aca9c8310f
[ Note: These APIs have changed significantly. ] - MeshData and GLMeshItem now operate on numpy arrays instead of lists. - MeshData can handle per-vertex and per-triangle color information Added GLSurfacePlotItem class based on new GLMeshItem GLGraphicsItem now has per-item support for customizing GL state (setGLOptions method) Added several new shader programs Added new examples: GLIsosurface GLSurfacePlot GLshaders
181 lines
7.1 KiB
Python
181 lines
7.1 KiB
Python
from OpenGL.GL import *
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from OpenGL.arrays import vbo
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from .. GLGraphicsItem import GLGraphicsItem
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from .. import shaders
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from pyqtgraph import QtGui
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import numpy as np
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__all__ = ['GLScatterPlotItem']
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class GLScatterPlotItem(GLGraphicsItem):
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"""Draws points at a list of 3D positions."""
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def __init__(self, **kwds):
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GLGraphicsItem.__init__(self)
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glopts = kwds.pop('glOptions', 'additive')
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self.setGLOptions(glopts)
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self.pos = []
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self.size = 10
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self.color = [1.0,1.0,1.0,0.5]
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self.pxMode = True
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#self.vbo = {} ## VBO does not appear to improve performance very much.
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self.setData(**kwds)
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def setData(self, **kwds):
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"""
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Update the data displayed by this item. All arguments are optional;
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for example it is allowed to update spot positions while leaving
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colors unchanged, etc.
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==================== ==================================================
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Arguments:
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------------------------------------------------------------------------
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pos (N,3) array of floats specifying point locations.
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color (N,4) array of floats (0.0-1.0) specifying
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spot colors OR a tuple of floats specifying
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a single color for all spots.
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size (N,) array of floats specifying spot sizes or
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a single value to apply to all spots.
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pxMode If True, spot sizes are expressed in pixels.
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Otherwise, they are expressed in item coordinates.
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==================== ==================================================
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"""
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args = ['pos', 'color', 'size', 'pxMode']
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for k in kwds.keys():
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if k not in args:
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raise Exception('Invalid keyword argument: %s (allowed arguments are %s)' % (k, str(args)))
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args.remove('pxMode')
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for arg in args:
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if arg in kwds:
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setattr(self, arg, kwds[arg])
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#self.vbo.pop(arg, None)
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self.pxMode = kwds.get('pxMode', self.pxMode)
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self.update()
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def initializeGL(self):
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## Generate texture for rendering points
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w = 64
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def fn(x,y):
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r = ((x-w/2.)**2 + (y-w/2.)**2) ** 0.5
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return 200 * (w/2. - np.clip(r, w/2.-1.0, w/2.))
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pData = np.empty((w, w, 4))
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pData[:] = 255
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pData[:,:,3] = np.fromfunction(fn, pData.shape[:2])
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#print pData.shape, pData.min(), pData.max()
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pData = pData.astype(np.ubyte)
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self.pointTexture = glGenTextures(1)
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glActiveTexture(GL_TEXTURE0)
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, self.pointTexture)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pData.shape[0], pData.shape[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, pData)
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self.shader = shaders.getShaderProgram('pointSprite')
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#def getVBO(self, name):
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#if name not in self.vbo:
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#self.vbo[name] = vbo.VBO(getattr(self, name).astype('f'))
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#return self.vbo[name]
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#def setupGLState(self):
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#"""Prepare OpenGL state for drawing. This function is called immediately before painting."""
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##glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ## requires z-sorting to render properly.
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#glBlendFunc(GL_SRC_ALPHA, GL_ONE)
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#glEnable( GL_BLEND )
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#glEnable( GL_ALPHA_TEST )
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#glDisable( GL_DEPTH_TEST )
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##glEnable( GL_POINT_SMOOTH )
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##glHint(GL_POINT_SMOOTH_HINT, GL_NICEST)
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##glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, (0, 0, -1e-3))
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##glPointParameterfv(GL_POINT_SIZE_MAX, (65500,))
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##glPointParameterfv(GL_POINT_SIZE_MIN, (0,))
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def paint(self):
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self.setupGLState()
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glEnable(GL_POINT_SPRITE)
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glActiveTexture(GL_TEXTURE0)
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glEnable( GL_TEXTURE_2D )
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glBindTexture(GL_TEXTURE_2D, self.pointTexture)
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glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)
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#glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) ## use texture color exactly
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#glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ## texture modulates current color
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glEnable(GL_PROGRAM_POINT_SIZE)
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with self.shader:
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#glUniform1i(self.shader.uniform('texture'), 0) ## inform the shader which texture to use
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glEnableClientState(GL_VERTEX_ARRAY)
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try:
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glVertexPointerf(self.pos)
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if isinstance(self.color, np.ndarray):
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glEnableClientState(GL_COLOR_ARRAY)
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glColorPointerf(self.color)
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else:
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if isinstance(self.color, QtGui.QColor):
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glColor4f(*fn.glColor(self.color))
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else:
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glColor4f(*self.color)
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if not self.pxMode or isinstance(self.size, np.ndarray):
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glEnableClientState(GL_NORMAL_ARRAY)
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norm = np.empty(self.pos.shape)
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if self.pxMode:
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norm[:,0] = self.size
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else:
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gpos = self.mapToView(self.pos.transpose()).transpose()
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pxSize = self.view().pixelSize(gpos)
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norm[:,0] = self.size / pxSize
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glNormalPointerf(norm)
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else:
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glNormal3f(self.size, 0, 0) ## vertex shader uses norm.x to determine point size
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#glPointSize(self.size)
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glDrawArrays(GL_POINTS, 0, len(self.pos))
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finally:
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glDisableClientState(GL_NORMAL_ARRAY)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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#posVBO.unbind()
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#for i in range(len(self.pos)):
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#pos = self.pos[i]
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#if isinstance(self.color, np.ndarray):
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#color = self.color[i]
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#else:
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#color = self.color
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#if isinstance(self.color, QtGui.QColor):
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#color = fn.glColor(self.color)
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#if isinstance(self.size, np.ndarray):
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#size = self.size[i]
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#else:
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#size = self.size
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#pxSize = self.view().pixelSize(QtGui.QVector3D(*pos))
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#glPointSize(size / pxSize)
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#glBegin( GL_POINTS )
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#glColor4f(*color) # x is blue
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##glNormal3f(size, 0, 0)
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#glVertex3f(*pos)
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#glEnd()
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