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
Exemple #2
0
class GLWidget(QOpenGLWidget, QOpenGLFunctions):
    xRotationChanged = Signal(int)
    yRotationChanged = Signal(int)
    zRotationChanged = Signal(int)

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

        self.core = "--coreprofile" in QCoreApplication.arguments()
        self.xRot = 0
        self.yRot = 0
        self.zRot = 0
        self.lastPos = 0
        self.logo = Logo()
        self.vao = QOpenGLVertexArrayObject()
        self.logoVbo = QOpenGLBuffer()
        self.program = QOpenGLShaderProgram()
        self.projMatrixLoc = 0
        self.mvMatrixLoc = 0
        self.normalMatrixLoc = 0
        self.lightPosLoc = 0
        self.proj = QMatrix4x4()
        self.camera = QMatrix4x4()
        self.world = QMatrix4x4()
        self.transparent = "--transparent" in QCoreApplication.arguments()
        if self.transparent:
            fmt = self.format()
            fmt.setAlphaBufferSize(8)
            self.setFormat(fmt)

    def xRotation(self):
        return self.xRot

    def yRotation(self):
        return self.yRot

    def zRotation(self):
        return self.zRot

    def minimumSizeHint(self):
        return QSize(50, 50)

    def sizeHint(self):
        return QSize(400, 400)

    def normalizeAngle(self, angle):
        while angle < 0:
            angle += 360 * 16
        while angle > 360 * 16:
            angle -= 360 * 16
        return angle

    def setXRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.xRot:
            self.xRot = angle
            self.emit(SIGNAL("xRotationChanged(int)"), angle)
            self.update()

    def setYRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.yRot:
            self.yRot = angle
            self.emit(SIGNAL("yRotationChanged(int)"), angle)
            self.update()

    def setZRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.zRot:
            self.zRot = angle
            self.emit(SIGNAL("zRotationChanged(int)"), angle)
            self.update()

    def cleanup(self):
        self.makeCurrent()
        self.logoVbo.destroy()
        del self.program
        self.program = None
        self.doneCurrent()

    def vertexShaderSourceCore(self):
        return """#version 150
                in vec4 vertex;
                in vec3 normal;
                out vec3 vert;
                out vec3 vertNormal;
                uniform mat4 projMatrix;
                uniform mat4 mvMatrix;
                uniform mat3 normalMatrix;
                void main() {
                   vert = vertex.xyz;
                   vertNormal = normalMatrix * normal;
                   gl_Position = projMatrix * mvMatrix * vertex;
                }"""

    def fragmentShaderSourceCore(self):
        return """#version 150
                in highp vec3 vert;
                in highp vec3 vertNormal;
                out highp vec4 fragColor;
                uniform highp vec3 lightPos;
                void main() {
                   highp vec3 L = normalize(lightPos - vert);
                   highp float NL = max(dot(normalize(vertNormal), L), 0.0);
                   highp vec3 color = vec3(0.39, 1.0, 0.0);
                   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
                   fragColor = vec4(col, 1.0);
                }"""


    def vertexShaderSource(self):
        return """attribute vec4 vertex;
                attribute vec3 normal;
                varying vec3 vert;
                varying vec3 vertNormal;
                uniform mat4 projMatrix;
                uniform mat4 mvMatrix;
                uniform mat3 normalMatrix;
                void main() {
                   vert = vertex.xyz;
                   vertNormal = normalMatrix * normal;
                   gl_Position = projMatrix * mvMatrix * vertex;
                }"""

    def fragmentShaderSource(self):
        return """varying highp vec3 vert;
                varying highp vec3 vertNormal;
                uniform highp vec3 lightPos;
                void main() {
                   highp vec3 L = normalize(lightPos - vert);
                   highp float NL = max(dot(normalize(vertNormal), L), 0.0);
                   highp vec3 color = vec3(0.39, 1.0, 0.0);
                   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
                   gl_FragColor = vec4(col, 1.0);
                }"""

    def initializeGL(self):
        self.context().aboutToBeDestroyed.connect(self.cleanup)
        self.initializeOpenGLFunctions()
        self.glClearColor(0, 0, 0, 1)

        self.program = QOpenGLShaderProgram()

        if self.core:
            self.vertexShader = self.vertexShaderSourceCore()
            self.fragmentShader = self.fragmentShaderSourceCore()
        else:
            self.vertexShader = self.vertexShaderSource()
            self.fragmentShader = self.fragmentShaderSource()

        self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShader)
        self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShader)
        self.program.bindAttributeLocation("vertex", 0)
        self.program.bindAttributeLocation("normal", 1)
        self.program.link()

        self.program.bind()
        self.projMatrixLoc = self.program.uniformLocation("projMatrix")
        self.mvMatrixLoc = self.program.uniformLocation("mvMatrix")
        self.normalMatrixLoc = self.program.uniformLocation("normalMatrix")
        self.lightPosLoc = self.program.uniformLocation("lightPos")

        self.vao.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)

        self.logoVbo.create()
        self.logoVbo.bind()
        float_size = ctypes.sizeof(ctypes.c_float)
        self.logoVbo.allocate(self.logo.constData(), self.logo.count() * float_size)

        self.setupVertexAttribs()

        self.camera.setToIdentity()
        self.camera.translate(0, 0, -1)

        self.program.setUniformValue(self.lightPosLoc, QVector3D(0, 0, 70))
        self.program.release()
        vaoBinder = None

    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()

    def paintGL(self):
        self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        self.glEnable(GL.GL_DEPTH_TEST)
        self.glEnable(GL.GL_CULL_FACE)

        self.world.setToIdentity()
        self.world.rotate(180 - (self.xRot / 16), 1, 0, 0)
        self.world.rotate(self.yRot / 16, 0, 1, 0)
        self.world.rotate(self.zRot / 16, 0, 0, 1)

