def update_display(verts,tex_coords,texture=bird_texture):
    gl.glClearColor(0.2, 0.4, 0.5, 1.0)

    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)

    gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)
   
    gl.glEnable(gl.GL_ALPHA_TEST)                                                            
    gl.glAlphaFunc (gl.GL_GREATER, .1)                             
    #gl.glEnable(gl.GL_BLEND)                                                            
    #gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)                             
    gl.glEnable(gl.GL_DEPTH_TEST) 

    gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
    gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)

    n=len(verts[:])
    #TODO verts._buffer.ctypes.data is awkward
    gl.glVertexPointer(3, vert_dtype.gl, 0, verts[:].ctypes.data)
    gl.glTexCoordPointer(3, tex_dtype.gl, 0, tex_coords[:].ctypes.data)
    gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, n)
    #unset state
    gl.glPopAttrib()
    gl.glDisable(texture.target)
Esempio n. 2
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def update_display(verts, tex_coords, texture=bird_texture):
    gl.glClearColor(0.2, 0.4, 0.5, 1.0)

    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)

    gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)

    gl.glEnable(gl.GL_ALPHA_TEST)
    gl.glAlphaFunc(gl.GL_GREATER, .1)
    #gl.glEnable(gl.GL_BLEND)
    #gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glEnable(gl.GL_DEPTH_TEST)

    gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
    gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)

    n = len(verts[:])
    #TODO verts._buffer.ctypes.data is awkward
    gl.glVertexPointer(3, vert_dtype.gl, 0, verts[:].ctypes.data)
    gl.glTexCoordPointer(3, tex_dtype.gl, 0, tex_coords[:].ctypes.data)
    gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, n)
    #unset state
    gl.glPopAttrib()
    gl.glDisable(texture.target)
Esempio n. 3
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    def draw(self):
        """Draw the text to the back buffer"""
        # Border width
        self.box.setLineWidth(
            self.palette['lineWidth'])  # Use 1 as base if border width is none
        #self.borderWidth = self.box.lineWidth
        # Border colour
        self.box.setLineColor(self.palette['lineColor'], colorSpace='rgb')
        #self.borderColor = self.box.lineColor
        # Background
        self.box.setFillColor(self.palette['fillColor'], colorSpace='rgb')
        #self.fillColor = self.box.fillColor

        if self._needVertexUpdate:
            #print("Updating vertices...")
            self._updateVertices()
        if self.fillColor is not None or self.borderColor is not None:
            self.box.draw()

        # self.boundingBox.draw()  # could draw for debug purposes
        gl.glPushMatrix()
        self.win.setScale('pix')

        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.glFont.textureID)
        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glDisable(gl.GL_DEPTH_TEST)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)

        gl.glVertexPointer(2, gl.GL_DOUBLE, 0, self.verticesPix.ctypes)
        gl.glColorPointer(4, gl.GL_DOUBLE, 0, self._colors.ctypes)
        gl.glTexCoordPointer(2, gl.GL_DOUBLE, 0, self._texcoords.ctypes)

        self.shader.bind()
        self.shader.setInt('texture', 0)
        self.shader.setFloat('pixel', [1.0 / 512, 1.0 / 512])
        nVerts = len(self._text) * 4

        gl.glDrawArrays(gl.GL_QUADS, 0, nVerts)
        self.shader.unbind()

        # removed the colors and font texture
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glDisableVertexAttribArray(1)
        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)

        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
        gl.glDisable(gl.GL_TEXTURE_2D)

        if self.hasFocus:  # draw caret line
            self.caret.draw()

        gl.glPopMatrix()
Esempio n. 4
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    def draw_fallback(self):
        """Called instead of :meth:`draw` when quads are used instead of
        Point Sprite.
        """
        self.make_delta_pos_to_vertex()
        self.update_vertexs_from_pos()
        self.update_per_vertex_colors()

        gl.glPushMatrix()
        self.transform()

