Beispiel #1
0
  def testRenderToTexture(self):
    scale = 4
    fullwidth, fullheight = 512, 512
    width, height = int(fullwidth / scale), int(fullheight / scale)
    t = Texture()
    self.e.svg.setProjection((0, 0, fullwidth, fullheight))
    
    t.prepareRenderTarget(width, height)
    t.setAsRenderTarget()
    glViewport(0, 0, width, height)
    glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    self.svg.transform.translate(width * scale / 2, height * scale / 2)
    self.svg.transform.rotate(3.141592)
    self.svg.draw()
    t.resetDefaultRenderTarget()

    glViewport(0, 0, fullwidth, fullheight)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0.0, 1.0, 0.0, 1.0)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()

    t.bind()
    glEnable(GL_TEXTURE_2D)
    if not t.framebuffer.emulated:
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    glClear(GL_COLOR_BUFFER_BIT)
    glColor3f(1.0, 1.0, 1.0)
    glBegin(GL_TRIANGLE_STRIP)
    glTexCoord2f(0.0, 0.0)
    glVertex2f(0.0, 0.0)
    glTexCoord2f(1.0, 0.0)
    glVertex2f(1.0, 0.0)
    glTexCoord2f(0.0, 1.0)
    glVertex2f(0.0, 1.0)
    glTexCoord2f(1.0, 1.0)
    glVertex2f(1.0, 1.0)
    glEnd()

    self.e.video.flip()
    import time
    time.sleep(2)
Beispiel #2
0
class ImgDrawing(object):
  def __init__(self, context, ImgData):
    self.ImgData = None
    self.texture = None
    self.context = context
    self.cache = None
    self.filename = ImgData

    # Detect the type of data passed in
    if type(ImgData) == file:
      self.ImgData = ImgData.read()
    elif type(ImgData) == str:
      self.texture = Texture(ImgData)
    elif isinstance(ImgData, Image.Image): #stump: let a PIL image be passed in
      self.texture = Texture()
      self.texture.loadImage(ImgData)

    # Make sure we have a valid texture
    if not self.texture:
      if type(ImgData) == str:
        e = "Unable to load texture for %s." % ImgData
      else:
        e = "Unable to load texture for SVG file."
      Log.error(e)
      raise RuntimeError(e)

    self.pixelSize = self.texture.pixelSize #the size of the image in pixels (from texture)
    self.position = [0.0,0.0]               #position of the image in the viewport
    self.scale    = [1.0,1.0]               #percentage scaling
    self.angle    = 0                       #angle of rotation (degrees)
    self.color    = (1.0,1.0,1.0,1.0)       #glColor rgba
    self.rect     = (0,1,0,1)               #texture mapping coordinates
    self.shift    = -.5                     #horizontal alignment
    self.vshift   = -.5                     #vertical alignment

    self.path = self.texture.name           #path of the image file
    
    self.createArrays()

  def createArrays(self):
    self.vtxArray = np.zeros((4,2), dtype=np.float32)
    self.texArray = np.zeros((4,2), dtype=np.float32)

    self.createVtx()
    self.createTex()

  def createVtx(self):
    vA = self.vtxArray #short hand variable casting
    
    #topLeft, topRight, bottomRight, bottomLeft
    vA[0,0] = 0.0; vA[0,1] = 1.0
    vA[1,0] = 1.0; vA[1,1] = 1.0
    vA[2,0] = 1.0; vA[2,1] = 0.0
    vA[3,0] = 0.0; vA[3,1] = 0.0
    
  def createTex(self):
    tA = self.texArray
    rect = self.rect

    #topLeft, topRight, bottomRight, bottomLeft
    tA[0,0] = rect[0]; tA[0,1] = rect[3]
    tA[1,0] = rect[1]; tA[1,1] = rect[3]
    tA[2,0] = rect[1]; tA[2,1] = rect[2]
    tA[3,0] = rect[0]; tA[3,1] = rect[2]
    
  def width1(self):
    width = self.pixelSize[0]
    if width:
      return width
    else:
      return 0

  #myfingershurt:
  def height1(self):
    height = self.pixelSize[1]
    if height:
      return height
    else:
      return 0

  def widthf(self, pixelw):
    width = self.pixelSize[0]
    if width:
      wfactor = pixelw/width
      return wfactor
    else:
      return 0    

  def setPosition(self, x, y):
    self.position = [x,y]

  def setScale(self, width, height):
    self.scale = [width, height]

  def setAngle(self, angle):
    self.angle = angle

  def setRect(self, rect):
    if not rect == self.rect: 
      self.rect = rect
      self.createTex()

  def setAlignment(self, alignment):
    if alignment == LEFT:  #left
      self.shift = 0
    elif alignment == CENTER:#center
      self.shift = -.5
    elif alignment == RIGHT:#right
      self.shift = -1.0

  def setVAlignment(self, alignment):
    if alignment == 0:  #bottom
      self.vshift = 0
    elif alignment == 1:#center
      self.vshift = -.5
    elif alignment == 2:#top
      self.vshift = -1.0

  def setColor(self, color):
    if len(color) == 3:
      color = (color[0], color[1], color[2], 1.0)
    self.color = color

  def draw(self):
    with cmgl.PushedSpecificMatrix(GL_TEXTURE):
      with cmgl.PushedSpecificMatrix(GL_PROJECTION):

        with cmgl.MatrixMode(GL_PROJECTION):
          self.context.setProjection()

        with cmgl.PushedMatrix():
          glLoadIdentity()

          glTranslate(self.position[0], self.position[1], 0.0)
          glScalef(self.scale[0], self.scale[1], 1.0)
          glRotatef(self.angle, 0, 0, 1)
          
          glScalef(self.pixelSize[0], self.pixelSize[1], 1)
          glTranslatef(self.shift, self.vshift, 0)

          glColor4f(*self.color)

          glEnable(GL_TEXTURE_2D)
          self.texture.bind()
          cmgl.drawArrays(GL_QUADS, vertices=self.vtxArray, texcoords=self.texArray)
          glDisable(GL_TEXTURE_2D)
Beispiel #3
0
class SvgDrawing:
  def __init__(self, context, svgData):
    self.svgData = None
    self.texture = None
    self.context = context
    self.cache = None
    self.transform = SvgTransform()

    # Detect the type of data passed in
    if type(svgData) == file:
      self.svgData = svgData.read()
    elif type(svgData) == str:
      bitmapFile = svgData.replace(".svg", ".png")
      # Load PNG files directly
      if svgData.endswith(".png"):
        self.texture = Texture(svgData)
      # Check whether we have a prerendered bitmap version of the SVG file
      elif svgData.endswith(".svg") and os.path.exists(bitmapFile):
        Log.debug("Loading cached bitmap '%s' instead of '%s'." % (bitmapFile, svgData))
        self.texture = Texture(bitmapFile)
      else:
        if not haveAmanith:
          e = "PyAmanith support is deprecated and you are trying to load an SVG file."
          Log.error(e)
          raise RuntimeError(e)
        Log.debug("Loading SVG file '%s'." % (svgData))
        self.svgData = open(svgData).read()

    # Make sure we have a valid texture
    if not self.texture:
      if type(svgData) == str:
        e = "Unable to load texture for %s." % svgData
      else:
        e = "Unable to load texture for SVG file."
      Log.error(e)
      raise RuntimeError(e)

  def _cacheDrawing(self, drawBoard):
    self.cache.beginCaching()
    parser = sax.make_parser()
    sax.parseString(self.svgData, SvgHandler(drawBoard, self.cache))
    self.cache.endCaching()
    del self.svgData

  def convertToTexture(self, width, height):
    if self.texture:
      return

    e = "SVG drawing does not have a valid texture image."
    Log.error(e)
    raise RuntimeError(e)

    #try:
    #  self.texture = Texture()
    #  self.texture.bind()
    #  self.texture.prepareRenderTarget(width, height)
    #  self.texture.setAsRenderTarget()
    #  quality = self.context.getRenderingQuality()
    #  self.context.setRenderingQuality(HIGH_QUALITY)
    #  geometry = self.context.geometry
    #  self.context.setProjection((0, 0, width, height))
    #  glViewport(0, 0, width, height)
    #  self.context.clear()
    #  transform = SvgTransform()
    #  transform.translate(width / 2, height / 2)
    #  self._render(transform)
    #  self.texture.resetDefaultRenderTarget()
    #  self.context.setProjection(geometry)
    #  glViewport(*geometry)
    #  self.context.setRenderingQuality(quality)
    #except TextureException, e:
    #  Log.warn("Unable to convert SVG drawing to texture: %s" % str(e))

  def _getEffectiveTransform(self):
    transform = SvgTransform(self.transform)
    transform.transform(self.context.transform)
    return transform

  def _render(self, transform):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_MODELVIEW)
    
    glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT)
    if not self.cache:
      self.cache = SvgCache(self.context.drawBoard)
      self._cacheDrawing(self.context.drawBoard)
    self.cache.draw(transform)
    glPopAttrib()

