Beispiel #1
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        debug("GL Pixmap backing size: %d x %d, drawable=%s", w, h, drawable)
        if not drawable:
            return  None
        if not self.gl_setup:
            # Ask GL to send us all debug messages
            if GL_DEBUG_OUTPUT and gl_debug_callback and glInitDebugKHR() == True:
                glEnable(GL_DEBUG_OUTPUT)
                glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS)
                glDebugMessageCallback(gl_debug_callback, None)
                glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, None, GL_TRUE)
            # Initialize string_marker GL debugging extension if available
            if glInitStringMarkerGREMEDY and glInitStringMarkerGREMEDY() == True:
                log.info("Extension GL_GREMEDY_string_marker available. Will output detailed information about each frame.")
            else:
                # General case - running without debugger, extension not available
                glStringMarkerGREMEDY = None
            # Initialize frame_terminator GL debugging extension if available
            if glInitFrameTerminatorGREMEDY and glInitFrameTerminatorGREMEDY() == True:
                glFrameTerminatorGREMEDY = None



            self.gl_marker("Initializing GL context for window size %d x %d" % (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            #TODO glEnableClientState(GL_VERTEX_ARRAY)
            #TODO glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear to white
            glClearColor(1.0, 1.0, 1.0, 1.0)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - render to offscreen FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if self.textures is None:
                self.textures = glGenTextures(5)
                debug("textures for wid=%s of size %s : %s", self.wid, self.size, self.textures)
            if self.offscreen_fbo is None:
                self.offscreen_fbo = glGenFramebuffers(1)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0)

            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            self.gl_setup = True
        return drawable
    def gl_init(self):
        #must be called within a context!
        #performs init if needed
        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            w, h = self.size
            self.gl_marker("Initializing GL context for window size %d x %d", w, h)
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Mesa docs claim: this hint can improve the speed of texturing
            #when perspective-correct texture coordinate interpolation isn't needed,
            #such as when using a glOrtho() projection:
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
Beispiel #3
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        log("%s.gl_init() GL Pixmap backing size: %d x %d, drawable=%s", self, w, h, drawable)
        if not drawable:
            return  None

        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            self.gl_marker("Initializing GL context for window size %d x %d" % (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
        return drawable
Beispiel #4
0
    def present_fbo(self, drawable):
        self.gl_marker("Presenting FBO on screen for drawable %s" % drawable)
        assert drawable
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._has_alpha:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._has_alpha:
            # support alpha channel if present:
            glEnable(GL_BLEND)
            glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD)
            glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO)

        w, h = self.size
        glBegin(GL_QUADS)
        glTexCoord2i(0, h)
        glVertex2i(0, 0)
        glTexCoord2i(0, 0)
        glVertex2i(0, h)
        glTexCoord2i(w, 0)
        glVertex2i(w, h)
        glTexCoord2i(w, h)
        glVertex2i(w, 0)
        glEnd()

        # Show the backbuffer on screen
        if drawable.is_double_buffered():
            debug("%s.present_fbo() swapping buffers now", self)
            drawable.swap_buffers()
            # Clear the new backbuffer to illustrate that its contents are undefined
            glClear(GL_COLOR_BUFFER_BIT)
        else:
            glFlush()
        if self._has_alpha:
            glDisable(GL_BLEND)
        self.gl_frame_terminator()

        self.unset_rgb_paint_state()
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        debug("%s.present_fbo() done", self)
Beispiel #5
0
    def present_fbo(self):
        drawable = self.gl_init()
        debug("present_fbo() drawable=%s", drawable)
        self.gl_marker("Presenting FBO on screen")
        if not drawable:
            return
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # Draw FBO texture on screen
        self.set_rgb24_paint_state()

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])

        w, h = self.size
        glBegin(GL_QUADS)
        glTexCoord2i(0, h)
        glVertex2i(0, 0)
        glTexCoord2i(0, 0)
        glVertex2i(0, h)
        glTexCoord2i(w, 0)
        glVertex2i(w, h)
        glTexCoord2i(w, h)
        glVertex2i(w, 0)
        glEnd()

        # Show the backbuffer on screen
        if drawable.is_double_buffered():
            debug("SWAPPING BUFFERS NOW")
            drawable.swap_buffers()
            # Clear the new backbuffer to illustrate that its contents are undefined
            glClear(GL_COLOR_BUFFER_BIT)
        else:
            glFlush()
        self.gl_frame_terminator()

        self.unset_rgb24_paint_state()
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        drawable.gl_end()
Beispiel #6
0
    def do_present_fbo(self):
        bw, bh = self.size
        ww, wh = self.render_size
        rect_count = len(self.pending_fbo_paint)
        if self.is_double_buffered() or bw!=ww or bh!=wh:
            #refresh the whole window:
            rectangles = ((0, 0, bw, bh), )
        else:
            #paint just the rectangles we have accumulated:
            rectangles = self.pending_fbo_paint
        self.pending_fbo_paint = []
        log("do_present_fbo: painting %s", rectangles)

        if SAVE_BUFFERS:
            self.save_FBO()

        self.gl_marker("Presenting FBO on screen")
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)

        left, top, right, bottom = self.offsets

        #viewport for clearing the whole window:
        glViewport(0, 0, left+ww+right, top+wh+bottom)
        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # black, no alpha:
            glClearColor(0.0, 0.0, 0.0, 1.0)
        if left or top or right or bottom:
            glClear(GL_COLOR_BUFFER_BIT)

        #from now on, take the offsets into account:
        glViewport(left, top, ww, wh)
        target = GL_TEXTURE_RECTANGLE_ARB
        if ww!=bw or wh!=bh:
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

        # Draw FBO texture on screen
        glEnable(target)      #redundant - done in rgb paint state
        glBindTexture(target, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glBegin(GL_QUADS)
        for x,y,w,h in rectangles:
            #note how we invert coordinates..
            tx1, ty1, tx2, ty2 = x, bh-y,  x+w, bh-y-h
            vx1, vy1, vx2, vy2 = x, y,     x+w, y+h
            glTexCoord2i(tx1, ty1)
            glVertex2i(vx1, vy1)        #top-left of window viewport
            glTexCoord2i(tx1, ty2)
            glVertex2i(vx1, vy2)        #bottom-left of window viewport
            glTexCoord2i(tx2, ty2)
            glVertex2i(vx2, vy2)        #bottom-right of window viewport
            glTexCoord2i(tx2, ty1)
            glVertex2i(vx2, vy1)        #top-right of window viewport
        glEnd()
        glBindTexture(target, 0)
        glDisable(target)

        if self.pointer_overlay:
            self.draw_pointer()

        if self.paint_spinner:
            #add spinner:
            self.draw_spinner()

        if self.border and self.border.shown:
            self.draw_border()

