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Diffstat (limited to 'gr-wxgui/src/python/plotter/gltext.py')
-rw-r--r-- | gr-wxgui/src/python/plotter/gltext.py | 503 |
1 files changed, 503 insertions, 0 deletions
diff --git a/gr-wxgui/src/python/plotter/gltext.py b/gr-wxgui/src/python/plotter/gltext.py new file mode 100644 index 000000000..0b6e3f55b --- /dev/null +++ b/gr-wxgui/src/python/plotter/gltext.py @@ -0,0 +1,503 @@ +#!/usr/bin/env python +# -*- coding: utf-8 +# +# Provides some text display functions for wx + ogl +# Copyright (C) 2007 Christian Brugger, Stefan Hacker +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License along +# with this program; if not, write to the Free Software Foundation, Inc., +# 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +import wx +from OpenGL.GL import * + +""" +Optimize with psyco if possible, this gains us about 50% speed when +creating our textures in trade for about 4MBytes of additional memory usage for +psyco. If you don't like loosing the memory you have to turn the lines following +"enable psyco" into a comment while uncommenting the line after "Disable psyco". +""" +#Try to enable psyco +try: + import psyco + psyco_optimized = False +except ImportError: + psyco = None + +#Disable psyco +#psyco = None + +class TextElement(object): + """ + A simple class for using system Fonts to display + text in an OpenGL scene + """ + def __init__(self, + text = '', + font = None, + foreground = wx.BLACK, + centered = False): + """ + text (String) - Text + font (wx.Font) - Font to draw with (None = System default) + foreground (wx.Color) - Color of the text + or (wx.Bitmap)- Bitmap to overlay the text with + centered (bool) - Center the text + + Initializes the TextElement + """ + # save given variables + self._text = text + self._lines = text.split('\n') + self._font = font + self._foreground = foreground + self._centered = centered + + # init own variables + self._owner_cnt = 0 #refcounter + self._texture = None #OpenGL texture ID + self._text_size = None #x/y size tuple of the text + self._texture_size= None #x/y Texture size tuple + + # create Texture + self.createTexture() + + + #---Internal helpers + + def _getUpper2Base(self, value): + """ + Returns the lowest value with the power of + 2 greater than 'value' (2^n>value) + """ + base2 = 1 + while base2 < value: + base2 *= 2 + return base2 + + #---Functions + + def draw_text(self, position = wx.Point(0,0), scale = 1.0, rotation = 0): + """ + position (wx.Point) - x/y Position to draw in scene + scale (float) - Scale + rotation (int) - Rotation in degree + + Draws the text to the scene + """ + #Enable necessary functions + glColor(1,1,1,1) + glEnable(GL_TEXTURE_2D) + glEnable(GL_ALPHA_TEST) #Enable alpha test + glAlphaFunc(GL_GREATER, 0) + glEnable(GL_BLEND) #Enable blending + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) + #Bind texture + glBindTexture(GL_TEXTURE_2D, self._texture) + + ow, oh = self._text_size + w , h = self._texture_size + #Perform transformations + glPushMatrix() + glTranslated(position.x, position.y, 0) + glRotate(-rotation, 0, 0, 1) + glScaled(scale, scale, scale) + if self._centered: + glTranslate(-w/2, -oh/2, 0) + #Draw vertices + glBegin(GL_QUADS) + glTexCoord2f(0,0); glVertex2f(0,0) + glTexCoord2f(0,1); glVertex2f(0,h) + glTexCoord2f(1,1); glVertex2f(w,h) + glTexCoord2f(1,0); glVertex2f(w,0) + glEnd() + glPopMatrix() + + #Disable features + glDisable(GL_BLEND) + glDisable(GL_ALPHA_TEST) + glDisable(GL_TEXTURE_2D) + + def createTexture(self): + """ + Creates a texture from the settings saved in TextElement, to be able to use normal + system fonts conviently a wx.MemoryDC is used to draw on a wx.Bitmap. As wxwidgets + device contexts don't support alpha at all it is necessary to apply a little hack + to preserve antialiasing without sticking to a fixed background color: + + We draw the bmp in b/w mode so we can use its data as a alpha channel for a solid + color bitmap which after GL_ALPHA_TEST and GL_BLEND will show a nicely antialiased + text on any surface. + + To access the raw pixel data the bmp gets converted to a wx.Image. Now we just have + to merge our foreground color with the alpha data we just created and push it all + into a OpenGL texture and we are DONE *inhalesdelpy* + + DRAWBACK of the whole conversion thing is a really long time for creating the + texture. If you see any optimizations that could save time PLEASE CREATE A PATCH!!! + """ + # get a memory dc + dc = wx.MemoryDC() + + # set our font + dc.SetFont(self._font) + + # Approximate extend to next power of 2 and create our bitmap + # REMARK: You wouldn't believe how much fucking speed this little + # sucker gains compared to sizes not of the power of 2. It's like + # 500ms --> 0.5ms (on my ATI-GPU powered Notebook). On Sams nvidia + # machine there don't seem to occur any losses...bad drivers? + ow, oh = dc.GetMultiLineTextExtent(self._text)[:2] + w, h = self._getUpper2Base(ow), self._getUpper2Base(oh) + + self._text_size = wx.Size(ow,oh) + self._texture_size = wx.Size(w,h) + bmp = wx.EmptyBitmap(w,h) + + + #Draw in b/w mode to bmp so we can use it as alpha channel + dc.SelectObject(bmp) + dc.SetBackground(wx.BLACK_BRUSH) + dc.Clear() + dc.SetTextForeground(wx.WHITE) + x,y = 0,0 + centered = self.centered + for line in self._lines: + if not line: line = ' ' + tw, th = dc.GetTextExtent(line) + if centered: + x = int(round((w-tw)/2)) + dc.DrawText(line, x, y) + x = 0 + y += th + #Release the dc + dc.SelectObject(wx.NullBitmap) + del dc + + #Generate a correct RGBA data string from our bmp + """ + NOTE: You could also use wx.AlphaPixelData to access the pixel data + in 'bmp' directly, but the iterator given by it is much slower than + first converting to an image and using wx.Image.GetData(). + """ + img = wx.ImageFromBitmap(bmp) + alpha = img.GetData() + + if isinstance(self._foreground, wx.Colour): + """ + If we have a static color... + """ + r,g,b = self._foreground.Get() + color = "%c%c%c" % (chr(r), chr(g), chr(b)) + + data = '' + for i in xrange(0, len(alpha)-1, 3): + data += color + alpha[i] + + elif isinstance(self._foreground, wx.Bitmap): + """ + If we have a bitmap... + """ + bg_img = wx.ImageFromBitmap(self._foreground) + bg = bg_img.GetData() + bg_width = self._foreground.GetWidth() + bg_height = self._foreground.GetHeight() + + data = '' + + for y in xrange(0, h): + for x in xrange(0, w): + if (y > (bg_height-1)) or (x > (bg_width-1)): + color = "%c%c%c" % (chr(0),chr(0),chr(0)) + else: + pos = (x+y*bg_width) * 3 + color = bg[pos:pos+3] + data += color + alpha[(x+y*w)*3] + + + # now convert it to ogl texture + self._texture = glGenTextures(1) + glBindTexture(GL_TEXTURE_2D, self._texture) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) + + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0) + glPixelStorei(GL_UNPACK_ALIGNMENT, 2) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data) + + def deleteTexture(self): + """ + Deletes the OpenGL texture object + """ + if self._texture: + if glIsTexture(self._texture): + glDeleteTextures(self._texture) + else: + self._texture = None + + def bind(self): + """ + Increase refcount + """ + self._owner_cnt += 1 + + def release(self): + """ + Decrease refcount + """ + self._owner_cnt -= 1 + + def isBound(self): + """ + Return refcount + """ + return self._owner_cnt + + def __del__(self): + """ + Destructor + """ + self.deleteTexture() + + #---Getters/Setters + + def getText(self): return self._text + def getFont(self): return self._font + def getForeground(self): return self._foreground + def getCentered(self): return self._centered + def getTexture(self): return self._texture + def getTexture_size(self): return self._texture_size + + def getOwner_cnt(self): return self._owner_cnt + def setOwner_cnt(self, value): + self._owner_cnt = value + + #---Properties + + text = property(getText, None, None, "Text of the object") + font = property(getFont, None, None, "Font of the object") + foreground = property(getForeground, None, None, "Color of the text") + centered = property(getCentered, None, None, "Is text centered") + owner_cnt = property(getOwner_cnt, setOwner_cnt, None, "Owner count") + texture = property(getTexture, None, None, "Used texture") + texture_size = property(getTexture_size, None, None, "Size of the used texture") + + +class Text(object): + """ + A simple class for using System Fonts to display text in + an OpenGL scene. The Text adds a global Cache of already + created text elements to TextElement's base functionality + so you can save some memory and increase speed + """ + _texts = [] #Global cache for TextElements + + def __init__(self, + text = 'Text', + font = None, + font_size = 8, + foreground = wx.BLACK, + centered = False, + bold = False): + """ + text (string) - displayed text + font (wx.Font) - if None, system default font will be used with font_size + font_size (int) - font size in points + foreground (wx.Color) - Color of the text + or (wx.Bitmap) - Bitmap to overlay the text with + centered (bool) - should the text drawn centered