def test_event_order(): """Test event order""" x = list() class MyCanvas(Canvas): def on_initialize(self, event): x.append('init') def on_draw(self, event): sz = True if self.size is not None else False x.append('draw size=%s show=%s' % (sz, show)) def on_close(self, event): x.append('close') for show in (False, True): # clear our storage variable while x: x.pop() with MyCanvas(show=show) as c: c.update() c.app.process_events() print(x) assert_true(len(x) >= 3) assert_equal(x[0], 'init') assert_in('draw size=True', x[1]) assert_in('draw size=True', x[-2]) assert_equal(x[-1], 'close')
def test_wrappers(): """Test gloo wrappers""" with Canvas(): gl.use_gl('gl2 debug') gloo.clear('#112233') # make it so that there's something non-zero # check presets assert_raises(ValueError, gloo.set_state, preset='foo') for state in gloo.get_state_presets().keys(): gloo.set_state(state) assert_raises(ValueError, gloo.set_blend_color, (0., 0.)) # bad color assert_raises(TypeError, gloo.set_hint, 1, 2) # need strs # this doesn't exist in ES 2.0 namespace assert_cmd_raises(ValueError, gloo.set_hint, 'fog_hint', 'nicest') # test bad enum assert_raises(RuntimeError, gloo.set_line_width, -1) # check read_pixels x = gloo.read_pixels() assert_true(isinstance(x, np.ndarray)) assert_true(isinstance(gloo.read_pixels((0, 0, 1, 1)), np.ndarray)) assert_raises(ValueError, gloo.read_pixels, (0, 0, 1)) # bad port y = gloo.read_pixels(alpha=False, out_type=np.ubyte) assert_equal(y.shape, x.shape[:2] + (3, )) assert_array_equal(x[..., :3], y) y = gloo.read_pixels(out_type='float') assert_allclose(x / 255., y) # now let's (indirectly) check our set_* functions viewport = (0, 0, 1, 1) blend_color = (0., 0., 0.) _funs = dict( viewport=viewport, # checked hint=('generate_mipmap_hint', 'nicest'), depth_range=(1., 2.), front_face='cw', # checked cull_face='front', line_width=1., polygon_offset=(1., 1.), blend_func=('zero', 'one'), blend_color=blend_color, blend_equation='func_add', scissor=(0, 0, 1, 1), stencil_func=('never', 1, 2, 'back'), stencil_mask=4, stencil_op=('zero', 'zero', 'zero', 'back'), depth_func='greater', depth_mask=True, color_mask=(True, True, True, True), sample_coverage=(0.5, True)) gloo.set_state(**_funs) gloo.clear((1., 1., 1., 1.), 0.5, 1) gloo.flush() gloo.finish() # check some results assert_array_equal(gl.glGetParameter(gl.GL_VIEWPORT), viewport) assert_equal(gl.glGetParameter(gl.GL_FRONT_FACE), gl.GL_CW) assert_equal(gl.glGetParameter(gl.GL_BLEND_COLOR), blend_color + (1, ))
def test_wrappers(): """Test gloo wrappers""" with Canvas(): gl.use_gl('gl2 debug') gloo.clear('#112233') # make it so that there's something non-zero # check presets assert_raises(ValueError, gloo.set_state, preset='foo') for state in gloo.get_state_presets().keys(): gloo.set_state(state) assert_raises(ValueError, gloo.set_blend_color, (0., 0.)) # bad color assert_raises(TypeError, gloo.set_hint, 1, 2) # need strs # this doesn't exist in ES 2.0 namespace assert_cmd_raises(ValueError, gloo.set_hint, 'fog_hint', 'nicest') # test bad enum assert_raises(RuntimeError, gloo.set_line_width, -1) # check read_pixels x = gloo.read_pixels() assert_true(isinstance(x, np.ndarray)) assert_true(isinstance(gloo.read_pixels((0, 0, 1, 1)), np.ndarray)) assert_raises(ValueError, gloo.read_pixels, (0, 0, 1)) # bad port y = gloo.read_pixels(alpha=False, out_type=np.ubyte) assert_equal(y.shape, x.shape[:2] + (3,)) assert_array_equal(x[..., :3], y) y = gloo.read_pixels(out_type='float') assert_allclose(x/255., y) # now let's (indirectly) check our set_* functions viewport = (0, 0, 1, 1) blend_color = (0., 0., 0.) _funs = dict(viewport=viewport, # checked hint=('generate_mipmap_hint', 'nicest'), depth_range=(1., 2.), front_face='cw', # checked cull_face='front', line_width=1., polygon_offset=(1., 1.), blend_func=('zero', 'one'), blend_color=blend_color, blend_equation='func_add', scissor=(0, 0, 1, 1), stencil_func=('never', 1, 2, 'back'), stencil_mask=4, stencil_op=('zero', 'zero', 'zero', 'back'), depth_func='greater', depth_mask=True, color_mask=(True, True, True, True), sample_coverage=(0.5, True)) gloo.set_state(**_funs) gloo.clear((1., 1., 1., 1.), 0.5, 1) gloo.flush() gloo.finish() # check some results assert_array_equal(gl.glGetParameter(gl.GL_VIEWPORT), viewport) assert_equal(gl.glGetParameter(gl.GL_FRONT_FACE), gl.GL_CW) assert_equal(gl.glGetParameter(gl.GL_BLEND_COLOR), blend_color + (1,))
def test_key(): """Test basic key functionality""" def bad(): return (ENTER == dict()) assert_raises(ValueError, bad) assert_true(not (ENTER == None)) # noqa assert_equal('Return', ENTER) print(ENTER.name) print(ENTER) # __repr__ assert_equal(Key('1'), 49) # ASCII code
