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# -*- coding: utf-8 -*-
# -----------------------------------------------------------------------------
# Copyright (c) 2014, Nicolas P. Rougier
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""
A collection is a container for several items having the same data
structure (dtype). Each data type can be declared as local (it specific to a
vertex), shared (it is shared among an item vertices) or global (it is shared
by all vertices). It is based on the BaseCollection but offers a more intuitive
interface.
"""
import numpy as np
from ... import gloo
from . util import fetchcode
from . base_collection import BaseCollection
from ..shaders import ModularProgram
from ...util.event import EventEmitter
class Collection(BaseCollection):
"""
A collection is a container for several items having the same data
structure (dtype). Each data type can be declared as local (it is specific
to a vertex), shared (it is shared among item vertices) or global (it is
shared by all items). It is based on the BaseCollection but offers a more
intuitive interface.
Parameters
----------
dtype: list
Data individual types as (name, dtype, scope, default)
itype: np.dtype or None
Indices data type
mode : GL_ENUM
GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP,
GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN
vertex: str or tuple of str
Vertex shader to use to draw this collection
fragment: str or tuple of str
Fragment shader to use to draw this collection
kwargs: str
Scope can also be specified using keyword argument,
where parameter name must be one of the dtype.
"""
_gtypes = {('float32', 1): "float",
('float32', 2): "vec2",
('float32', 3): "vec3",
('float32', 4): "vec4",
('int32', 1): "int",
('int32', 2): "ivec2",
('int32', 3): "ivec3",
('int32', 4): "ivec4"}
def __init__(self, dtype, itype, mode, vertex, fragment, program=None,
**kwargs):
"""
"""
self._uniforms = {}
self._attributes = {}
self._varyings = {}
self._mode = mode
vtype = []
utype = []
self.update = EventEmitter(source=self, type='collection_update')
# Build vtype and utype according to parameters
declarations = {"uniforms": "",
"attributes": "",
"varyings": ""}
defaults = {}
for item in dtype:
name, (basetype, count), scope, default = item
basetype = np.dtype(basetype).name
if scope[0] == "!":
scope = scope[1:]
else:
scope = kwargs.pop(name, scope)
defaults[name] = default
gtype = Collection._gtypes[(basetype, count)]
if scope == "local":
# numpy dtypes with size 1 are ambiguous, only add size if it is greater than 1
vtype.append((name, basetype, count) if count != 1 else (name, basetype))
declarations[
"attributes"] += "attribute %s %s;\n" % (gtype, name)
elif scope == "shared":
# numpy dtypes with size 1 are ambiguous, only add size if it is greater than 1
utype.append((name, basetype, count) if count != 1 else (name, basetype))
declarations["varyings"] += "varying %s %s;\n" % (gtype, name)
else:
declarations["uniforms"] += "uniform %s %s;\n" % (gtype, name)
self._uniforms[name] = None
if len(kwargs) > 0:
raise NameError("Invalid keyword argument(s): %s" %
list(kwargs.keys()))
vtype = np.dtype(vtype)
itype = np.dtype(itype) if itype else None
utype = np.dtype(utype) if utype else None
BaseCollection.__init__(self, vtype=vtype, utype=utype, itype=itype)
self._declarations = declarations
self._defaults = defaults
# Build program (once base collection is built)
saved = vertex
vertex = ""
if self.utype is not None:
vertex += fetchcode(self.utype) + vertex
else:
vertex += "void fetch_uniforms(void) { }\n" + vertex
vertex += self._declarations["uniforms"]
vertex += self._declarations["attributes"]
vertex += saved
self._vertex = vertex
self._fragment = fragment
if program is None:
program = ModularProgram(vertex, fragment)
else:
program.vert = vertex
program.frag = fragment
if hasattr(program, 'changed'):
program.changed.connect(self.update)
self._programs.append(program)
# Initialize uniforms
for name in self._uniforms.keys():
self._uniforms[name] = self._defaults.get(name)
program[name] = self._uniforms[name]
def view(self, transform, viewport=None):
"""Return a view on the collection using provided transform"""
return CollectionView(self, transform, viewport)
# program = gloo.Program(self._vertex, self._fragment)
# if "transform" in program.hooks:
# program["transform"] = transform
# if "viewport" in program.hooks:
# if viewport is not None:
# program["viewport"] = viewport
# else:
# program["viewport"] = Viewport()
# self._programs.append(program)
# program.bind(self._vertices_buffer)
# for name in self._uniforms.keys():
# program[name] = self._uniforms[name]
# #if self._uniforms_list is not None:
# # program["uniforms"] = self._uniforms_texture
# # program["uniforms_shape"] = self._ushape
# # Piggy backing
# def draw():
# if self._need_update:
# self._update()
# program.bind(self._vertices_buffer)
# if self._uniforms_list is not None:
# program["uniforms"] = self._uniforms_texture
# program["uniforms_shape"] = self._ushape
# if self._indices_list is not None:
# Program.draw(program, self._mode, self._indices_buffer)
# else:
# Program.draw(program, self._mode)
# program.draw = draw
# return program
def __getitem__(self, key):
program = self._programs[0]
for name, (storage, _, _) in program._code_variables.items():
if name == key and storage == 'uniform':
return program[key]
return BaseCollection.__getitem__(self, key)
def __setitem__(self, key, value):
try:
BaseCollection.__setitem__(self, key, value)
except IndexError:
for program in self._programs:
program[key] = value
def draw(self, mode=None):
"""Draw collection"""
if self._need_update:
self._update()
program = self._programs[0]
mode = mode or self._mode
if self._indices_list is not None:
program.draw(mode, self._indices_buffer)
else:
program.draw(mode)
class CollectionView(object):
def __init__(self, collection, transform=None, viewport=None):
vertex = collection._vertex
fragment = collection._fragment
program = gloo.Program(vertex, fragment)
# if "transform" in program.hooks and transform is not None:
# program["transform"] = transform
# if "viewport" in program.hooks and viewport is not None:
# program["viewport"] = viewport
program.bind(collection._vertices_buffer)
for name in collection._uniforms.keys():
program[name] = collection._uniforms[name]
collection._programs.append(program)
self._program = program
self._collection = collection
def __getitem__(self, key):
return self._program[key]
def __setitem__(self, key, value):
self._program[key] = value
def draw(self):
program = self._program
collection = self._collection
mode = collection._mode
if collection._need_update:
collection._update()
# self._program.bind(self._vertices_buffer)
if collection._uniforms_list is not None:
program["uniforms"] = collection._uniforms_texture
program["uniforms_shape"] = collection._ushape
if collection._indices_list is not None:
program.draw(mode, collection._indices_buffer)
else:
program.draw(mode)
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