Beispiel #1
0
class RenderWindow(QWindow):
    def __init__(self, format):
        super(RenderWindow, self).__init__()
        self.setSurfaceType(QWindow.OpenGLSurface)
        self.setFormat(format)
        self.context = QOpenGLContext(self)
        self.context.setFormat(self.requestedFormat())
        if not self.context.create():
            raise Exception("Unable to create GL context")
        self.program = None
        self.timer = None
        self.angle = 0

    def initGl(self):
        self.program = QOpenGLShaderProgram(self)
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer()

        format = self.context.format()
        useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile
        # Try to handle 3.0 & 3.1 that do not have the core/compatibility profile
        # concept 3.2+ has. This may still fail since version 150 (3.2) is
        # specified in the sources but it's worth a try.
        if (format.renderableType() == QSurfaceFormat.OpenGL and format.majorVersion() == 3
            and format.minorVersion() <= 1):
            useNewStyleShader = not format.testOption(QSurfaceFormat.DeprecatedFunctions)

        vertexShader = vertexShaderSource if useNewStyleShader else vertexShaderSource110
        fragmentShader = fragmentShaderSource if useNewStyleShader else fragmentShaderSource110
        if not self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader):
            raise Exception("Vertex shader could not be added: {} ({})".format(self.program.log(), vertexShader))
        if not self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader):
            raise Exception("Fragment shader could not be added: {} ({})".format(self.program.log(), fragmentShader))
        if not self.program.link():
            raise Exception("Could not link shaders: {}".format(self.program.log()))

        self.posAttr = self.program.attributeLocation("posAttr")
        self.colAttr = self.program.attributeLocation("colAttr")
        self.matrixUniform = self.program.uniformLocation("matrix")

        self.vbo.create()
        self.vbo.bind()
        self.verticesData = vertices.tobytes()
        self.colorsData = colors.tobytes()
        verticesSize = 4 * vertices.size
        colorsSize = 4 * colors.size
        self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize)
        self.vbo.write(verticesSize, VoidPtr(self.colorsData), colorsSize)
        self.vbo.release()

        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        if self.vao.isCreated(): # have VAO support, use it
            self.setupVertexAttribs()

    def setupVertexAttribs(self):
        self.vbo.bind()
        self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2)
        self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3)
        self.program.enableAttributeArray(self.posAttr)
        self.program.enableAttributeArray(self.colAttr)
        self.vbo.release()

    def exposeEvent(self, event):
        if self.isExposed():
            self.render()
            if self.timer is None:
                self.timer = QTimer(self)
                self.timer.timeout.connect(self.slotTimer)
            if not self.timer.isActive():
                self.timer.start(10)
        else:
            if self.timer and self.timer.isActive():
                self.timer.stop()

    def render(self):
        if not self.context.makeCurrent(self):
            raise Exception("makeCurrent() failed")
        functions = self.context.functions()
        if self.program is None:
            functions.glEnable(GL.GL_DEPTH_TEST)
            functions.glClearColor(0, 0, 0, 1)
            self.initGl()

        retinaScale = self.devicePixelRatio()
        functions.glViewport(0, 0, self.width() * retinaScale,
                             self.height() * retinaScale)
        functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        self.program.bind()
        matrix = QMatrix4x4()
        matrix.perspective(60, 4 / 3, 0.1, 100)
        matrix.translate(0, 0, -2)
        matrix.rotate(self.angle, 0, 1, 0)
        self.program.setUniformValue(self.matrixUniform, matrix)

        if self.vao.isCreated():
            self.vao.bind()
        else: # no VAO support, set the vertex attribute arrays now
            self.setupVertexAttribs()

        functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3)

        self.vao.release()
        self.program.release()

        # swapInterval is 1 by default which means that swapBuffers() will (hopefully) block
        # and wait for vsync.
        self.context.swapBuffers(self)
        self.context.doneCurrent()

    def slotTimer(self):
        self.render()
        self.angle += 1

    def glInfo(self):
        if not self.context.makeCurrent(self):
            raise Exception("makeCurrent() failed")
        functions = self.context.functions()
        text = """Vendor: {}\nRenderer: {}\nVersion: {}\nShading language: {}
\nContext Format: {}\n\nSurface Format: {}""".format(
               functions.glGetString(GL.GL_VENDOR), functions.glGetString(GL.GL_RENDERER),
               functions.glGetString(GL.GL_VERSION),
               functions.glGetString(GL.GL_SHADING_LANGUAGE_VERSION),
               print_surface_format(self.context.format()),
               print_surface_format(self.format()))
        self.context.doneCurrent()
        return text
Beispiel #2
0
class EventsGL(QOpenGLWidget):
    "Cube gl widget"

    def __init__(self, parent=None):
        QOpenGLWidget.__init__(self, parent)

