def OnInit(self):
        """Do our testing here..."""
        weird_value = -701496917
        data = arrays.zeros((256, ), "i")
        for name in dir(GL):
            value = getattr(GL, name)
            if isinstance(value, constant.Constant):
                original_ord = glget.GL_GET_SIZES.get(value)
                data[:] = weird_value
                try:
                    glGetIntegerv(value, data)
                except error.GLError, err:
                    if err.err == 1280:
                        #print "# No: %s"%(value.name,)
                        pass
                    else:
                        print("_simple.%s: (1,), # TODO: Check size!" %
                              (value.name, ))
                else:
                    ordinality = 256 - arrays.sum((data == weird_value))
                    if ordinality == 16:
                        ordinality = (4, 4)
                    else:
                        ordinality = (ordinality, )
                    if original_ord != ordinality:

                        print("_simple.%s: %s, # %s" %
                              (value.name, ordinality, original_ord))
                    else:
                        pass
 def OnInit( self ):
     """Do our testing here..."""
     weird_value = -701496917
     data = arrays.zeros( (256,),'i')
     for name in dir( GL ):
         value = getattr( GL, name )
         if isinstance( value, constant.Constant ):
             if value in glget.GL_GET_SIZES:
                 continue
             data[:] = weird_value
             try:
                 GL.glGetIntegerv(
                     value,
                     data 
                 )
             except error.GLError, err:
                 if err.err == 1280:
                     print '# No: %s'%( value.name, )
                 else:
                     print 'simple.%s: (1,), # TODO: Check size!'%( value.name, )
             else:
                 ordinality = 256 - arrays.sum( 
                     (data == weird_value)
                 )
                 if ordinality == 16:
                     ordinality = (4,4)
                 else:
                     ordinality = (ordinality,)
                 print 'simple.%s: %s,'%(value.name,ordinality)
Пример #3
0
 def OnInit(self):
     """Do our testing here..."""
     weird_value = -701496917
     data = arrays.zeros((256, ), 'i')
     for name in dir(GL):
         value = getattr(GL, name)
         if isinstance(value, constant.Constant):
             if value in glget.GL_GET_SIZES:
                 continue
             data[:] = weird_value
             try:
                 GL.glGetIntegerv(value, data)
             except error.GLError, err:
                 if err.err == 1280:
                     print '# No: %s' % (value.name, )
                 else:
                     print 'simple.%s: (1,), # TODO: Check size!' % (
                         value.name, )
             else:
                 ordinality = 256 - arrays.sum((data == weird_value))
                 if ordinality == 16:
                     ordinality = (4, 4)
                 else:
                     ordinality = (ordinality, )
                 print 'simple.%s: %s,' % (value.name, ordinality)
Пример #4
0
    def compile(self, mode=None):
        """Compile material information into readily-rendered format"""
        holder = mode.cache.holder(self, None)
        for field in protofunctions.getFields(self):
            # change to any field requires a recompile
            holder.depend(self, field)
#		def dl():
        dl = displaylist.DisplayList()
        dl.start()
        try:
            alpha = 1.0 - self.transparency
            renderingData = zeros((4, 4), 'f')
            renderingData[:, 3] = alpha
            diffuseColor = self.diffuseColor.astype('f')
            renderingData[0, :3] = diffuseColor
            renderingData[1, :3] = self.emissiveColor.astype('f')
            renderingData[2, :3] = self.specularColor.astype('f')
            renderingData[3, :3] = (diffuseColor *
                                    self.ambientIntensity).astype('f')
            map(glMaterialfv, self.faces, self.datamap, renderingData)
            glMaterialf(self.faces[0], GL_SHININESS, self.shininess * 128)
        finally:
            dl.end()
        holder.data = dl
        return holder.data
Пример #5
0
 def render (
         self,
         visible = 1, # can skip normals and textures if not
         lit = 1, # can skip normals if not
         textured = 1, # can skip textureCoordinates if not
         transparent = 0, # need to sort triangle geometry...
         mode = None, # the renderpass object
     ):
     """Render the curve as a geometry node"""
     if not len(self.knot) and not len(self.controlPoint):
         return 0
     nurbObject = gluNewNurbsRenderer()
     try:
         gluBeginSurface( nurbObject );
         # do tessellation configuration here
         try:
             #self.renderProperties( nurbObject )
             if len(self.color):
                 color = arrays.zeros((len(self.color),4),'d')
                 color[:,:3] = self.color
                 gluNurbsCurve(
                     nurbObject,
                     self.knot,
                     color,
                     GL_MAP1_COLOR_4
                 )
             if len(self.weight):
                 points = arrays.zeros( Numeric.shape(self.controlPoint)[:-1]+(4,), 'd')
                 points[:,:3] = self.controlPoint
                 points[:,3]  = self.weight
                 type = GL_MAP1_VERTEX_4
             else:
                 points = self.controlPoint
                 type = GL_MAP1_VERTEX_3
             gluNurbsCurve(
                 nurbObject,
                 self.knot,
                 points,
                 type
             )
         finally:
             gluEndSurface( nurbObject );
     finally:
         gluDeleteNurbsRenderer( nurbObject )
Пример #6
0
def mesh_indices(zstep, ystep, xstep=1):
    # now the indices, same as all quadratics
    indices = zeros((zstep - 1, ystep - 1, 6), dtype='H')
    # all indices now render the first rectangle...
    indices[:] = (0, 0 + ystep, 0 + ystep + xstep, 0, 0 + ystep + xstep,
                  0 + xstep)
    xoffsets = arange(0, ystep - 1, 1, dtype='H').reshape((-1, 1))
    indices += xoffsets
    yoffsets = arange(0, zstep - 1, 1, dtype='H').reshape((-1, 1, 1))
    indices += (yoffsets * ystep)
    return indices
Пример #7
0
    def test_matrix(self):
        """Test that a texture matrix can produce a proper scale/offset"""
        map = self.atlasManager.add(NumpyAdapter(zeros((64, 64, 4), 'B')))
        matrix = map.matrix()
        assert matrix is not None
        bottom_left = dot(array([0, 0, 0, 1], 'f'), matrix)
        assert allclose(bottom_left, [0, 0, 0, 1]), bottom_left
        top_right = dot(array([1, 1, 0, 1], 'f'), matrix)
        assert allclose(top_right, [.25, .25, 0, 1]), top_right