        # Show the backbuffer on screen
        glFlush()
        self.gl_show(rect_count)
        self.gl_frame_terminator()

        #restore pbo viewport
        glViewport(0, 0, bw, bh)
        glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        log("%s(%s, %s)", glBindFramebuffer, GL_FRAMEBUFFER, self.offscreen_fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.do_present_fbo() done", self)
Beispiel #7
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        debug("%s.gl_init() GL Pixmap backing size: %d x %d, drawable=%s", self, w, h, drawable)
        if not drawable:
            return  None
        if not self.gl_setup:
            #ensure python knows which scope we're talking about:
            global glInitStringMarkerGREMEDY, glStringMarkerGREMEDY
            global glInitFrameTerminatorGREMEDY, glFrameTerminatorGREMEDY
            # Ask GL to send us all debug messages
            if GL_DEBUG_OUTPUT and gl_debug_callback and glInitDebugKHR() == True:
                glEnable(GL_DEBUG_OUTPUT)
                glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS)
                glDebugMessageCallback(gl_debug_callback, None)
                glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, None, GL_TRUE)
            # Initialize string_marker GL debugging extension if available
            if glInitStringMarkerGREMEDY and glInitStringMarkerGREMEDY() == True:
                log.info("Extension GL_GREMEDY_string_marker available. Will output detailed information about each frame.")
            else:
                # General case - running without debugger, extension not available
                glStringMarkerGREMEDY = None
                #don't bother trying again for another window:
                glInitStringMarkerGREMEDY = None
            # Initialize frame_terminator GL debugging extension if available
            if glInitFrameTerminatorGREMEDY and glInitFrameTerminatorGREMEDY() == True:
                log.info("Enabling GL frame terminator debugging.")
            else:
                glFrameTerminatorGREMEDY = None
                #don't bother trying again for another window:
                glInitFrameTerminatorGREMEDY = None

            self.gl_marker("Initializing GL context for window size %d x %d" % (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            #TODO glEnableClientState(GL_VERTEX_ARRAY)
            #TODO glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear to white
            glClearColor(1.0, 1.0, 1.0, 1.0)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if self.textures is None:
                self.textures = glGenTextures(5)
                debug("%s.gl_init() textures of size %s : %s", self, self.size, self.textures)
            if self.offscreen_fbo is None:
                self.offscreen_fbo = glGenFramebuffers(1)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.shaders = [ 1, 2 ]
                glGenProgramsARB(2, self.shaders)
                for progid, progstr in ((0, YUV2RGB_shader), (1, RGBP2RGB_shader)):
                    glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[progid])
                    glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(progstr), progstr)
                    err = glGetString(GL_PROGRAM_ERROR_STRING_ARB)
                    if err:
                        #FIXME: maybe we should do something else here?
                        log.error(err)

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[0])
            self.gl_setup = True
        return drawable
Beispiel #8
0
    def gl_init(self):
        #must be called within a context!
        #performs init if needed
        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            w, h = self.size
            self.gl_marker("Initializing GL context for window size %s, backing size %s", self.render_size, self.size)
            # Initialize viewport and matrices for 2D rendering
            x, _, _, y = self.offsets
            glViewport(x, y, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Mesa docs claim: this hint can improve the speed of texturing
            #when perspective-correct texture coordinate interpolation isn't needed,
            #such as when using a glOrtho() projection:
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            glDisable(GL_SCISSOR_TEST)
            glDisable(GL_LIGHTING)
            glDisable(GL_DITHER)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            #upload pixel buffer full of zeroes:
            empty_buf = b"\0"*(w*h*4)
            pixel_data = self.pixels_for_upload(empty_buf)[1]

            # Define empty tmp FBO
            target = GL_TEXTURE_RECTANGLE_ARB
            glBindTexture(target, self.textures[TEX_TMP_FBO])
            set_texture_level(target)
            glTexImage2D(target, 0, self.internal_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, pixel_data)
            glBindFramebuffer(GL_FRAMEBUFFER, self.tmp_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, self.textures[TEX_TMP_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(target, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            set_texture_level(target)
            glTexImage2D(target, 0, self.internal_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, pixel_data)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            glBindTexture(target, 0)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
Beispiel #9
0
    def do_scroll_paints(self, scrolls, flush=0, callbacks=[]):
        log("do_scroll_paints%s", (scrolls, flush))
        context = self.gl_context()
        if not context:
            log("%s.do_scroll_paints(..) no context!", self)
            fire_paint_callbacks(callbacks, False, "no opengl context")
            return
        def fail(msg):
            log.error("Error: %s", msg)
            fire_paint_callbacks(callbacks, False, msg)
        with context:
            bw, bh = self.size
            #paste from offscreen to tmp with delta offset:
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.offscreen_fbo)
            target = GL_TEXTURE_RECTANGLE_ARB
            glEnable(target)
            glBindTexture(target, self.textures[TEX_FBO])
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, self.textures[TEX_FBO], 0)
            glReadBuffer(GL_COLOR_ATTACHMENT0)

            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, self.tmp_fbo)
            glBindTexture(target, self.textures[TEX_TMP_FBO])
            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, target, self.textures[TEX_TMP_FBO], 0)
            glDrawBuffer(GL_COLOR_ATTACHMENT1)

            #copy current fbo:
            glBlitFramebuffer(0, 0, bw, bh,
                              0, 0, bw, bh,
                              GL_COLOR_BUFFER_BIT, GL_NEAREST)

            for x,y,w,h,xdelta,ydelta in scrolls:
                if abs(xdelta)>=bw:
                    fail("invalid xdelta value: %i, backing width is %i" % (xdelta, bw))
                    continue
                if abs(ydelta)>=bh:
                    fail("invalid ydelta value: %i, backing height is %i" % (ydelta, bh))
                    continue
                if ydelta==0 and xdelta==0:
                    fail("scroll has no delta!")
                    continue
                if w<=0 or h<=0:
                    fail("invalid scroll area size: %ix%i" % (w, h))
                    continue
                #these should be errors,
                #but desktop-scaling can cause a mismatch between the backing size
                #and the real window size server-side.. so we clamp the dimensions instead
                if x+w>bw:
                    w = bw-x
                if y+h>bh:
                    h = bh-y
                if x+w+xdelta>bw:
                    w = bw-x-xdelta
                    if w<=0:
                        continue        #nothing left!
                if y+h+ydelta>bh:
                    h = bh-y-ydelta
                    if h<=0:
                        continue        #nothing left!
                if x+xdelta<0:
                    fail("horizontal scroll by %i: rectangle %s overflows the backing buffer size %s" % (xdelta, (x, y, w, h), self.size))
                    continue
                if y+ydelta<0:
                    fail("vertical scroll by %i: rectangle %s overflows the backing buffer size %s" % (ydelta, (x, y, w, h), self.size))
                    continue
                #opengl buffer is upside down, so we must invert Y coordinates: bh-(..)
                glBlitFramebuffer(x, bh-y, x+w, bh-(y+h),
                                  x+xdelta, bh-(y+ydelta), x+w+xdelta, bh-(y+h+ydelta),
                                  GL_COLOR_BUFFER_BIT, GL_NEAREST)
                self.paint_box("scroll", True, x+xdelta, y+ydelta, x+w+xdelta, y+h+ydelta)
                glFlush()

