1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259
|
# -*- coding: utf-8 -*-
# vispy: testskip
# -----------------------------------------------------------------------------
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""
Demo of jump flooding algoritm for EDT using GLSL
Author: Stefan Gustavson (stefan.gustavson@gmail.com)
2010-08-24. This code is in the public domain.
Adapted to `vispy` by Eric Larson <larson.eric.d@gmail.com>.
This version is a translation of the OSX C code to Python.
Two modifications were made for OpenGL ES 2.0 compatibility:
1. GL_CLAMP_TO_BORDER was changed to GL_CLAMP_TO_EDGE, with
corresponding shader changes.
2. GL_RG16 was changed to GL_RGBA with corresponding shader changes
(including hard-coding "texlevels" at 65536).
"""
import numpy as np
from os import path as op
from vispy.ext import glfw
from vispy.io import load_data_file
from OpenGL import GL as gl
from OpenGL import GLU as glu
from PIL import Image
import time
this_dir = op.abspath(op.dirname(__file__))
def createShader(vert_fname, frag_fname):
"""createShader - create, load, compile and link the shader object"""
with open(op.join(this_dir, vert_fname), 'rb') as fid:
vert = fid.read().decode('ASCII')
with open(op.join(this_dir, frag_fname), 'rb') as fid:
frag = fid.read().decode('ASCII')
vertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertexShader, vert)
gl.glCompileShader(vertexShader)
fragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragmentShader, frag)
gl.glCompileShader(fragmentShader)
programObj = gl.glCreateProgram()
gl.glAttachShader(programObj, vertexShader)
gl.glAttachShader(programObj, fragmentShader)
gl.glLinkProgram(programObj)
checkGLError()
return programObj
def setUniformVariables(programObj, texture, texw, texh, step):
"""setUniformVariables - set the uniform shader variables we need"""
gl.glUseProgram(programObj)
location_texture = gl.glGetUniformLocation(programObj, "texture")
if location_texture != -1:
gl.glUniform1i(location_texture, texture)
location_texw = gl.glGetUniformLocation(programObj, "texw")
if location_texw != -1:
gl.glUniform1f(location_texw, texw)
location_texh = gl.glGetUniformLocation(programObj, "texh")
if location_texh != -1:
gl.glUniform1f(location_texh, texh)
location_step = gl.glGetUniformLocation(programObj, "step")
if(location_step != -1):
gl.glUniform1f(location_step, step)
gl.glUseProgram(0)
checkGLError()
def loadImage(filename): # adapted for Python
img = Image.open(filename)
w, h = img.size
x = np.array(img)[::-1].tostring()
assert len(x) == w * h
return x, w, h
def loadShapeTexture(filename, texID):
"""loadShapeTexture - load 8-bit shape texture data
from a TGA file and set up the corresponding texture object."""
data, texw, texh = loadImage(load_data_file('jfa/' + filename))
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D, texID)
# Load image into texture
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, texw, texh, 0,
gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, data)
# This is the input image. We want unaltered 1-to-1 pixel values,
# so specify nearest neighbor sampling to be sure.
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT)
checkGLError()
return texw, texh
def createBufferTexture(texID, texw, texh):
"""createBufferTexture - create an 8-bit texture render target"""
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D, texID)
black = (0., 0., 0., 0.)
# The special shader used to render this texture performs a
# per-pixel image processing where point sampling is required,
# so specify nearest neighbor sampling.
#
# Also, the flood fill shader handles its own edge clamping, so
# texture mode GL_REPEAT is inconsequential. "Zero outside" would
# be useful, but separate edge values are deprecated in OpenGL.
#
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
gl.GL_CLAMP_TO_EDGE)
gl.glTexParameterfv(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_BORDER_COLOR, black)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, texw, texh, 0,
gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, '\x00' * texw*texh*4)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
checkGLError()
t0 = 0.0
frames = 0
def showFPS(texw, texh):
"""showFPS - Calculate and report texture size and frames per second
in the window title bar (updated once per second)"""
global frames, t0
t = time.time()
if (t - t0) > 1.:
fps = frames / (t - t0)
titlestr = "%sx%s texture, %.1f FPS" % (texw, texh, fps)
glfw.glfwSetWindowTitle(window, titlestr)
t0 = t
frames = 0
frames += 1
def checkGLError():
status = gl.glGetError()
if status != gl.GL_NO_ERROR:
raise RuntimeError('gl error %s' % (status,))
def renderScene(programObj, width, height):
"""renderScene - the OpenGL commands to render our scene."""
