class CrosshairLine(QObject): def __init__(self, parent, vertex_data): super().__init__(parent) self.shader_program = QOpenGLShaderProgram(parent=self) self.vertex_attribute_object = None self.vertex_data = vertex_data self.vertex_position_uniform = None def get_uniform_location(self, name): location = self.shader_program.uniformLocation(name) if location == -1: raise ValueError("Uniform {} has no location.".format(name)) return location def initialise_gl(self): self.shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX) self.shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT) if not self.shader_program.link(): raise Exception("Could not link shaders - {}".format( self.shader_program.log())) self.vertex_attribute_object = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.vertex_attribute_object) vertex_buffer_object = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes, self.vertex_data, GL.GL_STATIC_DRAW) self.vertex_position = self.shader_program.attributeLocation( "vertexPosition") self.inverted_uniform = self.get_uniform_location("inverted") self.projection_matrix_uniform = self.get_uniform_location( "projection_matrix") self.view_matrix_uniform = self.get_uniform_location("view_matrix") GL.glVertexAttribPointer(self.vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None) GL.glEnableVertexAttribArray(0) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) def paint_gl(self, inverted, projection_matrix, view_matrix): self.shader_program.bind() self.shader_program.setUniformValue(self.inverted_uniform, inverted) self.shader_program.setUniformValue(self.projection_matrix_uniform, projection_matrix) self.shader_program.setUniformValue(self.view_matrix_uniform, view_matrix) GL.glBindVertexArray(self.vertex_attribute_object) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.shader_program.release()
class LogoRenderer(): #protected QOpenGLFunctions """docstring for LogoRenderer""" def __init__(self): super(LogoRenderer, self).__init__() self.m_fAngle = None self.m_fScale = None self.vertices = [] self.normals = [] self.program1 = QOpenGLShaderProgram() self.vertexAttr1 = 0 self.normalAttr1 = 0 self.matrixUniform1 = 0 ver = QOpenGLVersionProfile() ver.setVersion(2, 1) cntx = QOpenGLContext.currentContext() #print("QOpenGLContext:", cntx, ver) fmt = cntx.format() fmt.setVersion(2, 1) cntx.setFormat(fmt) self.gl = cntx.versionFunctions(ver) def render(self): self.gl.glDepthMask(True) self.gl.glClearColor(0.5, 0.5, 0.7, 1.0) self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR) self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR) self.gl.glFrontFace(self.gl.GL_CW) self.gl.glCullFace(self.gl.GL_FRONT) self.gl.glEnable(self.gl.GL_CULL_FACE) self.gl.glEnable(self.gl.GL_DEPTH_TEST) modelview = QMatrix4x4() modelview.rotate(self.m_fAngle, 0.0, 1.0, 0.0) modelview.rotate(self.m_fAngle, 1.0, 0.0, 0.0) modelview.rotate(self.m_fAngle, 0.0, 0.0, 1.0) modelview.scale(self.m_fScale) modelview.translate(0.0, -0.2, 0.0) self.program1.bind() self.program1.setUniformValue(self.matrixUniform1, modelview) self.paintQtLogo() self.program1.release() self.gl.glDisable(self.gl.GL_DEPTH_TEST) self.gl.glDisable(self.gl.GL_CULL_FACE) self.m_fAngle += 1.0 def initialize(self): #print("initialize.gls") self.gl.initializeOpenGLFunctions() self.gl.glClearColor(0.1, 0.1, 0.2, 1.0) vshader1 = QOpenGLShader(QOpenGLShader.Vertex, self.program1) vsrc1 = str("attribute highp vec4 vertex;\n" "attribute mediump vec3 normal;\n" "uniform mediump mat4 matrix;\n" "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" " float angle = max(dot(normal, toLight), 0.0);\n" " vec3 col = vec3(0.40, 1.0, 0.0);\n" " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" " color = clamp(color, 0.0, 1.0);\n" " gl_Position = matrix * vertex;\n" "}\n") vshader1.compileSourceCode(vsrc1) fshader1 = QOpenGLShader(QOpenGLShader.Fragment, self.program1) fsrc1 = str("varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n") fshader1.compileSourceCode(fsrc1) self.program1.addShader(vshader1) self.program1.addShader(fshader1) self.program1.link() self.vertexAttr1 = self.program1.attributeLocation("vertex") self.normalAttr1 = self.program1.attributeLocation("normal") self.matrixUniform1 = self.program1.uniformLocation("matrix") self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR) self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR) self.m_fAngle = 0 self.m_fScale = 1 self.createGeometry() def paintQtLogo(self): self.program1.enableAttributeArray(self.normalAttr1) self.program1.enableAttributeArray(self.vertexAttr1) self.program1.setAttributeArray(self.vertexAttr1, self.vertices) self.program1.setAttributeArray(self.normalAttr1, self.normals) self.gl.glDrawArrays(self.gl.GL_TRIANGLES, 0, len(self.vertices)) self.program1.disableAttributeArray(self.normalAttr1) self.program1.disableAttributeArray(self.vertexAttr1) def createGeometry(self): self.vertices.clear() self.normals.clear() x1 = +0.06 y1 = -0.14 x2 = +0.14 y2 = -0.06 x3 = +0.08 y3 = +0.00 x4 = +0.30 y4 = +0.22 self.quad(x1, y1, x2, y2, y2, x2, y1, x1) self.quad(x3, y3, x4, y4, y4, x4, y3, x3) self.extrude(x1, y1, x2, y2) self.extrude(x2, y2, y2, x2) self.extrude(y2, x2, y1, x1) self.extrude(y1, x1, x1, y1) self.extrude(x3, y3, x4, y4) self.extrude(x4, y4, y4, x4) self.extrude(y4, x4, y3, x3) NumSectors = 100 for i in range(NumSectors): angle1 = (i * 2 * math.pi) / NumSectors x5 = 0.30 * math.sin(angle1) y5 = 0.30 * math.cos(angle1) x6 = 0.20 * math.sin(angle1) y6 = 0.20 * math.cos(angle1) angle2 = ((i + 1) * 2 * math.pi) / NumSectors x7 = 0.20 * math.sin(angle2) y7 = 0.20 * math.cos(angle2) x8 = 0.30 * math.sin(angle2) y8 = 0.30 * math.cos(angle2) self.quad(x5, y5, x6, y6, x7, y7, x8, y8) self.extrude(x6, y6, x7, y7) self.extrude(x8, y8, x5, y5) for i in range(len(self.vertices)): self.vertices[i] *= 2.0 def quad(self, x1, y1, x2, y2, x3, y3, x4, y4): #print("quad inicio") self.vertices.append(QVector3D(x1, y1, -0.05)) self.vertices.append(QVector3D(x2, y2, -0.05)) self.vertices.append(QVector3D(x4, y4, -0.05)) self.vertices.append(QVector3D(x3, y3, -0.05)) self.vertices.append(QVector3D(x4, y4, -0.05)) self.vertices.append(QVector3D(x2, y2, -0.05)) n = QVector3D.normal(QVector3D(x2 - x1, y2 - y1, 0.0), QVector3D(x4 - x1, y4 - y1, 0.0)) for i in range(6): self.normals.append(n) self.vertices.append(QVector3D(x4, y4, 0.05)) self.vertices.append(QVector3D(x2, y2, 0.05)) self.vertices.append(QVector3D(x1, y1, 0.05)) self.vertices.append(QVector3D(x2, y2, 0.05)) self.vertices.append(QVector3D(x4, y4, 0.05)) self.vertices.append(QVector3D(x3, y3, 0.05)) n = QVector3D.normal(QVector3D(x2 - x4, y2 - y4, 0.0), QVector3D(x1 - x4, y1 - y4, 0.0)) for i in range(6): self.normals.append(n) #print("quad fin") def extrude(self, x1, y1, x2, y2): #print("extrude inicio") self.vertices.append(QVector3D(x1, y1, +0.05)) self.vertices.append(QVector3D(x2, y2, +0.05)) self.vertices.append(QVector3D(x1, y1, -0.05)) self.vertices.append(QVector3D(x2, y2, -0.05)) self.vertices.append(QVector3D(x1, y1, -0.05)) self.vertices.append(QVector3D(x2, y2, +0.05)) n = QVector3D.normal(QVector3D(x2 - x1, y2 - y1, 0.0), QVector3D(0.0, 0.0, -0.1)) for i in range(6): self.normals.append(n)
class TriangleWindow(OpenGLWindow): vertexShaderSource = ''' attribute highp vec4 posAttr; attribute lowp vec4 colAttr; varying lowp vec4 col; uniform highp mat4 matrix; void main() { col = colAttr; gl_Position = matrix * posAttr; } ''' fragmentShaderSource = ''' varying lowp vec4 col; void main() { gl_FragColor = col; } ''' def __init__(self): super(TriangleWindow, self).__init__() self.m_program = 0 self.m_frame = 0 self.m_posAttr = 0 self.m_colAttr = 0 self.m_matrixUniform = 0 def initialize(self): self.m_program = QOpenGLShaderProgram(self) self.m_program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource) self.m_program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource) self.m_program.link() self.m_posAttr = self.m_program.attributeLocation('posAttr') self.m_colAttr = self.m_program.attributeLocation('colAttr') self.m_matrixUniform = self.m_program.uniformLocation('matrix') def render(self, gl): gl.glViewport(0, 0, self.width(), self.height()) gl.glClear(gl.GL_COLOR_BUFFER_BIT) self.m_program.bind() matrix = QMatrix4x4() matrix.perspective(60, 4.0/3.0, 0.1, 100.0) matrix.translate(0, 0, -2) matrix.rotate(100.0 * self.m_frame / self.screen().refreshRate(), 0, 1, 0) self.m_program.setUniformValue(self.m_matrixUniform, matrix) vertices = array.array('f', [ 0.0, 0.707, -0.5, -0.5, 0.5, -0.5]) gl.glVertexAttribPointer(self.m_posAttr, 2, gl.GL_FLOAT, False, 0, vertices) gl.glEnableVertexAttribArray(self.m_posAttr) colors = array.array('f', [ 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]) gl.glVertexAttribPointer(self.m_colAttr, 3, gl.GL_FLOAT, False, 0, colors) gl.glEnableVertexAttribArray(self.m_colAttr) gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3) self.m_program.release() self.m_frame += 1
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)
