def _update(self): """ Upload all pending data to GPU. """ # Bind buffer now gl.glBindBuffer(self._target, self._handle) # Allocate new size if necessary if self._need_resize: # This will only allocate the buffer on GPU # WARNING: we should check if this operation is ok gl.glBufferData(self._target, self._nbytes, None, self._usage) # debug #print("Creating a new buffer (%d) of %d bytes" # % (self._handle, self._nbytes)) self._need_resize = False # Upload data while self._pending_data: data, nbytes, offset = self._pending_data.pop(0) # debug # print("Uploading %d bytes at offset %d to buffer (%d)" # % (nbytes, offset, self._handle)) try: gl.glBufferSubData(self._target, offset, nbytes, data) except Exception as error: # This might be due to a driver error (seen on ATI), issue #64. # We try to detect this, and if we can use glBufferData instead if ( hasattr(error, 'err') and error.err == gl.GL_INVALID_VALUE and offset == 0 and nbytes == self._nbytes ): gl.glBufferData(self._target, nbytes, data, self._usage) else: raise
def paint(): n = 100 data = np.hstack( (.2 * np.random.randn(n, 2), np.random.rand(n, 4))).astype(np.float32) vs = compile_shader(VS, gl.GL_VERTEX_SHADER) fs = compile_shader(FS, gl.GL_FRAGMENT_SHADER) shaders_program = link_shader_program(vs, fs) buffer = gl.glGenBuffers(1) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) gl.glBufferData(gl.GL_ARRAY_BUFFER, data, gl.GL_STATIC_DRAW) l = gl.glGetAttribLocation(shaders_program, "position") gl.glVertexAttribPointer(l, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, None) gl.glEnableVertexAttribArray(l) lc = gl.glGetAttribLocation(shaders_program, "color") gl.glVertexAttribPointer(lc, 4, gl.GL_FLOAT, gl.GL_FALSE, 2 * 4, None) gl.glEnableVertexAttribArray(lc) gl.glUseProgram(shaders_program) gl.glViewport(0, 0, 500, 500) gl.glClearColor(0., 0., 0., 1.) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, data.shape[0])
def on_paint(self, event): # Technically, we would only need to set u_time on every draw, # because the program is enabled at the beginning and never disabled. # In vispy, the program is re-enabled at each draw though and we # want to keep the code similar. gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # Activate program and texture gl.glUseProgram(self._prog_handle) gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle) # Update VBO gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo_handle) gl.glBufferData(gl.GL_ARRAY_BUFFER, vertex_data.nbytes, vertex_data, gl.GL_DYNAMIC_DRAW) # Set attributes (again, the loc can be cached) loc = gl.glGetAttribLocation(self._prog_handle, 'a_lifetime'.encode('utf-8')) gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, 7 * 4, ctypes.c_voidp(0)) # loc = gl.glGetAttribLocation(self._prog_handle, 'a_startPosition'.encode('utf-8')) gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7 * 4, ctypes.c_voidp(1 * 4)) # loc = gl.glGetAttribLocation(self._prog_handle, 'a_endPosition'.encode('utf-8')) gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7 * 4, ctypes.c_voidp(4 * 4)) # loc = gl.glGetUniformLocation(self._prog_handle, 'u_color'.encode('utf-8')) gl.glUniform4f(loc, *self._color) # Set unforms loc = gl.glGetUniformLocation(self._prog_handle, 'u_time'.encode('utf-8')) gl.glUniform1f(loc, time.time() - self._starttime) # loc = gl.glGetUniformLocation(self._prog_handle, 'u_centerPosition'.encode('utf-8')) gl.glUniform3f(loc, *self._centerpos) # Draw gl.glDrawArrays(gl.GL_POINTS, 0, N) # New explosion? if time.time() - self._starttime > 1.5: self._new_explosion() # Redraw as fast as we can self.update()
def on_paint(self, event): # Technically, we would only need to set u_time on every draw, # because the program is enabled at the beginning and never disabled. # In vispy, the program is re-enabled at each draw though and we # want to keep the code similar. gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # Activate program and texture gl.glUseProgram(self._prog_handle) gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle) # Update VBO gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo_handle) gl.glBufferData(gl.GL_ARRAY_BUFFER, vertex_data.nbytes, vertex_data, gl.GL_DYNAMIC_DRAW) # Set attributes (again, the loc can be cached) loc = gl.glGetAttribLocation(self._prog_handle, 'a_lifetime'.encode('utf-8')) gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, 7*4, ctypes.c_voidp(0)) # loc = gl.glGetAttribLocation(self._prog_handle, 'a_startPosition'.encode('utf-8')) gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7*4, ctypes.c_voidp(1*4)) # loc = gl.glGetAttribLocation(self._prog_handle, 'a_endPosition'.encode('utf-8')) gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7*4, ctypes.c_voidp(4*4)) # loc = gl.glGetUniformLocation(self._prog_handle, 'u_color'.encode('utf-8')) gl.glUniform4f(loc, *self._color) # Set unforms loc = gl.glGetUniformLocation(self._prog_handle, 'u_time'.encode('utf-8')) gl.glUniform1f(loc, time.time()-self._starttime) # loc = gl.glGetUniformLocation(self._prog_handle, 'u_centerPosition'.encode('utf-8')) gl.glUniform3f(loc, *self._centerpos) # Draw gl.glDrawArrays(gl.GL_POINTS, 0, N) # New explosion? if time.time() - self._starttime > 1.5: self._new_explosion() # Redraw as fast as we can self.update()
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 = io.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)
def paint(): n = 100 data = np.hstack(( .2 * np.random.randn(n, 2), np.random.rand(n, 4) )).astype(np.float32) vs = compile_shader(VS, gl.GL_VERTEX_SHADER) fs = compile_shader(FS, gl.GL_FRAGMENT_SHADER) shaders_program = link_shader_program(vs, fs) buffer = gl.glGenBuffers(1) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) gl.glBufferData(gl.GL_ARRAY_BUFFER, data, gl.GL_STATIC_DRAW) l = gl.glGetAttribLocation(shaders_program, "position") gl.glVertexAttribPointer(l, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, None) gl.glEnableVertexAttribArray(l); lc = gl.glGetAttribLocation(shaders_program, "color") gl.glVertexAttribPointer(lc, 4, gl.GL_FLOAT, gl.GL_FALSE, 2 * 4, None) gl.glEnableVertexAttribArray(lc); gl.glUseProgram(shaders_program) gl.glViewport(0, 0, 500, 500) gl.glClearColor(0., 0., 0., 1.) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, data.shape[0])
def _update(self): """ Upload all pending data to GPU. """ # Bind buffer now gl.glBindBuffer(self._target, self._handle) # Allocate new size if necessary if self._need_resize: # This will only allocate the buffer on GPU # WARNING: we should check if this operation is ok gl.glBufferData(self._target, self._nbytes, None, self._usage) # debug #print("Creating a new buffer (%d) of %d bytes" # % (self._handle,self._nbytes)) self._need_resize = False # Upload data while self._pending_data: data, nbytes, offset = self._pending_data.pop(0) # debug # print("Uploading %d bytes at offset %d to buffer (%d)" # % (size, offset, self._handle)) gl.glBufferSubData(self._target, offset, nbytes, data)
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 = io.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)