示例#1
0
 def _shader_from_file(self, fname_vert, fname_frag):
     shader = QOpenGLShaderProgram()
     shader.addShaderFromSourceFile(QOpenGLShader.Vertex, fname_vert)
     shader.addShaderFromSourceFile(QOpenGLShader.Fragment, fname_frag)
     shader.link()
     shader.bind()
     logger.debug("GLSL program log:%s", shader.log())
     return shader
示例#2
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 def _shader_from_file(self, fname_vert, fname_frag):
     shader = QOpenGLShaderProgram()
     shader.addShaderFromSourceFile(QOpenGLShader.Vertex, fname_vert)
     shader.addShaderFromSourceFile(QOpenGLShader.Fragment, fname_frag)
     shader.link()
     shader.bind()
     logger.debug("GLSL program log:%s", shader.log())
     return shader
class TriangleUnderlayRenderer(QObject):
    def __init__(self, parent=None):
        super(TriangleUnderlayRenderer, self).__init__(parent)
        self._shader_program = None
        self._viewport_size = QSize()
        self._window = None

    @pyqtSlot()
    def paint(self):

        # TODO test on Ubuntu
        # for Darwin, it's a must
        gl = self._window.openglContext().versionFunctions()

        if self._shader_program is None:
            self._shader_program = QOpenGLShaderProgram()
            self._shader_program.addShaderFromSourceFile(
                QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl')
            self._shader_program.addShaderFromSourceFile(
                QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl')
            self._shader_program.bindAttributeLocation('position', 0)
            self._shader_program.bindAttributeLocation('color', 1)
            self._shader_program.link()

        self._shader_program.bind()
        self._shader_program.enableAttributeArray(0)
        self._shader_program.enableAttributeArray(1)

        self._shader_program.setAttributeArray(0, positions)
        self._shader_program.setAttributeArray(1, colors)

        gl.glViewport(0, 0, self._viewport_size.width(),
                      self._viewport_size.height())

        gl.glClearColor(0.5, 0.5, 0.5, 1)
        gl.glDisable(gl.GL_DEPTH_TEST)

        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)

        self._shader_program.disableAttributeArray(0)
        self._shader_program.disableAttributeArray(1)

        self._shader_program.release()

        # Restore the OpenGL state for QtQuick rendering
        self._window.resetOpenGLState()
        self._window.update()

    def set_viewport_size(self, size):
        self._viewport_size = size

    def set_window(self, window):
        self._window = window
示例#4
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    def init_shaders(self):
        program = QOpenGLShaderProgram(self)
        if not program.addShaderFromSourceFile(QOpenGLShader.Vertex, get_resources_path("shader.vert")):
            return None

        if not program.addShaderFromSourceFile(QOpenGLShader.Fragment, get_resources_path("shader.frag")):
            return None

        if not program.link():
            return None

        if not program.bind():
            return None

        return program
示例#5
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    def init_shaders(self):
        program = QOpenGLShaderProgram(self)

        if not program.addShaderFromSourceFile(
                QOpenGLShader.Vertex, get_resources_path("shader.vert")):
            return None

        if not program.addShaderFromSourceFile(
                QOpenGLShader.Fragment, get_resources_path("shader.frag")):
            return None

        if not program.link():
            return None

        if not program.bind():
            return None

        return program
示例#6
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class ModelRenderer(QObject):
    """
    The ModelRenderer wraps an opengl context so you can draw models to it. Currently supports blockmodels.

    You need: an opengl surface, an opengl context and a workspace instance.
    """
    def __init__(self, workspace, surface: QSurface):
        super().__init__()

        self.surf = surface
        prof = QOpenGLVersionProfile()
        prof.setVersion(2, 0)

        self.vao = GL.glGenVertexArrays(1)
        self.vbo, self.vbo2 = GL.glGenBuffers(2)

        self.texture = -1
        self.current_model: BlockModel = None
        self.workspace = workspace

        self.array1, array2 = None, None

        self.shader = QOpenGLShaderProgram()
        self.shader.addShaderFromSourceFile(QOpenGLShader.Vertex,
                                            "shader/block.vertex.glsl")
        self.shader.addShaderFromSourceFile(QOpenGLShader.Fragment,
                                            "shader/block.fragment.glsl")
        self.shader.link()

        self.proj_mat = glm.perspective(
            1.57,
            self.surf.size().width() / self.surf.size().height(), 0.1, 100)
        self.texture = GL.glGenTextures(1)

    def set_workspace(self, workspace):
        self.workspace = workspace

    def setup_data_for_block_model(self, model: BlockModel):
        """
        Setup the vbo & texture for a block model

        todo: optimize for repeats

        You probably should call render after using this function
        :param model: the blockmodel to setup for
        """
        self.current_model = model
        print(self.workspace)
        atlas = model.create_model_atlas(self.workspace)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
                           GL.GL_NEAREST)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
                           GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, atlas.size[0],
                        atlas.size[1], 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
                        atlas.data)
        verts, uvs = model.compile_to_vertex_list(atlas)
        verts = list(map(lambda x: list(x), verts))
        uvs = list(map(lambda x: list(x), uvs))
        GL.glBindVertexArray(self.vao)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo)
        self.array1 = np.array(verts, dtype=np.float32).ravel()
        self.array2 = np.array(uvs, dtype=np.float32).ravel()
        GL.glBufferData(GL.GL_ARRAY_BUFFER, self.array1.size * 4, self.array1,
                        GL.GL_DYNAMIC_DRAW)
        GL.glEnableVertexAttribArray(0)
        GL.glEnableVertexAttribArray(1)
        GL.glVertexAttribPointer(0, 4, GL.GL_FLOAT, GL.GL_FALSE, 0,
                                 ctypes.c_void_p(0))
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo2)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, self.array1.size * 4, self.array2,
                        GL.GL_DYNAMIC_DRAW)
        GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, 0,
                                 ctypes.c_void_p(0))
        GL.glBindVertexArray(0)
        self.array_size = len(verts)
        self.array = verts

    def _plumb_shader_for(self, proj_view: glm.mat4, model_transform):
        self.shader.bind()
        GL.glUniformMatrix4fv(1, 1, GL.GL_FALSE, glm.value_ptr(proj_view))
        GL.glUniformMatrix4fv(0, 1, GL.GL_FALSE,
                              glm.value_ptr(model_transform))
        print(model_transform * self.array[0])
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)

    def draw_loaded_model(self, view_matrix, transform_name, proj=None):
        """
        Draw the loaded model with transforms and view

        :param proj: projection matrix for doing ortho
        :param view_matrix: View matrix (y should be up)
        :param transform_name: Transform name in model
        """
        if self.current_model is None:
            raise ValueError("No model is loaded!")

        if proj is None:
            proj = self.proj_mat

        print(self.current_model.transforms[transform_name])

        self._plumb_shader_for(proj * view_matrix,
                               self.current_model.transforms[transform_name])
        GL.glBindVertexArray(self.vao)

