def update_texture_rgb24(self, img_data, x, y, width, height, rowstride): drawable = self.glarea.get_gl_drawable() context = self.glarea.get_gl_context() if not drawable.gl_begin(context): raise Exception("** Cannot create OpenGL rendering context!") assert self.textures is not None glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride / 3) if self.current_mode == GLClientWindow.MODE_YUV: raise Exception("** YUV -> RGB mode change unimplemented!") elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED: log("Creating new RGB texture") w, h = self.get_size() # First time we draw must be full image assert w == width and h == height glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0) self.current_mode = GLClientWindow.MODE_RGB log("Updating RGB texture") glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, img_data) drawable.gl_end() self.render_image()
def _loadTexture(self): """ Load texture data from current image object """ ix, iy, image = self.image_obj.getTextureData() # allocate texture object if never yet done [bruce 060207 revised all related code, to fix bug 1059] if self.tex_name is None: self.tex_name = glGenTextures(1) # note: by experiment (iMac G5 Panther), this returns a single number (1L, 2L, ...), not a list or tuple, # but for an argument >1 it returns a list of longs. We depend on this behavior here. [bruce 060207] # initialize texture data glBindTexture(GL_TEXTURE_2D, self.tex_name) # 2d texture (x and y size) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) self.have_mipmaps = False if debug_pref("smoother tiny textures", Choice_boolean_False, prefs_key=True): #bruce 060212 new feature; only takes effect when image is reloaded for some reason (like "load image" button) gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image) self.have_mipmaps = True else: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 is borderwidth, # and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe the external image data. [bruce 060212 comment] ## self._initTextureEnv() #bruce 060207 do this in draw method, not here self.assy.o.gl_update() return
def update_texture_rgb24(self, img_data, x, y, width, height, rowstride): drawable = self.glarea.get_gl_drawable() context = self.glarea.get_gl_context() if not drawable.gl_begin(context): raise Exception("** Cannot create OpenGL rendering context!") assert self.textures is not None glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride/3) if self.current_mode == GLClientWindow.MODE_YUV: raise Exception("** YUV -> RGB mode change unimplemented!") elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED: log("Creating new RGB texture") w, h = self.get_size() # First time we draw must be full image assert w == width and h == height glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0) self.current_mode = GLClientWindow.MODE_RGB log("Updating RGB texture") glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, img_data) drawable.gl_end() self.render_image()
def _do_paint_rgb24(self, img_data, x, y, w, h, rowstride, options, callbacks): log("do_paint_rgb24(%s bytes, %s, %s, %s, %s, %s, %s, %s)", len(img_data), x, y, w, h, rowstride, options, callbacks) ww, wh = self.size if x+w>ww or y+h>wh: log("do_paint_rgb24: ignoring paint which would overflow the backing area") return drawable = self.gl_init() if not drawable: log("do_paint_rgb24: cannot paint yet..") return try: #cleanup if we were doing yuv previously: if self.pixel_format!=GLPixmapBacking.RGB24: self.remove_shader() self.pixel_format = GLPixmapBacking.RGB24 glEnable(GL_TEXTURE_RECTANGLE_ARB) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride/3) for texture in (GL_TEXTURE1, GL_TEXTURE2): glActiveTexture(texture) glDisable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, img_data) glBegin(GL_QUADS) for rx,ry in ((x, y), (x, y+h), (x+w, y+h), (x+w, y)): glTexCoord2i(rx, ry) glVertex2i(rx, ry) glEnd() finally: self.gl_end(drawable)
def _loadTexture(self): """ Load texture data from current image object """ ix, iy, image = self.image_obj.getTextureData() # allocate texture object if never yet done [bruce 060207 revised all related code, to fix bug 1059] if self.tex_name is None: self.tex_name = glGenTextures(1) # note: by experiment (iMac G5 Panther), this returns a single number (1L, 2L, ...), not a list or tuple, # but for an argument >1 it returns a list of longs. We depend on this behavior here. [bruce 060207] # initialize texture data glBindTexture(GL_TEXTURE_2D, self.tex_name) # 2d texture (x and y size) glPixelStorei(GL_UNPACK_ALIGNMENT,1) self.have_mipmaps = False if debug_pref("smoother tiny textures", Choice_boolean_False, prefs_key = True): #bruce 060212 new feature; only takes effect when image is reloaded for some reason (like "load image" button) gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image) self.have_mipmaps = True else: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 is borderwidth, # and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe the external image data. [bruce 060212 comment] ## self._initTextureEnv() #bruce 060207 do this in draw method, not here self.assy.o.gl_update() return
def create_float_texture(self, data, size, dimensions=2, components=3): """Bind texture with floating point vectors within. dimensions: dimensionality of the texture vector, matrix, 3D matrix. components: dimensionality of texture element number or 2D, 3D, 4D vector. """ texture_type = get_texture_type(dimensions) texture_constructor = get_texture_constructor(dimensions) internal_format = get_color_internal_format(components) texture_format = get_color_format(components) glBindTexture(texture_type, self.__textures_ids[len(self.__textures)]) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) # HACK: Python <3.5 doesn't allow to use *size # within enumerable arguments params = ([texture_type, 0, internal_format] + list(size) + [0, texture_format, GL_FLOAT, data.flatten()]) texture_constructor(*params) glTexParameterf(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST) self.__textures.append(dimensions)
def load_stack(self, stack): print('stack shape', stack.shape) s = np.array(stack, dtype=np.uint8, order='F') print(s.shape) w, h, d = s.shape print('shape', s.shape) stack_texture = glGenTextures(1) print(stack_texture) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_3D, stack_texture) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) # glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) # glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) # glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE) glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, d, h, w, 0, GL_RED, GL_UNSIGNED_BYTE, s) print("made 3D texture") return stack_texture, s.shape
def load_texture(self, img: Image) -> None: img_data = np.fromstring(img.tobytes(), np.uint8) width, height = img.size self._texture = glGenTextures(1) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glBindTexture(GL_TEXTURE_2D, self._texture) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) mode = GL_RGBA if img.mode == "RGB": mode = GL_RGB glTexImage2D( GL_TEXTURE_2D, 0, mode, width, height, 0, mode, GL_UNSIGNED_BYTE, img_data, ) glGenerateMipmap(GL_TEXTURE_2D)
def _do_paint_rgb24(self, img_data, x, y, width, height, rowstride, options, callbacks): debug( "%s._do_paint_rgb24(x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, x, y, width, height, rowstride) drawable = self.gl_init() if not drawable: debug("%s._do_paint_rgb24(..) drawable is not set!", self) return False try: self.set_rgb24_paint_state() # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a - 1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * 3) > a: row_length = width + (rowstride - width * 3) / 3 self.gl_marker( "RGB24 update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d" % (x, y, width, height, rowstride, row_length, alignment)) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y + height) glTexCoord2i(width, height) glVertex2i(x + width, y + height) glTexCoord2i(width, 0) glVertex2i(x + width, y) glEnd() # Present update to screen self.present_fbo(drawable) # present_fbo has reset state already finally: drawable.gl_end() return True