            #now swap references to tmp and offscreen so tmp becomes the new offscreen:
            tmp = self.offscreen_fbo
            self.offscreen_fbo = self.tmp_fbo
            self.tmp_fbo = tmp
            tmp = self.textures[TEX_FBO]
            self.textures[TEX_FBO] = self.textures[TEX_TMP_FBO]
            self.textures[TEX_TMP_FBO] = tmp

            #restore normal paint state:
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, self.textures[TEX_FBO], 0)
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.offscreen_fbo)
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, self.offscreen_fbo)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)

            glBindTexture(target, 0)
            glDisable(target)
            fire_paint_callbacks(callbacks, True)
            self.present_fbo(0, 0, bw, bh, flush)
Beispiel #10
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        log("%s.gl_init() GL Pixmap backing size: %d x %d, drawable=%s", self,
            w, h, drawable)
        if not drawable:
            return None

        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            self.gl_marker("Initializing GL context for window size %d x %d" %
                           (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                         self.texture_pixel_format, w, h, 0,
                         self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_RECTANGLE_ARB,
                                   self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
                             self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
        return drawable
    def present_fbo(self, encoding, is_delta, x, y, w, h):
        if not self.paint_screen:
            return
        self.gl_marker("Presenting FBO on screen")
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()
        ww, wh = self.size
        if self.glconfig.is_double_buffered():
            #refresh the whole window:
            x, y = 0, 0
            w, h = ww, wh

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glBegin(GL_QUADS)
        #note how we invert coordinates..
        glTexCoord2i(x, wh-y)
        glVertex2i(x, y)            #top-left of window viewport
        glTexCoord2i(x, wh-y-h)
        glVertex2i(x, y+h)          #bottom-left of window viewport
        glTexCoord2i(x+w, wh-y-h)
        glVertex2i(x+w, y+h)        #bottom-right of window viewport
        glTexCoord2i(x+w, wh-y)
        glVertex2i(x+w, y)          #top-right of window viewport
        glEnd()
        glDisable(GL_TEXTURE_RECTANGLE_ARB)

        #show region being painted:
        if OPENGL_PAINT_BOX:
            glLineWidth(1)
            if is_delta:
                glLineStipple(1, 0xf0f0)
                glEnable(GL_LINE_STIPPLE)
            glBegin(GL_LINE_LOOP)
            color = BOX_COLORS.get(encoding, _DEFAULT_BOX_COLOR)
            glColor4f(*color)
            for px,py in ((x, y), (x+w, y), (x+w, y+h), (x, y+h)):
                glVertex2i(px, py)
            glEnd()
            if is_delta:
                glDisable(GL_LINE_STIPPLE)

        if self.paint_spinner:
            #add spinner:
            dim = min(ww/3.0, wh/3.0)
            t = time.time()
            count = int(t*4.0)
            bx = ww//2
            by = wh//2
            for i in range(8):      #8 lines
                glBegin(GL_POLYGON)
                c = cv.trs[count%8][i]
                glColor4f(c, c, c, 1)
                mi1 = math.pi*i/4-math.pi/16
                mi2 = math.pi*i/4+math.pi/16
                glVertex2i(int(bx+math.sin(mi1)*10), int(by+math.cos(mi1)*10))
                glVertex2i(int(bx+math.sin(mi1)*dim), int(by+math.cos(mi1)*dim))
                glVertex2i(int(bx+math.sin(mi2)*dim), int(by+math.cos(mi2)*dim))
                glVertex2i(int(bx+math.sin(mi2)*10), int(by+math.cos(mi2)*10))
                glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            #double size since half the line will be off-screen
            glLineWidth(self.border.size*2)
            glBegin(GL_LINE_LOOP)
            glColor4f(self.border.red, self.border.green, self.border.blue, self.border.alpha)
            for px,py in ((0, 0), (ww, 0), (ww, wh), (0, wh)):
                glVertex2i(px, py)
            glEnd()

        # Show the backbuffer on screen
        self.gl_show()
        self.gl_frame_terminator()

        self.unset_rgb_paint_state()
        log("%s(%s, %s)", glBindFramebuffer, GL_FRAMEBUFFER, self.offscreen_fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.present_fbo() done", self)
Beispiel #12
0
    def present_fbo(self, drawable):
        if not self.paint_screen:
            return
        self.gl_marker("Presenting FBO on screen for drawable %s" % drawable)
        assert drawable
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._has_alpha:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()
        w, h = self.size

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._has_alpha and bool(glEnablei):
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glBegin(GL_QUADS)
        glTexCoord2i(0, h)
        glVertex2i(0, 0)
        glTexCoord2i(0, 0)
        glVertex2i(0, h)
        glTexCoord2i(w, 0)
        glVertex2i(w, h)
        glTexCoord2i(w, h)
        glVertex2i(w, 0)
        glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            glDisable(GL_TEXTURE_RECTANGLE_ARB)
            #double size since half the line will be off-screen
            glLineWidth(self.border.size * 2)
            glColor4f(self.border.red, self.border.green, self.border.blue,
                      self.border.alpha)
            glBegin(GL_LINE_LOOP)
            for x, y in ((0, 0), (w, 0), (w, h), (0, h)):
                glVertex2i(x, y)
            glEnd()
            #reset color to default
            glColor4f(1.0, 1.0, 1.0, 1.0)

        # Show the backbuffer on screen
        if drawable.is_double_buffered():
            log("%s.present_fbo() swapping buffers now", self)
            drawable.swap_buffers()
            # Clear the new backbuffer to illustrate that its contents are undefined
            glClear(GL_COLOR_BUFFER_BIT)
        else:
            glFlush()
        self.gl_frame_terminator()

        self.unset_rgb_paint_state()
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.present_fbo() done", self)
Beispiel #13
0
    def do_present_fbo(self):
        self.gl_marker("Presenting FBO on screen")
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()
        bw, bh = self.size
        ww, wh = self.render_size

        if self.glconfig.is_double_buffered() or bw != ww or bh != wh:
            #refresh the whole window:
            rectangles = ((0, 0, bw, bh), )
        else:
            #paint just the rectangles we have accumulated:
            rectangles = self.pending_fbo_paint
        self.pending_fbo_paint = []
        log("do_present_fbo: painting %s", rectangles)

        glEnable(GL_TEXTURE_RECTANGLE_ARB)
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)

