_glutils
¶
This package provides utility functions to handle OpenGL resources.
The gl
module provides a wrapper to OpenGL based on PyOpenGL.
_glutils.gl
¶
This module loads PyOpenGL and provides a namespace for OpenGL.
-
testGL
()[source]¶ Test if required OpenGL version and extensions are available.
This MUST be run with an active OpenGL context.
-
enabled
(capacity, enable=True)[source]¶ Context manager enabling an OpenGL capacity.
This is not checking the current state of the capacity.
Parameters: - capacity – The OpenGL capacity enum to enable/disable
- enable (bool) – True (default) to enable during context, False to disable
Utility functions¶
For OpenGL context management:
-
getGLContext
()[source]¶ Returns platform dependent object of current OpenGL context.
This is useful to associate OpenGL resources with the context they are created in.
Returns: Platform specific OpenGL context Return type: None by default or a platform dependent object
-
setGLContextGetter
(getter=<function _defaultGLContextGetter>)[source]¶ Set a platform dependent function to retrieve the current OpenGL context
Parameters: getter (Function with no args returning the current OpenGL context) – Platform dependent GL context getter
For type checking and conversion:
Program
¶
-
class
Program
(vertexShader, fragmentShader, attrib0='position')[source]¶ Wrap OpenGL shader program.
The program is compiled lazily (i.e., at first program
use()
). When the program is compiled, it stores attributes and uniforms locations. So, attributes and uniforms must be used afteruse()
.This object supports multiple OpenGL contexts.
Parameters: - vertexShader (str) – The source of the vertex shader.
- fragmentShader (str) – The source of the fragment shader.
- attrib0 (str) – Attribute’s name to bind to position 0 (default: ‘position’). On certain platform, this attribute MUST be active and with an array attached to it in order for the rendering to occur….
-
attributes
¶ Vertex attributes names and locations as a dict of {str: int}.
WARNING: Read-only usage. To use only with a valid OpenGL context and after
use()
has been called for this context.
-
uniforms
¶ Program uniforms names and locations as a dict of {str: int}.
WARNING: Read-only usage. To use only with a valid OpenGL context and after
use()
has been called for this context.
-
program
¶ OpenGL id of the program.
WARNING: To use only with a valid OpenGL context and after
use()
has been called for this context.
-
setUniformMatrix
(name, value, transpose=True, safe=False)[source]¶ Wrap glUniformMatrix[2|3|4]fv
Parameters: - name (str) – The name of the uniform.
- value (numpy.ndarray with 2 or 3 dimensions of float32) – The 2D matrix (or the array of matrices, 3D). Matrices are 2x2, 3x3 or 4x4.
- transpose (bool) – Whether to transpose (True, default) or not.
- safe (bool) – False: raise an error if no uniform with this name; True: silently ignores it.
Raises: KeyError – if no uniform corresponds to name.
Texture
¶
-
class
Texture
(internalFormat, data=None, format_=None, shape=None, texUnit=0, minFilter=None, magFilter=None, wrap=None)[source]¶ Base class to wrap OpenGL 2D and 3D texture
Parameters: - internalFormat – OpenGL texture internal format
- data (numpy.ndarray or None) – The data to copy to the texture or None for an empty texture
- format – Input data format if different from internalFormat
- shape (List[int]) – If data is None, shape of the texture (height, width) or (depth, height, width)
- texUnit (int) – The texture unit to use
- minFilter – OpenGL texture minimization filter (default: GL_NEAREST)
- magFilter – OpenGL texture magnification filter (default: GL_LINEAR)
- wrap (OpenGL wrap mode or 2 or 3-tuple of wrap mode) – Texture wrap mode for dimensions: (t, s) or (r, t, s) If a single value is provided, it used for all dimensions.
-
target
¶ OpenGL target type of this texture
-
ndim
¶ The number of dimensions: 2 or 3
-
internalFormat
¶ Texture internal format
-
shape
¶ Shape of the texture: (height, width) or (depth, height, width)
-
name
¶ OpenGL texture name
-
minFilter
¶ Minifying function parameter (GL_TEXTURE_MIN_FILTER)
-
magFilter
¶ Magnification function parameter (GL_TEXTURE_MAG_FILTER)
-
bind
(texUnit=None)[source]¶ Bind the texture to a texture unit.
Parameters: texUnit (int) – The texture unit to use
-
update
(format_, data, offset=(0, 0, 0), texUnit=None)[source]¶ Update the content of the texture.
