"""Copyright (c) 2010-2012 David Rio Vierra Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.""" """ glutils.py Pythonesque wrappers around certain OpenGL functions. """ from OpenGL import GL import numpy from contextlib import contextmanager import weakref from OpenGL.GL import framebufferobjects as FBO import sys class gl(object): @classmethod def ResetGL(cls): DisplayList.invalidateAllLists() @classmethod @contextmanager def glPushMatrix(cls, matrixmode): try: GL.glMatrixMode(matrixmode) GL.glPushMatrix() yield finally: GL.glMatrixMode(matrixmode) GL.glPopMatrix() @classmethod @contextmanager def glPushAttrib(cls, attribs): try: GL.glPushAttrib(attribs) yield finally: GL.glPopAttrib() @classmethod @contextmanager def glBegin(cls, type): try: GL.glBegin(type) yield finally: GL.glEnd() @classmethod @contextmanager def glEnable(cls, *enables): try: GL.glPushAttrib(GL.GL_ENABLE_BIT) for e in enables: GL.glEnable(e) yield finally: GL.glPopAttrib() @classmethod @contextmanager def glEnableClientState(cls, *enables): try: GL.glPushClientAttrib(GL.GL_CLIENT_ALL_ATTRIB_BITS) for e in enables: GL.glEnableClientState(e) yield finally: GL.glPopClientAttrib() listCount = 0 @classmethod def glGenLists(cls, n): cls.listCount += n return GL.glGenLists(n) @classmethod def glDeleteLists(cls, base, n): cls.listCount -= n return GL.glDeleteLists(base, n) class DisplayList(object): allLists = [] def __init__(self, drawFunc=None): self.drawFunc = drawFunc self._list = None def _delete(r): DisplayList.allLists.remove(r) self.allLists.append(weakref.ref(self, _delete)) def __del__(self): self.invalidate() @classmethod def invalidateAllLists(cls): allLists = [] for listref in cls.allLists: list = listref() if list: list.invalidate() allLists.append(listref) cls.allLists = allLists def invalidate(self): if self._list: gl.glDeleteLists(self._list[0], 1) self._list = None def makeList(self, drawFunc): if self._list: return drawFunc = (drawFunc or self.drawFunc) if drawFunc is None: return l = gl.glGenLists(1) GL.glNewList(l, GL.GL_COMPILE) drawFunc() # try: GL.glEndList() #except GL.GLError: # print "Error while compiling display list. Retrying display list code to pinpoint error" # self.drawFunc() self._list = numpy.array([l], 'uintc') def getList(self, drawFunc=None): self.makeList(drawFunc) return self._list if "-debuglists" in sys.argv: def call(self, drawFunc=None): drawFunc = (drawFunc or self.drawFunc) if drawFunc is None: return drawFunc() else: def call(self, drawFunc=None): self.makeList(drawFunc) GL.glCallLists(self._list) class Texture(object): allTextures = [] defaultFilter = GL.GL_NEAREST def __init__(self, textureFunc=None, minFilter=None, magFilter=None): minFilter = minFilter or self.defaultFilter magFilter = magFilter or self.defaultFilter if textureFunc is None: textureFunc = lambda: None self.textureFunc = textureFunc self._texID = GL.glGenTextures(1) def _delete(r): Texture.allTextures.remove(r) self.allTextures.append(weakref.ref(self, _delete)) self.bind() GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, minFilter) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, magFilter) self.textureFunc() def __del__(self): self.delete() def delete(self): if self._texID is not None: GL.glDeleteTextures(self._texID) def bind(self): GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) def invalidate(self): self.dirty = True class FramebufferTexture(Texture): def __init__(self, width, height, drawFunc): tex = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None) self.enabled = False self._texID = tex if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR): buf = FBO.glGenFramebuffers(1) depthbuffer = FBO.glGenRenderbuffers(1) FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf) FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer) FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height) FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer) FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0) status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER) if status != FBO.GL_FRAMEBUFFER_COMPLETE: print "glCheckFramebufferStatus", status self.enabled = False return FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf) with gl.glPushAttrib(GL.GL_VIEWPORT_BIT): GL.glViewport(0, 0, width, height) drawFunc() FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0) FBO.glDeleteFramebuffers(1, [buf]) FBO.glDeleteRenderbuffers(1, [depthbuffer]) self.enabled = True else: GL.glReadBuffer(GL.GL_BACK) GL.glPushAttrib( GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT) GL.glDisable(GL.GL_STENCIL_TEST) GL.glViewport(0, 0, width, height) GL.glScissor(0, 0, width, height) with gl.glEnable(GL.GL_SCISSOR_TEST): drawFunc() GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glReadBuffer(GL.GL_BACK) GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height) GL.glPopAttrib() def debugDrawPoint(point): GL.glColor(1.0, 1.0, 0.0, 1.0) GL.glPointSize(9.0) with gl.glBegin(GL.GL_POINTS): GL.glVertex3f(*point)