Point sprite shader
OpenGL pixel shader source codeThis example shows rendering textures using GLPOINTS primitives, it should work on most modern hardware I have hit issues on older intel cards which seems to be a driver bug causing nothing to display. If you encouter this try setting the shader code to a solid colour to see if the pixels have size.
OpenGL provides a point size parameter which we use to give our points size, there is a similar option for lines. This has the benefit of sending less data to the gpu improving efficiency, the other option is to send 4 vertices instead of one and rendering the texture to two triangles.
We need to enable support for pixel size using glEnable, the appropriate settings are in the helper file and are set when the window is setup. The main one being GLPOINT SPRITE and GLPOINT SPRITEARB also glPointSize() if your using a fixed function pipeline instead of shaders, if your using a shader you can set gl PointSize in your vertex shader.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 |
#!/usr/bin/env python
import os
import sys
import time
import random
import pprint
import Xlib
from Xlib.display import Display
from gi.repository import Gtk, Gdk, GdkX11, GLib, GObject
from numpy import array
from OpenGL.GL import *
from OpenGL.GLU import gluPerspective, gluLookAt
from OpenGL.arrays import vbo
from OpenGL import GLX
from OpenGL.GL import GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
from OpenGL.GL import shaders, glGetUniformLocation
from helper import shader, gtkgl
class scene:
width, height = 600, 400
camera_distance = 25
texture_id = None
def __init__(self):
"""setup everything in the correct order"""
self.glwrap = gtkgl()
self.setup_opengl()
self.generate()
self.gui()
def gui(self):
"""load in the gui and connect the events and set our properties"""
self.start_time = time.time()
self.frame = 1
xml = Gtk.Builder()
xml.add_from_file('gui.glade')
self.window = xml.get_object('window1')
self.button = xml.get_object('btngenerate')
self.canvas_widget = xml.get_object('canvas')
self.canvas_widget.connect('configure_event', self.on_configure_event)
self.canvas_widget.connect('draw', self.on_draw)
self.canvas_widget.set_double_buffered(False)
self.canvas_widget.set_size_request(self.glwrap.width, self.glwrap.height)
self.button.connect('pressed', self.generate)
self.window.show_all()
self.setup_shaders()
GObject.idle_add(self.loop_draw)
def loop_draw(self):
#send redraw event to drawing area widget
self.canvas_widget.queue_draw()
return True
def on_configure_event(self, widget, event):
"""if we recieve a configure event for example a resize, then grab the context settings and resize our scene """
self.glwrap.width = widget.get_allocation().width
self.glwrap.height = widget.get_allocation().height
self.width, self.height = self.glwrap.width, self.glwrap.height
#update our states because we have reconfigured the display
self.glwrap.configure(widget.get_window())
self.glwrap.draw_start()
self.update_camera()
glEnable(GL_TEXTURE_2D)
glEnable(GL_DEPTH_TEST)
glDepthMask(GL_TRUE)
glDepthFunc(GL_LEQUAL)
glDepthRange(0.0, 1.0)
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glFrontFace(GL_CW)
self.glwrap.draw_finish()
return True
def on_draw(self, widget, context):
"""if we recieve a draw event redraw our opengl scene"""
self.elapsed_time = time.time() - self.start_time
self.frame += 1
if self.elapsed_time > 1:
print('fps %d' % self.frame)
self.start_time = time.time()
self.frame = 1
self.glwrap.draw_start()
#self.draw()
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
self.draw_shader_points_texture()
self.glwrap.draw_finish()
def generate(self, *args):
"""randomly position a few textured points"""
self.point_sprites = []
for i in range(0, 10):
self.point_sprites.append((random.uniform(-8, 8), random.uniform(-8, 8), random.uniform(-8, 8)))
print('Generated %s points' % str(len(self.point_sprites)))
self.vertex_vbo = vbo.VBO(array(self.point_sprites, 'f'))
def setup_shaders(self):
self.shader_program = shader()
self.shader_program.compile()
self.texture_id = self.shader_program.load_image('testing.png')
def setup_opengl(self):
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def update_camera(self):
"""Setup a very basic camera"""