towards position? + + Initializes the text object + """ + #Init/save variables + self._aloc_text = None + self._text = text + self._font_size = font_size + self._foreground= foreground + self._centered = centered + + #Check if we are offered a font + if not font: + #if not use the system default + self._font = wx.SystemSettings.GetFont(wx.SYS_DEFAULT_GUI_FONT) + else: + #save it + self._font = font + + if bold: self._font.SetWeight(wx.FONTWEIGHT_BOLD) + + #Bind us to our texture + self._initText() + + #---Internal helpers + + def _initText(self): + """ + Initializes/Reinitializes the Text object by binding it + to a TextElement suitable for its current settings + """ + #Check if we already bound to a texture + if self._aloc_text: + #if so release it + self._aloc_text.release() + if not self._aloc_text.isBound(): + self._texts.remove(self._aloc_text) + self._aloc_text = None + + #Adjust our font + self._font.SetPointSize(self._font_size) + + #Search for existing element in our global buffer + for element in self._texts: + if element.text == self._text and\ + element.font == self._font and\ + element.foreground == self._foreground and\ + element.centered == self._centered: + # We already exist in global buffer ;-) + element.bind() + self._aloc_text = element + break + + if not self._aloc_text: + # We are not in the global buffer, let's create ourselves + aloc_text = self._aloc_text = TextElement(self._text, + self._font, + self._foreground, + self._centered) + aloc_text.bind() + self._texts.append(aloc_text) + + def __del__(self): + """ + Destructor + """ + aloc_text = self._aloc_text + aloc_text.release() + if not aloc_text.isBound(): + self._texts.remove(aloc_text) + + #---Functions + + def draw_text(self, position = wx.Point(0,0), scale = 1.0, rotation = 0): + """ + position (wx.Point) - x/y Position to draw in scene + scale (float) - Scale + rotation (int) - Rotation in degree + + Draws the text to the scene + """ + + self._aloc_text.draw_text(position, scale, rotation) + + #---Setter/Getter + + def getText(self): return self._text + def setText(self, value, reinit = True): + """ + value (bool) - New Text + reinit (bool) - Create a new texture + + Sets a new text + """ + self._text = value + if reinit: + self._initText() + + def getFont(self): return self._font + def setFont(self, value, reinit = True): + """ + value (bool) - New Font + reinit (bool) - Create a new texture + + Sets a new font + """ + self._font = value + if reinit: + self._initText() + + def getFont_size(self): return self._font_size + def setFont_size(self, value, reinit = True): + """ + value (bool) - New font size + reinit (bool) - Create a new texture + + Sets a new font size + """ + self._font_size = value + if reinit: + self._initText() + + def getForeground(self): return self._foreground + def setForeground(self, value, reinit = True): + """ + value (bool) - New centered value + reinit (bool) - Create a new texture + + Sets a new value for 'centered' + """ + self._foreground = value + if reinit: + self._initText() + + def getCentered(self): return self._centered + def setCentered(self, value, reinit = True): + """ + value (bool) - New centered value + reinit (bool) - Create a new texture + + Sets a new value for 'centered' + """ + self._centered = value + if reinit: + self._initText() + + def get_size(self): + """ + Returns a text size tuple + """ + return self._aloc_text._text_size + + def getTexture_size(self): + """ + Returns a texture size tuple + """ + return self._aloc_text.texture_size + + def getTextElement(self): + """ + Returns the text element bound to the Text class + """ + return self._aloc_text + + def getTexture(self): + """ + Returns the texture of the bound TextElement + """ + return self._aloc_text.texture + + + #---Properties + + text = property(getText, setText, None, "Text of the object") + font = property(getFont, setFont, None, "Font of the object") + font_size = property(getFont_size, setFont_size, None, "Font size") + foreground = property(getForeground, setForeground, None, "Color/Overlay bitmap of the text") + centered = property(getCentered, setCentered, None, "Display the text centered") + texture_size = property(getTexture_size, None, None, "Size of the used texture") + texture = property(getTexture, None, None, "Texture of bound TextElement") + text_element = property(getTextElement,None , None, "TextElement bound to this class") + +#Optimize critical functions +if psyco and not psyco_optimized: + psyco.bind(TextElement.createTexture) + psyco_optimized = True |