def draw(self, projection, view, model, primitives=GL.GL_TRIANGLES):
        """ skinning object draw method """
        GL.glUseProgram(self.shader.glid)

        # texture access setups
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture.glid)
        GL.glUniform1i(self.loc['diffuse_map'], 0)

        # setup light parameters
        GL.glUniform3fv(self.loc['light_dir'], 1, self.light_dir)

        # setup material parameters
        GL.glUniform3fv(self.loc['k_a'], 1, self.k_a)
        GL.glUniform3fv(self.loc['k_d'], 1, self.k_d)
        GL.glUniform3fv(self.loc['k_s'], 1, self.k_s)
        GL.glUniform1f(self.loc['s'], max(self.s, 0.001))

        # world camera position for Phong illumination specular component
        w_camera_position = np.linalg.inv(view)[:, 3]
        GL.glUniform3fv(self.loc['w_camera_position'], 1, w_camera_position)

        # bone world transform matrices need to be passed for skinning
        world_transforms = [node.world_transform for node in self.bone_nodes]
        bone_matrix = world_transforms @ self.bone_offsets
        loc = GL.glGetUniformLocation(self.shader.glid, 'bone_matrix')
        GL.glUniformMatrix4fv(loc, len(self.bone_nodes), True, bone_matrix)

        super().draw(projection, view, model, primitives)
def on_display():
    gl.glClearColor(1,1,1,1);
    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glEnable(gl.GL_BLEND)

    shader.bind()

    shader.uniformi( 'uniforms', 0 )
    shape = collection.uniforms_shape or (1,1)
    shader.uniformf( 'uniforms_shape', shape[0], shape[1])
    gl.glActiveTexture( gl.GL_TEXTURE0 )
    gl.glBindTexture( gl.GL_TEXTURE_2D, collection.uniforms_id )

    _,_,width,height = gl.glGetIntegerv( gl.GL_VIEWPORT )
    P = orthographic( 0, width, 0, height, -1, +1 )
    V = np.eye(4).astype( np.float32 )
    M = np.eye(4).astype( np.float32 )
    shader.uniform_matrixf( 'M', M )
    shader.uniform_matrixf( 'V', V )
    shader.uniform_matrixf( 'P', P )
    collection.draw( )
    shader.unbind()

    glut.glutSwapBuffers()
Exemple #3
1
    def render(self, scene: Scene, shader: ShaderProgram):
        entity = scene.entity
        animated_model = entity.animated_model
        model = animated_model.raw_model
        gl.glBindVertexArray(model.vaoID)
        gl.glEnableVertexAttribArray(0)
        gl.glEnableVertexAttribArray(1)
        gl.glEnableVertexAttribArray(2)
        gl.glEnableVertexAttribArray(3)
        gl.glEnableVertexAttribArray(4)

        trans_matrix = create_transformation_matrix(entity.position,
                                                    entity.rotation,
                                                    entity.scale)
        shader.load_transformation_matrix(trans_matrix)
        shader.load_view_matrix(scene.camera)
        shader.load_joint_transforms_array(entity)

        # TODO notice this call. we pass GL_TEXTURE0 because of uniform sampler2D in the fragment shader (tutorial 6)
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, animated_model.textureID)
        # glDrawElements is the function that let's opengl know that we're using an index buffer (indices)
        gl.glDrawElements(
            gl.GL_TRIANGLES, model.vertex_count, gl.GL_UNSIGNED_INT,
            gl.ctypes.c_void_p(
                0))  # TODO: not sure if c_void_p or something else

        gl.glDisableVertexAttribArray(0)
        gl.glDisableVertexAttribArray(1)
        gl.glDisableVertexAttribArray(2)
        gl.glDisableVertexAttribArray(3)
        gl.glDisableVertexAttribArray(4)
        gl.glBindVertexArray(0)
    def paint(self, texture):
        """Draw the given texture at full screen."""

        # make sure we can use VBOs
        gl.glEnableVertexAttribArray(0)

        # activate the program
        gl.glUseProgram(self.program)

        # indicate the texture will be set by GL_TEXTURE0
        gl.glUniform1i(self.texture1, 0)

        # turn on texture mapping and bind to the given texture
        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, texture)

        # activate the square to be rendered
        self.square.bind()

        # indicate we are setting vertex and tex_coord data in the VBO
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY);
        # vertex is first 3 floats in the VBO
        gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT,
                                 gl.GL_FALSE, 5*4, None)
        # texture coords are the 2 floats after the first 3 in the VBO
        gl.glTexCoordPointer(2, gl.GL_FLOAT, 5*4, self.square + 3*4)

        # draw the textured square
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)
Exemple #5
1
def v_render():
    ''' render to vr and window '''
    global hmd, ctx, window
    # resolve multi-sample offscreen buffer
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height,
                         0, 0, 2 * hmd.width, hmd.height,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to window, left only, window is half-size
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
    gl.glDrawBuffer(gl.GL_BACK if ctx.con.windowDoublebuffer else gl.GL_FRONT)
    gl.glBlitFramebuffer(0, 0, hmd.width, hmd.height,
                         0, 0, hmd.width // 2, hmd.height // 2,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to vr texture
    gl.glActiveTexture(gl.GL_TEXTURE2)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1, gl.GL_TEXTURE_2D, hmd.idtex, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT1)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height,
                         0, 0, 2 * hmd.width, hmd.height,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1, gl.GL_TEXTURE_2D, 0, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    openvr.VRCompositor().submit(openvr.Eye_Left, hmd.vTex, hmd.boundLeft)
    openvr.VRCompositor().submit(openvr.Eye_Right, hmd.vTex, hmd.boundRight)
    # swap if window is double-buffered, flush just in case
    if ctx.con.windowDoublebuffer:
        glfw.swap_buffers(window)
    gl.glFlush()
Exemple #6
1
def on_display( ):
    global shader

    gl.glClearColor(1,1,1,1)
    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    gl.glActiveTexture(gl.GL_TEXTURE0)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glEnable(gl.GL_BLEND)

    gl.glColor(0,0,0,1)
    shader.bind()


    radius = 255.0
    theta, dtheta = 0, 5.5/180.0*math.pi
    support = 0.75
    thickness = 1.0
    for i in range(500):
        x =    256+radius*math.cos(theta);
        y = 32+256+radius*math.sin(theta);
        r = 10.1-i*0.02
        circle( (x,y,r), thickness=thickness, support=support )
        radius -= 0.45
        theta += dtheta

    for i in range(0,39):
        r = 4
        thickness = (i+1)/10.0
        x = 20+i*12.5 - r
        y = 16
        circle( (x,y,r), thickness=thickness, support=support )
 
    glut.glutSwapBuffers( )
Exemple #7
1
    def bind_texture(self):
        ''' Bind the current texture to the OpenGL context 
        for rendering. You can release the texture in the
        usual way by binding the zero texture.
        i.e with GL.glBindTexture(GL.GL_TEXTURE_2D, 0)

        Alternatively, using the texture rendering code
        within the context manager defined by an instance
        of the class will bind the textures 
        automatically. Use this as:

        with texture_stream_2d_instance:
            rendering code
            goes
            here
        '''
        GL.glActiveTexture(self.__texture_unit)

        if self.__n_pixel_buffers is 1:
            texture_id = self.__textures[0]
        else:
            self.__update_read_idx()
            texture_id = self.__textures[self.__read_idx]

        GL.glBindTexture(GL.GL_TEXTURE_2D, texture_id)
Exemple #8
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        def paintEvent(self, event):
            self.makeCurrent()
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            gl.glUseProgram(self.shaders_program)
            gl.glUniform1i(self.colormap_location, 0)
            gl.glActiveTexture(gl.GL_TEXTURE0 + 0)
            gl.glBindTexture(gl.GL_TEXTURE_1D, self.colormap_id)

            gl.glBegin(gl.GL_QUAD_STRIP)
            bar_start = -1 + self.text_height / self.height() * 2
            bar_height = (1 - 2 * self.text_height / self.height()) * 2
            steps = 40
            for i in range(steps + 1):
                y = i * (1 / steps)
                # gl.glColor(y, 0, 0)
                gl.glVertex(-0.5, (bar_height * y + bar_start), y)
                gl.glVertex(0.5, (bar_height * y + bar_start), y)
            gl.glEnd()
            p = QPainter(self)
            p.drawText((self.width() - self.vmax_width) / 2, self.text_ascent,
                       self.vmax_str)
            p.drawText((self.width() - self.vmin_width) / 2,
                       self.height() - self.text_height + self.text_ascent,
                       self.vmin_str)
            p.end()
Exemple #9
1
    def draw(self):
        if self._dirty:
            self.upload()

