예제 #1
0
def test_wrappers():
    """Test gloo wrappers"""
    with Canvas():
        gl.use_gl('desktop debug')
        gloo.clear('#112233')  # make it so that there's something non-zero
        # check presets
        assert_raises(ValueError, gloo.set_state, preset='foo')
        for state in gloo.get_state_presets().keys():
            gloo.set_state(state)
        assert_raises(ValueError, gloo.set_blend_color, (0., 0.))  # bad color
        assert_raises(TypeError, gloo.set_hint, 1, 2)  # need strs
        # this doesn't exist in ES 2.0 namespace
        assert_cmd_raises(ValueError, gloo.set_hint, 'fog_hint', 'nicest')
        # test bad enum
        assert_raises(RuntimeError, gloo.set_line_width, -1)

        # check read_pixels
        x = gloo.read_pixels()
        assert_true(isinstance(x, np.ndarray))
        assert_true(isinstance(gloo.read_pixels((0, 0, 1, 1)), np.ndarray))
        assert_raises(ValueError, gloo.read_pixels, (0, 0, 1))  # bad port
        y = gloo.read_pixels(alpha=False, out_type=np.ubyte)
        assert_equal(y.shape, x.shape[:2] + (3,))
        assert_array_equal(x[..., :3], y)
        y = gloo.read_pixels(out_type='float')
        assert_allclose(x/255., y)

        # now let's (indirectly) check our set_* functions
        viewport = (0, 0, 1, 1)
        blend_color = (0., 0., 0.)
        _funs = dict(viewport=viewport,  # checked
                     hint=('generate_mipmap_hint', 'nicest'),
                     depth_range=(1., 2.),
                     front_face='cw',  # checked
                     cull_face='front',
                     line_width=1.,
                     polygon_offset=(1., 1.),
                     blend_func=('zero', 'one'),
                     blend_color=blend_color,
                     blend_equation='func_add',
                     scissor=(0, 0, 1, 1),
                     stencil_func=('never', 1, 2, 'back'),
                     stencil_mask=4,
                     stencil_op=('zero', 'zero', 'zero', 'back'),
                     depth_func='greater',
                     depth_mask=True,
                     color_mask=(True, True, True, True),
                     sample_coverage=(0.5, True))
        gloo.set_state(**_funs)
        gloo.clear((1., 1., 1., 1.), 0.5, 1)
        gloo.flush()
        gloo.finish()
        # check some results
        assert_array_equal(gl.glGetParameter(gl.GL_VIEWPORT), viewport)
        assert_equal(gl.glGetParameter(gl.GL_FRONT_FACE), gl.GL_CW)
        assert_equal(gl.glGetParameter(gl.GL_BLEND_COLOR), blend_color + (1,))
예제 #2
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파일: test_basics.py 프로젝트: LiloD/vispy
def _test_enabling_disabling():
    # Enabling/disabling
    gl.glEnable(gl.GL_DEPTH_TEST)
    assert_equal(gl.glIsEnabled(gl.GL_DEPTH_TEST), True)
    assert_equal(gl.glGetParameter(gl.GL_DEPTH_TEST), 1)
    gl.glDisable(gl.GL_DEPTH_TEST)
    assert_equal(gl.glIsEnabled(gl.GL_DEPTH_TEST), False)
    assert_equal(gl.glGetParameter(gl.GL_DEPTH_TEST), 0)
    #
    gl.glEnable(gl.GL_BLEND)
    assert_equal(gl.glIsEnabled(gl.GL_BLEND), True)
    assert_equal(gl.glGetParameter(gl.GL_BLEND), 1)
    gl.glDisable(gl.GL_BLEND)
    assert_equal(gl.glIsEnabled(gl.GL_BLEND), False)
    assert_equal(gl.glGetParameter(gl.GL_BLEND), 0)
    
