def get_input(get_what):
		textInput = ''
		gl.glClearColor(0,0,0,1)
		gl.glClear(gl.GL_COLOR_BUFFER_BIT)
		stim_display.refresh()
		simple_wait(0.500)
		my_text = get_what+textInput
		drawText( my_text , instruction_font , stim_display_res[0] , xLoc=stim_display_res[0]/2 , yLoc=stim_display_res[1]/2 , fg=[200,200,200,255] )
		stim_display.refresh()
		done = False
		while not done:
			if not stamper_child.qFrom.empty():
				event = stamper_child.qFrom.get()
				if event['type'] == 'key' :
					response = event['value']
					if response=='q':
						exit_safely()
					elif response == 'backspace':
						if textInput!='':
							textInput = textInput[0:(len(textInput)-1)]
							my_text = get_what+textInput
							drawText( my_text , instruction_font , stim_display_res[0] , xLoc=stim_display_res[0]/2 , yLoc=stim_display_res[1]/2 , fg=[200,200,200,255] )
							stim_display.refresh()
					elif response == 'return':
						done = True
					else:
						textInput = textInput + response
						my_text = get_what+textInput
						drawText( my_text , instruction_font , stim_display_res[0] , xLoc=stim_display_res[0]/2 , yLoc=stim_display_res[1]/2 , fg=[200,200,200,255] )
						stim_display.refresh()
		stim_display.refresh()
		return textInput
Example #2
18
 def cleanup_gl(self):
     GL.glDeleteTextures(numpy.array([self.trace_map, self.font_atlas] +
                                     [self.textures[column][row]
                                      for column in self.textures
                                      for row in self.textures[column]],
                                     'uint32'))
     self.textures = {}
Example #3
1
 def glLight(self,onoff):
     """Toggle lights on/off."""
     if onoff:
         self.glLightSpec()
         GL.glEnable(GL.GL_LIGHTING)
     else:
         GL.glDisable(GL.GL_LIGHTING)
Example #4
1
    def display(self):
        now = time.time()
        timedelt = now-self.timestamp
        self.timestamp = now
        self.current_fps = 1.0/timedelt

        hid_js.read_js(self.camera)
        view = self.camera.matrix()

        # updating shared variables in shader data block.  Also see
        # timer()
        self.shader_data_block.map()
        self.shader_data_block.set('u_view', view)
        self.shader_data_block.set("camera_position",
                                   np.array(self.camera.loc,
                                            dtype=np.float32))
        self.light_count += 1
        if self.light_count == 2:
            self.light_count = 0
            self.lights = self.get_lights()
            self.shader_data_block.set("light_diffuse",
                                  np.array(self.lights, dtype=np.float32))
        self.shader_data_block.unmap()

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)


        for drawable in self.drawables:
            drawable.draw()

        glut.glutSwapBuffers()
Example #5
1
	def Resize( self, width, height ) :
		# Resize the viewport
		gl.glViewport( 0, 0, width, height )
		# Resize the trackball
		self.trackball.Resize( width, height )
		# Compute perspective projection matrix
		self.SetProjectionMatrix( width, height )
Example #6
1
 def drawGL(self,**kargs):
     GL.glMatrixMode(GL.GL_MODELVIEW)
     GL.glPushMatrix()
     GL.glMultMatrixf(self.rot)
     self.actor.use_list()
     GL.glMatrixMode(GL.GL_MODELVIEW)
     GL.glPopMatrix()
Example #7
0
 def drawGL(self, mode="wireframe", color=None):
     """Draw the text."""
     ## if self.zoom:
     ##     GD.canvas.zoom_2D(self.zoom)
     if self.color is not None:
         GL.glColor3fv(self.color)
     gluttext.glutDrawText(self.text, self.x, self.y, self.font, gravity=self.gravity)
Example #8
0
    def initializeGL(self, gls):
        self.gls = gls
        # Basic solid-color program
        self.prog = self.gls.shader_cache.get("vert2", "frag1")
        self.mat_loc = GL.glGetUniformLocation(self.prog, "mat")
        self.col_loc = GL.glGetUniformLocation(self.prog, "color")

        # Build a VBO for rendering square "drag-handles"
        self.vbo_handles_ar = numpy.ndarray(4, dtype=[("vertex", numpy.float32, 2)])
        self.vbo_handles_ar["vertex"] = numpy.array(corners) * HANDLE_HALF_SIZE


        self.vbo_handles = VBO(self.vbo_handles_ar, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER)

        self.vao_handles = VAO()
        with self.vbo_handles, self.vao_handles:
            vbobind(self.prog, self.vbo_handles_ar.dtype, "vertex").assign()

        # Build a VBO/VAO for the perimeter
        # We don't initialize it here because it is updated every render
        # 4 verticies for outside perimeter
        # 6 verticies for each dim
        self.vbo_per_dim_ar = numpy.zeros(16, dtype=[("vertex", numpy.float32, 2)])

        self.vbo_per_dim = VBO(self.vbo_per_dim_ar, GL.GL_DYNAMIC_DRAW, GL.GL_ARRAY_BUFFER)

        self.vao_per_dim = VAO()
        with self.vao_per_dim, self.vbo_per_dim:
            vbobind(self.prog, self.vbo_per_dim_ar.dtype, "vertex").assign()
Example #9
0
    def on_key(self, *args):
        ESCAPE = '\033'
        if args[0] == ESCAPE or args[0] == 'q':
            os._exit(0)
        elif args[0] == 'r':
            self.rotate = [0., 0., 0.]
            self.translate = [0., 0., 0.]
            self.scale = 1.0
        elif args[0] == 'l':
            if self.lights:
                self.lights = False
            else:
                self.lights = True
        elif args[0] == 's':
            try:
                from PIL import Image
            except:
                try:
                    import Image
                except:
                    raise ImportError("Cannot Find appropriate Image Library, for Saving")
            vp = GL.glGetIntegerv(GL.GL_VIEWPORT)
            pixel_array = GL.glReadPixels(0,0,vp[2],vp[3],GL.GL_RGB,GL.GL_UNSIGNED_BYTE)

