Esempio n. 1
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    def on_key_press(self, symbol, modifiers):
        global image_no

        if symbol in self.bestiary:
            item = self.bestiary[symbol]
            if item in self.world:
                self.world.remove(self.bestiary[symbol])
            else:
                self.world.add(item)

        elif symbol in (key.PAGEUP, key.PAGEDOWN):

            zoom = ZOOM_SPEED
            if symbol == key.PAGEDOWN:
                zoom = 1 / ZOOM_SPEED

            if modifiers & key.MOD_SHIFT:
                self.world.camera.move.desired_variance *= zoom
            else:
                self.world.camera.move.desired_mean *= zoom

        elif symbol == key.BACKSPACE:
            itemid = max(i for i in self.world.items.keys())
            self.world.items.pop(itemid)

        elif symbol == key.F12:
            image.get_buffer_manager().get_color_buffer().save(
                'screenshot%02d.png' % (image_no, ))
            image_no += 1
Esempio n. 2
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def on_draw():
    global screennum
    scene.setup()
    spin = Vector([sin(rx) * cos(ry), sin(rx) * sin(ry), cos(rx)])
    _ellipsoid.axis = _ellipsoid.length * spin
    _ellipsoid.render(scene)

    # The sphere will look the same from all angles, so rotating it doesn't make sense
    _ball.render(scene)

    _pyramid.axis = _pyramid.length * spin
    _pyramid.render(scene)

    _box.axis = _box.length * spin
    _box.render(scene)

    _cylinder.axis = _cylinder.length * spin
    _cylinder.render(scene)

    _arrow.axis = _arrow.length * spin
    _arrow.render(scene)

    _cone.axis = _cone.length * spin
    _cone.render(scene)

    _ring.axis = spin
    _ring.render(scene)
    if screennum < 99:
        path = os.path.dirname(__file__)
        filename = os.path.join(path, 'screenshot%02d.png' % (screennum, ))
        get_buffer_manager().get_color_buffer().save(filename)
        screennum += 1
Esempio n. 3
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def screenshot():
    '''
    save a screenshot to the current directory, named 'screenshotXX.png',
    where XX is successive integers.
    '''
    number = _get_next()
    image.get_buffer_manager().get_color_buffer().save(_get_filename(number))
    return _get_filename(number)
Esempio n. 4
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    def _take_screenshot(self):
        """
        Take a screenshot to allow visual verification.
        """
        screenshot_name = self._get_next_screenshot_name()
        screenshot_file_name = self._get_screenshot_session_file_name(screenshot_name)

        get_buffer_manager().get_color_buffer().get_image_data().save(screenshot_file_name)

        self._screenshots.append(screenshot_name)
def on_draw():
    global angle
    global frame_num
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    glLoadIdentity()

    glTranslatef(0.0, 0.0, -6.0)
    glRotatef(angle, 1, 1, 0)

    # Draw Cube (multiple quads)
    glBegin(GL_QUADS)

    glColor3f(1.0, 0.0, 0.0)
    glVertex3f(1.0, 1.0, -1.0)
    glVertex3f(-1.0, 1.0, -1.0)
    glVertex3f(-1.0, 1.0, 1.0)
    glVertex3f(1.0, 1.0, 1.0)

    glColor3f(1.0, 0.0, 0.0)
    glVertex3f(1.0, -1.0, 1.0)
    glVertex3f(-1.0, -1.0, 1.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glVertex3f(1.0, -1.0, -1.0)

    glColor3f(1.0, 0.0, 0.0)
    glVertex3f(1.0, 1.0, 1.0)
    glVertex3f(-1.0, 1.0, 1.0)
    glVertex3f(-1.0, -1.0, 1.0)
    glVertex3f(1.0, -1.0, 1.0)

    glColor3f(1.0, 0.0, 0.0)
    glVertex3f(1.0, -1.0, -1.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glVertex3f(-1.0, 1.0, -1.0)
    glVertex3f(1.0, 1.0, -1.0)

