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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. | |
# ----------------------------------------------------------------------------- | |
############################################################################## | |
# Load font into texture | |
from __future__ import division | |
import numpy as np | |
from copy import deepcopy | |
import sys | |
from ._sdf_gpu import SDFRendererGPU | |
from ._sdf_cpu import _calc_distance_field | |
from ...gloo import (TextureAtlas, IndexBuffer, VertexBuffer) | |
from ...gloo import context | |
from ...gloo.wrappers import _check_valid | |
from ...ext.six import string_types | |
from ...util.fonts import _load_glyph | |
from ..transforms import STTransform | |
from ...color import ColorArray | |
from ..visual import Visual | |
from ...io import load_spatial_filters | |
class TextureFont(object): | |
"""Gather a set of glyphs relative to a given font name and size | |
This currently stores characters in a `TextureAtlas` object which uses | |
a 2D RGB texture to store unsigned 8-bit integer data. In the future this | |
could be changed to a ``GL_R8`` texture instead of RGB when OpenGL ES | |
3.0+ is standard. Since VisPy tries to stay compatible with OpenGL ES 2.0 | |
we are using an ``RGB`` texture. Using a single channel texture should | |
improve performance by requiring less data to be sent to the GPU and to | |
remote backends (jupyter notebook). | |
Parameters | |
---------- | |
font : dict | |
Dict with entries "face", "size", "bold", "italic". | |
renderer : instance of SDFRenderer | |
SDF renderer to use. | |
""" | |
def __init__(self, font, renderer): | |
self._atlas = TextureAtlas(dtype=np.uint8) | |
self._atlas.wrapping = 'clamp_to_edge' | |
self._kernel, _ = load_spatial_filters() | |
self._renderer = renderer | |
self._font = deepcopy(font) | |
self._font['size'] = 256 # use high resolution point size for SDF | |
self._lowres_size = 64 # end at this point size for storage | |
assert (self._font['size'] % self._lowres_size) == 0 | |
# spread/border at the high-res for SDF calculation; must be chosen | |
# relative to fragment_insert.glsl multiplication factor to ensure we | |
# get to zero at the edges of characters | |
# This is also used in SDFRendererCPU, so changing this needs to | |
# propagate at least 2 other places. | |
self._spread = 32 | |
assert self._spread % self.ratio == 0 | |
self._glyphs = {} | |
@property | |
def ratio(self): | |
"""Ratio of the initial high-res to final stored low-res glyph""" | |
return self._font['size'] // self._lowres_size | |
@property | |
def slop(self): | |
"""Extra space along each glyph edge due to SDF borders""" | |
return self._spread // self.ratio | |
def __getitem__(self, char): | |
if not (isinstance(char, string_types) and len(char) == 1): | |
raise TypeError('index must be a 1-character string') | |
if char not in self._glyphs: | |
self._load_char(char) | |
return self._glyphs[char] | |
def _load_char(self, char): | |
"""Build and store a glyph corresponding to an individual character | |
Parameters | |
---------- | |
char : str | |
A single character to be represented. | |
""" | |
assert isinstance(char, string_types) and len(char) == 1 | |
assert char not in self._glyphs | |
# load new glyph data from font | |
_load_glyph(self._font, char, self._glyphs) | |
# put new glyph into the texture | |
glyph = self._glyphs[char] | |
bitmap = glyph['bitmap'] | |
# convert to padded array | |
data = np.zeros((bitmap.shape[0] + 2*self._spread, | |
bitmap.shape[1] + 2*self._spread), np.uint8) | |
data[self._spread:-self._spread, self._spread:-self._spread] = bitmap | |