            pilImage = Image.fromstring(mode="RGB",size=(vp[3],vp[2]),data=pixel_array)
            pilImage = pilImage.transpose(Image.FLIP_TOP_BOTTOM)
            pilImage.save(self.save_file + str(self.save_count) + '.png')
            self.save_count += 1 
Example #10
0
 def drawGL(self,**kargs):
     GL.glMatrixMode(GL.GL_MODELVIEW)
     GL.glPushMatrix()
     GL.glTranslate(*self.trl)
     self.actor.use_list()
     GL.glMatrixMode(GL.GL_MODELVIEW)
     GL.glPopMatrix()
Example #11
0
 def resizeGL(self, w, h):
     h = 1 if h == 0 else h
     GL.glViewport(0, 0, w, h)
     self.projection.ratio = w / h
     self.widget_projection.right = w
     self.widget_projection.bottom = h
     self._screensize = m.Vector(w, h)
Example #12
0
 def drawGL(self,**kargs):
     """Draw the text."""
     ## if self.zoom:
     ##     pf.canvas.zoom_2D(self.zoom)
     if self.color is not None: 
         GL.glColor3fv(self.color)
     gluttext.glutDrawText(self.text,self.x,self.y,font=self.font,gravity=self.gravity)
Example #13
0
    def load_textures(self):
        if self.gamecount() <= 1:
            # Make sure that this is always a list
            self.textures = gl.glGenTextures(2)
        else:
            self.textures = gl.glGenTextures(self.gamecount())
        c = 0
        for game in self.gamelist:
            textureSurface = game.getSurface()
            textureData = pygame.image.tostring(textureSurface, "RGBX", 1)

            gl.glBindTexture(gl.GL_TEXTURE_2D, self.textures[c])
            gl.glTexImage2D(
                gl.GL_TEXTURE_2D,
                0,
                gl.GL_RGBA,
                textureSurface.get_width(),
                textureSurface.get_height(),
                0,
                gl.GL_RGBA,
                gl.GL_UNSIGNED_BYTE,
                textureData,
            )
            gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
            gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
            c += 1
Example #14
0
    def draw(self,mode='wireframe',color=None):
        """Draw the text."""
        self.count += 1
#        GD.canvas.makeCurrent()
        if self.color is not None:
            GL.glColor3fv(self.color)
        GD.canvas.renderText(self.x,GD.canvas.height()-self.y,self.text,self.font)
Example #15
0
	def __setitem__(self, idxs, data):
		"""Set the contents of the buffer. Currently, only :py:obj:`Ellipsis` is valid as an index.

		:param idxs: The indices to set. A new buffer will be created if :py:obj:`Ellipsis` is
			passed.
		:param data: The new contents of the buffer. If a :py:class:`numpy.ndarray` is passed, it
			will be used to initialize the buffer. If a :py:class:`numpy.dtype`
			is passed, the buffer will not be initialized.
		:type data: :py:class:`numpy.dtype` or :py:class:`numpy.ndarray`

		.. warning::

		   |buffer-bind|
		"""
		if idxs is Ellipsis:
			if isinstance(data, dtype):
				dt = data
				data = None
			else:
				dt = ( data.dtype if product(data.shape) == 1
				       else dtype((data.dtype, data.shape)) )
			try:
				binding = next(iter(self.active_bindings))
			except StopIteration:
				raise RuntimeError("Buffer data can only be set if it is bound.")
			GL.glBufferData(binding, dt.itemsize, data, self.usage)
			self.dtype = dt
		else:
			raise NotImplementedError("TODO: Allow changing replacing buffer dtypes.")
Example #16
0
	def flush(self):
		"""Ensures changes are visible to GL for rendering. This has two actions depending on how
		the buffer was mapped.

		If it was mapped with :py:obj:`GL.GL_MAP_FLUSH_EXPLICIT_BIT` the buffer is flushed using
		:py:func:`GL.glFlushMappedBufferRange`

		Otherwise, a memory barrier is issued. This requires ``ARB_shader_image_load_store``.

		.. warning::

		   |buffer-bind|
		"""

		# FIXME: FLUSH_EXPLICIT_BIT is for flushing sub-ranges (no auto-flush at unmap?), so flush minimal region instead of whole mapped region
		try:
			binding = next(iter(self.gl_buffer.active_bindings))
		except StopIteration:
			raise RuntimeError("Buffer mappings can only be flushed if the buffer is bound.")

		if self.access & GL.GL_MAP_FLUSH_EXPLICIT_BIT:
			length = self.dtype.itemsize * product(self.shape)
			GL.glFlushMappedBufferRange(binding, self.offset, length)
		else:
			GL.glMemoryBarrier(GL.GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT)
Example #17
0
def timer(fps):
    global clock
    global data
    global phi, theta
    
    clock += 0.005 * 1000.0/fps

    # for scaling
    #loc = gl.glGetUniformLocation(program, "scale")
    #gl.glUniform1f(loc, (1+np.cos(clock))/2.0)
    
    loc = gl.glGetUniformLocation(program, "transform")
#    transform['transform'] = [ 
#        (np.cos(clock),np.sin(clock),0,0), 
#        (-np.sin(clock),np.cos(clock),0,0), 
#        (0,0,1,0), (0,0,0,1) ]
    # gl.glUniformMatrix4fv(loc, 1, False, transform['transform'])
    
    # Rotate cube
    theta += 0.5 # degrees
    phi   += 0.5 # degrees
    model = np.eye(4, dtype=np.float32)
    rotate(model, theta, 0, 0, 1)
    rotate(model, phi, 0, 1, 0)
    gl.glUniformMatrix4fv(loc, 1, False, model)
    
    glut.glutTimerFunc(1000/fps, timer, fps)
    glut.glutPostRedisplay()
Example #18
0
def glutDrawText(text,x,y,font='hv18',gravity=''):
    """Draw the given text at given 2D position in window.