        # camera
        self.camera = QtCamera()
        self.camera.position = QVector3D(0.0, 0.0, 3.0)
        self.camera.front = QVector3D(0.0, 0.0, -1.0)
        self.camera.up = QVector3D(0.0, 1.0, 0.0)
        self.camera.movementSensitivity = 0.05

        # shaders etc
        tutoTutoDir = os.path.dirname(__file__)
        tutoPardir = os.path.join(tutoTutoDir, os.pardir)
        tutoPardir = os.path.realpath(tutoPardir)
        mediaDir = os.path.join(tutoPardir, "media")
        shaderDir = os.path.join(mediaDir, "shaders")

        availableShaders = ["cube"]
        self.shaders = {
            name: {
                "fragment": os.path.join(shaderDir, name + ".frag"),
                "vertex": os.path.join(shaderDir, name + ".vert")
            }
            for name in availableShaders
        }
        self.core = "--coreprofile" in QCoreApplication.arguments()
        imdir = os.path.join(mediaDir, "images")
        imFName = "im"
        imageFile1 = os.path.join(imdir, imFName + "0.png")
        self.image1 = QImage(imageFile1).mirrored()
        imageFile2 = os.path.join(imdir, imFName + "1.png")
        self.image2 = QImage(imageFile2).mirrored()

        # opengl data related
        self.context = QOpenGLContext()
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.program = QOpenGLShaderProgram()
        self.texture1 = None
        self.texture2 = None
        self.texUnit1 = 0
        self.texUnit2 = 1

        # vertex data
        self.cubeVertices = np.array(
            [
                # pos vec3 || texcoord vec2
                -0.5,
                -0.5,
                -0.5,
                0.0,
                0.0,
                0.5,
                -0.5,
                -0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                -0.5,
                0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                0.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                0.5,
                -0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                1.0,
                0.5,
                0.5,
                0.5,
                1.0,
                1.0,
                -0.5,
                0.5,
                0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                -0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                -0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                -0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                0.5,
                -0.5,
                0.0,
                1.0
            ],
            dtype=ctypes.c_float)
        # cube worldSpace coordinates
        self.cubeCoords = [
            QVector3D(0.2, 1.1, -1.0),
            QVector3D(2.0, 5.0, -15.0),
            QVector3D(-1.5, -2.2, -2.5),
            QVector3D(-3.8, -2.0, -12.3),
            QVector3D(2.4, -0.4, -3.5),
            QVector3D(-1.7, 3.0, -7.5),
            QVector3D(1.3, -2.0, -2.5),
            QVector3D(1.5, 2.0, -2.5),
            QVector3D(1.5, 0.2, -1.5),
            QVector3D(-1.3, 1.0, -1.5)
        ]
        self.rotateVector = QVector3D(0.7, 0.2, 0.5)

    def loadShader(self, shaderName: str, shaderType: str):
        "Load shader"
        shader = self.shaders[shaderName]
        shaderSourcePath = shader[shaderType]
        if shaderType == "vertex":
            shader = QOpenGLShader(QOpenGLShader.Vertex)
        else:
            shader = QOpenGLShader(QOpenGLShader.Fragment)
        #
        isCompiled = shader.compileSourceFile(shaderSourcePath)

        if isCompiled is False:
            print(shader.log())
            raise ValueError(
                "{0} shader {2} known as {1} is not compiled".format(
                    shaderType, shaderName, shaderSourcePath))
        return shader

    def useShaders(self, shaderProgram: QOpenGLShaderProgram,
                   shaders: {"shaderName": ["shaderType"]}, attrLocs: dict):
        ""
        print("program shaders: ", shaderProgram.shaders())
        for shaderName, shaderTypes in shaders.items():
            #
            if len(shaderTypes) == 2:
                self.useShaderSingleName(shaderProgram=shaderProgram,
                                         shaderName=shaderName,
                                         attrLocs=attrLocs)
            elif len(shaderTypes) == 1:
                shaderType = shaderTypes[0]
                if shaderType == "vertex":
                    shader = self.loadVertexShader(shaderName)
                else:
                    shader = self.loadFragmentShader(shaderName)

                shaderProgram.addShader(shader)
                # adding shader
                self.bindLinkProgram(shaderProgram, attrLocs)

    def loadVertexShader(self, shaderName: str):
        "load vertex shader"
        return self.loadShader(shaderName, "vertex")

    def loadFragmentShader(self, shaderName: str):
        "load fragment shader"
        return self.loadShader(shaderName, "fragment")

    def getGlInfo(self):
        "Get opengl info"
        info = """
            Vendor: {0}
            Renderer: {1}
            OpenGL Version: {2}
            Shader Version: {3}
            """.format(pygl.glGetString(pygl.GL_VENDOR),
                       pygl.glGetString(pygl.GL_RENDERER),
                       pygl.glGetString(pygl.GL_VERSION),
                       pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION))
        return info