def test_read_pixels(): """Test read_pixels to ensure that the image is not flipped""" # Create vertices vPosition = np.array( [ [-1, 1, 0.0], [0, 1, 0.5], # For drawing a square to top left [-1, 0, 0.0], [0, 0, 0.5] ], np.float32) VERT_SHADER = """ // simple vertex shader attribute vec3 a_position; void main (void) { gl_Position = vec4(a_position, 1.0); } """ FRAG_SHADER = """ // simple fragment shader void main() { gl_FragColor = vec4(1,1,1,1); } """ with Canvas() as c: c.set_current() gloo.set_viewport(0, 0, *c.size) gloo.set_state(depth_test=True) c._program = gloo.Program(VERT_SHADER, FRAG_SHADER) c._program['a_position'] = gloo.VertexBuffer(vPosition) gloo.clear(color='black') c._program.draw('triangle_strip') # Check if the return of read_pixels is the same as our drawing img = read_pixels(alpha=False) assert_equal(img.shape[:2], c.size[::-1]) top_left = sum(img[0, 0]) assert_true(top_left > 0) # Should be > 0 (255*4) # Sum of the pixels in top right + bottom left + bottom right corners corners = sum(img[0, -1] + img[-1, 0] + img[-1, -1]) assert_true(corners == 0) # Should be all 0 gloo.flush() gloo.finish() # Check that we can read the depth buffer img = read_pixels(mode='depth') assert_equal(img.shape[:2], c.size[::-1]) assert_equal(img.shape[2], 1) unique_img = np.unique(img) # we should have quite a few different depth values assert unique_img.shape[0] > 50 assert unique_img.max() == 255 assert unique_img.min() > 0
def test_sys_info(): """Test printing of system information""" fname = op.join(temp_dir, 'info.txt') sys_info(fname) assert_raises(IOError, sys_info, fname) # no overwrite with open(fname, 'r') as fid: out = ''.join(fid.readlines()) keys = ['GL version', 'Python', 'Backend', 'pyglet', 'Platform:'] for key in keys: assert_in(key, out) print(out) assert_true('Info-gathering error' not in out)
def test_sys_info(): """Test printing of system information""" fname = op.join(temp_dir, "info.txt") sys_info(fname) assert_raises(IOError, sys_info, fname) # no overwrite with open(fname, "r") as fid: out = "".join(fid.readlines()) keys = ["GL version", "Python", "Backend", "pyglet", "Platform:"] for key in keys: assert_in(key, out) print(out) assert_true("Info-gathering error" not in out)
def test_group_ignore(self): """EmitterGroup.block_all""" grp = EmitterGroup(em1=Event) grp.em1.connect(self.error_event) with use_log_level('warning', record=True, print_msg=False) as l: grp.em1() assert_true(len(l) >= 1) grp.ignore_callback_errors = False assert_raises(RuntimeError, grp.em1) grp.ignore_callback_errors = True with use_log_level('warning', record=True, print_msg=False) as l: grp.em1() assert_true(len(l) >= 1)
def _test_setting_stuff(): # Set stuff to touch functions gl.glClear(gl.GL_COLOR_BUFFER_BIT) # gl.glBlendColor(1.0, 1.0, 1.0, 1.0) gl.glBlendEquation(gl.GL_FUNC_ADD) gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD) gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO) # gl.glClearColor(0.0, 0.0, 0.0, 1.0) gl.glClearDepth(1) gl.glClearStencil(0) # gl.glColorMask(True, True, True, True) gl.glDepthMask(False) gl.glStencilMask(255) gl.glStencilMaskSeparate(gl.GL_FRONT, 128) # gl.glStencilFunc(gl.GL_ALWAYS, 0, 255) gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255) gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP) gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP) # gl.glFrontFace(gl.GL_CW) gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST) gl.glLineWidth(2.0) gl.glPolygonOffset(0.0, 0.0) gl.glSampleCoverage(1.0, False) # And getting stuff try: with use_log_level('error', print_msg=False): r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER, gl.GL_HIGH_FLOAT) gl.check_error() # Sometimes the func is there but OpenGL errs except Exception: pass # accept if the function is not there ... # We should catch RuntimeError and GL.error.NullFunctionError, # but PyOpenGL may not be available. # On Travis this function was not there on one machine according # to PyOpenGL, but our desktop backend worked fine ... # v = gl.glGetParameter(gl.GL_VERSION) assert_true(isinstance(v, string_types)) assert_true(len(v) > 0) gl.check_error()
def test_read_pixels(): """Test read_pixels to ensure that the image is not flipped""" # Create vertices vPosition = np.array( [ [-1, 1], [0, 1], # For drawing a square to top left [-1, 0], [0, 0] ], np.float32) VERT_SHADER = """ // simple vertex shader attribute vec2 a_position; void main (void) { gl_Position = vec4(a_position, 0., 1.0); } """ FRAG_SHADER = """ // simple fragment shader void main() { gl_FragColor = vec4(1,1,1,1); } """ with Canvas() as c: gloo.set_viewport(0, 0, *c.size) c._program = gloo.Program(VERT_SHADER, FRAG_SHADER) c._program['a_position'] = gloo.VertexBuffer(vPosition) gloo.clear(color='black') c._program.draw('triangle_strip') # Check if the return of read_pixels is the same as our drawing img = read_pixels(format='rgb') assert_equal(img.shape[:2], c.size[::-1]) top_left = sum(img[0, 0]) assert_true(top_left > 0) # Should be > 0 (255*4) # Sum of the pixels in top right + bottom left + bottom right corners corners = sum(img[0, -1] + img[-1, 0] + img[-1, -1]) assert_true(corners == 0) # Should be all 0 gloo.flush() gloo.finish()
