I'm running a code from github site and it has this error ( last lines) :
File "D:\Anaconda3\lib\site-packages\pyqtgraph\opengl\GLViewWidget.py", line 152, in viewMatrix
tr.translate(-center.x(), -center.y(), -center.z())
AttributeError: 'int' object has no attribute 'x'
I found that the error is related to pyqtgraph libraries and i didn't change their files
just install the last versions of PyOpenGl and PyQtGraph in spyder
can you please help me in this error?
We need more information,
The problem seems to be related to the fact that center is an int but you use it as an object with attributs
Can we see center's initialization ?
the GlViewWidget.py file :
from ..Qt import QtCore, QtGui, QtOpenGL, QT_LIB
from OpenGL.GL import *
import OpenGL.GL.framebufferobjects as glfbo
import numpy as np
from .. import Vector
from .. import functions as fn
##Vector = QtGui.QVector3D
ShareWidget = None
class GLViewWidget(QtOpenGL.QGLWidget):
"""
Basic widget for displaying 3D data
- Rotation/scale controls
- Axis/grid display
- Export options
High-DPI displays: Qt5 should automatically detect the correct resolution.
For Qt4, specify the ``devicePixelRatio`` argument when initializing the
widget (usually this value is 1-2).
"""
def __init__(self, parent=None, devicePixelRatio=None):
global ShareWidget
if ShareWidget is None:
## create a dummy widget to allow sharing objects (textures, shaders, etc) between views
ShareWidget = QtOpenGL.QGLWidget()
QtOpenGL.QGLWidget.__init__(self, parent, ShareWidget)
self.setFocusPolicy(QtCore.Qt.ClickFocus)
self.opts = {
'center': Vector(0,0,0), ## will always appear at the center of the widget
'distance': 10.0, ## distance of camera from center
'fov': 60, ## horizontal field of view in degrees
'elevation': 30, ## camera's angle of elevation in degrees
'azimuth': 45, ## camera's azimuthal angle in degrees
## (rotation around z-axis 0 points along x-axis)
'viewport': None, ## glViewport params; None == whole widget
'devicePixelRatio': devicePixelRatio,
}
self.setBackgroundColor('k')
self.items = []
self.noRepeatKeys = [QtCore.Qt.Key_Right, QtCore.Qt.Key_Left, QtCore.Qt.Key_Up, QtCore.Qt.Key_Down, QtCore.Qt.Key_PageUp, QtCore.Qt.Key_PageDown]
self.keysPressed = {}
self.keyTimer = QtCore.QTimer()
self.keyTimer.timeout.connect(self.evalKeyState)
self.makeCurrent()
def addItem(self, item):
self.items.append(item)
if hasattr(item, 'initializeGL'):
self.makeCurrent()
try:
item.initializeGL()
except:
self.checkOpenGLVersion('Error while adding item %s to GLViewWidget.' % str(item))
item._setView(self)
#print "set view", item, self, item.view()
self.update()
def removeItem(self, item):
self.items.remove(item)
item._setView(None)
self.update()
def initializeGL(self):
self.resizeGL(self.width(), self.height())
def setBackgroundColor(self, *args, **kwds):
"""
Set the background color of the widget. Accepts the same arguments as
pg.mkColor() and pg.glColor().
"""
self.opts['bgcolor'] = fn.glColor(*args, **kwds)
self.update()
def getViewport(self):
vp = self.opts['viewport']
dpr = self.devicePixelRatio()
if vp is None:
return (0, 0, int(self.width() * dpr), int(self.height() * dpr))
else:
return tuple([int(x * dpr) for x in vp])
def devicePixelRatio(self):
dpr = self.opts['devicePixelRatio']
if dpr is not None:
return dpr
if hasattr(QtOpenGL.QGLWidget, 'devicePixelRatio'):
return QtOpenGL.QGLWidget.devicePixelRatio(self)
else:
return 1.0
def resizeGL(self, w, h):
pass
#glViewport(*self.getViewport())
#self.update()
def setProjection(self, region=None):
m = self.projectionMatrix(region)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
a = np.array(m.copyDataTo()).reshape((4,4))
glMultMatrixf(a.transpose())
def projectionMatrix(self, region=None):
if region is None:
dpr = self.devicePixelRatio()
region = (0, 0, self.width() * dpr, self.height() * dpr)
x0, y0, w, h = self.getViewport()
dist = self.opts['distance']
fov = self.opts['fov']
nearClip = dist * 0.001
farClip = dist * 1000.
r = nearClip * np.tan(fov * 0.5 * np.pi / 180.)
t = r * h / w
## Note that X0 and width in these equations must be the values used in viewport
left = r * ((region[0]-x0) * (2.0/w) - 1)
right = r * ((region[0]+region[2]-x0) * (2.0/w) - 1)
bottom = t * ((region[1]-y0) * (2.0/h) - 1)
top = t * ((region[1]+region[3]-y0) * (2.0/h) - 1)
tr = QtGui.QMatrix4x4()
tr.frustum(left, right, bottom, top, nearClip, farClip)
return tr
def setModelview(self):
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
m = self.viewMatrix()
a = np.array(m.copyDataTo()).reshape((4,4))
glMultMatrixf(a.transpose())
def viewMatrix(self):
tr = QtGui.QMatrix4x4()
tr.translate( 0.0, 0.0, -self.opts['distance'])
tr.rotate(self.opts['elevation']-90, 1, 0, 0)
tr.rotate(self.opts['azimuth']+90, 0, 0, -1)
center = self.opts['center']
tr.translate(-center.x(), -center.y(), -center.z())
return tr
def itemsAt(self, region=None):
"""
Return a list of the items displayed in the region (x, y, w, h)
relative to the widget.
"""
region = (region[0], self.height()-(region[1]+region[3]), region[2], region[3])
#buf = np.zeros(100000, dtype=np.uint)
buf = glSelectBuffer(100000)
try:
glRenderMode(GL_SELECT)
glInitNames()
glPushName(0)
self._itemNames = {}
self.paintGL(region=region, useItemNames=True)
finally:
hits = glRenderMode(GL_RENDER)
items = [(h.near, h.names[0]) for h in hits]
items.sort(key=lambda i: i[0])
return [self._itemNames[i[1]] for i in items]
def paintGL(self, region=None, viewport=None, useItemNames=False):
"""
viewport specifies the arguments to glViewport. If None, then we use self.opts['viewport']
region specifies the sub-region of self.opts['viewport'] that should be rendered.
Note that we may use viewport != self.opts['viewport'] when exporting.