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(self.array))

    def resize(self, width, height):
        """
        Resize the modelRenderer to acommodate for differing aspect ratios
        """
        self.proj_mat = glm.perspective(1.57, width / height, 0.1, 100)
示例#7
0
class QtGL2Material(Material):
    def __init__(self, renderer):
        super().__init__()

        self._gl = renderer._gl

        self._shader_program = None
        self._uniform_indices = {}
        self._attribute_indices = {}
        self._uniform_values = {}
        self._bound = False
        self._textures = {}

    def loadVertexShader(self, file):
        if not self._shader_program:
            self._shader_program = QOpenGLShaderProgram()

        self._shader_program.addShaderFromSourceFile(QOpenGLShader.Vertex, file)

    def loadFragmentShader(self, file):
        if not self._shader_program:
            self._shader_program = QOpenGLShaderProgram()

        self._shader_program.addShaderFromSourceFile(QOpenGLShader.Fragment, file)

    def build(self):
        if not self._shader_program:
            Logger.log("e", "No shader sources loaded")
            return

        self._shader_program.link()

    def setUniformValue(self, name, value, **kwargs):
        if not self._shader_program:
            return

        cache = True
        if "cache" in kwargs:
            cache = kwargs["cache"]

        if name not in self._uniform_indices:
            self._uniform_indices[name] = self._shader_program.uniformLocation(name)

        uniform = self._uniform_indices[name]
        if uniform == -1:
            return

        if cache:
            self._uniform_values[uniform] = value

        if self._bound:
            self._setUniformValueDirect(uniform, value)

    def setUniformTexture(self, name, file):
        if not self._shader_program:
            return

        if name not in self._uniform_indices:
            self._uniform_indices[name] = self._shader_program.uniformLocation(name)

        index = self._uniform_indices[name]

        texture = QOpenGLTexture(QImage(file).mirrored())
        texture.setMinMagFilters(QOpenGLTexture.Linear, QOpenGLTexture.Linear)
        self._textures[index] = texture

        self._uniform_values[index] = 1

        if self._bound:
            texture = self._textures[index]
            texture.bind()
            self._setUniformValueDirect(index, texture.textureId())

    def enableAttribute(self, name, type, offset, stride = 0):
        if not self._shader_program:
            return

        self.bind()

        if name not in self._attribute_indices:
            self._attribute_indices[name] = self._shader_program.attributeLocation(name)

        attribute = self._attribute_indices[name]
        if attribute == -1:
            return

        if type is "int":
            self._shader_program.setAttributeBuffer(attribute, self._gl.GL_INT, offset, 1, stride)
        elif type is "float":
            self._shader_program.setAttributeBuffer(attribute, self._gl.GL_FLOAT, offset, 1, stride)
        elif type is "vector2f":
            self._shader_program.setAttributeBuffer(attribute, self._gl.GL_FLOAT, offset, 2, stride)
        elif type is "vector3f":
            self._shader_program.setAttributeBuffer(attribute, self._gl.GL_FLOAT, offset, 3, stride)
        elif type is "vector4f":
            self._shader_program.setAttributeBuffer(attribute, self._gl.GL_FLOAT, offset, 4, stride)

        self._shader_program.enableAttributeArray(attribute)


    def disableAttribute(self, name):
        if not self._shader_program:
            return

        if name not in self._attribute_indices:
            return

        self._shader_program.disableAttributeArray(self._attribute_indices[name])

    def bind(self):
        if not self._shader_program or not self._shader_program.isLinked():
            return

        if self._bound:
            return

        self._bound = True
        self._shader_program.bind()

        for uniform in self._uniform_values:
            if uniform in self._textures:
                texture = self._textures[uniform]
                texture.bind()
                self._setUniformValueDirect(uniform, 0)
            else:
                self._setUniformValueDirect(uniform, self._uniform_values[uniform])

    def release(self):
        if not self._shader_program or not self._bound:
            return

        for texture in self._textures.values():
            texture.release()

        self._bound = False
        self._shader_program.release()

    def _matrixToQMatrix4x4(self, m):
        return QMatrix4x4(m.at(0,0), m.at(0, 1), m.at(0, 2), m.at(0, 3),
                          m.at(1,0), m.at(1, 1), m.at(1, 2), m.at(1, 3),
                          m.at(2,0), m.at(2, 1), m.at(2, 2), m.at(2, 3),
                          m.at(3,0), m.at(3, 1), m.at(3, 2), m.at(3, 3))

    def _setUniformValueDirect(self, uniform, value):
        if type(value) is Vector:
            self._shader_program.setUniformValue(uniform, QVector3D(value.x, value.y, value.z))
        elif type(value) is Matrix:
            self._shader_program.setUniformValue(uniform, self._matrixToQMatrix4x4(value))
        elif type(value) is Color:
            self._shader_program.setUniformValue(uniform, QColor(value.r * 255, value.g * 255, value.b * 255, value.a * 255))
        elif type(value) is list and len(value) is 2:
            self._shader_program.setUniformValue(uniform, QVector2D(value[0], value[1]))
        elif type(value) is list and len(value) is 3:
            self._shader_program.setUniformValue(uniform, QVector3D(value[0], value[1], value[2]))
        elif type(value) is list and len(value) is 4:
            self._shader_program.setUniformValue(uniform, QVector4D(value[0], value[1], value[2], value[3]))
        else:
            self._shader_program.setUniformValue(uniform, value)
示例#8
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class MainWindow(QMainWindow, Ui_MainWindow):
    def __init__(self, processor, df, parent=None):
        super().__init__(parent)
        self.parent = parent
        self.processor = processor
        # Data
        self.df = df

        # UI
        self.setupUi(self)
        self.setupControls()
        self.keyPressEvent = self.keyPressed
        self.mouseMoveEvent = self.mouseMoved

        # Control & Display
        self.mouse_grabbed = False

        self.camera_pos = QVector3D(0.5, 0.5, -2)  # Start camera position
        self.center = QVector3D(0.5, 0, 0.5)  # Center of object
        self.rot_center = QVector3D(0.5, 0.5, 0.5)  # Center of rotation
        self.camera_rot = QVector3D(0, 0, 1)  # Camera rotation
        self.scale_vec = QVector3D(1, 1, 1)  # Object scale
        self.real_prop = processor.get_real_scaling()  # val to lat

        self.light_pos = QVector3D(self.xLightSpinBox.value(),
                                   self.yLightSpinBox.value(),
                                   self.zLightSpinBox.value())
        self.ambient = self.ambientSlider.value() / 100
        self.diffuse = self.diffuseSlider.value() / 100
        self.alpha = self.alphaSlider.value() / 100  # Transparency

        # Drawing
        self.normals = []
        self.colors = []
        self.coords_array = []
        # !> len(self.normals) == len(self.colors) == len(self.coords_array)

        self.update_light = False  # Update for light is needed
        self.update_buffer = False  # Update for whole buffer is needed

        self.show_grid = self.gridCheckBox.isChecked()
        self.show_contour = self.contourCheckBox.isChecked()
        self.contour_levels = self.contourLevelSpinBox.value()
        self.show_light_lines = True
        self.grid_freq = 10

        self.grid_color = QVector4D(1, 1, 1, 1)
        self.contour_color = QVector4D(1, 1, 1, 1)
        self.light_line_color = QVector4D(1, 0.6, 0, 1)

        self.prepareScene()
        self.updateUi()

        self.shaders = QOpenGLShaderProgram()
        self.openGLWidget.initializeGL = self.initializeGL
        self.openGLWidget.paintGL = self.paintGL

    def updateUi(self):
        """Set up custom widgets & positions"""
        self.splitDockWidget(self.displayDockWidget, self.elevationDockWidget,
                             Qt.Vertical)
        self.splitDockWidget(self.elevationDockWidget, self.displayDockWidget,
                             Qt.Vertical)

        self.tabifyDockWidget(self.elevationDockWidget, self.minimapDockWidget)
        self.tabifyDockWidget(self.displayDockWidget, self.lightDockWidget)
        self.tabifyDockWidget(self.projDockWidget, self.additionalDockWidget)
        self.tabifyDockWidget(self.elevationDockWidget, self.cameraDockWidget)
        self.lightDockWidget.raise_()
        self.additionalDockWidget.raise_()
        self.elevationDockWidget.raise_()

        self.elevationWidget = ElevationGraphWidget(
            self.processor.min_val,
            self.processor.max_val,
            self.processor.denormalizeValue(self.camera_pos.y()),
            width=240,
            height=100)
        self.minimapWidget = MinimapGraphWidget(self.processor,
                                                self.camera_pos,
                                                self.camera_rot,
                                                width=240,
                                                height=100)
        self.elevationWidgetLayout.addWidget(self.elevationWidget)
        self.minimapLayout.addWidget(self.minimapWidget)
        self.mapDockWidgetControls()

        self.actionOpenAnother.triggered.connect(self.onOpenAnother)

    def onOpenAnother(self):
        """Open another GeoTIFF file"""
        self.parent.show()
        self.hide()
        self.deleteLater()

    def mapDockWidgetControls(self):
        """Show/hide dockwidgets via corresponding actions"""
        self.dock_widgets = [
            self.lightDockWidget, self.cameraDockWidget,
            self.additionalDockWidget, self.minimapDockWidget,
            self.displayDockWidget, self.projDockWidget,
            self.elevationDockWidget
        ]
        self.dock_actions = [
            self.actionShowLightSourceDW, self.actionShowCameraDW,
            self.actionShowAdditionalDW, self.actionShowMinimapDW,
            self.actionShowDisplayDW, self.actionShowProjectionDW,
            self.actionShowElevationDW
        ]
        for dock_widget, action in zip(self.dock_widgets, self.dock_actions):

            def wrapper(action):
                def dock_widget_close_event(event):
                    action.setChecked(False)
                    event.accept()

                return dock_widget_close_event

            dock_widget.closeEvent = wrapper(action)
            action.triggered.connect(dock_widget.setVisible)