def test_networkx_layout_with_graph(): """ Testing the various inputs to the networkx layout """ settings = dict(name="networkx_layout") if nx: # empty input # testing.assert_raises(ValueError("Requires networkx input"), get_layout(**settings)) # define graph graph = nx.complete_graph(5) # define positions layout = np.random.rand(5, 2) settings['graph'] = graph settings['layout'] = layout # test numpy array input testing.assert_true( isinstance(get_layout(**settings), NetworkxCoordinates)) # testing string input settings['layout'] = 'circular' testing.assert_true( isinstance(get_layout(**settings), NetworkxCoordinates)) # testing dict input settings['layout'] = nx.circular_layout(graph) testing.assert_true( isinstance(get_layout(**settings), NetworkxCoordinates))
def test_read_pixels(): """Test read_pixels to ensure that the image is not flipped""" # Create vertices vPosition = np.array([[-1, 1], [0, 1], # For drawing a square to top left [-1, 0], [0, 0]], np.float32) VERT_SHADER = """ // simple vertex shader attribute vec2 a_position; void main (void) { gl_Position = vec4(a_position, 0., 1.0); } """ FRAG_SHADER = """ // simple fragment shader void main() { gl_FragColor = vec4(1,1,1,1); } """ with Canvas() as c: gloo.set_viewport(0, 0, *c.size) c._program = gloo.Program(VERT_SHADER, FRAG_SHADER) c._program['a_position'] = gloo.VertexBuffer(vPosition) gloo.clear(color='black') c._program.draw('triangle_strip') # Check if the return of read_pixels is the same as our drawing img = read_pixels(alpha=False) assert_equal(img.shape[:2], c.size[::-1]) top_left = sum(img[0, 0]) assert_true(top_left > 0) # Should be > 0 (255*4) # Sum of the pixels in top right + bottom left + bottom right corners corners = sum(img[0, -1] + img[-1, 0] + img[-1, -1]) assert_true(corners == 0) # Should be all 0 gloo.flush() gloo.finish()
def test_color_interpretation(): """Test basic color interpretation API""" # test useful ways of single color init r = ColorArray('r') print(r) # test repr r2 = ColorArray(r) assert_equal(r, r2) r2.rgb = 0, 0, 0 assert_equal(r2, ColorArray('black')) assert_equal(r, ColorArray('r')) # modifying new one preserves old assert_equal(r, r.copy()) assert_equal(r, ColorArray('#ff0000')) assert_equal(r, ColorArray('#FF0000FF')) assert_equal(r, ColorArray('red')) assert_equal(r, ColorArray('red', alpha=1.0)) assert_equal(ColorArray((1, 0, 0, 0.1)), ColorArray('red', alpha=0.1)) assert_array_equal(r.rgb.ravel(), (1., 0., 0.)) assert_array_equal(r.rgba.ravel(), (1., 0., 0., 1.)) assert_array_equal(r.RGBA.ravel(), (255, 0, 0, 255)) # handling multiple colors rgb = ColorArray(list('rgb')) print(rgb) # multi repr assert_array_equal(rgb, ColorArray(np.eye(3))) # complex/annoying case rgb = ColorArray(['r', (0, 1, 0), '#0000ffff']) assert_array_equal(rgb, ColorArray(np.eye(3))) assert_raises(RuntimeError, ColorArray, ['r', np.eye(3)]) # can't nest # getting/setting properties r = ColorArray('#ffff') assert_equal(r, ColorArray('white')) r = ColorArray('#ff000000') assert_true('turquoise' in get_color_names()) # make sure our JSON loaded assert_equal(r.alpha, 0) r.alpha = 1.0 assert_equal(r, ColorArray('r')) r.alpha = 0 r.rgb = (1, 0, 0) assert_equal(r.alpha, 0) assert_equal(r.hex, ['#ff0000']) r.alpha = 1 r.hex = '00ff00' assert_equal(r, ColorArray('g')) assert_array_equal(r.rgb.ravel(), (0., 1., 0.)) r.RGB = 255, 0, 0 assert_equal(r, ColorArray('r')) assert_array_equal(r.RGB.ravel(), (255, 0, 0)) r.RGBA = 255, 0, 0, 0 assert_equal(r, ColorArray('r', alpha=0)) w = ColorArray() w.rgb = ColorArray('r').rgb + ColorArray('g').rgb + ColorArray('b').rgb assert_equal(w, ColorArray('white')) w = ColorArray('white') assert_equal(w, w.darker().lighter()) assert_equal(w, w.darker(0.1).darker(-0.1)) w2 = w.darker() assert_true(w != w2) w.darker(copy=False) assert_equal(w, w2) with use_log_level('warning', record=True, print_msg=False) as w: w = ColorArray('white') w.value = 2 assert_equal(len(w), 1) assert_equal(w, ColorArray('white')) # warnings and errors assert_raises(ValueError, ColorArray, '#ffii00') # non-hex assert_raises(ValueError, ColorArray, '#ff000') # too short assert_raises(ValueError, ColorArray, [0, 0]) # not enough vals assert_raises(ValueError, ColorArray, [2, 0, 0]) # val > 1 assert_raises(ValueError, ColorArray, [-1, 0, 0]) # val < 0 c = ColorArray([2., 0., 0.], clip=True) # val > 1 assert_true(np.all(c.rgb <= 1)) c = ColorArray([-1., 0., 0.], clip=True) # val < 0 assert_true(np.all(c.rgb >= 0)) # make sure our color dict works for key in get_color_names(): assert_true(ColorArray(key)) assert_raises(ValueError, ColorArray, 'foo') # unknown color error _color_dict = get_color_dict() assert isinstance(_color_dict, dict) assert set(_color_dict.keys()) == set(get_color_names())
