Dear Martin,
Cheers! Andrew
Martin Spacek wrote:
Hello,
We have movies in raw format (64x64 pixels x 30000 frames, written in consecutive uint8 bytes) that we'd like to play at 200 Hz. What would be the most efficient way to load and display such a movie in VisionEgg? (we've written a C extension for this, but I'm wondering if there's a simple and efficient method within Python/VisionEgg)
This runs quickly with no frame drops. The only catch is that the initial step of converting the file contents into a Numeric array is very slow, about 30 s for this 120 MB file (the reshaping step, however, is instantaneous). I've noticed that using numarray instead of Numeric is much faster in this respect, and takes only a couple of seconds for the following:
# The Vision Egg: Textures # # Copyright (C) 2001-2004 Andrew Straw # Copyright (C) 2004 California Institute of Technology # # Author: Andrew Straw <astraw@xxxxxxxxxxxxxxxxxxxxx> # URL: <http://www.visionegg.org/> # # Distributed under the terms of the GNU Lesser General Public License # (LGPL). See LICENSE.TXT that came with this file. # # $Id: Textures.py,v 1.94 2004/08/29 21:28:24 astraw Exp $ """ Texture (images mapped onto polygons) stimuli. """ #################################################################### # # Import all the necessary packages # #################################################################### try: import logging # available in Python 2.3 except ImportError: import VisionEgg.py_logging as logging # use local copy otherwise import VisionEgg import VisionEgg.Core import VisionEgg.ParameterTypes as ve_types import Image, ImageDraw # Python Imaging Library packages import pygame.surface, pygame.image # pygame import math, types, os import Numeric, MLab import VisionEgg.GL as gl # get all OpenGL stuff in one namespace import OpenGL.GLU as glu # These modules are part of PIL and get loaded as needed by Image. # They are listed here so that Gordon McMillan's Installer properly # locates them. You will not hurt anything other than your ability to # make executables using Intaller if you remove these lines. import _imaging import ImageFile, ImageFileIO, BmpImagePlugin, JpegImagePlugin, PngImagePlugin __version__ = VisionEgg.release_name __cvs__ = '$Revision: 1.94 $'.split()[1] __date__ = ' '.join('$Date: 2004/08/29 21:28:24 $'.split()[1:3]) __author__ = 'Andrew Straw <astraw@xxxxxxxxxxxxxxxxxxxxx>' # Use Python's bool constants if available, make aliases if not try: True except NameError: True = 1==1 False = 1==0 if Image.VERSION >= '1.1.3': shrink_filter = Image.ANTIALIAS # Added in PIL 1.1.3 else: shrink_filter = Image.BICUBIC # Fallback filtering # Allow use of numarray Texture data without requiring numarray array_types = [Numeric.ArrayType] try: import numarray array_types.append( numarray.numarraycore.NumArray ) except ImportError: pass #################################################################### # # XXX ToDo: # The main remaining feature to add to this module is automatic # management of texture objects. This would allow many small images # (e.g. a bit of text) to live in one large texture object. This # would be much faster when many small textures are drawn in rapid # succession. (Apparently this might not be such a big improvement on # OS X. (See http://crystal.sourceforge.net/phpwiki/index.php?MacXGL) # Here's a sample from Apple's TextureRange demo which is supposed # to speed up texture transfers. # glBindTextures( target, &texID); # glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, 1); # glTexImage2D(target, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,image_ptr); # Update the texture with: # glTexSubImage2D(target, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,image_ptr); # Include support for numarray data without converting to # Numeric. (Possibly like matplotlib's numerix both-supported # approach.) #################################################################### #################################################################### # # Textures # #################################################################### def next_power_of_2(f): return int(math.pow(2.0,math.ceil(math.log(f)/math.log(2.0)))) def is_power_of_2(f): return f == next_power_of_2(f) class Texture(object): """A 2 dimensional texture. The pixel data can come from an image file, an image file stream, an instance of Image from the Python Imaging Library, a Numeric Python array, or None. If the data is a Numeric python array, floating point numbers are assumed to be in the range 0.0 to 1.0, and integers are assumed to be in the range 0 to 255. The first index is the row (y position), the second index is the column (x position), and if it's RGB or RGBA data, the third index specifies the color band. Thus, if the texel data was 640 pixels wide by 480 pixels tall, the array would have shape (480,640) for luminance information, (480,640,3) for RGB information, and (480,640,4) for RGBA information. The 2D texture data is not sent to OpenGL (video texture memory) until the load() method is called. The unload() method may be used to remove the data from OpenGL. A reference to the original image data is maintained.""" __slots__ = ('texels', 'texture_object', 'size', '_filename', '_file_stream', 'buf_lf', 'buf_rf', 'buf_bf', 'buf_tf', '_buf_l', '_buf_r', '_buf_b', '_buf_t', ) def __init__(self,texels=None,size=None): """Creates instance of Texture object. texels -- Texture data. If not specified, a blank white texture is created. size -- If a tuple, force size of texture data if possible, raising an exception if not. If None, has no effect. """ if texels is None: # no texel data: make default if size is None: size = (256,256) # an arbitrary default size texels = Image.new("RGB",size,(255,255,255)) # white if type(texels) == types.FileType: texels = Image.open(texels) # Attempt to open as an image file elif type(texels) == types.StringType: # is this string a filename or raw image data? if os.path.isfile(texels): # cache filename and file stream for later use (if possible) self._filename = texels self._file_stream = open(texels,"rb") texels = Image.open(texels) # Attempt to open as an image stream if isinstance(texels, Image.Image): # PIL Image if texels.mode == 'P': # convert from paletted texels = texels.convert('RGBX') self.size = texels.size elif isinstance(texels, pygame.surface.Surface): # pygame surface self.size = texels.get_size() elif type(texels) in array_types: # Numeric or numarray data if len(texels.shape) == 3: if texels.shape[2] not in [3,4]: raise ValueError("Only luminance (rank 2), and RGB, RGBA (rank 3) arrays allowed") elif len(texels.shape) != 2: raise ValueError("Only luminance (rank 2), and RGB, RGBA (rank 3) arrays allowed") self.size = ( texels.shape[1], texels.shape[0] ) else: raise TypeError("texel data could not be recognized. (Use a PIL Image, Numeric array, or pygame surface.)") self.texels = texels self.texture_object = None if size is not None and size != self.size: raise ValueError("size was specified, but data could not be rescaled") def update(self): """Update texture data This method does nothing, but may be overriden in classes that need to update their texture data whenever drawn. It it called by the draw() method of any stimuli using textures when its texture object is active, so it can safely use put_sub_image() to manipulate its own texture data. """ pass def make_half_size(self): if self.texture_object is not None: raise RuntimeError("make_half_size() only available BEFORE texture loaded to OpenGL.") if isinstance(self.texels,Image.Image): w = self.size[0]/2 h = self.size[1]/2 small_texels = self.texels.resize((w,h),shrink_filter) self.texels = small_texels self.size = (w,h) else: raise NotImplementedError("Texture too large, but rescaling only implemented for PIL images.") def unload(self): """Unload texture data from video texture memory. This only removes data from the video texture memory if there are no other references to the TextureObject