Example #1
0
    def on_initialize(self, event):
        gl.glClearColor(1,1,1,1)
        gl.glEnable(gl.GL_DEPTH_TEST)
        
        # Create shader program
        self._prog_handle = gl.glCreateProgram()

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')
        
        # Create texture
        im = dataio.crate()
        self._tex_handle = gl.glGenTextures(1)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, 
            im.shape[1], im.shape[0], 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        
        if use_buffers:
            # Create vertex buffer
            self._positions_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._positions_handle)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, positions.nbytes, positions, gl.GL_DYNAMIC_DRAW)
            #
            self._texcoords_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._texcoords_handle)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, texcoords.nbytes, texcoords, gl.GL_DYNAMIC_DRAW)
            
            # Create buffer for faces
            self._faces_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._faces_handle)
            gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, faces.nbytes, faces, gl.GL_DYNAMIC_DRAW)
Example #2
0
    def on_initialize(self, event):
        self.program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.program, vertex)
        gl.glAttachShader(self.program, fragment)
        gl.glLinkProgram(self.program)
        gl.glDetachShader(self.program, vertex)
        gl.glDetachShader(self.program, fragment)
        gl.glUseProgram(self.program)

        n = 10000000
        self.data = np.zeros((n, 4), dtype=np.float32)
        self.data[:, :2] = .15 * prng.randn(n, 2)
        self.data[:, 3] = 1.
        vbuffer = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        stride = self.data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(self.program, "a_position")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)

        gl.glClearColor(0, 0, 0, 1)
        gl.glEnable(34370)
        gl.glEnable(34913)

        # Auto-close after 10 seconds
        self.timer = app.Timer(10, self.on_timer, start=True)
Example #3
0
    def draw(self):
        if self._glsl:
            fragment = fragment_template % self._glsl
            self._glsl = None

            # Check to see if the shader will compile successfully before we
            # set it. We do this here because the ShaderWatcher runs in a
            # different thread and so can't access the GL context.

            frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
            gl.glShaderSource(frag_handle, fragment)
            gl.glCompileShader(frag_handle)
            status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS)
            if not status:
                errors = gl.glGetShaderInfoLog(frag_handle)
                errors = self.process_errors(errors)
                print("Shader failed to compile:", file=sys.stderr)
                print(errors, file=sys.stderr)

                # Switch to error shader

                self._glsl = error_shader
                self.update()
            else:
                self.program.set_shaders(vertex, fragment)
            gl.glDeleteShader(frag_handle)

        if self._interactive:
            self.program.draw()

            if self._ffmpeg_pipe is not None:
                img = _screenshot()
                self.write_video_frame(img)

            self._render_frame_index += 1
            if self._render_frame_count is not None and self._render_frame_index >= self._render_frame_count:
                app.quit()
                return

            self.advance_time()
        else:
            with self._fbo:
                rs = list(self._render_size)

                if self._tile_coord[0] + rs[0] > self._output_size[0]:
                    rs[0] = self._output_size[0] - self._tile_coord[0]

                if self._tile_coord[1] + rs[1] > self._output_size[1]:
                    rs[1] = self._output_size[1] - self._tile_coord[1]

                gloo.set_viewport(0, 0, *rs)
                self.program['iOffset'] = self._tile_coord
                self.program.draw()
                img = _screenshot()
                row = self._output_size[1] - self._tile_coord[1] - rs[1]
                col = self._tile_coord[0]
                self._img[row:row + rs[1], col:col + rs[0], :] = img
    def draw(self):
        if self._glsl:
            fragment = fragment_template % self._glsl
            self._glsl = None

            # Check to see if the shader will compile successfully before we
            # set it. We do this here because the ShaderWatcher runs in a
            # different thread and so can't access the GL context.

            frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
            gl.glShaderSource(frag_handle, fragment)
            gl.glCompileShader(frag_handle)
            status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS)
            if not status:
                errors = gl.glGetShaderInfoLog(frag_handle)
                errors = self.process_errors(errors)
                print("Shader failed to compile:", file=sys.stderr)
                print(errors, file=sys.stderr)

