def setupVertexAttribs(self):
        self.logoVbo.bind()
        f = QOpenGLContext.currentContext().functions()
        f.glEnableVertexAttribArray(0)
        f.glEnableVertexAttribArray(1)
        float_size = ctypes.sizeof(ctypes.c_float)

        null = VoidPtr(0)
        pointer = VoidPtr(3 * float_size)
        f.glVertexAttribPointer(0, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE),
                                6 * float_size, null)
        f.glVertexAttribPointer(1, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE),
                                6 * float_size, pointer)
        self.logoVbo.release()
Example #2
0
    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 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()
Example #4
0
    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