instance. To ensure this, all references to the texture_object argument passed to the load() method should be deleted.""" self.texture_object = None def get_texels_as_image(self): """Return texel data as PIL image""" if type(self.texels) in array_types: if len(self.texels.shape) == 2: a = self.texels if a.typecode() == Numeric.UInt8: mode = "L" elif a.typecode() == Numeric.Float32: mode = "F" else: raise ValueError("unsupported image mode") return Image.fromstring(mode, (a.shape[1], a.shape[0]), a.tostring()) else: raise NotImplementedError("Currently only luminance data can be converted to images") elif isinstance(self.texels, Image.Image): return self.texels else: raise NotImplementedError("Don't know how to convert texel data to PIL image") def get_pixels_as_image(self): logger = logging.getLogger('VisionEgg.Textures') logger.warning("Using deprecated method get_pixels_as_image(). " "Use get_texels_as_image() instead.") return self.get_texels_as_image() def load(self, texture_object, build_mipmaps = True, rescale_original_to_fill_texture_object = False, internal_format=gl.GL_RGB): """Load texture data to video texture memory. This will cause the texture data to become resident in OpenGL video texture memory, enabling fast drawing. The texture_object argument is used to specify an instance of the TextureObject class, which is a wrapper for the OpenGL texture object holding the resident texture. To remove a texture from OpenGL's resident textures: TextureObject passed as the texture_object argument and 2) call the unload() method""" assert( isinstance( texture_object, TextureObject )) assert( texture_object.dimensions == 2 ) width, height = self.size width_pow2 = next_power_of_2(width) height_pow2 = next_power_of_2(height) if rescale_original_to_fill_texture_object: if not isinstance(self.texels,Image.Image): raise NotImplementedError("Automatic rescaling not implemented for this texel data type.") # fractional coverage self.buf_lf = 0.0 self.buf_rf = float(width)/width_pow2 self.buf_bf = 0.0 self.buf_tf = float(height)/height_pow2 # absolute (texel units) coverage self._buf_l = 0 self._buf_r = width self._buf_b = 0 self._buf_t = height if width != width_pow2 or height != height_pow2: if type(self.texels) in array_types: if len(self.texels.shape) == 2: buffer = Numeric.zeros( (height_pow2,width_pow2), self.texels.typecode() ) buffer[0:height,0:width] = self.texels elif len(self.texels.shape) == 3: buffer = Numeric.zeros( (height_pow2,width_pow2,self.texels.shape[2]), self.texels.typecode() ) buffer[0:height,0:width,:] = self.texels else: raise RuntimeError("Unexpected shape for self.texels") elif isinstance(self.texels, Image.Image): # PIL Image if rescale_original_to_fill_texture_object: # reset coverage values self.buf_lf = 0.0 self.buf_rf = 1.0 self.buf_bf = 0.0 self.buf_tf = 1.0 self._buf_l = 0 self._buf_r = width_pow2 self._buf_t = 0 self._buf_b = height_pow2 buffer = self.texels.resize((width_pow2,height_pow2),shrink_filter) self.size = (width_pow2, height_pow2) else: buffer = Image.new(self.texels.mode,(width_pow2, height_pow2)) buffer.paste( self.texels, (0,height_pow2-height,width,height_pow2)) elif isinstance(self.texels, pygame.surface.Surface): # pygame surface buffer = pygame.surface.Surface( (width_pow2, height_pow2), self.texels.get_flags(), self.texels.get_bitsize() ) buffer.blit( self.texels, (0,height_pow2-height) ) else: raise RuntimeError("texel data not recognized - changed?") else: buffer = self.texels # Put data in texture object if not build_mipmaps: texture_object.put_new_image( buffer, internal_format=internal_format, mipmap_level=0 ) else: if 1: # Build mipmaps with GLU (faster) texture_object.put_new_image_build_mipmaps( buffer, internal_format=internal_format ) else: # Build mipmaps in PIL texture_object.put_new_image( buffer, internal_format=internal_format, mipmap_level=0 ) if not isinstance(self.texels, Image.Image): # PIL Image raise NotImplementedError( "Building of mipmaps not implemented for this texel "+\ "data type. (Use PIL Images or set parameter "+\ "mipmaps_enabled = False.)") this_width, this_height = self.size biggest_dim = max(this_width,this_height) mipmap_level = 1 while biggest_dim > 1: this_width = this_width/2.0 this_height = this_height/2.0 width_pix = int(math.ceil(this_width)) height_pix = int(math.ceil(this_height)) shrunk = self.texels.resize((width_pix,height_pix),shrink_filter) width_pow2 = next_power_of_2(width_pix) height_pow2 = next_power_of_2(height_pix) im = Image.new(shrunk.mode,(width_pow2,height_pow2)) im.paste(shrunk,(0,height_pow2-height_pix,width_pix,height_pow2)) texture_object.put_new_image( im, mipmap_level=mipmap_level, internal_format = internal_format, check_opengl_errors = False, # no point -- we've already seen biggest texture work, we're just making mipmap ) mipmap_level += 1 biggest_dim = max(this_width,this_height) # Keep reference to texture_object self.texture_object = texture_object def get_texture_object(self): return self.texture_object class TextureFromFile( Texture ): """DEPRECATED.""" def __init__(self, filename ): logger = logging.getLogger('VisionEgg.Textures') logger.warning("class TextureFromFile deprecated, use class " "Texture instead.") Texture.__init__(self, filename) class TextureObject(object): """Texture data in OpenGL. Potentially resident in video texture memory. This class encapsulates the state variables in OpenGL texture objects. Do not change attribute values directly. Use the methods provided instead.""" __slots__ = ( 'min_filter', 'mag_filter', 'wrap_mode_r', # if dimensions > 2 'wrap_mode_s', 'wrap_mode_t', # if dimensions > 1 'border_color', 'target', 'dimensions', 'gl_id', '__gl_module__', ) _cube_map_side_names = ['positive_x', 'negative_x', 'positive_y', 'negative_y', 'positive_z', 'negative_z'] def __init__(self, dimensions = 2): if dimensions not in [1,2,3,'cube']: raise ValueError("TextureObject dimensions must be 1,2,3, or 'cube'") # default OpenGL values for these values self.min_filter = gl.GL_NEAREST_MIPMAP_LINEAR self.mag_filter = gl.GL_LINEAR self.wrap_mode_s = gl.GL_REPEAT if dimensions != 1: self.wrap_mode_t = gl.GL_REPEAT if dimensions == 3: self.wrap_mode_r = gl.GL_REPEAT self.border_color = (0, 0, 0, 0) if dimensions == 1: self.target = gl.GL_TEXTURE_1D elif dimensions == 2: self.target = gl.GL_TEXTURE_2D elif dimensions == 3: self.target = gl.GL_TEXTURE_3D elif dimensions == 'cube': self.target = gl.GL_TEXTURE_CUBE self.dimensions = dimensions self.gl_id = gl.glGenTextures(1) self.__gl_module__ = gl # keep so we there's no error in __del__ def __del__(self): self.__gl_module__.glDeleteTextures(self.gl_id) def set_min_filter(self, filter): gl.glBindTexture(self.target, self.gl_id) gl.glTexParameteri( self.target, gl.GL_TEXTURE_MIN_FILTER,filter) self.min_filter = filter def set_mag_filter(self, filter): gl.glBindTexture( self.target, self.gl_id) gl.glTexParameteri( self.target, gl.GL_TEXTURE_MAG_FILTER, filter) self.mag_filter = filter def set_wrap_mode_s(self, wrap_mode): """Set to GL_CLAMP, GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP_TO_BORDER""" gl.glBindTexture( self.target, self.gl_id) gl.glTexParameteri( self.target, gl.GL_TEXTURE_WRAP_S, wrap_mode) self.wrap_mode_s = wrap_mode def set_wrap_mode_t(self, wrap_mode): """Set to GL_CLAMP, GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP_TO_BORDER""" gl.glBindTexture( self.target, self.gl_id) gl.glTexParameteri( self.target, gl.GL_TEXTURE_WRAP_T, wrap_mode) self.wrap_mode_t = wrap_mode def set_wrap_mode_r(self, wrap_mode): """Set to GL_CLAMP, GL_CLAMP_TO_EDGE, GL_REPEAT, or GL_CLAMP_TO_BORDER""" gl.glBindTexture( self.target, self.gl_id) gl.glTexParameteri( self.target, gl.GL_TEXTURE_WRAP_R, wrap_mode) self.wrap_mode_r = wrap_mode def set_border_color(self, border_color): """Set to a sequence of 4 floats in the range 0.0 to 1.0""" gl.glBindTexture( self.target, self.gl_id) gl.glTexParameteriv( self.target, gl.GL_TEXTURE_BORDER_COLOR, border_color) self.border_color = border_color def put_new_image(self, texel_data, mipmap_level = 0, border = 0, check_opengl_errors = True, internal_format = gl.GL_RGB, data_format = None, # automatic guess unless set explicitly data_type = None, # automatic guess unless set explicitly cube_side = None, image_data = None, # DEPRECATED name (use texel_data) ): """Put Numeric array or PIL Image into OpenGL as texture data. The texel_data parameter contains the texture data. If it is a Numeric array, it must be 1D, 2D, or 3D data in grayscale or color (RGB or RGBA). Remember that OpenGL begins its textures from the lower left corner, so texel_data[0,:] = 1.0 would set the bottom line of the texture to white, while texel_data[:,0] = 1.0 would set the left line of the texture to white. The mipmap_level parameter specifies which of the texture object's mipmap arrays you are filling. The border parameter specifies the width of the border. The check_opengl_errors parameter turns on (more comprehensible) error messages when something goes wrong. It also slows down performance a little bit. The internal_format parameter specifies the format in which the image data is stored on the video card. See the OpenGL specification for all possible values. If the data_format parameter is None (the default), an attempt is made to guess data_format according to the following description. For Numeric arrays: If texel_data.shape is equal to the dimensions of the texture object, texel_data is assumed to contain luminance (grayscale) information and data_format is set to GL_LUMINANCE. If texel_data.shape is equal to one plus the dimensions of the texture object, texel_data is assumed to contain color information. If texel_data.shape[-1] is 3, this is assumed to be RGB data and data_format is set to GL_RGB. If, texel_data.shape[-1] is 4, this is assumed to be RGBA data and data_format is set to GL_RGBA. For PIL images: the "mode" attribute is queried. If the data_type parameter is None (the default), it is set to GL_UNSIGNED_BYTE. For Numeric arrays: texel_data is (re)cast to UInt8 and, if it is a floating point type, values are assumed to be in the range 0.0-1.0 and are scaled to the range 0-255. If the data_type parameter is not None, the texel_data is not rescaled or recast. Currently only GL_UNSIGNED_BYTE is supported. For PIL images: texel_data is used as unsigned bytes. This is the usual format for common computer graphics files.""" if image_data is not None: # check for deprecated parameter name if not hasattr(TextureObject,"_gave_put_new_image_data_warning"): logger = logging.getLogger('VisionEgg.Textures') logger.warning("Using deprecated 'image_data' " "parameter name. Use 'texel_data' " "instead") TextureObject._gave_put_new_image_data_warning = 1 # static variable set if texel_data is not None: raise ValueError("Cannot set both texel_data and image_data") else: texel_data = image_data if type(texel_data) in array_types: if self.dimensions != 'cube': assert(cube_side == None) data_dimensions = len(texel_data.shape) assert((data_dimensions == self.dimensions) or (data_dimensions == self.dimensions+1)) else: assert(cube_side in TextureObject._cube_map_side_names) elif isinstance(texel_data,Image.Image): assert( self.dimensions == 2 ) elif isinstance(texel_data,pygame.surface.Surface): assert( self.dimensions == 2 ) else: raise TypeError("Expecting Numeric array, PIL image, or pygame surface") # make myself the active texture gl.glBindTexture(self.target, self.gl_id) # Determine the data_format, data_type and rescale the data if needed if data_format is None: # guess the format of the data if type(texel_data) in array_types: if len(texel_data.shape) == self.dimensions: data_format = gl.GL_LUMINANCE elif len(texel_data.shape) == (self.dimensions+1): if texel_data.shape[-1] == 3: data_format = gl.GL_RGB elif texel_data.shape[-1] == 4: data_format = gl.GL_RGBA else: raise RuntimeError("Couldn't determine a format for your texel_data.") else: raise RuntimeError("Couldn't determine a format for your texel_data.") elif isinstance(texel_data,Image.Image): if texel_data.mode == 'L': data_format = gl.GL_LUMINANCE elif texel_data.mode == 'RGB': data_format = gl.GL_RGB elif texel_data.mode in ('RGBA','RGBX'): data_format = gl.GL_RGBA elif texel_data.mode == 'P': raise NotImplementedError("Paletted images are not supported.") else: raise RuntimeError("Couldn't determine format for your texel_data. (PIL mode = '%s')"%texel_data.mode) elif isinstance(texel_data,pygame.surface.Surface): if texel_data.get_alpha(): data_format = gl.GL_RGBA else: data_format = gl.GL_RGB if data_type is None: # guess the data type data_type = gl.GL_UNSIGNED_BYTE if type(texel_data) in array_types: if texel_data.typecode() == Numeric.Float: texel_data = texel_data*255.0 if data_type == gl.GL_UNSIGNED_BYTE: if type(texel_data) in array_types: texel_data = texel_data.astype(Numeric.UInt8) # (re)cast if necessary else: raise NotImplementedError("Only data_type GL_UNSIGNED_BYTE currently supported") # determine size and make sure its power of 2 if self.dimensions == 1: # must be Numeric array width = texel_data.shape[0] if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2") else: if type(texel_data) in array_types: width = texel_data.shape[1] height = texel_data.shape[0] elif isinstance(texel_data,Image.Image): width, height = texel_data.size elif isinstance(texel_data,pygame.surface.Surface): width, height = texel_data.get_size() if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2") if not is_power_of_2(height): raise ValueError("texel_data does not have all dimensions == n^2") if self.dimensions == 3: # must be Numeric array depth = texel_data.shape[2] if not is_power_of_2(depth): raise ValueError("texel_data does not have all dimensions == n^2") if self.dimensions in [2,'cube']: if type(texel_data) in array_types: raw_data = texel_data.tostring() elif isinstance(texel_data,Image.Image): raw_data = texel_data.tostring('raw',texel_data.mode,0,-1) elif isinstance(texel_data,pygame.surface.Surface): if texel_data.get_alpha(): raw_data = pygame.image.tostring(texel_data,'RGBA',1) else: raw_data = pygame.image.tostring(texel_data,'RGB',1) # check for OpenGL errors if check_opengl_errors: max_dim = gl.glGetIntegerv( gl.GL_MAX_TEXTURE_SIZE ) if width > max_dim: raise TextureTooLargeError("texel_data is too wide for your video system.") if self.dimensions == 1: gl.glTexImage1Dub(gl.GL_PROXY_TEXTURE_1D, mipmap_level, internal_format, border, data_format, texel_data) if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_1D,mipmap_level,gl.GL_TEXTURE_WIDTH) == 0: raise TextureTooLargeError("texel_data is too wide for your video system.") elif self.dimensions in [2,'cube']: if height > max_dim: raise TextureTooLargeError("texel_data is too tall for your video system.") if self.dimensions == 2: target = gl.GL_PROXY_TEXTURE_2D else: target = gl.GL_PROXY_CUBE_MAP gl.glTexImage2D(target, mipmap_level, internal_format, width, height, border, data_format, data_type, raw_data) if gl.glGetTexLevelParameteriv(target, # Need PyOpenGL >= 2.0 mipmap_level, gl.GL_TEXTURE_WIDTH) == 0: raise TextureTooLargeError("texel_data is too wide for your video system.") if gl.glGetTexLevelParameteriv(target,mipmap_level,gl.GL_TEXTURE_HEIGHT) == 0: raise TextureTooLargeError("texel_data is too tall for your video system.") elif self.dimensions == 3: if max(height,depth) > max_dim: raise TextureTooLargeError("texel_data is too large for your video system.") gl.glTexImage3Dub(gl.GL_PROXY_TEXTURE_3D, mipmap_level, internal_format, border, data_format, texel_data) if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_3D,mipmap_level,gl.GL_TEXTURE_WIDTH) == 0: raise TextureTooLargeError("texel_data is too wide for your video system.") if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_3D,mipmap_level,gl.GL_TEXTURE_HEIGHT) == 0: raise TextureTooLargeError("texel_data is too tall for your video system.") if gl.glGetTexLevelParameteriv(gl.GL_PROXY_TEXTURE_3D,mipmap_level,gl.GL_TEXTURE_DEPTH) == 