Mercurial > pub > dyncall > bindings
view R/rdyncall/demo/randomfield2.R @ 56:16151547265e
made callback example python 2 compatible, and added some randomness to numbers to sort
author | Tassilo Philipp |
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date | Tue, 02 Feb 2021 21:07:41 +0100 |
parents | 0cfcc391201f |
children |
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# Package: rdyncall # File: demo/randomfield.R # Description: Scientific Computations using OpenGL: Rendering 512x512 random field by blending 5000 point sprites (dynport demo) require(rdyncall) library(lattice) dynport(SDL) dynport(GL) # ---------------------------------------------------------------------------- # Parameters: # Framebuffer size fb.size <- 512 # Texture size tex.size <- 512 # Blending color colorunit <- 0.02 # ---------------------------------------------------------------------------- # texture setup genTex.circle <- function(n) { m <- matrix(data=FALSE,nr=n,nc=n) r <- n/2 for(i in 1:n) { for(j in 1:n) { m[[i,j]] <- ifelse((i-r)^2+(j-r)^2 > r^2,0L,255L) } } return(m) } genTex.bnorm <- function(n) { x <- seq(-3,3,len=n) y <- dnorm(x) return( outer(y,y) ) } # ---------------------------------------------------------------------------- # draw circle using OpenGL Vertex Arrays drawTexCirclesVertexArray <- function(x,y,r) { n <- max( length(x), length(y), length(r) ) x1 <- x-r x2 <- x+r y1 <- y-r y2 <- y+r vertexArray <- as.vector(rbind(x1,y1,x2, y1, x2, y2, x1, y2)) texCoordArray <- rep( as.double(c(0,0,1,0,1,1,0,1)), n ) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glVertexPointer(2,GL_DOUBLE,0,vertexArray) glTexCoordPointer(2,GL_DOUBLE,0,texCoordArray) glDrawArrays(GL_QUADS, 0, n*4) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) } #drawPointSprite <- function() #{ # glEnable(GL_POINT_SPRITE) # glTexEnvi(GL_POINT_SPRITE,GL_COORD_REPLACE,GL_TRUE) # glPointParameter(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT) # glPointSize #} # ---------------------------------------------------------------------------- # initialize SDL, OpenGL max.tex.size <- integer(1) max.tex.units <- integer(1) tex.ids <- integer(1) init <- function() { # initialize SDL SDL_Init(SDL_INIT_VIDEO) surface <<- SDL_SetVideoMode(fb.size,fb.size,32,SDL_OPENGL+SDL_DOUBLEBUF) # initialize OpenGL glGetIntegerv(GL_MAX_TEXTURE_SIZE, max.tex.size) glGetIntegerv(GL_MAX_TEXTURE_UNITS, max.tex.units) glClearColor(0,0,0,0) glColor4f(0.1,0.1,0.1,0) # img <- genTex.circle(tex.size) # texdata <- as.raw(img) img <- genTex.bnorm(tex.size) m <- max(img) texdata <- as.raw( ( img/m ) * 255 ) glGenTextures( length(tex.ids),tex.ids) glBindTexture(GL_TEXTURE_2D, tex.ids[[1]]) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, tex.size, tex.size, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texdata) # glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, tex.size, tex.size, 0, GL_ALPHA, GL_DOUBLE, as.vector(img)) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) glEnable(GL_TEXTURE_2D) # blending setup glBlendFunc(GL_SRC_ALPHA, GL_ONE) glEnable(GL_BLEND) glColor3d( colorunit,colorunit,colorunit ) } cleanup <- function() { glDeleteTextures( length(tex.ids), tex.ids) SDL_Quit() } sim <- function(N = 5000) return(list( x = runif(N,-1.1,+1.1), y = runif(N,-1.1,+1.1), r = runif(N, 0.1, 0.2) )) render <- function(o) { glClear(GL_COLOR_BUFFER_BIT) drawTexCirclesVertexArray(o$x,o$y,o$r) glFinish() SDL_GL_SwapBuffers() } event <- new.struct("SDL_Event") quit <- FALSE pollEvents <- function() { while( SDL_PollEvent(event) != 0 ) { type <- event$type if (type == SDL_MOUSEBUTTONDOWN) { cat("Read pixels via OpenGL into an R integer matrix..") pixels <<- readpixels() cat("done.\nPlot image results with R plotting device. This may take a while - please be patient..") image(pixels) cat("done.\nContinue..\n") } else if (type == SDL_QUIT) { cat("Read pixels via OpenGL into an R integer matrix 'pixels'..") pixels <<- readpixels() cat("done.\nRe-run by 'run()'\n") quit <<- TRUE } } } # --- Read Pixels ------------------------------------------------------------ readpixels <- function() { array <- matrix(NA_integer_,fb.size,fb.size) glPixelStorei(GL_PACK_ALIGNMENT,1) glReadPixels(0,0,fb.size,fb.size, GL_LUMINANCE, GL_INT, array) return(array) } # --- FPS Counter ------------------------------------------------------------ fpsInit <- function() return(list( tbase = SDL_GetTicks(), frames = 0 )) fpsUpdate <- function(o) { tnow <- SDL_GetTicks() if ((tnow - o$tbase) > 1000) { o$tbase <- tnow SDL_WM_SetCaption(paste("FPS:", o$frames),NULL) o$frames <- 0 } else { o$frames <- o$frames + 1 } return(o) } # --- Main Loop -------------------------------------------------------------- main <- function() { init() # disable interactive plot device. oldpars <- par(ask=FALSE,mfrow=c(1,1)) # user notice cat("Click on window to import current random field and plot in R.\nClose window to quit mainloop.\n") fps <- fpsInit() quit <<- FALSE while(!quit) { sim <- sim(5000) render(sim) pollEvents() fps <- fpsUpdate(fps) } par(oldpars) } main()