    glColor3f(1.0, 0.0, 0.0)
    glVertex3f(-1.0, 1.0, 1.0)
    glVertex3f(-1.0, 1.0, -1.0)
    glVertex3f(-1.0, -1.0, -1.0)
    glVertex3f(-1.0, -1.0, 1.0)

    glColor3f(1.0, 0.0, 0.0)
    glVertex3f(1.0, 1.0, -1.0)
    glVertex3f(1.0, 1.0, 1.0)
    glVertex3f(1.0, -1.0, 1.0)
    glVertex3f(1.0, -1.0, -1.0)

    glEnd()
    if angle < 180:
        filename = "b%03d.png" % frame_num
        image.get_buffer_manager().get_color_buffer().save(filename)
        frame_num += 1
Esempio n. 6
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    def _take_screenshot(self, window=None):
        """
        Take a screenshot to allow visual verification.
        """
        screenshot_name = self._get_next_screenshot_name()
        screenshot_file_name = self._get_screenshot_session_file_name(screenshot_name)

        if window is not None:
            window.switch_to()

        get_buffer_manager().get_color_buffer().get_image_data().save(screenshot_file_name)
        self.screenshots.append(screenshot_name)
        self._schedule_commit()

        return screenshot_name
Esempio n. 7
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    def capture_regression_image(self):
        if not self._enable_regression_image:
            return False

        self._captured_image = \
            get_buffer_manager().get_color_buffer().get_image_data()
        return not self._enable_interactive
    def check(self, img, colors):
        glClear(GL_COLOR_BUFFER_BIT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        img.blit(img.anchor_x, img.anchor_y)
        buffer = image.get_buffer_manager().get_color_buffer().get_image_data()
        bytes = buffer.get_data('RGBA', buffer.width * 4)

        def sample(x, y):
            i = y * buffer.pitch + x * len(buffer.format)
            r, g, b, _ = bytes[i:i + len(buffer.format)]
            if type(r) is str:
                r, g, b = map(ord, (r, g, b))
            return {
                (255, 0, 0): 'r',
                (0, 255, 0): 'g',
                (0, 0, 255): 'b',
                (255, 0, 255): 'm'
            }.get((r, g, b), 'x')

        samples = ''.join(
            [sample(3, 3),
             sample(3, 0),
             sample(0, 0),
             sample(0, 3)])
        self.assertTrue(samples == colors, samples)
Esempio n. 9
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    def capture_regression_image(self):
        if not self._enable_regression_image:
            return False

        self._captured_image = \
            get_buffer_manager().get_color_buffer().image_data
        return not self._enable_interactive
Esempio n. 10
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 def test_defect_pyglet_get_color_buffer_for_resized_windows(self):
     self.window.set_size(111, 222)
     self.window.dispatch_events()
     mgr = get_buffer_manager()
     col_buf = mgr.get_color_buffer()
     col_buf_size = col_buf.width, col_buf.height
     self.assertEquals(col_buf_size, (111, 222), "pyglet bug regression")
    def load_texture(self):
        print('Drawing scene...')
        self.window.set_visible()
        self.window.dispatch_events()
        self.draw()

        print('Copying colour image...')
        self.saved_texture = \
            image.get_buffer_manager().get_color_buffer().texture

        print('Done.')
        self.window.set_visible(False)
Esempio n. 12
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def test_resource_image_loading(event_loop, transforms, result):
    """Test loading an image resource with possible transformations."""
    resource.path.append('@' + __name__)
    resource.reindex()

    img = resource.image('rgbm.png', **transforms)

    w = event_loop.create_window(width=10, height=10)

    @w.event
    def on_draw():
        # XXX For some reason original on_draw is not called
        w.clear()
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        img.blit(img.anchor_x, img.anchor_y)

        event_loop.interrupt_event_loop()

