def _shader_from_file(self, fname_vert, fname_frag): shader = QOpenGLShaderProgram() shader.addShaderFromSourceFile(QOpenGLShader.Vertex, fname_vert) shader.addShaderFromSourceFile(QOpenGLShader.Fragment, fname_frag) shader.link() shader.bind() logger.debug("GLSL program log:%s", shader.log()) return shader
class TestCanvas(Canvas): def __init__(self): with open("vertex.glsl","r") as f: self.vertexShaderSource = f.read() with open("fragment.glsl","r") as f: self.fragmentShaderSource = f.read() if self.vertexShaderSource is None: raise Exception("Could not load the source for the vertex shader") if self.fragmentShaderSource is None: raise Exception("Could not load the source for the fragment shader") super(TestCanvas,self).__init__() def setupGL(self): self.program = QOpenGLShaderProgram(self.context()) info("PROGRAM",self.program) # addShaderFromSourceCode() only returns a bool telling whether everything went well if self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource): info("VERTEX SHADER","Managed to load and parse the vertex shader") if self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource): info("FRAGMENT SHADER","Managed to load and parse the fragment shader") # Compile and bind the shader program to the current context self.program.link() self.program.bind() # Bind the shader attribute to a python variable self.somePosition = self.gl.glGetAttribLocation(self.program.programId(), "somePosition") # Tell GL that whenever we run glClear, this is the color that # should be used. We only need to do this once. self.gl.glClearColor(0.1, 0.1, 0.1, 1.0) self.dumpGLLogMessages("setupGL()") def paintGL(self): self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) # Assign a value to the shader parameter self.gl.glVertexAttrib3f(self.somePosition, 0.5, 0.5, 0.0) # Mode, starting at vertex number, number of vertices to draw self.gl.glDrawArrays(self.gl.GL_POINTS,0,1) self.dumpGLLogMessages("paintGL()") def resizeGL(self, width, height): pass
class GLSLProgram(Product.Product): def __init__(self, parent=None, vertex_shader=None, geometry_shader=None, fragment_shader=None, uniforms={}, textures={}, outputTextures={}): super(GLSLProgram, self).__init__(parent) self._vertexShader = None self._geometryShader = None self._fragmentShader = None self._uniforms = {} self._textures = {} self._outputTextures = {} self._linkDirty = False self.vertexShader = vertex_shader self.geometryShader = geometry_shader self.fragmentShader = fragment_shader self.uniforms = uniforms self.textures = textures self.outputTextures = outputTextures def _update(self): if self._linkDirty: self._program = QOpenGLShaderProgram() if self._vertexShader is not None: self._program.addShaderFromSourceCode(QOpenGLShader.Vertex, self._vertexShader) if self._geometryShader is not None: self._program.addShaderFromSourceCode(QOpenGLShader.Geometry, self._geometryShader) if self._fragmentShader is not None: self._program.addShaderFromSourceCode(QOpenGLShader.Fragment, self._fragmentShader) self._program.link() self._linkDirty = False Product.InputProperty(vars(), 'QVariant', 'uniforms') ''' supports dict of Array, subject to the constraints associated with Image.to_QImage() ''' Product.InputProperty(vars(), 'QVariant', 'textures') Product.InputProperty(vars(), 'QVariant', 'outputTextures') def relink(self): self._linkDirty = True Product.InputProperty(vars(), str, 'geometryShader', relink) Product.InputProperty(vars(), str, 'vertexShader', relink) Product.InputProperty(vars(), str, 'fragmentShader', relink)
class TriangleUnderlayRenderer(QObject): def __init__(self, parent=None): super(TriangleUnderlayRenderer, self).__init__(parent) self._shader_program = None self._viewport_size = QSize() self._window = None @pyqtSlot() def paint(self): # TODO test on Ubuntu # for Darwin, it's a must gl = self._window.openglContext().versionFunctions() if self._shader_program is None: self._shader_program = QOpenGLShaderProgram() self._shader_program.addShaderFromSourceFile( QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl') self._shader_program.addShaderFromSourceFile( QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl') self._shader_program.bindAttributeLocation('position', 0) self._shader_program.bindAttributeLocation('color', 1) self._shader_program.link() self._shader_program.bind() self._shader_program.enableAttributeArray(0) self._shader_program.enableAttributeArray(1) self._shader_program.setAttributeArray(0, positions) self._shader_program.setAttributeArray(1, colors) gl.glViewport(0, 0, self._viewport_size.width(), self._viewport_size.height()) gl.glClearColor(0.5, 0.5, 0.5, 1) gl.glDisable(gl.GL_DEPTH_TEST) gl.glClear(gl.GL_COLOR_BUFFER_BIT) gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3) self._shader_program.disableAttributeArray(0) self._shader_program.disableAttributeArray(1) self._shader_program.release() # Restore the OpenGL state for QtQuick rendering self._window.resetOpenGLState() self._window.update() def set_viewport_size(self, size): self._viewport_size = size def set_window(self, window): self._window = window
class TestCanvas(Canvas): def __init__(self): with open("vertex.glsl", "r") as f: self.vertexShaderSource = f.read() with open("fragment.glsl", "r") as f: self.fragmentShaderSource = f.read() if self.vertexShaderSource is None: raise Exception("Could not load the source for the vertex shader") if self.fragmentShaderSource is None: raise Exception( "Could not load the source for the fragment shader") super(TestCanvas, self).__init__() def setupGL(self): self.program = QOpenGLShaderProgram(self.context()) info("PROGRAM", self.program) # addShaderFromSourceCode() only returns a bool telling whether everything went well if self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource): info("VERTEX SHADER", "Managed to load and parse the vertex shader") if self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource): info("FRAGMENT SHADER", "Managed to load and parse the fragment shader") # Compile and bind the shader program to the current context self.program.link() self.program.bind() # Tell GL that whenever we run glClear, this is the color that # should be used. We only need to do this once. self.gl.glClearColor(0.1, 0.1, 0.1, 1.0) self.dumpGLLogMessages("setupGL()") def paintGL(self): self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) self.dumpGLLogMessages("paintGL()") def resizeGL(self, width, height): pass
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()
def init_shaders(self): program = QOpenGLShaderProgram(self) if not program.addShaderFromSourceFile(QOpenGLShader.Vertex, get_resources_path("shader.vert")): return None if not program.addShaderFromSourceFile(QOpenGLShader.Fragment, get_resources_path("shader.frag")): return None if not program.link(): return None if not program.bind(): return None return program
def init_shaders(self): program = QOpenGLShaderProgram(self) if not program.addShaderFromSourceFile( QOpenGLShader.Vertex, get_resources_path("shader.vert")): return None if not program.addShaderFromSourceFile( QOpenGLShader.Fragment, get_resources_path("shader.frag")): return None if not program.link(): return None if not program.bind(): return None return program
def linkProgram(self, gl, name, **kwargs): ''' Links GLSL program from *name*.vert and *name*.frag shaders ''' program = QOpenGLShaderProgram() vertexShader, fragmentShader = self.loadShaders(name) program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader) program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader) assert program.link(), "Can't link ShaderProgram" assert program.bind(), "Can't bind ShaderProgram for initialization" for k, v in kwargs.items(): if type(v) in [list, tuple]: program.setUniformValue(k, *v) else: program.setUniformValue(k, v) program.release() return program
class GLSliceWidget(QtOpenGL.QGLWidget): _dataModelChanged = QtCore.pyqtSignal() def __init__(self, parent=None, interpolation="linear", **kwargs): logger.debug("init") super(GLSliceWidget, self).__init__(parent, **kwargs) self.renderUpdate = True self.parent = parent self.setAcceptDrops(True) self.texture_LUT = None self.setTransform(TransformModel()) self.renderTimer = QtCore.QTimer(self) self.renderTimer.setInterval(50) self.renderTimer.timeout.connect(self.onRenderTimer) self.renderTimer.start() self.dataModel = None self.dataPos = 0 self.slicePos = 0 self.zoom_fac = 1. self.zoom_x = 0.5 self.zoom_y = 0.5 # the center in tex coords self.zoom_cx = 0.5 self.zoom_cy = 0.5 interpolation_vals = ("linear", "nearest") if not interpolation in interpolation_vals: raise KeyError("interpolation = '%s' not defined ,valid: %s" % (interpolation, str(interpolation_vals))) self.interp = (interpolation == "linear") # self.refresh() def setModel(self, dataModel): logger.debug("setModel") self.dataModel = dataModel if self.dataModel: self.transform.setModel(dataModel) self.dataModel._dataSourceChanged.connect(self.dataSourceChanged) self.dataModel._dataPosChanged.connect(self.dataPosChanged) self._dataModelChanged.connect(self.dataModelChanged) self._dataModelChanged.emit() def setTransform(self, transform): self.transform = transform self.transform._transformChanged.connect(self.refresh) def dragEnterEvent(self, event): if event.mimeData().hasUrls(): event.accept() else: event.ignore() def dropEvent(self, event): for url in event.mimeData().urls(): path = url.toLocalFile().toLocal8Bit().data() if self.dataModel: self.dataModel.loadFromPath(path, prefetchSize=self.N_PREFETCH) else: self.setModel( DataModel.fromPath(path, prefetchSize=self.N_PREFETCH)) def set_colormap(self, name): """arr should be of shape (N,3) and gives the rgb components of the colormap""" try: arr = spimagine.config.__COLORMAPDICT__[name] self.makeCurrent() self.texture_LUT = fillTexture2d(arr.reshape((1, ) + arr.shape), self.texture_LUT, self.interp) except: print("could not load colormap %s" % name) def set_colormap_rgb(self, color=[1., 1., 1.]): self._set_colormap_array(outer(linspace(0, 1., 255), np.array(color))) def _set_colormap_array(self, arr): """arr should be of shape (N,3) and gives the rgb components of the colormap""" self.makeCurrent() self.texture_LUT = fillTexture2d(arr.reshape((1, ) + arr.shape), self.texture_LUT, self.interp) self.refresh() def initializeGL(self): self.resized = True self.output = zeros((100, 100)) logger.debug("initializeGL") self.programTex = QOpenGLShaderProgram() self.programTex.addShaderFromSourceCode(QOpenGLShader.Vertex, vertShaderTex) self.programTex.addShaderFromSourceCode(QOpenGLShader.Fragment, fragShaderTex) self.programTex.link() self.programTex.bind() logger.debug("GLSL programTex log:%s", self.programTex.log()) glClearColor(0, 0, 0, 1.) self.texture = None self.quadCoord = np.array([[-1., -1., 0.], [1., -1., 0.], [1., 1., 0.], [1., 1., 0.], [-1., 1., 0.], [-1., -1., 0.]]) self.quadCoordTex = np.array([[0, 0], [1., 0.], [1., 1.], [1., 1.], [0, 1.], [0, 0]]) self.set_colormap(spimagine.config.