class ShaderProgram: def __init__(self): self._bindings = {} self._attribute_bindings = {} self._shader_program = None self._uniform_indices = {} self._attribute_indices = {} self._uniform_values = {} self._bound = False self._textures = {} self._debug_shader = False # Set this to true to enable extra logging concerning shaders ## Load a shader program file. # # This method loads shaders from a simple text file, using Python's configparser # as parser. # # \note When writing shader program files, please note that configparser expects # indented lines for multiline values. Since the shaders are provided as a single # multiline string, make sure to indent them properly. # # \param file_name The shader file to load. # \param version can be used for a special version of the shader. it will be appended # to the keys [vertex, fragment, geometry] in the shader file # # \exception{InvalidShaderProgramError} Raised when the file provided does not contain any valid shaders. def load(self, file_name, version = ""): Logger.log("d", "Loading shader file [%s]...", file_name) vertex_key = "vertex" + version fragment_key = "fragment" + version geometry_key = "geometry" + version # Hashtags should not be ignored, they are part of GLSL. parser = configparser.ConfigParser(interpolation = None, comment_prefixes = (';', )) parser.optionxform = lambda option: option parser.read(file_name) if "shaders" not in parser: raise InvalidShaderProgramError("{0} is missing section [shaders]".format(file_name)) if vertex_key not in parser["shaders"] or fragment_key not in parser["shaders"]: raise InvalidShaderProgramError("{0} is missing a shader [{1}, {2}]".format(file_name, vertex_key, fragment_key)) vertex_code = parser["shaders"][vertex_key] if self._debug_shader: vertex_code_str = "\n".join(["%4i %s" % (i, s) for i, s in enumerate(vertex_code.split("\n"))]) Logger.log("d", "Vertex shader") Logger.log("d", vertex_code_str) fragment_code = parser["shaders"][fragment_key] if self._debug_shader: fragment_code_str = "\n".join(["%4i %s" % (i, s) for i, s in enumerate(fragment_code.split("\n"))]) Logger.log("d", "Fragment shader") Logger.log("d", fragment_code_str) self.setVertexShader(vertex_code) self.setFragmentShader(fragment_code) # Geometry shader is optional and only since version OpenGL 3.2 or with extension ARB_geometry_shader4 if geometry_key in parser["shaders"]: code = parser["shaders"][geometry_key] if self._debug_shader: code_str = "\n".join(["%4i %s" % (i, s) for i, s in enumerate(code.split("\n"))]) Logger.log("d", "Loading geometry shader... \n") Logger.log("d", code_str) self.setGeometryShader(code) self.build() if "defaults" in parser: for key, value in parser["defaults"].items(): self.setUniformValue(key, ast.literal_eval(value), cache = True) if "bindings" in parser: for key, value in parser["bindings"].items(): self.addBinding(key, value) if "attributes" in parser: for key, value in parser["attributes"].items(): self.addAttributeBinding(key, value) ## Set the vertex shader to use. # # \param shader \type{string} The vertex shader to use. def setVertexShader(self, shader): if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not self._shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, shader): Logger.log("e", "Vertex shader failed to compile: %s", self._shader_program.log()) ## Set the fragment shader to use. # # \param shader \type{string} The fragment shader to use. def setFragmentShader(self, shader): if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not self._shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, shader): Logger.log("e", "Fragment shader failed to compile: %s", self._shader_program.log()) def setGeometryShader(self, shader): if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not self._shader_program.addShaderFromSourceCode(QOpenGLShader.Geometry, shader): Logger.log("e", "Geometry shader failed to compile: %s", self._shader_program.log()) ## Build the complete shader program out of the separately provided sources. def build(self): if not self._shader_program: Logger.log("e", "No shader sources loaded") return if not self._shader_program.link(): Logger.log("e", "Shader failed to link: %s", self._shader_program.log()) ## Set a named uniform variable. # # Unless otherwise specified as argument, the specified value will be cached so that # it does not matter whether bind() has already been called. Instead, if the shader # is not currently bound, the next call to bind() will update the uniform values. # # \param name The name of the uniform variable. # \param value The value to set the variable to. # \param kwargs Keyword arguments. # Possible keywords: # - cache: False when the value should not be cached for later calls to bind(). def setUniformValue(self, name, value, **kwargs): if not self._shader_program: return 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 kwargs.get("cache", True): self._uniform_values[uniform] = value if self._bound: self._setUniformValueDirect(uniform, value) ## Set a texture that should be bound to a specified texture unit when this shader is bound. # # \param texture_unit \type{int} The texture unit to bind the texture to. # \param texture \type{Texture} The texture object to bind to the texture unit. def setTexture(self, texture_unit, texture): if texture is None: if texture_unit in self._textures: del self._textures[texture_unit] else: self._textures[texture_unit] = texture ## Enable a vertex attribute to be used. # # \param name The name of the attribute to enable. # \param type The type of the attribute. Should be a python type. # \param offset The offset into a bound buffer where the data for this attribute starts. # \param stride The stride of the attribute. # # \note If the shader is not bound, this will bind the shader. 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, 0x1404, offset, 1, stride) #GL_INT elif type is "float": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 1, stride) #GL_FLOAT elif type is "vector2f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 2, stride) #GL_FLOAT elif type is "vector3f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 3, stride) #GL_FLOAT elif type is "vector4f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 4, stride) #GL_FLOAT self._shader_program.enableAttributeArray(attribute) ## Disable a vertex attribute so it is no longer used. # # \param name The name of the attribute to use. 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]) ## Bind the shader to use it for rendering. def bind(self): if not self._shader_program or not self._shader_program.isLinked(): return if self._bound: return self._shader_program.bind() self._bound = True for uniform in self._uniform_values: self._setUniformValueDirect(uniform, self._uniform_values[uniform]) for texture_unit, texture in self._textures.items(): texture.bind(texture_unit) ## Release the shader so it will no longer be used for rendering. def release(self): if not self._shader_program or not self._bound: return self._shader_program.release() self._bound = False for texture_unit, texture in self._textures.items(): texture.release(texture_unit) ## Add a uniform value binding. # # Uniform value bindings are used to provide an abstraction between uniforms as set # from code and uniforms as used from shaders. Each binding specifies a uniform name # as key that should be mapped to a string that can be used to look up the value of # the uniform. # # \param key The name of the uniform to bind. # \param value The string used to look up values for this uniform. def addBinding(self, key, value): self._bindings[value] = key ## Remove a uniform value binding. # # \param key The uniform to remove. def removeBinding(self, key): if key not in self._bindings: return del self._bindings[key] ## Update the values of bindings. # # \param kwargs Keyword arguments. # Each key should correspond to a binding name, with the # value being the value of the uniform. # # \note By default, these values are not cached as they are expected to be continuously # updated. def updateBindings(self, **kwargs): for key, value in kwargs.items(): if key in self._bindings and value is not None: self.setUniformValue(self._bindings[key], value, cache = False) ## Add an attribute binding. # # Attribute bindings are similar to uniform value bindings, except they specify what # what attribute name binds to which attribute in the shader. # # TODO: Actually use these bindings. However, that kind of depends on a more freeform # MeshData object as freeform bindings are rather useless when we only have 5 supported # attributes. # # \param key The identifier used in the shader for the attribute. # \param value The name to bind to this attribute. def addAttributeBinding(self, key, value): self._attribute_bindings[key] = value ## Remove an attribute binding. # # \param key The name of the attribute binding to remove. def removeAttributeBinding(self, key): if key not in self._attribute_bindings: return del self._attribute_bindings[key] 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])) elif type(value) is list and type(value[0]) is list and len(value[0]) is 2: self._shader_program.setUniformValueArray(uniform, [QVector2D(i[0], i[1]) for i in value]) else: self._shader_program.setUniformValue(uniform, value)
