示例#1
0
    def _loop_begin(self):
        # TODO(rec):  check if the window was resized and resize it, removing
        # code from MegaStation to here.
        if pi3d.USE_PYGAME:
            import pygame  # although done in __init__ ...python namespaces aarg!!!
            if pygame.event.get(pygame.QUIT):
                self.destroy()
        elif PLATFORM != PLATFORM_PI and PLATFORM != PLATFORM_ANDROID:
            n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush)
            for _ in range(n):
                xlib.XNextEvent(self.opengl.d, self.ev)
                if self.ev.type == KeyPress or self.ev.type == KeyRelease:
                    self.event_list.append(self.ev)
                elif self.ev.type == ClientMessage:
                    if (self.ev.xclient.data.l[0] ==
                            self.opengl.WM_DELETE_WINDOW.value):
                        self.destroy()
                elif self.ev.type == ResizeRequest:
                    (self.width, self.height) = (self.ev.xresizerequest.width,
                                                 self.ev.xresizerequest.height)
                    opengles.glViewport(0, 0, self.width, self.height)
                    self.was_resized = True
        self.clear()
        with self.lock:
            self.sprites_to_load, to_load = set(), self.sprites_to_load
            self.sprites.extend(to_load)
        self._for_each_sprite(lambda s: s.load_opengl(), to_load)

        if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
            from pi3d.Camera import Camera
            #camera = Camera.instance()
            #if camera is not None:
            #  camera.was_moved = False
            cameras = Camera.all_instances()
            if cameras is not None:
                for camera in cameras:
                    camera.was_moved = False

        if self.tidy_needed:
            self._tidy()
示例#2
0
    def create_surface(self, x=0, y=0, w=0, h=0, layer=0):
        #Set the viewport position and size
        dst_rect = c_ints((x, y, w, h))
        src_rect = c_ints((x, y, w << 16, h << 16))

        if PLATFORM == PLATFORM_ANDROID:
            self.surface = openegl.eglGetCurrentSurface(EGL_DRAW)
            # Get the width and height of the screen - TODO, this system returns 100x100
            time.sleep(0.2)  #give it a chance to find out the dimensions
            w = c_int()
            h = c_int()
            openegl.eglQuerySurface(self.display, self.surface, EGL_WIDTH,
                                    byref(w))
            openegl.eglQuerySurface(self.display, self.surface, EGL_HEIGHT,
                                    byref(h))
            self.width, self.height = w.value, h.value
        elif PLATFORM == PLATFORM_PI:
            self.dispman_display = bcm.vc_dispmanx_display_open(
                0)  #LCD setting
            self.dispman_update = bcm.vc_dispmanx_update_start(0)
            alpha = c_ints((DISPMANX_FLAGS_ALPHA_PREMULT, 0, 0))
            self.dispman_element = bcm.vc_dispmanx_element_add(
                self.dispman_update, self.dispman_display, layer, dst_rect, 0,
                src_rect, DISPMANX_PROTECTION_NONE, alpha, 0, 0)

            nativewindow = (GLint * 3)(self.dispman_element, w, h + 1)
            bcm.vc_dispmanx_update_submit_sync(self.dispman_update)

            self.nw_p = ctypes.pointer(nativewindow)
            ### NB changing the argtypes to allow passing of bcm native window is
            ### deeply unsatisfactory. But xlib defines Window as c_ulong and ctypes
            ### isn't happy about a pointer being cast to an int
            openegl.eglCreateWindowSurface.argtypes = [
                EGLDisplay, EGLConfig,
                POINTER((GLint * 3)), EGLint
            ]
            self.surface = openegl.eglCreateWindowSurface(
                self.display, self.config, self.nw_p, 0)