        map = self.atlasManager.add(NumpyAdapter(zeros((64, 64, 4), 'B')))
        matrix = map.matrix()
        assert matrix is not None
        bottom_left = dot(array([0, 0, 0, 1], 'f'), matrix)
        assert allclose(bottom_left, [.25, 0, 0, 1]), (bottom_left, matrix)
        top_right = dot(array([1, 1, 0, 1], 'f'), matrix)
        assert allclose(top_right, [.5, .25, 0, 1]), (top_right, matrix)

        set = dot(array([[0, 0, 0, 1], [1, 1, 0, 1]], 'f'), matrix)
        assert allclose(set, [[.25, 0, 0, 1], [.5, .25, 0, 1]]), (set, matrix)
Пример #8
0
    def test_assignment(self):
        """Test that assignments go to the correct strips"""
        map = self.atlasManager.add(NumpyAdapter(zeros((64, 64, 4), 'B')))
        assert len(self.atlasManager.components) == 1
        assert len(self.atlasManager.components[4]) == 1
        atlas = self.atlasManager.components[4][0]
        assert map.atlas is atlas
        assert len(atlas.strips) == 1, len(atlas.strips)

        # this one should pack into the same strip
        map = self.atlasManager.add(NumpyAdapter(zeros((64, 64, 4), 'B')))
        assert len(self.atlasManager.components) == 1
        assert len(self.atlasManager.components[4]) == 1
        atlas = self.atlasManager.components[4][0]
        assert map.atlas is atlas
        assert len(atlas.strips) == 1, len(atlas.strips)