    def moveCamera(self, direction: str):
        "Move camera to certain direction and update gl widget"
        self.camera.move(direction, deltaTime=0.05)
        self.update()

    def turnAround(self, x: float, y: float):
        ""
        self.camera.lookAround(xoffset=x, yoffset=y, pitchBound=True)
        self.update()

    def rotateCubes(self, xval: float, yval: float, zval: float):
        ""
        self.rotateVector.setZ(zval)
        self.rotateVector.setY(yval)
        self.rotateVector.setX(xval)
        self.update()

    def cleanUpGl(self):
        "Clean up everything"
        self.context.makeCurrent()
        self.vbo.destroy()
        self.texture1.destroy()
        self.texture2.destroy()
        self.vao.destroy()
        del self.program
        self.program = None
        self.doneCurrent()

    def resizeGL(self, width: int, height: int):
        "Resize the viewport"
        funcs = self.context.functions()
        funcs.glViewport(0, 0, width, height)

    def initializeGL(self):
        print('gl initial')
        print(self.getGlInfo())

        # create context and make it current
        self.context.create()
        self.context.aboutToBeDestroyed.connect(self.cleanUpGl)

        # initialize functions
        funcs = self.context.functions()
        funcs.initializeOpenGLFunctions()
        funcs.glClearColor(0.0, 0.4, 0.4, 0)
        funcs.glEnable(pygl.GL_DEPTH_TEST)
        funcs.glEnable(pygl.GL_TEXTURE_2D)

        # create uniform values for shaders
        # deal with shaders

        # cube shader
        self.program = QOpenGLShaderProgram(self.context)
        vshader = self.loadVertexShader("cube")
        fshader = self.loadFragmentShader("cube")
        self.program.addShader(vshader)  # adding vertex shader
        self.program.addShader(fshader)  # adding fragment shader
        self.program.bindAttributeLocation("aPos", 0)
        self.program.bindAttributeLocation("aTexCoord", 1)

        isLinked = self.program.link()
        print("cube shader program is linked: ", isLinked)
        # bind the program
        self.program.bind()

        self.program.setUniformValue('myTexture1', self.texUnit1)
        self.program.setUniformValue('myTexture2', self.texUnit2)
        #
        # deal with vaos and vbo
        # vbo
        isVbo = self.vbo.create()
        isVboBound = self.vbo.bind()

        floatSize = ctypes.sizeof(ctypes.c_float)

        # allocate space on vbo buffer
        self.vbo.allocate(self.cubeVertices.tobytes(),
                          floatSize * self.cubeVertices.size)
        self.vao.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        funcs.glEnableVertexAttribArray(0)  # viewport
        funcs.glVertexAttribPointer(0, 3, int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE), 5 * floatSize,
                                    VoidPtr(0))
        funcs.glEnableVertexAttribArray(1)
        funcs.glVertexAttribPointer(1, 2, int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE), 5 * floatSize,
                                    VoidPtr(3 * floatSize))
        # deal with textures
        # first texture
        self.texture1 = QOpenGLTexture(QOpenGLTexture.Target2D)
        self.texture1.create()
        self.texture1.bind(self.texUnit1)
        self.texture1.setData(self.image1)
        self.texture1.setMinMagFilters(QOpenGLTexture.Nearest,
                                       QOpenGLTexture.Nearest)
        self.texture1.setWrapMode(QOpenGLTexture.DirectionS,
                                  QOpenGLTexture.Repeat)
        self.texture1.setWrapMode(QOpenGLTexture.DirectionT,
                                  QOpenGLTexture.Repeat)

        # second texture
        self.texture2 = QOpenGLTexture(QOpenGLTexture.Target2D)
        self.texture2.create()
        self.texture2.bind(self.texUnit2)
        self.texture2.setData(self.image2)
        self.texture2.setMinMagFilters(QOpenGLTexture.Linear,
                                       QOpenGLTexture.Linear)
        self.texture2.setWrapMode(QOpenGLTexture.DirectionS,
                                  QOpenGLTexture.Repeat)
        self.texture2.setWrapMode(QOpenGLTexture.DirectionT,
                                  QOpenGLTexture.Repeat)

        self.vbo.release()
        vaoBinder = None
        print("gl initialized")

    def paintGL(self):
        "drawing loop"
        funcs = self.context.functions()

        # clean up what was drawn
        funcs.glClear(pygl.GL_COLOR_BUFFER_BIT | pygl.GL_DEPTH_BUFFER_BIT)
        self.vao.bind()
        self.vbo.bind()

        # actual drawing
        self.program.bind()
        # set projection matrix
        projectionMatrix = QMatrix4x4()
        projectionMatrix.perspective(self.camera.zoom,
                                     self.width() / self.height(), 0.2, 100.0)

        self.program.setUniformValue('projection', projectionMatrix)

        # set view/camera matrix
        viewMatrix = self.camera.getViewMatrix()
        self.program.setUniformValue('view', viewMatrix)