    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)

  def draw(self, color = (1, 1, 1, 1)):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    self.context.setProjection()
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()

    transform = self._getEffectiveTransform()
    if self.texture:
      glLoadIdentity()
      transform.applyGL()

      glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
      glTranslatef(-.5, -.5, 0)
      glColor4f(*color)
      
      self.texture.bind()
      glEnable(GL_TEXTURE_2D)
      glBegin(GL_TRIANGLE_STRIP)
      glTexCoord2f(0.0, 1.0)
      glVertex2f(0.0, 1.0)
      glTexCoord2f(1.0, 1.0)
      glVertex2f(1.0, 1.0)
      glTexCoord2f(0.0, 0.0)
      glVertex2f(0.0, 0.0)
      glTexCoord2f(1.0, 0.0)
      glVertex2f(1.0, 0.0)
      glEnd()
      glDisable(GL_TEXTURE_2D)
    else:
      self._render(transform)
    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
    glPopMatrix()
    glMatrixMode(GL_PROJECTION)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
Beispiel #4
0
class ImgDrawing:
  def __init__(self, context, ImgData):
    self.ImgData = None
    self.texture = None
    self.context = context
    self.cache = None
    self.transform = SvgTransform()

    # Detect the type of data passed in
    if type(ImgData) == file:
      self.ImgData = ImgData.read()
    elif type(ImgData) == str:
      bitmapFile = ImgData.replace(".svg", ".png")
      # Load PNG files directly
      if ImgData.endswith(".png"):
        self.texture = Texture(ImgData)
      elif ImgData.endswith(".jpg"):
        self.texture = Texture(ImgData)
      elif ImgData.endswith(".jpeg"):
        self.texture = Texture(ImgData)
      # Check whether we have a prerendered bitmap version of the SVG file
      elif ImgData.endswith(".svg") and os.path.exists(bitmapFile):
        Log.debug("Loading cached bitmap '%s' instead of '%s'." % (bitmapFile, ImgData))
        self.texture = Texture(bitmapFile)
      else:
        if not haveAmanith:
          e = "PyAmanith support is deprecated and you are trying to load an SVG file."
          Log.error(e)
          raise RuntimeError(e)
        Log.debug("Loading SVG file '%s'." % (ImgData))
        self.ImgData = open(ImgData).read()
    elif isinstance(ImgData, Image.Image): #stump: let a PIL image be passed in
      self.texture = Texture()
      self.texture.loadImage(ImgData)

    # Make sure we have a valid texture
    if not self.texture:
      if type(ImgData) == str:
        e = "Unable to load texture for %s." % ImgData
      else:
        e = "Unable to load texture for SVG file."
      Log.error(e)
      raise RuntimeError(e)

  def _cacheDrawing(self, drawBoard):
    self.cache.beginCaching()
    parser = sax.make_parser()
    sax.parseString(self.ImgData, SvgHandler(drawBoard, self.cache))
    self.cache.endCaching()
    del self.ImgData

  def convertToTexture(self, width, height):
    if self.texture:
      return

    e = "SVG drawing does not have a valid texture image."
    Log.error(e)
    raise RuntimeError(e)

  def _getEffectiveTransform(self):
    transform = SvgTransform(self.transform)
    transform.transform(self.context.transform)
    return transform

  def width1(self):
    width = self.texture.pixelSize[0]
    if not width == None:
      return width
    else:
      return 0

  #myfingershurt:
  def height1(self):
    height = self.texture.pixelSize[1]
    if not height == None:
      return height
    else:
      return 0


  def widthf(self, pixelw):
    width = self.texture.pixelSize[0]
    wfactor = pixelw/width
    if not width == None:
      return wfactor
    else:
      return 0    

  def _render(self, transform):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_MODELVIEW)
    
    glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT)
    if not self.cache:
      self.cache = SvgCache(self.context.drawBoard)
      self._cacheDrawing(self.context.drawBoard)
    self.cache.draw(transform)
    glPopAttrib()

    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)

  def draw(self, color = (1, 1, 1, 1), rect = (0,1,0,1), lOffset = 0.0, rOffset = 0.0):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    self.context.setProjection()
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()

    transform = self._getEffectiveTransform()
    if self.texture:
      glLoadIdentity()
      transform.applyGL()

      glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
      glTranslatef(-.5, -.5, 0)
      glColor4f(*color)
      

      glEnable(GL_TEXTURE_2D)
      self.texture.bind()
      
      triangVtx = array(
        [[0.0-lOffset, 1.0],
         [1.0-rOffset, 1.0],
         [0.0+lOffset, 0.0],
         [1.0+rOffset, 0.0]], dtype=float32)

      textriangVtx = array(
        [[rect[0], rect[3]],
         [rect[1], rect[3]],
         [rect[0], rect[2]],
         [rect[1], rect[2]]], dtype=float32)

      glEnableClientState(GL_TEXTURE_COORD_ARRAY)    
      glEnableClientState(GL_VERTEX_ARRAY)
      glTexCoordPointerf(textriangVtx)
      glVertexPointerf(triangVtx)
      glDrawArrays(GL_TRIANGLE_STRIP, 0, triangVtx.shape[0])
      glDisableClientState(GL_VERTEX_ARRAY)
      glDisableClientState(GL_TEXTURE_COORD_ARRAY)

      glDisable(GL_TEXTURE_2D)
    else:
      self._render(transform)
    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
    glPopMatrix()
    glMatrixMode(GL_PROJECTION)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
Beispiel #5
0
  def render(self, text, pos = (0, 0), direction = (1, 0), scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005)):
    """
    Draw some text.

    @param text:      Text to draw
    @param pos:       Text coordinate tuple (x, y)
    @param direction: Text direction vector (x, y, z)
    @param scale:     Scale factor
    """
    # deufeufeu : new drawing relaying only on pygame.font.render
    #           : I know me miss special unicodes characters, but the gain
    #           : is really important.
    # evilynux : Use arrays to increase performance
    def drawSquare(w,h,tw,th):
        self.square_prim[1,0] = self.square_prim[3,0] = w
        self.square_prim[2,1] = self.square_prim[3,1] = h
        self.square_tex[0,1] = self.square_tex[1,1] = th
        self.square_tex[1,0] = self.square_tex[3,0] = tw
        glEnableClientState(GL_VERTEX_ARRAY)
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glVertexPointerf(self.square_prim)
        glTexCoordPointerf(self.square_tex)
        glDrawArrays(GL_TRIANGLE_STRIP, 0, self.square_prim.shape[0])
        glDisableClientState(GL_VERTEX_ARRAY)
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 
    if not text:
        return

    try:
        t,w,h = self.stringsCache.get(text)
    except KeyError:
        s = self.font.render(text, True, (255,255,255))
        t = Texture()
        t.setFilter(GL_LINEAR, GL_LINEAR)
        t.setRepeat(GL_CLAMP, GL_CLAMP)
        t.loadSurface(s, alphaChannel = True)
        del s
        w, h = self.font.size(text)
        self.stringsCache.add(text,(t,w,h))
     
    x, y = pos
    scale *= self.scale
    w, h = w*scale, h*scale
    tw,th = t.size
    glEnable(GL_TEXTURE_2D)
    glPushMatrix()
    glTranslatef(x,y,0)
    t.bind()
    if self.outline:
        glPushAttrib(GL_CURRENT_BIT)
        glPushMatrix()
        glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])

        blur = 2 * DEFAULT_SCALE
        for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), 
                       (1, 0), (-.7, .7), (0, 1), (.7, .7)]:
            glPushMatrix()
            glTranslatef(blur * offset[0], blur * offset[1], 0)
            drawSquare(w,h,tw,th)
            glPopMatrix()
        glPopMatrix()
        glPopAttrib()

    if self.shadow:
        glPushAttrib(GL_CURRENT_BIT)
        glPushMatrix()
        glColor4f(0, 0, 0, 1)
        glTranslatef(shadowoffset[0], shadowoffset[1], 0)
        drawSquare(w,h,tw,th)
        glPopMatrix()
        glPopAttrib()

    drawSquare(w,h,tw,th)
    glPopMatrix()

    glDisable(GL_TEXTURE_2D)
    return
Beispiel #6
0
class ImgDrawing(object):
  def __init__(self, context, ImgData):
    self.ImgData = None
    self.texture = None
    self.context = context
    self.cache = None
    self.filename = ImgData

    # Detect the type of data passed in
    if type(ImgData) == file:
      self.ImgData = ImgData.read()
    elif type(ImgData) == str:
      self.texture = Texture(ImgData)
    elif isinstance(ImgData, Image.Image): #stump: let a PIL image be passed in
      self.texture = Texture()
      self.texture.loadImage(ImgData)

