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# -*- coding: utf-8 -*-
# -----------------------------------------------------------------------------
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
##############################################################################
# Load font into texture
from __future__ import division
import numpy as np
from copy import deepcopy
import sys
from ._sdf_gpu import SDFRendererGPU
from ._sdf_cpu import _calc_distance_field
from ...gloo import (TextureAtlas, IndexBuffer, VertexBuffer)
from ...gloo import context
from ...gloo.wrappers import _check_valid
from ...util.fonts import _load_glyph
from ..transforms import STTransform
from ...color import ColorArray
from ..visual import Visual
from ...io import load_spatial_filters
class TextureFont(object):
"""Gather a set of glyphs relative to a given font name and size
This currently stores characters in a `TextureAtlas` object which uses
a 2D RGB texture to store unsigned 8-bit integer data. In the future this
could be changed to a ``GL_R8`` texture instead of RGB when OpenGL ES
3.0+ is standard. Since VisPy tries to stay compatible with OpenGL ES 2.0
we are using an ``RGB`` texture. Using a single channel texture should
improve performance by requiring less data to be sent to the GPU and to
remote backends (jupyter notebook).
Parameters
----------
font : dict
Dict with entries "face", "size", "bold", "italic".
renderer : instance of SDFRenderer
SDF renderer to use.
"""
def __init__(self, font, renderer):
self._atlas = TextureAtlas(dtype=np.uint8)
self._atlas.wrapping = 'clamp_to_edge'
self._kernel, _ = load_spatial_filters()
self._renderer = renderer
self._font = deepcopy(font)
self._font['size'] = 256 # use high resolution point size for SDF
self._lowres_size = 64 # end at this point size for storage
assert (self._font['size'] % self._lowres_size) == 0
# spread/border at the high-res for SDF calculation; must be chosen
# relative to fragment_insert.glsl multiplication factor to ensure we
# get to zero at the edges of characters
# This is also used in SDFRendererCPU, so changing this needs to
# propagate at least 2 other places.
self._spread = 32
assert self._spread % self.ratio == 0
self._glyphs = {}
@property
def ratio(self):
"""Ratio of the initial high-res to final stored low-res glyph"""
return self._font['size'] // self._lowres_size
@property
def slop(self):
"""Extra space along each glyph edge due to SDF borders"""
return self._spread // self.ratio
def __getitem__(self, char):
if not (isinstance(char, str) and len(char) == 1):
raise TypeError('index must be a 1-character string')
if char not in self._glyphs:
self._load_char(char)
return self._glyphs[char]
def _load_char(self, char):
"""Build and store a glyph corresponding to an individual character
Parameters
----------
char : str
A single character to be represented.
"""
assert isinstance(char, str) and len(char) == 1
assert char not in self._glyphs
# load new glyph data from font
_load_glyph(self._font, char, self._glyphs)
# put new glyph into the texture
glyph = self._glyphs[char]
bitmap = glyph['bitmap']
# convert to padded array
data = np.zeros((bitmap.shape[0] + 2*self._spread,
bitmap.shape[1] + 2*self._spread), np.uint8)
data[self._spread:-self._spread, self._spread:-self._spread] = bitmap
# Store, while scaling down to proper size
height = data.shape[0] // self.ratio
width = data.shape[1] // self.ratio
region = self._atlas.get_free_region(width + 2, height + 2)
if region is None:
raise RuntimeError('Cannot store glyph')
x, y, w, h = region
x, y, w, h = x + 1, y + 1, w - 2, h - 2
self._renderer.render_to_texture(data, self._atlas, (x, y), (w, h))
u0 = x / float(self._atlas.shape[1])
v0 = y / float(self._atlas.shape[0])
u1 = (x+w) / float(self._atlas.shape[1])
v1 = (y+h) / float(self._atlas.shape[0])
texcoords = (u0, v0, u1, v1)
glyph.update(dict(size=(w, h), texcoords=texcoords))
class FontManager(object):
"""Helper to create TextureFont instances and reuse them when possible"""
# XXX: should store a font-manager on each context,
# or let TextureFont use a TextureAtlas for each context
def __init__(self, method='cpu'):
self._fonts = {}
if not isinstance(method, str) or \
method not in ('cpu', 'gpu'):
raise ValueError('method must be "cpu" or "gpu", got %s (%s)'
% (method, type(method)))
if method == 'cpu':
self._renderer = SDFRendererCPU()
else: # method == 'gpu':
self._renderer = SDFRendererGPU()
def get_font(self, face, bold=False, italic=False):
"""Get a font described by face and size"""
key = '%s-%s-%s' % (face, bold, italic)
if key not in self._fonts:
font = dict(face=face, bold=bold, italic=italic)
self._fonts[key] = TextureFont(font, self._renderer)
return self._fonts[key]
##############################################################################
# The visual
_VERTEX_SHADER = """
attribute float a_rotation; // rotation in rad
attribute vec2 a_position; // in point units
attribute vec2 a_texcoord;
attribute vec3 a_pos; // anchor position
varying vec2 v_texcoord;
varying vec4 v_color;
void main(void) {
// Eventually "rot" should be handled by SRTTransform or so...
