built-in pygfx colormaps.
opacity : float, optional
Overall opacity of the volume. Must be between 0 and 1.
offset : tuple, optional
(x, y, z) offset for the volume. If None, will use (0, 0, 0).
clim : "data" | "datatype" | tuple, optional
The contrast limits to scale the data values with.
- "data" (default) will use the min/max of the data
- "datatype" will use (0, theoretical max of data type)
for integer data, e.g. (0, 255) for int8 and uint8,
and (0, 1) for float data assuming the data has been
normalized
- tuple of min/max values or combination of "data" and
"datatype" strings
slice : bool | tuple, optional
Render volume slices instead of the full volume:
- True: render slices along all three dimensions
- tuple of bools, e.g. `(True, True, False)`: render slices
in the respective dimensions
- tuple of floats, e.g. `(0.5, 0.5, 0.5)`: render slices
at the respective positions (relative to the volume size)
interpolation : "linear" | "nearest"
Interpolation to use when rendering the volume. "linear"
(default) looks better but is slower.
hide_zero : bool
If True, will hide voxels with lowest value according to `cmin`.
center : bool, optional
If True, re-center camera to all objects on canvas.
"""
if not isinstance(volume, np.ndarray):
raise TypeError(f"Expected numpy array, got {type(volume)}")
if volume.ndim != 3:
raise ValueError(f"Expected 3D array, got {volume.ndim}")
if name is None:
name = self._next_label("Volume")
elif not isinstance(name, str):
name = str(name)
visuals = volume2gfx(
volume,
spacing=spacing,
offset=offset,
color=color,
opacity=opacity,
clim=clim,
slice=slice,
interpolation=interpolation,
hide_zero=hide_zero,
)
name = name if name else uuid.uuid4()
for vis in visuals:
vis._object_id = name if name else uuid.uuid4()
vis._object_group = group
self._add_to_scene(vis, center)
def add_sparse_volume(
self,
voxels,
values=None,
name=None,
group=None,
color=None,
opacity=1.0,
spacing=(1, 1, 1),
offset=(0, 0, 0),
clim=None,
mode="mip",
step_size=0.5,
threshold=0.5,
density=0.1,
smoothing=0.0,
brick_size=16,
interpolation=None,
hide_zero=True,
method="auto",
center=True,
):
"""Add sparse volumetric data to canvas.
In contrast to `add_volume`, this accepts voxel coordinates (or runs)
instead of a dense 3D grid. The data is rendered with a custom
raycasting shader whose memory footprint scales with the number of
occupied 16^3 bricks rather than with the bounding box - tens of
millions of voxels are feasible.
Run-length encoded voxels take a separate, bit-per-voxel path which
uses roughly 23x less GPU memory but is binary occupancy only.
Parameters
----------
voxels : (N, 3) array | (N, 4) array | VoxelCloud | VoxelRuns
Either voxel coordinates (xyz; floats are floored to
integers) or run-length encoded voxels as
(x, y, z, x_run_length) - the layout returned by
`dvid.get_sparsevol(..., voxels=False)`.
values : (N,) array, optional
Per-voxel scalar values to map onto the colormap. If not
provided, the volume is rendered as binary occupancy.
Not supported for run-length encoded input.
name : str, optional
Name for the visual.
group : str, optional
Group for the visual.
color : color | list of colors | pygfx.Texture, optional
Colormap to render the volume (see `add_volume`).
opacity : float
Opacity of the volume.
spacing : tuple | float
(x, y, z) side lengths of a single voxel.
offset : tuple
(x, y, z) world offset for the volume.
clim : (min, max) tuple, optional
Range used to scale `values`; defaults to their min/max.
mode : "mip" | "density" | "surface"
Render as maximum-intensity projection, with
front-to-back emission/absorption (cloud-like) or as a
shaded isosurface.
step_size : float
Ray-march step (in voxels) inside occupied bricks.
Smaller values miss fewer small structures but render
slower.
threshold : float
"surface" mode only: the level at which the surface
sits, as a fraction of `clim`.
density : float
"density" mode only: extinction per voxel at the top of
`clim`. Higher values render more opaque.
smoothing : float
"surface" mode only: width (in voxels) of an extra
filter applied to the field the surface *normal* is
taken from. 0 (the default) is off; ~1-2 removes the
voxel-scale stipple from the shading. The surface
itself is not moved, so no thin structures are lost.
brick_size : int
Edge length (in voxels) of the bricks used to pack the
data. Must be a power of two.
interpolation : "linear" | "nearest", optional
Interpolation used when sampling the volume. Defaults
to "nearest" for binary occupancy (no `values`) and
"linear" when `values` are given or in "surface" mode.
hide_zero : bool
Whether to hide empty space / the lowest value.
method : "auto" | "shader" | "bitmask" | "dense"
"shader" uses the byte-per-voxel sparse-volume shader,
"bitmask" the bit-per-voxel one (binary data only, ~23x
smaller on the GPU), "dense" bins the points into a
(downsampled) dense grid rendered through the regular
volume pipeline. "auto" picks "bitmask" for runs and
"shader" for coordinates, falling back to "dense" if the
data occupies too many bricks.
center : bool, optional
If True, re-center camera to all objects on canvas.
"""
if name is None:
name = self._next_label("SparseVolume")
elif not isinstance(name, str):
name = str(name)
visuals = utils.make_iterable(
sparsevolume2gfx(
voxels,
values=values,
color=color,
opacity=opacity,
spacing=spacing,
offset=offset,
clim=clim,
mode=mode,
step_size=step_size,
threshold=threshold,
density=density,
smoothing=smoothing,
brick_size=brick_size,
interpolation=interpolation,
hide_zero=hide_zero,
method=method,
)
)
for vis in visuals:
vis._object_id = name if name else uuid.uuid4()
vis._object_group = group
self._add_to_scene(vis, center)
def add_tubes(
self,
profile,
edges=None,
name=None,
group=None,
color=None,
alpha=None,
axial_lod=0,
n_theta=32,
k=None,
k_normal=1,
offset=(0, 0, 0),
center=True,
):
"""Add parametric tubes to canvas.
Tubes are skeletons with a per-node radial profile
r(theta) = a0 + sum_k [a_k cos(k*theta) + b_k sin(k*theta)]
rendered with a custom vertex-pulling shader: the surface is generated
in the vertex shader straight from the coefficients, so no mesh is
ever built. `n_theta` and `k` are uniforms, which makes angular level
of detail a re-draw rather than a re-upload.
Parameters
----------
profile : TubeProfile | (M, 8 + 2K) array
Either an object with a `to_gpu_buffer()` method and an
`edges` attribute (e.g. `sparsecubes.TubeProfile`), or the
raw coefficient array in its Cartesian form: position (3),
frame quaternion xyzw (4), mean radius a0 (1), then K
cosine and K sine coefficients. Positions are expected in
physical units.
edges : (E, 2) array, optional
Index pairs into the nodes. Required if `profile` is a raw
coefficient array; otherwise taken from `profile.edges`.
name : str, optional
Name for the visual.
group : str, optional
Group for the visual.
color : str | tuple | (M, 3) array | (M, 4) array, optional
Color for the tubes. An array with one color per node is
rendered as per-node colors.
alpha : float, optional
Opacity value [0-1]; overrides the color's alpha channel.
axial_lod : int
Axial level of detail: keep every 2**axial_lod-th node
along each unbranched run. 0 is full resolution, 1 halves,
2 quarters, and so on. Branch points and tips are always
kept, so no arm can go missing. This is a cost lever
rather than a quality one: the intersecting-discs problem
it looks like it should fix is not really an axial one at
all (see "What has been tried" in
`octarine.shaders.tubes`).
n_theta : int
Number of angular samples around the tube. 32 is smooth,
8 still gives a reasonable silhouette at a quarter of the
vertices.
k : int, optional
Number of harmonics to evaluate for the surface position.