def test_application(): """Test application running""" app = use_app() print(app) # __repr__ without app app.create() wrong = 'glfw' if app.backend_name.lower() != 'glfw' else 'pyqt4' assert_raises(RuntimeError, use_app, wrong) app.process_events() print(app) # test __repr__ assert_raises(ValueError, Canvas, keys='foo') assert_raises(TypeError, Canvas, keys=dict(escape=1)) assert_raises(ValueError, Canvas, keys=dict(escape='foo')) # not an attr pos = [0, 0] if app.backend_module.capability['position'] else None size = (100, 100) # Use "with" statement so failures don't leave open window # (and test context manager behavior) title = 'default' with Canvas(title=title, size=size, app=app, show=True, position=pos) as canvas: context = canvas.context assert_true(canvas.create_native() is None) # should be done already assert_is(canvas.app, app) assert_true(canvas.native) assert_equal('swap_buffers', canvas.events.draw.callback_refs[-1]) canvas.measure_fps(0.001) sleep(0.002) canvas.update() app.process_events() assert_true(canvas.fps > 0) # Other methods print(canvas) # __repr__ assert_equal(canvas.title, title) canvas.title = 'you' with use_log_level('warning', record=True, print_msg=False) as l: if app.backend_module.capability['position']: # todo: disable more tests based on capability canvas.position = pos canvas.size = size if 'ipynb_vnc' in canvas.app.backend_name.lower(): assert_true(len(l) >= 1) else: assert_true(len(l) == 0) canvas.connect(on_mouse_move) assert_raises(ValueError, canvas.connect, _on_mouse_move) if sys.platform != 'darwin': # XXX knownfail, prob. needs warmup canvas.show(False) canvas.show() app.process_events() assert_raises(ValueError, canvas.connect, on_nonexist) # deprecation of "paint" with use_log_level('info', record=True, print_msg=False) as log: olderr = sys.stderr try: fid = StringIO() sys.stderr = fid @canvas.events.paint.connect def fake(event): pass finally: sys.stderr = olderr assert_equal(len(log), 1) assert_in('deprecated', log[0]) # screenshots gl.glViewport(0, 0, *size) ss = _screenshot() assert_array_equal(ss.shape, size + (4,)) assert_equal(len(canvas._backend._vispy_get_geometry()), 4) if sys.platform != 'win32': # XXX knownfail for windows assert_array_equal(canvas.size, size) assert_equal(len(canvas.position), 2) # XXX knawnfail, doesn't "take" # GLOO: should have an OpenGL context already, so these should work vert = "void main (void) {gl_Position = pos;}" frag = "void main (void) {gl_FragColor = pos;}" program = Program(vert, frag) assert_raises(RuntimeError, program.glir.flush, context.shared.parser) vert = "uniform vec4 pos;\nvoid main (void) {gl_Position = pos;}" frag = "uniform vec4 pos;\nvoid main (void) {gl_FragColor = pos;}" program = Program(vert, frag) #uniform = program.uniforms[0] program['pos'] = [1, 2, 3, 4] vert = "attribute vec4 pos;\nvoid main (void) {gl_Position = pos;}" frag = "void main (void) {}" program = Program(vert, frag) #attribute = program.attributes[0] program["pos"] = [1, 2, 3, 4] # use a real program program._glir.clear() vert = ("uniform mat4 u_model;" "attribute vec2 a_position; attribute vec4 a_color;" "varying vec4 v_color;" "void main (void) {v_color = a_color;" "gl_Position = u_model * vec4(a_position, 0.0, 1.0);" "v_color = a_color;}") frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}" n, p = 250, 50 T = np.random.uniform(0, 2 * np.pi, n) position = np.zeros((n, 2), dtype=np.float32) position[:, 0] = np.cos(T) position[:, 1] = np.sin(T) color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1) data = np.zeros(n * p, [('a_position', np.float32, 2), ('a_color', np.float32, 4)]) data['a_position'] = np.repeat(position, p, axis=0) data['a_color'] = np.repeat(color, p, axis=0) program = Program(vert, frag) program.bind(VertexBuffer(data)) program['u_model'] = np.eye(4, dtype=np.float32) # different codepath if no call to activate() program.draw(gl.GL_POINTS) subset = IndexBuffer(np.arange(10, dtype=np.uint32)) program.draw(gl.GL_POINTS, subset) # bad programs frag_bad = ("varying vec4 v_colors") # no semicolon program = Program(vert, frag_bad) assert_raises(RuntimeError, program.glir.flush, context.shared.parser) frag_bad = None # no fragment code. no main is not always enough assert_raises(ValueError, Program, vert, frag_bad) # Timer timer = Timer(interval=0.001, connect=on_mouse_move, iterations=2, start=True, app=app) timer.start() timer.interval = 0.002 assert_equal(timer.interval, 0.002) assert_true(timer.running) sleep(.003) assert_true(timer.elapsed >= 0.002) timer.stop() assert_true(not timer.running) assert_true(timer.native) timer.disconnect() # test that callbacks take reasonable inputs _test_callbacks(canvas) # cleanup canvas.swap_buffers() canvas.update() app.process_events() # put this in even though __exit__ will call it to make sure we don't # have problems calling it multiple times canvas.close() # done by context