    If adjust == 'center', the text will be horizontally centered on
    the insertion point.
    If adjust == 'right', the text will be right aligned on the point.
    Any other setting will align the text left.
    Default is to center.
    """
    # !!! Do not use GLUT.glutBitmapLength(font, text)
    width = glutBitmapLength(font, text)
    height = glutFontHeight(font)
    w2,h2 = 0.5*width,0.4*height
    x -= w2
    y -= h2
    if 'E' in gravity:
        x += w2
    elif 'W' in gravity:
        x -= w2
    if 'N' in gravity:
        y += h2
    elif 'S' in gravity:
        y -= h2
    GL.glRasterPos2f(float(x),float(y));
    #GD.debug("RENDERING WITH FONT %s" % font) 
    glutRenderText(text,font)
Example #19
0
 def setSize (self,w,h):
     if h == 0:	# prevent divide by zero 
         h = 1
     GL.glViewport(0, 0, w, h)
     self.aspect = float(w)/h
     self.camera.setLens(aspect=self.aspect)
     self.display()
	def _draw_legend(self):
		"""
		Draw the color scale legend.
		"""
		if not self._color_mode: return
		legend_height = self.height-self.padding_top-self.padding_bottom
		#draw each legend block
		block_height = float(legend_height)/LEGEND_NUM_BLOCKS
		x = self.width - self.padding_right + LEGEND_LEFT_PAD
		for i in range(LEGEND_NUM_BLOCKS):
			color = unpack_color(COLORS[self._color_mode][int(255*i/float(LEGEND_NUM_BLOCKS-1))])
			GL.glColor4f(*numpy.array(color)/255.0)
			y = self.height - (i+1)*block_height - self.padding_bottom
			self._draw_rect(x, y, LEGEND_WIDTH, block_height)
		#draw rectangle around color scale border
		GL.glColor3f(*LEGEND_BORDER_COLOR_SPEC)
		self._draw_rect(x, self.padding_top, LEGEND_WIDTH, legend_height, fill=False)
		#draw each legend label
		label_spacing = float(legend_height)/(LEGEND_NUM_LABELS-1)
		x = self.width - (self.padding_right - LEGEND_LEFT_PAD - LEGEND_WIDTH)/2
		for i in range(LEGEND_NUM_LABELS):
			proportion = i/float(LEGEND_NUM_LABELS-1)
			dB = proportion*(self._maximum - self._minimum) + self._minimum
			y = self.height - i*label_spacing - self.padding_bottom
			txt = gltext.Text('%ddB'%int(dB), font_size=LEGEND_FONT_SIZE, centered=True)
			txt.draw_text(wx.Point(x, y))
Example #21
0
def setPerspectiveMode():
	#just getting back out of orthographic mode
	GL.glMatrixMode(GL.GL_PROJECTION)
	GL.glPopMatrix()
	GL.glMatrixMode( GL.GL_MODELVIEW )
	GL.glLoadIdentity()
	GL.glEnable(GL.GL_DEPTH_TEST)
Example #22
0
def run():
    hid_js.init_js()
    BoarGL.glbase.init_gl(sys.argv)
    print gl.glGetString(gl.GL_RENDERER)
    print gl.glGetString(gl.GL_VERSION)
    driver = SpecTree()
    driver.run()
def main_hack():
  pygame.init()
  flags = pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE
  screen = pygame.display.set_mode((600, 600), flags)

  Shaders.Setup()

  wpl = WordPictureLoader()
  w = random.choice(wpl.all_words)
  w = 'ox'
  word = wpl.WordPictureForWord(w)
  print w

  glViewport(0, 0, 600, 600)

  clock = pygame.time.Clock()
  t = 0
  while True:
    dt = clock.tick()
    #print clock
    for e in pygame.event.get():
      if e.type == pygame.QUIT:
        return
      if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
        return

    t += dt / 1000.
    GL.glClear(GL.GL_COLOR_BUFFER_BIT)
    word.RenderSetup((1, 1, 1, 1), (2.0, 0.3, 0.3, 1.0), 600, 600)
    word.Render(t, -5) # t - 5.0)
    pygame.display.flip()
Example #24
0
    def setup(self):
        self.window = pyglet.window.Window(resizable=True)
        # glutInit(*sys.argv)
        glClearColor(*config.BACKGROUND_COLOR)
        glEnable(GL_DEPTH_TEST)
        glShadeModel(GL_SMOOTH)
        # glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
        # glEnable(GL_BLEND)
        # glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA)
        # glBlendFunc(GL_ONE, GL_ONE)

        # glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
        glEnable(GL_NORMALIZE)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT1)
        glEnable(GL_LIGHT2)

        G.glLightfv(GL_LIGHT0, GL_DIFFUSE, (.8, .8, .8, 1.))