0: raise TextureTooLargeError("texel_data is too deep for your video system.") else: raise RuntimeError("Unknown number of dimensions.") # No OpenGL error, put the texture in! if self.dimensions == 1: gl.glTexImage1Dub(gl.GL_TEXTURE_1D, mipmap_level, internal_format, border, data_format, texel_data) elif self.dimensions in [2,'cube']: if self.dimensions == 2: target = gl.GL_TEXTURE_2D else: target_name = 'GL_CUBE_MAP_'+cube_side.upper() target = getattr(gl,target_name) gl.glTexImage2D(target, mipmap_level, internal_format, width, height, border, data_format, data_type, raw_data) elif self.dimensions == 3: gl.glTexImage3Dub(gl.GL_TEXTURE_3D, mipmap_level, internal_format, border, data_format, texel_data) else: raise RuntimeError("Unknown number of dimensions.") def put_new_image_build_mipmaps(self, texel_data, #border = 0, #check_opengl_errors = True, internal_format = gl.GL_RGB, data_format = None, # automatic guess unless set explicitly data_type = None, # automatic guess unless set explicitly ): """Similar to put_new_image(), but builds mipmaps.""" if self.dimensions != 2: raise ValueError("can only handle 2D texel data for automatic mipmap building") if type(texel_data) in array_types: assert(cube_side == None) data_dimensions = len(texel_data.shape) assert((data_dimensions == self.dimensions) or (data_dimensions == self.dimensions+1)) elif isinstance(texel_data,Image.Image): assert( self.dimensions == 2 ) elif isinstance(texel_data,pygame.surface.Surface): assert( self.dimensions == 2 ) else: raise TypeError("Expecting Numeric array, PIL image, or pygame surface") # make myself the active texture gl.glBindTexture(self.target, self.gl_id) # Determine the data_format, data_type and rescale the data if needed if data_format is None: # guess the format of the data if type(texel_data) in array_types: if len(texel_data.shape) == self.dimensions: data_format = gl.GL_LUMINANCE elif len(texel_data.shape) == (self.dimensions+1): if texel_data.shape[-1] == 3: data_format = gl.GL_RGB elif texel_data.shape[-1] == 4: data_format = gl.GL_RGBA else: raise RuntimeError("Couldn't determine a format for your texel_data.") else: raise RuntimeError("Couldn't determine a format for your texel_data.") elif isinstance(texel_data,Image.Image): if texel_data.mode == 'L': data_format = gl.GL_LUMINANCE elif texel_data.mode == 'RGB': data_format = gl.GL_RGB elif texel_data.mode in ['RGBA','RGBX']: data_format = gl.GL_RGBA elif texel_data.mode == 'P': raise NotImplementedError("Paletted images are not supported.") else: raise RuntimeError("Couldn't determine format for your texel_data. (PIL mode = '%s')"%texel_data.mode) elif isinstance(texel_data,pygame.surface.Surface): if texel_data.get_alpha(): data_format = gl.GL_RGBA else: data_format = gl.GL_RGB if data_type is None: # guess the data type data_type = gl.GL_UNSIGNED_BYTE if type(texel_data) in array_types: if texel_data.typecode() == Numeric.Float: texel_data = texel_data*255.0 if data_type == gl.GL_UNSIGNED_BYTE: if type(texel_data) in array_types: texel_data = texel_data.astype(Numeric.UInt8) # (re)cast if necessary else: raise NotImplementedError("Only data_type GL_UNSIGNED_BYTE currently supported") if type(texel_data) in array_types: width = texel_data.shape[1] height = texel_data.shape[0] elif isinstance(texel_data,Image.Image): width, height = texel_data.size elif isinstance(texel_data,pygame.surface.Surface): width, height = texel_data.get_size() if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2") if not is_power_of_2(height): raise ValueError("texel_data does not have all dimensions == n^2") if type(texel_data) in array_types: raw_data = texel_data.tostring() elif isinstance(texel_data,Image.Image): raw_data = texel_data.tostring('raw',texel_data.mode,0,-1) elif isinstance(texel_data,pygame.surface.Surface): if texel_data.get_alpha(): raw_data = pygame.image.tostring(texel_data,'RGBA',1) else: raw_data = pygame.image.tostring(texel_data,'RGB',1) glu.gluBuild2DMipmaps(self.target, internal_format, width, # XXX should be width_pow2? height,# XXX should be height_pow2? data_format, data_type, raw_data) def put_sub_image(self, texel_data, mipmap_level = 0, offset_tuple = None, data_format = None, # automatic guess unless set explicitly data_type = None, # automatic guess unless set explicitly cube_side = None, image_data = None, # DEPRECATED name (use texel_data) ): """Replace all or part of a texture object. This is faster that put_new_image(), and can be used to rapidly update textures. The offset_tuple parameter determines the lower left corner (for 2D textures) of your data in pixel units. For example, (0,0) would be no offset and thus the new data would be placed in the lower left of the texture. For an explanation of most parameters, see the put_new_image() method.""" if image_data is not None: # check for deprecated parameter name if not hasattr(TextureObject,"_gave_put_sub_image_data_warning"): logger = logging.getLogger('VisionEgg.Textures') logger.warning("Using deprecated 'image_data' " "parameter name. Use 'texel_data' " "instead") TextureObject._gave_put_sub_image_data_warning = 1 # static variable set if texel_data is not None: raise ValueError("Cannot set both texel_data and image_data") else: texel_data = image_data if type(texel_data) in array_types: if self.dimensions != 'cube': assert(cube_side == None) data_dimensions = len(texel_data.shape) assert((data_dimensions == self.dimensions) or (data_dimensions == self.dimensions+1)) else: assert(cube_side in TextureObject._cube_map_side_names) elif isinstance(texel_data,Image.Image): assert( self.dimensions == 2 ) elif isinstance(texel_data,pygame.surface.Surface): assert( self.dimensions == 2 ) else: raise TypeError("Expecting Numeric array, PIL image, or pygame surface") # make myself the active texture gl.glBindTexture(self.target, self.gl_id) # Determine the data_format, data_type and rescale the data if needed data = texel_data if data_format is None: # guess the format of the data if type(data) in array_types: if len(data.shape) == self.dimensions: data_format = gl.GL_LUMINANCE elif len(data.shape) == (self.dimensions+1): if data.shape[-1] == 3: data_format = gl.GL_RGB elif data.shape[-1] == 4: data_format = gl.GL_RGBA else: raise RuntimeError("Couldn't determine a format for your texel_data.") else: raise RuntimeError("Couldn't determine a format for your texel_data.") elif isinstance(texel_data,Image.Image): if data.mode == 'L': data_format = gl.GL_LUMINANCE elif data.mode == 'RGB': data_format = gl.GL_RGB elif data.mode in ['RGBA','RGBX']: data_format = gl.GL_RGBA elif data.mode == 'P': raise NotImplementedError("Paletted images are not supported.") else: raise RuntimeError("Couldn't determine format for your texel_data. (PIL mode = '%s')"%data.mode) elif isinstance(texel_data,pygame.surface.Surface): if data.get_alpha(): data_format = gl.GL_RGBA else: data_format = gl.GL_RGB if data_type is None: # guess the data type data_type = gl.GL_UNSIGNED_BYTE if type(data) in array_types: if data.typecode() == Numeric.Float: data = data*255.0 if data_type == gl.GL_UNSIGNED_BYTE: if type(data) in array_types: data = data.astype(Numeric.UInt8) # (re)cast if necessary else: raise NotImplementedError("Only data_type GL_UNSIGNED_BYTE currently supported") if self.dimensions == 1: if offset_tuple is None: x_offset = 0 else: x_offset = offset_tuple[0] width = data.shape[0] raw_data = data.astype(Numeric.UInt8).tostring() gl.glTexSubImage1D(gl.GL_TEXTURE_1D, mipmap_level, x_offset, width, data_format, data_type, raw_data) elif self.dimensions in [2,'cube']: if self.dimensions == 2: target = gl.GL_TEXTURE_2D else: target_name = 'GL_CUBE_MAP_'+cube_side.upper() target = getattr(gl,target_name) if offset_tuple is None: x_offset = y_offset = 0 else: x_offset, y_offset = offset_tuple if type(data) in array_types: width = data.shape[1] height = data.shape[0] raw_data = data.astype(Numeric.UInt8).tostring() elif isinstance(texel_data,Image.Image): width = data.size[0] height = data.size[1] raw_data = data.tostring('raw',data.mode,0,-1) elif isinstance(texel_data,pygame.surface.Surface): width, height = texel_data.get_size() if data.get_alpha(): raw_data = pygame.image.tostring(texel_data,'RGBA',1) else: raw_data = pygame.image.tostring(texel_data,'RGB',1) gl.glTexSubImage2D(target, mipmap_level, x_offset, y_offset, width, height, data_format, data_type, raw_data) elif self.dimensions == 3: raise RuntimeError("Cannot put_sub_image on 3D texture_object.") else: raise RuntimeError("Unknown number of dimensions.") def put_new_framebuffer(self, buffer='back', mipmap_level = 0, border = 0, framebuffer_lowerleft = None, size = None, internal_format = gl.GL_RGB, cube_side = None, ): """Replace texture object with the framebuffer contents. The framebuffer_lowerleft parameter determines the lower left corner of the framebuffer region from which to copy texel data in pixel units. For example, (0,0) would be no offset and thus the new data would be placed from the lower left of the framebuffer. For an explanation of most parameters, see the put_new_image() method.""" if self.dimensions != 2: raise RuntimeError("put_new_framebuffer only supported for 2D textures.") if buffer == 'front': gl.glReadBuffer( gl.GL_FRONT ) elif buffer == 'back': gl.glReadBuffer( gl.GL_BACK ) else: raise ValueError('No support for "%s" framebuffer'%buffer) # make myself the active texture gl.glBindTexture(self.target, self.gl_id) if framebuffer_lowerleft is None: framebuffer_lowerleft = (0,0) x,y = framebuffer_lowerleft if size is None: raise ValueError("Must specify size for put_new_framebuffer(): cannot guess") # determine size and make sure its power of 2 width, height = size if not is_power_of_2(width): raise ValueError("texel_data does not have all dimensions == n^2") if not is_power_of_2(height): raise ValueError("texel_data does not have all dimensions == n^2") target = gl.GL_TEXTURE_2D gl.glCopyTexImage2D(target, mipmap_level, internal_format, x, y, width, height, border) #################################################################### # # Stimulus - TextureStimulus # #################################################################### class TextureStimulusBaseClass(VisionEgg.Core.Stimulus): """Parameters common to all stimuli that use textures. Don't instantiate this class directly. Parameters ========== texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>) Default: (determined at runtime) texture_mag_filter -- OpenGL filter enum (Integer) Default: GL_LINEAR texture_min_filter -- OpenGL filter enum (Integer) Default: (GL enum determined at runtime) texture_wrap_s -- OpenGL texture wrap enum (Integer) Default: (GL enum determined at runtime) texture_wrap_t -- OpenGL texture wrap enum (Integer) Default: (GL enum determined at runtime) Constant Parameters =================== internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer) Default: GL_RGB mipmaps_enabled -- Are mipmaps enabled? (Boolean) Default: True shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean) Default: False """ parameters_and_defaults = { 'texture':(None, ve_types.Instance(Texture), "source of texture data"), 'texture_mag_filter':(gl.GL_LINEAR, ve_types.Integer, "OpenGL filter enum", VisionEgg.ParameterDefinition.OPENGL_ENUM), 'texture_min_filter':(None, # defaults to gl.GL_LINEAR_MIPMAP_LINEAR (unless mipmaps_enabled False, then gl.GL_LINEAR) ve_types.Integer, "OpenGL filter enum", VisionEgg.ParameterDefinition.OPENGL_ENUM), 'texture_wrap_s':(None, # set to gl.GL_CLAMP_TO_EDGE below ve_types.Integer, "OpenGL texture wrap enum", VisionEgg.ParameterDefinition.OPENGL_ENUM), 'texture_wrap_t':(None, # set to gl.GL_CLAMP_TO_EDGE below ve_types.Integer, "OpenGL texture wrap enum", VisionEgg.ParameterDefinition.OPENGL_ENUM), } constant_parameters_and_defaults = { 'internal_format':(gl.GL_RGB,#None, ve_types.Integer, "format with which OpenGL uses texture data (OpenGL data type enum)", VisionEgg.ParameterDefinition.OPENGL_ENUM), 'mipmaps_enabled':(True, ve_types.Boolean, "Are mipmaps enabled?"), 'shrink_texture_ok':(False, ve_types.Boolean, "Allow automatic shrinking of texture if too big?"), } __slots__ = ( 'texture_object', '_using_texture', ) _mipmap_modes = [gl.GL_LINEAR_MIPMAP_LINEAR,gl.GL_LINEAR_MIPMAP_NEAREST, gl.GL_NEAREST_MIPMAP_LINEAR,gl.GL_NEAREST_MIPMAP_NEAREST] def __init__(self,**kw): VisionEgg.Core.Stimulus.__init__(self,**kw) if self.parameters.texture is None: # generate default texture self.parameters.texture = Texture() if self.parameters.texture_min_filter is None: # generate default texture minimization filter if self.constant_parameters.mipmaps_enabled: self.parameters.texture_min_filter = gl.GL_LINEAR_MIPMAP_LINEAR else: self.parameters.texture_min_filter = gl.GL_LINEAR if not self.constant_parameters.mipmaps_enabled: if self.parameters.texture_min_filter in TextureStimulusBaseClass._mipmap_modes: raise ValueError("texture_min_filter cannot be a mipmap type if mipmaps not enabled.") # We have to set these parameters here because we may have # re-assigned gl.GL_CLAMP_TO_EDGE. This allows us to use # symbol gl.GL_CLAMP_TO_EDGE even if our version of OpenGL # doesn't support it. if self.parameters.texture_wrap_s is None: self.parameters.texture_wrap_s = gl.GL_CLAMP_TO_EDGE if self.parameters.texture_wrap_t is None: self.parameters.texture_wrap_t = gl.GL_CLAMP_TO_EDGE # Create an OpenGL texture object this instance "owns" self.texture_object = TextureObject(dimensions=2) self._reload_texture() def _reload_texture(self): """(Re)load texture to OpenGL""" p = self.parameters self._using_texture = p.texture if not self.constant_parameters.shrink_texture_ok: # send texture to OpenGL p.texture.load( self.texture_object, internal_format = self.constant_parameters.internal_format, build_mipmaps = self.constant_parameters.mipmaps_enabled ) else: max_dim = gl.glGetIntegerv( gl.GL_MAX_TEXTURE_SIZE ) resized = 0 while max(p.texture.size) > max_dim: p.texture.make_half_size() resized = 1 loaded_ok = 0 while not loaded_ok: try: # send texture to OpenGL p.texture.load( self.texture_object, internal_format = self.constant_parameters.internal_format, build_mipmaps = self.constant_parameters.mipmaps_enabled ) except TextureTooLargeError: p.texture.make_half_size() resized = 1 else: loaded_ok = 1 if resized: logger = logging.getLogger('VisionEgg.Textures') logger.warning("Resized texture in %s to %d x %d"%( str(self),p.texture.size[0],p.texture.size[1])) class Mask2D(VisionEgg.ClassWithParameters): """A mask for windowing a portion of a texture. Thanks to the author, Jon Peirce, of the AlphaStim class from the PsychoPy package from which the idea to do this came. Constant Parameters =================== function -- 'gaussian' or 'circle' (String) Default: gaussian num_samples -- size of mask texture data (units: number of texels) (Sequence2 of Real) Default: (256, 256) radius_parameter -- radius for circle, sigma for gaussian (Real) Default: 25.0 """ # All of these parameters are constant -- if you need a new mask, create a new instance constant_parameters_and_defaults = { 'function':('gaussian', # can be 'gaussian' or 'circle' ve_types.String, "'gaussian' or 'circle'"), 'radius_parameter':(25.0, # radius for circle, sigma for gaussian, same units as num_samples ve_types.Real, "radius for circle, sigma for gaussian"), 'num_samples':((256,256), # size of mask data in texels ve_types.Sequence2(ve_types.Real), "size of mask texture data (units: number of texels)"), } def __init__(self,**kw): VisionEgg.ClassWithParameters.