    # Need to force multiple draws for platforms that do not support immediate drawing
    event_loop.run_event_loop()
    w._legacy_invalid = True
    event_loop.run_event_loop()
    w._legacy_invalid = True
    event_loop.run_event_loop()

    image_data = image.get_buffer_manager().get_color_buffer().get_image_data()
    pixels = image_data.get_data('RGBA', image_data.width * 4)

    def sample(x, y):
        i = y * image_data.pitch + x * len(image_data.format)
        r, g, b, _ = pixels[i:i + len(image_data.format)]
        if type(r) is str:
            r, g, b = list(map(ord, (r, g, b)))
        return {
            (255, 0, 0): 'r',
            (0, 255, 0): 'g',
            (0, 0, 255): 'b',
            (255, 0, 255): 'm'
        }.get((r, g, b), 'x')

    samples = ''.join([sample(3, 3), sample(3, 0), sample(0, 0), sample(0, 3)])

    if samples == samples[2] * 4:
        # On retina displays the image buffer is twice the size of the coordinate system
        samples = ''.join(
            [sample(6, 6),
             sample(6, 0),
             sample(0, 0),
             sample(0, 6)])

    assert samples == result
    def on_key_press(self, symbol, modifiers):
        global image_no

        if symbol in self.bestiary:
            item = self.bestiary[symbol]
            if item in self.world:
                self.world.remove(self.bestiary[symbol])
            else:
                self.world.add(item)

        elif symbol in (key.PAGEUP, key.PAGEDOWN):

            zoom = ZOOM_SPEED
            if symbol == key.PAGEDOWN:
                zoom = 1 / ZOOM_SPEED

            if modifiers & key.MOD_SHIFT:
                self.world.camera.move.desired_variance *= zoom
            else:
                self.world.camera.move.desired_mean *= zoom

        elif symbol == key.BACKSPACE:
            itemid = max(i for i in self.world.items.keys())
            self.world.items.pop(itemid)

        elif symbol == key.SPACE:
            itemid = max(i for i in self.world.items.keys())
            item = self.world.items[itemid]
            if hasattr(item, "old_move"):
                item.move = item.old_move
                del item.old_move
            else:
                item.old_move = getattr(item, "move", None)
                item.move = WobblyOrbit(4, 3)

        elif symbol == key.F12:
            image.get_buffer_manager().get_color_buffer().save("screenshot%02d.png" % (image_no,))
            image_no += 1
Esempio n. 14
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    def multi_draw(*args, **kwargs):
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glEnable(gl.GL_POINT_SMOOTH)
        gl.glClearColor(0, 0, 0, 0)
        gl.glColor4f(1, 1, 1, 1)

        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        if not buffers:
            buffers.append(image.get_buffer_manager())
        x, y, w, h = buffers[0].get_viewport()

        #Draw lowres version
        gl.glViewport(0, 0, 256, 256)
        func(*args, **kwargs)
        texes.append(buffers[0].get_color_buffer().texture)
        if len(texes) > num_texes:
            texes.pop(0)

        #Lay down copies of lowres version
        gl.glViewport(x, y, w, h)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        if texes:
            alphas = range(1, len(texes) + 1)
            alphas = [float(f) / sum(alphas) for f in alphas]
            for tex, alpha in zip(texes, alphas):
                gl.glBindTexture(tex.target, tex.id)

                gl.glEnable(gl.GL_TEXTURE_2D)
                gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                                   gl.GL_LINEAR)

                gl.glColor4f(1, 1, 1, alpha)
                gl.glBegin(gl.GL_QUADS)
                gl.glTexCoord2f(0, 0)
                gl.glVertex3f(0, 0, -.5)
                gl.glTexCoord2f(1, 0)
                gl.glVertex3f(w, 0, -.5)
                gl.glTexCoord2f(1, 1)
                gl.glVertex3f(w, h, -.5)
                gl.glTexCoord2f(0, 1)
                gl.glVertex3f(0, h, -.5)
                gl.glEnd()
                gl.glDisable(gl.GL_TEXTURE_2D)