def _prepare_vis(): objects = [] # --- program and shaders # Create program and shaders hprog = gl.glCreateProgram() hvert = gl.glCreateShader(gl.GL_VERTEX_SHADER) hfrag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) objects.append((gl.glDeleteProgram, hprog)) objects.append((gl.glDeleteShader, hvert)) objects.append((gl.glDeleteShader, hfrag)) # Compile source code gl.glShaderSource(hvert, VERT) gl.glShaderSource(hfrag, FRAG) gl.glCompileShader(hvert) gl.glCompileShader(hfrag) # Check assert_equal(gl.glGetShaderInfoLog(hvert), '') assert_equal(gl.glGetShaderInfoLog(hfrag), '') assert_equal(gl.glGetShaderParameter(hvert, gl.GL_COMPILE_STATUS), 1) assert_equal(gl.glGetShaderParameter(hfrag, gl.GL_COMPILE_STATUS), 1) # Attach and link gl.glAttachShader(hprog, hvert) gl.glAttachShader(hprog, hfrag) # touch glDetachShader gl.glDetachShader(hprog, hvert) gl.glAttachShader(hprog, hvert) gl.glLinkProgram(hprog) # Test that indeed these shaders are attached attached_shaders = gl.glGetAttachedShaders(hprog) assert_equal(set(attached_shaders), set([hvert, hfrag])) # Check assert_equal(gl.glGetProgramInfoLog(hprog), '') assert_equal(gl.glGetProgramParameter(hprog, gl.GL_LINK_STATUS), 1) gl.glValidateProgram(hprog) assert_equal(gl.glGetProgramParameter(hprog, gl.GL_VALIDATE_STATUS), 1) # Use it! gl.glUseProgram(hprog) # Bind one attribute gl.glBindAttribLocation(hprog, 1, 'a_2') # Check if all is ok assert_equal(gl.glGetError(), 0) # Check source vert_source = gl.glGetShaderSource(hvert) assert_true('attribute vec2 a_2;' in vert_source) # --- get information on attributes and uniforms # Count attribbutes and uniforms natt = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_ATTRIBUTES) nuni = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_UNIFORMS) assert_equal(natt, 4) assert_equal(nuni, 4+4+3+1) # Get names names = {} for i in range(natt): name, count, type = gl.glGetActiveAttrib(hprog, i) names[name] = type assert_equal(count, 1) for i in range(nuni): name, count, type = gl.glGetActiveUniform(hprog, i) names[name] = type assert_equal(count, 1) # Check assert_equal(names['a_1'], gl.GL_FLOAT) assert_equal(names['a_2'], gl.GL_FLOAT_VEC2) assert_equal(names['a_3'], gl.GL_FLOAT_VEC3) assert_equal(names['a_4'], gl.GL_FLOAT_VEC4) assert_equal(names['s_1'], gl.GL_SAMPLER_2D) # for i, type in enumerate([gl.GL_FLOAT, gl.GL_FLOAT_VEC2, gl.GL_FLOAT_VEC3, gl.GL_FLOAT_VEC4]): assert_equal(names['u_f%i' % (i+1)], type) for i, type in enumerate([gl.GL_INT, gl.GL_INT_VEC2, gl.GL_INT_VEC3, gl.GL_INT_VEC4]): assert_equal(names['u_i%i' % (i+1)], type) for i, type in enumerate([gl.GL_FLOAT_MAT2, gl.GL_FLOAT_MAT3, gl.GL_FLOAT_MAT4]): assert_equal(names['u_m%i' % (i+2)], type) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- texture # Create, bind, activate htex = gl.glCreateTexture() objects.append((gl.glDeleteTexture, htex)) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) gl.glBindTexture(gl.GL_TEXTURE_2D, htex) # Allocate data and upload # This data is luminance and not C-contiguous gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # touch gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # Set texture parameters (use f and i to touch both) T = gl.GL_TEXTURE_2D gl.glTexParameterf(T, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR) gl.glTexParameteri(T, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR) # Re-allocate data and upload gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1) # Attach! loc = gl.glGetUniformLocation(hprog, 's_1') unit = 0 gl.glActiveTexture(gl.GL_TEXTURE0+unit) gl.glUniform1i(loc, unit) # Mipmaps (just to touch this function) gl.glGenerateMipmap(gl.GL_TEXTURE_2D) # Check min filter (touch getTextParameter) minfilt = gl.glGetTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER) assert_equal(minfilt, gl.GL_LINEAR) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec2 (contiguous VBO) # Create buffer hbuf2 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf2)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf2) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf2.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf2) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glDisableVertexAttribArray(loc) # touch gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 2*4, 0) # Check (touch glGetBufferParameter, glGetVertexAttrib and # glGetVertexAttribOffset) size = gl.glGetBufferParameter(gl.GL_ARRAY_BUFFER, gl.GL_BUFFER_SIZE) assert_equal(size, buf2.nbytes) stride = gl.glGetVertexAttrib(loc, gl.GL_VERTEX_ATTRIB_ARRAY_STRIDE) assert_equal(stride, 2*4) offset = gl.glGetVertexAttribOffset(loc, gl.GL_VERTEX_ATTRIB_ARRAY_POINTER) assert_equal(offset, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec3 (non-contiguous VBO) # Create buffer hbuf3 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf3)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf3) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf3.