        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        self.program.bind()
        self.program.setUniformValue(self.projMatrixLoc, self.proj)
        self.program.setUniformValue(self.mvMatrixLoc, self.camera * self.world)
        normalMatrix = self.world.normalMatrix()
        self.program.setUniformValue(self.normalMatrixLoc, normalMatrix)

        self.glDrawArrays(GL.GL_TRIANGLES, 0, self.logo.vertexCount())
        self.program.release()
        vaoBinder = None

    def resizeGL(self, width, height):
        self.proj.setToIdentity()
        self.proj.perspective(45, width / height, 0.01, 100)

    def mousePressEvent(self, event):
        self.lastPos = QPoint(event.pos())

    def mouseMoveEvent(self, event):
        dx = event.x() - self.lastPos.x()
        dy = event.y() - self.lastPos.y()

        if event.buttons() & Qt.LeftButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setYRotation(self.yRot + 8 * dx)
        elif event.buttons() & Qt.RightButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setZRotation(self.zRot + 8 * dx)

        self.lastPos = QPoint(event.pos())
Exemple #3
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class GLWidget(QOpenGLWidget, QOpenGLFunctions):
    xRotationChanged = Signal(int)
    yRotationChanged = Signal(int)
    zRotationChanged = Signal(int)

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

        self.core = "--coreprofile" in QCoreApplication.arguments()
        self.xRot = 0
        self.yRot = 0
        self.zRot = 0
        self.lastPos = 0
        self.logo = Logo()
        self.vao = QOpenGLVertexArrayObject()
        self.logoVbo = QOpenGLBuffer()
        self.program = QOpenGLShaderProgram()
        self.projMatrixLoc = 0
        self.mvMatrixLoc = 0
        self.normalMatrixLoc = 0
        self.lightPosLoc = 0
        self.proj = QMatrix4x4()
        self.camera = QMatrix4x4()
        self.world = QMatrix4x4()
        self.transparent = "--transparent" in QCoreApplication.arguments()
        if self.transparent:
            fmt = self.format()
            fmt.setAlphaBufferSize(8)
            self.setFormat(fmt)

    def xRotation(self):
        return self.xRot

    def yRotation(self):
        return self.yRot

    def zRotation(self):
        return self.zRot

    def minimumSizeHint(self):
        return QSize(50, 50)

    def sizeHint(self):
        return QSize(400, 400)

    def normalizeAngle(self, angle):
        while angle < 0:
            angle += 360 * 16
        while angle > 360 * 16:
            angle -= 360 * 16
        return angle

    def setXRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.xRot:
            self.xRot = angle
            self.emit(SIGNAL("xRotationChanged(int)"), angle)
            self.update()

    def setYRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.yRot:
            self.yRot = angle
            self.emit(SIGNAL("yRotationChanged(int)"), angle)
            self.update()

    def setZRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.zRot:
            self.zRot = angle
            self.emit(SIGNAL("zRotationChanged(int)"), angle)
            self.update()

    def cleanup(self):
        self.makeCurrent()
        self.logoVbo.destroy()
        del self.program
        self.program = None
        self.doneCurrent()

    def vertexShaderSourceCore(self):
        return """#version 150
                in vec4 vertex;
                in vec3 normal;
                out vec3 vert;
                out vec3 vertNormal;
                uniform mat4 projMatrix;
                uniform mat4 mvMatrix;
                uniform mat3 normalMatrix;
                void main() {
                   vert = vertex.xyz;
                   vertNormal = normalMatrix * normal;
                   gl_Position = projMatrix * mvMatrix * vertex;
                }"""

    def fragmentShaderSourceCore(self):
        return """#version 150
                in highp vec3 vert;
                in highp vec3 vertNormal;
                out highp vec4 fragColor;
                uniform highp vec3 lightPos;
                void main() {
                   highp vec3 L = normalize(lightPos - vert);
                   highp float NL = max(dot(normalize(vertNormal), L), 0.0);
                   highp vec3 color = vec3(0.39, 1.0, 0.0);
                   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
                   fragColor = vec4(col, 1.0);
                }"""

    def vertexShaderSource(self):
        return """attribute vec4 vertex;
                attribute vec3 normal;
                varying vec3 vert;
                varying vec3 vertNormal;
                uniform mat4 projMatrix;
                uniform mat4 mvMatrix;
                uniform mat3 normalMatrix;
                void main() {
                   vert = vertex.xyz;
                   vertNormal = normalMatrix * normal;
                   gl_Position = projMatrix * mvMatrix * vertex;
                }"""

    def fragmentShaderSource(self):
        return """varying highp vec3 vert;
                varying highp vec3 vertNormal;
                uniform highp vec3 lightPos;
                void main() {
                   highp vec3 L = normalize(lightPos - vert);
                   highp float NL = max(dot(normalize(vertNormal), L), 0.0);
                   highp vec3 color = vec3(0.39, 1.0, 0.0);
                   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
                   gl_FragColor = vec4(col, 1.0);
                }"""

    def initializeGL(self):
        self.context().aboutToBeDestroyed.connect(self.cleanup)
        self.initializeOpenGLFunctions()
        self.glClearColor(0, 0, 0, 1)

        self.program = QOpenGLShaderProgram()

        if self.core:
            self.vertexShader = self.vertexShaderSourceCore()
            self.fragmentShader = self.fragmentShaderSourceCore()
        else:
            self.vertexShader = self.vertexShaderSource()
            self.fragmentShader = self.fragmentShaderSource()

        self.program.addShaderFromSourceCode(QOpenGLShader.Vertex,
                                             self.vertexShader)
        self.program.addShaderFromSourceCode(QOpenGLShader.Fragment,
                                             self.fragmentShader)
        self.program.bindAttributeLocation("vertex", 0)
        self.program.bindAttributeLocation("normal", 1)
        self.program.link()

        self.program.bind()
        self.projMatrixLoc = self.program.uniformLocation("projMatrix")
        self.mvMatrixLoc = self.program.uniformLocation("mvMatrix")
        self.normalMatrixLoc = self.program.uniformLocation("normalMatrix")
        self.lightPosLoc = self.program.uniformLocation("lightPos")

        self.vao.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)

        self.logoVbo.create()
        self.logoVbo.bind()
        float_size = ctypes.sizeof(ctypes.c_float)
        self.logoVbo.allocate(self.logo.constData(),
                              self.logo.count() * float_size)

        self.setupVertexAttribs()

        self.camera.setToIdentity()
        self.camera.translate(0, 0, -1)

        self.program.setUniformValue(self.lightPosLoc, QVector3D(0, 0, 70))
        self.program.release()
        vaoBinder = None

