class GLWidget(QOpenGLWidget, QOpenGLFunctions): xRotationChanged = Signal(int) yRotationChanged = Signal(int) zRotationChanged = Signal(int) def __init__(self, parent=None): QOpenGLWidget.__init__(self, parent) QOpenGLFunctions.__init__(self) self.core = "--coreprofile" in QCoreApplication.arguments() self.xRot = 0 self.yRot = 0 self.zRot = 0 self.lastPos = 0 self.logo = Logo() self.vao = QOpenGLVertexArrayObject() self.logoVbo = QOpenGLBuffer() self.program = QOpenGLShaderProgram() self.projMatrixLoc = 0 self.mvMatrixLoc = 0 self.normalMatrixLoc = 0 self.lightPosLoc = 0 self.proj = QMatrix4x4() self.camera = QMatrix4x4() self.world = QMatrix4x4() self.transparent = "--transparent" in QCoreApplication.arguments() if self.transparent: fmt = self.format() fmt.setAlphaBufferSize(8) self.setFormat(fmt) def xRotation(self): return self.xRot def yRotation(self): return self.yRot def zRotation(self): return self.zRot def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(400, 400) def normalizeAngle(self, angle): while angle < 0: angle += 360 * 16 while angle > 360 * 16: angle -= 360 * 16 return angle def setXRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.xRot: self.xRot = angle self.emit(SIGNAL("xRotationChanged(int)"), angle) self.update() def setYRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.yRot: self.yRot = angle self.emit(SIGNAL("yRotationChanged(int)"), angle) self.update() def setZRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.zRot: self.zRot = angle self.emit(SIGNAL("zRotationChanged(int)"), angle) self.update() def cleanup(self): self.makeCurrent() self.logoVbo.destroy() del self.program self.program = None self.doneCurrent() def vertexShaderSourceCore(self): return """#version 150 in vec4 vertex; in vec3 normal; out vec3 vert; out vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" def fragmentShaderSourceCore(self): return """#version 150 in highp vec3 vert; in highp vec3 vertNormal; out highp vec4 fragColor; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); fragColor = vec4(col, 1.0); }""" def vertexShaderSource(self): return """attribute vec4 vertex; attribute vec3 normal; varying vec3 vert; varying vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" def fragmentShaderSource(self): return """varying highp vec3 vert; varying highp vec3 vertNormal; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); gl_FragColor = vec4(col, 1.0); }""" def initializeGL(self): self.context().aboutToBeDestroyed.connect(self.cleanup) self.initializeOpenGLFunctions() self.glClearColor(0, 0, 0, 1) self.program = QOpenGLShaderProgram() if self.core: self.vertexShader = self.vertexShaderSourceCore() self.fragmentShader = self.fragmentShaderSourceCore() else: self.vertexShader = self.vertexShaderSource() self.fragmentShader = self.fragmentShaderSource() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShader) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShader) self.program.bindAttributeLocation("vertex", 0) self.program.bindAttributeLocation("normal", 1) self.program.link() self.program.bind() self.projMatrixLoc = self.program.uniformLocation("projMatrix") self.mvMatrixLoc = self.program.uniformLocation("mvMatrix") self.normalMatrixLoc = self.program.uniformLocation("normalMatrix") self.lightPosLoc = self.program.uniformLocation("lightPos") self.vao.create() vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.logoVbo.create() self.logoVbo.bind() float_size = ctypes.sizeof(ctypes.c_float) self.logoVbo.allocate(self.logo.constData(), self.logo.count() * float_size) self.setupVertexAttribs() self.camera.setToIdentity() self.camera.translate(0, 0, -1) self.program.setUniformValue(self.lightPosLoc, QVector3D(0, 0, 70)) self.program.release() vaoBinder = None def setupVertexAttribs(self): self.logoVbo.bind() f = QOpenGLContext.currentContext().functions() f.glEnableVertexAttribArray(0) f.glEnableVertexAttribArray(1) float_size = ctypes.sizeof(ctypes.c_float) null = VoidPtr(0) pointer = VoidPtr(3 * float_size) f.glVertexAttribPointer(0, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, null) f.glVertexAttribPointer(1, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, pointer) self.logoVbo.release() def paintGL(self): self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.glEnable(GL.GL_DEPTH_TEST) self.glEnable(GL.GL_CULL_FACE) self.world.setToIdentity() self.world.rotate(180 - (self.xRot / 16), 1, 0, 0) self.world.rotate(self.yRot / 16, 0, 1, 0) self.world.rotate(self.zRot / 16, 0, 0, 1) vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.program.bind() self.program.setUniformValue(self.projMatrixLoc, self.proj) self.program.setUniformValue(self.mvMatrixLoc, self.camera * self.world) normalMatrix = self.world.normalMatrix() self.program.setUniformValue(self.normalMatrixLoc, normalMatrix) self.glDrawArrays(GL.GL_TRIANGLES, 0, self.logo.vertexCount()) self.program.release() vaoBinder = None def resizeGL(self, width, height): self.proj.setToIdentity() self.proj.perspective(45, width / height, 0.01, 100) def mousePressEvent(self, event): self.lastPos = QPoint(event.pos()) def mouseMoveEvent(self, event): dx = event.x() - self.lastPos.x() dy = event.y() - self.lastPos.y() if event.buttons() & Qt.LeftButton: self.setXRotation(self.xRot + 8 * dy) self.setYRotation(self.yRot + 8 * dx) elif event.buttons() & Qt.RightButton: self.setXRotation(self.xRot + 8 * dy) self.setZRotation(self.zRot + 8 * dx) self.lastPos = QPoint(event.pos())
class RenderWindow(QWindow): def __init__(self, format): super(RenderWindow, self).__init__() self.setSurfaceType(QWindow.OpenGLSurface) self.setFormat(format) self.context = QOpenGLContext(self) self.context.setFormat(self.requestedFormat()) if not self.context.create(): raise Exception("Unable to create GL context") self.program = None self.timer = None self.angle = 0 def initGl(self): self.program = QOpenGLShaderProgram(self) self.vao = QOpenGLVertexArrayObject() self.vbo = QOpenGLBuffer() format = self.context.format() useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile # Try to handle 3.0 & 3.1 that do not have the core/compatibility profile # concept 3.2+ has. This may still fail since version 150 (3.2) is # specified in the sources but it's worth a try. if (format.renderableType() == QSurfaceFormat.OpenGL and format.majorVersion() == 3 and format.minorVersion() <= 1): useNewStyleShader = not format.testOption(QSurfaceFormat.DeprecatedFunctions) vertexShader = vertexShaderSource if useNewStyleShader else vertexShaderSource110 fragmentShader = fragmentShaderSource if useNewStyleShader else fragmentShaderSource110 if not self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader): raise Exception("Vertex shader could not be added: {} ({})".format(self.program.log(), vertexShader)) if not self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader): raise Exception("Fragment shader could not be added: {} ({})".format(self.program.log(), fragmentShader)) if not self.program.link(): raise Exception("Could not link shaders: {}".format(self.program.log())) self.posAttr = self.program.attributeLocation("posAttr") self.colAttr = self.program.attributeLocation("colAttr") self.matrixUniform = self.program.uniformLocation("matrix") self.vbo.create() self.vbo.bind() self.verticesData = vertices.tobytes() self.colorsData = colors.tobytes() verticesSize = 4 * vertices.size colorsSize = 4 * colors.size self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize) self.vbo.write(verticesSize, VoidPtr(self.colorsData), colorsSize) self.vbo.release() vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) if self.vao.isCreated(): # have VAO support, use it self.setupVertexAttribs() def setupVertexAttribs(self): self.vbo.bind() self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2) self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3) self.program.enableAttributeArray(self.posAttr) self.program.enableAttributeArray(self.colAttr) self.vbo.release() def