Exemplo n.º 1
0
    def on_paint(self, event):

        # Technically, we would only need to set u_time on every draw,
        # because the program is enabled at the beginning and never disabled.
        # In vispy, the program is re-enabled at each draw though and we
        # want to keep the code similar.

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        # Activate program  and texture
        gl.glUseProgram(self._prog_handle)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)

        # Update VBO
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo_handle)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, vertex_data.nbytes, vertex_data,
                        gl.GL_DYNAMIC_DRAW)

        # Set attributes (again, the loc can be cached)
        loc = gl.glGetAttribLocation(self._prog_handle,
                                     'a_lifetime'.encode('utf-8'))
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, 7 * 4,
                                 ctypes.c_voidp(0))
        #
        loc = gl.glGetAttribLocation(self._prog_handle,
                                     'a_startPosition'.encode('utf-8'))
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7 * 4,
                                 ctypes.c_voidp(1 * 4))
        #
        loc = gl.glGetAttribLocation(self._prog_handle,
                                     'a_endPosition'.encode('utf-8'))
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7 * 4,
                                 ctypes.c_voidp(4 * 4))
        #
        loc = gl.glGetUniformLocation(self._prog_handle,
                                      'u_color'.encode('utf-8'))
        gl.glUniform4f(loc, *self._color)

        # Set unforms
        loc = gl.glGetUniformLocation(self._prog_handle,
                                      'u_time'.encode('utf-8'))
        gl.glUniform1f(loc, time.time() - self._starttime)
        #
        loc = gl.glGetUniformLocation(self._prog_handle,
                                      'u_centerPosition'.encode('utf-8'))
        gl.glUniform3f(loc, *self._centerpos)

        # Draw
        gl.glDrawArrays(gl.GL_POINTS, 0, N)

        # New explosion?
        if time.time() - self._starttime > 1.5:
            self._new_explosion()

        # Redraw as fast as we can
        self.update()
Exemplo n.º 2
0
 def on_paint(self, event):
     
     # Technically, we would only need to set u_time on every draw,
     # because the program is enabled at the beginning and never disabled.
     # In vispy, the program is re-enabled at each draw though and we
     # want to keep the code similar.
     
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     
     # Activate program  and texture
     gl.glUseProgram(self._prog_handle)
     gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
     
     # Update VBO
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo_handle)
     gl.glBufferData(gl.GL_ARRAY_BUFFER, vertex_data.nbytes, vertex_data, gl.GL_DYNAMIC_DRAW)
     
     # Set attributes (again, the loc can be cached)
     loc = gl.glGetAttribLocation(self._prog_handle, 'a_lifetime'.encode('utf-8'))
     gl.glEnableVertexAttribArray(loc)
     gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, 7*4, ctypes.c_voidp(0))
     #
     loc = gl.glGetAttribLocation(self._prog_handle, 'a_startPosition'.encode('utf-8'))
     gl.glEnableVertexAttribArray(loc)
     gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7*4, ctypes.c_voidp(1*4))
     #
     loc = gl.glGetAttribLocation(self._prog_handle, 'a_endPosition'.encode('utf-8'))
     gl.glEnableVertexAttribArray(loc)
     gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 7*4, ctypes.c_voidp(4*4))
     #
     loc = gl.glGetUniformLocation(self._prog_handle, 'u_color'.encode('utf-8'))
     gl.glUniform4f(loc, *self._color)
     
     # Set unforms
     loc = gl.glGetUniformLocation(self._prog_handle, 'u_time'.encode('utf-8'))
     gl.glUniform1f(loc, time.time()-self._starttime)
     #
     loc = gl.glGetUniformLocation(self._prog_handle, 'u_centerPosition'.encode('utf-8'))
     gl.glUniform3f(loc, *self._centerpos)
     
     # Draw
     gl.glDrawArrays(gl.GL_POINTS, 0, N)
     
     # New explosion?
     if time.time() - self._starttime > 1.5:
         self._new_explosion()
         
     # Redraw as fast as we can
     self.update()
Exemplo n.º 3
0
    def on_paint(self, event):

        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        # Activate program  and texture
        gl.glUseProgram(self._prog_handle)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)

        # Set attributes (again, the loc can be cached)
        loc = gl.glGetAttribLocation(self._prog_handle,
                                     'a_position'.encode('utf-8'))
        gl.glEnableVertexAttribArray(loc)
        if use_buffers:
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._positions_handle)
            gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 0, None)
        else:
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)  # 0 means do not use buffer
            gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 0, positions)
        #
        loc = gl.glGetAttribLocation(self._prog_handle,
                                     'a_texcoord'.encode('utf-8'))
        gl.glEnableVertexAttribArray(loc)
        if use_buffers:
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._texcoords_handle)
            gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 0, None)
        else:
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)  # 0 means do not use buffer
            gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 0, texcoords)

        # Set uniforms (note that you could cache the locations)
        loc = gl.glGetUniformLocation(self._prog_handle,
                                      'u_view'.encode('utf-8'))
        gl.glUniformMatrix4fv(loc, 1, False, self.view)
        loc = gl.glGetUniformLocation(self._prog_handle,
                                      'u_model'.encode('utf-8'))
        gl.glUniformMatrix4fv(loc, 1, False, self.model)
        loc = gl.glGetUniformLocation(self._prog_handle,
                                      'u_projection'.encode('utf-8'))
        gl.glUniformMatrix4fv(loc, 1, False, self.projection)

