示例#1
2
 def __setitem__(self, key, value):
     with self.bound:
         sz = len(self)
         if isinstance(key, slice):
             start = int(key.start) if key.start is not None else 0
             stop = int(key.stop) if key.stop is not None else start + value.size
         else:
             start = int(key)
             stop = start + 1
         if start < 0 or stop < 0 or start >= stop:
             raise IndexError
         if stop > sz:
             newsz = max(sz * 2, stop)
             a = numpy.empty((newsz,), dtype=self.dtype)
             GL.glGetBufferSubData(GL.GL_ARRAY_BUFFER, 0,
                                   sz * self.dtype.itemsize,
                                   a.ctypes.data)
             b = numpy.asarray(value).reshape(-1)
             a[start:stop] = b
             GL.glBufferData(GL.GL_ARRAY_BUFFER, newsz * self.dtype.itemsize,
                             a.ctypes.data, self.usage)
         else:
             a = numpy.ascontiguousarray(value, self.dtype).reshape(-1)
             sz = min((stop - start), len(a))
             GL.glBufferSubData(GL.GL_ARRAY_BUFFER, start * self.dtype.itemsize,
                                sz * self.dtype.itemsize, a)
示例#2
1
文件: opengl.py 项目: draustin/otk
    def set_rays(self, rays: Sequence[np.ndarray], colors: Iterable = None):
        assert all(ray.ndim == 2 and ray.shape[1] == 3 for ray in rays)
        num_points = sum(ray.shape[0] for ray in rays)
        if num_points > self.max_num_points:
            raise ValueError(
                f'Number of points {num_points} is greater than max. number of points {self.max_num_points}.'
            )
        if colors is None:
            colors = itertools.repeat((1, 0, 0))

        buffer_data = np.empty((num_points, 3), dtype=np.float32)
        first = 0
        indices = []
        for ray in rays:
            count = ray.shape[0]
            buffer_data[first:first + count, :] = ray
            indices.append((first, count))
            first += count

        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.point_buffer)
        GL.glBufferSubData(GL.GL_ARRAY_BUFFER, 0, buffer_data.nbytes,
                           buffer_data.ravel().view(np.ubyte))

        self.indices = indices
        self.colors = colors
示例#3
1
    def update_data(self, offset, data=None):
        # type: (int, Optional[Union[bytes, bytearray]]) -> None
        GL.glBindVertexArray(self.vao)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo)

        if data is None:
            data = self.array
        GL.glBufferSubData(GL.GL_ARRAY_BUFFER, offset, len(data), data)

        GL.glBindVertexArray(0)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
示例#4
1
    def _update(self):
        """ Upload all pending data to GPU. """

        if self.base is not None:
            return

        if self._need_resize:
            self._resize()
            self._need_resize = False

        log("GPU: Updating buffer (%d pending operation(s))" % len(self._pending_data))
        while self._pending_data:
            data, nbytes, offset = self._pending_data.pop(0)
            gl.glBufferSubData(self._target, offset, nbytes, data)
示例#5
1
def update_buffer(buf_id, data, offset=0, target=gl.GL_ARRAY_BUFFER):

    global msg1282

    try:
        gl.glBindBuffer(target, buf_id)
        gl.glBufferSubData(target, offset, data.nbytes, data)

    except Exception as err:
        if err.err == 1282:
            if not msg1282:
                print("update_buffer: Communication aborted (1282)")
            msg1282 = True
        else:
            print("update_buffer in glhelpers.py: Could not update buffer due to GLError code:",\
                  err.err)
示例#6
1
    def refresh_gcode_object(self,):
        if not self.gcode_done and time.time() - self._last_updateTime >= 4.0:
            gl.glBindVertexArray(self.gcode_vao)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.gcode_vbo)