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
glu.gluOrtho2D(0, width, 0, height)
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
gl.glUseProgram(programObj)
# Draw one texture mapped quad in the (x,y) plane
gl.glBegin(gl.GL_QUADS)
gl.glTexCoord2f(0., 0.)
gl.glVertex2f(0., 0.)
gl.glTexCoord2f(1., 0.)
gl.glVertex2f(float(width), 0.)
gl.glTexCoord2f(1., 1.)
gl.glVertex2f(float(width), float(height))
gl.glTexCoord2f(0., 1.)
gl.glVertex2f(0., float(height))
gl.glEnd()
gl.glUseProgram(0)
checkGLError()
useShaders = True
glfw.glfwInit()
window = glfw.glfwCreateWindow(512, 512)
glfw.glfwShowWindow(window)
glfw.glfwMakeContextCurrent(window)
time.sleep(400e-3) # needed on Linux for window to show up
# Load one texture with the original image
# and create two textures of the same size for the iterative rendering
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glActiveTexture(gl.GL_TEXTURE0)
textureID = gl.glGenTextures(3)
texw, texh = loadShapeTexture("shape1.tga", textureID[0])
createBufferTexture(textureID[1], texw, texh)
createBufferTexture(textureID[2], texw, texh)
fboID = gl.glGenFramebuffers(1)
programObj0 = createShader("vertex.glsl", "fragment_seed.glsl")
programObj1 = createShader("vertex.glsl", "fragment_flood.glsl")
programObj2 = createShader("vertex.glsl", "fragment_display.glsl")
glfw.glfwSwapInterval(0)
running = True
while running:
showFPS(texw, texh)
if not useShaders:
gl.glBindTexture(gl.GL_TEXTURE_2D, textureID[0]) # Pass-through
else:
setUniformVariables(programObj0, 0, texw, texh, 0)
gl.glBindTexture(gl.GL_TEXTURE_2D, textureID[0])
gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, fboID)
lastRendered = 1
gl.glFramebufferTexture2D(gl.GL_DRAW_FRAMEBUFFER,
gl.GL_COLOR_ATTACHMENT0,
gl.GL_TEXTURE_2D,
textureID[lastRendered], 0)
renderScene(programObj0, texw, texh)
stepsize = texw//2 if texw > texh else texh//2
while stepsize > 0:
setUniformVariables(programObj1, 0, texw, texh, stepsize)
gl.glBindTexture(gl.GL_TEXTURE_2D, textureID[lastRendered])
lastRendered = 1 if lastRendered == 2 else 2
gl.glFramebufferTexture2D(gl.GL_DRAW_FRAMEBUFFER,
gl.GL_COLOR_ATTACHMENT0,
gl.GL_TEXTURE_2D,
textureID[lastRendered], 0)
renderScene(programObj1, texw, texh)
stepsize = stepsize // 2
gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
gl.glBindTexture(gl.GL_TEXTURE_2D, textureID[lastRendered])
width, height = glfw.glfwGetWindowSize(window)
height = max(height, 1)
width = max(width, 1)
setUniformVariables(programObj2, 0, texw, texh, 0)
renderScene(programObj2, width, height)
glfw.glfwSwapBuffers(window)
glfw.glfwPollEvents()
if glfw.glfwGetKey(window, glfw.GLFW_KEY_1) == glfw.GLFW_PRESS:
texw, texh = loadShapeTexture("shape1.tga", textureID[0])
createBufferTexture(textureID[1], texw, texh)
createBufferTexture(textureID[2], texw, texh)
if glfw.glfwGetKey(window, glfw.GLFW_KEY_2):
texw, texh = loadShapeTexture("shape2.tga", textureID[0])
createBufferTexture(textureID[1], texw, texh)
createBufferTexture(textureID[2], texw, texh)
if glfw.glfwGetKey(window, glfw.GLFW_KEY_3):
texw, texh = loadShapeTexture("shape3.tga", textureID[0])
createBufferTexture(textureID[1], texw, texh)
createBufferTexture(textureID[2], texw, texh)
if glfw.glfwGetKey(window, glfw.GLFW_KEY_4):
texw, texh = loadShapeTexture("shape4.tga", textureID[0])
createBufferTexture(textureID[1], texw, texh)
createBufferTexture(textureID[2], texw, texh)
if glfw.glfwGetKey(window, glfw.GLFW_KEY_F1):
useShaders = True
if glfw.glfwGetKey(window, glfw.GLFW_KEY_F2):
useShaders = False
# Check if the ESC key is pressed or the window has been closed
running = not glfw.glfwGetKey(window, glfw.GLFW_KEY_ESCAPE)
glfw.glfwTerminate()
|