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openGL_FBO_withTextureShader.py
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openGL_FBO_withTextureShader.py
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import pygame, time, numpy, Image
from numpy import pi, sin, cos
#opengl
import OpenGL
from OpenGL import GL, GLU
import OpenGL.GL.ARB.multitexture as GL_multitexture
if OpenGL.__version__>="3.0":
import OpenGL.GL.EXT.framebuffer_object as FB
from psychopy import visual, misc, event, _shaders
winSize=[800,600]
sqrSize =1
texID = GL.glGenTextures(1)
useFBO = True
def float_uint8(inarray):
"""Converts arrays, lists, tuples and floats ranging -1:1
into an array of Uint8s ranging 0:255
"""
retVal = numpy.around(255*(0.5+0.5*numpy.asarray(inarray)))
return retVal.astype(numpy.uint8)
def setupPygame():
#setup pygame
pygame.init()
winHandle = pygame.display.set_mode(winSize,pygame.OPENGL|pygame.DOUBLEBUF)
def setupOpenGL():
#setup opengl
GL.glClearColor(0.5,0.5,0.5, 1.0) # This Will Clear The Background Color
GL.glClearDepth(1.0)
GL.glViewport(0, 0, winSize[0], winSize[1]);
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity() # Reset The Projection Matrix
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
GL.glEnable(GL.GL_DEPTH_TEST) # Enables Depth Testing
GL.glEnable(GL.GL_BLEND)
GL.glEnable(GL.GL_TEXTURE_1D)
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glShadeModel(GL.GL_SMOOTH) # Color Shading (FLAT or SMOOTH)
GL.glEnable(GL.GL_POINT_SMOOTH)
#GL_multitexture.glInitMultitextureARB()
def createFBO(size):
""" Offscreen rendering
"""
w = size[0]
h = size[1]
# Setup framebuffer
frameBuffer = FB.glGenFramebuffersEXT(1)
FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, frameBuffer)
# Setup depthbuffer
depthBuffer = FB.glGenRenderbuffersEXT(1)
FB.glBindRenderbufferEXT (FB.GL_RENDERBUFFER_EXT,depthBuffer)
FB.glRenderbufferStorageEXT (FB.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT, w, h)
# Create texture to render to
GL.glEnable(GL.GL_TEXTURE_2D)
texture = GL.glGenTextures (1)
GL.glBindTexture (GL.GL_TEXTURE_2D, texture)
GL.glTexParameteri (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
GL.glTexParameteri (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
GL.glTexImage2D (GL.GL_TEXTURE_2D, 0, GL.GL_RGBA32F_ARB, w, h, 0,
GL.GL_RGBA, GL.GL_FLOAT, None)
#attach texture to the frame buffer
FB.glFramebufferTexture2DEXT (FB.GL_FRAMEBUFFER_EXT, GL.GL_COLOR_ATTACHMENT0_EXT,
GL.GL_TEXTURE_2D, texture, 0);
FB.glFramebufferRenderbufferEXT(FB.GL_FRAMEBUFFER_EXT, GL.GL_DEPTH_ATTACHMENT_EXT,
FB.GL_RENDERBUFFER_EXT, depthBuffer);
status = FB.glCheckFramebufferStatusEXT (FB.GL_FRAMEBUFFER_EXT);
if status != FB.GL_FRAMEBUFFER_COMPLETE_EXT:
print "Error in framebuffer activation"
return
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)#unbind that name to the target
GL.glDisable(GL.GL_TEXTURE_2D)
return frameBuffer, texture, depthBuffer
def flip():
global frameTexture
if useFBO:
FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, 0)
GL.glDisable(GL.GL_BLEND)
#GL.glBlendEquation(GL.GL_FUNC_ADD)
#GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
#GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_DST_ALPHA)
#before flipping need to copy the renderBuffer to the frameBuffer
GL.glColor4f(1,1,1,1)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, frameTexture)
GL.glBegin( GL.GL_QUADS )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 0.0 )
GL.glVertex2f( -1.0,-1.0 )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 1.0 )
GL.glVertex2f( -1.0, 1.0 )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,1.0, 1.0 )
GL.glVertex2f( 1.0, 1.0 )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1.0, 0.0 )