        #Draw real thing
        gl.glColor4f(1, 1, 1, 1)
        func(*args, **kwargs)
Esempio n. 15
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    def multi_draw(*args, **kwargs):
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glEnable(gl.GL_POINT_SMOOTH)
        gl.glClearColor(0, 0, 0, 0)
        gl.glColor4f(1, 1, 1, 1)

        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        if not buffers:
            buffers.append(image.get_buffer_manager())
        x, y, w, h = buffers[0].get_viewport()

        #Draw lowres version
        gl.glViewport(0, 0, 256, 256)
        func(*args, **kwargs)
        ctex[0] = buffers[0].get_color_buffer().texture

        #Lay down copies of lowres version
        gl.glViewport(x, y, w, h)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glBindTexture(ctex[0].target, ctex[0].id)
        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR)
        if not disp_list:
            disp_list.append(gl.glGenLists(1))
            gl.glNewList(disp_list[0], gl.GL_COMPILE)
            for u in range(-3, 4, 3):
                for v in range(-3, 4, 3):
                    gl.glColor4f(1, 1, 1, (20.0 - u**2 - v**2) / 72)
                    gl.glBegin(gl.GL_QUADS)
                    gl.glTexCoord2f(0, 0)
                    gl.glVertex3f(u, v, -.5)
                    gl.glTexCoord2f(1, 0)
                    gl.glVertex3f(u + w, v, -.5)
                    gl.glTexCoord2f(1, 1)
                    gl.glVertex3f(u + w, v + h, -.5)
                    gl.glTexCoord2f(0, 1)
                    gl.glVertex3f(u, v + h, -.5)
                    gl.glEnd()
            gl.glEndList()
        gl.glCallList(disp_list[0])
        gl.glDisable(gl.GL_TEXTURE_2D)

        #Draw real thing
        gl.glColor4f(1, 1, 1, 1)
        func(*args, **kwargs)
Esempio n. 16
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    def after_render (self, texture):
        buffer = image.get_buffer_manager().get_color_buffer()
        texture.blit_into(buffer, 0, 0, 0)
        director.window.clear()
        return
        
        self.before.blit(0,0)
        glEnable(self.before.texture.target)
        glBindTexture(self.before.texture.target, self.before.texture.id)

        glPushAttrib(GL_COLOR_BUFFER_BIT)

        self.vertex_list.draw(pyglet.gl.GL_QUADS)
               
        glPopAttrib()
        glDisable(self.before.texture.target)
Esempio n. 17
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    def after_render(self, texture):
        buffer = image.get_buffer_manager().get_color_buffer()
        texture.blit_into(buffer, 0, 0, 0)
        director.window.clear()
        return

        self.before.blit(0, 0)
        glEnable(self.before.texture.target)
        glBindTexture(self.before.texture.target, self.before.texture.id)

        glPushAttrib(GL_COLOR_BUFFER_BIT)

        self.vertex_list.draw(pyglet.gl.GL_QUADS)

        glPopAttrib()
        glDisable(self.before.texture.target)
    def load_texture(self):
        print "Drawing scene..."
        self.window.set_visible()
        self.window.dispatch_events()
        self.draw()

        print "Saving colour image..."
        img = image.get_buffer_manager().get_color_buffer()
        file = StringIO()
        img.save("buffer.png", file)

        print "Loading colour image as texture..."
        file.seek(0)
        self.saved_texture = image.load("buffer.png", file)

        print "Done."
        self.window.set_visible(False)
Esempio n. 19
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    def load_texture(self):
        print('Drawing scene...')
        self.window.set_visible()
        self.window.dispatch_events()
        self.draw()

        print('Saving depth image...')
        img = image.get_buffer_manager().get_depth_buffer()
        file = BytesIO()
        img.save('buffer.png', file)

        print('Loading depth image as texture...')
        file.seek(0)
        self.saved_texture = image.load('buffer.png', file)

