Example #1
0
def _prepare_vis():
    
    objects = []
    
    # --- program and shaders
    
    # Create program and shaders
    hprog = gl.glCreateProgram()
    hvert = gl.glCreateShader(gl.GL_VERTEX_SHADER)
    hfrag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
    objects.append((gl.glDeleteProgram, hprog))
    objects.append((gl.glDeleteShader, hvert))
    objects.append((gl.glDeleteShader, hfrag))
    
    # Compile source code
    gl.glShaderSource_compat(hvert, VERT)
    gl.glShaderSource_compat(hfrag, FRAG)
    gl.glCompileShader(hvert)
    gl.glCompileShader(hfrag)
    
    # Check
    assert_equal(gl.glGetShaderInfoLog(hvert), '')
    assert_equal(gl.glGetShaderInfoLog(hfrag), '')
    assert_equal(gl.glGetShaderParameter(hvert, gl.GL_COMPILE_STATUS), 1)
    assert_equal(gl.glGetShaderParameter(hfrag, gl.GL_COMPILE_STATUS), 1)
    
    # Attach and link
    gl.glAttachShader(hprog, hvert)
    gl.glAttachShader(hprog, hfrag)
    # touch glDetachShader
    gl.glDetachShader(hprog, hvert)
    gl.glAttachShader(hprog, hvert)
    gl.glLinkProgram(hprog)
    
    # Test that indeed these shaders are attached
    attached_shaders = gl.glGetAttachedShaders(hprog)
    assert_equal(set(attached_shaders), set([hvert, hfrag]))
    
    # Check
    assert_equal(gl.glGetProgramInfoLog(hprog), '')
    assert_equal(gl.glGetProgramParameter(hprog, gl.GL_LINK_STATUS), 1)
    gl.glValidateProgram(hprog)
    assert_equal(gl.glGetProgramParameter(hprog, gl.GL_VALIDATE_STATUS), 1)
    
    # Use it!
    gl.glUseProgram(hprog)
    
    # Bind one attribute
    gl.glBindAttribLocation(hprog, 1, 'a_2')
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # Check source
    vert_source = gl.glGetShaderSource(hvert)
    assert_true('attribute vec2 a_2;' in vert_source)
    
    # --- get information on attributes and uniforms
    
    # Count attribbutes and uniforms
    natt = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_ATTRIBUTES)
    nuni = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_UNIFORMS)
    assert_equal(natt, 4)
    assert_equal(nuni, 4+4+3+1)
    
    # Get names
    names = {}
    for i in range(natt):
        name, count, type = gl.glGetActiveAttrib(hprog, i)
        names[name] = type
        assert_equal(count, 1)
    for i in range(nuni):
        name, count, type = gl.glGetActiveUniform(hprog, i)
        names[name] = type
        assert_equal(count, 1)
    
    # Check
    assert_equal(names['a_1'], gl.GL_FLOAT)
    assert_equal(names['a_2'], gl.GL_FLOAT_VEC2)
    assert_equal(names['a_3'], gl.GL_FLOAT_VEC3)
    assert_equal(names['a_4'], gl.GL_FLOAT_VEC4)
    assert_equal(names['s_1'], gl.GL_SAMPLER_2D)
    #
    for i, type in enumerate([gl.GL_FLOAT, gl.GL_FLOAT_VEC2, 
                              gl.GL_FLOAT_VEC3, gl.GL_FLOAT_VEC4]):
        assert_equal(names['u_f%i' % (i+1)], type)
    for i, type in enumerate([gl.GL_INT, gl.GL_INT_VEC2, 
                              gl.GL_INT_VEC3, gl.GL_INT_VEC4]):
        assert_equal(names['u_i%i' % (i+1)], type)
    for i, type in enumerate([gl.GL_FLOAT_MAT2, gl.GL_FLOAT_MAT3, 
                              gl.GL_FLOAT_MAT4]):
        assert_equal(names['u_m%i' % (i+2)], type)
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- texture
    
    # Create, bind, activate
    htex = gl.glCreateTexture()
    objects.append((gl.glDeleteTexture, htex))
    gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, htex)
    
    # Allocate data and upload
    # This data is luminance and not C-contiguous
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, 
                    gl.GL_UNSIGNED_BYTE, im2)  # touch
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, 
                    gl.GL_UNSIGNED_BYTE, im2.shape[:2])
    gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE,
                       gl.GL_UNSIGNED_BYTE, im2)
    
