Пример #1
0
    def init_gl(self, glcontext):
        assert not self.shader
        assert glcontext == self.glcontext

        frag_stage = GstGL.GLSLStage.new_default_fragment(self.glcontext)
        vert_stage = GstGL.GLSLStage.new_with_string(
            self.glcontext, GL_VERTEX_SHADER, GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            VERTEX_SHADER_SRC)
        self.shader = GstGL.GLShader.new(self.glcontext)
        self.shader.compile_attach_stage(vert_stage)
        self.shader.compile_attach_stage(frag_stage)
        self.shader.link()

        self.u_transformation = glGetUniformLocation.wrappedOperation(
            self.shader.get_program_handle(), 'u_transformation')

        a_position = self.shader.get_attribute_location('a_position')
        a_texcoord = self.shader.get_attribute_location('a_texcoord')

        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS),
                     POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS),
                     TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES),
                     INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glVertexAttribPointer.wrappedOperation(a_position, 2, GL_FLOAT,
                                               GL_FALSE, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glVertexAttribPointer.wrappedOperation(a_texcoord, 2, GL_FLOAT,
                                               GL_FALSE, 0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
Пример #2
0
    def do_gl_start(self):
        frag_stage = GstGL.GLSLStage.new_default_fragment(self.context)
        vert_stage = GstGL.GLSLStage.new_with_string(self.context,
            GL_VERTEX_SHADER,
            GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            VERTEX_SHADER)

        self.shader = GstGL.GLShader.new(self.context)
        self.shader.compile_attach_stage(vert_stage)
        self.shader.compile_attach_stage(frag_stage)
        self.shader.link()

        a_position = self.shader.get_attribute_location('a_position')
        a_texcoord = self.shader.get_attribute_location('a_texcoord')

        self.vao_id = glGenVertexArrays(1)
        glBindVertexArray(self.vao_id)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS), POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS), TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES), INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices_buffer);
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer);
        glVertexAttribPointer.wrappedOperation(a_position, 2, GL_FLOAT, GL_FALSE, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer);
        glVertexAttribPointer.wrappedOperation(a_texcoord, 2, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        return True
Пример #3
0
    def init_gl(self, glcontext):
        #TODO deinit at some point
        assert not self.glcontext

        vert_stage = GstGL.GLSLStage.new_default_vertex(glcontext)
        frag_stage = GstGL.GLSLStage.new_with_string(
            glcontext, GL_FRAGMENT_SHADER, GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            FRAGMENT_SHADER_SRC)
        self.hm_shader = GstGL.GLShader.new(glcontext)
        self.hm_shader.compile_attach_stage(vert_stage)
        self.hm_shader.compile_attach_stage(frag_stage)
        self.hm_shader.link()

        self.default_shader = GstGL.GLShader.new_default(glcontext)
        a_position = self.default_shader.get_attribute_location('a_position')
        a_texcoord = self.default_shader.get_attribute_location('a_texcoord')

        self.vao_id = glGenVertexArrays(1)
        glBindVertexArray(self.vao_id)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS),
                     POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS),
                     TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES),
                     INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glVertexAttribPointer.baseFunction(a_position, 2, GL_FLOAT, GL_FALSE,
                                           0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glVertexAttribPointer.baseFunction(a_texcoord, 2, GL_FLOAT, GL_FALSE,
                                           0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        hm_w, hm_h = self.get_heatmap_texture_size()

        texture_ids = glGenTextures(1)
        self.hm_tex_id = texture_ids

        glActiveTexture(GL_TEXTURE0 + 1)
        glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, hm_w, hm_h, 0, GL_RGBA,
                     GL_FLOAT, None)

        self.glcontext = glcontext