Defaults to all that are present in the buffer; 0 renders
circular tubes of radius a0.
k_normal : int
Number of harmonics to evaluate for the *normal*, clamped
to `k`. Deliberately much lower: dr/dtheta weights
harmonic k by k, so the harmonics that still sharpen the
silhouette already make the shading look like sandpaper -
and dark wherever the normal tilts past the view
direction. 0 is the smooth-tube floor.
offset : tuple
(x, y, z) world offset for the tubes.
center : bool, optional
If True, re-center camera to all objects on canvas.
"""
if name is None:
name = self._next_label("Tubes")
elif not isinstance(name, str):
name = str(name)
visuals = utils.make_iterable(
tubes2gfx(
profile,
color=color,
alpha=alpha,
edges=edges,
axial_lod=axial_lod,
n_theta=n_theta,
k=k,
k_normal=k_normal,
offset=offset,
)
)
for vis in visuals:
vis._object_id = name if name else uuid.uuid4()
vis._object_group = group
self._add_to_scene(vis, center)
def close(self):
"""Close the viewer."""
# Skip if this is headless mode
if getattr(config, "HEADLESS", False):
return
# Clear first to free all visuals
self.clear()
# Make sure we don't leave a dangling camera behind in another viewer's
# controller
self.unlink()
# Remove from config if this is the primary viewer
if self == getattr(config, "PRIMARY_VIEWER", None):
del config.PRIMARY_VIEWER
# Close if not already closed
if not self.canvas.get_closed():
self.canvas.close()
if hasattr(self, "_controls"):
self._controls.close()
# Close the Jupyter widget
if hasattr(self, "widget") and not getattr(self.widget, "_is_closed", False):
self.widget.close(close_viewer=False)
try:
viewers.remove(self)
except ValueError:
pass
# N.B. `bounds=False`: `Viewer.bounds` deliberately covers invisible visuals
# too, so hiding an object can never change the extents of the scene and
# there is nothing for `_refresh_scene` to re-fit.
@update_viewer(legend=True, bounds=False)
def hide_objects(self, obj):
"""Hide given object(s).
Parameters
----------
obj : str | list
Object(s) to hide.
"""
objects = self.objects # grab once to speed things up
for ob in utils.make_iterable(obj):
if ob not in objects:
logger.warning(f'Object "{ob}" not found on canvas.')
continue
for v in objects[ob]:
if getattr(v, "_pinned", False):
continue
if v.visible:
v.visible = False
def hide_selected(self):
"""Hide currently selected object(s)."""
# N.B. no decorator here - `hide_objects` already updates the viewer
self.hide_objects(self.selected)
@update_viewer(legend=True, bounds=False)
def unhide_objects(self, obj=None):
"""Unhide given object(s).
Parameters
----------
obj : str | list | None
Object(s) to unhide. If None, will unhide all objects.
"""
objects = self.objects # grab once to speed things up
if obj is not None:
ids = utils.make_iterable(obj)
else:
ids = list(objects.keys())
for ob in ids:
if ob not in objects:
logger.warning(f"Object {ob} not found on canvas.")
continue
for v in objects[ob]:
if getattr(v, "_pinned", False):
continue
if not v.visible:
v.visible = True
def highlight_objects(self, obj, color=0.3):
"""Highlight given object(s) by increasing their brightness.
Parameters
----------
obj : str | int | list | visual
Object(s) to highlight. Can be the name(s) or ID(s) of
the object(s), their index(es) in the list of visuals,
or the visual(s) themselves. Objects already highlighted
will be silently ignored.
color : float | tuple
Color to use for highlighting. If a float, will change
the HSV value of the current color. If a tuple, will
use the RGB(A) color.
See Also
--------
Viewer.unhighlight_objects
Use to remove highlights.
"""
if not utils.is_iterable(obj):
objects = [obj]
else:
objects = obj
all_objects = self.objects # grab once to speed things up
for ob in objects:
if ob in all_objects:
list_ = all_objects[ob]
elif isinstance(ob, int):
list_ = list(self.objects.values())[ob]
elif isinstance(ob, gfx.WorldObject):
list_ = [ob]
else:
raise TypeError(f"Unknown object type: {type(ob)}")
for o in list_:
# Skip if object is pinned
if getattr(o, "_pinned", False):
continue
# Skip if object is already highlighted
if getattr(o, "_highlighted", False):
continue
if isinstance(color, (float, int)):
new_color = _brighten_color(o.material.color, color)
else:
# See if pygfx can handle the color
new_color = gfx.Color(color)
o.material._original_color = o.material.color
o.material.color = new_color
o._highlighted = True
# Remember the style so e.g. set_colors can re-apply it
o._highlight_style = color
def unhighlight_objects(self, obj=None):
"""Unhighlight given object(s).
Parameters
----------
obj : str | int | list | visual
Object(s) to unhighlight. Can be the name(s) or ID(s) of
the object(s), their index(es) in the list of visuals,
or the visual(s) themselves. If None, will unhighlight all
objects. Objects that aren't highlighted will be silently
ignored.
See Also
--------
Viewer.highlight_objects
Use to highlight objects
"""
# Important note: it looks like any attribute we added previously
# will (at some point) have been silently renamed to "_Viewer{attribute}"
if obj is None:
obj = [v for v in self.visuals if getattr(v, "_highlighted", False)]
if not utils.is_iterable(obj):
objects = [obj]
else:
objects = obj
all_objects = self.objects # grab once to speed things up
for ob in objects:
if ob in all_objects:
list_ = all_objects[ob]
elif isinstance(ob, int):
list_ = list(self.visuals.values())[ob]
elif isinstance(ob, gfx.WorldObject):
list_ = [ob]
else:
raise TypeError(f"Unknown object type: {type(ob)}")
for o in list_:
# Skip if object is pinned
if getattr(o, "_pinned", False):
continue
# Skip if object isn't actually highlighed
if not getattr(o, "_highlighted", False):
continue
o.material.color = o.material._original_color
del o.material._original_color
del o._highlighted
if hasattr(o, "_highlight_style"):
del o._highlight_style
def pin_objects(self, obj):
"""Pin given object(s).
Changes to the color or visibility of pinned neurons are silently
ignored. You can use this to keep specific neurons visible while
cycling through the rest - useful for comparisons.
"""
obj = utils.make_iterable(obj)
objects = self.objects # grab only once to speed things up
for ob in obj:
if ob not in objects:
logger.warning(f"Object {ob} not found on canvas.")
continue
for v in objects[ob]:
v._pinned = True
def unpin_objects(self, obj=None):
"""Unpin given object(s).
Use ``obj`` to unhide specific neurons.
"""
objects = self.objects # grab once to speed things up
if obj is None:
obj = objects
else:
obj = utils.make_iterable(obj)
for ob in obj:
if ob not in objects:
logger.warning(f"Object {ob} not found on canvas.")
continue
for v in objects[ob]:
v._pinned = False
@update_viewer(legend=False, bounds=False)
def set_alpha_mode(self, mode, objects=None):
"""Defines how objects' colors are blended.
With version v0.13.0 pygfx replaced the single renderer.blend_mode property with
customizable per-material alpha modes. The Viewer.set_alpha_mode function provides
a high-level interface to these settings. If you need more fine-grained control,
see the material.alpha_mode property of individual objects.
Parameters
----------
mode : str
The mode to set. Please see the pygfx documentation for details:
>>> import pygfx
>>> help(pygfx.Material.alpha_mode)
objects : list, optional
Objects to set the alpha mode for. If None, will set for all objects.
"""
if objects is None:
objects = list(self.objects)
for n in objects:
for v in self.objects[n]:
if getattr(v, "_pinned", False):
continue
if not hasattr(v, "material"):
continue
v.material.alpha_mode = mode
@update_viewer(legend=False, bounds=False)
def set_silhouette(self, silhouette, objects=None):
"""Set Neuroglancer-style silhouette rendering for meshes.
Fragments are multiplied by `pow(1 - |dot(normal, view_dir)|, silhouette)`:
face-on regions become transparent while edges/creases are emphasized,
giving an x-ray-like view of the mesh's outline.
