示例#1
0
    def bind_depth_texture(self, size):
        """Create depth texture for shadow map."""
        width, height = size
        texture_type = GL_TEXTURE_2D
        self.__depth_map_fbo = glGenFramebuffers(1)

        depth_map = self.__textures_ids[len(self.__textures)]
        glBindTexture(texture_type, depth_map)
        self.__textures.append(2)
        glTexImage2D(texture_type, 0, GL_DEPTH_COMPONENT, width, height, 0,
                     GL_DEPTH_COMPONENT, GL_FLOAT, None)
        glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_REPEAT)

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
                        GL_COMPARE_REF_TO_TEXTURE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS)

        glBindFramebuffer(GL_FRAMEBUFFER, self.__depth_map_fbo)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                               GL_TEXTURE_2D, depth_map, 0)
        glDrawBuffer(GL_NONE)
        glReadBuffer(GL_NONE)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
示例#2
0
    def _loadTexture(self):
        """
        Load texture data from current image object
        """
        ix, iy, image = self.image_obj.getTextureData()

        # allocate texture object if never yet done [bruce 060207 revised all related code, to fix bug 1059]
        if self.tex_name is None:
            self.tex_name = glGenTextures(1)
            # note: by experiment (iMac G5 Panther), this returns a single number (1L, 2L, ...), not a list or tuple,
            # but for an argument >1 it returns a list of longs. We depend on this behavior here. [bruce 060207]

        # initialize texture data
        glBindTexture(GL_TEXTURE_2D,
                      self.tex_name)  # 2d texture (x and y size)

        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        self.have_mipmaps = False
        if debug_pref("smoother tiny textures",
                      Choice_boolean_False,
                      prefs_key=True):
            #bruce 060212 new feature; only takes effect when image is reloaded for some reason (like "load image" button)
            gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA,
                              GL_UNSIGNED_BYTE, image)
            self.have_mipmaps = True
        else:
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, image)
            # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 is borderwidth,
            # and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe the external image data. [bruce 060212 comment]

        ## self._initTextureEnv() #bruce 060207 do this in draw method, not here
        self.assy.o.gl_update()
        return
示例#3
0
    def __init__(self, face: freetype.Face, char: str) -> None:
        if face.load_char(char, freetype.FT_LOAD_RENDER):
            raise RuntimeError('failed to load char \'%s\'' % char)
        glyph = face.glyph
        bitmap = glyph.bitmap

        assert bitmap.pixel_mode == freetype.FT_PIXEL_MODE_GRAY, \
            "We haven't implemented support for other pixel modes"

        glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT)
        glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE)
        glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)

        self._texture_id = glGenTextures(1)
        self._width = bitmap.width
        self._height = bitmap.rows

        self._descender = glyph.bitmap_top - self._height
        self._bearing_x = glyph.bitmap_left
        self._advance = numpy.array(
            [face.glyph.advance.x / 64.0, face.glyph.advance.y / 64.0])

        glBindTexture(GL_TEXTURE_2D, self._texture_id)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        data = numpy.array(bitmap.buffer,
                           numpy.ubyte).reshape(self._height, self._width)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, self._width, self._height, 0,
                     GL_ALPHA, GL_UNSIGNED_BYTE, numpy.flipud(data))

        glPopClientAttrib()
示例#4
0
    def _do_paint_rgb24(self, img_data, x, y, width, height, rowstride,
                        options, callbacks):
        debug(
            "%s._do_paint_rgb24(x=%d, y=%d, width=%d, height=%d, rowstride=%d)",
            self, x, y, width, height, rowstride)
        drawable = self.gl_init()
        if not drawable:
            debug("%s._do_paint_rgb24(..) drawable is not set!", self)
            return False

        try:
            self.set_rgb24_paint_state()

            # Compute alignment and row length
            row_length = 0
            alignment = 1
            for a in [2, 4, 8]:
                # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on
                if (rowstride & a - 1) == 0:
                    alignment = a
            # If number of extra bytes is greater than the alignment value,
            # then we also have to set row_length
            # Otherwise it remains at 0 (= width implicitely)
            if (rowstride - width * 3) > a:
                row_length = width + (rowstride - width * 3) / 3

            self.gl_marker(
                "RGB24 update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d"
                % (x, y, width, height, rowstride, row_length, alignment))
            # Upload data as temporary RGB texture
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length)
            glPixelStorei(GL_UNPACK_ALIGNMENT, alignment)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                            GL_NEAREST)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                            GL_NEAREST)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0,
                         GL_RGB, GL_UNSIGNED_BYTE, img_data)

            # Draw textured RGB quad at the right coordinates
            glBegin(GL_QUADS)
            glTexCoord2i(0, 0)
            glVertex2i(x, y)
            glTexCoord2i(0, height)
            glVertex2i(x, y + height)
            glTexCoord2i(width, height)
            glVertex2i(x + width, y + height)
            glTexCoord2i(width, 0)
            glVertex2i(x + width, y)
            glEnd()

            # Present update to screen
            self.present_fbo(drawable)
            # present_fbo has reset state already

        finally:
            drawable.gl_end()
        return True
示例#5
0
    def parse_mtl(filename):
        contents = {}
        mtl = None
        for line in open(filename, "r"):
            if line.startswith('#'): continue
            values = line.split()
            if not values: continue
            if values[0] == 'newmtl':
                mtl = contents[values[1]] = {}
            elif mtl is None:
                raise ValueError("mtl file doesn't start with newmtl stmt")
            elif values[0] == 'map_Kd':

                # load the texture referred to by this declaration
                mtl[values[0]] = values[1]
                surf_file = mtl['map_Kd']
                if surf_file.endswith('.tga'):
                    TGA_Header
                surf = pygame.image.load()
                image = pygame.image.tostring(surf, 'RGBA', 1)
                ix, iy = surf.get_rect().size
                texid = mtl['texture_Kd'] = glGenTextures(1)
                glBindTexture(GL_TEXTURE_2D, texid)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                                GL_LINEAR)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                                GL_LINEAR)
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, image)
            else:
                mtl[values[0]] = list(map(float, values[1:]))
        return contents
示例#6
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def makeGLTexture(image_data: np.ndarray, w: int, h: int, repeat=False) -> int:
    """Loading pygame.Surface as OpenGL texture
    :return New Texture key"""

    # getting data from pygame.Surface

    # bind new texture
    key = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, key)

    # SETTING UP
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                    GL_NEAREST)  # настройка сжатия
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                    GL_NEAREST)  # настройка растяжения

    if repeat:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)

    glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_RGBA, w, h, GL_ZERO, GL_RGBA,
                 GL_UNSIGNED_BYTE, image_data)
    #

    # unbind new texture
    glBindTexture(GL_TEXTURE_2D, 0)

    return key
示例#7
0
    def update_texture_rgb24(self, img_data, x, y, width, height, rowstride):
        drawable = self.glarea.get_gl_drawable()
        context = self.glarea.get_gl_context()
        if not drawable.gl_begin(context):
            raise Exception("** Cannot create OpenGL rendering context!")
        assert self.textures is not None

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0])
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride/3)

        if self.current_mode == GLClientWindow.MODE_YUV:
            raise Exception("** YUV -> RGB mode change unimplemented!")
        elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED:
            log("Creating new RGB texture")
            w, h = self.get_size()
            # First time we draw must be full image
            assert w == width and h == height
            glEnable(GL_TEXTURE_RECTANGLE_ARB)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0)
            self.current_mode = GLClientWindow.MODE_RGB
        log("Updating RGB texture")
        glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, img_data)
        drawable.gl_end()
        self.render_image()
示例#8
0
    def bind_depth_texture(self, size):
        """Create depth texture for shadow map."""
        width, height = size
        texture_type = GL_TEXTURE_2D
        self.__depth_map_fbo = glGenFramebuffers(1)

        depth_map = self.__textures_ids[len(self.__textures)]
        glBindTexture(texture_type, depth_map)
        self.__textures.append(2)
        glTexImage2D(texture_type, 0, GL_DEPTH_COMPONENT,
                     width, height, 0, GL_DEPTH_COMPONENT,
                     GL_FLOAT, None)
        glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_REPEAT)