glViewport(0, 0, self.width, self.height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1.0 * self.width / self.height, 1.0, 80.0)
gluLookAt(self.camera_distance, self.camera_distance, self.camera_distance, # location
0.0, 0.0, 0.0, # lookat
0.0, 1.0, 0.0) # up direction
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def draw_shader_points_texture(self):
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
matrix_model_view = glGetFloatv(GL_MODELVIEW_MATRIX)
matrix_projection = glGetFloatv(GL_PROJECTION_MATRIX)
glUseProgram(self.shader_program.program)
self.vertex_vbo.bind()
glEnableVertexAttribArray(self.shader_program.point_vertex)
glVertexAttribPointer(self.shader_program.point_vertex, 3, GL_FLOAT, GL_FALSE, 12, self.vertex_vbo)
#send the model and projection matrices to the shader
glUniformMatrix4fv(self.shader_program.point_matrix_model_view, 1, GL_FALSE, matrix_model_view)
glUniformMatrix4fv(self.shader_program.point_matrix_projection, 1, GL_FALSE, matrix_projection)
#make the texture we loaded in on shader initalisation active, passing the texture id supplied a t this
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, self.texture_id)
glUniform1i(self.shader_program.texture_uniform, 0)
glDrawArrays(GL_POINTS, 0, len(self.vertex_vbo))
glDisableVertexAttribArray(self.shader_program.point_vertex)
self.vertex_vbo.unbind()
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
def draw(self):
glEnable(GL_DEPTH_TEST)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
self.draw_shader_points_texture()
if __name__ == '__main__':
glexample = scene()
Gtk.main()
|
This file holds various helper code mainly to load and setup the shaders, it also wraps the compile shader function to fix a bug in the packaged version of pyopengl. This help file also handles loading the texture for the sprites and seting up gtk context for rendering the scene to.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 |
import os
import sys
import numpy
from numpy import array
from ctypes import *
from OpenGL.GL import *
from OpenGL import GLX
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
from OpenGL.raw.GL.ARB.point_sprite import GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB
from OpenGL._bytes import bytes, _NULL_8_BYTE
import Xlib
from Xlib.display import Display
try:
from OpenGL.GLX import struct__XDisplay
except ImportError as err:
from OpenGL.raw._GLX import struct__XDisplay
from gi.repository import Gtk, Gdk, GdkX11, GLib, GObject
from PIL import Image
def glDebug():
error = glGetError()
if error:
print ('opengl error ' + str(error))
return True
return False
class gtkgl:
""" wrapper to enable opengl in our gtk application
useful link http://www.opengl.org/wiki/Programming_OpenGL_in_Linux:_GLX_and_Xlib"""
#these method do not seem to exist in python x11 library lets exploit the c methods
xlib = cdll.LoadLibrary('libX11.so')
xlib.XOpenDisplay.argtypes = [c_char_p]
xlib.XOpenDisplay.restype = POINTER(struct__XDisplay)
xdisplay = xlib.XOpenDisplay(None)
display = Xlib.display.Display()
attrs = []
xwindow_id = None
width, height = 500,300
def __init__(self):
""" lets setup are opengl settings and create the context for our window """
self.add_attribute(GLX.GLX_RGBA, True)
self.add_attribute(GLX.GLX_RED_SIZE, 8)
self.add_attribute(GLX.GLX_GREEN_SIZE, 8)
self.add_attribute(GLX.GLX_BLUE_SIZE, 8)
self.add_attribute(GLX.GLX_DOUBLEBUFFER, 1)
self.add_attribute(GLX.GLX_DEPTH_SIZE, 24)
xvinfo = GLX.glXChooseVisual(self.xdisplay, self.display.get_default_screen(), self.get_attributes())
print("run glxinfo to match this visual id %s " % hex(xvinfo.contents.visualid))
self.context = GLX.glXCreateContext(self.xdisplay, xvinfo, None, True)
def add_attribute(self, setting, value):
"""just to nicely add opengl parameters"""
self.attrs.append(setting)
self.attrs.append(value)
def get_attributes(self):
""" return our parameters in the expected structure"""
attrs = self.attrs + [0, 0]
return (c_int * len(attrs))(*attrs)
def configure(self, wid):
""" """
self.xwindow_id = GdkX11.X11Window.get_xid(wid)
if(not GLX.glXMakeCurrent(self.xdisplay, self.xwindow_id, self.context)):
print('failed configuring context')
glViewport(0, 0, self.width, self.height)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
#settings related to enbling pixel sprites.