    # ==================== PREPARATION ====================
    def prepareScene(self):
        """Prepare the data for bufferization"""
        self.coords_array = []
        self.colors = []
        self.normals = []
        polygons, normals, colors = self.getMapPolygons()
        self.map_data = self.preparePolygons(polygons, normals, colors)
        # self.normal_data = self.prepareNormalLines(polygons, normals, colors)

        polygons, normals, colors = self.getLightSourceCoords()
        self.light_data = self.preparePolygons(polygons, normals, colors)
        if self.show_light_lines:
            lines, line_colors = self.getLightLines()
            self.light_lines_data = self.prepareLines(lines, line_colors)

        if self.show_grid:
            lines, line_colors = self.getGrid()
            self.grid_data = self.prepareLines(lines, line_colors)
        if self.show_contour:
            self.contour_data = self.getContour()

    # POLYGONS
    def getLightSourceCoords(self):
        polygons = np.array([((0, 0, 0), (0, 1, 0), (1, 1, 0), (1, 0, 0)),
                             ((0, 0, 1), (0, 1, 1), (1, 1, 1), (1, 0, 1)),
                             ((0, 0, 0), (0, 0, 1), (1, 0, 1), (1, 0, 0)),
                             ((0, 1, 0), (0, 1, 1), (1, 1, 1), (1, 1, 0)),
                             ((0, 0, 0), (0, 0, 1), (0, 1, 1), (0, 1, 0)),
                             ((1, 0, 0), (1, 0, 1), (1, 1, 1), (1, 1, 0))])
        normals = [(0, 0, -1), (0, 0, 1), (0, -1, 0), (0, 1, 0), (-1, 0, 0),
                   (1, 0, 0)]

        normals_vec = []
        [[
            normals_vec.append(QVector3D(*normals[i]))
            for _ in range(len(polygons[i]))
        ] for i in range(len(polygons))]

        center = np.array(
            (self.light_pos.x(), self.light_pos.y(), self.light_pos.z()))
        delta = np.array((0.5, 0.5, 0.5))
        polygons = [[(p - delta) * 0.05 + center for p in side]
                    for side in polygons]
        colors = []
        [
            colors.append(QVector4D(1, 153 / 255, 0, 1) * self.diffuse)
            for _ in range(len(normals_vec))
        ]
        return polygons, normals_vec, colors

    def getMapPolygons(self):
        polygons, normals, colors = [], [], []
        for polygon, normal in self.processor.polygon_generator(self.df):
            polygons.append(self.swapPoints(polygon))
            [
                normals.append(QVector3D(*self.swapPoint(*normal)))
                for _ in polygon
            ]
            [colors.append(self.getColorByValue(val)) for x, y, val in polygon]
        return polygons, normals, colors

    def getColorByValue(self, value):
        """Get QVector4D-color from green (value == 0) to red (value == 1)
        :param value: 0 - 1
        """
        hue = 120 * (1 - value) / 360
        color = QColor.fromHslF(hue, 1, 0.5)
        color_vec = QVector4D(color.redF(), color.greenF(), color.blueF(), 0.5)
        return color_vec

    def swapPoint(self, lon, lat, value):
        return lon, value, lat

    def swapPoints(self, polygon):
        return [(lon, value, lat) for lon, lat, value in polygon]

    def prepareNormalLines(self, polygons, normals, colors):
        """Normal lines for each polygon.
        Debug only
        """
        norm_i = 0
        start = len(self.coords_array)
        for polygon in polygons:
            point = polygon[0]
            normal = normals[norm_i]
            # color = colors[norm_i]
            color = QVector4D(1, 1, 1, 1)
            point_2 = QVector3D(*point) + normal * 0.04
            point_2 = (point_2.x(), point_2.y(), point_2.z())
            self.prepareLine((point, point_2), [color] * 2)
            norm_i += len(polygon)
        end = len(self.coords_array)
        return start, end

    def preparePolygons(self, polygons, normals, colors, start_index=None):
        """Prepare polygons for bufferization

        :param polygons: a list like [(p11, p12, ...), (p21, p22, ...)]
        :param normals: normals with number of normals equal to points
        :param colors: colors for each point
        :param start_index: if None, start at the end of each array.
        Otherwise, overwrite
        """
        assert len(normals) == len(colors)
        coords_array = []
        [[coords_array.append(list(p)) for p in polygon]
         for polygon in polygons]
        start = len(self.coords_array)
        if start_index is None:
            self.coords_array += coords_array
            self.normals += normals
            self.colors += colors
        else:
            for i, j in enumerate(
                    range(start_index, start_index + len(coords_array))):
                self.coords_array[j] = coords_array[i]
                self.normals[j] = normals[i]
                self.colors[j] = colors[i]
        end = len(self.coords_array)
        return start, end

    # LINES
    def getGrid(self):
        assert self.processor.min_lat != self.processor.max_lat \
            and self.processor.min_val != self.processor.max_val
        value = self.processor.min_val - \
            (self.processor.max_val - self.processor.min_val) * 0.1

        lines = []
        for lat in np.linspace(self.processor.min_lat, self.processor.max_lat,
                               self.grid_freq):
            line = ((self.processor.min_lon, lat, value),
                    (self.processor.max_lon, lat, value))
            lines.append(line)
        for lon in np.linspace(self.processor.min_lon, self.processor.max_lon,
                               self.grid_freq):
            line = ((lon, self.processor.min_lat, value),
                    (lon, self.processor.max_lat, value))
            lines.append(line)

        # lines.append(((self.min_lon, self.min_lat, self.min_val),
        #              (self.min_lon, self.min_lat, self.max_val)))

        lines = [
            self.swapPoints(self.processor.normalizePoints(line))
            for line in lines
        ]
        line_colors = [(self.grid_color, self.grid_color) for _ in lines]
        return lines, line_colors

    def getContour(self):
        lev_lines = self.processor.get_contour(levels=self.contour_levels)
        contour = []
        for level, line in lev_lines:
            line = [(self.processor.normalizeLon(lon),
                     self.processor.normalizeValue(level + 10),
                     self.processor.normalizeLat(lat)) for lon, lat in line]
            colors = [self.contour_color] * len(line)
            contour.append(self.prepareLine(line, colors))
        return contour

    def getLightLines(self):
        if self.processor.max_val == self.processor.min_val:
            v = 0
        else:
            v = self.processor.normalizeValue(
                self.processor.min_val -
                (self.processor.max_val - self.processor.min_val) * 0.1)
        lines = (((self.light_pos.x(), v, -100), (self.light_pos.x(), v, 100)),
                 ((-100, v, self.light_pos.z()), (100, v, self.light_pos.z())),
                 ((self.light_pos.x(), v, self.light_pos.z()),
                  (self.light_pos.x(), self.light_pos.y(),
                   self.light_pos.z())))
        line_colors = [(self.light_line_color, self.light_line_color)
                       for _ in lines]
        return lines, line_colors

    def prepareLines(self, lines, line_colors, start_index=None):
        """Prepare lines for bufferization

