/usr/lib/python2.7/dist-packages/PyMca/Object3D/Object3DPlugins/Object3DPixmap.py is in pymca 4.7.1+dfsg-2.
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 numpy
try:
import OpenGL.GL as GL
from OpenGL.GL import glDeleteLists
except ImportError:
raise ImportError, "OpenGL must be installed to use these functionalities"
try:
from PyMca import spslut
from PyMca import EdfFile
except ImportError:
import spslut
import EdfFile
try:
from PyMca.Object3D import Object3DFileDialogs
from PyMca.Object3D import Object3DBase
except ImportError:
from Object3D import Object3DFileDialogs
from Object3D import Object3DBase
try:
from PyMca.Object3D import Object3DCTools
except ImportError:
try:
from Object3D import Object3DCTools
except:
import Object3DCTools
qt=Object3DFileDialogs.qt
import weakref
import time
DEBUG = 0
DRAW_MODES = ['NONE',
'POINT',
'WIRE',
'SURFACE']
COLORMAPLIST = [spslut.GREYSCALE, spslut.REVERSEGREY, spslut.TEMP,
spslut.RED, spslut.GREEN, spslut.BLUE, spslut.MANY]
class Object3DPixmap(Object3DBase.Object3D):
def __init__(self, name="Pixmap"):
Object3DBase.Object3D.__init__(self, name)
Object3DBase.Object3D.__init__(self, name)
self.pixmap = None
self._qt = False
self._xCalibration = [0.0, 1.0, 0.0]
self._yCalibration = [0.0, 1.0, 0.0]
self._zValue = 0.0
self._imageData = None
self.textureId = -1
self.drawList = 0
self._forceListCalculation = True
self._forceTextureCalculation = True
self.__xMirror = False
self.__yMirror = False # OpenGL origin is bottom left ...
self.__widthStep = 1.0
self.__heightStep = 1.0
self._linear = True
self.pointSelectionGridList = 0
self._forcePointSelectionGridListCalculation = False
#draw points by default
self._configuration['common']['mode'] = 1
#centered on XY plane and on Z
self._configuration['common']['anchor'] = [2, 2, 2]
def setConfiguration(self, ddict):
Object3DBase.Object3D.setConfiguration(self, ddict)
if self._qt:
return
if self._imageData is None:
return
if ddict['common'].has_key('event'):
if ddict['common']['event'] == 'ColormapChanged':
self._forceTextureCalculation = True
if not self._forceTextureCalculation:
return
colormap = self._configuration['common']['colormap']
#avoid recalculating min and max values
if colormap[1]:
vMin = colormap[4]
vMax = colormap[5]
else:
vMin = colormap[2]
vMax = colormap[3]
if not self._meshImage:
(pixmap,size,minmax)= spslut.transform(self._imageData,
(1,0),
(colormap[6],3.0),
"RGBX",
COLORMAPLIST[int(str(colormap[0]))],
0,
(vMin, vMax),
(0, 255),1)
width = size[0]
height = size[1]
pixmap.shape = -1, 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:
(pixmap,size,minmax)= spslut.transform(self._imageData.T,
(1,0),
(colormap[6],3.0),
"RGBX",
COLORMAPLIST[int(str(colormap[0]))],
0,
(vMin, vMax),
(0, 255),1)
pixmap.shape = -1, 4
self.pixmap[:,0:3] = pixmap[:,0:3]
self.pixmap[:,3] = 255
return
def setQPixmap(self, qpixmap):
if not isinstance(qpixmap, qt.QPixmap):
raise TypeError, "This does not seem to be a QPixmap"
qimage = qpixmap.toImage()
return self.setQImage(qimage)
def setQImage(self, qimage):
"""
QImage
"""
if not isinstance(qimage, qt.QImage):
raise TypeError, "This does not seem to be a QImage"
height = qimage.height()
width = qimage.width()
image = qimage.convertToFormat(qt.QImage.Format_ARGB32)
pixmap = numpy.fromstring(qimage.bits().asstring(width * height * 4),
