Пример #1
0
 def __init__(self,
              scene,
              updateFpsDisplay,
              renderSettings=Rendersettings(),
              parent=None):
     View.__init__(self, scene)
     QOpenGLWidget.__init__(self, parent)
     self.renderImage = QImage()
     self.renderSettings = renderSettings
     self.updateFpsDisplay = updateFpsDisplay
     self.shaderProgram = QOpenGLShaderProgram()
     self.viewPortShaderProgram = QOpenGLShaderProgram()
     self.lightShaderProgram = QOpenGLShaderProgram()
     self.eyeLoc = QVector3D(0.0, 0.0, 5.0)
     self.pressLoc = QVector2D()
     self.isRendering = False
     self.viewportPlane = ViewportPlane()
     self.viewportTexture = None
     self.timer = QTimer()
     self.timer.setSingleShot(True)
     self.timer.timeout.connect(self.checkRender)
     self.scene.registerView(self, [
         UpdateType.MATERIAL_CHANGE, UpdateType.MATERIAL_CREATE,
         UpdateType.MATERIAL_DELETE, UpdateType.OBJECT_CREATE,
         UpdateType.OBJECT_DELETE, UpdateType.OBJECT_TRANSFORM,
         UpdateType.CAMERA_CHANGE, UpdateType.LIGHT_CHANGE,
         UpdateType.SCENE_LOAD
     ])
     self.timestamps = None
     self.fpsWindow = 10
     self.renderer = None
     self.renderStartTime = None
Пример #2
0
    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)
Пример #3
0
    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)
Пример #4
0
    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)
Пример #5
0
    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;

              out vec3 out_color;

              void main()
              {
                gl_Position = vec4(in_coords, 1.0);
                gl_PointSize = 200.0;
                out_color = in_color;
              }
        """

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

              void main()
              {
                frag_color = vec4(out_color, 1.0);
              }
        """

        self.arg_pos = {'in_coords': 0, 'in_color': 1, '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()
Пример #6
0
    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, 0, 1, 1)

        # shader
        shaderName = "texture"
        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)
        self.program.bindAttributeLocation("aTexCoord", 1)

        # 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()
        self.program.setUniformValue('myTexture', 0)

        # 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)

        # texture new school
        self.texture = QOpenGLTexture(QOpenGLTexture.Target2D)
        self.texture.create()
        # new school
        self.texture.bind()
        self.texture.setData(self.image)
        self.texture.setMinMagFilters(QOpenGLTexture.Linear,
                                      QOpenGLTexture.Linear)
        self.texture.setWrapMode(QOpenGLTexture.DirectionS,
                                 QOpenGLTexture.Repeat)
        self.texture.setWrapMode(QOpenGLTexture.DirectionT,
                                 QOpenGLTexture.Repeat)
Пример #7
0
    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
Пример #8
0
    def paint(self):
        try:
            print("drawing")
            if self._shader_program is None:
                self._shader_program = QOpenGLShaderProgram()
                self._shader_program.addShaderFromSourceCode(
                    QOpenGLShader.Vertex, "attribute highp vec4 vertices;"
                    "varying highp vec2 coords;"
                    "void main() {"
                    "    gl_Position = vertices;"
                    "    coords = vertices.xy;"
                    "}")

                self._shader_program.addShaderFromSourceCode(
                    QOpenGLShader.Fragment, "uniform lowp float t;"
                    "varying highp vec2 coords;"
                    "void main() {"
                    "    lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));"
                    "    i = smoothstep(t - 0.8, t + 0.8, i);"
                    "    i = floor(i * 20.) / 20.;"
                    "    gl_FragColor = vec4(coords * .5 + .5, i, i);"
                    "}")

                self._shader_program.bindAttributeLocation('vertices', 0)
                self._shader_program.link()

            self._shader_program.bind()
            self._shader_program.enableAttributeArray(0)

            values = np.array([(-1.0, -1.0), (1.0, -1.0), (-1.0, 1.0),
                               (1.0, 1.0)],
                              dtype=ctypes.c_float)

            self._shader_program.setAttributeArray(0, GL_FLOAT,
                                                   values.tobytes(), 2)
            self._shader_program.setUniformValue1f('t', self._t)

            gl = self._window.openglContext().functions()
            gl.glViewport(0, 0, self._viewport_size.width(),
                          self._viewport_size.height())

            gl.glDisable(GL_DEPTH_TEST)

            gl.glClearColor(0.1, 0.1, 0.1, 1)
            gl.glClear(GL_COLOR_BUFFER_BIT)

            gl.glEnable(GL_BLEND)
            gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE)

            gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
            self._shader_program.disableAttributeArray(0)
            self._shader_program.release()

            self._window.resetOpenGLState()
        except Exception as e:
            print(e)
Пример #9
0
    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()
Пример #10
0
    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)
Пример #11
0
 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")
Пример #12
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()
Пример #13
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
Пример #14
0
    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(0.0, 0.4, 0.4, 0)
        funcs.glEnable(pygl.GL_DEPTH_TEST)
        funcs.glEnable(pygl.GL_TEXTURE_2D)