class ShaderProgram: """An abstract class for dealing with shader programs. This class provides an interface an some basic elements for dealing with shader programs. Shader programs are described in a simple text file based on the Python configparser module. These files contain the shaders for the different shader program stages, in addition to defaults that should be used for uniform values and uniform and attribute bindings. """ def __init__(self) -> None: self._bindings = {} # type: Dict[str, str] self._attribute_bindings = {} # type: Dict[str, str] self._shader_program = None # type: Optional[QOpenGLShaderProgram] self._uniform_indices = {} # type: Dict[str, int] self._attribute_indices = {} # type: Dict[str, int] self._uniform_values = {} # type: Dict[int, Union[Vector, Matrix, Color, List[float], List[List[float]], float, int]] self._bound = False self._textures = {} # type: Dict[int, Texture] self._debug_shader = False # Set this to true to enable extra logging concerning shaders def load(self, file_name: str, version: str = "") -> None: """Load a shader program file. This method loads shaders from a simple text file, using Python's configparser as parser. :note When writing shader program files, please note that configparser expects indented lines for multiline values. Since the shaders are provided as a single multiline string, make sure to indent them properly. :param file_name: The shader file to load. :param version: can be used for a special version of the shader. it will be appended to the keys [vertex, fragment, geometry] in the shader file :exception{InvalidShaderProgramError} Raised when the file provided does not contain any valid shaders. """ Logger.log("d", "Loading [%s]...", file_name) vertex_key = "vertex" + version fragment_key = "fragment" + version geometry_key = "geometry" + version # Hashtags should not be ignored, they are part of GLSL. parser = configparser.ConfigParser(interpolation = None, comment_prefixes = (';', )) parser.optionxform = lambda option: option # type: ignore try: parser.read(file_name, encoding = "UTF-8") except EnvironmentError: raise InvalidShaderProgramError("{0} can't be opened for reading.".format(file_name)) except UnicodeDecodeError: raise InvalidShaderProgramError("{0} contains invalid UTF-8 code. File corrupted?".format(file_name)) except configparser.Error as e: raise InvalidShaderProgramError("{file_name} has broken config file syntax: {err}".format(file_name = file_name, err = str(e))) if "shaders" not in parser: raise InvalidShaderProgramError("{0} is missing section [shaders]".format(file_name)) if vertex_key not in parser["shaders"] or fragment_key not in parser["shaders"]: raise InvalidShaderProgramError("{0} is missing a shader [{1}, {2}]".format(file_name, vertex_key, fragment_key)) vertex_code = parser["shaders"][vertex_key] if self._debug_shader: vertex_code_str = "\n".join(["%4i %s" % (i, s) for i, s in enumerate(vertex_code.split("\n"))]) Logger.log("d", "Vertex shader") Logger.log("d", vertex_code_str) fragment_code = parser["shaders"][fragment_key] if self._debug_shader: fragment_code_str = "\n".join(["%4i %s" % (i, s) for i, s in enumerate(fragment_code.split("\n"))]) Logger.log("d", "Fragment shader") Logger.log("d", fragment_code_str) if not self.setVertexShader(vertex_code): raise InvalidShaderProgramError(f"Could not set vertex shader from '{file_name}'.") if not self.setFragmentShader(fragment_code): raise InvalidShaderProgramError(f"Could not set fragment shader from '{file_name}'.") # Geometry shader is optional and only since version OpenGL 3.2 or with extension ARB_geometry_shader4 if geometry_key in parser["shaders"]: code = parser["shaders"][geometry_key] if self._debug_shader: code_str = "\n".join(["%4i %s" % (i, s) for i, s in enumerate(code.split("\n"))]) Logger.log("d", "Loading geometry shader... \n") Logger.log("d", code_str) if not self.setGeometryShader(code): raise InvalidShaderProgramError(f"Could not set geometry shader from '{file_name}'.") self.build() if "defaults" in parser: for key, value in parser["defaults"].items(): self.setUniformValue(key, ast.literal_eval(value), cache = True) if "bindings" in parser: for key, value in parser["bindings"].items(): self.addBinding(key, value) if "attributes" in parser: for key, value in parser["attributes"].items(): self.addAttributeBinding(key, value) def setVertexShader(self, shader: str) -> bool: """Set the vertex shader to use. :param shader: :type{string} The vertex shader to use. """ if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not cast(QOpenGLShaderProgram, self._shader_program).addShaderFromSourceCode(QOpenGLShader.Vertex, shader): Logger.log("e", "Vertex shader failed to compile: %s", self._shader_program.log()) return False return True def setFragmentShader(self, shader: str) -> bool: """Set the fragment shader to use. :param shader: :type{string} The fragment shader to use. """ if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not cast(QOpenGLShaderProgram, self._shader_program).addShaderFromSourceCode(QOpenGLShader.Fragment, shader): Logger.log("e", "Fragment shader failed to compile: %s", self._shader_program.log()) return False return True def setGeometryShader(self, shader: str) -> bool: if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not cast(QOpenGLShaderProgram, self._shader_program).addShaderFromSourceCode(QOpenGLShader.Geometry, shader): Logger.log("e", "Geometry shader failed to compile: %s", self._shader_program.log()) return False return True def build(self) -> None: """Build the complete shader program out of the separately provided sources.""" if not self._shader_program: Logger.log("e", "No shader sources loaded") return if not self._shader_program.link(): Logger.log("e", "Shader failed to link: %s", self._shader_program.log()) def setUniformValue(self, name: str, value: Union[Vector, Matrix, Color, List[float], List[List[float]], float, int], **kwargs: Any) -> None: """Set a named uniform variable. Unless otherwise specified as argument, the specified value will be cached so that it does not matter whether bind() has already been called. Instead, if the shader is not currently bound, the next call to bind() will update the uniform values. :param name: The name of the uniform variable. :param value: The value to set the variable to. :param kwargs: Keyword arguments. Possible keywords: - cache: False when the value should not be cached for later calls to bind(). """ if not self._shader_program: return if name not in self._uniform_indices and self._shader_program is not None: self._uniform_indices[name] = self._shader_program.uniformLocation(name) uniform = self._uniform_indices[name] if uniform == -1: return if kwargs.get("cache", True): self._uniform_values[uniform] = value if self._bound: self._setUniformValueDirect(uniform, value) def setTexture(self, texture_unit: int, texture: Texture) -> None: """Set a texture that should be bound to a specified texture unit when this shader is bound. :param texture_unit: :type{int} The texture unit to bind the texture to. :param texture: :type{Texture} The texture object to bind to the texture unit. """ if texture is None: if texture_unit in self._textures: del self._textures[texture_unit] else: self._textures[texture_unit] = texture def enableAttribute(self, name: str, type: str, offset: int, stride: int = 0) -> None: """Enable a vertex attribute to be used. :param name: The name of the attribute to enable. :param type: The type of the attribute. Should be a python type. :param offset: The offset into a bound buffer where the data for this attribute starts. :param stride: The stride of the attribute. :note If the shader is not bound, this will bind the shader. """ 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 == "vector3f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 3, stride) #GL_FLOAT elif type == "vector2f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 2, stride) # GL_FLOAT elif type == "vector4f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 4, stride) # GL_FLOAT elif type == "int": self._shader_program.setAttributeBuffer(attribute, 0x1404, offset, 1, stride) #GL_INT elif type == "float": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 1, stride) #GL_FLOAT self._shader_program.enableAttributeArray(attribute) def disableAttribute(self, name: str) -> None: """Disable a vertex attribute so it is no longer used. :param name: The name of the attribute to use. """ 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) -> None: """Bind the shader to use it for rendering.""" if self._bound: return if not self._shader_program or not self._shader_program.isLinked(): return self._shader_program.bind() self._bound = True for uniform in self._uniform_values: self._setUniformValueDirect(uniform, self._uniform_values[uniform]) for texture_unit, texture in self._textures.items(): texture.bind(texture_unit) def release(self) -> None: """Release the shader so it will no longer be used for rendering.""" if not self._shader_program or not self._bound: return self._shader_program.release() self._bound = False for texture_unit, texture in self._textures.items(): texture.release(texture_unit) def addBinding(self, key: str, value: str) -> None: """Add a uniform value binding. Uniform value bindings are used to provide an abstraction between uniforms as set from code and uniforms as used from shaders. Each binding specifies a uniform name as key that should be mapped to a string that can be used to look up the value of the uniform. :param key: The name of the uniform to bind. :param value: The string used to look up values for this uniform. """ self._bindings[value] = key def removeBinding(self, key: str) -> None: """Remove a uniform value binding. :param key: The uniform to remove. """ if key not in self._bindings: return del self._bindings[key] def updateBindings(self, **kwargs) -> None: """Update the values of bindings. :param kwargs: Keyword arguments. Each key should correspond to a binding name, with the value being the value of the uniform. :note By default, these values are not cached as they are expected to be continuously updated. """ for key, value in kwargs.items(): if key in self._bindings and value is not None: self.setUniformValue(self._bindings[key], value, cache = False) def addAttributeBinding(self, key: str, value: str) -> None: """Add an attribute binding. Attribute bindings are similar to uniform value bindings, except they specify what what attribute name binds to