        # color preserve - at least intel 945G needs that
        gl.glPushAttrib(gl.GL_CURRENT_BIT)

        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture.id)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        vertexs_ptr = PointerToNumpy(self.vertexs)
        gl.glVertexPointer(2, gl.GL_FLOAT, 0, vertexs_ptr)

        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        color_ptr = PointerToNumpy(self.per_vertex_colors)
        # gl.glColorPointer(4, gl.GL_UNSIGNED_BYTE, 0, color_ptr)
        gl.glColorPointer(4, gl.GL_FLOAT, 0, color_ptr)

        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        tex_coord_ptr = PointerToNumpy(self.tex_coords)
        gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, tex_coord_ptr)

        gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)
        gl.glEnable(gl.GL_BLEND)
        if self.blend_additive:
            gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        else:
            gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        gl.glDrawArrays(gl.GL_QUADS, 0, len(self.vertexs) * 4)

        # un -blend
        gl.glPopAttrib()

        # color restore
        gl.glPopAttrib()

        # disable states
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        gl.glDisable(gl.GL_TEXTURE_2D)

        gl.glPopMatrix()
Esempio n. 5
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    def draw_fallback(self):
        """Called instead of :meth:`draw` when quads are used instead of
        Point Sprite.
        """
        self.make_delta_pos_to_vertex()
        self.update_vertexs_from_pos()
        self.update_per_vertex_colors()

        gl.glPushMatrix()
        self.transform()

        # color preserve - at least intel 945G needs that
        gl.glPushAttrib(gl.GL_CURRENT_BIT)

        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture.id)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        vertexs_ptr = PointerToNumpy(self.vertexs)
        gl.glVertexPointer(2, gl.GL_FLOAT, 0, vertexs_ptr)

        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        color_ptr = PointerToNumpy(self.per_vertex_colors)
        # gl.glColorPointer(4, gl.GL_UNSIGNED_BYTE, 0, color_ptr)
        gl.glColorPointer(4, gl.GL_FLOAT, 0, color_ptr)

        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        tex_coord_ptr = PointerToNumpy(self.tex_coords)
        gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, tex_coord_ptr)

        gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)
        gl.glEnable(gl.GL_BLEND)
        if self.blend_additive:
            gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        else:
            gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        gl.glDrawArrays(gl.GL_QUADS, 0, len(self.vertexs) * 4)

        # un -blend
        gl.glPopAttrib()

        # color restore
        gl.glPopAttrib()

        # disable states
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        gl.glDisable(gl.GL_TEXTURE_2D)

        gl.glPopMatrix()
Esempio n. 6
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def _render_rect_filled(shape, offset, texture_id, texture_coord_vbo):
    """
    Render the rectangle at the right spot.
    """
    # Set color
    GL.glLoadIdentity()
    GL.glTranslatef(shape.center_x, shape.center_y, 0)

    if shape.angle != 0:
        GL.glRotatef(shape.angle, 0, 0, 1)

    GL.glBindTexture(GL.GL_TEXTURE_2D, texture_id)

    GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, texture_coord_vbo)
    GL.glDrawArrays(GL.GL_QUADS, offset, 4)
Esempio n. 7
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def _render_rect_filled(offset: int, texture_id: str,
                        texture_coord_vbo: gl.GLuint, batch_count):
    """
    Render the rectangle at the right spot.
    """
    # Set color
    # gl.glLoadIdentity()
    # gl.glTranslatef(shape.center_x, shape.center_y, 0)

    # if shape.angle != 0:
    #     gl.glRotatef(shape.angle, 0, 0, 1)

    gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)

    gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, texture_coord_vbo)
    gl.glDrawArrays(gl.GL_QUADS, offset, batch_count)
Esempio n. 8
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def _render_rect_filled(shape: Sprite, offset: int, texture_id: str,
                        texture_coord_vbo: gl.GLuint):
    """
    Render the rectangle at the right spot.
    """
    # Set color
    gl.glLoadIdentity()
    gl.glTranslatef(shape.center_x, shape.center_y, 0)

    if shape.angle != 0:
        gl.glRotatef(shape.angle, 0, 0, 1)

    gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)

    gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, texture_coord_vbo)
    gl.glDrawArrays(gl.GL_QUADS, offset, 4)
Esempio n. 9
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def draw_arrays(primitive, verts=None, colors=None, tc0=None, tc1=None, tc2=None, tc3=None):
    states = []
    if verts is not None:
        verts = ascont(verts)
        assert verts.ndim >= 2 and verts.shape[-1] <= 4
        gl.glVertexPointer( verts.shape[-1], arrayToGLType(verts), verts.strides[-2], verts.ctypes.data)
        states.append( gl.GL_VERTEX_ARRAY )
    if colors is not None:
        colors = ascont(colors)
        gl.glColorPointer( colors.shape[-1], arrayToGLType(colors), colors.strides[-2], colors.ctypes.data)
        states.append( gl.GL_COLOR_ARRAY )
    protect = []
    for i, tc in enumerate([tc0, tc1, tc2, tc3]):
        if tc is not None:
            tc = ascont(tc)
            protect.append(tc)
            gl.glClientActiveTexture(GL_TEXTURE0 + i) 
            gl.glTexCoordPointer(tc.shape[-1], arrayToGLType(tc), tc.strides[-2], tc.ctypes.data)
            states.append( (GL_TEXTURE_COORD_ARRAY, i) )
    with glstate(*states):
        gl.glDrawArrays( primitive, 0, np.prod(verts.shape[:-1]) )
Esempio n. 10
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 def texture(self):
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers["texture_coords"])
     gl.glTexCoordPointer(3, gl.GL_FLOAT, 0, 0)
Esempio n. 11
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 def bind(self):
     gl.glEnableClientState(self.type)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.id)
     gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, 0)
Esempio n. 12
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def createVAO(vertexBuffer,
              textureCoordBuffer=None,
              normalBuffer=None,
              colorBuffer=None):
    """Create a Vertex Array Object (VAO) with specified Vertex Buffer Objects.
    VAOs store buffer binding states, reducing binding overhead when drawing
    objects with vertext data stored in VBOs.

    Parameters
    ----------
    vertexBuffer : :obj:`VertexBufferObject`
        Vertex buffer descriptor, must have 'bufferType' as GL_VERTEX_ARRAY.
    textureCoordBuffer : :obj:`VertexBufferObject` or None, optional
        Vertex buffer descriptor of texture coordinates, must have 'bufferType'
        as GL_TEXTURE_COORD_ARRAY.
    normalBuffer : :obj:`VertexBufferObject` or None, optional
        Vertex buffer descriptor of normals, must have 'bufferType' as
        GL_NORMAL_ARRAY.
    colorBuffer :obj:`VertexBufferObject` or None, optional
        Vertex buffer descriptor of colors, must have 'bufferType' as
        GL_COLOR_ARRAY.

    Returns
    -------
    VertexArrayObject
        A descriptor with vertex buffer information.

    Examples
    --------
    # create a VAO
    vaoDesc = createVAO(vboVerts, vboTexCoords, vboNormals)

    # draw the VAO, renders the mesh
    drawVAO(vaoDesc, GL.GL_TRIANGLES)

    """
    # create a vertex buffer ID
    vaoId = GL.GLuint()
    GL.glGenVertexArrays(1, ctypes.byref(vaoId))
    GL.glBindVertexArray(vaoId)

    # must have a vertex pointer
    assert vertexBuffer.bufferType == GL.GL_VERTEX_ARRAY

    # bind and set the vertex pointer, this is must be bound
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBuffer.id)
    GL.glVertexPointer(vertexBuffer.vertexSize, vertexBuffer.dtype, 0, None)
    GL.glEnableClientState(vertexBuffer.bufferType)

    # texture coordinates
    if textureCoordBuffer is not None:
        if vertexBuffer.indices != textureCoordBuffer.indices:
            raise RuntimeError(
                "Texture and vertex buffer indices do not match!")
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, textureCoordBuffer.id)
        GL.glTexCoordPointer(textureCoordBuffer.vertexSize,
                             textureCoordBuffer.dtype, 0, None)
        GL.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY)