Parameters
----------
silhouette : float
The silhouette exponent: 0 disables the effect, typical
values are 1-8 (same semantics as Neuroglancer's
"silhouette" property).
objects : list, optional
Objects to set the silhouette for. If None, will set for
all (mesh) objects. Non-mesh objects are silently skipped.
"""
silhouette = float(silhouette)
if silhouette < 0:
raise ValueError(f"silhouette must be >= 0, got {silhouette}")
# This import registers the shader with pygfx
from .shaders import SilhouetteMeshMaterial
if objects is None:
objects = list(self.objects)
else:
objects = utils.make_iterable(objects)
for n in objects:
for v in self.objects[n]:
if getattr(v, "_pinned", False):
continue
if not isinstance(v, gfx.Mesh):
continue
mat = v.material
if isinstance(mat, SilhouetteMeshMaterial):
mat.silhouette = silhouette
if silhouette > 0:
if not hasattr(mat, "_pre_silhouette_alpha_mode"):
mat._pre_silhouette_alpha_mode = mat.alpha_mode
mat.alpha_mode = "weighted_blend"
elif hasattr(mat, "_pre_silhouette_alpha_mode"):
mat.alpha_mode = mat._pre_silhouette_alpha_mode
del mat._pre_silhouette_alpha_mode
elif isinstance(mat, gfx.MeshPhongMaterial):
if silhouette == 0:
continue
# Swap in a silhouette material, carrying over the
# relevant properties of the old one
props = {
p: getattr(mat, p)
for p in (
"color",
"color_mode",
"map",
"opacity",
"pick_write",
"side",
"flat_shading",
"shininess",
"specular",
"emissive",
"alpha_test",
)
if getattr(mat, p, None) is not None
}
new_mat = SilhouetteMeshMaterial(silhouette=silhouette, **props)
new_mat._pre_silhouette_alpha_mode = mat.alpha_mode
new_mat.alpha_mode = "weighted_blend"
v.material = new_mat
elif silhouette > 0:
logger.warning(
f'Skipped mesh "{n}": silhouette rendering requires a '
f"Phong-based material, got {type(mat).__name__}."
)
@update_viewer(legend=False, bounds=False)
def set_subsurface(self, subsurface=1.0, objects=None, **kwargs):
"""Set subsurface scattering (translucency) for meshes.
Light is allowed to bleed through the surface instead of stopping
at it: regions with a light behind them glow, and shading eases
past the terminator rather than dropping off abruptly. This is what
gives skin, wax, marble, leaves and thin neurites their translucent
look.
Note that the effect uses a *constant* thickness (see below) rather
than the real local thickness of the mesh, so it cannot on its own
tell a thin part from a thick one.
Parameters
----------
subsurface : float
Master strength of the effect: 0 disables it, typical
values are 0.5-2.
objects : list, optional
Objects to set the scattering for. If None, will set
for all (mesh) objects. Non-mesh objects are silently
skipped.
**kwargs
Further properties of
`octarine.shaders.SubsurfaceMeshMaterial` to set:
`scatter_color`, `thickness`, `distortion`, `falloff`,
`wrap` and `glow`. Anything not given is left at its
current (or default) value.
"""
subsurface = float(subsurface)
if subsurface < 0:
raise ValueError(f"subsurface must be >= 0, got {subsurface}")
# This import registers the shader with pygfx
from .shaders import (
SUBSURFACE_PROPERTIES,
SilhouetteMeshMaterial,
SubsurfaceMeshMaterial,
)
if unknown := set(kwargs) - set(SUBSURFACE_PROPERTIES):
raise ValueError(
f"Unknown subsurface propert{'y' if len(unknown) == 1 else 'ies'}: "
f"{', '.join(sorted(unknown))}. "
f"Valid: {', '.join(sorted(SUBSURFACE_PROPERTIES))}."
)
if objects is None:
objects = list(self.objects)
else:
objects = utils.make_iterable(objects)
for n in objects:
for v in self.objects[n]:
if getattr(v, "_pinned", False):
continue
if not isinstance(v, gfx.Mesh):
continue
mat = v.material
if not isinstance(mat, SubsurfaceMeshMaterial):
if subsurface == 0:
continue
if not isinstance(mat, gfx.MeshPhongMaterial):
logger.warning(
f'Skipped mesh "{n}": subsurface scattering requires a '
f"Phong-based material, got {type(mat).__name__}."
)
continue
# Swap in a subsurface material, carrying over the
# relevant properties of the old one. Note that
# SubsurfaceMeshMaterial derives from the silhouette
# material, so an already-silhouetted mesh keeps its
# silhouette (and its pre-silhouette alpha mode).
props = {
p: getattr(mat, p)
for p in (
"color",
"color_mode",
"map",
"opacity",
"pick_write",
"side",
"flat_shading",
"shininess",
"specular",
"emissive",
"alpha_test",
"alpha_mode",
)
if getattr(mat, p, None) is not None
}
if isinstance(mat, SilhouetteMeshMaterial):
props["silhouette"] = mat.silhouette
new_mat = SubsurfaceMeshMaterial(**props)
if hasattr(mat, "_pre_silhouette_alpha_mode"):
new_mat._pre_silhouette_alpha_mode = (
mat._pre_silhouette_alpha_mode
)
v.material = new_mat
mat = new_mat
mat.subsurface = subsurface
for prop, value in kwargs.items():
setattr(mat, prop, value)
@update_viewer(legend=False, bounds=False)
def set_matcap(self, matcap="pearl", objects=None, *, tint=None, **overrides):
"""Shade meshes with a matcap instead of with the scene's lights.
A matcap ("material capture") is a picture of a shaded sphere used
as a lookup table: the surface normal - as seen from the camera -
picks a point on that sphere, and its color becomes the color of the
pixel. Everything the sphere shows (the falloff, the highlights, the
rim light) comes along with it, without a single light being
evaluated.
This is a staple of scientific and sculpting viewers because surface
shape reads exceptionally well and the result cannot be under- or
overlit. The trade-off is that the shading is locked to the camera:
it turns with the view, and the mesh takes no part in shadows,
ambient occlusion or anything else the lights drive.
Octarine generates its matcaps procedurally, so they are recipes
rather than images - see `octarine.shaders.matcap.MATCAP_PRESETS`:
| Preset | Description |
|--------------|---------------------------------------------------|
| `pearl` | Neutral glossy white; the default |
| `clay` | Matte modelling clay; no highlights, pure form |
| `metal` | Brushed steel; hard highlight and a strong rim |
| `gold` | Warm polished metal, lit by a low sun |
| `jade` | Deep green stone with a translucent glowing rim |
| `neon` | Near-black with magenta/cyan edges; dark scenes |
| `sidelit` | Plain grey under one big side light; readable |
| `ceramic` | Cool glaze with long strip-light reflections |
| `slate` | Muted blue-grey ceramic with a small warm key |
| `toon` | Cel shading: flat tones and an ink outline |
| `toon_light` | Pale cel shading, for light backgrounds |
The last five reproduce matcaps that ship with Blender's Workbench
renderer; their parameters were fitted to the originals rather than
copied from them.
Parameters
----------
matcap : str | dict | array | None
Name of a preset (see table above), a dict of the
properties below, or an image to use as-is: an
(N, M, 3) or (N, M, 4) array of floats (linear) or
uint8 (sRGB), which is what an off-the-shelf matcap PNG
looks like once loaded. Use `None` to go back to the
material the meshes had before.
objects : list, optional
Objects to set the matcap for. If None, will set for
all (mesh) objects. Non-mesh objects are silently
skipped.
tint : float, optional
How much of an object's own color tints the matcap,
from 0 (the matcap's colors win) to 1 (fully multiplied
in). Tinting keeps differently colored objects
distinguishable, which is why the neutral presets ask
for it and the strongly colored ones do not. Defaults
to whatever the preset asks for.
**overrides
Individual properties of the recipe to override:
`environment` (the lighting setup the sphere is lit
with - the name of one of `Viewer.set_environment`'s, or
a rig of its own), `base_color`, `specular`,
`shininess`, `rim`, `rim_color`, `rim_power`, and
`bands` / `band_softness` / `edge` / `edge_width` for
cel shading.