        #viewport for painting to window:
        glViewport(0, 0, ww, wh)
        if ww != bw or wh != bh:
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                            GL_LINEAR)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                            GL_LINEAR)

        glBegin(GL_QUADS)
        for x, y, w, h in rectangles:
            #note how we invert coordinates..
            tx1, ty1, tx2, ty2 = x, bh - y, x + w, bh - y - h
            vx1, vy1, vx2, vy2 = x, y, x + w, y + h
            glTexCoord2i(tx1, ty1)
            glVertex2i(vx1, vy1)  #top-left of window viewport
            glTexCoord2i(tx1, ty2)
            glVertex2i(vx1, vy2)  #bottom-left of window viewport
            glTexCoord2i(tx2, ty2)
            glVertex2i(vx2, vy2)  #bottom-right of window viewport
            glTexCoord2i(tx2, ty1)
            glVertex2i(vx2, vy1)  #top-right of window viewport
        glEnd()
        glDisable(GL_TEXTURE_RECTANGLE_ARB)

        if self.paint_spinner:
            #add spinner:
            dim = min(bw / 3.0, bh / 3.0)
            t = time.time()
            count = int(t * 4.0)
            bx = bw // 2
            by = bh // 2
            for i in range(8):  #8 lines
                glBegin(GL_POLYGON)
                c = cv.trs[count % 8][i]
                glColor4f(c, c, c, 1)
                mi1 = math.pi * i / 4 - math.pi / 16
                mi2 = math.pi * i / 4 + math.pi / 16
                glVertex2i(int(bx + math.sin(mi1) * 10),
                           int(by + math.cos(mi1) * 10))
                glVertex2i(int(bx + math.sin(mi1) * dim),
                           int(by + math.cos(mi1) * dim))
                glVertex2i(int(bx + math.sin(mi2) * dim),
                           int(by + math.cos(mi2) * dim))
                glVertex2i(int(bx + math.sin(mi2) * 10),
                           int(by + math.cos(mi2) * 10))
                glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            #double size since half the line will be off-screen
            glLineWidth(self.border.size * 2)
            glBegin(GL_LINE_LOOP)
            glColor4f(self.border.red, self.border.green, self.border.blue,
                      self.border.alpha)
            for px, py in ((0, 0), (bw, 0), (bw, bh), (0, bh)):
                glVertex2i(px, py)
            glEnd()

        # Show the backbuffer on screen
        self.gl_show()
        self.gl_frame_terminator()

        #restore pbo viewport
        glViewport(0, 0, bw, bh)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                        GL_NEAREST)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                        GL_NEAREST)

        self.unset_rgb_paint_state()
        log("%s(%s, %s)", glBindFramebuffer, GL_FRAMEBUFFER,
            self.offscreen_fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.do_present_fbo() done", self)
Beispiel #14
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        debug("GL Pixmap backing size: %d x %d, drawable=%s", w, h, drawable)
        if not drawable:
            return None
        if not self.gl_setup:
            # Ask GL to send us all debug messages
            if GL_DEBUG_OUTPUT and gl_debug_callback and glInitDebugKHR(
            ) == True:
                glEnable(GL_DEBUG_OUTPUT)
                glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS)
                glDebugMessageCallback(gl_debug_callback, None)
                glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE,
                                      0, None, GL_TRUE)
            # Initialize string_marker GL debugging extension if available
            if glInitStringMarkerGREMEDY and glInitStringMarkerGREMEDY(
            ) == True:
                log.info(
                    "Extension GL_GREMEDY_string_marker available. Will output detailed information about each frame."
                )
            else:
                # General case - running without debugger, extension not available
                glStringMarkerGREMEDY = None
            # Initialize frame_terminator GL debugging extension if available
            if glInitFrameTerminatorGREMEDY and glInitFrameTerminatorGREMEDY(
            ) == True:
                glFrameTerminatorGREMEDY = None

            self.gl_marker("Initializing GL context for window size %d x %d" %
                           (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            #TODO glEnableClientState(GL_VERTEX_ARRAY)
            #TODO glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear to white
            glClearColor(1.0, 1.0, 1.0, 1.0)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - render to offscreen FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if self.textures is None:
                self.textures = glGenTextures(5)
                debug("textures for wid=%s of size %s : %s", self.wid,
                      self.size, self.textures)
            if self.offscreen_fbo is None:
                self.offscreen_fbo = glGenFramebuffers(1)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB,
                         GL_UNSIGNED_BYTE, 0)

            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_RECTANGLE_ARB,
                                   self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            self.gl_setup = True
        return drawable
Beispiel #15
0
    def present_fbo(self, drawable):
        if not self.paint_screen:
            return
        self.gl_marker("Presenting FBO on screen for drawable %s" % drawable)
        assert drawable
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()
        w, h = self.size

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glBegin(GL_QUADS)
        glTexCoord2i(0, h)
        glVertex2i(0, 0)
        glTexCoord2i(0, 0)
        glVertex2i(0, h)
        glTexCoord2i(w, 0)
        glVertex2i(w, h)
        glTexCoord2i(w, h)
        glVertex2i(w, 0)
        glEnd()
        glDisable(GL_TEXTURE_RECTANGLE_ARB)

        if self.paint_spinner:
            #add spinner:
            dim = min(w / 3.0, h / 3.0)
            t = time.time()
            count = int(t * 4.0)
            bx = w // 2
            by = h // 2
            for i in range(8):  #8 lines
                glBegin(GL_POLYGON)
                c = cv.trs[count % 8][i]
                glColor4f(c, c, c, 1)
                mi1 = math.pi * i / 4 - math.pi / 16
                mi2 = math.pi * i / 4 + math.pi / 16
                glVertex2i(int(bx + math.sin(mi1) * 10),
                           int(by + math.cos(mi1) * 10))
                glVertex2i(int(bx + math.sin(mi1) * dim),
                           int(by + math.cos(mi1) * dim))
                glVertex2i(int(bx + math.sin(mi2) * dim),
                           int(by + math.cos(mi2) * dim))
                glVertex2i(int(bx + math.sin(mi2) * 10),
                           int(by + math.cos(mi2) * 10))
                glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            glDisable(GL_TEXTURE_RECTANGLE_ARB)
            #double size since half the line will be off-screen
            glLineWidth(self.border.size * 2)
            glBegin(GL_LINE_LOOP)
            glColor4f(self.border.red, self.border.green, self.border.blue,
                      self.border.alpha)
            for px, py in ((0, 0), (w, 0), (w, h), (0, h)):
                glVertex2i(px, py)
            glEnd()
            #reset color to default
            glColor4f(1.0, 1.0, 1.0, 1.0)