def update_planar_textures(self, x, y, width, height, img, pixel_format, scaling=False): assert self.textures is not None, "no OpenGL textures!" log("%s.update_planar_textures%s", self, (x, y, width, height, img, pixel_format)) divs = get_subsampling_divs(pixel_format) if self.pixel_format is None or self.pixel_format != pixel_format or self.texture_size != ( width, height): self.pixel_format = pixel_format self.texture_size = (width, height) self.gl_marker("Creating new planar textures, pixel format %s" % pixel_format) # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glEnable(GL_TEXTURE_RECTANGLE_ARB) mag_filter = GL_NEAREST if scaling or (div_w > 1 or div_h > 1): mag_filter = GL_LINEAR glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width / div_w, height / div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, None) self.gl_marker("updating planar textures: %sx%s %s" % (width, height, pixel_format)) rowstrides = img.get_rowstride() img_data = img.get_pixels() assert len(rowstrides) == 3 and len(img_data) == 3 for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index]) pixel_data = img_data[index] log("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes", index, divs[index], rowstrides[index], width / div_w, height / div_h, len(pixel_data)) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width / div_w, height / div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data)
def __init__(self, wid, w, h, old_backing, mmap_enabled, mmap): Backing.__init__(self, wid, mmap_enabled, mmap) display_mode = (gtk.gdkgl.MODE_RGB | gtk.gdkgl.MODE_SINGLE) # We use single buffer because double doesn't work, figure out why try: self.glconfig = gtk.gdkgl.Config(mode=display_mode) except gtk.gdkgl.NoMatches: raise SystemExit self._backing = gtk.gdkgl.ext( gdk.Pixmap(gdk.get_default_root_window(), w, h)) log.info("Creating GL pixmap size %d %d " % (w, h)) self.gldrawable = self._backing.set_gl_capability(self.glconfig) log.info("drawable ok") # Then create an indirect OpenGL rendering context. self.glcontext = gtk.gdkgl.Context(self.gldrawable, direct=True) log.info("context ok") if not self.glcontext: raise SystemExit, "** Cannot create OpenGL rendering context!" print "OpenGL rendering context is created." self.texture = None self.textures = [0] self.use_openGL_CSC = True self.yuv420_shader = None # OpenGL begin if not self.gldrawable.gl_begin(self.glcontext): return False glViewport(0, 0, w, h) glMatrixMode(GL_PROJECTION) glLoadIdentity() glOrtho(0.0, w, h, 0.0, -1.0, 1.0) glMatrixMode(GL_MODELVIEW) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) self.gldrawable.gl_end() cr = self._backing.cairo_create() if old_backing is not None and old_backing._backing is not None: # Really we should respect bit-gravity here but... meh. cr.set_operator(cairo.OPERATOR_SOURCE) cr.set_source_pixmap(old_backing._backing, 0, 0) cr.paint() old_w, old_h = old_backing._backing.get_size() cr.move_to(old_w, 0) cr.line_to(w, 0) cr.line_to(w, h) cr.line_to(0, h) cr.line_to(0, old_h) cr.line_to(old_w, old_h) cr.close_path() else: cr.rectangle(0, 0, w, h) cr.set_source_rgb(1, 1, 1) cr.fill()
def update_texture_yuv(self, img_data, x, y, width, height, rowstrides, pixel_format): assert x==0 and y==0 assert self.textures is not None, "no OpenGL textures!" if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height): self.pixel_format = pixel_format self.texture_size = (width, height) divs = get_subsampling_divs(pixel_format) debug("GL creating new YUV textures for pixel format %s using divs=%s", pixel_format, divs) self.gl_marker("Creating new YUV textures") # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glEnable(GL_TEXTURE_RECTANGLE_ARB) mag_filter = GL_NEAREST if div_w > 1 or div_h > 1: mag_filter = GL_LINEAR glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width/div_w, height/div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0) debug("Assigning fragment program") glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv_shader: self.yuv_shader = [ 1 ] glGenProgramsARB(1, self.yuv_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0]) prog = GL_COLORSPACE_CONVERSIONS glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) err = glGetString(GL_PROGRAM_ERROR_STRING_ARB) if err: #FIXME: maybe we should do something else here? log.error(err) self.gl_marker("Updating YUV textures") divs = get_subsampling_divs(pixel_format) U_width = 0 U_height = 0 for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/div_w, height/div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[index]) if index == 1: U_width = width/div_w U_height = height/div_h elif index == 2: if width/div_w != U_width: log.error("Width of V plane is %d, differs from width of corresponding U plane (%d), pixel_format is %d", width/div_w, U_width, pixel_format) if height/div_h != U_height: log.error("Height of V plane is %d, differs from height of corresponding U plane (%d)", height/div_h, U_height)
def _update_texture(self, w, h, pixels): print("update_texture id=%s" % self.drawing_area.texture_id) if self.drawing_area.texture_id is not None: glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.drawing_area.texture_id) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
def main(path=None): glutInit(sys.argv) if sys.platform == 'darwin': if not path: path = dialog() if not path: sys.exit(0) glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE) glutInitWindowPosition(0, 0) glutInitWindowSize(730, 650) win = glutCreateWindow(b'MIDI Player') (width, height, img) = read_image(join(dirname(__file__), 'mixer.ppm')) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) texture = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, texture) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glMatrixMode(GL_TEXTURE) glLoadIdentity() glScale(1 / width, 1 / height, 1) glMatrixMode(GL_PROJECTION) glLoadIdentity() glOrtho(0, 730, 0, 650, 0, 1) player = Player(win, path, width, height) glutDisplayFunc(player.display_func) glutKeyboardFunc(player.keyboard_func) glutMouseFunc(player.mouse_func) glutMotionFunc(player.motion_func) glutIdleFunc(player.process_events) submenus = [] for instrument in range(128): if instrument % 8 == 0: submenus.append([ families[instrument // 8], glutCreateMenu(player.change_instrument) ]) glutAddMenuEntry(instruments[instrument].encode('ascii'), instrument) glutCreateMenu(player.change_instrument) for family, submenu in submenus: glutAddSubMenu(family.encode('ascii'), submenu) glutAttachMenu(GLUT_RIGHT_BUTTON) glutMainLoop()
def main(path=None): glutInit(sys.argv) if sys.platform == 'darwin': if not path: path = dialog() if not path: sys.exit(0) glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE) glutInitWindowPosition(0, 0) glutInitWindowSize(730, 650) win = glutCreateWindow(b'MIDI Player') (width, height, img) = read_image('mixer.ppm') glPixelStorei(GL_UNPACK_ALIGNMENT, 1) rbo = c_uint(int(glGenRenderbuffersEXT(1))) glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbo) glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, width, height) fbo = c_uint(int(glGenFramebuffersEXT(1))) glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo) glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, rbo) glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo) glClear(GL_COLOR_BUFFER_BIT) glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, img) glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0) player = Player(win, path, width, height) glutDisplayFunc(player.display_func) glutKeyboardFunc(player.keyboard_func) glutMouseFunc(player.mouse_func) glutMotionFunc(player.motion_func) glutIdleFunc(player.process_events) submenus = [] for instrument in range(128): if instrument % 8 == 0: submenus.append([families[instrument // 8], glutCreateMenu(player.change_instrument)]) glutAddMenuEntry(instruments[instrument].encode('ascii'), instrument) glutCreateMenu(player.change_instrument) for family, submenu in submenus: glutAddSubMenu(family.encode('ascii'), submenu) glutAttachMenu(GLUT_RIGHT_BUTTON) glutMainLoop()
def set_texture(m): texture_data = np.array(m.texture_image, dtype='int8') m.textureID = glGenTextures(1) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glBindTexture(GL_TEXTURE_2D, m.textureID) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_data.shape[1], texture_data.shape[0], 0, GL_BGR, GL_UNSIGNED_BYTE, texture_data.flatten()) glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST) # must be GL_FASTEST, GL_NICEST or GL_DONT_CARE glGenerateMipmap(GL_TEXTURE_2D)
def main(path=None): glutInit(sys.argv) if sys.platform == 'darwin': if not path: path = dialog() if not path: sys.exit(0) glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE) glutInitWindowPosition(0, 0) glutInitWindowSize(730, 650) win = glutCreateWindow(b'MIDI Player') (width, height, img) = read_image(join(dirname(__file__), 'mixer.ppm')) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) texture = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, texture) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glMatrixMode(GL_TEXTURE) glLoadIdentity() glScale(1/width, 1/height, 1) glMatrixMode(GL_PROJECTION) glLoadIdentity() glOrtho(0, 730, 0, 650, 0, 1) player = Player(win, path, width, height) glutDisplayFunc(player.display_func) glutKeyboardFunc(player.keyboard_func) glutMouseFunc(player.mouse_func) glutMotionFunc(player.motion_func) glutIdleFunc(player.process_events) submenus = [] for instrument in range(128): if instrument % 8 == 0: submenus.append([families[instrument // 8], glutCreateMenu(player.change_instrument)]) glutAddMenuEntry(instruments[instrument].encode('ascii'), instrument) glutCreateMenu(player.change_instrument) for family, submenu in submenus: glutAddSubMenu(family.encode('ascii'), submenu) glutAttachMenu(GLUT_RIGHT_BUTTON) glutMainLoop()
