class ExportViewTarget(object): def __init__(self, project, filename, parent): self.mutex = QMutex() self.project = project self.filename = filename self.parent = parent self.surface = QOffscreenSurface() self.surface.setFormat(QSurfaceFormat.defaultFormat()) self.surface.create() def destroy(self): self.surface.destroy() def render(self, view, uniforms=dict()): self.project.setCameraMode('view') self.project.setCameraViewRef(view) self.project.setCameraAtOrigin() self.project.render(self.ctx.functions(), view.info.width, view.info.height, uniforms) depth = self.project.renderer.depthmap(self.ctx.functions(), view.info.width, view.info.height) return depth def __enter__(self): self.mutex.lock() self.ctx = QOpenGLContext() self.ctx.setShareContext(self.parent) self.ctx.create() if not self.ctx.makeCurrent(self.surface): raise Exception("cannot make context current") self.project.renderer.lock() def __exit__(self, type, value, tb): self.project.renderer.unlock() self.ctx.doneCurrent() del self.ctx self.mutex.unlock()
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