# coding: utf-8
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"""Primitive displaying a text field in the scene."""
from __future__ import absolute_import, division, unicode_literals
__authors__ = ["T. Vincent"]
__license__ = "MIT"
__date__ = "24/04/2018"
import logging
import numpy
from silx.gui.colors import rgba
from ... import _glutils
from ..._glutils import gl
from ..._glutils import font as _font
from ...plot._utils import ticklayout
from . import event, primitives, core, transform
_logger = logging.getLogger(__name__)
[docs]class Font(event.Notifier):
"""Description of a font.
:param str name: Family of the font
:param int size: Size of the font in points
:param int weight: Font weight
:param bool italic: True for italic font, False (default) otherwise
"""
def __init__(self, name=None, size=-1, weight=-1, italic=False):
self._name = name if name is not None else _font.getDefaultFontFamily()
self._size = size
self._weight = weight
self._italic = italic
super(Font, self).__init__()
name = event.notifyProperty(
'_name',
doc="""Name of the font (str)""",
converter=str)
size = event.notifyProperty(
'_size',
doc="""Font size in points (int)""",
converter=int)
weight = event.notifyProperty(
'_weight',
doc="""Font size in points (int)""",
converter=int)
italic = event.notifyProperty(
'_italic',
doc="""True for italic (bool)""",
converter=bool)
[docs]class Text2D(primitives.Geometry):
"""Text field as a 2D texture displayed with bill-boarding
:param str text: Text to display
:param Font font: The font to use
"""
# Text anchor values
CENTER = 'center'
LEFT = 'left'
RIGHT = 'right'
TOP = 'top'
BASELINE = 'baseline'
BOTTOM = 'bottom'
_ALIGN = LEFT, CENTER, RIGHT
_VALIGN = TOP, BASELINE, CENTER, BOTTOM
_rasterTextCache = {}
"""Internal cache storing already rasterized text"""
# TODO limit cache size and discard least recent used
def __init__(self, text='', font=None):
self._dirtyTexture = True
self._dirtyAlign = True
self._baselineOffset = 0
self._text = text
self._font = font if font is not None else Font()
self._foreground = 1., 1., 1., 1.
self._background = 0., 0., 0., 0.
self._overlay = False
self._align = 'left'
self._valign = 'baseline'
self._devicePixelRatio = 1.0 # Store it to check for changes
self._texture = None
self._textureDirty = True
super(Text2D, self).__init__(
'triangle_strip',
copy=False,
# Keep an array for position as it is bound to attr 0 and MUST
# be active and an array at least on Mac OS X
position=numpy.zeros((4, 3), dtype=numpy.float32),
vertexID=numpy.arange(4., dtype=numpy.float32).reshape(4, 1),
offsetInViewportCoords=(0., 0.))
@property
def text(self):
"""Text displayed by this primitive (str)"""
return self._text
@text.setter
def text(self, text):
text = str(text)
if text != self._text:
self._dirtyTexture = True
self._text = text
self.notify()
@property
def font(self):
"""Font to use to raster text (Font)"""
return self._font
@font.setter
def font(self, font):
self._font.removeListener(self._fontChanged)
self._font = font
self._font.addListener(self._fontChanged)
self._fontChanged(self) # Which calls notify and primitive as dirty
def _fontChanged(self, source):
"""Listen for font change"""
self._dirtyTexture = True
self.notify()
foreground = event.notifyProperty(
'_foreground', doc="""RGBA color of the text: 4 float in [0, 1]""",
converter=rgba)
background = event.notifyProperty(
'_background',
doc="RGBA background color of the text field: 4 float in [0, 1]",
converter=rgba)
overlay = event.notifyProperty(
'_overlay',
doc="True to always display text on top of the scene (default: False)",
converter=bool)
def _setAlign(self, align):
assert align in self._ALIGN
self._align = align
self._dirtyAlign = True
self.notify()
align = property(
lambda self: self._align,
_setAlign,
doc="""Horizontal anchor position of the text field (str).
Either 'left' (default), 'center' or 'right'.""")
def _setVAlign(self, valign):
assert valign in self._VALIGN
self._valign = valign
self._dirtyAlign = True
self.notify()
valign = property(
lambda self: self._valign,
_setVAlign,
doc="""Vertical anchor position of the text field (str).
