# coding: utf-8
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"""This module provides a class for Viewports rendering on the screen.
The :class:`Window` renders a list of Viewports in the current framebuffer.
The rendering can be performed in an off-screen framebuffer that is only
updated when the scene has changed and not each time Qt is requiring a repaint.
The :class:`Context` and :class:`ContextGL2` represent the operating system
OpenGL context and handle OpenGL resources.
"""
from __future__ import absolute_import, division, unicode_literals
__authors__ = ["T. Vincent"]
__license__ = "MIT"
__date__ = "10/01/2017"
import weakref
import numpy
from ..._glutils import gl
from ... import _glutils
from . import event
[docs]class Context(object):
"""Correspond to an operating system OpenGL context.
User should NEVER use an instance of this class beyond the method
it is passed to as an argument (i.e., do not keep a reference to it).
:param glContextHandle: System specific OpenGL context handle.
"""
def __init__(self, glContextHandle):
self._context = glContextHandle
self._isCurrent = False
self._devicePixelRatio = 1.0
@property
[docs] def isCurrent(self):
"""Whether this OpenGL context is the current one or not."""
return self._isCurrent
[docs] def setCurrent(self, isCurrent=True):
"""Set the state of the OpenGL context to reflect OpenGL state.
This should not be called from the scene graph, only in the
wrapper that handle the OpenGL context to reflect its state.
:param bool isCurrent: The state of the system OpenGL context.
"""
self._isCurrent = bool(isCurrent)
@property
def devicePixelRatio(self):
"""Ratio between device and device independent pixels (float)
This is useful for font rendering.
"""
return self._devicePixelRatio
@devicePixelRatio.setter
[docs] def devicePixelRatio(self, ratio):
assert ratio > 0
self._devicePixelRatio = float(ratio)
def __enter__(self):
self.setCurrent(True)
return self
def __exit__(self, exc_type, exc_val, exc_tb):
self.setCurrent(False)
@property
[docs] def glContext(self):
"""The handle to the OpenGL context provided by the system."""
return self._context
[docs] def cleanGLGarbage(self):
"""This is releasing OpenGL resource that are no longer used."""
pass
[docs]class ContextGL2(Context):
"""Handle a system GL2 context.
User should NEVER use an instance of this class beyond the method
it is passed to as an argument (i.e., do not keep a reference to it).
:param glContextHandle: System specific OpenGL context handle.
"""
def __init__(self, glContextHandle):
super(ContextGL2, self).__init__(glContextHandle)
self._programs = {} # GL programs already compiled
self._vbos = {} # GL Vbos already set
self._vboGarbage = [] # Vbos waiting to be discarded
# programs
[docs] def prog(self, vertexShaderSrc, fragmentShaderSrc):
"""Cache program within context.
WARNING: No clean-up.
"""
assert self.isCurrent
key = vertexShaderSrc, fragmentShaderSrc
prog = self._programs.get(key, None)
if prog is None:
prog = _glutils.Program(vertexShaderSrc, fragmentShaderSrc)
self._programs[key] = prog
return prog
# VBOs
[docs] def makeVbo(self, data=None, sizeInBytes=None,
usage=None, target=None):
"""Create a VBO in this context with the data.
Current limitations:
- One array per VBO
- Do not support sharing VertexBuffer across VboAttrib
Automatically discards the VBO when the returned
:class:`VertexBuffer` istance is deleted.
:param numpy.ndarray data: 2D array of data to store in VBO or None.
:param int sizeInBytes: Size of the VBO or None.
It should be <= data.nbytes if both are given.
:param usage: OpenGL usage define in VertexBuffer._USAGES.
:param target: OpenGL target in VertexBuffer._TARGETS.
:return: The VertexBuffer created in this context.
"""
assert self.isCurrent
vbo = _glutils.VertexBuffer(data, sizeInBytes, usage, target)
vboref = weakref.ref(vbo, self._deadVbo)
# weakref is hashable as far as target is
self._vbos[vboref] = vbo.name
return vbo
[docs] def makeVboAttrib(self, data, usage=None, target=None):
"""Create a VBO from data and returns the associated VBOAttrib.
Automatically discards the VBO when the returned
:class:`VBOAttrib` istance is deleted.
:param numpy.ndarray data: 2D array of data to store in VBO or None.
:param usage: OpenGL usage define in VertexBuffer._USAGES.
:param target: OpenGL target in VertexBuffer._TARGETS.
:returns: A VBOAttrib instance created in this context.
"""
assert self.isCurrent
vbo = self.makeVbo(data, usage=usage, target=target)
assert len(data.shape) <= 2
dimension = 1 if len(data.shape) == 1 else data.shape[1]
return _glutils.VertexBufferAttrib(
vbo,
type_=_glutils.numpyToGLType(data.dtype),
size=data.shape[0],
dimension=dimension,
offset=0,
stride=0)
def _deadVbo(self, vboRef):
"""Callback handling dead VBOAttribs."""
vboid = self._vbos.pop(vboRef)
if self.isCurrent:
# Direct delete if context is active
gl.glDeleteBuffers(vboid)
else:
# Deferred VBO delete if context is not active
self._vboGarbage.append(vboid)
[docs] def cleanGLGarbage(self):
"""Delete OpenGL resources that are pending for destruction.
This requires the associated OpenGL context to be active.
This is meant to be called before rendering.