    gl.check_error()
예제 #3
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파일: test_basics.py 프로젝트: LiloD/vispy
def _test_setting_parameters():
    # Set some parameters and get result
    clr = 1.0, 0.1, 0.2, 0.7
    gl.glClearColor(*clr)
    assert_almost_equal(gl.glGetParameter(gl.GL_COLOR_CLEAR_VALUE), clr)
    #
    gl.glCullFace(gl.GL_FRONT)
    assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_FRONT)
    gl.glCullFace(gl.GL_BACK)
    assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_BACK)
    #
    gl.glDepthFunc(gl.GL_NOTEQUAL)
    assert_equal(gl.glGetParameter(gl.GL_DEPTH_FUNC), gl.GL_NOTEQUAL)
    #
    val = 0.2, 0.3
    gl.glDepthRange(*val)
    assert_almost_equal(gl.glGetParameter(gl.GL_DEPTH_RANGE), val)
    
    gl.check_error()
예제 #4
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    def _prepare_draw(self, view):
        if self._symbol is None:
            return False
        view.view_program['u_px_scale'] = view.transforms.pixel_scale
        if self.scaling:
            tr = view.transforms.get_transform('visual', 'document').simplified
            scale = np.linalg.norm((tr.map([1, 0]) - tr.map([0, 0]))[:2])
            view.view_program['u_scale'] = scale
        else:
            view.view_program['u_scale'] = 1

        from vispy.gloo import gl
        view.view_program['u_viewport'] = gl.glGetParameter(gl.GL_VIEWPORT)
        view.view_program['u_SimulatePointCoord'] = True
예제 #5
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def _test_setting_stuff():
    # Set stuff to touch functions
    
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    #
    gl.glBlendColor(1.0, 1.0, 1.0, 1.0)
    gl.glBlendEquation(gl.GL_FUNC_ADD)
    gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD)
    gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO)
    gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO)
    #
    gl.glClearColor(0.0, 0.0, 0.0, 1.0)
    gl.glClearDepth(1)
    gl.glClearStencil(0)
    #
    gl.glColorMask(True, True, True, True)
    gl.glDepthMask(False)
    gl.glStencilMask(255)
    gl.glStencilMaskSeparate(gl.GL_FRONT, 128)
    #
    gl.glStencilFunc(gl.GL_ALWAYS, 0, 255)
    gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255)
    gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    #
    gl.glFrontFace(gl.GL_CW)
    gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST)
    gl.glLineWidth(2.0)
    gl.glPolygonOffset(0.0, 0.0)
    gl.glSampleCoverage(1.0, False)
    
    # And getting stuff
    try:
        with use_log_level('error', print_msg=False):
            r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER,
                                                 gl.GL_HIGH_FLOAT)
            gl.check_error()  # Sometimes the func is there but OpenGL errs
    except Exception:
        pass  # accept if the function is not there ...
        # We should catch RuntimeError and GL.error.NullFunctionError,
        # but PyOpenGL may not be available.
        # On Travis this function was not there on one machine according
        # to PyOpenGL, but our desktop backend worked fine ...
        
    #
    v = gl.glGetParameter(gl.GL_VERSION)
    assert_true(isinstance(v, string_types))
    assert_true(len(v) > 0)
    
    gl.check_error()
예제 #6
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def _check_result(assert_result=True):
    """Test the color of each quadrant by picking the center pixel
    of each quadrant and comparing it with the reference color.
    """
    # Take screenshot
    x, y, w, h = gl.glGetParameter(gl.GL_VIEWPORT)
    data = gl.glReadPixels(x, y, w, h, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
    im = np.frombuffer(data, np.uint8)
    im.shape = h, w, 3

    # Get center pixel from each quadrant
    pix1 = tuple(im[int(1*h/4), int(1*w/4)])
    pix2 = tuple(im[int(3*h/4), int(1*w/4)])
    pix3 = tuple(im[int(3*h/4), int(3*w/4)])
    pix4 = tuple(im[int(1*h/4), int(3*w/4)])
    # print(pix1, pix2, pix3, pix4)

    if assert_result:
        # Test their value
        assert_equal(pix1, (0, 0, 0))
        assert_equal(pix2, (255, 0, 0))
        assert_equal(pix3, (0, 255, 0))
        assert_equal(pix4, (0, 0, 255))
예제 #7
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def _check_result(assert_result=True):
    """ Test the color of each quadrant by picking the center pixel 
    of each quadrant and comparing it with the reference color.
    """
    
    # Take screenshot
    x, y, w, h = gl.glGetParameter(gl.GL_VIEWPORT)
    data = gl.glReadPixels(x, y, w, h, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)
    im = np.frombuffer(data, np.uint8)
    im.shape = h, w, 3
    