exposeEvent(self, event): if self.isExposed(): self.render() if self.timer is None: self.timer = QTimer(self) self.timer.timeout.connect(self.slotTimer) if not self.timer.isActive(): self.timer.start(10) else: if self.timer and self.timer.isActive(): self.timer.stop() def render(self): if not self.context.makeCurrent(self): raise Exception("makeCurrent() failed") functions = self.context.functions() if self.program is None: functions.glEnable(GL.GL_DEPTH_TEST) functions.glClearColor(0, 0, 0, 1) self.initGl() retinaScale = self.devicePixelRatio() functions.glViewport(0, 0, self.width() * retinaScale, self.height() * retinaScale) functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.program.bind() matrix = QMatrix4x4() matrix.perspective(60, 4 / 3, 0.1, 100) matrix.translate(0, 0, -2) matrix.rotate(self.angle, 0, 1, 0) self.program.setUniformValue(self.matrixUniform, matrix) if self.vao.isCreated(): self.vao.bind() else: # no VAO support, set the vertex attribute arrays now self.setupVertexAttribs() functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3) self.vao.release() self.program.release() # swapInterval is 1 by default which means that swapBuffers() will (hopefully) block # and wait for vsync. self.context.swapBuffers(self) self.context.doneCurrent() def slotTimer(self): self.render() self.angle += 1 def glInfo(self): if not self.context.makeCurrent(self): raise Exception("makeCurrent() failed") functions = self.context.functions() text = """Vendor: {}\nRenderer: {}\nVersion: {}\nShading language: {} \nContext Format: {}\n\nSurface Format: {}""".format( functions.glGetString(GL.GL_VENDOR), functions.glGetString(GL.GL_RENDERER), functions.glGetString(GL.GL_VERSION), functions.glGetString(GL.GL_SHADING_LANGUAGE_VERSION), print_surface_format(self.context.format()), print_surface_format(self.format())) self.context.doneCurrent() return text
class GLWidget(QOpenGLWidget, QOpenGLFunctions): xRotationChanged = Signal(int) yRotationChanged = Signal(int) zRotationChanged = Signal(int) def __init__(self, parent=None): QOpenGLWidget.__init__(self, parent) QOpenGLFunctions.__init__(self) self.core = "--coreprofile" in QCoreApplication.arguments() self.xRot = 0 self.yRot = 0 self.zRot = 0 self.lastPos = 0 self.logo = Logo() self.vao = QOpenGLVertexArrayObject() self.logoVbo = QOpenGLBuffer() self.program = QOpenGLShaderProgram() self.projMatrixLoc = 0 self.mvMatrixLoc = 0 self.normalMatrixLoc = 0 self.lightPosLoc = 0 self.proj = QMatrix4x4() self.camera = QMatrix4x4() self.world = QMatrix4x4() self.transparent = "--transparent" in QCoreApplication.arguments() if self.transparent: fmt = self.format() fmt.setAlphaBufferSize(8) self.setFormat(fmt) def xRotation(self): return self.xRot def yRotation(self): return self.yRot def zRotation(self): return self.zRot def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(400, 400) def normalizeAngle(self, angle): while angle < 0: angle += 360 * 16 while angle > 360 * 16: angle -= 360 * 16 return angle def setXRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.xRot: self.xRot = angle self.emit(SIGNAL("xRotationChanged(int)"), angle) self.update() def setYRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.yRot: self.yRot = angle self.emit(SIGNAL("yRotationChanged(int)"), angle) self.update() def setZRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.zRot: self.zRot = angle self.emit(SIGNAL("zRotationChanged(int)"), angle) self.update() def cleanup(self): self.makeCurrent() self.logoVbo.destroy() del self.program self.program = None self.doneCurrent() def vertexShaderSourceCore(self): return """#version 150 in vec4 vertex; in vec3 normal; out vec3 vert; out vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" def fragmentShaderSourceCore(self): return """#version 150 in highp vec3 vert; in highp vec3 vertNormal; out highp vec4 fragColor; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); fragColor = vec4(col, 1.0); }""" def vertexShaderSource(self): return """attribute vec4 vertex; attribute vec3 normal; varying vec3 vert; varying vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" def fragmentShaderSource(self): return """varying highp vec3 vert; varying highp vec3 vertNormal; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); gl_FragColor = vec4(col, 1.0); }""" def initializeGL(self): self.context().aboutToBeDestroyed.connect(self.cleanup) self.initializeOpenGLFunctions() self.glClearColor(0, 0, 0, 1) self.program = QOpenGLShaderProgram() if self.core: self.vertexShader = self.vertexShaderSourceCore() self.fragmentShader = self.fragmentShaderSourceCore() else: self.vertexShader = self.vertexShaderSource() self.fragmentShader = self.fragmentShaderSource() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShader) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShader) self.program.bindAttributeLocation("vertex", 0) self.program.bindAttributeLocation("normal", 1) self.program.link() self.program.bind() self.projMatrixLoc = self.program.uniformLocation("projMatrix") self.mvMatrixLoc = self.program.uniformLocation("mvMatrix") self.normalMatrixLoc = self.program.uniformLocation("normalMatrix") self.lightPosLoc = self.program.uniformLocation("lightPos") self.vao.create() vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.logoVbo.create() self.logoVbo.bind() float_size = ctypes.sizeof(ctypes.c_float) self.logoVbo.allocate(self.logo.constData(), self.logo.count() * float_size) self.setupVertexAttribs() self.camera.setToIdentity() self.camera.translate(0, 0, -1) self.program.setUniformValue(self.lightPosLoc, QVector3D(0, 0, 70)) self.program.release() vaoBinder = None def setupVertexAttribs(self): self.logoVbo.bind() f = QOpenGLContext.currentContext().functions() f.glEnableVertexAttribArray(0) f.glEnableVertexAttribArray(1) float_size = ctypes.sizeof(ctypes.c_float) null = VoidPtr(0) pointer = VoidPtr(3 * float_size) f.glVertexAttribPointer(0, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, null) f.glVertexAttribPointer(1, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, pointer) self.logoVbo.release() def paintGL(self): self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.glEnable(GL.GL_DEPTH_TEST) self.glEnable(GL.GL_CULL_FACE) self.world.setToIdentity() self.world.rotate(180 - (self.xRot / 16), 1, 0, 0) self.world.rotate(self.yRot / 16, 0, 1, 0) self.world.rotate(self.zRot / 16, 0, 0, 1) vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.program.bind() self.program.setUniformValue(self.projMatrixLoc, self.proj) self.program.setUniformValue(self.mvMatrixLoc, self.camera * self.world) normalMatrix = self.world.normalMatrix() self.program.setUniformValue(self.normalMatrixLoc, normalMatrix) self.glDrawArrays(GL.GL_TRIANGLES, 0, self.logo.vertexCount()) self.program.release() vaoBinder = None def resizeGL(self, width, height): self.proj.setToIdentity() self.proj.perspective(45, width / height, 0.01, 100) def mousePressEvent(self, event): self.lastPos = QPoint(event.pos()) def mouseMoveEvent(self, event): dx = event.x() - self.lastPos.x() dy = event.y() - self.lastPos.y() if event.buttons() & Qt.LeftButton: self.setXRotation(self.xRot + 8 * dy) self.setYRotation(self.yRot + 8 * dx) elif event.buttons() & Qt.RightButton: self.setXRotation(self.xRot + 8 * dy) self.setZRotation(self.zRot + 8 * dx) self.lastPos = QPoint(event.pos())