        print('Done.')
        self.window.set_visible(False)
Esempio n. 20
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    def load_texture(self):
        print 'Drawing scene...'
        self.window.set_visible()
        self.window.dispatch_events()
        self.draw()

        print 'Saving colour image...'
        img = image.get_buffer_manager().get_color_buffer()
        file = StringIO()
        img.save('buffer.png', file)

        print 'Loading colour image as texture...'
        file.seek(0)
        self.saved_texture = image.load('buffer.png', file)

        print 'Done.'
        self.window.set_visible(False)
Esempio n. 21
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    def test_save(self):
        self.window = w = self.create_window()
        w.push_handlers(self)

        self.screen = image.get_buffer_manager().get_color_buffer()
        self.checkerboard = image.create(32, 32, image.CheckerImagePattern())

        self.load_texture()

        if self.alpha:
            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        w.set_visible()
        while not (w.has_exit or self.has_exit):
            w.dispatch_events()
        w.close()
    def test_save(self):
        self.window = w = self.create_window()
        w.push_handlers(self)

        self.screen = image.get_buffer_manager().get_color_buffer()
        self.checkerboard = image.create(32, 32, image.CheckerImagePattern())

        self.load_texture()

        if self.alpha:
            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        w.set_visible()
        while not (w.has_exit or self.has_exit):
            w.dispatch_events()
        w.close()
    def check(self, img, colors):
        glClear(GL_COLOR_BUFFER_BIT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        img.blit(img.anchor_x, img.anchor_y)
        buffer = image.get_buffer_manager().get_color_buffer().get_image_data()
        bytes = buffer.get_data("RGBA", buffer.width * 4)

        def sample(x, y):
            i = y * buffer.pitch + x * len(buffer.format)
            r, g, b, _ = bytes[i : i + len(buffer.format)]
            if type(r) is str:
                r, g, b = map(ord, (r, g, b))
            return {(255, 0, 0): "r", (0, 255, 0): "g", (0, 0, 255): "b", (255, 0, 255): "m"}.get((r, g, b), "x")

        samples = "".join([sample(3, 3), sample(3, 0), sample(0, 0), sample(0, 3)])
        self.assertTrue(samples == colors, samples)
Esempio n. 24
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    def test_load(self):
        width, height = 800, 600
        self.window = w = Window(width, height, visible=False)
        w.push_handlers(self)

        self.screen = image.get_buffer_manager().get_color_buffer()
        self.checkerboard = image.create(32, 32, image.CheckerImagePattern())

        self.load_image()
        if self.image:
            self.texture = self.image.texture

        if self.alpha:
            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        w.set_visible()
        while not (w.has_exit or self.has_exit):
            w.dispatch_events()
        w.close()
Esempio n. 25
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    def test_load(self):
        width, height = 800, 600
        self.window = w = Window(width, height, visible=False)
        w.push_handlers(self)

        self.screen = image.get_buffer_manager().get_color_buffer()
        self.checkerboard = image.create(32, 32, image.CheckerImagePattern())

        self.load_image()
        if self.image:
            self.texture = self.image.texture

        if self.alpha:
            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        w.set_visible()
        while not (w.has_exit or self.has_exit):
            w.dispatch_events()
        w.close()
Esempio n. 26
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    def end(self):
        buffer = image.get_buffer_manager().get_color_buffer()
        self.texture.blit_into(buffer, 0, 0, 0)

        glViewport(0, 0, self.window.width, self.window.height)
        self.set_window_projection()

        aspect_width = self.window.width / float(self.width)
        aspect_height = self.window.height / float(self.height)
        if aspect_width > aspect_height:
            scale_width = aspect_height * self.width
            scale_height = aspect_height * self.height
        else:
            scale_width = aspect_width * self.width
            scale_height = aspect_width * self.height
        x = (self.window.width - scale_width) / 2
        y = (self.window.height - scale_height) / 2
        
        glClearColor(0, 0, 0, 1)
        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()
        glColor3f(1, 1, 1)
        self.texture.blit(x, y, width=scale_width, height=scale_height)
Esempio n. 27
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def renderToTexture(w, h, function):
    import ctypes
    from pyglet import gl
    from pyglet import image
    from pyglet.gl import gl_info
    global has_fbo
    if has_fbo is None:
        has_fbo = gl_info.have_extension('GL_EXT_framebuffer_object')

