Exemplo n.º 1
0
    def test_buffer(self):

        # Some data that we need
        data = np.zeros(100, np.uint16)
        im2 = np.zeros((50, 50), np.uint16)
        im3 = np.zeros((20, 20, 20), np.uint16)
        shaders = gloo.VertexShader("x"), gloo.FragmentShader("x")

        items = [
            # Buffers
            (gloo.buffer.Buffer(target=gl.GL_ARRAY_BUFFER), 'set_data', data),
            (gloo.buffer.VertexBuffer(np.uint16), 'set_data', data),
            (gloo.buffer.ElementBuffer(np.uint16), 'set_data', data),
            # Textures
            (gloo.Texture2D(), 'set_data', im2),
            (gloo.Texture3D(), 'set_data', im3),
            # FBO stuff
            (gloo.RenderBuffer(), 'set_shape', (1, 1)),
            (gloo.FrameBuffer(), 'attach_color', gloo.RenderBuffer((1, 1))),
            # Shader stuff
            (gloo.VertexShader(), 'set_code', "x"),
            (gloo.FragmentShader(), 'set_code', "x"),
            (gloo.Program(), 'attach', shaders),
        ]

        for ob, funcname, value in items:
            self._fix_ob(ob)
            #print('Testing GLObject compliance for %s' % ob.__class__.__name__)

            # Initially a clear state
            self.assertEqual(ob._need_update, False)

            # Set value, now we should have a "dirty" state
            x = ob
            for part in funcname.split('.'):
                x = getattr(x, part)
            x(value)
            self.assertEqual(ob._need_update, True)

            # Activate the object
            ob.activate()
            # Now we should be activated
            self.assertEqual(len(ob._actions), 3)
            self.assertEqual(ob._actions[0], 'create')
            self.assertEqual(ob._actions.count('update'), 1)
            self.assertEqual(ob._actions.count('activate'), 1)

            # Deactivate
            ob.deactivate()
            # Now we should be deactivated
            self.assertEqual(len(ob._actions), 4)
            self.assertEqual(ob._actions[-1], 'deactivate')

            # Activate some more
            for i in range(10):
                ob.activate()

            # Create and update should not have been called
            self.assertEqual(ob._actions.count('create'), 1)
            self.assertEqual(ob._actions.count('update'), 1)
Exemplo n.º 2
0
 def __init__(self):
     app.Canvas.__init__(self)
     self.size = 560, 420
     
     # Create texture to render to
     self._rendertex = gloo.Texture2D()
     
     # Create FBO, attach the color buffer and depth buffer
     self._fbo = gloo.FrameBuffer(self._rendertex, gloo.RenderBuffer())
     
     # Create program to render a shape
     self._program1 = gloo.Program(  gloo.VertexShader(VERT_SHADER1), 
                                     gloo.FragmentShader(FRAG_SHADER1) )
     self._program1['u_color'] = 0.9, 1.0, 0.4, 1
     self._program1['a_position'] = gloo.VertexBuffer(vPosition)
     
     # Create program to render FBO result
     self._program2 = gloo.Program(  gloo.VertexShader(VERT_SHADER2), 
                                     gloo.FragmentShader(FRAG_SHADER2) )
     self._program2['a_position'] = gloo.VertexBuffer(vPosition)
     self._program2['a_texcoord'] =  gloo.VertexBuffer(vTexcoord)
     self._program2['u_texture1'] = self._rendertex
Exemplo n.º 3
0
    def __init__(self):
        app.Canvas.__init__(self, keys='interactive')
        self.size = 560, 420

        # Create texture to render to
        shape = self.size[1], self.size[0]
        self._rendertex = gloo.Texture2D(shape=(shape + (3, )),
                                         dtype=np.float32)

        # Create FBO, attach the color buffer and depth buffer
        self._fbo = gloo.FrameBuffer(self._rendertex, gloo.DepthBuffer(shape))

        # Create program to render a shape
        self._program1 = gloo.Program(gloo.VertexShader(VERT_SHADER1),
                                      gloo.FragmentShader(FRAG_SHADER1))
        self._program1['u_color'] = 0.9, 1.0, 0.4, 1
        self._program1['a_position'] = gloo.VertexBuffer(vPosition)

        # Create program to render FBO result
        self._program2 = gloo.Program(gloo.VertexShader(VERT_SHADER2),
                                      gloo.FragmentShader(FRAG_SHADER2))
        self._program2['a_position'] = gloo.VertexBuffer(vPosition)
        self._program2['a_texcoord'] = gloo.VertexBuffer(vTexcoord)
        self._program2['u_texture1'] = self._rendertex
Exemplo n.º 4
0
    def __init__(self):
        self.program = gloo.Program(
            gloo.VertexShader(vertex_shader),
            gloo.FragmentShader(fragment_shader),
        )

        # prepare data as numpy record array
        data = np.empty(len(pos),
                        dtype=[('pos', np.float32, 3),
                               ('color', np.float32, 4)])
        data['pos'] = pos
        data['color'] = color

        # create vertex buffer from data
        self.vbo = gloo.VertexBuffer(data)

        # assign buffer fields to program variables
        self.program['in_position'] = self.vbo['pos']
        self.program['in_color'] = self.vbo['color']

        vispy.app.Canvas.__init__(self)
        self.size = (800, 800)
        self.show()