mat4 rot = mat4(cos(a_rotation), -sin(a_rotation), 0, 0,
sin(a_rotation), cos(a_rotation), 0, 0,
0, 0, 1, 0, 0, 0, 0, 1);
vec4 pos = $transform(vec4(a_pos, 1.0)) +
vec4($text_scale(rot * vec4(a_position, 0.0, 1.0)).xyz, 0.0);
gl_Position = pos;
v_texcoord = a_texcoord;
v_color = $color;
}
"""
_FRAGMENT_SHADER = """
// Extensions for WebGL
#extension GL_OES_standard_derivatives : enable
#extension GL_OES_element_index_uint : enable
#include "misc/spatial-filters.frag"
// Adapted from glumpy with permission
const float M_SQRT1_2 = 0.707106781186547524400844362104849039;
uniform sampler2D u_font_atlas;
uniform vec2 u_font_atlas_shape;
varying vec4 v_color;
uniform float u_npix;
varying vec2 v_texcoord;
const float center = 0.5;
float contour(in float d, in float w)
{
return smoothstep(center - w, center + w, d);
}
float sample(sampler2D texture, vec2 uv, float w)
{
return contour(texture2D(texture, uv).r, w);
}
void main(void) {
vec2 uv = v_texcoord.xy;
vec4 rgb;
// Use interpolation at high font sizes
if(u_npix >= 50.0)
rgb = CatRom2D(u_font_atlas, u_font_atlas_shape, uv);
else
rgb = texture2D(u_font_atlas, uv);
float distance = rgb.r;
// GLSL's fwidth = abs(dFdx(uv)) + abs(dFdy(uv))
float width = 0.5 * fwidth(distance); // sharpens a bit
// Regular SDF
float alpha = contour(distance, width);
if (u_npix < 30.) {
// Supersample, 4 extra points
// Half of 1/sqrt2; you can play with this
float dscale = 0.5 * M_SQRT1_2;
vec2 duv = dscale * (dFdx(v_texcoord) + dFdy(v_texcoord));
vec4 box = vec4(v_texcoord-duv, v_texcoord+duv);
float asum = sample(u_font_atlas, box.xy, width)
+ sample(u_font_atlas, box.zw, width)
+ sample(u_font_atlas, box.xw, width)
+ sample(u_font_atlas, box.zy, width);
// weighted average, with 4 extra points having 0.5 weight
// each, so 1 + 0.5*4 = 3 is the divisor
alpha = (alpha + 0.5 * asum) / 3.0;
}
if (alpha <= 0) discard;
gl_FragColor = vec4(v_color.rgb, v_color.a * alpha);
}
"""
def _text_to_vbo(text, font, anchor_x, anchor_y, lowres_size):
"""Convert text characters to VBO"""
# Necessary to flush commands before requesting current viewport because
# There may be a set_viewport command waiting in the queue.
# TODO: would be nicer if each canvas just remembers and manages its own
# viewport, rather than relying on the context for this.
canvas = context.get_current_canvas()
canvas.context.flush_commands()
text_vtype = np.dtype([('a_position', np.float32, 2),
('a_texcoord', np.float32, 2)])
vertices = np.zeros(len(text) * 4, dtype=text_vtype)
prev = None
width = height = ascender = descender = 0
ratio, slop = 1. / font.ratio, font.slop
x_off = -slop
# Need to make sure we have a unicode string here (Py2.7 mis-interprets
# characters like "•" otherwise)
if sys.version[0] == '2' and isinstance(text, str):
text = text.decode('utf-8')