        :param lines: list like one for polygons
        :param line_colors: list of colors of each line
        :param start_index: start index
        """
        assert len(lines) == len(line_colors)
        if start_index is None:
            data = [None] * len(lines)
        else:
            data = []
            sum_len = 0
            for line in lines:
                data.append(start_index + sum_len)
                sum_len += len(line)

        result = [
            self.prepareLine(line, colors, datum)
            for line, colors, datum in zip(lines, line_colors, data)
        ]
        return result[0][0], result[-1][1]

    def prepareLine(self, line, colors, start_index=None):
        assert len(line) == len(colors)
        if start_index is None:
            start = len(self.coords_array)
            self.coords_array += line
            self.colors += colors
            self.normals += [QVector3D(0, 1, 0)] * len(line)
            end = len(self.coords_array)
        else:
            start = start_index
            for i, j in enumerate(range(start_index, start_index + len(line))):
                self.coords_array[j] = line[i]
                self.colors[j] = colors[i]
            end = start_index + len(line)
        return start, end

    # ==================== SCENE PREPARATION ====================
    def initializeGL(self):
        GL.glClearColor(0.1, 0.1, 0.1, 1.0)
        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        self.setUpShaders()
        self.initVertexArrays()

    def setUpShaders(self):
        self.shaders.addShaderFromSourceFile(
            QOpenGLShader.Vertex, resource_path('shaders/shader.vert'))
        self.shaders.addShaderFromSourceFile(
            QOpenGLShader.Fragment, resource_path('shaders/shader.frag'))
        self.shaders.link()
        self.shaders.bind()

    def initVertexArrays(self):
        """Init buffers"""
        assert len(self.coords_array) == len(self.colors) == len(self.normals)
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, self.coords_array)
        self.shaders.setAttributeArray("v_color", self.colors)
        self.shaders.enableAttributeArray("v_color")
        self.shaders.setAttributeArray("v_normal", self.normals)
        self.shaders.enableAttributeArray("v_normal")

    # ==================== UPDATING STUFF ====================
    def updateGL(func):
        def wrapper(self, *args, **kwargs):
            res = func(self, *args, **kwargs)
            self.openGLWidget.update()
            return res

        return wrapper

    def updateCameraInfo(func):
        """A decorator to update camera widgets after excution
        """
        def wrapper(self, *args, **kwargs):
            res = func(self, *args, **kwargs)
            coef = 1 if not self.realPropCheckBox.isChecked() \
                else self.real_prop
            self.elevationWidget.updatePos(
                self.processor.denormalizeValue(self.camera_pos.y() /
                                                (self.scale_vec.y()) * coef))
            self.minimapWidget.updateCameraInfo(
                self.camera_pos * self.scale_vec, self.camera_rot)
            return res

        return wrapper

    def updateLightData(self):
        """Update parts of buffer used to display the light source"""
        polygons, normals, colors = self.getLightSourceCoords()
        self.preparePolygons(polygons, normals, colors, self.light_data[0])
        lines, colors = self.getLightLines()
        self.prepareLines(lines, colors, self.light_lines_data[0])
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, self.coords_array)
        self.update_light = False

    def updateBuffer(self):
        """Update the whole buffer"""
        self.prepareScene()
        self.initVertexArrays()
        self.update_buffer = False

    # ==================== ACTUAL DRAWING ====================
    def paintGL(self):
        self.loadScene()
        if self.update_light:
            self.updateLightData()
        if self.update_buffer:
            self.updateBuffer()
        self.updateMatrices()
        self.updateParams()
        self.drawScene()

    def loadScene(self):
        width, height = self.openGLWidget.width(), self.openGLWidget.height()
        view = max(width, height)
        GL.glViewport(int((width - view) / 2), int((height - view) / 2), view,
                      view)
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glDepthFunc(GL.GL_LEQUAL)

    def updateMatrices(self):
        """Update projection matrices"""
        proj = QMatrix4x4()
        coef = 0.01
        center_x = 0
        center_y = 0
        projection = (-1 * coef + center_x, 1 * coef + center_x,
                      -1 * coef + center_y, 1 * coef + center_y, 2.8 * coef,
                      20)
        if self.perspectiveRadioButton.isChecked():
            proj.frustum(*projection)
        else:
            proj.ortho(*projection)
        modelview = QMatrix4x4()
        modelview.lookAt(self.camera_pos, self.camera_pos + self.camera_rot,
                         QVector3D(0, 1, 0))
        self.shaders.setUniformValue("ModelViewMatrix", modelview)
        self.shaders.setUniformValue("MVP", proj * modelview)

    def updateParams(self):
        """Update light, alpha and scaling parameters"""
        self.shaders.setUniformValue("LightPos", self.light_pos)
        self.shaders.setUniformValue("ambientStrength", self.ambient)
        self.shaders.setUniformValue("diffuseStrength", self.diffuse)
        self.shaders.setUniformValue("alpha", self.alpha)
        self.shaders.setUniformValue("center", self.center)
        self.shaders.setUniformValue("scale", self.scale_vec)

    def drawScene(self):
        """Paint all the prepared data"""
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        self.shaders.setUniformValue('scaleEnabled', False)
        self.shaders.setUniformValue('phongModel', False)
        self.drawPreparedPolygons(*self.light_data)
        if self.show_light_lines:
            self.drawPreparedLines(*self.light_lines_data)

        self.shaders.setUniformValue('scaleEnabled', True)
        if self.show_grid:
            self.drawPreparedLines(*self.grid_data)

        # self.drawPreparedLines(*self.normal_data)
        self.shaders.setUniformValue('phongModel', True)
        self.drawPreparedPolygons(*self.map_data)

        if self.show_contour:
            self.shaders.setUniformValue('phongModel', False)
            self.drawPreparedLineStrips(self.contour_data)

    def drawPreparedPolygons(self, start, end):
        for i in range(start, end, 4):
            GL.glDrawArrays(GL.GL_POLYGON, i, 4)

    def drawPreparedLines(self, start, end):
        GL.glDrawArrays(GL.GL_LINES, start, end - start)

    def drawPreparedLineStrips(self, arr):
        for start, end in arr:
            GL.glDrawArrays(GL.GL_LINE_STRIP, start, end - start)

    # ==================== CONTROLS ====================
    def setupControls(self):
        """Connect controls to this class' methods"""
        # Camera
        self.moveCameraUp.clicked.connect(lambda: self.moveCamera(az=1))
        self.moveCameraDown.clicked.connect(lambda: self.moveCamera(az=-1))
        self.moveCameraLeft.clicked.connect(lambda: self.moveCamera(pol=1))
        self.moveCameraRight.clicked.connect(lambda: self.moveCamera(pol=-1))
        self.moveCameraForward.clicked.connect(lambda: self.moveCamera(z=-1))
        self.moveCameraBackward.clicked.connect(lambda: self.moveCamera(z=1))

        # Scaling
        self.xScaleSpinBox.valueChanged.connect(lambda x: self.scaleView(x=x))
        self.yScaleSpinBox.valueChanged.connect(lambda y: self.scaleView(y=y))
        self.zScaleSpinBox.valueChanged.connect(lambda z: self.scaleView(z=z))
        self.realPropCheckBox.stateChanged.connect(
            lambda: self.scaleView(y=self.yScaleSpinBox.value()))

        # Light
        self.ambientSlider.valueChanged.connect(
            lambda ambient: self.setLight(ambient=ambient / 100))
        self.diffuseSlider.valueChanged.connect(
            lambda diffuse: self.setLight(diffuse=diffuse / 100))

        self.xLightSpinBox.valueChanged.connect(lambda x: self.setLight(x=x))
        self.yLightSpinBox.valueChanged.connect(lambda y: self.setLight(y=y))
        self.zLightSpinBox.valueChanged.connect(lambda z: self.setLight(z=z))

