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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.
from __future__ import division
import numpy as np
from ..gloo import Texture2D, VertexBuffer
from ..color import get_colormap
from .shaders import Function, FunctionChain
from .transforms import NullTransform
from .visual import Visual
from ..ext.six import string_types
from ..io import load_spatial_filters
VERT_SHADER = """
uniform int method; // 0=subdivide, 1=impostor
attribute vec2 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main() {
v_texcoord = a_texcoord;
gl_Position = $transform(vec4(a_position, 0., 1.));
}
"""
FRAG_SHADER = """
uniform vec2 image_size;
uniform int method; // 0=subdivide, 1=impostor
uniform sampler2D u_texture;
varying vec2 v_texcoord;
vec4 map_local_to_tex(vec4 x) {
// Cast ray from 3D viewport to surface of image
// (if $transform does not affect z values, then this
// can be optimized as simply $transform.map(x) )
vec4 p1 = $transform(x);
vec4 p2 = $transform(x + vec4(0, 0, 0.5, 0));
p1 /= p1.w;
p2 /= p2.w;
vec4 d = p2 - p1;
float f = p2.z / d.z;
vec4 p3 = p2 - d * f;
// finally map local to texture coords
return vec4(p3.xy / image_size, 0, 1);
}
void main()
{
vec2 texcoord;
if( method == 0 ) {
texcoord = v_texcoord;
}
else {
// vertex shader ouptuts clip coordinates;
// fragment shader maps to texture coordinates
texcoord = map_local_to_tex(vec4(v_texcoord, 0, 1)).xy;
}
gl_FragColor = $color_transform($get_data(texcoord));
}
""" # noqa
_interpolation_template = """
#include "misc/spatial-filters.frag"
vec4 texture_lookup_filtered(vec2 texcoord) {
if(texcoord.x < 0.0 || texcoord.x > 1.0 ||
texcoord.y < 0.0 || texcoord.y > 1.0) {
discard;
}
return %s($texture, $shape, texcoord);
}"""
_texture_lookup = """
vec4 texture_lookup(vec2 texcoord) {
if(texcoord.x < 0.0 || texcoord.x > 1.0 ||
texcoord.y < 0.0 || texcoord.y > 1.0) {
discard;
}
return texture2D($texture, texcoord);
}"""
_null_color_transform = 'vec4 pass(vec4 color) { return color; }'
_c2l = 'float cmap(vec4 color) { return (color.r + color.g + color.b) / 3.; }'
def _build_color_transform(data, cmap):
if data.ndim == 2 or data.shape[2] == 1:
fun = FunctionChain(None, [Function(_c2l), Function(cmap.glsl_map)])
else:
fun = Function(_null_color_transform)
return fun
class ImageVisual(Visual):
"""Visual subclass displaying an image.
Parameters
----------
data : ndarray
ImageVisual data. Can be shape (M, N), (M, N, 3), or (M, N, 4).
method : str
Selects method of rendering image in case of non-linear transforms.
Each method produces similar results, but may trade efficiency
and accuracy. If the transform is linear, this parameter is ignored
and a single quad is drawn around the area of the image.
* 'auto': Automatically select 'impostor' if the image is drawn
with a nonlinear transform; otherwise select 'subdivide'.
* 'subdivide': ImageVisual is represented as a grid of triangles
with texture coordinates linearly mapped.
* 'impostor': ImageVisual is represented as a quad covering the
entire view, with texture coordinates determined by the
transform. This produces the best transformation results, but may
be slow.
grid: tuple (rows, cols)
If method='subdivide', this tuple determines the number of rows and
columns in the image grid.
cmap : str | ColorMap
Colormap to use for luminance images.
clim : str | tuple
Limits to use for the colormap. Can be 'auto' to auto-set bounds to
the min and max of the data.
interpolation : str
Selects method of image interpolation. Makes use of the two Texture2D
interpolation methods and the available interpolation methods defined
in vispy/gloo/glsl/misc/spatial_filters.frag
* 'nearest': Default, uses 'nearest' with Texture2D interpolation.
* 'bilinear': uses 'linear' with Texture2D interpolation.
* 'hanning', 'hamming', 'hermite', 'kaiser', 'quadric', 'bicubic',
'catrom', 'mitchell', 'spline16', 'spline36', 'gaussian',
'bessel', 'sinc', 'lanczos', 'blackman'
**kwargs : dict
Keyword arguments to pass to `Visual`.
Notes
-----
The colormap functionality through ``cmap`` and ``clim`` are only used
if the data are 2D.
