コード例 #1
0
 def render_single_texture(self, tex):
     glBindVertexArray(self.vao_id)
     glActiveTexture(GL_TEXTURE0)
     glBindTexture(GL_TEXTURE_2D, get_gl_texture_id(tex))
     self.default_shader.use()
     self.default_shader.set_uniform_1i('image_tex', 0)
     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, None)
     return True
コード例 #2
0
ファイル: glbox.py プロジェクト: changyujiang/edgetpuvision
    def do_render(self, filter, in_tex):
        # Black borders.
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glBindVertexArray(self.vao_id)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, in_tex.tex_id)
        self.shader.use()
        self.shader.set_uniform_1f('u_scale_x', self.scale_x)
        self.shader.set_uniform_1f('u_scale_y', self.scale_y)
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, None)
コード例 #3
0
    def init_gl(self, glcontext):
        assert not self.shader
        assert glcontext == self.glcontext

        frag_stage = GstGL.GLSLStage.new_default_fragment(self.glcontext)
        vert_stage = GstGL.GLSLStage.new_with_string(
            self.glcontext, GL_VERTEX_SHADER, GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            VERTEX_SHADER_SRC)
        self.shader = GstGL.GLShader.new(self.glcontext)
        self.shader.compile_attach_stage(vert_stage)
        self.shader.compile_attach_stage(frag_stage)
        self.shader.link()

        self.u_transformation = glGetUniformLocation.wrappedOperation(
            self.shader.get_program_handle(), 'u_transformation')

        a_position = self.shader.get_attribute_location('a_position')
        a_texcoord = self.shader.get_attribute_location('a_texcoord')

        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS),
                     POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS),
                     TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES),
                     INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glVertexAttribPointer.wrappedOperation(a_position, 2, GL_FLOAT,
                                               GL_FALSE, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glVertexAttribPointer.wrappedOperation(a_texcoord, 2, GL_FLOAT,
                                               GL_FALSE, 0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
コード例 #4
0
    def setup_scene(self, image_tex, bind_hm=True, bind_bg=True):
        glBindVertexArray(self.vao_id)

        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, image_tex)

        glActiveTexture(GL_TEXTURE0 + 1)
        glBindTexture(GL_TEXTURE_2D, self.hm_tex_id if bind_hm else 0)

        glActiveTexture(GL_TEXTURE0 + 2)
        glBindTexture(GL_TEXTURE_2D, get_gl_texture_id(self.bg_buf) if bind_bg else 0)

        self.hm_shader.use()
        self.hm_shader.set_uniform_1i('image_tex', 0)
        self.hm_shader.set_uniform_1i('hm_tex', 1)
        self.hm_shader.set_uniform_1i('bg_tex', 2)
コード例 #5
0
ファイル: glbox.py プロジェクト: changyujiang/edgetpuvision
    def do_gl_start(self):
        frag_stage = GstGL.GLSLStage.new_default_fragment(self.context)
        vert_stage = GstGL.GLSLStage.new_with_string(self.context,
            GL_VERTEX_SHADER,
            GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            VERTEX_SHADER)

        self.shader = GstGL.GLShader.new(self.context)
        self.shader.compile_attach_stage(vert_stage)
        self.shader.compile_attach_stage(frag_stage)
        self.shader.link()

        a_position = self.shader.get_attribute_location('a_position')
        a_texcoord = self.shader.get_attribute_location('a_texcoord')

        self.vao_id = glGenVertexArrays(1)
        glBindVertexArray(self.vao_id)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS), POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS), TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES), INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices_buffer);
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer);
        glVertexAttribPointer.wrappedOperation(a_position, 2, GL_FLOAT, GL_FALSE, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer);
        glVertexAttribPointer.wrappedOperation(a_texcoord, 2, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        return True
コード例 #6
0
    def init_gl(self, glcontext):
        #TODO deinit at some point
        assert not self.glcontext

        vert_stage = GstGL.GLSLStage.new_default_vertex(glcontext)
        frag_stage = GstGL.GLSLStage.new_with_string(
            glcontext, GL_FRAGMENT_SHADER, GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            FRAGMENT_SHADER_SRC)
        self.hm_shader = GstGL.GLShader.new(glcontext)
        self.hm_shader.compile_attach_stage(vert_stage)
        self.hm_shader.compile_attach_stage(frag_stage)
        self.hm_shader.link()

        self.default_shader = GstGL.GLShader.new_default(glcontext)
        a_position = self.default_shader.get_attribute_location('a_position')
        a_texcoord = self.default_shader.get_attribute_location('a_texcoord')

        self.vao_id = glGenVertexArrays(1)
        glBindVertexArray(self.vao_id)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS),
                     POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS),
                     TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES),
                     INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glVertexAttribPointer.baseFunction(a_position, 2, GL_FLOAT, GL_FALSE,
                                           0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glVertexAttribPointer.baseFunction(a_texcoord, 2, GL_FLOAT, GL_FALSE,
                                           0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        hm_w, hm_h = self.get_heatmap_texture_size()

        texture_ids = glGenTextures(1)
        self.hm_tex_id = texture_ids

        glActiveTexture(GL_TEXTURE0 + 1)
        glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, hm_w, hm_h, 0, GL_RGBA,
                     GL_FLOAT, None)

        self.glcontext = glcontext
コード例 #7
0
    def on_draw(self, sink, context, sample):
        assert context == self.glcontext
        self.draws += 1

        assert context == self.glcontext
        frame_texture = _get_gl_texture_id(sample.get_buffer())
        overlay_buffer = self.get_front_buffer()
        overlay_texture = overlay_buffer.texture_id if overlay_buffer else 0

        glDisable(GL_BLEND)

        glBindVertexArray(self.vao)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, frame_texture)

        self.shader.use()
        self.shader.set_uniform_1i('frame', 0)
        glUniformMatrix4fv(self.u_transformation, 1, GL_FALSE, self.matrix)

        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, None)

        if overlay_texture:
            glBindTexture(GL_TEXTURE_2D, overlay_texture)
            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
            glBlendEquation(GL_FUNC_ADD)
            glUniformMatrix4fv(self.u_transformation, 1, GL_FALSE,
                               IDENTITY_MATRIX)
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, None)

        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, 0)
        glDisable(GL_BLEND)
        context.clear_shader()
        glBindVertexArray(0)

        if overlay_buffer:
            overlay_buffer.set_sync_point()

        self.emit('drawn')

        if not self.fps_start:
            self.fps_start = time.monotonic()
        elapsed = time.monotonic() - self.fps_start
        if self.print_fps and elapsed > self.print_fps:
            incoming_fps = self.incoming_frames / elapsed
            draw_fps = self.draws / elapsed
            incoming_overlay_fps = self.incoming_overlays / elapsed
            render_fps = self.rendered_overlays / elapsed
            print(
                'glsvgoverlaysink: in frames {} ({:.2f} fps) svg {} ({:.2f} fps), rendered {} ({:.2f} fps), draw {} ({:.2f} fps)'
                .format(self.incoming_frames, self.incoming_frames / elapsed,
                        self.incoming_overlays,
                        self.incoming_overlays / elapsed,
                        self.rendered_overlays,
                        self.rendered_overlays / elapsed, self.draws,
                        self.draws / elapsed))
            self.incoming_frames = 0
            self.incoming_overlays = 0
            self.rendered_overlays = 0
            self.draws = 0
            self.fps_start = time.monotonic()

        return True