        @self.window.event
        def on_resize(width, height):
            self.size = (width, height)
            for win in self.subWindows:
                self._adjust_subwindow(win)
            return pyglet.event.EVENT_HANDLED

        @self.window.event
        def on_draw():
            self.draw()
Example #25
0
    def render(self, objects=[]):
        for obj in self.frameSetupObjs:
            #print "renderer draw obj:", obj.__class__.__name__
            obj.draw(self)

        if (None != self.camera):
            #print "renderer draw obj:", obj.__class__.__name__
            self.camera.draw(self)

        for o in self.objects + objects:
            #print "renderer draw obj:", obj.__class__.__name__
            o.draw(self)

        GL.glDepthMask(GL.GL_FALSE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        for o in self.translucentObjects:
            #glMatrixMode(GL_MODELVIEW)
            #glLoadIdentity()
            #self.camera.draw()
            #print "renderer draw obj:", obj.__class__.__name__
            try:
                o.draw(self)
            except:
                traceback.print_exc()
                sys.exit()
        glDisable(GL_BLEND)

        GL.glDepthMask(GL.GL_TRUE)

        self._renderScreenObjects()
Example #26
0
def glGetVertexAttribOffset(index, pname):
    try:  # maybe the fixed it
        return GL.glGetVertexAttribPointerv(index, pname)
    except TypeError:
        pointer = (ctypes.c_void_p*1)()
        GL.glGetVertexAttribPointerv(index, pname, pointer)
        return pointer[0] or 0
Example #27
0
def glShaderSource(shader, source):
    # Some implementation do not like getting a list of single chars
    if isinstance(source, (tuple, list)):
        strings = [s for s in source]
    else:
        strings = [source]
    GL.glShaderSource(shader, strings)
Example #28
0
 def setupViewport(self, width, height):
     GL.glViewport(0, 0, width, height)
     GL.glMatrixMode(GL.GL_PROJECTION)
     GL.glLoadIdentity()
     GL.glOrtho(0, width, 0, height, 0, 1)
     # Displacement trick for exact pixelization
     GL.glTranslatef(0.375, 0.375, 0)
Example #29
0
 def draw(self, rbcoords, index):
     from OpenGL import GL,GLUT
     coords = self.aasystem.to_atomistic(rbcoords)
     com=np.mean(coords, axis=0)
     i=0                  
     for xx in coords:
         if(i%3 == 0):
             color = [1.0, 0.0, 0.0]
             radius = 0.35
         else:
             color = [1.0, 1.0, 1.0]
             radius = 0.3
         if index == 2:
             color = [0.5, 1.0, .5]                
         
         i+=1
         GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, color)
         
         x=xx-com
         GL.glPushMatrix()            
         GL.glTranslate(x[0],x[1],x[2])
         GLUT.glutSolidSphere(radius,30,30)
         GL.glPopMatrix()
     
     for i in xrange(self.nrigid):
         color = [1.0, 0.0, 0.0]
         if index == 2:
             color = [0.5, 1.0, .5]                
         GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, color)
         self.drawCylinder(coords[3*i]-com, coords[3*i+1]-com)
         self.drawCylinder(coords[3*i]-com, coords[3*i+2]-com)
Example #30
0
 def glPushAttrib(cls, *attribs):
     allAttribs = reduce(lambda a, b: a | b, attribs)
     try:
         GL.glPushAttrib(allAttribs)
         yield
     finally:
         GL.glPopAttrib()
Example #31
0
 def delete_shader(self):
     if self.shader is not None:
         GL.glDeleteShader(self.shader)
         self._shader = None
Example #32
0
import OpenGL.GL as gl
import OpenGL.GLU as glu

pygame.init()
window_name = '.'.join(sys.argv[0].split('.')[:-1])
pygame.display.set_caption(window_name if window_name != '' else 'pygame')
pygame.display.gl_set_attribute(pylocals.GL_MULTISAMPLEBUFFERS, 1)
pygame.display.gl_set_attribute(pylocals.GL_MULTISAMPLESAMPLES, 4)
SCREEN = pygame.display.set_mode((800, 600),
                                 pylocals.DOUBLEBUF | pylocals.OPENGL)
done = False
clock = pygame.time.Clock()
FRAME_RATE = 120
T_DELAY = 0.5

gl.glEnable(gl.GL_DEPTH_TEST)
gl.glClearColor(54 / 255.0, 54 / 255.0, 54 / 255.0, 0)

glu.gluPerspective(45, 4 / 3.0, 0.1, 12.0)

gl.glTranslatef(0.0, 0.0, -8.0)

#----------------------------------------------------------------------

faces = []
for i in range(6):
    side = np.loadtxt("matrices/solved/side{}.txt".format(i))
    faces.append(np.uint8(side))

faces = sorted(faces, key=lambda b: b[1][1], reverse=False)
Example #33
0
 def __del__(self):
     GL.glUseProgram(0)
     if self.glid:  # if this is a valid shader object
         GL.glDeleteProgram(self.glid)  # object dies => destroy GL object
Example #34
0
 def __init__(self, vertex_source, fragment_source):
     """ Shader can be initialized with raw strings or source file names """
     self.glid = None
     vert = self._compile_shader(vertex_source, GL.GL_VERTEX_SHADER)
     frag = self._compile_shader(fragment_source, GL.GL_FRAGMENT_SHADER)
     if vert and frag:
         self.glid = GL.glCreateProgram()  # pylint: disable=E1111
         GL.glAttachShader(self.glid, vert)
         GL.glAttachShader(self.glid, frag)
         GL.glLinkProgram(self.glid)
         GL.glDeleteShader(vert)
         GL.glDeleteShader(frag)
         status = GL.glGetProgramiv(self.glid, GL.GL_LINK_STATUS)
         if not status:
             print(GL.glGetProgramInfoLog(self.glid).decode('ascii'))
             GL.glDeleteProgram(self.glid)
             self.glid = None
Example #35
0
 def __del__(self):
     GL.glDeleteVertexArrays(1, [self.glid])
     GL.glDeleteBuffers(1, self.buffers)
Example #36
0
nuklear = nk.NuklearContext(ctx)

fontAtlas = nkGLFW3.FontAtlas()
nkGLFW3.glfw3_font_stash_begin(ctypes.byref(fontAtlas))
nkGLFW3.glfw3_font_stash_end()