    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()

    def paintGL(self):
        self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        self.glEnable(GL.GL_DEPTH_TEST)
        self.glEnable(GL.GL_CULL_FACE)

        self.world.setToIdentity()
        self.world.rotate(180 - (self.xRot / 16), 1, 0, 0)
        self.world.rotate(self.yRot / 16, 0, 1, 0)
        self.world.rotate(self.zRot / 16, 0, 0, 1)

        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        self.program.bind()
        self.program.setUniformValue(self.projMatrixLoc, self.proj)
        self.program.setUniformValue(self.mvMatrixLoc,
                                     self.camera * self.world)
        normalMatrix = self.world.normalMatrix()
        self.program.setUniformValue(self.normalMatrixLoc, normalMatrix)

        self.glDrawArrays(GL.GL_TRIANGLES, 0, self.logo.vertexCount())
        self.program.release()
        vaoBinder = None

    def resizeGL(self, width, height):
        self.proj.setToIdentity()
        self.proj.perspective(45, width / height, 0.01, 100)

    def mousePressEvent(self, event):
        self.lastPos = QPoint(event.pos())

    def mouseMoveEvent(self, event):
        dx = event.x() - self.lastPos.x()
        dy = event.y() - self.lastPos.y()

        if event.buttons() & Qt.LeftButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setYRotation(self.yRot + 8 * dx)
        elif event.buttons() & Qt.RightButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setZRotation(self.zRot + 8 * dx)

        self.lastPos = QPoint(event.pos())
Exemple #4
0
class OpenGLWidget(QOpenGLWidget, QOpenGLExtraFunctions):

    def __init__(self, fmt: QSurfaceFormat, parent=None, *args, **kwargs):
        QOpenGLWidget.__init__(self, parent, *args, **kwargs)
        QOpenGLExtraFunctions.__init__(self, *args, **kwargs)
        self.width, self.height = 1280, 720

        self.program = QOpenGLShaderProgram()
        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.ebo = QOpenGLBuffer(QOpenGLBuffer.IndexBuffer)
        self.vao = QOpenGLVertexArrayObject()

        self.model_loc = None
        self.projection_loc = None
        self.camera_loc = None
        self.attrib_loc = None

        self.shape = Cube()
        self.models = []
        self.model = None
        self.projection = None

        self.camera = Camera()
        self.last_pos = QPoint(self.width / 2.0, self.height / 2.0)

        self.setFormat(fmt)
        self.context = QOpenGLContext(self)
        if not self.context.create():
            raise RuntimeError("Unable to create GL context")

        self.timer = QTimer()
        self.timer.timeout.connect(self.update)
        self.timer.start(1000.0/FPS)

    ### QtGL ###

    def initializeGL(self) -> None:
        self.context.aboutToBeDestroyed.connect(self.cleanup)

        self.initializeOpenGLFunctions()
        self.build_shaders()
        self.create_vbo()
        self.glClearColor(0.2, 0.0, 0.2, 0.5)

    def paintGL(self) -> None:
        self.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self.glEnable(gl.GL_DEPTH_TEST)
        self.camera.move()
        self.render()

    def resizeGL(self, width: int, height: int) -> None:
        self.width, self.height = width, height
        self.glViewport(0, 0, width, height)
        self.projection = pyrr.matrix44.create_perspective_projection_matrix(45, width/height, 0.1, 150)

    def render(self) -> None:
        self.program.bind()
        vao_binder = QOpenGLVertexArrayObject.Binder(self.vao)

        # TODO: switch to Qt functions (doesn't work)
        gl.glUniformMatrix4fv(self.projection_loc, 1, gl.GL_FALSE, self.projection)
        view = self.camera.get_view_matrix()
        gl.glUniformMatrix4fv(self.camera_loc, 1, gl.GL_FALSE, view)

        for model in self.models:
            # TODO: move to entity class ?
            rotation = pyrr.matrix44.create_from_axis_rotation(
                pyrr.vector3.create_from_matrix44_translation(model),
                time.time(),
            )
            scale = pyrr.matrix44.create_from_scale(
                pyrr.vector3.create_from_matrix44_translation(model) * 0.1,
            )
            rotation = pyrr.matrix44.multiply(scale, rotation)
            model = pyrr.matrix44.multiply(rotation, model)

            orbit = pyrr.Matrix44.from_y_rotation(-0.1*time.time())
            model = pyrr.matrix44.multiply(model, orbit)
            gl.glUniformMatrix4fv(self.model_loc, 1, gl.GL_FALSE, model)
            self.glDrawElements(gl.GL_TRIANGLES, len(self.shape.indices), gl.GL_UNSIGNED_INT, VoidPtr(0))

        self.program.release()
        vao_binder = None

    ### Helpers ###

    def build_shaders(self) -> None:
        if not self.program.addShaderFromSourceFile(QOpenGLShader.Vertex, "shaders/vertex_shader.glsl"):
            raise FileNotFoundError("Unable to load vertex shader")
        if not self.program.addShaderFromSourceFile(QOpenGLShader.Fragment, "shaders/fragment_shader.glsl"):
            raise FileNotFoundError("Unable to load fragment shader")
        if not self.program.link():
            raise RuntimeError("Unable to link shader program")

    def create_vbo(self) -> None:
        self.program.bind()  # suspicious behaviour ?