    # Make sure we have a valid texture
    if not self.texture:
      if type(ImgData) == str:
        e = "Unable to load texture for %s." % ImgData
      else:
        e = "Unable to load texture for SVG file."
      Log.error(e)
      raise RuntimeError(e)

    self.pixelSize = self.texture.pixelSize
    self.position = [0.0,0.0]
    self.scale    = [1.0,1.0]
    self.angle    = 0
    self.color    = (1.0,1.0,1.0)
    self.rect     = (0,1,0,1)
    self.shift    = -.5

    self.createArrays()

  def createArrays(self):
    self.vtxArray = np.zeros((4,2), dtype=float32)
    self.texArray = np.zeros((4,2), dtype=float32)

    self.createVtx()
    self.createTex()

  def createVtx(self):
    vA = self.vtxArray #short hand variable casting
    
    #topLeft, topRight, bottomRight, bottomLeft
    vA[0,0] = 0.0; vA[0,1] = 1.0
    vA[1,0] = 1.0; vA[1,1] = 1.0
    vA[2,0] = 1.0; vA[2,1] = 0.0
    vA[3,0] = 0.0; vA[3,1] = 0.0
    
  def createTex(self):
    tA = self.texArray
    rect = self.rect

    #topLeft, topRight, bottomRight, bottomLeft
    tA[0,0] = rect[0]; tA[0,1] = rect[3]
    tA[1,0] = rect[1]; tA[1,1] = rect[3]
    tA[2,0] = rect[1]; tA[2,1] = rect[2]
    tA[3,0] = rect[0]; tA[3,1] = rect[2]

  def convertToTexture(self, width, height):
    if self.texture:
      return

    e = "SVG drawing does not have a valid texture image."
    Log.error(e)
    raise RuntimeError(e)

  def width1(self):
    width = self.pixelSize[0]
    if width:
      return width
    else:
      return 0

  #myfingershurt:
  def height1(self):
    height = self.pixelSize[1]
    if height:
      return height
    else:
      return 0

  def widthf(self, pixelw):
    width = self.pixelSize[0]
    if width:
      wfactor = pixelw/width
      return wfactor
    else:
      return 0    

  def setPosition(self, x, y):
    self.position = [x,y]

  def setScale(self, width, height):
    self.scale = [width, height]

  def setAngle(self, angle):
    self.angle = angle

  def setRect(self, rect):
    if not rect == self.rect: 
      self.rect = rect
      self.createTex()

  def setAlignment(self, alignment):
    if alignment == 0:  #left
      self.shift = 0
    elif alignment == 1:#center
      self.shift = -.5
    elif alignment == 2:#right
      self.shift = -1.0

  def setColor(self, color):
    if len(color) == 3:
      color = (color[0], color[1], color[2], 1.0)
    self.color = color

  def draw(self):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    self.context.setProjection()
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()

    glLoadIdentity()

    glTranslate(self.position[0], self.position[1], 0.0)
    glScalef(self.scale[0], self.scale[1], 1.0)
    glRotatef(self.angle, 0, 0, 1)
    
    glScalef(self.pixelSize[0], self.pixelSize[1], 1)
    glTranslatef(self.shift, -.5, 0)
    glColor4f(*self.color)

    glEnable(GL_TEXTURE_2D)
    self.texture.bind()
    
    glEnableClientState(GL_TEXTURE_COORD_ARRAY)    
    glEnableClientState(GL_VERTEX_ARRAY)
    glVertexPointerf(self.vtxArray)
    glTexCoordPointerf(self.texArray)
    glDrawArrays(GL_QUADS, 0, self.vtxArray.shape[0])
    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)
    
    glDisable(GL_TEXTURE_2D)
    glPopMatrix()
    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_PROJECTION)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
Beispiel #7
0
class ImgDrawing:
  def __init__(self, context, ImgData):
    self.ImgData = None
    self.texture = None
    self.context = context
    self.cache = None
    self.transform = SvgTransform()

    # Detect the type of data passed in
    if type(ImgData) == file:
      self.ImgData = ImgData.read()
    elif type(ImgData) == str:
      bitmapFile = ImgData.replace(".svg", ".png")
      # Load PNG files directly
      if ImgData.endswith(".png"):
        self.texture = Texture(ImgData)
      # Check whether we have a prerendered bitmap version of the SVG file
      elif ImgData.endswith(".svg") and os.path.exists(bitmapFile):
        Log.debug("Loading cached bitmap '%s' instead of '%s'." % (bitmapFile, ImgData))
        self.texture = Texture(bitmapFile)
      else:
        if not haveAmanith:
          e = "PyAmanith support is deprecated and you are trying to load an SVG file."
          Log.error(e)
          raise RuntimeError(e)
        Log.debug("Loading SVG file '%s'." % (ImgData))
        self.ImgData = open(ImgData).read()
    elif isinstance(ImgData, Image.Image): #stump: let a PIL image be passed in
      self.texture = Texture()
      self.texture.loadImage(ImgData)

    # Make sure we have a valid texture
    if not self.texture:
      if type(ImgData) == str:
        e = "Unable to load texture for %s." % ImgData
      else:
        e = "Unable to load texture for SVG file."
      Log.error(e)
      raise RuntimeError(e)

  def _cacheDrawing(self, drawBoard):
    self.cache.beginCaching()
    parser = sax.make_parser()
    sax.parseString(self.ImgData, SvgHandler(drawBoard, self.cache))
    self.cache.endCaching()
    del self.ImgData

  def convertToTexture(self, width, height):
    if self.texture:
      return

    e = "SVG drawing does not have a valid texture image."
    Log.error(e)
    raise RuntimeError(e)

  def _getEffectiveTransform(self):
    transform = SvgTransform(self.transform)
    transform.transform(self.context.transform)
    return transform

  def width1(self):
    width = self.texture.pixelSize[0]
    if not width == None:
      return width
    else:
      return 0

  #myfingershurt:
  def height1(self):
    height = self.texture.pixelSize[1]
    if not height == None:
      return height
    else:
      return 0


  def widthf(self, pixelw):
    width = self.texture.pixelSize[0]
    wfactor = pixelw/width
    if not width == None:
      return wfactor
    else:
      return 0    

  def _render(self, transform):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_MODELVIEW)
    
    glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT)
    if not self.cache:
      self.cache = SvgCache(self.context.drawBoard)
      self._cacheDrawing(self.context.drawBoard)
    self.cache.draw(transform)
    glPopAttrib()

    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)

  def draw(self, color = (1, 1, 1, 1), rect = (0,1,0,1), lOffset = 0.0, rOffset = 0.0):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    self.context.setProjection()
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()

    transform = self._getEffectiveTransform()
    if self.texture:
      glLoadIdentity()
      transform.applyGL()

      glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
      glTranslatef(-.5, -.5, 0)
      glColor4f(*color)
      
      self.texture.bind()
      glEnable(GL_TEXTURE_2D)
      glBegin(GL_TRIANGLE_STRIP)
      glTexCoord2f(rect[0], rect[3])
      glVertex2f(0.0-lOffset, 1.0)
      glTexCoord2f(rect[1], rect[3])
      glVertex2f(1.0-rOffset, 1.0)
      glTexCoord2f(rect[0], rect[2])
      glVertex2f(0.0+lOffset, 0.0)
      glTexCoord2f(rect[1], rect[2])
      glVertex2f(1.0+rOffset, 0.0)
      glEnd()
      glDisable(GL_TEXTURE_2D)
    else:
      self._render(transform)
    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
    glPopMatrix()
    glMatrixMode(GL_PROJECTION)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
Beispiel #8
0
class SvgDrawing:
    def __init__(self, context, svgData):
        self.svgData = None
        self.texture = None
        self.context = context
        self.cache = None
        self.transform = SvgTransform()

        # Detect the type of data passed in
        if type(svgData) == file:
            self.svgData = svgData.read()
        elif type(svgData) == str:
            bitmapFile = svgData.replace(".svg", ".png")
            # Load PNG files directly
            if svgData.endswith(".png"):
                self.texture = Texture(svgData)
            # Check whether we have a prerendered bitmap version of the SVG file
            elif svgData.endswith(".svg") and os.path.exists(bitmapFile):
                Log.debug("Loading cached bitmap '%s' instead of '%s'." %
                          (bitmapFile, svgData))
                self.texture = Texture(bitmapFile)
            else:
                if not haveAmanith:
                    e = "PyAmanith support is deprecated and you are trying to load an SVG file."
                    Log.error(e)
                    raise RuntimeError(e)
                Log.debug("Loading SVG file '%s'." % (svgData))
                self.svgData = open(svgData).read()

        # Make sure we have a valid texture
        if not self.texture:
            if type(svgData) == str:
                e = "Unable to load texture for %s." % svgData
            else:
                e = "Unable to load texture for SVG file."
            Log.error(e)
            raise RuntimeError(e)

    def _cacheDrawing(self, drawBoard):
        self.cache.beginCaching()
        parser = sax.make_parser()
        sax.parseString(self.svgData, SvgHandler(drawBoard, self.cache))
        self.cache.endCaching()
        del self.svgData

    def convertToTexture(self, width, height):
        if self.texture:
            return

        e = "SVG drawing does not have a valid texture image."
        Log.error(e)
        raise RuntimeError(e)

