/usr/share/pyshared/PyMca/Object3D/GLWidgetCachePixmap.py is in pymca 4.5.0-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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import OpenGL.GL as GL
except ImportError:
raise ImportError, "OpenGL must be installed to use these functionalities"
import Object3DQt as qt
import numpy
DEBUG = 0
class GLWidgetCachePixmap:
def __init__(self, name="Unnamed"):
self.__name = name
self.__pixmap = None
self.__textureId = None
self.drawList = 0
self.__alpha = 1.0
self._limits = numpy.zeros((2,3), numpy.float32)
def getTextureId(self):
return self.__textureId
def openGLCleanup(self):
if DEBUG:
print "CLEANING OPENGL"
if self.drawList <= 0:
GL.glDeleteLists(self.drawList, 1)
self.drawList = 0
if self.__textureId is not None:
GL.glDeleteTextures([self.__textureId])
self.__textureId = None
def setPixmap(self, pixmap, width, height, xmirror = False, ymirror = False, z=0.0):
if type(pixmap) == type(""):
raise ValueError, "Input pixmap has to be an uint8 array"
useNewTexture = True
if self.__pixmap is not None:
if (width == self.__width) and (height == self.__height):
useNewTexture = False
#I force always for the time being
useNewTexture = True
#make sure we work with integers
self.__width = int(width)
self.__height = int(height)
# some cards still need to pad to powers of 2
self.__tWidth = self.getPaddedValue(self.__width)
self.__tHeight = self.getPaddedValue(self.__height)
if (self.__tWidth != self.__width) or (self.__tHeight != self.__height):
#I have to zero padd the texture to make sure it works on all cards ...
self.__pixmap = numpy.zeros((self.__tWidth*self.__tHeight, 4), numpy.uint8)
pixmap.shape = [width*height, 4]
tjump = self.__tWidth
pjump = self.__width
for i in range(height):
self.__pixmap[i*tjump:(i*tjump+pjump), :] = pixmap[(i*pjump):(i+1)*pjump,:]
else:
self.__pixmap = pixmap
self.__pixmap.shape = [width*height, 4]
self.__pixmap[:,3] = 255 #alpha
self.__xMirror = xmirror
self.__yMirror = ymirror
self._forceListCalculation = True
self._forceTextureCalculation = True
self._useNewTexture = useNewTexture
self.setLimits(0.0, 0.0, z, self.__width, self.__height, z)
def getLimits(self):
"""
This method returns the limits of the object
Typically will be its bounding box.
The form is a 2 row numpy array:
[[xmin, ymin, zmin],
[xmax, ymax, zmax]]
"""
return self._limits
def setLimits(self, xmin, ymin, zmin, xmax, ymax, zmax):
self._limits[0,:] = xmin, ymin, zmin
self._limits[1,:] = xmax, ymax, zmax
self._forceListCalculation = True
def drawObject(self):
if self.__pixmap is None:
return
#if self.__xMirror or self.__yMirror:
# self.__mirrorRotator(self.__xMirror, self.__yMirror)
if self._forceTextureCalculation:
self.buildTexture()
GL.glPushAttrib(GL.GL_ALL_ATTRIB_BITS)
GL.glDisable(GL.GL_DEPTH_TEST)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
if self._forceListCalculation:
self.buildQuad()
if self.drawList:
GL.glCallList(self.drawList)
#else:
# self.buildQuad()
GL.glPopAttrib()
def buildTexture(self):
"""
Normal procedure:
Generate a texture name with glGenTextures.
Select the new texture with glBindTexture.
Fill the texture with an image using glTexImage2D.
Set the texture's minification and magnification filters using glTexParameteri.
Enable 2D textures with glEnable.
When producing geometry, bind the texture before starting the polygon and then
set a texture coordinate with glTexCoord before each glVertex.
gl.glTexSubImage2D(texture.getTarget(),
0, // no support for mipmapping
x, y + row, // in texture
bounds.width, 1,
GL.GL_BGRA,
type,
dataBuffer
);
"""
if self._useNewTexture:
if self.__textureId is not None:
GL.glDeleteTextures([self.__textureId])
self.__textureId = GL.glGenTextures(1)
else:
if self.__textureId is None:
self.__textureId = GL.glGenTextures(1)
else:
GL.glDeleteTextures([self.__textureId])
self.__textureId = GL.glGenTextures(1)
if self.__textureId is None:
print "no valid id?"
return
if self._useNewTexture:
GL.glBindTexture(GL.GL_TEXTURE_2D, self.__textureId)
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT )
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT )
linear = 0
if linear:
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR )
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR )
else:
#Nearest on magnification
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST )
#Linear when minimizing
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR )
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA,
self.__tWidth,
self.__tHeight,
0, GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE, self.__pixmap)
GL.glEnable(GL.GL_TEXTURE_2D)
else:
GL.glBindTexture(GL.GL_TEXTURE_2D, self.__textureId)
GL.glTexSubImage2D(GL.GL_TEXTURE_2D,
0,
0, 0,
self.__tWidth,
self.__tHeight,
GL.GL_RGBA,
GL.GL_UNSIGNED_BYTE,
self.__pixmap)
GL.glEnable(GL.GL_TEXTURE_2D)
self._forceTextureCalculation = False
def buildQuad(self):
if self.drawList > 0:
GL.glDeleteLists(self.drawList, 1)
xmin, ymin, zmin = self._limits[0]
xmax, ymax, zmax = self._limits[1]
tx0 = 0.0
tx1 = (1.0 * self.__width)/self.__tWidth
ty0 = 0.0
ty1 = (1.0 * self.__height)/self.__tHeight
self.drawList = GL.glGenLists(1)
GL.glNewList(self.drawList, GL.GL_COMPILE)
#The texture gets multiplied by this color!!
GL.glColor4f(1.0, 1.0, 1.0, self.__alpha)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.__textureId)
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glBegin(GL.GL_QUADS)
GL.glTexCoord2d(tx0, ty0)
GL.glVertex3f(xmin, ymin, zmin)
GL.glTexCoord2d(tx0, ty1)
GL.glVertex3f(xmin, ymax, zmin)
GL.glTexCoord2d(tx1, ty1)
GL.glVertex3f(xmax, ymax, zmin)
GL.glTexCoord2d(tx1, ty0)
GL.glVertex3f(xmax, ymin, zmin)
GL.glEnd()
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glEndList()
self._forceListCalculation = False
def getPaddedValue(self, v):
a = 2
while (a<v):
a *=2
return int(a)
def __mirrorRotator(self, xmirror, ymirror):
if xmirror:
x = -1.0
else:
x = 1.0
if ymirror:
y = -1.0
else:
y = 1.0
GL.glScalef(x, y, 1.0)
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