        self.vao.create()
        vao_binder = QOpenGLVertexArrayObject.Binder(self.vao)

        self.vbo.create()
        self.vbo.bind()
        self.vbo.allocate(self.shape.vertices, self.shape.vertices.nbytes)

        self.attrib_loc = self.program.attributeLocation("a_position")
        self.model_loc = self.program.uniformLocation("model")
        self.projection_loc = self.program.uniformLocation("projection")
        self.camera_loc = self.program.uniformLocation("camera")

        for i in range(150):
            x, y, z = random.normalvariate(0, 15), random.normalvariate(0, 15), random.normalvariate(0, 15)
            self.models.append(pyrr.matrix44.create_from_translation(pyrr.Vector3([x, y, z])))

        self.ebo.create()
        self.ebo.bind()
        self.ebo.allocate(self.shape.indices, self.shape.indices.nbytes)

        float_size = ctypes.sizeof(ctypes.c_float)  # (4)
        null = VoidPtr(0)
        pointer = VoidPtr(3 * float_size)
        self.glEnableVertexAttribArray(0)
        self.glVertexAttribPointer(
            0, 3, gl.GL_FLOAT, gl.GL_FALSE, 6 * float_size, null
        )
        self.glEnableVertexAttribArray(1)
        self.glVertexAttribPointer(
            1, 3, gl.GL_FLOAT, gl.GL_FALSE, 6 * float_size, pointer
        )
        self.vao.release()
        self.vbo.release()
        self.ebo.release()

        self.program.release()
        vao_binder = None

    ### Events ###

    def keyPressEvent(self, event):
        """W: 0x57, A: 0x41, S: 0x53, D: 0x44, space: 0x20, shift: 0x01000020"""  # TODO: make keymap
        if event.key() == int(0x57):
            self.camera.keyboard_press("FORWARD")
        elif event.key() == int(0x53):
            self.camera.keyboard_press("BACKWARD")
        if event.key() == int(0x41):
            self.camera.keyboard_press("LEFT")
        elif event.key() == int(0x44):
            self.camera.keyboard_press("RIGHT")
        if event.key() == int(0x20):
            self.camera.keyboard_press("UP")
        elif event.key() == int(0x01000020):
            self.camera.keyboard_press("DOWN")

    def keyReleaseEvent(self, event):
        if event.key() == int(0x57):
            self.camera.keyboard_release("FORWARD")
        elif event.key() == int(0x53):
            self.camera.keyboard_release("BACKWARD")
        if event.key() == int(0x41):
            self.camera.keyboard_release("LEFT")
        elif event.key() == int(0x44):
            self.camera.keyboard_release("RIGHT")
        if event.key() == int(0x20):
            self.camera.keyboard_release("UP")
        elif event.key() == int(0x01000020):
            self.camera.keyboard_release("DOWN")

    def mousePressEvent(self, event):
        self.last_pos = QPoint(event.pos())
        event.accept()

    def mouseMoveEvent(self, event):
        dx = event.x() - self.last_pos.x()
        dy = event.y() - self.last_pos.y()

        if event.buttons():
            self.camera.mouse_movement(float(dx), float(dy))

        event.accept()
        self.last_pos = QPoint(event.pos())

    def wheelEvent(self, event):
        if event.type() in (Qt.ScrollBegin, Qt.ScrollEnd):  # FIXME: doesn't seem to work, true divide err
            return

        degrees = event.delta() / 8
        steps = degrees / 15

        event.accept()
        self.camera.scroll_movement(steps)

    ### Slots ###

    @Slot()
    def cleanup(self):
        if not self.makeCurrent():
            raise Exception("Could not make context current")
        self.vbo.destroy()
        self.program.bind()
        self.program.removeAllShaders()
        self.program.release()
        del self.program
        self.program = None
        self.doneCurrent()
Exemple #5
0
class SquareObject(QObject):
    def __init__(self, parent=None):
        super(SquareObject, self).__init__(parent=parent)
        self.initialize_shader_program()
        self.initialize_geometry()
        self.initialize_geometry_on_gpu()
        self.initialize_texture_on_gpu()

    def destroy(self):
        self.vao.release()
        self.vao.destroy()

        self.vbo.release()
        self.vbo.destroy()

        self.ebo.release()
        self.ebo.destroy()

        self.texture0.release()
        self.texture0.destroy()

        self.texture1.release()
        self.texture1.destroy()

    def initialize_shader_program(self):
        self.vertex_shader = """
            #version 330 core
              layout (location = 0) in vec3 in_coords;
              layout (location = 1) in vec3 in_color;
              layout (location = 2) in vec2 in_tex_coords;

              uniform mat4 transform;

              out vec3 out_color;
              out vec2 out_tex_coords;

              void main()
              {
                gl_Position = transform * vec4(in_coords, 1.0);
                out_color = in_color;
                out_tex_coords = vec2(in_tex_coords.x, in_tex_coords.y);
              }
        """

        self.fragment_shader = """
            #version 330 core
              in vec3 out_color;
              in vec2 out_tex_coords;
              out vec4 frag_color;

              uniform sampler2D texture0;
              uniform sampler2D texture1;

              void main()
              {
                if (out_tex_coords.x > 0.5)
                  frag_color = texture(texture0, out_tex_coords);
                else
                  frag_color = texture(texture1, out_tex_coords);
                //frag_color = mix(texture(texture0, out_tex_coords),
                //                 texture(texture1, out_tex_coords), 0.5)
                //           * vec4(out_color, 1.0);
              }
        """

        self.arg_pos = {
            'in_coords': 0,
            'in_color': 1,
            'in_tex_coords': 2,
            'out_color': 0
        }

        self.program = QOpenGLShaderProgram(parent=self.parent())
        self.program.addCacheableShaderFromSourceCode(QOpenGLShader.Vertex,
                                                      self.vertex_shader)
        self.program.addCacheableShaderFromSourceCode(QOpenGLShader.Fragment,
                                                      self.fragment_shader)
        self.program.link()
        self.program.bind()

    def initialize_geometry(self):
        self.vertices = np.array(
            [
                # coords            color            texture coords
                [0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0],  # bottom-right
                [0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0],  # top-right
                [-0.5, 0.5, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0],  # top-let
                [-0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0]  # bottom-let
            ],
            dtype=np.float32)

        self.triangles = np.array([[0, 1, 2], [2, 3, 0]], dtype=np.int32)

    def initialize_geometry_on_gpu(self):
        self.vao = QOpenGLVertexArrayObject(self.parent())
        if not self.vao.create():
            raise ValueError('Could not create VAO')
        self.vao.bind()

