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-
-############################################################################
-##
-## 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 Qt for Python 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 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)