"""
if viewport is None:
glViewport(*self.getViewport())
else:
glViewport(*viewport)
self.setProjection(region=region)
self.setModelview()
bgcolor = self.opts['bgcolor']
glClearColor(*bgcolor)
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
self.drawItemTree(useItemNames=useItemNames)
def drawItemTree(self, item=None, useItemNames=False):
if item is None:
items = [x for x in self.items if x.parentItem() is None]
else:
items = item.childItems()
items.append(item)
items.sort(key=lambda a: a.depthValue())
for i in items:
if not i.visible():
continue
if i is item:
try:
glPushAttrib(GL_ALL_ATTRIB_BITS)
if useItemNames:
glLoadName(i._id)
self._itemNames[i._id] = i
i.paint()
except:
from .. import debug
debug.printExc()
msg = "Error while drawing item %s." % str(item)
ver = glGetString(GL_VERSION)
if ver is not None:
ver = ver.split()[0]
if int(ver.split(b'.')[0]) < 2:
print(msg + " The original exception is printed above; however, pyqtgraph requires OpenGL version 2.0 or greater for many of its 3D features and your OpenGL version is %s. Installing updated display drivers may resolve this issue." % ver)
else:
print(msg)
finally:
glPopAttrib()
else:
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
try:
tr = i.transform()
a = np.array(tr.copyDataTo()).reshape((4,4))
glMultMatrixf(a.transpose())
self.drawItemTree(i, useItemNames=useItemNames)
finally:
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
def setCameraPosition(self, pos=None, distance=None, elevation=None, azimuth=None):
if pos is not None:
self.opts['center'] = pos
if distance is not None:
self.opts['distance'] = distance
if elevation is not None:
self.opts['elevation'] = elevation
if azimuth is not None:
self.opts['azimuth'] = azimuth
self.update()
def cameraPosition(self):
"""Return current position of camera based on center, dist, elevation, and azimuth"""
center = self.opts['center']
dist = self.opts['distance']
elev = self.opts['elevation'] * np.pi/180.
azim = self.opts['azimuth'] * np.pi/180.
pos = Vector(
center.x() + dist * np.cos(elev) * np.cos(azim),
center.y() + dist * np.cos(elev) * np.sin(azim),
center.z() + dist * np.sin(elev)
)
return pos
def orbit(self, azim, elev):
"""Orbits the camera around the center position. *azim* and *elev* are given in degrees."""
self.opts['azimuth'] += azim
self.opts['elevation'] = np.clip(self.opts['elevation'] + elev, -90, 90)
self.update()
def pan(self, dx, dy, dz, relative='global'):
"""
Moves the center (look-at) position while holding the camera in place.
============== =======================================================
**Arguments:**
*dx* Distance to pan in x direction
*dy* Distance to pan in y direction
*dx* Distance to pan in z direction
*relative* String that determines the direction of dx,dy,dz.
If "global", then the global coordinate system is used.
If "view", then the z axis is aligned with the view
direction, and x and y axes are inthe plane of the
view: +x points right, +y points up.
If "view-upright", then x is in the global xy plane and
points to the right side of the view, y is in the
global xy plane and orthogonal to x, and z points in
the global z direction.
============== =======================================================
Distances are scaled roughly such that a value of 1.0 moves
by one pixel on screen.
Prior to version 0.11, *relative* was expected to be either True (x-aligned) or
False (global). These values are deprecated but still recognized.
"""
# for backward compatibility:
relative = {True: "view-upright", False: "global"}.get(relative, relative)
if relative == 'global':
self.opts['center'] += QtGui.QVector3D(dx, dy, dz)
elif relative == 'view-upright':
cPos = self.cameraPosition()
cVec = self.opts['center'] - cPos
dist = cVec.length() ## distance from camera to center
xDist = dist * 2. * np.tan(0.5 * self.opts['fov'] * np.pi / 180.) ## approx. width of view at distance of center point
xScale = xDist / self.width()
zVec = QtGui.QVector3D(0,0,1)
xVec = QtGui.QVector3D.crossProduct(zVec, cVec).normalized()
yVec = QtGui.QVector3D.crossProduct(xVec, zVec).normalized()
self.opts['center'] = self.opts['center'] + xVec * xScale * dx + yVec * xScale * dy + zVec * xScale * dz
elif relative == 'view':
# pan in plane of camera
elev = np.radians(self.opts['elevation'])
azim = np.radians(self.opts['azimuth'])
fov = np.radians(self.opts['fov'])
dist = (self.opts['center'] - self.cameraPosition()).length()
fov_factor = np.tan(fov / 2) * 2
scale_factor = dist * fov_factor / self.width()
z = scale_factor * np.cos(elev) * dy
x = scale_factor * (np.sin(azim) * dx - np.sin(elev) * np.cos(azim) * dy)
y = scale_factor * (np.cos(azim) * dx + np.sin(elev) * np.sin(azim) * dy)
self.opts['center'] += QtGui.QVector3D(x, -y, z)
else:
raise ValueError("relative argument must be global, view, or view-upright")
self.update()
def pixelSize(self, pos):
"""
Return the approximate size of a screen pixel at the location pos
Pos may be a Vector or an (N,3) array of locations
"""
cam = self.cameraPosition()
if isinstance(pos, np.ndarray):
cam = np.array(cam).reshape((1,)*(pos.ndim-1)+(3,))
dist = ((pos-cam)**2).sum(axis=-1)**0.5
else:
dist = (pos-cam).length()
xDist = dist * 2. * np.tan(0.5 * self.opts['fov'] * np.pi / 180.)
return xDist / self.width()
def mousePressEvent(self, ev):
self.mousePos = ev.pos()
def mouseMoveEvent(self, ev):
diff = ev.pos() - self.mousePos
self.mousePos = ev.pos()
if ev.buttons() == QtCore.Qt.LeftButton:
if (ev.modifiers() & QtCore.Qt.ControlModifier):
self.pan(diff.x(), diff.y(), 0, relative='view')
else:
self.orbit(-diff.x(), diff.y())
elif ev.buttons() == QtCore.Qt.MidButton:
if (ev.modifiers() & QtCore.Qt.ControlModifier):
self.pan(diff.x(), 0, diff.y(), relative='view-upright')
else:
self.pan(diff.x(), diff.y(), 0, relative='view-upright')
def mouseReleaseEvent(self, ev):
pass
# Example item selection code:
#region = (ev.pos().x()-5, ev.pos().y()-5, 10, 10)
#print(self.itemsAt(region))
## debugging code: draw the picking region
#glViewport(*self.getViewport())
#glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
#region = (region[0], self.height()-(region[1]+region[3]), region[2], region[3])
#self.paintGL(region=region)
#self.swapBuffers()
def wheelEvent(self, ev):
delta = 0
if QT_LIB in ['PyQt4', 'PySide']:
delta = ev.delta()
else:
delta = ev.angleDelta().x()
if delta == 0:
delta = ev.angleDelta().y()
if (ev.modifiers() & QtCore.Qt.ControlModifier):
self.opts['fov'] *= 0.999**delta
else:
self.opts['distance'] *= 0.999**delta
self.update()
def keyPressEvent(self, ev):
if ev.key() in self.noRepeatKeys:
ev.accept()
if ev.isAutoRepeat():
return
self.keysPressed[ev.key()] = 1
self.evalKeyState()
def keyReleaseEvent(self, ev):
if ev.key() in self.noRepeatKeys:
ev.accept()
if ev.isAutoRepeat():
return
try:
del self.keysPressed[ev.key()]
except:
self.keysPressed = {}
self.evalKeyState()
def evalKeyState(self):
speed = 2.0
if len(self.keysPressed) > 0:
for key in self.keysPressed:
if key == QtCore.Qt.Key_Right:
self.orbit(azim=-speed, elev=0)
elif key == QtCore.Qt.Key_Left:
self.orbit(azim=speed, elev=0)
elif key == QtCore.Qt.Key_Up:
self.orbit(azim=0, elev=-speed)
elif key == QtCore.Qt.Key_Down:
self.orbit(azim=0, elev=speed)
elif key == QtCore.Qt.Key_PageUp:
pass
elif key == QtCore.Qt.Key_PageDown:
pass
self.keyTimer.start(16)
else:
self.keyTimer.stop()
def checkOpenGLVersion(self, msg):
## Only to be called from within exception handler.
ver = glGetString(GL_VERSION).split()[0]
if int(ver.split(b'.')[0]) < 2:
from .. import debug
debug.printExc()
raise Exception(msg + " The original exception is printed above; however, pyqtgraph requires OpenGL version 2.0 or greater for many of its 3D features and your OpenGL version is %s. Installing updated display drivers may resolve this issue." % ver)
else:
raise
def readQImage(self):
"""
Read the current buffer pixels out as a QImage.