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> v.set_matcap("clay")
Presets are starting points - every property can be overridden:
>>> v.set_matcap("pearl", base_color="#b0c4de", rim=0.6)
>>> v.set_matcap("metal", environment="sunset")
`bands` quantizes the shading into that many flat tones and `edge`
draws an ink line around the silhouette, which turns any preset
into a cel-shaded one:
>>> v.set_matcap("jade", bands=4, band_softness=0, edge=0.8)
Back to the regular lit materials:
>>> v.set_matcap(None)
"""
# These imports register the shader with pygfx
from .shaders import MATCAP_PRESETS, MatcapMeshMaterial, matcap_texture
if objects is None:
objects = list(self.objects)
else:
objects = utils.make_iterable(objects)
if matcap is None:
restored = []
for n in objects:
for v in self.objects[n]:
previous = getattr(v, "_pre_matcap_material", None)
if previous is not None:
v.material = previous
del v._pre_matcap_material
restored.append(v)
# A matcap is exempt from the environment; now that it is gone,
# these meshes have to be lit like the rest again
self._update_environment(objects=restored)
return
tex_map = matcap_texture(matcap, **overrides)
if tint is None:
# The recipe's own tint. An image we were handed directly says
# nothing about tinting, so leave the object's color in place.
recipe = (
MATCAP_PRESETS.get(matcap, {}) if isinstance(matcap, str) else matcap
)
tint = recipe.get("tint", 1.0) if isinstance(recipe, dict) else 1.0
for n in objects:
for v in self.objects[n]:
if getattr(v, "_pinned", False):
continue
if not isinstance(v, gfx.Mesh):
continue
mat = v.material
if isinstance(mat, MatcapMeshMaterial):
mat.matcap = tex_map
mat.tint = tint
continue
# Swap in a matcap material, carrying over the relevant
# properties of the old one. The old material is kept so
# that `set_matcap(None)` can put it back - including any
# silhouette or subsurface settings it may have had.
props = {
p: getattr(mat, p)
for p in (
"color",
"color_mode",
"map",
"opacity",
"pick_write",
"side",
"flat_shading",
"alpha_test",
"alpha_mode",
"wireframe",
)
if getattr(mat, p, None) is not None
}
new_mat = MatcapMeshMaterial(matcap=tex_map, tint=tint, **props)
v._pre_matcap_material = mat
v.material = new_mat
@update_viewer(legend=False, bounds=False)
def set_environment(
self,
preset="studio",
*,
resolution=128,
rotation=0.0,
show_background=False,
pbr=True,
roughness=0.4,
metalness=0.0,
reflectivity=0.35,
dim_lights=0.5,
**overrides,
):
"""Light the scene with a procedural environment map (IBL).
A handful of lights leaves surfaces looking flat: every pixel is lit
from two or three directions and from nowhere else. Real objects are
lit from *every* direction - sky, ground, the walls of the room -
which is what gives them their gradients and their reflections.
Image-based lighting captures that by wrapping the scene in an
environment map and treating the whole thing as a light source.
Octarine synthesizes its environments rather than loading HDRI
photographs, so nothing has to be downloaded: each one is a sky
gradient plus a few "softboxes" (see
`octarine.shaders.environment.ENVIRONMENT_PRESETS`):
| Preset | Description |
|----------|-------------------------------------------------------|
| `studio` | Neutral three-point studio; the all-rounder (default) |
| `soft` | Overcast dome; near-shadowless, for figures |
| `sky` | Outdoor daylight; blue zenith, warm sun |
| `sunset` | Low warm sun against a violet sky; dramatic |
| `neon` | Near-black room with magenta/cyan rims; dark scenes |
Only physically-based (`shader="standard"` or `"physical"`) meshes
can be lit by an environment in full. By default the plain Phong
meshes octarine creates are therefore converted to PBR ones (see
`pbr` below); meshes with a silhouette, subsurface or matcap
material keep theirs and receive only a reflection on top of their
normal shading.
Because an environment lights a surface from all directions at once
it adds up to a lot of light, and the scene's own lights are dimmed
to compensate (see `dim_lights`). Pairing this with
`Viewer.set_tonemapping` is recommended: environments produce values
well above white, which are otherwise simply clipped.
Parameters
----------
preset : str | dict | None
Name of a preset (see table above) or a dict of the
properties below. Use `None` to switch the environment
off again, which also undoes everything below.
resolution : int
Size of one cube map face. 128 is plenty for the
lighting itself; raise it if a mirror-like material
shows the softboxes as visibly polygonal.
rotation : float
Rotation of the environment about the vertical axis in
degrees; moves the highlights without having to
redefine the lights.
show_background : bool
If True, also show the environment as the background,
so that reflections and backdrop agree.
pbr : bool
Whether to convert plain Phong meshes to physically
based ones, which is what lets them pick the
environment up as full (diffuse + specular) lighting.
Their previous materials are restored by
`set_environment(None)`.
roughness : float
Roughness of the converted materials, from 0 (a mirror)
to 1 (completely matte).
metalness : float
Metalness of the converted materials, from 0 (a
dielectric - plastic, stone, tissue) to 1 (bare metal,
which takes its color entirely from its reflections).
reflectivity : float
How strong an environment reflection non-PBR materials
(Phong, toon, ...) get on top of their normal shading.
dim_lights : float | bool
Factor the scene's own lights are scaled by while the
environment is on, so that the two do not add up to a
washed-out image. Pass 1 (or False) to leave them
alone; the original intensities are restored by
`set_environment(None)`.
**overrides
Individual properties of the environment to override:
`intensity`, `sky`, `horizon`, `ground`, `gradient` and
`lights`.
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> v.set_environment("studio")
For the full effect, show the environment and tone map the result:
>>> v.set_environment("sunset", show_background=True)
>>> v.set_tonemapping("aces")
Presets are starting points - every property can be overridden:
>>> v.set_environment("studio", rotation=90, intensity=1.5)
>>> v.set_environment("neon", roughness=0.15, metalness=0.9)
Back to the plain lights:
>>> v.set_environment(None)
"""
if preset is None:
self._clear_environment()
return
# These imports register the shaders with pygfx
from .shaders import procedural_env_map
self._env_map = procedural_env_map(
preset, resolution=resolution, rotation=rotation, **overrides
)
self._env_settings = dict(
pbr=bool(pbr),
roughness=float(roughness),
metalness=float(metalness),
reflectivity=float(reflectivity),
)
# Physically-based materials pick this up on their own - including
# any that are added later
self.scene.environment = self._env_map
if show_background:
self._background.material = gfx.BackgroundSkyboxMaterial(map=self._env_map)
self._env_background = True
elif getattr(self, "_env_background", False):
self.set_bgcolor(self._bgcolor)
self._env_background = False
self._dim_lights(dim_lights)
self._update_environment()
def _dim_lights(self, factor):
"""Scale the scene's own lights while an environment is lighting it.
An environment lights a surface from every direction at once, so
leaving the punctual lights at full strength on top of it washes the
image out. The original intensities are remembered so that
`set_environment(None)` can put them back.
"""
if factor is False:
factor = 1.0
factor = float(factor)
if factor < 0:
raise ValueError(f"dim_lights must be >= 0, got {factor}")
if self._pre_env_light_intensities is None:
self._pre_env_light_intensities = {
id(light): light.intensity for light in self.lights
}
for light in self.lights:
original = self._pre_env_light_intensities.get(id(light))
if original is not None:
light.intensity = original * factor
def _update_environment(self, objects=None):
"""Apply the current environment to (new) mesh materials.
Called via `update_helper` whenever objects are added, so that
meshes added after `set_environment` are lit the same way.