GL.glVertex2f( 1.0, -1.0 )
GL.glEnd()
pygame.display.flip()
if useFBO:
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glEnable(GL.GL_BLEND)
FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, frameBuffer)
def makeGrating():
res=128
#make basic texture
onePeriodX, onePeriodY = numpy.mgrid[0:2*pi:2*pi/res, 0:2*pi:2*pi/res]
intensity = numpy.sin(onePeriodX-pi/2)#*numpy.sin(onePeriodY-pi/2)
#paste into rgb
data = numpy.ones((res,res,4),numpy.float32)#initialise data array as a float
data[:,:,0] = intensity
data[:,:,1] = intensity
data[:,:,2] = intensity
data[:,:,3] = 1.0
#data = float_uint8(data)#data range -1:1 -> 0:255
texture = data.tostring()#serialise
print 'texID', texID
#upload texture
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glBindTexture(GL.GL_TEXTURE_2D, texID)#bind that name to the target
GL.glTexImage2D(GL.GL_TEXTURE_2D,#target
0, #mipmap level
GL.GL_RGBA32F_ARB, #internal format
res, #width
res,
0, #border
GL.GL_RGBA, #target format
GL.GL_FLOAT, #target data type
texture) #the data
GL.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_S,GL.GL_REPEAT) #makes the texture map wrap (this is actually default anyway)
#interpolate with NEAREST NEIGHBOUR. Important if using bits++ because GL_LINEAR
#sometimes extrapolates to pixel vals outside range
GL.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MAG_FILTER,GL.GL_NEAREST)
GL.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MIN_FILTER,GL.GL_NEAREST)
GL.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE)
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)#bind that name to the target
GL.glDisable(GL.GL_TEXTURE_2D)
def drawScene():
GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
GL.glPushMatrix()
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glBindTexture(GL.GL_TEXTURE_2D, texID)#bind that name to the target
#first square
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glColor4f(1,0,1,0.5)
GL.glBegin(GL.GL_POLYGON) # Start drawing a polygon
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,2.0)
GL.glVertex3f(0, sqrSize*0.8,-.8) # Top left
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,2.0)
GL.glVertex3f(sqrSize*0.8, sqrSize*0.8,-.80) # Top right
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,0.0)
GL.glVertex3f(sqrSize*0.8, 0,-.8) # Bottom Right
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,0.0)
GL.glVertex3f(0, 0,-.8) # Bottom Left
try:
GL.glEnd()
except:
print GL.GLerror, 1
alpha = 0.5
#2nd square
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glRotatef(45,0.0,0.0,1.0)
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glColor4f(0.5,0.5,0.5,alpha)
GL.glBegin(GL.GL_POLYGON) # Start drawing a polygon
GL.glVertex3f(0, sqrSize*0.8,-.7) # Top left
GL.glVertex3f(sqrSize*0.8, sqrSize*0.8,-.70) # Top right
GL.glVertex3f(sqrSize*0.8, 0,-.7) # Bottom Right
GL.glVertex3f(0, 0,-.7) # Bottom Left
GL.glEnd()
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glColor4f(1,0,1,alpha)
GL.glBegin(GL.GL_POLYGON) # Start drawing a polygon
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,2.0)
GL.glVertex3f(0, sqrSize*0.8,-.8) # Top left
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,2.0)
GL.glVertex3f(sqrSize*0.8, sqrSize*0.8,-.80) # Top right
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,2.0,0.0)
GL.glVertex3f(sqrSize*0.8, 0,-.8) # Bottom Right
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,0.0,0.0)
GL.glVertex3f(0, 0,-.8) # Bottom Left
try:
GL.glEnd()
except:
print GL.GLerror.message, 2
GL.glPopMatrix()
#run a frame
setupPygame()
setupOpenGL()
if useFBO: frameBuffer, frameTexture, depthBuffer = createFBO(size=winSize)
makeGrating()
drawScene()
flip()
event.waitKeys()