        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glEnable(gl.GL_BLEND)
        _,_,width,height = gl.glGetIntegerv( gl.GL_VIEWPORT )
        P = orthographic( 0, width, 0, height, -1, +1 )
        V = np.eye(4).astype( np.float32 )
        M = np.eye(4).astype( np.float32 )

        shader = self.shader
        shader.bind()
        gl.glActiveTexture( gl.GL_TEXTURE0 )
        shader.uniformi( 'u_uniforms', 0 )
        gl.glBindTexture( gl.GL_TEXTURE_2D, self._ubuffer_id )
        if self.dash_atlas:
            gl.glActiveTexture( gl.GL_TEXTURE1 )
            shader.uniformi('u_dash_atlas', 1)
            gl.glBindTexture( gl.GL_TEXTURE_2D, self.dash_atlas.texture_id )
        shader.uniform_matrixf( 'u_M', M )
        shader.uniform_matrixf( 'u_V', V )
        shader.uniform_matrixf( 'u_P', P )
        shape = self._ubuffer_shape
        shader.uniformf( 'u_uniforms_shape', shape[1]//4, shape[0])
        self._vbuffer.draw( )
        shader.unbind()
Exemple #10
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    def draw(self):
        loc = gl.glGetUniformLocation(self.program, "tex")
        gl.glUniform1i(loc, 0)
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.tex)

        super(texquad, self).draw()
Exemple #11
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    def __init__(self, width, height, data=None, interp=True, float_tex=False):
        tex_id = gl.glGenTextures(1)
        gl.glActiveTexture(gl.GL_TEXTURE0 + tex_id)

        gl.glBindTexture(gl.GL_TEXTURE_2D, tex_id)
        gl.glEnable(gl.GL_TEXTURE_2D)

        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)

        if float_tex:
            gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA16F, width, height,
                            0, gl.GL_RGBA, gl.GL_FLOAT, data)
        else:
            gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0,
                            gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, data)

        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                           gl.GL_MIRRORED_REPEAT)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                           gl.GL_MIRRORED_REPEAT)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR if interp else gl.GL_NEAREST)
        gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                           gl.GL_LINEAR if interp else gl.GL_NEAREST)

        self.width = width
        self.height = height
        self.tex_id = tex_id
        self.bound = False
    def draw(self):

        for polIdx, pol in zip(range(len(self.verts)), self.verts):
            
            GL.glActiveTexture(GL.GL_TEXTURE0+polIdx)
            GL.glBindTexture(GL.GL_TEXTURE_2D, self.texIdx[polIdx])
            
            shaders.glUseProgram(self.shader)
            loc = GL.glGetUniformLocation(self.shader, "u_translate")
            GL.glUniformMatrix4fv(loc, 1, GL.GL_FALSE, self.translationMatrix.matrix)
            loc = GL.glGetUniformLocation(self.shader, "u_rotate")
            GL.glUniformMatrix4fv(loc, 1, GL.GL_FALSE, self.rotationMatrix.matrix)
            loc = GL.glGetUniformLocation(self.shader, "u_scale")
            GL.glUniformMatrix4fv(loc, 1, GL.GL_FALSE, self.scalingMatrix.matrix)
            loc = GL.glGetUniformLocation(self.shader, "u_texture")
            GL.glUniform1i(loc, polIdx)
            loc = GL.glGetUniformLocation(self.shader, "u_rotationCenter")
            GL.glUniform4fv(loc, 1, self.rotationCenter)
            
            GL.glBegin(GL.GL_POLYGON)
            
            GL.glTexCoord2f(1.0-self.uvs[polIdx][0][0], 1.0-self.uvs[polIdx][0][1])
            GL.glVertex3f(pol[0][0], pol[0][1], pol[0][2])
            GL.glTexCoord2f(1.0-self.uvs[polIdx][0][0], 1.0-self.uvs[polIdx][1][1])
            GL.glVertex3f(pol[1][0], pol[1][1], pol[1][2])
            GL.glTexCoord2f(1.0-self.uvs[polIdx][1][0], 1.0-self.uvs[polIdx][1][1])
            GL.glVertex3f(pol[2][0], pol[2][1], pol[2][2])
            GL.glTexCoord2f(1.0-self.uvs[polIdx][1][0], 1.0-self.uvs[polIdx][0][1])
            GL.glVertex3f(pol[3][0], pol[3][1], pol[3][2])
            
            GL.glEnd()
            
            shaders.glUseProgram(0)
 def draw_text(self, text, color=(1.0, 1.0, 1.0, 0.0),
               view_matrix=None, projection_matrix=None):
     gl.glUseProgram(self._program_id)
     gl.glActiveTexture(gl.GL_TEXTURE0+0)
     gl.glBindTexture(gl.GL_TEXTURE_2D, self._texture_id)
     gl.glBindSampler(0, self._sampler_id)
     gl.glUniform1i(self._uniform_locations['u_fonttex'], 0)
     gl.glUniform4f(self._uniform_locations['u_color'], *color)
     if view_matrix is not None:
         self._matrix.dot(view_matrix, out=self._modelview_matrix)
         gl.glUniformMatrix4fv(self._uniform_locations['u_modelviewMatrix'], 1, False, self._modelview_matrix)
     if projection_matrix is not None:
         gl.glUniformMatrix4fv(self._uniform_locations['u_projectionMatrix'], 1, False, projection_matrix)
     gl.glEnableVertexAttribArray(0)
     gl.glEnableVertexAttribArray(1)
     gl.glEnable(gl.GL_BLEND)
     gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
     x = 0.0
     text = [ord(c) - 32 for c in text]
     for i in text:
         if i >= 0 and i < 95:
             gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._buffer_ids[i])
             gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, False, 0, c_void_p(0))
             gl.glVertexAttribPointer(1, 2, gl.GL_FLOAT, False, 0, c_void_p(8*4))
             gl.glUniform1f(self._uniform_locations['advance'], x)
             gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
             x += self._advance[i]
     gl.glDisableVertexAttribArray(0)
     gl.glDisableVertexAttribArray(1)
     gl.glDisable(gl.GL_BLEND)
Exemple #14
0
    def upload_uniforms(self):

        gl.glActiveTexture( gl.GL_TEXTURE0 )
        data = self._ubuffer.data.view(np.float32)
        shape = self._ushape

        if not self._ubuffer_id:
            self._ubuffer_id = gl.glGenTextures(1)

            gl.glBindTexture( gl.GL_TEXTURE_2D, self._ubuffer_id )
            gl.glPixelStorei( gl.GL_UNPACK_ALIGNMENT, 1 )
            gl.glPixelStorei( gl.GL_PACK_ALIGNMENT, 1 )
            gl.glTexParameterf( gl.GL_TEXTURE_2D,
                                gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST )
            gl.glTexParameterf( gl.GL_TEXTURE_2D,
                                gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST )
            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.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_BASE_LEVEL, 0)
            gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAX_LEVEL, 0)
            gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F,
                             shape[1], shape[0], 0, gl.GL_RGBA, gl.GL_FLOAT, data )
        gl.glActiveTexture( gl.GL_TEXTURE0 )
        gl.glBindTexture( gl.GL_TEXTURE_2D, self._ubuffer_id )
        gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F,
                         shape[1], shape[0], 0, gl.GL_RGBA, gl.GL_FLOAT, data )
Exemple #15
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    def draw(self, shader, texture, lighting=True):
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_keys[texture])

        if lighting:
            # define material properties
            shader.set_value("material.ambient", self.mtl['Ka'])
            shader.set_value("material.diffuse", self.mtl['Kd'])
            shader.set_value("material.specular", self.mtl['Ks'])
            shader.set_value("material.shininess", self.mtl['Ns'][0])
        self.ebo.bind()
        self.vbo.bind()
        try:
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            gl.glVertexPointer(3, gl.GL_FLOAT, 4 * 8, self.vbo)
            gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
            gl.glTexCoordPointer(2, gl.GL_FLOAT, 4 * 8, self.vbo + (4*6))
            gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
            gl.glNormalPointer(gl.GL_FLOAT, 4 * 8, self.vbo + (4*3))

            gl.glDrawElements(gl.GL_TRIANGLES, self.num_faces * 3,
                              gl.GL_UNSIGNED_INT, None)

        finally:
            self.ebo.unbind()
            self.vbo.unbind()
            gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
            gl.glDisableClientState(gl.GL_NORMAL_ARRAY)
            gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
def flip():
    global frameTexture
    
    if useFBO: 
        FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, 0)
        
