/usr/lib/python2.7/dist-packages/VisionEgg/Textures.py is in python-visionegg 1.2.1-3.
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2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 | # The Vision Egg: Textures
#
# Copyright (C) 2001-2004 Andrew Straw
# Copyright (C) 2004-2008 California Institute of Technology
#
# URL: <http://www.visionegg.org/>
#
# Distributed under the terms of the GNU Lesser General Public License
# (LGPL). See LICENSE.TXT that came with this file.
"""
Texture (images mapped onto polygons) stimuli.
"""
####################################################################
#
# Import all the necessary packages
#
####################################################################
import logging # available in Python 2.3
import VisionEgg
import VisionEgg.Core
import VisionEgg.ParameterTypes as ve_types
import Image, ImageDraw # Python Imaging Library packages
import pygame.surface, pygame.image # pygame
import math, types, os
import numpy
import numpy.oldnumeric as numpyNumeric, numpy.oldnumeric.mlab as MLab
import VisionEgg.GL as gl # get all OpenGL stuff in one namespace
import OpenGL.GLU as glu
# These modules are part of PIL and get loaded as needed by Image.
# They are listed here so that Gordon McMillan's Installer properly
# locates them. You will not hurt anything other than your ability to
# make executables using Intaller if you remove these lines.
try:
import _imaging
import ImageFile, ImageFileIO, BmpImagePlugin, JpegImagePlugin, PngImagePlugin
except:
pass
if Image.VERSION >= '1.1.3':
shrink_filter = Image.ANTIALIAS # Added in PIL 1.1.3
else:
shrink_filter = Image.BICUBIC # Fallback filtering
array_types = [numpy.ndarray]
# Allow use of numarray and original Numeric texels without requiring either
try:
import numarray
array_types.append( numarray.numarraycore.NumArray )
except ImportError:
pass
try:
import Numeric as orig_Numeric
array_types.append( orig_Numeric.ArrayType )
except ImportError:
pass
def convert_to_numpy_if_array(A):
if type(A) in array_types:
# with late release Numeric and numarray this is a view of the data
return numpy.asarray(A)
else:
return A
####################################################################
#
# XXX ToDo:
# The main remaining feature to add to this module is automatic
# management of texture objects. This would allow many small images
# (e.g. a bit of text) to live in one large texture object. This
# would be much faster when many small textures are drawn in rapid
# succession. (Apparently this might not be such a big improvement on
# OS X. (See http://crystal.sourceforge.net/phpwiki/index.php?MacXGL)
# Here's a sample from Apple's TextureRange demo which is supposed
# to speed up texture transfers.
# glBindTextures( target, &texID);
# glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, 1);
# glTexImage2D(target, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,image_ptr);
# Update the texture with:
# glTexSubImage2D(target, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,image_ptr);
####################################################################
####################################################################
#
# Textures
#
####################################################################
def next_power_of_2(f):
return int(math.pow(2.0,math.ceil(math.log(f)/math.log(2.0))))
def is_power_of_2(f):
return f == next_power_of_2(f)
class Texture(object):
"""A 2 dimensional texture.
The pixel data can come from an image file, an image file stream,
an instance of Image from the Python Imaging Library, a numpy
array, or None.
If the data is a numpy array, floating point numbers are assumed
to be in the range 0.0 to 1.0, and integers are assumed to be in
the range 0 to 255. The first index is the row (y position), the
second index is the column (x position), and if it's RGB or RGBA
data, the third index specifies the color band. Thus, if the
texel data was 640 pixels wide by 480 pixels tall, the array would
have shape (480,640) for luminance information, (480,640,3) for
RGB information, and (480,640,4) for RGBA information.
The 2D texture data is not sent to OpenGL (video texture memory)
until the load() method is called. The unload() method may be
used to remove the data from OpenGL.
A reference to the original image data is maintained."""
__slots__ = ('texels',
'texture_object',
'size',
'_filename',
'_file_stream',
'buf_lf',
'buf_rf',
'buf_bf',
'buf_tf',
'_buf_l',
'_buf_r',
'_buf_b',
'_buf_t',
)
def __init__(self,texels=None,size=None):
"""Creates instance of Texture object.
texels -- Texture data. If not specified, a blank white
texture is created.
size -- If a tuple, force size of texture data if possible,
raising an exception if not. If None, has no effect.
"""
if texels is None: # no texel data: make default
if size is None:
size = (256,256) # an arbitrary default size
texels = Image.new("RGB",size,(255,255,255)) # white
if type(texels) == types.FileType:
texels = Image.open(texels) # Attempt to open as an image file
elif type(texels) in (types.StringType,types.UnicodeType):
# is this string a filename or raw image data?
if os.path.isfile(texels):
# cache filename and file stream for later use (if possible)
self._filename = texels
self._file_stream = open(texels,"rb")
texels = Image.open(texels) # Attempt to open as an image stream
texels = convert_to_numpy_if_array(texels)
if isinstance(texels, Image.Image): # PIL Image
if texels.mode == 'P': # convert from paletted
texels = texels.convert('RGBX')
self.size = texels.size
elif isinstance(texels, pygame.surface.Surface): # pygame surface
self.size = texels.get_size()
elif isinstance(texels,numpy.ndarray): # numpy array
if len(texels.shape) == 3:
if texels.shape[2] not in [3,4]:
raise ValueError("Only luminance (rank 2), and RGB, RGBA (rank 3) arrays allowed")
elif len(texels.shape) != 2:
raise ValueError("Only luminance (rank 2), and RGB, RGBA (rank 3) arrays allowed")
self.size = ( texels.shape[1], texels.shape[0] )
else:
raise TypeError("texel data could not be recognized. (Use a PIL Image, numpy array, or pygame surface.)")
self.texels = texels
self.texture_object = None
if size is not None and size != self.size:
raise ValueError("size was specified, but data could not be rescaled")
def update(self):
"""Update texture data
This method does nothing, but may be overriden in classes that
need to update their texture data whenever drawn.
It it called by the draw() method of any stimuli using
textures when its texture object is active, so it can safely
use put_sub_image() to manipulate its own texture data.
"""
pass
def make_half_size(self):
if self.texture_object is not None:
raise RuntimeError("make_half_size() only available BEFORE texture loaded to OpenGL.")
if isinstance(self.texels,Image.Image):
w = self.size[0]/2
h = self.size[1]/2
small_texels = self.texels.resize((w,h),shrink_filter)
self.texels = small_texels
self.size = (w,h)
else:
raise NotImplementedError("Texture too large, but rescaling only implemented for PIL images.")
def unload(self):
"""Unload texture data from video texture memory.
This only removes data from the video texture memory if there
are no other references to the TextureObject instance. To
ensure this, all references to the texture_object argument
passed to the load() method should be deleted."""
self.texture_object = None
def get_texels_as_image(self):
"""Return texel data as PIL image"""
if isinstance(self.texels,numpy.ndarray):
if len(self.texels.shape) == 2:
a = self.texels
if a.dtype == numpy.uint8:
mode = "L"
elif a.dtype == numpy.float32:
mode = "F"
else:
raise ValueError("unsupported image mode")
return Image.fromstring(mode, (a.shape[1], a.shape[0]), a.tostring())
else:
raise NotImplementedError("Currently only luminance data can be converted to images")
elif isinstance(self.texels, Image.Image):
return self.texels
elif isinstance(self.texels, pygame.surface.Surface):
width, height = self.texels.get_size()
if self.texels.get_alpha():
raw_data = pygame.image.tostring(self.texels,'RGBA',1)
return Image.fromstring('RGBA', (width, height), raw_data)
else:
raw_data = pygame.image.tostring(self.texels,'RGB',1)
return Image.fromstring('RGB', (width, height), raw_data)
else:
raise NotImplementedError("Don't know how to convert texel data %s "
"to PIL image"%(self.texels,))
def get_texels_as_array(self):
"""Return texel data as numpy array"""
if isinstance(self.texels,numpy.ndarray):
return self.texels
elif isinstance(self.texels, Image.Image):
width, height = self.texels.size
if self.texels.mode == 'P':
texel_data=self.texels.convert('RGBA') # convert to RGBA from paletted
data_format = gl.GL_RGBA
else:
texel_data = self.texels
raw_data = texel_data.tostring('raw',texel_data.mode,0,-1)
if texel_data.mode == 'L':
shape = (height,width)
elif texel_data.mode == 'RGB':
shape = (height,width,3)
elif texel_data.mode in ('RGBA','RGBX'):
shape = (height,width,4)
else:
raise NotImplementedError('mode %s not supported'%(
texel_data.mode,))
arr = numpy.fromstring( raw_data, dtype=numpy.uint8 )
arr.shape = shape
return arr
elif isinstance(self.texels, pygame.surface.Surface):
width, height = self.texels.get_size()
if self.texels.get_alpha():
raw_data = pygame.image.tostring(self.texels,'RGBA',1)
arr = numpy.fromstring( raw_data, dtype=numpy.uint8 )
arr.shape = (height,width,4)
return arr
else:
raw_data = pygame.image.tostring(self.texels,'RGB',1)
arr = numpy.fromstring( raw_data, dtype=numpy.uint8 )
arr.shape = (height,width,3)
return arr
else:
raise NotImplementedError("Don't know how to convert texel data %s "
"to numpy array"%(self.texels,))
def get_pixels_as_image(self):
logger = logging.getLogger('VisionEgg.Textures')
logger.warning("Using deprecated method get_pixels_as_image(). "
"Use get_texels_as_image() instead.")
return self.get_texels_as_image()
def load(self,
texture_object,
build_mipmaps = True,
rescale_original_to_fill_texture_object = False,
internal_format=gl.GL_RGB):
"""Load texture data to video texture memory.