        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        if not self.vbo.create():
            raise ValueError('Could not create VBO')
        self.vbo.bind()
        self.vbo.setUsagePattern(QOpenGLBuffer.StaticDraw)
        vertices_data = self.vertices.tostring()
        self.vbo.allocate(len(vertices_data))
        self.vbo.write(0, vertices_data, len(vertices_data))

        self.ebo = QOpenGLBuffer(QOpenGLBuffer.IndexBuffer)
        if not self.ebo.create():
            raise ValueError('Could not create EBO')
        self.ebo.bind()
        self.ebo.setUsagePattern(QOpenGLBuffer.StaticDraw)
        triangles_data = self.triangles.tostring()
        self.ebo.allocate(len(triangles_data))
        self.ebo.write(0, triangles_data, len(triangles_data))

        self.program.enableAttributeArray(self.arg_pos['in_coords'])
        self.program.setAttributeBuffer(
            self.arg_pos['in_coords'], gl.GL_FLOAT, 0, 3,
            self.vertices.shape[1] * self.vertices.dtype.itemsize)

        self.program.enableAttributeArray(self.arg_pos['in_color'])
        self.program.setAttributeBuffer(
            self.arg_pos['in_color'], gl.GL_FLOAT,
            3 * self.vertices.dtype.itemsize, 3,
            self.vertices.shape[1] * self.vertices.dtype.itemsize)

        self.program.enableAttributeArray(self.arg_pos['in_tex_coords'])
        self.program.setAttributeBuffer(
            self.arg_pos['in_tex_coords'], gl.GL_FLOAT,
            6 * self.vertices.dtype.itemsize, 2,
            self.vertices.shape[1] * self.vertices.dtype.itemsize)

        self.vao.release()
        self.vbo.release()
        self.ebo.release()

    def initialize_texture_on_gpu(self):
        # Texture 0.
        image0 = QImage(path.join(DATA_DIR, 'ksmall.jpg')).mirrored()
        self.texture0 = QOpenGLTexture(image0)
        self.texture0.setMinificationFilter(QOpenGLTexture.LinearMipMapLinear)
        self.texture0.setMagnificationFilter(QOpenGLTexture.Linear)
        self.texture0.setWrapMode(QOpenGLTexture.Repeat)
        self.texture0.bind(0)
        self.program.setUniformValue(self.program.uniformLocation('texture0'),
                                     0)

        # Texture 1.
        image1 = QImage(path.join(DATA_DIR, 'sunflowerField.jpg')).mirrored()
        self.texture1 = QOpenGLTexture(image1)
        self.texture1.setMinificationFilter(QOpenGLTexture.LinearMipMapLinear)
        self.texture1.setMagnificationFilter(QOpenGLTexture.Linear)
        self.texture1.setWrapMode(QOpenGLTexture.Repeat)
        self.texture1.bind(1)
        self.program.setUniformValue(self.program.uniformLocation('texture1'),
                                     1)

    def render(self, transform):
        self.program.bind()
        self.program.setUniformValue('transform', transform)
        self.vao.bind()
        gl.glDrawElements(gl.GL_TRIANGLES, self.triangles.size,
                          gl.GL_UNSIGNED_INT, None)
        self.program.release()
Exemple #6
0
class TGLViewport(QOpenGLWidget, QOpenGLFunctions):
    def __init__(self, parent=None):
        QOpenGLWidget.__init__(self, parent)
        QOpenGLFunctions.__init__(self)
        self.setMinimumSize(32, 32)

        self.info = ""
        self._supported_images = [
            "TGA", "PNG", "JPG", "JPEG", "TIF", "TIFF", "BMP", "DDS"
        ]

        # indices
        indices = [0, 1, 3, 1, 2, 3]
        self._indices = array('I', indices)

        # vertices
        # 3 position | 2 texture coord
        vertex = [
            1.0,
            1.0,
            0.0,
            1.0,
            1.0,  # top right
            1.0,
            -1.0,
            0.0,
            1.0,
            0.0,  # bottom right
            -1.0,
            -1.0,
            0.0,
            0.0,
            0.0,  # bottom left
            -1.0,
            1.0,
            0.0,
            0.0,
            1.0  # top left
        ]
        self._vertex = array('f', vertex)

        # opengl data related
        self._program = QOpenGLShaderProgram()
        self._program_bg = QOpenGLShaderProgram()
        self._vao = QOpenGLVertexArrayObject()
        self._vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self._texture = None
        self._texture_size = (1, 1)
        self._location = ()

        self._colors_default = (QColor.fromRgbF(0.65, 0.65, 0.65, 1.0),
                                QColor.fromRgbF(0.90, 0.90, 0.90, 1.0))
        self._u_colors = self._colors_default
        self._height = QVector4D(0, self.height(), 0, 0)

        self._u_channels = QMatrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0,
                                      0, 0)

    def initializeGL(self):
        # Set up the rendering context, define display lists etc.
        self.initializeOpenGLFunctions()
        self.glClearColor(0.2, 0.0, 0.2, 0.0)
        self.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