class RenderWindow(QWindow): def __init__(self, format): super(RenderWindow, self).__init__() self.setSurfaceType(QWindow.OpenGLSurface) self.setFormat(format) self.context = QOpenGLContext(self) self.context.setFormat(self.requestedFormat()) if not self.context.create(): raise Exception("Unable to create GL context") self.program = None self.timer = None self.angle = 0 def initGl(self): self.program = QOpenGLShaderProgram(self) self.vao = QOpenGLVertexArrayObject() self.vbo = QOpenGLBuffer() format = self.context.format() useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile # Try to handle 3.0 & 3.1 that do not have the core/compatibility profile # concept 3.2+ has. This may still fail since version 150 (3.2) is # specified in the sources but it's worth a try. if (format.renderableType() == QSurfaceFormat.OpenGL and format.majorVersion() == 3 and format.minorVersion() <= 1): useNewStyleShader = not format.testOption(QSurfaceFormat.DeprecatedFunctions) vertexShader = vertexShaderSource if useNewStyleShader else vertexShaderSource110 fragmentShader = fragmentShaderSource if useNewStyleShader else fragmentShaderSource110 if not self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader): raise Exception("Vertex shader could not be added: {} ({})".format(self.program.log(), vertexShader)) if not self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader): raise Exception("Fragment shader could not be added: {} ({})".format(self.program.log(), fragmentShader)) if not self.program.link(): raise Exception("Could not link shaders: {}".format(self.program.log())) self.posAttr = self.program.attributeLocation("posAttr") self.colAttr = self.program.attributeLocation("colAttr") self.matrixUniform = self.program.uniformLocation("matrix") self.vbo.create() self.vbo.bind() self.verticesData = vertices.tobytes() self.colorsData = colors.tobytes() verticesSize = 4 * vertices.size colorsSize = 4 * colors.size self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize) self.vbo.write(verticesSize, VoidPtr(self.colorsData), colorsSize) self.vbo.release() vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) if self.vao.isCreated(): # have VAO support, use it self.setupVertexAttribs() def setupVertexAttribs(self): self.vbo.bind() self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2) self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3) self.program.enableAttributeArray(self.posAttr) self.program.enableAttributeArray(self.colAttr) self.vbo.release() def exposeEvent(self, event): if self.isExposed(): self.render() if self.timer is None: self.timer = QTimer(self) self.timer.timeout.connect(self.slotTimer) self.timer.start(10) def render(self): if not self.context.makeCurrent(self): raise Exception("makeCurrent() failed") functions = self.context.functions() if self.program is None: functions.glEnable(GL.GL_DEPTH_TEST) functions.glClearColor(0, 0, 0, 1) self.initGl() functions.glViewport(0, 0, self.width(), self.height()) functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.program.bind() matrix = QMatrix4x4() matrix.perspective(60, 4 / 3, 0.1, 100) matrix.translate(0, 0, -2) matrix.rotate(self.angle, 0, 1, 0) self.program.setUniformValue(self.matrixUniform, matrix) if self.vao.isCreated(): self.vao.bind() else: # no VAO support, set the vertex attribute arrays now self.setupVertexAttribs() functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3) self.vao.release() self.program.release() # swapInterval is 1 by default which means that swapBuffers() will (hopefully) block # and wait for vsync. self.context.swapBuffers(self) self.context.doneCurrent() def slotTimer(self): self.render() self.angle += 1 def glInfo(self): if not self.context.makeCurrent(self): raise Exception("makeCurrent() failed") functions = self.context.functions() text = "Vendor: {}\nRenderer: {}\nVersion: {}\nShading language: {}".format( functions.glGetString(GL.GL_VENDOR), functions.glGetString(GL.GL_RENDERER), functions.glGetString(GL.GL_VERSION), functions.glGetString(GL.GL_SHADING_LANGUAGE_VERSION)) self.context.doneCurrent() return text