"""
w = self.width()
h = self.height()
self.repaint()
pixels = np.empty((h, w, 4), dtype=np.ubyte)
pixels[:] = 128
pixels[...,0] = 50
pixels[...,3] = 255
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels)
# swap B,R channels for Qt
tmp = pixels[...,0].copy()
pixels[...,0] = pixels[...,2]
pixels[...,2] = tmp
pixels = pixels[::-1] # flip vertical
img = fn.makeQImage(pixels, transpose=False)
return img
def renderToArray(self, size, format=GL_BGRA, type=GL_UNSIGNED_BYTE, textureSize=1024, padding=256):
w,h = map(int, size)
self.makeCurrent()
tex = None
fb = None
try:
output = np.empty((w, h, 4), dtype=np.ubyte)
fb = glfbo.glGenFramebuffers(1)
glfbo.glBindFramebuffer(glfbo.GL_FRAMEBUFFER, fb )
glEnable(GL_TEXTURE_2D)
tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, tex)
texwidth = textureSize
data = np.zeros((texwidth,texwidth,4), dtype=np.ubyte)
## Test texture dimensions first
glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
if glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH) == 0:
raise Exception("OpenGL failed to create 2D texture (%dx%d); too large for this hardware." % shape[:2])
## create teture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.transpose((1,0,2)))
self.opts['viewport'] = (0, 0, w, h) # viewport is the complete image; this ensures that paintGL(region=...)
# is interpreted correctly.
p2 = 2 * padding
for x in range(-padding, w-padding, texwidth-p2):
for y in range(-padding, h-padding, texwidth-p2):
x2 = min(x+texwidth, w+padding)
y2 = min(y+texwidth, h+padding)
w2 = x2-x
h2 = y2-y
## render to texture
glfbo.glFramebufferTexture2D(glfbo.GL_FRAMEBUFFER, glfbo.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0)
self.paintGL(region=(x, h-y-h2, w2, h2), viewport=(0, 0, w2, h2)) # only render sub-region
glBindTexture(GL_TEXTURE_2D, tex) # fixes issue #366
## read texture back to array
data = glGetTexImage(GL_TEXTURE_2D, 0, format, type)
data = np.fromstring(data, dtype=np.ubyte).reshape(texwidth,texwidth,4).transpose(1,0,2)[:, ::-1]
output[x+padding:x2-padding, y+padding:y2-padding] = data[padding:w2-padding, -(h2-padding):-padding]
finally:
self.opts['viewport'] = None
glfbo.glBindFramebuffer(glfbo.GL_FRAMEBUFFER, 0)
glBindTexture(GL_TEXTURE_2D, 0)
if tex is not None:
glDeleteTextures([tex])
if fb is not None:
glfbo.glDeleteFramebuffers([fb])
return output
Somewhere in your code you are setting the center to be an int. setCameraPosition, maybe? It needs to be a Vector object, instead.
Related
I want to visualize an algorithm (Graham scan) in python with tkinter.
I want to animate the algorithm and I am stuck.
I basically want to draw and delete lines but I don't understand canvas.after() well enough to make it work.
draw_line() returns the line object but when I call it in canvas.after(..., draw_line, ...) I don't see a way to get the return value or how to call another canvas.after() to change the color/delete that line if the function draw_line() hasn't been called yet because of the delay.
Thanks in advance.
from tkinter import *
import math
import random
class Point:
def __init__(self, _x, _y, _a=0):
self.x = _x
self.y = _y
self.angle = _a
def get_co(self):
return self.x, self.y
def draw_hull(hull):
for i in range(len(hull) - 1):
canvas.create_line(hull[i][0], hull[i][1], hull[i + 1][0], hull[i + 1][1], fill="red", width=2)
def draw_line(p1, p2, color="yellow"):
return canvas.create_line(p1.x, p1.y, p2.x, p2.y, fill=color, width=2)
def convex_hull(list_points):
# find bottom point
bottom_point = Point(math.inf, math.inf)
for point in list_points:
if point[1] < bottom_point.y:
bottom_point = Point(point[0], point[1])
# calculate angles between the bottom point and the other points
points = []
for point in list_points:
if point != bottom_point.get_co():
new_point = Point(point[0], point[1])
angle = calculate_angle(bottom_point, new_point)
new_point.angle = angle
points.append(new_point)
# sort the points by angle
swaps = None
while swaps != 0:
swaps = 0
for i in range(len(points) - 1):
point1 = points[i]
point2 = points[i + 1]
if point1.angle > point2.angle:
points[i], points[i + 1] = points[i + 1], points[i]
swaps += 1
# go through the points and add them to the convex hull
# if the angle between 3 points ever exeeds 180 degrees, discard the middle point
hull = [bottom_point, points[0]]
i = 1
while i < len(points):
####### DRAW LINE #######
canvas.after(i*500, draw_line, hull[-2], hull[-1])
##############
# check angle
angle = calculate_angle(hull[-2], hull[-1], points[i])
if angle == -1:
########## DELETE LINE ##########
# change color of line to red and delete it a bit later
# canvas.itemconfig(line, fill="red")
# canvas.after(i*500+250, canvas.delete, line)
####################
# pop the point of the stack
hull.pop()
else:
########## CHANGE COLOR OF LINE ##########
# change color of line to green
# canvas.itemconfig(line, fill="green")
####################
# move to the next point
hull.append(points[i])
i += 1
# add bottom point again for loop
hull.append(bottom_point)
# give easy return list (with coordinate-tupels not class objects)
output = []
for point in hull:
output.append(point.get_co())
return output
def calculate_angle(point1, point2, point3=None):
if point3 is None:
if point2.x - point1.x == 0:
return 90
elif point2.x - point1.x > 0:
return math.degrees(math.atan((point2.y - point1.y)/(point2.x - point1.x)))
else:
return 180 - math.degrees(math.atan((point2.y - point1.y)/(point1.x - point2.x)))
else:
v1 = Point(point1.x - point2.x, point1.y - point2.y)
v2 = Point(point3.x - point2.x, point3.y - point2.y)
det = (v1.x * v2.y) - (v2.x * v1.y)
if det < 0:
return 1
else:
return -1
window = Tk()
window.geometry("1000x600")
canvas = Canvas(window, width=1000, height=600)
canvas.pack()
POINTSIZE = 2
points = []
for i in range(100):
x = random.randint(50, 950)
y = random.randint(50, 550)
points.append((x, y))
canvas.create_oval(x - POINTSIZE, y - POINTSIZE, x + POINTSIZE, y + POINTSIZE, fill="black")
hull = convex_hull(points)
# draw_hull(hull)
window.mainloop()
If you have questions about the code, let me know. Because I dont know where to start to explain, since I made major changes to your code.
Anyway, I would be glad if you share your code again, once you are done with, on CodeReview and please do let me know. Because it was fun to work with and your code seems incomplete to me.
