Beispiel #1
0
    def initializeGL(self):
        self.vertex_shader = QGLShader(QGLShader.Vertex)
        self.vertex_shader.compileSourceCode(vertex_shader_code)

        self.fragment_shader = QGLShader(QGLShader.Fragment)
        self.fragment_shader.compileSourceCode(frag_shader_code)
        
        self.program = QGLShaderProgram()
        self.program.addShader(self.vertex_shader)
        self.program.addShader(self.fragment_shader)

        self.program.link()
        
        self.texture_location = self.program.uniformLocation('image')
        self.offset = self.program.uniformLocation('image')

        # Set up the texture stream
        # Arguments are (size, gl_format, gl_type, gl_internal_format)
        self.texture_stream = TextureStream2D((512,512), GL.GL_RGBA, 
                        GL.GL_UNSIGNED_BYTE, GL.GL_RGBA, 
                        texture_unit=GL.GL_TEXTURE0)
        
        self.switch_image()

        GL.glClearColor(0.0,0.0,0.0,0.0)
    def drawBackground(self, painter, rect):
        
        if not (painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL or
            painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL2):
            QtCore.qWarning('OpenGLScene: drawBackground needs a QGLWidget '\
                        +'to be set as viewport on the '\
                        +'graphics view')
            return

        painter.beginNativePainting()
        
        if not self.initialised:
            self.vertex_shader = QGLShader(QGLShader.Vertex)
            self.vertex_shader.compileSourceCode(vertex_shader_code)

            self.fragment_shader = QGLShader(QGLShader.Fragment)
            self.fragment_shader.compileSourceCode(frag_shader_code)
            
            self.program = QGLShaderProgram(self.context)
            self.program.addShader(self.vertex_shader)
            self.program.addShader(self.fragment_shader)

            self.program.link()
            
            print 'initialising'
            self.tex = self.loadImage('test.jpg')
            self.textureLocation = self.program.uniformLocation("image")

            self.initialised = True

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPushMatrix()
        
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.tex)

        self.model.render()
        
        self.program.bind()

        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
        GL.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE)
        
        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, triangle_vertices)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(triangle_vertices)/3)
        GL.glDisableClientState(GL.GL_VERTEX_ARRAY)

        self.program.release()

        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPopMatrix()
     
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()

        painter.endNativePainting()
Beispiel #3
0
def get_shader_program(name, version):
    """ Returns a QGLShaderProgram for a specific version.
    Bound and linked.
    """
    print "name", name, "version", version
    vert = get_shader_code( name, version, "vert" )
    frag = get_shader_code( name, version, "frag" )
    geom = get_shader_code( name, version, "geom" )

    program = QGLShaderProgram()

    if frag:
        print("Frag shader init")
        fshader = QGLShader(QGLShader.Fragment)
        fshader.compileSourceCode(frag)
        program.addShader(fshader)

    if vert:
        print("Vert shader init")
        vshader = QGLShader(QGLShader.Vertex)
        vshader.compileSourceCode(vert)
        program.addShader(vshader)

    if geom:
        gshader = QGLShader(QGLShader.Geometry)
        gshader.compileSourceCode(geom)
        program.addShader(gshader)

    program.link()

    return program
class OpenGLScene(QGraphicsScene):
    
    sliders_changed = QtCore.Signal(tuple)
    rotation_changed = QtCore.Signal(tuple)

    def __init__(self, context, *args):
        super(OpenGLScene, self).__init__(*args)

        self.model = Model(self)

        self.sliders_changed.connect(self.model.changeRotation)
        
        self.context = context
        
        self.initialised = False
        self.image = None

        return
    
    def loadImage(self, file_name):

        im = Image.open(file_name)
        try:
            ix, iy, self.image = im.size[0], im.size[1], im.tostring("raw", "RGBA", 0, -1)
        except SystemError:
            ix, iy, self.image = im.size[0], im.size[1], im.tostring("raw", "RGBX", 0, -1)

        ID = GL.glGenTextures(1)
        
        GL.glBindTexture(GL.GL_TEXTURE_2D, ID)

        GL.glTexImage2D(
            GL.GL_TEXTURE_2D, 0, GL.GL_RGB, ix, iy, 0, 
            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)

        GL.glTexSubImage2D(
            GL.GL_TEXTURE_2D, 0, 0, 0, ix, iy, 
            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, self.image)

        return ID

    def drawBackground(self, painter, rect):
        
        if not (painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL or
            painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL2):
            QtCore.qWarning('OpenGLScene: drawBackground needs a QGLWidget '\
                        +'to be set as viewport on the '\
                        +'graphics view')
            return

        painter.beginNativePainting()
        
        if not self.initialised:
            self.vertex_shader = QGLShader(QGLShader.Vertex)
            self.vertex_shader.compileSourceCode(vertex_shader_code)

            self.fragment_shader = QGLShader(QGLShader.Fragment)
            self.fragment_shader.compileSourceCode(frag_shader_code)
            
            self.program = QGLShaderProgram(self.context)
            self.program.addShader(self.vertex_shader)
            self.program.addShader(self.fragment_shader)

            self.program.link()
            
            print 'initialising'
            self.tex = self.loadImage('test.jpg')
            self.textureLocation = self.program.uniformLocation("image")

            self.initialised = True

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPushMatrix()
        
