pyqtgraph/widgets/RawImageWidget.py
2013-12-23 11:16:39 -05:00

141 lines
5.3 KiB
Python

from ..Qt import QtCore, QtGui
try:
from ..Qt import QtOpenGL
from OpenGL.GL import *
HAVE_OPENGL = True
except ImportError:
HAVE_OPENGL = False
from .. import functions as fn
import numpy as np
class RawImageWidget(QtGui.QWidget):
"""
Widget optimized for very fast video display.
Generally using an ImageItem inside GraphicsView is fast enough.
On some systems this may provide faster video. See the VideoSpeedTest example for benchmarking.
"""
def __init__(self, parent=None, scaled=False):
"""
Setting scaled=True will cause the entire image to be displayed within the boundaries of the widget. This also greatly reduces the speed at which it will draw frames.
"""
QtGui.QWidget.__init__(self, parent=None)
self.setSizePolicy(QtGui.QSizePolicy(QtGui.QSizePolicy.Expanding,QtGui.QSizePolicy.Expanding))
self.scaled = scaled
self.opts = None
self.image = None
def setImage(self, img, *args, **kargs):
"""
img must be ndarray of shape (x,y), (x,y,3), or (x,y,4).
Extra arguments are sent to functions.makeARGB
"""
self.opts = (img, args, kargs)
self.image = None
self.update()
def paintEvent(self, ev):
if self.opts is None:
return
if self.image is None:
argb, alpha = fn.makeARGB(self.opts[0], *self.opts[1], **self.opts[2])
self.image = fn.makeQImage(argb, alpha)
self.opts = ()
#if self.pixmap is None:
#self.pixmap = QtGui.QPixmap.fromImage(self.image)
p = QtGui.QPainter(self)
if self.scaled:
rect = self.rect()
ar = rect.width() / float(rect.height())
imar = self.image.width() / float(self.image.height())
if ar > imar:
rect.setWidth(int(rect.width() * imar/ar))
else:
rect.setHeight(int(rect.height() * ar/imar))
p.drawImage(rect, self.image)
else:
p.drawImage(QtCore.QPointF(), self.image)
#p.drawPixmap(self.rect(), self.pixmap)
p.end()
if HAVE_OPENGL:
class RawImageGLWidget(QtOpenGL.QGLWidget):
"""
Similar to RawImageWidget, but uses a GL widget to do all drawing.
Perfomance varies between platforms; see examples/VideoSpeedTest for benchmarking.
"""
def __init__(self, parent=None, scaled=False):
QtOpenGL.QGLWidget.__init__(self, parent=None)
self.scaled = scaled
self.image = None
self.uploaded = False
self.smooth = False
self.opts = None
def setImage(self, img, *args, **kargs):
"""
img must be ndarray of shape (x,y), (x,y,3), or (x,y,4).
Extra arguments are sent to functions.makeARGB
"""
self.opts = (img, args, kargs)
self.image = None
self.uploaded = False
self.update()
def initializeGL(self):
self.texture = glGenTextures(1)
def uploadTexture(self):
glEnable(GL_TEXTURE_2D)
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.image.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.image.transpose((1,0,2)))
glDisable(GL_TEXTURE_2D)
def paintGL(self):
if self.image is None:
if self.opts is None:
return
img, args, kwds = self.opts
kwds['useRGBA'] = True
self.image, alpha = fn.makeARGB(img, *args, **kwds)
if not self.uploaded:
self.uploadTexture()
glViewport(0, 0, self.width(), self.height())
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, self.texture)
glColor4f(1,1,1,1)
glBegin(GL_QUADS)
glTexCoord2f(0,0)
glVertex3f(-1,-1,0)
glTexCoord2f(1,0)
glVertex3f(1, -1, 0)
glTexCoord2f(1,1)
glVertex3f(1, 1, 0)
glTexCoord2f(0,1)
glVertex3f(-1, 1, 0)
glEnd()
glDisable(GL_TEXTURE_3D)