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pythonopenglpyopengl

Reading depth buffer with PyOpenGL


Basically, I'm trying to extract a depth map (by this I mean a matrix with z corresponding to z-coordinates for vertices in GL.glVertex3dv(vertex) call - obviously, interpolated for plane pixels) after rendering a model (script is loading the model from file with path specified as the first command line argument).

There are several questions which come to mind:

  • why glReadPixels call returns a numpy array with shape (width, shape), instead of (height, width)?

  • why it returns some trash, not connected to the rendered model?

  • is there an easy way to get z-coordinates on OpenGL legacy code with PyOpenGL framework?

  • is it correct that maximum I can get here is some array with range [0; 1], basically is some fraction between zNear and zFar (and normalized by glReadPixels, for whatever reason)?

The code itself:

import sys
import argparse
import pyassimp
from pyassimp.postprocess import aiProcess_JoinIdenticalVertices, aiProcess_Triangulate
import numpy as np
import matplotlib.pyplot as plt
from collections import namedtuple
from OpenGL import GL, GLUT

Mesh = namedtuple('Mesh', ('vertices', 'faces'))

def load_mesh(filename):
    scene = pyassimp.load(filename, processing=aiProcess_JoinIdenticalVertices | aiProcess_Triangulate)
    mesh = scene.mMeshes[0].contents

    def get_vector_array(vector):
        return [vector.x, vector.y, vector.z]

    def get_face_array(face):
        return [face.mIndices[i] for i in xrange(face.mNumIndices)]

    vertices = np.array([get_vector_array(mesh.mVertices[i]) for i in xrange(mesh.mNumVertices)])
    faces = np.array([get_face_array(mesh.mFaces[i]) for i in xrange(mesh.mNumFaces)])

    pyassimp.release(scene)

    return Mesh(vertices, faces)


def load_ortho():
    GL.glMatrixMode(GL.GL_PROJECTION)
    GL.glLoadIdentity()
    GL.glOrtho(-1, 1, -1, 1, -1, 1)
    GL.glMatrixMode(GL.GL_MODELVIEW)
    GL.glLoadIdentity()


mesh = None
width, height = 1920, 1080

def draw_mesh():
    global mesh, width, height
    GL.glClearColor(0, 0, 0, 0)
    GL.glClearDepth(0.5)
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
    GL.glDepthMask(GL.GL_TRUE)
    load_ortho()
    for face in mesh.faces:
        GL.glBegin(GL.GL_POLYGON)
        for vertex in mesh.vertices[face]:
            GL.glVertex3dv(vertex)
        GL.glEnd()
    GLUT.glutSwapBuffers()
    d = GL.glReadPixels(0, 0, width, height, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT)
    plt.imshow(d)
    plt.show()


def reshape(w, h):
    GL.glViewport(0, 0, w, h)
    GLUT.glutDisplayFunc(draw_mesh)
    GLUT.glutPostRedisplay()


def init(width, height):
    GLUT.glutInit(sys.argv)
    GLUT.glutInitDisplayMode(GLUT.GLUT_RGBA | GLUT.GLUT_DOUBLE)
    GLUT.glutInitWindowSize(width, height)
    GLUT.glutInitWindowPosition(0, 0)
    GLUT.glutCreateWindow("test")
    # GLUT.glutDisplayFunc(draw_mesh)
    # GLUT.glutIdleFunc(draw_mesh)
    GLUT.glutReshapeFunc(reshape)
    GLUT.glutIdleFunc(GLUT.glutPostRedisplay)

    def keyPressed(self, *args):
        if args[0] == '\033':
            sys.exit()
    GLUT.glutKeyboardFunc(keyPressed)


if __name__ == '__main__':
    parser = argparse.ArgumentParser("Test on extracting depth while rendering a model with PyOpenGL")
    parser.add_argument("model", type=str)
    args = parser.parse_args()
    global mesh
    mesh = load_mesh(args.model)

    init(width, height)
    draw_mesh()

The model file I personally used for testing: bunny.obj The snippet's result is here


Solution

  • Running your code gave me some "Invalid Operation Error: 1282" messages for the glReadPixels call. Instead, here is a simple demo I just wrote that shows how to obtain the color and the depth buffer from OpenGL for a rendered triangle. What I do here is bind an FBO (framebuffer object) to the screen with the desired texture attachments (for receiving the color and depth data). I then read out the data from the GPU using glGetTexImage. Using textures might not be the fastest approach, but this is pretty simple and should work nicely. Let me know if anything in this is unclear and I will elaborate on it.

    from OpenGL.GL import *
    from OpenGL.GLUT import *
    import numpy as np
    import sys
    
    def draw_scene():
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glBegin(GL_TRIANGLES)
        glColor3f(1, 0, 0)
        glVertex3f(-1, -1, 0)
        glColor3f(0, 1, 0)
        glVertex3f(0, 1, 0)
        glColor3f(0, 0, 1)
        glVertex3f(1, -1, 0)
        glEnd()
    
    def draw_texture():
        global color_texture
        glColor3f(1, 1, 1)
        glBindTexture(GL_TEXTURE_2D, color_texture)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glBegin(GL_QUADS)
        glTexCoord2f(0, 0)
        glVertex3f(-1, -1, 0)
        glTexCoord2f(0, 1)
        glVertex3f(-1, 1, 0)
        glTexCoord2f(1, 1)
        glVertex3f(1, 1, 0)
        glTexCoord2f(1, 0)
        glVertex3f(1, -1, 0)
        glEnd()
        glBindTexture(GL_TEXTURE_2D, 0)
    
    def update_display():
        global fbo, color_texture, depth_texture
    
        #Render the scene to an offscreen FBO
        glBindFramebuffer(GL_FRAMEBUFFER, fbo)
        draw_scene()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
    
        #Then render the results of the color texture attached to the FBO to the screen
        draw_texture()
    
        #Obtain the color data in a numpy array
        glBindTexture(GL_TEXTURE_2D, color_texture)
        color_str = glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE)
        glBindTexture(GL_TEXTURE_2D, 0)
        color_data = np.fromstring(color_str, dtype=np.uint8)
    
        #Obtain the depth data in a numpy array
        glBindTexture(GL_TEXTURE_2D, depth_texture)
        depth_str = glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT)
        glBindTexture(GL_TEXTURE_2D, 0)
        depth_data = np.fromstring(depth_str, dtype=np.float32)
        print(np.min(depth_data), np.max(depth_data))#This is just to show the normalized range of depth values obtained
    
        glutSwapBuffers()
    
    width, height = 800, 600
    fbo = None
    color_texture = None
    depth_texture = None
    
    if __name__ == '__main__':
        glutInit([])
        glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE)
        glutInitWindowSize(width, height)
        glutInitWindowPosition(0, 0)
        glutCreateWindow("Triangle Test")
    
        glEnable(GL_TEXTURE_2D)#not needed if using shaders...
        glEnable(GL_DEPTH_TEST)
    
        color_texture = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, color_texture)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
        glBindTexture(GL_TEXTURE_2D, 0)
    
        depth_texture = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, depth_texture)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
        glBindTexture(GL_TEXTURE_2D, 0)
    
        fbo = glGenFramebuffers(1)
        glBindFramebuffer(GL_FRAMEBUFFER, fbo)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture, 0)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
    
        glutDisplayFunc(update_display)
        glutIdleFunc(glutPostRedisplay)
        glutMainLoop()