__init__(self,**kw) cp = self.constant_parameters # shorthand width,height = cp.num_samples if width != next_power_of_2(width): raise RuntimeError("Mask must have width num_samples power of 2") if height != next_power_of_2(height): raise RuntimeError("Mask must have height num_samples power of 2") gl.glActiveTextureARB(gl.GL_TEXTURE1_ARB) # Need PyOpenGL >= 2.0 self.texture_object = TextureObject(dimensions=2) if cp.function == "gaussian": xx = Numeric.outerproduct(Numeric.ones((1.0,cp.num_samples[1])), Numeric.arange(0,cp.num_samples[0],1.0)-cp.num_samples[0]/2) yy = Numeric.outerproduct(Numeric.arange(0,cp.num_samples[1],1.0)-cp.num_samples[1]/2, Numeric.ones((1.0,cp.num_samples[0]))) dist_from_center = Numeric.sqrt(xx**2 + yy**2) sigma = cp.radius_parameter data = Numeric.exp( -dist_from_center**2.0 / (2.0*sigma**2.0) ) elif cp.function == "circle": data = Numeric.zeros(cp.num_samples,Numeric.Float) # perform anti-aliasing in circle computation by computing # at several slightly different locations and averaging oversamples = 4 x_offsets = Numeric.arange(0.0,1.0,1.0/oversamples) x_offsets = x_offsets - MLab.mean(x_offsets) y_offsets = x_offsets for x_offset in x_offsets: for y_offset in y_offsets: xx = Numeric.outerproduct(Numeric.ones((1.0,cp.num_samples[1])), Numeric.arange(0,cp.num_samples[0],1.0)-cp.num_samples[0]/2+0.5)+x_offset yy = Numeric.outerproduct(Numeric.arange(0,cp.num_samples[1],1.0)-cp.num_samples[1]/2+0.5, Numeric.ones((1.0,cp.num_samples[0])))+y_offset dist_from_center = Numeric.sqrt(xx**2 + yy**2) data += dist_from_center <= cp.radius_parameter data = data / float( len(x_offsets)*len(y_offsets) ) else: raise RuntimeError("Don't know about window function %s"%self.constant_parameters.function) self.texture_object.put_new_image(data, data_format=gl.GL_ALPHA, internal_format=gl.GL_ALPHA) self.texture_object.set_min_filter(gl.GL_LINEAR) # turn off mipmaps for mask self.texture_object.set_wrap_mode_s(gl.GL_CLAMP_TO_EDGE) self.texture_object.set_wrap_mode_t(gl.GL_CLAMP_TO_EDGE) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE) # reset active texture unit to 0 gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB) def draw_masked_quad(self,lt,rt,bt,tt,le,re,be,te,depth): # The *t parameters are the texture coordinates. The *e # parameters are the eye coordinates for the vertices of the # quad. # By the time this method is called, GL_TEXTURE0_ARB should be # loaded as the texture object to be masked. gl.glActiveTextureARB(gl.GL_TEXTURE1_ARB) # bind 2nd texture unit to mask texture gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_object.gl_id) gl.glEnable(gl.GL_TEXTURE_2D) # The normal TEXTURE2D object is the 1st (TEXTURE0) texture unit gl.glBegin(gl.GL_QUADS) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,lt,bt) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,0.0,0.0) gl.glVertex3f(le,be,depth) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,rt,bt) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,1.0,0.0) gl.glVertex3f(re,be,depth) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,rt,tt) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,1.0,1.0) gl.glVertex3f(re,te,depth) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE0_ARB,lt,tt) gl.glMultiTexCoord2fARB(gl.GL_TEXTURE1_ARB,0.0,1.0) gl.glVertex3f(le,te,depth) gl.glEnd() # GL_QUADS gl.glDisable(gl.GL_TEXTURE_2D) # turn off texturing in this texture unit gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB) # return to 1st texture unit class TextureStimulus(TextureStimulusBaseClass): """A textured rectangle. This is mainly for 2D use (z coordinate fixed to 0.0 and w coordinated fixed to 1.0 if not given). Parameters ========== anchor -- specifies how position parameter is interpreted (String) Default: lowerleft angle -- units: degrees, 0=right, 90=up (Real) Default: 0.0 color -- texture environment color. alpha ignored (if given) for max_alpha parameter (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (1.0, 1.0, 1.0) depth_test -- perform depth test? (Boolean) Default: False mask -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>) Default: (determined at runtime) max_alpha -- controls opacity. 1.0=copletely opaque, 0.0=completely transparent (Real) Default: 1.0 on -- draw stimulus? (Boolean) Default: True position -- units: eye coordinates (AnyOf(Sequence2 of Real or Sequence3 of Real or Sequence4 of Real)) Default: (0.0, 0.0) size -- defaults to texture data size (units: eye coordinates) (Sequence2 of Real) Default: (determined at runtime) texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>) Inherited from TextureStimulusBaseClass Default: (determined at runtime) texture_mag_filter -- OpenGL filter enum (Integer) Inherited from TextureStimulusBaseClass Default: GL_LINEAR texture_min_filter -- OpenGL filter enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) texture_wrap_s -- OpenGL texture wrap enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) texture_wrap_t -- OpenGL texture wrap enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) Constant Parameters =================== internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer) Default: GL_RGB mipmaps_enabled -- Are mipmaps enabled? (Boolean) Default: True shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean) Default: False """ parameters_and_defaults = { 'on':(True, ve_types.Boolean, "draw stimulus?"), 'mask':(None, # texture mask ve_types.Instance(Mask2D), "optional masking function"), 'position':((0.0,0.0), # in eye coordinates ve_types.AnyOf(ve_types.Sequence2(ve_types.Real), ve_types.Sequence3(ve_types.Real), ve_types.Sequence4(ve_types.Real)), "units: eye coordinates"), 'anchor':('lowerleft', ve_types.String, "specifies how position parameter is interpreted"), 'lowerleft':(None, # DEPRECATED -- don't use ve_types.Sequence2(ve_types.Real), "", VisionEgg.ParameterDefinition.DEPRECATED), 'angle':(0.0, # in degrees ve_types.Real, "units: degrees, 0=right, 90=up"), 'size':(None, ve_types.Sequence2(ve_types.Real), "defaults to texture data size (units: eye coordinates)"), 'max_alpha':(1.0, # controls "opacity": 1.0 = completely opaque, 0.0 = completely transparent ve_types.Real, "controls opacity. 1.0=copletely opaque, 0.0=completely transparent"), 'color':((1.0,1.0,1.0), # texture environment color. alpha is ignored (if given) -- use max_alpha parameter ve_types.AnyOf(ve_types.Sequence3(ve_types.Real), ve_types.Sequence4(ve_types.Real)), "texture environment color. alpha ignored (if given) for max_alpha parameter"), 'depth_test':(False, ve_types.Boolean, "perform depth test?"), } def draw(self): p = self.parameters if p.texture != self._using_texture: # self._using_texture is from TextureStimulusBaseClass self._reload_texture() if p.lowerleft != None: if not hasattr(VisionEgg.config,"_GAVE_LOWERLEFT_DEPRECATION"): logger = logging.getLogger('VisionEgg.Textures') logger.warning("Specifying texture by 'lowerleft' " "deprecated parameter deprecated. Use " "'position' parameter instead. (Allows " "use of 'anchor' parameter to set to " "other values.)") VisionEgg.config._GAVE_LOWERLEFT_DEPRECATION = 1 p.anchor = 'lowerleft' p.position = p.lowerleft[0], p.lowerleft[1] # copy values (don't copy ref to tuple) if p.on: tex = p.texture tex.update() if p.size is None: # Note: 'size' attribute is not supposed to be part of the API, # so this is naughty. size = tex.size else: size = p.size # calculate lowerleft corner lowerleft = VisionEgg._get_lowerleft(p.position,p.anchor,size) # Clear the modeview matrix gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() if p.depth_test: gl.glEnable(gl.GL_DEPTH_TEST) else: gl.glDisable(gl.GL_DEPTH_TEST) gl.glEnable( gl.GL_TEXTURE_2D ) # allow max_alpha value to control blending gl.glEnable( gl.GL_BLEND ) gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA ) if not self.constant_parameters.mipmaps_enabled: if p.texture_min_filter in TextureStimulusBaseClass._mipmap_modes: raise RuntimeError("Specified a mipmap mode in texture_min_filter, but mipmaps not enabled.") self.texture_object.set_min_filter( p.texture_min_filter ) self.texture_object.set_mag_filter( p.texture_mag_filter ) self.texture_object.set_wrap_mode_s( p.texture_wrap_s ) self.texture_object.set_wrap_mode_t( p.texture_wrap_t ) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE) translate_vector = p.position if len(translate_vector) == 2: translate_vector = translate_vector[0], translate_vector[1], 