dtype = numpy.uint8)
self._qt = True
return self.setPixmap(pixmap, width, height,
xmirror=False, ymirror=True)
def setPixmap(self, pixmap, width, height, xmirror = False, ymirror = False, z=0.0):
"""
spslut string output
"""
if type(pixmap) == type(""):
raise ValueError, "Input pixmap has to be an uin8 array"
self._imageData = None
self._meshImage = False
self._forceTextureCalculation = 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)
maximum_texture = GL.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE)
#print "MAXIMUM = ", maximum_texture
if (self.__tWidth > maximum_texture) or (self.__tHeight > maximum_texture):
raise ValueError, "Invalid final texture size: %d x %d" % (self.__tWidth,
self.__tHeight)
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.zPosition = z
aspectRatio = False
if aspectRatio:
if height > width:
delta = 0.5*(height - width)
self.setLimits(-delta, 0.0, self.zPosition,
width+delta, height,
self.zPosition)
else:
delta = 0.5*(width - height)
self.setLimits(0.0, -delta, self.zPosition,
width, height+delta,
self.zPosition)
else:
self.setLimits(0.0, 0.0, self.zPosition,
width, height, self.zPosition)
def setLimits(self, *var):
Object3DBase.Object3D.setLimits(self, *var)
if DEBUG:
t0 = time.time()
self._buildPointSelectionVertices()
if DEBUG:
print "POINT SELECTION ELAPSED = ", time.time() - t0
self._forcePointSelectionGridListCalculation = True
def setImage(self, *var, **kw):
return self.setPixmap(*var, **kw)
def updateImageData(self, data):
if self._imageData is None:
return self.setImageData(data)
if (self._imageData.shape[0] != data.shape[0]) or\
(self._imageData.shape[1] != data.shape[1]):
return self.setImageData(data)
self._imageData = data
self._dataMin = data.min()
self._dataMax = data.max()
self._configuration['common']['colormap'][4]=self._dataMin
self._configuration['common']['colormap'][5]=self._dataMax
ddict = {'common':{'event':'ColormapChanged'}}
self.setConfiguration(ddict)
def setImageData(self, data):
"""
setImageData(self, data)
data is a numpy array
"""
self._qt = False
maxTextureSize = GL.glGetIntegerv(GL.GL_MAX_TEXTURE_SIZE)
shape = data.shape
self._dataMin = data.min()
self._dataMax = data.max()
if (shape[0] > maxTextureSize) or\
(shape[1] > maxTextureSize):
#very slow
self._imageData = data.astype(numpy.float32)
self._meshImage = True
#self._imageData = data.astype(numpy.float32)
self.__width = self._imageData.shape[1]
self.__height = self._imageData.shape[0]
self.zPosition = 0.0
self._xValues = numpy.arange(self.__width).astype(numpy.float32)
self._yValues = numpy.arange(self.__height).astype(numpy.float32)
self._zValues = numpy.zeros(self._imageData.shape, numpy.float32)
self.setLimits(0.0, 0.0, self.zPosition,
self.__width-1, self.__height-1, self.zPosition)
(image,size,minmax)= spslut.transform(self._imageData.T, (1,0),
(spslut.LINEAR,3.0),
"RGBX", spslut.TEMP,
0,
(self._dataMin, self._dataMax),
(0, 255), 1)
self.pixmap = image
self.pixmap.shape = -1, 4
self.pixmap[:,3] = 255
else:
self._meshImage = False
(image,size,minmax)= spslut.transform(data, (1,0),
(spslut.LINEAR,3.0),
"RGBX", spslut.TEMP,
0,
(self._dataMin, self._dataMax),
(0, 255), 1)
self.setPixmap(image,
size[0],
size[1],
xmirror = False,
ymirror = False)
self._imageData = data