        # Draw
        if use_buffers:
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._faces_handle)
            gl.glDrawElements(gl.GL_TRIANGLES, faces.size, gl.GL_UNSIGNED_INT,
                              None)
        else:
            gl.glDrawElements(gl.GL_TRIANGLES, faces.size, gl.GL_UNSIGNED_INT,
                              faces)
Exemplo n.º 4
0
 def on_paint(self, event):
     
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     
     # Activate program  and texture
     gl.glUseProgram(self._prog_handle)
     gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
     
     # Set attributes (again, the loc can be cached)
     loc = gl.glGetAttribLocation(self._prog_handle, 'a_position'.encode('utf-8'))
     gl.glEnableVertexAttribArray(loc)
     if use_buffers:
         gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._positions_handle)
         gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 0, None)
     else:
         gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)  # 0 means do not use buffer
         gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 0, positions)
     #
     loc = gl.glGetAttribLocation(self._prog_handle, 'a_texcoord'.encode('utf-8'))
     gl.glEnableVertexAttribArray(loc)
     if use_buffers:
         gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._texcoords_handle)
         gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 0, None)
     else:
         gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)  # 0 means do not use buffer
         gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 0, texcoords)
     
     # Set uniforms (note that you could cache the locations)
     loc = gl.glGetUniformLocation(self._prog_handle, 'u_view'.encode('utf-8'))
     gl.glUniformMatrix4fv(loc, 1, False, self.view)
     loc = gl.glGetUniformLocation(self._prog_handle, 'u_model'.encode('utf-8'))
     gl.glUniformMatrix4fv(loc, 1, False, self.model)
     loc = gl.glGetUniformLocation(self._prog_handle, 'u_projection'.encode('utf-8'))
     gl.glUniformMatrix4fv(loc, 1, False, self.projection)
     
     # Draw
     if use_buffers:
         gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._faces_handle)
         gl.glDrawElements(gl.GL_TRIANGLES, faces.size, gl.GL_UNSIGNED_INT, None)
     else:
         gl.glDrawElements(gl.GL_TRIANGLES, faces.size, gl.GL_UNSIGNED_INT, faces)
Exemplo n.º 5
0
    def _mark_active_uniforms(self):
        """ Mark which uniforms are actve and set the location, 
        for textures also set texture unit.
        Called after linking. 
        """

        count = gl.glGetProgramiv(self.handle, gl.GL_ACTIVE_UNIFORMS)
        
        # This match a name of the form "name[size]" (= array)
        regex = re.compile("""(?P<name>\w+)\s*(\[(?P<size>\d+)\])\s*""")
        
        # Find active uniforms
        self._active_uniforms = {}
        for i in range(count):
            name, size, gtype = gl.glGetActiveUniform(self.handle, i)
            loc = gl.glGetUniformLocation(self._handle, name)
            name = name.decode('utf-8')
            # This checks if the uniform is an array
            # Name will be something like xxx[0] instead of xxx
            m = regex.match(name)
            # When uniform is an array, size corresponds to the highest used index
            if m:
                name = m.group('name')
                if size >= 1:
                    for i in range(size):
                        name = '%s[%d]' % (m.group('name'),i)
                        self._active_uniforms[name] = loc
            else:
                self._active_uniforms[name] = loc
        
        # Mark these as active (loc non-None means active)
        texture_count = 0
        for uniform in self._uniforms.values():
            uniform._loc = self._active_uniforms.get(uniform.name, None)
            if uniform._loc is not None:
                if uniform._textureClass:
                    uniform._texture_unit = texture_count
                    texture_count += 1
Exemplo n.º 6
0
    def _mark_active_uniforms(self):
        """ Mark which uniforms are actve and set the location, 
        for textures also set texture unit.
        Called after linking. 
        """

        count = gl.glGetProgramiv(self.handle, gl.GL_ACTIVE_UNIFORMS)

        # This match a name of the form "name[size]" (= array)
        regex = re.compile("""(?P<name>\w+)\s*(\[(?P<size>\d+)\])\s*""")

        # Find active uniforms
        self._active_uniforms = {}
        for i in range(count):
            name, size, gtype = gl.glGetActiveUniform(self.handle, i)
            loc = gl.glGetUniformLocation(self._handle, name)
            name = name.decode('utf-8')
            # This checks if the uniform is an array
            # Name will be something like xxx[0] instead of xxx
            m = regex.match(name)
            # When uniform is an array, size corresponds to the highest used index
            if m:
                name = m.group('name')
                if size >= 1:
                    for i in range(size):
                        name = '%s[%d]' % (m.group('name'), i)
                        self._active_uniforms[name] = loc
            else:
                self._active_uniforms[name] = loc

        # Mark these as active (loc non-None means active)
        texture_count = 0
        for uniform in self._uniforms.values():
            uniform._loc = self._active_uniforms.get(uniform.name, None)
            if uniform._loc is not None:
                if uniform._textureClass:
                    uniform._texture_unit = texture_count
                    texture_count += 1