        # bind textures
        for i, pos in enumerate(self.cubeCoords):
            #
            cubeModel = QMatrix4x4()
            cubeModel.translate(pos)
            angle = 30 * i
            cubeModel.rotate(angle, self.rotateVector)
            self.program.setUniformValue("model", cubeModel)
            self.texture1.bind(self.texUnit1)
            self.texture2.bind(self.texUnit2)
            funcs.glDrawArrays(pygl.GL_TRIANGLES, 0, 36)
        self.vbo.release()
        self.program.release()
        self.texture1.release()
        self.texture2.release()
Beispiel #3
0
class RenderWindow(QWindow):
    def __init__(self, format):
        super(RenderWindow, self).__init__()
        self.setSurfaceType(QWindow.OpenGLSurface)
        self.setFormat(format)
        self.context = QOpenGLContext(self)
        self.context.setFormat(self.requestedFormat())
        if not self.context.create():
            raise Exception("Unable to create GL context")
        self.program = None
        self.timer = None
        self.angle = 0

    def initGl(self):
        self.program = QOpenGLShaderProgram(self)
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer()

        format = self.context.format()
        useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile
        # Try to handle 3.0 & 3.1 that do not have the core/compatibility profile
        # concept 3.2+ has. This may still fail since version 150 (3.2) is
        # specified in the sources but it's worth a try.
        if (format.renderableType() == QSurfaceFormat.OpenGL and format.majorVersion() == 3
            and format.minorVersion() <= 1):
            useNewStyleShader = not format.testOption(QSurfaceFormat.DeprecatedFunctions)

        vertexShader = vertexShaderSource if useNewStyleShader else vertexShaderSource110
        fragmentShader = fragmentShaderSource if useNewStyleShader else fragmentShaderSource110
        if not self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader):
            raise Exception("Vertex shader could not be added: {} ({})".format(self.program.log(), vertexShader))
        if not self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader):
            raise Exception("Fragment shader could not be added: {} ({})".format(self.program.log(), fragmentShader))
        if not self.program.link():
            raise Exception("Could not link shaders: {}".format(self.program.log()))

        self.posAttr = self.program.attributeLocation("posAttr")
        self.colAttr = self.program.attributeLocation("colAttr")
        self.matrixUniform = self.program.uniformLocation("matrix")

        self.vbo.create()
        self.vbo.bind()
        self.verticesData = vertices.tobytes()
        self.colorsData = colors.tobytes()
        verticesSize = 4 * vertices.size
        colorsSize = 4 * colors.size
        self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize)
        self.vbo.write(verticesSize, VoidPtr(self.colorsData), colorsSize)
        self.vbo.release()

        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        if self.vao.isCreated(): # have VAO support, use it
            self.setupVertexAttribs()

    def setupVertexAttribs(self):
        self.vbo.bind()
        self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2)
        self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3)
        self.program.enableAttributeArray(self.posAttr)
        self.program.enableAttributeArray(self.colAttr)
        self.vbo.release()

    def exposeEvent(self, event):
        if self.isExposed():
            self.render()
            if self.timer is None:
                self.timer = QTimer(self)
                self.timer.timeout.connect(self.slotTimer)
                self.timer.start(10)

    def render(self):
        if not self.context.makeCurrent(self):
            raise Exception("makeCurrent() failed")
        functions = self.context.functions()
        if self.program is None:
            functions.glEnable(GL.GL_DEPTH_TEST)
            functions.glClearColor(0, 0, 0, 1)
            self.initGl()

        functions.glViewport(0, 0, self.width(), self.height())
        functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        self.program.bind()
        matrix = QMatrix4x4()
        matrix.perspective(60, 4 / 3, 0.1, 100)
        matrix.translate(0, 0, -2)
        matrix.rotate(self.angle, 0, 1, 0)
        self.program.setUniformValue(self.matrixUniform, matrix)

        if self.vao.isCreated():
            self.vao.bind()
        else: # no VAO support, set the vertex attribute arrays now
            self.setupVertexAttribs()

        functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3)

        self.vao.release()
        self.program.release()

        # swapInterval is 1 by default which means that swapBuffers() will (hopefully) block
        # and wait for vsync.
        self.context.swapBuffers(self)
        self.context.doneCurrent()

    def slotTimer(self):
        self.render()
        self.angle += 1

    def glInfo(self):
        if not self.context.makeCurrent(self):
            raise Exception("makeCurrent() failed")
        functions = self.context.functions()
        text = "Vendor: {}\nRenderer: {}\nVersion: {}\nShading language: {}".format(
               functions.glGetString(GL.GL_VENDOR), functions.glGetString(GL.GL_RENDERER),
               functions.glGetString(GL.GL_VERSION),
               functions.glGetString(GL.GL_SHADING_LANGUAGE_VERSION))
        self.context.doneCurrent()
        return text
class TriangleGL(QOpenGLWidget):
    def __init__(self, parent=None):
        QOpenGLWidget.__init__(self, parent)