        #try:
        #  self.texture = Texture()
        #  self.texture.bind()
        #  self.texture.prepareRenderTarget(width, height)
        #  self.texture.setAsRenderTarget()
        #  quality = self.context.getRenderingQuality()
        #  self.context.setRenderingQuality(HIGH_QUALITY)
        #  geometry = self.context.geometry
        #  self.context.setProjection((0, 0, width, height))
        #  glViewport(0, 0, width, height)
        #  self.context.clear()
        #  transform = SvgTransform()
        #  transform.translate(width / 2, height / 2)
        #  self._render(transform)
        #  self.texture.resetDefaultRenderTarget()
        #  self.context.setProjection(geometry)
        #  glViewport(*geometry)
        #  self.context.setRenderingQuality(quality)
        #except TextureException, e:
        #  Log.warn("Unable to convert SVG drawing to texture: %s" % str(e))

    def _getEffectiveTransform(self):
        transform = SvgTransform(self.transform)
        transform.transform(self.context.transform)
        return transform

    def _render(self, transform):
        glMatrixMode(GL_TEXTURE)
        glPushMatrix()
        glMatrixMode(GL_MODELVIEW)

        glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT | GL_STENCIL_BUFFER_BIT
                     | GL_TRANSFORM_BIT | GL_COLOR_BUFFER_BIT | GL_POLYGON_BIT
                     | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT)
        if not self.cache:
            self.cache = SvgCache(self.context.drawBoard)
            self._cacheDrawing(self.context.drawBoard)
        self.cache.draw(transform)
        glPopAttrib()

        glMatrixMode(GL_TEXTURE)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)

    def draw(self, color=(1, 1, 1, 1)):
        glMatrixMode(GL_TEXTURE)
        glPushMatrix()
        glMatrixMode(GL_PROJECTION)
        glPushMatrix()
        self.context.setProjection()
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        transform = self._getEffectiveTransform()
        if self.texture:
            glLoadIdentity()
            transform.applyGL()

            glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
            glTranslatef(-.5, -.5, 0)
            glColor4f(*color)

            self.texture.bind()
            glEnable(GL_TEXTURE_2D)
            glBegin(GL_TRIANGLE_STRIP)
            glTexCoord2f(0.0, 1.0)
            glVertex2f(0.0, 1.0)
            glTexCoord2f(1.0, 1.0)
            glVertex2f(1.0, 1.0)
            glTexCoord2f(0.0, 0.0)
            glVertex2f(0.0, 0.0)
            glTexCoord2f(1.0, 0.0)
            glVertex2f(1.0, 0.0)
            glEnd()
            glDisable(GL_TEXTURE_2D)
        else:
            self._render(transform)
        glMatrixMode(GL_TEXTURE)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)
        glPopMatrix()
        glMatrixMode(GL_PROJECTION)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)
  def render(self, text, pos = (0, 0), rotate = 0, scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005), align = LEFT, new = False):
    """
    Draw some text.

    @param text:      Text to draw
    @param pos:       Text coordinate tuple (x, y)
    @param rotate:    Angle to rotate text, in degrees
    @param scale:     Scale factor
    """
    # deufeufeu : new drawing relaying only on pygame.font.render
    #           : I know me miss special unicodes characters, but the gain
    #           : is really important.
    # evilynux : Use arrays to increase performance
    def drawSquare(w,h,tw,th):
        self.square_prim[1,0] = self.square_prim[3,0] = w
        self.square_prim[2,1] = self.square_prim[3,1] = h
        self.square_tex[0,1] = self.square_tex[1,1] = th
        self.square_tex[1,0] = self.square_tex[3,0] = tw
        cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.square_prim, texcoords=self.square_tex)

    if not text:
        return

    try:
        t,w,h = self.stringsCache.get(text)
    except KeyError:
        s = self.font.render(text, True, (255,255,255))
        t = Texture()
        t.setFilter(GL_LINEAR, GL_LINEAR)
        t.setRepeat(GL_CLAMP, GL_CLAMP)
        t.loadSurface(s, alphaChannel = True)
        del s
        w, h = self.font.size(text)
        self.stringsCache.add(text,(t,w,h))

    x, y = pos
    scale *= self.scale
    w, h = w*scale*self.aspectRatioFactor, h*scale
    if align == CENTER: #we have already done all the calculating. Why not add this? - akedrou
      x -= (w/2)
    elif align == RIGHT:
      x -= w
    y -= (h/2)
    tw,th = t.size
    glEnable(GL_TEXTURE_2D)
    with cmglPushedMatrix():
      if rotate:
        if not isinstance(rotate, tuple):
          glRotatef(rotate, 0, 0, 1.0)
        else:
          glRotatef(0, *rotate)
      glTranslatef(x,y,0)
      t.bind()
      if self.outline:
        with cmglPushedAttrib(GL_CURRENT_BIT):
          glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])

          blur = 2 * DEFAULT_SCALE
          for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0),
                         (1, 0), (-.7, .7), (0, 1), (.7, .7)]:
            with cmglPushedMatrix():
              glTranslatef(blur * offset[0], blur * offset[1], 0)
              drawSquare(w,h,tw,th)

      if self.shadow:
        with cmglPushedAttrib(GL_CURRENT_BIT):
          glColor4f(0, 0, 0, 1)
          with cmglPushedMatrix():
            glTranslatef(shadowoffset[0], shadowoffset[1], 0)
            drawSquare(w,h,tw,th)

      drawSquare(w,h,tw,th)

    glDisable(GL_TEXTURE_2D)
Beispiel #10
0
class ImgDrawing(object):
    VTX_ARRAY = np.array(
        [[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0]],
        dtype=np.float32)  #hard-coded quad for drawing textures onto

    def drawImage(image, scale = (1.0, -1.0), coord = (0, 0), rot = 0, \
                  color = (1,1,1,1), rect = (0,1,0,1), stretched = 0, fit = CENTER, \
                  alignment = CENTER, valignment = CENTER):
        """
        Draws the image/surface to screen
        """

        if not isinstance(image, ImgDrawing):
            return False

        image.setRect(rect)
        image.setScale(scale[0], scale[1], stretched)
        image.setPosition(coord[0], coord[1], fit)
        image.setAlignment(alignment)
        image.setVAlignment(valignment)
        image.setAngle(rot)
        image.setColor(color)
        image.draw()

        return True

    def __init__(self, context, ImgData):
        self.ImgData = None
        self.texture = None
        self.context = context
        self.cache = None
        self.filename = ImgData

        # Detect the type of data passed in
        if isinstance(ImgData, file):
            self.ImgData = ImgData.read()
        elif isinstance(ImgData, basestring):
            self.texture = Texture(ImgData)
        elif isinstance(ImgData,
                        Image.Image):  #stump: let a PIL image be passed in
            self.texture = Texture()
            self.texture.loadImage(ImgData)

        # Make sure we have a valid texture
        if not self.texture:
            if isinstance(ImgData, basestring):
                e = "Unable to load texture for %s." % ImgData
            else:
                e = "Unable to load texture for SVG file."
            Log.error(e)
            raise RuntimeError(e)

        self.pixelSize = self.texture.pixelSize  #the size of the image in pixels (from texture)
        self.position = [0.0, 0.0]  #position of the image in the viewport
        self.scale = [1.0, 1.0]  #percentage scaling
        self.angle = 0  #angle of rotation (degrees)
        self.color = (1.0, 1.0, 1.0, 1.0)  #glColor rgba
        self.rect = (0, 1, 0, 1)  #texture mapping coordinates
        self.shift = -.5  #horizontal alignment
        self.vshift = -.5  #vertical alignment

        self.path = self.texture.name  #path of the image file

        self.texArray = np.zeros((4, 2), dtype=np.float32)

        self.createTex()

    def createTex(self):
        tA = self.texArray
        rect = self.rect

        #topLeft, topRight, bottomRight, bottomLeft
        tA[0, 0] = rect[0]
        tA[0, 1] = rect[3]
        tA[1, 0] = rect[1]
        tA[1, 1] = rect[3]
        tA[2, 0] = rect[1]
        tA[2, 1] = rect[2]
        tA[3, 0] = rect[0]
        tA[3, 1] = rect[2]

    def width1(self):
        """
        @return the width of the texture in pixels
        """
        width = self.pixelSize[0]
        if width:
            return width
        else:
            return 0

    def height1(self):
        """
        @return the height of the texture in pixels
        """
        height = self.pixelSize[1]
        if height is not None:
            return height
        else:
            return 0

    def widthf(self, pixelw):
        """
        @param pixelw - a width in pixels
        @return the scaled ratio of the pixelw divided by the pixel width of the texture
        """
        width = self.pixelSize[0]
        if width is not None:
            wfactor = pixelw / width
            return wfactor
        else:
            return 0

    def setPosition(self, x, y, fit=CENTER):
        """
        Sets position of this image on screen 