which attribute in the shader. TODO: Actually use these bindings. However, that kind of depends on a more freeform MeshData object as freeform bindings are rather useless when we only have 5 supported attributes. :param key: The identifier used in the shader for the attribute. :param value: The name to bind to this attribute. """ self._attribute_bindings[key] = value def removeAttributeBinding(self, key: str) -> None: """Remove an attribute binding. :param key: The name of the attribute binding to remove. """ if key not in self._attribute_bindings: return del self._attribute_bindings[key] def getReferenceKey(self) -> str: """ Uniquely identify this specific shader-object with a string. """ if not hasattr(self, "_reference_key"): self._reference_key = str(id(self)) return self._reference_key def _matrixToQMatrix4x4(self, m): return QMatrix4x4(m.getData().flatten()) def _setUniformValueDirect(self, uniform: int, value: Union[Vector, Matrix, Color, List[float], List[List[float]], float, int]) -> None: if type(value) is Vector: value = cast(Vector, value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, QVector3D(value.x, value.y, value.z)) elif type(value) is Matrix: cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, self._matrixToQMatrix4x4(cast(Matrix, value))) elif type(value) is Color: value = cast(Color, value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, QColor(round(value.r * 255), round(value.g * 255), round(value.b * 255), round(value.a * 255))) elif type(value) is list and type(cast(List[List[float]], value)[0]) is list and len(cast(List[List[float]], value)[0]) == 4: value = cast(List[List[float]], value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, self._matrixToQMatrix4x4(Matrix(value))) elif type(value) is list and len(cast(List[float], value)) == 2: value = cast(List[float], value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, QVector2D(value[0], value[1])) elif type(value) is list and len(cast(List[float], value)) == 3: value = cast(List[float], value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, QVector3D(value[0], value[1], value[2])) elif type(value) is list and len(cast(List[float], value)) == 4: value = cast(List[float], value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, QVector4D(value[0], value[1], value[2], value[3])) elif type(value) is list and type(cast(List[List[float]], value)[0]) is list and len(cast(List[List[float]], value)[0]) == 2: value = cast(List[List[float]], value) cast(QOpenGLShaderProgram, self._shader_program).setUniformValueArray(uniform, [QVector2D(i[0], i[1]) for i in value]) else: cast(QOpenGLShaderProgram, self._shader_program).setUniformValue(uniform, cast(Union[float, int], value))
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
class QtShaderProgram(ShaderProgram): def __init__(self): super().__init__() self._shader_program = None self._uniform_indices = {} self._attribute_indices = {} self._uniform_values = {} self._bound = False self._textures = {} def setVertexShader(self, shader): if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not self._shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, shader): Logger.log("e", "Vertex shader failed to compile: %s", self._shader_program.log()) def setFragmentShader(self, shader): if not self._shader_program: self._shader_program = QOpenGLShaderProgram() if not self._shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, shader): Logger.log("e", "Fragment shader failed to compile: %s", self._shader_program.log()) def build(self): if not self._shader_program: Logger.log("e", "No shader sources loaded") return if not self._shader_program.link(): Logger.log("e", "Shader failed to link: %s", self._shader_program.log()) def setUniformValue(self, name, value, **kwargs): if not self._shader_program: return 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 kwargs.get("cache", True): self._uniform_values[uniform] = value if self._bound: self._setUniformValueDirect(uniform, value) def setTexture(self, texture_unit, texture): if texture is None: if texture_unit in self._textures: del self._textures[texture_unit] else: self._textures[texture_unit] = texture 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, 0x1404, offset, 1, stride) #GL_INT elif type is "float": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 1, stride) #GL_FLOAT elif type is "vector2f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 2, stride) #GL_FLOAT elif type is "vector3f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 3, stride) #GL_FLOAT elif type is "vector4f": self._shader_program.setAttributeBuffer(attribute, 0x1406, offset, 4, stride) #GL_FLOAT 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: self._setUniformValueDirect(uniform, self._uniform_values[uniform]) for texture_unit, texture in self._textures.items(): texture.bind(texture_unit) def release(self): if not self._shader_program or not self._bound: return self._bound = False self._shader_program.release() for texture_unit, texture in self._textures.items(): texture.release(texture_unit) 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])) elif type(value) is list and type(value[0]) is list and len(value[0]) is 2: self._shader_program.setUniformValueArray(uniform, [QVector2D(i[0], i[1]) for i in value]) else: self._shader_program.setUniformValue(uniform, value)
class StimulusWidget(QOpenGLWidget): shown = pyqtSignal() closed = pyqtSignal() backgroundColourChanged = pyqtSignal(float) invertedChanged = pyqtSignal(bool) resized = pyqtSignal(QResizeEvent) def __init__(self, homography_transform, parent=None): super().__init__(parent) self._background_colour = None self._drawables = [] self._image = None self._intensity_mask = None self.centre_x_uniform = None self.centre_y_uniform = None self.crosshair = Crosshair(self) self.height_uniform = None self.image_to_upload = None self.gl_initialised = False self.shape_uniform = None self.max_height_uniform = None self.rotation_uniform = None self.texture = -1 self.texture_uploaded = False self.width_x_uniform = None self.width_y_uniform = None self.homography_transform = homography_transform self.projection_matrix = QMatrix4x4() self.view_matrix = QMatrix4x4() self.set_background_colour(0) self.shader_program = QOpenGLShaderProgram() self._show_crosshair = False self._show_scale_bar = False self._crosshair_thickness = 1 self._gaussian_shape = QVector2D() self._image_to_render = None self._inverted = False self._scale_bar_thickness = 1 self._scale_bar_width = 10 self._use_homography = False self._use_intensity_mask = False self.gaussian = Gaussian() self.transform = QTransform() self.dx = 0 self.dy = 0 self.rotation = 0 self.scale_value = 1 self.setWindowTitle('Stimulus Window') self.homography_transform.matrixChanged.connect(self.update_image) def compute_transformation_matrix(self): self.view_matrix.setToIdentity() dx = self.dx / (0.5 * self.width()) dy = -self.dy / (0.5 * self.height()) self.view_matrix.scale(self.scale) self.view_matrix.rotate(self.rotation, QVector3D(0, 0, 1)) self.view_matrix.translate(dx, dy, 0) def full_brightness(self): return 255.0 if self.inverted else 0.0 @property def background_colour(self): return self._background_colour @background_colour.setter def background_colour(self, new_background): new_background = int(new_background) self.set_background_colour(new_background) def closeEvent(self, event): self.closed.emit() @property def crosshair_thickness(self): return self._crosshair_thickness @crosshair_thickness.setter def crosshair_thickness(self, thickness): self._crosshair_thickness = thickness self.update() @property def drawables(self): return self._drawables @drawables.setter def drawables(self, new_drawables): self._drawables = new_drawables self.gl_initialised = False self.update() def upload_texture(self): self.create_texture(self.image_to_upload) self.texture_uploaded = True def create_texture(self, image): log.info("Creating texture") img_data = np.flipud(image) height, width = img_data.shape GL.glActiveTexture(GL.GL_TEXTURE0) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_BORDER) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_BORDER) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, img_data) GL.glGenerateMipmap(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) @property def homography(self): return self._homography @homography.setter def homography(self, value): self._homography = value self.update() @property def image(self): return self._image @image.setter def image(self, img): self._image = img if self._image is not None: self.update_image() self.update() def initializeGL(self): log.info("OpenGL Vendor: {}".format(GL.glGetString(GL.GL_VENDOR))) log.info("OpenGL Renderer: {}".format(GL.glGetString(GL.GL_RENDERER))) log.info("OpenGL Version: {}".format(GL.glGetString(GL.GL_VERSION))) for drawable in self.drawables: drawable.initialise_gl() return self.texture = GL.glGenTextures(1) self.shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX) self.shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT) if not self.shader_program.link(): raise Exception("Could not link shaders - {}".format( self.shader_program.log())) LOC = 1.0 vertexData = np.array( [ # X, Y, Z U, V -LOC, LOC, 0.0, 0.0, 1.0, LOC, LOC, 0.0, 1.0, 1.0, LOC, -LOC, 0.0, 1.0, 0.0, LOC, -LOC, 0.0, 1.0, 0.0, -LOC, -LOC, 0.0, 0.0, 0.0, -LOC, LOC, 0.0, 0.0, 1.0, ], dtype=np.float32) self.VAO = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.VAO) VBO = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, VBO) GL.glBufferData(GL.GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, GL.GL_STATIC_DRAW) vertex_position = self.shader_program.attributeLocation( "vertexPosition") self.homography_matrix_uniform = self.shader_program.uniformLocation( "homography_matrix") self.intensity_mask_uniform = self.shader_program.uniformLocation( "intensity_mask") self.inverted_uniform = self.shader_program.uniformLocation("inverted") self.projection_matrix_uniform = self.shader_program.uniformLocation( "projection_matrix") self.view_matrix_uniform = self.shader_program.uniformLocation( "view_matrix") self.centre_x_uniform = self.shader_program.uniformLocation("centre_x") self.centre_y_uniform = self.shader_program.uniformLocation("centre_y") self.height_uniform = self.shader_program.uniformLocation("height") self.shape_uniform = self.shader_program.uniformLocation("shape") self.width_x_uniform = self.shader_program.uniformLocation("width_x") self.width_y_uniform = self.shader_program.uniformLocation("width_y") self.rotation_uniform = self.shader_program.uniformLocation("rotation") GL.glEnableVertexAttribArray(0) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 20, None) GL.glVertexAttribPointer(texture_coords, 2, GL.GL_FLOAT, GL.GL_TRUE, 20, ctypes.c_void_p(12)) self.texture_sampler = self.shader_program.uniformLocation( "textureSampler") GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) self.crosshair.initialise_gl() self.gl_initialised = True @property def intensity_mask(self): return self._intensity_mask @intensity_mask.setter def intensity_mask(self, new_mask): self._intensity_mask = new_mask @property def inverted(self): return self._inverted @inverted.setter def inverted(self, invert): if invert != self._inverted: self._inverted = invert self.background_colour = ~self._background_colour & 0xFF self.invertedChanged.emit(self._inverted) self.update() def open(self): desktop = QApplication.desktop() is_fullscreen = desktop.screenCount() > 1 if is_fullscreen: screen_widget_on = desktop.screenNumber( QApplication.activeWindow()) next_screen_not_in_use = (screen_widget_on + 1) % desktop.screenCount() other_screen_geometry = desktop.screenGeometry( next_screen_not_in_use) self.move(other_screen_geometry.x(), other_screen_geometry.y()) self.showFullScreen() else: self.resize(1024, 1024) self.show() self.showFullScreen() if is_fullscreen else self.show() def paint_gl_image(self): if not self.texture_uploaded: self.upload_texture() log.debug("paint gl image: texture: {}, sampler: {}".format( self.texture, self.texture_sampler)) self.shader_program.bind() GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glUniform1i(self.texture_sampler, 0) # homography = self.homography_matrix if self.use_homography else np.identity(3, dtype=np.float32) #mat = QMatrix3x3() #self.shader_program.setUniformValue(self.homography_matrix_uniform, mat) # GL.glUniformMatrix3fv(self.homography_matrix_uniform, 1, GL.GL_FALSE, homography) # self.shader_program.setUniformValue(self.homography_matrix_uniform, homography) self.shader_program.setUniformValue(self.inverted_uniform, self.inverted) # self.shader_program.setUniformValue(self.intensity_mask_uniform, self._intensity_mask) self.shader_program.setUniformValue(self.projection_matrix_uniform, self.projection_matrix) self.shader_program.setUniformValue(self.view_matrix_uniform, self.view_matrix) # self.shader_program.setUniformValue(self.height_uniform, self.gaussian.amplitude) # self.shader_program.setUniformValue(self.centre_x_uniform, self.gaussian.x0) # self.shader_program.setUniformValue(self.centre_y_uniform, self.gaussian.y0) # self.shader_program.setUniformValue(self.width_x_uniform, self.gaussian.width_x) # self.shader_program.setUniformValue(self.width_y_uniform, self.gaussian.width_y) # self.shader_program.setUniformValue(self.rotation_uniform, self.gaussian.rotation) # self.shader_program.setUniformValue(self.shape_uniform, self._gaussian_shape) GL.glBindVertexArray(self.VAO) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.shader_program.release() def paint_scale_bar(self, painter, half_width, half_height): painter.setPen(QPen(self._pen_colour(), self._scale_bar_thickness)) half_scale_bar_width = self.scale_bar_width * 0.5 start = QPointF(half_width - half_scale_bar_width, half_height) end = QPointF(half_width + half_scale_bar_width, half_height) painter.drawLine(QPointF(start.x(), start.y() - half_scale_bar_width), QPointF(start.x(), start.y() + half_scale_bar_width)) painter.drawLine(start, end) painter.drawLine(QPointF(end.x(), end.y() - half_scale_bar_width), QPointF(end.x(), end.y() + half_scale_bar_width)) def paintGL(self): if not self.gl_initialised: self.initializeGL() value = float(self.background_colour) / 255.0 GL.glClearColor(value, value, value, 1.0) # GL.glClearColor(1.0, 0.0, 0.0, 1.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.projection_matrix.setToIdentity() self.projection_matrix.ortho(0, self.width(), self.height(), 0, -1, 1) for drawable in self.drawables: drawable.paint_gl() # ar = self.width() / self.height() # if ar > 1: # self.projection_matrix.ortho(-ar, ar, -1, 1, -1, 1) # else: # self.projection_matrix.ortho(-1, 1, -ar, ar, -1, 1) # # if self._show_crosshair: # self.crosshair.paint_gl(dx=self.dx, # dy=self.dy, # height=self.height(), # inverted=self.inverted, # projection_matrix=self.projection_matrix, # rotation=self.rotation, # thickness=self._crosshair_thickness, # width=self.width()) # elif self._show_scale_bar: # self.paint_scale_bar(painter=painter, half_width=half_x, half_height=half_y) # else: # if self.image is not None and self.texture: # self.paint_gl_image() def reset_background(self): self.set_background_colour(255.0 if self.inverted else 0.0) def resizeEvent(self, resize_event): super().resizeEvent(resize_event) self.resized.emit(resize_event) def rotate(self, value): self.rotation = value self.compute_transformation_matrix() self.update() def save(self): return { 'dx': self.dx, 'dy': self.dy, 'scale': self.scale, 'rotation': self.rotation } def set_scale(self, new_scale): self.scale = new_scale self.compute_transformation_matrix() self.update() def set_background_colour(self, value): value = int(value) if value == self._background_colour: return self._background_colour = value self.backgroundColourChanged.emit(value) self.update() def set_full_brightness(self): self.set_background_colour(self.full_brightness()) def set_gaussian(self, gaussian, shape): self.gaussian = gaussian self._gaussian_shape.setX(shape[0]) self._gaussian_shape.setY(shape[1]) self.update() @property def scale_bar_thickness(self): return self._scale_bar_thickness @scale_bar_thickness.setter def scale_bar_thickness(self, new_thickness): self._scale_bar_thickness = new_thickness self.update() @property def scale_bar_width(self): return self._scale_bar_width @scale_bar_width.setter def scale_bar_width(self, new_width): self._scale_bar_width = new_width self.update() def showEvent(self, event): self.shown.emit() def hide_crosshair(self): self._show_crosshair = False self.update() def show_crosshair(self): self._show_scale_bar = False self.set_background_colour(255.0 if self.inverted else 0.0) self._show_crosshair = True self.update() @property def show_scale_bar(self): return self._show_scale_bar @show_scale_bar.setter def show_scale_bar(self, new_value): self._show_scale_bar = new_value if self._show_scale_bar: self._show_crosshair = False self.update() def translate(self, dx, dy): self.dx = dx self.dy = dy self.compute_transformation_matrix() self.update() def toggle_crosshair(self): self.hide_crosshair() if self._show_crosshair else self.show_crosshair( ) return self._show_crosshair def toggle_widget(self): self.close() if self.isVisible() else self.open() @property def use_homography(self): return self._use_homography @use_homography.setter def use_homography(self, value): self._use_homography = value self.update_image() @property def use_intensity_mask(self): return self._use_intensity_mask @use_intensity_mask.setter def use_intensity_mask(self, new_value): self._use_intensity_mask = new_value self.update_image() def update_image(self): img = self._image if img is not None: if self._use_intensity_mask: mask = cv2.resize(self.intensity_mask, img.shape) img = img * mask if self._use_homography: height, width = img.shape img = cv2.warpPerspective(img, self.homography_transform.matrix, (height, width)) self.image_to_upload = img self.texture_uploaded = False self.update()
class GLGraphicsRectItem(QGraphicsRectItem): def __init__(self, parent=None): super().__init__(parent) self.shader_program = QOpenGLShaderProgram() width = 1 half_width = width / 2 rect = QRectF(-half_width, -half_width, width, width) self.setRect(rect) self.vertex_attribute_object = None self.vertex_data = np.array([ -half_width, -half_width, 0.0, -half_width + width, -half_width, 0.0, -half_width + width, -half_width + width, 0.0, -half_width + width, -half_width + width, 0.0, -half_width, half_width, 0.0, -half_width, -half_width, 0.0 ], dtype=np.float32) self.vertex_position_uniform = None def get_uniform_location(self, name): location = self.shader_program.uniformLocation(name) if location == -1: raise ValueError("Uniform {} has no location.".format(name)) return location def initialise_gl(self): self.shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX) self.shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT) if not self.shader_program.link(): raise Exception("Could not link shaders - {}".format( self.shader_program.log())) self.vertex_attribute_object = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.vertex_attribute_object) vertex_buffer_object = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes, self.vertex_data, GL.GL_STATIC_DRAW) self.vertex_position = self.shader_program.attributeLocation( "vertexPosition") self.projection_matrix_uniform = self.get_uniform_location( "projection_matrix") self.view_matrix_uniform = self.get_uniform_location("view_matrix") self.model_matrix_uniform = self.get_uniform_location("model_matrix") GL.glVertexAttribPointer(self.vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None) GL.glEnableVertexAttribArray(0) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) def paint_gl(self): model_matrix = QMatrix4x4() projection_matrix = QMatrix4x4() view_matrix = QMatrix4x4() self.shader_program.bind() self.shader_program.setUniformValue(self.model_matrix_uniform, model_matrix) self.shader_program.setUniformValue(self.projection_matrix_uniform, projection_matrix) self.shader_program.setUniformValue(self.view_matrix_uniform, view_matrix) GL.glBindVertexArray(self.vertex_attribute_object) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.shader_program.release()