# Install a key handler
def on_key(window, key, scancode, action, mods):
    if key == glfw.GLFW_KEY_ESCAPE and action == glfw.GLFW_PRESS:
        glfw.glfwSetWindowShouldClose(window, 1)


glfw.glfwSetKeyCallback(window, on_key)

gl.glClearColor(0.1, 0.18, 0.24, 1.0)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glClearDepth(1.0)
gl.glDepthFunc(gl.GL_LEQUAL)


class Camera:
    def __init__(self):
        self.x = 0.0
        self.y = 0.0
        self.z = 10.0

        self.rotationX = 0.0
        self.rotationY = 0.0

Example #37
0
    def init(self):
        # Light setup
        ogl.glDisable(ogl.GL_LIGHT0)
        ogl.glEnable(ogl.GL_LIGHT1)

        # Light default parameters
        light_ambient = [1.0, 1.0, 1.0, 1.0]
        light_specular = [1.0, 1.0, 1.0, 1.0]
        light_diffuse = [1.0, 1.0, 1.0, 1.0]

        ogl.glLightf(ogl.GL_LIGHT1, ogl.GL_SPOT_EXPONENT, 3.0)
        ogl.glLightf(ogl.GL_LIGHT1, ogl.GL_SPOT_CUTOFF, 10.0)
        ogl.glLightf(ogl.GL_LIGHT1, ogl.GL_CONSTANT_ATTENUATION, 0.1)
        ogl.glLightf(ogl.GL_LIGHT1, ogl.GL_LINEAR_ATTENUATION, 0.3)
        ogl.glLightf(ogl.GL_LIGHT1, ogl.GL_QUADRATIC_ATTENUATION, 0.3)
        ogl.glLightfv(ogl.GL_LIGHT1, ogl.GL_AMBIENT, light_ambient)
        ogl.glLightfv(ogl.GL_LIGHT1, ogl.GL_SPECULAR, light_specular)
        ogl.glLightfv(ogl.GL_LIGHT1, ogl.GL_DIFFUSE, light_diffuse)
        # Restore previous viewer state.
        self.restoreStateFromFile()
        # Opens help window
        self.help()
Example #38
0
			l.error("Disabling sound system.")
			count += 1	

		if count < failed:
			l.warning("Some SDL modules failed to initialize.")

	pygame.display.gl_set_attribute(pygame.GL_ACCUM_RED_SIZE, 8)
	pygame.display.gl_set_attribute(pygame.GL_ACCUM_GREEN_SIZE, 8)
	pygame.display.gl_set_attribute(pygame.GL_ACCUM_BLUE_SIZE, 8)
	pygame.display.gl_set_attribute(pygame.GL_ACCUM_ALPHA_SIZE, 8)


	global screen
	screen = pygame.display.set_mode( (WIDTH,HEIGHT), pygame.OPENGL | pygame.DOUBLEBUF | pygame.RESIZABLE, 16 )

	gl.glClearAccum(0,0,0,0)
	gl.glClear(gl.GL_ACCUM_BUFFER_BIT)

	gl.glClearColor(*BACKGROUND_COLOR)
	gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
	gl.glEnable(gl.GL_BLEND)

	gl.glEnable(gl.GL_TEXTURE_2D)

	pygame.display.set_caption("FIVE TONS OF FLAX !")
	

def get_turn_actions():
	global next_ticks, total_wait_time
	global skip_c, fskip
	if next_ticks == 0:
Example #39
0
    def __init__(self, shader):
        self.shader = shader

        # triangle position buffer
        position = np.array(((0, .5, 0), (.5, -.5, 0), (-.5, -.5, 0)), 'f')

        self.glid = GL.glGenVertexArrays(1)  # create OpenGL vertex array id
        GL.glBindVertexArray(self.glid)  # activate to receive state below
        self.buffers = [GL.glGenBuffers(1)
                        ]  # create buffer for position attrib

        # bind the vbo, upload position data to GPU, declare its size and type
        GL.glEnableVertexAttribArray(0)  # assign to layout = 0 attribute
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffers[0])
        GL.glBufferData(GL.GL_ARRAY_BUFFER, position, GL.GL_STATIC_DRAW)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, 0, None)

        # cleanup and unbind so no accidental subsequent state update
        GL.glBindVertexArray(0)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
Example #40
0
 def delete_program(self):
     if self.program is not None:
         GL.glDeleteProgram(self.program)
         self.program = None
Example #41
0
 def make_freetype_texture(self, program):
     """ Function doc
     """
     coords = np.zeros(3,np.float32)
     uv_pos = np.zeros(4,np.float32)
     
     vertex_array_object = GL.glGenVertexArrays(1)
     GL.glBindVertexArray(vertex_array_object)
     
     coord_vbo = GL.glGenBuffers(1)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, coord_vbo)
     GL.glBufferData(GL.GL_ARRAY_BUFFER, coords.itemsize*len(coords), coords, GL.GL_DYNAMIC_DRAW)
     gl_coord = GL.glGetAttribLocation(program, 'vert_coord')
     GL.glEnableVertexAttribArray(gl_coord)
     GL.glVertexAttribPointer(gl_coord, 3, GL.GL_FLOAT, GL.GL_FALSE, 3*coords.itemsize, ctypes.c_void_p(0))
     
     tex_vbo = GL.glGenBuffers(1)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, tex_vbo)
     GL.glBufferData(GL.GL_ARRAY_BUFFER, uv_pos.itemsize*len(uv_pos), uv_pos, GL.GL_DYNAMIC_DRAW)
     gl_texture = GL.glGetAttribLocation(program, 'vert_uv')
     GL.glEnableVertexAttribArray(gl_texture)
     GL.glVertexAttribPointer(gl_texture, 4, GL.GL_FLOAT, GL.GL_FALSE, 4*uv_pos.itemsize, ctypes.c_void_p(0))
     