        @param fit:          Adjusts the texture so the coordinate for the y-axis placement can be
                             on the top side (1), bottom side (2), or center point (any other value) of the image
        """
        if fit == CENTER:  #y is center
            pass
        elif fit == TOP:  #y is on top (not center)
            y = y - ((self.pixelSize[1] * abs(self.scale[1])) * .5 *
                     (self.context.geometry[3] / SCREEN_HEIGHT))
        elif fit == BOTTOM:  #y is on bottom
            y = y + ((self.pixelSize[1] * abs(self.scale[1])) * .5 *
                     (self.context.geometry[3] / SCREEN_HEIGHT))

        self.position = [x, y]

    def setScale(self, width, height, stretched=0):
        """
        @param stretched:    Bitmask stretching the image according to the following values
                                 0) does not stretch the image
                                 1) fits it to the width of the viewport
                                 2) fits it to the height of the viewport
                                 3) stretches it so it fits the viewport
                                 4) preserves the aspect ratio while stretching
        """
        if stretched & FULL_SCREEN:  # FULL_SCREEN is FIT_WIDTH | FIT_HEIGHT
            xStretch = 1
            yStretch = 1
            if stretched & FIT_WIDTH:
                xStretch = float(self.context.geometry[2]) / self.pixelSize[0]
            if stretched & FIT_HEIGHT:
                yStretch = float(self.context.geometry[3]) / self.pixelSize[1]
            if stretched & KEEP_ASPECT:
                if stretched & FULL_SCREEN == FULL_SCREEN:  #Note that on FULL_SCREEN | KEEP_ASPECT we will scale to the larger and clip.
                    if xStretch > yStretch:
                        yStretch = xStretch
                    else:
                        xStretch = yStretch
                else:
                    if stretched & FIT_WIDTH:
                        yStretch = xStretch
                    else:
                        xStretch = yStretch
            width *= xStretch
            height *= yStretch

        self.scale = [width, height]

    def setAngle(self, angle):
        self.angle = angle

    def setRect(self, rect):
        """
        @param rect:         The surface rectangle, this is used for cropping the texture
        """
        if not rect == self.rect:
            self.rect = rect
            self.createTex()

    def setAlignment(self, alignment):
        """
        @param alignment:    Adjusts the texture so the coordinate for x-axis placement can either be
                             on the left side (0), center point (1), or right(2) side of the image
        """
        if alignment == CENTER:  #center
            self.shift = -.5
        elif alignment == LEFT:  #left
            self.shift = 0
        elif alignment == RIGHT:  #right
            self.shift = -1.0

    def setVAlignment(self, alignment):
        """
        @param valignment:   Adjusts the texture so the coordinate for y-axis placement can either be
                             on the bottom side (0), center point (1), or top(2) side of the image
        """
        if alignment == CENTER:  #center
            self.vshift = -.5
        if alignment == TOP:  #bottom
            self.vshift = 0
        elif alignment == BOTTOM:  #top
            self.vshift = -1.0

    def setColor(self, color):
        if len(color) == 3:
            color = (color[0], color[1], color[2], 1.0)
        self.color = color

    def draw(self):
        with cmgl.PushedSpecificMatrix(GL_TEXTURE):
            with cmgl.PushedSpecificMatrix(GL_PROJECTION):

                with cmgl.MatrixMode(GL_PROJECTION):
                    self.context.setProjection()

                with cmgl.PushedMatrix():
                    glLoadIdentity()

                    glTranslate(self.position[0], self.position[1], 0.0)
                    glRotatef(-self.angle, 0, 0, 1)
                    glScalef(self.scale[0], self.scale[1], 1.0)
                    glScalef(self.pixelSize[0], self.pixelSize[1], 1)
                    glTranslatef(self.shift, self.vshift, 0)

                    glColor4f(*self.color)

                    glEnable(GL_TEXTURE_2D)
                    self.texture.bind()
                    cmgl.drawArrays(GL_QUADS,
                                    vertices=ImgDrawing.VTX_ARRAY,
                                    texcoords=self.texArray)
                    glDisable(GL_TEXTURE_2D)
Beispiel #11
0
  def render(self, text, pos = (0, 0), direction = (1, 0), scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005)):
    """
    Draw some text.

    @param text:      Text to draw
    @param pos:       Text coordinate tuple (x, y)
    @param direction: Text direction vector (x, y, z)
    @param scale:     Scale factor
    """
    # deufeufeu : new drawing relaying only on pygame.font.render
    #           : I know me miss special unicodes characters, but the gain
    #           : is really important.
    # evilynux : Use arrays to increase performance
    def drawSquare(w,h,tw,th):
        self.square_prim[1,0] = self.square_prim[3,0] = w
        self.square_prim[2,1] = self.square_prim[3,1] = h
        self.square_tex[0,1] = self.square_tex[1,1] = th
        self.square_tex[1,0] = self.square_tex[3,0] = tw
        glEnableClientState(GL_VERTEX_ARRAY)
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glVertexPointerf(self.square_prim)
        glTexCoordPointerf(self.square_tex)
        glDrawArrays(GL_TRIANGLE_STRIP, 0, self.square_prim.shape[0])
        glDisableClientState(GL_VERTEX_ARRAY)
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
 
    if not text:
        return

    try:
        t,w,h = self.stringsCache.get(text)
    except KeyError:
        s = self.font.render(text, True, (255,255,255))
        t = Texture()
        t.setFilter(GL_LINEAR, GL_LINEAR)
        t.setRepeat(GL_CLAMP, GL_CLAMP)
        t.loadSurface(s, alphaChannel = True)
        del s
        w, h = self.font.size(text)
        self.stringsCache.add(text,(t,w,h))
     
    x, y = pos
    scale *= self.scale
    w, h = w*scale, h*scale
    tw,th = t.size
    glEnable(GL_TEXTURE_2D)
    glPushMatrix()
    glTranslatef(x,y,0)
    t.bind()
    if self.outline:
        glPushAttrib(GL_CURRENT_BIT)
        glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])

        blur = 2 * DEFAULT_SCALE
        for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), 
                       (1, 0), (-.7, .7), (0, 1), (.7, .7)]:
            glTranslatef(blur * offset[0], blur * offset[1], 0)
            drawSquare(w,h,tw,th)
            glTranslatef(-blur * offset[0], -blur * offset[1], 0)
        glPopAttrib()

    if self.shadow:
        glPushAttrib(GL_CURRENT_BIT)
        glColor4f(0, 0, 0, 1)
        glTranslatef(shadowoffset[0], shadowoffset[1], 0)
        drawSquare(w,h,tw,th)
        glTranslatef(-shadowoffset[0], -shadowoffset[1], 0)
        glPopAttrib()

    drawSquare(w,h,tw,th)
    glPopMatrix()

    glDisable(GL_TEXTURE_2D)
    return
Beispiel #12
0
  def render(self, text, pos = (0, 0), direction = (1, 0), scale = DEFAULT_SCALE):
    """
    Draw some text.

    @param text:      Text to draw
    @param pos:       Text coordinate tuple (x, y)
    @param direction: Text direction vector (x, y, z)
    @param scale:     Scale factor
    """
    # deufeufeu : new drawing relaying only on pygame.font.render
    #           : I know me miss special unicodes characters, but the gain
    #           : is really important.
    def drawSquare(w,h,tw,th):
        glBegin(GL_TRIANGLE_STRIP)
        glTexCoord2f(0.0,th)
        glVertex2f(0,0)
        glTexCoord2f(tw,th)
        glVertex2f(w,0)
        glTexCoord2f(0.0,0.0)
        glVertex2f(0,h)
        glTexCoord2f(tw,0.0)
        glVertex2f(w,h)
        glEnd()
 
    if not text:
        return

    try:
        t,w,h = self.stringsCache.get(text)
    except KeyError:
        s = self.font.render(text, True, (255,255,255))
        t = Texture()
        t.setFilter(GL_LINEAR, GL_LINEAR)
        t.setRepeat(GL_CLAMP, GL_CLAMP)
        t.loadSurface(s, alphaChannel = True)
        del s
        w, h = self.font.size(text)
        self.stringsCache.add(text,(t,w,h))
     
    x, y = pos
    scale *= self.scale
    w, h = w*scale, h*scale
    tw,th = t.size
    glEnable(GL_TEXTURE_2D)
    glPushMatrix()
    glTranslatef(x,y,0)
    t.bind()
    if self.outline:
        glPushAttrib(GL_CURRENT_BIT)
        glPushMatrix()
        glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])

        blur = 2 * DEFAULT_SCALE
        for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), 
                       (1, 0), (-.7, .7), (0, 1), (.7, .7)]:
            glPushMatrix()
            glTranslatef(blur * offset[0], blur * offset[1], 0)
            drawSquare(w,h,tw,th)
            glPopMatrix()
        glPopMatrix()
        glPopAttrib()

    if self.shadow:
        glPushAttrib(GL_CURRENT_BIT)
        glPushMatrix()
        glColor4f(0, 0, 0, 1)
        glTranslatef(.0022, .0005, 0)
        drawSquare(w,h,tw,th)
        glPopMatrix()
        glPopAttrib()

    drawSquare(w,h,tw,th)
    glPopMatrix()

    glDisable(GL_TEXTURE_2D)
    return
Beispiel #13
0
class ImgDrawing:
    def __init__(self, context, imgPath):
        self.imgPath = None
        self.texture = None
        self.context = context
        self.cache = None
        self.transform = ImgTransform()

