Created
June 3, 2014 18:22
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from OpenGL import GL as gl | |
from OpenGL import GLUT as glut | |
from OpenGL.arrays import vbo | |
import numpy as np | |
from scipy.misc import lena | |
class TextureQuad2D(object): | |
def __init__(self, texdata, rect=(-1., -1., 1., 1.)): | |
# build the texture | |
self.texture = gl.glGenTextures(1) | |
gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture) | |
gl.glTexEnvf(gl.GL_TEXTURE_ENV, | |
gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE) | |
gl.glTexParameterf(gl.GL_TEXTURE_2D, | |
gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT) | |
gl.glTexParameterf(gl.GL_TEXTURE_2D, | |
gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT) | |
gl.glTexParameterf(gl.GL_TEXTURE_2D, | |
gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) | |
gl.glTexParameterf(gl.GL_TEXTURE_2D, | |
gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) | |
w, h = texdata.shape | |
gl.glTexImage2D( | |
gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, w, h, 0, gl.GL_LUMINANCE, | |
gl.GL_FLOAT, texdata | |
) | |
# display list | |
# -------------------------------------------------------------- | |
texlist = gl.glGenLists(1) | |
gl.glNewList(texlist, gl.GL_COMPILE) | |
gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture) | |
gl.glEnable(gl.GL_TEXTURE_2D) | |
x0, y0, x1, y1 = rect | |
gl.glBegin(gl.GL_QUADS) | |
gl.glTexCoord2f(0, 1) | |
gl.glVertex2f(x0, y1) | |
gl.glTexCoord2f(0, 0) | |
gl.glVertex2f(x0, y0) | |
gl.glTexCoord2f(1, 0) | |
gl.glVertex2f(x1, y0) | |
gl.glTexCoord2f(1, 1) | |
gl.glVertex2f(x1, y1) | |
gl.glEnd() | |
gl.glDisable(gl.GL_TEXTURE_2D) | |
gl.glBindTexture(gl.GL_TEXTURE_2D, 0) | |
gl.glEndList() | |
# -------------------------------------------------------------- | |
self.texlist = texlist | |
pass | |
def draw(self): | |
gl.glCallList(self.texlist) | |
if __name__ == '__main__': | |
glut.glutInit() | |
glut.glutInitDisplayMode( glut.GLUT_DOUBLE | glut.GLUT_RGB ) | |
glut.glutInitWindowSize( 500, 250 ) | |
glut.glutInitWindowPosition( 100, 100 ) | |
glut.glutCreateWindow( None ) | |
img = np.flipud(lena().astype(np.float32)) | |
img = (img - img.min()) / img.ptp() | |
checker = np.zeros((6, 6), dtype=np.float32) | |
checker[::2, ::2] = 1 | |
checker[1::2, 1::2] = 1 | |
background1 = TextureQuad2D(img, rect=(-1, -1, 0, 1)) | |
overlay1 = TextureQuad2D(checker, rect=(-1, -1, 0, 1)) | |
background2 = TextureQuad2D(img, rect=(0, -1, 1, 1)) | |
overlay2 = TextureQuad2D(checker, rect=(0, -1, 1, 1)) | |
def draw_scene(): | |
# set the viewport and projection | |
gl.glViewport(0,0,500,250) | |
gl.glMatrixMode(gl.GL_PROJECTION) | |
gl.glLoadIdentity() | |
gl.glOrtho(-1,1,-1,1,0,1) | |
gl.glMatrixMode(gl.GL_MODELVIEW) | |
gl.glClearColor(0,0,0,0) | |
gl.glClear(gl.GL_COLOR_BUFFER_BIT) | |
gl.glEnable(gl.GL_BLEND) | |
glBendFuncSeparate(GL_SRC_ALPHA,GL_ONE,GL_ZERO,GL_ONE) | |
# additive | |
gl.glBlendEquation(gl.GL_FUNC_ADD) | |
gl.glColor(1, 1, 1, 1) | |
background1.draw() | |
gl.glColor(1, 1, 1, 0.5) # this looks OK | |
overlay1.draw() | |
# subtractive | |
gl.glBlendEquation(gl.GL_FUNC_ADD) | |
gl.glColor(1, 1, 1, 1) | |
background2.draw() | |
gl.glBlendEquation(gl.GL_FUNC_REVERSE_SUBTRACT) | |
gl.glColor(1, 1, 1, 0.5) # negative alpha values clearly won't work! | |
overlay2.draw() | |
gl.glDisable(gl.GL_BLEND) | |
glut.glutSwapBuffers() | |
glut.glutDisplayFunc( draw_scene ) | |
glut.glutIdleFunc( draw_scene ) | |
glut.glutMainLoop() |
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