def _loop_begin(self): # TODO(rec): check if the window was resized and resize it, removing # code from MegaStation to here. if pi3d.USE_PYGAME: import pygame # although done in __init__ ...python namespaces aarg!!! if pygame.event.get(pygame.QUIT): self.destroy() elif PLATFORM != PLATFORM_PI and PLATFORM != PLATFORM_ANDROID: n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush) for _ in range(n): xlib.XNextEvent(self.opengl.d, self.ev) if self.ev.type == KeyPress or self.ev.type == KeyRelease: self.event_list.append(self.ev) elif self.ev.type == ClientMessage: if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value): self.destroy() elif self.ev.type == ResizeRequest: (self.width, self.height) = (self.ev.xresizerequest.width, self.ev.xresizerequest.height) opengles.glViewport(0, 0, self.width, self.height) self.was_resized = True self.clear() with self.lock: self.sprites_to_load, to_load = set(), self.sprites_to_load self.sprites.extend(to_load) self._for_each_sprite(lambda s: s.load_opengl(), to_load) if MARK_CAMERA_CLEAN_ON_EACH_LOOP: from pi3d.Camera import Camera #camera = Camera.instance() #if camera is not None: # camera.was_moved = False cameras = Camera.all_instances() if cameras is not None: for camera in cameras: camera.was_moved = False if self.tidy_needed: self._tidy()
def create_surface(self, x=0, y=0, w=0, h=0, layer=0): #Set the viewport position and size dst_rect = c_ints((x, y, w, h)) src_rect = c_ints((x, y, w << 16, h << 16)) if PLATFORM == PLATFORM_ANDROID: self.surface = openegl.eglGetCurrentSurface(EGL_DRAW) # Get the width and height of the screen - TODO, this system returns 100x100 time.sleep(0.2) #give it a chance to find out the dimensions w = c_int() h = c_int() openegl.eglQuerySurface(self.display, self.surface, EGL_WIDTH, byref(w)) openegl.eglQuerySurface(self.display, self.surface, EGL_HEIGHT, byref(h)) self.width, self.height = w.value, h.value elif PLATFORM == PLATFORM_PI: self.dispman_display = bcm.vc_dispmanx_display_open( 0) #LCD setting self.dispman_update = bcm.vc_dispmanx_update_start(0) alpha = c_ints((DISPMANX_FLAGS_ALPHA_PREMULT, 0, 0)) self.dispman_element = bcm.vc_dispmanx_element_add( self.dispman_update, self.dispman_display, layer, dst_rect, 0, src_rect, DISPMANX_PROTECTION_NONE, alpha, 0, 0) nativewindow = (GLint * 3)(self.dispman_element, w, h + 1) bcm.vc_dispmanx_update_submit_sync(self.dispman_update) self.nw_p = ctypes.pointer(nativewindow) ### NB changing the argtypes to allow passing of bcm native window is ### deeply unsatisfactory. But xlib defines Window as c_ulong and ctypes ### isn't happy about a pointer being cast to an int openegl.eglCreateWindowSurface.argtypes = [ EGLDisplay, EGLConfig, POINTER((GLint * 3)), EGLint ] self.surface = openegl.eglCreateWindowSurface( self.display, self.config, self.nw_p, 0) elif pi3d.USE_PYGAME: import pygame flags = pygame.OPENGL wsize = (w, h) if w == self.width and h == self.height: # i.e. full screen flags = pygame.FULLSCREEN | pygame.OPENGL wsize = (0, 0) if self.display_config & DISPLAY_CONFIG_NO_RESIZE: flags |= pygame.RESIZABLE if self.display_config & DISPLAY_CONFIG_NO_FRAME: flags |= pygame.NOFRAME if self.display_config & DISPLAY_CONFIG_FULLSCREEN: flags |= pygame.FULLSCREEN elif self.display_config & DISPLAY_CONFIG_MAXIMIZED: flags |= pygame.FULLSCREEN wsize = (0, 0) self.width, self.height = w, h self.d = pygame.display.set_mode(wsize, flags) self.window = pygame.display.get_wm_info()["window"] self.surface = openegl.eglCreateWindowSurface( self.display, self.config, self.window, 0) else: # work on basis it's X11 # Set some WM info self.root = xlib.XRootWindowOfScreen(self.screen) if self.use_glx: # For drawing on X window with transparent background numfbconfigs = c_int() VisData = c_ints( (glx.GLX_RENDER_TYPE, glx.GLX_RGBA_BIT, glx.GLX_DRAWABLE_TYPE, glx.GLX_WINDOW_BIT, glx.GLX_DOUBLEBUFFER, True, glx.GLX_RED_SIZE, 8, glx.GLX_GREEN_SIZE, 8, glx.GLX_BLUE_SIZE, 8, glx.GLX_ALPHA_SIZE, 8, glx.GLX_DEPTH_SIZE, 16, 0)) glx_screen = xlib.XDefaultScreen(self.d) fbconfigs = glx.glXChooseFBConfig(self.d, glx_screen, VisData, byref(numfbconfigs)) fbconfig = 0 for i in range(numfbconfigs.value): visual = glx.glXGetVisualFromFBConfig( self.d, fbconfigs[i]).contents if not visual: continue pict_format = glx.XRenderFindVisualFormat( self.d, visual.visual).contents if not pict_format: continue fbconfig = fbconfigs[i] if pict_format.direct.alphaMask > 0: break if not fbconfig: print("No matching FB config found") #/* Create a colormap - only needed on some X clients, eg. IRIX */ cmap = xlib.XCreateColormap(self.d, self.root, visual.visual, AllocNone) attr = xlib.XSetWindowAttributes() attr.colormap = cmap attr.background_pixmap = 0 attr.border_pixmap = 0 attr.border_pixel = 0 attr.event_mask = (StructureNotifyMask | EnterWindowMask | LeaveWindowMask | ExposureMask | ButtonPressMask | ButtonReleaseMask | OwnerGrabButtonMask | KeyPressMask | KeyReleaseMask) attr_mask = ( # CWBackPixmap| CWColormap | CWBorderPixel | CWEventMask) self.window = xlib.XCreateWindow(self.d, self.root, x, y, w, h, 0, visual.depth, 1, visual.visual, attr_mask, byref(attr)) else: # normal EGL created context self.window = xlib.XCreateSimpleWindow(self.d, self.root, x, y, w, h, 1, 0, 0) s = ctypes.create_string_buffer(b'WM_DELETE_WINDOW') self.WM_DELETE_WINDOW = ctypes.c_ulong( xlib.XInternAtom(self.d, s, 0)) # set window title title = ctypes.c_char_p(self.window_title) title_length = ctypes.c_int(len(self.window_title)) wm_name_atom = ctypes.c_ulong( xlib.XInternAtom(self.d, ctypes.create_string_buffer(b'WM_NAME'), 0)) string_atom = ctypes.c_ulong( xlib.XInternAtom(self.d, ctypes.create_string_buffer(b'STRING'), 0)) xlib.XChangeProperty(self.d, self.window, wm_name_atom, string_atom, 8, xlib.PropModeReplace, title, title_length) if (w == self.width and h == self.height) or (self.display_config & DISPLAY_CONFIG_FULLSCREEN): # set full-screen. Messy c function calls! wm_state = ctypes.c_ulong( xlib.XInternAtom(self.d, b'_NET_WM_STATE', 0)) fullscreen = ctypes.c_ulong( xlib.XInternAtom(self.d, b'_NET_WM_STATE_FULLSCREEN', 0)) fullscreen = ctypes.cast(ctypes.pointer(fullscreen), ctypes.c_char_p) XA_ATOM = 4 xlib.XChangeProperty(self.d, self.window, wm_state, XA_ATOM, 32, xlib.PropModeReplace, fullscreen, 1) self.width, self.height = w, h if self.display_config & DISPLAY_CONFIG_HIDE_CURSOR: black = xlib.XColor() black.red = 0 black.green = 0 black.blue = 0 noData = ctypes.c_char_p(bytes([0, 0, 0, 0, 0, 0, 0, 0])) bitmapNoData = xlib.XCreateBitmapFromData( self.d, self.window, noData, 8, 8) invisibleCursor = xlib.XCreatePixmapCursor( self.d, bitmapNoData, bitmapNoData, black, black, 0, 0) xlib.XDefineCursor(self.d, self.window, invisibleCursor) #TODO add functions to xlib for these window manager libx11 functions #self.window.set_wm_name('pi3d xlib window') #self.window.set_wm_icon_name('pi3d') #self.window.set_wm_class('draw', 'XlibExample') xlib.XSetWMProtocols(self.d, self.window, self.WM_DELETE_WINDOW, 1) #self.window.set_wm_hints(flags = Xutil.StateHint, # initial_state = Xutil.NormalState) #self.window.set_wm_normal_hints(flags = (Xutil.PPosition | Xutil.PSize # | Xutil.PMinSize), # min_width = 20, # min_height = 20) xlib.XSelectInput( self.d, self.window, KeyPressMask | KeyReleaseMask | ResizeRedirectMask) xlib.XMapWindow(self.d, self.window) #xlib.XMoveWindow(self.d, self.window, x, y) #TODO this has to happen later. Works after rendering first frame. Check when if self.use_glx: dummy = c_int() if not glx.glXQueryExtension(self.d, byref(dummy), byref(dummy)): print("OpenGL not supported by X server\n") dummy_glx_context = ctypes.cast(0, glx.GLXContext) self.render_context = glx.glXCreateNewContext( self.d, fbconfig, glx.GLX_RGBA_TYPE, dummy_glx_context, True) if not self.render_context: print("Failed to create a GL context\n") if not glx.glXMakeContextCurrent( self.d, self.window, self.window, self.render_context): print("glXMakeCurrent failed for window\n") else: self.surface = openegl.eglCreateWindowSurface( self.display, self.config, self.window, 0) if not self.use_glx: assert self.surface != EGL_NO_SURFACE and self.surface is not None r = openegl.eglMakeCurrent(self.display, self.surface, self.surface, self.context) assert r #Create viewport opengles.glViewport(GLint(0), GLint(0), GLsizei(w), GLsizei(h))
def draw(self) -> None: import numpy as np from scipy.ndimage.filters import gaussian_filter from pi3d.Camera import Camera from pi3d.constants import ( opengles, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GLsizei, GLboolean, GLint, GL_FLOAT, GL_ARRAY_BUFFER, GL_UNSIGNED_SHORT, GL_TEXTURE_2D, GL_UNSIGNED_BYTE, ) time_logging = False if self.should_prepare: self._prepare() if self.lights.alarm_program.factor != -1: self.alarm_factor = max(0.001, self.lights.alarm_program.factor) else: self.alarm_factor = 0 then = time.time() self.display.loop_running() now = self.display.time self.time_delta = now - self.last_loop self.last_loop = now self.time_elapsed += self.time_delta if time_logging: print(f"{time.time() - then} main loop") then = time.time() # use a sliding window to smooth the spectrum with a gauss function # truncating does not save significant time (~3% for this step) # new_frame = np.array(self.cava.current_frame, dtype="float32") new_frame = gaussian_filter(self.cava.current_frame, sigma=1.5, mode="nearest") new_frame = new_frame[self.SPECTRUM_CUT : -self.SPECTRUM_CUT] new_frame = -0.5 * new_frame ** 3 + 1.5 * new_frame new_frame *= 255 current_frame = new_frame if time_logging: print(f"{time.time() - then} spectrum smoothing") then = time.time() # Value used for circle shake and background color cycle # select the first few values and compute their average bass_elements = math.ceil(self.BASS_MAX * self.cava.bars) self.bass_value = sum(current_frame[0:bass_elements]) / bass_elements / 255 self.bass_value = max(self.bass_value, self.alarm_factor) self.total_bass = self.total_bass + self.bass_value # the fraction of time that there was bass self.bass_fraction = self.total_bass / self.time_elapsed / self.lights.UPS self.uniform_values = { 48: self.width / self.scale, 49: self.height / self.scale, 50: self.scale, 51: self.FFT_HIST, 52: self.NUM_PARTICLES, 53: self.PARTICLE_SPAWN_Z, 54: self.time_elapsed, 55: self.time_delta, 56: self.alarm_factor, 57: self.bass_value, 58: self.total_bass, 59: self.bass_fraction, } # start rendering to the smaller OffscreenTexture # we decrease the size of the texture so it only allocates that much memory # otherwise it would use as much as the displays size, negating its positive effect self.post.ix = int(self.post.ix / self.scale) self.post.iy = int(self.post.iy / self.scale) opengles.glViewport( GLint(0), GLint(0), GLsizei(int(self.width / self.scale)), GLsizei(int(self.height / self.scale)), ) self.post._start() self.post.ix = self.width self.post.iy = self.height self._set_unif(self.background, [48, 49, 54, 56, 58]) self.background.draw() if time_logging: print(f"{time.time() - then} background draw") then = time.time() # enable additive blending so the draw order of overlapping particles does not matter opengles.glBlendFunc(1, 1) self._set_unif(self.particle_sprite, [53, 54, 59]) # copied code from pi3d.Shape.draw() # we don't need modelmatrices, normals ord textures and always blend self.particle_sprite.load_opengl() camera = Camera.instance() if not camera.mtrx_made: camera.make_mtrx() self.particle_sprite.MRaw = self.particle_sprite.tr1 self.particle_sprite.M[0, :, :] = self.particle_sprite.MRaw[:, :] self.particle_sprite.M[1, :, :] = np.dot( self.particle_sprite.MRaw, camera.mtrx )[:, :] # Buffer.draw() buf = self.particle_sprite.buf[0] buf.load_opengl() shader = buf.shader shader.use() opengles.glUniformMatrix4fv( shader.unif_modelviewmatrix, GLsizei(2), GLboolean(0), self.particle_sprite.M.ctypes.data, ) opengles.glUniform3fv(shader.unif_unif, GLsizei(20), self.particle_sprite.unif) buf._select() opengles.glVertexAttribPointer( shader.attr_vertex, GLint(3), GL_FLOAT, GLboolean(0), buf.N_BYTES, 0 ) opengles.glEnableVertexAttribArray(shader.attr_vertex) opengles.glVertexAttribPointer( shader.attr_texcoord, GLint(2), GL_FLOAT, GLboolean(0), buf.N_BYTES, 24 ) opengles.glEnableVertexAttribArray(shader.attr_texcoord) buf.disp.last_shader = shader opengles.glUniform3fv(shader.unif_unib, GLsizei(5), buf.unib) opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo) opengles.glDrawElementsInstanced( buf.draw_method, GLsizei(buf.ntris * 3), GL_UNSIGNED_SHORT, 0, self.NUM_PARTICLES, ) # restore normal blending opengles.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) if time_logging: print(f"{time.time() - then} particle draw") then = time.time() # roll the history one further, insert the current one. # we use a texture with four channels eventhough we only need one, refer to this post: # https://community.khronos.org/t/updating-textures-per-frame/75020/3 # basically the gpu converts it anyway, so other formats would be slower history = np.zeros( (self.FFT_HIST, self.cava.bars - 2 * self.SPECTRUM_CUT, 4), dtype="uint8" ) self.fft = np.roll(self.fft, 1, 0) self.fft[0] = current_frame history[:, :, 0] = self.fft if time_logging: print(f"{time.time() - then} spectrum roll") then = time.time() # change the spectrum part of the texture (the lower 256xFFT_HIST pixels) opengles.glBindTexture(GL_TEXTURE_2D, self.dynamic_texture._tex) iformat = self.dynamic_texture._get_format_from_array( history, self.dynamic_texture.i_format ) opengles.glTexSubImage2D( GL_TEXTURE_2D, 0, 0, self.dynamic_texture.ix, history.shape[1], history.shape[0], iformat, GL_UNSIGNED_BYTE, history.ctypes.data_as(ctypes.POINTER(ctypes.c_ubyte)), ) if time_logging: print(f"{time.time() - then} glTexImage2D") then = time.time() self._set_unif(self.spectrum, [48, 49, 51, 52, 53, 54, 55, 57, 58]) self.spectrum.draw() if time_logging: print(f"{time.time() - then} spectrum draw") then = time.time() self._set_unif(self.logo, [48, 49, 51, 54, 57, 58]) self.logo.draw() if time_logging: print(f"{time.time() - then} logo draw") then = time.time() self._set_unif(self.after, [48, 49, 54, 57]) self.after.draw() if time_logging: print(f"{time.time() - then} after draw") then = time.time() self.post._end() opengles.glViewport( GLint(0), GLint(0), GLsizei(self.width), GLsizei(self.height) ) self._set_unif(self.post_sprite, [50]) self.post_sprite.draw() if time_logging: print(f"{time.time() - then} post draw") print(f"scale: {self.scale}") print("=====")