예제 #1
0
 def update_heatmap(self, glcontext, heatmap):
     glActiveTexture(GL_TEXTURE0 + 1)
     glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
                     heatmap.shape[1], heatmap.shape[0],
                     GL_RGBA, GL_FLOAT, heatmap)
예제 #2
0
 def update_heatmap(self, glcontext, hm_data):
     hm_w, hm_h = self.engine.heatmap_size
     glActiveTexture(GL_TEXTURE0 + 1)
     glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, hm_w, hm_h, GL_RED, GL_FLOAT,
                     hm_data)
예제 #3
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
예제 #4
0
    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)
예제 #5
0
    def update_aggregate_heatmap(self, glcontext):
        # Since we're in a different thread, check if this is even ready yet.
        if self.heatmap_sum is None: return

        if self.ahm:
            agg_heatmap = self.heatmap_sum / np.max(self.heatmap_sum)
        else:
            agg_heatmap = np.zeros_like(self.heatmap_sum)
        hm_w, hm_h = self.engine.heatmap_size
        glActiveTexture(GL_TEXTURE0 + 3)
        glBindTexture(GL_TEXTURE_2D, self.agg_hm_tex_id)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, hm_w, hm_h, GL_RED, GL_FLOAT,
                        agg_heatmap)
예제 #6
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)

        glActiveTexture(GL_TEXTURE0 + 3)
        glBindTexture(GL_TEXTURE_2D, self.agg_hm_tex_id)

        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)
        self.hm_shader.set_uniform_1i('agg_hm_tex', 3)
예제 #7
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
예제 #8
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