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Copy pathspout_sender_example.py
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133 lines (106 loc) · 3.93 KB
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# Add relative directory ../Library to import path, so we can import the SpoutSDK.pyd library. Feel free to remove these if you put the SpoutSDK.pyd file in the same directory as the python scripts.
import sys
sys.path.append('../Library')
import SpoutSDK
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
verticies = (
(1, -1, -1),
(1, 1, -1),
(-1, 1, -1),
(-1, -1, -1),
(1, -1, 1),
(1, 1, 1),
(-1, -1, 1),
(-1, 1, 1)
)
edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7)
)
def Cube():
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(verticies[vertex])
glEnd()
def main():
# window details
width = 800
height = 600
display = (width,height)
# window setup
pygame.init()
pygame.display.set_caption('Spout Python Sender')
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
pygame.display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8)
# OpenGL init
# setup OpenGL perspective
glMatrixMode(GL_PROJECTION)
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
# setup default colours, blending modes, rotation and translation parameters
glMatrixMode(GL_MODELVIEW)
# reset the drawing perspective
glLoadIdentity()
# can disable depth buffer because we aren't dealing with multiple geometry in our scene
glDisable(GL_DEPTH_TEST)
glEnable(GL_ALPHA_TEST)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0,0.0,0.0,0.0)
glColor4f(1.0, 1.0, 1.0, 1.0);
glTranslatef(0,0, -5)
glRotatef(25, 2, 1, 0)
# init spout sender
spoutSender = SpoutSDK.SpoutSender()
spoutSenderWidth = width
spoutSenderHeight = height
# Its signature in c++ looks like this: bool CreateSender(const char *Sendername, unsigned int width, unsigned int height, DWORD dwFormat = 0);
spoutSender.CreateSender('Spout Python Sender', spoutSenderWidth, spoutSenderHeight, 0)
# init spout sender texture ID
senderTextureID = glGenTextures(1)
# initialise texture
glBindTexture(GL_TEXTURE_2D, senderTextureID)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
# fill texture with blank data
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,0,0,spoutSenderWidth,spoutSenderHeight,0);
glBindTexture(GL_TEXTURE_2D, 0)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# setup frame
glActiveTexture(GL_TEXTURE0)
glClearColor(0.0,0.0,0.0,0.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# Perform a rotation and since we aren't resetting our perspective with glLoadIdentity, then each frame will perform a successive rotation on top of what we already see
glRotatef(1, 3, 1, 1)
# draw cube
Cube()
#bind our senderTexture and copy the window's contents into the texture
glBindTexture(GL_TEXTURE_2D, senderTextureID)
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,0,0,spoutSenderWidth,spoutSenderHeight,0);
glBindTexture(GL_TEXTURE_2D, 0)
# send texture to Spout
# Its signature in C++ looks like this: bool SendTexture(GLuint TextureID, GLuint TextureTarget, unsigned int width, unsigned int height, bool bInvert=true, GLuint HostFBO = 0);
spoutSender.SendTexture(senderTextureID, GL_TEXTURE_2D, spoutSenderWidth, spoutSenderHeight, True, 0)
# update display
pygame.display.flip()
pygame.time.wait(10)
main()