Exemplo n.º 1
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()
Exemplo n.º 2
0
class Shader(SceneState):
    def __init__(self, scene, filename):
        super(Shader, self).__init__(scene, filename)
        self.path = Path(__file__).parent.parent / 'shaders'
        self.filename = filename
        self.mtime = 0
        self.program = None

    def toJSON(self):
        data = super(Shader, self).toJSON()
        data['filename'] = self.filename
        return data

    def setAttributeArray(self, name, gltype, offset=0, count=3, stride=0):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setAttributeBuffer(name, gltype, offset, count, stride)
        self.program.enableAttributeArray(name)

    def unsetAttributeArray(self, name):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.disableAttributeArray(name)

    def setValue(self, name, v):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setUniformValue(name, v)

    def setValues(self, name, *values):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setUniformValue(name, *values)

    def setVector2(self, name, v):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setUniformValue(name, QVector2D(*v.flat))

    def setVector3(self, name, v):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setUniformValue(name, QVector3D(*v.flat))

    def setVector4(self, name, v):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setUniformValue(name, QVector4D(*v.flat))

    def setMatrix4x4(self, name, m):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        self.program.setUniformValue(name, QMatrix4x4(*m.flat))

    def setUniforms(self, uniforms):
        if self.enabled <= 0:
            raise Exception("shader must be enabled")
        for (name, values) in uniforms.items():
            self.program.setUniformValue(name, *values)

    def oncleanup(self):
        for item in list(self.deps):
            item.detachShader(self)
        super(Shader, self).oncleanup()

    def createimpl(self, gl):
        if not self.filename:
            raise Exception("missing program filename")
        self.program = QOpenGLShaderProgram()
        self.mtime = max(
            os.stat(self.path / ('%s.vs' % self.filename)).st_mtime,
            os.stat(self.path / ('%s.fs' % self.filename)).st_mtime)
        with io.open(self.path / ('%s.vs' % self.filename), 'r') as f:
            self.program.addShaderFromSourceCode(QOpenGLShader.Vertex,
                                                 f.read())
        with io.open(self.path / ('%s.fs' % self.filename), 'r') as f:
            self.program.addShaderFromSourceCode(QOpenGLShader.Fragment,
                                                 f.read())
        if not self.program.link():
            raise Exception("invalid program")

    def updateimpl(self, gl):
        if not self.filename:
            raise Exception("missing program filename")
        mtime = max(
            os.stat(self.path / ('%s.vs' % self.filename)).st_mtime,
            os.stat(self.path / ('%s.fs' % self.filename)).st_mtime)
        if mtime == self.mtime:
            return
        self.destroyimpl(gl)
        self.createimpl(gl)

    def destroyimpl(self, gl):
        self.program.removeAllShaders()
        # self.program.destroy()
        self.program = None

    def enableimpl(self, gl, camera, shader):
        self.program.bind()

    def disableimpl(self, gl, camera, shader):
        self.program.release()