def _do_paint_rgb24(self, img_data, x, y, width, height, rowstride, options, callbacks): debug("%s._do_paint_rgb24(x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, x, y, width, height, rowstride) drawable = self.gl_init() if not drawable: debug("%s._do_paint_rgb24(..) drawable is not set!", self) return False try: self.set_rgb24_paint_state() # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a-1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * 3) > a: row_length = width + (rowstride - width * 3) / 3 self.gl_marker("RGB24 update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d" % (x, y, width, height, rowstride, row_length, alignment)) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y+height) glTexCoord2i(width, height) glVertex2i(x+width, y+height) glTexCoord2i(width, 0) glVertex2i(x+width, y) glEnd() # Present update to screen self.present_fbo(drawable) # present_fbo has reset state already finally: drawable.gl_end() return True
def update_texture_yuv(self, img_data, x, y, width, height, rowstrides, pixel_format): window_width, window_height = self.size assert self.textures is not None, "no OpenGL textures!" if self.pixel_format is None or self.pixel_format!=pixel_format: self.pixel_format = pixel_format divs = self.get_subsampling_divs(pixel_format) log("GL creating new YUV textures for pixel format %s using divs=%s", pixel_format, divs) # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): div = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glEnable(GL_TEXTURE_RECTANGLE_ARB) mag_filter = GL_NEAREST if div>1: mag_filter = GL_LINEAR glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width/div, window_height/div, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0) log("Assigning fragment program") glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv_shader: self.yuv_shader = [ 1 ] glGenProgramsARB(1, self.yuv_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0]) prog = GL_COLORSPACE_CONVERSIONS glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) err = glGetString(GL_PROGRAM_ERROR_STRING_ARB) if err: #FIXME: maybe we should do something else here? log.error(err) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0]) # Clamp width and height to the actual texture size if x + width > window_width: width = window_width - x if y + height > window_height: height = window_height - y divs = self.get_subsampling_divs(pixel_format) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): div = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/div, height/div, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[index]) glFlush()
def update_planar_textures(self, x, y, width, height, img, pixel_format, scaling=False): assert x==0 and y==0 assert self.textures is not None, "no OpenGL textures!" debug("%s.update_planar_textures%s", self, (x, y, width, height, img, pixel_format)) divs = get_subsampling_divs(pixel_format) if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height): self.pixel_format = pixel_format self.texture_size = (width, height) self.gl_marker("Creating new planar textures, pixel format %s" % pixel_format) # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glEnable(GL_TEXTURE_RECTANGLE_ARB) mag_filter = GL_NEAREST if scaling or (div_w > 1 or div_h > 1): mag_filter = GL_LINEAR glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width/div_w, height/div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, None) self.gl_marker("updating planar textures: %sx%s %s" % (width, height, pixel_format)) U_width = 0 U_height = 0 rowstrides = img.get_rowstride() img_data = img.get_pixels() assert len(rowstrides)==3 assert len(img_data)==3 for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index]) pixel_data = img_data[index][:] debug("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes", index, divs[index], rowstrides[index], width/div_w, height/div_h, len(pixel_data)) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/div_w, height/div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data) if index == 1: U_width = width/div_w U_height = height/div_h elif index == 2: if width/div_w != U_width: log.error("Width of V plane is %d, differs from width of corresponding U plane (%d), pixel_format is %d", width/div_w, U_width, pixel_format) if height/div_h != U_height: log.error("Height of V plane is %d, differs from height of corresponding U plane (%d), pixel_format is %d", height/div_h, U_height, pixel_format)
def paint_rgb24(self, img_data, x, y, width, height, rowstride): # OpenGL begin if not self.gldrawable.gl_begin(self.glcontext): log.error("OUCH") return False # Upload texture if not self.texture: self.texture = glGenTextures(1) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride / 3) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data) vtxarrays = 1 if vtxarrays == 1: texcoords = [[0, 0], [0, height], [width, height], [width, 0]] vtxcoords = texcoords glVertexPointeri(vtxcoords) glTexCoordPointeri(texcoords) glDrawArrays(GL_QUADS, 0, 4) else: glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(0, 0) glTexCoord2i(0, height) glVertex2i(0, height) glTexCoord2i(width, height) glVertex2i(width, height) glTexCoord2i(width, 0) glVertex2i(width, 0) glEnd() # OpenGL end #self.gldrawable.swap_buffers() # self.gldrawable.swap_buffers() glFinish() self.gldrawable.gl_end()
def paint_rgb24(self, img_data, x, y, width, height, rowstride): # OpenGL begin if not self.gldrawable.gl_begin(self.glcontext): log.error("OUCH") return False # Upload texture if not self.texture: self.texture = glGenTextures(1) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride/3) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data); vtxarrays=1 if vtxarrays == 1: texcoords = [ [ 0, 0 ], [ 0, height], [ width, height], [ width, 0] ] vtxcoords = texcoords glVertexPointeri(vtxcoords) glTexCoordPointeri(texcoords) glDrawArrays(GL_QUADS, 0, 4); else: glBegin(GL_QUADS); glTexCoord2i(0, 0); glVertex2i(0, 0); glTexCoord2i(0, height); glVertex2i(0, height); glTexCoord2i(width, height); glVertex2i(width, height); glTexCoord2i(width, 0); glVertex2i(width, 0); glEnd() # OpenGL end #self.gldrawable.swap_buffers() # self.gldrawable.swap_buffers() glFinish() self.gldrawable.gl_end()
def config_texture(self): w, h = self.size pixels = "\0" * w * h * 4 # Create Texture print("glBindTexture(GL_TEXTURE_RECTANGLE_ARB) size=%s" % str(self.size)) self.texture_id = glGenTextures(1) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture_id) print("done") glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels) glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
def read_texture(filename): image_data = 0 is_hdr = False size = () if OpenEXR.isOpenExrFile(filename): is_hdr = True img = OpenEXR.InputFile(filename) FLOAT = Imath.PixelType(Imath.PixelType.FLOAT) (r, g, b) = ( img.channel(chan, FLOAT) for chan in ('R', 'G', 'B')) dw = img.header()['dataWindow'] size = (dw.max.x - dw.min.x + 1, dw.max.y - dw.min.y + 1) r_data = np.fromstring(r, dtype=np.float32) g_data = np.fromstring(g, dtype=np.float32) b_data = np.fromstring(b, dtype=np.float32) image_data = np.dstack((r_data, g_data, b_data)) img.close() else: try: image = Image.open(filename) except IOError as ex: print('IOError: failed to open texture file %s' % filename) return -1 print('opened file: size=', image.size, 'format=', image.format) image_data = np.array(list(image.getdata()), np.uint8) size = image.size image.close() texture_id= glGenTextures(1) glPixelStorei(GL_UNPACK_ALIGNMENT, 4) glBindTexture(GL_TEXTURE_2D, texture_id) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) if is_hdr: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size[0], size[1], 0, GL_RGB, GL_FLOAT, image_data) else: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, image_data) return texture_id
def set_alignment(self, width, rowstride, pixel_format): bytes_per_pixel = len(pixel_format) #ie: BGRX -> 4 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a-1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + (rowstride - width * bytes_per_pixel) // bytes_per_pixel glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) self.gl_marker("set_alignment%s GL_UNPACK_ROW_LENGTH=%i, GL_UNPACK_ALIGNMENT=%i", (width, rowstride, pixel_format), row_length, alignment)