# Store, while scaling down to proper size | |
height = data.shape[0] // self.ratio | |
width = data.shape[1] // self.ratio | |
region = self._atlas.get_free_region(width + 2, height + 2) | |
if region is None: | |
raise RuntimeError('Cannot store glyph') | |
x, y, w, h = region | |
x, y, w, h = x + 1, y + 1, w - 2, h - 2 | |
self._renderer.render_to_texture(data, self._atlas, (x, y), (w, h)) | |
u0 = x / float(self._atlas.shape[1]) | |
v0 = y / float(self._atlas.shape[0]) | |
u1 = (x+w) / float(self._atlas.shape[1]) | |
v1 = (y+h) / float(self._atlas.shape[0]) | |
texcoords = (u0, v0, u1, v1) | |
glyph.update(dict(size=(w, h), texcoords=texcoords)) | |
class FontManager(object): | |
"""Helper to create TextureFont instances and reuse them when possible""" | |
# XXX: should store a font-manager on each context, | |
# or let TextureFont use a TextureAtlas for each context | |
def __init__(self, method='cpu'): | |
self._fonts = {} | |
if not isinstance(method, string_types) or \ | |
method not in ('cpu', 'gpu'): | |
raise ValueError('method must be "cpu" or "gpu", got %s (%s)' | |
% (method, type(method))) | |
if method == 'cpu': | |
self._renderer = SDFRendererCPU() | |
else: # method == 'gpu': | |
self._renderer = SDFRendererGPU() | |
def get_font(self, face, bold=False, italic=False): | |
"""Get a font described by face and size""" | |
key = '%s-%s-%s' % (face, bold, italic) | |
if key not in self._fonts: | |
font = dict(face=face, bold=bold, italic=italic) | |
self._fonts[key] = TextureFont(font, self._renderer) | |
return self._fonts[key] | |
############################################################################## | |
# The visual | |
def _text_to_vbo(text, font, anchor_x, anchor_y, lowres_size): | |
"""Convert text characters to VBO""" | |
# Necessary to flush commands before requesting current viewport because | |
# There may be a set_viewport command waiting in the queue. | |
# TODO: would be nicer if each canvas just remembers and manages its own | |
# viewport, rather than relying on the context for this. | |
canvas = context.get_current_canvas() | |
canvas.context.flush_commands() | |
text_vtype = np.dtype([('a_position', np.float32, 2), | |
('a_texcoord', np.float32, 2)]) | |
vertices = np.zeros(len(text) * 4, dtype=text_vtype) | |
prev = None | |
width = height = ascender = descender = 0 | |
ratio, slop = 1. / font.ratio, font.slop | |
x_off = -slop | |
# Need to make sure we have a unicode string here (Py2.7 mis-interprets | |
# characters like "•" otherwise) | |
if sys.version[0] == '2' and isinstance(text, str): | |
text = text.decode('utf-8') | |
# Need to store the original viewport, because the font[char] will | |
# trigger SDF rendering, which changes our viewport | |
# todo: get rid of call to glGetParameter! | |
# Also analyse chars with large ascender and descender, otherwise the | |
# vertical alignment can be very inconsistent | |
for char in 'hy': | |
glyph = font[char] | |
y0 = glyph['offset'][1] * ratio + slop | |
y1 = y0 - glyph['size'][1] | |
ascender = max(ascender, y0 - slop) | |
descender = min(descender, y1 + slop) | |
height = max(height, glyph['size'][1] - 2*slop) | |
# Get/set the fonts whitespace length and line height (size of this ok?) | |
glyph = font[' '] | |
spacewidth = glyph['advance'] * ratio | |
lineheight = height * 1.5 | |
# Added escape sequences characters: {unicode:offset,...} | |
# ord('\a') = 7 | |
# ord('\b') = 8 | |
# ord('\f') = 12 | |
# ord('\n') = 10 => linebreak | |
# ord('\r') = 13 | |
# ord('\t') = 9 => tab, set equal 4 whitespaces? | |
# ord('\v') = 11 => vertical tab, set equal 4 linebreaks? | |
# If text coordinate offset > 0 -> it applies to x-direction | |
# If text coordinate offset < 0 -> it applies to y-direction | |
esc_seq = {7: 0, 8: 0, 9: -4, 10: 1, 11: 4, 12: 0, 13: 0} | |