            status, pos, col = self.npgcr.get_current()
            if status is "Complete":
                self.gcode_done = True
            posisitions = np.array(pos, dtype=np.float32)
            scale = 1.0 / np.amax(posisitions)
            scale = np.array([scale, scale, scale, 1.0], dtype=np.float32)
            posisitions = posisitions * scale
            colors = np.array(col, dtype=np.float32)

            gl.glBufferData(gl.GL_ARRAY_BUFFER, (posisitions.size + colors.size) * 4, None, gl.GL_STATIC_DRAW)
            gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, posisitions)
            gl.glBufferSubData(gl.GL_ARRAY_BUFFER, posisitions.size * 4, colors)
            self.gcode_size = posisitions.size
            self._last_updateTime = time.time()
 def flush(self):
     if not self.objectIndex:
         return
     GL.glVertexAttribPointer(
         texCoordAttribute,
         2,
         GL.GL_FLOAT,
         GL.GL_TRUE,
         4 * self.vboData.itemsize,
         ctypes.c_void_p(2 * self.vboData.itemsize)
     )
     GL.glVertexAttribPointer(
         positionAttribute,
         2,
         GL.GL_FLOAT,
         GL.GL_FALSE,
         4 * self.vboData.itemsize,
         ctypes.c_void_p(0)
     )
     GL.glBufferSubData(
         GL.GL_ARRAY_BUFFER,
         0,
         16 * self.objectIndex * self.vboData.itemsize,
         self.vboData,
     )
     GL.glDrawElements(
         GL.GL_TRIANGLES,
         6 * self.objectIndex,
         GL.GL_UNSIGNED_SHORT,
         ctypes.c_void_p(0),
     )
     self.objectIndex = 0
示例#8
0
    def vbo_arrow_draw(self):
        if self.buffers is None:
            self.buffers = self.create_vbo()
        else:
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers[0])
            try:
                gl.glBufferSubData(
                    gl.GL_ARRAY_BUFFER, 0,
                    len(self.structure_vbo[self.i]) * 12,
                    np.array(self.structure_vbo[self.i],
                             dtype='float32').flatten())
            except ValueError as e:
                print(
                    e
                )  # watch out for setting array element with a sequence erorr
                print(len(self.structure_vbo[self.i]),
                      len(self.structure_vbo[self.i][0]))

            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers[1])
            # later move to set_i function so that reference changes
            # does not cause buffer rebinding
            gl.glBufferSubData(
                gl.GL_ARRAY_BUFFER, 0, self.color_buffer_len * 4,
                np.array(self.color_vectors[self.i],
                         dtype='float32').flatten())
        self.draw_vbo()
示例#9
0
 def update_buffer_data(self, name, buffer_data):
     vbo = self.buffers[name]
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
     buffer_data = buffer_data.tobytes()
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, len(buffer_data),
                        buffer_data)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
示例#10
0
文件: viewer.py 项目: caomw/rgbd-1
 def updateBackground(self):
     """ Updates the Background image """
     if self.str:
         GL.glBindBuffer(GL.GL_PIXEL_UNPACK_BUFFER, self.pbo)
         GL.glBufferSubData( GL.GL_PIXEL_UNPACK_BUFFER , 0 , self.str.current())
         GL.glBindBuffer(GL.GL_PIXEL_UNPACK_BUFFER, 0)
         self.updateGL()
示例#11
0
 def update(self, data, offset=0, size=None):
     ''' Send new data to this GL buffer. '''
     dbuf, dsize = GLBuffer._raw(data)
     size = size or dsize
     if size > self.buf_size:
         print('GLBuffer: Warning, trying to send more data to buffer than allocated size.')
     gl.glBindBuffer(self.target, self.buf_id)
     gl.glBufferSubData(self.target, offset, min(self.buf_size, size), dbuf)
示例#12
0
	def data(self, value):
		try:
			binding = next(iter(self.buffer.active_bindings))
		except StopIteration:
			raise RuntimeError("Sub-buffer contents can only be set if the buffer is bound.")
		value.dtype = self.dtype.base
		value.shape = self.dtype.shape
		GL.glBufferSubData(binding, self.offset, value.nbytes, value)
示例#13
0
 def updateBackground(self):
     """ Updates the Background image """
     if self.str:
         GL.glBindBuffer(GL.GL_PIXEL_UNPACK_BUFFER, self.pbo)
         GL.glBufferSubData(GL.GL_PIXEL_UNPACK_BUFFER, 0,
                            self.str.current())
         GL.glBindBuffer(GL.GL_PIXEL_UNPACK_BUFFER, 0)
         self.updateGL()
示例#14
0
    def set_sub_data(self, data):
        """