self._configuration['common']['colormap'][2]=self._dataMin
self._configuration['common']['colormap'][3]=self._dataMax
self._configuration['common']['colormap'][4]=self._dataMin
self._configuration['common']['colormap'][5]=self._dataMax
def getPaddedValue(self, v):
a = 2
while (a<v):
a *=2
return int(a)
def __mirrorRotator(self, xMirror, yMirror):
if yMirror or xMirror:
if yMirror:
rotX = numpy.zeros((4,4), numpy.float64)
rotX[0,0] = 1
rotX[1,1] = 1
rotX[2,2] = 1
rotX[3,3] = 1
cs = -1.0
sn = 0.0
rotX[1,1] = cs; rotX[1,2] = sn
rotX[2,1] = -sn; rotX[2,2] = cs
GL.glMultMatrixd(rotX)
GL.glTranslated(0.0, -self.__height, 0.0)
if xMirror:
#RotY
cs = -1.0
sn = 0.0
rotY = numpy.zeros((4,4), numpy.float64)
rotY[0,0] = 1
rotY[1,1] = 1
rotY[2,2] = 1
rotY[3,3] = 1
rotY[0,0] = cs; rotY[0,2] = -sn #inverted respect to the others
rotY[2,0] = sn; rotY[2,2] = cs
GL.glMultMatrixd(rotY)
GL.glTranslated(-self.__width, 0.0, 0.0)
def drawObject(self):
if DEBUG:e0=time.time()
if self.pixmap is None:
if self._imageData is None:
return
if self.__xMirror or self.__yMirror:
self.__mirrorRotator(self.__xMirror, self.__yMirror)
if self._vertexSelectionMode:
if (self.pointSelectionGridList < 0 ) or self._forcePointSelectionGridListCalculation:
self.buildPointSelectionGridList()
GL.glTranslate(0.5 * self.__widthStep, 0.5 * self.__heightStep, 0.0)
# drawing lines the height is not a problem but the points are displaced
# and I would have to add one point ...
GL.glCallList(self.pointSelectionGridList)
GL.glTranslate(-0.5 * self.__widthStep, -0.5 * self.__heightStep, 0.0)
else:
if self._meshImage:
self._drawMesh()
else:
#draw pixmap
if self._forceTextureCalculation:
self.buildTexture()
GL.glPushAttrib(GL.GL_ALL_ATTRIB_BITS)
GL.glDisable(GL.GL_DEPTH_TEST)
alpha = 1.0 - self._configuration['common']['transparency']
GL.glColor4f(1.0, 1.0, 1.0, alpha)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
if (self.drawList <= 0) or self._forceListCalculation:
self.buildQuad()
GL.glCallList(self.drawList)
GL.glPopAttrib()
"""
if (self.pointSelectionGridList < 0 ) or self._forcePointSelectionGridListCalculation:
self.buildPointSelectionGridList()
GL.glTranslate(0.5 * self.__widthStep, 0.5 * self.__heightStep, 0.0)
GL.glCallList(self.pointSelectionGridList)
GL.glTranslate(-0.5 * self.__widthStep, -0.5 * self.__heightStep, 0.0)
"""
if DEBUG:print "elapsed = ", time.time() - e0
def _drawMesh(self):
alpha = 1.0 - self._configuration['common']['transparency']
if alpha < 0:
alpha = 0
elif alpha >= 1.0:
alpha = 255
else:
alpha = int(255 * alpha)
self.pixmap[:, 3] = alpha
shape = self._imageData.shape
self._imageData.shape = -1,1
if DRAW_MODES[self._configuration['common']['mode']] == "POINT":
if False:
Object3DCTools.drawXYZPoints(self.vertices,
self.pixmap)
else:
Object3DCTools.draw2DGridPoints(self._xValues,
self._yValues,
self._zValues,
self.pixmap)
elif DRAW_MODES[self._configuration['common']['mode']] == "WIRE":
Object3DCTools.draw2DGridLines(self._xValues,
self._yValues,
self._zValues,
self.pixmap)
elif DRAW_MODES[self._configuration['common']['mode']] == "SURFACE":
Object3DCTools.draw2DGridQuads(self._xValues,
self._yValues,
self._zValues,
self.pixmap)
self._imageData.shape = shape
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.
"""
if self.textureId >= 0:
#I should use texture subimage whenever possible ...