        # this one should pack into another strip
        map = self.atlasManager.add(NumpyAdapter(zeros((32, 32, 4), 'B')))
        assert len(self.atlasManager.components) == 1
        assert len(self.atlasManager.components[4]) == 1
        atlas = self.atlasManager.components[4][0]
        assert map.atlas is atlas
        assert len(atlas.strips) == 2, len(atlas.strips)
Пример #9
0
 def render(
         self,
         visible=1,  # can skip normals and textures if not
         lit=1,  # can skip normals if not
         textured=1,  # can skip textureCoordinates if not
         transparent=0,  # need to sort triangle geometry...
         mode=None,  # the renderpass object
 ):
     """Render the curve as a geometry node"""
     if not len(self.knot) and not len(self.controlPoint):
         return 0
     nurbObject = gluNewNurbsRenderer()
     try:
         gluBeginSurface(nurbObject)
         # do tessellation configuration here
         try:
             #self.renderProperties( nurbObject )
             if len(self.color):
                 color = arrays.zeros((len(self.color), 4), 'd')
                 color[:, :3] = self.color
                 gluNurbsCurve(nurbObject, self.knot, color,
                               GL_MAP1_COLOR_4)
             if len(self.weight):
                 points = arrays.zeros(
                     Numeric.shape(self.controlPoint)[:-1] + (4, ), 'd')
                 points[:, :3] = self.controlPoint
                 points[:, 3] = self.weight
                 type = GL_MAP1_VERTEX_4
             else:
                 points = self.controlPoint
                 type = GL_MAP1_VERTEX_3
             gluNurbsCurve(nurbObject, self.knot, points, type)
         finally:
             gluEndSurface(nurbObject)
     finally:
         gluDeleteNurbsRenderer(nurbObject)
Пример #10
0
 def renderSurface( self, nurbObject ):
     """Render this surface"""
     ## XXX need to add weights
     # do tessellation configuration here
     controlPoint = arrays.reshape(
         self.controlPoint,
         (self.vDimension, self.uDimension, 3)
     )
     if self.ccw:
         glFrontFace(  GL_CCW )
     else:
         glFrontFace(  GL_CW )
     if self.solid:
         glEnable( GL_CULL_FACE )
     else:
         glDisable( GL_CULL_FACE )
     try:
         vKnot = self.vKnot.astype( 'f' )
         uKnot = self.uKnot.astype( 'f' )
         if len(self.color):
             glEnable( GL_COLOR_MATERIAL )
             color = arrays.zeros(
                 (len(self.controlPoint),4),
                 'f',
             )
             color[:,:3] = self.color.astype( 'f' )
             color = arrays.reshape(
                 color,
                 (self.vDimension, self.uDimension, 4),
             )
             gluNurbsSurface(
                 nurbObject,
                 vKnot,
                 uKnot,
                 color,
                 GL_MAP2_COLOR_4
             )
         gluNurbsSurface(
             nurbObject,
             vKnot,
             uKnot,
             controlPoint,
             GL_MAP2_VERTEX_3,
         )
     finally:
         glEnable( GL_CULL_FACE )
         glFrontFace( GL_CCW )
     return 1
Пример #11
0
 def renderSurface(self, nurbObject):
     """Render this surface"""
     ## XXX need to add weights
     # do tessellation configuration here
     controlPoint = arrays.reshape(self.controlPoint,
                                   (self.vDimension, self.uDimension, 3))
     if self.ccw:
         glFrontFace(GL_CCW)
     else:
         glFrontFace(GL_CW)
     if self.solid:
         glEnable(GL_CULL_FACE)
     else:
         glDisable(GL_CULL_FACE)
     try:
         vKnot = self.vKnot.astype('f')
         uKnot = self.uKnot.astype('f')
         if len(self.color):
             glEnable(GL_COLOR_MATERIAL)
             color = arrays.zeros(
                 (len(self.controlPoint), 4),
                 'f',
             )
             color[:, :3] = self.color.astype('f')
             color = arrays.reshape(
                 color,
                 (self.vDimension, self.uDimension, 4),
             )
             gluNurbsSurface(nurbObject, vKnot, uKnot, color,
                             GL_MAP2_COLOR_4)
         gluNurbsSurface(
             nurbObject,
             vKnot,
             uKnot,
             controlPoint,
             GL_MAP2_VERTEX_3,
         )
     finally:
         glEnable(GL_CULL_FACE)
         glFrontFace(GL_CCW)
     return 1
Пример #12
0
    def _partialSphere(cls, latsteps, longsteps):
        """Create a partial-sphere data-set for latsteps and longsteps
        
