## pygame - Python Game Library ## Copyright (C) 2007 Marcus von Appen ## ## This library is free software; you can redistribute it and/or ## modify it under the terms of the GNU Library General Public ## License as published by the Free Software Foundation; either ## version 2 of the License, or (at your option) any later version. ## ## This library is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ## Library General Public License for more details. ## ## You should have received a copy of the GNU Library General Public ## License along with this library; if not, write to the Free ## Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ## ## Marcus von Appen ## mva@sysfault.org """pygame module for accessing surface pixel data using numpy Functions to convert pixel data between pygame Surfaces and Numpy arrays. This module will only be available when pygame can use the external Numpy package. Note, that numpyarray is an optional module. It requires that Numpy is installed to be used. If not installed, an exception will be raised when it is used. eg. ImportError: no module named numpy Every pixel is stored as a single integer value to represent the red, green, and blue colors. The 8bit images use a value that looks into a colormap. Pixels with higher depth use a bit packing process to place three or four values into a single number. The Numpy arrays are indexed by the X axis first, followed by the Y axis. Arrays that treat the pixels as a single integer are referred to as 2D arrays. This module can also separate the red, green, and blue color values into separate indices. These types of arrays are referred to as 3D arrays, and the last index is 0 for red, 1 for green, and 2 for blue. In contrast to Numeric Numpy does use unsigned 16bit integers, images with 16bit data will be treated as unsigned integers. """ import pygame import numpy import re def array2d (surface): """pygame.numpyarray.array2d (Surface): return array copy pixels into a 2d array Copy the pixels from a Surface into a 2D array. The bit depth of the surface will control the size of the integer values, and will work for any type of pixel format. This function will temporarily lock the Surface as pixels are copied (see the Surface.lock - lock the Surface memory for pixel access method). """ bpp = surface.get_bytesize () if bpp <= 0 or bpp > 4: raise ValueError("unsupported bit depth for 2D array") # Taken from Alex Holkner's pygame-ctypes package. Thanks a lot. data = surface.get_buffer ().raw # Remove extra pitch from each row. width = surface.get_width () pitchdiff = surface.get_pitch () - width * bpp if pitchdiff > 0: pattern = re.compile ('(%s)%s' % ('.' * width * bpp, '.' * pitchdiff), flags=re.DOTALL) data = ''.join (pattern.findall (data)) if bpp == 3: # Pad each triplet of bytes with another zero pattern = re.compile ('...', flags=re.DOTALL) data = '\0'.join (pattern.findall (data)) if pygame.get_sdl_byteorder () == pygame.LIL_ENDIAN: data += '\0' else: data = '\0' + data bpp = 4 typecode = (numpy.uint8, numpy.uint16, None, numpy.int32)[bpp - 1] array = numpy.fromstring (data, typecode) array.shape = (surface.get_height (), width) array = numpy.transpose (array) return array def pixels2d (surface): """pygame.numpyarray.pixels2d (Surface): return array reference pixels into a 2d array Create a new 2D array that directly references the pixel values in a Surface. Any changes to the array will affect the pixels in the Surface. This is a fast operation since no data is copied. Pixels from a 24-bit Surface cannot be referenced, but all other Surface bit depths can. The Surface this references will remain locked for the lifetime of the array (see the Surface.lock - lock the Surface memory for pixel access method). """ bpp = surface.get_bytesize () if bpp == 3 or bpp < 1 or bpp > 4: raise ValueError("unsupported bit depth for 2D reference array") typecode = (numpy.uint8, numpy.uint16, None, numpy.int32)[bpp - 1] array = numpy.frombuffer (surface.get_buffer (), typecode) array.shape = surface.get_height (), surface.get_pitch () / bpp # Padding correction for certain depth due to padding bytes. array = array[:,:surface.get_width ()] array = numpy.transpose (array) return array def array3d (surface): """pygame.numpyarray.array3d (Surface): return array copy pixels into a 3d array Copy the pixels from a Surface into a 3D array. The bit depth of the surface will control the size of the integer values, and will work for any type of pixel format. This function will temporarily lock the Surface as pixels are copied (see the Surface.lock - lock the Surface memory for pixel access method). """ bpp = surface.get_bytesize () array = array2d (surface) # Taken from from Alex Holkner's pygame-ctypes package. Thanks a # lot. if bpp == 1: palette = surface.get_palette () # Resolve the correct values using the color palette pal_r = numpy.array ([c[0] for c in palette]) pal_g = numpy.array ([c[1] for c in palette]) pal_b = numpy.array ([c[2] for c