        # shader code (OpenGL ES)
        # texture
        vs_source_es = """
		attribute highp vec3 Pos;
		attribute highp vec2 UV;
		uniform highp vec2 Scale;
		varying highp vec2 oUV;
		void main() {
			gl_Position = vec4(Pos * vec3(Scale, 1.0), 1.0);
			oUV = UV;
		}
		"""
        ps_source_es = """
		varying highp vec2 oUV;
		uniform sampler2D Texture;
		uniform highp mat4 Channels;
		uniform highp vec4 Add;
		void main() {
			gl_FragColor = texture2D(Texture, oUV * vec2(1.0, -1.0)) * Channels;
			gl_FragColor.a += (1.0 - Channels[3][3]);
		}
		"""
        # background
        vs_grid_es = """
		attribute highp vec3 Pos;
		void main() {
			gl_Position = vec4(Pos, 1.0);
		}
		"""
        ps_grid_es = """
		uniform highp vec4 Color1;
		uniform highp vec4 Color2;
		uniform highp vec4 Height;
		void main() {
			highp vec2 a = floor((Height.xy - gl_FragCoord.xy) / 64.0);
			highp float even = mod(a.x + a.y, 2.0);
			highp vec3 c = mix(Color1.rgb, Color2.rgb, even);
			gl_FragColor = vec4(c, 1);
		}
		"""

        # program - texture
        # shader
        vs = self.__create_shader(QOpenGLShader.Vertex, vs_source_es)
        fs = self.__create_shader(QOpenGLShader.Fragment, ps_source_es)
        # program
        self._program = QOpenGLShaderProgram(self.context())
        self._program.addShader(vs)
        self._program.addShader(fs)
        # attribute location
        self._program.bindAttributeLocation("Pos", 0)
        self._program.bindAttributeLocation("UV", 1)
        # link program
        r = self._program.link()

        # program - background
        # shader
        vs = self.__create_shader(QOpenGLShader.Vertex, vs_grid_es)
        fs = self.__create_shader(QOpenGLShader.Fragment, ps_grid_es)
        # program
        self._program_bg = QOpenGLShaderProgram(self.context())
        self._program_bg.addShader(vs)
        self._program_bg.addShader(fs)
        # attribute location
        self._program_bg.bindAttributeLocation("Pos", 0)
        # link program
        r = self._program_bg.link()

        # uniform locations
        self._location = (
            self._program.uniformLocation("Scale"),
            self._program.uniformLocation("Channels"),
            self._program_bg.uniformLocation("Color1"),
            self._program_bg.uniformLocation("Color2"),
            self._program_bg.uniformLocation("Height"),
        )

        # vao
        r = self._vao.create()
        r = self._vao.bind()
        # vbo
        r = self._vbo.create()
        self._vbo.setUsagePattern(QOpenGLBuffer.StaticDraw)
        r = self._vbo.bind()
        sz_float = ctypes.sizeof(ctypes.c_float)
        self._vbo.allocate(self._vertex.tobytes(),
                           sz_float * len(self._vertex))
        self._vao.release()
        # texture
        self.set_texture(r"C:")

    def resizeGL(self, width, height):
        self.__update_scale(width, height)
        self._height = QVector4D(0, self.height(), 0, 0)
        self.glViewport(0, 0, width, height)

    def paintGL(self):
        SZ_FLOAT = ctypes.sizeof(ctypes.c_float)

        # draw the scene
        self.glClear(GL.GL_COLOR_BUFFER_BIT)

        self._vao.bind()

        # background
        self._program_bg.bind()
        self._program.setAttributeBuffer(0, GL.GL_FLOAT, 0, 3, 5 * SZ_FLOAT)
        self._program.enableAttributeArray(0)
        self._program.setUniformValue(self._location[2], self._u_colors[0])
        self._program.setUniformValue(self._location[3], self._u_colors[1])
        self._program.setUniformValue(self._location[4], self._height)
        self.glDrawElements(GL.GL_TRIANGLES, len(self._indices),
                            GL.GL_UNSIGNED_INT, self._indices.tobytes())

        # texture
        if self._texture is None:
            return

        self.glEnable(GL.GL_BLEND)
        self._program.bind()
        self._program.setAttributeBuffer(1, GL.GL_FLOAT, 3 * SZ_FLOAT, 2,
                                         5 * SZ_FLOAT)
        self._program.enableAttributeArray(1)
        self._program.setUniformValue(self._location[0], *self._scale)
        self._program.setUniformValue(self._location[1], self._u_channels)
        self._texture.bind()
        self.glDrawElements(GL.GL_TRIANGLES, len(self._indices),
                            GL.GL_UNSIGNED_INT, self._indices.tobytes())
        self.glDisable(GL.GL_BLEND)

    @staticmethod
    def __create_shader(type_: QOpenGLShader.ShaderType, source):
        shader = QOpenGLShader(type_)
        r = shader.compileSourceCode(source)
        if not r:
            print(shader.log())
        return shader

    def __update_scale(self, width, height):
        # calc texture scale

        if self._texture_size[0] < width and self._texture_size[1] < height:
            self._scale = (self._texture_size[0] / width,
                           self._texture_size[1] / height)
        else:
            tw = width
            th = self._texture_size[1] / self._texture_size[0] * tw
            if th > height:
                th = height
                tw = th * self._texture_size[0] / self._texture_size[1]
            self._scale = (tw / width, th / height)