        :type data: np.array
        :param data:
        :return:
        """
        self.bind()
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, data.nbytes, data)
示例#15
0
    def init_grid(self,):
        self.grid_vao = gl.glGenVertexArrays(1)
        self.grid_vbo = gl.glGenBuffers(1)
        gl.glBindVertexArray(self.grid_vao)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.grid_vbo)

        posisitions = np.array([
                                     1.0,    0.0,    -1.0,    1.0,
                                     1.0,    0.0,     1.0,    1.0,
                                    -1.0,    0.0,     1.0,    1.0,
                                    -1.0,    0.0,     1.0,    1.0,
                                    -1.0,    0.0,    -1.0,    1.0,
                                     1.0,    0.0,    -1.0,    1.0,

                                    -1.0,    0.0,     0.0,    1.0,
                                     1.0,    0.0,     0.0,    1.0,
                                     1.0,     1.0,     0.0,    1.0,
                                     1.0,     1.0,     0.0,    1.0,
                                    -1.0,     1.0,     0.0,    1.0,
                                    -1.0,    0.0,     0.0,    1.0,

                                     0.0,    0.0,    -1.0,    1.0,
                                     0.0,     1.0,    -1.0,    1.0,
                                     0.0,     1.0,     1.0,    1.0,
                                     0.0,     1.0,     1.0,    1.0,
                                     0.0,    0.0,     1.0,    1.0,
                                     0.0,    0.0,    -1.0,    1.0,
                                    ], dtype=np.float32)

        colors = np.array(     [    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,

                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,

                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    ], dtype=np.float32)

        gl.glBufferData(gl.GL_ARRAY_BUFFER, (posisitions.size + colors.size) * 4, None, gl.GL_STATIC_DRAW)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, posisitions)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, posisitions.size * 4, colors)
        self.grid_size = posisitions.size
示例#16
0
    def init_grid(self,):
        self.grid_vao = gl.glGenVertexArrays(1)
        self.grid_vbo = gl.glGenBuffers(1)
        gl.glBindVertexArray(self.grid_vao)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.grid_vbo)

        posisitions = np.array([
                                     1.0,    0.0,    -1.0,    1.0,
                                     1.0,    0.0,     1.0,    1.0,
                                    -1.0,    0.0,     1.0,    1.0,
                                    -1.0,    0.0,     1.0,    1.0,
                                    -1.0,    0.0,    -1.0,    1.0,
                                     1.0,    0.0,    -1.0,    1.0,

                                    -1.0,    0.0,     0.0,    1.0,
                                     1.0,    0.0,     0.0,    1.0,
                                     1.0,     1.0,     0.0,    1.0,
                                     1.0,     1.0,     0.0,    1.0,
                                    -1.0,     1.0,     0.0,    1.0,
                                    -1.0,    0.0,     0.0,    1.0,

                                     0.0,    0.0,    -1.0,    1.0,
                                     0.0,     1.0,    -1.0,    1.0,
                                     0.0,     1.0,     1.0,    1.0,
                                     0.0,     1.0,     1.0,    1.0,
                                     0.0,    0.0,     1.0,    1.0,
                                     0.0,    0.0,    -1.0,    1.0,
                                    ], dtype=np.float32)

        colors = np.array(     [    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,
                                    1.0,    0.0,   0.0,    0.2,