        returns (coordarray, indexarray)
        """
        ystep = len(longsteps)
        zstep = len(latsteps)
        xstep = 1
        coords = zeros((zstep, ystep, 8), 'f')
        coords[:, :, 0] = sin(longsteps)
        coords[:, :, 1] = cos(latsteps).reshape((-1, 1))
        coords[:, :, 2] = cos(longsteps)
        coords[:, :, 3] = longsteps / (2 * pi)
        coords[:, :, 4] = latsteps.reshape((-1, 1)) / pi

        # now scale by sin of y's
        scale = sin(latsteps).reshape((-1, 1))
        coords[:, :, 0] *= scale
        coords[:, :, 2] *= scale
        coords[:, :, 5:8] = coords[:, :, 0:3]  # normals

        indices = mesh_indices(zstep, ystep)

        # now optimize/simplify the data-set...
        new_indices = []

        for (i, iSet) in enumerate(indices):
            angle = latsteps[i]
            nextAngle = latsteps[i + 1]
            if allclose(angle % (pi * 2), 0):
                iSet = iSet.reshape((-1, 3))[::2]
            elif allclose(nextAngle % (pi), 0):
                iSet = iSet.reshape((-1, 3))[1::2]
            else:
                iSet = iSet.reshape((-1, 3))
            new_indices.append(iSet)
        indices = concatenate(new_indices)
        return coords.reshape((-1, 8)), indices.reshape((-1, ))
Пример #13
0
    def compile( self, mode=None ):
        """Compile material information into readily-rendered format"""
        holder = mode.cache.holder(self, None)
        for field in protofunctions.getFields( self ):
            # change to any field requires a recompile
            holder.depend( self, field )
#		def dl():
        dl = displaylist.DisplayList( )
        dl.start()
        try:
            alpha = 1.0 - self.transparency
            renderingData = zeros( (4,4),'f')
            renderingData[:,3] = alpha
            diffuseColor = self.diffuseColor.astype( 'f' )
            renderingData[0,:3] = diffuseColor
            renderingData[1,:3] = self.emissiveColor.astype( 'f' )
            renderingData[2,:3] = self.specularColor.astype( 'f' )
            renderingData[3,:3] = (diffuseColor*self.ambientIntensity).astype('f')
            map ( glMaterialfv, self.faces, self.datamap, renderingData )
            glMaterialf( self.faces[0], GL_SHININESS, self.shininess*128 )
        finally:
            dl.end()
        holder.data = dl
        return holder.data
Пример #14
0
class TestContext(BaseContext):
    """There is one new customization point used here: OnInit

    OnInit is called by the Context class after initialization
    of the context has completed, and before any rendering is
    attempted.  Within this method, you'll generally perform
    your global setup tasks.

    We also see the use of the python imaging library for
    loading images, something which is obviously not seen
    in the original tutorial.

    Finally, this interpretation reorganizes the code to resemble
    more idiomatic python than the original code.
    """
    initialPosition = (
        0, 0, 0
    )  # set initial camera position, tutorial does the re-positioning
    FILTER_SIZE = 4
    convolutionKernel = arrays.zeros(
        (4, 4, 4), 'f') + (1.0 / (FILTER_SIZE * FILTER_SIZE))
    currentImage = 0

    def OnInit(self):
        """Load the image on initial load of the application"""
        print("""Uses glConvolutionFilter2D to process the NeHe6 based image
        