    # Get center pixel from each quadrant
    pix1 = tuple(im[int(1*h/4), int(1*w/4)])
    pix2 = tuple(im[int(3*h/4), int(1*w/4)])
    pix3 = tuple(im[int(3*h/4), int(3*w/4)])
    pix4 = tuple(im[int(1*h/4), int(3*w/4)])
    #print(pix1, pix2, pix3, pix4)
   
    if assert_result:
        # Test their value
        assert_equal(pix1, (0, 0, 0))
        assert_equal(pix2, (255, 0, 0))
        assert_equal(pix3, (0, 255, 0))
        assert_equal(pix4, (0, 0, 255))
예제 #8
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파일: gl.py 프로젝트: jojoelfe/napari
def get_gl_extensions() -> str:
    """Get basic info about the Gl capabilities of this machine"""
    with _opengl_context():
        return gl.glGetParameter(gl.GL_EXTENSIONS)
예제 #9
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def render_with_gloo(draw_data):
    """draw ImGui's drawlists with vispy's gloo interface

    Parameters
    ----------
    draw_data: ImDrawData

    """
    global device_objects

    # adapted from imgui_impl_ios.cpp in imgui, to target the minimal GLES API
    d = pymgui.ImDrawData(draw_data)
    io = pymgui.get_io()

    fb_scale = io.display_framebuffer_scale
    fb_width, fb_height = io.display_size

    if fb_width == 0 or fb_height == 0:
        return

    conf = gloo.get_gl_configuration()

    # backup GL state
    last_program = gl.glGetParameter(gl.GL_CURRENT_PROGRAM)
    last_texture = gl.glGetParameter(gl.GL_TEXTURE_BINDING_2D)
    last_array_buffer = gl.glGetParameter(gl.GL_ARRAY_BUFFER_BINDING)
    last_element_array_buffer = gl.glGetParameter(gl.GL_ELEMENT_ARRAY_BUFFER_BINDING)
    last_viewport = gl.glGetParameter(gl.GL_VIEWPORT)

    last_enable_blend = gl.glIsEnabled(gl.GL_BLEND),
    last_blend_equation = gl.glGetParameter(gl.GL_BLEND_EQUATION_RGB),

    last_blend_func = dict(
        last_blend_equation_alpha=gl.glGetParameter(gl.GL_BLEND_EQUATION_ALPHA),
    )

    last_gl_states = dict(
        cull_face = gl.glIsEnabled(gl.GL_CULL_FACE),
        depth_test = gl.glIsEnabled(gl.GL_DEPTH_TEST),
        scissor_test = gl.glIsEnabled(gl.GL_SCISSOR_TEST))

    gloo.set_state(blend=True)
    gloo.set_blend_equation('func_add')
    gloo.set_blend_func(salpha='src_alpha', dalpha='one_minus_src_alpha')
    gloo.set_state(cull_face=False, depth_test=False, scissor_test=True)

    gl.glActiveTexture(gl.GL_TEXTURE0)

    # Setup viewport, orthographic projection matrix
    gloo.set_viewport(0, 0, int(fb_width), int(fb_height))

    p = device_objects['program'] # type: gloo.Program

    ortho_projection = np.array([
        [2./fb_width,   0,                  0,      0],
        [0.,             2./-fb_height,     0,      0],
        [0.,             0.,                -1.,    0],
        [-1.,            1.,                0,      0]
    ])

    vtype = [('a_position', np.float32, 2),
             ('a_uv', np.float32, 2),
             # ('a_color', np.uint8, 4)]
             ('a_color', np.uint32, 1)]

             # pos_dtype = [('a_position', np.float32, 2)]
    # uv_dtype =  [('a_uv', np.float32, 2)]
    # color_dtype = [('a_color', np.uint8, 4)]
    itype = np.uint16

    display_scale = 1.0

    p['u_mvp'] = ortho_projection


    # print("draw {} cmd_list".format(len(d.cmd_lists)))
    for cmd_list in d.cmd_lists:
        vertex_count =C.ImDrawList_GetVertexBufferSize(cmd_list)
        index_count = C.ImDrawList_GetIndexBufferSize(cmd_list)