def get_textureid_with_text(text, fgcolor, bgcolor): if not hasattr(get_textureid_with_text, 'cache'): get_textureid_with_text.cache = {} import zlib uid = str(zlib.crc32(text)) + str(zlib.crc32(np.array(fgcolor))) + str( zlib.crc32(np.array(bgcolor))) if uid not in get_textureid_with_text.cache: from PIL import ImageFont from PIL import Image from PIL import ImageDraw font = ImageFont.truetype( os.path.join(os.path.dirname(__file__), "ressources", "Arial.ttf"), 100) imsize = (128, 128) bgarray = np.asarray(np.zeros((imsize[0], imsize[1], 3)), np.uint8) bgarray[:, :, 0] += bgcolor[0] bgarray[:, :, 1] += bgcolor[1] bgarray[:, :, 2] += bgcolor[2] img = Image.fromarray(bgarray) draw = ImageDraw.Draw(img) w, h = draw.textsize(text, font=font) text_pos = ((imsize[0] - w) / 2, (imsize[1] - h) / 2) draw.text(text_pos, text, fill=tuple(np.asarray(fgcolor, np.uint8)), font=font) texture_data = np.asarray( np.array(img.getdata()).reshape(img.size[0], img.size[1], 3) * 255, np.uint8) textureID = glGenTextures(1) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glBindTexture(GL_TEXTURE_2D, textureID) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_data.shape[1], texture_data.shape[0], 0, GL_BGR, GL_UNSIGNED_BYTE, texture_data.flatten()) glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST) # must be GL_FASTEST, GL_NICEST or GL_DONT_CARE glGenerateMipmap(GL_TEXTURE_2D) get_textureid_with_text.cache[uid] = textureID return get_textureid_with_text.cache[uid]
def _create_texture(self): pixels = "\0" * 320 * 240 * 4 w = 320 h = 240 # Create Texture tex_id = glGenTextures(1) print("glBindTexture(GL_TEXTURE_RECTANGLE_ARB)") glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex_id) print("done") glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels) glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) self.texture_id = tex_id
def create_float_texture(self, data, size, dimensions=2, components=3): """Bind texture with floating point vectors within. dimensions: dimensionality of the texture vector, matrix, 3D matrix. components: dimensionality of texture element number or 2D, 3D, 4D vector. """ if dimensions == 1: texture_type = GL_TEXTURE_1D texture_store = glTexImage1D elif dimensions == 2: texture_type = GL_TEXTURE_2D texture_store = glTexImage2D elif dimensions == 3: texture_type = GL_TEXTURE_3D texture_store = glTexImage3D if components == 1: internal_format = GL_R32F texture_format = GL_RED if components == 2: internal_format = GL_RG32F texture_format = GL_RG if components == 3: internal_format = GL_RGB32F texture_format = GL_RGB if components == 4: internal_format = GL_RGBA32F texture_format = GL_RGBA glBindTexture(texture_type, self.__textures_ids[len(self.__textures)]) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) # HACK: Python <3.5 doesn't allow to use *size # within enumerable arguments params = ([texture_type, 0, internal_format] + list(size) + [0, texture_format, GL_FLOAT, data.flatten()]) texture_store(*params) glTexParameterf(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST) self.__textures.append(dimensions)
def from_matrix(cls, matrix): """Creates a texture from given matrix file. :param matrix: The matrix. :type matrix: list :returns: The texture instance. :rtype: :class:`renderer.Texture` """ w, h = len(matrix[0]), len(matrix) grid = bytes(chain.from_iterable(reversed(matrix))) tex = glGenTextures(1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, tex) # This code is necessary to handle non-power-of-two textures with small # sizes. # TODO: refactor this param_ids = [ GL_UNPACK_ALIGNMENT, GL_UNPACK_ROW_LENGTH, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_PIXELS, ] old_params = { p: glGetInteger(p) for p in param_ids } glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0) glPixelStorei(GL_UNPACK_SKIP_ROWS, 0) glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0) glTexStorage2D(GL_TEXTURE_2D, 1, GL_R8, w, h) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RED, GL_UNSIGNED_BYTE, grid) for p, v in old_params.items(): glPixelStorei(p, v) glBindTexture(GL_TEXTURE_2D, 0) return Texture(tex, w, h, GL_TEXTURE_2D)
def blit_buffer(self, buffer, size=None, mode='RGB', format=None, pos=(0, 0), buffertype=GL_UNSIGNED_BYTE): '''Blit a buffer into a texture. :Parameters: `buffer` : str Image data `size` : tuple, default to texture size Size of the image (width, height) `mode` : str, default to 'RGB' Image mode, can be one of RGB, RGBA, BGR, BGRA `format` : glconst, default to None if format is passed, it will be used instead of mode `pos` : tuple, default to (0, 0) Position to blit in the texture `buffertype` : glglconst, default to GL_UNSIGNED_BYTE Type of the data buffer ''' if size is None: size = self.size if format is None: format = self.mode_to_gl_format(mode) target = self.target glBindTexture(target, self.id) glEnable(target) # activate 1 alignement, of window failed on updating weird size glPixelStorei(GL_UNPACK_ALIGNMENT, 1) # need conversion ? pdata, format = self._convert_buffer(buffer, format) # transfer the new part of texture glTexSubImage2D(target, 0, pos[0], pos[1], size[0], size[1], format, buffertype, pdata) glFlush() glDisable(target)
def update_planar_textures(self, x, y, width, height, img, pixel_format, scaling=False): assert self.textures is not None, "no OpenGL textures!" log("%s.update_planar_textures%s", self, (x, y, width, height, img, pixel_format)) divs = get_subsampling_divs(pixel_format) if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height): self.pixel_format = pixel_format self.texture_size = (width, height) self.gl_marker("Creating new planar textures, pixel format %s", pixel_format) # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glEnable(GL_TEXTURE_RECTANGLE_ARB) mag_filter = GL_NEAREST if scaling or (div_w > 1 or div_h > 1): mag_filter = GL_LINEAR glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) set_texture_level() glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width//div_w, height//div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, None) self.gl_marker("updating planar textures: %sx%s %s", width, height, pixel_format) rowstrides = img.get_rowstride() img_data = img.get_pixels() assert len(rowstrides)==3 and len(img_data)==3 for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): (div_w, div_h) = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index]) upload, pixel_data = self.pixels_for_upload(img_data[index]) log("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes, upload=%s", index, divs[index], rowstrides[index], width//div_w, height//div_h, len(pixel_data), upload) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 0) try: glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAX_LEVEL, 0) except: pass glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width//div_w, height//div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data)
def __init__(self, imagefile, points=[], alpha=1.0): super(ImageActor, self).__init__() im = Image.open(imagefile) # Try to open the image file try: ix, iy, image = im.size[0], im.size[1], im.tostring("raw", "RGBA", 0, -1) except SystemError: ix, iy, image = im.size[0], im.size[1], im.tostring("raw", "RGBX", 0, -1) # get a texture buffer glActiveTexture(GL_TEXTURE0) self.texid = glGenTextures(1) # Bind the texture glBindTexture(GL_TEXTURE_2D, self.texid) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) # Upload the image glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) # Generate the points for the billboard if points == []: points = [Point(0,0), Point(ix,0), Point(ix,-iy), Point(0,-iy)] if len(points) != 4: raise Exception("Image needs 4 points, %d provided" % len(points)) # Generate the UV map uv = [Point(0,1), Point(1,1), Point(1,0), Point(0,0)] a = [] for i in [0,1,2,0,2,3]: point = points[i] tex = uv[i] a.extend([point.x, point.y, tex.x, tex.y]) # Assign the VBO super(ImageActor, self)._assignVBO(a) self.alpha = float(alpha)
def loadTexture(image_obj, tex_name=0): #e arg want_mipmaps """ Load texture data from current image object; return have_mipmaps, tex_name (also leave that texture bound, BTW) """ # note: some of this code has been copied into exprs/images.py, class # texture_holder [bruce 061125] ix, iy, image = image_obj.getTextureData() # allocate texture object if necessary if not tex_name: tex_name = glGenTextures(1) # It's deprecated to let this happen much. [070308] print "debug fyi: texture_helpers.loadTexture allocated tex_name %r" %\ (tex_name,) # note: by experiment (iMac G5 Panther), this returns a single number # (1L, 2L, ...), not a list or tuple, but for an argument >1 it returns # a list of longs. We depend on this behavior here. [bruce 060207] tex_name = int(tex_name) # make sure it worked as expected assert tex_name != 0 # initialize texture data glBindTexture(GL_TEXTURE_2D, tex_name) # 2d texture (x and y size) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) ###k what's this? have_mipmaps = False ##want_mipmaps = debug_pref("smoother tiny textures", ## Choice_boolean_False, prefs_key = True) want_mipmaps = True if want_mipmaps: gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image) have_mipmaps = True else: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 # is borderwidth, and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe # the external image data. [bruce 060212 comment] return have_mipmaps, tex_name