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
                        GL_COMPARE_REF_TO_TEXTURE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,
                        GL_LESS)

        glBindFramebuffer(GL_FRAMEBUFFER, self.__depth_map_fbo)
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                               GL_TEXTURE_2D, depth_map, 0)
        glDrawBuffer(GL_NONE)
        glReadBuffer(GL_NONE)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
示例#9
0
 def load_texture(path):
     import pygame
     #Cargo la imagen a memoria. pygame se hace cargo de decodificarla correctamente
     surf = pygame.image.load(path)
     surf = pygame.transform.flip(surf, False, True)
     #Obtengo la matriz de colores de la imagen en forma de un array binario
     #Le indico el formato en que quiero almacenar los datos (RGBA) y que invierta la matriz, para poder usarla correctamente con OpenGL
     image = pygame.image.tostring(surf, 'RGBA', 1)
     #Obentego las dimensiones de la imagen
     ix, iy = surf.get_rect().size
     #Creo una textura vacia en memoria de video, y me quedo con el identificador (texid) para poder referenciarla
     texid = glGenTextures(1)
     #Activo esta nueva textura para poder cargarle informacion
     glBindTexture(GL_TEXTURE_2D, texid)
     #Seteo los tipos de filtro a usar para agrandar y achivar la textura
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
     #Cargo la matriz de colores dentro de la textura
     #Los parametros que le paso son:
     # - Tipo de textura, en este caso GL_TEXTURE_2D
     # - Nivel de mipmap, en este caso 0 porque no estoy usando mas niveles
     # - Formato en que quiero almacenar los datos en memoria de video, GL_RGB en este caso, porque no necesito canal Alfa
     # - Ancho de la textura
     # - Alto de la textura
     # - Grosor en pixels del borde, en este caso 0 porque no quiero agregar borde a al imagen
     # - Formato de los datos de la imagen, en este caso GL_RGBA que es como lo leimos con pygame.image
     # - Formato de los canales de color, GL_UNSIGNED_BYTE quiere decir que son 8bits para cada canal
     # - La imagen, en este caso la matriz de colores que creamos con pygame.image.tostring
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
     #Una vez que tengo todo cargado, desactivo la textura para evitar que se dibuje por error mas adelante
     #Cada vez que quiera usarla, puedo hacer glBindTexture con el identificador (texid) que me guarde al crearla
     glBindTexture(GL_TEXTURE_2D, 0)
     #devuelvo el identificador de la textura para que pueda ser usada mas adelante
     return texid
示例#10
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    def gl_tex_image_2d(self, image, target=GL_TEXTURE_2D, internal_format=GL_RGBA, border=False, with_mipmaps=False):
        """Load the currently bound texture with data from an image, with automatic
        scaling to power-of-2 size and optional mipmap generation."""
        border = bool(border)
        if border and with_mipmaps:
            raise ValueError("Bordered texture cannot have mipmaps")
        b2 = 2 * border
        width, height = image.size
        twidth = pow2up(width - b2) + b2
        theight = pow2up(height - b2) + b2
        # print "GUI.GGLTextures.Texture.gl_tex_image_2d: before scaling: size =", (width, height) ###
        if width <> twidth or height <> theight:
            # print "GUI.GGLTextures.Texture.gl_tex_image_2d: scaling image to size", (twidth, theight) ###
            from Pixmaps import Pixmap

            image2 = Pixmap(twidth, theight)

            def scale(canvas):
                image.draw(canvas, (0, 0, width, height), (0, 0, twidth, theight))

            image2.with_canvas(scale)
            image = image2
        format, type, data = self._gl_get_texture_data(image)
        if with_mipmaps:
            # print "GUI.GGLTextures.Texture.gl_tex_image_2d: loading mipmaps" ###
            gluBuild2DMipmaps(target, internal_format, twidth, theight, format, type, data)
        else:
            # print "GUI.GGLTextures.Texture.gl_tex_image_2d: loading texture" ###
            glTexImage2D(target, 0, internal_format, twidth, theight, border, format, type, data)
    def _setup_texture(self, context_id: str):
        """Set up the texture for a given context"""
        gl_texture = self._gl_textures[context_id] = glGenTextures(
            1
        )  # Create the texture location
        glBindTexture(GL_TEXTURE_2D, gl_texture)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)

        glBindTexture(GL_TEXTURE_2D, gl_texture)
        glTexImage2D(
            GL_TEXTURE_2D,
            0,
            GL_RGBA,
            self._image_width,
            self._image_height,
            0,
            GL_RGBA,
            GL_UNSIGNED_BYTE,
            self._image,
        )
        glBindTexture(GL_TEXTURE_2D, 0)
        log.info("Finished setting up texture atlas in OpenGL")
示例#12
0
def LoadTexture(path):

    # запросим у OpenGL свободный индекс текстуры
    texture = glGenTextures(1)

    # сделаем текстуру активной
    glBindTexture(GL_TEXTURE_2D, texture)

    # загружаем изображение-текстуру
    image = Image.open(path)
    image = image.transpose(Image.FLIP_TOP_BOTTOM)
    img_data = image.convert("RGBA").tobytes()
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, img_data)
    glGenerateMipmap(GL_TEXTURE_2D)

    # установим параметры фильтрации текстуры - линейная фильтрация
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR_MIPMAP_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    # установим параметры "оборачиваниея" текстуры - отсутствие оборачивания
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)  #GL_REPEAT
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)  #GL_REPEAT

    # возвращаем текстуру
    return texture
示例#13
0
 def load_texture(self, img: Image) -> None:
     img_data = np.fromstring(img.tobytes(), np.uint8)
     width, height = img.size
     self._texture = glGenTextures(1)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glBindTexture(GL_TEXTURE_2D, self._texture)
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                     GL_LINEAR_MIPMAP_LINEAR)
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
     mode = GL_RGBA
     if img.mode == "RGB":
         mode = GL_RGB
     glTexImage2D(
         GL_TEXTURE_2D,
         0,
         mode,
         width,
         height,
         0,
         mode,
         GL_UNSIGNED_BYTE,
         img_data,
     )
     glGenerateMipmap(GL_TEXTURE_2D)
示例#14
0
文件: view.py 项目: eriknelson/gam3
    def _createTexture(self):
        surface = self._textureImage
        width = surface.get_width()
        height = surface.get_height()
        raw = pygame.image.tostring(surface, "RGBA", 0)

        texture = glGenTextures(1)
        # glGenTextures fails by returning 0, particularly if there's no GL
        # context yet.
        assert texture != 0
        glBindTexture(GL_TEXTURE_2D, texture)

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

        glTexImage2D(
            GL_TEXTURE_2D, 0,
            GL_RGBA, width, height, 0,
            GL_RGBA,
            GL_UNSIGNED_BYTE,
            raw)

        return texture
示例#15
0
文件: renderer.py 项目: jfozard/pyvol
    def init_back_texture(self, width, height):

        if self.fbo is None:
            self.fbo = glGenFramebuffers(1)

        glActiveTexture(GL_TEXTURE0 + 1)

        if self.bfTex is not None:
            glDeleteTextures([self.bfTex])

        self.bfTex = glGenTextures(1)

        glBindTexture(GL_TEXTURE_2D, self.bfTex)

        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

        w = int(width)
        h = int(height)

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, w, h, 0,
                     GL_RGBA, GL_FLOAT, None)

        glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)

        glFramebufferTexture2D(GL_FRAMEBUFFER_EXT,
                               GL_COLOR_ATTACHMENT0_EXT,
                               GL_TEXTURE_2D,
                               self.bfTex, 0)

        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        glBindTexture(GL_TEXTURE_2D, 0)
示例#16
0
    def _loadTexture(self):
        """
        Load texture data from current image object
        """
        ix, iy, image = self.image_obj.getTextureData() 

        # allocate texture object if never yet done [bruce 060207 revised all related code, to fix bug 1059]
        if self.tex_name is None:
            self.tex_name = glGenTextures(1)
            # note: by experiment (iMac G5 Panther), this returns a single number (1L, 2L, ...), not a list or tuple,
            # but for an argument >1 it returns a list of longs. We depend on this behavior here. [bruce 060207]

        # initialize texture data
        glBindTexture(GL_TEXTURE_2D, self.tex_name)   # 2d texture (x and y size)

        glPixelStorei(GL_UNPACK_ALIGNMENT,1)
        self.have_mipmaps = False
        if debug_pref("smoother tiny textures", Choice_boolean_False, prefs_key = True):
            #bruce 060212 new feature; only takes effect when image is reloaded for some reason (like "load image" button)
            gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA, GL_UNSIGNED_BYTE, image)
            self.have_mipmaps = True
        else:
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
                # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0 is borderwidth,
                # and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe the external image data. [bruce 060212 comment]

        ## self._initTextureEnv() #bruce 060207 do this in draw method, not here
        self.assy.o.gl_update()
        return
示例#17
0
    def update_texture_rgb24(self, img_data, x, y, width, height, rowstride):
        drawable = self.glarea.get_gl_drawable()
        context = self.glarea.get_gl_context()
        if not drawable.gl_begin(context):
            raise Exception("** Cannot create OpenGL rendering context!")
        assert self.textures is not None

