File: raw_path_collection.py

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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.
# -----------------------------------------------------------------------------
import numpy as np
from ... import glsl
from . collection import Collection
from ..transforms import NullTransform


class RawPathCollection(Collection):

    """
    """

    def __init__(self, user_dtype=None, transform=None,
                 vertex=None, fragment=None, **kwargs):
        """
        Initialize the collection.

        Parameters
        ----------

        user_dtype: list
            The base dtype can be completed (appended) by the used_dtype. It
            only make sense if user also provide vertex and/or fragment shaders

        transform : Transform instance
            Used to define the transform(vec4) function

        vertex: string
            Vertex shader code

        fragment: string
            Fragment  shader code

        color : string
            'local', 'shared' or 'global'
        """

        base_dtype = [('position', (np.float32, 3), '!local', (0, 0, 0)),
                      ('id',       (np.float32, 1), '!local', 0),
                      ('color',    (np.float32, 4), 'local', (0, 0, 0, 1)),
                      ("linewidth", (np.float32, 1), 'global', 1),
                      ("viewport", (np.float32, 4), 'global', (0, 0, 512, 512))
                      ]

        dtype = base_dtype
        if user_dtype:
            dtype.extend(user_dtype)

        if vertex is None:
            vertex = glsl.get('collections/raw-path.vert')
        if transform is None:
            transform = NullTransform()
        self.transform = transform        
        if fragment is None:
            fragment = glsl.get('collections/raw-path.frag')

        vertex = transform + vertex
        Collection.__init__(self, dtype=dtype, itype=None, mode='line_strip',
                            vertex=vertex, fragment=fragment, **kwargs)
        self._programs[0].vert['transform'] = self.transform

    def append(self, P, closed=False, itemsize=None, **kwargs):
        """
        Append a new set of vertices to the collection.

        For kwargs argument, n is the number of vertices (local) or the number
        of item (shared)

        Parameters
        ----------

        P : np.array
            Vertices positions of the path(s) to be added

        closed: bool
            Whether path(s) is/are closed

        itemsize: int or None
            Size of an individual path

        color : list, array or 4-tuple
           Path color
        """

        itemsize = itemsize or len(P)
        itemcount = len(P) / itemsize
        P = P.reshape(itemcount, itemsize, 3)
        if closed:
            V = np.empty((itemcount, itemsize + 3), dtype=self.vtype)
            # Apply default values on vertices
            for name in self.vtype.names:
                if name not in ['collection_index', 'position']:
                    V[name][1:-2] = kwargs.get(name, self._defaults[name])
            V["position"][:, 1:-2] = P
            V["position"][:,  -2] = V["position"][:, 1]
        else:
            V = np.empty((itemcount, itemsize + 2), dtype=self.vtype)
            # Apply default values on vertices
            for name in self.vtype.names:
                if name not in ['collection_index', 'position']:
                    V[name][1:-1] = kwargs.get(name, self._defaults[name])
            V["position"][:, 1:-1] = P
        V["id"] = 1
        V[:, 0] = V[:, 1]
        V[:, -1] = V[:, -2]
        V["id"][:, 0] = 0
        V["id"][:, -1] = 0

        # Uniforms
        if self.utype:
            U = np.zeros(itemcount, dtype=self.utype)
            for name in self.utype.names:
                if name not in ["__unused__"]:
                    U[name] = kwargs.get(name, self._defaults[name])
        else:
            U = None

        Collection.append(self, vertices=V, uniforms=U,
                          itemsize=itemsize + 2 + closed)