__DEFAULTCOLORMAP__) glDisable(GL_DEPTH_TEST) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def dataModelChanged(self): # if self.dataModel: # self.transform.reset(amin(self.dataModel[0]), # amax(self.dataModel[0]), # self.dataModel.stackUnits()) # self.refresh() def dataSourceChanged(self): # self.transform.reset(amin(self.dataModel[0]), # amax(self.dataModel[0]), # self.dataModel.stackUnits()) self.refresh() def dataPosChanged(self, pos): self.dataPos = pos self.refresh() def refresh(self): # if self.parentWidget() and self.dataModel: # self.parentWidget().setWindowTitle("SpImagine %s"%self.dataModel.name()) self.renderUpdate = True def resizeGL(self, width, height): # height = max(10,height) self._viewport_width, self._viewport_height = width, height self.resized = True self.resetViewPort() def getDataWidthHeight(self): if not self.dataModel: return 1, 1 dim = array(self.dataModel.size()[1:])[::-1].astype(np.float32) dim *= array(self.transform.stackUnits) if self.transform.sliceDim == 0: dim = dim[[2, 1]] elif self.transform.sliceDim == 1: dim = dim[[0, 2]] elif self.transform.sliceDim == 2: dim = dim[[0, 1]] w, h = dim[0], dim[1] fac = min(1. * self._viewport_width / w, 1. * self._viewport_height / h) return int(fac * w), int(fac * h) def resetViewPort(self): w, h = self.getDataWidthHeight() glViewport((self._viewport_width - w) // 2, (self._viewport_height - h) // 2, w, h) def paintGL(self): self.makeCurrent() if not glCheckFramebufferStatus( GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE: return # hack if self.resized: self.resetViewPort() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if self.dataModel: # Draw the render texture self.programTex.bind() self.texture = fillTexture2d(self.output, self.texture, self.interp) glEnable(GL_TEXTURE_2D) glDisable(GL_DEPTH_TEST) self.programTex.enableAttributeArray("position") self.programTex.enableAttributeArray("texcoord") self.programTex.setAttributeArray("position", self.quadCoord) self.programTex.setAttributeArray( "texcoord", self.tex_coords_from_xyzoom(self.zoom_x, self.zoom_y, self.zoom_fac)) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, self.texture) self.programTex.setUniformValue("texture", 0) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D, self.texture_LUT) self.programTex.setUniformValue("texture_LUT", 1) glDrawArrays(GL_TRIANGLES, 0, len(self.quadCoord)) def render(self): logger.debug("render") if self.dataModel: if self.transform.sliceDim == 0: out = fliplr(self.dataModel[self.transform.dataPos] [:, :, self.transform.slicePos].T) elif self.transform.sliceDim == 1: out = self.dataModel[ self.transform.dataPos][:, self.transform.slicePos, :] elif self.transform.sliceDim == 2: out = self.dataModel[self.transform.dataPos][ self.transform.slicePos, :, :] min_out, max_out = self.transform.minVal, self.transform.maxVal if max_out > min_out: self.output = np.maximum( 0, (1. * (out - min_out) / (max_out - min_out)))**self.transform.gamma else: self.output = np.zeros_like(out) logger.debug( "render: output range = %s" % ([amin(self.output), amax(self.output)])) def saveFrame(self, fName): """FIXME: scaling behaviour still hast to be implemented (e.g. after setGamma)""" logger.info("saving frame as %s", fName) self.render() self.paintGL() glFlush() self.grabFrameBuffer().save(fName) def onRenderTimer(self): if self.renderUpdate: self.render() self.renderUpdate = False self.updateGL() def tex_coords_from_xyzoom(self, x0, y0, zoom): """returns array of texccords corners when zoomed in onto x0,y0 \in [0,1] zoom == 1 --> fully zoomed out zoom == 0 --> fully zoomed in (to x0,y0) """ q0 = create_quad_coords([0, 1, 0, 1]) q1 = create_quad_coords([x0, x0, y0, y0]) return zoom * q0 + (1. - zoom) * q1 def getRelativeCoords(self, x0, y0): w, h = self.getDataWidthHeight() w = w * self.width() / self._viewport_width h = w * self.height() / self._viewport_height x = 2. * (x0 - .5 * (self.width() - w)) / w - 1 y = 2. * (y0 - .5 * (self.height() - h)) / h - 1 x = (x0 - .5 * (self.width() - w)) / w y = 1 - (y0 - .5 * (self.height() - h)) / h return x, y def mousePressEvent(self, event): super(GLSliceWidget, self).mousePressEvent(event) if event.buttons() == QtCore.Qt.LeftButton: self._x0, self._y0 = self.getRelativeCoords(event.x(), event.y()) def mouseMoveEvent(self, event): if event.buttons() == QtCore.Qt.LeftButton: x, y = self.getRelativeCoords(event.x(), event.y()) self.zoom_x += self.zoom_fac * (self._x0 - x) self.zoom_y += self.zoom_fac * (self._y0 - y) self._x0, self._y0 = x, y self.zoom_x, self.zoom_y = clip(self.zoom_x, 0, 1), clip(self.zoom_y, 0, 1) self.refresh() def wheelEvent(self, event): # get the zoom factor # print self.zoom_x,self.zoom_y # x, y = self.getRelativeCoords(event.x(),event.y()) # self.zoom_x , self.zoom_y = clip(x ,0,1), clip(y,0,1) self.zoom_fac *= 1.4**(-event.angleDelta().y() / 1000.) self.zoom_fac = clip(self.zoom_fac, 0, 1.) self.refresh()
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 GLWidget(QGLWidget): clicked = pyqtSignal() PROGRAM_VERTEX_ATTRIBUTE, PROGRAM_TEXCOORD_ATTRIBUTE = range(2) vsrc = """ attribute highp vec4 vertex; attribute mediump vec4 texCoord; varying mediump vec4 texc; uniform mediump mat4 matrix; void main(void) { gl_Position = matrix * vertex; texc = texCoord; } """ fsrc = """ uniform sampler2D texture; varying mediump vec4 texc; void main(void) { gl_FragColor = texture2D(texture, texc.st); } """ coords = (((+1, -1, -1), (-1, -1, -1), (-1, +1, -1), (+1, +1, -1)), ((+1, +1, -1), (-1, +1, -1), (-1, +1, +1), (+1, +1, +1)), ((+1, -1, +1), (+1, -1, -1), (+1, +1, -1), (+1, +1, +1)), ((-1, -1, -1), (-1, -1, +1), (-1, +1, +1), (-1, +1, -1)), ((+1, -1, +1), (-1, -1, +1), (-1, -1, -1), (+1, -1, -1)), ((-1, -1, +1), (+1, -1, +1), (+1, +1, +1), (-1, +1, +1))) def __init__(self, parent=None, shareWidget=None): super(GLWidget, self).__init__(parent, shareWidget) self.clearColor = Qt.black self.xRot = 0 self.yRot = 0 self.zRot = 0 self.clearColor = QColor() self.lastPos = QPoint() self.program = None def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(200, 200) def rotateBy(self, xAngle, yAngle, zAngle): self.xRot += xAngle self.yRot += yAngle self.zRot += zAngle self.updateGL() def setClearColor(self, color): self.clearColor = color self.updateGL() def initializeGL(self): self.makeObject() glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) vshader = QOpenGLShader(QOpenGLShader.Vertex, self) vshader.compileSourceCode(self.vsrc) fshader = QOpenGLShader(QOpenGLShader.Fragment, self) fshader.compileSourceCode(self.fsrc) self.program = QOpenGLShaderProgram(self) self.program.addShader(vshader) self.program.addShader(fshader) self.program.bindAttributeLocation('vertex', self.PROGRAM_VERTEX_ATTRIBUTE) self.program.bindAttributeLocation('texCoord', self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.link() self.program.bind() self.program.setUniformValue('texture', 0) self.program.enableAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE) self.program.enableAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.setAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE, self.vertices) self.program.setAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE, self.texCoords) def paintGL(self): self.qglClearColor(self.clearColor) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) m = QMatrix4x4() m.ortho(-0.5, 0.5, 0.5, -0.5, 4.0, 15.0) m.translate(0.0, 0.0, -10.0) m.rotate(self.xRot / 16.0, 1.0, 0.0, 0.0) m.rotate(self.yRot / 16.0, 0.0, 1.0, 0.0) m.rotate(self.zRot / 16.0, 0.0, 0.0, 1.0) self.program.setUniformValue('matrix', m) for i in range(6): glBindTexture(GL_TEXTURE_2D, self.textures[i]) glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4) def resizeGL(self, width, height): side = min(width, height) glViewport((width - side) // 2, (height - side) // 2, side, side) def mousePressEvent(self, event): self.lastPos = event.pos() def mouseMoveEvent(self, event): dx = event.x() - self.lastPos.x() dy = event.y() - self.lastPos.y() if event.buttons() & Qt.LeftButton: self.rotateBy(8 * dy, 8 * dx, 0) elif event.buttons() & Qt.RightButton: self.rotateBy(8 * dy, 0, 8 * dx) self.lastPos = event.pos() def mouseReleaseEvent(self, event): self.clicked.emit() def makeObject(self): self.textures = [] self.texCoords = [] self.vertices = [] for i in range(6): self.textures.append( self.bindTexture(QPixmap(':/images/side%d.png' % (i + 1)))) for j in range(4): self.texCoords.append(((j == 0 or j == 3), (j == 0 or j == 1))) x, y, z = self.coords[i][j] self.vertices.append((0.2 * x, 0.2 * y, 0.2 * z))
class MyWidget(QtOpenGL.QGLWidget): def __init__(self, parent=None): super(MyWidget, self).__init__(parent) self.quadCoord = np.array([[-1., -1., 0.], [1., -1., 0.], [1., 1., 0.], [1., 1., 0.], [-1., 1., 0.], [-1., -1., 0.]]) self.quadCoordTex = np.array([[0, 0], [1., 0.], [1., 1.], [1., 1.], [0, 1.], [0, 0]]) def initializeGL(self): GL.glClearColor(1.0, 0.0, 0.0, 1.0) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glClear(GL.GL_COLOR_BUFFER_BIT) print("OpenGL.GL: " + str(GL.glGetString(GL.GL_VERSION))) print("GL.GLSL: " + str(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION))) print("OpenGL ATTRIBUTES:\n", ", ".join(d for d in dir(GL) if d.startswith("GL_"))) self.program = QOpenGLShaderProgram() self.program.addShaderFromSourceCode( QOpenGLShader.Vertex, """#version 120 attribute vec2 position; attribute vec2 texcoord; varying vec2 mytexcoord; void main() { gl_Position = vec4(position, 0., 1.0); mytexcoord = texcoord; }""") self.program.addShaderFromSourceCode( QOpenGLShader.Fragment, """#version 120 uniform sampler2D texture; varying vec2 mytexcoord; void main() { gl_FragColor = texture2D(texture,mytexcoord); }""") print(self.program.log()) self.program.link() self.texture = fillTexture2d( np.outer(np.linspace(0, 1, 128), np.ones(128))) def paintGL(self): #GL.glClear(GL.GL_COLOR_BUFFER_BIT) self.program.bind() self.program.enableAttributeArray("position") self.program.enableAttributeArray("texcoord") self.program.setAttributeArray("position", self.quadCoord) self.program.setAttributeArray("texcoord", self.quadCoordTex) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) self.program.setUniformValue("texture", 0) GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(self.quadCoord))
class ModelRenderer(QObject): """ The ModelRenderer wraps an opengl context so you can draw models to it. Currently supports blockmodels. You need: an opengl surface, an opengl context and a workspace instance. """ def __init__(self, workspace, surface: QSurface): super().__init__() self.surf = surface prof = QOpenGLVersionProfile() prof.setVersion(2, 0) self.vao = GL.glGenVertexArrays(1) self.vbo, self.vbo2 = GL.glGenBuffers(2) self.texture = -1 self.current_model: BlockModel = None self.workspace = workspace self.array1, array2 = None, None self.shader = QOpenGLShaderProgram() self.shader.addShaderFromSourceFile(QOpenGLShader.Vertex, "shader/block.vertex.glsl") self.shader.addShaderFromSourceFile(QOpenGLShader.Fragment, "shader/block.fragment.glsl") self.shader.link() self.proj_mat = glm.perspective( 1.57, self.surf.size().width() / self.surf.size().height(), 0.1, 100) self.texture = GL.glGenTextures(1) def set_workspace(self, workspace): self.workspace = workspace def setup_data_for_block_model(self, model: BlockModel): """ Setup the vbo & texture for a block model todo: optimize for repeats You probably should call render after using this function :param model: the blockmodel to setup for """ self.current_model = model print(self.workspace) atlas = model.create_model_atlas(self.workspace) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, atlas.size[0], atlas.size[1], 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, atlas.data) verts, uvs = model.compile_to_vertex_list(atlas) verts = list(map(lambda x: list(x), verts)) uvs = list(map(lambda x: list(x), uvs)) GL.glBindVertexArray(self.vao) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo) self.array1 = np.array(verts, dtype=np.float32).ravel() self.array2 = np.array(uvs, dtype=np.float32).ravel() GL.glBufferData(GL.GL_ARRAY_BUFFER, self.array1.size * 4, self.array1, GL.GL_DYNAMIC_DRAW) GL.glEnableVertexAttribArray(0) GL.glEnableVertexAttribArray(1) GL.glVertexAttribPointer(0, 4, GL.GL_FLOAT, GL.GL_FALSE, 0, ctypes.c_void_p(0)) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo2) GL.glBufferData(GL.GL_ARRAY_BUFFER, self.array1.size * 4, self.array2, GL.GL_DYNAMIC_DRAW) GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, ctypes.c_void_p(0)) GL.glBindVertexArray(0) self.array_size = len(verts) self.array = verts def _plumb_shader_for(self, proj_view: glm.mat4, model_transform): self.shader.bind() GL.glUniformMatrix4fv(1, 1, GL.GL_FALSE, glm.value_ptr(proj_view)) GL.glUniformMatrix4fv(0, 1, GL.GL_FALSE, glm.value_ptr(model_transform)) print(model_transform * self.array[0]) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) def draw_loaded_model(self, view_matrix, transform_name, proj=None): """ Draw the loaded model with transforms and view :param proj: projection matrix for doing ortho :param view_matrix: View matrix (y should be up) :param transform_name: Transform name in model """ if self.current_model is None: raise ValueError("No model is loaded!") if proj is None: proj = self.proj_mat print(self.current_model.transforms[transform_name]) self._plumb_shader_for(proj * view_matrix, self.current_model.transforms[transform_name]) GL.glBindVertexArray(self.vao) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(self.array)) def resize(self, width, height): """ Resize the modelRenderer to acommodate for differing aspect ratios """ self.proj_mat = glm.perspective(1.57, width / height, 0.1, 100)