                # Switch to error shader

                self._glsl = error_shader
                self.update()
            else:
                self.program.set_shaders(vertex, fragment)
            gl.glDeleteShader(frag_handle)

        if self._interactive:
            self.program.draw()

            if self._ffmpeg_pipe is not None:
                img = _screenshot()
                self.write_video_frame(img)

            self._render_frame_index += 1
            if self._render_frame_count is not None and self._render_frame_index >= self._render_frame_count:
                app.quit()
                return

            self.advance_time()
        else:
            with self._fbo:
                rs = list(self._render_size)

                if self._tile_coord[0] + rs[0] > self._output_size[0]:
                    rs[0] = self._output_size[0] - self._tile_coord[0]

                if self._tile_coord[1] + rs[1] > self._output_size[1]:
                    rs[1] = self._output_size[1] - self._tile_coord[1]

                gloo.set_viewport(0, 0, *rs)
                self.program['iOffset'] = self._tile_coord
                self.program.draw()
                img = _screenshot()
                row = self._output_size[1] - self._tile_coord[1] - rs[1]
                col = self._tile_coord[0]
                self._img[row:row + rs[1], col:col + rs[0], :] = img
Example #5
0
    def on_initialize(self, event):
        gl.glClearColor(0, 0, 0, 1)

        # Enable blending
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)

        # Create shader program
        self._prog_handle = gl.glCreateProgram()

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource_compat(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)

        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        need_enabled = gl.glShaderSource_compat(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)

        # Enable point sprites
        for enum in need_enabled:
            gl.glEnable(enum)

        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')

        # Create texture
        self._tex_handle = gl.glGenTextures(1)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, im1.shape[1],
                        im1.shape[0], 0, gl.GL_LUMINANCE, gl.GL_FLOAT,
                        im1.astype(np.float32))
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                          gl.GL_LINEAR)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                          gl.GL_LINEAR)

        # Create vertex buffer
        self._vbo_handle = gl.glGenBuffers(1)
Example #6
0
    def on_initialize(self, event):
        # Build & activate program
        self.program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.program, vertex)
        gl.glAttachShader(self.program, fragment)
        gl.glLinkProgram(self.program)
        gl.glDetachShader(self.program, vertex)
        gl.glDetachShader(self.program, fragment)
        gl.glUseProgram(self.program)

        # Build vertex buffer
        n = 10000
        self.data = np.zeros(n,
                             dtype=[('lifetime', np.float32),
                                    ('start', np.float32, 3),
                                    ('end', np.float32, 3)])
        vbuffer = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind buffer attributes
        stride = self.data.strides[0]

        offset = 0
        loc = gl.glGetAttribLocation(self.program, "lifetime")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["lifetime"].itemsize
        loc = gl.glGetAttribLocation(self.program, "start")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["start"].itemsize
        loc = gl.glGetAttribLocation(self.program, "end")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        # OpenGL initalization
        self.elapsed_time = 0
        gl.glClearColor(0, 0, 0, 1)
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        gl.glEnable(34370)  # gl.GL_VERTEX_PROGRAM_POINT_SIZE
        gl.glEnable(34913)  # gl.GL_POINT_SPRITE
        gl.glViewport(0, 0, *self.physical_size)
        self.new_explosion()
        self.timer = app.Timer('auto', self.on_timer, start=True)
Example #7
0
    def on_initialize(self, event):
        gl.glClearColor(0,0,0,1);
        
        # Enable blending
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        
        # Create shader program
        self._prog_handle = gl.glCreateProgram()

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource_compat(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        need_enabled = gl.glShaderSource_compat(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Enable point sprites
        for enum in need_enabled:
            gl.glEnable(enum)
        
        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')
        
        # Create texture
        self._tex_handle = gl.glGenTextures(1)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, 
            im1.shape[1], im1.shape[0], 0, gl.GL_LUMINANCE, gl.GL_FLOAT,
             im1.astype(np.float32))
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        
        # Create vertex buffer
        self._vbo_handle = gl.glGenBuffers(1)
Example #8
0
    def on_initialize(self, event):
        # Build & activate program
        self.program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.program, vertex)
        gl.glAttachShader(self.program, fragment)
        gl.glLinkProgram(self.program)
        gl.glDetachShader(self.program, vertex)
        gl.glDetachShader(self.program, fragment)
        gl.glUseProgram(self.program)

