def test_debug_logging(): """Test advanced debugging logging""" with use_log_level('debug', 'Selected', True) as l: a = app.Application() a.use() a.quit() assert_equal(len(l), 1) assert_in('vispy.app.application', l[0]) with use_log_level('debug', record=True) as l: a = app.Application() a.use() a.quit() assert_equal(len(l), 1) assert_in('vispy.app.application', l[0]) with use_log_level('debug', 'foo', True) as l: a = app.Application() a.use() a.quit() assert_equal(len(l), 0) with use_log_level('info', record=True) as l: a = app.Application() a.use() a.quit() assert_equal(len(l), 1) assert_not_in('vispy.app.application', l[0])
def test_sys_info(): """Test printing of system information""" fname = op.join(temp_dir, 'info.txt') sys_info(fname) assert_raises(IOError, sys_info, fname) # no overwrite with open(fname, 'r') as fid: out = ''.join(fid.readlines()) # Note: 'GL version' only for non-GLUT keys = ['Python', 'Backend', 'Pyglet', 'Platform:'] for key in keys: assert_in(key, out)
def _test_application(backend): """Test application running""" app = Application() assert_raises(ValueError, app.use, "foo") app.use(backend) wrong = "Glut" if app.backend_name != "Glut" else "Pyglet" assert_raises(RuntimeError, app.use, wrong) app.process_events() if backend is not None: # "in" b/c "qt" in "PySide (qt)" assert_in(backend, app.backend_name) print(app) # test __repr__ # Canvas pos = [0, 0] size = (100, 100) # Use "with" statement so failures don't leave open window # (and test context manager behavior) title = "default" if backend is None else backend with Canvas(title=title, size=size, app=app, show=True, position=pos) as canvas: assert_is(canvas.app, app) assert_true(canvas.native) assert_equal("swap_buffers", canvas.events.paint.callback_refs[-1]) print(canvas) # __repr__ assert_array_equal(canvas.size, size) assert_equal(canvas.title, title) canvas.title = "you" canvas.position = pos canvas.size = size canvas.connect(on_mouse_move) assert_raises(ValueError, canvas.connect, _on_mouse_move) if sys.platform != "darwin": # XXX knownfail, prob. needs warmup canvas.show(False) canvas.show() app.process_events() assert_raises(ValueError, canvas.connect, on_nonexist) # screenshots gl.glViewport(0, 0, *size) ss = _screenshot() assert_array_equal(ss.shape, size + (3,)) assert_equal(len(canvas._backend._vispy_get_geometry()), 4) assert_array_equal(canvas.size, size) assert_equal(len(canvas.position), 2) # XXX knawnfail, doesn't "take" # GLOO: should have an OpenGL context already, so these should work vert = VertexShader("void main (void) {gl_Position = pos;}") frag = FragmentShader("void main (void) {gl_FragColor = pos;}") program = Program(vert, frag) assert_raises(RuntimeError, program.activate) vert = VertexShader("uniform vec4 pos;" "void main (void) {gl_Position = pos;}") frag = FragmentShader("uniform vec4 pos;" "void main (void) {gl_FragColor = pos;}") program = Program(vert, frag) # uniform = program.uniforms[0] program["pos"] = [1, 2, 3, 4] program.activate() # should print # uniform.upload(program) program.detach(vert) program.detach(frag) assert_raises(RuntimeError, program.detach, vert) assert_raises(RuntimeError, program.detach, frag) vert = VertexShader("attribute vec4 pos;" "void main (void) {gl_Position = pos;}") frag = FragmentShader("void main (void) {}") program = Program(vert, frag) # attribute = program.attributes[0] program["pos"] = [1, 2, 3, 4] program.activate() # attribute.upload(program) # cannot get element count # assert_raises(RuntimeError, program.draw, 'POINTS') # use a real program vert = ( "uniform mat4 u_model;" "attribute vec2 a_position; attribute vec4 a_color;" "varying vec4 v_color;" "void main (void) {v_color = a_color;" "gl_Position = u_model * vec4(a_position, 0.0, 1.0);" "v_color = a_color;}" ) frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}" n, p = 250, 50 T = np.random.uniform(0, 2 * np.pi, n) position = np.zeros((n, 2), dtype=np.float32) position[:, 0] = np.cos(T) position[:, 1] = np.sin(T) color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1) data = np.zeros(n * p, [("a_position", np.float32, 2), ("a_color", np.float32, 4)]) data["a_position"] = np.repeat(position, p, axis=0) data["a_color"] = np.repeat(color, p, axis=0) program = Program(vert, frag) program.bind(VertexBuffer(data)) program["u_model"] = np.eye(4, dtype=np.float32) # different codepath if no call to activate() program.draw(gl.GL_POINTS) subset = IndexBuffer(np.arange(10, dtype=np.uint32)) program.draw(gl.GL_POINTS, subset) # bad programs frag_bad = "varying vec4 v_colors" # no semicolon program = Program(vert, frag_bad) assert_raises(RuntimeError, program.activate) frag_bad = None # no fragment code. no main is not always enough program = Program(vert, frag_bad) assert_raises(ValueError, program.activate) # Timer timer = Timer(interval=0.001, connect=on_mouse_move, iterations=2, start=True, app=app) timer.start() timer.interval = 0.002 assert_equal(timer.interval, 0.002) assert_true(timer.running) timer.stop() assert_true(not timer.running) assert_true(timer.native) timer.disconnect() # test that callbacks take reasonable inputs _test_callbacks(canvas) # cleanup canvas.swap_buffers() canvas.update() app.process_events()
def test_import_vispy_pyopengl(): """ Importing vispy.gloo.gl.pyopengl should import PyOpenGL. """ allmodnames = loaded_vispy_modules('vispy.gloo.gl.pyopengl', 2, True) assert_in('OpenGL', allmodnames)