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()
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
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