"""
def __init__(self, data=None, method='auto', grid=(1, 1),
cmap='viridis', clim='auto',
interpolation='nearest', **kwargs):
self._data = None
# load 'float packed rgba8' interpolation kernel
# to load float interpolation kernel use
# `load_spatial_filters(packed=False)`
kernel, self._interpolation_names = load_spatial_filters()
self._kerneltex = Texture2D(kernel, interpolation='nearest')
# The unpacking can be debugged by changing "spatial-filters.frag"
# to have the "unpack" function just return the .r component. That
# combined with using the below as the _kerneltex allows debugging
# of the pipeline
# self._kerneltex = Texture2D(kernel, interpolation='linear',
# internalformat='r32f')
# create interpolation shader functions for available
# interpolations
fun = [Function(_interpolation_template % n)
for n in self._interpolation_names]
self._interpolation_names = [n.lower()
for n in self._interpolation_names]
self._interpolation_fun = dict(zip(self._interpolation_names, fun))
self._interpolation_names.sort()
self._interpolation_names = tuple(self._interpolation_names)
# overwrite "nearest" and "bilinear" spatial-filters
# with "hardware" interpolation _data_lookup_fn
self._interpolation_fun['nearest'] = Function(_texture_lookup)
self._interpolation_fun['bilinear'] = Function(_texture_lookup)
if interpolation not in self._interpolation_names:
raise ValueError("interpolation must be one of %s" %
', '.join(self._interpolation_names))
self._interpolation = interpolation
# check texture interpolation
if self._interpolation == 'bilinear':
texture_interpolation = 'linear'
else:
texture_interpolation = 'nearest'
self._method = method
self._grid = grid
self._need_texture_upload = True
self._need_vertex_update = True
self._need_colortransform_update = True
self._need_interpolation_update = True
self._texture = Texture2D(np.zeros((1, 1, 4)),
interpolation=texture_interpolation)
self._subdiv_position = VertexBuffer()
self._subdiv_texcoord = VertexBuffer()
# impostor quad covers entire viewport
vertices = np.array([[-1, -1], [1, -1], [1, 1],
[-1, -1], [1, 1], [-1, 1]],
dtype=np.float32)
self._impostor_coords = VertexBuffer(vertices)
self._null_tr = NullTransform()
self._init_view(self)
super(ImageVisual, self).__init__(vcode=VERT_SHADER, fcode=FRAG_SHADER)
self.set_gl_state('translucent', cull_face=False)
self._draw_mode = 'triangles'
# define _data_lookup_fn as None, will be setup in
# self._build_interpolation()
self._data_lookup_fn = None
self.clim = clim
self.cmap = cmap
if data is not None:
self.set_data(data)
self.freeze()
def set_data(self, image):
"""Set the data
Parameters
----------
image : array-like
The image data.
"""
data = np.asarray(image)
if self._data is None or self._data.shape != data.shape:
self._need_vertex_update = True
self._data = data
self._need_texture_upload = True
def view(self):
v = Visual.view(self)
self._init_view(v)
return v
def _init_view(self, view):
# Store some extra variables per-view
view._need_method_update = True
view._method_used = None
@property
def clim(self):
return (self._clim if isinstance(self._clim, string_types) else
tuple(self._clim))
@clim.setter
def clim(self, clim):
if isinstance(clim, string_types):
if clim != 'auto':
raise ValueError('clim must be "auto" if a string')
else:
clim = np.array(clim, float)
if clim.shape != (2,):
raise ValueError('clim must have two elements')
self._clim = clim
self._need_texture_upload = True
self.update()
@property
def cmap(self):
return self._cmap
@cmap.setter
def cmap(self, cmap):
self._cmap = get_colormap(cmap)
self._need_colortransform_update = True
self.update()
@property
def method(self):
return self._method
@method.setter
def method(self, m):
if self._method != m:
self._method = m
self._need_vertex_update = True
self.update()
@property
def size(self):
return self._data.shape[:2][::-1]
@property
def interpolation(self):
return self._interpolation
@interpolation.setter
def interpolation(self, i):
if i not in self._interpolation_names:
raise ValueError("interpolation must be one of %s" %
', '.join(self._interpolation_names))
if self._interpolation != i:
self._interpolation = i
self._need_interpolation_update = True
self.update()
@property
def interpolation_functions(self):
return self._interpolation_names
# The interpolation code could be transferred to a dedicated filter
# function in visuals/filters as discussed in #1051
def _build_interpolation(self):
"""Rebuild the _data_lookup_fn using different interpolations within
the shader
"""
interpolation = self._interpolation
self._data_lookup_fn = self._interpolation_fun[interpolation]
self.shared_program.frag['get_data'] = self._data_lookup_fn
# only 'bilinear' uses 'linear' texture interpolation
if interpolation == 'bilinear':
texture_interpolation = 'linear'
else:
# 'nearest' (and also 'bilinear') doesn't use spatial_filters.frag
# so u_kernel and shape setting is skipped
texture_interpolation = 'nearest'
if interpolation != 'nearest':
self.shared_program['u_kernel'] = self._kerneltex
self._data_lookup_fn['shape'] = self._data.shape[:2][::-1]
if self._texture.interpolation != texture_interpolation:
self._texture.interpolation = texture_interpolation
self._data_lookup_fn['texture'] = self._texture
self._need_interpolation_update = False
def _build_vertex_data(self):
"""Rebuild the vertex buffers used for rendering the image when using
the subdivide method.