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.tex)

        self.model.render()
        
        self.program.bind()

        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
        GL.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE)
        
        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, triangle_vertices)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(triangle_vertices)/3)
        GL.glDisableClientState(GL.GL_VERTEX_ARRAY)

        self.program.release()

        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPopMatrix()
     
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()

        painter.endNativePainting()
    
    def mouseMoveEvent(self, event):

        QGraphicsScene.mouseMoveEvent(self, event)
        if event.isAccepted():
            return

        if (event.buttons() & QtCore.Qt.LeftButton):
            delta = event.scenePos() - event.lastScenePos()
            self.model.setXRotation(self.model.xRotation() - delta.y()*4)
            self.model.setYRotation(self.model.yRotation() + delta.x()*4)
        
        event.accept()
        self.update()
    def drawBackground(self, painter, rect):

        if not (painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL
                or painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL2):
            QtCore.qWarning('OpenGLScene: drawBackground needs a QGLWidget '\
                        +'to be set as viewport on the '\
                        +'graphics view')
            return

        painter.beginNativePainting()

        if not self.initialised:
            self.vertex_shader = QGLShader(QGLShader.Vertex)
            self.vertex_shader.compileSourceCode(vertex_shader_code)

            self.fragment_shader = QGLShader(QGLShader.Fragment)
            self.fragment_shader.compileSourceCode(frag_shader_code)

            self.program = QGLShaderProgram(self.context)
            self.program.addShader(self.vertex_shader)
            self.program.addShader(self.fragment_shader)

            self.program.link()

            print 'initialising'
            self.tex = self.loadImage('test.jpg')
            self.textureLocation = self.program.uniformLocation("image")

            self.initialised = True

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPushMatrix()

        GL.glBindTexture(GL.GL_TEXTURE_2D, self.tex)

        self.model.render()

        self.program.bind()

        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                           GL.GL_LINEAR)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                           GL.GL_LINEAR)
        GL.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE)

        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, triangle_vertices)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(triangle_vertices) / 3)
        GL.glDisableClientState(GL.GL_VERTEX_ARRAY)

        self.program.release()

        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPopMatrix()

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()

        painter.endNativePainting()
class OpenGLScene(QGraphicsScene):

    sliders_changed = QtCore.Signal(tuple)
    rotation_changed = QtCore.Signal(tuple)

    def __init__(self, context, *args):
        super(OpenGLScene, self).__init__(*args)

        self.model = Model(self)

        self.sliders_changed.connect(self.model.changeRotation)

        self.context = context

        self.initialised = False
        self.image = None

        return

    def loadImage(self, file_name):

        im = Image.open(file_name)
        try:
            ix, iy, self.image = im.size[0], im.size[1], im.tostring(
                "raw", "RGBA", 0, -1)
        except SystemError:
            ix, iy, self.image = im.size[0], im.size[1], im.tostring(
                "raw", "RGBX", 0, -1)

        ID = GL.glGenTextures(1)

        GL.glBindTexture(GL.GL_TEXTURE_2D, ID)

        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, ix, iy, 0, GL.GL_RGBA,
                        GL.GL_UNSIGNED_BYTE, None)

        GL.glTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, ix, iy, GL.GL_RGBA,
                           GL.GL_UNSIGNED_BYTE, self.image)

        return ID

    def drawBackground(self, painter, rect):

        if not (painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL
                or painter.paintEngine().type() == QtGui.QPaintEngine.OpenGL2):
            QtCore.qWarning('OpenGLScene: drawBackground needs a QGLWidget '\
                        +'to be set as viewport on the '\
                        +'graphics view')
            return

        painter.beginNativePainting()

        if not self.initialised:
            self.vertex_shader = QGLShader(QGLShader.Vertex)
            self.vertex_shader.compileSourceCode(vertex_shader_code)

            self.fragment_shader = QGLShader(QGLShader.Fragment)
            self.fragment_shader.compileSourceCode(frag_shader_code)

            self.program = QGLShaderProgram(self.context)
            self.program.addShader(self.vertex_shader)
            self.program.addShader(self.fragment_shader)

            self.program.link()

            print 'initialising'
            self.tex = self.loadImage('test.jpg')
            self.textureLocation = self.program.uniformLocation("image")

            self.initialised = True

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPushMatrix()