        # Build vertex buffer
        n = 10000
        self.data = np.zeros(n, dtype=[('lifetime', np.float32, 1),
                                       ('start',    np.float32, 3),
                                       ('end',      np.float32, 3)])
        vbuffer = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind buffer attributes
        stride = self.data.strides[0]

        offset = 0
        loc = gl.glGetAttribLocation(self.program, "lifetime")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["lifetime"].itemsize
        loc = gl.glGetAttribLocation(self.program, "start")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["start"].itemsize
        loc = gl.glGetAttribLocation(self.program, "end")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        # OpenGL initalization
        self.elapsed_time = 0
        gl.glClearColor(0, 0, 0, 1)
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        gl.glEnable(34370)  # gl.GL_VERTEX_PROGRAM_POINT_SIZE
        gl.glEnable(34913)  # gl.GL_POINT_SPRITE
        gl.glViewport(0, 0, *self.physical_size)
        self.new_explosion()
        self.timer = app.Timer('auto', self.on_timer, start=True)
Example #9
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 #10
0
    def on_initialize(self, event):
        # Build data
        self.data = np.zeros(4, [("position", np.float32, 2),
                                 ("color", np.float32, 4)])
        self.data['color'] = [(1, 0, 0, 1), (0, 1, 0, 1), (0, 0, 1, 1),
                              (1, 1, 0, 1)]
        self.data['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]

        # Build & activate program

        # Request a program and shader slots from GPU
        program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)

        # Set shaders source
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)

        # Compile shaders
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)

        # Attach shader objects to the program
        gl.glAttachShader(program, vertex)
        gl.glAttachShader(program, fragment)

        # Build program
        gl.glLinkProgram(program)

        # Get rid of shaders (no more needed)
        gl.glDetachShader(program, vertex)
        gl.glDetachShader(program, fragment)

        # Make program the default program
        gl.glUseProgram(program)

        # Build buffer

        # Request a buffer slot from GPU
        buf = gl.glCreateBuffer()

        # Make this buffer the default one
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)

        # Upload data
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind attributes
        stride = self.data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(program, "position")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["position"].itemsize
        loc = gl.glGetAttribLocation(program, "color")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)

        # Bind uniforms
        # --------------------------------------
        loc = gl.glGetUniformLocation(program, "scale")
        gl.glUniform1f(loc, 1.0)
Example #11
0
    def on_initialize(self, event):
        # Build & activate cube program
        self.cube = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, cube_vertex)
        gl.glShaderSource(fragment, cube_fragment)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.cube, vertex)
        gl.glAttachShader(self.cube, fragment)
        gl.glLinkProgram(self.cube)
        gl.glDetachShader(self.cube, vertex)
        gl.glDetachShader(self.cube, fragment)
        gl.glUseProgram(self.cube)

        # Get data & build cube buffers
        vcube_data, self.icube_data = makecube()
        vcube = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vcube)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, vcube_data, gl.GL_STATIC_DRAW)
        icube = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, icube)
        gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, self.icube_data,
                        gl.GL_STATIC_DRAW)

        # Bind cube attributes
        stride = vcube_data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(self.cube, "a_position")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = vcube_data.dtype["a_position"].itemsize
        loc = gl.glGetAttribLocation(self.cube, "a_texcoord")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, stride, offset)

        # Create & bind cube texture
        crate = checkerboard()
        texture = gl.glCreateTexture()
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE,
                        gl.GL_UNSIGNED_BYTE, crate.shape[:2])
        gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE,
                           gl.GL_UNSIGNED_BYTE, crate)
        loc = gl.glGetUniformLocation(self.cube, "u_texture")
        gl.glUniform1i(loc, texture)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)

        # Create & bind cube matrices
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        projection = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -7)
        self.phi, self.theta = 60, 20
        rotate(model, self.theta, 0, 0, 1)
        rotate(model, self.phi, 0, 1, 0)
        loc = gl.glGetUniformLocation(self.cube, "u_model")
        gl.glUniformMatrix4fv(loc, 1, False, model)
        loc = gl.glGetUniformLocation(self.cube, "u_view")
        gl.glUniformMatrix4fv(loc, 1, False, view)
        loc = gl.glGetUniformLocation(self.cube, "u_projection")
        gl.glUniformMatrix4fv(loc, 1, False, projection)