        GL.glDisable(GL.GL_BLEND)
        #GL.glBlendEquation(GL.GL_FUNC_ADD)
        #GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        #GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_DST_ALPHA)
        
        #before flipping need to copy the renderBuffer to the frameBuffer
        GL.glColor4f(1,1,1,1)
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, frameTexture)
        GL.glBegin( GL.GL_QUADS )
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 0.0 ) 
        GL.glVertex2f( -1.0,-1.0 )
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 1.0 ) 
        GL.glVertex2f( -1.0, 1.0 )
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0,1.0, 1.0 ) 
        GL.glVertex2f( 1.0,   1.0 )
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1.0, 0.0 ) 
        GL.glVertex2f( 1.0,   -1.0 )
        GL.glEnd()
    pygame.display.flip()
    
    if useFBO: 
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glDisable(GL.GL_TEXTURE_2D)
        GL.glEnable(GL.GL_BLEND)
        
        FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, frameBuffer)
Exemple #17
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def createBufferTexture(texID, texw, texh):
    """createBufferTexture - create an 8-bit texture render target"""
    gl.glActiveTexture(gl.GL_TEXTURE0)
    gl.glBindTexture(gl.GL_TEXTURE_2D, texID)
    black = (0., 0., 0., 0.)
    # The special shader used to render this texture performs a
    # per-pixel image processing where point sampling is required,
    # so specify nearest neighbor sampling.
    #
    # Also, the flood fill shader handles its own edge clamping, so
    # texture mode GL_REPEAT is inconsequential. "Zero outside" would
    # be useful, but separate edge values are deprecated in OpenGL.
    #
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameterfv(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_BORDER_COLOR, black)
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, texw, texh, 0,
                    gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, '\x00' * texw*texh*4)
    gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
    checkGLError()
Exemple #18
0
    def draw(self):
        if self._dirty:
            self.upload()

        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glEnable(gl.GL_BLEND)
        _, _, width, height = gl.glGetIntegerv(gl.GL_VIEWPORT)
        P = orthographic(0, width, 0, height, -1, +1)
        V = np.eye(4).astype(np.float32)
        M = np.eye(4).astype(np.float32)

        shader = self.shader
        shader.bind()
        gl.glActiveTexture(gl.GL_TEXTURE0)
        shader.uniformi('u_uniforms', 0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._ubuffer_id)
        if self.dash_atlas:
            gl.glActiveTexture(gl.GL_TEXTURE1)
            shader.uniformi('u_dash_atlas', 1)
            gl.glBindTexture(gl.GL_TEXTURE_2D, self.dash_atlas.texture_id)
        shader.uniform_matrixf('u_M', M)
        shader.uniform_matrixf('u_V', V)
        shader.uniform_matrixf('u_P', P)
        shape = self._ubuffer_shape
        shader.uniformf('u_uniforms_shape', shape[1] // 4, shape[0])
        self._vbuffer.draw()
        shader.unbind()
Exemple #19
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def v_render():
    ''' render to vr and window '''
    global hmd, ctx, window
    # resolve multi-sample offscreen buffer
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height, 0, 0, 2 * hmd.width,
                         hmd.height, gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to window, left only, window is half-size
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
    gl.glDrawBuffer(gl.GL_BACK if ctx.con.windowDoublebuffer else gl.GL_FRONT)
    gl.glBlitFramebuffer(0, 0, hmd.width, hmd.height, 0, 0, hmd.width // 2,
                         hmd.height // 2, gl.GL_COLOR_BUFFER_BIT,
                         gl.GL_NEAREST)
    # blit to vr texture
    gl.glActiveTexture(gl.GL_TEXTURE2)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1,
                              gl.GL_TEXTURE_2D, hmd.idtex, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT1)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height, 0, 0, 2 * hmd.width,
                         hmd.height, gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1,
                              gl.GL_TEXTURE_2D, 0, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    openvr.VRCompositor().submit(openvr.Eye_Left, hmd.vTex, hmd.boundLeft)
    openvr.VRCompositor().submit(openvr.Eye_Right, hmd.vTex, hmd.boundRight)
    # swap if window is double-buffered, flush just in case
    if ctx.con.windowDoublebuffer:
        glfw.swap_buffers(window)
    gl.glFlush()
def render(shader, vao, tex, tex2):
    gl.glClearColor(0.2, 0.3, 0.3, 0.4)
    gl.glClear(gl.GL_COLOR_BUFFER_BIT|gl.GL_DEPTH_BUFFER_BIT)

    gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
    gl.glUseProgram(shader)
    gl.glActiveTexture(gl.GL_TEXTURE0)
    gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
    gl.glUniform1i(gl.glGetUniformLocation(shader, "ourTexture1"), 0)
    gl.glActiveTexture(gl.GL_TEXTURE1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, tex2)
    gl.glUniform1i(gl.glGetUniformLocation(shader, "ourTexture2"), 1)

    view = gl.glGetUniformLocation(shader, "view")
    view_matrix = array([
        [0.8, 0, 0, 0],
        [0, 0.8, 0, 0],
        [0, 0, 0.8, -4],
        [0, 0, 0, 1],
        ])
    gl.glUniformMatrix4fv(view, 1, gl.GL_TRUE, view_matrix)
    projection = gl.glGetUniformLocation(shader, "projection")
    projection_matrix = get_projection_matrix(45, WINDOW_WIDTH/WINDOW_HEIGHT, 0.1, 100)
    gl.glUniformMatrix4fv(projection, 1, gl.GL_FALSE, projection_matrix)
    gl.glBindVertexArray(vao)
    for idx in range(0, len(CUBEPOSITIONS)):
        model = gl.glGetUniformLocation(shader, "model")
        angel = glfw.get_time()%360
        model_matrix = get_model_matrix(idx, angel)
        gl.glUniformMatrix4fv(model, 1, gl.GL_TRUE, model_matrix)
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, VERTEXS.size)
    gl.glBindVertexArray(0)
    gl.glUseProgram(0)
Exemple #21
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    def render(self, mvp):
        with ExitStack() as stack:
            shaders.glUseProgram(self._cam_model_program)
            stack.callback(lambda: shaders.glUseProgram(0))

            GL.glUniformMatrix4fv(
                GL.glGetUniformLocation(self._cam_model_program, 'mvp'), 1,
                True, mvp)

            self._cam_model_vertex_positions.bind()
            position_loc = GL.glGetAttribLocation(self._cam_model_program,
                                                  'in_position')
            GL.glEnableVertexAttribArray(position_loc)
            stack.callback(lambda: GL.glDisableVertexAttribArray(position_loc))
            GL.glVertexAttribPointer(position_loc, 3, GL.GL_FLOAT, False, 0,
                                     self._cam_model_vertex_positions)
            self._cam_model_vertex_positions.unbind()

            self._cam_model_uvs.bind()
            uv_loc = GL.glGetAttribLocation(self._cam_model_program, 'in_uv')
            GL.glEnableVertexAttribArray(uv_loc)
            stack.callback(lambda: GL.glDisableVertexAttribArray(uv_loc))
            GL.glVertexAttribPointer(uv_loc, 2, GL.GL_FLOAT, False, 0,
                                     self._cam_model_uvs)
            self._cam_model_uvs.unbind()

            GL.glActiveTexture(GL.GL_TEXTURE0)
            GL.glBindTexture(GL.GL_TEXTURE_2D, self._cam_model_texture)
            GL.glUniform1i(
                GL.glGetUniformLocation(self._cam_model_program,
                                        'texture_sampler'), 0)

            GL.glDrawArrays(GL.GL_TRIANGLES, 0,
                            len(self._cam_model_vertex_positions))
Exemple #22
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    def paintGL(self):
        """
        Called whenever a repaint is needed. Calling ``update()`` will
        schedule a repaint.
        """
        GL.glClearColor(0.0, 0.0, 0.0, 1.0)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)

        if self._shader_program is not None:
            GL.glUseProgram(self._shader_program)

            self._use_ocio_tex()
            self._use_ocio_uniforms()

