Example #1
0
    def _initialize(self):
        OpenGL.setInstance(QtOpenGL())
        self._gl = OpenGL.getInstance().getBindingsObject()

        self._default_material = OpenGL.getInstance().createShaderProgram(
            Resources.getPath(Resources.Shaders, "default.shader"))

        self._render_passes.add(
            DefaultPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(
            SelectionPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(
            CompositePass(self._viewport_width, self._viewport_height))

        buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        buffer.create()
        buffer.bind()
        buffer.allocate(120)
        data = numpy.array([
            -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
            1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0,
            0.0, 1.0, 0.0, 1.0, 1.0
        ],
                           dtype=numpy.float32).tostring()
        buffer.write(0, data, len(data))
        buffer.release()
        self._quad_buffer = buffer

        self._initialized = True
        self.initialized.emit()
Example #2
0
    def _initialize(self):
        OpenGL.setInstance(QtOpenGL())
        self._gl = OpenGL.getInstance().getBindingsObject()

        self._default_material = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))

        self._render_passes.add(DefaultPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(SelectionPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(CompositePass(self._viewport_width, self._viewport_height))

        buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        buffer.create()
        buffer.bind()
        buffer.allocate(120)
        data = numpy.array([
            -1.0, -1.0, 0.0,
             1.0,  1.0, 0.0,
            -1.0,  1.0, 0.0,
            -1.0, -1.0, 0.0,
             1.0, -1.0, 0.0,
             1.0,  1.0, 0.0,
             0.0,  0.0,
             1.0,  1.0,
             0.0,  1.0,
             0.0,  0.0,
             1.0,  0.0,
             1.0,  1.0
        ], dtype = numpy.float32).tostring()
        buffer.write(0, data, len(data))
        buffer.release()
        self._quad_buffer = buffer

        self._initialized = True
Example #3
0
    def _initialize(self):
        supports_vao = OpenGLContext.supportsVertexArrayObjects(
        )  # fill the OpenGLContext.properties
        Logger.log("d", "Support for Vertex Array Objects: %s", supports_vao)

        OpenGL.setInstance(OpenGL())
        self._gl = OpenGL.getInstance().getBindingsObject()

        self._default_material = OpenGL.getInstance().createShaderProgram(
            Resources.getPath(Resources.Shaders, "default.shader"))

        self._render_passes.add(
            DefaultPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(
            SelectionPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(
            CompositePass(self._viewport_width, self._viewport_height))

        buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        buffer.create()
        buffer.bind()
        buffer.allocate(120)
        data = numpy.array([
            -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0,
            1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0,
            0.0, 1.0, 0.0, 1.0, 1.0
        ],
                           dtype=numpy.float32).tostring()
        buffer.write(0, data, len(data))
        buffer.release()
        self._quad_buffer = buffer

        self._initialized = True
        self.initialized.emit()
Example #4
0
    def _initialize(self):
        supports_vao = OpenGLContext.supportsVertexArrayObjects()  # fill the OpenGLContext.properties
        Logger.log("d", "Support for Vertex Array Objects: %s", supports_vao)

        OpenGL.setInstance(OpenGL())
        self._gl = OpenGL.getInstance().getBindingsObject()

        self._default_material = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "default.shader"))

        self._render_passes.add(DefaultPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(SelectionPass(self._viewport_width, self._viewport_height))
        self._render_passes.add(CompositePass(self._viewport_width, self._viewport_height))

        buffer = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        buffer.create()
        buffer.bind()
        buffer.allocate(120)
        data = numpy.array([
            -1.0, -1.0, 0.0,
             1.0,  1.0, 0.0,
            -1.0,  1.0, 0.0,
            -1.0, -1.0, 0.0,
             1.0, -1.0, 0.0,
             1.0,  1.0, 0.0,
             0.0,  0.0,
             1.0,  1.0,
             0.0,  1.0,
             0.0,  0.0,
             1.0,  0.0,
             1.0,  1.0
        ], dtype = numpy.float32).tostring()
        buffer.write(0, data, len(data))
        buffer.release()
        self._quad_buffer = buffer

        self._initialized = True
        self.initialized.emit()