"""
grid = self._grid
w = 1.0 / grid[1]
h = 1.0 / grid[0]
quad = np.array([[0, 0, 0], [w, 0, 0], [w, h, 0],
[0, 0, 0], [w, h, 0], [0, h, 0]],
dtype=np.float32)
quads = np.empty((grid[1], grid[0], 6, 3), dtype=np.float32)
quads[:] = quad
mgrid = np.mgrid[0.:grid[1], 0.:grid[0]].transpose(1, 2, 0)
mgrid = mgrid[:, :, np.newaxis, :]
mgrid[..., 0] *= w
mgrid[..., 1] *= h
quads[..., :2] += mgrid
tex_coords = quads.reshape(grid[1]*grid[0]*6, 3)
tex_coords = np.ascontiguousarray(tex_coords[:, :2])
vertices = tex_coords * self.size
self._subdiv_position.set_data(vertices.astype('float32'))
self._subdiv_texcoord.set_data(tex_coords.astype('float32'))
def _update_method(self, view):
"""Decide which method to use for *view* and configure it accordingly.
"""
method = self._method
if method == 'auto':
if view.transforms.get_transform().Linear:
method = 'subdivide'
else:
method = 'impostor'
view._method_used = method
if method == 'subdivide':
view.view_program['method'] = 0
view.view_program['a_position'] = self._subdiv_position
view.view_program['a_texcoord'] = self._subdiv_texcoord
elif method == 'impostor':
view.view_program['method'] = 1
view.view_program['a_position'] = self._impostor_coords
view.view_program['a_texcoord'] = self._impostor_coords
else:
raise ValueError("Unknown image draw method '%s'" % method)
self.shared_program['image_size'] = self.size
view._need_method_update = False
self._prepare_transforms(view)
def _build_texture(self):
data = self._data
if data.dtype == np.float64:
data = data.astype(np.float32)
if data.ndim == 2 or data.shape[2] == 1:
# deal with clim on CPU b/c of texture depth limits :(
# can eventually do this by simulating 32-bit float... maybe
clim = self._clim
if isinstance(clim, string_types) and clim == 'auto':
clim = np.min(data), np.max(data)
clim = np.asarray(clim, dtype=np.float32)
data = data - clim[0] # not inplace so we don't modify orig data
if clim[1] - clim[0] > 0:
data /= clim[1] - clim[0]
else:
data[:] = 1 if data[0, 0] != 0 else 0
self._clim = np.array(clim)
self._texture.set_data(data)
self._need_texture_upload = False
def _compute_bounds(self, axis, view):
if axis > 1:
return (0, 0)
else:
return (0, self.size[axis])
def _prepare_transforms(self, view):
trs = view.transforms
prg = view.view_program
method = view._method_used
if method == 'subdivide':
prg.vert['transform'] = trs.get_transform()
prg.frag['transform'] = self._null_tr
else:
prg.vert['transform'] = self._null_tr
prg.frag['transform'] = trs.get_transform().inverse
def _prepare_draw(self, view):
if self._data is None:
return False
if self._need_interpolation_update:
self._build_interpolation()
if self._need_texture_upload:
self._build_texture()
if self._need_colortransform_update:
prg = view.view_program
self.shared_program.frag['color_transform'] = \
_build_color_transform(self._data, self.cmap)
self._need_colortransform_update = False
prg['texture2D_LUT'] = self.cmap.texture_lut() \
if (hasattr(self.cmap, 'texture_lut')) else None
if self._need_vertex_update:
self._build_vertex_data()
if view._need_method_update:
self._update_method(view)
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