                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,
                                    0.0,    0.0,   1.0,    0.2,

                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    0.0,    1.0,   0.0,    0.2,
                                    ], dtype=np.float32)

        gl.glBufferData(gl.GL_ARRAY_BUFFER, (posisitions.size + colors.size) * 4, None, gl.GL_STATIC_DRAW)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, posisitions)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, posisitions.size * 4, colors)
        self.grid_size = posisitions.size
示例#17
0
    def adjust_vert_data(self):
        moveit = VERTICES[:]
        for i in range(0,len(VERTICES),4):
            moveit[i] += self.offset[0]
            moveit[i+1] += self.offset[1]

        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo)
        ArrayType = (GL.GLfloat*len(VERTICES))
        Array = ArrayType(*moveit)
        GL.glBufferSubData(GL.GL_ARRAY_BUFFER,0,len(VERTICES)*SIZE_FLOAT,Array)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER,0)
示例#18
0
 def vbo_cubic_draw(self):
     if self.buffers is None:
         self.buffers = self.create_vbo()
     else:
         gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers[1])
         # later move to set_i function so that reference changes
         # does not cause buffer rebinding
         gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, self.buffer_len,
                            np.array(self.color_vectors[self.i],
                            dtype='float32').flatten())
     self.draw_vbo()
示例#19
0
 def update_gl(self):
     if not self._initialized: self.init_gl()
     translate = self.primitive.attributes['translate']
     values = translate.tobytes()
     try:
         gl.glNamedBufferSubData(self.primitive.buffers['translate'], 0,
                                 len(values), values)
     except OpenGL.error.NullFunctionError as e:
         gl.glBindBuffer(gl.GL_ARRAY_BUFFER,
                         self.primitive.buffers['translate'])
         gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, len(values), values)
示例#20
0
    def adjustVertexData(self, x_offset, y_offset):
        verts = self.vertexPositions[:]
        for i in xrange(0,len(verts),4):
            verts[i] += x_offset
            verts[i+1] += y_offset

        GL.glBindBuffer(GL.GL_ARRAY_BUFFER,self.positionBufferObject)
        ArrayType = (GL.GLfloat*len(self.vertexPositions))
        array = ArrayType(*verts)
        GL.glBufferSubData(
                GL.GL_ARRAY_BUFFER,
                0,
                len(self.vertexPositions)*self.vertex_size,
                array)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER,0)
示例#21
0
def update_buffer(buf_id, data, offset=0, target=gl.GL_ARRAY_BUFFER):

    global msg1282

    try:
        gl.glBindBuffer(target, buf_id)
        gl.glBufferSubData(target, offset, data.nbytes, data)

    except Exception as err:
        if err.err==1282:
            if not msg1282:
                print("update_buffer: Communication aborted (1282)")
            msg1282 = True
        else:
            print("update_buffer in glhelpers.py: Could not update buffer due to GLError code:",\
                  err.err)
示例#22
0
 def setMask(self, filter=None):
     # set the correct filter/mask
     if filter is None:
         if self.default_mask is None:
             data = self.data
             self.current_mask = np.ones(self.dataLen, dtype=bool)
         else:
             data = self.data[self.default_mask]
             self.current_mask = self.default_mask
     else:
         data = self.data[filter]
         self.current_mask = filter
     self.dataLen = data.shape[0]
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffer)
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, data.nbytes, data)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
示例#23
0
文件: shader.py 项目: Ylannl/povipy
 def setMask(self, filter=None):
     # set the correct filter/mask
     if filter is None:
         if self.default_mask is None:
             data = self.data
             self.current_mask = np.ones(self.dataLen, dtype=bool)
         else:
             data = self.data[self.default_mask]
             self.current_mask = self.default_mask
     else:
         data = self.data[filter]
         self.current_mask = filter
     self.dataLen = data.shape[0]
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffer)
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, data.nbytes, data)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
示例#24
0
    def set_data( self, data, offset = 0 ):
        """Populates the buffer with the specified data.