class GLWidget(QOpenGLWidget): clicked = pyqtSignal() PROGRAM_VERTEX_ATTRIBUTE, PROGRAM_TEXCOORD_ATTRIBUTE = range(2) vsrc = """ attribute highp vec4 vertex; attribute mediump vec4 texCoord; varying mediump vec4 texc; uniform mediump mat4 matrix; void main(void) { gl_Position = matrix * vertex; texc = texCoord; } """ fsrc = """ uniform sampler2D texture; varying mediump vec4 texc; void main(void) { gl_FragColor = texture2D(texture, texc.st); } """ coords = ( ((+1, -1, -1), (-1, -1, -1), (-1, +1, -1), (+1, +1, -1)), ((+1, +1, -1), (-1, +1, -1), (-1, +1, +1), (+1, +1, +1)), ((+1, -1, +1), (+1, -1, -1), (+1, +1, -1), (+1, +1, +1)), ((-1, -1, -1), (-1, -1, +1), (-1, +1, +1), (-1, +1, -1)), ((+1, -1, +1), (-1, -1, +1), (-1, -1, -1), (+1, -1, -1)), ((-1, -1, +1), (+1, -1, +1), (+1, +1, +1), (-1, +1, +1)), ) def __init__(self, parent=None): super(GLWidget, self).__init__(parent) self.clearColor = QColor(Qt.black) self.xRot = 0 self.yRot = 0 self.zRot = 0 self.program = None self.lastPos = QPoint() def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(200, 200) def rotateBy(self, xAngle, yAngle, zAngle): self.xRot += xAngle self.yRot += yAngle self.zRot += zAngle self.update() def setClearColor(self, color): self.clearColor = color self.update() def initializeGL(self): version_profile = QOpenGLVersionProfile() version_profile.setVersion(2, 0) self.gl = self.context().versionFunctions(version_profile) self.gl.initializeOpenGLFunctions() self.makeObject() self.gl.glEnable(self.gl.GL_DEPTH_TEST) self.gl.glEnable(self.gl.GL_CULL_FACE) vshader = QOpenGLShader(QOpenGLShader.Vertex, self) vshader.compileSourceCode(self.vsrc) fshader = QOpenGLShader(QOpenGLShader.Fragment, self) fshader.compileSourceCode(self.fsrc) self.program = QOpenGLShaderProgram() self.program.addShader(vshader) self.program.addShader(fshader) self.program.bindAttributeLocation("vertex", self.PROGRAM_VERTEX_ATTRIBUTE) self.program.bindAttributeLocation("texCoord", self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.link() self.program.bind() self.program.setUniformValue("texture", 0) self.program.enableAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE) self.program.enableAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.setAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE, self.vertices) self.program.setAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE, self.texCoords) def paintGL(self): self.gl.glClearColor( self.clearColor.redF(), self.clearColor.greenF(), self.clearColor.blueF(), self.clearColor.alphaF(), ) self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) m = QMatrix4x4() m.ortho(-0.5, 0.5, 0.5, -0.5, 4.0, 15.0) m.translate(0.0, 0.0, -10.0) m.rotate(self.xRot / 16.0, 1.0, 0.0, 0.0) m.rotate(self.yRot / 16.0, 0.0, 1.0, 0.0) m.rotate(self.zRot / 16.0, 0.0, 0.0, 1.0) self.program.setUniformValue("matrix", m) for i, texture in enumerate(self.textures): texture.bind() self.gl.glDrawArrays(self.gl.GL_TRIANGLE_FAN, i * 4, 4) def resizeGL(self, width, height): side = min(width, height) self.gl.glViewport((width - side) // 2, (height - side) // 2, side, side) def mousePressEvent(self, event): self.lastPos = event.pos() def mouseMoveEvent(self, event): dx = event.x() - self.lastPos.x() dy = event.y() - self.lastPos.y() if event.buttons() & Qt.LeftButton: self.rotateBy(8 * dy, 8 * dx, 0) elif event.buttons() & Qt.RightButton: self.rotateBy(8 * dy, 0, 8 * dx) self.lastPos = event.pos() def mouseReleaseEvent(self, event): self.clicked.emit() def makeObject(self): self.textures = [] self.texCoords = [] self.vertices = [] root = QFileInfo(__file__).absolutePath() for i in range(6): self.textures.append( QOpenGLTexture( QImage(root + ("/images/side%d.png" % (i + 1))).mirrored())) for j in range(4): self.texCoords.append(((j == 0 or j == 3), (j == 0 or j == 1))) x, y, z = self.coords[i][j] self.vertices.append((0.2 * x, 0.2 * y, 0.2 * z))
class ModelUnderlayRenderer(QObject): def __init__(self, parent=None): super(ModelUnderlayRenderer, self).__init__(parent) self._cube_shader = None self._sphere_shader = None self._viewport_size = QSize() self._window = None self._camera = Camera() self._perspective_projection_matrix = None self._orthographic_projection_matrix = None self._model_matrix = np.identity(4) self._projection_type = 0 self._projection_matrix = perspective_projection( 45.0, 640.0 / 480.0, 0.001, 1000.0) self._index_buffer = -1 # keep track of the objects in the scene self._cube_model = Cube() self._sphere_model = Sphere() self._models = dict() self._models[self._cube_model] = [] self._models[self._sphere_model] = [] @pyqtSlot() def paint(self): # for Darwin, it's a must if pf.uname().system == 'Darwin': global GL GL = self._window.openglContext().versionFunctions() w = self._viewport_size.width() h = self._viewport_size.height() GL.glViewport(0, 0, int(w), int(h)) GL.glClearColor(0.1, 0.1, 0.1, 1) GL.glEnable(GL.GL_DEPTH_TEST) GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glClear(GL.GL_DEPTH_BUFFER_BIT) # # vertices_block = np.vstack((self._cube_model.vertices, self._sphere_model.vertices)) # colors_block = np.vstack((self._cube_model.colors, self._sphere_model)) # # if len(self._objects) > 1: # for v in self._vertices[1:]: # vertices_block = np.vstack((vertices_block, v)) # for idx, c in enumerate(self._colors[1:]): # if not c: # c = [[0.6, 0.6, 0.7] for i in range(len(self._vertices[idx]))] # colors_block = np.vstack((colors_block, c)) # for i in self._indices[1:]: # indices_block = np.hstack((indices_block, i)) view_matrix = np.identity(4) view_matrix[2][3] = -30 if self._cube_shader is None: self._cube_shader = QOpenGLShaderProgram() self._cube_shader.addShaderFromSourceFile( QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl') self._cube_shader.addShaderFromSourceFile( QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl') self._cube_shader.bindAttributeLocation('position', 0) self._cube_shader.bindAttributeLocation('color', 1) self._cube_shader.link() self._cube_shader.bind() self._cube_shader.enableAttributeArray(0) self._cube_shader.enableAttributeArray(1) self._cube_shader.setAttributeArray(0, self._cube_model.vertices.tolist()) self._cube_shader.setAttributeArray(1, self._cube_model.colors.tolist()) # view_matrix = self._camera.get_view_matrix() self._cube_shader.setUniformValue( 'view_matrix', QMatrix4x4(view_matrix.flatten().tolist()).transposed()) self._cube_shader.setUniformValue( 'projection_matrix', QMatrix4x4( self._projection_matrix.flatten().tolist()).transposed()) if self._cube_model in self._models.keys(): for entity in self._models[self._cube_model]: m = create_transformation_matrix(entity.position, entity.rotation, entity.scale) self._cube_shader.setUniformValue( 'model_matrix', QMatrix4x4(m.flatten().tolist())) GL.glDrawElements(GL.GL_TRIANGLES, len(self._cube_model.indices), GL.GL_UNSIGNED_INT, self._cube_model.indices.tolist()) self._cube_shader.disableAttributeArray(0) self._cube_shader.disableAttributeArray(1) self._cube_shader.release() if self._sphere_shader is None: self._sphere_shader = QOpenGLShaderProgram() self._sphere_shader.addShaderFromSourceFile( QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl') self._sphere_shader.addShaderFromSourceFile( QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl') self._sphere_shader.bindAttributeLocation('position', 0) self._sphere_shader.bindAttributeLocation('color', 1) self._sphere_shader.link() self._sphere_shader.bind() self._sphere_shader.enableAttributeArray(0) self._sphere_shader.enableAttributeArray(1) self._sphere_shader.setAttributeArray( 0, self._sphere_model.vertices.tolist()) self._sphere_shader.setAttributeArray( 1, self._sphere_model.colors.tolist()) self._sphere_shader.setUniformValue( 'view_matrix', QMatrix4x4(view_matrix.flatten().tolist()).transposed()) self._sphere_shader.setUniformValue( 'projection_matrix', QMatrix4x4( self._projection_matrix.flatten().tolist()).transposed()) if self._sphere_model in self._models.keys(): for entity in self._models[self._sphere_model]: m = create_transformation_matrix(entity.position, entity.rotation, entity.scale) self._cube_shader.setUniformValue( 'model_matrix', QMatrix4x4(m.flatten().tolist())) GL.glDrawElements(GL.GL_TRIANGLES, len(self._sphere_model.indices), GL.GL_UNSIGNED_INT, self._sphere_model.indices.tolist()) self._sphere_shader.disableAttributeArray(0) self._sphere_shader.disableAttributeArray(1) self._sphere_shader.release() # def build_rotation_matrix (t): # m = np.identity(4) # m[0][0] = np.cos(np.radians(t)) # m[0][2] = np.sin(np.radians(t)) # m[2][0] = -np.sin(np.radians(t)) # m[2][2] = np.cos(np.radians(t)) # return m # # global theta # theta += 1 # self._model_matrix = build_rotation_matrix(theta) # self._model_matrix[2][3] = -3 # Restore the OpenGL state for QtQuick rendering self._window.resetOpenGLState() self._window.update() def set_viewport_size(self, size): self._viewport_size = size def set_window(self, window): self._window = window def set_projection_matrix(self): # Need to be set every time we change the size of the window self._projection_matrix = perspective_projection( 45.0, self._window.width() / self._window.height(), 0.001, 1000.0) def move_model(self, val): self._model_matrix[2][3] += val def move_camera(self): pass def add_geometry(self, geo_enum): if geo_enum == 0: self._models[self._cube_model].append( Entity( self._cube_model, np.array([ random.uniform(-3.0, 3.0), random.uniform(-3.0, 3.0), random.uniform(-20.0, -10.0) ]), np.array([ random.uniform(-45.0, 45.0), random.uniform(-45.0, 45.0), random.uniform(-45.0, 45.0) ]), np.array([1.0, 1.0, 1.0]))) elif geo_enum == 1: self._models[self._sphere_model].append( Entity( self._sphere_model, np.array([ random.uniform(-3.0, 3.0), random.uniform(-3.0, 3.0), random.uniform(-20.0, -10.0) ]), np.array([ random.uniform(-30.0, 30.0), random.uniform(-30.0, 30.0), random.uniform(-30.0, 30.0) ]), np.array([1.0, 1.0, 1.0]))) else: return def delete_geometry(self, geo_enum): if geo_enum == 0: if self._models[self._cube_model]: self._models[self._cube_model].pop() elif geo_enum == 1: if self._models[self._sphere_model]: self._models[self._sphere_model].pop() def change_random_cube_color(self): tmp = self._models[self._cube_model] self._models.pop(self._cube_model) self._cube_model = Cube() self._models[self._cube_model] = tmp def change_random_sphere_color(self): tmp = self._models[self._sphere_model] self._models.pop(self._sphere_model) self._sphere_model = Sphere() self._models[self._sphere_model] = tmp