        # Load PNG files directly
        if imgPath.endswith(".png"):
            self.texture = Texture(imgPath)
        else:
            e = "Unsupported Image format."
            Log.error(e)
            raise RuntimeError(e)

        # Make sure we have a valid texture
        if not self.texture:
            e = "Unable to load texture for %s." % imgPath
            Log.error(e)
            raise RuntimeError(e)

    def convertToTexture(self, width, height):
        if self.texture:
            return

        e = "Img drawing does not have a valid texture image."
        Log.error(e)
        raise RuntimeError(e)

    def _getEffectiveTransform(self):
        transform = ImgTransform(self.transform)
        transform.transform(self.context.transform)
        return transform

    def draw(self, color = (1, 1, 1, 1)):
        glMatrixMode(GL_TEXTURE)
        glPushMatrix()
        glMatrixMode(GL_PROJECTION)
        glPushMatrix()
        self.context.setProjection()
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        transform = self._getEffectiveTransform()
        if self.texture:
            glLoadIdentity()
            transform.applyGL()

            glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
            glTranslatef(-.5, -.5, 0)
            glColor4f(*color)

            self.texture.bind()
            glEnable(GL_TEXTURE_2D)
            glBegin(GL_TRIANGLE_STRIP)
            glTexCoord2f(0.0, 1.0)
            glVertex2f(0.0, 1.0)
            glTexCoord2f(1.0, 1.0)
            glVertex2f(1.0, 1.0)
            glTexCoord2f(0.0, 0.0)
            glVertex2f(0.0, 0.0)
            glTexCoord2f(1.0, 0.0)
            glVertex2f(1.0, 0.0)
            glEnd()
            glDisable(GL_TEXTURE_2D)
        glMatrixMode(GL_TEXTURE)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)
        glPopMatrix()
        glMatrixMode(GL_PROJECTION)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)
Beispiel #14
0
    def render(self, text, pos=(0, 0), direction=(1, 0), scale=DEFAULT_SCALE):
        """
    Draw some text.

    @param text:      Text to draw
    @param pos:       Text coordinate tuple (x, y)
    @param direction: Text direction vector (x, y, z)
    @param scale:     Scale factor
    """

        # deufeufeu : new drawing relaying only on pygame.font.render
        #           : I know me miss special unicodes characters, but the gain
        #           : is really important.
        def drawSquare(w, h, tw, th):
            glBegin(GL_TRIANGLE_STRIP)
            glTexCoord2f(0.0, th)
            glVertex2f(0, 0)
            glTexCoord2f(tw, th)
            glVertex2f(w, 0)
            glTexCoord2f(0.0, 0.0)
            glVertex2f(0, h)
            glTexCoord2f(tw, 0.0)
            glVertex2f(w, h)
            glEnd()

        if not text:
            return

        try:
            t, w, h = self.stringsCache.get(text)
        except KeyError:
            s = self.font.render(text, True, (255, 255, 255))
            t = Texture()
            t.setFilter(GL_LINEAR, GL_LINEAR)
            t.setRepeat(GL_CLAMP, GL_CLAMP)
            t.loadSurface(s, alphaChannel=True)
            del s
            w, h = self.font.size(text)
            self.stringsCache.add(text, (t, w, h))

        x, y = pos
        scale *= self.scale
        w, h = w * scale, h * scale
        tw, th = t.size
        glEnable(GL_TEXTURE_2D)
        glPushMatrix()
        glTranslatef(x, y, 0)
        t.bind()
        if self.outline:
            glPushAttrib(GL_CURRENT_BIT)
            glPushMatrix()
            glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])

            blur = 2 * DEFAULT_SCALE
            for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), (1, 0),
                           (-.7, .7), (0, 1), (.7, .7)]:
                glPushMatrix()
                glTranslatef(blur * offset[0], blur * offset[1], 0)
                drawSquare(w, h, tw, th)
                glPopMatrix()
            glPopMatrix()
            glPopAttrib()

        if self.shadow:
            glPushAttrib(GL_CURRENT_BIT)
            glPushMatrix()
            glColor4f(0, 0, 0, 1)
            glTranslatef(.0022, .0005, 0)
            drawSquare(w, h, tw, th)
            glPopMatrix()
            glPopAttrib()

        drawSquare(w, h, tw, th)
        glPopMatrix()

        glDisable(GL_TEXTURE_2D)
        return
Beispiel #15
0
class ImgDrawing(object):
  def __init__(self, context, ImgData):
    self.ImgData = None
    self.texture = None
    self.context = context
    self.cache = None
    self.transform = SvgTransform()
    self.filename = ImgData
    self.triangVtx = np.zeros((4,2), dtype=float32)
    self.textriangVtx = np.zeros((4,2), dtype=float32)

    # Detect the type of data passed in
    if type(ImgData) == file:
      self.ImgData = ImgData.read()
    elif type(ImgData) == str:
      self.texture = Texture(ImgData)
#      bitmapFile = ImgData.replace(".svg", ".png")
#      # Load PNG files directly
#      if ImgData.endswith(".png"):
#        self.texture = Texture(ImgData)
#      elif ImgData.endswith(".jpg"):
#        self.texture = Texture(ImgData)
#      elif ImgData.endswith(".jpeg"):
#        self.texture = Texture(ImgData)
      # Check whether we have a prerendered bitmap version of the SVG file
#      elif ImgData.endswith(".svg") and os.path.exists(bitmapFile):
#        Log.debug("Loading cached bitmap '%s' instead of '%s'." % (bitmapFile, ImgData))
#        self.texture = Texture(bitmapFile)
#      else:
#        if not haveAmanith:
#          e = "PyAmanith support is deprecated and you are trying to load an SVG file."
#          Log.error(e)
#          raise RuntimeError(e)
#        Log.debug("Loading SVG file '%s'." % (ImgData))
#        self.ImgData = open(ImgData).read()
    elif isinstance(ImgData, Image.Image): #stump: let a PIL image be passed in
      self.texture = Texture()
      self.texture.loadImage(ImgData)

    # Make sure we have a valid texture
    if not self.texture:
      if type(ImgData) == str:
        e = "Unable to load texture for %s." % ImgData
      else:
        e = "Unable to load texture for SVG file."
      Log.error(e)
      raise RuntimeError(e)

  def convertToTexture(self, width, height):
    if self.texture:
      return

    e = "SVG drawing does not have a valid texture image."
    Log.error(e)
    raise RuntimeError(e)

  def _getEffectiveTransform(self):
    transform = SvgTransform(self.transform)
    transform.transform(self.context.transform)
    return transform

  def width1(self):
    width = self.texture.pixelSize[0]
    if not width == None:
      return width
    else:
      return 0

  #myfingershurt:
  def height1(self):
    height = self.texture.pixelSize[1]
    if not height == None:
      return height
    else:
      return 0


  def widthf(self, pixelw):
    width = self.texture.pixelSize[0]
    wfactor = pixelw/width
    if not width == None:
      return wfactor
    else:
      return 0    

  def draw(self, color = (1, 1, 1, 1), rect = (0,1,0,1), lOffset = 0.0, rOffset = 0.0):
    glMatrixMode(GL_TEXTURE)
    glPushMatrix()
    glMatrixMode(GL_PROJECTION)
    glPushMatrix()
    self.context.setProjection()
    glMatrixMode(GL_MODELVIEW)
    glPushMatrix()

    glLoadIdentity()
    self._getEffectiveTransform().applyGL()

    glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1)
    glTranslatef(-.5, -.5, 0)
    glColor4f(*color)


    glEnable(GL_TEXTURE_2D)
    self.texture.bind()
    
    self.triangVtx[0,0] = 0.0-lOffset
    self.triangVtx[0,1] = 1.0
    self.triangVtx[1,0] = 1.0-rOffset
    self.triangVtx[1,1] = 1.0
    self.triangVtx[2,0] = 0.0+lOffset
    self.triangVtx[2,1] = 0.0
    self.triangVtx[3,0] = 1.0+rOffset
    self.triangVtx[3,1] = 0.0
    
    self.textriangVtx[0,0] = rect[0]
    self.textriangVtx[0,1] = rect[3]
    self.textriangVtx[1,0] = rect[1]
    self.textriangVtx[1,1] = rect[3]
    self.textriangVtx[2,0] = rect[0]
    self.textriangVtx[2,1] = rect[2]
    self.textriangVtx[3,0] = rect[1]
    self.textriangVtx[3,1] = rect[2]
    
    glEnableClientState(GL_TEXTURE_COORD_ARRAY)    
    glEnableClientState(GL_VERTEX_ARRAY)
    glVertexPointerf(self.triangVtx)
    glTexCoordPointerf(self.textriangVtx)
    glDrawArrays(GL_TRIANGLE_STRIP, 0, self.triangVtx.shape[0])
    glDisableClientState(GL_VERTEX_ARRAY)
    glDisableClientState(GL_TEXTURE_COORD_ARRAY)
    