    # Set texture parameters (use f and i to touch both)
    T = gl.GL_TEXTURE_2D
    gl.glTexParameterf(T, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexParameteri(T, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    
    # Re-allocate data and upload 
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB, 
                    gl.GL_UNSIGNED_BYTE, im1.shape[:2])
    gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_RGB,
                       gl.GL_UNSIGNED_BYTE, im1)
    
    # Attach!
    loc = gl.glGetUniformLocation(hprog, 's_1')
    unit = 0
    gl.glActiveTexture(gl.GL_TEXTURE0+unit)
    gl.glUniform1i(loc, unit) 
    
    # Mipmaps (just to touch this function)
    gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
    
    # Check min filter (touch getTextParameter)
    minfilt = gl.glGetTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER)
    assert_equal(minfilt, gl.GL_LINEAR)
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- buffer vec2 (contiguous VBO)
    
    # Create buffer
    hbuf2 = gl.glCreateBuffer()
    objects.append((gl.glDeleteBuffer, hbuf2))
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf2)

    # Allocate and set data
    gl.glBufferData(gl.GL_ARRAY_BUFFER, buf2.nbytes, gl.GL_DYNAMIC_DRAW)
    gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf2)
    
    # Attach!
    loc = gl.glGetAttribLocation(hprog, 'a_2')
    gl.glDisableVertexAttribArray(loc)  # touch
    gl.glEnableVertexAttribArray(loc)
    gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 2*4, 0)
    
    # Check (touch glGetBufferParameter, glGetVertexAttrib and
    # glGetVertexAttribOffset)
    size = gl.glGetBufferParameter(gl.GL_ARRAY_BUFFER, gl.GL_BUFFER_SIZE)
    assert_equal(size, buf2.nbytes)
    stride = gl.glGetVertexAttrib(loc, gl.GL_VERTEX_ATTRIB_ARRAY_STRIDE)
    assert_equal(stride, 2*4)
    offset = gl.glGetVertexAttribOffset(loc, gl.GL_VERTEX_ATTRIB_ARRAY_POINTER)
    assert_equal(offset, 0)
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- buffer vec3 (non-contiguous VBO)
    
    # Create buffer
    hbuf3 = gl.glCreateBuffer()
    objects.append((gl.glDeleteBuffer, hbuf3))
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf3)

    # Allocate and set data
    gl.glBufferData(gl.GL_ARRAY_BUFFER, buf3.nbytes, gl.GL_DYNAMIC_DRAW)
    gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf3)
    
    # Attach!
    loc = gl.glGetAttribLocation(hprog, 'a_3')
    gl.glEnableVertexAttribArray(loc)
    gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 3*4, 0)
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- buffer vec4 (client vertex data)
    
    # Select no FBO
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
    
    # Attach!
    loc = gl.glGetAttribLocation(hprog, 'a_4')
    gl.glEnableVertexAttribArray(loc)
    gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, 4*4, buf4)
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- element buffer
    
    # Create buffer
    global helements
    helements = gl.glCreateBuffer()
    objects.append((gl.glDeleteBuffer, helements))
    gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, helements)

    # Allocate and set data
    gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, elements, gl.GL_DYNAMIC_DRAW)
    gl.glBufferSubData(gl.GL_ELEMENT_ARRAY_BUFFER, 0, elements)
    
    # Turn off
    gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0)
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- uniforms
    
    # Set integer uniforms to 0
    # We set them twice just to touch both i and iv functions
    for i, fun1, fun2 in [(1, gl.glUniform1i, gl.glUniform1iv),
                          (2, gl.glUniform2i, gl.glUniform2iv),
                          (3, gl.glUniform3i, gl.glUniform3iv),
                          (4, gl.glUniform4i, gl.glUniform4iv)]:
        name = 'u_i%i' % i
        value = [0] * i
        loc = gl.glGetUniformLocation(hprog, name)
        fun1(loc, *value)  # e.g. glUniform4i
        fun2(loc, 1, value)  # e.g. glUniform4iv

