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import importlib
from OpenGL import GL
from OpenGL.GL import shaders
import numpy as np
from ...Qt import QtGui, QT_LIB
from ..GLGraphicsItem import GLGraphicsItem
if QT_LIB in ["PyQt5", "PySide2"]:
QtOpenGL = QtGui
else:
QtOpenGL = importlib.import_module(f"{QT_LIB}.QtOpenGL")
__all__ = ['GLImageItem']
class GLImageItem(GLGraphicsItem):
"""
**Bases:** :class:`GLGraphicsItem <pyqtgraph.opengl.GLGraphicsItem.GLGraphicsItem>`
Displays image data as a textured quad.
"""
_shaderProgram = None
def __init__(self, data, smooth=False, glOptions='translucent', parentItem=None):
"""
============== =======================================================================================
**Arguments:**
data Volume data to be rendered. *Must* be 3D numpy array (x, y, RGBA) with dtype=ubyte.
(See functions.makeRGBA)
smooth (bool) If True, the volume slices are rendered with linear interpolation
============== =======================================================================================
"""
super().__init__()
self.setGLOptions(glOptions)
self.smooth = smooth
self._needUpdate = False
self.texture = None
self.m_vbo_position = QtOpenGL.QOpenGLBuffer(QtOpenGL.QOpenGLBuffer.Type.VertexBuffer)
self.setParentItem(parentItem)
self.setData(data)
def setData(self, data):
self.data = data
self._needUpdate = True
self.update()
def _updateTexture(self):
if self.texture is None:
self.texture = GL.glGenTextures(1)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)
filt = GL.GL_LINEAR if self.smooth else GL.GL_NEAREST
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, filt)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, filt)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_BORDER)
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_BORDER)
shape = self.data.shape
context = QtGui.QOpenGLContext.currentContext()
if not context.isOpenGLES():
## Test texture dimensions first
GL.glTexImage2D(GL.GL_PROXY_TEXTURE_2D, 0, GL.GL_RGBA, shape[0], shape[1], 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
if GL.glGetTexLevelParameteriv(GL.GL_PROXY_TEXTURE_2D, 0, GL.GL_TEXTURE_WIDTH) == 0:
raise Exception("OpenGL failed to create 2D texture (%dx%d); too large for this hardware." % shape[:2])
data = np.ascontiguousarray(self.data.transpose((1,0,2)))
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, shape[0], shape[1], 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, data)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
x, y = shape[:2]
pos = np.array([
[0, 0, 0, 0],
[x, 0, 1, 0],
[0, y, 0, 1],
[x, y, 1, 1],
], dtype=np.float32)
vbo = self.m_vbo_position
if not vbo.isCreated():
vbo.create()
vbo.bind()
vbo.allocate(pos, pos.nbytes)
vbo.release()
@staticmethod
def getShaderProgram():
klass = GLImageItem
if klass._shaderProgram is not None:
return klass._shaderProgram
ctx = QtGui.QOpenGLContext.currentContext()
fmt = ctx.format()
if ctx.isOpenGLES():
if fmt.version() >= (3, 0):
glsl_version = "#version 300 es\n"
sources = SHADER_CORE
else:
glsl_version = ""
sources = SHADER_LEGACY
else:
if fmt.version() >= (3, 1):
glsl_version = "#version 140\n"
sources = SHADER_CORE
else:
glsl_version = ""
sources = SHADER_LEGACY
compiled = [shaders.compileShader([glsl_version, v], k) for k, v in sources.items()]
program = shaders.compileProgram(*compiled)
GL.glBindAttribLocation(program, 0, "a_position")
GL.glBindAttribLocation(program, 1, "a_texcoord")
GL.glLinkProgram(program)
klass._shaderProgram = program
return program
def paint(self):
if self._needUpdate:
self._updateTexture()
self._needUpdate = False
self.setupGLState()
mat_mvp = self.mvpMatrix()
mat_mvp = np.array(mat_mvp.data(), dtype=np.float32)
program = self.getShaderProgram()
loc_pos, loc_tex = 0, 1
self.m_vbo_position.bind()
GL.glVertexAttribPointer(loc_pos, 2, GL.GL_FLOAT, False, 4*4, None)
GL.glVertexAttribPointer(loc_tex, 2, GL.GL_FLOAT, False, 4*4, GL.GLvoidp(2*4))
self.m_vbo_position.release()
enabled_locs = [loc_pos, loc_tex]
GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)
for loc in enabled_locs:
GL.glEnableVertexAttribArray(loc)
with program:
loc = GL.glGetUniformLocation(program, "u_mvp")
GL.glUniformMatrix4fv(loc, 1, False, mat_mvp)
GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4)
for loc in enabled_locs:
GL.glDisableVertexAttribArray(loc)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
SHADER_LEGACY = {
GL.GL_VERTEX_SHADER : """
uniform mat4 u_mvp;
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = u_mvp * a_position;
v_texcoord = a_texcoord;
}
""",
GL.GL_FRAGMENT_SHADER : """
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec2 v_texcoord;
void main()
{
gl_FragColor = texture2D(u_texture, v_texcoord);
}
""",
}
SHADER_CORE = {
GL.GL_VERTEX_SHADER : """
uniform mat4 u_mvp;
in vec4 a_position;
in vec2 a_texcoord;
out vec2 v_texcoord;
void main() {
gl_Position = u_mvp * a_position;
v_texcoord = a_texcoord;
}
""",
GL.GL_FRAGMENT_SHADER : """
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
in vec2 v_texcoord;
out vec4 fragColor;
void main()
{
fragColor = texture(u_texture, v_texcoord);
}
""",
}
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