Source code for glutils

"""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


[docs]class gl(object): @classmethod
[docs] def ResetGL(cls): DisplayList.invalidateAllLists()
@classmethod @contextmanager
[docs] def glPushMatrix(cls, matrixmode): try: GL.glMatrixMode(matrixmode) GL.glPushMatrix() yield finally: GL.glMatrixMode(matrixmode) GL.glPopMatrix()
@classmethod @contextmanager
[docs] def glPushAttrib(cls, attribs): try: GL.glPushAttrib(attribs) yield finally: GL.glPopAttrib()
@classmethod @contextmanager
[docs] def glBegin(cls, type): try: GL.glBegin(type) yield finally: GL.glEnd()
@classmethod @contextmanager
[docs] def glEnable(cls, *enables): try: GL.glPushAttrib(GL.GL_ENABLE_BIT) for e in enables: GL.glEnable(e) yield finally: GL.glPopAttrib()
@classmethod @contextmanager
[docs] 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
[docs] def glGenLists(cls, n): cls.listCount += n return GL.glGenLists(n)
@classmethod
[docs] def glDeleteLists(cls, base, n): cls.listCount -= n return GL.glDeleteLists(base, n)
[docs]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
[docs] def invalidateAllLists(cls): allLists = [] for listref in cls.allLists: list = listref() if list: list.invalidate() allLists.append(listref) cls.allLists = allLists
[docs] def invalidate(self): if self._list: gl.glDeleteLists(self._list[0], 1) self._list = None
[docs] 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')
[docs] 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:
[docs] def call(self, drawFunc=None): self.makeList(drawFunc) GL.glCallLists(self._list)
[docs]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()
[docs] def delete(self): if self._texID is not None: GL.glDeleteTextures(self._texID)
[docs] def bind(self): GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID)
[docs] def invalidate(self): self.dirty = True
[docs]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()
[docs]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)