        The buffer must be allocated before data can be set.

        :raise ValueError: Raised if the buffer is not currently bound.
        :raise OverflowError: Raised if the data size exceeds the buffer's bounds.

        .. seealso:: `py:func:pygly.vertex_buffer.Buffer.allocate`
        """
        if not self.bound:
            raise ValueError( "Buffer is not bound" )

        if (offset + data.nbytes) > self.nbytes:
            raise OverflowError( "Data would overflow buffer" )

        GL.glBufferSubData( self.target, offset, data.nbytes, data )
示例#25
0
    def set_data( self, data, offset = 0 ):
        """Populates the buffer with the specified data.

        The buffer must be allocated before data can be set.

        :raise ValueError: Raised if the buffer is not currently bound.
        :raise OverflowError: Raised if the data size exceeds the buffer's bounds.

        .. seealso:: `py:func:pygly.vertex_buffer.Buffer.allocate`
        """
        if not self.bound:
            raise ValueError( "Buffer is not bound" )

        if (offset + data.nbytes) > self.nbytes:
            raise OverflowError( "Data would overflow buffer" )

        GL.glBufferSubData( self.target, offset, data.nbytes, data )
示例#26
0
    def update_model_color(self):
        line_c = []

        profile_start = time.time()
        line_c = self.model_channel_buffer[self.channel]
        LOG.debug(
            f"update model color iterate {time.time() - profile_start:0.2f}")

        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.line_buffer_color)
        profile_start = time.time()
        GL.glBufferSubData(
            GL.GL_ARRAY_BUFFER,
            self.model_layer_chunks[0][0] * POSITION_VECTOR_SIZE *
            VERTEX_SIZE_BYTES,
            np.array(line_c, dtype='float32'),
        )
        LOG.debug(
            f"update model color GL.glBufferSubData {time.time() - profile_start:0.2f}"
        )
示例#27
0
    def refresh_gcode_object(self,):
        if not self.gcode_done and time.time() - self._last_updateTime >= 4.0:
            gl.glBindVertexArray(self.gcode_vao)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.gcode_vbo)

            status, pos, col = self.npgcr.get_current()
            if status is "Complete":
                self.gcode_done = True
            posisitions = np.array(pos, dtype=np.float32)
            scale = 1.0 / np.amax(posisitions)
            scale = np.array([scale, scale, scale, 1.0], dtype=np.float32)
            posisitions = posisitions * scale
            colors = np.array(col, dtype=np.float32)

            gl.glBufferData(gl.GL_ARRAY_BUFFER, (posisitions.size + colors.size) * 4, None, gl.GL_STATIC_DRAW)
            gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, posisitions)
            gl.glBufferSubData(gl.GL_ARRAY_BUFFER, posisitions.size * 4, colors)
            self.gcode_size = posisitions.size
            self._last_updateTime = time.time()
示例#28
0
    def _load_text(self, text, color):
        posisitions = []
        colors = []
        texture_coords = []
        texture_spacing = 1.0 / 510.0
        y_pos = self.window_height - (self.kern + self.text_height)
        x_pos = self.kern
        for char in text:
            if "\n" == char:
                y_pos -= self.text_height + self.kern
                x_pos = self.kern
            else:
                x1 = x_pos
                y1 = y_pos + self.text_height
                x2 = x1 + self.text_width
                y2 = y_pos
                posisitions += self.square([x1, y1], [x2, y2])
                letter_start = (ord(char) * 2.0 * texture_spacing)
                colors += [color for i in range(0, 6)]
                texture_coords += self.square(
                    [letter_start, 1], [letter_start + texture_spacing, 0])
                x_pos += self.text_width + self.kern

        posisitions = np.array(posisitions, dtype=np.float32).flatten()
        colors = np.array(colors, dtype=np.float32).flatten()
        texture_coords = np.array(texture_coords, dtype=np.float32).flatten()