        # Show the backbuffer on screen
        if drawable.is_double_buffered():
            log("%s.present_fbo() swapping buffers now", self)
            drawable.swap_buffers()
            # Clear the new backbuffer to illustrate that its contents are undefined
            glClear(GL_COLOR_BUFFER_BIT)
        else:
            glFlush()
        self.gl_frame_terminator()

        self.unset_rgb_paint_state()
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.present_fbo() done", self)
    def gl_init(self):
        #must be called within a context!
        #performs init if needed
        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            mt = get_max_texture_size()
            rw, rh = self.render_size
            w, h = self.size
            if w>mt or h>mt:
                raise Exception("invalid texture dimensions %ix%i, maximum is %i" % (w, h, mt))
            self.gl_marker("Initializing GL context for window size %s, backing size %s, max texture size=%i",
                           self.render_size, self.size, mt)
            # Initialize viewport and matrices for 2D rendering
            x, _, _, y = self.offsets
            glViewport(x, y, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Mesa docs claim: this hint can improve the speed of texturing
            #when perspective-correct texture coordinate interpolation isn't needed,
            #such as when using a glOrtho() projection:
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            glDisable(GL_SCISSOR_TEST)
            glDisable(GL_LIGHTING)
            glDisable(GL_DITHER)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            mag_filter = GL_NEAREST
            if float(rw)/w!=rw//w or float(rh)/h!=rh//h:
                #non integer scaling, use linear magnification filter:
                mag_filter = GL_LINEAR

            log("initializing FBOs")
            # Define empty tmp FBO
            target = GL_TEXTURE_RECTANGLE_ARB
            glBindTexture(target, self.textures[TEX_TMP_FBO])
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter)
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
            glTexImage2D(target, 0, self.internal_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.tmp_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, self.textures[TEX_TMP_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(target, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter)
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
            glTexImage2D(target, 0, self.internal_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            glBindTexture(target, 0)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
            log("gl_init() done")
Beispiel #17
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        debug("%s.gl_init() GL Pixmap backing size: %d x %d, drawable=%s",
              self, w, h, drawable)
        if not drawable:
            return None
        if not self.gl_setup:
            #ensure python knows which scope we're talking about:
            global glInitStringMarkerGREMEDY, glStringMarkerGREMEDY
            global glInitFrameTerminatorGREMEDY, glFrameTerminatorGREMEDY
            # Ask GL to send us all debug messages
            if GL_DEBUG_OUTPUT and gl_debug_callback and glInitDebugKHR(
            ) == True:
                glEnable(GL_DEBUG_OUTPUT)
                glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS)
                glDebugMessageCallback(gl_debug_callback, None)
                glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE,
                                      0, None, GL_TRUE)
            # Initialize string_marker GL debugging extension if available
            if glInitStringMarkerGREMEDY and glInitStringMarkerGREMEDY(
            ) == True:
                log.info(
                    "Extension GL_GREMEDY_string_marker available. Will output detailed information about each frame."
                )
            else:
                # General case - running without debugger, extension not available
                glStringMarkerGREMEDY = None
                #don't bother trying again for another window:
                glInitStringMarkerGREMEDY = None
            # Initialize frame_terminator GL debugging extension if available
            if glInitFrameTerminatorGREMEDY and glInitFrameTerminatorGREMEDY(
            ) == True:
                log.info("Enabling GL frame terminator debugging.")
            else:
                glFrameTerminatorGREMEDY = None
                #don't bother trying again for another window:
                glInitFrameTerminatorGREMEDY = None

            self.gl_marker("Initializing GL context for window size %d x %d" %
                           (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            #TODO glEnableClientState(GL_VERTEX_ARRAY)
            #TODO glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear to white
            glClearColor(1.0, 1.0, 1.0, 1.0)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if self.textures is None:
                self.textures = glGenTextures(5)
                debug("%s.gl_init() textures of size %s : %s", self, self.size,
                      self.textures)
            if self.offscreen_fbo is None:
                self.offscreen_fbo = glGenFramebuffers(1)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB,
                         GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_RECTANGLE_ARB,
                                   self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.shaders = [1, 2]
                glGenProgramsARB(2, self.shaders)
                for progid, progstr in ((0, YUV2RGB_shader),
                                        (1, RGBP2RGB_shader)):
                    glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
                                     self.shaders[progid])
                    glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
                                       GL_PROGRAM_FORMAT_ASCII_ARB,
                                       len(progstr), progstr)
                    err = glGetString(GL_PROGRAM_ERROR_STRING_ARB)
                    if err:
                        #FIXME: maybe we should do something else here?
                        log.error(err)

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[0])
            self.gl_setup = True
        return drawable
    def do_present_fbo(self):
        bw, bh = self.size
        ww, wh = self.render_size

        self.gl_marker("Presenting FBO on screen")
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()

        rect_count = len(self.pending_fbo_paint)
        if self.glconfig.is_double_buffered() or bw!=ww or bh!=wh:
            #refresh the whole window:
            rectangles = ((0, 0, bw, bh), )
        else:
            #paint just the rectangles we have accumulated:
            rectangles = self.pending_fbo_paint
        self.pending_fbo_paint = []
        log("do_present_fbo: painting %s", rectangles)

        glEnable(GL_TEXTURE_RECTANGLE_ARB)
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)

        if SAVE_BUFFERS:
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.offscreen_fbo)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glReadBuffer(GL_COLOR_ATTACHMENT0)
            glViewport(0, 0, bw, bh)
            from OpenGL.GL import glGetTexImage
            size = bw*bh*4
            import numpy
            data = numpy.empty(size)
            img_data = glGetTexImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_BGRA, GL_UNSIGNED_BYTE, data)
            from PIL import Image, ImageOps
            img = Image.frombuffer("RGBA", (bw, bh), img_data, "raw", "BGRA", bw*4)
            img = ImageOps.flip(img)
            kwargs = {}
            if SAVE_BUFFERS=="jpeg":
                kwargs = {
                          "quality"     : 0,
                          "optimize"    : False,
                          }
            t = time.time()
            tstr = time.strftime("%H-%M-%S", time.localtime(t))
            filename = "./W%i-FBO-%s.%03i.%s" % (self.wid, tstr, (t*1000)%1000, SAVE_BUFFERS)
            log("do_present_fbo: saving %4ix%-4i pixels, %7i bytes to %s", bw, bh, size, filename)
            img.save(filename, SAVE_BUFFERS, **kwargs)
            glBindFramebuffer(GL_READ_FRAMEBUFFER, 0)