class TestCanvas(Canvas): def __init__(self): with open("vertex.glsl", "r") as f: self.vertexShaderSource = f.read() with open("fragment.glsl", "r") as f: self.fragmentShaderSource = f.read() if self.vertexShaderSource is None: raise Exception("Could not load the source for the vertex shader") if self.fragmentShaderSource is None: raise Exception( "Could not load the source for the fragment shader") # Use an initial scale assuming width = height (should always be overwritten # in the resizeGL method below) self.currentScaling = QVector4D(1.0, 1.0, 1.0, 1.0) super(TestCanvas, self).__init__() # Use a non-square initial size def sizeHint(self): info("TESTCANVAS", "using overridden sizeHint()") return QSize(600, 600) def setupGL(self): self.program = QOpenGLShaderProgram(self.context()) info("PROGRAM", self.program) # addShaderFromSourceCode() only returns a bool telling whether everything went well if self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource): info("VERTEX SHADER", "Managed to load and parse the vertex shader") if self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource): info("FRAGMENT SHADER", "Managed to load and parse the fragment shader") # Compile and bind the shader program to the current context self.program.link() self.program.bind() # Bind the shader attribute for transfering vertex positions to a python variable self.somePosition = self.gl.glGetAttribLocation( self.program.programId(), "somePosition") # Bind the shader attribute for transfering vertex colors to a python variable self.inputColor = self.gl.glGetAttribLocation(self.program.programId(), "inputColor") # Bind the shader "uniform" for controling the viewport scale of the vertex positions self.viewportScaling = self.gl.glGetUniformLocation( self.program.programId(), "viewportScaling") # Bind the shader "uniform" for controling the rotation of the object self.objectRotation = self.gl.glGetUniformLocation( self.program.programId(), "objectRotation") # Here we mix vertex data (x, y, z) with color data (r, g, b, a). self.vertices = array.array( 'f', [ -0.5, -0.5, 0.0, 1.0, 0.0, 0.0, 1.0, # Bottom left is red -0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 1.0, # Top left is green 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 1.0, # Top right is blue 0.5, -0.5, 0.0, 1.0, 1.0, 0.0, 1.0 # Bottom right is yellow ]) # Buffer info returns a tuple where the second part is number of elements in the array self.verticesLength = self.vertices.buffer_info()[1] # Each vertex is specified with with seven values (xyzrgba) self.arrayCellsPerVertex = 7 # Size in bytes for each vertex specification (self.vertices.itemsize is the size in bytes # of a single array cell) self.vertexSpecificationSize = self.vertices.itemsize * self.arrayCellsPerVertex # In bytes, where in a vertex specification does the color data start? (it starts after # x, y, z.. i.e after 3 array cells) self.colorBytesOffset = self.vertices.itemsize * 3 # Total size in bytes for entire array self.verticesDataLength = self.verticesLength * self.vertices.itemsize # Number of vertices in the array self.numberOfVertices = int(self.verticesLength / self.arrayCellsPerVertex) # Tell gl to prepare a single buffer self.vertexBuffer = self.gl.glGenBuffers(1) # Say that the buffer is of type GL_ARRAY_BUFFER self.gl.glBindBuffer(self.gl.GL_ARRAY_BUFFER, self.vertexBuffer) # Copy data into the buffer self.gl.glBufferData(self.gl.GL_ARRAY_BUFFER, self.verticesDataLength, self.vertices.tobytes(), self.gl.GL_STATIC_DRAW) # Say that the somePosition attribute should be read from the current array, that it should take three values at a # time (x, y, z), and that they are of the type GL_FLOAT. We now also specify a byte offset (vertexSpecificationSize) # to say that each new vertex specification is starting this many bytes after the prior one. self.gl.glVertexAttribPointer(self.somePosition, 3, self.gl.GL_FLOAT, False, self.vertexSpecificationSize, 0) # Connect the array to the somePosition variable self.gl.glEnableVertexAttribArray(self.somePosition) # Say that the inputColor attribute should be read from the current array, that it should take four values at a # time (r, g, b, a), and that they are of type GL_FLOAT. The same byte offset as for the position info is used, but # we now also specify that the color information starts at colorBytesOffset bytes into each vertex specification self.gl.glVertexAttribPointer(self.inputColor, 4, self.gl.GL_FLOAT, False, self.vertexSpecificationSize, self.colorBytesOffset) # Connect the array to the inputColor variable self.gl.glEnableVertexAttribArray(self.inputColor) # Tell GL that whenever we run glClear, this is the color that # should be used. We only need to do this once. self.gl.glClearColor(0.1, 0.1, 0.1, 1.0) self.dumpGLLogMessages("setupGL()") def paintGL(self): self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) # Set rotation so that the quad is rotated 45 degrees clockwise self.currentRotation = QVector3D(0.0, 0.0, 45.0) self.program.setUniformValue(self.objectRotation, self.currentRotation) # Before painting we set the scaling "uniform" parameter in the vertex shader. # This will be used to scale the vertex positions. self.program.setUniformValue(self.viewportScaling, self.currentScaling) # Draw a quad starting at vertex number. Since we enabled attribarrays, it will fetch data from the array buffer self.gl.glDrawArrays(self.gl.GL_QUADS, 0, self.numberOfVertices) self.dumpGLLogMessages("paintGL()") def resizeGL(self, width, height): scaleX = 1.0 scaleY = 1.0 scaleZ = 1.0 # Will always be 1.0 since we don't scale depth scaleW = 1.0 # A global scale factor, also always 1.0 if width > height: scaleX = height / width else: scaleY = width / height self.currentScaling = QVector4D(scaleX, scaleY, scaleZ, scaleW) # Redraw since we changed the value of the scaling uniform self.update()
class GLSliceWidget(QtOpenGL.QGLWidget): _dataModelChanged = QtCore.pyqtSignal() def __init__(self, parent=None, interpolation="linear", **kwargs): logger.debug("init") super(GLSliceWidget, self).__init__(parent, **kwargs) self.renderUpdate = True self.parent = parent self.setAcceptDrops(True) self.texture_LUT = None self.setTransform(TransformModel()) self.renderTimer = QtCore.QTimer(self) self.renderTimer.setInterval(50) self.renderTimer.timeout.connect(self.onRenderTimer) self.renderTimer.start() self.dataModel = None self.dataPos = 0 self.slicePos = 0 self.zoom_fac = 1. self.zoom_x = 0.5 self.zoom_y = 0.5 # the center in tex coords self.zoom_cx = 0.5 self.zoom_cy = 0.5 interpolation_vals = ("linear", "nearest") if not interpolation in interpolation_vals: raise KeyError("interpolation = '%s' not defined ,valid: %s" % (interpolation, str(interpolation_vals))) self.interp = (interpolation =="linear") # self.refresh() def setModel(self, dataModel): logger.debug("setModel") self.dataModel = dataModel if self.dataModel: self.transform.setModel(dataModel) self.dataModel._dataSourceChanged.connect(self.dataSourceChanged) self.dataModel._dataPosChanged.connect(self.dataPosChanged) self._dataModelChanged.connect(self.dataModelChanged) self._dataModelChanged.emit() def setTransform(self, transform): self.transform = transform self.transform._transformChanged.connect(self.refresh) def dragEnterEvent(self, event): if event.mimeData().hasUrls(): event.accept() else: event.ignore() def dropEvent(self, event): for url in event.mimeData().urls(): path = url.toLocalFile().toLocal8Bit().data() if self.dataModel: self.dataModel.loadFromPath(path, prefetchSize=self.N_PREFETCH) else: self.setModel(DataModel.fromPath(path, prefetchSize=self.N_PREFETCH)) def set_colormap(self, name): """arr should be of shape (N,3) and gives the rgb components of the colormap""" try: arr = spimagine.config.__COLORMAPDICT__[name] self.makeCurrent() self.texture_LUT = fillTexture2d(arr.reshape((1,) + arr.shape), self.texture_LUT, self.interp) except: print("could not load colormap %s" % name) def set_colormap_rgb(self, color=[1., 1., 1.]): self._set_colormap_array(outer(linspace(0, 1., 255), np.array(color))) def _set_colormap_array(self, arr): """arr should be of shape (N,3) and gives the rgb components of the colormap""" self.makeCurrent() self.texture_LUT = fillTexture2d(arr.reshape((1,) + arr.shape), self.texture_LUT, self.interp) self.refresh() def initializeGL(self): self.resized = True self.output = zeros((100, 100)) logger.debug("initializeGL") self.programTex = QOpenGLShaderProgram() self.programTex.addShaderFromSourceCode(QOpenGLShader.Vertex, vertShaderTex) self.programTex.addShaderFromSourceCode(QOpenGLShader.Fragment, fragShaderTex) self.programTex.link() self.programTex.bind() logger.debug("GLSL programTex log:%s", self.programTex.log()) glClearColor(0, 0, 0, 1.) self.texture = None self.quadCoord = np.array([[-1., -1., 0.], [1., -1., 0.], [1., 1., 0.], [1., 1., 0.], [-1., 1., 0.], [-1., -1., 0.]]) self.quadCoordTex = np.array([[0, 0], [1., 0.], [1., 1.], [1., 1.], [0, 1.], [0, 0]]) self.set_colormap(spimagine.config.__DEFAULTCOLORMAP__) glDisable(GL_DEPTH_TEST) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) def dataModelChanged(self): # if self.dataModel: # self.transform.reset(amin(self.dataModel[0]), # amax(self.dataModel[0]), # self.dataModel.stackUnits()) # self.refresh() def dataSourceChanged(self): # self.transform.reset(amin(self.dataModel[0]), # amax(self.dataModel[0]), # self.dataModel.stackUnits()) self.refresh() def dataPosChanged(self, pos): self.dataPos = pos self.refresh() def refresh(self): # if self.parentWidget() and self.dataModel: # self.parentWidget().setWindowTitle("SpImagine %s"%self.dataModel.name()) self.renderUpdate = True def resizeGL(self, width, height): # height = max(10,height) self._viewport_width, self._viewport_height = width, height self.resized = True self.resetViewPort() def getDataWidthHeight(self): if not self.dataModel: return 1, 1 dim = array(self.dataModel.size()[1:])[::-1].astype(np.float32) dim *= array(self.transform.stackUnits) if self.transform.sliceDim == 0: dim = dim[[2, 1]] elif self.transform.sliceDim == 1: dim = dim[[0, 2]] elif self.transform.sliceDim == 2: dim = dim[[0, 1]] w, h = dim[0], dim[1] fac = min(1. * self._viewport_width / w, 1. * self._viewport_height / h) return int(fac * w), int(fac * h) def resetViewPort(self): w, h = self.getDataWidthHeight() glViewport((self._viewport_width - w) // 2, (self._viewport_height - h) // 2, w, h) def paintGL(self): self.makeCurrent() if not glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE: return # hack if self.resized: self.resetViewPort() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if self.dataModel: # Draw the render texture self.programTex.bind() self.texture = fillTexture2d(self.output, self.texture, self.interp) glEnable(GL_TEXTURE_2D) glDisable(GL_DEPTH_TEST) self.programTex.enableAttributeArray("position") self.programTex.enableAttributeArray("texcoord") self.programTex.setAttributeArray("position", self.quadCoord) self.programTex.setAttributeArray("texcoord", self.tex_coords_from_xyzoom(self.zoom_x, self.zoom_y, self.zoom_fac)) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, self.texture) self.programTex.setUniformValue("texture", 0) glActiveTexture(GL_TEXTURE1) glBindTexture(GL_TEXTURE_2D, self.texture_LUT) self.programTex.setUniformValue("texture_LUT", 1) glDrawArrays(GL_TRIANGLES, 0, len(self.quadCoord)) def render(self): logger.debug("render") if self.dataModel: if self.transform.sliceDim == 0: out = fliplr(self.dataModel[self.transform.dataPos][:, :, self.transform.slicePos].T) elif self.transform.sliceDim == 1: out = self.dataModel[self.transform.dataPos][:, self.transform.slicePos, :] elif self.transform.sliceDim == 2: out = self.dataModel[self.transform.dataPos][self.transform.slicePos, :, :] min_out, max_out = self.transform.minVal, self.transform.maxVal if max_out > min_out: self.output = np.maximum(0,(1. * (out - min_out) / (max_out - min_out))) ** self.transform.gamma else: self.output = np.zeros_like(out) logger.debug("render: output range = %s" % ([amin(self.output), amax(self.output)])) def saveFrame(self, fName): """FIXME: scaling behaviour still hast to be implemented (e.g. after setGamma)""" logger.info("saving frame as %s", fName) self.render() self.paintGL() glFlush() self.grabFrameBuffer().save(fName) def onRenderTimer(self): if self.renderUpdate: self.render() self.renderUpdate = False self.updateGL() def tex_coords_from_xyzoom(self, x0, y0, zoom): """returns array of texccords corners when zoomed in onto x0,y0 \in [0,1] zoom == 1 --> fully zoomed out zoom == 0 --> fully zoomed in (to x0,y0) """ q0 = create_quad_coords([0, 1, 0, 1]) q1 = create_quad_coords([x0, x0, y0, y0]) return zoom * q0 + (1. - zoom) * q1 def getRelativeCoords(self, x0, y0): w, h = self.getDataWidthHeight() w = w * self.width() / self._viewport_width h = w * self.height() / self._viewport_height x = 2. * (x0 - .5 * (self.width() - w)) / w - 1 y = 2. * (y0 - .5 * (self.height() - h)) / h - 1 x = (x0 - .5 * (self.width() - w)) / w y = 1 - (y0 - .5 * (self.height() - h)) / h return x, y def mousePressEvent(self, event): super(GLSliceWidget, self).mousePressEvent(event) if event.buttons() == QtCore.Qt.LeftButton: self._x0, self._y0 = self.getRelativeCoords(event.x(), event.y()) def mouseMoveEvent(self, event): if event.buttons() == QtCore.Qt.LeftButton: x, y = self.getRelativeCoords(event.x(), event.y()) self.zoom_x += self.zoom_fac * (self._x0 - x) self.zoom_y += self.zoom_fac * (self._y0 - y) self._x0, self._y0 = x, y self.zoom_x, self.zoom_y = clip(self.zoom_x, 0, 1), clip(self.zoom_y, 0, 1) self.refresh() def wheelEvent(self, event): # get the zoom factor # print self.zoom_x,self.zoom_y # x, y = self.getRelativeCoords(event.x(),event.y()) # self.zoom_x , self.zoom_y = clip(x ,0,1), clip(y,0,1) self.zoom_fac *= 1.4 ** (-event.angleDelta().y() / 1000.) self.zoom_fac = clip(self.zoom_fac, 0, 1.) self.refresh()