"""
assert self.isCurrent
if self._vboGarbage:
vboids = self._vboGarbage
gl.glDeleteBuffers(vboids)
self._vboGarbage = []
[docs]class Window(event.Notifier):
"""OpenGL Framebuffer where to render viewports
:param str mode: Rendering mode to use:
- 'direct' to render everything for each render call
- 'framebuffer' to cache viewport rendering in a texture and
update the texture only when needed.
"""
_position = numpy.array(((-1., -1., 0., 0.),
(1., -1., 1., 0.),
(-1., 1., 0., 1.),
(1., 1., 1., 1.)),
dtype=numpy.float32)
_shaders = ("""
attribute vec4 position;
varying vec2 textureCoord;
void main(void) {
gl_Position = vec4(position.x, position.y, 0., 1.);
textureCoord = position.zw;
}
""",
"""
uniform sampler2D texture;
varying vec2 textureCoord;
void main(void) {
gl_FragColor = texture2D(texture, textureCoord);
}
""")
def __init__(self, mode='framebuffer'):
super(Window, self).__init__()
self._dirty = True
self._size = 0, 0
self._contexts = {} # To map system GL context id to Context objects
self._viewports = event.NotifierList()
self._viewports.addListener(self._updated)
self._framebufferid = 0
self._framebuffers = {} # Cache of framebuffers
assert mode in ('direct', 'framebuffer')
self._isframebuffer = mode == 'framebuffer'
@property
[docs] def dirty(self):
"""True if this object or any attached viewports is dirty."""
for viewport in self._viewports:
if viewport.dirty:
return True
return self._dirty
@property
def size(self):
"""Size (width, height) of the window in pixels"""
return self._size
@size.setter
[docs] def size(self, size):
w, h = size
size = int(w), int(h)
if size != self._size:
self._size = size
self._dirty = True
self.notify()
@property
def shape(self):
"""Shape (height, width) of the window in pixels.
This is a convenient wrapper to the reverse of size.
"""
return self._size[1], self._size[0]
@shape.setter
[docs] def shape(self, shape):
self.size = shape[1], shape[0]
@property
def viewports(self):
"""List of viewports to render in the corresponding framebuffer"""
return self._viewports
@viewports.setter
[docs] def viewports(self, iterable):
self._viewports.removeListener(self._updated)
self._viewports = event.NotifierList(iterable)
self._viewports.addListener(self._updated)
self._dirty = True
def _updated(self, source, *args, **kwargs):
if source is not self:
self._dirty = True
self.notify(*args, **kwargs)
framebufferid = property(lambda self: self._framebufferid,
doc="Framebuffer ID used to perform rendering")
[docs] def grab(self, glcontext):
"""Returns the raster of the scene as an RGB numpy array
:returns: OpenGL scene RGB bitmap
:rtype: numpy.ndarray of uint8 of dimension (height, width, 3)
"""
height, width = self.shape
image = numpy.empty((height, width, 3), dtype=numpy.uint8)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.framebufferid)
gl.glPixelStorei(gl.GL_PACK_ALIGNMENT, 1)
gl.glReadPixels(
0, 0, width, height, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, image)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
# glReadPixels gives bottom to top,
# while images are stored as top to bottom
image = numpy.flipud(image)
return numpy.array(image, copy=False, order='C')
[docs] def render(self, glcontext, devicePixelRatio):
"""Perform the rendering of attached viewports
:param glcontext: System identifier of the OpenGL context
:param float devicePixelRatio:
Ratio between device and device-independent pixels
"""
if glcontext not in self._contexts:
self._contexts[glcontext] = ContextGL2(glcontext) # New context
with self._contexts[glcontext] as context:
context.devicePixelRatio = devicePixelRatio
if self._isframebuffer:
self._renderWithOffscreenFramebuffer(context)
else:
self._renderDirect(context)
self._dirty = False
def _renderDirect(self, context):
"""Perform the direct rendering of attached viewports
:param Context context: Object wrapping OpenGL context
"""
for viewport in self._viewports:
viewport.framebuffer = self.framebufferid
viewport.render(context)
viewport.resetDirty()
def _renderWithOffscreenFramebuffer(self, context):
"""Renders viewports in a texture and render this texture on screen.
The texture is updated only if viewport or size has changed.
:param ContextGL2 context: Object wrappign OpenGL context
"""
if self.dirty or context not in self._framebuffers:
# Need to redraw framebuffer content
if (context not in self._framebuffers or
self._framebuffers[context].shape != self.shape):
# Need to rebuild framebuffer
if context in self._framebuffers:
self._framebuffers[context].discard()
fbo = _glutils.FramebufferTexture(gl.GL_RGBA,
shape=self.shape,
minFilter=gl.GL_NEAREST,
magFilter=gl.GL_NEAREST,
wrap=gl.GL_CLAMP_TO_EDGE)
self._framebuffers[context] = fbo
self._framebufferid = fbo.name
# Render in framebuffer
with self._framebuffers[context]:
self._renderDirect(context)
# Render framebuffer texture to screen
fbo = self._framebuffers[context]
height, width = fbo.shape
program = context.prog(*self._shaders)
program.use()
gl.glViewport(0, 0, width, height)
gl.glDisable(gl.GL_BLEND)
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glDisable(gl.GL_SCISSOR_TEST)
# gl.glScissor(0, 0, width, height)
gl.glClearColor(0., 0., 0., 0.)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glUniform1i(program.uniforms['texture'], fbo.texture.texUnit)
gl.glEnableVertexAttribArray(program.attributes['position'])
gl.glVertexAttribPointer(program.attributes['position'],
4,
gl.GL_FLOAT,
gl.GL_FALSE,
0,
self._position)
fbo.texture.bind()
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, len(self._position))
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)