    This convolution filter should produce a "blurring" effect on the image.
    The effect is applied on image upload (i.e. glTexImage2D call), so 
    different images can have different convolutions applied.
    """)
        if not glInitImagingARB():
            sys.exit(testingcontext.REQUIRED_EXTENSION_MISSING)
        self.imageIDs = [
            self.loadImage(),
            self.loadImage(convolve=False),
        ]
        self.imageIndex = 0
        print(
            '''Press 'c' to toggle between convolved and non-convolved image'''
        )
        self.addEventHandler("keypress", name="c", function=self.OnConvolve)

    def OnConvolve(self, event):
        """Convolve (choose the other image) or disable convolution"""
        self.imageIndex += 1
        if self.imageIndex % 2:
            print('Un-convolved image')
        else:
            print('Convolved image')

    def loadImage(self, imageName='nehe_wall.bmp', convolve=True):
        """Load an image file as a 2D texture using PIL

        This method combines all of the functionality required to
        load the image with PIL, convert it to a format compatible
        with PyOpenGL, generate the texture ID, and store the image
        data under that texture ID.

        Note: only the ID is returned, no reference to the image object
        or the string data is stored in user space, the data is only
        present within the OpenGL engine after this call exits.
        """
        im = open(imageName)
        try:
            ix, iy, image = im.size[0], im.size[1], im.tobytes(
                "raw", "RGBA", 0, -1)
        except SystemError:
            ix, iy, image = im.size[0], im.size[1], im.tobytes(
                "raw", "RGBX", 0, -1)
        # generate a texture ID
        ID = glGenTextures(1)
        # make it current
        glBindTexture(GL_TEXTURE_2D, ID)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        # copy the texture into the current texture ID
        if convolve:
            glEnable(GL_CONVOLUTION_2D)
            glConvolutionParameteri(GL_CONVOLUTION_2D,
                                    GL_CONVOLUTION_BORDER_MODE,
                                    GL_CONSTANT_BORDER)
            assert glGetConvolutionParameteriv(
                GL_CONVOLUTION_2D,
                GL_CONVOLUTION_BORDER_MODE,
            ) == GL_CONSTANT_BORDER, glGetConvolutionParameteriv(
                GL_CONVOLUTION_2D,
                GL_CONVOLUTION_BORDER_MODE,
            )
            glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA, self.FILTER_SIZE,
                                  self.FILTER_SIZE, GL_RGBA, GL_FLOAT,
                                  self.convolutionKernel)
            setFilter = glGetConvolutionFilter(GL_CONVOLUTION_2D, GL_RGBA,
                                               GL_FLOAT)
            #assert setFilter.shape == (4,4)
            #assert setFilter.dtype == self.convolutionKernel.dtype
        glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                     image)
        glDisable(GL_CONVOLUTION_2D)
        # return the ID for use
        return ID

    def Render(self, mode=0):
        """Render scene geometry"""
        BaseContext.Render(self, mode)
        glDisable(GL_LIGHTING)  # context lights by default
        glTranslatef(1.5, 0.0, -6.0)
        glRotated(time.time() % (8.0) / 8 * -360, 1, 0, 0)
        self.setupTexture()
        self.drawCube()

    def setupTexture(self):
        """Render-time texture environment setup

        This method encapsulates the functions required to set up
        for textured rendering.  The original tutorial made these
        calls once for the entire program.  This organization makes
        more sense if you are likely to have multiple textures.
        """
        # texture-mode setup, was global in original
        glEnable(GL_TEXTURE_2D)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
        # re-select our texture, could use other generated textures
        # if we had generated them earlier...
        glBindTexture(GL_TEXTURE_2D,
                      self.imageIDs[self.imageIndex %
                                    2])  # 2d texture (x and y size)

    def drawCube(self):
        """Draw a cube with texture coordinates"""
        glBegin(GL_QUADS)
        glTexCoord2f(0.0, 0.0)
        glVertex3f(-1.0, -1.0, 1.0)
        glTexCoord2f(1.0, 0.0)
        glVertex3f(1.0, -1.0, 1.0)
        glTexCoord2f(1.0, 1.0)
        glVertex3f(1.0, 1.0, 1.0)
        glTexCoord2f(0.0, 1.0)
        glVertex3f(-1.0, 1.0, 1.0)