        # shaders etc
        triangleTutoDir = os.path.dirname(__file__)
        trianglePardir = os.path.join(triangleTutoDir, os.pardir)
        mediaDir = os.path.join(trianglePardir, "media")
        shaderDir = os.path.join(mediaDir, "shaders")
        availableShaders = ["triangle", "triangle2"]
        self.shaders = {
            name: {
                "fragment": os.path.join(shaderDir, name + ".frag"),
                "vertex": os.path.join(shaderDir, name + ".vert")
            } for name in availableShaders
        }
        self.core = "--coreprofile" in QCoreApplication.arguments()

        # opengl data related
        self.context = QOpenGLContext()
        self.vao1 = QOpenGLVertexArrayObject()
        self.vbo1 = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.vao2 = QOpenGLVertexArrayObject()
        self.vbo2 = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)

        self.program1 = QOpenGLShaderProgram()
        self.program2 = QOpenGLShaderProgram()

        # some vertex data for corners of triangle
        self.vertexData1 = np.array(
            [0.9, 0.9, 0.0,  # x, y, z
             0.9, 0.7, 0.0,  # x, y, z
             0.7, 0.9, 0.0],  # x, y, z
            dtype=ctypes.c_float
        )
        self.vertexData2 = np.array(
            [-0.9, -0.9, 0.0,  # x, y, z
             -0.9, -0.7, 0.0,  # x, y, z
             -0.7, -0.9, 0.0],  # x, y, z
            dtype=ctypes.c_float
        )
        # triangle color
        self.triangleColor1 = QVector4D(1.0, 0.0, 0.0, 0.0)  # yellow triangle
        self.triangleColor2 = QVector4D(
            0.0, 0.0, 0.5, 0.0)  # not yellow triangle

    def loadShader(self,
                   shaderName: str,
                   shaderType: str):
        "Load shader"
        shader = self.shaders[shaderName]
        shaderSourcePath = shader[shaderType]
        if shaderType == "vertex":
            shader = QOpenGLShader(QOpenGLShader.Vertex)
        else:
            shader = QOpenGLShader(QOpenGLShader.Fragment)
        #
        isCompiled = shader.compileSourceFile(shaderSourcePath)

        if isCompiled is False:
            print(shader.log())
            raise ValueError(
                "{0} shader {2} known as {1} is not compiled".format(
                    shaderType, shaderName, shaderSourcePath
                )
            )
        return shader

    def loadVertexShader(self, shaderName: str):
        "load vertex shader"
        return self.loadShader(shaderName, "vertex")

    def loadFragmentShader(self, shaderName: str):
        "load fragment shader"
        return self.loadShader(shaderName, "fragment")

    def getGlInfo(self):
        "Get opengl info"
        info = """
            Vendor: {0}
            Renderer: {1}
            OpenGL Version: {2}
            Shader Version: {3}
            """.format(
            pygl.glGetString(pygl.GL_VENDOR),
            pygl.glGetString(pygl.GL_RENDERER),
            pygl.glGetString(pygl.GL_VERSION),
            pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
        )
        return info

    def initializeGL(self):
        print('gl initial')
        print(self.getGlInfo())
        # create context and make it current
        self.context.create()
        self.context.aboutToBeDestroyed.connect(self.cleanUpGl)

        # initialize functions
        funcs = self.context.functions()
        funcs.initializeOpenGLFunctions()
        funcs.glClearColor(1, 1, 1, 1)

        # deal with shaders
        # first shader
        shaderName = "triangle"
        vshader = self.loadVertexShader(shaderName)
        fshader = self.loadFragmentShader(shaderName)

        # creating shader program
        self.program1 = QOpenGLShaderProgram(self.context)
        self.program1.addShader(vshader)  # adding vertex shader
        self.program1.addShader(fshader)  # adding fragment shader

        # bind attribute to a location
        self.program1.bindAttributeLocation("aPos", 0)

        # link shader program1
        isLinked = self.program1.link()
        print("shader program1 is linked: ", isLinked)

        # bind the program1
        self.program1.bind()

        # specify uniform value
        colorLoc = self.program1.uniformLocation("color")
        self.program1.setUniformValue(colorLoc,
                                      self.triangleColor1)

        # second shader
        shaderName = "triangle2"
        vshader = self.loadVertexShader(shaderName)
        fshader = self.loadFragmentShader(shaderName)

        #
        self.program2 = QOpenGLShaderProgram(self.context)
        self.program2.addShader(vshader)  # adding vertex shader
        self.program2.addShader(fshader)  # adding fragment shader