This will cause the texture data to become resident in OpenGL
video texture memory, enabling fast drawing.
The texture_object argument is used to specify an instance of
the TextureObject class, which is a wrapper for the OpenGL
texture object holding the resident texture.
To remove a texture from OpenGL's resident textures: TextureObject passed as the texture_object argument and 2)
call the unload() method"""
assert( isinstance( texture_object, TextureObject ))
assert( texture_object.dimensions == 2 )
width, height = self.size
width_pow2 = next_power_of_2(width)
height_pow2 = next_power_of_2(height)
if rescale_original_to_fill_texture_object:
if not isinstance(self.texels,Image.Image):
raise NotImplementedError("Automatic rescaling not implemented for this texel data type.")
# fractional coverage
self.buf_lf = 0.0
self.buf_rf = float(width)/width_pow2
self.buf_bf = 0.0
self.buf_tf = float(height)/height_pow2
# absolute (texel units) coverage
self._buf_l = 0
self._buf_r = width
self._buf_b = 0
self._buf_t = height
if width != width_pow2 or height != height_pow2:
if isinstance(self.texels,numpy.ndarray):
if len(self.texels.shape) == 2:
buffer = numpy.zeros( (height_pow2,width_pow2), dtype=self.texels.dtype )
buffer[0:height,0:width] = self.texels
elif len(self.texels.shape) == 3:
buffer = numpy.zeros( (height_pow2,width_pow2,self.texels.shape[2]), dtype=self.texels.dtype )
buffer[0:height,0:width,:] = self.texels
else:
raise RuntimeError("Unexpected shape for self.texels")
elif isinstance(self.texels, Image.Image): # PIL Image
if rescale_original_to_fill_texture_object:
# reset coverage values
self.buf_lf = 0.0
self.buf_rf = 1.0
self.buf_bf = 0.0
self.buf_tf = 1.0
self._buf_l = 0
self._buf_r = width_pow2
self._buf_t = 0
self._buf_b = height_pow2
buffer = self.texels.resize((width_pow2,height_pow2),shrink_filter)
self.size = (width_pow2, height_pow2)
else:
buffer = Image.new(self.texels.mode,(width_pow2, height_pow2))
buffer.paste( self.texels, (0,height_pow2-height,width,height_pow2))
elif isinstance(self.texels, pygame.surface.Surface): # pygame surface
buffer = pygame.surface.Surface( (width_pow2, height_pow2),
self.texels.get_flags(),
self.texels.get_bitsize() )
buffer.blit( self.texels, (0,height_pow2-height) )
else:
raise RuntimeError("texel data not recognized - changed?")
else:
buffer = self.texels
# Put data in texture object
if not build_mipmaps:
texture_object.put_new_image( buffer, internal_format=internal_format, mipmap_level=0 )
else:
if 0:
# Build mipmaps with GLU (faster, but currently broken)
texture_object.put_new_image_build_mipmaps( buffer, internal_format=internal_format )
else:
# Build mipmaps in PIL
texture_object.put_new_image( buffer, internal_format=internal_format, mipmap_level=0 )
if not isinstance(self.texels, Image.Image): # PIL Image
raise NotImplementedError(
"Building of mipmaps not implemented for this texel "+\
"data type. (Use PIL Images or set parameter "+\
"mipmaps_enabled = False.)")
this_width, this_height = self.size
biggest_dim = max(this_width,this_height)
mipmap_level = 1
while biggest_dim > 1:
this_width = this_width/2.0
this_height = this_height/2.0
width_pix = int(math.ceil(this_width))
height_pix = int(math.ceil(this_height))
shrunk = self.texels.resize((width_pix,height_pix),shrink_filter)
width_pow2 = next_power_of_2(width_pix)
height_pow2 = next_power_of_2(height_pix)
im = Image.new(shrunk.mode,(width_pow2,height_pow2))
im.paste(shrunk,(0,height_pow2-height_pix,width_pix,height_pow2))
texture_object.put_new_image( im,
mipmap_level=mipmap_level,
internal_format = internal_format,
check_opengl_errors = False, # no point -- we've already seen biggest texture work, we're just making mipmap
)
mipmap_level += 1
biggest_dim = max(this_width,this_height)
# Keep reference to texture_object
self.texture_object = texture_object
def get_texture_object(self):
return self.texture_object
class TextureFromFile( Texture ):
"""DEPRECATED."""
def __init__(self, filename ):
logger = logging.getLogger('VisionEgg.Textures')
logger.warning("class TextureFromFile deprecated, use class "
"Texture instead.")
Texture.__init__(self, filename)
class TextureObject(object):
"""Texture data in OpenGL. Potentially resident in video texture memory.
This class encapsulates the state variables in OpenGL texture objects. Do not
change attribute values directly. Use the methods provided instead."""
__slots__ = (
'min_filter',
'mag_filter',
'wrap_mode_r', # if dimensions > 2
'wrap_mode_s',
'wrap_mode_t', # if dimensions > 1
'border_color',
'target',
'dimensions',
'gl_id',
'__gl_module__',
)
_cube_map_side_names = ['positive_x', 'negative_x',
'positive_y', 'negative_y',
'positive_z', 'negative_z']
def __init__(self,
dimensions = 2):
if dimensions not in [1,2,3,'cube']:
raise ValueError("TextureObject dimensions must be 1,2,3, or 'cube'")
# default OpenGL values for these values
self.min_filter = gl.GL_NEAREST_MIPMAP_LINEAR
self.mag_filter = gl.GL_LINEAR
self.wrap_mode_s = gl.GL_REPEAT
if dimensions != 1:
self.wrap_mode_t = gl.GL_REPEAT
if dimensions == 3:
self.wrap_mode_r = gl.GL_REPEAT
self.border_color = (0, 0, 0, 0)
if dimensions == 1:
self.target = gl.GL_TEXTURE_1D
elif dimensions == 2:
self.target = gl.GL_TEXTURE_2D
elif dimensions == 3:
self.target = gl.GL_TEXTURE_3D
elif dimensions == 'cube':
self.target = gl.GL_TEXTURE_CUBE
self.dimensions = dimensions
self.gl_id = gl.glGenTextures(1)
self.__gl_module__ = gl # keep so we there's no error in __del__
def __del__(self):
self.__gl_module__.glDeleteTextures(self.gl_id)
def is_resident(self):
return gl.glAreTexturesResident( self.gl_id )
def set_priority(self, priority):
gl.glPrioritizeTextures( [self.gl_id], [priority] )
def set_min_filter(self, filter):
gl.glBindTexture(self.target, self.gl_id)
gl.glTexParameteri( self.target, gl.GL_TEXTURE_MIN_FILTER,filter)
self.min_filter = filter
def set_mag_filter(self, filter):
gl.glBindTexture( self.target, self.gl_id)
gl.glTexParameteri( self.target, gl.GL_TEXTURE_MAG_FILTER, filter)
self.mag_filter = filter
def set_wrap_mode_s(self, wrap_mode):
"""Set to GL_CLAMP, GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP_TO_BORDER"""
gl.glBindTexture( self.target, self.gl_id)
gl.glTexParameteri( self.target, gl.GL_TEXTURE_WRAP_S, wrap_mode)
self.wrap_mode_s = wrap_mode
def set_wrap_mode_t(self, wrap_mode):
"""Set to GL_CLAMP, GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP_TO_BORDER"""
gl.glBindTexture( self.target, self.gl_id)
gl.glTexParameteri( self.target, gl.GL_TEXTURE_WRAP_T, wrap_mode)
self.wrap_mode_t = wrap_mode
def set_wrap_mode_r(self, wrap_mode):
"""Set to GL_CLAMP, GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP_TO_BORDER"""
gl.glBindTexture( self.target, self.gl_id)
gl.glTexParameteri( self.target, gl.GL_TEXTURE_WRAP_R, wrap_mode)
self.wrap_mode_r = wrap_mode
def set_border_color(self, border_color):
"""Set to a sequence of 4 floats in the range 0.0 to 1.0"""
gl.glBindTexture( self.target, self.gl_id)
gl.glTexParameteriv( self.target, gl.GL_TEXTURE_BORDER_COLOR, border_color)
self.border_color = border_color
def put_new_image(self,
texel_data,
mipmap_level = 0,
border = 0,
check_opengl_errors = True,
internal_format = gl.GL_RGB,
data_format = None, # automatic guess unless set explicitly
data_type = None, # automatic guess unless set explicitly
cube_side = None,
):
"""Put numpy array or PIL Image into OpenGL as texture data.