        glTexCoord2f(1.0, 0.0)
        glVertex3f(-1.0, -1.0, -1.0)
        glTexCoord2f(1.0, 1.0)
        glVertex3f(-1.0, 1.0, -1.0)
        glTexCoord2f(0.0, 1.0)
        glVertex3f(1.0, 1.0, -1.0)
        glTexCoord2f(0.0, 0.0)
        glVertex3f(1.0, -1.0, -1.0)

        glTexCoord2f(0.0, 1.0)
        glVertex3f(-1.0, 1.0, -1.0)
        glTexCoord2f(0.0, 0.0)
        glVertex3f(-1.0, 1.0, 1.0)
        glTexCoord2f(1.0, 0.0)
        glVertex3f(1.0, 1.0, 1.0)
        glTexCoord2f(1.0, 1.0)
        glVertex3f(1.0, 1.0, -1.0)

        glTexCoord2f(1.0, 1.0)
        glVertex3f(-1.0, -1.0, -1.0)
        glTexCoord2f(0.0, 1.0)
        glVertex3f(1.0, -1.0, -1.0)
        glTexCoord2f(0.0, 0.0)
        glVertex3f(1.0, -1.0, 1.0)
        glTexCoord2f(1.0, 0.0)
        glVertex3f(-1.0, -1.0, 1.0)

        glTexCoord2f(1.0, 0.0)
        glVertex3f(1.0, -1.0, -1.0)
        glTexCoord2f(1.0, 1.0)
        glVertex3f(1.0, 1.0, -1.0)
        glTexCoord2f(0.0, 1.0)
        glVertex3f(1.0, 1.0, 1.0)
        glTexCoord2f(0.0, 0.0)
        glVertex3f(1.0, -1.0, 1.0)

        glTexCoord2f(0.0, 0.0)
        glVertex3f(-1.0, -1.0, -1.0)
        glTexCoord2f(1.0, 0.0)
        glVertex3f(-1.0, -1.0, 1.0)
        glTexCoord2f(1.0, 1.0)
        glVertex3f(-1.0, 1.0, 1.0)
        glTexCoord2f(0.0, 1.0)
        glVertex3f(-1.0, 1.0, -1.0)
        glEnd()

    def OnIdle(self, ):
        """Request refresh of the context whenever idle"""
        self.triggerRedraw(1)
        return 1
Пример #15
0
    def Render(self, mode=None):
        if mode.visible and not self._rendered:
            self._rendered = True
            for char in self.testText:
                if not char in self.maps:
                    dataArray, metrics = self.font.createCharTexture(char,
                                                                     mode=mode)
                    dataArray = array(dataArray[:, :, 1])
                    dataArray.shape = dataArray.shape + (1, )
                    map = self.tc.getTexture(dataArray, texture.Texture)
                    self.maps[char] = (map, metrics)
            atlas = self.atlas = self.maps.values()[0][0].atlas
            atlas.render()
            self.img = ImageTexture.forTexture(atlas.texture, mode=mode)
            self.shape.appearance.texture = self.img
            points = zeros((len(self.testText) * 6, 4), 'f')
            ll = 0, 0
            for i, char in enumerate(self.testText):
                map, metrics = self.maps[char]
                # six points for each character...
                coords = map.coords()
                x, y = ll
                w, h = metrics.width / 20., metrics.height / 20.
                texcoords = array([
                    [coords[0][0], coords[0][1]],
                    [coords[1][0], coords[0][1]],
                    [coords[1][0], coords[1][1]],
                    [coords[0][0], coords[0][1]],
                    [coords[1][0], coords[1][1]],
                    [coords[0][0], coords[1][1]],
                ], 'f')
                vertices = array([
                    (x, y),
                    (x + w, y),
                    (x + w, y + h),
                    (x, y),
                    (x + w, y + h),
                    (x, y + h),
                ], 'f')
                j = i * 6
                points[j:j + 6, 2:] = texcoords
                points[j:j + 6, :2] = vertices
                ll = (x + w, 0)
            self.vbo = vbo.VBO(points)
        self.shape.Render(mode=mode)