    # Set float uniforms to 1.0
    # We set them twice just to touch both i and iv functions
    for i, fun1, fun2 in [(1, gl.glUniform1f, gl.glUniform1fv),
                          (2, gl.glUniform2f, gl.glUniform2fv),
                          (3, gl.glUniform3f, gl.glUniform3fv),
                          (4, gl.glUniform4f, gl.glUniform4fv)]:
        name = 'u_f%i' % i
        value = [1.0] * i
        loc = gl.glGetUniformLocation(hprog, name)
        fun1(loc, *value)  # e.g. glUniform4f
        fun2(loc, 1, value)  # e.g. glUniform4fv
    
    # Set matrix uniforms
    m = np.eye(5, dtype='float32')
    loc = gl.glGetUniformLocation(hprog, 'u_m2')
    gl.glUniformMatrix2fv(loc, 1, False, m[:2, :2])
    #
    loc = gl.glGetUniformLocation(hprog, 'u_m3')
    m = np.eye(3, dtype='float32')
    gl.glUniformMatrix3fv(loc, 1, False, m[:3, :3])
    #
    loc = gl.glGetUniformLocation(hprog, 'u_m4')
    m = np.eye(4, dtype='float32')
    gl.glUniformMatrix4fv(loc, 1, False, m[:4, :4])
    
    # Check some uniforms
    loc = gl.glGetUniformLocation(hprog, 'u_i1')
    assert_equal(gl.glGetUniform(hprog, loc), 0)
    loc = gl.glGetUniformLocation(hprog, 'u_i2')
    assert_equal(gl.glGetUniform(hprog, loc), (0, 0))
    loc = gl.glGetUniformLocation(hprog, 'u_f2')
    assert_equal(gl.glGetUniform(hprog, loc), (1.0, 1.0))
    
    # Check if all is ok
    assert_equal(gl.glGetError(), 0)
    
    # --- attributes 
    
    # Constant values for attributes. We do not even use this ...
    loc = gl.glGetAttribLocation(hprog, 'a_1')
    gl.glVertexAttrib1f(loc, 1.0)
    loc = gl.glGetAttribLocation(hprog, 'a_2')
    gl.glVertexAttrib2f(loc, 1.0, 1.0)
    loc = gl.glGetAttribLocation(hprog, 'a_3')
    gl.glVertexAttrib3f(loc, 1.0, 1.0, 1.0)
    loc = gl.glGetAttribLocation(hprog, 'a_4')
    gl.glVertexAttrib4f(loc, 1.0, 1.0, 1.0, 1.0)
    
    # --- flush and finish
    
    # Not really necessary, but we want to touch the functions
    gl.glFlush()
    gl.glFinish()
    
    #print([i[1] for i in objects])
    return objects
Example #2
0
def render_with_gloo(draw_data):
    """draw ImGui's drawlists with vispy's gloo interface

    Parameters
    ----------
    draw_data: ImDrawData

    """
    global device_objects

    # adapted from imgui_impl_ios.cpp in imgui, to target the minimal GLES API
    d = pymgui.ImDrawData(draw_data)
    io = pymgui.get_io()

    fb_scale = io.display_framebuffer_scale
    fb_width, fb_height = io.display_size

    if fb_width == 0 or fb_height == 0:
        return

    conf = gloo.get_gl_configuration()

    # backup GL state
    last_program = gl.glGetParameter(gl.GL_CURRENT_PROGRAM)
    last_texture = gl.glGetParameter(gl.GL_TEXTURE_BINDING_2D)
    last_array_buffer = gl.glGetParameter(gl.GL_ARRAY_BUFFER_BINDING)
    last_element_array_buffer = gl.glGetParameter(gl.GL_ELEMENT_ARRAY_BUFFER_BINDING)
    last_viewport = gl.glGetParameter(gl.GL_VIEWPORT)

    last_enable_blend = gl.glIsEnabled(gl.GL_BLEND),
    last_blend_equation = gl.glGetParameter(gl.GL_BLEND_EQUATION_RGB),

    last_blend_func = dict(
        last_blend_equation_alpha=gl.glGetParameter(gl.GL_BLEND_EQUATION_ALPHA),
    )

    last_gl_states = dict(
        cull_face = gl.glIsEnabled(gl.GL_CULL_FACE),
        depth_test = gl.glIsEnabled(gl.GL_DEPTH_TEST),
        scissor_test = gl.glIsEnabled(gl.GL_SCISSOR_TEST))

    gloo.set_state(blend=True)
    gloo.set_blend_equation('func_add')
    gloo.set_blend_func(salpha='src_alpha', dalpha='one_minus_src_alpha')
    gloo.set_state(cull_face=False, depth_test=False, scissor_test=True)

    gl.glActiveTexture(gl.GL_TEXTURE0)