        #viewport for painting to window:
        glViewport(0, 0, ww, wh)
        if ww!=bw or wh!=bh:
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

        glBegin(GL_QUADS)
        for x,y,w,h in rectangles:
            #note how we invert coordinates..
            tx1, ty1, tx2, ty2 = x, bh-y,  x+w, bh-y-h
            vx1, vy1, vx2, vy2 = x, y,     x+w, y+h
            glTexCoord2i(tx1, ty1)
            glVertex2i(vx1, vy1)        #top-left of window viewport
            glTexCoord2i(tx1, ty2)
            glVertex2i(vx1, vy2)        #bottom-left of window viewport
            glTexCoord2i(tx2, ty2)
            glVertex2i(vx2, vy2)        #bottom-right of window viewport
            glTexCoord2i(tx2, ty1)
            glVertex2i(vx2, vy1)        #top-right of window viewport
        glEnd()
        glDisable(GL_TEXTURE_RECTANGLE_ARB)

        if self.paint_spinner:
            #add spinner:
            dim = min(bw/3.0, bh/3.0)
            t = time.time()
            count = int(t*4.0)
            bx = bw//2
            by = bh//2
            for i in range(8):      #8 lines
                glBegin(GL_POLYGON)
                c = cv.trs[count%8][i]
                glColor4f(c, c, c, 1)
                mi1 = math.pi*i/4-math.pi/16
                mi2 = math.pi*i/4+math.pi/16
                glVertex2i(int(bx+math.sin(mi1)*10), int(by+math.cos(mi1)*10))
                glVertex2i(int(bx+math.sin(mi1)*dim), int(by+math.cos(mi1)*dim))
                glVertex2i(int(bx+math.sin(mi2)*dim), int(by+math.cos(mi2)*dim))
                glVertex2i(int(bx+math.sin(mi2)*10), int(by+math.cos(mi2)*10))
                glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            #double size since half the line will be off-screen
            glLineWidth(self.border.size*2)
            glBegin(GL_LINE_LOOP)
            glColor4f(self.border.red, self.border.green, self.border.blue, self.border.alpha)
            for px,py in ((0, 0), (bw, 0), (bw, bh), (0, bh)):
                glVertex2i(px, py)
            glEnd()

        if self.pointer_overlay:
            x, y, _, _, size, start_time = self.pointer_overlay
            elapsed = time.time()-start_time
            if elapsed<6:
                alpha = max(0, (5.0-elapsed)/5.0)
                glLineWidth(1)
                glBegin(GL_LINES)
                glColor4f(0, 0, 0, alpha)
                glVertex2i(x-size, y)
                glVertex2i(x+size, y)
                glVertex2i(x, y-size)
                glVertex2i(x, y+size)
                glEnd()
            else:
                self.pointer_overlay = None

        # Show the backbuffer on screen
        self.gl_show(rect_count)
        self.gl_frame_terminator()

        #restore pbo viewport
        glViewport(0, 0, bw, bh)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

        self.unset_rgb_paint_state()
        log("%s(%s, %s)", glBindFramebuffer, GL_FRAMEBUFFER, self.offscreen_fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.do_present_fbo() done", self)
    def do_scroll_paints(self, scrolls, flush=0, callbacks=[]):
        log("do_scroll_paints%s", (scrolls, flush))
        context = self.gl_context()
        if not context:
            log.warn("Warning: cannot paint scroll, no OpenGL context!")
            return
        def fail(msg):
            log.error("Error: %s", msg)
            fire_paint_callbacks(callbacks, False, msg)
        with context:
            bw, bh = self.size
            self.set_rgb_paint_state()
            #paste from offscreen to tmp with delta offset:
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.offscreen_fbo)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glReadBuffer(GL_COLOR_ATTACHMENT0)

            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, self.tmp_fbo)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_TMP_FBO])
            glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_TMP_FBO], 0)
            glDrawBuffer(GL_COLOR_ATTACHMENT1)

            #copy current fbo:
            glBlitFramebuffer(0, 0, bw, bh,
                              0, 0, bw, bh,
                              GL_COLOR_BUFFER_BIT, GL_NEAREST)

            for x,y,w,h,xdelta,ydelta in scrolls:
                if abs(xdelta)>=bw:
                    fail("invalid xdelta value: %i" % xdelta)
                    continue
                if abs(ydelta)>=bh:
                    fail("invalid ydelta value: %i" % ydelta)
                    continue
                if ydelta==0 and xdelta==0:
                    fail("scroll has no delta!")
                    continue
                if w<=0 or h<=0:
                    fail("invalid scroll area size: %ix%i" % (w, h))
                    continue
                #these should be errors,
                #but desktop-scaling can cause a mismatch between the backing size
                #and the real window size server-side.. so we clamp the dimensions instead
                if x+w>bw:
                    w = bw-x
                if y+h>bh:
                    h = bh-y
                if x+w+xdelta>bw:
                    w = bw-x-xdelta
                    if w<=0:
                        continue        #nothing left!
                if y+h+ydelta>bh:
                    h = bh-y-ydelta
                    if h<=0:
                        continue        #nothing left!
                if x+xdelta<0:
                    fail("horizontal scroll by %i: rectangle %s overflows the backing buffer size %s" % (xdelta, (x, y, w, h), self.size))
                    continue
                if y+ydelta<0:
                    fail("vertical scroll by %i: rectangle %s overflows the backing buffer size %s" % (ydelta, (x, y, w, h), self.size))
                    continue
                #opengl buffer is upside down, so we must invert Y coordinates: bh-(..)
                glBlitFramebuffer(x, bh-y, x+w, bh-(y+h),
                                  x+xdelta, bh-(y+ydelta), x+w+xdelta, bh-(y+h+ydelta),
                                  GL_COLOR_BUFFER_BIT, GL_NEAREST)
                glFlush()

            #now swap references to tmp and offscreen so tmp becomes the new offscreen:
            tmp = self.offscreen_fbo
            self.offscreen_fbo = self.tmp_fbo
            self.tmp_fbo = tmp
            tmp = self.textures[TEX_FBO]
            self.textures[TEX_FBO] = self.textures[TEX_TMP_FBO]
            self.textures[TEX_TMP_FBO] = tmp