        gl.glBindVertexArray(self.text_vao)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.text_vbo)

        gl.glBufferData(
            gl.GL_ARRAY_BUFFER,
            (posisitions.size + colors.size + texture_coords.size) * 4, None,
            gl.GL_STATIC_DRAW)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, posisitions)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, posisitions.size * 4, colors)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER,
                           (posisitions.size + colors.size) * 4,
                           texture_coords)

        self.text_size = posisitions.size
        self.color_size = colors.size
示例#29
0
    def _load_text(self, text, color):
        posisitions = []
        colors = []
        texture_coords = []
        texture_spacing = 1.0 / 510.0
        y_pos = self.window_height - (self.kern + self.text_height)
        x_pos = self.kern
        for char in text:
            if "\n" == char:
                y_pos -= self.text_height + self.kern
                x_pos = self.kern
            else:
                x1 = x_pos
                y1 = y_pos + self.text_height
                x2 = x1 + self.text_width
                y2 = y_pos
                posisitions += self.square([x1, y1], [x2, y2])
                letter_start = (ord(char) * 2.0 * texture_spacing)
                colors += [color for i in range(0, 6)]
                texture_coords += self.square([letter_start, 1], [letter_start + texture_spacing, 0])
                x_pos += self.text_width + self.kern

        posisitions = np.array(posisitions, dtype=np.float32).flatten()
        colors = np.array(colors, dtype=np.float32).flatten()
        texture_coords = np.array(texture_coords, dtype=np.float32).flatten()

        gl.glBindVertexArray(self.text_vao)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.text_vbo)

        gl.glBufferData(gl.GL_ARRAY_BUFFER, (posisitions.size + colors.size + texture_coords.size) * 4, None, gl.GL_STATIC_DRAW)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, posisitions)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, posisitions.size * 4, colors)
        gl.glBufferSubData(gl.GL_ARRAY_BUFFER, (posisitions.size + colors.size) * 4, texture_coords)

        self.text_size = posisitions.size
        self.color_size = colors.size
示例#30
0
 def update_vao(self):
     gl.glBindVertexArray(self._vao)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo)
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0,
                        self._vertices.nbytes,
                        self._vertices, gl.GL_DYNAMIC_DRAW)
示例#31
0
 def update(self):
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertex_buffer)
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, self.data.nbytes, self.data)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
示例#32
0
 def update(self, offset=0, size=None):
     if size is None:
         size = self.nbytes
     gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, self.ubo)
     gl.glBufferSubData(gl.GL_UNIFORM_BUFFER, offset, size, self.pdata)
示例#33
0
def update_buffer(buf_id, data, offset=0, target=gl.GL_ARRAY_BUFFER):
    gl.glBindBuffer(target, buf_id)
    gl.glBufferSubData(target, offset, data.nbytes, data)
示例#34
0
 def update_buffer_data(self, name, buffer_data):
     vbo = self.buffers[name]
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
     buffer_data = buffer_data.tobytes()
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, len(buffer_data), buffer_data)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
示例#35
0
 def write(self, data: np.ndarray):
     assert self.is_currently_bound()
     assert data.nbytes == self.data_layout.itemsize
     gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, data.nbytes, data.data)
示例#36
0
 def setSlice(self, start, size, data):
     """
     sets a slice of data.
     """
     dataptr = ArrayDatatype.voidDataPointer( data )
     gl.glBufferSubData( self.target, start, size, dataptr )
示例#37
0
文件: vbo.py 项目: MrShedman/cube_sim
 def sub_data(self, data_size, data):
     self.bind()
     GL.glBufferSubData(self.target, 0, data_size, data)
示例#38
0
def update_buffer(buf_id, data, offset=0, target=gl.GL_ARRAY_BUFFER):
    gl.glBindBuffer(target, buf_id)
    gl.glBufferSubData(target, offset, data.nbytes, data)
示例#39
0
 def sync(self):
     """Flushes the cached data to OpenGL.
     """
     with self:
         GL.glBufferSubData(self._target, 0, self._data.nbytes, self._data)
示例#40
0
def glBufferSubData(target, offset, data):
    size = data.nbytes
    GL.glBufferSubData(target, offset, size, data)
示例#41
0
 def set_data(self, data, offset=0):
     offset = offset + self._offset
     with self:
         GL.glBufferSubData(self._target, offset, data.nbytes, data)
示例#42
0
文件: _pyopengl.py 项目: LiloD/vispy
def glBufferSubData(target, offset, data):
    size = data.nbytes
    GL.glBufferSubData(target, offset, size, data)
示例#43
0
    def loadData(self):
        for i in self.sections:
            vao = GL.glGenVertexArrays(1)
            self.vaos.append(vao)
            GL.glBindVertexArray(vao)