Either 'top', 'baseline' (default), 'center' or 'bottom'""")
def _raster(self, devicePixelRatio):
"""Raster current primitive to a bitmap
:param float devicePixelRatio:
The ratio between device and device-independent pixels
:return: Corresponding image in grayscale and baseline offset from top
:rtype: (HxW numpy.ndarray of uint8, int)
"""
params = (self.text,
self.font.name,
self.font.size,
self.font.weight,
self.font.italic,
devicePixelRatio)
if params not in self._rasterTextCache: # Add to cache
self._rasterTextCache[params] = _font.rasterText(*params)
array, offset = self._rasterTextCache[params]
return array.copy(), offset
def _bounds(self, dataBounds=False):
return None
def prepareGL2(self, context):
# Check if devicePixelRatio has changed since last rendering
devicePixelRatio = context.glCtx.devicePixelRatio
if self._devicePixelRatio != devicePixelRatio:
self._devicePixelRatio = devicePixelRatio
self._dirtyTexture = True
if self._dirtyTexture:
self._dirtyTexture = False
if self._texture is not None:
self._texture.discard()
self._texture = None
self._baselineOffset = 0
if self.text:
image, self._baselineOffset = self._raster(
self._devicePixelRatio)
self._texture = _glutils.Texture(
gl.GL_R8, image, gl.GL_RED,
minFilter=gl.GL_NEAREST,
magFilter=gl.GL_NEAREST,
wrap=gl.GL_CLAMP_TO_EDGE)
self._dirtyAlign = True # To force update of offset
if self._dirtyAlign:
self._dirtyAlign = False
if self._texture is not None:
height, width = self._texture.shape
if self._align == 'left':
ox = 0.
elif self._align == 'center':
ox = - width // 2
elif self._align == 'right':
ox = - width
else:
_logger.error("Unsupported align: %s", self._align)
ox = 0.
if self._valign == 'top':
oy = 0.
elif self._valign == 'baseline':
oy = self._baselineOffset
elif self._valign == 'center':
oy = height // 2
elif self._valign == 'bottom':
oy = height
else:
_logger.error("Unsupported valign: %s", self._valign)
oy = 0.
offsets = (ox, oy) + numpy.array(
((0., 0.), (width, 0.), (0., -height), (width, -height)),
dtype=numpy.float32)
self.setAttribute('offsetInViewportCoords', offsets)
super(Text2D, self).prepareGL2(context)
def renderGL2(self, context):
if not self.text:
return # Nothing to render
program = context.glCtx.prog(*self._shaders)
program.use()
program.setUniformMatrix('matrix', context.objectToNDC.matrix)
gl.glUniform2f(
program.uniforms['viewportSize'], *context.viewport.size)
gl.glUniform4f(program.uniforms['foreground'], *self.foreground)
gl.glUniform4f(program.uniforms['background'], *self.background)
gl.glUniform1i(program.uniforms['texture'], self._texture.texUnit)
gl.glUniform1i(program.uniforms['isOverlay'],
1 if self._overlay else 0)
self._texture.bind()
if not self._overlay or not gl.glGetBoolean(gl.GL_DEPTH_TEST):
self._draw(program)
else: # overlay and depth test currently enabled
gl.glDisable(gl.GL_DEPTH_TEST)
self._draw(program)
gl.glEnable(gl.GL_DEPTH_TEST)
# TODO texture atlas + viewportSize as attribute to chain text rendering
_shaders = (
"""
attribute vec3 position;
attribute vec2 offsetInViewportCoords; /* Offset in pixels (y upward) */
attribute float vertexID; /* Index of rectangle corner */
uniform mat4 matrix;
uniform vec2 viewportSize; /* Width, height of the viewport */
uniform int isOverlay;
varying vec2 texCoords;
void main(void)
{
vec4 clipPos = matrix * vec4(position, 1.0);
vec4 ndcPos = clipPos / clipPos.w; /* Perspective divide */
/* Align ndcPos with pixels in viewport-like coords (origin useless) */
vec2 viewportPos = floor((ndcPos.xy + vec2(1.0, 1.0)) * 0.5 * viewportSize);
/* Apply offset in viewport coords */
viewportPos += offsetInViewportCoords;
/* Convert back to NDC */
vec2 pointPos = 2.0 * viewportPos / viewportSize - vec2(1.0, 1.0);
float z = (isOverlay != 0) ? -1.0 : ndcPos.z;
gl_Position = vec4(pointPos, z, 1.0);
/* Index : texCoords:
* 0: (0., 0.)
* 1: (1., 0.)
* 2: (0., 1.)
* 3: (1., 1.)
*/
texCoords = vec2(vertexID == 0.0 || vertexID == 2.0 ? 0.0 : 1.0,
vertexID < 1.5 ? 0.0 : 1.0);
}
""", # noqa
"""
varying vec2 texCoords;
uniform vec4 foreground;
uniform vec4 background;
uniform sampler2D texture;
void main(void)
{
float value = texture2D(texture, texCoords).r;
if (background.a != 0.0) {
gl_FragColor = mix(background, foreground, value);
} else {
gl_FragColor = foreground;
gl_FragColor.a *= value;
if (gl_FragColor.a <= 0.01) {
discard;
}
}
}
""")
[docs]class LabelledAxes(primitives.GroupBBox):
"""A group displaying a bounding box with axes labels around its children.
