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#! /usr/bin/env python
"""Implements the functionality in MESA's EGL + OpenGL demo1:
http://cgit.freedesktop.org/mesa/demos/tree/src/egl/opengl/demo1.c
Basically just to check if the EGL code works...
NOTE: this test program is both MIT (MESA) and GPLv2 licensed due to use of
sample code from python-Xlib.
"""
import pygame.display
import pygame
import os
import logging
import numpy
if not os.environ.get( 'PYOPENGL_PLATFORM' ):
os.environ['PYOPENGL_PLATFORM'] = 'egl'
import OpenGL,ctypes
if os.environ.get( 'TEST_NO_ACCELERATE' ):
OpenGL.USE_ACCELERATE = False
from OpenGL._bytes import as_str
from OpenGL.EGL import *
from OpenGL.error import GLError
log = logging.getLogger( __name__ )
import sys
from OpenGL.arrays.vbo import VBO
def describe_config( display, config ):
"""Describe the given configuration"""
parameters = (EGL_CONFIG_ID,
EGL_BUFFER_SIZE,
EGL_LEVEL,
EGL_RED_SIZE,
EGL_GREEN_SIZE,
EGL_BLUE_SIZE,
EGL_ALPHA_SIZE,
EGL_DEPTH_SIZE,
EGL_STENCIL_SIZE,
EGL_SURFACE_TYPE)
description = []
for param in parameters:
value = ctypes.c_long()
eglGetConfigAttrib(display, config, param, value)
description.append( '%s = %s'%( param, value.value, ))
return '\n'.join( description )
def mainloop( displayfunc ):
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
displayfunc()
def main(displayfunc, api):
major,minor = ctypes.c_long(),ctypes.c_long()
display = eglGetDisplay(EGL_DEFAULT_DISPLAY)
log.info( 'Display return value: %s', display )
log.info( 'Display address: %s', display.address)
#display = display.as_voidp
#print 'wrapped', display
if not eglInitialize( display, major, minor):
log.error( 'Unable to initialize' )
return
log.info( 'EGL version %s.%s', major.value,minor.value)
num_configs = ctypes.c_long()
eglGetConfigs(display, None, 0, num_configs)
log.info( '%s configs', num_configs.value)
configs = (EGLConfig * num_configs.value)()
eglGetConfigs(display,configs,num_configs.value,num_configs)
for config_id in configs:
#print config_id
describe_config( display, config_id )
log.info( 'Attempting to bind and create contexts/apis' )
try:
eglBindAPI( 0x3333 ) # junk value
except GLError:
pass
else:
assert False, "Should have generated error on bind to non-existent api"
eglBindAPI(api)
# now need to get a raw X window handle...
pygame.init()
pygame.display.set_mode( (500,500) )
window = pygame.display.get_wm_info()['window']
surface = eglCreateWindowSurface(display, configs[0], window, None )
ctx = eglCreateContext(display, configs[0], EGL_NO_CONTEXT, None)
if ctx == EGL_NO_CONTEXT:
log.error( 'Unable to create the regular context' )
return
else:
log.info( 'Created regular context' )
def _displayfunc( ):
displayfunc( display, surface, ctx )
mainloop( _displayfunc )
pbufAttribs = (EGLint * 5)(* [EGL_WIDTH,500, EGL_HEIGHT, 500, EGL_NONE])
pbuffer = eglCreatePbufferSurface(display, configs[0], pbufAttribs);
if (pbuffer == EGL_NO_SURFACE):
log.error( 'Unable to create pbuffer surface' )
else:
log.info( 'created pbuffer surface' )
log.info( 'Available EGL extensions:\n %s', "\n ".join([
as_str(ext) for ext in
EGLQuerier.getExtensions().split()
]))
def displayfunc_gl( display, surface, ctx ):
from OpenGL import GL
eglMakeCurrent( display, surface, surface, ctx )
GL.glClearColor( 1,0,0, 0 )
GL.glClear( GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT )
eglSwapBuffers( display, surface )
displayfunc_gl.api = EGL_OPENGL_API
def displayfunc_gles1(display, surface, ctx):
from OpenGL import GLES1 as GL
eglMakeCurrent( display, surface, surface, ctx )
GL.glClearColor( 1,0,0, 0 )
GL.glClear( GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT )
vertices = numpy.array( ( (1,0,0 ),(-1,0,0 ),(0,1,0 )), 'f')
GL.glEnableClientState( GL.GL_VERTEX_ARRAY )
GL.glVertexPointer( 3, GL.GL_FLOAT, 0, vertices )
GL.glDrawArrays( GL.GL_TRIANGLES, 0, 3 )
eglSwapBuffers( display, surface )
displayfunc_gles1.api = EGL_OPENGL_ES_API
shader = None
def displayfunc_gles2(display, surface, ctx):
from OpenGL import GLES2 as GL
from OpenGL.GLES2 import shaders
eglMakeCurrent( display, surface, surface, ctx )
GL.glClearColor( 1,0,0, 0 )
GL.glClear( GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT )
global shader,vbo,position_location,stride
if shader is None:
shader = shaders.compileProgram(
shaders.compileShader( '''#version 130
attribute vec3 position;
void main() {
gl_Position = vec4( position, 0 );
}''', type=GL_VERTEX_SHADER),
shaders.compileShader( '''#version 130
void main() {
gl_FragColor = vec4( 1,0,0,0 );
}''', type=GL_FRAGMENT_SHADER),
)
vbo = VBO( array([
(0,1,0),
(1,-1,0),
(-1,-1,0),
],dtype='f'))
position_location = GL.glGetAttribLocation(
self.shader, 'position'
)
stride = 3*4
with vbo:
with shader:
GL.glEnableVertexAttribArray( position_location )
stride = 3*4
GL.glVertexAttribPointer(
position_location,
3, GL_FLOAT,False, stride, self.vbo
)
GL.glDrawArrays( GL.GL_TRIANGLES, 0, 3 )
eglSwapBuffers( display, surface )
displayfunc_gles2.api = EGL_OPENGL_ES_API
def displayfunc_gles3(display, surface, ctx):
from OpenGL import GLES3 as GL
eglMakeCurrent( display, surface, surface, ctx )
GL.glClearColor( 1,0,0, 0 )
GL.glClear( GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT )
eglSwapBuffers( display, surface )
displayfunc_gles3.api = EGL_OPENGL_ES_API
if __name__ == "__main__":
logging.basicConfig( level=logging.INFO )
if sys.argv[1:]:
name = sys.argv[1]
else:
name = 'gl'
if name == 'gles':
name = 'gles1'
function = globals().get( 'displayfunc_%s'%(name,), displayfunc_gl )
log.info( 'Using function: %s', function )
main(function,function.api)
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