in palette]) planes = [numpy.choose (array, pal_r), numpy.choose (array, pal_g), numpy.choose (array, pal_b)] array = numpy.array (planes, numpy.uint8) array = numpy.transpose (array, (1, 2, 0)) return array elif bpp == 2: # Taken from SDL_GetRGBA. masks = surface.get_masks () shifts = surface.get_shifts () losses = surface.get_losses () vr = (array & masks[0]) >> shifts[0] vg = (array & masks[1]) >> shifts[1] vb = (array & masks[2]) >> shifts[2] planes = [(vr << losses[0]) + (vr >> (8 - (losses[0] << 1))), (vg << losses[1]) + (vg >> (8 - (losses[1] << 1))), (vb << losses[2]) + (vb >> (8 - (losses[2] << 1)))] array = numpy.array (planes, numpy.uint8) return numpy.transpose (array, (1, 2, 0)) else: masks = surface.get_masks () shifts = surface.get_shifts () losses = surface.get_losses () planes = [((array & masks[0]) >> shifts[0]), # << losses[0], Assume 0 ((array & masks[1]) >> shifts[1]), # << losses[1], ((array & masks[2]) >> shifts[2])] # << losses[2]] array = numpy.array (planes, numpy.uint8) return numpy.transpose (array, (1, 2, 0)) def pixels3d (surface): """pygame.numpyarray.pixels3d (Surface): return array reference pixels into a 3d array Create a new 3D array that directly references the pixel values in a Surface. Any changes to the array will affect the pixels in the Surface. This is a fast operation since no data is copied. This will only work on Surfaces that have 24-bit or 32-bit formats. Lower pixel formats cannot be referenced. The Surface this references will remain locked for the lifetime of the array (see the Surface.lock - lock the Surface memory for pixel access method). """ bpp = surface.get_bytesize () if bpp < 3 or bpp > 4: raise ValueError("unsupported bit depth for 3D reference array") lilendian = pygame.get_sdl_byteorder () == pygame.LIL_ENDIAN start = 0 step = 0 # Check for RGB or BGR surface. shifts = surface.get_shifts () if shifts[0] == 16 and shifts[1] == 8 and shifts[2] == 0: # RGB if lilendian: start = 2 step = -1 else: start = 0 step = 1 elif shifts[2] == 16 and shifts[1] == 8 and shifts[0] == 0: # BGR if lilendian: start = 0 step = 1 else: start = 2 step = -1 else: raise ValueError("unsupported colormasks for 3D reference array") if bpp == 4 and not lilendian: start += 1 array = numpy.ndarray \ (shape=(surface.get_width (), surface.get_height (), 3), dtype=numpy.uint8, buffer=surface.get_buffer (), offset=start, strides=(bpp, surface.get_pitch (),step)) return array def array_alpha (surface): """pygame.numpyarray.array_alpha (Surface): return array copy pixel alphas into a 2d array Copy the pixel alpha values (degree of transparency) from a Surface into a 2D array. This will work for any type of Surface format. Surfaces without a pixel alpha will return an array with all opaque values. This function will temporarily lock the Surface as pixels are copied (see the Surface.lock - lock the Surface memory for pixel access method). """ if (surface.get_bytesize () == 1 or surface.get_alpha () is None or surface.get_masks ()[3] == 0): # 1 bpp surfaces and surfaces without per-pixel alpha are always # fully opaque. array = numpy.empty (surface.get_width () * surface.get_height (), numpy.uint8) array.fill (0xff) array.shape = surface.get_width (), surface.get_height () return array array = array2d (surface) if surface.get_bytesize () == 2: # Taken from SDL_GetRGBA. va = (array & surface.get_masks ()[3]) >> surface.get_shifts ()[3] array = ((va << surface.get_losses ()[3]) + (va >> (8 - (surface.get_losses ()[3] << 1)))) else: # Taken from _numericsurfarray.c. array = array >> surface.get_shifts ()[3] << surface.get_losses ()[3] array = array.astype (numpy.uint8) return array def pixels_alpha (surface): """pygame.numpyarray.pixels_alpha (Surface): return array reference pixel alphas into a 2d array Create a new 2D array that directly references the alpha values (degree of transparency) in a Surface. Any changes to the array will affect the pixels in the Surface. This is a fast operation since no data is copied. This can only work on 32-bit Surfaces with a per-pixel alpha value. The Surface this array references will remain locked for the lifetime of the array. """ if surface.get_bytesize () != 4: raise ValueError("unsupported bit depth for alpha reference array") lilendian = pygame.get_sdl_byteorder () == pygame.LIL_ENDIAN # ARGB surface. start = 0 if surface.get_shifts ()[3] == 24 and lilendian: # RGBA surface. start = 3 elif surface.get_shifts ()[3] == 0 and not lilendian: start = 3 else: raise ValueError("unsupported colormasks for alpha reference array") array = numpy.ndarray \ (shape=(surface.get_width (), surface.get_height ()), dtype=numpy.uint8, buffer=surface.get_buffer (), offset=start, strides=(4, surface.get_pitch ())) return array def array_colorkey (surface): """pygame.numpyarray.array_colorkey (Surface): return array copy the colorkey values into a 2d array Create a new array with the colorkey transparency value from each pixel. If the pixel matches the colorkey