0 gl.glTranslate(*translate_vector) gl.glRotate(p.angle,0,0,1) gl.glColorf(p.color[0],p.color[1],p.color[2],p.max_alpha) l = lowerleft[0] - p.position[0] r = l + size[0] b = lowerleft[1] - p.position[1] t = b + size[1] if p.mask: p.mask.draw_masked_quad(tex.buf_lf,tex.buf_rf,tex.buf_bf,tex.buf_tf, # l,r,b,t for texture coordinates l,r,b,t,0.0) # l,r,b,t in eye coordinates else: gl.glBegin(gl.GL_QUADS) gl.glTexCoord2f(tex.buf_lf,tex.buf_bf) gl.glVertex2f(l,b) gl.glTexCoord2f(tex.buf_rf,tex.buf_bf) gl.glVertex2f(r,b) gl.glTexCoord2f(tex.buf_rf,tex.buf_tf) gl.glVertex2f(r,t) gl.glTexCoord2f(tex.buf_lf,tex.buf_tf) gl.glVertex2f(l,t) gl.glEnd() # GL_QUADS class TextureStimulus3D(TextureStimulusBaseClass): """A textured rectangle placed arbitrarily in 3 space. Parameters ========== depth_test -- perform depth test? (Boolean) Default: True lowerleft -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (0.0, 0.0, -1.0) lowerright -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (1.0, 0.0, -1.0) on -- (Boolean) Default: True texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>) Inherited from TextureStimulusBaseClass Default: (determined at runtime) texture_mag_filter -- OpenGL filter enum (Integer) Inherited from TextureStimulusBaseClass Default: GL_LINEAR texture_min_filter -- OpenGL filter enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) texture_wrap_s -- OpenGL texture wrap enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) texture_wrap_t -- OpenGL texture wrap enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) upperleft -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (0.0, 1.0, -1.0) upperright -- vertex position (units: eye coordinates) (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (1.0, 1.0, -1.0) Constant Parameters =================== internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer) Default: GL_RGB mipmaps_enabled -- Are mipmaps enabled? (Boolean) Default: True shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean) Default: False """ parameters_and_defaults = {'on':(True, ve_types.Boolean), 'lowerleft':((0.0,0.0,-1.0), # in eye coordinates ve_types.AnyOf(ve_types.Sequence3(ve_types.Real), ve_types.Sequence4(ve_types.Real)), "vertex position (units: eye coordinates)"), 'lowerright':((1.0,0.0,-1.0), # in eye coordinates ve_types.AnyOf(ve_types.Sequence3(ve_types.Real), ve_types.Sequence4(ve_types.Real)), "vertex position (units: eye coordinates)"), 'upperleft':((0.0,1.0,-1.0), # in eye coordinates ve_types.AnyOf(ve_types.Sequence3(ve_types.Real), ve_types.Sequence4(ve_types.Real)), "vertex position (units: eye coordinates)"), 'upperright':((1.0,1.0,-1.0), # in eye coordinates ve_types.AnyOf(ve_types.Sequence3(ve_types.Real), ve_types.Sequence4(ve_types.Real)), "vertex position (units: eye coordinates)"), 'depth_test':(True, ve_types.Boolean, "perform depth test?"), } def draw(self): p = self.parameters if p.texture != self._using_texture: # self._using_texture is from TextureStimulusBaseClass self._reload_texture() if p.on: # Clear the modeview matrix gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() if p.depth_test: gl.glEnable(gl.GL_DEPTH_TEST) else: gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_BLEND) gl.glEnable(gl.GL_TEXTURE_2D) gl.glBindTexture(gl.GL_TEXTURE_2D,self.texture_object.gl_id) if not self.constant_parameters.mipmaps_enabled: if p.texture_min_filter in TextureStimulusBaseClass._mipmap_modes: raise RuntimeError("Specified a mipmap mode in texture_min_filter, but mipmaps not enabled.") self.texture_object.set_min_filter( p.texture_min_filter ) self.texture_object.set_mag_filter( p.texture_mag_filter ) self.texture_object.set_wrap_mode_s( p.texture_wrap_s ) self.texture_object.set_wrap_mode_t( p.texture_wrap_t ) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_REPLACE) tex = self.parameters.texture tex.update() gl.glBegin(gl.GL_QUADS) gl.glTexCoord2f(tex.buf_lf,tex.buf_bf) gl.glVertex(*p.lowerleft) gl.glTexCoord2f(tex.buf_rf,tex.buf_bf) gl.glVertex(*p.lowerright) gl.glTexCoord2f(tex.buf_rf,tex.buf_tf) gl.glVertex(*p.upperright) gl.glTexCoord2f(tex.buf_lf,tex.buf_tf) gl.glVertex(*p.upperleft) gl.glEnd() # GL_QUADS #################################################################### # # Stimulus - Spinning Drum # #################################################################### class SpinningDrum(TextureStimulusBaseClass): """Panoramic image texture mapped onto flat rectangle or 3D cylinder. Parameters ========== anchor -- only used when flat: same as anchor parameter of TextureStimulus (String) Default: center angular_position -- may be best to clamp in range [0.0,360.0] (Real) Default: 0.0 contrast -- (Real) Default: 1.0 drum_center_azimuth -- changes orientation of drum in space (Real) Default: 0.0 drum_center_elevation -- changes orientation of drum in space (Real) Default: 0.0 flat -- toggles flat vs. cylinder (Boolean) Default: False flat_size -- defaults to texture data size (units: eye coordinates) (Sequence2 of Real) Default: (determined at runtime) flip_image -- toggles normal vs. horizonally flipped image (Boolean) Default: False num_sides -- (UnsignedInteger) Default: 50 on -- (Boolean) Default: True orientation -- 0=right, 90=up (Real) Default: 0.0 position -- 3D: position of drum center, 2D (flat): same as position parameter for TextureStimulus (AnyOf(Sequence2 of Real or Sequence3 of Real)) Default: (0.0, 0.0, 0.0) radius -- radius if cylinder (not used if flat) (Real) Default: 1.0 texture -- source of texture data (Instance of <class 'VisionEgg.Textures.Texture'>) Inherited from TextureStimulusBaseClass Default: (determined at runtime) texture_mag_filter -- OpenGL filter enum (Integer) Inherited from TextureStimulusBaseClass Default: GL_LINEAR texture_min_filter -- OpenGL filter enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) texture_wrap_s -- OpenGL texture wrap enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) texture_wrap_t -- OpenGL texture wrap enum (Integer) Inherited from TextureStimulusBaseClass Default: (GL enum determined at runtime) Constant Parameters =================== internal_format -- format with which OpenGL uses texture data (OpenGL data type enum) (Integer) Default: GL_RGB mipmaps_enabled -- Are mipmaps enabled? (Boolean) Default: True shrink_texture_ok -- Allow automatic shrinking of texture if too big? (Boolean) Default: False """ parameters_and_defaults = { 'on':(True, ve_types.Boolean), 'num_sides':(50, ve_types.UnsignedInteger), 'angular_position':(0.0, # may be best to clamp [0.0,360.0] ve_types.Real, 'may be best to clamp in range [0.0,360.0]'), 'contrast':(1.0, ve_types.Real), 'flat':(False, ve_types.Boolean, 'toggles flat vs. cylinder'), 'flat_size':(None, ve_types.Sequence2(ve_types.Real), "defaults to texture data size (units: eye coordinates)"), 'flip_image':(False, ve_types.Boolean, 'toggles normal vs. horizonally flipped image'), 'radius':(1.0, ve_types.Real, 'radius if cylinder (not used if flat)'), 'position':( (0.0,0.0,0.0), ve_types.AnyOf(ve_types.Sequence2(ve_types.Real), ve_types.Sequence3(ve_types.Real)), '3D: position of drum center, 2D (flat): same as position parameter for TextureStimulus'), 'anchor':( 'center', ve_types.String, 'only used when flat: same as anchor parameter of TextureStimulus', ), 'drum_center_azimuth':(0.0, ve_types.Real, 'changes orientation of drum in space', ), 'drum_center_elevation':(0.0, ve_types.Real, 'changes orientation of drum in space'), 'orientation':(0.0, ve_types.Real, '0=right, 90=up'), } __slots__ = ( 'cached_display_list_normal', 'cached_display_list_mirror', 'cached_display_list_num_sides', 'texture_stimulus', ) def __init__(self,**kw): TextureStimulusBaseClass.