        GL.glBindTexture(GL.GL_TEXTURE_2D, self.tex)

        self.model.render()

        self.program.bind()

        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                           GL.GL_LINEAR)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                           GL.GL_LINEAR)
        GL.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE)

        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, triangle_vertices)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(triangle_vertices) / 3)
        GL.glDisableClientState(GL.GL_VERTEX_ARRAY)

        self.program.release()

        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPopMatrix()

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()

        painter.endNativePainting()

    def mouseMoveEvent(self, event):

        QGraphicsScene.mouseMoveEvent(self, event)
        if event.isAccepted():
            return

        if (event.buttons() & QtCore.Qt.LeftButton):
            delta = event.scenePos() - event.lastScenePos()
            self.model.setXRotation(self.model.xRotation() - delta.y() * 4)
            self.model.setYRotation(self.model.yRotation() + delta.x() * 4)

        event.accept()
        self.update()
Beispiel #7
0
def get_shader_program(name, version):
    """ Returns a QGLShaderProgram for a specific version.
    Bound and linked.
    """
    print "name", name, "version", version
    vert = get_shader_code(name, version, "vert")
    frag = get_shader_code(name, version, "frag")
    geom = get_shader_code(name, version, "geom")

    program = QGLShaderProgram()

    if frag:
        print("Frag shader init")
        fshader = QGLShader(QGLShader.Fragment)
        fshader.compileSourceCode(frag)
        program.addShader(fshader)

    if vert:
        print("Vert shader init")
        vshader = QGLShader(QGLShader.Vertex)
        vshader.compileSourceCode(vert)
        program.addShader(vshader)

    if geom:
        gshader = QGLShader(QGLShader.Geometry)
        gshader.compileSourceCode(geom)
        program.addShader(gshader)

    program.link()

    return program
Beispiel #8
0
class GLWidget(QGLWidget):

    __QUAD_VERTICES = numpy.array((
        (-0.5, +0.5, 0.0),
        (-0.5, -0.5, 0.0),
        (+0.5, -0.5, 0.0),
        (+0.5, +0.5, 0.0)), 'float32')
    
    def __init__(self, *args):
        super(GLWidget, self).__init__(*args)
        
        self.load_images()
        self.texture_streamnks = None
        self.cur_image = 0

    def initializeGL(self):
        self.vertex_shader = QGLShader(QGLShader.Vertex)
        self.vertex_shader.compileSourceCode(vertex_shader_code)

        self.fragment_shader = QGLShader(QGLShader.Fragment)
        self.fragment_shader.compileSourceCode(frag_shader_code)
        
        self.program = QGLShaderProgram()
        self.program.addShader(self.vertex_shader)
        self.program.addShader(self.fragment_shader)

        self.program.link()
        
        self.texture_location = self.program.uniformLocation('image')
        self.offset = self.program.uniformLocation('image')

        # Set up the texture stream
        # Arguments are (size, gl_format, gl_type, gl_internal_format)
        self.texture_stream = TextureStream2D((512,512), GL.GL_RGBA, 
                        GL.GL_UNSIGNED_BYTE, GL.GL_RGBA, 
                        texture_unit=GL.GL_TEXTURE0)
        
        self.switch_image()

        GL.glClearColor(0.0,0.0,0.0,0.0)
    
    def load_images(self):
        im = Image.open('test.jpg').tostring("raw", "RGBX", 0, -1)
        self.image1 =\
                numpy.frombuffer(buffer(im), dtype='uint8').reshape(512,512,4)
        im = Image.open('test2.jpg').tostring("raw", "RGBX", 0, -1)
        self.image2 = \
                numpy.frombuffer(buffer(im), dtype='uint8').reshape(512,512,4)

    def switch_image(self):
        ''' Upload the other texture to be rendered
        '''
        if self.cur_image == 0:
            self.texture_stream.update_texture(self.image2)
            self.cur_image = 1
        else:
            self.texture_stream.update_texture(self.image1)
            self.cur_image = 0

    def paintGL(self):
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        print 'after'
        self.program.bind()
        
        with self.texture_stream:
                
            # Tell the shader to use texture unit 0
            self.program.setUniformValue(self.texture_location, 0)

            # Draw the quad that is shaded with the image
            GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
            GL.glVertexPointer(3, GL.GL_FLOAT, 0, \
                    self.__QUAD_VERTICES.ravel())
            GL.glDrawArrays(GL.GL_QUADS, 0, self.__QUAD_VERTICES.shape[0])
            GL.glDisableClientState(GL.GL_VERTEX_ARRAY)

        self.program.release()

    def sizeHint(self):
        return QtCore.QSize(640, 480)
    
    def resizeGL(self, width, height):
        GL.glViewport(0, 0, width, height)