        # Display
        self.gridCheckBox.toggled.connect(lambda g: self.setGrid(show=g))
        self.contourCheckBox.toggled.connect(lambda c: self.setContour(show=c))
        self.contourLevelSpinBox.valueChanged.connect(
            lambda l: self.setContour(levels=l))

        # Misc
        self.alphaSlider.valueChanged.connect(
            lambda alpha: self.setDisplay(alpha / 100))
        self.actionGrabKeyboard.toggled.connect(self.toggleGrabKeyboard)
        self.actionGrabMouse.toggled.connect(self.toggleGrabMouse)
        self.orhogonalRadioButton.clicked.connect(self.openGLWidget.update)
        self.perspectiveRadioButton.clicked.connect(self.openGLWidget.update)

        self.openGLWidget.mousePressEvent \
            = lambda event: self.actionGrabMouse.setChecked(True)

    def keyPressed(self, event):
        key = event.key()
        camera_dict = {
            Qt.Key_W: {
                'z': 1
            },
            Qt.Key_S: {
                'z': -1
            },
            Qt.Key_A: {
                'x': -1
            },
            Qt.Key_D: {
                'x': 1
            },
            Qt.Key_Z: {
                'y': 1
            },
            Qt.Key_X: {
                'y': -1
            },
            Qt.Key_Up: {
                'az': 1
            },
            Qt.Key_Down: {
                'az': -1
            },
            Qt.Key_Left: {
                'pol': 1
            },
            Qt.Key_Right: {
                'pol': -1
            }
        }
        self.moveCamera(**camera_dict.get(key, {}))
        if key == Qt.Key_Escape:
            self.actionGrabMouse.setChecked(False)
            self.actionGrabKeyboard.setChecked(False)

    def mouseMoved(self, event):
        az_sensivity = 0.03
        pol_sensivity = 0.03
        if self.mouse_grabbed:
            delta = event.globalPos() - self.mouse_center
            QCursor.setPos(self.mouse_center)
            if event.buttons() == Qt.RightButton:
                self.moveCameraAroundCenter(az=delta.y() * az_sensivity,
                                            pol=delta.x() * pol_sensivity)
            else:
                self.moveCamera(az=delta.y() * az_sensivity,
                                pol=delta.x() * pol_sensivity)
        else:
            super().mouseMoveEvent(event)

    def getRotVec(self):
        rot_matr = QMatrix4x4()
        rot_matr.rotate(-90, 0, 1, 0)
        rot_vec = QVector3D(self.camera_rot)
        rot_vec.setY(0)
        rot_vec = rot_matr * rot_vec
        return rot_vec

    @updateGL
    @updateCameraInfo
    def moveCamera(self, az=0, pol=0, x=0, y=0, z=0):
        move_coef = 0.1
        rot_coef = 2

        rot_vec = self.getRotVec()

        if az != 0 or pol != 0:
            rot_matr = QMatrix4x4()
            rot_matr.rotate(rot_coef * az, rot_vec)
            rot_matr.rotate(rot_coef * pol, 0, 1, 0)
            self.camera_rot = rot_matr * self.camera_rot
        if z:
            self.camera_pos += move_coef * self.camera_rot * z
        if x:
            self.camera_pos += rot_vec * move_coef * x
        if y:
            self.camera_pos.setY(self.camera_pos.y() + y * move_coef)

    @updateGL
    @updateCameraInfo
    def moveCameraAroundCenter(self, az=0, pol=0):
        rot_coef = 4

        rot_vec = self.getRotVec()
        rot_matr = QMatrix4x4()
        rot_matr.rotate(rot_coef * az, rot_vec)
        rot_matr.rotate(rot_coef * pol, 0, 1, 0)
        rot_center = self.rot_center * self.scale_vec

        self.camera_pos -= rot_center
        self.camera_pos = rot_matr * self.camera_pos
        self.camera_pos += rot_center

        self.camera_rot = -self.camera_pos + rot_center

    @updateGL
    @updateCameraInfo
    def scaleView(self, x=None, y=None, z=None):
        if x:
            self.scale_vec.setX(x)
        if y:
            if self.realPropCheckBox.isChecked():
                self.scale_vec.setY(y * self.real_prop)
            else:
                self.scale_vec.setY(y)
        if z:
            self.scale_vec.setZ(z)

    @updateGL
    def setLight(self, x=None, y=None, z=None, ambient=None, diffuse=None):
        if x:
            self.light_pos.setX(x)
        if y:
            self.light_pos.setY(y)
        if z:
            self.light_pos.setZ(z)
        if ambient:
            self.ambient = ambient
        if diffuse:
            self.diffuse = diffuse
        self.update_light = True

    @updateGL
    def setDisplay(self, alpha=None, invisible=None):
        if invisible:
            self.invisible = invisible
        if alpha:
            self.alpha = alpha

    @updateGL
    def setGrid(self, show):
        self.show_grid = show
        self.update_buffer = True

    @updateGL
    def setContour(self, show=None, levels=None):
        if show is not None:
            self.show_contour = show
            self.update_buffer = True
        if levels is not None:
            self.contour_levels = levels
            if self.show_contour:
                self.update_buffer = True

    def toggleGrabKeyboard(self, grab: bool):
        if grab:
            self.grabKeyboard()
        else:
            self.releaseKeyboard()

    def toggleGrabMouse(self, grab: bool):
        self.actionGrabKeyboard.setChecked(grab)
        self.mouse_grabbed = grab
        if grab:
            self.setCursor(Qt.BlankCursor)
            self.mouse_center = self.getMouseCenter()
            QCursor.setPos(self.mouse_center)
            self.setMouseTracking(True)
            self.grabMouse()
        else:
            self.setCursor(Qt.ArrowCursor)
            self.setMouseTracking(False)
            self.releaseMouse()

    def getMouseCenter(self):
        w, h = self.openGLWidget.width(), self.openGLWidget.height()
        local_center = QPoint(w / 2, h / 2)
        global_center = self.mapToGlobal(self.openGLWidget.pos()) \
            + local_center
        return global_center
class TriangleUnderlayRenderer(QObject):
    def __init__(self, parent=None):
        super(TriangleUnderlayRenderer, self).__init__(parent)
        self._shader_program = None
        self._viewport_size = QSize()
        self._window = None
        self._camera = Camera()

        self._perspective_projection_matrix = perspective_projection(
            45.0, 4.0 / 3.0, 0.001, 100.0)

        self._orthographic_projection_matrix = orthographic_projection(
            640.0, 480.0, 0.001, 100.0)

        self._model_matrix = np.identity(4)

        self._projection_type = 0
        self._projection_matrix = self._perspective_projection_matrix

        self._theta = 0.0

    def set_theta(self, theta):
        self._theta = theta

    # around y axis
    def build_rotation_matrix(self):
        m = np.identity(4)
        m[0][0] = np.cos(np.radians(self._theta))
        m[0][2] = np.sin(np.radians(self._theta))
        m[2][0] = -np.sin(np.radians(self._theta))
        m[2][2] = np.cos(np.radians(self._theta))
        return m

    @pyqtSlot(int)
    def setProjectionType(self, t):
        if t != self._projection_type:
            self._projection_type = t

    @pyqtSlot()
    def paint(self):
        # for Darwin, it's a must
        if pf.uname().system == 'Darwin':
            global GL
            GL = self._window.openglContext().versionFunctions()

        w = self._viewport_size.width()
        h = self._viewport_size.height()

