_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.
- getPlatform()[source]#
Returns the name of the PyOpenGL class handling the platform.
E.g., GLXPlatform, EGLPlatform
- Return type:
Optional
[str
]
- getVersion()[source]#
Returns the GL version as tuple of integers.
- Return type:
tuple
- Raises:
ValueError: If the version returned by the driver is not supported
- testGL()[source]#
Test if required OpenGL version and extensions are available.
This MUST be run with an active OpenGL context.
- Return type:
bool
- 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:
- getCurrent()[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
- setCurrent(context=<class 'silx.gui._glutils.Context._DEFAULT_CONTEXT'>)[source]#
Set a platform dependent OpenGL context
- Parameters:
context – Platform dependent GL context
- current(context)[source]#
Context manager setting the platform-dependent GL context
- Parameters:
context – Platform dependent GL context
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….
- property 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.
- property 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.
- property 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.
- property target#
OpenGL target type of this texture
- property ndim#
The number of dimensions: 2 or 3
- property internalFormat#
Texture internal format
- property shape#
Shape of the texture: (height, width) or (depth, height, width)
- property name#
OpenGL texture name.
It is None if not initialized or already discarded.
- property minFilter#
Minifying function parameter (GL_TEXTURE_MIN_FILTER)
- property magFilter#
Magnification function parameter (GL_TEXTURE_MAG_FILTER)
- prepare()[source]#
Synchronizes the OpenGL texture.
This method must be called with a current OpenGL context.
- bind(texUnit=None)[source]#
Bind the texture to a texture unit.
The OpenGL texture is updated if needed.
This method must be called with a current OpenGL context.
- Parameters:
texUnit (int) – The texture unit to use
- discard()[source]#
Delete associated OpenGL texture.
This method must be called with a current OpenGL context.
- update(format_, data, offset=(0, 0, 0), copy=True)[source]#
Update the content of the texture.
Texture is not resized, so data must fit into texture with the given offset.
This update is performed lazily during next call to
prepare()
orbind()
. Data MUST not be changed until then.- Parameters:
format – The OpenGL format of the data
data – The data to use to update the texture
offset (List[int]) – Offset in the texture where to copy the data
copy (bool) – True (default) to copy data, False to use as is (do not modify)
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
- property shape#
Shape of the framebuffer (height, width)
- property texture#
The texture this framebuffer is rendering to.
The life-cycle of the texture is managed by this object
- property 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
- property target#
The target buffer of the vertex buffer
- property usage#
The expected usage of the vertex buffer
- property name#
OpenGL Vertex Buffer object name (int)
- property 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
- property itemsize#
Size in bytes of a vertex buffer element (int)
- property 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.