    # Setup viewport, orthographic projection matrix
    gloo.set_viewport(0, 0, int(fb_width), int(fb_height))

    p = device_objects['program'] # type: gloo.Program

    ortho_projection = np.array([
        [2./fb_width,   0,                  0,      0],
        [0.,             2./-fb_height,     0,      0],
        [0.,             0.,                -1.,    0],
        [-1.,            1.,                0,      0]
    ])

    vtype = [('a_position', np.float32, 2),
             ('a_uv', np.float32, 2),
             # ('a_color', np.uint8, 4)]
             ('a_color', np.uint32, 1)]

             # pos_dtype = [('a_position', np.float32, 2)]
    # uv_dtype =  [('a_uv', np.float32, 2)]
    # color_dtype = [('a_color', np.uint8, 4)]
    itype = np.uint16

    display_scale = 1.0

    p['u_mvp'] = ortho_projection


    # print("draw {} cmd_list".format(len(d.cmd_lists)))
    for cmd_list in d.cmd_lists:
        vertex_count =C.ImDrawList_GetVertexBufferSize(cmd_list)
        index_count = C.ImDrawList_GetIndexBufferSize(cmd_list)

        vertex_buffer_ptr = C.ImDrawList_GetVertexPtr(cmd_list, 0)
        index_buffer_ptr = C.ImDrawList_GetIndexPtr(cmd_list, 0)

        def to_nparray(ptr, item_count, dtype):
            byte_count = item_count * dtype.itemsize
            as_bytes = ffi.buffer(ptr, byte_count)
            return np.frombuffer(as_bytes, dtype=dtype)

        ig_vertices = to_nparray(vertex_buffer_ptr, vertex_count, np.dtype(vtype))
        ig_indices = to_nparray(index_buffer_ptr, index_count, np.dtype(itype))
        # print("{} vertices to draw".format(len(ig_vertices)))
    #
        p['a_position'] = ig_vertices[:]
        # p['a_uv'] = ig_vertices['a_uv']
        # p['a_color'] = ig_vertices['a_color']
        # device_objects['geometry'] = ig_vertices
    #
    #     gl.glBufferData(gl.GL_ARRAY_BUFFER, ig_vertices, gl.GL_STREAM_DRAW)
    #     gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, indices, gl.GL_STREAM_DRAW)
    #
    #     index_buffer_offset = 0
    #     cmd_size = C.ImDrawList_GetCmdSize(cmd_list)
    #     for cmd_index in range(cmd_size):
    #         draw_cmd_ptr = C.ImDrawList_GetCmdPtr(cmd_list, cmd_index)
    #         draw_cmd = pymgui.ImDrawCmd(draw_cmd_ptr)
    #
    #         if draw_cmd.texture_id:
    #             gl.glBindTexture(gl.GL_TEXTURE_2D, draw_cmd.texture_id)
    #         x1, y1, x2, y2 = draw_cmd.clip_rect
    #
    #         gl.glScissor(
    #             x=int(x1 * display_scale),
    #             y=int(y1 * display_scale),
    #             width=int((x2 - x1) * display_scale),
    #             height=int((y2 - y1) * display_scale)
    #         )
    #
    #         start, stop = index_buffer_offset, draw_cmd.elem_count
    #         # gl.glDrawElements(gl.GL_TRIANGLES, draw_cmd.elem_count, gl.GL_UNSIGNED_SHORT, indices[index_buffer_offset:])
    #         p.draw('triangles', gloo.IndexBuffer(ig_indices[start:stop]))
    #         index_buffer_offset += draw_cmd.elem_count
    #
    # # Restore modified state
    gloo.set_state(**last_gl_states)
    gloo.set_state(blend=last_enable_blend)
    # gloo.set_blend_equation(last_blend_equation)
    # # gl.glBindVertexArray(0)
    # gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
    gl.glUseProgram(last_program)
Example #3
0
def _prepare_vis():

    objects = []