    # enforce dimensions are ints
    w, h = int(w), int(h)

    # set up viewport
    gl.glPushAttrib(gl.GL_VIEWPORT_BIT | gl.GL_TRANSFORM_BIT)

    gl.glViewport(0, 0, w, h)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glPushMatrix()
    gl.glLoadIdentity()
    gl.glOrtho(0, w, 0, h, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)

    if has_fbo:
        # render directly to texture

        # create our frame buffer
        fbo = gl.GLuint()
        gl.glGenFramebuffersEXT(1, ctypes.byref(fbo))
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, fbo)

        # allocate a texture and add to the frame buffer
        tex = image.Texture.create_for_size(gl.GL_TEXTURE_2D, w, h, gl.GL_RGBA)
        gl.glBindTexture(gl.GL_TEXTURE_2D, tex.id)
        gl.glFramebufferTexture2DEXT(gl.GL_FRAMEBUFFER_EXT,
                                     gl.GL_COLOR_ATTACHMENT0_EXT,
                                     gl.GL_TEXTURE_2D, tex.id, 0)

        status = gl.glCheckFramebufferStatusEXT(gl.GL_FRAMEBUFFER_EXT)
        assert status == gl.GL_FRAMEBUFFER_COMPLETE_EXT

        # now render
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, fbo)
        function()
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, 0)

        # clean up
        gl.glDeleteFramebuffersEXT(1, ctypes.byref(fbo))

    else:
        # render and copy to texture
        # render
        function()

        # grab the buffer and copy contents to the texture
        buffer = image.get_buffer_manager().get_color_buffer()
        tex = image.Texture.create_for_size(gl.GL_TEXTURE_2D, w, h, gl.GL_RGBA)
        tex.blit_into(buffer.get_region(0, 0, w, h), 0, 0, 0)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glPopMatrix()
    gl.glPopAttrib()

    # return the region (the whole texture will most likely be larger)
    return tex.get_region(0, 0, w, h)
Esempio n. 28
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def save_screenshot(window):
    filename = _get_filename("screenshot-", ".png")
    if filename:
        image = get_buffer_manager().get_color_buffer()
        image.save(filename)
Esempio n. 29
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 def after_render(self, texture):
     buffer = image.get_buffer_manager().get_color_buffer()
     texture.blit_into(buffer, 0, 0, 0)
     director.window.switch_to()
Esempio n. 30
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 def save_and_load_depth_buffer(self):
     stream = BytesIO()
     image.get_buffer_manager().get_depth_buffer().save(
         'buffer.png', stream)
     stream.seek(0)
     self.right_texture = image.load('buffer.png', stream)
Esempio n. 31
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 def copy_color_buffer(self):
     self.right_texture = \
             image.get_buffer_manager().get_color_buffer().texture
Esempio n. 32
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def renderToTexture(w, h, function):
    import ctypes
    from pyglet import gl
    from pyglet import image
    from pyglet.gl import gl_info

    global has_fbo
    if has_fbo is None:
        has_fbo = gl_info.have_extension("GL_EXT_framebuffer_object")

    # enforce dimensions are ints
    w, h = int(w), int(h)

    # set up viewport
    gl.glPushAttrib(gl.GL_VIEWPORT_BIT | gl.GL_TRANSFORM_BIT)

    gl.glViewport(0, 0, w, h)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glPushMatrix()
    gl.glLoadIdentity()
    gl.glOrtho(0, w, 0, h, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)

    if has_fbo:
        # render directly to texture

        # create our frame buffer
        fbo = gl.GLuint()
        gl.glGenFramebuffersEXT(1, ctypes.byref(fbo))
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, fbo)