        GL.glViewport(0, 0, int(w), int(h))

        if self._shader_program is None:
            self._shader_program = QOpenGLShaderProgram()
            self._shader_program.addShaderFromSourceFile(
                QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl')
            self._shader_program.addShaderFromSourceFile(
                QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl')
            self._shader_program.bindAttributeLocation('position', 0)
            self._shader_program.bindAttributeLocation('color', 1)
            self._shader_program.link()

        self._shader_program.bind()
        self._shader_program.enableAttributeArray(0)
        self._shader_program.enableAttributeArray(1)

        self._shader_program.setAttributeArray(0, positions)
        self._shader_program.setAttributeArray(1, colors)

        if self._projection_type == 0:
            self._projection_matrix = self._perspective_projection_matrix
        elif self._projection_type == 1:
            self._projection_matrix = self._orthographic_projection_matrix

        self._model_matrix = self.build_rotation_matrix()

        self._shader_program.setUniformValue(
            'model_matrix', QMatrix4x4(self._model_matrix.flatten().tolist()))

        self._shader_program.setUniformValue(
            'view_matrix',
            QMatrix4x4(self._camera.get_view_matrix().flatten().tolist()))

        self._shader_program.setUniformValue(
            'projection_matrix',
            QMatrix4x4(self._projection_matrix.flatten().tolist()))

        GL.glClearColor(0.2, 0.2, 0.2, 1)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)

        self._shader_program.disableAttributeArray(0)
        self._shader_program.disableAttributeArray(1)

        self._shader_program.release()

        # Restore the OpenGL state for QtQuick rendering
        self._window.resetOpenGLState()
        self._window.update()

    def set_viewport_size(self, size):
        self._viewport_size = size

    def set_window(self, window):
        self._window = window

    def set_projection_matrix(self):
        # Need to be set every time we change the size of the window
        self._perspective_projection_matrix = perspective_projection(
            45.0,
            self._viewport_size.width() / self._viewport_size.height(), 0.001,
            100.0)

        self._orthographic_projection_matrix = orthographic_projection(
            self._viewport_size.width(), self._viewport_size.height(), 0.001,
            100.0)
class ModelUnderlayRenderer(QObject):
    def __init__(self, parent=None):
        super(ModelUnderlayRenderer, self).__init__(parent)

        self._cube_shader = None
        self._sphere_shader = None
        self._viewport_size = QSize()
        self._window = None
        self._camera = Camera()

        self._perspective_projection_matrix = None
        self._orthographic_projection_matrix = None

        self._model_matrix = np.identity(4)

        self._projection_type = 0
        self._projection_matrix = perspective_projection(
            45.0, 640.0 / 480.0, 0.001, 1000.0)

        self._index_buffer = -1

        # keep track of the objects in the scene
        self._cube_model = Cube()
        self._sphere_model = Sphere()

        self._models = dict()
        self._models[self._cube_model] = []
        self._models[self._sphere_model] = []

    @pyqtSlot()
    def paint(self):
        # for Darwin, it's a must
        if pf.uname().system == 'Darwin':
            global GL
            GL = self._window.openglContext().versionFunctions()

        w = self._viewport_size.width()
        h = self._viewport_size.height()

        GL.glViewport(0, 0, int(w), int(h))
        GL.glClearColor(0.1, 0.1, 0.1, 1)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        GL.glClear(GL.GL_DEPTH_BUFFER_BIT)
        #
        # vertices_block = np.vstack((self._cube_model.vertices, self._sphere_model.vertices))
        # colors_block = np.vstack((self._cube_model.colors, self._sphere_model))
        #
        # if len(self._objects) > 1:
        # 	for v in self._vertices[1:]:
        # 		vertices_block = np.vstack((vertices_block, v))
        # 	for idx, c in enumerate(self._colors[1:]):
        # 		if not c:
        # 			c = [[0.6, 0.6, 0.7] for i in range(len(self._vertices[idx]))]
        # 		colors_block = np.vstack((colors_block, c))
        # 	for i in self._indices[1:]:
        # 		indices_block = np.hstack((indices_block, i))
        view_matrix = np.identity(4)
        view_matrix[2][3] = -30

        if self._cube_shader is None:
            self._cube_shader = QOpenGLShaderProgram()
            self._cube_shader.addShaderFromSourceFile(
                QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl')
            self._cube_shader.addShaderFromSourceFile(
                QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl')
            self._cube_shader.bindAttributeLocation('position', 0)
            self._cube_shader.bindAttributeLocation('color', 1)
            self._cube_shader.link()

        self._cube_shader.bind()
        self._cube_shader.enableAttributeArray(0)
        self._cube_shader.enableAttributeArray(1)
        self._cube_shader.setAttributeArray(0,
                                            self._cube_model.vertices.tolist())
        self._cube_shader.setAttributeArray(1,
                                            self._cube_model.colors.tolist())
        # view_matrix = self._camera.get_view_matrix()
        self._cube_shader.setUniformValue(
            'view_matrix',
            QMatrix4x4(view_matrix.flatten().tolist()).transposed())
        self._cube_shader.setUniformValue(
            'projection_matrix',
            QMatrix4x4(
                self._projection_matrix.flatten().tolist()).transposed())

        if self._cube_model in self._models.keys():
            for entity in self._models[self._cube_model]:
                m = create_transformation_matrix(entity.position,
                                                 entity.rotation, entity.scale)
                self._cube_shader.setUniformValue(
                    'model_matrix', QMatrix4x4(m.flatten().tolist()))
                GL.glDrawElements(GL.GL_TRIANGLES,
                                  len(self._cube_model.indices),
                                  GL.GL_UNSIGNED_INT,
                                  self._cube_model.indices.tolist())

        self._cube_shader.disableAttributeArray(0)
        self._cube_shader.disableAttributeArray(1)
        self._cube_shader.release()

        if self._sphere_shader is None:
            self._sphere_shader = QOpenGLShaderProgram()
            self._sphere_shader.addShaderFromSourceFile(
                QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl')
            self._sphere_shader.addShaderFromSourceFile(
                QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl')
            self._sphere_shader.bindAttributeLocation('position', 0)
            self._sphere_shader.bindAttributeLocation('color', 1)
            self._sphere_shader.link()

        self._sphere_shader.bind()
        self._sphere_shader.enableAttributeArray(0)
        self._sphere_shader.enableAttributeArray(1)
        self._sphere_shader.setAttributeArray(
            0, self._sphere_model.vertices.tolist())
        self._sphere_shader.setAttributeArray(
            1, self._sphere_model.colors.tolist())
        self._sphere_shader.setUniformValue(
            'view_matrix',
            QMatrix4x4(view_matrix.flatten().tolist()).transposed())
        self._sphere_shader.setUniformValue(
            'projection_matrix',
            QMatrix4x4(
                self._projection_matrix.flatten().tolist()).transposed())

        if self._sphere_model in self._models.keys():
            for entity in self._models[self._sphere_model]:
                m = create_transformation_matrix(entity.position,
                                                 entity.rotation, entity.scale)
                self._cube_shader.setUniformValue(
                    'model_matrix', QMatrix4x4(m.flatten().tolist()))
                GL.glDrawElements(GL.GL_TRIANGLES,
                                  len(self._sphere_model.indices),
                                  GL.GL_UNSIGNED_INT,
                                  self._sphere_model.indices.tolist())
        self._sphere_shader.disableAttributeArray(0)
        self._sphere_shader.disableAttributeArray(1)
        self._sphere_shader.release()

        # def build_rotation_matrix (t):
        # 	m = np.identity(4)
        # 	m[0][0] = np.cos(np.radians(t))
        # 	m[0][2] = np.sin(np.radians(t))
        # 	m[2][0] = -np.sin(np.radians(t))
        # 	m[2][2] = np.cos(np.radians(t))
        # 	return m
        #
        # global theta
        # theta += 1
        # self._model_matrix = build_rotation_matrix(theta)
        # self._model_matrix[2][3] = -3

