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authorAlexandru Croitor <alexandru.croitor@qt.io>2018-01-11 19:47:32 +0100
committerAlexandru Croitor <alexandru.croitor@qt.io>2018-01-15 16:21:42 +0000
commit1e8e9f171f2b1b8f5f4bcef406f9044a7d8fbe6f (patch)
tree880f0f2b8e64401abd25a8dbaced86033b2333da /examples
parent8d0ce19ca6cef467e67a49cb720fa5ed61aaca35 (diff)
Port OpenGL hellogl2 example which uses shaders
Change-Id: I77ecf92e32ec1177f008b98c44b56567c3b11696 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Diffstat (limited to 'examples')
-rwxr-xr-xexamples/opengl/hellogl2.py473
1 files changed, 473 insertions, 0 deletions
diff --git a/examples/opengl/hellogl2.py b/examples/opengl/hellogl2.py
new file mode 100755
index 000000000..29a68269e
--- /dev/null
+++ b/examples/opengl/hellogl2.py
@@ -0,0 +1,473 @@
+#!/usr/bin/env python
+
+############################################################################
+##
+## Copyright (C) 2013 Riverbank Computing Limited.
+## Copyright (C) 2018 The Qt Company Ltd.
+## Contact: http://www.qt.io/licensing/
+##
+## This file is part of the PySide examples of the Qt Toolkit.
+##
+## $QT_BEGIN_LICENSE:BSD$
+## You may use this file under the terms of the BSD license as follows:
+##
+## "Redistribution and use in source and binary forms, with or without
+## modification, are permitted provided that the following conditions are
+## met:
+## * Redistributions of source code must retain the above copyright
+## notice, this list of conditions and the following disclaimer.
+## * Redistributions in binary form must reproduce the above copyright
+## notice, this list of conditions and the following disclaimer in
+## the documentation and/or other materials provided with the
+## distribution.
+## * Neither the name of The Qt Company Ltd nor the names of its
+## contributors may be used to endorse or promote products derived
+## from this software without specific prior written permission.
+##
+##
+## THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+## "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+## LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+## A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+## OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+## SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+## LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+## DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+## THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+## (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+## OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+##
+## $QT_END_LICENSE$
+##
+############################################################################
+
+"""PySide2 port of the opengl/hellogl2 example from Qt v5.x"""
+
+import sys
+import math
+import numpy
+import ctypes
+from PySide2.QtCore import QCoreApplication, Signal, SIGNAL, SLOT, Qt, QSize, QPoint
+from PySide2.QtGui import (QVector3D, QOpenGLFunctions, QOpenGLVertexArrayObject, QOpenGLBuffer,
+ QOpenGLShaderProgram, QMatrix4x4, QOpenGLShader, QOpenGLContext, QSurfaceFormat)
+from PySide2.QtWidgets import (QApplication, QWidget, QMessageBox, QHBoxLayout, QSlider,
+ QOpenGLWidget)
+from PySide2.shiboken2 import VoidPtr
+
+try:
+ from OpenGL import GL
+except ImportError:
+ app = QApplication(sys.argv)
+ messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
+ "PyOpenGL must be installed to run this example.",
+ QMessageBox.Close)
+ messageBox.setDetailedText("Run:\npip install PyOpenGL PyOpenGL_accelerate")
+ messageBox.exec_()
+ sys.exit(1)
+
+
+class Window(QWidget):
+ def __init__(self, parent=None):
+ QWidget.__init__(self, parent)
+
+ self.glWidget = GLWidget()
+
+ self.xSlider = self.createSlider(SIGNAL("xRotationChanged(int)"),
+ self.glWidget.setXRotation)
+ self.ySlider = self.createSlider(SIGNAL("yRotationChanged(int)"),
+ self.glWidget.setYRotation)
