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
|
#!/usr/bin/env python
# -----------------------------------------------------------------------------
# Copyright 2015 University of Southern California.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
# Author: Karl Czajkowski <karlcz@isi.edu>
# Date: 2015-01-22
# -----------------------------------------------------------------------------
"""
Example using texture internalformat for higher precision
=========================================================
Generates a gradient texture with high dynamic range and renders it
with a fragment shader that tests for quantization errors by comparing
adjacent texels and decomposes the gradient values into high and low
significance bits, mapping them to separate display color channels.
Pressing the 'f' key cycles through a list of different texture
formats to show the different levels of precision available.
"""
import numpy as np
from vispy import gloo
from vispy import app
W, H = 1024, 1024
# prepare a gradient field with high dynamic range
data = np.zeros((H, W, 3), np.float32)
for i in range(W):
data[:, i, :] = i**2
for i in range(H):
data[i, :, :] *= i**2
data *= 1./data.max()
# prepare a simple quad to cover the viewport
quad = np.zeros(4, dtype=[
('a_position', np.float32, 2),
('a_texcoord', np.float32, 2)
])
quad['a_position'] = np.array([[-1, -1], [+1, -1], [-1, +1], [+1, +1]])
quad['a_texcoord'] = np.array([[0, 0], [1, 0], [0, 1], [1, 1]])
vert_shader = """
attribute vec2 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main()
{
v_texcoord = a_texcoord;
gl_Position = vec4(a_position, 0.0, 1.0);
}
"""
frag_shader = """
uniform sampler2D u_texture;
varying vec2 v_texcoord;
void main()
{
float ndiff;
// an adjacent texel is 1/W further over in normalized texture coordinates
vec2 v_texcoord2 = vec2(clamp(v_texcoord.x + 1.0/%(W)d., 0.0, 1.0),
v_texcoord.y);
vec4 texel1 = texture2D(u_texture, v_texcoord);
vec4 texel2 = texture2D(u_texture, v_texcoord2);
// test for quantized binning of adjacent texels
if (texel1.r == texel2.r && v_texcoord2.x < 1.0 && v_texcoord.y > 0.0)
ndiff = 1.0;
else
ndiff = 0.0;
gl_FragColor = vec4(
fract(texel1.r * 255.0), // render low-significance bits as red
texel1.r, // render high-significance bits as green
ndiff, // flag quantized bands as blue
1);
}
""" % dict(W=W)
class Canvas(app.Canvas):
def __init__(self):
app.Canvas.__init__(self, size=(W, H), keys='interactive')
self._internalformats = [
'rgb8',
'rgb16',
'rgb16f',
'rgb32f'
]
self.program = gloo.Program(vert_shader, frag_shader)
self.program.bind(gloo.VertexBuffer(quad))
self._internalformat = -1
self.texture = gloo.Texture2D(
shape=(H, W, 3),
interpolation='nearest'
)
gloo.set_viewport(0, 0, *self.physical_size)
self.toggle_internalformat()
self.show()
def on_key_press(self, event):
if event.key == 'F':
self.toggle_internalformat()
def toggle_internalformat(self):
self._internalformat = (
(self._internalformat + 1)
% len(self._internalformats)
)
internalformat = self._internalformats[self._internalformat]
print("Requesting texture internalformat %s" % internalformat)
self.texture.resize(
data.shape,
format='rgb',
internalformat=internalformat
)
self.texture.set_data(data)
self.program['u_texture'] = self.texture
self.update()
def on_resize(self, event):
gloo.set_viewport(0, 0, *event.physical_size)
def on_draw(self, event):
gloo.clear(color=True, depth=True)
self.program.draw('triangle_strip')
if __name__ == '__main__':
c = Canvas()
app.run()
|