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| 1 | +# author: Kaan Eraslan |
| 2 | + |
| 3 | +import numpy as np |
| 4 | +import os |
| 5 | +import sys |
| 6 | +import ctypes |
| 7 | + |
| 8 | +from PySide2 import QtWidgets, QtCore, QtGui |
| 9 | +from PySide2.QtGui import QVector3D |
| 10 | +from PySide2.QtGui import QOpenGLVertexArrayObject |
| 11 | +from PySide2.QtGui import QOpenGLBuffer |
| 12 | +from PySide2.QtGui import QOpenGLShaderProgram |
| 13 | +from PySide2.QtGui import QOpenGLShader |
| 14 | +from PySide2.QtGui import QOpenGLContext |
| 15 | +from PySide2.QtGui import QMatrix4x4 |
| 16 | +from PySide2.QtGui import QVector4D |
| 17 | +from PySide2.QtGui import QColor |
| 18 | + |
| 19 | +from PySide2.QtWidgets import QApplication |
| 20 | +from PySide2.QtWidgets import QMessageBox |
| 21 | +from PySide2.QtWidgets import QOpenGLWidget |
| 22 | + |
| 23 | +from PySide2.QtCore import QCoreApplication |
| 24 | + |
| 25 | +from PySide2.shiboken2 import VoidPtr |
| 26 | + |
| 27 | + |
| 28 | +try: |
| 29 | + from OpenGL import GL as pygl |
| 30 | +except ImportError: |
| 31 | + app = QApplication(sys.argv) |
| 32 | + messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl", |
| 33 | + "PyOpenGL must be installed to run this example.", |
| 34 | + QMessageBox.Close) |
| 35 | + messageBox.setDetailedText( |
| 36 | + "Run:\npip install PyOpenGL PyOpenGL_accelerate") |
| 37 | + messageBox.exec_() |
| 38 | + sys.exit(1) |
| 39 | + |
| 40 | + |
| 41 | +class TextureGL(QOpenGLWidget): |
| 42 | + "Texture loading opengl widget" |
| 43 | + |
| 44 | + def __init__(self, parent=None): |
| 45 | + "" |
| 46 | + QOpenGLWidget.__init__(self, parent) |
| 47 | + |
| 48 | + # media and project structure |
| 49 | + projectdir = os.getcwd() |
| 50 | + projectdir = os.path.join(projectdir, "qtopengl") |
| 51 | + assetsdir = os.path.join(projectdir, "assets") |
| 52 | + self.imagesdir = os.path.join(assetsdir, 'images') |
| 53 | + self.shadersdir = os.path.join(assetsdir, 'shaders') |
| 54 | + self.availableShaders = [ |
| 55 | + "basic_color", |
| 56 | + "simpleLamp", |
| 57 | + "triangle", |
| 58 | + "portableTriangle", |
| 59 | + "portableTexture" |
| 60 | + ] |
| 61 | + self.shaders = { |
| 62 | + name: {"vertex": os.path.join(self.shadersdir, name + ".vert"), |
| 63 | + "fragment": os.path.join(self.shadersdir, name + ".vert")} |
| 64 | + for name in self.availableShaders |
| 65 | + } |
| 66 | + |
| 67 | + self.core = "--coreprofile" in QCoreApplication.arguments() |
| 68 | + |
| 69 | + # opengl data related |
| 70 | + self.context = QOpenGLContext() |
| 71 | + self.vao = QOpenGLVertexArrayObject() |
| 72 | + self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer) |
| 73 | + self.ebo = QOpenGLBuffer(QOpenGLBuffer.IndexBuffer) |
| 74 | + self.program = QOpenGLShaderProgram() |
| 75 | + |
| 76 | + # shader uniform attribute related |
| 77 | + self.projectionMatrix = QMatrix4x4() |
| 78 | + self.cameraMatrix = QMatrix4x4() |
| 79 | + self.worldMatrix = QMatrix4x4() |
| 80 | + |
| 81 | + # locations of the attributes and uniforms |
| 82 | + self.projectionMatrixLoc = 0 |
| 83 | + self.cameraMatrixLoc = 0 |