"""
def __init__(self):
super(LabelledAxes, self).__init__()
self._ticksForBounds = None
self._font = Font()
# TODO offset labels from anchor in pixels
self._xlabel = Text2D(font=self._font)
self._xlabel.align = 'center'
self._xlabel.transforms = [self._boxTransforms,
transform.Translate(tx=0.5)]
self._children.append(self._xlabel)
self._ylabel = Text2D(font=self._font)
self._ylabel.align = 'center'
self._ylabel.transforms = [self._boxTransforms,
transform.Translate(ty=0.5)]
self._children.append(self._ylabel)
self._zlabel = Text2D(font=self._font)
self._zlabel.align = 'center'
self._zlabel.transforms = [self._boxTransforms,
transform.Translate(tz=0.5)]
self._children.append(self._zlabel)
self._tickLines = primitives.Lines( # Init tick lines with dummy pos
positions=((0., 0., 0.), (0., 0., 0.)),
mode='lines')
self._tickLines.visible = False
self._children.append(self._tickLines)
self._tickLabels = core.Group()
self._children.append(self._tickLabels)
@property
def font(self):
"""Font of axes text labels (Font)"""
return self._font
@font.setter
def font(self, font):
self._font = font
self._xlabel.font = font
self._ylabel.font = font
self._zlabel.font = font
for label in self._tickLabels.children:
label.font = font
@property
def xlabel(self):
"""Text label of the X axis (str)"""
return self._xlabel.text
@xlabel.setter
def xlabel(self, text):
self._xlabel.text = text
@property
def ylabel(self):
"""Text label of the Y axis (str)"""
return self._ylabel.text
@ylabel.setter
def ylabel(self, text):
self._ylabel.text = text
@property
def zlabel(self):
"""Text label of the Z axis (str)"""
return self._zlabel.text
@zlabel.setter
def zlabel(self, text):
self._zlabel.text = text
def _updateTicks(self):
"""Check if ticks need update and update them if needed."""
bounds = self._group.bounds(transformed=False, dataBounds=True)
if bounds is None: # No content
if self._ticksForBounds is not None:
self._ticksForBounds = None
self._tickLines.visible = False
self._tickLabels.children = [] # Reset previous labels
elif (self._ticksForBounds is None or
not numpy.all(numpy.equal(bounds, self._ticksForBounds))):
self._ticksForBounds = bounds
# Update ticks
# TODO make ticks having a constant length on the screen
ticklength = numpy.abs(bounds[1] - bounds[0]) / 20.
xticks, xlabels = ticklayout.ticks(*bounds[:, 0])
yticks, ylabels = ticklayout.ticks(*bounds[:, 1])
zticks, zlabels = ticklayout.ticks(*bounds[:, 2])
# Update tick lines
coords = numpy.empty(
((len(xticks) + len(yticks) + len(zticks)), 4, 3),
dtype=numpy.float32)
coords[:, :, :] = bounds[0, :] # account for offset from origin
xcoords = coords[:len(xticks)]
xcoords[:, :, 0] = numpy.asarray(xticks)[:, numpy.newaxis]
xcoords[:, 1, 1] += ticklength[1] # X ticks on XY plane
xcoords[:, 3, 2] += ticklength[2] # X ticks on XZ plane
ycoords = coords[len(xticks):len(xticks) + len(yticks)]
ycoords[:, :, 1] = numpy.asarray(yticks)[:, numpy.newaxis]
ycoords[:, 1, 0] += ticklength[0] # Y ticks on XY plane
ycoords[:, 3, 2] += ticklength[2] # Y ticks on YZ plane
zcoords = coords[len(xticks) + len(yticks):]
zcoords[:, :, 2] = numpy.asarray(zticks)[:, numpy.newaxis]
zcoords[:, 1, 0] += ticklength[0] # Z ticks on XZ plane
zcoords[:, 3, 1] += ticklength[1] # Z ticks on YZ plane
self._tickLines.setAttribute('position', coords.reshape(-1, 3))
self._tickLines.visible = True
# Update labels
offsets = bounds[0] - ticklength
labels = []
for tick, label in zip(xticks, xlabels):
text = Text2D(text=label, font=self.font)
text.align = 'center'
text.transforms = [transform.Translate(
tx=tick, ty=offsets[1], tz=offsets[2])]
labels.append(text)
for tick, label in zip(yticks, ylabels):
text = Text2D(text=label, font=self.font)
text.align = 'center'
text.transforms = [transform.Translate(
tx=offsets[0], ty=tick, tz=offsets[2])]
labels.append(text)
for tick, label in zip(zticks, zlabels):
text = Text2D(text=label, font=self.font)
text.align = 'center'
text.transforms = [transform.Translate(
tx=offsets[0], ty=offsets[1], tz=tick)]
labels.append(text)
self._tickLabels.children = labels # Reset previous labels
def prepareGL2(self, context):
self._updateTicks()
super(LabelledAxes, self).prepareGL2(context)