            #restore normal paint state:
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.offscreen_fbo)
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER, self.offscreen_fbo)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)

            self.unset_rgb_paint_state()
            self.paint_box("scroll", True, x+xdelta, y+ydelta, x+w+xdelta, y+h+ydelta)
            self.present_fbo(0, 0, bw, bh, flush)
            fire_paint_callbacks(callbacks, True)
    def gl_init(self):
        #must be called within a context!
        #performs init if needed
        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            w, h = self.size
            self.gl_marker("Initializing GL context for window size %s, backing size %s", self.render_size, self.size)
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Mesa docs claim: this hint can improve the speed of texturing
            #when perspective-correct texture coordinate interpolation isn't needed,
            #such as when using a glOrtho() projection:
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            glDisable(GL_SCISSOR_TEST)
            glDisable(GL_LIGHTING)
            glDisable(GL_DITHER)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            def clear_fbo():
                try:
                    glClear(GL_COLOR_BUFFER_BIT)
                except Exception as e:
                    log("glClear error", exc_info=True)
                    log.warn("Warning: failed to clear FBO")
                    log.warn(" %r", e)
                    if getattr(e, "err", None)==1286:
                        raise Exception("OpenGL error '%r' likely caused by buggy drivers" % e)

            # Define empty tmp FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_TMP_FBO])
            set_texture_level()
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.tmp_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_TMP_FBO], 0)
            clear_fbo()

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            set_texture_level()
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            clear_fbo()

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            self.gl_setup = True
Beispiel #21
0
    def present_fbo(self, drawable):
        if not self.paint_screen:
            return
        self.gl_marker("Presenting FBO on screen for drawable %s" % drawable)
        assert drawable
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()
        w, h = self.size

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glBegin(GL_QUADS)
        glTexCoord2i(0, h)
        glVertex2i(0, 0)
        glTexCoord2i(0, 0)
        glVertex2i(0, h)
        glTexCoord2i(w, 0)
        glVertex2i(w, h)
        glTexCoord2i(w, h)
        glVertex2i(w, 0)
        glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            glDisable(GL_TEXTURE_RECTANGLE_ARB)
            #double size since half the line will be off-screen
            glLineWidth(self.border.size*2)
            glColor4f(self.border.red, self.border.green, self.border.blue, self.border.alpha)
            glBegin(GL_LINE_LOOP)
            for x,y in ((0, 0), (w, 0), (w, h), (0, h)):
                glVertex2i(x, y)
            glEnd()
            #reset color to default
            glColor4f(1.0, 1.0, 1.0, 1.0)

        # Show the backbuffer on screen
        if drawable.is_double_buffered():
            log("%s.present_fbo() swapping buffers now", self)
            drawable.swap_buffers()
            # Clear the new backbuffer to illustrate that its contents are undefined
            glClear(GL_COLOR_BUFFER_BIT)
        else:
            glFlush()
        self.gl_frame_terminator()

        self.unset_rgb_paint_state()
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.present_fbo() done", self)
Beispiel #22
0
    def gl_init(self):
        #must be called within a context!
        #performs init if needed
        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            w, h = self.size
            self.gl_marker(
                "Initializing GL context for window size %s, backing size %s",
                self.render_size, self.size)
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Mesa docs claim: this hint can improve the speed of texturing
            #when perspective-correct texture coordinate interpolation isn't needed,
            #such as when using a glOrtho() projection:
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            glDisable(GL_SCISSOR_TEST)
            glDisable(GL_LIGHTING)
            glDisable(GL_DITHER)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 0)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAX_LEVEL, 0)
            try:
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                             self.texture_pixel_format, w, h, 0,
                             self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            except Exception as e:
                log.error(
                    "Error: cannot initialize %ix%i %s texture", w, h,
                    CONSTANT_TO_PIXEL_FORMAT.get(self.texture_pixel_format,
                                                 self.texture_pixel_format))
                log.error(" %r", e)
                log("%s", self.gl_init, exc_info=True)
                raise Exception("cannot initialize %ix%i %s texture: %r" %
                                (w, h,
                                 CONSTANT_TO_PIXEL_FORMAT.get(
                                     self.texture_pixel_format,
                                     self.texture_pixel_format), e))
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_RECTANGLE_ARB,
                                   self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
                             self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
    def do_present_fbo(self):
        self.gl_marker("Presenting FBO on screen")
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()
        bw, bh = self.size
        ww, wh = self.render_size

        if self.glconfig.is_double_buffered() or bw!=ww or bh!=wh:
            #refresh the whole window:
            rectangles = ((0, 0, bw, bh), )
        else:
            #paint just the rectangles we have accumulated:
            rectangles = self.pending_fbo_paint
        self.pending_fbo_paint = []
        log("do_present_fbo: painting %s", rectangles)

        glEnable(GL_TEXTURE_RECTANGLE_ARB)
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)

        #viewport for painting to window:
        glViewport(0, 0, ww, wh)
        if ww!=bw or wh!=bh:
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

        glBegin(GL_QUADS)
        for x,y,w,h in rectangles:
            #note how we invert coordinates..
            tx1, ty1, tx2, ty2 = x, bh-y,  x+w, bh-y-h
            vx1, vy1, vx2, vy2 = x, y,     x+w, y+h
            glTexCoord2i(tx1, ty1)
            glVertex2i(vx1, vy1)        #top-left of window viewport
            glTexCoord2i(tx1, ty2)
            glVertex2i(vx1, vy2)        #bottom-left of window viewport
            glTexCoord2i(tx2, ty2)
            glVertex2i(vx2, vy2)        #bottom-right of window viewport
            glTexCoord2i(tx2, ty1)
            glVertex2i(vx2, vy1)        #top-right of window viewport
        glEnd()
        glDisable(GL_TEXTURE_RECTANGLE_ARB)

        if self.paint_spinner:
            #add spinner:
            dim = min(bw/3.0, bh/3.0)
            t = time.time()
            count = int(t*4.0)
            bx = bw//2
            by = bh//2
            for i in range(8):      #8 lines
                glBegin(GL_POLYGON)
                c = cv.trs[count%8][i]
                glColor4f(c, c, c, 1)
                mi1 = math.pi*i/4-math.pi/16
                mi2 = math.pi*i/4+math.pi/16
                glVertex2i(int(bx+math.sin(mi1)*10), int(by+math.cos(mi1)*10))
                glVertex2i(int(bx+math.sin(mi1)*dim), int(by+math.cos(mi1)*dim))
                glVertex2i(int(bx+math.sin(mi2)*dim), int(by+math.cos(mi2)*dim))
                glVertex2i(int(bx+math.sin(mi2)*10), int(by+math.cos(mi2)*10))
                glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            #double size since half the line will be off-screen
            glLineWidth(self.border.size*2)
            glBegin(GL_LINE_LOOP)
            glColor4f(self.border.red, self.border.green, self.border.blue, self.border.alpha)
            for px,py in ((0, 0), (bw, 0), (bw, bh), (0, bh)):
                glVertex2i(px, py)
            glEnd()