def loadTexture(image_obj, tex_name = 0): #e arg want_mipmaps """ Load texture data from current image object; return have_mipmaps, tex_name (also leave that texture bound, BTW) """ # note: some of this code has been copied into exprs/images.py, class # texture_holder [bruce 061125] ix, iy, image = image_obj.getTextureData() # allocate texture object if necessary if not tex_name: tex_name = glGenTextures(1) # It's deprecated to let this happen much. [070308] print "debug fyi: texture_helpers.loadTexture allocated tex_name %r" %\ (tex_name,) # note: by experiment (iMac G5 Panther), this returns a single number # (1L, 2L, ...), not a list or tuple, but for an argument >1 it returns # a list of longs. We depend on this behavior here. [bruce 060207] tex_name = int(tex_name) # make sure it worked as expected assert tex_name != 0 # initialize texture data glBindTexture(GL_TEXTURE_2D, tex_name) # 2d texture (x and y size) glPixelStorei(GL_UNPACK_ALIGNMENT,1) ###k what's this? have_mipmaps = False ##want_mipmaps = debug_pref("smoother tiny textures", ## Choice_boolean_False, prefs_key = True) want_mipmaps = True if want_mipmaps: gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image) have_mipmaps = True else: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 # is borderwidth, and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe # the external image data. [bruce 060212 comment] return have_mipmaps, tex_name
def load_texture(image): image = limit_pixels_count(image, args.pixels_limit) width, height = image.size image = image.tostring("raw", "RGBX", 0, -1) # Create Texture _id = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, _id) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) return _id
def _do_paint_rgb24(self, img_data, x, y, w, h, rowstride, options, callbacks): log("do_paint_rgb24(%s bytes, %s, %s, %s, %s, %s, %s, %s)", len(img_data), x, y, w, h, rowstride, options, callbacks) ww, wh = self.size if x + w > ww or y + h > wh: log("do_paint_rgb24: ignoring paint which would overflow the backing area" ) return drawable = self.gl_init() if not drawable: log("do_paint_rgb24: cannot paint yet..") return try: #cleanup if we were doing yuv previously: if self.pixel_format != GLPixmapBacking.RGB24: self.remove_shader() self.pixel_format = GLPixmapBacking.RGB24 glEnable(GL_TEXTURE_RECTANGLE_ARB) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride / 3) for texture in (GL_TEXTURE1, GL_TEXTURE2): glActiveTexture(texture) glDisable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, w, h, GL_RGB, GL_UNSIGNED_BYTE, img_data) glBegin(GL_QUADS) for rx, ry in ((x, y), (x, y + h), (x + w, y + h), (x + w, y)): glTexCoord2i(rx, ry) glVertex2i(rx, ry) glEnd() finally: self.gl_end(drawable)
def __init__(self, face: freetype.Face, char: str) -> None: if face.load_char(char, freetype.FT_LOAD_RENDER): raise RuntimeError('failed to load char \'%s\'' % char) glyph = face.glyph bitmap = glyph.bitmap assert bitmap.pixel_mode == freetype.FT_PIXEL_MODE_GRAY, \ "We haven't implemented support for other pixel modes" glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT) glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE) glPixelStorei(GL_UNPACK_ROW_LENGTH, 0) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) self._texture_id = glGenTextures(1) self._width = bitmap.width self._height = bitmap.rows self._descender = glyph.bitmap_top - self._height self._bearing_x = glyph.bitmap_left self._advance = numpy.array( [face.glyph.advance.x / 64.0, face.glyph.advance.y / 64.0]) glBindTexture(GL_TEXTURE_2D, self._texture_id) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) data = numpy.array(bitmap.buffer, numpy.ubyte).reshape(self._height, self._width) glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, self._width, self._height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, numpy.flipud(data)) glPopClientAttrib()
def load_texture(image): image = limit_pixels_count(image, args.pixels_limit) width, height = image.size image = image.tostring("raw", "RGBX", 0, -1) # Create Texture _id = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, _id) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image ) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) return _id
def __init__(self, stack, spacing): s = np.array(stack, dtype=np.uint8, order='F') w, h, d = s.shape stack_texture = glGenTextures(1) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_3D, stack_texture) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE) glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, d, h, w, 0, GL_RED, GL_UNSIGNED_BYTE, s) self.stack_texture = stack_texture self.shape = s.shape
def refresh(self): img = self.textureData mi, ma = self.histogramScale pic_ny, pic_nx = img.shape if img.dtype.type in (numpy.float64, numpy.int32, numpy.uint32): data = img.astype(numpy.float32) imgString = data.tostring() imgType = numpy.float32 else: imgString = img.tostring() imgType = img.dtype.type # maxUShort: value that represents "maximum color" - i.e. white if img.dtype.type == numpy.uint16: maxUShort = (1 << 16) - 1 elif img.dtype.type == numpy.int16: maxUShort = (1 << 15) - 1 elif img.dtype.type == numpy.uint8: maxUShort = (1 << 8) - 1 else: maxUShort = 1 mmrange = float(ma) - float(mi) fBias = -float(mi) / mmrange f = maxUShort / mmrange glBindTexture(GL_TEXTURE_2D, self.texture) glPixelTransferf(GL_RED_SCALE, f) glPixelTransferf(GL_GREEN_SCALE, f) glPixelTransferf(GL_BLUE_SCALE, f) glPixelTransferf(GL_RED_BIAS, fBias) glPixelTransferf(GL_GREEN_BIAS, fBias) glPixelTransferf(GL_BLUE_BIAS, fBias) glPixelTransferi(GL_MAP_COLOR, False) if img.dtype.type in (numpy.float64, numpy.int32, numpy.uint32, numpy.complex64, numpy.complex128): itSize = 4 glPixelStorei(GL_UNPACK_SWAP_BYTES, False) # create native float32 copy - see below else: itSize = img.itemsize glPixelStorei(GL_UNPACK_SWAP_BYTES, not img.dtype.isnative) glPixelStorei(GL_UNPACK_ALIGNMENT, itSize) if imgType not in dtypeToGlTypeMap: raise ValueError("Unsupported data mode %s" % str(imgType)) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, pic_nx, pic_ny, GL_LUMINANCE, dtypeToGlTypeMap[imgType], imgString)
def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options): log("%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d, options=%s)", self, bpp, len(img_data), x, y, width, height, rowstride, options) context = self.gl_context() if not context: log("%s._do_paint_rgb(..) no context!", self) return False #TODO: move this code up to the decode thread section upload, img_data = self.pixels_for_upload(img_data) with context: self.gl_init() self.set_rgb_paint_state() rgb_format = options.get(b"rgb_format") if not rgb_format: #Older servers may not tell us the pixel format, so we must infer it: if bpp==24: rgb_format = "RGB" else: assert bpp==32 rgb_format = "RGBA" else: rgb_format = rgb_format.decode() #convert it to a GL constant: pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format) assert pformat is not None, "could not find pixel format for %s (bpp=%s)" % (rgb_format, bpp) bytes_per_pixel = len(rgb_format) #ie: BGRX -> 4 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a-1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + (rowstride - width * bytes_per_pixel) // bytes_per_pixel self.gl_marker("%s %sbpp update at (%d,%d) size %dx%d (%s bytes), stride=%d, row length %d, alignment %d, using GL %s format=%s", rgb_format, bpp, x, y, width, height, len(img_data), rowstride, row_length, alignment, upload, CONSTANT_TO_PIXEL_FORMAT.get(pformat)) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 0) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAX_LEVEL, 0) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y+height) glTexCoord2i(width, height) glVertex2i(x+width, y+height) glTexCoord2i(width, 0) glVertex2i(x+width, y) glEnd() self.paint_box(options.get("encoding"), options.get("delta", -1)>=0, x, y, width, height) # Present update to screen self.present_fbo(x, y, width, height, options.get("flush", 0)) # present_fbo has reset state already return True