            # Set uniforms
            mvp_mat = self._proj_mat * self._model_view_mat
            mvp_mat_loc = GL.glGetUniformLocation(self._shader_program,
                                                  "mvpMat")
            GL.glUniformMatrix4fv(mvp_mat_loc, 1, GL.GL_FALSE,
                                  self._m44f_to_ndarray(mvp_mat))

            image_tex_loc = GL.glGetUniformLocation(self._shader_program,
                                                    "imageTex")
            GL.glUniform1i(image_tex_loc, 0)

            # Bind texture, VAO, and draw
            GL.glActiveTexture(GL.GL_TEXTURE0 + 0)
            GL.glBindTexture(GL.GL_TEXTURE_2D, self._image_tex)

            GL.glBindVertexArray(self._plane_vao)

            GL.glDrawElements(GL.GL_TRIANGLES, 6, GL.GL_UNSIGNED_INT,
                              ctypes.c_void_p(0))

            GL.glBindVertexArray(0)
Exemple #23
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def flip():
    global frameTexture

    if useFBO:
        FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, 0)

        GL.glDisable(GL.GL_BLEND)
        #GL.glBlendEquation(GL.GL_FUNC_ADD)
        #GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        #GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_DST_ALPHA)

        #before flipping need to copy the renderBuffer to the frameBuffer
        GL.glColor4f(1, 1, 1, 1)
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, frameTexture)
        GL.glBegin(GL.GL_QUADS)
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 0.0)
        GL.glVertex2f(-1.0, -1.0)
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 1.0)
        GL.glVertex2f(-1.0, 1.0)
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1.0, 1.0)
        GL.glVertex2f(1.0, 1.0)
        GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1.0, 0.0)
        GL.glVertex2f(1.0, -1.0)
        GL.glEnd()
    pygame.display.flip()

    if useFBO:
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glDisable(GL.GL_TEXTURE_2D)
        GL.glEnable(GL.GL_BLEND)

        FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, frameBuffer)
Exemple #24
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    def upload(self):

        # Update uniform index for all objects
        # TODO: vectorize
        for i in range(len(self.objects)):
            _,vstart,vend,_,_,_,_ = self.objects[i]
            self.vertices_data[vstart:vend]['index'] = i/float(len(self.uniforms_data))

        VertexBuffer.upload(self)

        if not self._uniforms_id:
            self._uniforms_id = gl.glGenTextures(1)
        gl.glActiveTexture( gl.GL_TEXTURE0 )
        gl.glPixelStorei( gl.GL_UNPACK_ALIGNMENT, 1 )
        gl.glPixelStorei( gl.GL_PACK_ALIGNMENT, 1 )
        gl.glBindTexture( gl.GL_TEXTURE_2D, self._uniforms_id )
        gl.glTexParameterf( gl.GL_TEXTURE_2D,
                            gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST )
        gl.glTexParameterf( gl.GL_TEXTURE_2D,
                           gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST )
        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 )

        data = self.uniforms_data.view(np.float32)
        self.uniforms_shape = data.shape[1]//4, data.shape[0]
        gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F_ARB,
                         data.shape[1]//4, data.shape[0], 0, gl.GL_RGBA, gl.GL_FLOAT, data )
    def render(self):
        gl.glClearColor(0, 0, 0, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        with self.shader_prog:
            # Activate array
            gl.glBindVertexArray(self.vao_id)

            # FIXME: Why does the following work? tex_uniform is 1,
            # palette_uniform is 0, but I have to set the uniform for
            # tex_uniform to 0 and the uniform for palette_uniform to 1.
            # Obviously I'm not understanding something.
            #
            # See: http://stackoverflow.com/questions/26622204
            # https://www.opengl.org/discussion_boards/showthread.php/174926-when-to-use-glActiveTexture

            # Activate texture
            print(self.tex_uniform, self.palette_uniform, self.sample_texture, self.palette_id)
            gl.glActiveTexture(gl.GL_TEXTURE0 + self.tex_uniform)
            gl.glBindTexture(gl.GL_TEXTURE_2D, self.sample_texture)
            gl.glUniform1i(self.tex_uniform, 0)

            # Activate palette texture
            gl.glActiveTexture(gl.GL_TEXTURE0 + self.palette_uniform)
            gl.glBindTexture(gl.GL_TEXTURE_BUFFER, self.palette_texture)
            gl.glTexBuffer(gl.GL_TEXTURE_BUFFER, gl.GL_RGBA8, self.palette_id)
            gl.glUniform1i(self.palette_uniform, 1)

            # # Activate array
            # gl.glBindVertexArray(self.vao_id)

            # draw triangle
            gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
Exemple #26
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 def render(self):
     GL.glUseProgram(self.shader.program)
     GL.glActiveTexture(GL.GL_TEXTURE0)
     GL.glUniform1i(self.tex_uniform, 0)
     GL.glUniform2f(self.tex_scale_uniform, *self.get_texture_scale())
     GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture.gltex)
     GL.glUniformMatrix4fv(self.proj_matrix_uniform, 1, GL.GL_FALSE,
                           self.get_projection_matrix())
     GL.glUniformMatrix4fv(self.view_matrix_uniform, 1, GL.GL_FALSE,
                           self.get_view_matrix())
     GL.glUniform3f(self.position_uniform, self.x, self.y, self.z)
     GL.glUniform3f(self.scale_uniform, self.scale_x, self.scale_y,
                    self.scale_z)
     GL.glUniform1f(self.alpha_uniform, self.alpha)
     if self.app.use_vao:
         GL.glBindVertexArray(self.vao)
     else:
         GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vert_buffer)
         GL.glVertexAttribPointer(self.pos_attrib, 2, GL.GL_FLOAT,
                                  GL.GL_FALSE, 0, ctypes.c_void_p(0))
         GL.glEnableVertexAttribArray(self.pos_attrib)
     if self.blend:
         GL.glEnable(GL.GL_BLEND)
         GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
     GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, self.vert_count)
     if self.blend:
         GL.glDisable(GL.GL_BLEND)
     if self.app.use_vao:
         GL.glBindVertexArray(0)
     GL.glUseProgram(0)
Exemple #27
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    def makefont(self, filename, fontsize):
        face = freetype.Face(filename)
        face.set_pixel_sizes(0, fontsize)

        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glActiveTexture(gl.GL_TEXTURE0)

        self.top_bearing = 0
        for c in range(128):
            face.load_char(chr(c), freetype.FT_LOAD_RENDER)
            glyph = face.glyph
            bitmap = glyph.bitmap
            size = bitmap.width, bitmap.rows
            bearing = glyph.bitmap_left, glyph.bitmap_top
            self.top_bearing = max(self.top_bearing, bearing[1])
            advance = glyph.advance.x

            # create glyph texture
            texObj = gl.glGenTextures(1)
            gl.glBindTexture(gl.GL_TEXTURE_2D, texObj)
            gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
            gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
            gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
            gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
            gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_R8, *size, 0, gl.GL_RED, gl.GL_UNSIGNED_BYTE, bitmap.buffer)

            self.characters.append((texObj, size, bearing, advance))

        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 4)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
Exemple #28
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    def __init__(self, image, mode=1, format=GL.GL_RGBA, texformat=GL.GL_RGBA):
        self.texid = None
        if isinstance(image, (str, unicode)):
            from pyformex.plugins.imagearray import qimage2numpy
            image = qimage2numpy(image, indexed=False)
        else:
            image = np.asarray(image)
        s = "Texture: type %s, size %s" % (image.dtype, image.shape)
        image = np.require(image, dtype='ubyte', requirements='C')
        print(s + "; Converted to: type %s, size %s" %
              (image.dtype, image.shape))
        ny, nx = image.shape[:2]