Happy Coding:
import tkinter as tk
import random
import math
class Point:
def __init__(self, _x, _y, _a=0):
self.x = _x
self.y = _y
self.angle = _a
return None
def get_co(self):
return self.x, self.y
class Window(tk.Tk):
def __init__(self,_w,_h):
super().__init__()
self.POINTSIZE = 2
self.points = []
self.swaps = None
self.count = 1
self.delay = 200
self.title('Graham scan simulation')
self.toolbar = tk.Frame(self,background='grey')
self.refresh_button = tk.Button(self.toolbar,text='Refresh',
command=self.refresh)
self.start_button = tk.Button(self.toolbar,text='Start',
command = self.convex_hull)
self.canvas = tk.Canvas(self,width=_w,height=_h)
self.toolbar.pack(side=tk.TOP,fill=tk.BOTH,expand=True)
self.refresh_button.pack(side=tk.LEFT)
self.start_button.pack(side=tk.LEFT)
self.canvas.pack(side=tk.BOTTOM,fill=tk.BOTH,expand=True)
def generate_points(self):
for point_instance in self.points:
yield point_instance
def find_bottom_point(self):
bottom_point = Point(math.inf,math.inf)
for point in self.generate_points():
if point.y < bottom_point.y:
bottom_point = point
return bottom_point
def calculate_angle(self,point1, point2):
if point2.x - point1.x == 0:
return 90
elif point2.x - point1.x > 0:
return math.degrees(math.atan((point2.y - point1.y)/(point2.x - point1.x)))
else:
return 180 - math.degrees(math.atan((point2.y - point1.y)/(point1.x - point2.x)))
def calculate_angels_by_bottom_point(self,bottom_point):
for point in self.generate_points():
if point != bottom_point:
angle = self.calculate_angle(bottom_point,point)
point.angle = angle
def sort_points(self,event_variable):
if self.swaps != 0:
self.swaps = 0
for i in range(len(self.points)-1):
point1 = self.points[i]
point2 = self.points[i + 1]
if point1.angle > point2.angle:
self.points[i], self.points[i + 1] = self.points[i + 1], self.points[i]
self.swaps += 1
if self.swaps == 0:
event_variable.set(1)
self.after(20,self.sort_points,event_variable)
def check_angle(self,point1,point2,point3):
v1 = Point(point1.x - point2.x, point1.y - point2.y)
v2 = Point(point3.x - point2.x, point3.y - point2.y)
det = (v1.x * v2.y) - (v2.x * v1.y)
if det < 0:
return 1
else:
return -1
def draw_line(self,p1,p2,color='yellow'):
return self.canvas.create_line(p1.x,p1.y, p2.x,p2.y, fill='yellow',tags='line')
def clear_red_lines(self,p1,p2):
shapes = self.canvas.find_withtag('line')
for shape in shapes:
if self.canvas.itemcget(shape,'fill') == 'red':
coords = self.canvas.coords(shape)
overlapped = self.canvas.find_overlapping(*coords)
for i in overlapped:
coords2 = self.canvas.coords(i)
if coords == coords2:
self.canvas.delete(i)
self.canvas.delete(shape)
def animated_draw(self,hull):
if self.count != len(self.points):
line = self.draw_line(hull[-2],hull[-1])
check_mark = self.check_angle(hull[-2],hull[-1],self.points[self.count])
if check_mark == -1:
self.canvas.itemconfig(line,fill='red')
self.after(self.delay-100,lambda:self.clear_red_lines(hull[-2],hull[-1]))
hull.pop()
else:
self.canvas.itemconfig(line,fill='green')
hull.append(self.points[self.count])
self.count += 1
self.after(self.delay,self.animated_draw,hull)
def convex_hull(self):
bottom_point = self.find_bottom_point()
self.calculate_angels_by_bottom_point(bottom_point)
event_variable = tk.IntVar(self,value=0)
self.sort_points(event_variable)
self.wait_variable(event_variable)
self.points.pop(0)
self.animated_draw(hull = [bottom_point, self.points[0]])
def generate_listpoints(self,_amount):
'''using a generator for memory purpose'''
for i in range(_amount):
x = random.randint(50, 950)
y = random.randint(50, 550)
yield x,y
def refresh(self):
self.swaps = None
self.count = 1
self.points= []
self.populate_canvas()
def populate_canvas(self):
self.canvas.delete('all')
for x,y in self.generate_listpoints(100):
self.points.append(Point(x, y))#instead of creating throwing instances away.
self.canvas.create_oval(x - self.POINTSIZE,
y - self.POINTSIZE,
x + self.POINTSIZE,
y + self.POINTSIZE,
fill="black")
root = Window(1000,600)
root.mainloop()
I mostly ported over the dragon example from SB OpenGL. The output gif of the program is below the code.
My question what is what's the lookat function in python?
Supporting files: dragon.zip simply put pydragon.py into the folder 'dragon' and run
Source code of pydragon.py
#!/usr/bin/python3
import sys
import time
sys.path.append("./shared")
from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject # location of ktx file format loader
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44
fullscreen = True
import numpy.matlib
import numpy as np
import math
try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
clear_program = GLuint(0)
append_program = GLuint(0)
resolve_program = GLuint(0)
class textures:
color = GLuint(0)
normals = GLuint(0)
class uniforms_block:
mv_matrix = (GLfloat * 16)(*identityMatrix)
view_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = (GLfloat * 16)(*identityMatrix)
uniforms_buffer = GLuint(0)
class uniforms:
mvp = GLuint(0)
fragment_buffer = GLuint(0)
head_pointer_image = GLuint(0)
atomic_counter_buffer = GLuint(0)
dummy_vao = GLuint(0)
uniform = uniforms()
myobject = SBMObject()
def length(v):
return math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])
def normalize(v):
l = length(v)
#if (v[0] == 0 and v[1] == 0 and v[2] ==0):
# return [0.0, 1/3, 0.0]
return [v[0]/l, v[1]/l, v[2]/l]
def dot(v0, v1):
return v0[0]*v1[0]+v0[1]*v1[1]+v0[2]*v1[2]
def cross(v0, v1):
return [
v0[1]*v1[2]-v1[1]*v0[2],
v0[2]*v1[0]-v1[2]*v0[0],
v0[0]*v1[1]-v1[0]*v0[1]]
def m3dLookAt(eye, target, up):
mz = normalize( (eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]) ) # inverse line of sight
mx = normalize( cross( up, mz ) )
my = normalize( cross( mz, mx ) )
tx = dot( mx, eye )
ty = dot( my, eye )
tz = -dot( mz, eye )
return np.array([mx[0], my[0], mz[0], 0, mx[1], my[1], mz[1], 0, mx[2], my[2], mz[2], 0, tx, ty, tz, 1])
def scale(s):
return [s,0,0,0, 0,s,0,0, 0,0,s,0, 0,0,0,1]
def link_from_shaders(shaders, shader_count, delete_shaders, check_errors=False):
program = GLuint(0)
program = glCreateProgram()
for i in range(0, shader_count):
glAttachShader(program, shaders[i]);
glLinkProgram(program);
if (delete_shaders):
for i in range(0, shader_count):
glDeleteShader(shaders[i]);
return program
def shader_load(filename, shader_type):
result = GLuint(0)
with open ( filename, "rb") as data:
result = glCreateShader(shader_type)
glShaderSource(result, data.read() )
glCompileShader(result)
return result
def load_shaders():
global clear_program
global append_program
global resolve_program
global uniform
shaders = [GLuint(0), GLuint(0)]
shaders[0] = shader_load("fragmentlist_shaders/clear.vs.glsl", GL_VERTEX_SHADER);
shaders[1] = shader_load("fragmentlist_shaders/clear.fs.glsl", GL_FRAGMENT_SHADER);