"""
if self._env_map is None:
return
from .shaders import MatcapMeshMaterial
settings = self._env_settings
for vis in self.visuals if objects is None else objects:
if not isinstance(vis, gfx.Mesh) or getattr(vis, "_pinned", False):
continue
mat = vis.material
if isinstance(mat, MatcapMeshMaterial):
continue # a matcap deliberately ignores the scene's lighting
if isinstance(mat, gfx.MeshStandardMaterial):
# Takes the environment straight off the scene. If it is one
# we made, keep it in step with the current settings - a
# material the user brought themselves is left alone.
created = getattr(vis, "_pre_env_material", (None, None))[0]
if mat is created:
mat.roughness = settings["roughness"]
mat.metalness = settings["metalness"]
continue
if settings["pbr"] and type(mat) is gfx.MeshPhongMaterial:
# Only *plain* Phong materials are converted: the silhouette
# and subsurface materials derive from it, and swapping them
# out would throw their effect away.
props = {
p: getattr(mat, p)
for p in (
"color",
"color_mode",
"map",
"opacity",
"pick_write",
"side",
"flat_shading",
"emissive",
"alpha_test",
"alpha_mode",
"wireframe",
)
if getattr(mat, p, None) is not None
}
new_mat = gfx.MeshStandardMaterial(
roughness=settings["roughness"],
metalness=settings["metalness"],
**props,
)
# Both the material we made and the one it replaced: the
# first tells `_clear_environment` whether ours is still the
# one in place, the second is what it puts back
vis._pre_env_material = (new_mat, mat)
vis.material = new_mat
continue
# Not physically based: pygfx can still give it a plain
# reflection of the environment on top of its own shading
if hasattr(mat, "env_map"):
mat.env_map = self._env_map
mat.env_combine_mode = "ADD"
mat.reflectivity = settings["reflectivity"]
def _clear_environment(self):
"""Undo everything `set_environment` did."""
env_map, self._env_map = self._env_map, None
self.scene.environment = None
for vis in self.visuals:
if not isinstance(vis, gfx.Mesh):
continue
saved = getattr(vis, "_pre_env_material", None)
if saved is not None:
created, original = saved
if vis.material is created:
vis.material = original
elif getattr(vis, "_pre_matcap_material", None) is created:
# A matcap was applied on top of the material we made, so
# ours is not the one to swap out - but taking the matcap
# off later must not put it back either
vis._pre_matcap_material = original
del vis._pre_env_material
elif getattr(vis.material, "env_map", None) is env_map:
# Only ours - an env_map the user assigned themselves stays
vis.material.env_map = None
if self._pre_env_light_intensities is not None:
for light in self.lights:
original = self._pre_env_light_intensities.get(id(light))
if original is not None:
light.intensity = original
self._pre_env_light_intensities = None
if getattr(self, "_env_background", False):
self.set_bgcolor(self._bgcolor)
self._env_background = False
@property
def environment(self):
"""The environment map lighting the scene, if any (read-only).
Set it with `Viewer.set_environment`.
"""
return self._env_map
@update_viewer(legend=False, bounds=False)
def set_depth_of_field(
self,
enabled=True,
*,
focus=None,
aperture=100.0,
max_radius=16.0,
smooth=False,
snap_radius=0,
):
"""Set a depth-of-field (focal blur) effect for the viewer.
Objects near a focal plane are rendered sharp while everything
closer or farther is progressively blurred, similar to a
photographic lens.
Note that this is a screen-space post-processing effect: it applies
to the entire rendered image (including overlay elements such as
messages), and objects that do not write depth (e.g. meshes with a
transparent alpha mode) are blurred by whatever is behind them.
Parameters
----------
enabled : bool
Use `viewer.set_depth_of_field(False)` to turn the
effect off again.
focus : float, optional
Distance of the focal plane from the camera in world
units (note that for orthographic cameras this can be
negative because pygfx places the camera in the middle
of the scene). If None (default), continuously
auto-focuses on whatever is at the center of the view
(if that is empty space, the image is left sharp).
aperture : float
Blur strength: the blur radius in physical pixels of a
point at 100% relative defocus - relative to the focus
distance for perspective cameras, and to the visible
height of the view for orthographic ones. Typical
values are 50-300.
max_radius : float
Upper limit for the blur radius in physical pixels.
smooth : bool | float
Only relevant for autofocus (`focus=None`): if truthy,
changes in focus are eased over approximately this many
seconds (True = 0.2s) instead of snapping instantly.
While the center of the view is over empty space, the
last focus is held.
snap_radius : float
Only relevant for autofocus (`focus=None`): search
radius in physical pixels around the view center. The
autofocus targets the object closest to the view center
within that radius, instead of only what is exactly
under the center pixel. 0 (default) disables snapping.
"""
if not enabled:
if getattr(self, "_dof_pass", None) is not None:
self._dof_pass.enabled = False
self.remove_animation(self._dof_smooth_tick)
return
from .shaders import DepthOfFieldPass
if getattr(self, "_dof_pass", None) is None:
self._dof_pass = DepthOfFieldPass(
self.camera,
focus=focus,
aperture=aperture,
max_radius=max_radius,
smooth=smooth,
snap_radius=snap_radius,
)
# A lens effect: after the shading passes (occlusion, outlines),
# before the tone map
self._add_effect_pass(self._dof_pass)
else:
self._dof_pass.focus = focus
self._dof_pass.aperture = aperture
self._dof_pass.max_radius = max_radius
self._dof_pass.smooth = smooth
self._dof_pass.snap_radius = snap_radius
self._dof_pass.enabled = True
# This keeps re-rendering (in "reactive" mode) while a smooth
# re-focus transition is still settling
self.add_animation(self._dof_smooth_tick, on_error="log", req_render=False)
def _dof_smooth_tick(self):
"""Animation hook: re-render while a smooth re-focus is settling."""
dof_pass = getattr(self, "_dof_pass", None)
if dof_pass is not None and dof_pass.enabled and not dof_pass._smooth_settled:
self._render_stale = True
def _default_ao_radius(self, fraction=0.04, bounds=None):
"""A sensible ambient occlusion radius for the current scene."""
if bounds is None:
bounds = self.bounds
if bounds is None: # nothing on the canvas (yet)
return 1.0
diagonal = float(np.linalg.norm(bounds[:, 1] - bounds[:, 0]))
return (diagonal * fraction) or 1.0
def _update_ao_radius(self, bounds=None):
"""Re-derive the ambient occlusion radius from the scene.
Unlike the other occlusion parameters the radius is in world units and
hence has to match the scene - which we only know once there is
something on the canvas. This is called via `update_helper` whenever
objects are added or removed, unless the user has pinned a radius by
passing one explicitly (see `Viewer.set_ambient_occlusion`). `bounds`
is the scene's extents if the caller has them at hand already.
"""
if self._ao_pass is None or not self._ao_auto_radius:
return
radius = self._default_ao_radius(bounds=bounds)
if radius == self._ao_pass.radius:
return
self._ao_pass.radius = radius
self._render_stale = True
# Keep the GUI's radius slider in step with it
if self.controls is not None:
self.controls.sync_ao_radius()
@update_viewer(legend=False, bounds=False)
def set_ambient_occlusion(
self,
enabled=True,
*,
radius=None,
intensity=1.0,
bias=0.01,
samples=16,
power=1.0,
blur=True,
debug=False,
):
"""Set a screen-space ambient occlusion (SSAO) effect for the viewer.
Ambient light is otherwise applied uniformly, which leaves creases,
cavities and the points where objects touch looking flat. This
estimates how much of the surrounding hemisphere is blocked at each
pixel and darkens the image accordingly.
Note that this is a screen-space post-processing effect: it applies
to the entire rendered image (including overlay elements such as
messages), and objects that do not write depth (e.g. meshes with a
transparent alpha mode) neither cast nor receive occlusion.