        # Show the backbuffer on screen
        self.gl_show()
        self.gl_frame_terminator()

        #restore pbo viewport
        glViewport(0, 0, bw, bh)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

        self.unset_rgb_paint_state()
        log("%s(%s, %s)", glBindFramebuffer, GL_FRAMEBUFFER, self.offscreen_fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.do_present_fbo() done", self)
Beispiel #24
0
    def do_present_fbo(self):
        bw, bh = self.size
        ww, wh = self.render_size

        self.gl_marker("Presenting FBO on screen")
        # Change state to target screen instead of our FBO
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)

        if self._alpha_enabled:
            # transparent background:
            glClearColor(0.0, 0.0, 0.0, 0.0)
        else:
            # plain white no alpha:
            glClearColor(1.0, 1.0, 1.0, 1.0)

        # Draw FBO texture on screen
        self.set_rgb_paint_state()

        rect_count = len(self.pending_fbo_paint)
        if self.glconfig.is_double_buffered() or bw != ww or bh != wh:
            #refresh the whole window:
            rectangles = ((0, 0, bw, bh), )
        else:
            #paint just the rectangles we have accumulated:
            rectangles = self.pending_fbo_paint
        self.pending_fbo_paint = []
        log("do_present_fbo: painting %s", rectangles)

        glEnable(GL_TEXTURE_RECTANGLE_ARB)
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
        if self._alpha_enabled:
            # support alpha channel if present:
            glEnablei(GL_BLEND, self.textures[TEX_FBO])
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)

        if SAVE_BUFFERS:
            glBindFramebuffer(GL_READ_FRAMEBUFFER, self.offscreen_fbo)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_RECTANGLE_ARB,
                                   self.textures[TEX_FBO], 0)
            glReadBuffer(GL_COLOR_ATTACHMENT0)
            glViewport(0, 0, bw, bh)
            from OpenGL.GL import glGetTexImage
            size = bw * bh * 4
            import numpy
            data = numpy.empty(size)
            img_data = glGetTexImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_BGRA,
                                     GL_UNSIGNED_BYTE, data)
            from PIL import Image, ImageOps
            img = Image.frombuffer("RGBA", (bw, bh), img_data, "raw", "BGRA",
                                   bw * 4)
            img = ImageOps.flip(img)
            kwargs = {}
            if SAVE_BUFFERS == "jpeg":
                kwargs = {
                    "quality": 0,
                    "optimize": False,
                }
            t = time.time()
            tstr = time.strftime("%H-%M-%S", time.localtime(t))
            filename = "./W%i-FBO-%s.%03i.%s" % (self.wid, tstr,
                                                 (t * 1000) % 1000,
                                                 SAVE_BUFFERS)
            log("do_present_fbo: saving %4ix%-4i pixels, %7i bytes to %s", bw,
                bh, size, filename)
            img.save(filename, SAVE_BUFFERS, **kwargs)
            glBindFramebuffer(GL_READ_FRAMEBUFFER, 0)

        #viewport for painting to window:
        x, _, _, y = self.offsets
        glViewport(x, y, ww, wh)
        if ww != bw or wh != bh:
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                            GL_LINEAR)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                            GL_LINEAR)

        glBegin(GL_QUADS)
        for x, y, w, h in rectangles:
            #note how we invert coordinates..
            tx1, ty1, tx2, ty2 = x, bh - y, x + w, bh - y - h
            vx1, vy1, vx2, vy2 = x, y, x + w, y + h
            glTexCoord2i(tx1, ty1)
            glVertex2i(vx1, vy1)  #top-left of window viewport
            glTexCoord2i(tx1, ty2)
            glVertex2i(vx1, vy2)  #bottom-left of window viewport
            glTexCoord2i(tx2, ty2)
            glVertex2i(vx2, vy2)  #bottom-right of window viewport
            glTexCoord2i(tx2, ty1)
            glVertex2i(vx2, vy1)  #top-right of window viewport
        glEnd()
        glDisable(GL_TEXTURE_RECTANGLE_ARB)

        if self.paint_spinner:
            #add spinner:
            dim = min(bw / 3.0, bh / 3.0)
            t = time.time()
            count = int(t * 4.0)
            bx = bw // 2
            by = bh // 2
            for i in range(8):  #8 lines
                glBegin(GL_POLYGON)
                c = cv.trs[count % 8][i]
                glColor4f(c, c, c, 1)
                mi1 = math.pi * i / 4 - math.pi / 16
                mi2 = math.pi * i / 4 + math.pi / 16
                glVertex2i(int(bx + math.sin(mi1) * 10),
                           int(by + math.cos(mi1) * 10))
                glVertex2i(int(bx + math.sin(mi1) * dim),
                           int(by + math.cos(mi1) * dim))
                glVertex2i(int(bx + math.sin(mi2) * dim),
                           int(by + math.cos(mi2) * dim))
                glVertex2i(int(bx + math.sin(mi2) * 10),
                           int(by + math.cos(mi2) * 10))
                glEnd()

        #if desired, paint window border
        if self.border and self.border.shown:
            #double size since half the line will be off-screen
            glLineWidth(self.border.size * 2)
            glBegin(GL_LINE_LOOP)
            glColor4f(self.border.red, self.border.green, self.border.blue,
                      self.border.alpha)
            for px, py in ((0, 0), (bw, 0), (bw, bh), (0, bh)):
                glVertex2i(px, py)
            glEnd()

        if self.pointer_overlay:
            x, y, _, _, size, start_time = self.pointer_overlay
            elapsed = time.time() - start_time
            if elapsed < 6:
                alpha = max(0, (5.0 - elapsed) / 5.0)
                glLineWidth(1)
                glBegin(GL_LINES)
                glColor4f(0, 0, 0, alpha)
                glVertex2i(x - size, y)
                glVertex2i(x + size, y)
                glVertex2i(x, y - size)
                glVertex2i(x, y + size)
                glEnd()
            else:
                self.pointer_overlay = None

        # Show the backbuffer on screen
        self.gl_show(rect_count)
        self.gl_frame_terminator()

        #restore pbo viewport
        glViewport(0, 0, bw, bh)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                        GL_NEAREST)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                        GL_NEAREST)

        self.unset_rgb_paint_state()
        log("%s(%s, %s)", glBindFramebuffer, GL_FRAMEBUFFER,
            self.offscreen_fbo)
        glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
        log("%s.do_present_fbo() done", self)