# Need to store the original viewport, because the font[char] will
# trigger SDF rendering, which changes our viewport
# todo: get rid of call to glGetParameter!
# Also analyse chars with large ascender and descender, otherwise the
# vertical alignment can be very inconsistent
for char in 'hy':
glyph = font[char]
y0 = glyph['offset'][1] * ratio + slop
y1 = y0 - glyph['size'][1]
ascender = max(ascender, y0 - slop)
descender = min(descender, y1 + slop)
height = max(height, glyph['size'][1] - 2*slop)
# Get/set the fonts whitespace length and line height (size of this ok?)
glyph = font[' ']
spacewidth = glyph['advance'] * ratio
lineheight = height * 1.5
# Added escape sequences characters: {unicode:offset,...}
# ord('\a') = 7
# ord('\b') = 8
# ord('\f') = 12
# ord('\n') = 10 => linebreak
# ord('\r') = 13
# ord('\t') = 9 => tab, set equal 4 whitespaces?
# ord('\v') = 11 => vertical tab, set equal 4 linebreaks?
# If text coordinate offset > 0 -> it applies to x-direction
# If text coordinate offset < 0 -> it applies to y-direction
esc_seq = {7: 0, 8: 0, 9: -4, 10: 1, 11: 4, 12: 0, 13: 0}
# Keep track of y_offset to set lines at right position
y_offset = 0
# When a line break occur, record the vertices index value
vi_marker = 0
ii_offset = 0 # Offset since certain characters won't be drawn
# The running tracker of characters vertex index
vi = 0
orig_viewport = canvas.context.get_viewport()
for ii, char in enumerate(text):
if ord(char) in esc_seq:
if esc_seq[ord(char)] < 0:
# Add offset in x-direction
x_off += abs(esc_seq[ord(char)]) * spacewidth
width += abs(esc_seq[ord(char)]) * spacewidth
elif esc_seq[ord(char)] > 0:
# Add offset in y-direction and reset things in x-direction
dx = dy = 0
if anchor_x == 'right':
dx = -width
elif anchor_x == 'center':
dx = -width / 2.
vertices['a_position'][vi_marker:vi+4] += (dx, dy)
vi_marker = vi+4
ii_offset -= 1
# Reset variables that affects x-direction positioning
x_off = -slop
width = 0
# Add offset in y-direction
y_offset += esc_seq[ord(char)] * lineheight
else:
# For ordinary characters, normal procedure
glyph = font[char]
kerning = glyph['kerning'].get(prev, 0.) * ratio
x0 = x_off + glyph['offset'][0] * ratio + kerning
y0 = glyph['offset'][1] * ratio + slop - y_offset
x1 = x0 + glyph['size'][0]
y1 = y0 - glyph['size'][1]
u0, v0, u1, v1 = glyph['texcoords']
position = [[x0, y0], [x0, y1], [x1, y1], [x1, y0]]
texcoords = [[u0, v0], [u0, v1], [u1, v1], [u1, v0]]
vi = (ii + ii_offset) * 4
vertices['a_position'][vi:vi+4] = position
vertices['a_texcoord'][vi:vi+4] = texcoords
x_move = glyph['advance'] * ratio + kerning
x_off += x_move
ascender = max(ascender, y0 - slop)
descender = min(descender, y1 + slop)
width += x_move
height = max(height, glyph['size'][1] - 2*slop)
prev = char
if orig_viewport is not None:
canvas.context.set_viewport(*orig_viewport)
dx = dy = 0
if anchor_y == 'top':
dy = -descender
elif anchor_y in ('center', 'middle'):
dy = (-descender - ascender) / 2
elif anchor_y == 'bottom':
dy = -ascender
if anchor_x == 'right':
dx = -width
elif anchor_x == 'center':
dx = -width / 2.
# If any linebreaks occured in text, we only want to translate characters
# in the last line in text (those after the vi_marker)
vertices['a_position'][0:vi_marker] += (0, dy)
vertices['a_position'][vi_marker:] += (dx, dy)
vertices['a_position'] /= lowres_size
return vertices
class TextVisual(Visual):
"""Visual that displays text
Parameters
----------
text : str | list of str
Text to display. Can also be a list of strings.
Note: support for list of str might be removed soon
in favor of text collections.
color : instance of Color
Color to use.
bold : bool
Bold face.
italic : bool
Italic face.
face : str
Font face to use.
font_size : float
Point size to use.
pos : tuple | list of tuple
Position (x, y) or (x, y, z) of the text.
Can also be a list of tuple if `text` is a list.
rotation : float
Rotation (in degrees) of the text clockwise.
anchor_x : str
Horizontal text anchor.
anchor_y : str
Vertical text anchor.
method : str
Rendering method for text characters. Either 'cpu' (default) or
'gpu'. The 'cpu' method should perform better on remote backends.