Parameters
----------
enabled : bool
Use `viewer.set_ambient_occlusion(False)` to turn the
effect off again.
radius : float, optional
How far to look for occluders, in world units. This is
the one parameter that has to match the scene: too
small and the effect disappears, too large and it turns
into a dark haze. If None (default), 4% of the diagonal
of the scene bounds is used and kept up-to-date as
objects are added or removed; passing a value pins the
radius to it.
intensity : float
Strength of the darkening, from 0 (no effect) to 1
(fully occluded pixels turn black).
bias : float
Occluders closer to the surface than this - as a
fraction of `radius` - are ignored. Raise it if flat
surfaces show occlusion of their own, lower it (down to
0) for more contrast in tight creases.
samples : int
Number of hemisphere samples per pixel. More samples
mean less noise at a higher rendering cost.
power : float
Exponent applied to the occlusion; values > 1 restrict
the effect to the darkest areas, values < 1 spread it
out.
blur : bool | int
Radius (in pixels) of the bilateral blur that removes
the sampling noise. True (default) uses 2, which is
exactly one tile of the sampling pattern; False (or 0)
disables it.
debug : bool
If True, render the occlusion itself as greyscale
instead of darkening the scene. Useful for finding a
`radius` that suits the scene.
"""
if not enabled:
if getattr(self, "_ao_pass", None) is not None:
self._ao_pass.enabled = False
return
from .shaders import AmbientOcclusionPass
# Without an explicit radius we keep deriving it from the scene
# (see `Viewer._update_ao_radius`)
self._ao_auto_radius = radius is None
if radius is None:
radius = self._default_ao_radius()
if getattr(self, "_ao_pass", None) is None:
self._ao_pass = AmbientOcclusionPass(
self.camera,
radius=radius,
intensity=intensity,
bias=bias,
samples=samples,
power=power,
blur=blur,
debug=debug,
)
# Occlusion is part of the shading, so it has to run before the
# anti-aliasing and any lens effects (e.g. depth of field)
self._add_effect_pass(self._ao_pass, EFFECT_STAGES["ao"])
else:
self._ao_pass.radius = radius
self._ao_pass.intensity = intensity
self._ao_pass.bias = bias
self._ao_pass.samples = samples
self._ao_pass.power = power
self._ao_pass.blur = blur
self._ao_pass.debug = debug
self._ao_pass.enabled = True
@update_viewer(legend=False, bounds=False)
def set_outline(
self,
enabled=True,
*,
color="#000",
thickness=1.0,
depth_threshold=0.02,
normal_threshold=0.3,
debug=False,
):
"""Draw outlines around silhouettes and along creases.
This gives the scene the look of a technical illustration, and does
real work in a crowded one: objects of similar color that overlap
become individually readable, because each of them is bounded by a
line.
Note that this is a screen-space post-processing effect: it applies
to the entire rendered image (including overlay elements such as
messages), and objects that do not write depth (e.g. meshes with a
transparent alpha mode) are neither outlined nor occlude an outline.
Parameters
----------
enabled : bool
Use `viewer.set_outline(False)` to turn the effect off
again.
color : str | tuple
Color of the outline. Its alpha channel doubles as the
strength of the effect, so e.g. "#0004" gives a subtle
line rather than a hard one.
thickness : float
Width of the outline in physical pixels. Values above
about 4 start to look chunky rather than drawn.
depth_threshold : float
How far a neighbouring pixel has to lie off the surface
under the current one to count as a separate object,
relative to its distance from the camera. Lower it to
outline shallower steps, raise it if surfaces are
outlined across their interior.
normal_threshold : float
How sharply the surface has to fold to count as a
crease, as `1 - cos(angle)`: 0.3 is roughly 45 degrees.
0 switches creases off and outlines silhouettes only.
debug : bool
If True, render the detected edges as white on black
instead of drawing them over the scene. Useful for
tuning the two thresholds.
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> v.set_outline()
A thicker, softer line - and silhouettes only:
>>> v.set_outline(color="#0008", thickness=2, normal_threshold=0)
"""
if not enabled:
if getattr(self, "_outline_pass", None) is not None:
self._outline_pass.enabled = False
return
from .shaders import OutlinePass
if getattr(self, "_outline_pass", None) is None:
self._outline_pass = OutlinePass(
self.camera,
color=color,
thickness=thickness,
depth_threshold=depth_threshold,
normal_threshold=normal_threshold,
debug=debug,
)
# Outlines are part of the shading: they belong under a lens
# effect (and have to be blurred by it), not on top of it
self._add_effect_pass(self._outline_pass, EFFECT_STAGES["outline"])
else:
self._outline_pass.color = color
self._outline_pass.thickness = thickness
self._outline_pass.depth_threshold = depth_threshold
self._outline_pass.normal_threshold = normal_threshold
self._outline_pass.debug = debug
self._outline_pass.enabled = True
@update_viewer(legend=False, bounds=False)
def set_tonemapping(self, mode="aces", *, exposure=1.0, white_point=4.0):
"""Set tone mapping (and exposure) for the viewer.
The scene is rendered into a floating point buffer, so colors are
not limited to [0, 1]: highlights, emissive surfaces and anything
lit by an environment map (see `Viewer.set_environment`) routinely
go well above white. Without tone mapping those values are simply
clipped, which turns bright regions into flat white blobs and skews
their color - a warm highlight reads as pure red once the red
channel clips and the others have not.
Tone mapping maps that open-ended range onto what the display can
show, rolling the highlights off gradually instead. `exposure`
scales the image before the curve is applied, i.e. it is the
photographic exposure control.
The pass runs last, after effects such as bloom (which want the
untouched high dynamic range values) and before pygfx's own
anti-aliasing and gamma handling.
Parameters
----------
mode : str | None
The tone mapping curve:
- "aces" (default): a fit to the ACES filmic response.
Contrasty and saturated; the usual choice.
- "filmic": Hable's "Uncharted 2" curve. Like ACES but
holds on to more shadow detail.
- "reinhard": the gentlest option. Stays closest to the
original colors, at the cost of looking flatter.
- "none": clip only, i.e. exposure control on its own.
Use `None` to remove the tone mapping altogether.
exposure : float
Scales the image before the curve is applied: 2 is one
stop brighter, 0.5 one stop darker. See also the
`Viewer.exposure` property, which sets this on its own.
white_point : float
The input value that maps to white. Only used by
"reinhard" and "filmic"; raising it holds on to more
highlight detail (and darkens the image overall).
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> v.set_environment("studio") # gives it something to roll off
>>> v.set_tonemapping("aces")
>>> v.exposure = 1.5 # brighten by ~0.6 stops
Back to plain clipping:
>>> v.set_tonemapping(None)
"""
if mode is None or mode is False:
if getattr(self, "_tonemap_pass", None) is not None:
self.renderer.effect_passes = tuple(
e
for e in self.renderer.effect_passes
if e is not self._tonemap_pass
)
self._tonemap_pass = None
return
from .shaders import ToneMappingPass
if getattr(self, "_tonemap_pass", None) is None:
self._tonemap_pass = ToneMappingPass(
mode=mode, exposure=exposure, white_point=white_point
)
# Has to see the finished image, so it goes last
self._add_effect_pass(self._tonemap_pass, EFFECT_STAGES["tonemap"])
else:
self._tonemap_pass.mode = mode
self._tonemap_pass.exposure = exposure
self._tonemap_pass.white_point = white_point
self._tonemap_pass.enabled = True
@property
def exposure(self):
"""Exposure of the rendered image; 1 leaves it unchanged.
Setting this switches tone mapping on if it is not already (see
`Viewer.set_tonemapping`) - without a curve to roll the highlights
off, raising the exposure would only clip them.
"""
pass_ = getattr(self, "_tonemap_pass", None)
return 1.0 if pass_ is None else pass_.exposure
@exposure.setter
def exposure(self, value):
if getattr(self, "_tonemap_pass", None) is None:
self.set_tonemapping(exposure=value)
else:
self._tonemap_pass.exposure = value
self._render_stale = True
@update_viewer(legend=True, bounds=False)
def set_colors(self, c, alpha_mode="auto"):
"""Set object color.
Parameters
----------
c : tuple | dict
RGB color(s) to apply. Values must be 0-1. Accepted:
1. Tuple of single color. Applied to all visible objects.
2. Dictionary names/IDs to colors.
alpha_mode : str
If "auto" (default), will set the alpha mode to "add" if the
opacity is < 1, and "opaque" otherwise. Set `alpha_mode` to `None` to
skip this adjustment.
