[visionegg] Re: Displaying raw movies

  • From: Andrew Straw <astraw@xxxxxxxxxxx>
  • To: visionegg@xxxxxxxxxxxxx, mspacek@xxxxxxxxxxxxxxx
  • Date: Sat, 18 Sep 2004 13:09:13 -0700

Dear Martin,

I just updated Textures.py to accept numarray data as a texel source. I've updated CVS, and I attach the new files since SourceForge's CVS mirrors are a little bit slow.

At some point, it would be good to support numarray more directly, perhaps in a "both supported" approach like the numerix module of matplotlib

Please let me know if this does not address your issue -- your task is an important one to get right.

Finally, I've recently become aware of the (not very well publicized) buffer() builtin function to Python. I think it and its related C API might be useful in situations like yours, because they allow raw memory access without many hoops. In fact, I should probably re-visit the Vision Egg source code with this in mind...

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:


--
Andrew D. Straw Post-doctoral scholar
,-. Dickinson Lab
\_/ California Institute of Technology
8||} Mailcode 138-78 / \ Pasadena CA 91125, USA `-^ email: astraw@xxxxxxxxxxx office: +1 626 395 5828


# 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

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