if (clear_program):
glDeleteProgram(clear_program);
clear_program = link_from_shaders(shaders, 2, True);
shaders[0] = shader_load("fragmentlist_shaders/append.vs.glsl", GL_VERTEX_SHADER);
shaders[1] = shader_load("fragmentlist_shaders/append.fs.glsl", GL_FRAGMENT_SHADER);
if (append_program):
glDeleteProgram(append_program);
append_program = link_from_shaders(shaders, 2, True);
uniform.mvp = glGetUniformLocation(append_program, "mvp");
shaders[0] = shader_load("fragmentlist_shaders/resolve.vs.glsl", GL_VERTEX_SHADER);
shaders[1] = shader_load("fragmentlist_shaders/resolve.fs.glsl", GL_FRAGMENT_SHADER);
if (resolve_program):
glDeleteProgram(resolve_program)
resolve_program = link_from_shaders(shaders, 2, True);
class Scene:
def __init__(self, width, height):
global uniforms_buffer
global fragment_buffer
global atomic_counter_buffer
global head_pointer_image
global dummy_vao
global myobject
self.width = width
self.height = height
load_shaders()
glGenBuffers(1, uniforms_buffer)
glBindBuffer(GL_UNIFORM_BUFFER, uniforms_buffer)
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLfloat * 16 *3), None, GL_DYNAMIC_DRAW)
myobject.load("dragon.sbm")
glGenBuffers(1, fragment_buffer)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, fragment_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, 1024 * 1024 * 16, None, GL_DYNAMIC_COPY)
glGenBuffers(1, atomic_counter_buffer);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomic_counter_buffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, 4, None, GL_DYNAMIC_COPY);
head_pointer_image = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, head_pointer_image);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1024, 1024);
glGenVertexArrays(1, dummy_vao);
glBindVertexArray(dummy_vao);
def display(self):
green = [ 0.0, 0.1, 0.0, 0.0 ]
currentTime = time.time()
f = currentTime
zeros = [ 0.0, 0.0, 0.0, 0.0 ]
gray = [ 0.1, 0.1, 0.1, 0.0 ]
ones = [ 1.0 ]
glViewport(0, 0, self.width , self.height);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
glUseProgram(clear_program);
glBindVertexArray(dummy_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(append_program)
model_matrix = (GLfloat * 16)(*identityMatrix)
model_matrix = scale(6.0)
view_matrix = (GLfloat * 16)(*identityMatrix)
view_matrix = m3dLookAt([math.cos(f * 0.35) * 120.0, math.cos(f * 0.4) * 30.0, math.sin(f * 0.35) * 120.0],
[0.0, -20.0, 0.0],
[0.0, 1, 0.0])
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(view_matrix , model_matrix)
proj_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 0.1, 1000.0)
glUniformMatrix4fv(uniform.mvp, 1, GL_FALSE, m3dMultiply(proj_matrix , mv_matrix))
zero = 0;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomic_counter_buffer)
# next line not working ????
#glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sys.getsizeof(zero), zero);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, fragment_buffer)
glBindImageTexture(0, head_pointer_image, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI)
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT)
myobject.render()
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT)
glUseProgram(resolve_program)
glBindVertexArray(dummy_vao)
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()
elif key == b'f' or key == b'F': #fullscreen toggle
if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True
print('done')
def init(self):
pass
def timer(self, blah):
glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)
if __name__ == '__main__':
start = time.time()
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(512, 512)
w1 = glutCreateWindow('OpenGL SuperBible - Fragment List')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
many_cubes = False
#glutFullScreen()
scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)
glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)
scene.init()
glutMainLoop()
The output is supposed to appear like the following:
Ported from fragmentlist.cpp found there from the Superbible OpenGL 7th ed.
Current Question:
Any ideas why the texture rendered on the dragon is not translucent as the expected output has it?
The view space is the local system which is defined by the point of view onto the scene.
The position of the view, the line of sight and the upwards direction of the view, define a coordinate system relative to the world coordinate system. The objects of a scene have to be drawn in relation to the view coordinate system, to be "seen" from the viewing position. The inverse matrix of the view coordinate system is named the view matrix. This matrix transforms from world coordinates to view coordinates.
The code below defines a matrix that exactly encapsulates the steps necessary to calculate a look at the scene:
Converting model coordinates into view system coordinates.
Rotation, to look in the direction of the view.
Movement to the eye position.
Euclidean length of a vector:
def length(v):
return math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])
Unit vector:
def normalize(v):
l = length(v)
return [v[0]/l, v[1]/l, v[2]/l]
Dot product:
def dot(v0, v1):
return v0[0]*v1[0]+v0[1]*v1[1]+v0[2]*v1[2]
Cross product:
def cross(v0, v1):
return [
v0[1]*v1[2]-v1[1]*v0[2],
v0[2]*v1[0]-v1[2]*v0[0],
v0[0]*v1[1]-v1[0]*v0[1]]
The following code does the same as gluLookAt or glm::lookAt does:
The parameter eye is the point of view, target is the point which is looked at and up is the upwards direction.
def m3dLookAt(eye, target, up):
mz = normalize( (eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]) ) # inverse line of sight
mx = normalize( cross( up, mz ) )
my = normalize( cross( mz, mx ) )
tx = dot( mx, eye )
ty = dot( my, eye )
tz = -dot( mz, eye )
return np.array([mx[0], my[0], mz[0], 0, mx[1], my[1], mz[1], 0, mx[2], my[2], mz[2], 0, tx, ty, tz, 1])
Use it like this:
view_matrix = m3dLookAt([0, 0, 20], [0, 0, 0], [0, 1, 0])
I am working on creating a flashlight app in Python using Numba for my kernel and OpenGL (code below) . It is very close to finished but when I run it I run into an error with glEnd error 1280. The terminal output for when the code is run is also below. I can't figure out what exactly is causing the issue and helping narrow it down would be very helpful.
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL.ARB.vertex_buffer_object import *
from OpenGL.GL.ARB.pixel_buffer_object import *
import numpy as np
import sys
import pycuda.gl as cuda_gl
import pycuda.driver as cuda_driver
import math
from numba import jit, cuda as nbcuda
W = 600
H = 600
loc = np.array([W/2, H/2], dtype = 'float32')
dragMode = False
TX = 32
TY = 32
pbo, tex, pycuda_pbo, distanceKernel = [None] * 4
class ExternalMemory(object):
"""
Provide an externally managed memory.