"""
objects = self.objects # grab once to speed things up
if isinstance(c, (tuple, list, np.ndarray, str)):
cmap = {s: c for s in objects}
elif isinstance(c, dict):
cmap = c
else:
raise TypeError(f'Unable to use colors of type "{type(c)}"')
for n in objects:
if n in cmap:
for v in objects[n]:
if getattr(v, "_pinned", False):
continue
if not hasattr(v, "material"):
continue
# Note: there is currently a bug where removing or adding an alpha
# channel from a color will break the rendering pipeline
if len(v.material.color) == 4:
new_c = gfx.Color(cmap[n]).rgba
else:
new_c = gfx.Color(cmap[n]).rgb
if n in self._selected and hasattr(v, "_stored_color"):
# Selected objects wear the selection highlight;
# update the color they revert to on deselection
# instead of overwriting the highlight.
v._stored_color = gfx.Color(new_c)
elif getattr(v, "_highlighted", False):
# Hover-highlighted objects wear a brightened color;
# update the underlying color and re-apply the
# highlight so it survives un-highlighting.
v.material._original_color = gfx.Color(new_c)
style = getattr(v, "_highlight_style", 0.3)
if isinstance(style, (float, int)):
v.material.color = _brighten_color(new_c, style)
else:
v.material.color = gfx.Color(style)
else:
v.material.color = gfx.Color(new_c)
# Determine if we consider this transparent
if len(new_c) == 4 and new_c[3] < 1:
is_transparent = True
elif v.material.opacity < 1:
is_transparent = True
else:
is_transparent = False
if alpha_mode == "auto":
if is_transparent:
v.material.alpha_mode = "add"
else:
v.material.alpha_mode = "solid"
elif alpha_mode:
v.material.alpha_mode = alpha_mode
def colorize(self, palette="seaborn:tab10", objects=None, randomize=True):
"""Colorize objects using a color palette.
Parameters
----------
palette : str | cmap Colormap
Name of the `cmap` palette to use. See
https://cmap-docs.readthedocs.io/en/latest/catalog/#colormaps-by-category
for available options.
objects : list, optional
Objects to colorize. If None, will colorize all objects.
randomize : bool
If True (default), will randomly shuffle the colors.
"""
if objects is None:
objects = self.objects # grab once to speed things up
if not isinstance(palette, cmap._colormap.Colormap):
palette = cmap.Colormap(palette)
if randomize:
# Note: can't use numpy here because it claims array is not 1d
colors = random.choices(list(palette.iter_colors()), k=len(objects))
else:
colors = list(palette.iter_colors(len(objects)))
colormap = {s: tuple(colors[i].rgba) for i, s in enumerate(objects)}
self.set_colors(colormap)
def set_bgcolor(self, c, *more):
"""Set background color.
Parameters
----------
c : tuple | str | list
RGB(A) color to use for the background. Pass two or four
colors - either as separate arguments or as a single list -
for a linear gradient: two colors run bottom to top, four
colors set the bottom left, bottom right, top left and top
right corner, respectively.
See Also
--------
[`octarine.Viewer.set_bg_gradient`][]
Radial ("studio") gradient backgrounds, incl. presets.
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> v.set_bgcolor("white")
>>> v.set_bgcolor("black", "#1B2838") # vertical gradient
"""
colors = utils.as_color_list(c, *more)
if len(colors) not in (1, 2, 4):
raise ValueError(f"Need 1, 2 or 4 colors, got {len(colors)}.")
# Remember for when a gradient background is switched off again
self._bgcolor = colors
# If a gradient background is currently in place we have to swap the
# material rather than just re-color it
if isinstance(self._background.material, gfx.BackgroundMaterial):
self._background.material.set_colors(*colors)
else:
self._background.material = gfx.BackgroundMaterial(*colors)
def set_bg_gradient(
self,
preset="graphite",
*,
colors=None,
center=None,
radius=None,
falloff=None,
vignette=None,
):
"""Set a radial ("studio") gradient as background.
This is the kind of backdrop product or hero renders are typically
shot against: a soft pool of light behind the object that fades into
near-black towards the edges of the frame. The gradient is fixed to
the canvas, i.e. it does not move with the camera.
Available presets:
| Preset | Description |
|-------------|--------------------------------------------------------|
| `graphite` | Neutral studio grey; the all-rounder (default) |
| `cinematic` | Desaturated blue-black; dark metals, tech, sci-fi |
| `warm` | Warm charcoal; flatters brass, bronze, wood, leather |
| `olive` | Muted olive; organic and natural materials |
| `burgundy` | Dusty burgundy; editorial/photographic |
| `halo` | Near-black halo; dramatic, minimal |
Parameters
----------
preset : str | dict | None
Name of a preset (see table above) or a dict of the
parameters below. Use `None` to switch the gradient off
again and go back to a plain background.
colors : tuple, optional
Three colors `(inner, mid, outer)` - the center of the
glow, the lift half-way out, and the color the gradient
settles into. Two colors `(inner, outer)` also work, in
which case the mid stop is interpolated.
center : (x, y) tuple, optional
Center of the gradient in relative image coordinates:
`(0, 0)` is the top left, `(1, 1)` the bottom right
corner.
radius : float, optional
Distance at which the gradient reaches its outer color,
as a fraction of the canvas width.
falloff : float, optional
Shape of the ramp: values > 1 keep the core bright and
push the transition towards the rim (3 confines it to
roughly the outer 30% of the radius), 1 is linear, and
values < 1 drop off right at the center.
vignette : float, optional
Strength (0-1) of the additional darkening towards the
corners of the frame. 0 disables it.
Examples
--------
>>> import octarine as oc
>>> v = oc.Viewer()
>>> v.set_bg_gradient("cinematic")
Presets are just starting points - every parameter can be overridden:
>>> v.set_bg_gradient("cinematic", radius=0.5, vignette=0.4)
>>> v.set_bg_gradient(colors=("#3A292C", "#070405"), falloff=2)
Back to a plain background:
>>> v.set_bg_gradient(None)
"""
if preset is None:
self.set_bgcolor(self._bgcolor)
return
# This import registers the shader with pygfx
from .shaders import GradientBackgroundMaterial
self._background.material = GradientBackgroundMaterial.from_preset(
preset,
colors=colors,
center=center,
radius=radius,
falloff=falloff,
vignette=vignette,
)
def _toggle_fps(self):
"""Switch FPS measurement on and off."""
self.show_fps = not self.show_fps
def screenshot(
self,
filename="screenshot.png",
size=None,
pixel_ratio=None,
alpha=True,
supersample=2,
):
"""Save a screenshot of the canvas.
Parameters
----------
filename : str | pathlib.Path, optional
Filename to save to. If ``None``, will return image array.
Note that this will always save a PNG file, no matter
the extension.
size : tuple, optional
Size of the screenshot. If provided, will temporarily
change the canvas size.
pixel_ratio : int, optional
Factor by which to scale canvas. Determines image
dimensions: the image comes out at `size` (or the
current canvas size) times this factor. Defaults to
the renderer's current pixel ratio.
alpha : bool, optional
If True, will export transparent background.
supersample : int, optional
Render the frame at this factor above the output
resolution and filter it back down - i.e. supersampling
anti-aliasing, the one knob that actually resolves
sub-pixel detail rather than smoothing over it. The
image dimensions are unaffected. 2 (the default) takes
care of most of what the renderer's own anti-aliasing
leaves behind, 4 is as good as it realistically gets;
1 switches it off. Memory and render time grow with the
square of the factor, and it is capped to whatever
still fits the GPU's maximum texture size.
The filter used to resample the frame is the renderer's
`pixel_filter` - 'mitchell' by default, which is sharp
but rings slightly at high-contrast edges; 'tent' or
'bspline' trade sharpness for no ringing at all.
