Source code for silx.gui._glutils.FramebufferTexture

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"""Association of a texture and a framebuffer object for off-screen rendering.
"""

__authors__ = ["T. Vincent"]
__license__ = "MIT"
__date__ = "25/07/2016"


import logging

from . import gl
from .Texture import Texture


_logger = logging.getLogger(__name__)


[docs] class FramebufferTexture(object): """Framebuffer with a texture. Aimed at off-screen rendering to texture. :param internalFormat: OpenGL texture internal format :param shape: Shape (height, width) of the framebuffer and texture :type shape: 2-tuple of int :param stencilFormat: Stencil renderbuffer format :param depthFormat: Depth renderbuffer format :param kwargs: Extra arguments for :class:`Texture` constructor """ _PACKED_FORMAT = gl.GL_DEPTH24_STENCIL8, gl.GL_DEPTH_STENCIL def __init__( self, internalFormat, shape, stencilFormat=gl.GL_DEPTH24_STENCIL8, depthFormat=gl.GL_DEPTH24_STENCIL8, **kwargs, ): self._texture = Texture(internalFormat, shape=shape, **kwargs) self._texture.prepare() self._previousFramebuffer = 0 # Used by with statement self._name = gl.glGenFramebuffers(1) with self: # Bind FBO # Attachments gl.glFramebufferTexture2D( gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT0, gl.GL_TEXTURE_2D, self._texture.name, 0, ) height, width = self._texture.shape if stencilFormat is not None: self._stencilId = gl.glGenRenderbuffers(1) gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, self._stencilId) gl.glRenderbufferStorage( gl.GL_RENDERBUFFER, stencilFormat, width, height ) gl.glFramebufferRenderbuffer( gl.GL_FRAMEBUFFER, gl.GL_STENCIL_ATTACHMENT, gl.GL_RENDERBUFFER, self._stencilId, ) else: self._stencilId = None if depthFormat is not None: if self._stencilId and depthFormat in self._PACKED_FORMAT: self._depthId = self._stencilId else: self._depthId = gl.glGenRenderbuffers(1) gl.glBindRenderbuffer(gl.GL_RENDERBUFFER, self._depthId) gl.glRenderbufferStorage( gl.GL_RENDERBUFFER, depthFormat, width, height ) gl.glFramebufferRenderbuffer( gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT, gl.GL_RENDERBUFFER, self._depthId, ) else: self._depthId = None status = gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) if status != gl.GL_FRAMEBUFFER_COMPLETE: _logger.error( "OpenGL framebuffer initialization not complete, display may fail (error %d)", status, ) @property def shape(self): """Shape of the framebuffer (height, width)""" return self._texture.shape @property def texture(self): """The texture this framebuffer is rendering to. The life-cycle of the texture is managed by this object""" return self._texture @property def name(self): """OpenGL name of the framebuffer""" if self._name is not None: return self._name else: raise RuntimeError( "No OpenGL framebuffer resource, \ discard has already been called" )
[docs] def bind(self): """Bind this framebuffer for rendering""" gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.name)
# with statement def __enter__(self): self._previousFramebuffer = gl.glGetInteger(gl.GL_FRAMEBUFFER_BINDING) self.bind() def __exit__(self, exctype, excvalue, traceback): gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self._previousFramebuffer) self._previousFramebuffer = None
[docs] def discard(self): """Delete associated OpenGL resources including texture""" if self._name is not None: gl.glDeleteFramebuffers(self._name) self._name = None if self._stencilId is not None: gl.glDeleteRenderbuffers(self._stencilId) if self._stencilId == self._depthId: self._depthId = None self._stencilId = None if self._depthId is not None: gl.glDeleteRenderbuffers(self._depthId) self._depthId = None self._texture.discard() # Also discard the texture else: _logger.warning("Discard has already been called")