def paint_yuv420(self, img_data, x, y, width, height, rowstrides): #import time #before=time.time() # OpenGL begin if not self.gldrawable.gl_begin(self.glcontext): log.error("OUCH") return False # Upload texture if self.textures[0] == 0: self.textures = glGenTextures(3) glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv420_shader: self.yuv420_shader = [ 1 ] glGenProgramsARB(1, self.yuv420_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) # The following fragprog is: # * MIT X11 license, Copyright (c) 2007 by: # * Michael Dominic K. <*****@*****.**> #http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions prog = """!!ARBfp1.0 # cgc version 3.1.0010, build date Feb 10 2012 # command line args: -profile arbfp1 # source file: yuv.cg #vendor NVIDIA Corporation #version 3.1.0.10 #profile arbfp1 #program main #semantic main.IN #var float2 IN.texcoord1 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 IN.texcoord2 : $vin.TEXCOORD1 : TEX1 : 0 : 1 #var float2 IN.texcoord3 : $vin.TEXCOORD2 : TEX2 : 0 : 1 #var samplerRECT IN.texture1 : TEXUNIT0 : texunit 0 : 0 : 1 #var samplerRECT IN.texture2 : TEXUNIT1 : texunit 1 : 0 : 1 #var samplerRECT IN.texture3 : TEXUNIT2 : texunit 2 : 0 : 1 #var float4 IN.color : $vin.COLOR0 : COL0 : 0 : 1 #var float4 main.color : $vout.COLOR0 : COL : -1 : 1 #const c[0] = 1.1643835 2.017231 0 0.5 #const c[1] = 0.0625 1.1643835 -0.3917616 -0.81296802 #const c[2] = 1.1643835 0 1.5960271 PARAM c[3] = { { 1.1643835, 2.017231, 0, 0.5 }, { 0.0625, 1.1643835, -0.3917616, -0.81296802 }, { 1.1643835, 0, 1.5960271 } }; TEMP R0; TEMP R1; TEX R0.x, fragment.texcoord[2], texture[2], RECT; ADD R1.z, R0.x, -c[0].w; TEX R1.x, fragment.texcoord[0], texture[0], RECT; TEX R0.x, fragment.texcoord[1], texture[1], RECT; ADD R1.x, R1, -c[1]; ADD R1.y, R0.x, -c[0].w; DP3 result.color.z, R1, c[0]; DP3 result.color.y, R1, c[1].yzww; DP3 result.color.x, R1, c[2]; MOV result.color.w, fragment.color.primary; END # 10 instructions, 2 R-regs """ glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) log.error(glGetString(GL_PROGRAM_ERROR_STRING_ARB)) glEnable(GL_FRAGMENT_PROGRAM_ARB) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[0]) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[1]) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width/2, height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[1]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[2]) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width/2, height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[2]); vtxarrays=0 if vtxarrays == 1: texcoords = [ [ 0, 0 ], [ 0, height], [ width, height], [ width, 0] ] vtxcoords = texcoords texcoords_half = [ [ 0, 0 ], [ 0, height/2], [ width/2, height/2], [ width/2, 0] ] glVertexPointeri(vtxcoords) glActiveTexture(GL_TEXTURE0); glClientActiveTexture(GL_TEXTURE0) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointeri(texcoords) glActiveTexture(GL_TEXTURE1); glClientActiveTexture(GL_TEXTURE1) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointeri(texcoords_half) glActiveTexture(GL_TEXTURE2); glClientActiveTexture(GL_TEXTURE2) glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointeri(texcoords_half) glDrawArrays(GL_QUADS, 0, 4); else: glBegin(GL_QUADS); glMultiTexCoord2i(GL_TEXTURE0, 0, 0); glMultiTexCoord2i(GL_TEXTURE1, 0, 0); glMultiTexCoord2i(GL_TEXTURE2, 0, 0); glVertex2i(0, 0); glMultiTexCoord2i(GL_TEXTURE0, 0, height); glMultiTexCoord2i(GL_TEXTURE1, 0, height/2); glMultiTexCoord2i(GL_TEXTURE2, 0, height/2); glVertex2i(0, height); glMultiTexCoord2i(GL_TEXTURE0, width, height); glMultiTexCoord2i(GL_TEXTURE1, width/2, height/2); glMultiTexCoord2i(GL_TEXTURE2, width/2, height/2); glVertex2i(width, height); glMultiTexCoord2i(GL_TEXTURE0, width, 0); glMultiTexCoord2i(GL_TEXTURE1, width/2, 0); glMultiTexCoord2i(GL_TEXTURE2, width/2, 0); glVertex2i(width, 0); glEnd() # OpenGL end #self.gldrawable.swap_buffers() # self.gldrawable.swap_buffers() glFinish() self.gldrawable.gl_end()
def paint_yuv420(self, img_data, x, y, width, height, rowstrides): #import time #before=time.time() # OpenGL begin if not self.gldrawable.gl_begin(self.glcontext): log.error("OUCH") return False # Upload texture if self.textures[0] == 0: self.textures = glGenTextures(3) glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv420_shader: self.yuv420_shader = [1] glGenProgramsARB(1, self.yuv420_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) # The following fragprog is: # * MIT X11 license, Copyright (c) 2007 by: # * Michael Dominic K. <*****@*****.**> #http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions prog = """!!ARBfp1.0 # cgc version 3.1.0010, build date Feb 10 2012 # command line args: -profile arbfp1 # source file: yuv.cg #vendor NVIDIA Corporation #version 3.1.0.10 #profile arbfp1 #program main #semantic main.IN #var float2 IN.texcoord1 : $vin.TEXCOORD0 : TEX0 : 0 : 1 #var float2 IN.texcoord2 : $vin.TEXCOORD1 : TEX1 : 0 : 1 #var float2 IN.texcoord3 : $vin.TEXCOORD2 : TEX2 : 0 : 1 #var samplerRECT IN.texture1 : TEXUNIT0 : texunit 0 : 0 : 1 #var samplerRECT IN.texture2 : TEXUNIT1 : texunit 1 : 0 : 1 #var samplerRECT IN.texture3 : TEXUNIT2 : texunit 2 : 0 : 1 #var float4 IN.color : $vin.COLOR0 : COL0 : 0 : 1 #var float4 main.color : $vout.COLOR0 : COL : -1 : 1 #const c[0] = 1.1643835 2.017231 0 0.5 #const c[1] = 0.0625 1.1643835 -0.3917616 -0.81296802 #const c[2] = 1.1643835 0 1.5960271 PARAM c[3] = { { 1.1643835, 2.017231, 0, 0.5 }, { 0.0625, 1.1643835, -0.3917616, -0.81296802 }, { 1.1643835, 0, 1.5960271 } }; TEMP R0; TEMP R1; TEX R0.x, fragment.texcoord[2], texture[2], RECT; ADD R1.z, R0.x, -c[0].w; TEX R1.x, fragment.texcoord[0], texture[0], RECT; TEX R0.x, fragment.texcoord[1], texture[1], RECT; ADD R1.x, R1, -c[1]; ADD R1.y, R0.x, -c[0].w; DP3 result.color.z, R1, c[0]; DP3 result.color.y, R1, c[1].yzww; DP3 result.color.x, R1, c[2]; MOV result.color.w, fragment.color.primary; END # 10 instructions, 2 R-regs """ glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) log.error(glGetString(GL_PROGRAM_ERROR_STRING_ARB)) glEnable(GL_FRAGMENT_PROGRAM_ARB) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[0]) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[0]) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[1]) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[1]) glActiveTexture(GL_TEXTURE2) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[2]) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[2]) vtxarrays = 0 if vtxarrays == 1: texcoords = [[0, 0], [0, height], [width, height], [width, 0]] vtxcoords = texcoords texcoords_half = [[0, 0], [0, height / 2], [width / 2, height / 2], [width / 2, 0]] glVertexPointeri(vtxcoords) glActiveTexture(GL_TEXTURE0) glClientActiveTexture(GL_TEXTURE0) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glTexCoordPointeri(texcoords) glActiveTexture(GL_TEXTURE1) glClientActiveTexture(GL_TEXTURE1) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glTexCoordPointeri(texcoords_half) glActiveTexture(GL_TEXTURE2) glClientActiveTexture(GL_TEXTURE2) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glTexCoordPointeri(texcoords_half) glDrawArrays(GL_QUADS, 0, 4) else: glBegin(GL_QUADS) glMultiTexCoord2i(GL_TEXTURE0, 0, 0) glMultiTexCoord2i(GL_TEXTURE1, 0, 0) glMultiTexCoord2i(GL_TEXTURE2, 0, 0) glVertex2i(0, 0) glMultiTexCoord2i(GL_TEXTURE0, 0, height) glMultiTexCoord2i(GL_TEXTURE1, 0, height / 2) glMultiTexCoord2i(GL_TEXTURE2, 0, height / 2) glVertex2i(0, height) glMultiTexCoord2i(GL_TEXTURE0, width, height) glMultiTexCoord2i(GL_TEXTURE1, width / 2, height / 2) glMultiTexCoord2i(GL_TEXTURE2, width / 2, height / 2) glVertex2i(width, height) glMultiTexCoord2i(GL_TEXTURE0, width, 0) glMultiTexCoord2i(GL_TEXTURE1, width / 2, 0) glMultiTexCoord2i(GL_TEXTURE2, width / 2, 0) glVertex2i(width, 0) glEnd() # OpenGL end #self.gldrawable.swap_buffers() # self.gldrawable.swap_buffers() glFinish() self.gldrawable.gl_end()
def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options, callbacks): debug( "%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, bpp, len(img_data), x, y, width, height, rowstride) drawable = self.gl_init() if not drawable: debug("%s._do_paint_rgb(..) drawable is not set!", self) return False try: self.set_rgb_paint_state() bytes_per_pixel = bpp / 8 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a - 1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + ( rowstride - width * bytes_per_pixel) / bytes_per_pixel rgb_format = options.get("rgb_format", None) self.gl_marker( "%s %sbpp update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d" % (rgb_format, bpp, x, y, width, height, rowstride, row_length, alignment)) #Older clients may not tell us the pixel format, so we must infer it: if bpp == 24: default_format = "RGB" else: assert bpp == 32 default_format = "RGBA" #convert it to a GL constant: pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format or default_format) assert pformat is not None, "could not find pixel format for %s or %s (bpp=%s)" % ( rgb_format, default_format, bpp) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y + height) glTexCoord2i(width, height) glVertex2i(x + width, y + height) glTexCoord2i(width, 0) glVertex2i(x + width, y) glEnd() # Present update to screen self.present_fbo(drawable) # present_fbo has reset state already finally: drawable.gl_end() return True