Examples
--------
A high quality 4k screenshot, no matter the size of the window:
>>> v.screenshot("figure.png", size=(3840, 2160), pixel_ratio=1,
... supersample=4)
"""
im = self._screenshot(
alpha=alpha, size=size, pixel_ratio=pixel_ratio, supersample=supersample
)
if filename:
filename = Path(filename)
if filename.suffix != ".png":
filename = filename.parent / f"{filename.name}.png"
utils.write_png(im, filename.resolve())
else:
return im
def _screenshot(self, alpha=True, size=None, pixel_ratio=None, supersample=1):
"""Return image array for screenshot."""
supersample = int(supersample)
if supersample < 1:
raise ValueError(f"supersample must be >= 1, got {supersample}")
if alpha:
vis = self._background.visible
self._background.visible = False
if size:
os = self.size
self.size = size
# The image comes out at logical size x pixel ratio. Supersampling
# renders it larger than that and filters it back down, so the ratio we
# render at and the one that defines the output size are not the same.
out_ratio = pixel_ratio if pixel_ratio else self.renderer.pixel_ratio
supersample = self._clamp_supersample(supersample, self._output_size(out_ratio))
# Both of these are plain attributes (the properties only ever set one
# of them), so this restores "auto" pixel ratio as well as a fixed one
opr = (self.renderer._pixel_scale, self.renderer._pixel_ratio)
scaled = []
try:
self.renderer.pixel_ratio = out_ratio * supersample
if supersample > 1:
scaled = self._scale_pixel_effects(supersample)
# Make sure a frame with the (potentially) updated size, pixel ratio
# and effect parameters is drawn before we read the image back.
# Note: this has to happen _after_ adjusting those!
self.canvas.force_draw()
if supersample == 1:
im = self.renderer.snapshot()
else:
# Note we ask the canvas for its size again: a resize (see
# `size` above) may only have gone through with the draw
im = self._downsampled_snapshot(self._output_size(out_ratio))
finally:
for effect_pass, param, value in scaled:
setattr(effect_pass, param, value)
self.renderer._pixel_scale, self.renderer._pixel_ratio = opr
if alpha:
self._background.visible = vis
if size:
self.size = os
return im
def _output_size(self, pixel_ratio):
"""Size (in pixels) of a screenshot taken at the given pixel ratio."""
w, h = self.renderer.logical_size
return max(1, round(w * pixel_ratio)), max(1, round(h * pixel_ratio))
def _clamp_supersample(self, supersample, out_size):
"""Reduce the supersample factor to what the GPU can still allocate."""
max_size = self.renderer.device.limits["max-texture-dimension-2d"]
max_supersample = max(1, int(max_size // max(out_size)))
if supersample > max_supersample:
logger.warning(
f"Supersampling a {out_size[0]}x{out_size[1]} screenshot {supersample}x "
f"exceeds this GPU's maximum texture size ({max_size} px). "
f"Falling back to {max_supersample}x."
)
supersample = max_supersample
return supersample
def _scale_pixel_effects(self, factor):
"""Scale the effect parameters that are given in physical pixels.
See `PIXEL_SCALED_EFFECT_PARAMS` for the why. Returns a list of
`(pass, parameter, old value)` for the caller to restore.
"""
scaled = []
for effect_pass in self.renderer.effect_passes:
for klass in type(effect_pass).__mro__:
params = PIXEL_SCALED_EFFECT_PARAMS.get(klass.__name__)
if params is None:
continue
for param, limit in params.items():
value = getattr(effect_pass, param, None)
if value is None:
continue
new_value = value * factor
if limit is not None:
new_value = min(new_value, limit)
setattr(effect_pass, param, type(value)(new_value))
scaled.append((effect_pass, param, value))
break # a pass is only ever listed once
return scaled
def _downsampled_snapshot(self, size):
"""Filter the frame that was last drawn down to `size` pixels.
`renderer.snapshot()` reads the renderer's internal texture as it is,
so with supersampling it would simply hand us a larger image. Flushing
into a texture of the intended size instead takes the same route as
rendering to a screen with a pixel ratio > 1: the reconstruction filter
selected by `renderer.pixel_filter` ('mitchell' by default) does the
downsampling on the GPU, and in linear light rather than on the sRGB
encoded values.
"""
w, h = size
texture = gfx.Texture(
size=(w, h, 1),
dim=2,
# Same format as the renderer's internal texture, so that the flush
# is a filter and nothing else. `colorspace` only matters when a
# texture is *sampled* - this one is a render target - but saying
# "srgb" twice makes pygfx complain.
format="rgba8unorm-srgb",
colorspace="physical",
usage=(
wgpu.TextureUsage.RENDER_ATTACHMENT
| wgpu.TextureUsage.TEXTURE_BINDING
| wgpu.TextureUsage.COPY_SRC
),
)
# `flush` gamma-corrects for canvases whose format is not sRGB. Ours is,
# so that correction has to sit out this one flush.
gamma_correction_srgb = self.renderer._gamma_correction_srgb
self.renderer._gamma_correction_srgb = 1.0
try:
self.renderer.flush(target=texture)
finally:
self.renderer._gamma_correction_srgb = gamma_correction_srgb
data = self.renderer.device.queue.read_texture(
{
"texture": ensure_wgpu_object(texture),
"mip_level": 0,
"origin": (0, 0, 0),
},
{"offset": 0, "bytes_per_row": 4 * w, "rows_per_image": h},
(w, h, 1),
)
return np.frombuffer(data, np.uint8).reshape(h, w, 4)
def set_view(self, view):
"""(Re-)set camera position.
Parameters
----------
view : XY | XZ | YZ | dict
View to set. Can be inverted to e.g. "-XY" to show view from back.
If a dictionary, should describe the state of the camera. Typically,
this is obtained by calling `viewer.get_view()`.
"""
if isinstance(view, dict):
self.camera.set_state(view)
elif isinstance(view, str) and view in NAMED_VIEWS:
view_dir, up = NAMED_VIEWS[view]
self.camera.show_object(self.scene, view_dir=view_dir, up=up)
else:
raise TypeError(f"Unable to set view from {view!r}")
self._sync_linked()
def get_view(self, view=None):
"""Get camera state.
Parameters
----------
view : XY | XZ | YZ, optional
If given, return the camera state that `set_view(view)`
would produce instead of the current one - without actually
moving the camera.
Returns
-------
dict
Camera state, as accepted by
[`Viewer.set_view`][octarine.Viewer.set_view].
"""
if view is None:
return self.camera.get_state()
if not isinstance(view, str) or view not in NAMED_VIEWS:
raise TypeError(f"Unable to make a view from {view!r}")
# Let the camera work out what this view means for the current scene,
# then put it back where it was. N.B. this deliberately does not go
# through `set_view`: merely asking what a view looks like must not
# push the intermediate state to linked viewers.
before = self.camera.get_state()
try:
view_dir, up = NAMED_VIEWS[view]
self.camera.show_object(self.scene, view_dir=view_dir, up=up)
return self.camera.get_state()
finally:
self.camera.set_state(before)
def bind_key(self, key, func, modifiers=None):
"""Bind a function to a key press.
Note that any existing keybindings for `key` + `modifiers` will be
silently overwritten.
Parameters
----------
key : str
Key to bind to. Can be any key on the keyboard.
func : callable
Function to call when key is pressed.
modifiers : str | list thereof, optional
Modifier(s) to use with the key. Can be "Shift", "Control",
"Alt" or "Meta".
"""
if not callable(func):
raise TypeError("`func` needs to be callable")
if not isinstance(key, str):
raise TypeError(f"Expected `key` to be a string, got {type(key)}")
if modifiers is None:
self._key_events[key] = func
else:
# We need to make `modifiers` is hashable
if isinstance(modifiers, str):
modifiers = (modifiers,)
elif isinstance(modifiers, (set, list)):
modifiers = tuple(modifiers)
if not isinstance(modifiers, tuple):
raise TypeError(
f"Unexpected datatype for `modifiers`: {type(modifiers)}"
)
self._key_events[(key, modifiers)] = func
|