        # bind attribute to a location
        self.program2.bindAttributeLocation("aPos", 0)

        # link shader program2
        isLinked = self.program2.link()
        print("shader program2 is linked: ", isLinked)

        # bind the program2
        self.program2.bind()

        # specify uniform value
        colorLoc = self.program2.uniformLocation("color")
        self.program2.setUniformValue(colorLoc,
                                      self.triangleColor2)

        # self.useShader("triangle")

        # deal with vao and vbo

        # create vao and vbo

        # vao
        isVao = self.vao1.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)

        # vbo
        isVbo = self.vbo1.create()
        isBound = self.vbo1.bind()

        # check if vao and vbo are created
        print('vao created: ', isVao)
        print('vbo created: ', isVbo)

        floatSize = ctypes.sizeof(ctypes.c_float)

        # allocate space on buffer
        self.vbo1.allocate(self.vertexData1.tobytes(),
                           floatSize * self.vertexData1.size)
        funcs.glEnableVertexAttribArray(0)
        nullptr = VoidPtr(0)
        funcs.glVertexAttribPointer(0,
                                    3,
                                    int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE),
                                    3 * floatSize,
                                    nullptr)
        self.vbo1.release()
        vaoBinder = None

        # second triangle vao vbo
        # vao
        isVao = self.vao2.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)

        # vbo
        isVbo = self.vbo2.create()
        isBound = self.vbo2.bind()

        # check if vao and vbo are created
        print('vao created: ', isVao)
        print('vbo created: ', isVbo)

        floatSize = ctypes.sizeof(ctypes.c_float)

        # allocate space on buffer
        self.vbo2.allocate(self.vertexData2.tobytes(),
                           floatSize * self.vertexData2.size)
        funcs.glEnableVertexAttribArray(0)
        nullptr = VoidPtr(0)
        funcs.glVertexAttribPointer(0,
                                    3,
                                    int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE),
                                    3 * floatSize,
                                    nullptr)
        self.vbo2.release()
        self.program2.release()

    def cleanUpGl(self):
        "Clean up everything"
        self.context.makeCurrent()
        self.vbo.destroy()
        del self.program
        self.program = None
        self.doneCurrent()

    def resizeGL(self, width: int, height: int):
        "Resize the viewport"
        funcs = self.context.functions()
        funcs.glViewport(0, 0, width, height)

    def paintGL(self):
        "drawing loop"
        funcs = self.context.functions()

        # clean up what was drawn
        funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)

        # actual drawing
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)
        self.program1.bind()
        funcs.glDrawArrays(pygl.GL_TRIANGLES,  # mode
                           0,  # first
                           3)  # count
        vaoBinder = None
        self.program1.release()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)
        self.program2.bind()
        funcs.glDrawArrays(pygl.GL_TRIANGLES,  # mode
                           0,  # first
                           3)  # count
        vaoBinder = None
        self.program2.release()
class TextureGL(QOpenGLWidget):
    "Texture loading opengl widget"

    def __init__(self, parent=None):
        "Constructor"
        QOpenGLWidget.__init__(self, parent)
        tutoTutoDir = os.path.dirname(__file__)
        tutoPardir = os.path.join(tutoTutoDir, os.pardir)
        tutoPardir = os.path.realpath(tutoPardir)
        mediaDir = os.path.join(tutoPardir, "media")
        shaderDir = os.path.join(mediaDir, "shaders")
        #
        availableShaders = ["texture"]
        self.shaders = {
            name: {
                "fragment": os.path.join(shaderDir, name + ".frag"),
                "vertex": os.path.join(shaderDir, name + ".vert")
            }
            for name in availableShaders
        }
        imdir = os.path.join(mediaDir, "images")
        imFName = "im"
        imageFile = os.path.join(imdir, imFName + "0.png")
        self.image = QImage(imageFile).mirrored()
        self.core = "--coreprofile" in QCoreApplication.arguments()

        # opengl data related
        self.context = QOpenGLContext()
        self.program = QOpenGLShaderProgram()
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.texture = None
        self.indices = np.array(
            [
                0,
                1,
                3,  # first triangle
                1,
                2,
                3  # second triangle
            ],
            dtype=ctypes.c_uint)

        # vertex data of the panel that would hold the image
        self.vertexData = np.array(
            [
                # viewport position || texture coords
                0.5,
                0.5,
                0.0,
                1.0,
                1.0,  # top right
                0.5,
                -0.5,
                0.0,
                1.0,
                0.0,  # bottom right
                -0.5,
                -0.5,
                0.0,
                0.0,
                0.0,  # bottom left
                -0.5,
                0.5,
                0.0,
                0.0,
                1.0  # top left
            ],
            dtype=ctypes.c_float)

    def loadShader(self, shaderName: str, shaderType: str):
        "Load shader"
        shader = self.shaders[shaderName]
        shaderSourcePath = shader[shaderType]
        if shaderType == "vertex":
            shader = QOpenGLShader(QOpenGLShader.Vertex)
        else:
            shader = QOpenGLShader(QOpenGLShader.Fragment)
        #
        isCompiled = shader.compileSourceFile(shaderSourcePath)