The texel_data parameter contains the texture data. If it is
a numpy array, it must be 1D, 2D, or 3D data in grayscale or
color (RGB or RGBA). Remember that OpenGL begins its textures
from the lower left corner, so texel_data[0,:] = 1.0 would set
the bottom line of the texture to white, while texel_data[:,0]
= 1.0 would set the left line of the texture to white.
The mipmap_level parameter specifies which of the texture
object's mipmap arrays you are filling.
The border parameter specifies the width of the border.
The check_opengl_errors parameter turns on (more
comprehensible) error messages when something goes wrong. It
also slows down performance a little bit.
The internal_format parameter specifies the format in which
the image data is stored on the video card. See the OpenGL
specification for all possible values.
If the data_format parameter is None (the default), an attempt
is made to guess data_format according to the following
description. For numpy arrays: If texel_data.shape is equal
to the dimensions of the texture object, texel_data is assumed
to contain luminance (grayscale) information and data_format
is set to GL_LUMINANCE. If texel_data.shape is equal to one
plus the dimensions of the texture object, texel_data is
assumed to contain color information. If texel_data.shape[-1]
is 3, this is assumed to be RGB data and data_format is set to
GL_RGB. If, texel_data.shape[-1] is 4, this is assumed to be
RGBA data and data_format is set to GL_RGBA. For PIL images:
the "mode" attribute is queried.
If the data_type parameter is None (the default), it is set to
GL_UNSIGNED_BYTE. For numpy arrays: texel_data is (re)cast
to UInt8 and, if it is a floating point type, values are
assumed to be in the range 0.0-1.0 and are scaled to the range
0-255. If the data_type parameter is not None, the texel_data
is not rescaled or recast. Currently only GL_UNSIGNED_BYTE is
supported. For PIL images: texel_data is used as unsigned
bytes. This is the usual format for common computer graphics
files."""
texel_data = convert_to_numpy_if_array(texel_data)
if isinstance(texel_data,numpy.ndarray):
if self.dimensions != 'cube':
assert(cube_side == None)
data_dimensions = len(texel_data.shape)
assert((data_dimensions == self.dimensions) or (data_dimensions == self.dimensions+1))
else:
assert(cube_side in TextureObject._cube_map_side_names)
elif isinstance(texel_data,Image.Image):
assert( self.dimensions == 2 )
elif isinstance(texel_data,pygame.surface.Surface):
assert( self.dimensions == 2 )
else:
raise TypeError("Expecting numpy array, PIL image, or pygame surface")
# make myself the active texture
gl.glBindTexture(self.target, self.gl_id)
# Determine the data_format, data_type and rescale the data if needed
if data_format is None: # guess the format of the data
if isinstance(texel_data,numpy.ndarray):
if len(texel_data.shape) == self.dimensions:
data_format = gl.GL_LUMINANCE
elif len(texel_data.shape) == (self.dimensions+1):
if texel_data.shape[-1] == 3:
data_format = gl.GL_RGB
elif texel_data.shape[-1] == 4:
data_format = gl.GL_RGBA
else:
raise RuntimeError("Couldn't determine a format for your texel_data.")
else:
raise RuntimeError("Couldn't determine a format for your texel_data.")
elif isinstance(texel_data,Image.Image):
if texel_data.mode == 'L':
data_format = gl.GL_LUMINANCE
elif texel_data.mode == 'RGB':
data_format = gl.GL_RGB
elif texel_data.mode in ('RGBA','RGBX'):
data_format = gl.GL_RGBA
elif texel_data.mode == 'P':
texel_data=texel_data.convert('RGBA') # convert to RGBA from paletted
data_format = gl.GL_RGBA
else:
raise RuntimeError("Couldn't determine format for your texel_data. (PIL mode = '%s')"%texel_data.mode)
elif isinstance(texel_data,pygame.surface.Surface):
if texel_data.get_alpha():
data_format = gl.GL_RGBA
else:
data_format = gl.GL_RGB
if data_type is None: # guess the data type
data_type = gl.GL_UNSIGNED_BYTE
if isinstance(texel_data,numpy.ndarray):
if texel_data.dtype == numpy.float:
texel_data = texel_data*255.0
if data_type == gl.GL_UNSIGNED_BYTE:
if isinstance(texel_data,numpy.ndarray):
texel_data = texel_data.astype(numpy.uint8) # (re)cast if necessary
else:
raise NotImplementedError("Only data_type GL_UNSIGNED_BYTE currently supported")
# determine size and make sure its power of 2
if self.dimensions == 1:
# must be numpy array
width = texel_data.shape[0]
if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2")
else:
if isinstance(texel_data,numpy.ndarray):
width = texel_data.shape[1]
height = texel_data.shape[0]
elif isinstance(texel_data,Image.Image):
width, height = texel_data.size
elif isinstance(texel_data,pygame.surface.Surface):
width, height = texel_data.get_size()
if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2")
if not is_power_of_2(height): raise ValueError("texel_data does not have all dimensions == n^2")
if self.dimensions == 3:
# must be numpy array
depth = texel_data.shape[2]
if not is_power_of_2(depth): raise ValueError("texel_data does not have all dimensions == n^2")
if self.dimensions in [2,'cube']:
if isinstance(texel_data,numpy.ndarray):
raw_data = texel_data.tostring()
elif isinstance(texel_data,Image.Image):
raw_data = texel_data.tostring('raw',texel_data.mode,0,-1)
elif isinstance(texel_data,pygame.surface.Surface):
if texel_data.get_alpha():
raw_data = pygame.image.tostring(texel_data,'RGBA',1)
else:
raw_data = pygame.image.tostring(texel_data,'RGB',1)
# check for OpenGL errors
if check_opengl_errors:
max_dim = gl.glGetIntegerv( gl.GL_MAX_TEXTURE_SIZE )
if width > max_dim:
raise TextureTooLargeError("texel_data is too wide for your video system.")
if self.dimensions == 1:
gl.glTexImage1Dub(gl.GL_PROXY_TEXTURE_1D,
mipmap_level,
internal_format,
border,
data_format,
texel_data)
if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_1D,mipmap_level,gl.GL_TEXTURE_WIDTH) == 0:
raise TextureTooLargeError("texel_data is too wide for your video system.")
elif self.dimensions in [2,'cube']:
if height > max_dim:
raise TextureTooLargeError("texel_data is too tall for your video system.")
if self.dimensions == 2:
target = gl.GL_PROXY_TEXTURE_2D
else:
target = gl.GL_PROXY_CUBE_MAP
gl.glTexImage2D(target,
mipmap_level,
internal_format,
width,
height,
border,
data_format,
data_type,
raw_data)
if gl.glGetTexLevelParameteriv(target, # Need PyOpenGL >= 2.0
mipmap_level,
gl.GL_TEXTURE_WIDTH) == 0:
raise TextureTooLargeError("texel_data is too wide for your video system.")
if gl.glGetTexLevelParameteriv(target,mipmap_level,gl.GL_TEXTURE_HEIGHT) == 0:
raise TextureTooLargeError("texel_data is too tall for your video system.")
elif self.dimensions == 3:
if max(height,depth) > max_dim:
raise TextureTooLargeError("texel_data is too large for your video system.")
gl.glTexImage3Dub(gl.GL_PROXY_TEXTURE_3D,
mipmap_level,
internal_format,
border,
data_format,
texel_data)
if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_3D,mipmap_level,gl.GL_TEXTURE_WIDTH) == 0:
raise TextureTooLargeError("texel_data is too wide for your video system.")
if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_3D,mipmap_level,gl.GL_TEXTURE_HEIGHT) == 0:
raise TextureTooLargeError("texel_data is too tall for your video system.")
if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_3D,mipmap_level,gl.GL_TEXTURE_DEPTH) == 0:
raise TextureTooLargeError("texel_data is too deep for your video system.")
else:
raise RuntimeError("Unknown number of dimensions.")