            #Calculate how big the buffer needs to be
            totalSize = 0
            totalSize += i.vertices.size * i.vertices.itemsize
            totalSize += i.normals.size * i.normals.itemsize
            totalSize += i.texPos.size * i.texPos.itemsize

            #generate the vertex attribute buffer (VBO)
            attribsId = GL.glGenBuffers(1)
            self.attribIds.append(attribsId)
            GL.glBindBuffer(GL.GL_ARRAY_BUFFER, attribsId)

            #Allocate the requisite space
            GL.glBufferData(GL.GL_ARRAY_BUFFER, totalSize, None,
                            GL.GL_STATIC_DRAW)

            #Put data in buffer
            offset = 0
            size = i.vertices.size * i.vertices.itemsize
            GL.glBufferSubData(
                GL.GL_ARRAY_BUFFER,  #Type
                offset,  #Offset into the buffer to put our data
                size,  #How much data (in bytes) are we putting in?
                i.vertices)  #The data itself
            offset += size
            size = i.normals.size * i.normals.itemsize
            GL.glBufferSubData(GL.GL_ARRAY_BUFFER, offset, size, i.normals)
            offset += size
            size = i.texPos.size * i.texPos.itemsize
            GL.glBufferSubData(GL.GL_ARRAY_BUFFER, offset, size, i.texPos)
            offset += size

            #Index buffer creation
            indexBuffer = GL.glGenBuffers(1)
            self.iBuffers.append(indexBuffer)
            #Populate index buffer
            GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer)
            GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER,
                            i.indices.size * i.indices.itemsize, i.indices,
                            GL.GL_STATIC_DRAW)

            #load textures
            tex = GL.glGenTextures(1)
            self.dTexIds.append(tex)
            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, i.mtl.texSize[0],
                            i.mtl.texSize[1], 0, GL.GL_RGBA,
                            GL.GL_UNSIGNED_BYTE, i.mtl.diffuseTexture)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                               GL.GL_LINEAR)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                               GL.GL_LINEAR)
            tex = GL.glGenTextures(1)
            self.maskIds.append(tex)
            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, i.mtl.maskSize[0],
                            i.mtl.maskSize[1], 0, GL.GL_RGBA,
                            GL.GL_UNSIGNED_BYTE, i.mtl.maskTexture)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                               GL.GL_LINEAR)
            GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                               GL.GL_LINEAR)
示例#44
0
文件: ogl.py 项目: klecknerlab/muvi
 def update(self, data, start=0):
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffer)
     GL.glBufferSubData(GL.GL_ARRAY_BUFFER, start * self.itemsize, data)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
	def loadData(self):
		for i in self.sections:
			vao = GL.glGenVertexArrays(1)
			self.vaos.append(vao)
			GL.glBindVertexArray(vao)
			
			#Calculate how big the buffer needs to be
			totalSize = 0
			totalSize += i.vertices.size * i.vertices.itemsize
			totalSize += i.normals.size * i.normals.itemsize
			totalSize += i.texPos.size * i.texPos.itemsize
			