        if isCompiled is False:
            print(shader.log())
            raise ValueError(
                "{0} shader {2} known as {1} is not compiled".format(
                    shaderType, shaderName, shaderSourcePath))
        return shader

    def loadVertexShader(self, shaderName: str):
        "load vertex shader"
        return self.loadShader(shaderName, "vertex")

    def loadFragmentShader(self, shaderName: str):
        "load fragment shader"
        return self.loadShader(shaderName, "fragment")

    def getGlInfo(self):
        "Get opengl info"
        info = """
            Vendor: {0}
            Renderer: {1}
            OpenGL Version: {2}
            Shader Version: {3}
            """.format(pygl.glGetString(pygl.GL_VENDOR),
                       pygl.glGetString(pygl.GL_RENDERER),
                       pygl.glGetString(pygl.GL_VERSION),
                       pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION))
        return info

    def cleanUpGl(self):
        "Clean up everything"
        self.context.makeCurrent()
        del self.program
        self.program = None
        self.texture.release()
        self.doneCurrent()

    def resizeGL(self, width: int, height: int):
        "Resize the viewport"
        funcs = self.context.functions()
        funcs.glViewport(0, 0, width, height)

    def initializeGL(self):
        "Initialize opengl "
        print('gl initial')
        print(self.getGlInfo())
        # create context and make it current
        self.context.create()
        self.context.aboutToBeDestroyed.connect(self.cleanUpGl)

        # initialize functions
        funcs = self.context.functions()
        funcs.initializeOpenGLFunctions()
        funcs.glClearColor(1, 0, 1, 1)

        # shader
        shaderName = "texture"
        vshader = self.loadVertexShader(shaderName)
        fshader = self.loadFragmentShader(shaderName)

        # create shader program
        self.program = QOpenGLShaderProgram(self.context)
        self.program.addShader(vshader)
        self.program.addShader(fshader)

        # bind attribute location
        self.program.bindAttributeLocation("aPos", 0)
        self.program.bindAttributeLocation("aTexCoord", 1)

        # link shader program
        isLinked = self.program.link()
        print("shader program is linked: ", isLinked)

        # activate shader program to set uniform an attribute values
        self.program.bind()
        self.program.setUniformValue('myTexture', 0)

        # vbo
        isVbo = self.vbo.create()
        isVboBound = self.vbo.bind()

        floatSize = ctypes.sizeof(ctypes.c_float)

        # allocate vbo
        self.vbo.allocate(self.vertexData.tobytes(),
                          floatSize * self.vertexData.size)

        # texture new school
        self.texture = QOpenGLTexture(QOpenGLTexture.Target2D)
        self.texture.create()
        # new school
        self.texture.bind()
        self.texture.setData(self.image)
        self.texture.setMinMagFilters(QOpenGLTexture.Linear,
                                      QOpenGLTexture.Linear)
        self.texture.setWrapMode(QOpenGLTexture.DirectionS,
                                 QOpenGLTexture.Repeat)
        self.texture.setWrapMode(QOpenGLTexture.DirectionT,
                                 QOpenGLTexture.Repeat)

    def paintGL(self):
        "paint gl"
        funcs = self.context.functions()
        # clean up what was drawn
        funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)

        self.program.bind()
        self.program.enableAttributeArray(0)
        self.program.enableAttributeArray(1)
        floatSize = ctypes.sizeof(ctypes.c_float)

        # set attribute values
        self.program.setAttributeBuffer(
            0,  # viewport position
            pygl.GL_FLOAT,  # coord type
            0,  # offset
            3,
            5 * floatSize)
        self.program.setAttributeBuffer(
            1,  # viewport position
            pygl.GL_FLOAT,  # coord type
            3 * floatSize,  # offset
            2,
            5 * floatSize)
        # bind texture
        self.texture.bind()
        funcs.glDrawElements(pygl.GL_TRIANGLES, self.indices.size,
                             pygl.GL_UNSIGNED_INT, self.indices.tobytes())
Beispiel #6
0
class RectangleGL(QOpenGLWidget):
    "Texture loading opengl widget"

    def __init__(self, parent=None):
        "Constructor"
        QOpenGLWidget.__init__(self, parent)
        tutoTutoDir = os.path.dirname(__file__)
        tutoPardir = os.path.join(tutoTutoDir, os.pardir)
        tutoPardir = os.path.realpath(tutoPardir)
        mediaDir = os.path.join(tutoPardir, "media")
        shaderDir = os.path.join(mediaDir, "shaders")
        #
        availableShaders = ["rectangle", "triangle"]
        self.shaders = {
            name: {
                "fragment": os.path.join(shaderDir, name + ".frag"),
                "vertex": os.path.join(shaderDir, name + ".vert")
            }
            for name in availableShaders
        }
        self.core = "--coreprofile" in QCoreApplication.arguments()

