def test_show_entity(): """Test showing an entity""" # Create a figure app = Application() fig = scene.CanvasWithScene(app=app) app.create() fig.size = 1, 1 fig.show() camcontainer = scene.PixelCamera(fig.viewbox) camera = scene.ThreeDCamera(camcontainer) camera._fov = 90 fig.viewbox.camera = camera pointscontainer = scene.Entity(fig.viewbox) scene.PointsEntity(pointscontainer, 1000) app.process_events() app.process_events() # for good measure # Now do first-person camcontainer = scene.PixelCamera(fig.viewbox) camera = scene.FirstPersonCamera(camcontainer) camera.update_angles() fig.viewbox.camera = camera pointscontainer = scene.Entity(fig.viewbox) scene.PointsEntity(pointscontainer, 1000) app.process_events() app.process_events() # for good measure # Now do 2D camcontainer = scene.PixelCamera(fig.viewbox) camera = scene.TwoDCamera(camcontainer) camera.xlim = -100, 500 camera.ylim = -100, 500 fig.viewbox.camera = camera pointscontainer = scene.Entity(fig.viewbox) scene.PointsEntity(pointscontainer, 1000) transforms.translate(camcontainer.transform, 50, 50) transforms.rotate(camcontainer.transform, 10, 0, 0, 1) app.process_events() app.process_events() # for good measure fig.close() app.quit()
def _test_application(backend): """Test application running""" app = Application() assert_raises(ValueError, app.use, 'foo') app.use(backend) wrong = 'Glut' if app.backend_name != 'Glut' else 'Pyglet' assert_raises(RuntimeError, app.use, wrong) app.process_events() if backend is not None: # "in" b/c "qt" in "PySide (qt)" assert_true(backend in app.backend_name) print(app) # test __repr__ # Canvas pos = [0, 0, 1, 1] # Use "with" statement so failures don't leave open window # (and test context manager behavior) with Canvas(title='me', app=app, show=True, position=pos) as canvas: assert_true(canvas.app is app) assert_true(canvas.native) print(canvas.size >= (1, 1)) canvas.resize(90, 90) canvas.move(1, 1) assert_equal(canvas.title, 'me') canvas.title = 'you' canvas.position = (0, 0) canvas.size = (100, 100) canvas.connect(on_mouse_move) assert_raises(ValueError, canvas.connect, _on_mouse_move) canvas.show() assert_raises(ValueError, canvas.connect, on_nonexist) # screenshots ss = _screenshot() assert_array_equal(ss.shape[2], 3) # XXX other dimensions not correct? # XXX it would be good to do real checks, but sometimes the # repositionings don't "take" (i.e., lead to random errors) assert_equal(len(canvas._backend._vispy_get_geometry()), 4) assert_equal(len(canvas.size), 2) assert_equal(len(canvas.position), 2) # GLOO: should have an OpenGL context already, so these should work vert = VertexShader("void main (void) {gl_Position = pos;}") frag = FragmentShader("void main (void) {gl_FragColor = pos;}") program = Program(vert, frag) assert_raises(ShaderError, program.activate) vert = VertexShader("uniform vec4 pos;" "void main (void) {gl_Position = pos;}") frag = FragmentShader("uniform vec4 pos;" "void main (void) {gl_FragColor = pos;}") program = Program(vert, frag) uniform = program.uniforms[0] uniform.set_data([1, 2, 3, 4]) program.activate() # should print uniform.upload(program) program.detach(vert, frag) assert_raises(ShaderError, program.detach, vert) assert_raises(ShaderError, program.detach, frag) vert = VertexShader("attribute vec4 pos;" "void main (void) {gl_Position = pos;}") frag = FragmentShader("void main (void) {}") program = Program(vert, frag) attribute = program.attributes[0] attribute.set_data([1, 2, 3, 4]) program.activate() attribute.upload(program) # cannot get element count assert_raises(ProgramError, program.draw, 'POINTS') # use a real program vert = ("uniform mat4 u_model;" "attribute vec2 a_position; attribute vec4 a_color;" "varying vec4 v_color;" "void main (void) {v_color = a_color;" "gl_Position = u_model * vec4(a_position, 0.0, 1.0);" "v_color = a_color;}") frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}" n, p = 250, 50 T = np.random.uniform(0, 2 * np.pi, n) position = np.zeros((n, 2), dtype=np.float32) position[:, 0] = np.cos(T) position[:, 1] = np.sin(T) color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1) data = np.zeros(n * p, [('a_position', np.float32, 2), ('a_color', np.float32, 4)]) data['a_position'] = np.repeat(position, p, axis=0) data['a_color'] = np.repeat(color, p, axis=0) program = Program(vert, frag) program.set_vars(VertexBuffer(data)) program['u_model'] = np.eye(4, dtype=np.float32) program.draw('POINTS') # different codepath if no call to activate() subset = ElementBuffer(np.arange(10, dtype=np.uint32)) program.draw('POINTS', subset=subset) # bad programs frag_bad = ("varying vec4 v_colors") # no semicolon program = Program(vert, frag_bad) assert_raises(ShaderError, program.activate) frag_bad = None # no fragment code. no main is not always enough program = Program(vert, frag_bad) assert_raises(ProgramError, program.activate) # Timer timer = Timer(interval=0.001, connect=on_mouse_move, iterations=2, start=True, app=app) timer.start() timer.interval = 0.002 assert_equal(timer.interval, 0.002) assert_true(timer.running) timer.stop() assert_true(not timer.running) assert_true(timer.native) timer.disconnect() # test that callbacks take reasonable inputs _test_callbacks(canvas) # cleanup canvas.swap_buffers() canvas.update() # put this in even though __exit__ will call it to make sure we don't # have problems calling it multiple times canvas.close() app.quit() app.quit() # make sure it doesn't break if a user does something silly