     GL.glBindVertexArray(0)
     GL.glDisableVertexAttribArray(gl_coord)
     GL.glDisableVertexAttribArray(gl_texture)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
     
     self.vao = vertex_array_object
     self.vbos = (coord_vbo, tex_vbo)
     return True
Example #42
0
 def make_freetype_font(self):
     """ Function doc
     """
     face = ft.Face(self.font_file)
     face.set_char_size(self.char_res*64)
     # Determine largest glyph size
     width, height, ascender, descender = 0, 0, 0, 0
     for c in range(32,128):
         face.load_char(chr(c), ft.FT_LOAD_RENDER | ft.FT_LOAD_FORCE_AUTOHINT)
         bitmap = face.glyph.bitmap
         width = max(width, bitmap.width)
         ascender = max(ascender, face.glyph.bitmap_top)
         descender = max(descender, bitmap.rows-face.glyph.bitmap_top)
     height = ascender+descender
     # Generate texture data
     self.font_buffer = np.zeros((height*6, width*16), dtype=np.ubyte)
     for j in range(6):
         for i in range(16):
             face.load_char(chr(32+j*16+i), ft.FT_LOAD_RENDER | ft.FT_LOAD_FORCE_AUTOHINT )
             bitmap = face.glyph.bitmap
             x = i*width  + face.glyph.bitmap_left
             y = j*height + ascender - face.glyph.bitmap_top
             self.font_buffer[y:y+bitmap.rows,x:x+bitmap.width].flat = bitmap.buffer
     # Bound texture
     GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
     self.texture_id = GL.glGenTextures(1)
     GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture_id)
     GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RED, self.font_buffer.shape[1], self.font_buffer.shape[0], 0, GL.GL_RED, GL.GL_UNSIGNED_BYTE, self.font_buffer)
     GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
     GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
     # Fill the font variables with data
     self.text_u = width/float(self.font_buffer.shape[1])
     self.text_v = height/float(self.font_buffer.shape[0])
     return True
Example #43
0
 def bind_vert_attrib(self, name, bind_loc, size):
     loc = GL.glGetAttribLocation(self.program, name)
     GL.glEnableVertexAttribArray(loc)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bind_loc)
     GL.glVertexAttribPointer(loc, size, GL.GL_FLOAT, False, 0, None)
Example #44
0
 def _set_uniform(self, name, value):
     # We need to figure out how to pass it in.
     if name not in self._uniform_funcs:
         self._uniform_funcs[name] = self._guess_uniform_func(value)
     loc = GL.glGetUniformLocation(self.program, name)
     return self._uniform_funcs[name](loc, value)
Example #45
0
 def enable(self):
     GL.glUseProgram(self.program)
     yield
     GL.glUseProgram(0)
Example #46
0
 def disable_vert_attrib(self, name):
     loc = GL.glGetAttribLocation(self.program, name)
     GL.glDisableVertexAttribArray(loc)
Example #47
0
    def display(self):

        with self.mainfbo:
            self.clear()
            self.render()

        gl.glMemoryBarrier(gl.GL_FRAMEBUFFER_BARRIER_BIT)

        if self.emulate:
            gl.glClearColor(0, 0, 0, 0)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

            gl.glViewport(0, 0, int(self.screenWidth / 2), self.screenHeight)
            self.tree.render(0)

            gl.glViewport(int(self.screenWidth / 2), 0,
                          int(self.screenWidth / 2), self.screenHeight)
            self.texquad.render()

        else:
            gl.glClearColor(0, 0, 0, 0)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

            if self.preview:
                self.texquad.render()
            else:
                self.signalgenerator.render()

        glut.glutSwapBuffers()
        glut.glutPostRedisplay()
Example #48
0
    def render(self, mat, trace, render_settings=RENDER_STANDARD):
        color_a = self.parent.color_for_trace(trace) + [1]
        color_a = self.parent.sel_colormod(render_settings & RENDER_SELECTED,
                                           color_a)
        with self.__uniform_shader, self.__uniform_shader_vao:
            GL.glUniform1f(self.__uniform_shader.uniforms.thickness,
                           trace.thickness / 2)
            GL.glUniform2f(self.__uniform_shader.uniforms.pos_a, trace.p0.x,
                           trace.p0.y)
            GL.glUniform2f(self.__uniform_shader.uniforms.pos_b, trace.p1.x,
                           trace.p1.y)
            GL.glUniformMatrix3fv(self.__uniform_shader.uniforms.mat, 1, True,
                                  mat.ctypes.data_as(GLI.c_float_p))
            GL.glUniform4f(self.__uniform_shader.uniforms.color, *color_a)

            if render_settings & RENDER_OUTLINES:
                GL.glDrawArrays(GL.GL_LINE_LOOP, 2, NUM_ENDCAP_SEGMENTS * 2)
            else:
                GL.glDrawElements(GL.GL_TRIANGLES, TRIANGLES_SIZE,
                                  GL.GL_UNSIGNED_INT, ctypes.c_void_p(0))
Example #49
0
 def clear(self):
     gl.glClearColor(0, 0, 0, 0)
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     gl.glEnable(gl.GL_BLEND)
     gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
Example #50
0
    def reshape(self, width, height):
        self.screenWidth = width
        self.screenHeight = height

        gl.glViewport(0, 0, width, height)
Example #51
0
 def disable(self):
     GL.glDisable(GL.GL_STENCIL_TEST)
Example #52
0
    def reset(self):
        self.enable()
        GL.glClearStencil(0)
        GL.glClear(GL.GL_STENCIL_BUFFER_BIT)

