示例#1
0
 def update_heatmap(self, glcontext, heatmap):
     glActiveTexture(GL_TEXTURE0 + 1)
     glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
                     heatmap.shape[1], heatmap.shape[0],
                     GL_RGBA, GL_FLOAT, heatmap)
示例#2
0
 def update_heatmap(self, glcontext, hm_data):
     hm_w, hm_h = self.engine.heatmap_size
     glActiveTexture(GL_TEXTURE0 + 1)
     glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, hm_w, hm_h, GL_RED, GL_FLOAT,
                     hm_data)
示例#3
0
    def update_aggregate_heatmap(self, glcontext):
        # Since we're in a different thread, check if this is even ready yet.
        if self.heatmap_sum is None: return

        if self.ahm:
            agg_heatmap = self.heatmap_sum / np.max(self.heatmap_sum)
        else:
            agg_heatmap = np.zeros_like(self.heatmap_sum)
        hm_w, hm_h = self.engine.heatmap_size
        glActiveTexture(GL_TEXTURE0 + 3)
        glBindTexture(GL_TEXTURE_2D, self.agg_hm_tex_id)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, hm_w, hm_h, GL_RED, GL_FLOAT,
                        agg_heatmap)