/usr/lib/python2.7/dist-packages/pyqtgraph/opengl/items/GLScatterPlotItem.py is in python-pyqtgraph 0.9.10-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 | from OpenGL.GL import *
from OpenGL.arrays import vbo
from .. GLGraphicsItem import GLGraphicsItem
from .. import shaders
from ... import QtGui
import numpy as np
__all__ = ['GLScatterPlotItem']
class GLScatterPlotItem(GLGraphicsItem):
"""Draws points at a list of 3D positions."""
def __init__(self, **kwds):
GLGraphicsItem.__init__(self)
glopts = kwds.pop('glOptions', 'additive')
self.setGLOptions(glopts)
self.pos = []
self.size = 10
self.color = [1.0,1.0,1.0,0.5]
self.pxMode = True
#self.vbo = {} ## VBO does not appear to improve performance very much.
self.setData(**kwds)
def setData(self, **kwds):
"""
Update the data displayed by this item. All arguments are optional;
for example it is allowed to update spot positions while leaving
colors unchanged, etc.
==================== ==================================================
**Arguments:**
pos (N,3) array of floats specifying point locations.
color (N,4) array of floats (0.0-1.0) specifying
spot colors OR a tuple of floats specifying
a single color for all spots.
size (N,) array of floats specifying spot sizes or
a single value to apply to all spots.
pxMode If True, spot sizes are expressed in pixels.
Otherwise, they are expressed in item coordinates.
==================== ==================================================
"""
args = ['pos', 'color', 'size', 'pxMode']
for k in kwds.keys():
if k not in args:
raise Exception('Invalid keyword argument: %s (allowed arguments are %s)' % (k, str(args)))
args.remove('pxMode')
for arg in args:
if arg in kwds:
setattr(self, arg, kwds[arg])
#self.vbo.pop(arg, None)
self.pxMode = kwds.get('pxMode', self.pxMode)
self.update()
def initializeGL(self):
## Generate texture for rendering points
w = 64
def fn(x,y):
r = ((x-w/2.)**2 + (y-w/2.)**2) ** 0.5
return 255 * (w/2. - np.clip(r, w/2.-1.0, w/2.))
pData = np.empty((w, w, 4))
pData[:] = 255
pData[:,:,3] = np.fromfunction(fn, pData.shape[:2])
#print pData.shape, pData.min(), pData.max()
pData = pData.astype(np.ubyte)
if getattr(self, "pointTexture", None) is None:
self.pointTexture = glGenTextures(1)
glActiveTexture(GL_TEXTURE0)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, self.pointTexture)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pData.shape[0], pData.shape[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, pData)
self.shader = shaders.getShaderProgram('pointSprite')
#def getVBO(self, name):
#if name not in self.vbo:
#self.vbo[name] = vbo.VBO(getattr(self, name).astype('f'))
#return self.vbo[name]
#def setupGLState(self):
#"""Prepare OpenGL state for drawing. This function is called immediately before painting."""
##glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ## requires z-sorting to render properly.
#glBlendFunc(GL_SRC_ALPHA, GL_ONE)
#glEnable( GL_BLEND )
#glEnable( GL_ALPHA_TEST )
#glDisable( GL_DEPTH_TEST )
##glEnable( GL_POINT_SMOOTH )
##glHint(GL_POINT_SMOOTH_HINT, GL_NICEST)
##glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, (0, 0, -1e-3))
##glPointParameterfv(GL_POINT_SIZE_MAX, (65500,))
##glPointParameterfv(GL_POINT_SIZE_MIN, (0,))
def paint(self):
self.setupGLState()
glEnable(GL_POINT_SPRITE)
glActiveTexture(GL_TEXTURE0)
glEnable( GL_TEXTURE_2D )
glBindTexture(GL_TEXTURE_2D, self.pointTexture)
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)
#glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) ## use texture color exactly
#glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ## texture modulates current color
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glEnable(GL_PROGRAM_POINT_SIZE)
with self.shader:
#glUniform1i(self.shader.uniform('texture'), 0) ## inform the shader which texture to use
glEnableClientState(GL_VERTEX_ARRAY)
try:
pos = self.pos
#if pos.ndim > 2:
#pos = pos.reshape((reduce(lambda a,b: a*b, pos.shape[:-1]), pos.shape[-1]))
glVertexPointerf(pos)
if isinstance(self.color, np.ndarray):
glEnableClientState(GL_COLOR_ARRAY)
glColorPointerf(self.color)
else:
if isinstance(self.color, QtGui.QColor):
glColor4f(*fn.glColor(self.color))
else:
glColor4f(*self.color)
if not self.pxMode or isinstance(self.size, np.ndarray):
glEnableClientState(GL_NORMAL_ARRAY)
norm = np.empty(pos.shape)
if self.pxMode:
norm[...,0] = self.size
else:
gpos = self.mapToView(pos.transpose()).transpose()
pxSize = self.view().pixelSize(gpos)
norm[...,0] = self.size / pxSize
glNormalPointerf(norm)
else:
glNormal3f(self.size, 0, 0) ## vertex shader uses norm.x to determine point size
#glPointSize(self.size)
glDrawArrays(GL_POINTS, 0, int(pos.size / pos.shape[-1]))
finally:
glDisableClientState(GL_NORMAL_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)
#posVBO.unbind()
#for i in range(len(self.pos)):
#pos = self.pos[i]
#if isinstance(self.color, np.ndarray):
#color = self.color[i]
#else:
#color = self.color
#if isinstance(self.color, QtGui.QColor):
#color = fn.glColor(self.color)
#if isinstance(self.size, np.ndarray):
#size = self.size[i]
#else:
#size = self.size
#pxSize = self.view().pixelSize(QtGui.QVector3D(*pos))
#glPointSize(size / pxSize)
#glBegin( GL_POINTS )
#glColor4f(*color) # x is blue
##glNormal3f(size, 0, 0)
#glVertex3f(*pos)
#glEnd()
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