# No OpenGL error, put the texture in!
if self.dimensions == 1:
gl.glTexImage1Dub(gl.GL_TEXTURE_1D,
mipmap_level,
internal_format,
border,
data_format,
texel_data)
elif self.dimensions in [2,'cube']:
if self.dimensions == 2:
target = gl.GL_TEXTURE_2D
else:
target_name = 'GL_CUBE_MAP_'+cube_side.upper()
target = getattr(gl,target_name)
gl.glTexImage2D(target,
mipmap_level,
internal_format,
width,
height,
border,
data_format,
data_type,
raw_data)
elif self.dimensions == 3:
gl.glTexImage3Dub(gl.GL_TEXTURE_3D,
mipmap_level,
internal_format,
border,
data_format,
texel_data)
else:
raise RuntimeError("Unknown number of dimensions.")
def put_new_image_build_mipmaps(self,
texel_data,
internal_format = gl.GL_RGB,
data_format = None, # automatic guess unless set explicitly
data_type = None, # automatic guess unless set explicitly
cube_side = None,
):
"""Similar to put_new_image(), but builds mipmaps."""
if self.dimensions != 2:
raise ValueError("can only handle 2D texel data for automatic mipmap building")
texel_data = convert_to_numpy_if_array(texel_data)
if isinstance(texel_data,numpy.ndarray):
assert(cube_side == None)
data_dimensions = len(texel_data.shape)
assert((data_dimensions == self.dimensions) or (data_dimensions == self.dimensions+1))
elif isinstance(texel_data,Image.Image):
assert( self.dimensions == 2 )
elif isinstance(texel_data,pygame.surface.Surface):
assert( self.dimensions == 2 )
else:
raise TypeError("Expecting numpy array, PIL image, or pygame surface")
# make myself the active texture
gl.glBindTexture(self.target, self.gl_id)
# Determine the data_format, data_type and rescale the data if needed
if data_format is None: # guess the format of the data
if isinstance(texel_data,numpy.ndarray):
if len(texel_data.shape) == self.dimensions:
data_format = gl.GL_LUMINANCE
elif len(texel_data.shape) == (self.dimensions+1):
if texel_data.shape[-1] == 3:
data_format = gl.GL_RGB
elif texel_data.shape[-1] == 4:
data_format = gl.GL_RGBA
else:
raise RuntimeError("Couldn't determine a format for your texel_data.")
else:
raise RuntimeError("Couldn't determine a format for your texel_data.")
elif isinstance(texel_data,Image.Image):
if texel_data.mode == 'L':
data_format = gl.GL_LUMINANCE
elif texel_data.mode == 'RGB':
data_format = gl.GL_RGB
elif texel_data.mode in ['RGBA','RGBX']:
data_format = gl.GL_RGBA
elif texel_data.mode == 'P':
texel_data=texel_data.convert('RGBA') # convert to RGBA from paletted
data_format = gl.GL_RGBA
else:
raise RuntimeError("Couldn't determine format for your texel_data. (PIL mode = '%s')"%texel_data.mode)
elif isinstance(texel_data,pygame.surface.Surface):
if texel_data.get_alpha():
data_format = gl.GL_RGBA
else:
data_format = gl.GL_RGB
if data_type is None: # guess the data type
data_type = gl.GL_UNSIGNED_BYTE
if isinstance(texel_data,numpy.ndarray):
if texel_data.dtype == numpy.float:
texel_data = texel_data*255.0
if data_type == gl.GL_UNSIGNED_BYTE:
if isinstance(texel_data,numpy.ndarray):
texel_data = texel_data.astype(numpy.uint8) # (re)cast if necessary
else:
raise NotImplementedError("Only data_type GL_UNSIGNED_BYTE currently supported")
if isinstance(texel_data,numpy.ndarray):
width = texel_data.shape[1]
height = texel_data.shape[0]
elif isinstance(texel_data,Image.Image):
width, height = texel_data.size
elif isinstance(texel_data,pygame.surface.Surface):
width, height = texel_data.get_size()
if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2")
if not is_power_of_2(height): raise ValueError("texel_data does not have all dimensions == n^2")
if isinstance(texel_data,numpy.ndarray):
raw_data = texel_data.tostring()
elif isinstance(texel_data,Image.Image):
raw_data = texel_data.tostring('raw',texel_data.mode,0,-1)
elif isinstance(texel_data,pygame.surface.Surface):
if texel_data.get_alpha():
raw_data = pygame.image.tostring(texel_data,'RGBA',1)
else:
raw_data = pygame.image.tostring(texel_data,'RGB',1)
args = (self.target,
internal_format,
width, # XXX should be width_pow2?
height,# XXX should be height_pow2?
data_format,
data_type)
#raw_data)
print 'args',args
glu.gluBuild2DMipmaps(self.target,
internal_format,
width, # XXX should be width_pow2?
height,# XXX should be height_pow2?
data_format,
data_type,
raw_data)
def put_sub_image(self,
texel_data,
mipmap_level = 0,
offset_tuple = None,
data_format = None, # automatic guess unless set explicitly
data_type = None, # automatic guess unless set explicitly
cube_side = None,
):
"""Replace all or part of a texture object.
This is faster that put_new_image(), and can be used to
rapidly update textures.
The offset_tuple parameter determines the lower left corner
(for 2D textures) of your data in pixel units. For example,
(0,0) would be no offset and thus the new data would be placed
in the lower left of the texture.
For an explanation of most parameters, see the
put_new_image() method."""
texel_data = convert_to_numpy_if_array(texel_data)
if isinstance(texel_data,numpy.ndarray):
if self.dimensions != 'cube':
assert(cube_side == None)
data_dimensions = len(texel_data.shape)
assert((data_dimensions == self.dimensions) or (data_dimensions == self.dimensions+1))
else:
assert(cube_side in TextureObject._cube_map_side_names)
elif isinstance(texel_data,Image.Image):
assert( self.dimensions == 2 )
elif isinstance(texel_data,pygame.surface.Surface):
assert( self.dimensions == 2 )
else:
raise TypeError("Expecting numpy array, PIL image, or pygame surface")
# make myself the active texture
gl.glBindTexture(self.target, self.gl_id)
# Determine the data_format, data_type and rescale the data if needed
if data_format is None: # guess the format of the data
if isinstance(texel_data,numpy.ndarray):
if len(texel_data.shape) == self.dimensions:
data_format = gl.GL_LUMINANCE
elif len(texel_data.shape) == (self.dimensions+1):
if texel_data.shape[-1] == 3:
data_format = gl.GL_RGB
elif texel_data.shape[-1] == 4:
data_format = gl.GL_RGBA
else:
raise RuntimeError("Couldn't determine a format for your texel_data.")
else:
raise RuntimeError("Couldn't determine a format for your texel_data.")
elif isinstance(texel_data,Image.Image):
if texel_data.mode == 'L':
data_format = gl.GL_LUMINANCE
elif texel_data.mode == 'RGB':
data_format = gl.GL_RGB
elif texel_data.mode in ['RGBA','RGBX']:
data_format = gl.GL_RGBA
elif texel_data.mode == 'P':
texel_data=texel_data.convert('RGBA') # convert to RGBA from paletted
data_format = gl.GL_RGBA
else:
raise RuntimeError("Couldn't determine format for your texel_data. (PIL mode = '%s')"%texel_data.mode)
elif isinstance(texel_data,pygame.surface.Surface):
if texel_data.get_alpha():
data_format = gl.GL_RGBA
else:
data_format = gl.GL_RGB
if data_type is None: # guess the data type
data_type = gl.GL_UNSIGNED_BYTE
if isinstance(texel_data,numpy.ndarray):
if texel_data.dtype == numpy.float:
texel_data = texel_data*255.0
if data_type == gl.GL_UNSIGNED_BYTE:
if isinstance(texel_data,numpy.ndarray):
texel_data = texel_data.astype(numpy.uint8) # (re)cast if necessary
else:
raise NotImplementedError("Only data_type GL_UNSIGNED_BYTE currently supported")
if self.dimensions == 1:
if offset_tuple is None:
x_offset = 0
else:
x_offset = offset_tuple[0]
width = texel_data.shape[0]
raw_data = texel_data.astype(numpy.uint8).tostring()
gl.glTexSubImage1D(gl.GL_TEXTURE_1D,
mipmap_level,
x_offset,
width,
data_format,
data_type,
raw_data)
elif self.dimensions in [2,'cube']:
if self.dimensions == 2:
target = gl.GL_TEXTURE_2D
else:
target_name = 'GL_CUBE_MAP_'+cube_side.upper()
target = getattr(gl,target_name)
if offset_tuple is None:
x_offset = y_offset = 0
else:
x_offset, y_offset = offset_tuple
if isinstance(texel_data,numpy.ndarray):
width = texel_data.shape[1]
height = texel_data.shape[0]
raw_data = texel_data.astype(numpy.uint8).tostring()
elif isinstance(texel_data,Image.Image):
width = texel_data.size[0]
height = texel_data.size[1]
raw_data = texel_data.tostring('raw',texel_data.mode,0,-1)
elif isinstance(texel_data,pygame.surface.Surface):
width, height = texel_data.get_size()
if texel_data.get_alpha():
raw_data = pygame.image.tostring(texel_data,'RGBA',1)
else:
raw_data = pygame.image.tostring(texel_data,'RGB',1)
gl.glTexSubImage2D(target,
mipmap_level,
x_offset,
y_offset,
width,
height,
data_format,
data_type,
raw_data)
elif self.dimensions == 3:
raise RuntimeError("Cannot put_sub_image on 3D texture_object.")
else:
raise RuntimeError("Unknown number of dimensions.")
def put_new_framebuffer(self,
buffer='back',
mipmap_level = 0,
border = 0,
framebuffer_lowerleft = None,
size = None,
internal_format = gl.GL_RGB,
cube_side = None,
):
"""Replace texture object with the framebuffer contents.