The 'gpu' method should produce higher quality results.
font_manager : object | None
Font manager to use (can be shared if the GLContext is shared).
depth_test : bool
Whether to apply depth testing. Default False. If False, the text
behaves like an overlay that does not get hidden behind other
visuals in the scene.
"""
_shaders = {
'vertex': _VERTEX_SHADER,
'fragment': _FRAGMENT_SHADER,
}
def __init__(self, text=None, color='black', bold=False,
italic=False, face='OpenSans', font_size=12, pos=[0, 0, 0],
rotation=0., anchor_x='center', anchor_y='center',
method='cpu', font_manager=None, depth_test=False):
Visual.__init__(self, vcode=self._shaders['vertex'], fcode=self._shaders['fragment'])
# Check input
valid_keys = ('top', 'center', 'middle', 'baseline', 'bottom')
_check_valid('anchor_y', anchor_y, valid_keys)
valid_keys = ('left', 'center', 'right')
_check_valid('anchor_x', anchor_x, valid_keys)
# Init font handling stuff
# _font_manager is a temporary solution to use global mananger
self._font_manager = font_manager or FontManager(method=method)
self._face = face
self._bold = bold
self._italic = italic
self._update_font()
self._vertices = None
self._color_vbo = None
self._anchors = (anchor_x, anchor_y)
# Init text properties
self.color = color
self.text = text
self.font_size = font_size
self.pos = pos
self.rotation = rotation
self._text_scale = STTransform()
self._draw_mode = 'triangles'
self.set_gl_state(blend=True, depth_test=depth_test, cull_face=False,
blend_func=('src_alpha', 'one_minus_src_alpha'))
self.freeze()
@property
def text(self):
"""The text string"""
return self._text
@text.setter
def text(self, text):
if isinstance(text, list):
assert all(isinstance(t, str) for t in text)
if text is None:
text = []
self._text = text
self._vertices = None
self._pos_changed = True # need to update this as well
self._color_changed = True
self.update()
@property
def anchors(self):
return self._anchors
@anchors.setter
def anchors(self, a):
self._anchors = a
self._vertices = None
self._pos_changed = True
self.update()
@property
def font_size(self):
"""The font size (in points) of the text"""
return self._font_size
@font_size.setter
def font_size(self, size):
self._font_size = max(0.0, float(size))
self.update()
@property
def color(self):
"""The color of the text"""
return self._color
@color.setter
def color(self, color):
self._color = ColorArray(color)
self._color_changed = True
self.update()
@property
def rotation(self):
"""The rotation of the text (clockwise, in degrees)"""
return self._rotation * 180. / np.pi
@rotation.setter
def rotation(self, rotation):
self._rotation = np.asarray(rotation) * np.pi / 180.
self._pos_changed = True
self.update()
@property
def pos(self):
"""The position of the text anchor in the local coordinate frame"""
return self._pos
@pos.setter
def pos(self, pos):
pos = np.atleast_2d(pos).astype(np.float32)
if pos.shape[1] == 2:
pos = np.concatenate((pos, np.zeros((pos.shape[0], 1),
np.float32)), axis=1)
elif pos.shape[1] != 3:
raise ValueError('pos must have 2 or 3 elements')
elif pos.shape[0] == 0:
raise ValueError('at least one position must be given')
self._pos = pos
self._pos_changed = True
self.update()
def _prepare_draw(self, view):
# attributes / uniforms are not available until program is built
if len(self.text) == 0:
return False
if self._vertices is None:
text = self.text
if isinstance(text, str):
text = [text]
n_char = sum(len(t) for t in text)
# we delay creating vertices because it requires a context,
# which may or may not exist when the object is initialized
self._vertices = np.concatenate([
_text_to_vbo(t, self._font, self._anchors[0], self._anchors[1],
self._font._lowres_size) for t in text])
self._vertices = VertexBuffer(self._vertices)
idx = (np.array([0, 1, 2, 0, 2, 3], np.uint32) +
np.arange(0, 4*n_char, 4, dtype=np.uint32)[:, np.newaxis])
self._index_buffer = IndexBuffer(idx.ravel())
self.shared_program.bind(self._vertices)