it will be fully tranparent; otherwise it will be fully opaque. This will work on any type of Surface format. If the image has no colorkey a solid opaque array will be returned. This function will temporarily lock the Surface as pixels are copied. """ colorkey = surface.get_colorkey () if colorkey == None: # No colorkey, return a solid opaque array. array = numpy.empty (surface.get_width () * surface.get_height (), numpy.uint8) array.fill (0xff) array.shape = surface.get_width (), surface.get_height () return array # Taken from from Alex Holkner's pygame-ctypes package. Thanks a # lot. array = array2d (surface) # Check each pixel value for the colorkey and mark it as opaque or # transparent as needed. val = surface.map_rgb (colorkey) array = numpy.choose (numpy.equal (array, val), (numpy.uint8 (0xff), numpy.uint8 (0))) array.shape = surface.get_width (), surface.get_height () return array def make_surface (array): """pygame.numpyarray.make_surface (array): return Surface copy an array to a new surface Create a new Surface that best resembles the data and format on the array. The array can be 2D or 3D with any sized integer values. """ # Taken from from Alex Holkner's pygame-ctypes package. Thanks a # lot. bpp = 0 r = g = b = 0 shape = array.shape if len (shape) == 2: # 2D array bpp = 8 r = 0xFF >> 6 << 5 g = 0xFF >> 5 << 2 b = 0xFF >> 6 elif len (shape) == 3 and shape[2] == 3: bpp = 32 r = 0xff << 16 g = 0xff << 8 b = 0xff else: raise ValueError("must be a valid 2d or 3d array") surface = pygame.Surface ((shape[0], shape[1]), 0, bpp, (r, g, b, 0)) blit_array (surface, array) return surface def blit_array (surface, array): """pygame.numpyarray.blit_array (Surface, array): return None blit directly from a array values Directly copy values from an array into a Surface. This is faster than converting the array into a Surface and blitting. The array must be the same dimensions as the Surface and will completely replace all pixel values. This function will temporarily lock the Surface as the new values are copied. """ bpp = surface.get_bytesize () if bpp <= 0 or bpp > 4: raise ValueError("unsupported bit depth for surface") shape = array.shape width = surface.get_width () typecode = (numpy.uint8, numpy.uint16, None, numpy.uint32)[bpp - 1] array = array.astype (typecode) # Taken from from Alex Holkner's pygame-ctypes package. Thanks a # lot. if len(shape) == 3 and shape[2] == 3: array = numpy.transpose (array, (1, 0, 2)) shifts = surface.get_shifts () losses = surface.get_losses () array = (array[:,:,::3] >> losses[0] << shifts[0]) | \ (array[:,:,1::3] >> losses[1] << shifts[1]) | \ (array[:,:,2::3] >> losses[2] << shifts[2]) elif len (shape) == 2: array = numpy.transpose (array) else: raise ValueError("must be a valid 2d or 3d array") if width != shape[0] or surface.get_height () != shape[1]: raise ValueError("array must match the surface dimensions") itemsize = array.itemsize data = array.tostring () if itemsize > bpp: # Trim bytes from each element, keep least significant byte(s) pattern = '%s(%s)' % ('.' * (itemsize - bpp), '.' * bpp) if pygame.get_sdl_byteorder () == pygame.LIL_ENDIAN: pattern = '(%s)%s' % ('.' * bpp, '.' * (itemsize - bpp)) data = ''.join (re.compile (pattern, flags=re.DOTALL).findall (data)) elif itemsize < bpp: # Add pad bytes to each element, at most significant end pad = '\0' * (bpp - itemsize) pixels = re.compile ('.' * itemsize, flags=re.DOTALL).findall (data) data = pad.join (pixels) if pygame.get_sdl_byteorder () == pygame.LIL_ENDIAN: data = data + pad else: data = pad + data # Add zeros pad for pitch correction pitchdiff = surface.get_pitch () - width * bpp if pitchdiff > 0: pad = '\0' * pitchdiff rows = re.compile ('.' * width * bpp, flags=re.DOTALL).findall (data) data = pad.join (rows) + pad surface.get_buffer ().write (data, 0) def map_array (surface, array): """pygame.numpyarray.map_array (Surface, array3d): return array2d map a 3d array into a 2d array Convert a 3D array into a 2D array. This will use the given Surface format to control the conversion. Palette surface formats are not supported. Note: arrays do not need to be 3D, as long as the minor axis has three elements giving the component colours, any array shape can be used (for example, a single colour can be mapped, or an array of colours). """ # Taken from from Alex Holkner's pygame-ctypes package. Thanks a # lot. bpp = surface.get_bytesize () if bpp <= 1 or bpp > 4: raise ValueError("unsupported bit depth for surface array") shape = array.shape if shape[-1] != 3: raise ValueError("array must be a 3d array of 3-value color data") shifts = surface.get_shifts () losses = surface.get_losses () if array.dtype != numpy.int32: array = array.astype(numpy.int32) out = array[...,0] >> losses[0] << shifts[0] out[...] |= array[...,1] >> losses[1] << shifts[1] out[...] |= array[...,2] >> losses[2] << shifts[2] if surface.get_flags() & pygame.SRCALPHA: out[...] |= numpy.int32(255) >> losses[3] << shifts[3] return out