The framebuffer_lowerleft parameter determines the lower left
corner of the framebuffer region from which to copy texel data
in pixel units. For example, (0,0) would be no offset and
thus the new data would be placed from the lower left of the
framebuffer.
For an explanation of most parameters, see the
put_new_image() method."""
if self.dimensions != 2:
raise RuntimeError("put_new_framebuffer only supported for 2D textures.")
if buffer == 'front':
gl.glReadBuffer( gl.GL_FRONT )
elif buffer == 'back':
gl.glReadBuffer( gl.GL_BACK )
else:
raise ValueError('No support for "%s" framebuffer'%buffer)
# make myself the active texture
gl.glBindTexture(self.target, self.gl_id)
if framebuffer_lowerleft is None:
framebuffer_lowerleft = (0,0)
x,y = framebuffer_lowerleft
if size is None:
raise ValueError("Must specify size for put_new_framebuffer(): cannot guess")
# determine size and make sure its power of 2
width, height = size
if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2")
if not is_power_of_2(height): raise ValueError("texel_data does not have all dimensions == n^2")
target = gl.GL_TEXTURE_2D
gl.glCopyTexImage2D(target,
mipmap_level,
internal_format,
x,
y,
width,
height,
border)
####################################################################
#
# Stimulus - TextureStimulus
#
####################################################################
class TextureStimulusBaseClass(VisionEgg.Core.Stimulus):
"""Parameters common to all stimuli that use textures.
Don't instantiate this class directly.
Parameters
==========
texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>)
Default: (determined at runtime)
texture_mag_filter -- OpenGL filter enum (Integer)
Default: GL_LINEAR (9729)
texture_min_filter -- OpenGL filter enum (Integer)
Default: (GL enum determined at runtime)
texture_wrap_s -- OpenGL texture wrap enum (Integer)
Default: (GL enum determined at runtime)
texture_wrap_t -- OpenGL texture wrap enum (Integer)
Default: (GL enum determined at runtime)
Constant Parameters
===================
internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer)
Default: GL_RGB (6407)
mipmaps_enabled -- Are mipmaps enabled? (Boolean)
Default: True
shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean)
Default: False
"""
parameters_and_defaults = {
'texture':(None,
ve_types.Instance(Texture),
"source of texture data"),
'texture_mag_filter':(gl.GL_LINEAR,
ve_types.Integer,
"OpenGL filter enum",
VisionEgg.ParameterDefinition.OPENGL_ENUM),
'texture_min_filter':(None, # defaults to gl.GL_LINEAR_MIPMAP_LINEAR (unless mipmaps_enabled False, then gl.GL_LINEAR)
ve_types.Integer,
"OpenGL filter enum",
VisionEgg.ParameterDefinition.OPENGL_ENUM),
'texture_wrap_s':(None, # set to gl.GL_CLAMP_TO_EDGE below
ve_types.Integer,
"OpenGL texture wrap enum",
VisionEgg.ParameterDefinition.OPENGL_ENUM),
'texture_wrap_t':(None, # set to gl.GL_CLAMP_TO_EDGE below
ve_types.Integer,
"OpenGL texture wrap enum",
VisionEgg.ParameterDefinition.OPENGL_ENUM),
}
constant_parameters_and_defaults = {
'internal_format':(gl.GL_RGB,#None,
ve_types.Integer,
"format with which OpenGL uses texture data (OpenGL data type enum)",
VisionEgg.ParameterDefinition.OPENGL_ENUM),
'mipmaps_enabled':(True,
ve_types.Boolean,
"Are mipmaps enabled?"),
'shrink_texture_ok':(False,
ve_types.Boolean,
"Allow automatic shrinking of texture if too big?"),
}
__slots__ = (
'texture_object',
'_using_texture',
)
_mipmap_modes = [gl.GL_LINEAR_MIPMAP_LINEAR,gl.GL_LINEAR_MIPMAP_NEAREST,
gl.GL_NEAREST_MIPMAP_LINEAR,gl.GL_NEAREST_MIPMAP_NEAREST]
def __init__(self,**kw):
VisionEgg.Core.Stimulus.__init__(self,**kw)
if self.parameters.texture is None:
# generate default texture
self.parameters.texture = Texture()
if self.parameters.texture_min_filter is None:
# generate default texture minimization filter
if self.constant_parameters.mipmaps_enabled:
self.parameters.texture_min_filter = gl.GL_LINEAR_MIPMAP_LINEAR
else:
self.parameters.texture_min_filter = gl.GL_LINEAR
if not self.constant_parameters.mipmaps_enabled:
if self.parameters.texture_min_filter in TextureStimulusBaseClass._mipmap_modes:
raise ValueError("texture_min_filter cannot be a mipmap type if mipmaps not enabled.")
# We have to set these parameters here because we may have
# re-assigned gl.GL_CLAMP_TO_EDGE. This allows us to use
# symbol gl.GL_CLAMP_TO_EDGE even if our version of OpenGL
# doesn't support it.
if self.parameters.texture_wrap_s is None:
self.parameters.texture_wrap_s = gl.GL_CLAMP_TO_EDGE
if self.parameters.texture_wrap_t is None:
self.parameters.texture_wrap_t = gl.GL_CLAMP_TO_EDGE
# Create an OpenGL texture object this instance "owns"
self.texture_object = TextureObject(dimensions=2)
self._reload_texture()
def _reload_texture(self):
"""(Re)load texture to OpenGL"""
p = self.parameters
self._using_texture = p.texture
if not self.constant_parameters.shrink_texture_ok:
# send texture to OpenGL
p.texture.load( self.texture_object,
internal_format = self.constant_parameters.internal_format,
build_mipmaps = self.constant_parameters.mipmaps_enabled )
else:
max_dim = gl.glGetIntegerv( gl.GL_MAX_TEXTURE_SIZE )
resized = 0
while max(p.texture.size) > max_dim:
p.texture.make_half_size()
resized = 1
loaded_ok = 0
while not loaded_ok:
try:
# send texture to OpenGL
p.texture.load( self.texture_object,
internal_format = self.constant_parameters.internal_format,
build_mipmaps = self.constant_parameters.mipmaps_enabled )
except TextureTooLargeError:
p.texture.make_half_size()
resized = 1
else:
loaded_ok = 1
if resized:
logger = logging.getLogger('VisionEgg.Textures')
logger.warning("Resized texture in %s to %d x %d"%(
str(self),p.texture.size[0],p.texture.size[1]))
class Mask2D(VisionEgg.ClassWithParameters):
"""A mask for windowing a portion of a texture.
Thanks to the author, Jon Peirce, of the AlphaStim class from the
PsychoPy package from which the idea to do this came.
Constant Parameters
===================
function -- 'gaussian' or 'circle' (String)
Default: gaussian
num_samples -- size of mask texture data (units: number of texels) (Sequence2 of Real)
Default: (256, 256)
radius_parameter -- radius for circle, sigma for gaussian (Real)
Default: 25.0
"""
# All of these parameters are constant -- if you need a new mask, create a new instance
constant_parameters_and_defaults = {
'function':('gaussian', # can be 'gaussian' or 'circle'
ve_types.String,
"'gaussian' or 'circle'"),
'radius_parameter':(25.0, # radius for circle, sigma for gaussian, same units as num_samples
ve_types.Real,
"radius for circle, sigma for gaussian"),
'num_samples':((256,256), # size of mask data in texels
ve_types.Sequence2(ve_types.Real),
"size of mask texture data (units: number of texels)"),
}
def __init__(self,**kw):
VisionEgg.ClassWithParameters.__init__(self,**kw)
cp = self.constant_parameters # shorthand
width,height = cp.num_samples
if width != next_power_of_2(width):
raise RuntimeError("Mask must have width num_samples power of 2")
if height != next_power_of_2(height):
raise RuntimeError("Mask must have height num_samples power of 2")
gl.glActiveTextureARB(gl.GL_TEXTURE1_ARB) # Need PyOpenGL >= 2.0
self.texture_object = TextureObject(dimensions=2)
if cp.function == "gaussian":
xx = numpyNumeric.outerproduct(numpyNumeric.ones((1,cp.num_samples[1])),
numpyNumeric.arange(0,cp.num_samples[0],1.0)-cp.num_samples[0]/2)
yy = numpyNumeric.outerproduct(numpyNumeric.arange(0,cp.num_samples[1],1.0)-cp.num_samples[1]/2,
numpyNumeric.ones((1,cp.num_samples[0])))
dist_from_center = numpyNumeric.sqrt(xx**2 + yy**2)
sigma = cp.radius_parameter
data = numpyNumeric.exp( -dist_from_center**2.0 / (2.0*sigma**2.0) )
elif cp.function == "circle":
data = numpyNumeric.zeros(cp.num_samples,numpyNumeric.Float)
# perform anti-aliasing in circle computation by computing
# at several slightly different locations and averaging
oversamples = 4
x_offsets = numpyNumeric.arange(0.0,1.0,1.0/oversamples)
x_offsets = x_offsets - MLab.mean(x_offsets)
y_offsets = x_offsets
for x_offset in x_offsets:
for y_offset in y_offsets:
xx = numpyNumeric.outerproduct(numpyNumeric.ones((1,cp.num_samples[1])),
numpyNumeric.arange(0,cp.num_samples[0],1.0)-cp.num_samples[0]/2+0.5)+x_offset
yy = numpyNumeric.outerproduct(numpyNumeric.arange(0,cp.num_samples[1],1.0)-cp.num_samples[1]/2+0.5,
numpyNumeric.ones((1,cp.num_samples[0])))+y_offset
dist_from_center = numpyNumeric.sqrt(xx**2 + yy**2)
data += dist_from_center <= cp.radius_parameter
data = data / float( len(x_offsets)*len(y_offsets) )
else:
raise RuntimeError("Don't know about window function %s"%self.constant_parameters.function)
self.texture_object.put_new_image(data,
data_format=gl.GL_ALPHA,
internal_format=gl.GL_ALPHA)
self.texture_object.set_min_filter(gl.GL_LINEAR) # turn off mipmaps for mask
self.texture_object.set_wrap_mode_s(gl.GL_CLAMP_TO_EDGE)
self.texture_object.set_wrap_mode_t(gl.GL_CLAMP_TO_EDGE)
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)
# reset active texture unit to 0
gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB)
def draw_masked_quad_3d(self,lt,rt,bt,tt,v1,v2,v3,v4):