glEnable(GL_POINT_SPRITE)
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)
glEnable(GL_PROGRAM_POINT_SIZE)
glEnable(GL_POINT_SPRITE_ARB)
#glPointSize(16)
glShadeModel(GL_SMOOTH)
glDepthFunc(GL_LEQUAL)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def draw_start(self):
"""make cairo context current for drawing"""
if(not GLX.glXMakeCurrent(self.xdisplay, self.xwindow_id, self.context)):
print ("failed to get the context for drawing")
def draw_finish(self):
"""swap buffer when we have finished drawing"""
GLX.glXSwapBuffers(self.xdisplay, self.xwindow_id)
def compileShader( source, shaderType ):
"""Compile shader source of given type
source -- GLSL source-code for the shader
shaderType -- GLenum GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc,
returns GLuint compiled shader reference
raises RuntimeError when a compilation failure occurs
"""
if isinstance(source, str):
source = [source]
elif isinstance(source, bytes):
source = [source.decode('utf-8')]
shader = glCreateShader(shaderType)
glShaderSource(shader, source)
glCompileShader(shader)
result = glGetShaderiv(shader, GL_COMPILE_STATUS)
if not(result):
# TODO: this will be wrong if the user has
# disabled traditional unpacking array support.
raise RuntimeError(
"""Shader compile failure (%s): %s"""%(
result,
glGetShaderInfoLog( shader ),
),
source,
shaderType,
)
return shader
class shader:
vertex = """#version 120
//attributes in values
attribute vec3 vertex_pos;
uniform mat4 modelview_mat;
uniform mat4 projection_mat;
void main(){
vec4 pos = modelview_mat * vec4(vertex_pos, 1.0);
gl_Position = projection_mat * pos;
gl_PointSize = 16.0;
}"""
fragment = """#version 120
uniform sampler2D quad_texture;
void main(){
gl_FragColor = texture2D(quad_texture, gl_PointCoord);
//gl_FragColor = vec4(gl_TexCoord[0].st, 1, 0.75);//for debug
//gl_FragColor = vec4(gl_PointCoord, 1, 0.75);//for debug
}"""
program = None
def load_image(self, filename):
"""load our image using pil and setup and make it available to opengl"""
path = os.path.abspath(filename)
im = Image.open(path)
try:
ix, iy, image = im.size[0], im.size[1], im.tostring("raw", "RGBA", 0, -1)
except SystemError as error:
ix, iy, image = im.size[0], im.size[1], im.tostring("raw", "RGBX", 0, -1)
except:
return None
texture_id = glGenTextures(1)
glDebug()
glBindTexture(GL_TEXTURE_2D, texture_id)
glDebug()
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glDebug()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
glDebug()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glDebug()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glDebug()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
glDebug()
if glGetError():
print(glGetError())
return texture_id
def compile(self):
"""setup our shaders and compile for rendering our primitives"""
self.program = shaders.compileProgram(
compileShader(self.vertex, GL_VERTEX_SHADER),
compileShader(self.fragment, GL_FRAGMENT_SHADER),)
self.point_vertex = glGetAttribLocation(self.program, b'vertex_pos')
self.texture_uniform = glGetUniformLocation(self.program, b'quad_texture')
self.point_matrix_model_view = glGetUniformLocation(self.program, b"modelview_mat")
self.point_matrix_projection = glGetUniformLocation(self.program, b"projection_mat")
self.fixed_quad_tex_coords = [[[0.0, 1.0]], [[1.0, 1.0]], [[0.0, 0.0]], [[1.0, 0.0]]]
self.fixed_quad_indices = [0, 1, 2, 1, 2, 3]
self.fixed_quad_indices_vbo = vbo.VBO(
array([self.fixed_quad_indices], dtype='uint32'), target=GL_ELEMENT_ARRAY_BUFFER)
class point:
__slots__ = ['x', 'y', 'z', 'xyz', 'vertex']
def __init__(self, p, c=(1, 0, 0)):
""" Position in 3d space as a tuple or list, and colour in tuple or list format"""
self.x, self.y, self.z = p
self.vertex = array([self.x, self.y, self.z, c[0], c[1], c[2]], 'f')
|