        elif pi3d.USE_PYGAME:
            import pygame
            flags = pygame.OPENGL
            wsize = (w, h)
            if w == self.width and h == self.height:  # i.e. full screen
                flags = pygame.FULLSCREEN | pygame.OPENGL
                wsize = (0, 0)
            if self.display_config & DISPLAY_CONFIG_NO_RESIZE:
                flags |= pygame.RESIZABLE
            if self.display_config & DISPLAY_CONFIG_NO_FRAME:
                flags |= pygame.NOFRAME
            if self.display_config & DISPLAY_CONFIG_FULLSCREEN:
                flags |= pygame.FULLSCREEN
            elif self.display_config & DISPLAY_CONFIG_MAXIMIZED:
                flags |= pygame.FULLSCREEN
                wsize = (0, 0)

            self.width, self.height = w, h
            self.d = pygame.display.set_mode(wsize, flags)
            self.window = pygame.display.get_wm_info()["window"]
            self.surface = openegl.eglCreateWindowSurface(
                self.display, self.config, self.window, 0)

        else:  # work on basis it's X11
            # Set some WM info
            self.root = xlib.XRootWindowOfScreen(self.screen)
            if self.use_glx:  # For drawing on X window with transparent background
                numfbconfigs = c_int()
                VisData = c_ints(
                    (glx.GLX_RENDER_TYPE, glx.GLX_RGBA_BIT,
                     glx.GLX_DRAWABLE_TYPE, glx.GLX_WINDOW_BIT,
                     glx.GLX_DOUBLEBUFFER, True, glx.GLX_RED_SIZE, 8,
                     glx.GLX_GREEN_SIZE, 8, glx.GLX_BLUE_SIZE, 8,
                     glx.GLX_ALPHA_SIZE, 8, glx.GLX_DEPTH_SIZE, 16, 0))
                glx_screen = xlib.XDefaultScreen(self.d)
                fbconfigs = glx.glXChooseFBConfig(self.d, glx_screen, VisData,
                                                  byref(numfbconfigs))
                fbconfig = 0
                for i in range(numfbconfigs.value):
                    visual = glx.glXGetVisualFromFBConfig(
                        self.d, fbconfigs[i]).contents
                    if not visual:
                        continue
                    pict_format = glx.XRenderFindVisualFormat(
                        self.d, visual.visual).contents
                    if not pict_format:
                        continue

                    fbconfig = fbconfigs[i]
                    if pict_format.direct.alphaMask > 0:
                        break

                if not fbconfig:
                    print("No matching FB config found")
                #/* Create a colormap - only needed on some X clients, eg. IRIX */
                cmap = xlib.XCreateColormap(self.d, self.root, visual.visual,
                                            AllocNone)
                attr = xlib.XSetWindowAttributes()
                attr.colormap = cmap
                attr.background_pixmap = 0
                attr.border_pixmap = 0
                attr.border_pixel = 0
                attr.event_mask = (StructureNotifyMask | EnterWindowMask
                                   | LeaveWindowMask | ExposureMask
                                   | ButtonPressMask | ButtonReleaseMask
                                   | OwnerGrabButtonMask | KeyPressMask
                                   | KeyReleaseMask)
                attr_mask = (  #  CWBackPixmap|
                    CWColormap | CWBorderPixel | CWEventMask)
                self.window = xlib.XCreateWindow(self.d, self.root, x, y, w, h,
                                                 0, visual.depth, 1,
                                                 visual.visual, attr_mask,
                                                 byref(attr))
            else:  # normal EGL created context
                self.window = xlib.XCreateSimpleWindow(self.d, self.root, x, y,
                                                       w, h, 1, 0, 0)

            s = ctypes.create_string_buffer(b'WM_DELETE_WINDOW')
            self.WM_DELETE_WINDOW = ctypes.c_ulong(
                xlib.XInternAtom(self.d, s, 0))