# The *t parameters are the texture coordinates.
# By the time this method is called, GL_TEXTURE0_ARB should be
# loaded as the texture object to be masked.
gl.glActiveTextureARB(gl.GL_TEXTURE1_ARB) # bind 2nd texture unit to mask texture
gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_object.gl_id)
gl.glEnable(gl.GL_TEXTURE_2D)
# The normal TEXTURE2D object is the 1st (TEXTURE0) texture unit
gl.glBegin(gl.GL_QUADS)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,lt,bt)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,0.0,0.0)
gl.glVertex(*v1)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,rt,bt)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,1.0,0.0)
gl.glVertex(*v2)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,rt,tt)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,1.0,1.0)
gl.glVertex(*v3)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,lt,tt)
gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,0.0,1.0)
gl.glVertex(*v4)
gl.glEnd() # GL_QUADS
gl.glDisable(gl.GL_TEXTURE_2D) # turn off texturing in this texture unit
gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB) # return to 1st texture unit
def draw_masked_quad(self,lt,rt,bt,tt,le,re,be,te,depth):
# The *t parameters are the texture coordinates. The *e
# parameters are the eye coordinates for the vertices of the
# quad.
v1 = (le,be,depth)
v2 = (re,be,depth)
v3 = (re,te,depth)
v4 = (le,te,depth)
self.draw_masked_quad_3d(lt,rt,bt,tt,v1,v2,v3,v4)
class TextureStimulus(TextureStimulusBaseClass):
"""A textured rectangle.
This is mainly for 2D use (z coordinate fixed to 0.0 and w
coordinated fixed to 1.0 if not given).
Parameters
==========
anchor -- specifies how position parameter is interpreted (String)
Default: lowerleft
angle -- units: degrees, 0=right, 90=up (Real)
Default: 0.0
color -- texture environment color. alpha ignored (if given) for max_alpha parameter (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, 1.0)
depth_test -- perform depth test? (Boolean)
Default: False
mask -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>)
Default: (determined at runtime)
max_alpha -- controls opacity. 1.0=copletely opaque, 0.0=completely transparent (Real)
Default: 1.0
on -- draw stimulus? (Boolean)
Default: True
position -- units: eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real))
Default: (0.0, 0.0)
size -- defaults to texture data size (units: eye coordinates) (Sequence2 of Real)
Default: (determined at runtime)
texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>)
Inherited from TextureStimulusBaseClass
Default: (determined at runtime)
texture_mag_filter -- OpenGL filter enum (Integer)
Inherited from TextureStimulusBaseClass
Default: GL_LINEAR (9729)
texture_min_filter -- OpenGL filter enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
texture_wrap_s -- OpenGL texture wrap enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
texture_wrap_t -- OpenGL texture wrap enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
Constant Parameters
===================
internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer)
Default: GL_RGB (6407)
mipmaps_enabled -- Are mipmaps enabled? (Boolean)
Default: True
shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean)
Default: False
"""
parameters_and_defaults = {
'on':(True,
ve_types.Boolean,
"draw stimulus?"),
'mask':(None, # texture mask
ve_types.Instance(Mask2D),
"optional masking function"),
'position':((0.0,0.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"units: eye coordinates"),
'anchor':('lowerleft',
ve_types.String,
"specifies how position parameter is interpreted"),
'lowerleft':(None, # DEPRECATED -- don't use
ve_types.Sequence2(ve_types.Real),
"",
VisionEgg.ParameterDefinition.DEPRECATED),
'angle':(0.0, # in degrees
ve_types.Real,
"units: degrees, 0=right, 90=up"),
'size':(None,
ve_types.Sequence2(ve_types.Real),
"defaults to texture data size (units: eye coordinates)"),
'max_alpha':(1.0, # controls "opacity": 1.0 = completely opaque, 0.0 = completely transparent
ve_types.Real,
"controls opacity. 1.0=copletely opaque, 0.0=completely transparent"),
'color':((1.0,1.0,1.0), # texture environment color. alpha is ignored (if given) -- use max_alpha parameter
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"texture environment color. alpha ignored (if given) for max_alpha parameter"),
'depth_test':(False,
ve_types.Boolean,
"perform depth test?"),
}
def draw(self):
p = self.parameters
if p.texture != self._using_texture: # self._using_texture is from TextureStimulusBaseClass
self._reload_texture()
if p.lowerleft != None:
if not hasattr(VisionEgg.config,"_GAVE_LOWERLEFT_DEPRECATION"):
logger = logging.getLogger('VisionEgg.Textures')
logger.warning("Specifying texture by 'lowerleft' "
"deprecated parameter deprecated. Use "
"'position' parameter instead. (Allows "
"use of 'anchor' parameter to set to "
"other values.)")
VisionEgg.config._GAVE_LOWERLEFT_DEPRECATION = 1
p.anchor = 'lowerleft'
p.position = p.lowerleft[0], p.lowerleft[1] # copy values (don't copy ref to tuple)
if p.on:
tex = p.texture
if p.size is None:
# Note: 'size' attribute is not supposed to be part of the API,
# so this is naughty.
size = tex.size
else:
size = p.size
# calculate lowerleft corner
lowerleft = VisionEgg._get_lowerleft(p.position,p.anchor,size)
# Clear the modelview matrix
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
try:
if p.depth_test:
gl.glEnable(gl.GL_DEPTH_TEST)
else:
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glEnable( gl.GL_TEXTURE_2D )
# allow max_alpha value to control blending
gl.glEnable( gl.GL_BLEND )
gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
if not self.constant_parameters.mipmaps_enabled:
if p.texture_min_filter in TextureStimulusBaseClass._mipmap_modes:
raise RuntimeError("Specified a mipmap mode in texture_min_filter, but mipmaps not enabled.")
self.texture_object.set_min_filter( p.texture_min_filter )
self.texture_object.set_mag_filter( p.texture_mag_filter )
self.texture_object.set_wrap_mode_s( p.texture_wrap_s )
self.texture_object.set_wrap_mode_t( p.texture_wrap_t )
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)
translate_vector = p.position
if len(translate_vector) == 2:
translate_vector = translate_vector[0], translate_vector[1], 0
gl.glTranslate(*translate_vector)
gl.glRotate(p.angle,0,0,1)
gl.glColor4f(p.color[0],p.color[1],p.color[2],p.max_alpha)
# Test to draw only if all values are finite is
# disabled for performance reasons.
#if numpy.alltrue( numpy.isfinite( numpy.concatenate((lowerleft,p.position)) ) ):
try:
l = lowerleft[0] - p.position[0]
r = l + size[0]
b = lowerleft[1] - p.position[1]
t = b + size[1]
except FloatingPointError:
# don't draw texture
return
tex.update()
if p.mask:
p.mask.draw_masked_quad(tex.buf_lf,tex.buf_rf,tex.buf_bf,tex.buf_tf, # l,r,b,t for texture coordinates
l,r,b,t,0.0) # l,r,b,t in eye coordinates
else:
gl.glBegin(gl.GL_QUADS)
gl.glTexCoord2f(tex.buf_lf,tex.buf_bf)
gl.glVertex2f(l,b)
gl.glTexCoord2f(tex.buf_rf,tex.buf_bf)
gl.glVertex2f(r,b)
gl.glTexCoord2f(tex.buf_rf,tex.buf_tf)
gl.glVertex2f(r,t)
gl.glTexCoord2f(tex.buf_lf,tex.buf_tf)
gl.glVertex2f(l,t)
gl.glEnd() # GL_QUADS
finally:
gl.glPopMatrix()
class TextureStimulus3D(TextureStimulusBaseClass):
"""A textured rectangle placed arbitrarily in 3 space.
