pyqtgraph/pyqtgraph/opengl/items/GLImageItem.py

103 lines
3.7 KiB
Python

# -*- coding: utf-8 -*-
from OpenGL.GL import *
from .. GLGraphicsItem import GLGraphicsItem
__all__ = ['GLImageItem']
class GLImageItem(GLGraphicsItem):
"""
**Bases:** :class:`GLGraphicsItem <pyqtgraph.opengl.GLGraphicsItem>`
Displays image data as a textured quad.
"""
def __init__(self, data, smooth=False, glOptions='translucent'):
"""
============== =======================================================================================
**Arguments:**
data Volume data to be rendered. *Must* be 3D numpy array (x, y, RGBA) with dtype=ubyte.
(See functions.makeRGBA)
smooth (bool) If True, the volume slices are rendered with linear interpolation
============== =======================================================================================
"""
self.smooth = smooth
self._needUpdate = False
GLGraphicsItem.__init__(self)
self.setData(data)
self.setGLOptions(glOptions)
self.texture = None
def initializeGL(self):
if self.texture is not None:
return
glEnable(GL_TEXTURE_2D)
self.texture = glGenTextures(1)
def setData(self, data):
self.data = data
self._needUpdate = True
self.update()
def _updateTexture(self):
glBindTexture(GL_TEXTURE_2D, self.texture)
if self.smooth:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
else:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
#glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER)
shape = self.data.shape
## Test texture dimensions first
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, shape[0], shape[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
if glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH) == 0:
raise Exception("OpenGL failed to create 2D texture (%dx%d); too large for this hardware." % shape[:2])
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shape[0], shape[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, self.data.transpose((1,0,2)))
glDisable(GL_TEXTURE_2D)
#self.lists = {}
#for ax in [0,1,2]:
#for d in [-1, 1]:
#l = glGenLists(1)
#self.lists[(ax,d)] = l
#glNewList(l, GL_COMPILE)
#self.drawVolume(ax, d)
#glEndList()
def paint(self):
if self._needUpdate:
self._updateTexture()
self._needUpdate = False
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, self.texture)
self.setupGLState()
#glEnable(GL_DEPTH_TEST)
##glDisable(GL_CULL_FACE)
#glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
#glEnable( GL_BLEND )
#glEnable( GL_ALPHA_TEST )
glColor4f(1,1,1,1)
glBegin(GL_QUADS)
glTexCoord2f(0,0)
glVertex3f(0,0,0)
glTexCoord2f(1,0)
glVertex3f(self.data.shape[0], 0, 0)
glTexCoord2f(1,1)
glVertex3f(self.data.shape[0], self.data.shape[1], 0)
glTexCoord2f(0,1)
glVertex3f(0, self.data.shape[1], 0)
glEnd()
glDisable(GL_TEXTURE_2D)