            # set window title
            title = ctypes.c_char_p(self.window_title)
            title_length = ctypes.c_int(len(self.window_title))
            wm_name_atom = ctypes.c_ulong(
                xlib.XInternAtom(self.d,
                                 ctypes.create_string_buffer(b'WM_NAME'), 0))
            string_atom = ctypes.c_ulong(
                xlib.XInternAtom(self.d,
                                 ctypes.create_string_buffer(b'STRING'), 0))
            xlib.XChangeProperty(self.d, self.window, wm_name_atom,
                                 string_atom, 8, xlib.PropModeReplace, title,
                                 title_length)

            if (w == self.width
                    and h == self.height) or (self.display_config
                                              & DISPLAY_CONFIG_FULLSCREEN):
                # set full-screen. Messy c function calls!
                wm_state = ctypes.c_ulong(
                    xlib.XInternAtom(self.d, b'_NET_WM_STATE', 0))
                fullscreen = ctypes.c_ulong(
                    xlib.XInternAtom(self.d, b'_NET_WM_STATE_FULLSCREEN', 0))
                fullscreen = ctypes.cast(ctypes.pointer(fullscreen),
                                         ctypes.c_char_p)
                XA_ATOM = 4
                xlib.XChangeProperty(self.d, self.window, wm_state, XA_ATOM,
                                     32, xlib.PropModeReplace, fullscreen, 1)

            self.width, self.height = w, h

            if self.display_config & DISPLAY_CONFIG_HIDE_CURSOR:
                black = xlib.XColor()
                black.red = 0
                black.green = 0
                black.blue = 0
                noData = ctypes.c_char_p(bytes([0, 0, 0, 0, 0, 0, 0, 0]))
                bitmapNoData = xlib.XCreateBitmapFromData(
                    self.d, self.window, noData, 8, 8)
                invisibleCursor = xlib.XCreatePixmapCursor(
                    self.d, bitmapNoData, bitmapNoData, black, black, 0, 0)
                xlib.XDefineCursor(self.d, self.window, invisibleCursor)

            #TODO add functions to xlib for these window manager libx11 functions
            #self.window.set_wm_name('pi3d xlib window')
            #self.window.set_wm_icon_name('pi3d')
            #self.window.set_wm_class('draw', 'XlibExample')

            xlib.XSetWMProtocols(self.d, self.window, self.WM_DELETE_WINDOW, 1)
            #self.window.set_wm_hints(flags = Xutil.StateHint,
            #                         initial_state = Xutil.NormalState)

            #self.window.set_wm_normal_hints(flags = (Xutil.PPosition | Xutil.PSize
            #                                         | Xutil.PMinSize),
            #                                min_width = 20,
            #                                min_height = 20)

            xlib.XSelectInput(
                self.d, self.window,
                KeyPressMask | KeyReleaseMask | ResizeRedirectMask)
            xlib.XMapWindow(self.d, self.window)
            #xlib.XMoveWindow(self.d, self.window, x, y) #TODO this has to happen later. Works after rendering first frame. Check when
            if self.use_glx:
                dummy = c_int()
                if not glx.glXQueryExtension(self.d, byref(dummy),
                                             byref(dummy)):
                    print("OpenGL not supported by X server\n")
                dummy_glx_context = ctypes.cast(0, glx.GLXContext)
                self.render_context = glx.glXCreateNewContext(
                    self.d, fbconfig, glx.GLX_RGBA_TYPE, dummy_glx_context,
                    True)
                if not self.render_context:
                    print("Failed to create a GL context\n")
                if not glx.glXMakeContextCurrent(
                        self.d, self.window, self.window, self.render_context):
                    print("glXMakeCurrent failed for window\n")
            else:
                self.surface = openegl.eglCreateWindowSurface(
                    self.display, self.config, self.window, 0)

        if not self.use_glx:
            assert self.surface != EGL_NO_SURFACE and self.surface is not None
            r = openegl.eglMakeCurrent(self.display, self.surface,
                                       self.surface, self.context)
            assert r