        vertex_buffer_ptr = C.ImDrawList_GetVertexPtr(cmd_list, 0)
        index_buffer_ptr = C.ImDrawList_GetIndexPtr(cmd_list, 0)

        def to_nparray(ptr, item_count, dtype):
            byte_count = item_count * dtype.itemsize
            as_bytes = ffi.buffer(ptr, byte_count)
            return np.frombuffer(as_bytes, dtype=dtype)

        ig_vertices = to_nparray(vertex_buffer_ptr, vertex_count, np.dtype(vtype))
        ig_indices = to_nparray(index_buffer_ptr, index_count, np.dtype(itype))
        # print("{} vertices to draw".format(len(ig_vertices)))
    #
        p['a_position'] = ig_vertices[:]
        # p['a_uv'] = ig_vertices['a_uv']
        # p['a_color'] = ig_vertices['a_color']
        # device_objects['geometry'] = ig_vertices
    #
    #     gl.glBufferData(gl.GL_ARRAY_BUFFER, ig_vertices, gl.GL_STREAM_DRAW)
    #     gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, indices, gl.GL_STREAM_DRAW)
    #
    #     index_buffer_offset = 0
    #     cmd_size = C.ImDrawList_GetCmdSize(cmd_list)
    #     for cmd_index in range(cmd_size):
    #         draw_cmd_ptr = C.ImDrawList_GetCmdPtr(cmd_list, cmd_index)
    #         draw_cmd = pymgui.ImDrawCmd(draw_cmd_ptr)
    #
    #         if draw_cmd.texture_id:
    #             gl.glBindTexture(gl.GL_TEXTURE_2D, draw_cmd.texture_id)
    #         x1, y1, x2, y2 = draw_cmd.clip_rect
    #
    #         gl.glScissor(
    #             x=int(x1 * display_scale),
    #             y=int(y1 * display_scale),
    #             width=int((x2 - x1) * display_scale),
    #             height=int((y2 - y1) * display_scale)
    #         )
    #
    #         start, stop = index_buffer_offset, draw_cmd.elem_count
    #         # gl.glDrawElements(gl.GL_TRIANGLES, draw_cmd.elem_count, gl.GL_UNSIGNED_SHORT, indices[index_buffer_offset:])
    #         p.draw('triangles', gloo.IndexBuffer(ig_indices[start:stop]))
    #         index_buffer_offset += draw_cmd.elem_count
    #
    # # Restore modified state
    gloo.set_state(**last_gl_states)
    gloo.set_state(blend=last_enable_blend)
    # gloo.set_blend_equation(last_blend_equation)
    # # gl.glBindVertexArray(0)
    # gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
    gl.glUseProgram(last_program)
예제 #10
0
def render_with_gloo(draw_data):
    """draw ImGui's drawlists with vispy's gloo interface

    Parameters
    ----------
    draw_data: ImDrawData

    """
    global device_objects

    # adapted from imgui_impl_ios.cpp in imgui, to target the minimal GLES API
    d = pymgui.ImDrawData(draw_data)
    io = pymgui.get_io()

    fb_scale = io.display_framebuffer_scale
    fb_width, fb_height = io.display_size

    if fb_width == 0 or fb_height == 0:
        return

    conf = gloo.get_gl_configuration()

    # backup GL state
    last_program = gl.glGetParameter(gl.GL_CURRENT_PROGRAM)
    last_texture = gl.glGetParameter(gl.GL_TEXTURE_BINDING_2D)
    last_array_buffer = gl.glGetParameter(gl.GL_ARRAY_BUFFER_BINDING)
    last_element_array_buffer = gl.glGetParameter(
        gl.GL_ELEMENT_ARRAY_BUFFER_BINDING)
    last_viewport = gl.glGetParameter(gl.GL_VIEWPORT)

    last_enable_blend = gl.glIsEnabled(gl.GL_BLEND),
    last_blend_equation = gl.glGetParameter(gl.GL_BLEND_EQUATION_RGB),

    last_blend_func = dict(last_blend_equation_alpha=gl.glGetParameter(
        gl.GL_BLEND_EQUATION_ALPHA), )

    last_gl_states = dict(cull_face=gl.glIsEnabled(gl.GL_CULL_FACE),
                          depth_test=gl.glIsEnabled(gl.GL_DEPTH_TEST),
                          scissor_test=gl.glIsEnabled(gl.GL_SCISSOR_TEST))

    gloo.set_state(blend=True)
    gloo.set_blend_equation('func_add')
    gloo.set_blend_func(salpha='src_alpha', dalpha='one_minus_src_alpha')
    gloo.set_state(cull_face=False, depth_test=False, scissor_test=True)

    gl.glActiveTexture(gl.GL_TEXTURE0)