# Keep track of y_offset to set lines at right position | |
y_offset = 0 | |
# When a line break occur, record the vertices index value | |
vi_marker = 0 | |
ii_offset = 0 # Offset since certain characters won't be drawn | |
# The running tracker of characters vertex index | |
vi = 0 | |
orig_viewport = canvas.context.get_viewport() | |
for ii, char in enumerate(text): | |
if ord(char) in esc_seq: | |
if esc_seq[ord(char)] < 0: | |
# Add offset in x-direction | |
x_off += abs(esc_seq[ord(char)]) * spacewidth | |
width += abs(esc_seq[ord(char)]) * spacewidth | |
elif esc_seq[ord(char)] > 0: | |
# Add offset in y-direction and reset things in x-direction | |
dx = dy = 0 | |
if anchor_x == 'right': | |
dx = -width | |
elif anchor_x == 'center': | |
dx = -width / 2. | |
vertices['a_position'][vi_marker:vi+4] += (dx, dy) | |
vi_marker = vi+4 | |
ii_offset -= 1 | |
# Reset variables that affects x-direction positioning | |
x_off = -slop | |
width = 0 | |
# Add offset in y-direction | |
y_offset += esc_seq[ord(char)] * lineheight | |
else: | |
# For ordinary characters, normal procedure | |
glyph = font[char] | |
kerning = glyph['kerning'].get(prev, 0.) * ratio | |
x0 = x_off + glyph['offset'][0] * ratio + kerning | |
y0 = glyph['offset'][1] * ratio + slop - y_offset | |
x1 = x0 + glyph['size'][0] | |
y1 = y0 - glyph['size'][1] | |
u0, v0, u1, v1 = glyph['texcoords'] | |
position = [[x0, y0], [x0, y1], [x1, y1], [x1, y0]] | |
texcoords = [[u0, v0], [u0, v1], [u1, v1], [u1, v0]] | |
vi = (ii + ii_offset) * 4 | |
vertices['a_position'][vi:vi+4] = position | |
vertices['a_texcoord'][vi:vi+4] = texcoords | |
x_move = glyph['advance'] * ratio + kerning | |
x_off += x_move | |
ascender = max(ascender, y0 - slop) | |
descender = min(descender, y1 + slop) | |
width += x_move | |
height = max(height, glyph['size'][1] - 2*slop) | |
prev = char | |
if orig_viewport is not None: | |
canvas.context.set_viewport(*orig_viewport) | |
dx = dy = 0 | |
if anchor_y == 'top': | |
dy = -descender | |
elif anchor_y in ('center', 'middle'): | |
dy = (-descender - ascender) / 2 | |
elif anchor_y == 'bottom': | |
dy = -ascender | |
if anchor_x == 'right': | |
dx = -width | |
elif anchor_x == 'center': | |
dx = -width / 2. | |
# If any linebreaks occured in text, we only want to translate characters | |
# in the last line in text (those after the vi_marker) | |
vertices['a_position'][0:vi_marker] += (0, dy) | |
vertices['a_position'][vi_marker:] += (dx, dy) | |
vertices['a_position'] /= lowres_size | |
return vertices | |
class TextVisual(Visual): | |
"""Visual that displays text | |
Note: SDF GPU is not currently supported in WebGL without additional | |
extensions (see comments in fragment shader below). | |
Parameters | |
---------- | |
text : str | list of str | |
Text to display. Can also be a list of strings. | |
Note: support for list of str might be removed soon | |
in favor of text collections. | |
color : instance of Color | |
Color to use. | |
bold : bool | |
Bold face. | |
italic : bool | |
Italic face. | |
face : str | |
Font face to use. | |
font_size : float | |
Point size to use. | |
pos : tuple | list of tuple | |
Position (x, y) or (x, y, z) of the text. | |
Can also be a list of tuple if `text` is a list. | |
rotation : float | |
Rotation (in degrees) of the text clockwise. | |
anchor_x : str | |
Horizontal text anchor. | |
anchor_y : str | |
Vertical text anchor. | |
method : str | |