        GL.glPushMatrix()
        GL.glTranslate(self.pos[0], self.pos[1], 0)

        GL.glDisable(GL.GL_LIGHTING)
        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glDepthMask(GL.GL_FALSE)

        GL.glStencilFunc(GL.GL_NEVER, 0, 0)
        GL.glStencilOp(GL.GL_INCR, GL.GL_INCR, GL.GL_INCR)
        GL.glColor3f(1.0, 1.0, 1.0)
        GL.glScalef(self.winAspect, 1.0, 1.0)
        GLU.gluDisk(self._quad, 0, self.size, 120, 2)
        GL.glStencilFunc(GL.GL_EQUAL, 1, 1)
        GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP)

        GL.glPopMatrix()
Example #53
0
 def enable(self):
     GL.glEnable(GL.GL_STENCIL_TEST)
Example #54
0
    def render_deferred_layer(self, mat, layer):
        if not self.__prepared:
            self.prepare()

        trace_settings = self.__deferred_layer[layer]

        count = len(trace_settings)
        if count == 0:
            return

        # key format: is_selected, is_outline
        draw_bins = defaultdict(list)
        draw_range_bins = dict()

        # Bin the traces by draw call
        for t, tr in trace_settings:
            is_selected = bool(tr & RENDER_SELECTED)
            is_outline = bool(tr & RENDER_OUTLINES)
            draw_bins[is_selected, is_outline].append(self.__last_prepared[t])

        # Build draw ranges
        for key, bin in draw_bins.items():
            draw_range_bins[key] = get_consolidated_draws_1(draw_bins[key])

        # HACK / Fixme: Precalculate selected / nonselected colors
        color_a = self.parent.color_for_layer(layer) + [1]
        color_sel = self.parent.sel_colormod(True, color_a)

        has_base_instance = False
        with self.__attribute_shader, self.__attribute_shader_vao:
            # Setup overall calls
            GL.glUniformMatrix3fv(self.__attribute_shader.uniforms.mat, 1,
                                  True, mat.ctypes.data_as(GLI.c_float_p))

            for (is_selected, is_outline), ranges in draw_range_bins.items():
                if is_selected:
                    color = color_sel
                else:
                    color = color_a

                GL.glUniform4f(self.__attribute_shader.uniforms.color, *color)

                if has_base_instance:
                    # Many instances backport glDrawElementsInstancedBaseInstance
                    # This is faster than continually rebinding, so support if possible
                    if not is_outline:
                        for first, last in ranges:
                            # filled traces come first in the array
                            GL.glDrawElementsInstancedBaseInstance(
                                GL.GL_TRIANGLES,
                                TRIANGLES_SIZE, GL.GL_UNSIGNED_INT,
                                ctypes.c_void_p(0), last - first, first)
                    else:
                        for first, last in ranges:
                            # Then outline traces. We reuse the vertex data for the outside
                            GL.glDrawArraysInstancedBaseInstance(
                                GL.GL_LINE_LOOP, 2, NUM_ENDCAP_SEGMENTS * 2,
                                last - first, first)
                else:
                    with self.instance_vbo:
                        if not is_outline:
                            for first, last in ranges:
                                # filled traces come first in the array
                                self.__base_rebind(first)
                                GL.glDrawElementsInstanced(
                                    GL.GL_TRIANGLES,
                                    TRIANGLES_SIZE, GL.GL_UNSIGNED_INT,
                                    ctypes.c_void_p(0), last - first)
                        else:
                            for first, last in ranges:
                                self.__base_rebind(first)
                                # Then outline traces. We reuse the vertex data for the outside
                                GL.glDrawArraysInstanced(
                                    GL.GL_LINE_LOOP, 2,
                                    NUM_ENDCAP_SEGMENTS * 2, last - first)
Example #55
0
 def load_matrices(self, program, view_mat, proj_mat):
     """ Function doc """
     view = GL.glGetUniformLocation(program, 'view_mat')
     GL.glUniformMatrix4fv(view, 1, GL.GL_FALSE, view_mat)
     proj = GL.glGetUniformLocation(program, 'proj_mat')
     GL.glUniformMatrix4fv(proj, 1, GL.GL_FALSE, proj_mat)
Example #56
0
 def to_opengl(self, **kwords):
     if not GL_enabled:
         return
     GL.glDisable(GL.GL_LIGHTING)
     if self.is_closed:
         is_outer = self.is_outer()
         if not is_outer:
             color = GL.glGetFloatv(GL.GL_CURRENT_COLOR)
             GL.glColor(color[0], color[1], color[2], color[3] / 2)
             GL.glLineWidth(LINE_WIDTH_INNER)
         else:
             GL.glLineWidth(LINE_WIDTH_OUTER)
         GL.glBegin(GL.GL_LINE_LOOP)
         for point in self._points:
             GL.glVertex3f(point[0], point[1], point[2])
         GL.glEnd()
         if not is_outer:
             GL.glColor(*color)
         # reset line width
         GL.glLineWidth(1.0)
     else:
         for line in self.get_lines():
             line.to_opengl(**kwords)
Example #57
0
    def quad(self, primitive, x1, y1, x2, y2, x3, y3, x4, y4):
        GL.glBegin(primitive)

        GL.glVertex2d(x1, y1)
        GL.glVertex2d(x2, y2)
        GL.glVertex2d(x3, y3)
        GL.glVertex2d(x4, y4)