Parameters
==========
depth_test -- perform depth test? (Boolean)
Default: True
lowerleft -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (0.0, 0.0, -1.0)
lowerright -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 0.0, -1.0)
on -- (Boolean)
Default: True
texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>)
Inherited from TextureStimulusBaseClass
Default: (determined at runtime)
texture_mag_filter -- OpenGL filter enum (Integer)
Inherited from TextureStimulusBaseClass
Default: GL_LINEAR (9729)
texture_min_filter -- OpenGL filter enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
texture_wrap_s -- OpenGL texture wrap enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
texture_wrap_t -- OpenGL texture wrap enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
upperleft -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (0.0, 1.0, -1.0)
upperright -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real))
Default: (1.0, 1.0, -1.0)
Constant Parameters
===================
internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer)
Default: GL_RGB (6407)
mipmaps_enabled -- Are mipmaps enabled? (Boolean)
Default: True
shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean)
Default: False
"""
parameters_and_defaults = {'on':(True,
ve_types.Boolean),
'lowerleft':((0.0,0.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'lowerright':((1.0,0.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'upperleft':((0.0,1.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'upperright':((1.0,1.0,-1.0), # in eye coordinates
ve_types.AnyOf(ve_types.Sequence3(ve_types.Real),
ve_types.Sequence4(ve_types.Real)),
"vertex position (units: eye coordinates)"),
'depth_test':(True,
ve_types.Boolean,
"perform depth test?"),
}
def draw(self):
p = self.parameters
if p.texture != self._using_texture: # self._using_texture is from TextureStimulusBaseClass
self._reload_texture()
if p.on:
if p.depth_test:
gl.glEnable(gl.GL_DEPTH_TEST)
else:
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glBindTexture(gl.GL_TEXTURE_2D,self.texture_object.gl_id)
gl.glColor4f(1,1,1,1) # set fragment color to white
if not self.constant_parameters.mipmaps_enabled:
if p.texture_min_filter in TextureStimulusBaseClass._mipmap_modes:
raise RuntimeError("Specified a mipmap mode in texture_min_filter, but mipmaps not enabled.")
self.texture_object.set_min_filter( p.texture_min_filter )
self.texture_object.set_mag_filter( p.texture_mag_filter )
self.texture_object.set_wrap_mode_s( p.texture_wrap_s )
self.texture_object.set_wrap_mode_t( p.texture_wrap_t )
# allow max_alpha value to control blending
gl.glEnable( gl.GL_BLEND )
gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)
tex = self.parameters.texture
tex.update()
gl.glBegin(gl.GL_QUADS)
gl.glTexCoord2f(tex.buf_lf,tex.buf_bf)
gl.glVertex(*p.lowerleft)
gl.glTexCoord2f(tex.buf_rf,tex.buf_bf)
gl.glVertex(*p.lowerright)
gl.glTexCoord2f(tex.buf_rf,tex.buf_tf)
gl.glVertex(*p.upperright)
gl.glTexCoord2f(tex.buf_lf,tex.buf_tf)
gl.glVertex(*p.upperleft)
gl.glEnd() # GL_QUADS
####################################################################
#
# Stimulus - Spinning Drum
#
####################################################################
class SpinningDrum(TextureStimulusBaseClass):
"""Panoramic image texture mapped onto flat rectangle or 3D cylinder.
Parameters
==========
anchor -- only used when flat: same as anchor parameter of TextureStimulus (String)
Default: center
angular_position -- may be best to clamp in range [0.0,360.0] (Real)
Default: 0.0
contrast -- (Real)
Default: 1.0
drum_center_azimuth -- changes orientation of drum in space (Real)
Default: 0.0
drum_center_elevation -- changes orientation of drum in space (Real)
Default: 0.0
flat -- toggles flat vs. cylinder (Boolean)
Default: False
flat_size -- defaults to texture data size (units: eye coordinates) (Sequence2 of Real)
Default: (determined at runtime)
flip_image -- toggles normal vs. horizonally flipped image (Boolean)
Default: False
height -- height of cyliner, automatically set by texel aspect ratio if < 0. (Real)
Default: -1
num_sides -- (UnsignedInteger)
Default: 50
on -- (Boolean)
Default: True
orientation -- 0=right, 90=up (Real)
Default: 0.0
position -- 3D: position of drum center, 2D (flat): same as position parameter for TextureStimulus (AnyOf(Sequence2 of Real or Sequence3 of Real))
Default: (0.0, 0.0, 0.0)
radius -- radius if cylinder (not used if flat) (Real)
Default: 1.0
texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>)
Inherited from TextureStimulusBaseClass
Default: (determined at runtime)
texture_mag_filter -- OpenGL filter enum (Integer)
Inherited from TextureStimulusBaseClass
Default: GL_LINEAR (9729)
texture_min_filter -- OpenGL filter enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
texture_wrap_s -- OpenGL texture wrap enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
texture_wrap_t -- OpenGL texture wrap enum (Integer)
Inherited from TextureStimulusBaseClass
Default: (GL enum determined at runtime)
Constant Parameters
===================
internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer)
Default: GL_RGB (6407)
mipmaps_enabled -- Are mipmaps enabled? (Boolean)
Default: True
shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean)
Default: False
"""
parameters_and_defaults = {
'on':(True,
ve_types.Boolean),
'height':(-1,
ve_types.Real,
'height of cyliner, automatically set by texel aspect ratio if < 0.',
),
'num_sides':(50,
ve_types.UnsignedInteger),
'angular_position':(0.0, # may be best to clamp [0.0,360.0]
ve_types.Real,
'may be best to clamp in range [0.0,360.0]'),
'contrast':(1.0,
ve_types.Real),
'flat':(False,
ve_types.Boolean,
'toggles flat vs. cylinder'),
'flat_size':(None,
ve_types.Sequence2(ve_types.Real),
"defaults to texture data size (units: eye coordinates)"),
'flip_image':(False,
ve_types.Boolean,
'toggles normal vs. horizonally flipped image'),
'radius':(1.0,
ve_types.Real,
'radius if cylinder (not used if flat)'),
'position':( (0.0,0.0,0.0),
ve_types.AnyOf(ve_types.Sequence2(ve_types.Real),
ve_types.Sequence3(ve_types.Real)),
'3D: position of drum center, 2D (flat): same as position parameter for TextureStimulus'),
'anchor':( 'center',
ve_types.String,
'only used when flat: same as anchor parameter of TextureStimulus',
),
'drum_center_azimuth':(0.0,
ve_types.Real,
'changes orientation of drum in space',
),
'drum_center_elevation':(0.0,
ve_types.Real,
'changes orientation of drum in space'),
'orientation':(0.0,
ve_types.Real,
'0=right, 90=up'),
}
__slots__ = (
'cached_display_list_normal',
'cached_display_list_mirror',
'cached_display_list_num_sides',
'cached_display_list_radius',
'cached_display_list_height',
'texture_stimulus',
)
def __init__(self,**kw):
TextureStimulusBaseClass.__init__(self,**kw)
self.cached_display_list_normal = gl.glGenLists(1) # Allocate a new display list
self.cached_display_list_mirror = gl.glGenLists(1) # Allocate a new display list
self.rebuild_display_list()
def draw(self):
"""Redraw the stimulus on every frame.
"""
p = self.parameters
if p.texture != self._using_texture: # self._using_texture is from TextureStimulusBaseClass
self._reload_texture()
self.rebuild_display_list()
if p.on:
# Set OpenGL state variables
gl.glEnable( gl.GL_DEPTH_TEST )
gl.glEnable( gl.GL_TEXTURE_2D ) # Make sure textures are drawn
gl.glEnable( gl.GL_BLEND ) # Contrast control implemented through blending
# All of the contrast control stuff is somewhat arcane and
# not very clear from reading the code, so here is how it
# works in English. (Not that it makes it any more clear!)
#
# In the final "textured fragment" (before being blended
# to the framebuffer), the color values are equal to those
# of the texture (with the exception of texels around the
# edges which have their amplitudes reduced due to
# anti-aliasing and are intermediate between the color of
# the texture and mid-gray), and the alpha value is set to
# the contrast. Blending occurs, and by choosing the
# appropriate values for glBlendFunc, adds the product of
# fragment alpha (contrast) and fragment color to the
# product of one minus fragment alpha (contrast) and what
# was already in the framebuffer.
gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL)
# clear modelview matrix
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
try:
gl.glColor4f(0.5,0.5,0.5,p.contrast) # Set the polygons' fragment color (implements contrast)
if not self.constant_parameters.mipmaps_enabled:
if p.texture_min_filter in TextureStimulusBaseClass._mipmap_modes:
raise RuntimeError("Specified a mipmap mode in texture_min_filter, but mipmaps not enabled.")