        if self.vbo is not None:
            glUseProgram(self.shader)
            self.vbo.bind()

            glActiveTexture(GL_TEXTURE1)
            glEnable(GL_TEXTURE_2D)
            # atlas.render() doesn't work here, need to fix that!
            self.img.render(visible=True, mode=mode)
            glUniform1i(self.atlas_loc, 1)  # texture *unit* 0
            glUniform3f(self.color_loc, 1.0, 0.0, 0.0)  # texture *unit* 0

            glEnableVertexAttribArray(self.coord__loc)
            glVertexAttribPointer(self.coord__loc, 2, GL_FLOAT, False, 4 * 4,
                                  self.vbo)
            glEnableVertexAttribArray(self.tex__loc)
            glVertexAttribPointer(self.tex__loc, 2, GL_FLOAT, False, 4 * 4,
                                  self.vbo + (2 * 4))
            glDrawArrays(GL_TRIANGLES, 0, 6 * len(self.testText))
            self.vbo.unbind()
            glDisableVertexAttribArray(self.coord__loc)
            glDisableVertexAttribArray(self.tex__loc)
            glUseProgram(0)
            glDisable(GL_TEXTURE_2D)
            glActiveTexture(GL_TEXTURE0)
Пример #16
0
 def Render( self, mode=None ):
     if mode.visible and not self._rendered:
         self._rendered = True
         for char in self.testText:
             if not char in self.maps:
                 dataArray, metrics = self.font.createCharTexture(
                     char, mode=mode 
                 )
                 dataArray = array( dataArray[:,:,1] )
                 dataArray.shape = dataArray.shape + (1,)
                 map = self.tc.getTexture( dataArray, texture.Texture )
                 self.maps[char] = (map,metrics)
         atlas = self.atlas = self.maps.values()[0][0].atlas
         atlas.render()
         self.img = ImageTexture.forTexture( 
             atlas.texture, mode=mode 
         )
         self.shape.appearance.texture = self.img
         points = zeros( (len(self.testText)*6,4),'f')
         ll = 0,0
         for i,char in enumerate(self.testText):
             map,metrics = self.maps[char]
             # six points for each character...
             coords = map.coords()
             x,y = ll
             w,h = metrics.width/20.,metrics.height/20.
             texcoords = array([
                 [coords[0][0],coords[0][1]],
                 [coords[1][0],coords[0][1]],
                 [coords[1][0],coords[1][1]],
                 [coords[0][0],coords[0][1]],
                 [coords[1][0],coords[1][1]],
                 [coords[0][0],coords[1][1]],
             ],'f')
             vertices = array([
                 (x,y),
                 (x+w,y),
                 (x+w,y+h),
                 (x,y),
                 (x+w,y+h),
                 (x,y+h),
             ],'f')
             j = i*6
             points[j:j+6,2:] = texcoords
             points[j:j+6,:2] = vertices
             ll = (x+w,0)
         self.vbo = vbo.VBO( points )
     self.shape.Render( mode = mode )
     
     if self.vbo is not None:
         glUseProgram( self.shader )
         self.vbo.bind()
         
         glActiveTexture(GL_TEXTURE1)
         glEnable( GL_TEXTURE_2D )
         # atlas.render() doesn't work here, need to fix that!
         self.img.render( visible=True, mode=mode )
         glUniform1i( self.atlas_loc, 1 ) # texture *unit* 0
         glUniform3f( self.color_loc, 1.0, 0.0, 0.0 ) # texture *unit* 0
         