| 84 | + self.normalMatrixLoc = 0 |
| 85 | + self.lightPositionLoc = 0 |
| 86 | + |
| 87 | + # some vertex data for corners of rectangle that would contain texture |
| 88 | + |
| 89 | + self.vertexData = np.array([ # viewport position xyz | colors xyz | texture coordinates xy |
| 90 | + 0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, # top right |
| 91 | + 0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, # bottom right |
| 92 | + -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, # bottom let |
| 93 | + -0.5, 0.5, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0 # top let |
| 94 | + ], |
| 95 | + dtype=ctypes.c_float |
| 96 | + ) |
| 97 | + |
| 98 | + def loadShader(self, |
| 99 | + shaderName: str, |
| 100 | + shaderType: str): |
| 101 | + "Load shader" |
| 102 | + shader = self.shaders[shaderName] |
| 103 | + shaderpath = shader[shaderType] |
| 104 | + if shaderType == "vertex": |
| 105 | + shader = QOpenGLShader(QOpenGLShader.Vertex) |
| 106 | + else: |
| 107 | + shader = QOpenGLShader(QOpenGLShader.Fragment) |
| 108 | + # |
| 109 | + isCompiled = shader.compileSourceFile(shaderpath) |
| 110 | + |
| 111 | + if isCompiled is False: |
| 112 | + print(shader.log()) |
| 113 | + raise ValueError( |
| 114 | + "{0} shader {1} in {2} is not compiled".format( |
| 115 | + shaderType, shaderName, shaderpath |
| 116 | + ) |
| 117 | + ) |
| 118 | + return shader |
| 119 | + |
| 120 | + def loadVertexShader(self, shaderName: str): |
| 121 | + "load vertex shader" |
| 122 | + return self.loadShader(shaderName, "vertex") |
| 123 | + |
| 124 | + def loadFragmentShader(self, shaderName: str): |
| 125 | + "load fragment shader" |
| 126 | + return self.loadShader(shaderName, "fragment") |
| 127 | + |
| 128 | + def getGlInfo(self): |
| 129 | + "Get opengl info" |
| 130 | + info = """ |
| 131 | + Vendor: {0} |
| 132 | + Renderer: {1} |
| 133 | + OpenGL Version: {2} |
| 134 | + Shader Version: {3} |
| 135 | + """.format( |
| 136 | + pygl.glGetString(pygl.GL_VENDOR), |
| 137 | + pygl.glGetString(pygl.GL_RENDERER), |
| 138 | + pygl.glGetString(pygl.GL_VERSION), |
| 139 | + pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION) |
| 140 | + ) |
| 141 | + return info |
| 142 | + |
| 143 | + def initializeGL(self): |
| 144 | + print('gl initial') |
| 145 | + print(self.getGlInfo()) |
| 146 | + # create context and make it current |
| 147 | + self.context.create() |
| 148 | + # surface = QSurface(QSurface.OpenGLSurface) |
| 149 | + # self.context.makeCurrent(surface) |
| 150 | + self.context.aboutToBeDestroyed.connect(self.cleanUpGl) |
| 151 | + funcs = self.context.functions() |
| 152 | + funcs.initializeOpenGLFunctions() |
| 153 | + funcs.glClearColor(1, 1, 1, 1) |
| 154 | + |
| 155 | + # deal with shaders |
| 156 | + shaderName = "portableTriangle" |
| 157 | + vshader = self.loadVertexShader(shaderName) |
| 158 | + fshader = self.loadFragmentShader(shaderName) |
| 159 | + |
| 160 | + # creating shader program |
| 161 | + self.program = QOpenGLShaderProgram(self.context) |
| 162 | + self.program.addShader(vshader) # adding vertex shader |
| 163 | + self.program.addShader(fshader) # adding fragment shader |