			#generate the vertex attribute buffer (VBO)
			attribsId = GL.glGenBuffers(1)
			self.attribIds.append(attribsId)
			GL.glBindBuffer(GL.GL_ARRAY_BUFFER, attribsId)
			
			#Allocate the requisite space
			GL.glBufferData(GL.GL_ARRAY_BUFFER, totalSize, None, GL.GL_STATIC_DRAW)
			
			#Put data in buffer
			offset = 0
			size = i.vertices.size * i.vertices.itemsize
			GL.glBufferSubData(GL.GL_ARRAY_BUFFER, #Type
				offset, #Offset into the buffer to put our data
				size,   #How much data (in bytes) are we putting in?
				i.vertices) #The data itself
			offset += size
			size = i.normals.size * i.normals.itemsize
			GL.glBufferSubData(GL.GL_ARRAY_BUFFER,
				offset,
				size,
				i.normals)
			offset += size
			size = i.texPos.size * i.texPos.itemsize
			GL.glBufferSubData(GL.GL_ARRAY_BUFFER,
				offset,
				size,
				i.texPos)
			offset += size
			
			#Index buffer creation
			indexBuffer = GL.glGenBuffers(1)
			self.iBuffers.append(indexBuffer)
			#Populate index buffer
			GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBuffer)
			GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, i.indices.size * i.indices.itemsize, i.indices, GL.GL_STATIC_DRAW)
			
			#load textures
			tex = GL.glGenTextures(1)
			self.dTexIds.append(tex)
			GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
			GL.glTexImage2D(GL.GL_TEXTURE_2D,
				0, 
				GL.GL_RGBA,
				i.mtl.texSize[0],
				i.mtl.texSize[1],
				0,
				GL.GL_RGBA,
				GL.GL_UNSIGNED_BYTE,
				i.mtl.diffuseTexture)
			GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
			GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
			tex = GL.glGenTextures(1)
			self.maskIds.append(tex)
			GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
			GL.glTexImage2D(GL.GL_TEXTURE_2D,
				0, 
				GL.GL_RGBA,
				i.mtl.maskSize[0],
				i.mtl.maskSize[1],
				0,
				GL.GL_RGBA,
				GL.GL_UNSIGNED_BYTE,
				i.mtl.maskTexture)
			GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
			GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
示例#46
0
 def update(self, offset=0, size=None):
     if size is None:
         size = self.nbytes
     gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, self.ubo)
     gl.glBufferSubData(gl.GL_UNIFORM_BUFFER, offset, size,
                        pointer(self.data))
def AdjustVertexData(fXOffset, fYOffset):
    global vertexPositions
    n = len(vertexPositions)
    fNewData = N.copy(vertexPositions)
    # do this with slices!
    for iVertex in N.arange(0,n,4):
        fNewData[iVertex] += fXOffset
        fNewData[iVertex+1] += fYOffset
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, positionBufferObject)
    GL.glBufferSubData(GL.GL_ARRAY_BUFFER, 0, fNewData)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
示例#48
-1
    def _update(self):
        """ Upload all pending data to GPU. """

        if self.base is not None:
            return

        if self._need_resize:
            self._resize()
            self._need_resize = False

        log("GPU: Updating buffer (%d pending operation(s))" %
            len(self._pending_data))
        while self._pending_data:
            data, nbytes, offset = self._pending_data.pop(0)
            gl.glBufferSubData(self._target, offset, nbytes, data)
    def vbo_arrow_draw(self):
        if self.buffers is None:
            self.buffers = self.create_vbo()
        else:
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers[0])
            gl.glBufferSubData(
                gl.GL_ARRAY_BUFFER, 0, self.inter_buffer_len,
                np.array(self.interleaved[self.i], dtype='float32').flatten())

            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers[1])
            gl.glBufferSubData(
                gl.GL_ARRAY_BUFFER, 0, self.color_buffer_len,
                np.array(self.color_vectors[self.i],
                         dtype='float32').flatten())

        self.standard_vbo_draw()