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0])
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride / 3)

        if self.current_mode == GLClientWindow.MODE_YUV:
            raise Exception("** YUV -> RGB mode change unimplemented!")
        elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED:
            log("Creating new RGB texture")
            w, h = self.get_size()
            # First time we draw must be full image
            assert w == width and h == height
            glEnable(GL_TEXTURE_RECTANGLE_ARB)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                            GL_NEAREST)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                            GL_NEAREST)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB,
                         GL_UNSIGNED_BYTE, 0)
            self.current_mode = GLClientWindow.MODE_RGB
        log("Updating RGB texture")
        glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height,
                        GL_RGB, GL_UNSIGNED_BYTE, img_data)
        drawable.gl_end()
        self.render_image()
示例#18
0
    def update_planar_textures(self, x, y, width, height, img, pixel_format, scaling=False):
        assert self.textures is not None, "no OpenGL textures!"
        log("%s.update_planar_textures%s", self, (x, y, width, height, img, pixel_format))

        divs = get_subsampling_divs(pixel_format)
        if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height):
            self.pixel_format = pixel_format
            self.texture_size = (width, height)
            self.gl_marker("Creating new planar textures, pixel format %s", pixel_format)
            # Create textures of the same size as the window's
            empty_buf = b"\0"*(width*height)
            pixel_data = self.pixels_for_upload(empty_buf)[1]

            for texture, index in ((GL_TEXTURE0, TEX_Y), (GL_TEXTURE1, TEX_U), (GL_TEXTURE2, TEX_V)):
                (div_w, div_h) = divs[index]
                glActiveTexture(texture)
                target = GL_TEXTURE_RECTANGLE_ARB
                glBindTexture(target, self.textures[index])
                mag_filter = GL_NEAREST
                if scaling or (div_w > 1 or div_h > 1):
                    mag_filter = GL_LINEAR
                glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter)
                glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                set_texture_level()
                glTexImage2D(target, 0, GL_LUMINANCE, width//div_w, height//div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data)
                #glBindTexture(target, 0)        #redundant: we rebind below:

        self.gl_marker("updating planar textures: %sx%s %s", width, height, pixel_format)
        rowstrides = img.get_rowstride()
        img_data = img.get_pixels()
        assert len(rowstrides)==3 and len(img_data)==3
        for texture, index, tex_name in (
            (GL_TEXTURE0, TEX_Y, "Y"),
            (GL_TEXTURE1, TEX_U, "U"),
            (GL_TEXTURE2, TEX_V, "V"),
            ):
            div_w, div_h = divs[index]
            w = width//div_w
            h = height//div_h
            if w==0 or h==0:
                log.error("Error: zero dimension %ix%i for %s planar texture %s", w, h, pixel_format, tex_name)
                log.error(" screen update %s dropped", (x, y, width, height))
                continue
            glActiveTexture(texture)

            target = GL_TEXTURE_RECTANGLE_ARB
            glBindTexture(target, self.textures[index])
            self.set_alignment(w, rowstrides[index], tex_name)
            upload, pixel_data = self.pixels_for_upload(img_data[index])
            log("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes, upload=%s",
                index, divs[index], rowstrides[index], w, h, len(pixel_data), upload)
            glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0)
            try:
                glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 0)
            except:
                pass
            glTexSubImage2D(target, 0, 0, 0, w, h, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data)
            glBindTexture(target, 0)
示例#19
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        debug("GL Pixmap backing size: %d x %d, drawable=%s", w, h, drawable)
        if not drawable:
            return  None
        if not self.gl_setup:
            # Ask GL to send us all debug messages
            if GL_DEBUG_OUTPUT and gl_debug_callback and glInitDebugKHR() == True:
                glEnable(GL_DEBUG_OUTPUT)
                glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS)
                glDebugMessageCallback(gl_debug_callback, None)
                glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, None, GL_TRUE)
            # Initialize string_marker GL debugging extension if available
            if glInitStringMarkerGREMEDY and glInitStringMarkerGREMEDY() == True:
                log.info("Extension GL_GREMEDY_string_marker available. Will output detailed information about each frame.")
            else:
                # General case - running without debugger, extension not available
                glStringMarkerGREMEDY = None
            # Initialize frame_terminator GL debugging extension if available
            if glInitFrameTerminatorGREMEDY and glInitFrameTerminatorGREMEDY() == True:
                glFrameTerminatorGREMEDY = None



            self.gl_marker("Initializing GL context for window size %d x %d" % (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            #TODO glEnableClientState(GL_VERTEX_ARRAY)
            #TODO glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear to white
            glClearColor(1.0, 1.0, 1.0, 1.0)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - render to offscreen FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if self.textures is None:
                self.textures = glGenTextures(5)
                debug("textures for wid=%s of size %s : %s", self.wid, self.size, self.textures)
            if self.offscreen_fbo is None:
                self.offscreen_fbo = glGenFramebuffers(1)

            # Define empty FBO texture and set rendering to FBO
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0)

            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            self.gl_setup = True
        return drawable
示例#20
0
    def update_planar_textures(self,
                               x,
                               y,
                               width,
                               height,
                               img,
                               pixel_format,
                               scaling=False):
        assert self.textures is not None, "no OpenGL textures!"
        log("%s.update_planar_textures%s", self,
            (x, y, width, height, img, pixel_format))

        divs = get_subsampling_divs(pixel_format)
        if self.pixel_format is None or self.pixel_format != pixel_format or self.texture_size != (
                width, height):
            self.pixel_format = pixel_format
            self.texture_size = (width, height)
            self.gl_marker("Creating new planar textures, pixel format %s" %
                           pixel_format)
            # Create textures of the same size as the window's
            glEnable(GL_TEXTURE_RECTANGLE_ARB)

            for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1),
                                   (GL_TEXTURE2, 2)):
                (div_w, div_h) = divs[index]
                glActiveTexture(texture)
                glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
                glEnable(GL_TEXTURE_RECTANGLE_ARB)
                mag_filter = GL_NEAREST
                if scaling or (div_w > 1 or div_h > 1):
                    mag_filter = GL_LINEAR
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,
                                GL_TEXTURE_MAG_FILTER, mag_filter)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,
                                GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
                             width / div_w, height / div_h, 0, GL_LUMINANCE,
                             GL_UNSIGNED_BYTE, None)

        self.gl_marker("updating planar textures: %sx%s %s" %
                       (width, height, pixel_format))
        rowstrides = img.get_rowstride()
        img_data = img.get_pixels()
        assert len(rowstrides) == 3 and len(img_data) == 3
        for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1),
                               (GL_TEXTURE2, 2)):
            (div_w, div_h) = divs[index]
            glActiveTexture(texture)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index])
            pixel_data = img_data[index]
            log("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes",
                index, divs[index], rowstrides[index], width / div_w,
                height / div_h, len(pixel_data))
            glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width / div_w,
                            height / div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE,
                            pixel_data)
示例#21
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        debug("%s.gl_init() GL Pixmap backing size: %d x %d, drawable=%s",
              self, w, h, drawable)
        if not drawable:
            return None

        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            self.gl_marker("Initializing GL context for window size %d x %d" %
                           (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                         self.texture_pixel_format, w, h, 0,
                         self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                   GL_TEXTURE_RECTANGLE_ARB,
                                   self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,
                             self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
        return drawable
示例#22
0
    def gl_init(self):
        drawable = self.gl_begin()
        w, h = self.size
        log("%s.gl_init() GL Pixmap backing size: %d x %d, drawable=%s", self, w, h, drawable)
        if not drawable:
            return  None

        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            self.gl_marker("Initializing GL context for window size %d x %d" % (w, h))
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
        return drawable
示例#23
0
    def gl_init(self):
        #must be called within a context!
        #performs init if needed
        if not self.debug_setup:
            self.debug_setup = True
            self.gl_init_debug()

        if not self.gl_setup:
            w, h = self.size
            self.gl_marker("Initializing GL context for window size %d x %d", w, h)
            # Initialize viewport and matrices for 2D rendering
            glViewport(0, 0, w, h)
            glMatrixMode(GL_PROJECTION)
            glLoadIdentity()
            glOrtho(0.0, w, h, 0.0, -1.0, 1.0)
            glMatrixMode(GL_MODELVIEW)
            # Mesa docs claim: this hint can improve the speed of texturing
            #when perspective-correct texture coordinate interpolation isn't needed,
            #such as when using a glOrtho() projection:
            glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)
            # Could be more optimal to use vertex arrays:
            # glEnableClientState(GL_VERTEX_ARRAY)
            # glEnableClientState(GL_TEXTURE_COORD_ARRAY)

            # Clear background to transparent black
            glClearColor(0.0, 0.0, 0.0, 0.0)

            # we don't use the depth (2D only):
            glDisable(GL_DEPTH_TEST)
            # only do alpha blending in present_fbo:
            glDisable(GL_BLEND)

            # Default state is good for YUV painting:
            #  - fragment program enabled
            #  - YUV fragment program bound
            #  - render to offscreen FBO
            if self.textures is None:
                self.gl_init_textures()

            # Define empty FBO texture and set rendering to FBO
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO])
            # nvidia needs this even though we don't use mipmaps (repeated through this file):
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, w, h, 0, self.texture_pixel_format, GL_UNSIGNED_BYTE, None)
            glBindFramebuffer(GL_FRAMEBUFFER, self.offscreen_fbo)
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_FBO], 0)
            glClear(GL_COLOR_BUFFER_BIT)

            # Create and assign fragment programs
            if not self.shaders:
                self.gl_init_shaders()

            # Bind program 0 for YUV painting by default
            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.shaders[YUV2RGB_SHADER])
            self.gl_setup = True
示例#24
0
    def update_texture_yuv(self, img_data, x, y, width, height, rowstrides, pixel_format):
        assert x==0 and y==0
        assert self.textures is not None, "no OpenGL textures!"