        # Generate a texture id
        self.texid = GL.glGenTextures(1)
        self.texun = None
        # Make our new texture the current 2D texture
        GL.glEnable(GL.GL_TEXTURE_2D)
        #GL.glTexEnvf(GL.GL_TEXTURE_ENV,GL.GL_TEXTURE_ENV_MODE,GL.GL_MODULATE)
        # select texture unit 0
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texid)
        GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
        # Copy the texture data into the current texture
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, texformat, nx, ny, 0, format,
                        GL.GL_UNSIGNED_BYTE, image)
        self.mode = mode
Exemple #29
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    def draw(self, shader):
        normal_nr = 1
        height_nr = 1
        diffuse_nr = 1
        specular_nr = 1

        for idx, texture in enumerate(self.textures):
            gl.glActiveTexture(gl.GL_TEXTURE0 + idx)

            number = str()
            name = texture.type
            if name == 'texture_diffuse':
                number = str(diffuse_nr)
                diffuse_nr += 1
            elif name == 'texture_specular':
                number = str(specular_nr)
                specular_nr += 1
            elif name == 'texture_normal':
                number = str(normal_nr)
                normal_nr += 1
            elif name == 'texture_height':
                number = str(height_nr)
                height_nr += 1

            shader.set_int(name + number, idx)
            gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id)

        gl.glBindVertexArray(self.vao)
        gl.glDrawElements(gl.GL_TRIANGLES, len(self.indices),
                          gl.GL_UNSIGNED_INT, c_void_p(0))
        gl.glBindVertexArray(0)
        gl.glActiveTexture(gl.GL_TEXTURE0)
Exemple #30
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 def draw_text(self,
               text,
               color=(1.0, 1.0, 0.0, 0.0),
               screen_position=(0.0, 0.0)):
     import OpenGL.GL as gl
     gl.glUseProgram(self._program_id)
     gl.glActiveTexture(gl.GL_TEXTURE0 + self._texture_unit)
     gl.glBindTexture(gl.GL_TEXTURE_2D, self._texture_id)
     #gl.glBindSampler(tex_unit, self._sampler_id)
     gl.glUniform1i(self._uniform_locations['u_fonttex'],
                    self._texture_unit)
     gl.glUniform4f(self._uniform_locations['u_color'], *color)
     gl.glUniform2f(self._uniform_locations['u_screen_size'],
                    *self._screen_size)
     gl.glUniform2f(self._uniform_locations['u_char_size'], self._width,
                    self._height)
     gl.glUniform2f(self._uniform_locations['u_screen_position'],
                    *screen_position)
     gl.glUniform2f(self._uniform_locations['u_fonttex_size'],
                    self._image_width, self._image_height)
     nchars = len(text)
     gl.glUniform1ui(self._uniform_locations['u_nchars'], nchars)
     self._texcoords[:nchars] = [self._char_to_texcoords[c] for c in text]
     gl.glUniform2fv(self._uniform_locations['u_texcoords'], nchars,
                     self._texcoords)
     gl.glEnable(gl.GL_BLEND)
     gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
     gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
     gl.glDisable(gl.GL_BLEND)
Exemple #31
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 def bindTextures(self, shader):
     index = 0
     for sampler, entry in self.textures.items():
         shader.uniformi(sampler, index)
         gl.glActiveTexture(gl.GL_TEXTURE0 + index)
         gl.glBindTexture(gl.GL_TEXTURE_2D, entry.glTexture)
         index += 1
Exemple #32
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    def __init__(self, skybox_name, cam_proj):

        # self.program = make_program('skybox_simple.vert', 'skybox_simple.frag')
        self.program = make_program('skybox.vert', 'skybox.frag',
                                    'skybox.glsl')
        gl.glUseProgram(self.program)

        # Get uniforms: handles for projection and resolution do not change in one simulation. The view does.
        proj_handle = gl.glGetUniformLocation(self.program, "projection")
        self.skybox_view_handle = gl.glGetUniformLocation(self.program, "view")

        gl.glUniformMatrix4fv(proj_handle, 1, False, cam_proj)

        ### Activate texture unit 1
        tex_unit = 1

        gl.glActiveTexture(gl.GL_TEXTURE0 + tex_unit)
        self.texobj_skybox_id = load_cubemap(skybox_name)

        skybox_texture_loc = gl.glGetUniformLocation(self.program,
                                                     "skybox_cubemap")
        gl.glUniform1i(skybox_texture_loc, tex_unit)

        gl.glActiveTexture(gl.GL_TEXTURE0)
        ###

        # Make a VAO
        self.vao_id = gl.glGenVertexArrays(1)
        gl.glBindVertexArray(self.vao_id)
        self.vao_len = 36

        # Make a VBO
        self.vbo_id = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vbo_id)

        # Bind VBO to VAO with the index of the correct attribute (loc)
        loc = gl.glGetAttribLocation(self.program, 'position')
        gl.glEnableVertexAttribArray(loc)

        # Describe the position data layout in the buffer
        gl.glVertexAttribPointer(
            loc,
            3,  # 3 vertices per triangle
            gl.GL_FLOAT,  # Type
            False,  # Values already normalised, no need to
            0,  # Stride
            ctypes.c_void_p(0))  # Array buffer offset (None)

        # Send the data over to the buffer
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.cube_vert_coords.nbytes,
                        self.cube_vert_coords, gl.GL_STATIC_DRAW)

        # Unbind from the VAO first (Important ! Will fail otherwise)
        gl.glBindVertexArray(0)

        # Unbind the buffer
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)

        # Release bound program
        gl.glUseProgram(0)
    def paint_slid(self):
        gl.glClear(gl.GL_COLOR_BUFFER_BIT);

        # activate the program and set parameters
        gl.glUseProgram(self.program)
        gl.glUniform1i(self.texture1, 0)  # indicate we use GL_TEXTURE0

        # set up the texture to map
        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glActiveTexture(gl.GL_TEXTURE0)
        if self.usingA:
            gl.glBindTexture(gl.GL_TEXTURE_2D, self.textureB)
        else:
            gl.glBindTexture(gl.GL_TEXTURE_2D, self.textureA)


        # a simple square filling the whole view
        self.square.bind()

        # activate using VBOs for the vertices
        gl.glEnableVertexAttribArray(0)

        # indicate that the VBO has texture and vertex data
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY);

        # indicate where the vertex and texture data is
        gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT,
                                 gl.GL_FALSE, 5*4, None)
        gl.glTexCoordPointer(2, gl.GL_FLOAT, 5*4, self.square + 3*4)

        # draw the square
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)
Exemple #34
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    def upload(self):
        if not self._dirty:
            return

        Collection.upload( self )

        gl.glActiveTexture( gl.GL_TEXTURE2 )
        data = self._gbuffer.data.view(np.float32)
        shape = len(self._gbuffer), 4*1024
        if not self._gbuffer_id:
            self._gbuffer_id = gl.glGenTextures(1)

            gl.glBindTexture( gl.GL_TEXTURE_2D, self._gbuffer_id )
            gl.glPixelStorei( gl.GL_UNPACK_ALIGNMENT, 1 )
            gl.glPixelStorei( gl.GL_PACK_ALIGNMENT, 1 )
            gl.glTexParameterf( gl.GL_TEXTURE_2D,
                                gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST )
            gl.glTexParameterf( gl.GL_TEXTURE_2D,
                                gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST )
            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.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_BASE_LEVEL, 0)
            gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAX_LEVEL, 0)
            gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F,
                             shape[1]//4, shape[0], 0, gl.GL_RGBA, gl.GL_FLOAT, data )

        gl.glActiveTexture( gl.GL_TEXTURE2 )
        gl.glBindTexture( gl.GL_TEXTURE_2D, self._gbuffer_id )
        gl.glTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_RGBA32F,
                         shape[1]//4, shape[0], 0, gl.GL_RGBA, gl.GL_FLOAT, data )
        self._dirty = False
Exemple #35
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    def draw(self,
             projection,
             view,
             model,
             texture_shader=None,
             win=None,
             **_kwargs):
        self.shader = texture_shader
        # some interactive elements
        if glfw.get_key(win, glfw.KEY_F6) == glfw.PRESS:
            self.wrap_mode = next(self.wrap)
            self.texture = Texture(self.file, self.wrap_mode,
                                   *self.filter_mode)

        if glfw.get_key(win, glfw.KEY_F7) == glfw.PRESS:
            self.filter_mode = next(self.filter)
            self.texture = Texture(self.file, self.wrap_mode,
                                   *self.filter_mode)

        GL.glUseProgram(self.shader.glid)

        # projection geometry
        loc = GL.glGetUniformLocation(self.shader.glid, 'modelviewprojection')
        GL.glUniformMatrix4fv(loc, 1, True, projection @ view @ model)

        # texture access setups
        loc = GL.glGetUniformLocation(self.shader.glid, 'diffuseMap')
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture.glid)
        GL.glUniform1i(loc, 0)
        self.vertex_array.execute(GL.GL_TRIANGLES)