Interface requirement: __cuda_memory__, device_ctypes_pointer, _cuda_memize_
"""
__cuda_memory__ = True
def __init__(self, ptr, size):
self.device_ctypes_pointer = ctypes.c_void_p(ptr)
self._cuda_memsize_ = size
def render():
global pycuda_pbo, pbo
assert pbo is not None
pycuda_pbo.unregister()
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, long(pbo))
pycuda_pbo = cuda_gl.BufferObject(long(pbo))
pbo_mapping = pycuda_pbo.map()
source_ptr = ExternalMemory(pbo_mapping.device_ptr(), W*H * 4)
d_out = nbcuda.devicearray.DeviceNDArray(shape = W*H * 4,
strides = (1,),
dtype = np.dtype('uint8'),
gpu_data = source_ptr)
blockSize = (TX, TY)
gridSize = ((W + TX - 1)/TX, (H + TY - 1)/TY)
distanceKernel[gridSize, blockSize](d_out, W, H, loc)
cuda_driver.Context.synchronize()
pbo_mapping.unmap()
glBindTexture(GL_TEXTURE_2D, tex)
def drawTexture():
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, W, H, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
glEnable(GL_TEXTURE_2D)
glBegin(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0); glVertex2f(0,0)
glTexCoord2f(0.0, 1.0); glVertex2f(0,H)
glTexCoord2f(1.0, 1.0); glVertex2f(W,H)
glTexCoord2f(1.0, 0.0); glVertex2f(W,0)
glEnd()
glDisable(GL_TEXTURE_2D)
def display():
render()
drawTexture()
glutSwapBuffers()
def create_PBO():
global pbo, pycuda_pbo
data = np.zeros((W*H,4), dtype = 'uint8')
pbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, pbo)
glBufferData(GL_ARRAY_BUFFER, data, GL_DYNAMIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
pycuda_pbo = cuda_gl.BufferObject(long(pbo))
def create_texture():
global tex
tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, tex)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
def exitfunc():
glBindBuffer(GL_ARRAY_BUFFER, long(pbo))
glDeleteBuffers(1, long(pbo));
glBindBuffer(GL_ARRAY_BUFFER, 0)
pbo = None
glDeleteTextures(tex);
tex = None
def keyboard(key, x, y):
if key == '\033': #\033 is escape key
exit()
elif key == 'a':
dragMode = not dragMode
elif key == 27:
exit()
glutPostRedisplay()
def mouseMove(x, y):
if dragMode == True:
loc[0] = x
loc[1] = y
glutPostRedisplay()
def mouseDrag(x, y):
if dragMode == False:
loc[0] = x
loc[1] = y
glutPostRedisplay()
def handleSpecialKeypress(key, x, y):
if key == GLUT_KEY_LEFT:
loc[0] -= DELTA
if key == GLUT_KEY_RIGHT:
loc[0] += DELTA
if key == GLUT_KEY_UP:
loc[1] -= DELTA
if key == GLUT_KEY_DOWN:
loc[1] += DELTA
glutPostRedisplay()
def printInstructions():
print "flashlight instructions"
print "a: toggle mouse tracking mode"
print "arrow keys: move ref location"
print "esc: close graphics window"
def main():
global cuda_gl, cuda_driver, distanceKernel
printInstructions();
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE)
glutCreateWindow("flashlight: distance image display app")
gluOrtho2D(0, W, H, 0)
glutDisplayFunc(display)
glutKeyboardFunc(keyboard)
glutSpecialFunc(handleSpecialKeypress)
glutPassiveMotionFunc(mouseMove)
glutMotionFunc(mouseDrag)
create_texture()
#Sets up GL interop
import pycuda.gl.autoinit
import pycuda.gl
cuda_gl = pycuda.gl
cuda_driver = pycuda.driver
# force compilation here
#nbcuda.jit(device = True)
def clip(n):
if n > 255:
n = 255
elif n < 0:
n = 0
return n
#nbcuda.jit("(uint8[::1], int32, int32, float32[::1])")
def distanceKernel(d_out, w, h, pos):
c = nbcuda.blockIdx.x*nbcuda.blockDim.x + nbcuda.threadIdx.x
r = nbcuda.blockIdx.y*nbcuda.blockDim.y + nbcuda.threadIdx.y
i = (r*w + c) * 4
if c >= w or r >= h:
return
d = math.sqrt((c - pos[0]) * (c - pos[0]) + (r - pos[1]) * (r - pos[1]))
intensity = clip(255 - d)
d_out[i] = intensity
d_out[i+1] = intensity
d_out[i+2] = 0
d_out[i+3] = 255
create_PBO()
glutMainLoop()
atexit(exitfunc)
main()
This is what the terminal spits out as OpenGL runs
flashlight instructions
a: toggle mouse tracking mode
arrow keys: move ref location
esc: close graphics window
cuInit
cuDeviceGetCount
cuDeviceGetCount
cuDeviceGet
cuGLCtxCreate
cuCtxGetDevice
cuGLRegisterBufferObject
cuGLUnregisterBufferObject
cuGLRegisterBufferObject
cuGLMapBufferObject
cuCtxSynchronize
cuGLUnmapBufferObject
Traceback (most recent call last):
File "_ctypes/callbacks.c", line 314, in 'calling callback function'
File "stackcode.py", line 80, in display
drawTexture()
File "stackcode.py", line 75, in drawTexture
glEnd()
File "latebind.pyx", line 44, in OpenGL_accelerate.latebind.Curry.__call__ (src/latebind.c:1201)
File "/home/uchytilc/anaconda2/lib/python2.7/site-packages/OpenGL/GL/exceptional.py", line 46, in glEnd
return baseFunction( )
File "/home/uchytilc/anaconda2/lib/python2.7/site-packages/OpenGL/platform/baseplatform.py", line 402, in __call__
return self( *args, **named )
File "errorchecker.pyx", line 53, in OpenGL_accelerate.errorchecker._ErrorChecker.glCheckError (src/errorchecker.c:1218)
OpenGL.error.GLError: GLError(
err = 1280,
description = 'invalid enumerant',
baseOperation = glEnd,
cArguments = ()
)
cuCtxPopCurrent
cuCtxPushCurrent
cuGLUnregisterBufferObject
cuGLUnregisterBufferObject failed with code 1
PyCUDA WARNING: a clean-up operation failed (dead context maybe?)
cuGLUnregisterBufferObject failed: invalid argument
cuCtxPopCurrent
cuCtxPushCurrent
cuCtxDetach
The problem might come from this line:
glBegin(GL_TEXTURE_2D)
glBegin does not allow for this parameter. It only accepts primitive types (which TEXTURE_2D is not). Have a look at the documentation about supported values.
This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
I have a compiler error “not defined” although there is a definition
from gasp import *
GRID_SIZE = 30
MARGIN = GRID_SIZE
BACKGROUND_COLOR = color.BLACK # Colors we use
WALL_COLOR = (0.6 * 255, 0.9 * 255, 0.9 * 255)
# The shape of the maze. Each character
# represents a different type of object
# % - Wall
# . - Food
# o - Capsule
# G - Ghost
# P - Chomp
# Other characters are ignored
the_layout = [
"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%",
"%.....%.................%.....%",
"%o%%%.%.%%%.%%%%%%%.%%%.%.%%%o%",
"%.%.....%......%......%.....%.%",
"%...%%%.%.%%%%.%.%%%%.%.%%%...%",
"%%%.%...%.%.........%.%...%.%%%",
"%...%.%%%.%.%%% %%%.%.%%%.%...%",
"%.%%%.......%GG GG%.......%%%.%",
"%...%.%%%.%.%%%%%%%.%.%%%.%...%",
"%%%.%...%.%.........%.%...%.%%%",
"%...%%%.%.%%%%.%.%%%%.%.%%%...%",
"%.%.....%......%......%.....%.%",
"%o%%%.%.%%%.%%%%%%%.%%%.%.%%%o%",
"%.....%........P........%.....%",
"%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%"]
class Immovable:
def is_a_wall(self):
return False
class Nothing(Immovable):
pass
class Maze:
def __init__(self):
self.have_window = False
self.game_over = False
self.set_layout(the_layout)
set_speed(20)
def set_layout(self, layout):
height = len(layout)
width = len(layout[0])
self.make_window(width, height)
self.make_map(width, height)
max_y = height - 1
for x in range( width ):
for y in range(height):
char = layout[max_y - y][x]
self.make_object((x, y), char)
def make_window(self, width, height):
grid_width = (width -1) * GRID_SIZE
grid_height = (height - 1) * GRID_SIZE
screen_width = 2 * MARGIN + grid_width
screen_height = 2 * MARGIN + grid_height
begin_graphics(screen_width, screen_height,"Chomp",BACKGROUND_COLOR)
def to_screen(self, point):
(x,y) = point
x = x * GRID_SIZE + MARGIN
y = y * GRID_SIZE + MARGIN
return(x,y)
def make_map(self, width, height):
self.width = width
self.height = height
self.map = []
for y in range(width):
new_row = []
for x in range(width):
new_row.append(Nothing())
self.map.append(new_row)
def make_object(self,point,charactor):
(x,y) = point
if charactor == "%":
self.map[y][x] = Wall(self,point)
def finished(self):
return self.game_over
def play(self):
update_when('next_tick')
def done(self):
end_graphics()
self.map = []
def object_at(self,point):
(x,y) = point
if y < 0 or y >= self.height:
return Nothing()
if x < 0 or x >= self.width:
return Nothing()
return self.map[y][x]
class Wall(Immovable):
def __init__(self, maze, point):
self.place = point # Store our position
self.screen_point = maze.to_screen(point)
self.maze = maze # Keep hold of Maze
self.draw()
def draw(self):
(screen_x, screen_y) = self.screen_point
dot_size = GRID_SIZE * 0.2
Circle(self.screen_point, dot_size,
color = WALL_COLOR, filled = 1)
(x, y) = self.place
neighbors = [ (x+1, y), (x-1, y)]
for neighbor in neighbors:
self.check_neighbor(neighbor)
def check_neighbor(self,neighbor):
maze = self.maze
object = maze.object_at(neighbor)
if object.is_a_wall():
here = self.screen_point
there = maze.to_screen(neighbor)
Line(here, there, color = WALL_COLOR,thickness = 2)
def is_a_wall(self):
return True
the_maze = Maze()
while not the_maze.finished():
the_maze.play()
the_maze.done()
I got this error..