        if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height):
            self.pixel_format = pixel_format
            self.texture_size = (width, height)
            divs = get_subsampling_divs(pixel_format)
            debug("GL creating new YUV textures for pixel format %s using divs=%s", pixel_format, divs)
            self.gl_marker("Creating new YUV textures")
            # Create textures of the same size as the window's
            glEnable(GL_TEXTURE_RECTANGLE_ARB)

            for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
                (div_w, div_h) = divs[index]
                glActiveTexture(texture)
                glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
                glEnable(GL_TEXTURE_RECTANGLE_ARB)
                mag_filter = GL_NEAREST
                if div_w > 1 or div_h > 1:
                    mag_filter = GL_LINEAR
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width/div_w, height/div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0)

            debug("Assigning fragment program")
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if not self.yuv_shader:
                self.yuv_shader = [ 1 ]
                glGenProgramsARB(1, self.yuv_shader)
                glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0])
                prog = GL_COLORSPACE_CONVERSIONS
                glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog)
                err = glGetString(GL_PROGRAM_ERROR_STRING_ARB)
                if err:
                    #FIXME: maybe we should do something else here?
                    log.error(err)

        self.gl_marker("Updating YUV textures")
        divs = get_subsampling_divs(pixel_format)
        U_width = 0
        U_height = 0
        for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
            (div_w, div_h) = divs[index]
            glActiveTexture(texture)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index])
            glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/div_w, height/div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[index])
            if index == 1:
                U_width = width/div_w
                U_height = height/div_h
            elif index == 2:
                if width/div_w != U_width:
                    log.error("Width of V plane is %d, differs from width of corresponding U plane (%d), pixel_format is %d", width/div_w, U_width, pixel_format)
                if height/div_h != U_height:
                    log.error("Height of V plane is %d, differs from height of corresponding U plane (%d)", height/div_h, U_height)
示例#25
0
    def do_paint_rgb(self, rgb_format, img_data, x, y, width, height, rowstride, options, callbacks):
        log("%s.do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d, options=%s)", self, rgb_format, len(img_data), x, y, width, height, rowstride, options)
        context = self.gl_context()
        if not context:
            log("%s._do_paint_rgb(..) no context!", self)
            fire_paint_callbacks(callbacks, False, "no opengl context")
            return
        if not options.get("paint", True):
            fire_paint_callbacks(callbacks)
            return

        try:
            upload, img_data = self.pixels_for_upload(img_data)

            with context:
                self.gl_init()
                self.set_rgb_paint_state()

                #convert it to a GL constant:
                pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format.decode())
                assert pformat is not None, "could not find pixel format for %s" % rgb_format

                self.gl_marker("%s update at (%d,%d) size %dx%d (%s bytes), using GL %s format=%s",
                               rgb_format, x, y, width, height, len(img_data), upload, CONSTANT_TO_PIXEL_FORMAT.get(pformat))

                # Upload data as temporary RGB texture
                glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB])
                self.set_alignment(width, rowstride, rgb_format)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                set_texture_level()
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data)

                # Draw textured RGB quad at the right coordinates
                glBegin(GL_QUADS)
                glTexCoord2i(0, 0)
                glVertex2i(x, y)
                glTexCoord2i(0, height)
                glVertex2i(x, y+height)
                glTexCoord2i(width, height)
                glVertex2i(x+width, y+height)
                glTexCoord2i(width, 0)
                glVertex2i(x+width, y)
                glEnd()

                self.paint_box(options.get("encoding"), options.get("delta", -1)>=0, x, y, width, height)

                # Present update to screen
                self.present_fbo(x, y, width, height, options.get("flush", 0))
                # present_fbo has reset state already
            fire_paint_callbacks(callbacks)
        except Exception as e:
            log("Error in %s paint of %i bytes, options=%s)", rgb_format, len(img_data), options)
            fire_paint_callbacks(callbacks, False, "OpenGL %s paint error: %s" % (rgb_format, e))
示例#26
0
    def _update_texture(self, w, h, pixels):
        print("update_texture id=%s" % self.drawing_area.texture_id)
        if self.drawing_area.texture_id is not None:
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.drawing_area.texture_id)

            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0,
                GL_RGB, GL_UNSIGNED_BYTE, pixels)
            glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
            glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
            glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
示例#27
0
def main(path=None):
    glutInit(sys.argv)

    if sys.platform == 'darwin':
        if not path:
            path = dialog()

    if not path:
        sys.exit(0)

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE)
    glutInitWindowPosition(0, 0)
    glutInitWindowSize(730, 650)

    win = glutCreateWindow(b'MIDI Player')

    (width, height, img) = read_image(join(dirname(__file__), 'mixer.ppm'))
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
                 GL_UNSIGNED_BYTE, img)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

    glMatrixMode(GL_TEXTURE)
    glLoadIdentity()
    glScale(1 / width, 1 / height, 1)

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0, 730, 0, 650, 0, 1)

    player = Player(win, path, width, height)

    glutDisplayFunc(player.display_func)
    glutKeyboardFunc(player.keyboard_func)
    glutMouseFunc(player.mouse_func)
    glutMotionFunc(player.motion_func)
    glutIdleFunc(player.process_events)

    submenus = []
    for instrument in range(128):
        if instrument % 8 == 0:
            submenus.append([
                families[instrument // 8],
                glutCreateMenu(player.change_instrument)
            ])
        glutAddMenuEntry(instruments[instrument].encode('ascii'), instrument)
    glutCreateMenu(player.change_instrument)
    for family, submenu in submenus:
        glutAddSubMenu(family.encode('ascii'), submenu)
    glutAttachMenu(GLUT_RIGHT_BUTTON)

    glutMainLoop()
示例#28
0
 def set_texture(m):
     texture_data = np.array(m.texture_image, dtype='int8')
     m.textureID = glGenTextures(1)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glBindTexture(GL_TEXTURE_2D, m.textureID)
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_data.shape[1],
                  texture_data.shape[0], 0, GL_BGR, GL_UNSIGNED_BYTE,
                  texture_data.flatten())
     glHint(GL_GENERATE_MIPMAP_HINT,
            GL_NICEST)  # must be GL_FASTEST, GL_NICEST or GL_DONT_CARE
     glGenerateMipmap(GL_TEXTURE_2D)
def load_texture(path, texture):
    glBindTexture(GL_TEXTURE_2D, texture)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    image = Image.open(path)
    image = image.transpose(Image.FLIP_TOP_BOTTOM)
    img_data = image.convert("RGBA").tobytes()
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, img_data)
    return texture
示例#30
0
def main(path=None):
    glutInit(sys.argv)

    if sys.platform == 'darwin':
        if not path:
            path = dialog()

    if not path:
        sys.exit(0)

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE)
    glutInitWindowPosition(0, 0)
    glutInitWindowSize(730, 650)

    win = glutCreateWindow(b'MIDI Player')

    (width, height, img) = read_image(join(dirname(__file__), 'mixer.ppm'))
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
                 GL_RGB, GL_UNSIGNED_BYTE, img)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

    glMatrixMode(GL_TEXTURE)
    glLoadIdentity()
    glScale(1/width, 1/height, 1)

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    glOrtho(0, 730, 0, 650, 0, 1)

    player = Player(win, path, width, height)

    glutDisplayFunc(player.display_func)
    glutKeyboardFunc(player.keyboard_func)
    glutMouseFunc(player.mouse_func)
    glutMotionFunc(player.motion_func)
    glutIdleFunc(player.process_events)

    submenus = []
    for instrument in range(128):
        if instrument % 8 == 0:
            submenus.append([families[instrument // 8],
                             glutCreateMenu(player.change_instrument)])
        glutAddMenuEntry(instruments[instrument].encode('ascii'), instrument)
    glutCreateMenu(player.change_instrument)
    for family, submenu in submenus:
        glutAddSubMenu(family.encode('ascii'), submenu)
    glutAttachMenu(GLUT_RIGHT_BUTTON)

    glutMainLoop()
示例#31
0
    def _do_paint_rgb24(self, img_data, x, y, width, height, rowstride, options, callbacks):
        debug("%s._do_paint_rgb24(x=%d, y=%d, width=%d, height=%d, rowstride=%d)", self, x, y, width, height, rowstride)
        drawable = self.gl_init()
        if not drawable:
            debug("%s._do_paint_rgb24(..) drawable is not set!", self)
            return False

        try:
            self.set_rgb24_paint_state()
    
            # Compute alignment and row length
            row_length = 0
            alignment = 1
            for a in [2, 4, 8]:
                # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on
                if (rowstride & a-1) == 0:
                    alignment = a
            # If number of extra bytes is greater than the alignment value,
            # then we also have to set row_length
            # Otherwise it remains at 0 (= width implicitely)
            if (rowstride - width * 3) > a:
                row_length = width + (rowstride - width * 3) / 3
    
            self.gl_marker("RGB24 update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d" % (x, y, width, height, rowstride, row_length, alignment))
            # Upload data as temporary RGB texture
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length)
            glPixelStorei(GL_UNPACK_ALIGNMENT, alignment)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
    
            # Draw textured RGB quad at the right coordinates
            glBegin(GL_QUADS)
            glTexCoord2i(0, 0)
            glVertex2i(x, y)
            glTexCoord2i(0, height)
            glVertex2i(x, y+height)
            glTexCoord2i(width, height)
            glVertex2i(x+width, y+height)
            glTexCoord2i(width, 0)
            glVertex2i(x+width, y)
            glEnd()
    
            # Present update to screen
            self.present_fbo(drawable)
            # present_fbo has reset state already

        finally:
            drawable.gl_end()
        return True
示例#32
0
    def __init__(self, w, h, format=GL_RGBA, internalFormat=None):
        self._id = glGenTextures(1);
        self._w = w
        self._h = h
        if internalFormat is None:
            internalFormat = format