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 GLWidget(QOpenGLWidget): clicked = pyqtSignal() PROGRAM_VERTEX_ATTRIBUTE, PROGRAM_TEXCOORD_ATTRIBUTE = range(2) vsrc = """ attribute highp vec4 vertex; attribute mediump vec4 texCoord; varying mediump vec4 texc; uniform mediump mat4 matrix; void main(void) { gl_Position = matrix * vertex; texc = texCoord; } """ fsrc = """ uniform sampler2D texture; varying mediump vec4 texc; void main(void) { gl_FragColor = texture2D(texture, texc.st); } """ coords = ( (( +1, -1, -1 ), ( -1, -1, -1 ), ( -1, +1, -1 ), ( +1, +1, -1 )), (( +1, +1, -1 ), ( -1, +1, -1 ), ( -1, +1, +1 ), ( +1, +1, +1 )), (( +1, -1, +1 ), ( +1, -1, -1 ), ( +1, +1, -1 ), ( +1, +1, +1 )), (( -1, -1, -1 ), ( -1, -1, +1 ), ( -1, +1, +1 ), ( -1, +1, -1 )), (( +1, -1, +1 ), ( -1, -1, +1 ), ( -1, -1, -1 ), ( +1, -1, -1 )), (( -1, -1, +1 ), ( +1, -1, +1 ), ( +1, +1, +1 ), ( -1, +1, +1 )) ) def __init__(self, parent=None): super(GLWidget, self).__init__(parent) self.clearColor = QColor(Qt.black) self.xRot = 0 self.yRot = 0 self.zRot = 0 self.program = None self.lastPos = QPoint() def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(200, 200) def rotateBy(self, xAngle, yAngle, zAngle): self.xRot += xAngle self.yRot += yAngle self.zRot += zAngle self.update() def setClearColor(self, color): self.clearColor = color self.update() def initializeGL(self): self.gl = self.context().versionFunctions() self.gl.initializeOpenGLFunctions() self.makeObject() self.gl.glEnable(self.gl.GL_DEPTH_TEST) self.gl.glEnable(self.gl.GL_CULL_FACE) vshader = QOpenGLShader(QOpenGLShader.Vertex, self) vshader.compileSourceCode(self.vsrc) fshader = QOpenGLShader(QOpenGLShader.Fragment, self) fshader.compileSourceCode(self.fsrc) self.program = QOpenGLShaderProgram() self.program.addShader(vshader) self.program.addShader(fshader) self.program.bindAttributeLocation('vertex', self.PROGRAM_VERTEX_ATTRIBUTE) self.program.bindAttributeLocation('texCoord', self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.link() self.program.bind() self.program.setUniformValue('texture', 0) self.program.enableAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE) self.program.enableAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.setAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE, self.vertices) self.program.setAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE, self.texCoords) def paintGL(self): self.gl.glClearColor(self.clearColor.redF(), self.clearColor.greenF(), self.clearColor.blueF(), self.clearColor.alphaF()) self.gl.glClear( self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) m = QMatrix4x4() m.ortho(-0.5, 0.5, 0.5, -0.5, 4.0, 15.0) m.translate(0.0, 0.0, -10.0) m.rotate(self.xRot / 16.0, 1.0, 0.0, 0.0) m.rotate(self.yRot / 16.0, 0.0, 1.0, 0.0) m.rotate(self.zRot / 16.0, 0.0, 0.0, 1.0) self.program.setUniformValue('matrix', m) for i, texture in enumerate(self.textures): texture.bind() self.gl.glDrawArrays(self.gl.GL_TRIANGLE_FAN, i * 4, 4) def resizeGL(self, width, height): side = min(width, height) self.gl.glViewport((width - side) // 2, (height - side) // 2, side, side) def mousePressEvent(self, event): self.lastPos = event.pos() def mouseMoveEvent(self, event): dx = event.x() - self.lastPos.x() dy = event.y() - self.lastPos.y() if event.buttons() & Qt.LeftButton: self.rotateBy(8 * dy, 8 * dx, 0) elif event.buttons() & Qt.RightButton: self.rotateBy(8 * dy, 0, 8 * dx) self.lastPos = event.pos() def mouseReleaseEvent(self, event): self.clicked.emit() def makeObject(self): self.textures = [] self.texCoords = [] self.vertices = [] root = QFileInfo(__file__).absolutePath() for i in range(6): self.textures.append( QOpenGLTexture( QImage(root + ('/images/side%d.png' % (i + 1))).mirrored())) for j in range(4): self.texCoords.append(((j == 0 or j == 3), (j == 0 or j == 1))) x, y, z = self.coords[i][j] self.vertices.append((0.2 * x, 0.2 * y, 0.2 * z))
class MyWidget(QtOpenGL.QGLWidget): def __init__(self, parent = None): super(MyWidget, self).__init__(parent) self.quadCoord = np.array([[-1., -1., 0.], [1., -1., 0.], [1., 1., 0.], [1., 1., 0.], [-1., 1., 0.], [-1., -1., 0.]]) self.quadCoordTex = np.array([[0, 0], [1., 0.], [1., 1.], [1., 1.], [0, 1.], [0, 0]]) def initializeGL(self): GL.glClearColor(1.0, 0.0, 0.0, 1.0) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glClear(GL.GL_COLOR_BUFFER_BIT) print("OpenGL.GL: " + str(GL.glGetString(GL.GL_VERSION))) print("GL.GLSL: " + str(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION))) print("OpenGL ATTRIBUTES:\n",", ".join(d for d in dir(GL) if d.startswith("GL_"))) self.program = QOpenGLShaderProgram() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, """#version 120 attribute vec2 position; attribute vec2 texcoord; varying vec2 mytexcoord; void main() { gl_Position = vec4(position, 0., 1.0); mytexcoord = texcoord; }""") self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, """#version 120 uniform sampler2D texture; varying vec2 mytexcoord; void main() { gl_FragColor = texture2D(texture,mytexcoord); }""") print(self.program.log()) self.program.link() self.texture = fillTexture2d(np.outer(np.linspace(0, 1, 128), np.ones(128))) def paintGL(self): #GL.glClear(GL.GL_COLOR_BUFFER_BIT) self.program.bind() self.program.enableAttributeArray("position") self.program.enableAttributeArray("texcoord") self.program.setAttributeArray("position", self.quadCoord) self.program.setAttributeArray("texcoord", self.quadCoordTex) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) self.program.setUniformValue("texture", 0) GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(self.quadCoord))
class TestCanvas(Canvas): def __init__(self): with open("vertex.glsl", "r") as f: self.vertexShaderSource = f.read() with open("fragment.glsl", "r") as f: self.fragmentShaderSource = f.read() if self.vertexShaderSource is None: raise Exception("Could not load the source for the vertex shader") if self.fragmentShaderSource is None: raise Exception( "Could not load the source for the fragment shader") super(TestCanvas, self).__init__() def setupGL(self): self.program = QOpenGLShaderProgram(self.context()) info("PROGRAM", self.program) # addShaderFromSourceCode() only returns a bool telling whether everything went well if self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource): info("VERTEX SHADER", "Managed to load and parse the vertex shader") if self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource): info("FRAGMENT SHADER", "Managed to load and parse the fragment shader") # Compile and bind the shader program to the current context self.program.link() self.program.bind() # Bind the shader attribute for transfering vertex positions to a python variable self.somePosition = self.gl.glGetAttribLocation( self.program.programId(), "somePosition") # Bind the shader attribute for transfering vertex colors to a python variable self.inputColor = self.gl.glGetAttribLocation(self.program.programId(), "inputColor") # Here we mix vertex data (x, y, z) with color data (r, g, b, a). self.vertices = array.array( 'f', [ -0.5, -0.5, 0.0, 1.0, 0.0, 0.0, 1.0, # Bottom left is red -0.5, 0.5, 0.0, 0.0, 1.0, 0.0, 1.0, # Top left is green 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 1.0, # Top right is blue 0.5, -0.5, 0.0, 1.0, 1.0, 0.0, 1.0 # Bottom right is yellow ]) # Buffer info returns a tuple where the second part is number of elements in the array self.verticesLength = self.vertices.buffer_info()[1] # Each vertex is specified with with seven values (xyzrgba) self.arrayCellsPerVertex = 7 # Size in bytes for each vertex specification (self.vertices.itemsize is the size in bytes # of a single array cell) self.vertexSpecificationSize = self.vertices.itemsize * self.arrayCellsPerVertex # In bytes, where in a vertex specification does the color data start? (it starts after # x, y, z.. i.e after 3 array cells) self.colorBytesOffset = self.vertices.itemsize * 3 # Total size in bytes for entire array self.verticesDataLength = self.verticesLength * self.vertices.itemsize # Number of vertices in the array self.numberOfVertices = int(self.verticesLength / self.arrayCellsPerVertex) # Tell gl to prepare a single buffer self.vertexBuffer = self.gl.glGenBuffers(1) # Say that the buffer is of type GL_ARRAY_BUFFER self.gl.glBindBuffer(self.gl.GL_ARRAY_BUFFER, self.vertexBuffer) # Copy data into the buffer self.gl.glBufferData(self.gl.GL_ARRAY_BUFFER, self.verticesDataLength, self.vertices.tobytes(), self.gl.GL_STATIC_DRAW) # Say that the somePosition attribute should be read from the current array, that it should take three values at a # time (x, y, z), and that they are of the type GL_FLOAT. We now also specify a byte offset (vertexSpecificationSize) # to say that each new vertex specification is starting this many bytes after the prior one. self.gl.glVertexAttribPointer(self.somePosition, 3, self.gl.GL_FLOAT, False, self.vertexSpecificationSize, 0) # Connect the array to the somePosition variable self.gl.glEnableVertexAttribArray(self.somePosition) # Say that the inputColor attribute should be read from the current array, that it should take four values at a # time (r, g, b, a), and that they are of type GL_FLOAT. The same byte offset as for the position info is used, but # we now also specify that the color information starts at colorBytesOffset bytes into each vertex specification self.gl.glVertexAttribPointer(self.inputColor, 4, self.gl.GL_FLOAT, False, self.vertexSpecificationSize, self.colorBytesOffset) # Connect the array to the inputColor variable self.gl.glEnableVertexAttribArray(self.inputColor) # Tell GL that whenever we run glClear, this is the color that # should be used. We only need to do this once. self.gl.glClearColor(0.1, 0.1, 0.1, 1.0) self.dumpGLLogMessages("setupGL()") def paintGL(self): self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) # Draw a quad starting at vertex number. Since we enabled attribarrays, it will fetch data from the array buffer self.gl.glDrawArrays(self.gl.GL_QUADS, 0, self.numberOfVertices) self.dumpGLLogMessages("paintGL()") def resizeGL(self, width, height): pass