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 DrawingWindow(GLStandardDrawingWindow3D): vertexShaderSource = """ #version 120\n uniform highp mat4 projectionMatrix; uniform highp mat4 modelViewMatrix; uniform highp mat4 normalMatrix; attribute highp vec4 vertexAtr; //.posAttr attribute vec3 normalAttr; // .normals varying vec3 normal; varying vec4 vertex; void main() { gl_Position = projectionMatrix * modelViewMatrix * vertexAtr; normal = normalAttr; vertex = vertexAtr; } """ fragmentShaderSource = """ #version 120\n uniform highp mat4 projectionMatrix; uniform highp mat4 modelViewMatrix; uniform highp mat4 normalMatrix; varying vec3 normal; varying vec4 vertex; const vec3 lightPos = vec3(0.0, 20.0, 0.0); const vec3 lightColor = vec3(1.0, 1.0, 1.0); const vec3 ambientColor = vec3(0.3, 0.0, 0.3); const vec3 diffuseColor = vec3(0.5, 0.5, 0.5); const vec3 specularColor = vec3(1.0, 1.0, 1.0); const vec3 emitColor = vec3(0.5, 0.0, 0.5); const float shininess = 160.0; const vec3 eyePos = vec3 (0,0,0); void main() { vec4 tempVertex = modelViewMatrix * vertex; vec3 vrtx = tempVertex.xyz / tempVertex.w; vec4 tempNormal = normalMatrix * vec4(normal,0.0); vec3 nrml = normalize(tempNormal.xyz); vec3 eyeDir = normalize(eyePos - vrtx); // V vec3 lightDir = normalize(lightPos - vrtx); //L vec3 halfVector = normalize(lightDir + eyeDir); //H //DIFFUSE float NdotL = dot(nrml, lightDir ); vec3 lambert = NdotL * diffuseColor * lightColor * max(NdotL ,0.0); //SPECULAR float NdotH = dot(nrml, halfVector); vec3 blinnPhong = lightColor * specularColor * pow( max(NdotH,0.0 ), shininess ); gl_FragColor = vec4(lambert + blinnPhong + ambientColor , 1.0); } """ def __init__(self): super(DrawingWindow, self).__init__() self.history = [] self.userDefinedPoints = [] self.setMouseTracking(True) #SURFACE setup self.ctrPnt = [[ QVector3D(10, 0, 10), QVector3D(5, 0, 10), QVector3D(-5, 0, 10), QVector3D(-10, 0, 10) ], [ QVector3D(10, 0, 5), QVector3D(5, 10, 5), QVector3D(-5, 10, 5), QVector3D(-10, 0, 5) ], [ QVector3D(10, 0, -5), QVector3D(5, 10, -5), QVector3D(-5, 10, -5), QVector3D(-10, 0, -5) ], [ QVector3D(10, 0, -10), QVector3D(5, 0, -10), QVector3D(-5, 0, -10), QVector3D(-10, 0, -10) ]] self.vtr = [] self.vertices = [] self.indices = [] self.controlPoints = [] self.rotationAxis = None for row in self.ctrPnt: for vector in row: self.controlPoints.append(float(vector.x())) self.controlPoints.append(float(vector.y())) self.controlPoints.append(float(vector.z())) self.surface = NURBSSurface(controlNet=self.ctrPnt, Udegree=3, Wdegree=3, Uknots=[0, 0, 0, 0, 1, 1, 1, 1], Wknots=[0, 0, 0, 0, 1, 1, 1, 1]) self.surface.setWeights([[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0]]) self.surface.compute() self.vtr = self.surface.surfacePoints self.indices = triangleRenderer(row=12, col=11) normalsList = normalsPerTriangle(self.vtr, self.indices) self.surfaceNormals = [] self.normals = normalsPerVertex(normalsList, len(self.vtr)) for value in self.vtr: self.vertices.append(float(value.x())) self.vertices.append(float(value.y())) self.vertices.append(float(value.z())) for value in self.normals: self.surfaceNormals.append(float(value.x())) self.surfaceNormals.append(float(value.y())) self.surfaceNormals.append(float(value.z())) #QTsetting glFormat = QGLFormat() glFormat.setVersion(3, 2) glFormat.setProfile(QGLFormat.CoreProfile) QGLFormat.setDefaultFormat(glFormat) print(glFormat) #camera self.camera = Camera(position=QVector3D(0, 7, 20), direction=QVector3D(0, 0, 0), up=QVector3D(0, 1, 0)) self.normalMatrix = QMatrix4x4() #interaction self.selectedPoint = None self.editFlag = False self.showControlPoints = False def initializeGL(self): GL.glClearColor(0.15, 0.15, 0.15, 1.0) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_LIGHT0) GL.glEnable(GL.GL_LIGHTING) self.program = QOpenGLShaderProgram(self) self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource) self.program.link() self.xRot = 0 self.yRot = 0 self.zRot = 0 self.vertexAtr = self.program.attributeLocation("vertexAtr") self.colAttr = self.program.attributeLocation("colAttr") self.projectionMatrixAttr = self.program.uniformLocation( "projectionMatrix") self.modelViewMatrixAttr = self.program.uniformLocation( "modelViewMatrix") self.normalMatrixAttr = self.program.uniformLocation("normalMatrix") self.normalAttr = self.program.attributeLocation("normalAttr") self.controlPtsAttr = self.program.attributeLocation("controlPtsAttr") self.pressClick = QVector3D(0, 0, 0) self.releaseClick = QVector3D(0, 0, 0) self.programid = 0 def paintGL(self): ''' paintGL Updates the current object that is being drawn in screen. Draws whatever is on the history stack as a set of Vector3Ds ''' GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glViewport(0, 0, self.width, self.height) GL.glMatrixMode(GL.GL_PROJECTION) ratio = self.width / self.height self.camera.setPerspective(self.fov, ratio, 1.0, 50.0) self.camera.lookAtCenter() self.camera.rotate(self.xRot, 0, 0) self.camera.rotate(0, self.yRot, 0) self.camera.rotate(0, 0, self.zRot) self.normalMatrix = self.camera.modelViewMatrix.inverted( )[0].transposed() self.program.bind() self.program.setUniformValue('modelViewMatrix', self.camera.modelViewMatrix) self.program.setUniformValue('normalMatrix', self.normalMatrix) self.program.setUniformValue('projectionMatrix', self.camera.projectionMatrix) GL.glPointSize(5) GL.glEnableVertexAttribArray(self.vertexAtr) # GL.glPolygonMode( GL.GL_FRONT_AND_BACK ,GL.GL_LINE) GL.glVertexAttribPointer(self.vertexAtr, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, self.vertices) GL.glDrawElements(GL.GL_TRIANGLE_STRIP, len(self.indices), GL_UNSIGNED_BYTE, self.indices) GL.glVertexAttribPointer(self.vertexAtr, 3, GL_FLOAT, GL_FALSE, 0, self.controlPoints) GL.glEnableVertexAttribArray(self.vertexAtr) GL.glDrawArrays(GL.GL_LINE_LOOP, 0, (len(self.controlPoints) // 3)) GL.glVertexAttribPointer(self.vertexAtr, 3, GL_FLOAT, GL_FALSE, 0, self.controlPoints) GL.glEnableVertexAttribArray(self.vertexAtr) GL.glDrawArrays(GL.GL_POINTS, 0, (len(self.controlPoints) // 3)) GL.glEnableVertexAttribArray(self.normalAttr) GL.glVertexAttribPointer(self.normalAttr, 3, GL_FLOAT, GL_FALSE, 0, self.surfaceNormals) # GL.glDisableVertexAttribArray(self.colAttr) GL.glDisableVertexAttribArray(self.vertexAtr) # GL.glDisableVertexAttribArray(self.normalAttr) self.program.release() def mousePressEvent(self, event): if self.editFlag == False: self.pressClick = QVector3D(event.x(), self.height - event.y(), 1) else: begin, end = self.camera.mouseRay(event.x(), self.height - event.y(), self.width, self.height) t = 0.0 ray = begin while t < 100.0: ray = begin + t * (end - begin) for row in self.ctrPnt: self.selectedPoint = rayCollision(ray, row, 0.5) if self.selectedPoint: print('collision at {}'.format(self.selectedPoint)) break else: t += 0.1 continue break def mouseMoveEvent(self, event): if self.editFlag == False: sensitivity = 0.05 if event.buttons() == Qt.LeftButton: self.releaseClick = QVector3D(event.x(), self.height - event.y(), 1) angle = angleBetweenTwoVectors(self.pressClick, self.releaseClick) if self.rotationAxis is axis.x: if self.pressClick.y() < self.releaseClick.y(): angle *= -1 self.xRot += angle * sensitivity self.xRot %= 360 elif self.rotationAxis is axis.z: if self.pressClick.x() < self.releaseClick.x(): angle *= -1 self.zRot += angle * sensitivity self.zRot %= 360 elif self.rotationAxis is axis.y: if self.pressClick.x() < self.releaseClick.x(): angle *= -1 self.yRot += angle * sensitivity self.yRot %= 360 else: if self.selectedPoint and event.buttons() == QtCore.Qt.LeftButton: one, two = self.camera.mouseRay(event.x(), self.height - event.y(), self.width, self.height) two = QVector3D(two.x(), two.y(), two.z()) / two.w() self.selectedPoint += (two - self.selectedPoint) print(self.selectedPoint) self._updateControlPoints() self._updateSurface() self.update() def mouseReleaseEvent(self, event): self.pressClick = self.releaseClick if self.editFlag == True: self.pressClick = QVector3D(0, 0, 1) self.releaseClick = QVector3D(0, 0, 1) if self.selectedPoint: self.selectedPoint = None self.update() def setRotationAxis(self, rotationAxis=None): self.rotationAxis = rotationAxis def setEditFlag(self, status=None): self.editFlag = status self.selectedPoint = None def setContontrolPoinsFalg(self, status=None): self.showControlPoints = status def _updateControlPoints(self): for row in self.ctrPnt: i = 0 for vector in row: self.controlPoints[i * 3] = (float(vector.x())) # 0,3,6 self.controlPoints[(i * 3) + 1] = (float(vector.y())) # 1,4,7 self.controlPoints[(i * 3) + 2] = (float(vector.z())) # 2,5,8 i += 1 def _updateSurface(self): self.vtr = [] self.vertices = [] self.surfaceNormals = [] self.normals = [] self.surface.compute() self.vtr = self.surface.surfacePoints self.indices = triangleRenderer(row=12, col=11) normalsList = normalsPerTriangle(self.vtr, self.indices) self.normals = normalsPerVertex(normalsList, len(self.vtr)) for value in self.vtr: self.vertices.append(float(value.x())) self.vertices.append(float(value.y())) self.vertices.append(float(value.z())) for value in self.normals: self.surfaceNormals.append(float(value.x())) self.surfaceNormals.append(float(value.y())) self.surfaceNormals.append(float(value.z())) pass