    # normals
    if normalBuffer is not None:
        if vertexBuffer.indices != normalBuffer.indices:
            raise RuntimeError(
                "Normal and vertex buffer indices do not match!")
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, normalBuffer.id)
        GL.glNormalPointer(normalBuffer.dtype, 0, None)
        GL.glEnableClientState(GL.GL_NORMAL_ARRAY)

    # colors
    if colorBuffer is not None:
        if vertexBuffer.indices != colorBuffer.indices:
            raise RuntimeError("Color and vertex buffer indices do not match!")
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, colorBuffer.id)
        GL.glColorPointer(colorBuffer.vertexSize, colorBuffer.dtype, 0, None)
        GL.glEnableClientState(GL.GL_COLOR_ARRAY)

    GL.glBindVertexArray(0)

    return VertexArrayObject(vaoId, vertexBuffer.indices, dict())
Esempio n. 13
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def drawVertexbuffers(vertexBuffer, *args, mode=GL.GL_TRIANGLES, flush=True):
    """Draw a vertex buffer using glDrawArrays. This method does not require
    shaders.

    Parameters
    ----------
    vertexBuffer : :obj:`Vertexbuffer`
        Vertex buffer descriptor, must have 'bufferType' as GL_VERTEX_ARRAY.
        Optional vertex buffer descriptors can be passed as seperate arguments,
        they must have 'bufferTypes' as GL_TEXTURE_COORD_ARRAY, GL_NORMAL_ARRAY
        or GL_COLOR_ARRAY.
    mode : :obj:`int`
        Drawing mode to use (e.g. GL_TRIANGLES, GL_QUADS, GL_POINTS, etc.)
    flush : :obj:`bool`
        Flush queued drawing commands before returning.

    Returns
    -------
    None

    Examples
    --------
    # vertices of a triangle
    verts = [ 1.0,  1.0, 0.0,   # v0
              0.0, -1.0, 0.0,   # v1
             -1.0,  1.0, 0.0]   # v2

    # triangle vertex colors
    colors = [1.0, 0.0, 0.0,  # v0
              0.0, 1.0, 0.0,  # v1
              0.0, 0.0, 1.0]  # v2

    # load vertices to graphics device, return a descriptor
    vertexBuffer = createVertexbuffer(verts, 3)
    colorBuffer = createVertexbuffer(c, 3, GL.GL_COLOR_ARRAY)

    # draw the VBO
    drawVertexbuffer(vertexBuffer, colorBuffer, GL.GL_TRIANGLES)

    """
    # must have a vertex pointer
    assert vertexBuffer.bufferType == GL.GL_VERTEX_ARRAY

    # bind and set the vertex pointer
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBuffer.id)
    GL.glVertexPointer(vertexBuffer.vertexSize, vertexBuffer.dtype, 0, None)
    GL.glEnableClientState(vertexBuffer.bufferType)

    # handle additional buffers
    if args:
        for buffer in args:
            # check if the number of indicies are the same
            if vertexBuffer.indices != buffer.indices:
                raise RuntimeError("Vertex buffer indices do not match!")

            GL.glBindBuffer(GL.GL_ARRAY_BUFFER, buffer.id)
            if buffer.bufferType == GL.GL_TEXTURE_COORD_ARRAY:
                GL.glTexCoordPointer(buffer.dtype, 0, None)
            elif buffer.bufferType == GL.GL_NORMAL_ARRAY:
                GL.glNormalPointer(buffer.dtype, 0, None)
            elif buffer.bufferType == GL.GL_COLOR_ARRAY:
                GL.glColorPointer(buffer.vertexSize, buffer.dtype, 0, None)

            GL.glEnableClientState(buffer.bufferType)

    GL.glDrawArrays(mode, 0, vertexBuffer.indices)  # draw arrays

    # reset
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
    GL.glDisableClientState(vertexBuffer.bufferType)
    if args:
        for vbo in args:
            GL.glDisableClientState(vbo.bufferType)

    if flush:
        GL.glFlush()