class DDSWidget(QOpenGLWidget): def __init__(self, ddsFile, debugContext = False, parent = None, f = Qt.WindowFlags()): super(DDSWidget, self).__init__(parent, f) self.ddsFile = ddsFile self.clean = True self.logger = None self.program = None self.transparecyProgram = None self.texture = None self.vbo = None self.vao = None self.backgroundColour = None if debugContext: format = QSurfaceFormat() format.setOption(QSurfaceFormat.DebugContext) self.setFormat(format) self.logger = QOpenGLDebugLogger(self) qDebug("__init__()") def __del__(self): qDebug("__del__()") self.cleanup() def __dtor__(self): qDebug("__dtor__()") self.cleanup() def initializeGL(self): qDebug("initializeGL()") if self.logger: self.logger.initialize() self.logger.messageLogged.connect(lambda message: qDebug(self.__tr("OpenGL debug message: {0}").fomat(message.message()))) self.logger.startLogging() gl = QOpenGLContext.currentContext().versionFunctions(glVersionProfile) QOpenGLContext.currentContext().aboutToBeDestroyed.connect(self.cleanup) self.clean = False fragmentShader = None vertexShader = vertexShader2D if self.ddsFile.isCubemap: fragmentShader = fragmentShaderCube vertexShader = vertexShaderCube if QOpenGLContext.currentContext().hasExtension(b"GL_ARB_seamless_cube_map"): GL_TEXTURE_CUBE_MAP_SEAMLESS = 0x884F gl.glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) elif self.ddsFile.glFormat.samplerType == "F": fragmentShader = fragmentShaderFloat elif self.ddsFile.glFormat.samplerType == "UI": fragmentShader = fragmentShaderUInt else: fragmentShader = fragmentShaderSInt self.program = QOpenGLShaderProgram(self) self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader) self.program.bindAttributeLocation("position", 0) self.program.bindAttributeLocation("texCoordIn", 1) self.program.link() self.transparecyProgram = QOpenGLShaderProgram(self) self.transparecyProgram.addShaderFromSourceCode(QOpenGLShader.Vertex, transparencyVS) self.transparecyProgram.addShaderFromSourceCode(QOpenGLShader.Fragment, transparencyFS) self.transparecyProgram.bindAttributeLocation("position", 0) self.transparecyProgram.link() self.vao = QOpenGLVertexArrayObject(self) vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer) self.vbo.create() self.vbo.bind() theBytes = struct.pack("%sf" % len(vertices), *vertices) self.vbo.allocate(theBytes, len(theBytes)) gl.glEnableVertexAttribArray(0) gl.glEnableVertexAttribArray(1) gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, False, 6 * 4, 0) gl.glVertexAttribPointer(1, 2, gl.GL_FLOAT, False, 6 * 4, 4 * 4) self.texture = self.ddsFile.asQOpenGLTexture(gl, QOpenGLContext.currentContext()) def resizeGL(self, w, h): qDebug("resizeGL(" + str(w) + ", " + str(h) + ")") aspectRatioTex = self.texture.width() / self.texture.height() if self.texture else 1.0 aspectRatioWidget = w / h ratioRatio = aspectRatioTex / aspectRatioWidget self.program.bind() self.program.setUniformValue("aspectRatioRatio", ratioRatio) self.program.release() def paintGL(self): qDebug("paintGL()") gl = QOpenGLContext.currentContext().versionFunctions(glVersionProfile) vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) # Draw checkerboard so transparency is obvious self.transparecyProgram.bind() if self.backgroundColour and self.backgroundColour.isValid(): self.transparecyProgram.setUniformValue("backgroundColour", self.backgroundColour) gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6) self.transparecyProgram.release() self.program.bind() if self.texture: self.texture.bind() gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6) if self.texture: self.texture.release() self.program.release() def cleanup(self): qDebug("cleanup()") if not self.clean: self.makeCurrent() self.program = None self.transparecyProgram = None if self.texture: self.texture.destroy() self.texture = None self.vbo.destroy() self.vbo = None self.vao.destroy() self.vao = None self.doneCurrent() self.clean = True def setBackgroundColour(self, colour): self.backgroundColour = colour def getBackgroundColour(self): return self.backgroundColour def __tr(self, str): return QCoreApplication.translate("DDSWidget", str)
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 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 = {} 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 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 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 TestCanvas(Canvas): def __init__(self): with open("vertex.glsl", "r") as f: self.vertexShaderSource = f.read() with open("fragment.glsl", "r") as f: self.fragmentShaderSource = f.read() if self.vertexShaderSource is None: raise Exception("Could not load the source for the vertex shader") if self.fragmentShaderSource is None: raise Exception( "Could not load the source for the fragment shader") super(TestCanvas, self).__init__() def setupGL(self): self.program = QOpenGLShaderProgram(self.context()) info("PROGRAM", self.program) # addShaderFromSourceCode() only returns a bool telling whether everything went well if self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShaderSource): info("VERTEX SHADER", "Managed to load and parse the vertex shader") if self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShaderSource): info("FRAGMENT SHADER", "Managed to load and parse the fragment shader") # Compile and bind the shader program to the current context self.program.link() self.program.bind() # Bind the shader attribute to a python variable self.somePosition = self.gl.glGetAttribLocation( self.program.programId(), "somePosition") # Use array rather than list in order to get control over actual data size self.vertices = array.array( 'f', [-0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0]) # Buffer info returns a tuple where the second part is number of elements in the array self.verticesLength = self.vertices.buffer_info()[1] # Size in bytes for each element self.verticesItemSize = self.vertices.itemsize # Total size in bytes for entire array self.verticesDataLength = self.verticesLength * self.verticesItemSize # Number of vertices in the array self.numberOfVertices = int(self.verticesLength / 3) # Tell gl to prepare a buffer self.vertexBuffer = self.gl.glGenBuffers(1) # Say that the buffer is of type GL_ARRAY_BUFFER self.gl.glBindBuffer(self.gl.GL_ARRAY_BUFFER, self.vertexBuffer) # Copy data into the buffer self.gl.glBufferData(self.gl.GL_ARRAY_BUFFER, self.verticesDataLength, self.vertices.tobytes(), self.gl.GL_STATIC_DRAW) # Say that the somePosition attribute should be read from the current array, that it should take three values at a # time (x, y, z), and that they are of the type GL_FLOAT self.gl.glVertexAttribPointer(self.somePosition, 3, self.gl.GL_FLOAT, False, 0, 0) # When reading from the current data, start at position 0 self.gl.glEnableVertexAttribArray(0) # Tell GL that whenever we run glClear, this is the color that # should be used. We only need to do this once. self.gl.glClearColor(0.1, 0.1, 0.1, 1.0) self.dumpGLLogMessages("setupGL()") def paintGL(self): self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) # Draw points, starting at vertex number, number of vertices to draw. Since we enabled attribarrays, it will # fetch data from the array buffer self.gl.glDrawArrays(self.gl.GL_POINTS, 0, self.numberOfVertices) self.dumpGLLogMessages("paintGL()") def resizeGL(self, width, height): pass
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 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 GLWidget(QOpenGLWidget): clicked = pyqtSignal() PROGRAM_VERTEX_ATTRIBUTE, PROGRAM_TEXCOORD_ATTRIBUTE = range(2) vsrc = """ attribute highp vec4 vertex; attribute mediump vec4 texCoord; varying mediump vec4 texc; uniform mediump mat4 matrix; void main(void) { gl_Position = matrix * vertex; texc = texCoord; } """ fsrc = """ uniform sampler2D texture; varying mediump vec4 texc; void main(void) { gl_FragColor = texture2D(texture, texc.st); } """ coords = (((+1, -1, -1), (-1, -1, -1), (-1, +1, -1), (+1, +1, -1)), ((+1, +1, -1), (-1, +1, -1), (-1, +1, +1), (+1, +1, +1)), ((+1, -1, +1), (+1, -1, -1), (+1, +1, -1), (+1, +1, +1)), ((-1, -1, -1), (-1, -1, +1), (-1, +1, +1), (-1, +1, -1)), ((+1, -1, +1), (-1, -1, +1), (-1, -1, -1), (+1, -1, -1)), ((-1, -1, +1), (+1, -1, +1), (+1, +1, +1), (-1, +1, +1))) def __init__(self, parent=None): super(GLWidget, self).__init__(parent) self.clearColor = QColor(Qt.black) self.xRot = 0 self.yRot = 0 self.zRot = 0 self.program = None self.lastPos = QPoint() def minimumSizeHint(self): """ Define the minimum size of the widget """ return QSize(50, 50) def sizeHint(self): """ Define a default size for the widget """ return QSize(200, 200) def rotateBy(self, xAngle, yAngle, zAngle): self.xRot += xAngle self.yRot += yAngle self.zRot += zAngle self.update() def setClearColor(self, color): self.clearColor = color self.update() def initializeGL(self): self.gl = self.context().versionFunctions() self.gl.initializeOpenGLFunctions() self.makeObject() self.gl.glEnable(self.gl.GL_DEPTH_TEST) self.gl.glEnable(self.gl.GL_CULL_FACE) vshader = QOpenGLShader(QOpenGLShader.Vertex, self) vshader.compileSourceCode(self.vsrc) fshader = QOpenGLShader(QOpenGLShader.Fragment, self) fshader.compileSourceCode(self.fsrc) self.program = QOpenGLShaderProgram() self.program.addShader(vshader) self.program.addShader(fshader) self.program.bindAttributeLocation('vertex', self.PROGRAM_VERTEX_ATTRIBUTE) self.program.bindAttributeLocation('texCoord', self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.link() self.program.bind() self.program.setUniformValue('texture', 0) self.program.enableAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE) self.program.enableAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE) self.program.setAttributeArray(self.PROGRAM_VERTEX_ATTRIBUTE, self.vertices) self.program.setAttributeArray(self.PROGRAM_TEXCOORD_ATTRIBUTE, self.texCoords) def paintGL(self): self.gl.glClearColor(self.clearColor.redF(), self.clearColor.greenF(), self.clearColor.blueF(), self.clearColor.alphaF()) self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT | self.gl.GL_DEPTH_BUFFER_BIT) m = QMatrix4x4() m.ortho(-0.5, 0.5, 0.5, -0.5, 4.0, 15.0) m.translate(0.0, 0.0, -10.0) self.program.setUniformValue('matrix', m) self.texture.bind() self.gl.glDrawArrays(self.gl.GL_TRIANGLE_FAN, 0, 4) def resizeGL(self, width, height): side = min(width, height) self.gl.glViewport((width - side) // 2, (height - side) // 2, side, side) def makeObject(self): self.texCoords = [(True, True), (False, True), (False, False), (True, False)] self.vertices = [(0.5, -0.5, -0.5), (-0.5, -0.5, -0.5), (-0.5, 0.5, -0.5), (0.5, 0.5, -0.5)] my_movie = QImage('/Users/reno/Dropbox/media/cloudy.png') self.texture = QOpenGLTexture(my_movie.mirrored())
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 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 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 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 TriangleUnderlayRenderer(QObject): def __init__(self, parent=None): super(TriangleUnderlayRenderer, self).__init__(parent) self._shader_program = None self._viewport_size = QSize() self._window = None self._camera = Camera() self._perspective_projection_matrix = perspective_projection( 45.0, 4.0 / 3.0, 0.001, 100.0) self._orthographic_projection_matrix = orthographic_projection( 640.0, 480.0, 0.001, 100.0) self._model_matrix = np.identity(4) self._projection_type = 0 self._projection_matrix = self._perspective_projection_matrix self._theta = 0.0 def set_theta(self, theta): self._theta = theta # around y axis def build_rotation_matrix(self): m = np.identity(4) m[0][0] = np.cos(np.radians(self._theta)) m[0][2] = np.sin(np.radians(self._theta)) m[2][0] = -np.sin(np.radians(self._theta)) m[2][2] = np.cos(np.radians(self._theta)) return m @pyqtSlot(int) def setProjectionType(self, t): if t != self._projection_type: self._projection_type = t @pyqtSlot() def paint(self): # for Darwin, it's a must if pf.uname().system == 'Darwin': global GL GL = self._window.openglContext().versionFunctions() w = self._viewport_size.width() h = self._viewport_size.height() GL.glViewport(0, 0, int(w), int(h)) if self._shader_program is None: self._shader_program = QOpenGLShaderProgram() self._shader_program.addShaderFromSourceFile( QOpenGLShader.Vertex, 'shaders/OpenGL_2_1/vertex.glsl') self._shader_program.addShaderFromSourceFile( QOpenGLShader.Fragment, 'shaders/OpenGL_2_1/fragment.glsl') self._shader_program.bindAttributeLocation('position', 0) self._shader_program.bindAttributeLocation('color', 1) self._shader_program.link() self._shader_program.bind() self._shader_program.enableAttributeArray(0) self._shader_program.enableAttributeArray(1) self._shader_program.setAttributeArray(0, positions) self._shader_program.setAttributeArray(1, colors) if self._projection_type == 0: self._projection_matrix = self._perspective_projection_matrix elif self._projection_type == 1: self._projection_matrix = self._orthographic_projection_matrix self._model_matrix = self.build_rotation_matrix() self._shader_program.setUniformValue( 'model_matrix', QMatrix4x4(self._model_matrix.flatten().tolist())) self._shader_program.setUniformValue( 'view_matrix', QMatrix4x4(self._camera.get_view_matrix().flatten().tolist())) self._shader_program.setUniformValue( 'projection_matrix', QMatrix4x4(self._projection_matrix.flatten().tolist())) GL.glClearColor(0.2, 0.2, 0.2, 1) GL.glEnable(GL.GL_DEPTH_TEST) GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3) self._shader_program.disableAttributeArray(0) self._shader_program.disableAttributeArray(1) self._shader_program.release() # Restore the OpenGL state for QtQuick rendering self._window.resetOpenGLState() self._window.update() def set_viewport_size(self, size): self._viewport_size = size def set_window(self, window): self._window = window def set_projection_matrix(self): # Need to be set every time we change the size of the window self._perspective_projection_matrix = perspective_projection( 45.0, self._viewport_size.width() / self._viewport_size.height(), 0.001, 100.0) self._orthographic_projection_matrix = orthographic_projection( self._viewport_size.width(), self._viewport_size.height(), 0.001, 100.0)
