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

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')
        
        # Create texture
        im = 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 __init__(self, **kwargs):
     app.Canvas.__init__(self, **kwargs)
     self.geometry = 0, 0, 400, 400
     
     self.program = oogl.Program(VERT_CODE, FRAG_CODE)
     
     # Set attributes
     self.program['a_position'] = oogl.VertexBuffer(positions)
     self.program['a_texcoord'] = oogl.VertexBuffer(texcoords)
     
     self.program['u_texture'] = oogl.Texture2D(io.crate())
     
     # Handle transformations
     self.init_transforms()
     
     self.timer = app.Timer(1.0/60)
     self.timer.connect(self.update_transforms)
     self.timer.start()
Exemple #3
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    def __init__(self, **kwargs):
        app.Canvas.__init__(self, **kwargs)
        self.geometry = 0, 0, 400, 400

        self.program = oogl.Program(VERT_CODE, FRAG_CODE)

        # Set attributes
        self.program['a_position'] = oogl.VertexBuffer(positions)
        self.program['a_texcoord'] = oogl.VertexBuffer(texcoords)

        self.program['u_texture'] = oogl.Texture2D(io.crate())

        # Handle transformations
        self.init_transforms()

        self.timer = app.Timer(1.0 / 60)
        self.timer.connect(self.update_transforms)
        self.timer.start()
Exemple #4
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    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)
Exemple #5
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# -*- coding: utf-8 -*-
# vispy: gallery 2

""" 
Example demonstrating the use of textures in vispy.oogl.
Three textures are created and combined in the fragment shader.
"""

from vispy.oogl import Program, Texture2D, VertexBuffer, ElementBuffer
from vispy import app, gl, io


import numpy as np

# Texture 1
im1 = io.crate()

# Texture with bumbs (to muliply with im1)
im2 = np.ones((20,20), 'float32')
im2[::3,::3] = 0.5

# Texture with a plus sign (to subtract from im1)
im3 = np.zeros((30,30), 'float32')
im3[10,:] = 1.0
im3[:,10] = 1.0


# Create vetices and texture coords in two separate arrays.
# Note that combining both in one array (as in hello_quad2)
# results in better performance.
positions = np.array([  [-0.8, -0.8, 0.0], [+0.7, -0.7, 0.0],