        # create uniform values for shaders
        # deal with shaders

        # cube shader
        self.program = QOpenGLShaderProgram(self.context)
        vshader = self.loadVertexShader("cube")
        fshader = self.loadFragmentShader("cube")
        self.program.addShader(vshader)  # adding vertex shader
        self.program.addShader(fshader)  # adding fragment shader
        self.program.bindAttributeLocation("aPos", 0)
        self.program.bindAttributeLocation("aTexCoord", 1)

        isLinked = self.program.link()
        print("cube shader program is linked: ", isLinked)
        # bind the program
        self.program.bind()

        self.program.setUniformValue('myTexture1', self.texUnit1)
        self.program.setUniformValue('myTexture2', self.texUnit2)
        #
        # deal with vaos and vbo
        # vbo
        isVbo = self.vbo.create()
        isVboBound = self.vbo.bind()

        floatSize = ctypes.sizeof(ctypes.c_float)

        # allocate space on vbo buffer
        self.vbo.allocate(self.cubeVertices.tobytes(),
                          floatSize * self.cubeVertices.size)
        self.vao.create()
        vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
        funcs.glEnableVertexAttribArray(0)  # viewport
        funcs.glVertexAttribPointer(0, 3, int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE), 5 * floatSize,
                                    VoidPtr(0))
        funcs.glEnableVertexAttribArray(1)
        funcs.glVertexAttribPointer(1, 2, int(pygl.GL_FLOAT),
                                    int(pygl.GL_FALSE), 5 * floatSize,
                                    VoidPtr(3 * floatSize))
        # deal with textures
        # first texture
        self.texture1 = QOpenGLTexture(QOpenGLTexture.Target2D)
        self.texture1.create()
        self.texture1.bind(self.texUnit1)
        self.texture1.setData(self.image1)
        self.texture1.setMinMagFilters(QOpenGLTexture.Nearest,
                                       QOpenGLTexture.Nearest)
        self.texture1.setWrapMode(QOpenGLTexture.DirectionS,
                                  QOpenGLTexture.Repeat)
        self.texture1.setWrapMode(QOpenGLTexture.DirectionT,
                                  QOpenGLTexture.Repeat)

        # second texture
        self.texture2 = QOpenGLTexture(QOpenGLTexture.Target2D)
        self.texture2.create()
        self.texture2.bind(self.texUnit2)
        self.texture2.setData(self.image2)
        self.texture2.setMinMagFilters(QOpenGLTexture.Linear,
                                       QOpenGLTexture.Linear)
        self.texture2.setWrapMode(QOpenGLTexture.DirectionS,
                                  QOpenGLTexture.Repeat)
        self.texture2.setWrapMode(QOpenGLTexture.DirectionT,
                                  QOpenGLTexture.Repeat)

        self.vbo.release()
        vaoBinder = None
        print("gl initialized")
Пример #15
0
    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()
Пример #16
0
    def __init__(self, parent=None):
        QOpenGLWidget.__init__(self, parent)

        # camera
        self.camera = QtCamera()
        self.camera.position = QVector3D(0.0, 0.0, 3.0)
        self.camera.front = QVector3D(0.0, 0.0, -1.0)
        self.camera.up = QVector3D(0.0, 1.0, 0.0)
        self.camera.movementSensitivity = 0.05

        # shaders etc
        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 = ["cube"]
        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()
        imdir = os.path.join(mediaDir, "images")
        imFName = "im"
        imageFile1 = os.path.join(imdir, imFName + "0.png")
        self.image1 = QImage(imageFile1).mirrored()
        imageFile2 = os.path.join(imdir, imFName + "1.png")
        self.image2 = QImage(imageFile2).mirrored()

        # opengl data related
        self.context = QOpenGLContext()
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.program = QOpenGLShaderProgram()
        self.texture1 = None
        self.texture2 = None
        self.texUnit1 = 0
        self.texUnit2 = 1

        # vertex data
        self.cubeVertices = np.array(
            [
                # pos vec3 || texcoord vec2
                -0.5,
                -0.5,
                -0.5,
                0.0,
                0.0,
                0.5,
                -0.5,
                -0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                -0.5,
                0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                0.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                0.5,
                -0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                1.0,
                0.5,
                0.5,
                0.5,
                1.0,
                1.0,
                -0.5,
                0.5,
                0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                -0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                -0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                -0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                -0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                -0.5,
                -0.5,
                0.0,
                1.0,
                -0.5,
                0.5,
                -0.5,
                0.0,
                1.0,
                0.5,
                0.5,
                -0.5,
                1.0,
                1.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                0.5,
                0.5,
                0.5,
                1.0,
                0.0,
                -0.5,
                0.5,
                0.5,
                0.0,
                0.0,
                -0.5,
                0.5,
                -0.5,
                0.0,
                1.0
            ],
            dtype=ctypes.c_float)
        # cube worldSpace coordinates
        self.cubeCoords = [
            QVector3D(0.2, 1.1, -1.0),
            QVector3D(2.0, 5.0, -15.0),
            QVector3D(-1.5, -2.2, -2.5),
            QVector3D(-3.8, -2.0, -12.3),
            QVector3D(2.4, -0.4, -3.5),
            QVector3D(-1.7, 3.0, -7.5),
            QVector3D(1.3, -2.0, -2.5),
            QVector3D(1.5, 2.0, -2.5),
            QVector3D(1.5, 0.2, -1.5),
            QVector3D(-1.3, 1.0, -1.5)
        ]
        self.rotateVector = QVector3D(0.7, 0.2, 0.5)
Пример #17
0
    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
Пример #18
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:")