# This is necessary to reset the GL drawing state after generating
# SDF textures. A better way would be to enable the state to be
# pushed/popped by the context.
self._configure_gl_state()
if self._pos_changed:
# now we promote pos to the proper shape (attribute)
text = self.text
if not isinstance(text, str):
repeats = [4 * len(t) for t in text]
text = ''.join(text)
else:
repeats = [4 * len(text)]
n_text = len(repeats)
pos = self.pos
# Rotation
_rot = self._rotation
if isinstance(_rot, (int, float)):
_rot = np.full((pos.shape[0],), self._rotation)
_rot = np.asarray(_rot)
if _rot.shape[0] < n_text:
_rep = [1] * (len(_rot) - 1) + [n_text - len(_rot) + 1]
_rot = np.repeat(_rot, _rep, axis=0)
_rot = np.repeat(_rot[:n_text], repeats, axis=0)
self.shared_program['a_rotation'] = _rot.astype(np.float32)
# Position
if pos.shape[0] < n_text:
_rep = [1] * (len(pos) - 1) + [n_text - len(pos) + 1]
pos = np.repeat(pos, _rep, axis=0)
pos = np.repeat(pos[:n_text], repeats, axis=0)
assert pos.shape[0] == self._vertices.size == len(_rot)
self.shared_program['a_pos'] = pos
self._pos_changed = False
if self._color_changed:
# now we promote color to the proper shape (varying)
text = self.text
if not isinstance(text, str):
repeats = [4 * len(t) for t in text]
text = ''.join(text)
else:
repeats = [4 * len(text)]
n_text = len(repeats)
color = self.color.rgba
if color.shape[0] < n_text:
color = np.repeat(color,
[1]*(len(color)-1) + [n_text-len(color)+1],
axis=0)
color = np.repeat(color[:n_text], repeats, axis=0)
assert color.shape[0] == self._vertices.size
self._color_vbo = VertexBuffer(color)
self.shared_program.vert['color'] = self._color_vbo
self._color_changed = False
transforms = self.transforms
n_pix = (self._font_size / 72.) * transforms.dpi # logical pix
tr = transforms.get_transform('document', 'render')
px_scale = (tr.map((1, 0)) - tr.map((0, 1)))[:2]
self._text_scale.scale = px_scale * n_pix
self.shared_program.vert['text_scale'] = self._text_scale
self.shared_program['u_npix'] = n_pix
self.shared_program['u_kernel'] = self._font._kernel
self.shared_program['u_color'] = self._color.rgba
self.shared_program['u_font_atlas'] = self._font._atlas
self.shared_program['u_font_atlas_shape'] = self._font._atlas.shape[:2]
def _prepare_transforms(self, view):
self._pos_changed = True
# Note that we access `view_program` instead of `shared_program`
# because we do not want this function assigned to other views.
tr = view.transforms.get_transform()
view.view_program.vert['transform'] = tr # .simplified()
def _compute_bounds(self, axis, view):
return self._pos[:, axis].min(), self._pos[:, axis].max()
@property
def face(self):
return self._face
@face.setter
def face(self, value):
self._face = value
self._update_font()
@property
def bold(self):
return self._bold
@bold.setter
def bold(self, value):
self._bold = value
self._update_font()
@property
def italic(self):
return self._italic
@italic.setter
def italic(self, value):
self._italic = value
self._update_font()
def _update_font(self):
self._font = self._font_manager.get_font(self._face, self._bold, self._italic)
self.update()
class SDFRendererCPU(object):
"""Render SDFs using the CPU."""
# This should probably live in _sdf_cpu.pyx, but doing so makes
# debugging substantially more annoying
def render_to_texture(self, data, texture, offset, size):
sdf = (data / 255).astype(np.float32) # from ubyte -> float
h, w = sdf.shape
tex_w, tex_h = size
_calc_distance_field(sdf, w, h, 32)
# This tweaking gets us a result more similar to the GPU SDFs,
# for which the text rendering code was optimized
sdf = 2 * sdf - 1.
sdf = np.sign(sdf) * np.abs(sdf) ** 0.75 / 2. + 0.5
# Downsample using NumPy (because we can't guarantee SciPy)
xp = (np.arange(w) + 0.5) / float(w)
x = (np.arange(tex_w) + 0.5) / float(tex_w)
bitmap = np.array([np.interp(x, xp, ss) for ss in sdf])
xp = (np.arange(h) + 0.5) / float(h)
x = (np.arange(tex_h) + 0.5) / float(tex_h)
bitmap = np.array([np.interp(x, xp, ss) for ss in bitmap.T]).T
assert bitmap.shape[::-1] == size
# convert to uint8
bitmap = (bitmap * 255).astype(np.uint8)
# convert single channel to RGB by repeating
bitmap = np.tile(bitmap[..., np.newaxis],
(1, 1, 3))
texture[offset[1]:offset[1] + size[1],
offset[0]:offset[0] + size[0], :] = bitmap
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