    glDisable(GL_TEXTURE_2D)
    glPopMatrix()
    glMatrixMode(GL_TEXTURE)
    glPopMatrix()
    glMatrixMode(GL_PROJECTION)
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
Beispiel #16
0
class FontObj(object):
    def __init__(self, path, text="", size=32, shadow=True):
        self.font = pygame.font.Font(os.path.join("..", "data", "fonts", path), int(size))
        self.texture = Texture()

        self.cache = Cache()
        # attributes
        self.scale = (1.0, 1.0)  # image bounds (width, height)
        self.position = (0, 0)  # where in the window it should render
        self.angle = 0  # angle which the image is drawn
        self.color = (255, 255, 255, 255)  # colour of the image
        self.rect = (0.0, 0.0, 1.0, 1.0)  # left, top, right, bottom, crops the texture
        self.alignment = 1  # alignment of the text (left, center , right)
        self.shadow = True  # does the font project a shadow
        self.text = None

        self.setText(text)  # it is not necessary to enter a string upon initialization,
        # but it is upon time of rendering

    def getDimensions(self):
        self.width = self.pixelSize[0] * self.scale[0]
        self.height = self.pixelSize[1] * self.scale[1]

    # sets up the vertex and texture array coordinates
    def createArrays(self):
        # numpy zeros is used because it can generate an array that can
        # be used for assigning coordinates to quite quickly
        self.vtxArray = np.zeros((4, 3), dtype=float32)
        self.texArray = np.zeros((4, 2), dtype=float32)

        self.createVerts()
        self.createTex()
        self.getDimensions()

    # set up vertex coordinates
    def createVerts(self):
        vtxArray = self.vtxArray

        # top left, top right, bottom right, bottom left

        # vertices
        # by using these numbers pictures are now moved by the center
        # coordinate instead of the top left.  I, personally, find it
        # easier to use.
        halfPS = (float(self.pixelSize[0]) / 2.0, float(self.pixelSize[1]) / 2.0)

        if (self.alignment == "left") or (self.alignment == "right"):
            vtxArray[0, 0] = 0
            vtxArray[0, 1] = halfPS[1]
            vtxArray[1, 0] = self.pixelSize[0]
            vtxArray[1, 1] = halfPS[1]
            vtxArray[2, 0] = self.pixelSize[0]
            vtxArray[2, 1] = -halfPS[1]
            vtxArray[3, 0] = 0
            vtxArray[3, 1] = -halfPS[1]
        else:
            vtxArray[0, 0] = -halfPS[0]
            vtxArray[0, 1] = halfPS[1]
            vtxArray[1, 0] = halfPS[0]
            vtxArray[1, 1] = halfPS[1]
            vtxArray[2, 0] = halfPS[0]
            vtxArray[2, 1] = -halfPS[1]
            vtxArray[3, 0] = -halfPS[0]
            vtxArray[3, 1] = -halfPS[1]

    # set up texture coordinates
    def createTex(self):
        rect = self.rect  # not really necessary, it just saves on some typing
        # because I got sick of typing "self." all the time

        texArray = self.texArray

        # top left, top right, bottom right, bottom left

        # texture coordinates
        texArray[0, 0] = rect[0]
        texArray[0, 1] = rect[3]
        texArray[1, 0] = rect[2]
        texArray[1, 1] = rect[3]
        texArray[2, 0] = rect[2]
        texArray[2, 1] = rect[1]
        texArray[3, 0] = rect[0]
        texArray[3, 1] = rect[1]

    # changes what the font is supposed to say
    def setText(self, text):
        if type(text) == list:
            text = string.join(text, "")
        else:
            # converts any passed value into a string
            if text == None:
                text = ""
            else:
                text = str(text)

        self.text = text

        # checks cache to see if the text had already been set before
        # if so use that as the texture instead
        try:
            self.texture = self.cache.get(self.text)
        except KeyError:
            texture = Texture(surface=self.font.render(self.text, True, (255, 255, 255)))
            self.cache.add(text, texture)
            self.texture = self.cache.get(self.text)

        self.pixelSize = self.texture.pixelSize
        self.setScale(1, 1)  # makes sure the surface is resized because
        # the text is now different

        self.rect = (0.0, 0.0, 1.0, 1.0)
        self.createArrays()

    def setAlignment(self, alignment):
        alignment = alignment.upper()
        if alignment == "LEFT":
            self.alignment = LEFT
        elif alignment == "RIGHT":
            self.alignment = RIGHT
        else:
            self.alignment = CENTER

    # changes the position of the image to x, y
    def setPosition(self, x, y):
        self.position = (x, y)

    # moves the image from its current position by x and y
    def slide(self, x=0, y=0):
        self.position = (self.position[0] + x, self.position[1] + y)

    # changes the size of the image and scales the surface
    def setScale(self, width, height):
        if self.scale[0] != width and self.scale[1] != height:
            if (width >= 0 and width <= 1) and (height >= 0 and height <= 1):
                self.scale = (width, height)
            else:
                self.scale = (float(width) / float(self.pixelSize[0]), float(height) / float(self.pixelSize[1]))
            self.getDimensions()

    def scaleWidth(self, width, keep_aspect_ratio=True):
        height = self.scale[1]
        if keep_aspect_ratio:
            height = self.scale[1] * (width / self.pixelSize[0])
        self.scale = (width / self.pixelSize[0], height)
        self.getDimensions()

    def scaleHeight(self, height, keep_aspect_ratio=True):
        width = self.scale[0]
        if keep_aspect_ratio:
            width = self.scale[0] * (height / self.pixelSize[1])
        self.setScale(width, height / self.pixelSize[1])
        self.getDimensions()

    # rotates the image to the angle
    def setAngle(self, angle):
        self.angle = angle

    # rotates the image
    def rotate(self, angle):
        self.angle += angle

    # sets the colour of the image (RGBA 0.0 -> 1.0)
    def setColor(self, color):
        self.color = list(self.color)
        for i in range(len(color)):
            self.color[i] = color[i]

    # fades from the current color to the new color in the set amount of time
    # remember that the color must be in RGBA format
    def fade(self, color, milliseconds):
        color = [float(c) for c in color]  # makes sure the color is an array of floats
        if list(self.color) != color:
            self.color = [self.color[i] + (color[i] - self.color[i]) / milliseconds for i in range(len(self.color))]
            return True
        return False

    # finally draws the image to the screen
    def draw(self):
        def render(position=self.position, scale=self.scale, angle=self.angle, color=self.color):

            glPushMatrix()

            x = position[0]
            if self.alignment == 0:
                x += float(self.pixelSize[0]) / 2.0
            elif self.alignment == 2:
                x -= float(self.pixelSize[0]) / 2.0

            glTranslatef(x, position[1], -0.1)
            glScalef(scale[0], -scale[1], 1.0)
            glRotatef(angle, 0, 0, 1)
            glColor4f(*color)

            self.texture.bind()

            glEnableClientState(GL_TEXTURE_COORD_ARRAY)
            glEnableClientState(GL_VERTEX_ARRAY)
            glVertexPointerf(self.vtxArray)
            glTexCoordPointerf(self.texArray)
            glDrawArrays(GL_QUADS, 0, self.vtxArray.shape[0])
            glDisableClientState(GL_VERTEX_ARRAY)
            glDisableClientState(GL_TEXTURE_COORD_ARRAY)

            glPopMatrix()

        if self.shadow:
            render(position=(self.position[0] + 1, self.position[1] - 2), color=(0, 0, 0, self.color[3]))
        render()
Beispiel #17
0
class ImgDrawing(object):
    VTX_ARRAY = np.array([[0.0, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0]], dtype=np.float32) #hard-coded quad for drawing textures onto

    def drawImage(image, scale = (1.0, -1.0), coord = (0, 0), rot = 0, \
                  color = (1,1,1,1), rect = (0,1,0,1), stretched = 0, fit = CENTER, \
                  alignment = CENTER, valignment = CENTER):
        """
        Draws the image/surface to screen
        """

        if not isinstance(image, ImgDrawing):
            return False

        image.setRect(rect)
        image.setScale(scale[0], scale[1], stretched)
        image.setPosition(coord[0], coord[1], fit)
        image.setAlignment(alignment)
        image.setVAlignment(valignment)
        image.setAngle(rot)
        image.setColor(color)
        image.draw()

        return True

    def __init__(self, context, ImgData):
        self.ImgData = None
        self.texture = None
        self.context = context
        self.cache = None
        self.filename = ImgData

        # Detect the type of data passed in
        if isinstance(ImgData, file):
            self.ImgData = ImgData.read()
        elif isinstance(ImgData, basestring):
            self.texture = Texture(ImgData)
        elif isinstance(ImgData, Image.Image): #stump: let a PIL image be passed in
            self.texture = Texture()
            self.texture.loadImage(ImgData)