        # allocate a texture and add to the frame buffer
        tex = image.Texture.create_for_size(gl.GL_TEXTURE_2D, w, h, gl.GL_RGBA)
        gl.glBindTexture(gl.GL_TEXTURE_2D, tex.id)
        gl.glFramebufferTexture2DEXT(gl.GL_FRAMEBUFFER_EXT, gl.GL_COLOR_ATTACHMENT0_EXT, gl.GL_TEXTURE_2D, tex.id, 0)

        status = gl.glCheckFramebufferStatusEXT(gl.GL_FRAMEBUFFER_EXT)
        assert status == gl.GL_FRAMEBUFFER_COMPLETE_EXT

        # now render
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, fbo)
        function()
        gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, 0)

        # clean up
        gl.glDeleteFramebuffersEXT(1, ctypes.byref(fbo))

    else:
        # render and copy to texture
        # render
        function()

        # grab the buffer and copy contents to the texture
        buffer = image.get_buffer_manager().get_color_buffer()
        tex = image.Texture.create_for_size(gl.GL_TEXTURE_2D, w, h, gl.GL_RGBA)
        tex.blit_into(buffer.get_region(0, 0, w, h), 0, 0, 0)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glPopMatrix()
    gl.glPopAttrib()

    # return the region (the whole texture will most likely be larger)
    return tex.get_region(0, 0, w, h)
Esempio n. 33
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 def after_render (self, texture):
     buffer = image.get_buffer_manager().get_color_buffer()
     texture.blit_into(buffer, 0, 0, 0)
Esempio n. 34
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 def after_render (self, texture):
     buffer = image.get_buffer_manager().get_color_buffer()
     texture.blit_into (buffer, 0, 0, 0)
     director.window.switch_to()
Esempio n. 35
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 def save_screenshot(self, filename):
     from pyglet.image import get_buffer_manager
     get_buffer_manager().get_color_buffer().save(filename)
Esempio n. 36
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 def after_render (self, texture):
     buffer = image.get_buffer_manager().get_color_buffer()
     texture.blit_into(buffer, 0, 0, 0)
Esempio n. 37
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 def screenshot(self, name='shots/snapshot.png'):
     get_buffer_manager().get_color_buffer().save(name)
Esempio n. 38
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        self.mouse_pressed = True


win = my_win(
    fullscreen=True
)  #make a fullscreen window (happily, highest native resolution is captured by default and double buffering is a default behavior)
win.x_center = win.width / 2  #store the location of the horizontal center for later reference
win.y_center = win.height / 2  #store the location of the vertical center for later reference
win.set_exclusive_mouse()  #ensures the mouse is invisible
glClearColor(0, 0, 0, 0)  #set the 'cleared' background to white
cursor = win.get_system_mouse_cursor(win.CURSOR_CROSSHAIR)
win.set_exclusive_mouse(True)
win.set_mouse_cursor(cursor)

win.dispatch_events()  #always do a dispatch soon after creating a new window
image.get_buffer_manager().get_color_buffer(
).get_image_data  #necessary (for some reason) to ensure openGL drawing coordinates are in pixels with (0,0) in lower left corner

# Perform some calculations to convert stimulus measurements in degrees to pixels
screen_width_in_degrees = math.degrees(
    math.atan((screen_width / 2.0) / viewing_distance) * 2)
PPD = win.width / screen_width_in_degrees
target_size = target_size_in_degrees * PPD
box_offset = box_offset_in_degrees * PPD
box_size = box_size_in_degrees * PPD
wheel_size = box_size * 5
target_size = target_size_in_degrees * PPD
text_width = text_proportion * win.width
glLineWidth(target_size * target_thickness_proportion)

color_wheel_inner_rim = math.sqrt(((wheel_size / 2.0)**2) +
                                  ((wheel_size / 2.0)**2))