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf3) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 3*4, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec4 (client vertex data) # Select no FBO gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, 4*4, buf4) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- element buffer # Create buffer global helements helements = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, helements)) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, helements) # Allocate and set data gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, elements, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ELEMENT_ARRAY_BUFFER, 0, elements) # Turn off gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- uniforms # Set integer uniforms to 0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1i, gl.glUniform1iv), (2, gl.glUniform2i, gl.glUniform2iv), (3, gl.glUniform3i, gl.glUniform3iv), (4, gl.glUniform4i, gl.glUniform4iv)]: name = 'u_i%i' % i value = [0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4i fun2(loc, 1, value) # e.g. glUniform4iv # Set float uniforms to 1.0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1f, gl.glUniform1fv), (2, gl.glUniform2f, gl.glUniform2fv), (3, gl.glUniform3f, gl.glUniform3fv), (4, gl.glUniform4f, gl.glUniform4fv)]: name = 'u_f%i' % i value = [1.0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4f fun2(loc, 1, value) # e.g. glUniform4fv # Set matrix uniforms m = np.eye(5, dtype='float32') loc = gl.glGetUniformLocation(hprog, 'u_m2') gl.glUniformMatrix2fv(loc, 1, False, m[:2, :2]) # loc = gl.glGetUniformLocation(hprog, 'u_m3') m = np.eye(3, dtype='float32') gl.glUniformMatrix3fv(loc, 1, False, m[:3, :3]) # loc = gl.glGetUniformLocation(hprog, 'u_m4') m = np.eye(4, dtype='float32') gl.glUniformMatrix4fv(loc, 1, False, m[:4, :4]) # Check some uniforms loc = gl.glGetUniformLocation(hprog, 'u_i1') assert_equal(gl.glGetUniform(hprog, loc), 0) loc = gl.glGetUniformLocation(hprog, 'u_i2') assert_equal(gl.glGetUniform(hprog, loc), (0, 0)) loc = gl.glGetUniformLocation(hprog, 'u_f2') assert_equal(gl.glGetUniform(hprog, loc), (1.0, 1.0)) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- attributes # Constant values for attributes. We do not even use this ... loc = gl.glGetAttribLocation(hprog, 'a_1') gl.glVertexAttrib1f(loc, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glVertexAttrib2f(loc, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glVertexAttrib3f(loc, 1.0, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glVertexAttrib4f(loc, 1.0, 1.0, 1.0, 1.0) # --- flush and finish # Not really necessary, but we want to touch the functions gl.glFlush() gl.glFinish() #print([i[1] for i in objects]) return objects
def test_application(): """Test application running""" app = use_app() print(app) # __repr__ without app app.create() wrong = 'glfw' if app.backend_name.lower() != 'glfw' else 'pyqt4' assert_raises(RuntimeError, use_app, wrong) app.process_events() print(app) # test __repr__ assert_raises(ValueError, Canvas, keys='foo') assert_raises(TypeError, Canvas, keys=dict(escape=1)) assert_raises(ValueError, Canvas, keys=dict(escape='foo')) # not an attr pos = [0, 0] if app.backend_module.capability['position'] else None size = (100, 100) # Use "with" statement so failures don't leave open window # (and test context manager behavior) title = 'default' with Canvas(title=title, size=size, app=app, show=True, position=pos) as canvas: context = canvas.context assert_true(canvas.create_native() is None) # should be done already assert_is(canvas.app, app) assert_true(canvas.native) assert_equal('swap_buffers', canvas.events.draw.callback_refs[-1]) canvas.measure_fps(0.001) sleep(0.002) canvas.update() app.process_events() assert_true(canvas.fps > 0) # Other methods print(canvas) # __repr__ assert_equal(canvas.title, title) canvas.title = 'you' with use_log_level('warning', record=True, print_msg=False): if app.backend_module.capability['position']: # todo: disable more tests based on capability canvas.position = pos canvas.size = size canvas.connect(on_mouse_move) assert_raises(ValueError, canvas.connect, _on_mouse_move) if sys.platform != 'darwin': # XXX knownfail, prob. needs warmup canvas.show(False) canvas.show() app.process_events() assert_raises(ValueError, canvas.connect, on_nonexist) # deprecation of "paint" with use_log_level('info', record=True, print_msg=False) as log: olderr = sys.stderr try: fid = StringIO() sys.stderr = fid @canvas.events.paint.connect def fake(event): pass finally: sys.stderr = olderr assert_equal(len(log), 1) assert_in('deprecated', log[0]) # screenshots gl.glViewport(0, 0, *size) ss = _screenshot() assert_array_equal(ss.shape, size + (4,)) assert_equal(len(canvas._backend._vispy_get_geometry()), 4) if sys.platform != 'win32': # XXX knownfail for windows assert_array_equal(canvas.size, size) assert_equal(len(canvas.position), 2) # XXX knawnfail, doesn't "take" # GLOO: should have an OpenGL context already, so these should work vert = "void main (void) {gl_Position = pos;}" frag = "void main (void) {gl_FragColor = pos;}" program = Program(vert, frag) assert_raises(RuntimeError, program.glir.flush, context.shared.parser) vert = "uniform vec4 pos;\nvoid main (void) {gl_Position = pos;}" frag = "uniform vec4 pos;\nvoid main (void) {gl_FragColor = pos;}" program = Program(vert, frag) # uniform = program.uniforms[0] program['pos'] = [1, 2, 3, 4] vert = "attribute vec4 pos;\nvoid main (void) {gl_Position = pos;}" frag = "void main (void) {}" program = Program(vert, frag) # attribute = program.attributes[0] program["pos"] = [1, 2, 3, 4] # use a real program program._glir.clear() vert = ("uniform mat4 u_model;" "attribute vec2 a_position; attribute vec4 a_color;" "varying vec4 v_color;" "void main (void) {v_color = a_color;" "gl_Position = u_model * vec4(a_position, 0.0, 1.0);" "v_color = a_color;}") frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}" n, p = 250, 50 T = np.random.uniform(0, 2 * np.pi, n) position = np.zeros((n, 2), dtype=np.float32) position[:, 0] = np.cos(T) position[:, 1] = np.sin(T) color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1) data = np.zeros(n * p, [('a_position', np.float32, 2), ('a_color', np.float32, 4)]) data['a_position'] = np.repeat(position, p, axis=0) data['a_color'] = np.repeat(color, p, axis=0) program = Program(vert, frag) program.bind(VertexBuffer(data)) program['u_model'] = np.eye(4, dtype=np.float32) # different codepath if no call to activate() program.draw(gl.GL_POINTS) subset = IndexBuffer(np.arange(10, dtype=np.uint32)) program.draw(gl.GL_POINTS, subset) # bad programs frag_bad = ("varying vec4 v_colors") # no semicolon program = Program(vert, frag_bad) assert_raises(RuntimeError, program.glir.flush, context.shared.parser) frag_bad = None # no fragment code. no main is not always enough assert_raises(ValueError, Program, vert, frag_bad) # Timer timer = Timer(interval=0.001, connect=on_mouse_move, iterations=2, start=True, app=app) timer.start() timer.interval = 0.002 assert_equal(timer.interval, 0.002) assert_true(timer.running) sleep(.003) assert_true(timer.elapsed >= 0.002) timer.stop() assert_true(not timer.running) assert_true(timer.native) timer.disconnect() # test that callbacks take reasonable inputs _test_callbacks(canvas) # cleanup canvas.swap_buffers() canvas.update() app.process_events() # put this in even though __exit__ will call it to make sure we don't # have problems calling it multiple times canvas.close() # done by context
def _prepare_vis(): objects = [] # --- program and shaders # Create program and shaders hprog = gl.glCreateProgram() hvert = gl.glCreateShader(gl.GL_VERTEX_SHADER) hfrag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) objects.append((gl.glDeleteProgram, hprog)) objects.append((gl.glDeleteShader, hvert)) objects.append((gl.glDeleteShader, hfrag)) # Compile source code gl.glShaderSource(hvert, VERT) gl.glShaderSource(hfrag, FRAG) gl.glCompileShader(hvert) gl.glCompileShader(hfrag) # Check assert gl.glGetShaderInfoLog(hvert) == '' assert gl.glGetShaderInfoLog(hfrag) == '' assert gl.glGetShaderParameter(hvert, gl.GL_COMPILE_STATUS) == 1 assert gl.glGetShaderParameter(hfrag, gl.GL_COMPILE_STATUS) == 1 # Attach and link gl.glAttachShader(hprog, hvert) gl.glAttachShader(hprog, hfrag) # touch glDetachShader gl.glDetachShader(hprog, hvert) gl.glAttachShader(hprog, hvert) # Bind all attributes - we could let this occur automatically, but some # implementations bind an attribute to index 0, which has the unfortunate # property of being unable to be modified. gl.glBindAttribLocation(hprog, 1, 'a_1') gl.glBindAttribLocation(hprog, 2, 'a_2') gl.glBindAttribLocation(hprog, 3, 'a_3') gl.glBindAttribLocation(hprog, 4, 'a_4') gl.glLinkProgram(hprog) # Test that indeed these shaders are attached attached_shaders = gl.glGetAttachedShaders(hprog) assert_equal(set(attached_shaders), set([hvert, hfrag])) # Check assert_equal(gl.glGetProgramInfoLog(hprog), '') assert_equal(gl.glGetProgramParameter(hprog, gl.GL_LINK_STATUS), 1) gl.glValidateProgram(hprog) assert_equal(gl.glGetProgramParameter(hprog, gl.GL_VALIDATE_STATUS), 1) # Use it! gl.glUseProgram(hprog) # Check if all is ok assert_equal(gl.glGetError(), 0) # Check source vert_source = gl.glGetShaderSource(hvert) assert_true('attribute vec2 a_2;' in vert_source) # --- get information on attributes and uniforms # Count attributes and uniforms natt = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_ATTRIBUTES) nuni = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_UNIFORMS) assert_equal(natt, 4) assert_equal(nuni, 4+4+3+1) # Get names names = {} for i in range(natt): name, count, type = gl.glGetActiveAttrib(hprog, i) names[name] = type assert_equal(count, 1) for i in range(nuni): name, count, type = gl.glGetActiveUniform(hprog, i) names[name] = type assert_equal(count, 1) # Check assert_equal(names['a_1'], gl.GL_FLOAT) assert_equal(names['a_2'], gl.GL_FLOAT_VEC2) assert_equal(names['a_3'], gl.GL_FLOAT_VEC3) assert_equal(names['a_4'], gl.GL_FLOAT_VEC4) assert_equal(names['s_1'], gl.GL_SAMPLER_2D) # for i, type in enumerate([gl.GL_FLOAT, gl.GL_FLOAT_VEC2, gl.GL_FLOAT_VEC3, gl.GL_FLOAT_VEC4]): assert_equal(names['u_f%i' % (i+1)], type) for i, type in enumerate([gl.GL_INT, gl.GL_INT_VEC2, gl.GL_INT_VEC3, gl.GL_INT_VEC4]): assert_equal(names['u_i%i' % (i+1)], type) for i, type in enumerate([gl.GL_FLOAT_MAT2, gl.GL_FLOAT_MAT3, gl.GL_FLOAT_MAT4]): assert_equal(names['u_m%i' % (i+2)], type) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- texture # Create, bind, activate htex = gl.glCreateTexture() objects.append((gl.glDeleteTexture, htex)) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) gl.glBindTexture(gl.GL_TEXTURE_2D, htex) # Allocate data and upload # This data is luminance and not C-contiguous gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # touch gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # Set texture parameters (use f and i to touch both) T = gl.GL_TEXTURE_2D gl.glTexParameterf(T, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR) gl.glTexParameteri(T, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR) # Re-allocate data and upload gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1) # Attach! loc = gl.glGetUniformLocation(hprog, 's_1') unit = 0 gl.glActiveTexture(gl.GL_TEXTURE0+unit) gl.glUniform1i(loc, unit) # Mipmaps (just to touch this function) gl.glGenerateMipmap(gl.GL_TEXTURE_2D) # Check min filter (touch getTextParameter) minfilt = gl.glGetTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER) assert_equal(minfilt, gl.GL_LINEAR) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec2 (contiguous VBO) # Create buffer hbuf2 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf2)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf2) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf2.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf2) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glDisableVertexAttribArray(loc) # touch gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 2*4, 0) # Check (touch glGetBufferParameter, glGetVertexAttrib and # glGetVertexAttribOffset) size = gl.glGetBufferParameter(gl.GL_ARRAY_BUFFER, gl.GL_BUFFER_SIZE) assert_equal(size, buf2.nbytes) stride = gl.glGetVertexAttrib(loc, gl.GL_VERTEX_ATTRIB_ARRAY_STRIDE) assert_equal(stride, 2*4) offset = gl.glGetVertexAttribOffset(loc, gl.GL_VERTEX_ATTRIB_ARRAY_POINTER) assert_equal(offset, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec3 (non-contiguous VBO) # Create buffer hbuf3 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf3)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf3) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf3.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf3) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 3*4, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec4 (client vertex data) # Select no FBO gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, 4*4, buf4) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- element buffer # Create buffer global helements helements = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, helements)) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, helements) # Allocate and set data gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, elements, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ELEMENT_ARRAY_BUFFER, 0, elements) # Turn off gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- uniforms # Set integer uniforms to 0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1i, gl.glUniform1iv), (2, gl.glUniform2i, gl.glUniform2iv), (3, gl.glUniform3i, gl.glUniform3iv), (4, gl.glUniform4i, gl.glUniform4iv)]: name = 'u_i%i' % i value = [0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4i fun2(loc, 1, value) # e.g. glUniform4iv # Set float uniforms to 1.0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1f, gl.glUniform1fv), (2, gl.glUniform2f, gl.glUniform2fv), (3, gl.glUniform3f, gl.glUniform3fv), (4, gl.glUniform4f, gl.glUniform4fv)]: name = 'u_f%i' % i value = [1.0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4f fun2(loc, 1, value) # e.g. glUniform4fv # Set matrix uniforms m = np.eye(5, dtype='float32') loc = gl.glGetUniformLocation(hprog, 'u_m2') gl.glUniformMatrix2fv(loc, 1, False, m[:2, :2]) # loc = gl.glGetUniformLocation(hprog, 'u_m3') m = np.eye(3, dtype='float32') gl.glUniformMatrix3fv(loc, 1, False, m[:3, :3]) # loc = gl.glGetUniformLocation(hprog, 'u_m4') m = np.eye(4, dtype='float32') gl.glUniformMatrix4fv(loc, 1, False, m[:4, :4]) # Check some uniforms loc = gl.glGetUniformLocation(hprog, 'u_i1') assert_equal(gl.glGetUniform(hprog, loc), 0) loc = gl.glGetUniformLocation(hprog, 'u_i2') assert_equal(gl.glGetUniform(hprog, loc), (0, 0)) loc = gl.glGetUniformLocation(hprog, 'u_f2') assert_equal(gl.glGetUniform(hprog, loc), (1.0, 1.0)) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- attributes # Constant values for attributes. We do not even use this ... loc = gl.glGetAttribLocation(hprog, 'a_1') gl.glVertexAttrib1f(loc, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glVertexAttrib2f(loc, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glVertexAttrib3f(loc, 1.0, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glVertexAttrib4f(loc, 1.0, 1.0, 1.0, 1.0) # --- flush and finish # Not really necessary, but we want to touch the functions gl.glFlush() gl.glFinish() # print([i[1] for i in objects]) return objects