        # crashes _sometimes_ when self._w * self._h > 888*888
        glBindTexture(GL_TEXTURE_2D, self._id);
        glTexImage2D(GL_TEXTURE_2D, 0, format, self._w, self._h, 0, internalFormat, GL_UNSIGNED_BYTE, None);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glBindTexture(GL_TEXTURE_2D, 0);
示例#33
0
    def _update_texture(self, w, h, pixels):
        print("update_texture id=%s" % self.drawing_area.texture_id)
        if self.drawing_area.texture_id is not None:
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB,
                          self.drawing_area.texture_id)

            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB,
                         GL_UNSIGNED_BYTE, pixels)
            glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
            glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                            GL_NEAREST)
            glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                            GL_NEAREST)
def make_texture(
        filename=None,
        image=None,
        interpolate=True,
        alpha=False,
        integer=False,
        maxlod=None):
    if image == None:
        image = pygame.image.load(filename)
    pixels = pygame.image.tostring(image, "RGBA" if alpha else "RGB", True)
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    glTexParameteri(
        GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
        GL_NEAREST_MIPMAP_NEAREST if interpolate else GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_CLAMP_TO_EDGE)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_CLAMP_TO_EDGE)
    if maxlod is not None:
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, maxlod)
    if alpha:
        if integer:
            targetformat = GL_RGBA8UI
            sourceformat = GL_RGBA_INTEGER
        else:
            targetformat = GL_RGBA8
            sourceformat = GL_RGBA
    else:
        if integer:
            targetformat = GL_RGB8UI
            sourceformat = GL_RGB_INTEGER
        else:
            targetformat = GL_RGB8
            sourceformat = GL_RGB
    glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE)
    glTexImage2D(
        GL_TEXTURE_2D,
        0,
        targetformat,
        image.get_width(),
        image.get_height(),
        0,
        sourceformat,
        GL_UNSIGNED_BYTE,
        pixels)

    print glGetTexLevelParameteriv(
            GL_TEXTURE_2D,
            0,
            GL_TEXTURE_INTERNAL_FORMAT)
    return texture
示例#35
0
    def update_texture_yuv(self, img_data, x, y, width, height, rowstrides, pixel_format):
        window_width, window_height = self.size
        assert self.textures is not None, "no OpenGL textures!"

        if self.pixel_format is None or self.pixel_format!=pixel_format:
            self.pixel_format = pixel_format
            divs = self.get_subsampling_divs(pixel_format)
            log("GL creating new YUV textures for pixel format %s using divs=%s", pixel_format, divs)
            # Create textures of the same size as the window's
            glEnable(GL_TEXTURE_RECTANGLE_ARB)

            for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
                div = divs[index]
                glActiveTexture(texture)
                glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
                glEnable(GL_TEXTURE_RECTANGLE_ARB)
                mag_filter = GL_NEAREST
                if div>1:
                    mag_filter = GL_LINEAR
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width/div, window_height/div, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0)

            log("Assigning fragment program")
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if not self.yuv_shader:
                self.yuv_shader = [ 1 ]
                glGenProgramsARB(1, self.yuv_shader)
                glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0])
                prog = GL_COLORSPACE_CONVERSIONS
                glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog)
                err = glGetString(GL_PROGRAM_ERROR_STRING_ARB)
                if err:
                    #FIXME: maybe we should do something else here?
                    log.error(err)
                glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv_shader[0])

        # Clamp width and height to the actual texture size
        if x + width > window_width:
            width = window_width - x
        if y + height > window_height:
            height = window_height - y

        divs = self.get_subsampling_divs(pixel_format)
        for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
            div = divs[index]
            glActiveTexture(texture)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index])
            glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/div, height/div, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[index])
        glFlush()
示例#36
0
    def update_planar_textures(self, x, y, width, height, img, pixel_format, scaling=False):
        assert x==0 and y==0
        assert self.textures is not None, "no OpenGL textures!"
        debug("%s.update_planar_textures%s", self, (x, y, width, height, img, pixel_format))

        divs = get_subsampling_divs(pixel_format)
        if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height):
            self.pixel_format = pixel_format
            self.texture_size = (width, height)
            self.gl_marker("Creating new planar textures, pixel format %s" % pixel_format)
            # Create textures of the same size as the window's
            glEnable(GL_TEXTURE_RECTANGLE_ARB)

            for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
                (div_w, div_h) = divs[index]
                glActiveTexture(texture)
                glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
                glEnable(GL_TEXTURE_RECTANGLE_ARB)
                mag_filter = GL_NEAREST
                if scaling or (div_w > 1 or div_h > 1):
                    mag_filter = GL_LINEAR
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width/div_w, height/div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, None)


        self.gl_marker("updating planar textures: %sx%s %s" % (width, height, pixel_format))
        U_width = 0
        U_height = 0
        rowstrides = img.get_rowstride()
        img_data = img.get_pixels()
        assert len(rowstrides)==3
        assert len(img_data)==3
        for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
            (div_w, div_h) = divs[index]
            glActiveTexture(texture)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index])
            pixel_data = img_data[index][:]
            debug("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes", index, divs[index], rowstrides[index], width/div_w, height/div_h, len(pixel_data))
            glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/div_w, height/div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data)
            if index == 1:
                U_width = width/div_w
                U_height = height/div_h
            elif index == 2:
                if width/div_w != U_width:
                    log.error("Width of V plane is %d, differs from width of corresponding U plane (%d), pixel_format is %d", width/div_w, U_width, pixel_format)
                if height/div_h != U_height:
                    log.error("Height of V plane is %d, differs from height of corresponding U plane (%d), pixel_format is %d", height/div_h, U_height, pixel_format)
示例#37
0
    def paint_rgb24(self, img_data, x, y, width, height, rowstride):
        # OpenGL begin
        if not self.gldrawable.gl_begin(self.glcontext):
            log.error("OUCH")
            return False

        # Upload texture
        if not self.texture:
            self.texture = glGenTextures(1)

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture)
        glEnable(GL_TEXTURE_RECTANGLE_ARB)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                        GL_NEAREST)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                        GL_NEAREST)
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride / 3)
        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, width, height, 0,
                     GL_RGB, GL_UNSIGNED_BYTE, img_data)

        vtxarrays = 1
        if vtxarrays == 1:
            texcoords = [[0, 0], [0, height], [width, height], [width, 0]]
            vtxcoords = texcoords

            glVertexPointeri(vtxcoords)
            glTexCoordPointeri(texcoords)
            glDrawArrays(GL_QUADS, 0, 4)
        else:
            glBegin(GL_QUADS)
            glTexCoord2i(0, 0)
            glVertex2i(0, 0)

            glTexCoord2i(0, height)
            glVertex2i(0, height)

            glTexCoord2i(width, height)
            glVertex2i(width, height)

            glTexCoord2i(width, 0)
            glVertex2i(width, 0)
            glEnd()

        # OpenGL end
#self.gldrawable.swap_buffers()
#       self.gldrawable.swap_buffers()
        glFinish()
        self.gldrawable.gl_end()
示例#38
0
    def paint_rgb24(self, img_data, x, y, width, height, rowstride):
        # OpenGL begin
        if not self.gldrawable.gl_begin(self.glcontext):
            log.error("OUCH")
            return False

        # Upload texture
        if not self.texture:
            self.texture = glGenTextures(1)

        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture)
        glEnable(GL_TEXTURE_RECTANGLE_ARB)
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstride/3)
        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data);

        vtxarrays=1
        if vtxarrays == 1:
            texcoords = [ [ 0, 0 ],
                          [ 0, height],
                          [ width, height],
                          [ width, 0] ]
            vtxcoords = texcoords

            glVertexPointeri(vtxcoords)
            glTexCoordPointeri(texcoords)
            glDrawArrays(GL_QUADS, 0, 4);
        else:
            glBegin(GL_QUADS);
            glTexCoord2i(0, 0);
            glVertex2i(0, 0);

            glTexCoord2i(0, height);
            glVertex2i(0, height);

            glTexCoord2i(width, height);
            glVertex2i(width, height);

            glTexCoord2i(width, 0);
            glVertex2i(width, 0);
            glEnd()

        # OpenGL end
#self.gldrawable.swap_buffers()
#       self.gldrawable.swap_buffers()
        glFinish()
        self.gldrawable.gl_end()
示例#39
0
    def config_texture(self):
        w, h = self.size
        pixels = "\0" * w * h * 4

        # Create Texture
        print("glBindTexture(GL_TEXTURE_RECTANGLE_ARB) size=%s" % str(self.size))
        self.texture_id = glGenTextures(1)
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture_id)
        print("done")