        # leave clean state for easier debugging
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glUseProgram(0)
Exemple #36
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    def render_text(self, text, pos, scale=1, dir=(1,0), halign='left', valign='bottom'):
        offset = glm.vec3()
        if halign in ('center', 'right'):
            width = self.width_of(text, scale)
            offset.x -= width
            if halign == 'center':
                offset.x /= 2
        if valign in ('center', 'top'):
            offset.y += self.top_bearing
            if valign == 'center':
                offset.y /= 2
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindVertexArray(self.vao)
        angle_rad = math.atan2(dir[1], dir[0])
        rotateM = glm.rotate(glm.mat4(1), angle_rad, glm.vec3(0, 0, 1))
        transOriginM = glm.translate(glm.mat4(1), glm.vec3(*pos, 0) + offset)
        gl.glUniform3f(self.uniform("textColor"), .0, .0, .0)
        char_x = 0
        for c in text:
            c = ord(c)
            ch = self.characters[c]
            w, h = ch[1][0] * scale, ch[1][1] * scale
            xrel, yrel = char_x + ch[2][0] * scale, (ch[1][1] - ch[2][1]) * scale
            char_x += (ch[3] >> 6) * scale
            scaleM = glm.scale(glm.mat4(1), glm.vec3(w, h, 1))
            transRelM = glm.translate(glm.mat4(1), glm.vec3(xrel, yrel, 0))
            modelM = transOriginM * rotateM * transRelM * scaleM

            gl.glUniformMatrix4fv(self.uniform("model"),
                               1, gl.GL_FALSE, glm.value_ptr(modelM))
            gl.glBindTexture(gl.GL_TEXTURE_2D, ch[0])
            gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)

        gl.glBindVertexArray(0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
Exemple #37
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        def paintGL(self):
            if self.update_vbo:
                gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertices_id)
                gl.glBufferData(gl.GL_ARRAY_BUFFER, self.vertex_data,
                                gl.GL_DYNAMIC_DRAW)
                gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
                self.update_vbo = False

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

            gl.glUniform1i(self.colormap_location, 0)
            gl.glActiveTexture(gl.GL_TEXTURE0 + 0)
            gl.glBindTexture(gl.GL_TEXTURE_1D, self.colormap_id)

            gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertices_id)
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.indices_id)

            gl.glVertexPointer(3, gl.GL_FLOAT, 0, c_void_p(None))
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            gl.glDrawElements(gl.GL_TRIANGLES, self.indices.size,
                              gl.GL_UNSIGNED_INT, None)
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
            gl.glPopClientAttrib()
Exemple #38
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def glTextureFromSurface(surface):
    width = surface.get_width()
    height = surface.get_height()

    textureId = (gl.GLuint * 1)()

    surface.lock()

    BYTEP = ctypes.POINTER(ctypes.c_ubyte)
    ptr = ctypes.cast(surface._pixels_address, BYTEP)

    gl.glGenTextures(1, textureId)
    gl.glEnable(gl.GL_TEXTURE_2D)
    gl.glActiveTexture(gl.GL_TEXTURE0)

    gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH,
                     surface.get_pitch() // surface.get_bytesize())
    gl.glBindTexture(gl.GL_TEXTURE_2D, textureId[0])
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_LINEAR)
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0,
                    gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, ptr)
    gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
    gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, 0)

    surface.unlock()

    return textureId[0], width, height
Exemple #39
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def on_display():
    gl.glClearColor(1, 1, 1, 1)
    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glEnable(gl.GL_BLEND)

    shader.bind()

    shader.uniformi('uniforms', 0)
    shape = collection.uniforms_shape or (1, 1)
    shader.uniformf('uniforms_shape', shape[0], shape[1])
    gl.glActiveTexture(gl.GL_TEXTURE0)
    gl.glBindTexture(gl.GL_TEXTURE_2D, collection.uniforms_id)

    _, _, width, height = gl.glGetIntegerv(gl.GL_VIEWPORT)
    P = orthographic(0, width, 0, height, -1, +1)
    V = np.eye(4).astype(np.float32)
    M = np.eye(4).astype(np.float32)
    shader.uniform_matrixf('M', M)
    shader.uniform_matrixf('V', V)
    shader.uniform_matrixf('P', P)
    collection.draw()
    shader.unbind()

    glut.glutSwapBuffers()
Exemple #40
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 def draw(self):
     loc = gl.glGetUniformLocation(self.program, "tex")
     gl.glUniform1i(loc, 0)
     gl.glActiveTexture(gl.GL_TEXTURE0)
     gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, self.tex)
     
     geometry.base.draw(self)
Exemple #41
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    def _begin(self, i):
        gl.glActiveTexture(gl.GL_TEXTURE0 + i)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex)

        if self._should_update_data:
            gl.glTexImage2D(
                gl.GL_TEXTURE_2D,
                0,
                self._format,
                self._width,
                self._height,
                0,
                self._format,
                gl.GL_UNSIGNED_BYTE,
                self._data.tobytes(),
            )
            self._should_update_data = False

        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           self._filter)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                           self._filter)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
Exemple #42
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def create_teapot_textured(texture_list):
    """
    Creates a teapot textured.

    :param texture_list: Texture OpenGL list
    :return: Object list
    """
    obj = _gl.glGenLists(1)
    _gl.glNewList(obj, _gl.GL_COMPILE)
    _gl.glPushMatrix()
    for _i in range(len(texture_list)):
        _gl.glActiveTexture(_gl.GL_TEXTURE0 + _i)
        _gl.glEnable(_gl.GL_TEXTURE_2D)
        _gl.glBindTexture(_gl.GL_TEXTURE_2D, texture_list[_i])
    _gl.glRotate(90, 1, 0, 0)
    # noinspection PyBroadException
    try:
        _glut.glutSolidTeapot(1.0)
    except:
        if not _FIGURES_ERRS[4]:
            _print_gl_error(
                'OpenGL actual version does not support glutSolidTeapot function'
            )
        _FIGURES_ERRS[4] = True
    for _i in range(len(texture_list)):
        _gl.glActiveTexture(_gl.GL_TEXTURE0 + _i)
        _gl.glDisable(_gl.GL_TEXTURE_2D)
    _gl.glPopMatrix()
    _gl.glEndList()
    return obj
Exemple #43
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    def draw(self, P=None, V=None, M=None):
        atlas = self.font_manager.atlas

        if self._dirty:
            self.upload()
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glEnable(gl.GL_BLEND)
        _,_,width,height = gl.glGetIntegerv( gl.GL_VIEWPORT )
        P = orthographic( 0, width, 0, height, -1, +1 )
        V = np.eye(4).astype( np.float32 )
        M = np.eye(4).astype( np.float32 )
        shader = self.shader
        shader.bind()

        gl.glActiveTexture( gl.GL_TEXTURE0 )
        shader.uniformi( 'u_uniforms', 0 )
        gl.glBindTexture( gl.GL_TEXTURE_2D, self._ubuffer_id )
        shape = self._ubuffer_shape
        shader.uniformf( 'u_uniforms_shape', shape[1]//4, shape[0])

        gl.glActiveTexture( gl.GL_TEXTURE1 )
        shader.uniformi( 'u_font_atlas', 1 )
        shader.uniformf( 'u_font_atlas_shape',
                         atlas.width, atlas.height, atlas.depth)
        gl.glBindTexture( gl.GL_TEXTURE_2D, self.font_manager.atlas.texid)

        shader.uniform_matrixf( 'u_M', M )
        shader.uniform_matrixf( 'u_V', V )
        shader.uniform_matrixf( 'u_P', P )
        gl.glDisable( gl.GL_DEPTH_TEST )
        self._vbuffer.draw( )
        shader.unbind()
Exemple #44
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    def draw(self, projection, view, model, win=None, **_kwargs):

        self.shader = _kwargs['texture_shader_skybox']

        GL.glUseProgram(self.shader.glid)

        # projection geometry
        loc = GL.glGetUniformLocation(self.shader.glid, 'viewprojection')
        GL.glUniformMatrix4fv(loc, 1, True, projection @ view)

        # texture access setups
        loc = GL.glGetUniformLocation(self.shader.glid, 'skybox')
        GL.glActiveTexture(
            GL.GL_TEXTURE0
        )  # activate the 0th texture unit ; ith unit to generalize
        GL.glBindTexture(
            GL.GL_TEXTURE_CUBE_MAP, self.texture.glid
        )  # associates an existing OpenGL texture to the corresponding texture unit
        GL.glUniform1i(
            loc, 0
        )  # sampler is treated as a uniform integer variable, to which we pass the number of the texture unit
        self.vertex_array.execute(GL.GL_TRIANGLES)

        # leave clean state for easier debugging
        GL.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, 0)
        GL.glUseProgram(0)
Exemple #45
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def active_texture(target, unit):
    """Returns the active texture for the specified target and unit.

