Add ability to time the creation of the bitmaps using raw access, and
also compare with doing the same thign via numpy and wx.BitmapFrombuffer. Flesh out the docstring. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@40922 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -1,6 +1,35 @@
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import wx
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# use the numpy code instead of the raw access code for comparison
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USE_NUMPY = False
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# time the execution of making a bitmap?
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TIMEIT = False
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# how big to make the bitmaps
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DIM = 100
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#----------------------------------------------------------------------
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# attempt to import a numeric module if requested to
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if USE_NUMPY:
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try:
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import numpy
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def makeByteArray(shape):
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return numpy.empty(shape, numpy.uint8)
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numtype = 'numpy'
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except ImportError:
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try:
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import numarray
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def makeByteArray(shape):
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arr = numarray.array(shape=shape, typecode='u1')
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arr[:] = 0
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return arr
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numtype = 'numarray'
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except ImportError:
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USE_NUMPY = False
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#----------------------------------------------------------------------
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class TestPanel(wx.Panel):
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@@ -8,13 +37,45 @@ class TestPanel(wx.Panel):
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self.log = log
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wx.Panel.__init__(self, parent, -1)
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self.Bind(wx.EVT_PAINT, self.OnPaint)
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self.redBmp = self.MakeBitmap(178, 34, 34)
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self.greenBmp = self.MakeBitmap( 35, 142, 35)
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self.blueBmp = self.MakeBitmap( 0, 0, 139)
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if TIMEIT:
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import timeit
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timeit.s = self # Put self in timeit's global namespace as
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# 's' so it can be found in the code
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# snippets being tested.
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if not USE_NUMPY:
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t = timeit.Timer("bmp = s.MakeBitmap(10, 20, 30)")
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else:
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t = timeit.Timer("bmp = s.MakeBitmap2(10, 20, 30)")
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log.write("Timing...\n")
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num = 100
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tm = t.timeit(num)
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log.write("%d passes in %f seconds == %f seconds per pass " %
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(num, tm, tm/num))
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if not USE_NUMPY:
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log.write("using raw access\n")
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self.redBmp = self.MakeBitmap(178, 34, 34)
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self.greenBmp = self.MakeBitmap( 35, 142, 35)
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self.blueBmp = self.MakeBitmap( 0, 0, 139)
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else:
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log.write("using %s\n" % numtype)
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self.redBmp = self.MakeBitmap2(178, 34, 34)
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self.greenBmp = self.MakeBitmap2( 35, 142, 35)
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self.blueBmp = self.MakeBitmap2( 0, 0, 139)
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def OnPaint(self, evt):
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dc = wx.PaintDC(self)
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dc.DrawBitmap(self.redBmp, 50, 50, True)
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dc.DrawBitmap(self.greenBmp, 110, 110, True)
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dc.DrawBitmap(self.blueBmp, 170, 50, True)
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def MakeBitmap(self, red, green, blue, alpha=128):
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bmp = wx.EmptyBitmap(100, 100, 32)
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# Create the bitmap that we will stuff pixel values into using
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# the raw bitmap access classes.
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bmp = wx.EmptyBitmap(DIM, DIM, 32)
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# Create an object that facilitates access to the bitmap's
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# pixel buffer
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@@ -28,27 +89,61 @@ class TestPanel(wx.Panel):
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for pixel in pixelData:
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pixel.Set(red, green, blue, alpha)
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# Next we'll use the pixel accessor to draw a border
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# This block of code is another way to do the same as above,
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# but with the accessor interface instead of the Python
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# iterator. It is a bit faster than the above because it
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# avoids the iterator/generator magic, but it is not nearly as
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# 'clean' looking ;-)
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#pixels = pixelData.GetPixels()
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#for y in xrange(DIM):
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# for x in xrange(DIM):
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# pixels.Set(red, green, blue, alpha)
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# pixels.nextPixel()
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# pixels.MoveTo(pixelData, 0, y)
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# Next we'll use the pixel accessor to set the border pixels
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# to be fully opaque
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pixels = pixelData.GetPixels()
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for x in xrange(100):
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for x in xrange(DIM):
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pixels.MoveTo(pixelData, x, 0)
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pixels.Set(red, green, blue, wx.ALPHA_OPAQUE)
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pixels.MoveTo(pixelData, x, 99)
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pixels.MoveTo(pixelData, x, DIM-1)
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pixels.Set(red, green, blue, wx.ALPHA_OPAQUE)
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for y in xrange(100):
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for y in xrange(DIM):
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pixels.MoveTo(pixelData, 0, y)
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pixels.Set(red, green, blue, wx.ALPHA_OPAQUE)
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pixels.MoveTo(pixelData, 99, y)
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pixels.MoveTo(pixelData, DIM-1, y)
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pixels.Set(red, green, blue, wx.ALPHA_OPAQUE)
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return bmp
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def OnPaint(self, evt):
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dc = wx.PaintDC(self)
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dc.DrawBitmap(self.redBmp, 50, 50, True)
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dc.DrawBitmap(self.greenBmp, 110, 110, True)
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dc.DrawBitmap(self.blueBmp, 170, 50, True)
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def MakeBitmap2(self, red, green, blue, alpha=128):
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# Make an array of bytes that is DIM*DIM in size, with enough
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# slots for each pixel to have a RGB and A value
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arr = makeByteArray( (DIM,DIM, 4) )
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# just some indexes to keep track of which byte is which
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R, G, B, A = range(4)
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# initialize all pixel values to the values passed in
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arr[:,:,R] = red
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arr[:,:,G] = green
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arr[:,:,B] = blue
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arr[:,:,A] = alpha
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# Set the alpha for the border pixels to be fully opaque
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arr[0, 0:DIM, A] = wx.ALPHA_OPAQUE # first row
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arr[DIM-1, 0:DIM, A] = wx.ALPHA_OPAQUE # last row
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arr[0:DIM, 0, A] = wx.ALPHA_OPAQUE # first col
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arr[0:DIM, DIM-1, A] = wx.ALPHA_OPAQUE # last col
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# finally, use the array to create a bitmap
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bmp = wx.BitmapFromBufferRGBA(DIM, DIM, arr)
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return bmp
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#----------------------------------------------------------------------
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@@ -67,6 +162,27 @@ wx.NativePixelData and wx.AlphaPixelData provide a cross-platform way
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to access the platform-specific pixel buffer within a wx.Bitmap. They
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provide both a random access method, and an iterator interface.
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<p>Unfortunately, although these classes are convienient ways to access
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and update the contents of a wx.Bitmap, we lose most of the efficiency
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of the C++ classes by requiring one or more Python-to-C++ transitions
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for each pixel. In fact it can be <b>much</b> slower than the other
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ways of creating a bitmap from scratch, especially now that
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wx.BitmapFromBuffer exists and can save the time needed to copy from a
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wx.Image.
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<p>To see this difference for yourself this module has been
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instrumented to allow you to experiment with using either the raw
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access or numpy/numarray, and also to time how long it takes to create
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100 bitmaps like you see on the screen. Simply edit this module in
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the \"Demo Code\" tab and set TIMEIT to True and then watch
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the log window when the sample is reloaded. To try numpy or numarray
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(if you have them installed) then set USE_NUMPY to True as well, and
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watch the log window again. On my machines there is about <b>an
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order of magnitude</b> difference between the raw access functions
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and using a numarray.array with wx.BitmapFromBufferRGBA! Almost
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another order of magnitude improvement can be gained with using the
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new numpy module!
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</body></html>
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"""
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