        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0,
                     GL_RGB, GL_UNSIGNED_BYTE, pixels)
        glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
示例#40
0
 def load_texture(cls, file_name):
     texture = glGenTextures(1)
     glBindTexture(GL_TEXTURE_2D, texture)
     # Set the texture wrapping parameters
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
     # Set texture filtering parameters
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
     # load image
     image = Image.open(file_name)
     img_data = numpy.array(list(image.getdata()), numpy.uint8)
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
     glEnable(GL_TEXTURE_2D)
     return texture
示例#41
0
def read_texture(filename):
    image_data = 0
    is_hdr = False
    size = ()

    if OpenEXR.isOpenExrFile(filename):
        is_hdr = True
        img = OpenEXR.InputFile(filename)
        FLOAT = Imath.PixelType(Imath.PixelType.FLOAT)
        (r, g, b) = ( img.channel(chan, FLOAT) for chan in ('R', 'G', 'B'))
        dw = img.header()['dataWindow']
        size = (dw.max.x - dw.min.x + 1, dw.max.y - dw.min.y + 1)

        r_data = np.fromstring(r, dtype=np.float32)
        g_data = np.fromstring(g, dtype=np.float32)
        b_data = np.fromstring(b, dtype=np.float32)

        image_data = np.dstack((r_data, g_data, b_data))
        img.close()

    else:
        try:
            image = Image.open(filename)
        except IOError as ex:
            print('IOError: failed to open texture file %s' % filename)
            return -1
        print('opened file: size=', image.size, 'format=', image.format)
        image_data = np.array(list(image.getdata()), np.uint8)
        size = image.size
        image.close()


    texture_id= glGenTextures(1)
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
    glBindTexture(GL_TEXTURE_2D, texture_id)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)

    if is_hdr:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, size[0], size[1], 0, GL_RGB, GL_FLOAT, image_data)
    else:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, image_data)

    return texture_id
示例#42
0
def texturit(filn: str) -> int:
    """Import a Texture and return the texture buffer handle. Better by RGBA formatted, too."""
    wa = glGenTextures(1)
    with Image.open(filn) as i:
        ix, iy, im = i.size[0], i.size[1], i.tobytes('raw', 'RGBA')
        glBindTexture(GL_TEXTURE_2D, wa)

        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, im)
        glGenerateMipmap(GL_TEXTURE_2D)
        glBindTexture(GL_TEXTURE_2D, 0)
    return wa
示例#43
0
    def create(self, width, height):
        self.texture = glGenTextures(1)
        glBindTexture(GL_TEXTURE_CUBE_MAP, self.texture)
        for i in range(6):
            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
                         GL_DEPTH_COMPONENT, width, height, 0,
                         GL_DEPTH_COMPONENT, GL_FLOAT, None)

        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
                        GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
                        GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R,
                        GL_CLAMP_TO_EDGE)
示例#44
0
 def create(self):
     tex = glGenTextures(1)
     glBindTexture(GL_TEXTURE_2D, tex)
     
     # Set the texture wrapping parameters
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
     
     # Set texture filtering parameters
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
     
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, self.width,
                  self.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, self.image)
                 
     self.tex = tex
     self.status |= Resource.CREATED
def load_texture_pygame(path, texture):
    import pygame
    glBindTexture(GL_TEXTURE_2D, texture)
    # Set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    # Set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    # load image
    image = pygame.image.load(path)
    image = pygame.transform.flip(image, False, True)
    image_width, image_height = image.get_rect().size
    img_data = pygame.image.tostring(image, "RGBA")
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, img_data)
    return texture
示例#46
0
文件: fonts.py 项目: zfountas/mesh
def get_textureid_with_text(text, fgcolor, bgcolor):
    if not hasattr(get_textureid_with_text, 'cache'):
        get_textureid_with_text.cache = {}

    import zlib
    uid = str(zlib.crc32(text)) + str(zlib.crc32(np.array(fgcolor))) + str(
        zlib.crc32(np.array(bgcolor)))
    if uid not in get_textureid_with_text.cache:
        from PIL import ImageFont
        from PIL import Image
        from PIL import ImageDraw

        font = ImageFont.truetype(
            os.path.join(os.path.dirname(__file__), "ressources", "Arial.ttf"),
            100)

        imsize = (128, 128)

        bgarray = np.asarray(np.zeros((imsize[0], imsize[1], 3)), np.uint8)
        bgarray[:, :, 0] += bgcolor[0]
        bgarray[:, :, 1] += bgcolor[1]
        bgarray[:, :, 2] += bgcolor[2]
        img = Image.fromarray(bgarray)
        draw = ImageDraw.Draw(img)
        w, h = draw.textsize(text, font=font)
        text_pos = ((imsize[0] - w) / 2, (imsize[1] - h) / 2)
        draw.text(text_pos,
                  text,
                  fill=tuple(np.asarray(fgcolor, np.uint8)),
                  font=font)
        texture_data = np.asarray(
            np.array(img.getdata()).reshape(img.size[0], img.size[1], 3) * 255,
            np.uint8)

        textureID = glGenTextures(1)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glBindTexture(GL_TEXTURE_2D, textureID)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_data.shape[1],
                     texture_data.shape[0], 0, GL_BGR, GL_UNSIGNED_BYTE,
                     texture_data.flatten())
        glHint(GL_GENERATE_MIPMAP_HINT,
               GL_NICEST)  # must be GL_FASTEST, GL_NICEST or GL_DONT_CARE
        glGenerateMipmap(GL_TEXTURE_2D)
        get_textureid_with_text.cache[uid] = textureID

    return get_textureid_with_text.cache[uid]
示例#47
0
 def upload_cursor_texture(self, width, height, pixels):
     upload, pixel_data = self.pixels_for_upload(pixels)
     rgb_format = "RGBA"
     glActiveTexture(GL_TEXTURE0)
     target = GL_TEXTURE_RECTANGLE_ARB
     glEnable(target)
     glBindTexture(target, self.textures[TEX_CURSOR])
     self.set_alignment(width, width*4, rgb_format)
     glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
     glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
     glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
     glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
     glTexImage2D(target, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data)
     log("GL cursor %ix%i uploaded %i bytes of %s pixel data using %s",
         width, height, len(pixels), rgb_format, upload)
     glBindTexture(target, 0)
     glDisable(target)
示例#48
0
    def _create_texture(self):
        pixels = "\0" * 320 * 240 * 4
        w = 320
        h = 240

        # Create Texture
        tex_id = glGenTextures(1)
        print("glBindTexture(GL_TEXTURE_RECTANGLE_ARB)")
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex_id)
        print("done")

        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0,
                     GL_RGB, GL_UNSIGNED_BYTE, pixels)
        glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        self.texture_id = tex_id
示例#49
0
文件: opengl.py 项目: matqr/vector
    def __init__(self, resource_context: ResourceManager, asset_key: str):
        self._contents = {}
        current_mtl: dict = None

        file_data = resource_context.load('assets', asset_key)

        for line in file_data:
            line = line.decode("utf-8")  # Convert bytes line to a string
            if line.startswith('#'):
                # Ignore comments in the file.
                continue

            values = line.split()
            if not values:
                # Ignore empty lines.
                continue

            attribute_name = values[0]
            if attribute_name == 'newmtl':
                # Create a new empty material.
                current_mtl = self._contents[values[1]] = {}
            elif current_mtl is None:
                raise ValueError("mtl file must start with newmtl statement")
            elif attribute_name == 'map_Kd':
                # Diffuse texture map - load the image into memory.
                image_name = values[1]
                image_file_data = resource_context.load('assets', image_name)
                with Image.open(image_file_data) as image:
                    image_width, image_height = image.size
                    image = image.convert("RGBA").tobytes("raw", "RGBA")

                # Bind the image as a texture that can be used for rendering.
                texture_id = glGenTextures(1)
                current_mtl['texture_Kd'] = texture_id  # pylint: disable=unsupported-assignment-operation

                glBindTexture(GL_TEXTURE_2D, texture_id)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                                GL_LINEAR)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                                GL_LINEAR)
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width,
                             image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
            else:
                # Store the values for this attribute as a list of float values.
                current_mtl[attribute_name] = list(map(float, values[1:]))  # pylint: disable=unsupported-assignment-operation
示例#50
0
    def config_texture(self):
        w, h = self.size
        pixels = "\0" * w * h * 4

        # Create Texture
        print("glBindTexture(GL_TEXTURE_RECTANGLE_ARB) size=%s" %
              str(self.size))
        self.texture_id = glGenTextures(1)
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture_id)
        print("done")

        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, w, h, 0, GL_RGB,
                     GL_UNSIGNED_BYTE, pixels)
        glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
                        GL_NEAREST)
        glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
                        GL_NEAREST)
示例#51
0
文件: picwall.py 项目: drewp/picwall
    def draw(self, eyeX, horizonY, cardList):
        """draw the card in place, using small/large image data as needed """

        with pushMatrix():
            pos = num.array(self.center)
            pos[2] += self.z.x
            if self.zoom:
                full = [eyeX, horizonY, 6.3]
                pos = lerp(pos, full, self.zoom)
            glTranslatef(*pos)

            layers = [('thumb', 1, self.thumbImage.getData('thumb'))]
            if self.zoom:
                data = self.thumbImage.getData('full')
                if data is not None:
                    layers.append(('full', 1, data))
                    # once opacity is fadable, and it's at 1, then we
                    # can remove the thumb layer from the list.

                    layers.reverse() # fix opengl draw order so hires is on top

                    

            for size, opacity, imgData in layers:
                if imgData is None:
                    # need to unset tx here!
                    glCallList(cardList)
                    # or draw a blank border, maybe some load status
                    # indication
                else:
                    (w,h), textureData = imgData
                    glBindTexture(GL.GL_TEXTURE_2D, 0)
                    glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB,
                                 w,
                                 h,
                                 0,
                                 GL.GL_RGB, GL.GL_UNSIGNED_BYTE, textureData)
                    glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                                    GL.GL_LINEAR)
                    glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                                    GL.GL_LINEAR)