    # Setup viewport, orthographic projection matrix
    gloo.set_viewport(0, 0, int(fb_width), int(fb_height))

    p = device_objects['program']  # type: gloo.Program

    ortho_projection = np.array([[2. / fb_width, 0, 0, 0],
                                 [0., 2. / -fb_height, 0, 0], [0., 0., -1., 0],
                                 [-1., 1., 0, 0]])

    vtype = [
        ('a_position', np.float32, 2),
        ('a_uv', np.float32, 2),
        # ('a_color', np.uint8, 4)]
        ('a_color', np.uint32, 1)
    ]

    # pos_dtype = [('a_position', np.float32, 2)]
    # uv_dtype =  [('a_uv', np.float32, 2)]
    # color_dtype = [('a_color', np.uint8, 4)]
    itype = np.uint16

    display_scale = 1.0

    p['u_mvp'] = ortho_projection

    # print("draw {} cmd_list".format(len(d.cmd_lists)))
    for cmd_list in d.cmd_lists:
        vertex_count = C.ImDrawList_GetVertexBufferSize(cmd_list)
        index_count = C.ImDrawList_GetIndexBufferSize(cmd_list)

        vertex_buffer_ptr = C.ImDrawList_GetVertexPtr(cmd_list, 0)
        index_buffer_ptr = C.ImDrawList_GetIndexPtr(cmd_list, 0)

        def to_nparray(ptr, item_count, dtype):
            byte_count = item_count * dtype.itemsize
            as_bytes = ffi.buffer(ptr, byte_count)
            return np.frombuffer(as_bytes, dtype=dtype)

        ig_vertices = to_nparray(vertex_buffer_ptr, vertex_count,
                                 np.dtype(vtype))
        ig_indices = to_nparray(index_buffer_ptr, index_count, np.dtype(itype))
        # print("{} vertices to draw".format(len(ig_vertices)))
        #
        p['a_position'] = ig_vertices[:]
        # p['a_uv'] = ig_vertices['a_uv']
        # p['a_color'] = ig_vertices['a_color']
        # device_objects['geometry'] = ig_vertices
    #
    #     gl.glBufferData(gl.GL_ARRAY_BUFFER, ig_vertices, gl.GL_STREAM_DRAW)
    #     gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, indices, gl.GL_STREAM_DRAW)
    #
    #     index_buffer_offset = 0
    #     cmd_size = C.ImDrawList_GetCmdSize(cmd_list)
    #     for cmd_index in range(cmd_size):
    #         draw_cmd_ptr = C.ImDrawList_GetCmdPtr(cmd_list, cmd_index)
    #         draw_cmd = pymgui.ImDrawCmd(draw_cmd_ptr)
    #
    #         if draw_cmd.texture_id:
    #             gl.glBindTexture(gl.GL_TEXTURE_2D, draw_cmd.texture_id)
    #         x1, y1, x2, y2 = draw_cmd.clip_rect
    #
    #         gl.glScissor(
    #             x=int(x1 * display_scale),
    #             y=int(y1 * display_scale),
    #             width=int((x2 - x1) * display_scale),
    #             height=int((y2 - y1) * display_scale)
    #         )
    #
    #         start, stop = index_buffer_offset, draw_cmd.elem_count
    #         # gl.glDrawElements(gl.GL_TRIANGLES, draw_cmd.elem_count, gl.GL_UNSIGNED_SHORT, indices[index_buffer_offset:])
    #         p.draw('triangles', gloo.IndexBuffer(ig_indices[start:stop]))
    #         index_buffer_offset += draw_cmd.elem_count
    #
    # # Restore modified state
    gloo.set_state(**last_gl_states)
    gloo.set_state(blend=last_enable_blend)
    # gloo.set_blend_equation(last_blend_equation)
    # # gl.glBindVertexArray(0)
    # gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
    gl.glUseProgram(last_program)