def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options, callbacks): debug( "%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, bpp, len(img_data), x, y, width, height, rowstride, ) drawable = self.gl_init() if not drawable: debug("%s._do_paint_rgb(..) drawable is not set!", self) return False try: self.set_rgb_paint_state() bytes_per_pixel = bpp / 8 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a - 1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) > a: row_length = width + (rowstride - width * bytes_per_pixel) / bytes_per_pixel rgb_format = options.get("rgb_format", None) self.gl_marker( "%s %sbpp update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d" % (rgb_format, bpp, x, y, width, height, rowstride, row_length, alignment) ) # Upload data as temporary RGB texture if bpp == 24: if rgb_format == "BGR": pformat = GL_BGR else: assert rgb_format in ("RGB", None), "invalid 24-bit format: %s" % rgb_format pformat = GL_RGB else: assert bpp == 32 if rgb_format == "BGRA": pformat = GL_BGRA else: assert rgb_format in ("RGBA", None), "invalid 32-bit format: %s" % rgb_format pformat = GL_RGBA glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y + height) glTexCoord2i(width, height) glVertex2i(x + width, y + height) glTexCoord2i(width, 0) glVertex2i(x + width, y) glEnd() # Present update to screen self.present_fbo(drawable) # present_fbo has reset state already finally: drawable.gl_end() return True
def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options): log("%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, bpp, len(img_data), x, y, width, height, rowstride) drawable = self.gl_init() if not drawable: log("%s._do_paint_rgb(..) drawable is not set!", self) return False #deal with buffers uploads by wrapping them if we can, or copy to a string: if type(img_data)==buffer: if memoryview_type is not None: img_data = memoryview_type(img_data) else: img_data = str(img_data) try: self.set_rgb_paint_state() rgb_format = options.get("rgb_format") if not rgb_format: #Older servers may not tell us the pixel format, so we must infer it: if bpp==24: rgb_format = "RGB" else: assert bpp==32 rgb_format = "RGBA" #convert it to a GL constant: pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format) assert pformat is not None, "could not find pixel format for %s (bpp=%s)" % (rgb_format, bpp) bytes_per_pixel = len(rgb_format) #ie: BGRX -> 4 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a-1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + (rowstride - width * bytes_per_pixel) / bytes_per_pixel self.gl_marker("%s %sbpp update at (%d,%d) size %dx%d (%s bytes), stride=%d, row length %d, alignment %d, using GL upload format=%s" % (rgb_format, bpp, x, y, width, height, len(img_data), rowstride, row_length, alignment, CONSTANT_TO_PIXEL_FORMAT.get(pformat))) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y+height) glTexCoord2i(width, height) glVertex2i(x+width, y+height) glTexCoord2i(width, 0) glVertex2i(x+width, y) glEnd() # Present update to screen self.present_fbo(drawable) # present_fbo has reset state already finally: drawable.gl_end() return True
def update_texture_yuv(self, img_data, x, y, width, height, rowstrides, pixel_format): window_width, window_height = self.size assert self.textures is not None, "no OpenGL textures!" if self.pixel_format is None or self.pixel_format != pixel_format: self.pixel_format = pixel_format divs = self.get_subsampling_divs(pixel_format) log( "GL creating new YUV textures for pixel format %s using divs=%s", pixel_format, divs) # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): div = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glEnable(GL_TEXTURE_RECTANGLE_ARB) mag_filter = GL_NEAREST if div > 1: mag_filter = GL_LINEAR glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width / div, window_height / div, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0) log("Assigning fragment program") glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv_shader: self.yuv_shader = [1] glGenProgramsARB(1, self.yuv_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0]) prog = GL_COLORSPACE_CONVERSIONS glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) err = glGetString(GL_PROGRAM_ERROR_STRING_ARB) if err: #FIXME: maybe we should do something else here? log.error(err) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0]) # Clamp width and height to the actual texture size if x + width > window_width: width = window_width - x if y + height > window_height: height = window_height - y divs = self.get_subsampling_divs(pixel_format) for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)): div = divs[index] glActiveTexture(texture) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width / div, height / div, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[index]) glFlush()
def update_texture_yuv420(self, img_data, x, y, width, height, rowstrides): drawable = self.glarea.get_gl_drawable() context = self.glarea.get_gl_context() window_width, window_height = self.get_size() if not drawable.gl_begin(context): raise Exception("** Cannot create OpenGL rendering context!") assert self.textures is not None if self.current_mode == GLClientWindow.MODE_RGB: raise Exception("** RGB -> YUV mode change unimplemented!") elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED: log("Creating new YUV textures") # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width, window_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width / 2, window_height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0) glActiveTexture(GL_TEXTURE2) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width / 2, window_height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0) log("Assigning fragment program") glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv420_shader: self.yuv420_shader = [1] glGenProgramsARB(1, self.yuv420_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) prog = GL_COLORSPACE_CONVERSIONS glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) log.error(glGetString(GL_PROGRAM_ERROR_STRING_ARB)) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) self.current_mode = GLClientWindow.MODE_YUV # Clamp width and height to the actual texture size if x + width > window_width: width = window_width - x if y + height > window_height: height = window_height - y glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[0]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[0]) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[1]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width / 2, height / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[1]) glActiveTexture(GL_TEXTURE2) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[2]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width / 2, height / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[2]) drawable.gl_end() self.render_image()
def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options): log( "%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, bpp, len(img_data), x, y, width, height, rowstride) drawable = self.gl_init() if not drawable: log("%s._do_paint_rgb(..) drawable is not set!", self) return False #deal with buffers uploads by wrapping them if we can, or copy to a string: if type(img_data) == buffer: if memoryview_type is not None: img_data = memoryview_type(img_data) else: img_data = str(img_data) try: self.set_rgb_paint_state() rgb_format = options.get("rgb_format") if not rgb_format: #Older servers may not tell us the pixel format, so we must infer it: if bpp == 24: rgb_format = "RGB" else: assert bpp == 32 rgb_format = "RGBA" #convert it to a GL constant: pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format) assert pformat is not None, "could not find pixel format for %s (bpp=%s)" % ( rgb_format, bpp) bytes_per_pixel = len(rgb_format) #ie: BGRX -> 4 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a - 1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + ( rowstride - width * bytes_per_pixel) / bytes_per_pixel self.gl_marker( "%s %sbpp update at (%d,%d) size %dx%d (%s bytes), stride=%d, row length %d, alignment %d, using GL upload format=%s" % (rgb_format, bpp, x, y, width, height, len(img_data), rowstride, row_length, alignment, CONSTANT_TO_PIXEL_FORMAT.get(pformat))) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y + height) glTexCoord2i(width, height) glVertex2i(x + width, y + height) glTexCoord2i(width, 0) glVertex2i(x + width, y) glEnd() # Present update to screen self.present_fbo(drawable) # present_fbo has reset state already finally: drawable.gl_end() return True