Rendering method for text characters. Either 'cpu' (default) or | |
'gpu'. The 'cpu' method should perform better on remote backends | |
like those based on WebGL. The 'gpu' method should produce higher | |
quality results. | |
font_manager : object | None | |
Font manager to use (can be shared if the GLContext is shared). | |
""" | |
VERTEX_SHADER = """ | |
attribute float a_rotation; // rotation in rad | |
attribute vec2 a_position; // in point units | |
attribute vec2 a_texcoord; | |
attribute vec3 a_pos; // anchor position | |
varying vec2 v_texcoord; | |
varying vec4 v_color; | |
void main(void) { | |
// Eventually "rot" should be handled by SRTTransform or so... | |
mat4 rot = mat4(cos(a_rotation), -sin(a_rotation), 0, 0, | |
sin(a_rotation), cos(a_rotation), 0, 0, | |
0, 0, 1, 0, 0, 0, 0, 1); | |
vec4 pos = $transform(vec4(a_pos, 1.0)) + | |
$text_scale(rot * vec4(a_position, 0, 0)); | |
gl_Position = pos; | |
v_texcoord = a_texcoord; | |
v_color = $color; | |
} | |
""" | |
FRAGMENT_SHADER = """ | |
// Extensions for WebGL | |
#extension GL_OES_standard_derivatives : enable | |
#extension GL_OES_element_index_uint : enable | |
#include "misc/spatial-filters.frag" | |
// Adapted from glumpy with permission | |
const float M_SQRT1_2 = 0.707106781186547524400844362104849039; | |
uniform sampler2D u_font_atlas; | |
uniform vec2 u_font_atlas_shape; | |
varying vec4 v_color; | |
uniform float u_npix; | |
varying vec2 v_texcoord; | |
const float center = 0.5; | |
float contour(in float d, in float w) | |
{ | |
return smoothstep(center - w, center + w, d); | |
} | |
float sample(sampler2D texture, vec2 uv, float w) | |
{ | |
return contour(texture2D(texture, uv).r, w); | |
} | |
void main(void) { | |
vec2 uv = v_texcoord.xy; | |
vec4 rgb; | |
// Use interpolation at high font sizes | |
if(u_npix >= 50.0) | |
rgb = CatRom(u_font_atlas, u_font_atlas_shape, uv); | |
else | |
rgb = texture2D(u_font_atlas, uv); | |
float distance = rgb.r; | |
// GLSL's fwidth = abs(dFdx(uv)) + abs(dFdy(uv)) | |
float width = 0.5 * fwidth(distance); // sharpens a bit | |
// Regular SDF | |
float alpha = contour(distance, width); | |
if (u_npix < 30.) { | |
// Supersample, 4 extra points | |
// Half of 1/sqrt2; you can play with this | |
float dscale = 0.5 * M_SQRT1_2; | |
vec2 duv = dscale * (dFdx(v_texcoord) + dFdy(v_texcoord)); | |
vec4 box = vec4(v_texcoord-duv, v_texcoord+duv); | |
float asum = sample(u_font_atlas, box.xy, width) | |
+ sample(u_font_atlas, box.zw, width) | |
+ sample(u_font_atlas, box.xw, width) | |
+ sample(u_font_atlas, box.zy, width); | |
// weighted average, with 4 extra points having 0.5 weight | |
// each, so 1 + 0.5*4 = 3 is the divisor | |
alpha = (alpha + 0.5 * asum) / 3.0; | |
} | |
gl_FragColor = vec4(v_color.rgb, v_color.a * alpha); | |
} | |
""" | |
def __init__(self, text=None, color='black', bold=False, | |
italic=False, face='OpenSans', font_size=12, pos=[0, 0, 0], | |
rotation=0., anchor_x='center', anchor_y='center', | |
method='cpu', font_manager=None): | |
Visual.__init__(self, vcode=self.VERTEX_SHADER, | |
fcode=self.FRAGMENT_SHADER) | |
# Check input | |
valid_keys = ('top', 'center', 'middle', 'baseline', 'bottom') | |
_check_valid('anchor_y', anchor_y, valid_keys) | |
valid_keys = ('left', 'center', 'right') | |
_check_valid('anchor_x', anchor_x, valid_keys) | |
# Init font handling stuff | |
# _font_manager is a temporary solution to use global mananger | |
self._font_manager = font_manager or FontManager(method=method) | |
self._font = self._font_manager.get_font(face, bold, italic) | |
self._vertices = None | |
self._color_vbo = None | |
self._anchors = (anchor_x, anchor_y) | |