    # --- program and shaders

    # Create program and shaders
    hprog = gl.glCreateProgram()
    hvert = gl.glCreateShader(gl.GL_VERTEX_SHADER)
    hfrag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
    objects.append((gl.glDeleteProgram, hprog))
    objects.append((gl.glDeleteShader, hvert))
    objects.append((gl.glDeleteShader, hfrag))

    # Compile source code
    gl.glShaderSource(hvert, VERT)
    gl.glShaderSource(hfrag, FRAG)
    gl.glCompileShader(hvert)
    gl.glCompileShader(hfrag)

    # Check
    assert gl.glGetShaderInfoLog(hvert) == ''
    assert gl.glGetShaderInfoLog(hfrag) == ''
    assert gl.glGetShaderParameter(hvert, gl.GL_COMPILE_STATUS) == 1
    assert gl.glGetShaderParameter(hfrag, gl.GL_COMPILE_STATUS) == 1

    # Attach and link
    gl.glAttachShader(hprog, hvert)
    gl.glAttachShader(hprog, hfrag)
    # touch glDetachShader
    gl.glDetachShader(hprog, hvert)
    gl.glAttachShader(hprog, hvert)

    # Bind all attributes - we could let this occur automatically, but some
    # implementations bind an attribute to index 0, which has the unfortunate
    # property of being unable to be modified.
    gl.glBindAttribLocation(hprog, 1, 'a_1')
    gl.glBindAttribLocation(hprog, 2, 'a_2')
    gl.glBindAttribLocation(hprog, 3, 'a_3')
    gl.glBindAttribLocation(hprog, 4, 'a_4')

    gl.glLinkProgram(hprog)

    # Test that indeed these shaders are attached
    attached_shaders = gl.glGetAttachedShaders(hprog)
    assert_equal(set(attached_shaders), set([hvert, hfrag]))

    # Check
    assert_equal(gl.glGetProgramInfoLog(hprog), '')
    assert_equal(gl.glGetProgramParameter(hprog, gl.GL_LINK_STATUS), 1)
    gl.glValidateProgram(hprog)
    assert_equal(gl.glGetProgramParameter(hprog, gl.GL_VALIDATE_STATUS), 1)

    # Use it!
    gl.glUseProgram(hprog)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # Check source
    vert_source = gl.glGetShaderSource(hvert)
    assert_true('attribute vec2 a_2;' in vert_source)

    # --- get information on attributes and uniforms

    # Count attributes and uniforms
    natt = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_ATTRIBUTES)
    nuni = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_UNIFORMS)
    assert_equal(natt, 4)
    assert_equal(nuni, 4+4+3+1)

    # Get names
    names = {}
    for i in range(natt):
        name, count, type = gl.glGetActiveAttrib(hprog, i)
        names[name] = type
        assert_equal(count, 1)
    for i in range(nuni):
        name, count, type = gl.glGetActiveUniform(hprog, i)
        names[name] = type
        assert_equal(count, 1)

    # Check
    assert_equal(names['a_1'], gl.GL_FLOAT)
    assert_equal(names['a_2'], gl.GL_FLOAT_VEC2)
    assert_equal(names['a_3'], gl.GL_FLOAT_VEC3)
    assert_equal(names['a_4'], gl.GL_FLOAT_VEC4)
    assert_equal(names['s_1'], gl.GL_SAMPLER_2D)
    #
    for i, type in enumerate([gl.GL_FLOAT, gl.GL_FLOAT_VEC2,
                              gl.GL_FLOAT_VEC3, gl.GL_FLOAT_VEC4]):
        assert_equal(names['u_f%i' % (i+1)], type)
    for i, type in enumerate([gl.GL_INT, gl.GL_INT_VEC2,
                              gl.GL_INT_VEC3, gl.GL_INT_VEC4]):
        assert_equal(names['u_i%i' % (i+1)], type)
    for i, type in enumerate([gl.GL_FLOAT_MAT2, gl.GL_FLOAT_MAT3,
                              gl.GL_FLOAT_MAT4]):
        assert_equal(names['u_m%i' % (i+2)], type)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- texture

    # Create, bind, activate
    htex = gl.glCreateTexture()
    objects.append((gl.glDeleteTexture, htex))
    gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, htex)