class SquircleRenderer(QObject): def __init__(self, parent=None): super().__init__(parent) self._shader_program = None self._t = 0.0 self._viewport_size = QSize() self._window = None def set_viewport_size(self, viewport_size): self._viewport_size = viewport_size def set_t(self, t): self._t = t def set_window(self, window): self._window = window @Slot() def paint(self): try: print("drawing") if self._shader_program is None: self._shader_program = QOpenGLShaderProgram() self._shader_program.addShaderFromSourceCode( QOpenGLShader.Vertex, "attribute highp vec4 vertices;" "varying highp vec2 coords;" "void main() {" " gl_Position = vertices;" " coords = vertices.xy;" "}") self._shader_program.addShaderFromSourceCode( QOpenGLShader.Fragment, "uniform lowp float t;" "varying highp vec2 coords;" "void main() {" " lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));" " i = smoothstep(t - 0.8, t + 0.8, i);" " i = floor(i * 20.) / 20.;" " gl_FragColor = vec4(coords * .5 + .5, i, i);" "}") self._shader_program.bindAttributeLocation('vertices', 0) self._shader_program.link() self._shader_program.bind() self._shader_program.enableAttributeArray(0) values = np.array([(-1.0, -1.0), (1.0, -1.0), (-1.0, 1.0), (1.0, 1.0)], dtype=ctypes.c_float) self._shader_program.setAttributeArray(0, GL_FLOAT, values.tobytes(), 2) self._shader_program.setUniformValue1f('t', self._t) gl = self._window.openglContext().functions() gl.glViewport(0, 0, self._viewport_size.width(), self._viewport_size.height()) gl.glDisable(GL_DEPTH_TEST) gl.glClearColor(0.1, 0.1, 0.1, 1) gl.glClear(GL_COLOR_BUFFER_BIT) gl.glEnable(GL_BLEND) gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE) gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) self._shader_program.disableAttributeArray(0) self._shader_program.release() self._window.resetOpenGLState() except Exception as e: print(e)
class GLWidget(QOpenGLWidget, QOpenGLFunctions): xRotationChanged = Signal(int) yRotationChanged = Signal(int) zRotationChanged = Signal(int) zoomChanged = Signal(int) fileSaved = Signal() def __init__(self, parent=None): QOpenGLWidget.__init__(self, parent) QOpenGLFunctions.__init__(self) self.core = "--coreprofile" in QCoreApplication.arguments() self.xRot = 0 self.yRot = 0 self.zRot = 4327 self.zoom = 0 self.lastPos = 0 self.lithophane = Lithophane() self.vao = QOpenGLVertexArrayObject() self.lithophaneVbo = QOpenGLBuffer() self.program = QOpenGLShaderProgram() self.projMatrixLoc = 0 self.mvMatrixLoc = 0 self.normalMatrixLoc = 0 self.lightPosLoc = 0 self.proj = QMatrix4x4() self.camera = QMatrix4x4() self.world = QMatrix4x4() self.transparent = "--transparent" in QCoreApplication.arguments() if self.transparent: fmt = self.format() fmt.setAlphaBufferSize(8) self.setFormat(fmt) def updateImage(self, img_scr): self.fileDir = img_scr self.lithophane.generateVertex(img_scr) self.initializeGL() def generateSTL(self,file_name): file=open(file_name, "w") file.write("solid lithophane\n") i=0 v_data=[] while(i <= self.lithophane.m_count): n1=self.lithophane.m_data[i] i+=1 n2=self.lithophane.m_data[i] i+=1 n3=self.lithophane.m_data[i] i+=1 v1=self.lithophane.m_data[i] i+=1 v2=self.lithophane.m_data[i] i+=1 v3=self.lithophane.m_data[i] i+=1 v_data.append([n1,n2,n3]) triangle_count = 0 for i in range(0,len(v_data)-1,4): q1 = v_data[i] q2 = v_data[i+1] q3 = v_data[i+2] q4 = v_data[i+3] file.write("facet normal 0.0 0.0 0.0\n") file.write(" outer loop\n") file.write(" vertex {} {} {}\n".format(np.float32(q1[0]),np.float32(q1[1]),np.float32(q1[2]))) file.write(" vertex {} {} {}\n".format(np.float32(q2[0]),np.float32(q2[1]),np.float32(q2[2]))) file.write(" vertex {} {} {}\n".format(np.float32(q4[0]),np.float32(q4[1]),np.float32(q4[2]))) file.write(" end loop\n") file.write("endfacet\n") file.write("facet normal 0.0 0.0 0.0\n") file.write(" outer loop\n") file.write(" vertex {} {} {}\n".format(np.float32(q2[0]),np.float32(q2[1]),np.float32(q2[2]))) file.write(" vertex {} {} {}\n".format(np.float32(q3[0]),np.float32(q3[1]),np.float32(q3[2]))) file.write(" vertex {} {} {}\n".format(np.float32(q4[0]),np.float32(q4[1]),np.float32(q4[2]))) file.write(" end loop\n") file.write("endfacet\n") triangle_count+=2 print("Written {} triangles".format(triangle_count)) file.close() self.fileSaved.emit() def xRotation(self): return self.xRot def yRotation(self): return