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])
class InvertSceneColoursMixin: def __init__(self): self.initialised = False self.shader_program = QOpenGLShaderProgram() self.vertex_position = None self.texture = 0 self.frame_buffer = 0 self.recreate_frame_buffer = True x0 = -1 y0 = -1 width = 2 self.vertex_data = np.array([ x0, y0, 0.0, 0.0, 0.0, x0 + width, y0, 0.0, 1.0, 0.0, x0 + width, y0 + width, 0.0, 1.0, 1.0, x0 + width, y0 + width, 0.0, 1.0, 1.0, x0, y0 + width, 0.0, 0.0, 1.0, x0, y0, 0.0, 0.0, 0.0 ], dtype=np.float32) def draw_texture_to_screen(self): self.shader_program.bind() GL.glBindVertexArray(self.vertex_attribute_object) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.shader_program.release() def create_framebuffer(self): # log.debug("create_framebuffer") GL.glDeleteTextures([self.texture]) self.texture = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, self.width(), self.height(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, None) GL.glDeleteFramebuffers([self.frame_buffer]) self.frame_buffer = GL.glGenFramebuffers(1) GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.frame_buffer) GL.glFramebufferTexture(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, self.texture, 0) def initialise_gl(self): self.shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX) self.shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT) if not self.shader_program.link(): raise Exception("Could not link shaders - {}".format( self.shader_program.log())) self.vertex_attribute_object = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.vertex_attribute_object) vertex_buffer_object = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes, self.vertex_data, GL.GL_STATIC_DRAW) self.vertex_position = self.shader_program.attributeLocation( "vertexPosition") self.texture_coords = self.shader_program.attributeLocation( "tex_coords") self.texture_framebuffer = self.shader_program.uniformLocation( "texture_framebuffer") GL.glEnableVertexAttribArray(0) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(self.vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 20, None) GL.glVertexAttribPointer(self.texture_coords, 2, GL.GL_FLOAT, GL.GL_TRUE, 20, ctypes.c_void_p(12)) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) self.create_framebuffer() self.initialised = True def resize_texture(self): GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, self.width(), self.height(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, None) self.recreate_frame_buffer = False
class TriangleWindow(OpenGLWindow): vertexShaderSource = ''' attribute highp vec4 posAttr; attribute lowp vec4 colAttr; varying lowp vec4 col; uniform highp mat4 matrix; void main() { col = colAttr; gl_Position = matrix * posAttr; } ''' fragmentShaderSource = ''' varying lowp vec4 col; void main() { gl_FragColor = col; } ''' def __init__(self): super(TriangleWindow, self).__init__() self.m_program = 0 self.m_frame = 0 self.m_posAttr = 0 self.m_colAttr = 0 self.m_matrixUniform = 0 def initialize(self): self.m_program = QOpenGLShaderProgram(self) self.m_program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource) self.m_program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource) self.m_program.link() self.m_posAttr = self.m_program.attributeLocation('posAttr') self.m_colAttr = self.m_program.attributeLocation('colAttr') self.m_matrixUniform = self.m_program.uniformLocation('matrix') def render(self, gl): gl.glViewport(0, 0, self.width(), self.height()) gl.glClear(gl.GL_COLOR_BUFFER_BIT) self.m_program.bind() matrix = QMatrix4x4() matrix.perspective(60, 4.0 / 3.0, 0.1, 100.0) matrix.translate(0, 0, -2) matrix.rotate(100.0 * self.m_frame / self.screen().refreshRate(), 0, 1, 0) self.m_program.setUniformValue(self.m_matrixUniform, matrix) vertices = array.array('f', [0.0, 0.707, -0.5, -0.5, 0.5, -0.5]) gl.glVertexAttribPointer(self.m_posAttr, 2, gl.GL_FLOAT, False, 0, vertices) gl.glEnableVertexAttribArray(self.m_posAttr) colors = array.array('f', [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0]) gl.glVertexAttribPointer(self.m_colAttr, 3, gl.GL_FLOAT, False, 0, colors) gl.glEnableVertexAttribArray(self.m_colAttr) gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3) self.m_program.release() self.m_frame += 1
class OpenGLWidget(QOpenGLWidget): def __init__(self, parent=None): super().__init__(parent) self.scene_shader_program = QOpenGLShaderProgram() self.screen_shader_program = QOpenGLShaderProgram() x0 = -0.5 y0 = -0.5 width = 1 self.vertex_data = np.array([ x0, y0, 0.0, x0 + width, y0, 0.0, x0 + width, y0 + width, 0.0, x0 + width, y0 + width, 0.0, x0, y0 + width, 0.0, x0, y0, 0.0, ], dtype=np.float32) def create_render_target(self): render_texture = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, render_texture) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, self.width(), self.height(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, None) 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) fbo = GL.glGenFramebuffers(1) GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fbo) GL.glFramebufferTexture(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, render_texture, 0) if GL.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER) != GL.GL_FRAMEBUFFER_COMPLETE: raise Exception("Framebuffer creation failed") GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0) return fbo, render_texture def create_screen_shader_program(self): self.screen_shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX_SCREEN) self.screen_shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT_SCREEN) if not self.screen_shader_program.link(): raise Exception("Could not link shaders - {}".format(self.screen_shader_program.log())) self.screen_vertex_attribute_object = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.screen_vertex_attribute_object) vertex_buffer_object = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes, self.vertex_data, GL.GL_STATIC_DRAW) self.screen_vertex_position = self.screen_shader_program.attributeLocation("vertexPosition") self.screen_texture_coords = self.screen_shader_program.attributeLocation("texture_coords") self.texture_framebuffer = self.screen_shader_program.uniformLocation("texture_framebuffer") GL.glVertexAttribPointer(self.screen_vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None) GL.glEnableVertexAttribArray(0) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) self.fbo, self.screen_texture = self.create_render_target() def create_scene_shader_program(self): self.scene_shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX) self.scene_shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT) if not self.scene_shader_program.link(): raise Exception("Could not link shaders - {}".format(self.scene_shader_program.log())) self.scene_vertex_attribute_object = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.scene_vertex_attribute_object) vertex_buffer_object = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes, self.vertex_data, GL.GL_STATIC_DRAW) self.scene_vertex_position = self.scene_shader_program.attributeLocation("vertexPosition") assert self.scene_vertex_position != -1 # self.texture_coords = self.shader_program.attributeLocation("texture_coords") # self.texture_framebuffer = self.shader_program.uniformLocation("texture_framebuffer") GL.glVertexAttribPointer(self.scene_vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None) GL.glEnableVertexAttribArray(0) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) # self.scene_texture = self.texture_from_image(imread("image-2018-01-31_15-40-12.png")) def create_texture(self): # GL.glActiveTexture(GL.GL_TEXTURE0) texture = GL.glGenTextures(1) # GL.glActiveTexture(GL.GL_TEXTURE0) #GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) GL.glBindTexture(GL.GL_TEXTURE_2D, texture) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR) #GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_BORDER) #GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_BORDER) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, self.width(), self.height(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, None) # GL.glGenerateMipmap(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) return texture def initializeGL(self): print("Create scene shader") self.create_scene_shader_program() print("Create screen shader") self.create_screen_shader_program() print("InitGL complete") # self.create_render_target() def paintGL(self): GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.fbo) self.paint_quad() GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.defaultFramebufferObject()) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.paint_to_screen() def paint_to_screen(self): print("Paint to screen") self.screen_shader_program.bind() GL.glBindVertexArray(self.screen_vertex_attribute_object) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.screen_texture) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.screen_shader_program.release() print("Paint to screen complete") # GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0) def paint_quad(self): self.scene_shader_program.bind() # GL.glActiveTexture(GL.GL_TEXTURE0) #GL.glBindTexture(GL.GL_TEXTURE_2D, self.scene_texture) GL.glBindVertexArray(self.scene_vertex_attribute_object) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.scene_shader_program.release() def texture_from_image(self, image): img_data = np.flipud(image) height, width = img_data.shape texture = GL.glGenTextures(1) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) GL.glBindTexture(GL.GL_TEXTURE_2D, texture) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_BORDER) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_BORDER) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, img_data) GL.glGenerateMipmap(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) return texture