#glDeleteTextures(GLsizei n, const GLuint *textureNames);
GL.glDeleteTextures(self.textureId)
self.textureId = GL.glGenTextures(1)
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 = self._linear
if linear:
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST )
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR )
else:
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST )
GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST )
if self._qt:
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA,
self.__tWidth,
self.__tHeight,
0, GL.GL_BGRA,
GL.GL_UNSIGNED_BYTE, self.pixmap)
else:
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)
self._forceTextureCalculation = False
def buildQuad(self):
if self.drawList > 0:
GL.glDeleteLists(self.drawList, 1)
aspectRatio = False
if aspectRatio:
xmin, ymin, zmin = 0.0, 0.0, self.zPosition
xmax, ymax, zmax = self.__width, self.__height, self.zPosition
else:
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)
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 isVertexSelectionModeSupported(self):
return True
def _buildPointSelectionVertices(self):
# I assume self.__width * self.__height points
# distributed in the limits interval
xsize = self.__width
ysize = self.__height
xmin, ymin, zmin = self._limits[0]
xmax, ymax, zmax = self._limits[1]
self.__widthStep = (xmax - xmin)/xsize
self.__heightStep = (ymax - ymin)/ysize
x = xmin + numpy.arange(xsize) * self.__widthStep
y = ymin + numpy.arange(ysize) * self.__heightStep
if DEBUG:e0 = time.time()
self.vertices = numpy.zeros((xsize * ysize, 3), numpy.float32)
if 0:
#fast method to generate the vertices
A=numpy.outer(x, numpy.ones(len(y), numpy.float32))
B=numpy.outer(y, numpy.ones(len(x), numpy.float32))
self.vertices[:,0]=A.flatten()
self.vertices[:,1]=B.transpose().flatten()
self.vertices[:,2]=0.5 * (zmax - zmin)
else:
#this is faster
A, B = numpy.meshgrid(y.astype(numpy.float32), x.astype(numpy.float32))
A.shape = -1
B.shape = -1
self.vertices[:,0]=B
self.vertices[:,1]=A
self.zdata = self.vertices[:,2]
if DEBUG:print "vertex generation elapsed = ", time.time()-e0
#get the associated selection colors
if DEBUG:
e0 = time.time()
i = numpy.arange(len(self.vertices))
self.__useUInt8 = True
if self.__useUInt8:
self.vertexSelectionColors = numpy.zeros((len(self.vertices),3), numpy.uint8)
self.vertexSelectionColors[:,0] = (i & 255)
self.vertexSelectionColors[:,1] = ((i >> 8) & 255)
self.vertexSelectionColors[:,2] = ((i >> 16) & 255)
else:
self.vertexSelectionColors = numpy.zeros((len(self.vertices),3), numpy.float32)
self.vertexSelectionColors[:,0] = (i & 255)/255.
self.vertexSelectionColors[:,1] = ((i >> 8) & 255)/255.
self.vertexSelectionColors[:,2] = ((i >> 16) & 255)/255.
if DEBUG:
print "vertex selection color elapsed = ", time.time()-e0
def buildPointSelectionGridList0(self):
#in fact I am using a line selection
if self.pointSelectionGridList > 0:
GL.glDeleteLists(self.pointSelectionGridList, 1)
self.pointSelectionGridList = GL.glGenLists(1)
GL.glNewList(self.pointSelectionGridList, GL.GL_COMPILE)
GL.glVertexPointerf(self.vertices)
GL.glColorPointerf(self.vertexSelectionColors)
GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
GL.glEnableClientState(GL.GL_COLOR_ARRAY)
for j in range(self.__width):
GL.glDrawArrays(GL.GL_LINE_STRIP, j*self.__height, self.__height)
GL.glDisableClientState(GL.GL_COLOR_ARRAY)
GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
GL.glEndList()
self._forcePointSelectionGridListCalculation = False
def buildPointSelectionGridList(self):
if self.pointSelectionGridList > 0:
GL.glDeleteLists(self.pointSelectionGridList, 1)
self.pointSelectionGridList = GL.glGenLists(1)
GL.glNewList(self.pointSelectionGridList, GL.GL_COMPILE)
GL.glVertexPointerf(self.vertices)
if self.__useUInt8:
GL.glColorPointerub(self.vertexSelectionColors)
else:
GL.glColorPointerf(self.vertexSelectionColors)
GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
GL.glEnableClientState(GL.GL_COLOR_ARRAY)
GL.glDrawArrays(GL.GL_POINTS, 0, self.__width*self.__height)
GL.glDisableClientState(GL.GL_COLOR_ARRAY);
GL.glDisableClientState(GL.GL_VERTEX_ARRAY);
GL.glEndList()
self._forcePointSelectionGridListCalculation = False
def getIndexValues(self, index):
"""
x,y,z, I
"""
if DEBUG:
print "INDEX = ",index
print "Width, Height =", self.__width, self.__height
xindex = int(index/self.__height)
yindex = index % (self.__height)
xvalue = self._xCalibration[0] +\
self._xCalibration[1] * xindex+\
self._xCalibration[2] * xindex * xindex
yvalue = self._yCalibration[0] +\
self._yCalibration[1] * yindex+\
self._yCalibration[2] * yindex * yindex
try:
z = self._zValue[index]
except TypeError:
z = self._zValue
if self._imageData is None:
return xvalue, yvalue, z, z
else:
return xvalue, yvalue, z, self._imageData[yindex, xindex]
MENU_TEXT = 'Pixmap'
def getObject3DInstance(config=None):
fileTypeList = ['Picture Files (*jpg *jpeg *tif *tiff *png)',
'EDF Files (*edf)',
'EDF Files (*ccd)',
'ADSC Files (*img)',
'EDF Files (*)']
fileList, filterUsed = Object3DFileDialogs.getFileList(None,
filetypelist=fileTypeList,
message="Please select one object data file",
mode="OPEN",
getfilter=True)
if not len(fileList):
return
fname = fileList[0]
if filterUsed.split()[0] == "Picture":
qimage = qt.QImage(fname)
if qimage.isNull():
msg = qt.QMessageBox(self)
msg.setIcon(qt.QMessageBox.Critical)
msg.setText("Cannot read file %s as an image" % fname)
msg.exec_()
return
object3D = Object3DPixmap(os.path.basename(fname))
object3D.setQImage(qimage)
return object3D
if filterUsed.split()[0] in ["EDF", "ADSC"]:
edf = EdfFile.EdfFile(fname)
data = edf.GetData(0)
if True:
object3D = Object3DPixmap(os.path.basename(fname))
object3D.setImageData(data)
else:
(image,size,minmax)= spslut.transform(data, (1,0),
(spslut.LINEAR,3.0),
"RGBX", spslut.TEMP,
1,
(0, 1),
(0, 255), 1)
object3D = Object3DPixmap(os.path.basename(fname))
object3D.setPixmap(image, size[0], size[1], xmirror = False, ymirror = False)
return object3D
return None
if __name__ == "__main__":
import sys
import os
from PyMca.Object3D import SceneGLWindow
from PyMca.Object3D import Object3DFileDialogs
app = qt.QApplication(sys.argv)
window = SceneGLWindow.SceneGLWindow()
window.show()
object3D=getObject3DInstance()
if object3D is None:
name = "125 rows x 80 columns array"
data = numpy.arange(10000.).astype(numpy.float32)
data.shape = [125, 80]
data[120:125, 70:80] = 0
(image,size,minmax)= spslut.transform(data, (1,0),
(spslut.LINEAR,3.0),
"RGBX", spslut.TEMP,
1,
(0, 1),
(0, 255), 1)
object3D = Object3DPixmap(os.path.basename(name))
object3D.setPixmap(image, size[0], size[1],
xmirror = False,
ymirror = False)
object3D.setImageData(data)
window.addObject(object3D)
window.glWidget.setZoomFactor(1.0)
window.show()
while(0):
time.sleep(0.01)
data = numpy.random.random((2048, 2048))*1000
#data = data.astype(numpy.float32)
data = data.astype(numpy.int16)
#data = data.astype(numpy.int8)
t0 = time.time()
object3D.updateImageData(data)
window.glWidget.setZoomFactor(1.0)
print "elapsed = ", time.time() - t0
app.processEvents()
object3D = None
app.exec_()
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