def testVoidPtr(self): # Creating a VoidPtr object requires an address of # a C++ object, a wrapped Shiboken Object type, # an object implementing the Python Buffer interface, # or another VoidPtr object. # Original content b = b"Hello world" ba = QByteArray(b) vp = VoidPtr(ba, ba.size()) self.assertIsInstance(vp, shiboken.VoidPtr) # Create QByteArray from voidptr byte interpretation nba = QByteArray.fromRawData(vp.toBytes()) # Compare original bytes to toBytes() self.assertTrue(b, vp.toBytes()) # Compare original with new QByteArray data self.assertTrue(b, nba.data()) # Convert original and new to str self.assertTrue(str(b), str(nba)) # Modify nba through a memoryview of vp mv = memoryview(vp) self.assertFalse(mv.readonly) mv[6:11] = b'void*' self.assertEqual(str(ba), str(b"Hello void*"))
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 testVoidPtr(self): # Creating a VoidPtr object requires an address of # a C++ object, a wrapped Shiboken Object type, # an object implementing the Python Buffer interface, # or another VoidPtr object. ba = QByteArray(b"Hello world") voidptr = VoidPtr(ba) self.assertIsInstance(voidptr, shiboken2.VoidPtr)
def draw(self, shaderProgram, glFunctions, camera=None): self.__class__.vao.bind() shaderProgram.bind() #calculate view if not camera: camera = self.scene.getCamera() view = camera.getViewMatrix() projection = camera.getProjectionMatrix() shaderProgram.setUniformValue("model", self.model) shaderProgram.setUniformValue("view", view) shaderProgram.setUniformValue("projection", projection) shaderProgram.setUniformValue("inColor", self.material.getEditorColor()) glFunctions.glDrawElements(GL.GL_TRIANGLES, self.__class__.elements.size, GL.GL_UNSIGNED_SHORT, VoidPtr(0)) self.__class__.vao.release() shaderProgram.release()