class GaussianIntensityMaskRenderer(QObject): def __init__(self, parent=None): super().__init__(parent) self.framebuffer = None self.shader_program = QOpenGLShaderProgram() self.texture = None self.vertex_attribute_object = None x0 = -1 y0 = -1 width = 2 self.vertex_data = np.array([ x0, y0, 0.0, 0.0, 0.0, x0 + width, y0, 0.0, 1.0, 0.0, x0 + width, y0 + width, 0.0, 1.0, 1.0, x0 + width, y0 + width, 0.0, 1.0, 1.0, x0, y0 + width, 0.0, 0.0, 1.0, x0, y0, 0.0, 0.0, 0.0 ], dtype=np.float32) self.initialised = False def draw(self): GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.framebuffer) self.shader_program.bind() GL.glBindVertexArray(self.vertex_attribute_object) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) GL.glBindVertexArray(0) self.shader_program.release() def initialise_gl(self): self.initialise_shader() self.initialise_texture() self.initialise_framebuffer() self.initialised = True def initialise_framebuffer(self): self.framebuffer = GL.glGenFramebuffers(1) GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.framebuffer) GL.glFramebufferTexture(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT1, self.framebuffer, 0) def initialise_shader(self): self.shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX_INTENSITY) self.shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT_INTENSITY) if not self.shader_program.link(): raise Exception("Could not link shaders - {}".format(self.shader_program.log())) self.vertex_attribute_object = GL.glGenVertexArrays(1) GL.glBindVertexArray(self.vertex_attribute_object) vertex_buffer_object = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes, self.vertex_data, GL.GL_STATIC_DRAW) self.vertex_position = self.shader_program.attributeLocation("vertexPosition") self.texture_coords = self.shader_program.attributeLocation("vertexTexCoords") self.texture_framebuffer = self.shader_program.uniformLocation("texture_framebuffer") self.centre_x_uniform = self.shader_program.uniformLocation("centre_x") self.centre_y_uniform = self.shader_program.uniformLocation("centre_y") self.height_uniform = self.shader_program.uniformLocation("height") self.rotation_uniform = self.shader_program.uniformLocation("rotation") self.max_height_uniform = self.shader_program.uniformLocation("max_height") self.shape_uniform = self.shader_program.uniformLocation("shape") self.width_x_uniform = self.shader_program.uniformLocation("width_x") self.width_y_uniform = self.shader_program.uniformLocation("width_y") GL.glEnableVertexAttribArray(0) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(self.vertex_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 20, None) GL.glVertexAttribPointer(self.texture_coords, 2, GL.GL_FLOAT, GL.GL_TRUE, 20, ctypes.c_void_p(12)) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) GL.glBindVertexArray(0) def initialise_texture(self): self.texture = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR) GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, self.parent().width(), self.parent().height(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, None)
class LogoRenderer():#protected QOpenGLFunctions """docstring for LogoRenderer""" def __init__(self): super(LogoRenderer, self).__init__() self.m_fAngle = None self.m_fScale = None self.vertices = [] self.normals = [] self.program1 = QOpenGLShaderProgram() self.vertexAttr1 = 0 self.normalAttr1 = 0 self.matrixUniform1 = 0 ver = QOpenGLVersionProfile() ver.setVersion(2, 1) cntx = QOpenGLContext.currentContext() #print("QOpenGLContext:", cntx, ver) fmt = cntx.format() fmt.setVersion(2, 1) cntx.setFormat(fmt) self.gl = cntx.versionFunctions(ver) def render(self): self.gl.glDepthMask(True) self.gl.glClearColor(0.5, 0.5, 0.7, 1.0) self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR ) self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR ) self.gl.glFrontFace(self.gl.GL_CW) self.gl.glCullFace(self.gl.GL_FRONT) self.gl.glEnable(self.gl.GL_CULL_FACE) self.gl.glEnable(self.gl.GL_DEPTH_TEST) modelview = QMatrix4x4() modelview.rotate(self.m_fAngle, 0.0, 1.0, 0.0) modelview.rotate(self.m_fAngle, 1.0, 0.0, 0.0) modelview.rotate(self.m_fAngle, 0.0, 0.0, 1.0) modelview.scale(self.m_fScale) modelview.translate(0.0, -0.2, 0.0) self.program1.bind() self.program1.setUniformValue(self.matrixUniform1, modelview) self.paintQtLogo() self.program1.release() self.gl.glDisable(self.gl.GL_DEPTH_TEST) self.gl.glDisable(self.gl.GL_CULL_FACE) self.m_fAngle += 1.0 def initialize(self): #print("initialize.gls") self.gl.initializeOpenGLFunctions() self.gl.glClearColor(0.1, 0.1, 0.2, 1.0) vshader1 = QOpenGLShader(QOpenGLShader.Vertex, self.program1) vsrc1 = str("attribute highp vec4 vertex;\n" "attribute mediump vec3 normal;\n" "uniform mediump mat4 matrix;\n" "varying mediump vec4 color;\n" "void main(void)\n" "{\n" " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n" " float angle = max(dot(normal, toLight), 0.0);\n" " vec3 col = vec3(0.40, 1.0, 0.0);\n" " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n" " color = clamp(color, 0.0, 1.0);\n" " gl_Position = matrix * vertex;\n" "}\n") vshader1.compileSourceCode(vsrc1) fshader1 = QOpenGLShader(QOpenGLShader.Fragment, self.program1) fsrc1 = str("varying mediump vec4 color;\n" "void main(void)\n" "{\n" " gl_FragColor = color;\n" "}\n") fshader1.compileSourceCode(fsrc1) self.program1.addShader(vshader1) self.program1.addShader(fshader1) self.program1.link() self.vertexAttr1 = self.program1.attributeLocation("vertex") self.normalAttr1 = self.program1.attributeLocation("normal") self.matrixUniform1 = self.program1.uniformLocation("matrix") self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MIN_FILTER, self.gl.GL_LINEAR ) self.gl.glTexParameteri(self.gl.GL_TEXTURE_2D, self.gl.GL_TEXTURE_MAG_FILTER, self.gl.GL_LINEAR ) self.m_fAngle = 0 self.m_fScale = 1 self.createGeometry() def paintQtLogo(self): self.program1.enableAttributeArray(self.normalAttr1) self.program1.enableAttributeArray(self.vertexAttr1) self.program1.setAttributeArray(self.vertexAttr1, self.vertices) self.program1.setAttributeArray(self.normalAttr1, self.normals) self.gl.glDrawArrays(self.gl.GL_TRIANGLES, 0, len(self.vertices)) self.program1.disableAttributeArray(self.normalAttr1) self.program1.disableAttributeArray(self.vertexAttr1) def createGeometry(self): self.vertices.clear() self.normals.clear() x1 = +0.06 y1 = -0.14 x2 = +0.14 y2 = -0.06 x3 = +0.08 y3 = +0.00 x4 = +0.30 y4 = +0.22 self.quad(x1, y1, x2, y2, y2, x2, y1, x1) self.quad(x3, y3, x4, y4, y4, x4, y3, x3) self.extrude(x1, y1, x2, y2) self.extrude(x2, y2, y2, x2) self.extrude(y2, x2, y1, x1) self.extrude(y1, x1, x1, y1) self.extrude(x3, y3, x4, y4) self.extrude(x4, y4, y4, x4) self.extrude(y4, x4, y3, x3) NumSectors = 100 for i in range(NumSectors): angle1 = (i * 2 * math.pi) / NumSectors x5 = 0.30 * math.sin(angle1) y5 = 0.30 * math.cos(angle1) x6 = 0.20 * math.sin(angle1) y6 = 0.20 * math.cos(angle1) angle2 = ((i + 1) * 2 * math.pi) / NumSectors x7 = 0.20 * math.sin(angle2) y7 = 0.20 * math.cos(angle2) x8 = 0.30 * math.sin(angle2) y8 = 0.30 * math.cos(angle2) self.quad(x5, y5, x6, y6, x7, y7, x8, y8) self.extrude(x6, y6, x7, y7) self.extrude(x8, y8, x5, y5) for i in range(len(self.vertices)): self.vertices[i] *= 2.0 def quad(self, x1, y1, x2, y2, x3, y3, x4, y4): #print("quad inicio") self.vertices.append(QVector3D(x1, y1, -0.05)) self.vertices.append(QVector3D(x2, y2, -0.05)) self.vertices.append(QVector3D(x4, y4, -0.05)) self.vertices.append(QVector3D(x3, y3, -0.05)) self.vertices.append(QVector3D(x4, y4, -0.05)) self.vertices.append(QVector3D(x2, y2, -0.05)) n = QVector3D.normal(QVector3D(x2 - x1, y2 - y1, 0.0), QVector3D(x4 - x1, y4 - y1, 0.0)) for i in range(6): self.normals.append(n) self.vertices.append(QVector3D(x4, y4, 0.05)) self.vertices.append(QVector3D(x2, y2, 0.05)) self.vertices.append(QVector3D(x1, y1, 0.05)) self.vertices.append(QVector3D(x2, y2, 0.05)) self.vertices.append(QVector3D(x4, y4, 0.05)) self.vertices.append(QVector3D(x3, y3, 0.05)) n = QVector3D.normal(QVector3D(x2 - x4, y2 - y4, 0.0), QVector3D(x1 - x4, y1 - y4, 0.0)) for i in range(6): self.normals.append(n) #print("quad fin") def extrude(self, x1, y1, x2, y2): #print("extrude inicio") self.vertices.append(QVector3D(x1, y1, +0.05)) self.vertices.append(QVector3D(x2, y2, +0.05)) self.vertices.append(QVector3D(x1, y1, -0.05)) self.vertices.append(QVector3D(x2, y2, -0.05)) self.vertices.append(QVector3D(x1, y1, -0.05)) self.vertices.append(QVector3D(x2, y2, +0.05)) n = QVector3D.normal(QVector3D(x2 - x1, y2 - y1, 0.0), QVector3D(0.0, 0.0, -0.1)) for i in range(6): self.normals.append(n)