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

    def set_channels(self, r, g, b, a):
        r, g, b, a = float(r), float(g), float(b), float(a)
        s = r + g + b
        if s > 1.1:
            self._u_channels = QMatrix4x4(r, 0, 0, 0, 0, g, 0, 0, 0, 0, b, 0,
                                          0, 0, 0, a)
        elif s < 0.1:
            self._u_channels = QMatrix4x4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                                          a, a, a, 0)
        elif a:
            self._u_channels = QMatrix4x4(r, 0, 0, 0, 0, g, 0, 0, 0, 0, b, 0,
                                          0, 0, 0, a)
        else:
            self._u_channels = QMatrix4x4(r, r, r, 0, g, g, g, 0, b, b, b, 0,
                                          0, 0, 0, a)
        # redraw
        self.update()

    def set_texture(self, filename):
        # load image
        p = Path(filename)
        suffix = p.suffix[1:].upper()
        try:
            if p.is_file() and suffix in self._supported_images:
                pim = Image.open(filename)
                img = ImageQt(pim)
                self.info = f"{pim.format} - {pim.size} - {pim.mode} "
            else:
                ico = QFileIconProvider().icon(QFileInfo(filename))
                pix = ico.pixmap(256, 256)
                img = pix.toImage()
                self.info = "not an image "
        except UnidentifiedImageError as e:
            print("UnidentifiedImageError:\n", e, flush=True)
            return

        self._texture_size = img.width(), img.height()
        self.__update_scale(self.width(), self.height())

        # create texture
        self.makeCurrent()
        self._texture = QOpenGLTexture(QOpenGLTexture.Target2D)
        self._texture.create()
        self._texture.bind()
        self._texture.setMinMagFilters(QOpenGLTexture.LinearMipMapLinear,
                                       QOpenGLTexture.Linear)
        self._texture.setWrapMode(QOpenGLTexture.DirectionS,
                                  QOpenGLTexture.Repeat)
        self._texture.setWrapMode(QOpenGLTexture.DirectionT,
                                  QOpenGLTexture.Repeat)
        self._texture.setData(img)
        self._texture.release()

        # redraw
        self.update()

    def set_colors(self, checkerboard, color1, color2):
        if checkerboard:
            self._u_colors = self._colors_default
        else:
            self._u_colors = (color1, color2)

        self.update()
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 GLWidget(QOpenGLWidget, QOpenGLFunctions):
    xRotationChanged = Signal(int)
    yRotationChanged = Signal(int)
    zRotationChanged = Signal(int)
    zoomChanged = Signal(int)
    fileSaved = Signal()

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

        self.core = "--coreprofile" in QCoreApplication.arguments()
        self.xRot = 0
        self.yRot = 0
        self.zRot = 4327
        self.zoom = 0
        self.lastPos = 0
        self.lithophane = Lithophane()
        self.vao = QOpenGLVertexArrayObject()
        self.lithophaneVbo = QOpenGLBuffer()
        self.program = QOpenGLShaderProgram()
        self.projMatrixLoc = 0
        self.mvMatrixLoc = 0
        self.normalMatrixLoc = 0
        self.lightPosLoc = 0
        self.proj = QMatrix4x4()
        self.camera = QMatrix4x4()
        self.world = QMatrix4x4()
        self.transparent = "--transparent" in QCoreApplication.arguments()
        if self.transparent:
            fmt = self.format()
            fmt.setAlphaBufferSize(8)
            self.setFormat(fmt)

    def updateImage(self, img_scr):
        self.fileDir = img_scr
        self.lithophane.generateVertex(img_scr)
        self.initializeGL()

    def generateSTL(self,file_name):
        file=open(file_name, "w")
        file.write("solid lithophane\n")  
        i=0
        v_data=[]
        while(i <= self.lithophane.m_count):
           n1=self.lithophane.m_data[i]
           i+=1
           n2=self.lithophane.m_data[i]
           i+=1
           n3=self.lithophane.m_data[i]
           i+=1
           v1=self.lithophane.m_data[i]
           i+=1
           v2=self.lithophane.m_data[i]
           i+=1
           v3=self.lithophane.m_data[i]
           i+=1
           v_data.append([n1,n2,n3])
        triangle_count = 0
        for i in range(0,len(v_data)-1,4):
            q1 = v_data[i]
            q2 = v_data[i+1]
            q3 = v_data[i+2]
            q4 = v_data[i+3]
            file.write("facet normal 0.0 0.0 0.0\n")
            file.write("    outer loop\n")
            file.write("            vertex {} {} {}\n".format(np.float32(q1[0]),np.float32(q1[1]),np.float32(q1[2])))
            file.write("            vertex {} {} {}\n".format(np.float32(q2[0]),np.float32(q2[1]),np.float32(q2[2])))
            file.write("            vertex {} {} {}\n".format(np.float32(q4[0]),np.float32(q4[1]),np.float32(q4[2])))
            file.write("    end loop\n")
            file.write("endfacet\n") 
            
            file.write("facet normal 0.0 0.0 0.0\n")
            file.write("    outer loop\n")
            file.write("            vertex {} {} {}\n".format(np.float32(q2[0]),np.float32(q2[1]),np.float32(q2[2])))
            file.write("            vertex {} {} {}\n".format(np.float32(q3[0]),np.float32(q3[1]),np.float32(q3[2])))
            file.write("            vertex {} {} {}\n".format(np.float32(q4[0]),np.float32(q4[1]),np.float32(q4[2])))
            file.write("    end loop\n")
            file.write("endfacet\n") 
            triangle_count+=2
        print("Written {} triangles".format(triangle_count))
        file.close()
        self.fileSaved.emit()

    def xRotation(self):    
        return self.xRot

    def yRotation(self):
        return self.yRot

    def zRotation(self):
        return self.zRot

    def minimumSizeHint(self):
        return QSize(50, 50)

    def sizeHint(self):
        return QSize(400, 400)

    def normalizeAngle(self, angle):
        while angle < 0:
            angle += 360 * 16
        while angle > 360 * 16:
            angle -= 360 * 16
        return angle

    def setXRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.xRot:
            self.xRot = angle
            self.emit(SIGNAL("xRotationChanged(int)"), angle)
            self.update()

    def setYRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.yRot:
            self.yRot = angle
            self.emit(SIGNAL("yRotationChanged(int)"), angle)
            self.update()