                    # card facing +Z from -1<x<1 -1<y<1
                    glCallList(cardList)
示例#52
0
 def upload_cursor_texture(self, target, cursor_data):
     width = cursor_data[3]
     height = cursor_data[4]
     pixels = cursor_data[8]
     if len(pixels)<width*4*height:
         log.error("Error: invalid cursor pixel buffer for %ix%i", width, height)
         log.error(" expected %i bytes but got %i", width*height*4, len(pixels))
         log.error(" %s", repr_ellipsized(hexstr(pixels)))
         return
     upload, pixel_data = self.pixels_for_upload(pixels)
     rgb_format = "BGRA"
     self.set_alignment(width, width*4, rgb_format)
     glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
     glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
     set_texture_level(target)
     glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
     glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
     glTexImage2D(target, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixel_data)
     log("GL cursor %ix%i uploaded %i bytes of %s pixel data using %s", width, height, len(pixels), rgb_format, upload)
示例#53
0
    def update_planar_textures(self, x, y, width, height, img, pixel_format, scaling=False):
        assert self.textures is not None, "no OpenGL textures!"
        log("%s.update_planar_textures%s", self, (x, y, width, height, img, pixel_format))

        divs = get_subsampling_divs(pixel_format)
        if self.pixel_format is None or self.pixel_format!=pixel_format or self.texture_size!=(width, height):
            self.pixel_format = pixel_format
            self.texture_size = (width, height)
            self.gl_marker("Creating new planar textures, pixel format %s", pixel_format)
            # Create textures of the same size as the window's
            glEnable(GL_TEXTURE_RECTANGLE_ARB)

            for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
                (div_w, div_h) = divs[index]
                glActiveTexture(texture)
                glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
                glEnable(GL_TEXTURE_RECTANGLE_ARB)
                mag_filter = GL_NEAREST
                if scaling or (div_w > 1 or div_h > 1):
                    mag_filter = GL_LINEAR
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, mag_filter)
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                set_texture_level()
                glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width//div_w, height//div_h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, None)

        self.gl_marker("updating planar textures: %sx%s %s", width, height, pixel_format)
        rowstrides = img.get_rowstride()
        img_data = img.get_pixels()
        assert len(rowstrides)==3 and len(img_data)==3
        for texture, index in ((GL_TEXTURE0, 0), (GL_TEXTURE1, 1), (GL_TEXTURE2, 2)):
            (div_w, div_h) = divs[index]
            glActiveTexture(texture)
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[index])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[index])
            upload, pixel_data = self.pixels_for_upload(img_data[index])
            log("texture %s: div=%s, rowstride=%s, %sx%s, data=%s bytes, upload=%s", index, divs[index], rowstrides[index], width//div_w, height//div_h, len(pixel_data), upload)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 0)
            try:
                glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAX_LEVEL, 0)
            except:
                pass
            glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width//div_w, height//div_h, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data)
示例#54
0
	def __init__(self, imagefile, points=[], alpha=1.0):
		super(ImageActor, self).__init__()
		
		im = Image.open(imagefile)
		# Try to open the image file
		try:
			ix, iy, image = im.size[0], im.size[1], im.tostring("raw", "RGBA", 0, -1)
		except SystemError:
			ix, iy, image = im.size[0], im.size[1], im.tostring("raw", "RGBX", 0, -1)
		
		# get a texture buffer	
		glActiveTexture(GL_TEXTURE0) 
		self.texid = glGenTextures(1)
		# Bind the texture
		glBindTexture(GL_TEXTURE_2D, self.texid)
		glPixelStorei(GL_UNPACK_ALIGNMENT,1)
		
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
		
		# Upload the image
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
		
		# Generate the points for the billboard
		if points == []:
			points = [Point(0,0), Point(ix,0), Point(ix,-iy), Point(0,-iy)]
		if len(points) != 4:
			raise Exception("Image needs 4 points, %d provided" % len(points))
		
		# Generate the UV map
		uv = [Point(0,1), Point(1,1), Point(1,0), Point(0,0)]
		
		a = []
		for i in [0,1,2,0,2,3]:
			point = points[i]
			tex = uv[i]
			a.extend([point.x, point.y, tex.x, tex.y])
		
		# Assign the VBO
		super(ImageActor, self)._assignVBO(a)
		
		self.alpha = float(alpha)
示例#55
0
def loadTexture(image_obj, tex_name = 0): #e arg want_mipmaps
    """
    Load texture data from current image object;
    return have_mipmaps, tex_name
    (also leave that texture bound, BTW)
    """
    # note: some of this code has been copied into exprs/images.py, class
    # texture_holder [bruce 061125]
    ix, iy, image = image_obj.getTextureData() 

    # allocate texture object if necessary
    if not tex_name:
        tex_name = glGenTextures(1)
        # It's deprecated to let this happen much. [070308]
        print "debug fyi: texture_helpers.loadTexture allocated tex_name %r" %\
              (tex_name,)
        # note: by experiment (iMac G5 Panther), this returns a single number
        # (1L, 2L, ...), not a list or tuple, but for an argument >1 it returns
        # a list of longs. We depend on this behavior here. [bruce 060207]
        tex_name = int(tex_name) # make sure it worked as expected
        assert tex_name != 0
    
    # initialize texture data
    glBindTexture(GL_TEXTURE_2D, tex_name)   # 2d texture (x and y size)

    glPixelStorei(GL_UNPACK_ALIGNMENT,1) ###k what's this?
    have_mipmaps = False
    ##want_mipmaps = debug_pref("smoother tiny textures",
    ##                          Choice_boolean_False, prefs_key = True)
    want_mipmaps = True
    if want_mipmaps: 
        gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ix, iy, GL_RGBA,
                          GL_UNSIGNED_BYTE, image)
        have_mipmaps = True
    else:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, image)
            # 0 is mipmap level, GL_RGBA is internal format, ix, iy is size, 0
            # is borderwidth, and (GL_RGBA, GL_UNSIGNED_BYTE, image) describe
            # the external image data. [bruce 060212 comment]
    return have_mipmaps, tex_name
示例#56
0
文件: mosaic.py 项目: zvin/mosaic
def load_texture(image):
    image = limit_pixels_count(image, args.pixels_limit)

    width, height = image.size
    image = image.tostring("raw", "RGBX", 0, -1)

    # Create Texture
    _id = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, _id)

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
    glTexImage2D(
        GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image
    )
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    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)
    return _id
示例#57
0
    def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options):
        log("%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d, options=%s)", self, bpp, len(img_data), x, y, width, height, rowstride, options)
        context = self.gl_context()
        if not context:
            log("%s._do_paint_rgb(..) no context!", self)
            return False

        #TODO: move this code up to the decode thread section
        upload, img_data = self.pixels_for_upload(img_data)

        with context:
            self.gl_init()
            self.set_rgb_paint_state()

            rgb_format = options.get(b"rgb_format")
            if not rgb_format:
                #Older servers may not tell us the pixel format, so we must infer it:
                if bpp==24:
                    rgb_format = "RGB"
                else:
                    assert bpp==32
                    rgb_format = "RGBA"
            else:
                rgb_format = rgb_format.decode()
            #convert it to a GL constant:
            pformat = PIXEL_FORMAT_TO_CONSTANT.get(rgb_format)
            assert pformat is not None, "could not find pixel format for %s (bpp=%s)" % (rgb_format, bpp)

            bytes_per_pixel = len(rgb_format)       #ie: BGRX -> 4
            # Compute alignment and row length
            row_length = 0
            alignment = 1
            for a in [2, 4, 8]:
                # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on
                if (rowstride & a-1) == 0:
                    alignment = a
            # If number of extra bytes is greater than the alignment value,
            # then we also have to set row_length
            # Otherwise it remains at 0 (= width implicitely)
            if (rowstride - width * bytes_per_pixel) >= alignment:
                row_length = width + (rowstride - width * bytes_per_pixel) // bytes_per_pixel

            self.gl_marker("%s %sbpp update at (%d,%d) size %dx%d (%s bytes), stride=%d, row length %d, alignment %d, using GL %s format=%s",
                           rgb_format, bpp, x, y, width, height, len(img_data), rowstride, row_length, alignment, upload, CONSTANT_TO_PIXEL_FORMAT.get(pformat))

            # Upload data as temporary RGB texture
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length)
            glPixelStorei(GL_UNPACK_ALIGNMENT, alignment)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_BASE_LEVEL, 0)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAX_LEVEL, 0)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, self.texture_pixel_format, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data)

            # Draw textured RGB quad at the right coordinates
            glBegin(GL_QUADS)
            glTexCoord2i(0, 0)
            glVertex2i(x, y)
            glTexCoord2i(0, height)
            glVertex2i(x, y+height)
            glTexCoord2i(width, height)
            glVertex2i(x+width, y+height)
            glTexCoord2i(width, 0)
            glVertex2i(x+width, y)
            glEnd()

            self.paint_box(options.get("encoding"), options.get("delta", -1)>=0, x, y, width, height)