# Init text properties | |
self.color = color | |
self.text = text | |
self.font_size = font_size | |
self.pos = pos | |
self.rotation = rotation | |
self._text_scale = STTransform() | |
self._draw_mode = 'triangles' | |
self.set_gl_state(blend=True, depth_test=False, cull_face=False, | |
blend_func=('src_alpha', 'one_minus_src_alpha')) | |
self.freeze() | |
@property | |
def text(self): | |
"""The text string""" | |
return self._text | |
@text.setter | |
def text(self, text): | |
if isinstance(text, list): | |
assert all(isinstance(t, string_types) for t in text) | |
if text is None: | |
text = [] | |
self._text = text | |
self._vertices = None | |
self._pos_changed = True # need to update this as well | |
self._color_changed = True | |
self.update() | |
@property | |
def anchors(self): | |
return self._anchors | |
@anchors.setter | |
def anchors(self, a): | |
self._anchors = a | |
self._vertices = None | |
self._pos_changed = True | |
self.update() | |
@property | |
def font_size(self): | |
""" The font size (in points) of the text | |
""" | |
return self._font_size | |
@font_size.setter | |
def font_size(self, size): | |
self._font_size = max(0.0, float(size)) | |
self.update() | |
@property | |
def color(self): | |
""" The color of the text | |
""" | |
return self._color | |
@color.setter | |
def color(self, color): | |
self._color = ColorArray(color) | |
self._color_changed = True | |
self.update() | |
@property | |
def rotation(self): | |
""" The rotation of the text (clockwise, in degrees) | |
""" | |
return self._rotation * 180. / np.pi | |
@rotation.setter | |
def rotation(self, rotation): | |
self._rotation = np.asarray(rotation) * np.pi / 180. | |
self._pos_changed = True | |
self.update() | |
@property | |
def pos(self): | |
""" The position of the text anchor in the local coordinate frame | |
""" | |
return self._pos | |
@pos.setter | |
def pos(self, pos): | |
pos = np.atleast_2d(pos).astype(np.float32) | |
if pos.shape[1] == 2: | |
pos = np.concatenate((pos, np.zeros((pos.shape[0], 1), | |
np.float32)), axis=1) | |
elif pos.shape[1] != 3: | |
raise ValueError('pos must have 2 or 3 elements') | |
elif pos.shape[0] == 0: | |
raise ValueError('at least one position must be given') | |
self._pos = pos | |
self._pos_changed = True | |
self.update() | |
def _prepare_draw(self, view): | |
# attributes / uniforms are not available until program is built | |
if len(self.text) == 0: | |
return False | |
if self._vertices is None: | |
text = self.text | |
if isinstance(text, string_types): | |
text = [text] | |
n_char = sum(len(t) for t in text) | |
# we delay creating vertices because it requires a context, | |
# which may or may not exist when the object is initialized | |
self._vertices = np.concatenate([ | |
_text_to_vbo(t, self._font, self._anchors[0], self._anchors[1], | |
self._font._lowres_size) for t in text]) | |
self._vertices = VertexBuffer(self._vertices) | |
idx = (np.array([0, 1, 2, 0, 2, 3], np.uint32) + | |
np.arange(0, 4*n_char, 4, dtype=np.uint32)[:, np.newaxis]) | |
self._index_buffer = IndexBuffer(idx.ravel()) | |
self.shared_program.bind(self._vertices) | |
# This is necessary to reset the GL drawing state after generating | |
# SDF textures. A better way would be to enable the state to be | |
# pushed/popped by the context. | |
self._configure_gl_state() | |
if self._pos_changed: | |
# now we promote pos to the proper shape (attribute) | |
text = self.text | |
if not isinstance(text, string_types): | |
repeats = [4 * len(t) for t in text] | |
text = ''.join(text) | |
else: | |
repeats = [4 * len(text)] | |
n_text = len(repeats) | |
pos = self.pos | |
# Rotation | |
_rot = self._rotation | |