        GL.glEnd()
Example #58
0
    def gl_display_in_window(self):
        active_window = glfwGetCurrentContext()
        if glfwWindowShouldClose(self._window):
            self.close_window()
            return

        glfwMakeContextCurrent(self._window)

        clear_gl_screen()

        hdpi_factor = getHDPIFactor(self._window)
        r = self.marker_scale * hdpi_factor
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        p_window_size = glfwGetFramebufferSize(self._window)
        gl.glOrtho(0, p_window_size[0], p_window_size[1], 0, -1, 1)
        # Switch back to Model View Matrix
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        def map_value(value, in_range=(0, 1), out_range=(0, 1)):
            ratio = (out_range[1] - out_range[0]) / (in_range[1] - in_range[0])
            return (value - in_range[0]) * ratio + out_range[0]

        pad = 90 * r
        screen_pos = (
            map_value(self.display_pos[0], out_range=(pad, p_window_size[0] - pad)),
            map_value(self.display_pos[1], out_range=(p_window_size[1] - pad, pad)),
        )
        alpha = (
            1.0
        )  # interp_fn(self.screen_marker_state,0.,1.,float(self.sample_duration+self.lead_in+self.lead_out),float(self.lead_in),float(self.sample_duration+self.lead_in))

        r2 = 2 * r
        draw_points(
            [screen_pos], size=60 * r2, color=RGBA(0.0, 0.0, 0.0, alpha), sharpness=0.9
        )
        draw_points(
            [screen_pos], size=38 * r2, color=RGBA(1.0, 1.0, 1.0, alpha), sharpness=0.8
        )
        draw_points(
            [screen_pos], size=19 * r2, color=RGBA(0.0, 0.0, 0.0, alpha), sharpness=0.55
        )

        # some feedback on the detection state
        color = (
            RGBA(0.0, 0.8, 0.0, alpha)
            if len(self.markers) and self.on_position
            else RGBA(0.8, 0.0, 0.0, alpha)
        )
        draw_points([screen_pos], size=3 * r2, color=color, sharpness=0.5)

        if self.clicks_to_close < 5:
            self.glfont.set_size(int(p_window_size[0] / 30.0))
            self.glfont.draw_text(
                p_window_size[0] / 2.0,
                p_window_size[1] / 4.0,
                "Touch {} more times to cancel calibration.".format(
                    self.clicks_to_close
                ),
            )

        glfwSwapBuffers(self._window)
        glfwMakeContextCurrent(active_window)
Example #59
0
    def makeObject(self):
        # trolltechGreen = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
        # NumSectors = 15
        # x1 = +0.06
        # y1 = -0.14
        # x2 = +0.14
        # y2 = -0.06
        # x3 = +0.08
        # y3 = +0.00
        # x4 = +0.30
        # y4 = +0.22

        self.list_RECT1 = GL.glGenLists(1)
        GL.glNewList(self.list_RECT1, GL.GL_COMPILE)

        # for i in range(NumSectors):
        #     angle1 = float((i * 2 * math.pi) / NumSectors)
        #     x5 = 0.30 * math.sin(angle1)
        #     y5 = 0.30 * math.cos(angle1)
        #     x6 = 0.20 * math.sin(angle1)
        #     y6 = 0.20 * math.cos(angle1)

        #     angle2 = float(((i + 1) * 2 * math.pi) / NumSectors)
        #     x7 = 0.20 * math.sin(angle2)
        #     y7 = 0.20 * math.cos(angle2)
        #     x8 = 0.30 * math.sin(angle2)
        #     y8 = 0.30 * math.cos(angle2)

        #     self.qglColor(trolltechGreen)
        #     self.quad(GL.GL_QUADS, x5, y5, x6, y6, x7, y7, x8, y8)
        #     self.qglColor(Qt.black)
        #     self.quad(GL.GL_LINE_LOOP, x5, y5, x6, y6, x7, y7, x8, y8)

        self.qglColor(Qt.yellow)
        GL.glBegin(GL.GL_QUADS)
        
        GL.glVertex2d(0, 0)
        GL.glVertex2d(rect1Width, 0)
        GL.glVertex2d(rect1Width, windowHeight - passHeight - rect1Height)
        GL.glVertex2d(0, windowHeight - passHeight - rect1Height)

        GL.glVertex2d(0, (windowHeight - rect1Height))
        GL.glVertex2d(rect1Width, (windowHeight - rect1Height))
        GL.glVertex2d(rect1Width, windowHeight)
        GL.glVertex2d(0, windowHeight)

        GL.glEnd()

        # self.qglColor(trolltechGreen)
        # self.quad(GL.GL_QUADS, x1, y1, x2, y2, y2, x2, y1, x1)
        # self.quad(GL.GL_QUADS, x3, y3, x4, y4, y4, x4, y3, x3)

        # self.qglColor(Qt.black)
        # self.quad(GL.GL_LINE_LOOP, x1, y1, x2, y2, y2, x2, y1, x1)
        # self.quad(GL.GL_LINE_LOOP, x3, y3, x4, y4, y4, x4, y3, x3)

        GL.glEndList()


        self.list_RECT2 = GL.glGenLists(2)
        GL.glNewList(self.list_RECT2, GL.GL_COMPILE)
        

        self.qglColor(Qt.blue)
        GL.glBegin(GL.GL_QUADS)

        GL.glVertex2d(0, 0)
        GL.glVertex2d(rect2Width, 0)
        GL.glVertex2d(rect2Width, rect2Height)
        GL.glVertex2d(0, rect2Height)

        GL.glEnd()

        GL.glEndList()
Example #60
0
    def initializeGL(self): 
        GL.glViewport(0, 0, windowWindth, windowHeight)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        GL.glOrtho(0.0, windowWindth, 0.0, windowHeight, 0.0, 1.0)
        GL.glMatrixMode (GL.GL_MODELVIEW)
        GL.glLoadIdentity()

        self.makeObject()