        #Create viewport
        opengles.glViewport(GLint(0), GLint(0), GLsizei(w), GLsizei(h))
示例#3
0
    def draw(self) -> None:
        import numpy as np
        from scipy.ndimage.filters import gaussian_filter
        from pi3d.Camera import Camera
        from pi3d.constants import (
            opengles,
            GL_SRC_ALPHA,
            GL_ONE_MINUS_SRC_ALPHA,
            GLsizei,
            GLboolean,
            GLint,
            GL_FLOAT,
            GL_ARRAY_BUFFER,
            GL_UNSIGNED_SHORT,
            GL_TEXTURE_2D,
            GL_UNSIGNED_BYTE,
        )

        time_logging = False

        if self.should_prepare:
            self._prepare()

        if self.lights.alarm_program.factor != -1:
            self.alarm_factor = max(0.001, self.lights.alarm_program.factor)
        else:
            self.alarm_factor = 0

        then = time.time()

        self.display.loop_running()
        now = self.display.time
        self.time_delta = now - self.last_loop
        self.last_loop = now
        self.time_elapsed += self.time_delta

        if time_logging:
            print(f"{time.time() - then} main loop")
            then = time.time()

        # use a sliding window to smooth the spectrum with a gauss function
        # truncating does not save significant time (~3% for this step)

        # new_frame = np.array(self.cava.current_frame, dtype="float32")
        new_frame = gaussian_filter(self.cava.current_frame, sigma=1.5, mode="nearest")
        new_frame = new_frame[self.SPECTRUM_CUT : -self.SPECTRUM_CUT]
        new_frame = -0.5 * new_frame ** 3 + 1.5 * new_frame
        new_frame *= 255
        current_frame = new_frame

        if time_logging:
            print(f"{time.time() - then} spectrum smoothing")
            then = time.time()

        # Value used for circle shake and background color cycle
        # select the first few values and compute their average
        bass_elements = math.ceil(self.BASS_MAX * self.cava.bars)
        self.bass_value = sum(current_frame[0:bass_elements]) / bass_elements / 255
        self.bass_value = max(self.bass_value, self.alarm_factor)
        self.total_bass = self.total_bass + self.bass_value
        # the fraction of time that there was bass
        self.bass_fraction = self.total_bass / self.time_elapsed / self.lights.UPS

        self.uniform_values = {
            48: self.width / self.scale,
            49: self.height / self.scale,
            50: self.scale,
            51: self.FFT_HIST,
            52: self.NUM_PARTICLES,
            53: self.PARTICLE_SPAWN_Z,
            54: self.time_elapsed,
            55: self.time_delta,
            56: self.alarm_factor,
            57: self.bass_value,
            58: self.total_bass,
            59: self.bass_fraction,
        }

        # start rendering to the smaller OffscreenTexture
        # we decrease the size of the texture so it only allocates that much memory
        # otherwise it would use as much as the displays size, negating its positive effect
        self.post.ix = int(self.post.ix / self.scale)
        self.post.iy = int(self.post.iy / self.scale)
        opengles.glViewport(
            GLint(0),
            GLint(0),
            GLsizei(int(self.width / self.scale)),
            GLsizei(int(self.height / self.scale)),
        )
        self.post._start()
        self.post.ix = self.width
        self.post.iy = self.height

        self._set_unif(self.background, [48, 49, 54, 56, 58])
        self.background.draw()

        if time_logging:
            print(f"{time.time() - then} background draw")
            then = time.time()

        # enable additive blending so the draw order of overlapping particles does not matter
        opengles.glBlendFunc(1, 1)

        self._set_unif(self.particle_sprite, [53, 54, 59])

        # copied code from pi3d.Shape.draw()
        # we don't need modelmatrices, normals ord textures and always blend
        self.particle_sprite.load_opengl()
        camera = Camera.instance()
        if not camera.mtrx_made:
            camera.make_mtrx()
        self.particle_sprite.MRaw = self.particle_sprite.tr1
        self.particle_sprite.M[0, :, :] = self.particle_sprite.MRaw[:, :]
        self.particle_sprite.M[1, :, :] = np.dot(
            self.particle_sprite.MRaw, camera.mtrx
        )[:, :]