class SquircleRenderer(QObject): # QOpenGLFunctions """docstring for SquircleRenderer""" def __init__(self, parent=None): super(SquircleRenderer, self).__init__(parent) self.m_t = 0.0 self.m_program = None self.m_viewportSize = QSize() def setT(self, t): self.m_t = t def setViewportSize(self, size): self.m_viewportSize = size def setWin(self, win): self.win = win ver = QOpenGLVersionProfile() ver.setVersion(2, 1) self.m_context = self.win.openglContext() self.gl = self.m_context.versionFunctions(ver) @pyqtSlot() def paint(self): if not self.m_program: self.gl.initializeOpenGLFunctions() self.m_program = QOpenGLShaderProgram(self) self.m_program.addShaderFromSourceCode( QOpenGLShader.Vertex, "attribute highp vec4 vertices;" "varying highp vec2 coords;" "void main() {" " gl_Position = vertices;" " coords = vertices.xy;" "}", ) self.m_program.addShaderFromSourceCode( QOpenGLShader.Fragment, "uniform lowp float t;" "varying highp vec2 coords;" "void main() {" " lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));" " i = smoothstep(t - 0.8, t + 0.8, i);" " i = floor(i * 20.) / 20.;" " gl_FragColor = vec4(coords * .5 + .5, i, i);" "}", ) self.m_program.bindAttributeLocation("vertices", 0) self.m_program.link() self.m_program.bind() self.m_program.enableAttributeArray(0) values = [(-1, -1), (1, -1), (-1, 1), (1, 1)] self.m_program.setAttributeArray(0, values) self.m_program.setUniformValue("t", self.m_t) # print("DATA:",self.m_viewportSize.width(), self.m_viewportSize.height(), self.m_t)#, self.gl.glViewport) self.gl.glViewport(0, 0, self.m_viewportSize.width(), self.m_viewportSize.height()) self.gl.glDisable(self.gl.GL_DEPTH_TEST) self.gl.glClearColor(0, 0, 0, 1) self.gl.glClear(self.gl.GL_COLOR_BUFFER_BIT) self.gl.glEnable(self.gl.GL_BLEND) self.gl.glBlendFunc(self.gl.GL_SRC_ALPHA, self.gl.GL_ONE) self.gl.glDrawArrays(self.gl.GL_TRIANGLE_STRIP, 0, 4) self.m_program.disableAttributeArray(0) self.m_program.release()
class MainWindow(QMainWindow, Ui_MainWindow): def __init__(self, processor, df, parent=None): super().__init__(parent) self.parent = parent self.processor = processor # Data self.df = df # UI self.setupUi(self) self.setupControls() self.keyPressEvent = self.keyPressed self.mouseMoveEvent = self.mouseMoved # Control & Display self.mouse_grabbed = False self.camera_pos = QVector3D(0.5, 0.5, -2) # Start camera position self.center = QVector3D(0.5, 0, 0.5) # Center of object self.rot_center = QVector3D(0.5, 0.5, 0.5) # Center of rotation self.camera_rot = QVector3D(0, 0, 1) # Camera rotation self.scale_vec = QVector3D(1, 1, 1) # Object scale self.real_prop = processor.get_real_scaling() # val to lat self.light_pos = QVector3D(self.xLightSpinBox.value(), self.yLightSpinBox.value(), self.zLightSpinBox.value()) self.ambient = self.ambientSlider.value() / 100 self.diffuse = self.diffuseSlider.value() / 100 self.alpha = self.alphaSlider.value() / 100 # Transparency # Drawing self.normals = [] self.colors = [] self.coords_array = [] # !> len(self.normals) == len(self.colors) == len(self.coords_array) self.update_light = False # Update for light is needed self.update_buffer = False # Update for whole buffer is needed self.show_grid = self.gridCheckBox.isChecked() self.show_contour = self.contourCheckBox.isChecked() self.contour_levels = self.contourLevelSpinBox.value() self.show_light_lines = True self.grid_freq = 10 self.grid_color = QVector4D(1, 1, 1, 1) self.contour_color = QVector4D(1, 1, 1, 1) self.light_line_color = QVector4D(1, 0.6, 0, 1) self.prepareScene() self.updateUi() self.shaders = QOpenGLShaderProgram() self.openGLWidget.initializeGL = self.initializeGL self.openGLWidget.paintGL = self.paintGL def updateUi(self): """Set up custom widgets & positions""" self.splitDockWidget(self.displayDockWidget, self.elevationDockWidget, Qt.Vertical) self.splitDockWidget(self.elevationDockWidget, self.displayDockWidget, Qt.Vertical) self.tabifyDockWidget(self.elevationDockWidget, self.minimapDockWidget) self.tabifyDockWidget(self.displayDockWidget, self.lightDockWidget) self.tabifyDockWidget(self.projDockWidget, self.additionalDockWidget) self.tabifyDockWidget(self.elevationDockWidget, self.cameraDockWidget) self.lightDockWidget.raise_() self.additionalDockWidget.raise_() self.elevationDockWidget.raise_() self.elevationWidget = ElevationGraphWidget( self.processor.min_val, self.processor.max_val, self.processor.denormalizeValue(self.camera_pos.y()), width=240, height=100) self.minimapWidget = MinimapGraphWidget(self.processor, self.camera_pos, self.camera_rot, width=240, height=100) self.elevationWidgetLayout.addWidget(self.elevationWidget) self.minimapLayout.addWidget(self.minimapWidget) self.mapDockWidgetControls() self.actionOpenAnother.triggered.connect(self.onOpenAnother) def onOpenAnother(self): """Open another GeoTIFF file""" self.parent.show() self.hide() self.deleteLater() def mapDockWidgetControls(self): """Show/hide dockwidgets via corresponding actions""" self.dock_widgets = [ self.lightDockWidget, self.cameraDockWidget, self.additionalDockWidget, self.minimapDockWidget, self.displayDockWidget, self.projDockWidget, self.elevationDockWidget ] self.dock_actions = [ self.actionShowLightSourceDW, self.actionShowCameraDW, self.actionShowAdditionalDW, self.actionShowMinimapDW, self.actionShowDisplayDW, self.actionShowProjectionDW, self.actionShowElevationDW ] for dock_widget, action in zip(self.dock_widgets, self.dock_actions): def wrapper(action): def dock_widget_close_event(event): action.setChecked(False) event.accept() return dock_widget_close_event dock_widget.closeEvent = wrapper(action) action.triggered.connect(dock_widget.setVisible) # ==================== PREPARATION ==================== def prepareScene(self): """Prepare the data for bufferization""" self.coords_array = [] self.colors = [] self.normals = [] polygons, normals, colors = self.getMapPolygons() self.map_data = self.preparePolygons(polygons, normals, colors) # self.normal_data = self.prepareNormalLines(polygons, normals, colors) polygons, normals, colors = self.getLightSourceCoords() self.light_data = self.preparePolygons(polygons, normals, colors) if self.show_light_lines: lines, line_colors = self.getLightLines() self.light_lines_data = self.prepareLines(lines, line_colors) if self.show_grid: lines, line_colors = self.getGrid() self.grid_data = self.prepareLines(lines, line_colors) if self.show_contour: self.contour_data = self.getContour() # POLYGONS def getLightSourceCoords(self): polygons = np.array([((0, 0, 0), (0, 1, 0), (1, 1, 0), (1, 0, 0)), ((0, 0, 1), (0, 1, 1), (1, 1, 1), (1, 0, 1)), ((0, 0, 0), (0, 0, 1), (1, 0, 1), (1, 0, 0)), ((0, 1, 0), (0, 1, 1), (1, 1, 1), (1, 1, 0)), ((0, 0, 0), (0, 0, 1), (0, 1, 1), (0, 1, 0)), ((1, 0, 0), (1, 0, 1), (1, 1, 1), (1, 1, 0))]) normals = [(0, 0, -1), (0, 0, 1), (0, -1, 0), (0, 1, 0), (-1, 0, 0), (1, 0, 0)] normals_vec = [] [[ normals_vec.append(QVector3D(*normals[i])) for _ in range(len(polygons[i])) ] for i in range(len(polygons))] center = np.array( (self.light_pos.x(), self.light_pos.y(), self.light_pos.z())) delta = np.array((0.5, 0.5, 0.5)) polygons = [[(p - delta) * 0.05 + center for p in side] for side in polygons] colors = [] [ colors.append(QVector4D(1, 153 / 255, 0, 1) * self.diffuse) for _ in range(len(normals_vec)) ] return polygons, normals_vec, colors def getMapPolygons(self): polygons, normals, colors = [], [], [] for polygon, normal in self.processor.polygon_generator(self.df): polygons.append(self.swapPoints(polygon)) [ normals.append(QVector3D(*self.swapPoint(*normal))) for _ in polygon ] [colors.append(self.getColorByValue(val)) for x, y, val in polygon] return polygons, normals, colors def getColorByValue(self, value): """Get QVector4D-color from green (value == 0) to red (value == 1) :param value: 0 - 1 """ hue = 120 * (1 - value) / 360 color = QColor.fromHslF(hue, 1, 0.5) color_vec = QVector4D(color.redF(), color.greenF(), color.blueF(), 0.5) return color_vec def swapPoint(self, lon, lat, value): return lon, value, lat def swapPoints(self, polygon): return [(lon, value, lat) for lon, lat, value in polygon] def prepareNormalLines(self, polygons, normals, colors): """Normal lines for each polygon. Debug only """ norm_i = 0 start = len(self.coords_array) for polygon in polygons: point = polygon[0] normal = normals[norm_i] # color = colors[norm_i] color = QVector4D(1, 1, 1, 1) point_2 = QVector3D(*point) + normal * 0.04 point_2 = (point_2.x(), point_2.y(), point_2.z()) self.prepareLine((point, point_2), [color] * 2) norm_i += len(polygon) end = len(self.coords_array) return start, end def preparePolygons(self, polygons, normals, colors, start_index=None): """Prepare polygons for bufferization :param polygons: a list like [(p11, p12, ...), (p21, p22, ...)] :param normals: normals with number of normals equal to points :param colors: colors for each point :param start_index: if None, start at the end of each array. Otherwise, overwrite """ assert len(normals) == len(colors) coords_array = [] [[coords_array.append(list(p)) for p in polygon] for polygon in polygons] start = len(self.coords_array) if start_index is None: self.coords_array += coords_array self.normals += normals self.colors += colors else: for i, j in enumerate( range(start_index, start_index + len(coords_array))): self.coords_array[j] = coords_array[i] self.normals[j] = normals[i] self.colors[j] = colors[i] end = len(self.coords_array) return start, end # LINES def getGrid(self): assert self.processor.min_lat != self.processor.max_lat \ and self.processor.min_val != self.processor.max_val value = self.processor.min_val - \ (self.processor.max_val - self.processor.min_val) * 0.1 lines = [] for lat in np.linspace(self.processor.min_lat, self.processor.max_lat, self.grid_freq): line = ((self.processor.min_lon, lat, value), (self.processor.max_lon, lat, value)) lines.append(line) for lon in np.linspace(self.processor.min_lon, self.processor.max_lon, self.grid_freq): line = ((lon, self.processor.min_lat, value), (lon, self.processor.max_lat, value)) lines.append(line) # lines.append(((self.min_lon, self.min_lat, self.min_val), # (self.min_lon, self.min_lat, self.max_val))) lines = [ self.swapPoints(self.processor.normalizePoints(line)) for line in lines ] line_colors = [(self.grid_color, self.grid_color) for _ in lines] return lines, line_colors def getContour(self): lev_lines = self.processor.get_contour(levels=self.contour_levels) contour = [] for level, line in lev_lines: line = [(self.processor.normalizeLon(lon), self.processor.normalizeValue(level + 10), self.processor.normalizeLat(lat)) for lon, lat in line] colors = [self.contour_color] * len(line) contour.append(self.prepareLine(line, colors)) return contour def getLightLines(self): if self.processor.max_val == self.processor.min_val: v = 0 else: v = self.processor.normalizeValue( self.processor.min_val - (self.processor.max_val - self.processor.min_val) * 0.1) lines = (((self.light_pos.x(), v, -100), (self.light_pos.x(), v, 100)), ((-100, v, self.light_pos.z()), (100, v, self.light_pos.z())), ((self.light_pos.x(), v, self.light_pos.z()), (self.light_pos.x(), self.light_pos.y(), self.light_pos.z()))) line_colors = [(self.light_line_color, self.light_line_color) for _ in lines] return lines, line_colors def prepareLines(self, lines, line_colors, start_index=None): """Prepare lines for bufferization :param lines: list like one for polygons :param line_colors: list of colors of each line :param start_index: start index """ assert len(lines) == len(line_colors) if start_index is None: data = [None] * len(lines) else: data = [] sum_len = 0 for line in lines: data.append(start_index + sum_len) sum_len += len(line) result = [ self.prepareLine(line, colors, datum) for line, colors, datum in zip(lines, line_colors, data) ] return result[0][0], result[-1][1] def prepareLine(self, line, colors, start_index=None): assert len(line) == len(colors) if start_index is None: start = len(self.coords_array) self.coords_array += line self.colors += colors self.normals += [QVector3D(0, 1, 0)] * len(line) end = len(self.coords_array) else: start = start_index for i, j in enumerate(range(start_index, start_index + len(line))): self.coords_array[j] = line[i] self.colors[j] = colors[i] end = start_index + len(line) return start, end # ==================== SCENE PREPARATION ==================== def initializeGL(self): GL.glClearColor(0.1, 0.1, 0.1, 1.0) GL.glEnableClientState(GL.GL_VERTEX_ARRAY) self.setUpShaders() self.initVertexArrays() def setUpShaders(self): self.shaders.addShaderFromSourceFile( QOpenGLShader.Vertex, resource_path('shaders/shader.vert')) self.shaders.addShaderFromSourceFile( QOpenGLShader.Fragment, resource_path('shaders/shader.frag')) self.shaders.link() self.shaders.bind() def initVertexArrays(self): """Init buffers""" assert len(self.coords_array) == len(self.colors) == len(self.normals) GL.glVertexPointer(3, GL.GL_FLOAT, 0, self.coords_array) self.shaders.setAttributeArray("v_color", self.colors) self.shaders.enableAttributeArray("v_color") self.shaders.setAttributeArray("v_normal", self.normals) self.shaders.enableAttributeArray("v_normal") # ==================== UPDATING STUFF ==================== def updateGL(func): def wrapper(self, *args, **kwargs): res = func(self, *args, **kwargs) self.openGLWidget.update() return res return wrapper def updateCameraInfo(func): """A decorator to update camera widgets after excution """ def wrapper(self, *args, **kwargs): res = func(self, *args, **kwargs) coef = 1 if not self.realPropCheckBox.isChecked() \ else self.real_prop self.elevationWidget.updatePos( self.processor.denormalizeValue(self.camera_pos.y() / (self.scale_vec.y()) * coef)) self.minimapWidget.updateCameraInfo( self.camera_pos * self.scale_vec, self.camera_rot) return res return wrapper def updateLightData(self): """Update parts of buffer used to display the light source""" polygons, normals, colors = self.getLightSourceCoords() self.preparePolygons(polygons, normals, colors, self.light_data[0]) lines, colors = self.getLightLines() self.prepareLines(lines, colors, self.light_lines_data[0]) GL.glVertexPointer(3, GL.GL_FLOAT, 0, self.coords_array) self.update_light = False def updateBuffer(self): """Update the whole buffer""" self.prepareScene() self.initVertexArrays() self.update_buffer = False # ==================== ACTUAL DRAWING ==================== def paintGL(self): self.loadScene() if self.update_light: self.updateLightData() if self.update_buffer: self.updateBuffer() self.updateMatrices() self.updateParams() self.drawScene() def loadScene(self): width, height = self.openGLWidget.width(), self.openGLWidget.height() view = max(width, height) GL.glViewport(int((width - view) / 2), int((height - view) / 2), view, view) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) def updateMatrices(self): """Update projection matrices""" proj = QMatrix4x4() coef = 0.01 center_x = 0 center_y = 0 projection = (-1 * coef + center_x, 1 * coef + center_x, -1 * coef + center_y, 1 * coef + center_y, 2.8 * coef, 20) if self.perspectiveRadioButton.isChecked(): proj.frustum(*projection) else: proj.ortho(*projection) modelview = QMatrix4x4() modelview.lookAt(self.camera_pos, self.camera_pos + self.camera_rot, QVector3D(0, 1, 0)) self.shaders.setUniformValue("ModelViewMatrix", modelview) self.shaders.setUniformValue("MVP", proj * modelview) def updateParams(self): """Update light, alpha and scaling parameters""" self.shaders.setUniformValue("LightPos", self.light_pos) self.shaders.setUniformValue("ambientStrength", self.ambient) self.shaders.setUniformValue("diffuseStrength", self.diffuse) self.shaders.setUniformValue("alpha", self.alpha) self.shaders.setUniformValue("center", self.center) self.shaders.setUniformValue("scale", self.scale_vec) def drawScene(self): """Paint all the prepared data""" GL.glClear(GL.GL_COLOR_BUFFER_BIT) self.shaders.setUniformValue('scaleEnabled', False) self.shaders.setUniformValue('phongModel', False) self.drawPreparedPolygons(*self.light_data) if self.show_light_lines: self.drawPreparedLines(*self.light_lines_data) self.shaders.setUniformValue('scaleEnabled', True) if self.show_grid: self.drawPreparedLines(*self.grid_data) # self.drawPreparedLines(*self.normal_data) self.shaders.setUniformValue('phongModel', True) self.drawPreparedPolygons(*self.map_data) if self.show_contour: self.shaders.setUniformValue('phongModel', False) self.drawPreparedLineStrips(self.contour_data) def drawPreparedPolygons(self, start, end): for i in range(start, end, 4): GL.glDrawArrays(GL.GL_POLYGON, i, 4) def drawPreparedLines(self, start, end): GL.glDrawArrays(GL.GL_LINES, start, end - start) def drawPreparedLineStrips(self, arr): for start, end in arr: GL.glDrawArrays(GL.GL_LINE_STRIP, start, end - start) # ==================== CONTROLS ==================== def setupControls(self): """Connect controls to this class' methods""" # Camera self.moveCameraUp.clicked.connect(lambda: self.moveCamera(az=1)) self.moveCameraDown.clicked.connect(lambda: self.moveCamera(az=-1)) self.moveCameraLeft.clicked.connect(lambda: self.moveCamera(pol=1)) self.moveCameraRight.clicked.connect(lambda: self.moveCamera(pol=-1)) self.moveCameraForward.clicked.connect(lambda: self.moveCamera(z=-1)) self.moveCameraBackward.clicked.connect(lambda: self.moveCamera(z=1)) # Scaling self.xScaleSpinBox.valueChanged.connect(lambda x: self.scaleView(x=x)) self.yScaleSpinBox.valueChanged.connect(lambda y: self.scaleView(y=y)) self.zScaleSpinBox.valueChanged.connect(lambda z: self.scaleView(z=z)) self.realPropCheckBox.stateChanged.connect( lambda: self.scaleView(y=self.yScaleSpinBox.value())) # Light self.ambientSlider.valueChanged.connect( lambda ambient: self.setLight(ambient=ambient / 100)) self.diffuseSlider.valueChanged.connect( lambda diffuse: self.setLight(diffuse=diffuse / 100)) self.xLightSpinBox.valueChanged.connect(lambda x: self.setLight(x=x)) self.yLightSpinBox.valueChanged.connect(lambda y: self.setLight(y=y)) self.zLightSpinBox.valueChanged.connect(lambda z: self.setLight(z=z)) # Display self.gridCheckBox.toggled.connect(lambda g: self.setGrid(show=g)) self.contourCheckBox.toggled.connect(lambda c: self.setContour(show=c)) self.contourLevelSpinBox.valueChanged.connect( lambda l: self.setContour(levels=l)) # Misc self.alphaSlider.valueChanged.connect( lambda alpha: self.setDisplay(alpha / 100)) self.actionGrabKeyboard.toggled.connect(self.toggleGrabKeyboard) self.actionGrabMouse.toggled.connect(self.toggleGrabMouse) self.orhogonalRadioButton.clicked.connect(self.openGLWidget.update) self.perspectiveRadioButton.clicked.connect(self.openGLWidget.update) self.openGLWidget.mousePressEvent \ = lambda event: self.actionGrabMouse.setChecked(True) def keyPressed(self, event): key = event.key() camera_dict = { Qt.Key_W: { 'z': 1 }, Qt.Key_S: { 'z': -1 }, Qt.Key_A: { 'x': -1 }, Qt.Key_D: { 'x': 1 }, Qt.Key_Z: { 'y': 1 }, Qt.Key_X: { 'y': -1 }, Qt.Key_Up: { 'az': 1 }, Qt.Key_Down: { 'az': -1 }, Qt.Key_Left: { 'pol': 1 }, Qt.Key_Right: { 'pol': -1 } } self.moveCamera(**camera_dict.get(key, {})) if key == Qt.Key_Escape: self.actionGrabMouse.setChecked(False) self.actionGrabKeyboard.setChecked(False) def mouseMoved(self, event): az_sensivity = 0.03 pol_sensivity = 0.03 if self.mouse_grabbed: delta = event.globalPos() - self.mouse_center QCursor.setPos(self.mouse_center) if event.buttons() == Qt.RightButton: self.moveCameraAroundCenter(az=delta.y() * az_sensivity, pol=delta.x() * pol_sensivity) else: self.moveCamera(az=delta.y() * az_sensivity, pol=delta.x() * pol_sensivity) else: super().mouseMoveEvent(event) def getRotVec(self): rot_matr = QMatrix4x4() rot_matr.rotate(-90, 0, 1, 0) rot_vec = QVector3D(self.camera_rot) rot_vec.setY(0) rot_vec = rot_matr * rot_vec return rot_vec @updateGL @updateCameraInfo def moveCamera(self, az=0, pol=0, x=0, y=0, z=0): move_coef = 0.1 rot_coef = 2 rot_vec = self.getRotVec() if az != 0 or pol != 0: rot_matr = QMatrix4x4() rot_matr.rotate(rot_coef * az, rot_vec) rot_matr.rotate(rot_coef * pol, 0, 1, 0) self.camera_rot = rot_matr * self.camera_rot if z: self.camera_pos += move_coef * self.camera_rot * z if x: self.camera_pos += rot_vec * move_coef * x if y: self.camera_pos.setY(self.camera_pos.y() + y * move_coef) @updateGL @updateCameraInfo def moveCameraAroundCenter(self, az=0, pol=0): rot_coef = 4 rot_vec = self.getRotVec() rot_matr = QMatrix4x4() rot_matr.rotate(rot_coef * az, rot_vec) rot_matr.rotate(rot_coef * pol, 0, 1, 0) rot_center = self.rot_center * self.scale_vec self.camera_pos -= rot_center self.camera_pos = rot_matr * self.camera_pos self.camera_pos += rot_center self.camera_rot = -self.camera_pos + rot_center @updateGL @updateCameraInfo def scaleView(self, x=None, y=None, z=None): if x: self.scale_vec.setX(x) if y: if self.realPropCheckBox.isChecked(): self.scale_vec.setY(y * self.real_prop) else: self.scale_vec.setY(y) if z: self.scale_vec.setZ(z) @updateGL def setLight(self, x=None, y=None, z=None, ambient=None, diffuse=None): if x: self.light_pos.setX(x) if y: self.light_pos.setY(y) if z: self.light_pos.setZ(z) if ambient: self.ambient = ambient if diffuse: self.diffuse = diffuse self.update_light = True @updateGL def setDisplay(self, alpha=None, invisible=None): if invisible: self.invisible = invisible if alpha: self.alpha = alpha @updateGL def setGrid(self, show): self.show_grid = show self.update_buffer = True @updateGL def setContour(self, show=None, levels=None): if show is not None: self.show_contour = show self.update_buffer = True if levels is not None: self.contour_levels = levels if self.show_contour: self.update_buffer = True def toggleGrabKeyboard(self, grab: bool): if grab: self.grabKeyboard() else: self.releaseKeyboard() def toggleGrabMouse(self, grab: bool): self.actionGrabKeyboard.setChecked(grab) self.mouse_grabbed = grab if grab: self.setCursor(Qt.BlankCursor) self.mouse_center = self.getMouseCenter() QCursor.setPos(self.mouse_center) self.setMouseTracking(True) self.grabMouse() else: self.setCursor(Qt.ArrowCursor) self.setMouseTracking(False) self.releaseMouse() def getMouseCenter(self): w, h = self.openGLWidget.width(), self.openGLWidget.height() local_center = QPoint(w / 2, h / 2) global_center = self.mapToGlobal(self.openGLWidget.pos()) \ + local_center return global_center