    # Allocate data and upload
    # This data is luminance and not C-contiguous
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE,
                    gl.GL_UNSIGNED_BYTE, im2)  # touch
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE,
                    gl.GL_UNSIGNED_BYTE, im2.shape[:2])
    gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE,
                       gl.GL_UNSIGNED_BYTE, im2)

    # Set texture parameters (use f and i to touch both)
    T = gl.GL_TEXTURE_2D
    gl.glTexParameterf(T, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexParameteri(T, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)

    # Re-allocate data and upload
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB,
                    gl.GL_UNSIGNED_BYTE, im1.shape[:2])
    gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_RGB,
                       gl.GL_UNSIGNED_BYTE, im1)

    # Attach!
    loc = gl.glGetUniformLocation(hprog, 's_1')
    unit = 0
    gl.glActiveTexture(gl.GL_TEXTURE0+unit)
    gl.glUniform1i(loc, unit)

    # Mipmaps (just to touch this function)
    gl.glGenerateMipmap(gl.GL_TEXTURE_2D)

    # Check min filter (touch getTextParameter)
    minfilt = gl.glGetTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER)
    assert_equal(minfilt, gl.GL_LINEAR)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- buffer vec2 (contiguous VBO)

    # Create buffer
    hbuf2 = gl.glCreateBuffer()
    objects.append((gl.glDeleteBuffer, hbuf2))
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf2)

    # Allocate and set data
    gl.glBufferData(gl.GL_ARRAY_BUFFER, buf2.nbytes, gl.GL_DYNAMIC_DRAW)
    gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf2)

    # Attach!
    loc = gl.glGetAttribLocation(hprog, 'a_2')
    gl.glDisableVertexAttribArray(loc)  # touch
    gl.glEnableVertexAttribArray(loc)
    gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 2*4, 0)

    # Check (touch glGetBufferParameter, glGetVertexAttrib and
    # glGetVertexAttribOffset)
    size = gl.glGetBufferParameter(gl.GL_ARRAY_BUFFER, gl.GL_BUFFER_SIZE)
    assert_equal(size, buf2.nbytes)
    stride = gl.glGetVertexAttrib(loc, gl.GL_VERTEX_ATTRIB_ARRAY_STRIDE)
    assert_equal(stride, 2*4)
    offset = gl.glGetVertexAttribOffset(loc, gl.GL_VERTEX_ATTRIB_ARRAY_POINTER)
    assert_equal(offset, 0)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- buffer vec3 (non-contiguous VBO)

    # Create buffer
    hbuf3 = gl.glCreateBuffer()
    objects.append((gl.glDeleteBuffer, hbuf3))
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf3)

    # Allocate and set data
    gl.glBufferData(gl.GL_ARRAY_BUFFER, buf3.nbytes, gl.GL_DYNAMIC_DRAW)
    gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf3)

    # Attach!
    loc = gl.glGetAttribLocation(hprog, 'a_3')
    gl.glEnableVertexAttribArray(loc)
    gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 3*4, 0)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- buffer vec4 (client vertex data)

    # Select no FBO
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)

    # Attach!
    loc = gl.glGetAttribLocation(hprog, 'a_4')
    gl.glEnableVertexAttribArray(loc)
    gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, 4*4, buf4)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- element buffer

    # Create buffer
    global helements
    helements = gl.glCreateBuffer()
    objects.append((gl.glDeleteBuffer, helements))
    gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, helements)

    # Allocate and set data
    gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, elements, gl.GL_DYNAMIC_DRAW)
    gl.glBufferSubData(gl.GL_ELEMENT_ARRAY_BUFFER, 0, elements)

    # Turn off
    gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0)

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- uniforms

    # Set integer uniforms to 0
    # We set them twice just to touch both i and iv functions
    for i, fun1, fun2 in [(1, gl.glUniform1i, gl.glUniform1iv),
                          (2, gl.glUniform2i, gl.glUniform2iv),
                          (3, gl.glUniform3i, gl.glUniform3iv),
                          (4, gl.glUniform4i, gl.glUniform4iv)]:
        name = 'u_i%i' % i
        value = [0] * i
        loc = gl.glGetUniformLocation(hprog, name)
        fun1(loc, *value)  # e.g. glUniform4i
        fun2(loc, 1, value)  # e.g. glUniform4iv