def update_texture_yuv420(self, img_data, x, y, width, height, rowstrides): drawable = self.glarea.get_gl_drawable() context = self.glarea.get_gl_context() window_width, window_height = self.get_size() if not drawable.gl_begin(context): raise Exception("** Cannot create OpenGL rendering context!") assert self.textures is not None if self.current_mode == GLClientWindow.MODE_RGB: raise Exception("** RGB -> YUV mode change unimplemented!") elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED: log("Creating new YUV textures") # Create textures of the same size as the window's glEnable(GL_TEXTURE_RECTANGLE_ARB) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width, window_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width/2, window_height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2]) glEnable(GL_TEXTURE_RECTANGLE_ARB) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width/2, window_height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0); log("Assigning fragment program") glEnable(GL_FRAGMENT_PROGRAM_ARB) if not self.yuv420_shader: self.yuv420_shader = [ 1 ] glGenProgramsARB(1, self.yuv420_shader) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) prog = GL_COLORSPACE_CONVERSIONS glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog) log.error(glGetString(GL_PROGRAM_ERROR_STRING_ARB)) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0]) self.current_mode = GLClientWindow.MODE_YUV # Clamp width and height to the actual texture size if x + width > window_width: width = window_width - x if y + height > window_height: height = window_height - y glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[0]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[0]) glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[1]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/2, height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[1]) glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2]) glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[2]) glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/2, height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[2]) drawable.gl_end() self.render_image()
def setup(self): ''' Construct the texture atlas for the font ''' face = Face(self.filename) face.set_pixel_sizes(0, self.size) rowh, roww = 0,0 # Determine image size for i in xrange(32,128): face.load_char( chr(i), FT_LOAD_RENDER) bitmap = face.glyph.bitmap if roww + bitmap.width + 1 >= 1024: # max texture width self.w = max(self.w, roww) self.h += rowh roww = 0 rowh = 0 roww += bitmap.width + 1 rowh = max(rowh, bitmap.rows) self.w = max(self.w, roww) self.h += rowh ## Create texture to hold ASCII glyphs # Ensure no texture is currently selected glActiveTexture(GL_TEXTURE0) self.texid = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, self.texid) glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, self.w, self.h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0) # We require 1 byte alignment when uploading texture data glPixelStorei(GL_UNPACK_ALIGNMENT, 1) # Clamping to edges is important to prevent artifacts when scaling glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) # Linear filtering looks better for text glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) # Add glyphs to texture ox = 0 oy = 0 rowh = 0 # class to hold data class CharInfo: pass for i in xrange(32,128): face.load_char( chr(i), FT_LOAD_RENDER) g = face.glyph bitmap = g.bitmap if ox + bitmap.width + 1 >= 1024: # max texture width oy += rowh rowh = 0 ox = 0 glTexSubImage2D(GL_TEXTURE_2D, 0, ox, oy, bitmap.width, bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, bitmap.buffer) ci = CharInfo() ci.ax = float(g.advance.x >> 6) ci.ay = float(g.advance.y >> 6) ci.bw = float(bitmap.width) ci.bh = float(bitmap.rows) ci.bl = float(g.bitmap_left) ci.bt = float(g.bitmap_top) ci.tx = float(ox) / float(self.w) ci.ty = float(oy) / float(self.h) self.c[chr(i)] = ci rowh = max(rowh, bitmap.rows) ox += bitmap.width + 1
def do_paint_rgb(self, rgb_format, img_data, x, y, width, height, rowstride, options, callbacks): log("%s.do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d, options=%s)", self, rgb_format, len(img_data), x, y, width, height, rowstride, options) context = self.gl_context() if not context: log("%s._do_paint_rgb(..) no context!", self) fire_paint_callbacks(callbacks, False, "no opengl context") return if not options.get("paint", True): fire_paint_callbacks(callbacks) return try: upload, img_data = self.pixels_for_upload(img_data) with context: self.gl_init() self.set_rgb_paint_state() #convert it to a GL constant: pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format.decode()) assert pformat is not None, "could not find pixel format for %s" % rgb_format bytes_per_pixel = len(rgb_format) #ie: BGRX -> 4 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a-1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + (rowstride - width * bytes_per_pixel) // bytes_per_pixel self.gl_marker("%s update at (%d,%d) size %dx%d (%s bytes), stride=%d, row length %d, alignment %d, using GL %s format=%s", rgb_format, x, y, width, height, len(img_data), rowstride, row_length, alignment, upload, CONSTANT_TO_PIXEL_FORMAT.get(pformat)) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) set_texture_level() glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y+height) glTexCoord2i(width, height) glVertex2i(x+width, y+height) glTexCoord2i(width, 0) glVertex2i(x+width, y) glEnd() self.paint_box(options.get("encoding"), options.get("delta", -1)>=0, x, y, width, height) # Present update to screen self.present_fbo(x, y, width, height, options.get("flush", 0)) # present_fbo has reset state already fire_paint_callbacks(callbacks) except Exception as e: log("Error in %s paint of %i bytes, options=%s)", rgb_format, len(img_data), options) fire_paint_callbacks(callbacks, False, "OpenGL %s paint error: %s" % (rgb_format, e))
uv_data, GL_STATIC_DRAW) glVertexAttribPointer(program.attribute_location('vin_uv'), 2, GL_FLOAT, GL_FALSE, 0, None) glEnableVertexAttribArray(1) # Lets unbind our vbo and vao state # We will bind these again in the draw loop glBindBuffer(GL_ARRAY_BUFFER, 0) glBindVertexArray(0) running = True img = Image.open(sys.path[0] + '/../art/enthought.png') img_data = numpy.array(list(img.getdata()), numpy.int8) texture_id = glGenTextures(1) glPixelStorei(GL_UNPACK_ALIGNMENT, 4) glBindTexture(GL_TEXTURE_2D, texture_id) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img.size[0], img.size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data) while running: glClear(GL_COLOR_BUFFER_BIT) # Specify shader to be used glUseProgram(program.program_id) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, texture_id)
def do_paint_rgb(self, rgb_format, img_data, x, y, width, height, rowstride, options, callbacks): log( "%s.do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d, options=%s)", self, rgb_format, len(img_data), x, y, width, height, rowstride, options) context = self.gl_context() if not context: log("%s._do_paint_rgb(..) no context!", self) fire_paint_callbacks(callbacks, False, "no opengl context") return if not options.get("paint", True): fire_paint_callbacks(callbacks) return try: upload, img_data = self.pixels_for_upload(img_data) with context: self.gl_init() self.set_rgb_paint_state() #convert it to a GL constant: pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format.decode()) assert pformat is not None, "could not find pixel format for %s" % rgb_format bytes_per_pixel = len(rgb_format) #ie: BGRX -> 4 # Compute alignment and row length row_length = 0 alignment = 1 for a in [2, 4, 8]: # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on if (rowstride & a - 1) == 0: alignment = a # If number of extra bytes is greater than the alignment value, # then we also have to set row_length # Otherwise it remains at 0 (= width implicitely) if (rowstride - width * bytes_per_pixel) >= alignment: row_length = width + ( rowstride - width * bytes_per_pixel) // bytes_per_pixel self.gl_marker( "%s update at (%d,%d) size %dx%d (%s bytes), stride=%d, row length %d, alignment %d, using GL %s format=%s", rgb_format, x, y, width, height, len(img_data), rowstride, row_length, alignment, upload, CONSTANT_TO_PIXEL_FORMAT.get(pformat)) # Upload data as temporary RGB texture glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB]) glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length) glPixelStorei(GL_UNPACK_ALIGNMENT, alignment) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST) set_texture_level() glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data) # Draw textured RGB quad at the right coordinates glBegin(GL_QUADS) glTexCoord2i(0, 0) glVertex2i(x, y) glTexCoord2i(0, height) glVertex2i(x, y + height) glTexCoord2i(width, height) glVertex2i(x + width, y + height) glTexCoord2i(width, 0) glVertex2i(x + width, y) glEnd() self.paint_box(options.get("encoding"), options.get("delta", -1) >= 0, x, y, width, height) # Present update to screen self.present_fbo(x, y, width, height, options.get("flush", 0)) # present_fbo has reset state already fire_paint_callbacks(callbacks) except Exception as e: log("Error in %s paint of %i bytes, options=%s)", rgb_format, len(img_data), options) fire_paint_callbacks(callbacks, False, "opengl %s paint error: %s" % (rgb_format, e))