        # Restore the OpenGL state for QtQuick rendering
        self._window.resetOpenGLState()
        self._window.update()

    def set_viewport_size(self, size):
        self._viewport_size = size

    def set_window(self, window):
        self._window = window

    def set_projection_matrix(self):
        # Need to be set every time we change the size of the window
        self._projection_matrix = perspective_projection(
            45.0,
            self._window.width() / self._window.height(), 0.001, 1000.0)

    def move_model(self, val):
        self._model_matrix[2][3] += val

    def move_camera(self):
        pass

    def add_geometry(self, geo_enum):
        if geo_enum == 0:
            self._models[self._cube_model].append(
                Entity(
                    self._cube_model,
                    np.array([
                        random.uniform(-3.0, 3.0),
                        random.uniform(-3.0, 3.0),
                        random.uniform(-20.0, -10.0)
                    ]),
                    np.array([
                        random.uniform(-45.0, 45.0),
                        random.uniform(-45.0, 45.0),
                        random.uniform(-45.0, 45.0)
                    ]), np.array([1.0, 1.0, 1.0])))
        elif geo_enum == 1:
            self._models[self._sphere_model].append(
                Entity(
                    self._sphere_model,
                    np.array([
                        random.uniform(-3.0, 3.0),
                        random.uniform(-3.0, 3.0),
                        random.uniform(-20.0, -10.0)
                    ]),
                    np.array([
                        random.uniform(-30.0, 30.0),
                        random.uniform(-30.0, 30.0),
                        random.uniform(-30.0, 30.0)
                    ]), np.array([1.0, 1.0, 1.0])))
        else:
            return

    def delete_geometry(self, geo_enum):
        if geo_enum == 0:
            if self._models[self._cube_model]:
                self._models[self._cube_model].pop()
        elif geo_enum == 1:
            if self._models[self._sphere_model]:
                self._models[self._sphere_model].pop()

    def change_random_cube_color(self):
        tmp = self._models[self._cube_model]
        self._models.pop(self._cube_model)
        self._cube_model = Cube()
        self._models[self._cube_model] = tmp

    def change_random_sphere_color(self):
        tmp = self._models[self._sphere_model]
        self._models.pop(self._sphere_model)
        self._sphere_model = Sphere()
        self._models[self._sphere_model] = tmp
示例#11
0
class QtGL2Material(Material):
    def __init__(self, renderer):
        super().__init__()

        self._gl = renderer._gl

        self._shader_program = None
        self._uniform_indices = {}
        self._attribute_indices = {}
        self._uniform_values = {}
        self._bound = False
        self._textures = {}

        self._disable_textures = Application.getInstance(
        ).getCommandLineOption("disable-textures", False)

    def loadVertexShader(self, file):
        if not self._shader_program:
            self._shader_program = QOpenGLShaderProgram()

        self._shader_program.addShaderFromSourceFile(QOpenGLShader.Vertex,
                                                     file)

    def loadFragmentShader(self, file):
        if not self._shader_program:
            self._shader_program = QOpenGLShaderProgram()

        self._shader_program.addShaderFromSourceFile(QOpenGLShader.Fragment,
                                                     file)

    def build(self):
        if not self._shader_program:
            Logger.log("e", "No shader sources loaded")
            return

        self._shader_program.link()

    def setUniformValue(self, name, value, **kwargs):
        if not self._shader_program:
            return

        cache = True
        if "cache" in kwargs:
            cache = kwargs["cache"]

        if name not in self._uniform_indices:
            self._uniform_indices[name] = self._shader_program.uniformLocation(
                name)

        uniform = self._uniform_indices[name]
        if uniform == -1:
            return

        if cache:
            self._uniform_values[uniform] = value

        if self._bound:
            self._setUniformValueDirect(uniform, value)

    def setUniformTexture(self, name, file):
        if not self._shader_program or self._disable_textures:
            return

        if name not in self._uniform_indices:
            self._uniform_indices[name] = self._shader_program.uniformLocation(
                name)

        index = self._uniform_indices[name]

        texture = QOpenGLTexture(QImage(file).mirrored())
        texture.setMinMagFilters(QOpenGLTexture.Linear, QOpenGLTexture.Linear)
        self._textures[index] = texture

        self._uniform_values[index] = 1

        if self._bound:
            texture = self._textures[index]
            texture.bind()
            self._setUniformValueDirect(index, texture.textureId())

    def enableAttribute(self, name, type, offset, stride=0):
        if not self._shader_program:
            return

        self.bind()

        if name not in self._attribute_indices:
            self._attribute_indices[
                name] = self._shader_program.attributeLocation(name)

        attribute = self._attribute_indices[name]
        if attribute == -1:
            return

        if type is "int":
            self._shader_program.setAttributeBuffer(attribute, self._gl.GL_INT,
                                                    offset, 1, stride)
        elif type is "float":
            self._shader_program.setAttributeBuffer(attribute,
                                                    self._gl.GL_FLOAT, offset,
                                                    1, stride)
        elif type is "vector2f":
            self._shader_program.setAttributeBuffer(attribute,
                                                    self._gl.GL_FLOAT, offset,
                                                    2, stride)
        elif type is "vector3f":
            self._shader_program.setAttributeBuffer(attribute,
                                                    self._gl.GL_FLOAT, offset,
                                                    3, stride)
        elif type is "vector4f":
            self._shader_program.setAttributeBuffer(attribute,
                                                    self._gl.GL_FLOAT, offset,
                                                    4, stride)

        self._shader_program.enableAttributeArray(attribute)

    def disableAttribute(self, name):
        if not self._shader_program:
            return

        if name not in self._attribute_indices:
            return

        self._shader_program.disableAttributeArray(
            self._attribute_indices[name])

    def bind(self):
        if not self._shader_program or not self._shader_program.isLinked():
            return

        if self._bound:
            return

        self._bound = True
        self._shader_program.bind()

        for uniform in self._uniform_values:
            if uniform in self._textures:
                texture = self._textures[uniform]
                texture.bind()
                self._setUniformValueDirect(uniform, 0)
            else:
                self._setUniformValueDirect(uniform,
                                            self._uniform_values[uniform])

    def release(self):
        if not self._shader_program or not self._bound:
            return

        for texture in self._textures.values():
            texture.release()

        self._bound = False
        self._shader_program.release()

    def _matrixToQMatrix4x4(self, m):
        return QMatrix4x4(m.at(0, 0), m.at(0, 1), m.at(0, 2), m.at(0, 3),
                          m.at(1, 0), m.at(1, 1), m.at(1, 2), m.at(1, 3),
                          m.at(2, 0), m.at(2, 1), m.at(2, 2), m.at(2, 3),
                          m.at(3, 0), m.at(3, 1), m.at(3, 2), m.at(3, 3))

    def _setUniformValueDirect(self, uniform, value):
        if type(value) is Vector:
            self._shader_program.setUniformValue(
                uniform, QVector3D(value.x, value.y, value.z))
        elif type(value) is Matrix:
            self._shader_program.setUniformValue(
                uniform, self._matrixToQMatrix4x4(value))
        elif type(value) is Color:
            self._shader_program.setUniformValue(
                uniform,
                QColor(value.r * 255, value.g * 255, value.b * 255,
                       value.a * 255))
        elif type(value) is list and len(value) is 2:
            self._shader_program.setUniformValue(uniform,
                                                 QVector2D(value[0], value[1]))
        elif type(value) is list and len(value) is 3:
            self._shader_program.setUniformValue(
                uniform, QVector3D(value[0], value[1], value[2]))
        elif type(value) is list and len(value) is 4:
            self._shader_program.setUniformValue(
                uniform, QVector4D(value[0], value[1], value[2], value[3]))
        else:
            self._shader_program.setUniformValue(uniform, value)
class MyGLWindow(QGLWidget):

    def __init__(self, obj_num, camera_dist=60):
        super(MyGLWindow, self).__init__()
        self.obj_num = obj_num
        self.objs = []
        for i in range(obj_num):
            self.objs.append(None)
        self.shaderProgram = None