            # Present update to screen
            self.present_fbo(x, y, width, height, options.get("flush", 0))
            # present_fbo has reset state already
        return True
示例#58
0
    def update_texture_yuv420(self, img_data, x, y, width, height, rowstrides):
        drawable = self.glarea.get_gl_drawable()
        context = self.glarea.get_gl_context()
        window_width, window_height = self.get_size()
        if not drawable.gl_begin(context):
            raise Exception("** Cannot create OpenGL rendering context!")
        assert self.textures is not None

        if self.current_mode == GLClientWindow.MODE_RGB:
            raise Exception("** RGB -> YUV mode change unimplemented!")
        elif self.current_mode == GLClientWindow.MODE_UNINITIALIZED:
            log("Creating new YUV textures")

            # Create textures of the same size as the window's
            glEnable(GL_TEXTURE_RECTANGLE_ARB)
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0])
            glEnable(GL_TEXTURE_RECTANGLE_ARB)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width, window_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);

            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1])
            glEnable(GL_TEXTURE_RECTANGLE_ARB)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width/2, window_height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);

            glActiveTexture(GL_TEXTURE2);
            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2])
            glEnable(GL_TEXTURE_RECTANGLE_ARB)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, window_width/2, window_height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0);

            log("Assigning fragment program")
            glEnable(GL_FRAGMENT_PROGRAM_ARB)
            if not self.yuv420_shader:
                self.yuv420_shader = [ 1 ]
                glGenProgramsARB(1, self.yuv420_shader)
                glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0])
                prog = GL_COLORSPACE_CONVERSIONS
                glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, len(prog), prog)
                log.error(glGetString(GL_PROGRAM_ERROR_STRING_ARB))
                glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, self.yuv420_shader[0])

            self.current_mode = GLClientWindow.MODE_YUV

        # Clamp width and height to the actual texture size
        if x + width > window_width:
            width = window_width - x
        if y + height > window_height:
            height = window_height - y

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[0])
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[0])
        glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[0])

        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[1])
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[1])
        glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/2, height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[1])

        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[2])
        glPixelStorei(GL_UNPACK_ROW_LENGTH, rowstrides[2])
        glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, x, y, width/2, height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, img_data[2])

        drawable.gl_end()
        self.render_image()
示例#59
0
    def _do_paint_rgb(self, bpp, img_data, x, y, width, height, rowstride, options, callbacks):
        debug(
            "%s._do_paint_rgb(%s, %s bytes, x=%d, y=%d, width=%d, height=%d, rowstride=%d)",
            self,
            bpp,
            len(img_data),
            x,
            y,
            width,
            height,
            rowstride,
        )
        drawable = self.gl_init()
        if not drawable:
            debug("%s._do_paint_rgb(..) drawable is not set!", self)
            return False

        try:
            self.set_rgb_paint_state()

            bytes_per_pixel = bpp / 8
            # Compute alignment and row length
            row_length = 0
            alignment = 1
            for a in [2, 4, 8]:
                # Check if we are a-aligned - ! (var & 0x1) means 2-aligned or better, 0x3 - 4-aligned and so on
                if (rowstride & a - 1) == 0:
                    alignment = a
            # If number of extra bytes is greater than the alignment value,
            # then we also have to set row_length
            # Otherwise it remains at 0 (= width implicitely)
            if (rowstride - width * bytes_per_pixel) > a:
                row_length = width + (rowstride - width * bytes_per_pixel) / bytes_per_pixel

            rgb_format = options.get("rgb_format", None)
            self.gl_marker(
                "%s %sbpp update at %d,%d, size %d,%d, stride is %d, row length %d, alignment %d"
                % (rgb_format, bpp, x, y, width, height, rowstride, row_length, alignment)
            )
            # Upload data as temporary RGB texture
            if bpp == 24:
                if rgb_format == "BGR":
                    pformat = GL_BGR
                else:
                    assert rgb_format in ("RGB", None), "invalid 24-bit format: %s" % rgb_format
                    pformat = GL_RGB
            else:
                assert bpp == 32
                if rgb_format == "BGRA":
                    pformat = GL_BGRA
                else:
                    assert rgb_format in ("RGBA", None), "invalid 32-bit format: %s" % rgb_format
                    pformat = GL_RGBA

            glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.textures[TEX_RGB])
            glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length)
            glPixelStorei(GL_UNPACK_ALIGNMENT, alignment)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
            glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
            glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, pformat, GL_UNSIGNED_BYTE, img_data)

            # Draw textured RGB quad at the right coordinates
            glBegin(GL_QUADS)
            glTexCoord2i(0, 0)
            glVertex2i(x, y)
            glTexCoord2i(0, height)
            glVertex2i(x, y + height)
            glTexCoord2i(width, height)
            glVertex2i(x + width, y + height)
            glTexCoord2i(width, 0)
            glVertex2i(x + width, y)
            glEnd()

            # Present update to screen
            self.present_fbo(drawable)
            # present_fbo has reset state already
        finally:
            drawable.gl_end()
        return True
示例#60
0
    def setupTransforms(self, transforms):
        # note: this is only called from test_drawing.py (as of before 090302)
        """
        Fill a block of transforms.

        Depending on the setting of TEXTURE_XFORMS and UNIFORM_XFORMS, the
        transforms are either in texture memory, or in a uniform array of mat4s
        ("constant memory"), or unsupported (error if we need any here).

        @param transforms: A list of transform matrices, where each transform is
            a flattened list (or Numpy array) of 16 numbers.
        """
        self.n_transforms = nTransforms = len(transforms)

        if not self.supports_transforms():
            assert not nTransforms, "%r doesn't support transforms" % self
            return
        
        self.setActive(True)                # Must activate before setting uniforms.
        
        assert self._has_uniform("n_transforms") # redundant with following
        glUniform1iARB(self._uniform("n_transforms"), self.n_transforms)

        # The shader bypasses transform logic if n_transforms is 0.
        # (Then location coordinates are in global modeling coordinates.)
        if nTransforms > 0:
            if UNIFORM_XFORMS:
                # Load into constant memory.  The GL_EXT_bindable_uniform
                # extension supports sharing this array of mat4s through a VBO.
                # XXX Need to bank-switch this data if more than N_CONST_XFORMS.
                C_transforms = numpy.array(transforms, dtype = numpy.float32)
                glUniformMatrix4fvARB(self._uniform("transforms"),
                                      # Don't over-run the array size.
                                      min(len(transforms), N_CONST_XFORMS),
                                      GL_TRUE, # Transpose.
                                      C_transforms)
            elif TEXTURE_XFORMS:
                # Generate a texture ID and bind the texture unit to it.
                self.transform_memory = glGenTextures(1)
                glBindTexture(GL_TEXTURE_2D, self.transform_memory)
                ## These seem to have no effect with a vertex shader.
                ## glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
                ## glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
                # XXX Needed? glEnable(GL_TEXTURE_2D)

                # Load the transform data into the texture.
                #
                # Problem: SIGSEGV kills Python in gleTextureImagePut under
                # glTexImage2D with more than 250 transforms (16,000 bytes.)
                # Maybe there's a 16-bit signed size calculation underthere, that's
                # overflowing the sign bit... Work around by sending transforms to
                # the texture unit in batches with glTexSubImage2D.)
                glTexImage2D(GL_TEXTURE_2D, 0, # Level zero - base image, no mipmap.
                             GL_RGBA32F_ARB,   # Internal format is floating point.
                             # Column major storage: width = N, height = 4 * RGBA.
                             nTransforms, 4 * 4, 0, # No border.
                             # Data format and type, null pointer to allocate space.
                             GL_RGBA, GL_FLOAT, None)
                # XXX Split this off into a setTransforms method.
                batchSize = 250
                nBatches = (nTransforms + batchSize-1) / batchSize
                for i in range(nBatches):
                    xStart = batchSize * i
                    xEnd = min(nTransforms, xStart + batchSize)
                    xSize = xEnd - xStart
                    glTexSubImage2D(GL_TEXTURE_2D, 0,
                                    # Subimage x and y offsets and sizes.
                                    xStart, 0, xSize, 4 * 4,
                                    # List of matrices is flattened into a sequence.
                                    GL_RGBA, GL_FLOAT, transforms[xStart:xEnd])
                    continue
                # Read back to check proper loading.
                if CHECK_TEXTURE_XFORM_LOADING:
                    mats = glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT)
                    nMats = len(mats)
                    print "setupTransforms\n[[",
                    for i in range(nMats):
                        nElts = len(mats[i])
                        perLine = 8
                        nLines = (nElts + perLine-1) / perLine
                        for line in range(nLines):
                            jStart = perLine * line
                            jEnd = min(nElts, jStart + perLine)
                            for j in range(jStart, jEnd):
                                print "%.2f" % mats[i][j],
                                continue
                            if line < nLines-1:
                                print "\n  ",
                                pass
                        if i < nMats-1:
                            print "]\n [",
                            pass
                        continue
                    print "]]"
                pass
            else:
                # should never happen if SUPPORTS_XFORMS is defined correctly
                assert 0, "can't setupTransforms unless UNIFORM_XFORMS or TEXTURE_XFORMS is set"
            pass
        self.setActive(False)                # Deactivate again.
        return