self.yRot def zRotation(self): return self.zRot def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(400, 400) def normalizeAngle(self, angle): while angle < 0: angle += 360 * 16 while angle > 360 * 16: angle -= 360 * 16 return angle def setXRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.xRot: self.xRot = angle self.emit(SIGNAL("xRotationChanged(int)"), angle) self.update() def setYRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.yRot: self.yRot = angle self.emit(SIGNAL("yRotationChanged(int)"), angle) self.update() def setZRotation(self, angle): angle = self.normalizeAngle(angle) if angle != self.zRot: self.zRot = angle self.emit(SIGNAL("zRotationChanged(int)"), angle) print(angle) self.update() def setZoom(self, val): if val != self.zoom: self.zoom = -val self.emit(SIGNAL("zoomChanged(int)"), val) self.update() def applyParams(self, minT, maxT, step_size): if not self.fileDir: return self.lithophane.setParams(minT,maxT,step_size) self.updateImage(self.fileDir) def cleanup(self): self.makeCurrent() self.lithophaneVbo.destroy() del self.program self.program = None self.doneCurrent() def vertexShaderSourceCore(self): return """#version 150 in vec4 vertex; in vec3 normal; out vec3 vert; out vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" def fragmentShaderSourceCore(self): return """#version 150 in highp vec3 vert; in highp vec3 vertNormal; out highp vec4 fragColor; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); fragColor = vec4(col, 1.0); }""" def vertexShaderSource(self): return """attribute vec4 vertex; attribute vec3 normal; varying vec3 vert; varying vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" def fragmentShaderSource(self): return """varying highp vec3 vert; varying highp vec3 vertNormal; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); gl_FragColor = vec4(col, 1); }""" def initializeGL(self): self.context().aboutToBeDestroyed.connect(self.cleanup) self.initializeOpenGLFunctions() self.glClearColor(0, 0, 0, 1) self.program = QOpenGLShaderProgram() if self.core: self.vertexShader = self.vertexShaderSourceCore() self.fragmentShader = self.fragmentShaderSourceCore() else: self.vertexShader = self.vertexShaderSource() self.fragmentShader = self.fragmentShaderSource() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, self.vertexShader) self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, self.fragmentShader) self.program.bindAttributeLocation("vertex", 0) self.program.bindAttributeLocation("normal", 1) self.program.link() self.program.bind() self.projMatrixLoc = self.program.uniformLocation("projMatrix") self.mvMatrixLoc = self.program.uniformLocation("mvMatrix") self.normalMatrixLoc = self.program.uniformLocation("normalMatrix") self.lightPosLoc = self.program.uniformLocation("lightPos") self.vao.create() vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.lithophaneVbo.create() self.lithophaneVbo.bind() float_size = ctypes.sizeof(ctypes.c_float) self.lithophaneVbo.allocate(self.lithophane.constData(), 300000 *6 * float_size) self.setupVertexAttribs() self.camera.setToIdentity() self.camera.translate(0, 0, -90) self.program.setUniformValue(self.lightPosLoc, QVector3D(10, 0, 20)) self.program.release() vaoBinder = None def setupVertexAttribs(self): self.lithophaneVbo.bind() f = QOpenGLContext.currentContext().functions() f.glEnableVertexAttribArray(0) f.glEnableVertexAttribArray(1) float_size = ctypes.sizeof(ctypes.c_float) null = VoidPtr(0) pointer = VoidPtr(3 * float_size) f.glVertexAttribPointer(0, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, null) f.glVertexAttribPointer(1, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, pointer) self.lithophaneVbo.release() def paintGL(self): self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.glEnable(GL.GL_DEPTH_TEST) self.glEnable(GL.GL_CULL_FACE) self.world.setToIdentity() self.world.rotate(self.xRot / 16, 1, 0, 0) self.world.rotate(self.yRot / 16, 0, 1, 