Texture is not resized, so data must fit into texture with the given offset.
Parameters: - format – The OpenGL format of the data
- data – The data to use to update the texture
- offset (List[int]) – The offset in the texture where to copy the data
- texUnit (int) – The texture unit to use (default: the one provided at init)
FramebufferTexture
¶
-
class
FramebufferTexture
(internalFormat, shape, stencilFormat=GL_DEPTH24_STENCIL8, depthFormat=GL_DEPTH24_STENCIL8, **kwargs)[source]¶ Framebuffer with a texture.
Aimed at off-screen rendering to texture.
Parameters: - internalFormat – OpenGL texture internal format
- shape (2-tuple of int) – Shape (height, width) of the framebuffer and texture
- stencilFormat – Stencil renderbuffer format
- depthFormat – Depth renderbuffer format
- kwargs – Extra arguments for
Texture
constructor
-
shape
¶ Shape of the framebuffer (height, width)
-
texture
¶ The texture this framebuffer is rendering to.
The life-cycle of the texture is managed by this object
-
name
¶ OpenGL name of the framebuffer
Vertex Buffer¶
-
class
VertexBuffer
(data=None, size=None, usage=None, target=None)[source]¶ Object handling an OpenGL vertex buffer object
Parameters: - data (numpy.ndarray or None) – Data used to fill the vertex buffer
- size (int) – Size in bytes of the buffer or None for data size
- usage – OpenGL vertex buffer expected usage pattern: GL_STREAM_DRAW, GL_STATIC_DRAW (default) or GL_DYNAMIC_DRAW
- target – Target buffer: GL_ARRAY_BUFFER (default) or GL_ELEMENT_ARRAY_BUFFER
-
target
¶ The target buffer of the vertex buffer
-
usage
¶ The expected usage of the vertex buffer
-
name
¶ OpenGL Vertex Buffer object name (int)
-
size
¶ Size in bytes of the Vertex Buffer Object (int)
-
class
VertexBufferAttrib
(vbo, type_, size, dimension=1, offset=0, stride=0, normalization=False)[source]¶ Describes data stored in a vertex buffer
Convenient class to store info for glVertexAttribPointer calls
Parameters: - vbo (VertexBuffer) – The vertex buffer storing the data
- type (int) – The OpenGL type of the data
- size (int) – The number of data elements stored in the VBO
- dimension (int) – The number of type_ element(s) in [1, 4]
- offset (int) – Start offset of data in the vertex buffer
- stride (int) – Data stride in the vertex buffer
-
itemsize
¶ Size in bytes of a vertex buffer element (int)
-
itemSize
¶ Size in bytes of a vertex buffer element (int)
-
vertexBuffer
(arrays, prefix=None, suffix=None, usage=None)[source]¶ Create a single vertex buffer from multiple 1D or 2D numpy arrays.
It is possible to reserve memory before and after each array in the VBO
Parameters: - arrays (Iterable of numpy.ndarray) – Arrays of data to store
- prefix (Iterable of int or None) – If given, number of elements to reserve before each array
- suffix (Iterable of int or None) – If given, number of elements to reserve after each array
- usage (int) – vertex buffer expected usage or None for default
Returns: List of VertexBufferAttrib objects sharing the same vertex buffer
font
¶
Text rasterisation feature leveraging Qt font and text layout support.
-
ULTRA_LIGHT
= 0¶ Lightest characters: Minimum font weight
-
LIGHT
= 25¶ Light characters
-
NORMAL
= 50¶ Normal characters
-
SEMI_BOLD
= 63¶ Between normal and bold characters
-
BOLD
= 74¶ Thicker characters
-
BLACK
= 87¶ Really thick characters
-
ULTRA_BLACK
= 99¶ Thickest characters: Maximum font weight
-
rasterText
(text, font, size=-1, weight=-1, italic=False, devicePixelRatio=1.0)[source]¶ Raster text using Qt.
It supports multiple lines.
Parameters: - text (str) – The text to raster
- font (str or
QFont
) – Font name or QFont to use - size (int) – Font size in points Used only if font is given as name.
- weight (int) – Font weight in [0, 99], see QFont.Weight. Used only if font is given as name.
- italic (bool) – True for italic font (default: False). Used only if font is given as name.
- devicePixelRatio (float) – The current ratio between device and device-independent pixel (default: 1.0)
Returns: Corresponding image in gray scale and baseline offset from top
Return type: (HxW numpy.ndarray of uint8, int)