Traceback (most recent call last): File "chomp.py", line 110, in
class Wall(Immovable): File "chomp.py", line 124, in Wall
for neighbor in neighbors: NameError: name '
neighbors' is not defined
I spent lot of time still can't find what's wrong, need some help
You never close the function call to Circle() two lines about line 122, that's probably it. You're probably missing an argument based on the trailing comma.
dot_size = GRID_SIZE * 0.2
Circle(self.screen_point, dot_size, # No closing parentheses
(x, y) = self.place
neighbors = [ (x+1, y), (x-1, y)]
for neighbor in neighbors:
self.check_neighbor(neighbor)
Circle(self.screen_point, dot_size,
missing something at the end of that line
Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
We don’t allow questions seeking recommendations for books, tools, software libraries, and more. You can edit the question so it can be answered with facts and citations.
Closed 3 years ago.
Improve this question
Is there a library to do pretty on screen display with Python (mainly on Linux but preferably available on other OS too) ? I know there is python-osd but it uses libxosd which looks quite old. I would not call it pretty.
Maybe a Python binding for libaosd. But I did not find any.
Actually, xosd isn't all that old; I went to university with the original author (Andre Renaud, who is a superlative programmer). It is quite low level, but pretty simple - xosd.c is only 1365 lines long. It wouldn't be hard to tweak it to display pretty much anything you want.
Using PyGTK on X it's possible to scrape the screen background and composite the image with a standard Pango layout.
I have some code that does this at http://svn.sacredchao.net/svn/quodlibet/trunk/plugins/events/animosd.py. It's a bit ugly and long, but mostly straightforward.
Building upon the answer from #user79758, the animosd.py link in that post is no longer available, but this one still is: http://hefesto.intra.ial.sp.gov.br/share/pyshared/quodlibet/plugins/events/animosd.py (archive).
Regardless, it was a part of quodlibet music player, which still exists in Ubuntu 18.04; I installed it with
sudo apt install quodlibet
Then, it's not exactly trivial to get a minimal example; mine is included below as animosd_test.py; simply run it with:
python2 animosd_test.py
You'll get this:
animosd_test.py:
#!/usr/bin/env python2
#from quodlibet.ext.events.animosd.osdwindow import OSDWindow
import sys
import os
from collections import namedtuple
from quodlibet.packages.senf import environ, argv as sys_argv
from quodlibet.cli import process_arguments, exit_
import quodlibet
try:
# we want basic commands not to import gtk (doubles process time)
assert "gi.repository.Gtk" not in sys.modules
sys.modules["gi.repository.Gtk"] = None
startup_actions, cmds_todo = process_arguments(sys_argv)
finally:
sys.modules.pop("gi.repository.Gtk", None)
quodlibet.init()
#from quodlibet.ext.events import animosd
from quodlibet.ext.events.animosd import osdwindow
from quodlibet.ext.events.animosd.config import get_config
from quodlibet.ext.events.animosd.osdwindow import OSDWindow
from quodlibet.util import cached_property, print_exc
#~ window = OSDWindow(self.Conf, song)
#~ window.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
#~ window.connect('button-press-event', self.__buttonpress)
#~ window.connect('fade-finished', self.__fade_finished)
#~ self.__current_window = window
#~ window.set_opacity(0.0)
#~ window.show()
#~ window.fade_in()
from gi.repository import Gtk, GObject, GLib, Pango, PangoCairo, Gdk
from quodlibet import qltk
import cairo
from math import pi
class OSDWindowMin(Gtk.Window):
__gsignals__ = {
'fade-finished': (GObject.SignalFlags.RUN_LAST, None, (bool,)),
}
POS_X = 0.5
"""position of window 0--1 horizontal"""
MARGIN = 50
"""never any closer to the screen edge than this"""
BORDER = 20
"""text/cover this far apart, from edge"""
FADETIME = 0.3
"""take this many seconds to fade in or out"""
MS = 40
"""wait this many milliseconds between steps"""
#cached_property
def Conf(self):
return get_config('animosd')
#def __init__(self, conf, song):
def __init__(self):
Gtk.Window.__init__(self, Gtk.WindowType.POPUP)
self.set_type_hint(Gdk.WindowTypeHint.NOTIFICATION)
screen = self.get_screen()
rgba = screen.get_rgba_visual()
if rgba is not None:
self.set_visual(rgba)
#self.conf = conf
self.conf = self.Conf
self.iteration_source = None
self.fading_in = False
self.fade_start_time = 0
mgeo = screen.get_monitor_geometry(self.conf.monitor)
textwidth = mgeo.width - 2 * (self.BORDER + self.MARGIN)
scale_factor = self.get_scale_factor()
#cover_pixbuf = app.cover_manager.get_pixbuf(
# song, conf.coversize * scale_factor, conf.coversize * scale_factor)
coverheight = 0
coverwidth = 0
#~ if cover_pixbuf:
#~ self.cover_surface = get_surface_for_pixbuf(self, cover_pixbuf)
#~ coverwidth = cover_pixbuf.get_width() // scale_factor
#~ coverheight = cover_pixbuf.get_height() // scale_factor
#~ textwidth -= coverwidth + self.BORDER
#~ else:
#~ self.cover_surface = None
self.cover_surface = None
layout = self.create_pango_layout('')
layout.set_alignment((Pango.Alignment.LEFT, Pango.Alignment.CENTER,
Pango.Alignment.RIGHT)[self.conf.align])
layout.set_spacing(Pango.SCALE * 7)
layout.set_font_description(Pango.FontDescription(self.conf.font))
#try:
# layout.set_markup(pattern.XMLFromMarkupPattern(conf.string) % song)
#except pattern.error:
# layout.set_markup("")
layout.set_markup("AAAA")
layout.set_width(Pango.SCALE * textwidth)
layoutsize = layout.get_pixel_size()
if layoutsize[0] < textwidth:
layout.set_width(Pango.SCALE * layoutsize[0])
layoutsize = layout.get_pixel_size()
self.title_layout = layout
winw = layoutsize[0] + 2 * self.BORDER
if coverwidth:
winw += coverwidth + self.BORDER
winh = max(coverheight, layoutsize[1]) + 2 * self.BORDER
self.set_default_size(winw, winh)
rect = namedtuple("Rect", ["x", "y", "width", "height"])
rect.x = self.BORDER
rect.y = (winh - coverheight) // 2
rect.width = coverwidth
rect.height = coverheight
self.cover_rectangle = rect
winx = int((mgeo.width - winw) * self.POS_X)
winx = max(self.MARGIN, min(mgeo.width - self.MARGIN - winw, winx))