| 164 | + |
| 165 | + # bind attribute to a location |
| 166 | + attrLocations = {"aPos": 0, |
| 167 | + "aColor": 1, |
| 168 | + "aTexCoord": 2} |
| 169 | + self.bindAttributes2ShaderProgram(attrLocations) |
| 170 | + |
| 171 | + # link shader program |
| 172 | + isLinked = self.program.link() |
| 173 | + print("shader program is linked: ", isLinked) |
| 174 | + |
| 175 | + # bind the program |
| 176 | + self.program.bind() |
| 177 | + |
| 178 | + # rectangle indices |
| 179 | + indices = np.array([0, 1, 3, 1, 2, 3], dtype=ctypes.c_float) |
| 180 | + |
| 181 | + # create vao, vbo and ebo |
| 182 | + # vao |
| 183 | + isVao = self.vao.create() |
| 184 | + vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) |
| 185 | + |
| 186 | + # vbo |
| 187 | + isVbo = self.vbo.create() |
| 188 | + isVboBound = self.vbo.bind() |
| 189 | + |
| 190 | + # ebo |
| 191 | + isEbo = self.ebo.create() |
| 192 | + isEboBound = self.ebo.bind() |
| 193 | + |
| 194 | + # check if vao, vbo, ebo are created |
| 195 | + print('vao created: ', isVao) |
| 196 | + print('vbo created: ', isVbo) |
| 197 | + print('ebo created: ', isEbo) |
| 198 | + |
| 199 | + # check if they are bound |
| 200 | + print('vbo bound: ', isVboBound) |
| 201 | + print('ebo bound: ', isEboBound) |
| 202 | + |
| 203 | + floatSize = ctypes.sizeof(ctypes.c_float) |
| 204 | + nullptr = VoidPtr(0) |
| 205 | + |
| 206 | + # allocate space on vbo |
| 207 | + self.vbo.allocate(self.vertexData.tobytes(), # data, |
| 208 | + floatSize * self.vertexData.size) |
| 209 | + |
| 210 | + # allocate space on ebo |
| 211 | + self.ebo.allocate(indices.tobytes(), indices.size * floatSize) |
| 212 | + |
| 213 | + # let's specify the attributes and point them |
| 214 | + |
| 215 | + # position attribute |
| 216 | + funcs.glEnableVertexAttribArray(attrLocations['aPos']) |
| 217 | + funcs.glVertexAttribPointer(attrLocations['aPos'], # location |
| 218 | + 3, # size of attribute 3 for vec3 |
| 219 | + int(pygl.GL_FLOAT), |
| 220 | + int(pygl.GL_FALSE), |
| 221 | + 8 * floatSize, |
| 222 | + 0) |
| 223 | + # color attribute |
| 224 | + funcs.glEnableVertexAttribArray(attrLocations['aColor']) |
| 225 | + funcs.glVertexAttribPointer(attrLocations['aColor'], # location |
| 226 | + 3, # size of attribute 3 for vec3 |
| 227 | + int(pygl.GL_FLOAT), |
| 228 | + int(pygl.GL_FALSE), |
| 229 | + 8 * floatSize, |
| 230 | + 3 * floatSize) |
| 231 | + # texture coordinate attribute |
| 232 | + funcs.glEnableVertexAttribArray(attrLocations['aTexCoord']) |
| 233 | + funcs.glVertexAttribPointer(attrLocations['aTexCoord'], # location |
| 234 | + 2, # size of attribute 3 for vec2 |
| 235 | + int(pygl.GL_FLOAT), |
| 236 | + int(pygl.GL_FALSE), |
| 237 | + 8 * floatSize, # offset |
| 238 | + 6 * floatSize # stride |
| 239 | + ) |
| 240 | + |
| 241 | + |
| 242 | + |
| 243 | + |
| 244 | + |
| 245 | + def bindAttributes2ShaderProgram(self, attrLocations: dict): |
| 246 | + "Bind attributes to shader program" |
| 247 | + for attrName, location in attrLocations.items(): |
| 248 | + self.program.bindAttributeLocation(attrName, location) |
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