    .. note:: This requires calls to query and change the
        texture unit.
    """
    # store the currently active unit
    unit_ = active_unit()
    # change to our texture's unit
    if unit_ != unit:
        GL.glActiveTexture(GL.GL_TEXTURE0 + unit)

    # get the active texture handle
    # TODO:
    # TODO: support more enums
    # TODO:
    query_enums = {
        GL.GL_TEXTURE_1D: GL.GL_TEXTURE_BINDING_1D,
        GL.GL_TEXTURE_2D: GL.GL_TEXTURE_BINDING_2D,
        GL.GL_TEXTURE_3D: GL.GL_TEXTURE_BINDING_3D,
    }
    enum = query_enums[target]
    handle = GL.glGetInteger(enum)

    # restore the active unit
    if unit_ != unit:
        GL.glActiveTexture(GL.GL_TEXTURE0 + unit_)

    return handle
Exemple #46
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def v_initPost():
    ''' init vr after MuJoCo init '''
    global hmd
    for n in range(2):
        znear, zfar = 0.05, 50.0
        left, right, top, bottom = hmd.system.getProjectionRaw(n)
        ctx.scn.camera[n].frustum_bottom = -bottom * znear
        ctx.scn.camera[n].frustum_top = -top * znear
        ctx.scn.camera[n].frustum_center = 0.5 * (left + right) * znear
        ctx.scn.camera[n].frustum_near = znear
        ctx.scn.camera[n].frustum_far = zfar
    gl.glActiveTexture(gl.GL_TEXTURE2)
    hmd.idtex = gl.glGenTextures(1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, hmd.idtex)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
                       gl.GL_CLAMP_TO_EDGE)
    gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, 2 * hmd.width,
                    hmd.height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)
    hmd.poses = (openvr.TrackedDevicePose_t *
                 openvr.k_unMaxTrackedDeviceCount)()
    hmd.boundLeft = openvr.VRTextureBounds_t(0., 0., 0.5, 1.)
    hmd.boundRight = openvr.VRTextureBounds_t(0.5, 0., 1., 1.)
    hmd.vTex = openvr.Texture_t(hmd.idtex, openvr.TextureType_OpenGL,
                                openvr.ColorSpace_Gamma)
Exemple #47
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def set_material_state(material_name, gltf):
    if set_material_state.current_material == material_name:
        return
    set_material_state.current_material = material_name
    set_material_state.n_tex = 0
    material = gltf['materials'][material_name]
    set_technique_state(material['technique'], gltf)
    technique = gltf['techniques'][material['technique']]
    program = gltf['programs'][technique['program']]
    textures = gltf.get('textures', {})
    samplers = gltf.get('samplers', {})
    material_values = material.get('values', {})
    for uniform_name, parameter_name in technique['uniforms'].items():
        parameter = technique['parameters'][parameter_name]
        if 'semantic' in parameter:
            continue
        value = material_values.get(parameter_name,
                                    parameter.get('value',
                                                  _DEFAULT_MATERIAL_VALUES_BY_PARAM_TYPE.get(parameter['type'])))
        if value is None:
            raise Exception('''could not determine a value to use for material "%s", parameter "%s":
            %s %s''' % (material_name, parameter_name,
                        parameter['type'], uniform_name))
        if isinstance(value, (tuple, list)):
            value = np.array(value, dtype=np.float32)
        if uniform_name in program['uniform_locations']:
            location = program['uniform_locations'][uniform_name]
        else:
            location = gl.glGetUniformLocation(program['id'], uniform_name)
            program['uniform_locations'][uniform_name] = location
        if parameter['type'] == gl.GL_SAMPLER_2D:
            texture = textures[value]
            gl.glActiveTexture(gl.GL_TEXTURE0 + set_material_state.n_tex)
            gl.glBindTexture(texture['target'], texture['id'])
            gl.glBindSampler(gl.GL_TEXTURE0 + set_material_state.n_tex,
                             samplers[texture['sampler']]['id'])
            gl.glUniform1i(location, set_material_state.n_tex)
            set_material_state.n_tex += 1
        elif parameter['type'] == gl.GL_INT:
            gl.glUniform1i(location, value)
        elif parameter['type'] == gl.GL_FLOAT:
            gl.glUniform1f(location, value)
        elif parameter['type'] == gl.GL_FLOAT_VEC2:
            gl.glUniform2f(location, *value)
        elif parameter['type'] == gl.GL_FLOAT_VEC3:
            gl.glUniform3f(location, *value)
        elif parameter['type'] == gl.GL_FLOAT_VEC4:
            gl.glUniform4f(location, *value)
        elif parameter['type'] == gl.GL_FLOAT_MAT2:
            gl.glUniformMatrix2fv(location, 1, False, value)
        elif parameter['type'] == gl.GL_FLOAT_MAT3:
            gl.glUniformMatrix3fv(location, 1, False, value)
        elif parameter['type'] == gl.GL_FLOAT_MAT4:
            gl.glUniformMatrix4fv(location, 1, False, value)
        else:
            raise Exception('unhandled parameter type: %s' % parameter['type'])
    if CHECK_GL_ERRORS:
        if gl.glGetError() != gl.GL_NO_ERROR:
            raise Exception('error setting material state')
Exemple #48
0
 def draw(self):
     loc = gl.glGetUniformLocation(self.program, "tex")
     gl.glUniform1i(loc, 0)
     gl.glActiveTexture(gl.GL_TEXTURE0)
     gl.glBindTexture(gl.GL_TEXTURE_2D, self.tex)
     gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
     
     super(signalgenerator, self).draw()
def drawScene():
    
    GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)   
    GL.glPushMatrix()
    
    GL.glActiveTexture(GL.GL_TEXTURE0)
    GL.glEnable(GL.GL_TEXTURE_2D)
    GL.glBindTexture(GL.GL_TEXTURE_2D, texID)#bind that name to the target
    
    #first square
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glColor4f(1,0,1,0.5) 
    GL.glBegin(GL.GL_POLYGON)                 # Start drawing a polygon
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,2.0)
    GL.glVertex3f(0, sqrSize*0.8,-.8)           # Top left
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,2.0)
    GL.glVertex3f(sqrSize*0.8, sqrSize*0.8,-.80)         # Top right
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,0.0)
    GL.glVertex3f(sqrSize*0.8, 0,-.8)          # Bottom Right
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,0.0)
    GL.glVertex3f(0, 0,-.8)         # Bottom Left
    try:
        GL.glEnd()    
    except:
        print GL.GLerror, 1
    alpha = 0.5
    
    #2nd square
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glRotatef(45,0.0,0.0,1.0)
    GL.glDisable(GL.GL_TEXTURE_2D)
    GL.glColor4f(0.5,0.5,0.5,alpha) 
    GL.glBegin(GL.GL_POLYGON)                 # Start drawing a polygon
    GL.glVertex3f(0, sqrSize*0.8,-.7)           # Top left
    GL.glVertex3f(sqrSize*0.8, sqrSize*0.8,-.70)         # Top right
    GL.glVertex3f(sqrSize*0.8, 0,-.7)          # Bottom Right
    GL.glVertex3f(0, 0,-.7)         # Bottom Left
    GL.glEnd()        
    GL.glEnable(GL.GL_TEXTURE_2D)
    
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glColor4f(1,0,1,alpha) 
    GL.glBegin(GL.GL_POLYGON)                 # Start drawing a polygon
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,2.0)
    GL.glVertex3f(0, sqrSize*0.8,-.8)           # Top left
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,2.0)
    GL.glVertex3f(sqrSize*0.8, sqrSize*0.8,-.80)         # Top right
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,0.0)
    GL.glVertex3f(sqrSize*0.8, 0,-.8)          # Bottom Right
    GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,0.0)
    GL.glVertex3f(0, 0,-.8)         # Bottom Left
    try:
        GL.glEnd()    
    except:
        print GL.GLerror.message, 2
    