    def setZRotation(self, angle):
        angle = self.normalizeAngle(angle)
        if angle != self.zRot:
            self.zRot = angle
            self.emit(SIGNAL("zRotationChanged(int)"), angle)
            print(angle)
            self.update()
    
    def setZoom(self, val):
        if val != self.zoom:
            self.zoom = -val
            self.emit(SIGNAL("zoomChanged(int)"), val)
            self.update()

    def applyParams(self, minT, maxT, step_size):
        if not self.fileDir:
            return 
        self.lithophane.setParams(minT,maxT,step_size)
        self.updateImage(self.fileDir)

    def cleanup(self):
        self.makeCurrent()
        self.lithophaneVbo.destroy()
        del self.program
        self.program = None
        self.doneCurrent()

    def vertexShaderSourceCore(self):
        return """#version 150
                in vec4 vertex;
                in vec3 normal;
                out vec3 vert;
                out vec3 vertNormal;
                uniform mat4 projMatrix;
                uniform mat4 mvMatrix;
                uniform mat3 normalMatrix;
                void main() {
                   vert = vertex.xyz;
                   vertNormal = normalMatrix * normal;
                   gl_Position = projMatrix * mvMatrix * vertex;
                }"""

    def fragmentShaderSourceCore(self):
        return """#version 150
                in highp vec3 vert;
                in highp vec3 vertNormal;
                out highp vec4 fragColor;
                uniform highp vec3 lightPos;
                void main() {
                   highp vec3 L = normalize(lightPos - vert);
                   highp float NL = max(dot(normalize(vertNormal), L), 0.0);
                   highp vec3 color = vec3(0.39, 1.0, 0.0);
                   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
                   fragColor = vec4(col, 1.0);
                }"""


    def vertexShaderSource(self):
        return """attribute vec4 vertex;
                attribute vec3 normal;
                varying vec3 vert;
                varying vec3 vertNormal;
                uniform mat4 projMatrix;
                uniform mat4 mvMatrix;
                uniform mat3 normalMatrix;
                void main() {
                   vert = vertex.xyz;
                   vertNormal = normalMatrix * normal;
                   gl_Position = projMatrix * mvMatrix * vertex;
                }"""

    def fragmentShaderSource(self):
        return """varying highp vec3 vert;
                varying highp vec3 vertNormal;
                uniform highp vec3 lightPos;
                void main() {
                   highp vec3 L = normalize(lightPos - vert);
                   highp float NL = max(dot(normalize(vertNormal), L), 0.0);
                   highp vec3 color = vec3(0.39, 1.0, 0.0);
                   highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0);
                   gl_FragColor = vec4(col, 1);
                }"""

    def initializeGL(self):
        self.context().aboutToBeDestroyed.connect(self.cleanup)
        self.initializeOpenGLFunctions()
        self.glClearColor(0, 0, 0, 1)

        self.program = QOpenGLShaderProgram()

        if self.core:
            self.vertexShader = self.vertexShaderSourceCore()
            self.fragmentShader = self.fragmentShaderSourceCore()
        else:
            self.vertexShader = self.vertexShaderSource()
            self.fragmentShader = self.fragmentShaderSource()

        self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShader)
        self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShader)
        self.program.bindAttributeLocation("vertex", 0)
        self.program.bindAttributeLocation("normal", 1)
        self.program.link()

        self.program.bind()
        self.projMatrixLoc = self.program.uniformLocation("projMatrix")
        self.mvMatrixLoc = self.program.uniformLocation("mvMatrix")
        self.normalMatrixLoc = self.program.uniformLocation("normalMatrix")
        self.lightPosLoc = self.program.uniformLocation("lightPos")

        self.vao.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)

        self.lithophaneVbo.create()
        self.lithophaneVbo.bind()
        float_size = ctypes.sizeof(ctypes.c_float)
        self.lithophaneVbo.allocate(self.lithophane.constData(), 300000 *6 * float_size)
        self.setupVertexAttribs()
        self.camera.setToIdentity()
        self.camera.translate(0, 0, -90)

        self.program.setUniformValue(self.lightPosLoc, QVector3D(10, 0, 20))
        self.program.release()
        vaoBinder = None

    def setupVertexAttribs(self):
        self.lithophaneVbo.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.lithophaneVbo.release()
    
    def paintGL(self):
        self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        self.glEnable(GL.GL_DEPTH_TEST)
        self.glEnable(GL.GL_CULL_FACE)

        self.world.setToIdentity()
        self.world.rotate(self.xRot / 16, 1, 0, 0)
        self.world.rotate(self.yRot / 16, 0, 1, 0)
        self.world.rotate(self.zRot / 16, 0, 0, 1)
        self.camera.setToIdentity()
        self.camera.translate(0,0,self.zoom)
        self.world.translate(-self.lithophane.width*0.5*0.2,-self.lithophane.height*0.5*0.2 , 0)
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        self.program.bind()
        self.program.setUniformValue(self.projMatrixLoc, self.proj)
        self.program.setUniformValue(self.mvMatrixLoc, self.camera * self.world)
        normalMatrix = self.world.normalMatrix()
        self.program.setUniformValue(self.normalMatrixLoc, normalMatrix)

        self.glDrawArrays(GL.GL_QUADS, 0, self.lithophane.vertexCount())
        self.program.release()
        vaoBinder = None

    def resizeGL(self, width, height):
        self.proj.setToIdentity()
        self.proj.perspective(45, width / height, 0.01, 1000)

    def mousePressEvent(self, event):
        self.lastPos = QPoint(event.pos())

    def mouseMoveEvent(self, event):
        dx = event.x() - self.lastPos.x()
        dy = event.y() - self.lastPos.y()

        if event.buttons() & Qt.LeftButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setYRotation(self.yRot + 8 * dx)
        elif event.buttons() & Qt.RightButton:
            self.setXRotation(self.xRot + 8 * dy)
            self.setZRotation(self.zRot + 8 * dx)

        self.lastPos = QPoint(event.pos())
Exemple #10
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()