0) self.world.rotate(self.zRot / 16, 0, 0, 1) self.camera.setToIdentity() self.camera.translate(0,0,self.zoom) self.world.translate(-self.lithophane.width*0.5*0.2,-self.lithophane.height*0.5*0.2 , 0) vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) self.program.bind() self.program.setUniformValue(self.projMatrixLoc, self.proj) self.program.setUniformValue(self.mvMatrixLoc, self.camera * self.world) normalMatrix = self.world.normalMatrix() self.program.setUniformValue(self.normalMatrixLoc, normalMatrix) self.glDrawArrays(GL.GL_QUADS, 0, self.lithophane.vertexCount()) self.program.release() vaoBinder = None def resizeGL(self, width, height): self.proj.setToIdentity() self.proj.perspective(45, width / height, 0.01, 1000) def mousePressEvent(self, event): self.lastPos = QPoint(event.pos()) def mouseMoveEvent(self, event): dx = event.x() - self.lastPos.x() dy = event.y() - self.lastPos.y() if event.buttons() & Qt.LeftButton: self.setXRotation(self.xRot + 8 * dy) self.setYRotation(self.yRot + 8 * dx) elif event.buttons() & Qt.RightButton: self.setXRotation(self.xRot + 8 * dy) self.setZRotation(self.zRot + 8 * dx) self.lastPos = QPoint(event.pos())
class Shader(SceneState): def __init__(self, scene, filename): super(Shader, self).__init__(scene, filename) self.path = Path(__file__).parent.parent / 'shaders' self.filename = filename self.mtime = 0 self.program = None def toJSON(self): data = super(Shader, self).toJSON() data['filename'] = self.filename return data def setAttributeArray(self, name, gltype, offset=0, count=3, stride=0): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setAttributeBuffer(name, gltype, offset, count, stride) self.program.enableAttributeArray(name) def unsetAttributeArray(self, name): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.disableAttributeArray(name) def setValue(self, name, v): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setUniformValue(name, v) def setValues(self, name, *values): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setUniformValue(name, *values) def setVector2(self, name, v): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setUniformValue(name, QVector2D(*v.flat)) def setVector3(self, name, v): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setUniformValue(name, QVector3D(*v.flat)) def setVector4(self, name, v): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setUniformValue(name, QVector4D(*v.flat)) def setMatrix4x4(self, name, m): if self.enabled <= 0: raise Exception("shader must be enabled") self.program.setUniformValue(name, QMatrix4x4(*m.flat)) def setUniforms(self, uniforms): if self.enabled <= 0: raise Exception("shader must be enabled") for (name, values) in uniforms.items(): self.program.setUniformValue(name, *values) def oncleanup(self): for item in list(self.deps): item.detachShader(self) super(Shader, self).oncleanup() def createimpl(self, gl): if not self.filename: raise Exception("missing program filename") self.program = QOpenGLShaderProgram() self.mtime = max( os.stat(self.path / ('%s.vs' % self.filename)).st_mtime, os.stat(self.path / ('%s.fs' % self.filename)).st_mtime) with io.open(self.path / ('%s.vs' % self.filename), 'r') as f: self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, f.read()) with io.open(self.path / ('%s.fs' % self.filename), 'r') as f: self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, f.read()) if not self.program.link(): raise Exception("invalid program") def updateimpl(self, gl): if not self.filename: raise Exception("missing program filename") mtime = max( os.stat(self.path / ('%s.vs' % self.filename)).st_mtime, os.stat(self.path / ('%s.fs' % self.filename)).st_mtime) if mtime == self.mtime: return self.destroyimpl(gl) self.createimpl(gl) def destroyimpl(self, gl): self.program.removeAllShaders() # self.program.destroy() self.program = None def enableimpl(self, gl, camera, shader): self.program.bind() def disableimpl(self, gl, camera, shader): self.program.release()