        # OpenGL initalization
        gl.glClearColor(0.30, 0.30, 0.35, 1.00)
        gl.glEnable(gl.GL_DEPTH_TEST)
        self._resize(*(self.size + self.physical_size))
        self.timer = app.Timer('auto', self.on_timer, start=True)
Example #12
0
File: cube.py Project: Peque/vispy
    def on_initialize(self, event):
        # Build & activate cube program
        self.cube = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, cube_vertex)
        gl.glShaderSource(fragment, cube_fragment)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.cube, vertex)
        gl.glAttachShader(self.cube, fragment)
        gl.glLinkProgram(self.cube)
        gl.glDetachShader(self.cube, vertex)
        gl.glDetachShader(self.cube, fragment)
        gl.glUseProgram(self.cube)

        # Get data & build cube buffers
        vcube_data, self.icube_data = makecube()
        vcube = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vcube)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, vcube_data, gl.GL_STATIC_DRAW)
        icube = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, icube)
        gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER,
                        self.icube_data, gl.GL_STATIC_DRAW)

        # Bind cube attributes
        stride = vcube_data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(self.cube, "a_position")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = vcube_data.dtype["a_position"].itemsize
        loc = gl.glGetAttribLocation(self.cube, "a_texcoord")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, stride, offset)

        # Create & bind cube texture
        crate = checkerboard()
        texture = gl.glCreateTexture()
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE,
                        gl.GL_UNSIGNED_BYTE, crate.shape[:2])
        gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE,
                           gl.GL_UNSIGNED_BYTE, crate)
        loc = gl.glGetUniformLocation(self.cube, "u_texture")
        gl.glUniform1i(loc, texture)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)

        # Create & bind cube matrices
        view = np.eye(4, dtype=np.float32)
        model = np.eye(4, dtype=np.float32)
        projection = np.eye(4, dtype=np.float32)
        translate(view, 0, 0, -7)
        self.phi, self.theta = 60, 20
        rotate(model, self.theta, 0, 0, 1)
        rotate(model, self.phi, 0, 1, 0)
        loc = gl.glGetUniformLocation(self.cube, "u_model")
        gl.glUniformMatrix4fv(loc, 1, False, model)
        loc = gl.glGetUniformLocation(self.cube, "u_view")
        gl.glUniformMatrix4fv(loc, 1, False, view)
        loc = gl.glGetUniformLocation(self.cube, "u_projection")
        gl.glUniformMatrix4fv(loc, 1, False, projection)

        # OpenGL initalization
        gl.glClearColor(0.30, 0.30, 0.35, 1.00)
        gl.glEnable(gl.GL_DEPTH_TEST)

        self.timer.start()
Example #13
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 #14
0
    def on_initialize(self, event):
        # Build data
        self.data = np.zeros(4, [("position", np.float32, 2),
                                 ("color",    np.float32, 4)])
        self.data['color'] = [(1, 0, 0, 1), (0, 1, 0, 1),
                              (0, 0, 1, 1), (1, 1, 0, 1)]
        self.data['position'] = [(-1, -1), (-1, +1),
                                 (+1, -1), (+1, +1)]

        # Build & activate program

        # Request a program and shader slots from GPU
        program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)

        # Set shaders source
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)

        # Compile shaders
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)

        # Attach shader objects to the program
        gl.glAttachShader(program, vertex)
        gl.glAttachShader(program, fragment)

        # Build program
        gl.glLinkProgram(program)

        # Get rid of shaders (no more needed)
        gl.glDetachShader(program, vertex)
        gl.glDetachShader(program, fragment)

        # Make program the default program
        gl.glUseProgram(program)

        # Build buffer

        # Request a buffer slot from GPU
        buf = gl.glCreateBuffer()

        # Make this buffer the default one
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)

        # Upload data
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind attributes
        stride = self.data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(program, "position")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["position"].itemsize
        loc = gl.glGetAttribLocation(program, "color")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)

        # Bind uniforms
        # --------------------------------------
        loc = gl.glGetUniformLocation(program, "scale")
        gl.glUniform1f(loc, 1.0)
    def draw(self):
        for i in range(4):
            if self._bufXglsl[i]:
                fragment = fragment_template % self._bufXglsl[i]
                self._bufXglsl[i] = None
                frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
                gl.glShaderSource(frag_handle, fragment)
                gl.glCompileShader(frag_handle)
                status = gl.glGetShaderParameter(frag_handle,
                                        gl.GL_COMPILE_STATUS)
                if not status:
                    errors = gl.glGetShaderInfoLog(frag_handle)
                    errors = self.process_errors(errors)
                    print('Shader failed to compile:', file=sys.stderr)
                    print(errors, file=sys.stderr)
                    exit(1)
                else:
                    self._BufX[i].set_shaders(vertex, fragment)
                gl.glDeleteShader(frag_handle)
            
        if self._glsl:
            fragment = fragment_template % self._glsl
            self._glsl = None

