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_timer(self, event):
        self.elapsed_time += 1. / 60.
        if self.elapsed_time > 1.5:
            self.new_explosion()
            self.elapsed_time = 0.0

        loc = gl.glGetUniformLocation(self.program, "time")
        gl.glUniform1f(loc, self.elapsed_time)
        self.update()
Exemplo n.º 3
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 4
0
    def on_initialize(self, event):
        # Build data
        self.data = np.zeros(4, [("position", np.float32, 2),
                                 ("color", np.float32, 4)])
        self.data['color'] = [(1, 0, 0, 1), (0, 1, 0, 1), (0, 0, 1, 1),
                              (1, 1, 0, 1)]
        self.data['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]

        # Build & activate program

        # Request a program and shader slots from GPU
        program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)

        # Set shaders source
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)

        # Compile shaders
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)

        # Attach shader objects to the program
        gl.glAttachShader(program, vertex)
        gl.glAttachShader(program, fragment)

        # Build program
        gl.glLinkProgram(program)

        # Get rid of shaders (no more needed)
        gl.glDetachShader(program, vertex)
        gl.glDetachShader(program, fragment)

        # Make program the default program
        gl.glUseProgram(program)

        # Build buffer

        # Request a buffer slot from GPU
        buf = gl.glCreateBuffer()

        # Make this buffer the default one
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)

        # Upload data
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind attributes
        stride = self.data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(program, "position")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["position"].itemsize
        loc = gl.glGetAttribLocation(program, "color")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)

        # Bind uniforms
        # --------------------------------------
        loc = gl.glGetUniformLocation(program, "scale")
        gl.glUniform1f(loc, 1.0)
Exemplo n.º 5
0
    def on_initialize(self, event):
        # Build data
        self.data = np.zeros(4, [("position", np.float32, 2),
                                 ("color",    np.float32, 4)])
        self.data['color'] = [(1, 0, 0, 1), (0, 1, 0, 1),
                              (0, 0, 1, 1), (1, 1, 0, 1)]
        self.data['position'] = [(-1, -1), (-1, +1),
                                 (+1, -1), (+1, +1)]

        # Build & activate program

        # Request a program and shader slots from GPU
        program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)

        # Set shaders source
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)

        # Compile shaders
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)

        # Attach shader objects to the program
        gl.glAttachShader(program, vertex)
        gl.glAttachShader(program, fragment)

        # Build program
        gl.glLinkProgram(program)

        # Get rid of shaders (no more needed)
        gl.glDetachShader(program, vertex)
        gl.glDetachShader(program, fragment)

        # Make program the default program
        gl.glUseProgram(program)

        # Build buffer

        # Request a buffer slot from GPU
        buf = gl.glCreateBuffer()

        # Make this buffer the default one
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)

        # Upload data
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind attributes
        stride = self.data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(program, "position")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["position"].itemsize
        loc = gl.glGetAttribLocation(program, "color")
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf)
        gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)

        # Bind uniforms
        # --------------------------------------
        loc = gl.glGetUniformLocation(program, "scale")
        gl.glUniform1f(loc, 1.0)