self.texture_object.set_min_filter( p.texture_min_filter )
self.texture_object.set_mag_filter( p.texture_mag_filter )
self.texture_object.set_wrap_mode_s( p.texture_wrap_s )
self.texture_object.set_wrap_mode_t( p.texture_wrap_t )
if p.flat: # draw as flat texture on a rectange
lowerleft = VisionEgg._get_lowerleft(p.position,p.anchor,p.texture.size)
translate_vector = p.position
if len(translate_vector) == 2:
translate_vector = translate_vector[0], translate_vector[1], 0
gl.glTranslate(*translate_vector)
gl.glRotatef(p.orientation,0,0,1)
if p.flip_image:
raise NotImplementedError("flip_image not yet supported for flat spinning drums.")
w,h = p.texture.size
# calculate texture coordinates based on current angle
tex_phase = p.angular_position/360.0 + 0.5 # offset to match non-flat
tex_phase = tex_phase % 1.0 # make 0 <= tex_phase < 1.0
TINY = 1.0e-10
tex = p.texture
tex.update()
if p.flat_size is None:
size = tex.size
else:
size = p.flat_size
l = lowerleft[0] - p.position[0]
r = l + size[0]
b = lowerleft[1] - p.position[1]
t = b + size[1]
#tex_phase = 0.0
if tex_phase < TINY: # it's effectively zero
gl.glBegin(gl.GL_QUADS)
gl.glTexCoord2f(tex.buf_lf,tex.buf_bf)
gl.glVertex2f(l,b)
gl.glTexCoord2f(tex.buf_rf,tex.buf_bf)
gl.glVertex2f(r,b)
gl.glTexCoord2f(tex.buf_rf,tex.buf_tf)
gl.glVertex2f(r,t)
gl.glTexCoord2f(tex.buf_lf,tex.buf_tf)
gl.glVertex2f(l,t)
gl.glEnd() # GL_QUADS
else:
# Convert tex_phase into texture buffer fraction
buf_break_f = ( (tex.buf_rf - tex.buf_lf) * (1.0-tex_phase) ) + tex.buf_lf
# Convert tex_phase into object coords value
quad_x_break = (r-l) * tex_phase + l
## quad_x_break = w * tex_phase
gl.glBegin(gl.GL_QUADS)
# First quad
gl.glTexCoord2f(buf_break_f,tex.buf_bf)
gl.glVertex2f(l,b)
gl.glTexCoord2f(tex.buf_rf,tex.buf_bf)
gl.glVertex2f(quad_x_break,b)
gl.glTexCoord2f(tex.buf_rf,tex.buf_tf)
gl.glVertex2f(quad_x_break,t)
gl.glTexCoord2f(buf_break_f,tex.buf_tf)
gl.glVertex2f(l,t)
# Second quad
gl.glTexCoord2f(tex.buf_lf,tex.buf_bf)
gl.glVertex2f(quad_x_break,b)
gl.glTexCoord2f(buf_break_f,tex.buf_bf)
gl.glVertex2f(r,b)
gl.glTexCoord2f(buf_break_f,tex.buf_tf)
gl.glVertex2f(r,t)
gl.glTexCoord2f(tex.buf_lf,tex.buf_tf)
gl.glVertex2f(quad_x_break,t)
gl.glEnd() # GL_QUADS
else: # draw as cylinder
gl.glTranslatef(p.position[0],p.position[1],p.position[2])
# center the drum on new coordinates
gl.glRotatef(p.drum_center_azimuth,0,-1,0)
gl.glRotatef(p.drum_center_elevation,1,0,0)
# do the orientation
gl.glRotatef(p.orientation,0,0,1)
# turn the coordinate system so we don't have to deal with
# figuring out where to draw the texture relative to drum
gl.glRotatef(p.angular_position,0,-1,0)
if ((p.num_sides != self.cached_display_list_num_sides) or
(p.radius != self.cached_display_list_radius) or
(p.height != self.cached_display_list_height)):
self.rebuild_display_list()
if not p.flip_image:
gl.glCallList(self.cached_display_list_normal)
else:
gl.glCallList(self.cached_display_list_mirror)
finally:
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPopMatrix()
def rebuild_display_list(self):
# (Re)build the display list
#
# A "display list" is a series of OpenGL commands that is
# cached in a list for rapid re-drawing of the same object.
#
# This draws a display list for an approximation of a cylinder.
# The cylinder has "num_sides" sides. The following code
# generates a list of vertices and the texture coordinates
# to be used by those vertices.
r = self.parameters.radius # in OpenGL (arbitrary) units
circum = 2.0*math.pi*r
tex = self.parameters.texture
if self.parameters.height < 0:
h = circum/float(tex.size[0])*float(tex.size[1])/2.0
else:
h = self.parameters.height
num_sides = self.parameters.num_sides
self.cached_display_list_num_sides = num_sides
self.cached_display_list_radius = r
self.cached_display_list_height = self.parameters.height
deltaTheta = 2.0*math.pi / num_sides
for direction in ['normal','mirror']:
if direction == 'normal':
gl.glNewList(self.cached_display_list_normal,gl.GL_COMPILE)
else:
gl.glNewList(self.cached_display_list_mirror,gl.GL_COMPILE)
gl.glBegin(gl.GL_QUADS)
for i in range(num_sides):
# angle of sides
theta1 = i*deltaTheta
theta2 = (i+1)*deltaTheta
# fraction of texture
if direction == 'normal':
frac1 = (tex.buf_lf + (float(i)/num_sides*tex.size[0]))/float(tex.size[0])
frac2 = (tex.buf_lf + (float(i+1)/num_sides*tex.size[0]))/float(tex.size[0])
else:
j = num_sides-i-1
frac1 = (tex.buf_lf + (float(j+1)/num_sides*tex.size[0]))/float(tex.size[0])
frac2 = (tex.buf_lf + (float(j)/num_sides*tex.size[0]))/float(tex.size[0])
# location of sides
x1 = r*math.cos(theta1)
z1 = r*math.sin(theta1)
x2 = r*math.cos(theta2)
z2 = r*math.sin(theta2)
#Bottom left of quad
gl.glTexCoord2f(frac1, tex.buf_bf)
gl.glVertex4f( x1, -h, z1, 1.0 )
#Bottom right of quad
gl.glTexCoord2f(frac2, tex.buf_bf)
gl.glVertex4f( x2, -h, z2, 1.0 )
#Top right of quad
gl.glTexCoord2f(frac2, tex.buf_tf);
gl.glVertex4f( x2, h, z2, 1.0 )
#Top left of quad
gl.glTexCoord2f(frac1, tex.buf_tf)
gl.glVertex4f( x1, h, z1, 1.0 )
gl.glEnd()
gl.glEndList()
class FixationCross(VisionEgg.Core.Stimulus):
"""Cross useful for fixation point.
Parameters
==========
on -- (Boolean)
Default: True
position -- (Sequence2 of Real)
Default: (320, 240)
size -- (Sequence2 of Real)
Default: (64, 64)
Constant Parameters
===================
texture_size -- (Sequence2 of Real)
Default: (64, 64)
"""
parameters_and_defaults = {
'on':(True,
ve_types.Boolean),
'position':((320,240),
ve_types.Sequence2(ve_types.Real)),
'size':((64,64),
ve_types.Sequence2(ve_types.Real)),
}
constant_parameters_and_defaults = {
'texture_size':((64,64),
ve_types.Sequence2(ve_types.Real)),
}
__slots__ = (
'texture_stimulus',
)
def __init__(self,**kw):
VisionEgg.Core.Stimulus.__init__(self,**kw)
s = self.constant_parameters.texture_size
mid_x = s[0]/2.0
mid_y = s[1]/2.0
texels = Image.new("RGBX",s,(0,0,0,0))
texels_draw = ImageDraw.Draw(texels)
texels_draw.rectangle( (mid_x-1, 0, mid_x+1, s[1]), fill=(0,0,0,255) )
texels_draw.rectangle( (0, mid_y-1, s[0], mid_y+1), fill=(0,0,0,255) )
texels_draw.line( (mid_x, 0, mid_x, s[1]), fill=(255,255,255,255) )
texels_draw.line( (0, mid_y, s[0], mid_y), fill=(255,255,255,255) )
self.texture_stimulus = TextureStimulus( texture = Texture(texels),
position = self.parameters.position,
anchor = 'center',
size = self.parameters.size,
internal_format = gl.GL_RGBA,
mipmaps_enabled = False,
texture_min_filter = gl.GL_NEAREST,
texture_mag_filter = gl.GL_NEAREST,
)
def draw(self):
contained = self.texture_stimulus.parameters #shorthand
my = self.parameters #shorthand
contained.position = my.position
contained.size = my.size
contained.on = my.on
self.texture_stimulus.draw()
class TextureTooLargeError( RuntimeError ):
pass
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