    # Set float uniforms to 1.0
    # We set them twice just to touch both i and iv functions
    for i, fun1, fun2 in [(1, gl.glUniform1f, gl.glUniform1fv),
                          (2, gl.glUniform2f, gl.glUniform2fv),
                          (3, gl.glUniform3f, gl.glUniform3fv),
                          (4, gl.glUniform4f, gl.glUniform4fv)]:
        name = 'u_f%i' % i
        value = [1.0] * i
        loc = gl.glGetUniformLocation(hprog, name)
        fun1(loc, *value)  # e.g. glUniform4f
        fun2(loc, 1, value)  # e.g. glUniform4fv

    # Set matrix uniforms
    m = np.eye(5, dtype='float32')
    loc = gl.glGetUniformLocation(hprog, 'u_m2')
    gl.glUniformMatrix2fv(loc, 1, False, m[:2, :2])
    #
    loc = gl.glGetUniformLocation(hprog, 'u_m3')
    m = np.eye(3, dtype='float32')
    gl.glUniformMatrix3fv(loc, 1, False, m[:3, :3])
    #
    loc = gl.glGetUniformLocation(hprog, 'u_m4')
    m = np.eye(4, dtype='float32')
    gl.glUniformMatrix4fv(loc, 1, False, m[:4, :4])

    # Check some uniforms
    loc = gl.glGetUniformLocation(hprog, 'u_i1')
    assert_equal(gl.glGetUniform(hprog, loc), 0)
    loc = gl.glGetUniformLocation(hprog, 'u_i2')
    assert_equal(gl.glGetUniform(hprog, loc), (0, 0))
    loc = gl.glGetUniformLocation(hprog, 'u_f2')
    assert_equal(gl.glGetUniform(hprog, loc), (1.0, 1.0))

    # Check if all is ok
    assert_equal(gl.glGetError(), 0)

    # --- attributes

    # Constant values for attributes. We do not even use this ...
    loc = gl.glGetAttribLocation(hprog, 'a_1')
    gl.glVertexAttrib1f(loc, 1.0)
    loc = gl.glGetAttribLocation(hprog, 'a_2')
    gl.glVertexAttrib2f(loc, 1.0, 1.0)
    loc = gl.glGetAttribLocation(hprog, 'a_3')
    gl.glVertexAttrib3f(loc, 1.0, 1.0, 1.0)
    loc = gl.glGetAttribLocation(hprog, 'a_4')
    gl.glVertexAttrib4f(loc, 1.0, 1.0, 1.0, 1.0)

    # --- flush and finish

    # Not really necessary, but we want to touch the functions
    gl.glFlush()
    gl.glFinish()

    # print([i[1] for i in objects])
    return objects
Example #4
0
def render_with_gloo(draw_data):
    """draw ImGui's drawlists with vispy's gloo interface

    Parameters
    ----------
    draw_data: ImDrawData

    """
    global device_objects

    # adapted from imgui_impl_ios.cpp in imgui, to target the minimal GLES API
    d = pymgui.ImDrawData(draw_data)
    io = pymgui.get_io()

    fb_scale = io.display_framebuffer_scale
    fb_width, fb_height = io.display_size

    if fb_width == 0 or fb_height == 0:
        return

    conf = gloo.get_gl_configuration()

    # backup GL state
    last_program = gl.glGetParameter(gl.GL_CURRENT_PROGRAM)
    last_texture = gl.glGetParameter(gl.GL_TEXTURE_BINDING_2D)
    last_array_buffer = gl.glGetParameter(gl.GL_ARRAY_BUFFER_BINDING)
    last_element_array_buffer = gl.glGetParameter(
        gl.GL_ELEMENT_ARRAY_BUFFER_BINDING)
    last_viewport = gl.glGetParameter(gl.GL_VIEWPORT)

    last_enable_blend = gl.glIsEnabled(gl.GL_BLEND),
    last_blend_equation = gl.glGetParameter(gl.GL_BLEND_EQUATION_RGB),

    last_blend_func = dict(last_blend_equation_alpha=gl.glGetParameter(
        gl.GL_BLEND_EQUATION_ALPHA), )

    last_gl_states = dict(cull_face=gl.glIsEnabled(gl.GL_CULL_FACE),
                          depth_test=gl.glIsEnabled(gl.GL_DEPTH_TEST),
                          scissor_test=gl.glIsEnabled(gl.GL_SCISSOR_TEST))

    gloo.set_state(blend=True)
    gloo.set_blend_equation('func_add')
    gloo.set_blend_func(salpha='src_alpha', dalpha='one_minus_src_alpha')
    gloo.set_state(cull_face=False, depth_test=False, scissor_test=True)

    gl.glActiveTexture(gl.GL_TEXTURE0)