        self.is_rotate = False
        self.is_pan = False
        self.pan_param = 0.1
        self.rotate_param = 0.5

        self.camera = MyCamera(camera_dist)

    def paintGL(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        self.shaderProgram.bind()

        p_matrix = QMatrix4x4()
        p_matrix.perspective(60.0, 1.33, 0.1, 1000)
        self.shaderProgram.setUniformValue(self.p_matrix_id, p_matrix)

        self.shaderProgram.setUniformValue(self.main_light_dir, QVector4D(0, 1.0, -1.0, 0.0))
        self.shaderProgram.setUniformValue(self.sub_light_dir, QVector4D(0, 1.0, 1.0, 0.0))
        self.shaderProgram.setUniformValue(self.back_light_dir, QVector4D(0, -1.0, 0.0, 0.0))
        self.shaderProgram.setUniformValue(self.ambient_id, QVector4D(0.15, 0.15, 0.15, 0.0))
        self.shaderProgram.setUniformValue(self.diffuse_id, QVector4D(1.0, 1.0, 1.0, 1.0))

        mv_matrix = self.camera.getMatrix()
        self.shaderProgram.setUniformValue(self.mv_matrix_id, mv_matrix)

        viewport_width = self.width() / self.obj_num
        for i in range(self.obj_num):
            glViewport(int(i * viewport_width), 0, int(viewport_width), self.height())
            if self.objs[i] is not None:
                self.objs[i].render()

        self.shaderProgram.release()

    def initializeGL(self):
        glClearColor(0.95, 0.95, 0.95, 1.0)
        glClearDepth(1.0)
        glEnable(GL_DEPTH_TEST)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60.0, 1.33, 0.1, 1000)

        self.shaderProgram = QOpenGLShaderProgram()
        print("Initialize vertex shader: ", self.shaderProgram.addShaderFromSourceFile(QOpenGLShader.Vertex, "shader.vert"))
        print("Initialize fragment shader: ", self.shaderProgram.addShaderFromSourceFile(QOpenGLShader.Fragment, "shader.frag"))
        self.shaderProgram.link()

        self.p_matrix_id = self.shaderProgram.uniformLocation("um4p")
        self.mv_matrix_id = self.shaderProgram.uniformLocation("um4mv")
        self.main_light_dir = self.shaderProgram.uniformLocation("main_light_dir")
        self.sub_light_dir = self.shaderProgram.uniformLocation("sub_light_dir")
        self.back_light_dir = self.shaderProgram.uniformLocation("back_light_dir")

        self.ambient_id = self.shaderProgram.uniformLocation("ambient")
        self.diffuse_id = self.shaderProgram.uniformLocation("diffuse")
        self.pos_id = self.shaderProgram.attributeLocation("pos")
        self.normal_id = self.shaderProgram.attributeLocation("normal")

    def mousePressEvent(self, event):
        if event.button() == 2:
            self.is_rotate = True
        elif event.button() == 4:
            self.is_pan = True
        self.lastPos = event.pos()

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

        if self.is_rotate:
            self.camera.rotate(dy * self.rotate_param, -dx * self.rotate_param)
        elif self.is_pan:
            self.camera.pan(dx * self.pan_param, dy * self.pan_param)

        self.lastPos = event.pos()
        self.repaint()

    def mouseReleaseEvent(self, event):
        self.is_rotate = False
        self.is_pan = False

    def setObj(self, idx, vertices, faces, normals=None, focus=False):
        self.shaderProgram.bind()

        if self.objs[idx] is None:
            self.objs[idx] = MyMeshObj(vertices, faces, normals)
            self.objs[idx].buildRenderingBuffer(self.pos_id, self.normal_id)
        else:
            self.objs[idx].updateMesh(vertices, faces)
            self.objs[idx].updateRenderingBuffer(self.pos_id, self.normal_id)

        self.shaderProgram.release()

        if focus:
            self.camera.focus(self.objs[idx])
示例#13
0
class AkiraRenderWindow(OpenGLWindow):

    def __init__(self):
        super(AkiraRenderWindow, self).__init__()

        self.m_program = 0
        self.m_frame = 0.0

        self.m_vertex = 0
        self.m_vertices = []
        self.m_color = 0
        self.m_colors = []
        self.m_offset = 0
        self.m_offsets = 0

        self.m_vao = None

    def initialize(self):

        self.create_shader()
        self.create_vao()

    def create_shader(self):
        self.m_program = QOpenGLShaderProgram(self)

        self.m_program.addShaderFromSourceFile(QOpenGLShader.Vertex, "shaders/chapter2.vs.glsl")
        self.m_program.addShaderFromSourceFile(QOpenGLShader.Fragment, "shaders/chapter2.fs.glsl")

        self.m_program.link()

        self.m_vertex = self.m_program.attributeLocation("m_vertex")
        self.m_offset = self.m_program.attributeLocation("m_offset")
        self.m_color = self.m_program.attributeLocation("m_color")

        return self

    def create_vao(self):

        vertex_array_object = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(vertex_array_object)

        vertex_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer)

        #using PyQt shader program instead
        GL.glEnableVertexAttribArray(self.m_vertex)
        GL.glEnableVertexAttribArray(self.m_color)
        self.m_vao = vertex_array_object
        return self

    def render(self):

        ratio = int(self.devicePixelRatio().real)
        GL.glViewport(0, 0, self.width()*ratio, self.height()*ratio)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        self.m_offsets = QVector4D(sin(self.m_frame/20)*0.5, cos(self.m_frame/20)*0.5, 0.0, 0.0)

        self.m_vertices = [(0.25, -0.25, 0, 1.0),
                           (-0.25, -0.25, 0, 1.0),
                           (0.25,  0.25, 0, 1.0)]

        self.m_colors = [(0.0, 0.0, 1.0, 1.0),
                         (1.0, 0.0, 0.0, 1.0),
                         (0.0, 1.0, 0.0, 1.0)]

        self.m_program.setAttributeValue(self.m_offset, self.m_offsets)
        self.m_program.setAttributeArray(self.m_vertex, self.m_vertices)
        self.m_program.setAttributeArray(self.m_color, self.m_colors)

        self.m_program.bind()

        GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
        self.m_program.release()

        self.m_frame += 1
示例#14
0
class ShaderWindow(OpenGLWindow):
    def __init__(self):
        super(ShaderWindow, self).__init__()

        self.m_program = 0
        self.m_vao = None

        self.m_model_matrix = QMatrix4x4()
        self.m_view_matrix = QMatrix4x4()
        self.m_projection_matrix = QMatrix4x4()

    @property
    def m_mvp_matrix(self):
        return self.m_projection_matrix * self.m_view_matrix * self.m_model_matrix

    def initialize_data(self):
        pass

    def initialize(self):
        self.initialize_data()
        self.create_shader()
        self.bind_attribute_localtion()
        self.create_vao()
        self.enableVAA()

    def bind_attribute_localtion(self):
        pass

    def create_shader(self):
        self.m_program = QOpenGLShaderProgram(self)

        for k, v in self.shader_files.items():
            self.m_program.addShaderFromSourceFile(k, v)
        self.m_program.link()

    def create_vao(self):

        vertex_array_object = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(vertex_array_object)

        vertex_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer)

    def enableVAA(self):
        pass

    def render(self):

        pass

    def keyPressEvent(self, event):
        key = event.key()
        if key == Qt.Key_Up:
            self.m_model_matrix.rotate(2.0, 1.0, 0.0, 0.0)
        elif key == Qt.Key_Down:
            self.m_model_matrix.rotate(-2.0, 1.0, 0.0, 0.0)
        elif key == Qt.Key_Left:
            self.m_model_matrix.rotate(2.0, 0.0, 1.0, 0.0)
        elif key == Qt.Key_Right:
            self.m_model_matrix.rotate(-2.0, 0.0, 1.0, 0.0)
        else:
            pass