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
		
			
				
	
	
		
			196 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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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    def __init__(self, parent, log):
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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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        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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        # 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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        pixelData = wx.AlphaPixelData(bmp)
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        if not pixelData:
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            raise RuntimeError("Failed to gain raw access to bitmap data.")
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        # We have two ways to access each pixel, first we'll use an
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        # iterator to set every pixel to the colour and alpha values
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        # passed in.
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        for pixel in pixelData:
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            pixel.Set(red, green, blue, alpha)
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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(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, DIM-1)
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            pixels.Set(red, green, blue, wx.ALPHA_OPAQUE)
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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, 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 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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def runTest(frame, nb, log):
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    win = TestPanel(nb, log)
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    return win
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#----------------------------------------------------------------------
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overview = """<html><body>
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<h2><center>Raw Bitmap Access</center></h2>
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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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if __name__ == '__main__':
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    import sys,os
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    import run
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    run.main(['', os.path.basename(sys.argv[0])] + sys.argv[1:])
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