         glEnableVertexAttribArray( self.coord__loc )
         glVertexAttribPointer( 
             self.coord__loc, 
             2, GL_FLOAT,False, 4*4, 
             self.vbo 
         )
         glEnableVertexAttribArray( self.tex__loc )
         glVertexAttribPointer( 
             self.tex__loc, 
             2, GL_FLOAT,False, 4*4, 
             self.vbo+(2*4)
         )
         glDrawArrays(GL_TRIANGLES, 0, 6*len(self.testText))
         self.vbo.unbind()
         glDisableVertexAttribArray( self.coord__loc )
         glDisableVertexAttribArray( self.tex__loc )
         glUseProgram( 0 )
         glDisable( GL_TEXTURE_2D )
         glActiveTexture(GL_TEXTURE0)
Пример #17
0
 def test_release(self):
     map = self.atlasManager.add(zeros((64, 64, 4), 'B'))
     del map
     map2 = self.atlasManager.add(zeros((64, 64, 4), 'B'))
     assert map2.offset == (0, 0), map2.offset
Пример #18
0
    def cone(cls,
             height=2.0,
             radius=1.0,
             bottom=True,
             side=True,
             phi=pi / 16,
             longAngle=(pi * 2),
             top=False,
             cylinder=False):
        """Generate a VBO data-set to render a cone"""
        tip = (0, height / 2.0, 0)
        longsteps = arange(0, longAngle + 0.000003, phi)
        ystep = len(longsteps)
        zstep = 0
        if top and cylinder:
            zstep += 2
        if side:
            zstep += 2
        if bottom:
            zstep += 2
        # need top-ring coords and 2 sets for
        coords = zeros((zstep, ystep, 8), 'f')
        coords[:, :, 0] = sin(longsteps) * radius
        coords[:, :, 2] = cos(longsteps) * radius
        coords[:, :, 3] = longsteps / (2 * pi)

        def fill_disk(area, ycoord, normal=(0, -1, 0), degenerate=1):
            """fill in disk elements for given area"""
            other = not degenerate
            # disk texture coordinates
            area[:, :, 1] = ycoord
            # x and z are 0 at center
            area[degenerate, :, 0] = 0.0
            area[degenerate, :, 2] = 0.0
            area[other, :, 3] = (sin(longsteps) / 2.0 + .5)[:area.shape[2]]
            area[other, :, 4] = (cos(longsteps) / 2.0 + .5)[:area.shape[2]]
            area[degenerate, :, 3:5] = .5
            # normal for the disk is all the same...
            area[:, :, 5:8] = normal

        def fill_sides(area):
            """Fill in side-of-cylinder/cone components"""
            if not cylinder:
                area[0, :, 0:3] = (0, height / 2.0, 0)
            else:
                area[0, :, 1] = height / 2.0
            area[1, :, 1] = -height / 2.0
            area[0, :, 4] = 0
            area[1, :, 4] = 1.0
            # normals for the sides...
            area[0:2, :-1, 5:8] = vectorutilities.normalise(
                vectorutilities.crossProduct(
                    area[0, :-1, 0:3] - area[1, :-1, 0:3],
                    area[1, :-1, 0:3] - area[1, 1:, 0:3]))
            area[0:2, -1, 5:8] = area[0:2, 0, 5:8]

        offset = 0
        tocompress = {}
        if top and cylinder:
            fill_disk(coords[offset:offset + 2],
                      height / 2.0, (0, 1, 0),
                      degenerate=0)
            tocompress[offset] = 0
            offset += 2
        if side:
            fill_sides(coords[offset:offset + 2])
            offset += 2
        if bottom:
            # disk texture coordinates
            fill_disk(coords[offset:offset + 2],
                      -height / 2.0, (0, -1, 0),
                      degenerate=1)
            tocompress[offset] = 1
            offset += 2

        # now the indices, same as all quadratics
        indices = mesh_indices(zstep, ystep)
        new_indices = []
        for (i, iSet) in enumerate(indices):
            iSet = iSet.reshape((-1, 3))
            if i in tocompress:
                if not tocompress[i]:
                    iSet = iSet[::2]
                else:
                    iSet = iSet[1::2]
            new_indices.append(iSet)
        # compress out degenerate indices if present...
        indices = concatenate(new_indices)
        return coords.reshape((-1, 8)), indices.reshape((-1, ))