winy = int((mgeo.height - winh) * self.conf.pos_y)
winy = max(self.MARGIN, min(mgeo.height - self.MARGIN - winh, winy))
self.move(winx + mgeo.x, winy + mgeo.y)
def do_draw(self, cr):
if self.is_composited():
self.draw_title_info(cr)
else:
# manual transparency rendering follows
walloc = self.get_allocation()
wpos = self.get_position()
if not getattr(self, "_bg_sf", None):
# copy the root surface into a temp image surface
root_win = self.get_root_window()
bg_sf = cairo.ImageSurface(cairo.FORMAT_ARGB32,
walloc.width, walloc.height)
pb = Gdk.pixbuf_get_from_window(
root_win, wpos[0], wpos[1], walloc.width, walloc.height)
bg_cr = cairo.Context(bg_sf)
Gdk.cairo_set_source_pixbuf(bg_cr, pb, 0, 0)
bg_cr.paint()
self._bg_sf = bg_sf
if not getattr(self, "_fg_sf", None):
# draw the window content in another temp surface
fg_sf = cairo.ImageSurface(cairo.FORMAT_ARGB32,
walloc.width, walloc.height)
fg_cr = cairo.Context(fg_sf)
fg_cr.set_source_surface(fg_sf)
self.draw_title_info(fg_cr)
self._fg_sf = fg_sf
# first draw the background so we have 'transparancy'
cr.set_operator(cairo.OPERATOR_SOURCE)
cr.set_source_surface(self._bg_sf)
cr.paint()
# then draw the window content with the right opacity
cr.set_operator(cairo.OPERATOR_OVER)
cr.set_source_surface(self._fg_sf)
cr.paint_with_alpha(self.get_opacity())
#staticmethod
def rounded_rectangle(cr, x, y, radius, width, height):
cr.move_to(x + radius, y)
cr.line_to(x + width - radius, y)
cr.arc(x + width - radius, y + radius, radius,
- 90.0 * pi / 180.0, 0.0 * pi / 180.0)
cr.line_to(x + width, y + height - radius)
cr.arc(x + width - radius, y + height - radius, radius,
0.0 * pi / 180.0, 90.0 * pi / 180.0)
cr.line_to(x + radius, y + height)
cr.arc(x + radius, y + height - radius, radius,
90.0 * pi / 180.0, 180.0 * pi / 180.0)
cr.line_to(x, y + radius)
cr.arc(x + radius, y + radius, radius,
180.0 * pi / 180.0, 270.0 * pi / 180.0)
cr.close_path()
#property
def corners_factor(self):
if self.conf.corners != 0:
return 0.14
return 0.0
def draw_conf_rect(self, cr, x, y, width, height, radius):
if self.conf.corners != 0:
self.rounded_rectangle(cr, x, y, radius, width, height)
else:
cr.rectangle(x, y, width, height)
def draw_title_info(self, cr):
cr.save()
do_shadow = (self.conf.shadow[0] != -1.0)
do_outline = (self.conf.outline[0] != -1.0)
self.set_name("osd_bubble")
qltk.add_css(self, """
#osd_bubble {
background-color:rgba(0,0,0,0);
}
""")
cr.set_operator(cairo.OPERATOR_OVER)
cr.set_source_rgba(*self.conf.fill)
radius = min(25, self.corners_factor * min(*self.get_size()))
self.draw_conf_rect(cr, 0, 0, self.get_size()[0],
self.get_size()[1], radius)
cr.fill()
# draw border
if do_outline:
# Make border darker and more translucent than the fill
f = self.conf.fill
rgba = (f[0] / 1.25, f[1] / 1.25, f[2] / 1.25, f[3] / 2.0)
cr.set_source_rgba(*rgba)
self.draw_conf_rect(cr,
1, 1,
self.get_size()[0] - 2, self.get_size()[1] - 2,
radius)
cr.set_line_width(2.0)
cr.stroke()
textx = self.BORDER
if self.cover_surface is not None:
rect = self.cover_rectangle
textx += rect.width + self.BORDER
surface = self.cover_surface
transmat = cairo.Matrix()
if do_shadow:
cr.set_source_rgba(*self.conf.shadow)
self.draw_conf_rect(cr,
rect.x + 2, rect.y + 2,
rect.width, rect.height,
0.6 * self.corners_factor * rect.width)
cr.fill()
if do_outline:
cr.set_source_rgba(*self.conf.outline)
self.draw_conf_rect(cr,
rect.x, rect.y,
rect.width, rect.height,
0.6 * self.corners_factor * rect.width)
cr.stroke()
cr.set_source_surface(surface, 0, 0)
width, height = get_surface_extents(surface)[2:]
transmat.scale(width / float(rect.width),
height / float(rect.height))
transmat.translate(-rect.x, -rect.y)
cr.get_source().set_matrix(transmat)
self.draw_conf_rect(cr,
rect.x, rect.y,
rect.width, rect.height,
0.6 * self.corners_factor * rect.width)
cr.fill()
PangoCairo.update_layout(cr, self.title_layout)
height = self.title_layout.get_pixel_size()[1]
texty = (self.get_size()[1] - height) // 2
if do_shadow:
cr.set_source_rgba(*self.conf.shadow)
cr.move_to(textx + 2, texty + 2)
PangoCairo.show_layout(cr, self.title_layout)
if do_outline:
cr.set_source_rgba(*self.conf.outline)
cr.move_to(textx, texty)
PangoCairo.layout_path(cr, self.title_layout)
cr.stroke()
cr.set_source_rgb(*self.conf.text[:3])
cr.move_to(textx, texty)
PangoCairo.show_layout(cr, self.title_layout)
cr.restore()
def fade_in(self):
self.do_fade_inout(True)
def fade_out(self):
self.do_fade_inout(False)
def do_fade_inout(self, fadein):
fadein = bool(fadein)
self.fading_in = fadein
now = GObject.get_current_time()
fraction = self.get_opacity()
if not fadein:
fraction = 1.0 - fraction
self.fade_start_time = now - fraction * self.FADETIME
if self.iteration_source is None:
self.iteration_source = GLib.timeout_add(self.MS,
self.fade_iteration_callback)
def fade_iteration_callback(self):
delta = GObject.get_current_time() - self.fade_start_time
fraction = delta / self.FADETIME
if self.fading_in:
self.set_opacity(fraction)
else:
self.set_opacity(1.0 - fraction)
if not self.is_composited():
self.queue_draw()
if fraction >= 1.0:
self.iteration_source = None
self.emit('fade-finished', self.fading_in)
return False
return True
def __buttonpress(window, event):
window.hide()
#if self.__current_window is window:
# self.__current_window = None
window.destroy()
#def __fade_finished(window, fade_in):
# if fade_in:
# GLib.timeout_add(self.Conf.delay, self.start_fade_out, window)
# else:
# window.hide()
# if self.__current_window is window:
# self.__current_window = None
# # Delay destroy - apparently the hide does not quite register if
# # the destroy is done immediately. The compiz animation plugin
# # then sometimes triggers and causes undesirable effects while the
# # popup should already be invisible.
# GLib.timeout_add(1000, window.destroy)
window = OSDWindowMin()
window.connect("destroy", Gtk.main_quit) # must be present, else program does not exit when on-screen display window is clicked!
window.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
window.connect('button-press-event', __buttonpress)
#window.connect('fade-finished', self.__fade_finished)
#window.show_all#()
window.set_opacity(0.0)
window.show()
window.fade_in()
Gtk.main()