        # Make sure we have a valid texture
        if not self.texture:
            if isinstance(ImgData, basestring):
                e = "Unable to load texture for %s." % ImgData
            else:
                e = "Unable to load texture for SVG file."
            Log.error(e)
            raise RuntimeError(e)

        self.pixelSize = self.texture.pixelSize #the size of the image in pixels (from texture)
        self.position = [0.0,0.0]               #position of the image in the viewport
        self.scale    = [1.0,1.0]               #percentage scaling
        self.angle    = 0                       #angle of rotation (degrees)
        self.color    = (1.0,1.0,1.0,1.0)       #glColor rgba
        self.rect     = (0,1,0,1)               #texture mapping coordinates
        self.shift    = -.5                     #horizontal alignment
        self.vshift   = -.5                     #vertical alignment

        self.path = self.texture.name           #path of the image file

        self.texArray = np.zeros((4,2), dtype=np.float32)

        self.createTex()

    def createTex(self):
        tA = self.texArray
        rect = self.rect

        #topLeft, topRight, bottomRight, bottomLeft
        tA[0,0] = rect[0]; tA[0,1] = rect[3]
        tA[1,0] = rect[1]; tA[1,1] = rect[3]
        tA[2,0] = rect[1]; tA[2,1] = rect[2]
        tA[3,0] = rect[0]; tA[3,1] = rect[2]

    def width1(self):
        """
        @return the width of the texture in pixels
        """
        width = self.pixelSize[0]
        if width:
            return width
        else:
            return 0

    def height1(self):
        """
        @return the height of the texture in pixels
        """
        height = self.pixelSize[1]
        if height is not None:
            return height
        else:
            return 0

    def widthf(self, pixelw):
        """
        @param pixelw - a width in pixels
        @return the scaled ratio of the pixelw divided by the pixel width of the texture
        """
        width = self.pixelSize[0]
        if width is not None:
            wfactor = pixelw/width
            return wfactor
        else:
            return 0

    def setPosition(self, x, y, fit = CENTER):
        """
        Sets position of this image on screen 

        @param fit:          Adjusts the texture so the coordinate for the y-axis placement can be
                             on the top side (1), bottom side (2), or center point (any other value) of the image
        """
        if fit == CENTER: #y is center
            pass
        elif fit == TOP: #y is on top (not center)
            y = y - ((self.pixelSize[1] * abs(self.scale[1]))*.5*(self.context.geometry[3]/SCREEN_HEIGHT))
        elif fit == BOTTOM: #y is on bottom
            y = y + ((self.pixelSize[1] * abs(self.scale[1]))*.5*(self.context.geometry[3]/SCREEN_HEIGHT))

        self.position = [x,y]

    def setScale(self, width, height, stretched = 0):
        """
        @param stretched:    Bitmask stretching the image according to the following values
                                 0) does not stretch the image
                                 1) fits it to the width of the viewport
                                 2) fits it to the height of the viewport
                                 3) stretches it so it fits the viewport
                                 4) preserves the aspect ratio while stretching
        """
        if stretched & FULL_SCREEN: # FULL_SCREEN is FIT_WIDTH | FIT_HEIGHT
            xStretch = 1
            yStretch = 1
            if stretched & FIT_WIDTH:
                xStretch = float(self.context.geometry[2]) / self.pixelSize[0]
            if stretched & FIT_HEIGHT:
                yStretch = float(self.context.geometry[3]) / self.pixelSize[1]
            if stretched & KEEP_ASPECT:
                if stretched & FULL_SCREEN == FULL_SCREEN: #Note that on FULL_SCREEN | KEEP_ASPECT we will scale to the larger and clip.
                    if xStretch > yStretch:
                       yStretch = xStretch
                    else:
                       xStretch = yStretch
                else:
                    if stretched & FIT_WIDTH:
                        yStretch = xStretch
                    else:
                        xStretch = yStretch
            width *= xStretch
            height *= yStretch

        self.scale = [width, height]

    def setAngle(self, angle):
        self.angle = angle

    def setRect(self, rect):
        """
        @param rect:         The surface rectangle, this is used for cropping the texture
        """
        if not rect == self.rect:
            self.rect = rect
            self.createTex()

    def setAlignment(self, alignment):
        """
        @param alignment:    Adjusts the texture so the coordinate for x-axis placement can either be
                             on the left side (0), center point (1), or right(2) side of the image
        """
        if alignment == CENTER:#center
            self.shift = -.5
        elif alignment == LEFT:  #left
            self.shift = 0
        elif alignment == RIGHT:#right
            self.shift = -1.0

    def setVAlignment(self, alignment):
        """
        @param valignment:   Adjusts the texture so the coordinate for y-axis placement can either be
                             on the bottom side (0), center point (1), or top(2) side of the image
        """
        if alignment == CENTER:#center
            self.vshift = -.5
        if alignment == TOP:#bottom
            self.vshift = 0
        elif alignment == BOTTOM:#top
            self.vshift = -1.0

    def setColor(self, color):
        if len(color) == 3:
            color = (color[0], color[1], color[2], 1.0)
        self.color = color

    def draw(self):
        with cmgl.PushedSpecificMatrix(GL_TEXTURE):
            with cmgl.PushedSpecificMatrix(GL_PROJECTION):

                with cmgl.MatrixMode(GL_PROJECTION):
                    self.context.setProjection()

                with cmgl.PushedMatrix():
                    glLoadIdentity()

                    glTranslate(self.position[0], self.position[1], 0.0)
                    glRotatef(-self.angle, 0, 0, 1)
                    glScalef(self.scale[0], self.scale[1], 1.0)
                    glScalef(self.pixelSize[0], self.pixelSize[1], 1)
                    glTranslatef(self.shift, self.vshift, 0)

                    glColor4f(*self.color)

                    glEnable(GL_TEXTURE_2D)
                    self.texture.bind()
                    cmgl.drawArrays(GL_QUADS, vertices=ImgDrawing.VTX_ARRAY, texcoords=self.texArray)
                    glDisable(GL_TEXTURE_2D)
Beispiel #18
0
    def render(self, text, pos = (0, 0), rotate = 0, scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005), align = LEFT, new = False, shadow = False, outline = False, shadowOpacity = 1.0):
        """
        Draw some text.

        @param text:      Text to draw
        @param pos:       Text coordinate tuple (x, y)
        @param rotate:    Angle to rotate text, in degrees
        @param scale:     Scale factor
        """
        # deufeufeu : new drawing relaying only on pygame.font.render
        #           : I know me miss special unicodes characters, but the gain
        #           : is really important.
        # evilynux : Use arrays to increase performance
        def drawSquare(w,h,tw,th):
            self.square_prim[1,0] = self.square_prim[3,0] = w
            self.square_prim[2,1] = self.square_prim[3,1] = h
            self.square_tex[0,1] = self.square_tex[1,1] = th
            self.square_tex[1,0] = self.square_tex[3,0] = tw
            cmgl.drawArrays(GL_TRIANGLE_STRIP, vertices=self.square_prim, texcoords=self.square_tex)

        if not text:
            return

        try:
            t,w,h = self.stringsCache.get(text)
        except KeyError:
            s = self.font.render(text, True, (255,255,255))
            t = Texture()
            t.setFilter(GL_LINEAR, GL_LINEAR)
            t.setRepeat(GL_CLAMP, GL_CLAMP)
            t.loadSurface(s, alphaChannel = True)
            del s
            w, h = self.font.size(text)
            self.stringsCache.add(text,(t,w,h))

        x, y = pos
        scale *= self.scale
        w, h = w*scale*self.aspectRatioFactor, h*scale
        if align == CENTER: #we have already done all the calculating. Why not add this? - akedrou
            x -= (w/2)
        elif align == RIGHT:
            x -= w
        y -= (h/2)
        tw,th = t.size
        glEnable(GL_TEXTURE_2D)
        with cmgl.PushedMatrix():
            if rotate:
                if not isinstance(rotate, tuple):
                    glRotatef(rotate, 0, 0, 1.0)
                else:
                    glRotatef(0, *rotate)
            glTranslatef(x,y,0)
            t.bind()
            if self.outline or outline:
                with cmgl.PushedAttrib(GL_CURRENT_BIT):
                    glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])

                    blur = 2 * DEFAULT_SCALE
                    for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0),
                                   (1, 0), (-.7, .7), (0, 1), (.7, .7)]:
                        with cmgl.PushedMatrix():
                            glTranslatef(blur * offset[0], blur * offset[1], 0)
                            drawSquare(w,h,tw,th)

            if self.shadow or shadow:
                with cmgl.PushedAttrib(GL_CURRENT_BIT):
                    glColor4f(0, 0, 0, glGetDoublev(GL_CURRENT_COLOR)[3]*shadowOpacity)
                    with cmgl.PushedMatrix():
                        glTranslatef(shadowoffset[0], shadowoffset[1], 0)
                        drawSquare(w,h,tw,th)

            drawSquare(w,h,tw,th)

        glDisable(GL_TEXTURE_2D)