        # Buffer.draw()
        buf = self.particle_sprite.buf[0]
        buf.load_opengl()
        shader = buf.shader
        shader.use()
        opengles.glUniformMatrix4fv(
            shader.unif_modelviewmatrix,
            GLsizei(2),
            GLboolean(0),
            self.particle_sprite.M.ctypes.data,
        )
        opengles.glUniform3fv(shader.unif_unif, GLsizei(20), self.particle_sprite.unif)
        buf._select()
        opengles.glVertexAttribPointer(
            shader.attr_vertex, GLint(3), GL_FLOAT, GLboolean(0), buf.N_BYTES, 0
        )
        opengles.glEnableVertexAttribArray(shader.attr_vertex)
        opengles.glVertexAttribPointer(
            shader.attr_texcoord, GLint(2), GL_FLOAT, GLboolean(0), buf.N_BYTES, 24
        )
        opengles.glEnableVertexAttribArray(shader.attr_texcoord)
        buf.disp.last_shader = shader
        opengles.glUniform3fv(shader.unif_unib, GLsizei(5), buf.unib)

        opengles.glBindBuffer(GL_ARRAY_BUFFER, self.instance_vbo)
        opengles.glDrawElementsInstanced(
            buf.draw_method,
            GLsizei(buf.ntris * 3),
            GL_UNSIGNED_SHORT,
            0,
            self.NUM_PARTICLES,
        )

        # restore normal blending
        opengles.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        if time_logging:
            print(f"{time.time() - then} particle draw")
            then = time.time()

        # roll the history one further, insert the current one.
        # we use a texture with four channels eventhough we only need one, refer to this post:
        # https://community.khronos.org/t/updating-textures-per-frame/75020/3
        # basically the gpu converts it anyway, so other formats would be slower
        history = np.zeros(
            (self.FFT_HIST, self.cava.bars - 2 * self.SPECTRUM_CUT, 4), dtype="uint8"
        )
        self.fft = np.roll(self.fft, 1, 0)
        self.fft[0] = current_frame
        history[:, :, 0] = self.fft

        if time_logging:
            print(f"{time.time() - then} spectrum roll")
            then = time.time()

        # change the spectrum part of the texture (the lower 256xFFT_HIST pixels)
        opengles.glBindTexture(GL_TEXTURE_2D, self.dynamic_texture._tex)
        iformat = self.dynamic_texture._get_format_from_array(
            history, self.dynamic_texture.i_format
        )
        opengles.glTexSubImage2D(
            GL_TEXTURE_2D,
            0,
            0,
            self.dynamic_texture.ix,
            history.shape[1],
            history.shape[0],
            iformat,
            GL_UNSIGNED_BYTE,
            history.ctypes.data_as(ctypes.POINTER(ctypes.c_ubyte)),
        )

        if time_logging:
            print(f"{time.time() - then} glTexImage2D")
            then = time.time()

        self._set_unif(self.spectrum, [48, 49, 51, 52, 53, 54, 55, 57, 58])
        self.spectrum.draw()

        if time_logging:
            print(f"{time.time() - then} spectrum draw")
            then = time.time()

        self._set_unif(self.logo, [48, 49, 51, 54, 57, 58])
        self.logo.draw()

        if time_logging:
            print(f"{time.time() - then} logo draw")
            then = time.time()

        self._set_unif(self.after, [48, 49, 54, 57])
        self.after.draw()

        if time_logging:
            print(f"{time.time() - then} after draw")
            then = time.time()

        self.post._end()

        opengles.glViewport(
            GLint(0), GLint(0), GLsizei(self.width), GLsizei(self.height)
        )
        self._set_unif(self.post_sprite, [50])
        self.post_sprite.draw()

        if time_logging:
            print(f"{time.time() - then} post draw")
            print(f"scale: {self.scale}")
            print("=====")