if isinstance(_rot, (int, float)): | |
_rot = np.full((pos.shape[0],), self._rotation) | |
_rot = np.asarray(_rot) | |
if _rot.shape[0] < n_text: | |
_rep = [1] * (len(_rot) - 1) + [n_text - len(_rot) + 1] | |
_rot = np.repeat(_rot, _rep, axis=0) | |
_rot = np.repeat(_rot[:n_text], repeats, axis=0) | |
self.shared_program['a_rotation'] = _rot.astype(np.float32) | |
# Position | |
if pos.shape[0] < n_text: | |
_rep = [1] * (len(pos) - 1) + [n_text - len(pos) + 1] | |
pos = np.repeat(pos, _rep, axis=0) | |
pos = np.repeat(pos[:n_text], repeats, axis=0) | |
assert pos.shape[0] == self._vertices.size == len(_rot) | |
self.shared_program['a_pos'] = pos | |
self._pos_changed = False | |
if self._color_changed: | |
# now we promote color to the proper shape (varying) | |
text = self.text | |
if not isinstance(text, string_types): | |
repeats = [4 * len(t) for t in text] | |
text = ''.join(text) | |
else: | |
repeats = [4 * len(text)] | |
n_text = len(repeats) | |
color = self.color.rgba | |
if color.shape[0] < n_text: | |
color = np.repeat(color, | |
[1]*(len(color)-1) + [n_text-len(color)+1], | |
axis=0) | |
color = np.repeat(color[:n_text], repeats, axis=0) | |
assert color.shape[0] == self._vertices.size | |
self._color_vbo = VertexBuffer(color) | |
self.shared_program.vert['color'] = self._color_vbo | |
self._color_changed = False | |
transforms = self.transforms | |
n_pix = (self._font_size / 72.) * transforms.dpi # logical pix | |
tr = transforms.get_transform('document', 'render') | |
px_scale = (tr.map((1, 0)) - tr.map((0, 1)))[:2] | |
self._text_scale.scale = px_scale * n_pix | |
self.shared_program.vert['text_scale'] = self._text_scale | |
self.shared_program['u_npix'] = n_pix | |
self.shared_program['u_kernel'] = self._font._kernel | |
self.shared_program['u_color'] = self._color.rgba | |
self.shared_program['u_font_atlas'] = self._font._atlas | |
self.shared_program['u_font_atlas_shape'] = self._font._atlas.shape[:2] | |
def _prepare_transforms(self, view): | |
self._pos_changed = True | |
# Note that we access `view_program` instead of `shared_program` | |
# because we do not want this function assigned to other views. | |
tr = view.transforms.get_transform() | |
view.view_program.vert['transform'] = tr # .simplified() | |
def _compute_bounds(self, axis, view): | |
return self._pos[:, axis].min(), self._pos[:, axis].max() | |
class SDFRendererCPU(object): | |
"""Render SDFs using the CPU.""" | |
# This should probably live in _sdf_cpu.pyx, but doing so makes | |
# debugging substantially more annoying | |
def render_to_texture(self, data, texture, offset, size): | |
sdf = (data / 255).astype(np.float32) # from ubyte -> float | |
h, w = sdf.shape | |
tex_w, tex_h = size | |
_calc_distance_field(sdf, w, h, 32) | |
# This tweaking gets us a result more similar to the GPU SDFs, | |
# for which the text rendering code was optimized | |
sdf = 2 * sdf - 1. | |
sdf = np.sign(sdf) * np.abs(sdf) ** 0.75 / 2. + 0.5 | |
# Downsample using NumPy (because we can't guarantee SciPy) | |
xp = (np.arange(w) + 0.5) / float(w) | |
x = (np.arange(tex_w) + 0.5) / float(tex_w) | |
bitmap = np.array([np.interp(x, xp, ss) for ss in sdf]) | |
xp = (np.arange(h) + 0.5) / float(h) | |
x = (np.arange(tex_h) + 0.5) / float(tex_h) | |
bitmap = np.array([np.interp(x, xp, ss) for ss in bitmap.T]).T | |
assert bitmap.shape[::-1] == size | |
# convert to uint8 | |
bitmap = (bitmap * 255).astype(np.uint8) | |
# convert single channel to RGB by repeating | |
bitmap = np.tile(bitmap[..., np.newaxis], | |
(1, 1, 3)) | |
texture[offset[1]:offset[1] + size[1], | |
offset[0]:offset[0] + size[0], :] = bitmap |