    GL.glPopMatrix()
Exemple #50
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 def draw(self, time, layout):
     gl.glActiveTexture(gl.GL_TEXTURE0)
     gl.glBindTexture(gl.GL_TEXTURE_2D, self.atlas.texid)
     gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
     gl.glEnable(gl.GL_BLEND)
     with self.shader:
         gl.glUniform1i(self.l_tex, 0)
         gl.glUniform1f(self.l_time, time)
         layout.draw(time, self)
 def load(self, texUnit):
     """
     sets up the texture matrix for using the reflection map
     in the scene rendering pass.
     """
     gl.glMatrixMode(gl.GL_TEXTURE)
     gl.glActiveTexture(gl.GL_TEXTURE0 + texUnit)
     self.loadMatrix()
     gl.glMatrixMode(gl.GL_MODELVIEW)
Exemple #52
0
def trace_colors(steps, last=360, offset=0):
    def rgb_from_hsv(h, s, v, a=None):
        hi = h // 60
        f = (h / 60) - hi
        p = v * (1 - s)
        q = v * (1 - s * f)
        t = v * (1 - s * (1 - f))

        if hi in [0, 6]:
            r, g, b = v, t, p
        elif hi == 1:
            r, g, b = q, v, p
        elif hi == 2:
            r, g, b = p, v, t
        elif hi == 3:
            r, g, b = p, q, v
        elif hi == 4:
            r, g, b = t, p, v
        elif hi == 5:
            r, g, b = v, p, q
        else:
            raise ValueError("h_i out of range")

        if a is None:
            return (r, g, b)
        else:
            return (r, g, b, a)

    def color(index, alpha=None):
        return tuple([min(max(0, int(component * 255)), 255)
                      for component
                      in rgb_from_hsv((index % 361),
                                      0.75 + index / (4 * steps),
                                      0.75 + index / (4 * steps),
                                      alpha)])

    surface = pygame.surface.Surface((steps, 1),
                                     flags=pygame.SRCALPHA).convert_alpha()

    for x in range(0, steps):
        surface.set_at((x, 0), color(offset + x * (last / steps), alpha=1.0))

    data = pygame.image.tostring(surface, "RGBA", True)

    tex = GL.glGenTextures(1)
    GL.glActiveTexture(GL.GL_TEXTURE0)
    GL.glBindTexture(GL.GL_TEXTURE_1D, tex)
    GL.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_WRAP_S,
                       GL.GL_REPEAT)
    GL.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_MAG_FILTER,
                       GL.GL_LINEAR)
    GL.glTexParameteri(GL.GL_TEXTURE_1D, GL.GL_TEXTURE_MIN_FILTER,
                       GL.GL_LINEAR)
    GL.glTexImage1D(GL.GL_TEXTURE_1D, 0, GL.GL_RGBA, steps,
                    0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, data)

    return tex
Exemple #53
0
    def paintGL(self):
        if GL.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER) == 33305:
            return
        
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        
        if not self.texture:
            return
            
        if not self.shader:
            self.compileShaders()

        if not self.vbo:
            self.vbo = GL.glGenBuffers(1)

        shaders.glUseProgram(self.shader)
               
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo)
        vertices = numpy.array(
            [-self.scale + self.cx, -self.scale + self.cy ,
             self.scale + self.cx, -self.scale + self.cy,
             self.scale + self.cx, self.scale + self.cy,
             -self.scale + self.cx, self.scale + self.cy,
            0,0,1,0,1,1,0,1], dtype = numpy.float32)
      
        GL.glBufferData(GL.GL_ARRAY_BUFFER, 64, vertices, GL.GL_STATIC_DRAW)
        
        loc = GL.glGetAttribLocation(self.shader, "positionIn")
        GL.glEnableVertexAttribArray(loc)
        GL.glVertexAttribPointer(loc, 2, GL.GL_FLOAT, 0, 8, c_void_p(0))
        
        loc = GL.glGetAttribLocation(self.shader, "texIn")
        GL.glEnableVertexAttribArray(loc)
        GL.glVertexAttribPointer(loc, 2, GL.GL_FLOAT, 0, 8, c_void_p(32))
              
        def _uniformLoc(name):
            return GL.glGetUniformLocation(self.shader,name)
        GL.glUniform1f(_uniformLoc("g"), self.gamma);
        GL.glUniform1f(_uniformLoc("m"), math.pow(2, self.exposure + 2.47393))
        GL.glUniform1f(_uniformLoc("s"), math.pow(2, -3.5 * self.gamma))
        GL.glUniform1i(_uniformLoc("hdr_mode"), self.hdr_mode);
        GL.glUniform1i(_uniformLoc("texture"), 0);
        GL.glActiveTexture(GL.GL_TEXTURE0);
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)

        GL.glDrawArrays(GL.GL_QUADS, 0, 4);

        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        loc = GL.glGetAttribLocation(self.shader, "positionIn")
        GL.glDisableVertexAttribArray(loc)
        loc = GL.glGetAttribLocation(self.shader, "texIn")
        GL.glDisableVertexAttribArray(loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
        shaders.glUseProgram(0)
        
        if self.rightBtnDown:
            self.renderPixelInfo()
Exemple #54
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def render():
    global sampleTexture
    global shaderProgram
    global texUnitUniform
    global VAO
    GL.glClearColor(0, 0, 0, 1)
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

    # active shader program
    GL.glUseProgram(shaderProgram)

    try:
        # Activate texture
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, sampleTexture)
        GL.glUniform1i(texUnitUniform, 0)

        # Activate array
        GL.glBindVertexArray(VAO)

        # draw triangle
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
    finally:
        GL.glBindVertexArray(0)
        GL.glUseProgram(0)
Exemple #55
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 def draw(self):
     loc = gl.glGetUniformLocation(self.program, "tex")
     gl.glUniform1i(loc, 0)
     gl.glActiveTexture(gl.GL_TEXTURE0)
     gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, self.tex)
     
     geometry.base.draw(self)
Exemple #56
-1
    def __initOpenGL(self):
        '''
        Initialize OpenGL
        '''
        # Setup depth test
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)
        gl.glClearDepth(1.0)

        # Setup cull face
        gl.glEnable(gl.GL_CULL_FACE)

        # Setup alpha blending
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        # Create shader program
        self.shaderProgram.init("Vertex.vert", "Fragment.frag")
        gl.glUseProgram(self.shaderProgram.getProgramObject())

        # Create texture objects
        gl.glActiveTexture(gl.GL_TEXTURE0)
        tex_ids = gl.glGenTextures(TEXT_COUNT)
        for i in range(TEXT_COUNT):
            self.textures.append(Texture(tex_ids[i]))

        # Initialize some shader uniforms
        gl.glUniform1i(TEXTURE_SAMPLER_LOCATION, 0)
        gl.glUniform1i(TEXTURE_FLAG_LOCATION, 0)
        gl.glUniform1i(LIGHTING_FLAG_LOCATION, 0)
Exemple #57
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def active_texture(target, unit):
    """Returns the active texture for the specified target and unit.

    .. note:: This requires calls to query and change the
        texture unit.
    """
    # store the currently active unit
    unit_ = active_unit()
    # change to our texture's unit
    if unit_ != unit:
        GL.glActiveTexture(GL.GL_TEXTURE0 + unit)

    # get the active texture handle
    # TODO:
    # TODO: support more enums
    # TODO:
    query_enums = {
        GL.GL_TEXTURE_1D:   GL.GL_TEXTURE_BINDING_1D,
        GL.GL_TEXTURE_2D:   GL.GL_TEXTURE_BINDING_2D,
        GL.GL_TEXTURE_3D:   GL.GL_TEXTURE_BINDING_3D,
    }
    enum = query_enums[target]
    handle = GL.glGetInteger(enum)

    # restore the active unit
    if unit_ != unit:
        GL.glActiveTexture(GL.GL_TEXTURE0 + unit_)

    return handle
Exemple #58
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    def init_texture(self):
        """Initialize textures."""

        source_path = os.path.join(
            os.path.dirname(__file__), '../../_images/illvelo.png')
        img = Image.open(source_path).resize((256, 256))
        assert img.mode == 'RGBA'

        tex_id = GL.glGetUniformLocation(
            self.program_manager.program_id, b"texture_sampler")
        GL.glUniform1i(tex_id, 0)

        GL.glActiveTexture(GL.GL_TEXTURE0)
        self.texture = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)

        GL.glTexImage2D(
            GL.GL_TEXTURE_2D, 0, GL.GL_RGBA,
            img.size[0], img.size[1],
            0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, img.tobytes())

        GL.glTexParameterf(
            GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT)
        GL.glTexParameterf(
            GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT)
        GL.glTexParameterf(
            GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameterf(
            GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)