        # opengl data related
        self.context = QOpenGLContext()
        self.program = QOpenGLShaderProgram()
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.indices = np.array(
            [
                0,
                1,
                3,  # first triangle
                1,
                2,
                3  # second triangle
            ],
            dtype=ctypes.c_uint)

        # vertex data of the panel that would hold the image
        self.vertexData = np.array(
            [
                # viewport position || colors           ||   texture coords
                0.5,
                0.5,
                0.0,  # top right
                0.5,
                -0.5,
                0.0,  # bottom right
                -0.5,
                -0.5,
                0.0,  # bottom left
                -0.5,
                0.5,
                0.0,  # top left
            ],
            dtype=ctypes.c_float)

        self.rectColor = QVector4D(0.0, 1.0, 1.0, 0.0)

    def loadShader(self, shaderName: str, shaderType: str):
        "Load shader"
        shader = self.shaders[shaderName]
        shaderSourcePath = shader[shaderType]
        if shaderType == "vertex":
            shader = QOpenGLShader(QOpenGLShader.Vertex)
        else:
            shader = QOpenGLShader(QOpenGLShader.Fragment)
        #
        isCompiled = shader.compileSourceFile(shaderSourcePath)

        if isCompiled is False:
            print(shader.log())
            raise ValueError(
                "{0} shader {2} known as {1} is not compiled".format(
                    shaderType, shaderName, shaderSourcePath))
        return shader

    def loadVertexShader(self, shaderName: str):
        "load vertex shader"
        return self.loadShader(shaderName, "vertex")

    def loadFragmentShader(self, shaderName: str):
        "load fragment shader"
        return self.loadShader(shaderName, "fragment")

    def getGlInfo(self):
        "Get opengl info"
        info = """
            Vendor: {0}
            Renderer: {1}
            OpenGL Version: {2}
            Shader Version: {3}
            """.format(pygl.glGetString(pygl.GL_VENDOR),
                       pygl.glGetString(pygl.GL_RENDERER),
                       pygl.glGetString(pygl.GL_VERSION),
                       pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION))
        return info

    def cleanUpGl(self):
        "Clean up everything"
        self.context.makeCurrent()
        del self.program
        self.program = None
        self.vbo.release()
        self.doneCurrent()

    def resizeGL(self, width: int, height: int):
        "Resize the viewport"
        funcs = self.context.functions()
        funcs.glViewport(0, 0, width, height)

    def initializeGL(self):
        "Initialize opengl "
        print('gl initial')
        print(self.getGlInfo())
        # create context and make it current
        self.context.create()
        self.context.aboutToBeDestroyed.connect(self.cleanUpGl)

        # initialize functions
        funcs = self.context.functions()
        funcs.initializeOpenGLFunctions()
        funcs.glClearColor(1, 1, 1, 1)

        # shader
        shaderName = "triangle"
        vshader = self.loadVertexShader(shaderName)
        fshader = self.loadFragmentShader(shaderName)

        # create shader program
        self.program = QOpenGLShaderProgram(self.context)
        self.program.addShader(vshader)
        self.program.addShader(fshader)

        # bind attribute location
        self.program.bindAttributeLocation("aPos", 0)

        # link shader program
        isLinked = self.program.link()
        print("shader program is linked: ", isLinked)

        # activate shader program to set uniform an attribute values
        self.program.bind()

        # specify uniform value
        colorLoc = self.program.uniformLocation("color")
        self.program.setUniformValue(colorLoc, self.rectColor)

        # vao, vbo, texture
        # vao
        isVao = self.vao.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)

        # vbo
        isVbo = self.vbo.create()
        isVboBound = self.vbo.bind()

        floatSize = ctypes.sizeof(ctypes.c_float)

        # allocate vbo
        self.vbo.allocate(self.vertexData.tobytes(),
                          floatSize * self.vertexData.size)

        print("vao created: ", isVao)
        print("vbo created: ", isVbo)
        print("vbo bound: ", isVboBound)

        # dealing with attributes
        # vertex array position
        funcs.glVertexAttribPointer(0, 3, int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE), 3 * floatSize,
                                    VoidPtr(0))
        funcs.glEnableVertexAttribArray(0)

        self.vbo.release()
        vaoBinder = None

    def paintGL(self):
        "paint gl"
        funcs = self.context.functions()
        # clean up what was drawn
        funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)

        # bind texture
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        self.program.bind()

        # draw stuff
        funcs.glDrawElements(pygl.GL_TRIANGLES, self.indices.size,
                             pygl.GL_UNSIGNED_INT, self.indices.tobytes())
        # VoidPtr(self.indices.tobytes() * ctypes.sizeof(ctypes.c_uint)))
        vaoBinder = None
        self.program.release()