+ self.zSlider = self.createSlider(SIGNAL("zRotationChanged(int)"),
+ self.glWidget.setZRotation)
+
+ mainLayout = QHBoxLayout()
+ mainLayout.addWidget(self.glWidget)
+ mainLayout.addWidget(self.xSlider)
+ mainLayout.addWidget(self.ySlider)
+ mainLayout.addWidget(self.zSlider)
+ self.setLayout(mainLayout)
+
+ self.xSlider.setValue(15 * 16)
+ self.ySlider.setValue(345 * 16)
+ self.zSlider.setValue(0 * 16)
+
+ self.setWindowTitle(self.tr("Hello GL"))
+
+ def createSlider(self, changedSignal, setterSlot):
+ slider = QSlider(Qt.Vertical)
+
+ slider.setRange(0, 360 * 16)
+ slider.setSingleStep(16)
+ slider.setPageStep(15 * 16)
+ slider.setTickInterval(15 * 16)
+ slider.setTickPosition(QSlider.TicksRight)
+
+ self.glWidget.connect(slider, SIGNAL("valueChanged(int)"), setterSlot)
+ self.connect(self.glWidget, changedSignal, slider, SLOT("setValue(int)"))
+
+ return slider
+
+ def keyPressEvent(self, event):
+ if event.key() == Qt.Key_Escape:
+ self.close()
+ else:
+ super(Window, self).keyPressEvent(event)
+
+class Logo():
+ def __init__(self):
+ self.m_count = 0
+ self.i = 0
+ self.m_data = numpy.empty(2500 * 6, dtype = ctypes.c_float)
+
+ 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)
+
+ Pi = 3.14159265358979323846
+ NumSectors = 100
+
+ for i in range(NumSectors):
+ angle = (i * 2 * Pi) / NumSectors
+ x5 = 0.30 * math.sin(angle)
+ y5 = 0.30 * math.cos(angle)
+ x6 = 0.20 * math.sin(angle)
+ y6 = 0.20 * math.cos(angle)
+
+ angle = ((i + 1) * 2 * Pi) / NumSectors
+ x7 = 0.20 * math.sin(angle)
+ y7 = 0.20 * math.cos(angle)
+ x8 = 0.30 * math.sin(angle)
+ y8 = 0.30 * math.cos(angle)
+
+ self.quad(x5, y5, x6, y6, x7, y7, x8, y8)
+
+ self.extrude(x6, y6, x7, y7)
+ self.extrude(x8, y8, x5, y5)
+
+ def constData(self):
+ return self.m_data.tobytes()
+
+ def count(self):
+ return self.m_count
+
+ def vertexCount(self):
+ return self.m_count / 6
+
+ def quad(self, x1, y1, x2, y2, x3, y3, x4, y4):
+ n = QVector3D.normal(QVector3D(x4 - x1, y4 - y1, 0), QVector3D(x2 - x1, y2 - y1, 0))
+
+ self.add(QVector3D(x1, y1, -0.05), n)
+ self.add(QVector3D(x4, y4, -0.05), n)
+ self.add(QVector3D(x2, y2, -0.05), n)
+
+ self.add(QVector3D(x3, y3, -0.05), n)
+ self.add(QVector3D(x2, y2, -0.05), n)
+ self.add(QVector3D(x4, y4, -0.05), n)
+
+ n = QVector3D.normal(QVector3D(x1 - x4, y1 - y4, 0), QVector3D(x2 - x4, y2 - y4, 0))
+
+ self.add(QVector3D(x4, y4, 0.05), n)
+ self.add(QVector3D(x1, y1, 0.05), n)
+ self.add(QVector3D(x2, y2, 0.05), n)
+
+ self.add(QVector3D(x2, y2, 0.05), n)
+ self.add(QVector3D(x3, y3, 0.05), n)
+ self.add(QVector3D(x4, y4, 0.05), n)
+
+ def extrude(self, x1, y1, x2, y2):
+ n = QVector3D.normal(QVector3D(0, 0, -0.1), QVector3D(x2 - x1, y2 - y1, 0))
+
+ self.add(QVector3D(x1, y1, 0.05), n)
+ self.add(QVector3D(x1, y1, -0.05), n)
+ self.add(QVector3D(x2, y2, 0.05), n)
+
+ self.add(QVector3D(x2, y2, -0.05), n)
+ self.add(QVector3D(x2, y2, 0.05), n)
+ self.add(QVector3D(x1, y1, -0.05), n)
+
+ def add(self, v, n):
+ self.m_data[self.i] = v.x()
+ self.i += 1
+ self.m_data[self.i] = v.y()
+ self.i += 1
+ self.m_data[self.i] = v.z()
+ self.i += 1
+ self.m_data[self.i] = n.x()
+ self.i += 1
+ self.m_data[self.i] = n.y()
+ self.i += 1
+ self.m_data[self.i] = n.z()
+ self.i += 1
+ self.m_count += 6
+
+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())
+
+if __name__ == '__main__':
+ app = QApplication(sys.argv)
+
+ fmt = QSurfaceFormat()
+ fmt.setDepthBufferSize(24)
+ if "--multisample" in QCoreApplication.arguments():
+ fmt.setSamples(4)
+ if "--coreprofile" in QCoreApplication.arguments():
+ fmt.setVersion(3, 2)
+ fmt.setProfile(QSurfaceFormat.CoreProfile)
+ QSurfaceFormat.setDefaultFormat(fmt)
+
+ mainWindow = Window()
+ if "--transparent" in QCoreApplication.arguments():
+ mainWindow.setAttribute(Qt.WA_TranslucentBackground)
+ mainWindow.setAttribute(Qt.WA_NoSystemBackground, False)
+
+ mainWindow.resize(mainWindow.sizeHint())
+ mainWindow.show()
+
+ res = app.exec_()
+ sys.exit(res)