__init__(self,**kw) self.cached_display_list_normal = gl.glGenLists(1) # Allocate a new display list self.cached_display_list_mirror = gl.glGenLists(1) # Allocate a new display list self.rebuild_display_list() def draw(self): """Redraw the stimulus on every frame. """ p = self.parameters if p.texture != self._using_texture: # self._using_texture is from TextureStimulusBaseClass self._reload_texture() self.rebuild_display_list() if p.on: # Set OpenGL state variables gl.glEnable( gl.GL_DEPTH_TEST ) gl.glEnable( gl.GL_TEXTURE_2D ) # Make sure textures are drawn gl.glEnable( gl.GL_BLEND ) # Contrast control implemented through blending # All of the contrast control stuff is somewhat arcane and # not very clear from reading the code, so here is how it # works in English. (Not that it makes it any more clear!) # # In the final "textured fragment" (before being blended # to the framebuffer), the color values are equal to those # of the texture (with the exception of texels around the # edges which have their amplitudes reduced due to # anti-aliasing and are intermediate between the color of # the texture and mid-gray), and the alpha value is set to # the contrast. Blending occurs, and by choosing the # appropriate values for glBlendFunc, adds the product of # fragment alpha (contrast) and fragment color to the # product of one minus fragment alpha (contrast) and what # was already in the framebuffer. gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA ) gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL) # clear modelview matrix gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() gl.glColorf(0.5,0.5,0.5,p.contrast) # Set the polygons' fragment color (implements contrast) if not self.constant_parameters.mipmaps_enabled: if p.texture_min_filter in TextureStimulusBaseClass._mipmap_modes: raise RuntimeError("Specified a mipmap mode in texture_min_filter, but mipmaps not enabled.") self.texture_object.set_min_filter( p.texture_min_filter ) self.texture_object.set_mag_filter( p.texture_mag_filter ) self.texture_object.set_wrap_mode_s( p.texture_wrap_s ) self.texture_object.set_wrap_mode_t( p.texture_wrap_t ) if p.flat: # draw as flat texture on a rectange lowerleft = VisionEgg._get_lowerleft(p.position,p.anchor,p.texture.size) translate_vector = p.position if len(translate_vector) == 2: translate_vector = translate_vector[0], translate_vector[1], 0 gl.glTranslate(*translate_vector) gl.glRotatef(p.orientation,0,0,1) if p.flip_image: raise NotImplementedError("flip_image not yet supported for flat spinning drums.") w,h = p.texture.size # calculate texture coordinates based on current angle tex_phase = p.angular_position/360.0 + 0.5 # offset to match non-flat tex_phase = tex_phase % 1.0 # make 0 <= tex_phase < 1.0 TINY = 1.0e-10 tex = p.texture tex.update() if p.flat_size is None: size = tex.size else: size = p.flat_size l = lowerleft[0] - p.position[0] r = l + size[0] b = lowerleft[1] - p.position[1] t = b + size[1] #tex_phase = 0.0 if tex_phase < TINY: # it's effectively zero gl.glBegin(gl.GL_QUADS) gl.glTexCoord2f(tex.buf_lf,tex.buf_bf) gl.glVertex2f(l,b) gl.glTexCoord2f(tex.buf_rf,tex.buf_bf) gl.glVertex2f(r,b) gl.glTexCoord2f(tex.buf_rf,tex.buf_tf) gl.glVertex2f(r,t) gl.glTexCoord2f(tex.buf_lf,tex.buf_tf) gl.glVertex2f(l,t) gl.glEnd() # GL_QUADS else: # Convert tex_phase into texture buffer fraction buf_break_f = ( (tex.buf_rf - tex.buf_lf) * (1.0-tex_phase) ) + tex.buf_lf # Convert tex_phase into object coords value quad_x_break = (r-l) * tex_phase + l ## quad_x_break = w * tex_phase gl.glBegin(gl.GL_QUADS) # First quad gl.glTexCoord2f(buf_break_f,tex.buf_bf) gl.glVertex2f(l,b) gl.glTexCoord2f(tex.buf_rf,tex.buf_bf) gl.glVertex2f(quad_x_break,b) gl.glTexCoord2f(tex.buf_rf,tex.buf_tf) gl.glVertex2f(quad_x_break,t) gl.glTexCoord2f(buf_break_f,tex.buf_tf) gl.glVertex2f(l,t) # Second quad gl.glTexCoord2f(tex.buf_lf,tex.buf_bf) gl.glVertex2f(quad_x_break,b) gl.glTexCoord2f(buf_break_f,tex.buf_bf) gl.glVertex2f(r,b) gl.glTexCoord2f(buf_break_f,tex.buf_tf) gl.glVertex2f(r,t) gl.glTexCoord2f(tex.buf_lf,tex.buf_tf) gl.glVertex2f(quad_x_break,t) gl.glEnd() # GL_QUADS else: # draw as cylinder gl.glTranslatef(p.position[0],p.position[1],p.position[2]) # center the drum on new coordinates gl.glRotatef(p.drum_center_azimuth,0,-1,0) gl.glRotatef(p.drum_center_elevation,1,0,0) # do the orientation gl.glRotatef(p.orientation,0,0,1) # turn the coordinate system so we don't have to deal with # figuring out where to draw the texture relative to drum gl.glRotatef(p.angular_position,0,-1,0) if p.num_sides != self.cached_display_list_num_sides: self.rebuild_display_list() if not p.flip_image: gl.glCallList(self.cached_display_list_normal) else: gl.glCallList(self.cached_display_list_mirror) def rebuild_display_list(self): # (Re)build the display list # # A "display list" is a series of OpenGL commands that is # cached in a list for rapid re-drawing of the same object. # # This draws a display list for an approximation of a cylinder. # The cylinder has "num_sides" sides. The following code # generates a list of vertices and the texture coordinates # to be used by those vertices. r = self.parameters.radius # in OpenGL (arbitrary) units circum = 2.0*math.pi*r tex = self.parameters.texture h = circum/float(tex.size[0])*float(tex.size[1])/2.0 num_sides = self.parameters.num_sides self.cached_display_list_num_sides = num_sides deltaTheta = 2.0*math.pi / num_sides for direction in ['normal','mirror']: if direction == 'normal': gl.glNewList(self.cached_display_list_normal,gl.GL_COMPILE) else: gl.glNewList(self.cached_display_list_mirror,gl.GL_COMPILE) gl.glBegin(gl.GL_QUADS) for i in range(num_sides): # angle of sides theta1 = i*deltaTheta theta2 = (i+1)*deltaTheta # fraction of texture if direction == 'normal': frac1 = (tex.buf_lf + (float(i)/num_sides*tex.size[0]))/float(tex.size[0]) frac2 = (tex.buf_lf + (float(i+1)/num_sides*tex.size[0]))/float(tex.size[0]) else: j = num_sides-i-1 frac1 = (tex.buf_lf + (float(j+1)/num_sides*tex.size[0]))/float(tex.size[0]) frac2 = (tex.buf_lf + (float(j)/num_sides*tex.size[0]))/float(tex.size[0]) # location of sides x1 = r*math.cos(theta1) z1 = r*math.sin(theta1) x2 = r*math.cos(theta2) z2 = r*math.sin(theta2) #Bottom left of quad gl.glTexCoord2f(frac1, tex.buf_bf) gl.glVertex4f( x1, -h, z1, 1.0 ) #Bottom right of quad gl.glTexCoord2f(frac2, tex.buf_bf) gl.glVertex4f( x2, -h, z2, 1.0 ) #Top right of quad gl.glTexCoord2f(frac2, tex.buf_tf); gl.glVertex4f( x2, h, z2, 1.0 ) #Top left of quad gl.glTexCoord2f(frac1, tex.buf_tf) gl.glVertex4f( x1, h, z1, 1.0 ) gl.glEnd() gl.glEndList() class FixationCross(VisionEgg.Core.Stimulus): """Cross useful for fixation point. Parameters ========== on -- (Boolean) Default: True position -- (Sequence2 of Real) Default: (320, 240) size -- (Sequence2 of Real) Default: (64, 64) Constant Parameters =================== texture_size -- (Sequence2 of Real) Default: (64, 64) """ parameters_and_defaults = { 'on':(True, ve_types.Boolean), 'position':((320,240), ve_types.Sequence2(ve_types.Real)), 'size':((64,64), ve_types.Sequence2(ve_types.Real)), } constant_parameters_and_defaults = { 'texture_size':((64,64), ve_types.Sequence2(ve_types.Real)), } __slots__ = ( 'texture_stimulus', ) def __init__(self,**kw): VisionEgg.Core.Stimulus.__init__(self,**kw) s = self.constant_parameters.texture_size mid_x = s[0]/2.0 mid_y = s[1]/2.0 texels = Image.new("RGBX",s,(0,0,0,0)) texels_draw = ImageDraw.Draw(texels) texels_draw.rectangle( (mid_x-1, 0, mid_x+1, s[1]), fill=(0,0,0,255) ) texels_draw.rectangle( (0, mid_y-1, s[0], mid_y+1), fill=(0,0,0,255) ) texels_draw.line( (mid_x, 0, mid_x, s[1]), fill=(255,255,255,255) ) texels_draw.line( (0, mid_y, s[0], mid_y), fill=(255,255,255,255) ) self.texture_stimulus = TextureStimulus( texture = Texture(texels), position = self.parameters.position, anchor = 'center', size = self.parameters.size, internal_format = gl.GL_RGBA, mipmaps_enabled = False, texture_min_filter = gl.GL_NEAREST, texture_mag_filter = gl.GL_NEAREST, ) def draw(self): contained = self.texture_stimulus.parameters #shorthand my = self.parameters #shorthand contained.position = my.position contained.size = my.size contained.on = my.on self.texture_stimulus.draw() class TextureTooLargeError( RuntimeError ): pass