            # Check to see if the shader will compile successfully before we
            # set it. We do this here because the ShaderWatcher runs in a
            # different thread and so can't access the GL context.

            frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
            gl.glShaderSource(frag_handle, fragment)
            gl.glCompileShader(frag_handle)
            status = gl.glGetShaderParameter(frag_handle,
                    gl.GL_COMPILE_STATUS)
            if not status:
                errors = gl.glGetShaderInfoLog(frag_handle)
                errors = self.process_errors(errors)
                print('Shader failed to compile:', file=sys.stderr)
                print(errors, file=sys.stderr)
                exit(1)
                
                # Switch to error shader

                self._glsl = error_shader
                self.update()
            else:
                self.program.set_shaders(vertex, fragment)
            gl.glDeleteShader(frag_handle)

        if self._interactive:
            for i in range(4):
                with self._fboX[self._doubleFboid][i]:
                    gloo.set_clear_color((0.0, 0.0, 0.0, 0.0))
                    gloo.clear(color=True, depth=True)
                    gloo.set_viewport(0, 0, *self.physical_size)
                    self._BufX[i].draw()
            
            self.program.draw()

            if self._ffmpeg_pipe is not None:
                img = _screenshot()
                self.write_video_frame(img)

            self._render_frame_index += 1
            if self._render_frame_count is not None \
                and self._render_frame_index \
                >= self._render_frame_count:
                app.quit()
                return

            self._doubleFbo = not self._doubleFbo
            self._doubleFboid=(0 if self._doubleFbo else 1)
            self.advance_time()
            self.program['iFrame'] = self._render_frame_index
            self.set_Buf_uniform('iFrame' , self._render_frame_index)
            self.set_channel_input()
            self.set_Buf_channel_input()
        else:
            for i in range(4):
                with self._fboX[self._doubleFboid][i]:
                    gloo.set_clear_color((0.0, 0.0, 0.0, 0.0))
                    gloo.clear(color=True, depth=True)
                    gloo.set_viewport(0, 0, *self.physical_size)
                    self._BufX[i].draw()
                    
            with self._fbo:
                rs = list(self._render_size)

                if self._tile_coord[0] + rs[0] > self._output_size[0]:
                    rs[0] = self._output_size[0] - self._tile_coord[0]

                if self._tile_coord[1] + rs[1] > self._output_size[1]:
                    rs[1] = self._output_size[1] - self._tile_coord[1]

                gloo.set_viewport(0, 0, *rs)
                self.program['iOffset'] = self._tile_coord
                self.program.draw()
                self._doubleFbo = not self._doubleFbo
                self._doubleFboid=(0 if self._doubleFbo else 1)
                self.program['iFrame'] = self._render_frame_index
                self.set_Buf_uniform('iFrame' , self._render_frame_index)
                self.set_channel_input()
                self.set_Buf_channel_input()
                img = _screenshot()
                row = self._output_size[1] - self._tile_coord[1] - rs[1]
                col = self._tile_coord[0]
                self._img[row:row + rs[1], col:col + rs[0], :] = img
Example #16
0
    def on_initialize(self, event):
        gl.glClearColor(1, 1, 1, 1)
        gl.glEnable(gl.GL_DEPTH_TEST)

        # Create shader program
        self._prog_handle = gl.glCreateProgram()

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)

        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)

        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')

        # Create texture
        im = dataio.crate()
        self._tex_handle = gl.glGenTextures(1)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, im.shape[1],
                        im.shape[0], 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                          gl.GL_LINEAR)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                          gl.GL_LINEAR)

        if use_buffers:
            # Create vertex buffer
            self._positions_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._positions_handle)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, positions.nbytes, positions,
                            gl.GL_DYNAMIC_DRAW)
            #
            self._texcoords_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._texcoords_handle)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, texcoords.nbytes, texcoords,
                            gl.GL_DYNAMIC_DRAW)

            # Create buffer for faces
            self._faces_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._faces_handle)
            gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, faces.nbytes, faces,
                            gl.GL_DYNAMIC_DRAW)