    # Setup viewport, orthographic projection matrix
    gloo.set_viewport(0, 0, int(fb_width), int(fb_height))

    p = device_objects['program']  # type: gloo.Program

    ortho_projection = np.array([[2. / fb_width, 0, 0, 0],
                                 [0., 2. / -fb_height, 0, 0], [0., 0., -1., 0],
                                 [-1., 1., 0, 0]])

    vtype = [
        ('a_position', np.float32, 2),
        ('a_uv', np.float32, 2),
        # ('a_color', np.uint8, 4)]
        ('a_color', np.uint32, 1)
    ]

    # pos_dtype = [('a_position', np.float32, 2)]
    # uv_dtype =  [('a_uv', np.float32, 2)]
    # color_dtype = [('a_color', np.uint8, 4)]
    itype = np.uint16

    display_scale = 1.0

    p['u_mvp'] = ortho_projection

    # print("draw {} cmd_list".format(len(d.cmd_lists)))
    for cmd_list in d.cmd_lists:
        vertex_count = C.ImDrawList_GetVertexBufferSize(cmd_list)
        index_count = C.ImDrawList_GetIndexBufferSize(cmd_list)

        vertex_buffer_ptr = C.ImDrawList_GetVertexPtr(cmd_list, 0)
        index_buffer_ptr = C.ImDrawList_GetIndexPtr(cmd_list, 0)

        def to_nparray(ptr, item_count, dtype):
            byte_count = item_count * dtype.itemsize
            as_bytes = ffi.buffer(ptr, byte_count)
            return np.frombuffer(as_bytes, dtype=dtype)

        ig_vertices = to_nparray(vertex_buffer_ptr, vertex_count,
                                 np.dtype(vtype))
        ig_indices = to_nparray(index_buffer_ptr, index_count, np.dtype(itype))
        # print("{} vertices to draw".format(len(ig_vertices)))
        #
        p['a_position'] = ig_vertices[:]
        # p['a_uv'] = ig_vertices['a_uv']
        # p['a_color'] = ig_vertices['a_color']
        # device_objects['geometry'] = ig_vertices
    #
    #     gl.glBufferData(gl.GL_ARRAY_BUFFER, ig_vertices, gl.GL_STREAM_DRAW)
    #     gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, indices, gl.GL_STREAM_DRAW)
    #
    #     index_buffer_offset = 0
    #     cmd_size = C.ImDrawList_GetCmdSize(cmd_list)
    #     for cmd_index in range(cmd_size):
    #         draw_cmd_ptr = C.ImDrawList_GetCmdPtr(cmd_list, cmd_index)
    #         draw_cmd = pymgui.ImDrawCmd(draw_cmd_ptr)
    #
    #         if draw_cmd.texture_id:
    #             gl.glBindTexture(gl.GL_TEXTURE_2D, draw_cmd.texture_id)
    #         x1, y1, x2, y2 = draw_cmd.clip_rect
    #
    #         gl.glScissor(
    #             x=int(x1 * display_scale),
    #             y=int(y1 * display_scale),
    #             width=int((x2 - x1) * display_scale),
    #             height=int((y2 - y1) * display_scale)
    #         )
    #
    #         start, stop = index_buffer_offset, draw_cmd.elem_count
    #         # gl.glDrawElements(gl.GL_TRIANGLES, draw_cmd.elem_count, gl.GL_UNSIGNED_SHORT, indices[index_buffer_offset:])
    #         p.draw('triangles', gloo.IndexBuffer(ig_indices[start:stop]))
    #         index_buffer_offset += draw_cmd.elem_count
    #
    # # Restore modified state
    gloo.set_state(**last_gl_states)
    gloo.set_state(blend=last_enable_blend)
    # gloo.set_blend_equation(last_blend_equation)
    # # gl.glBindVertexArray(0)
    # gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
    gl.glUseProgram(last_program)