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-rw-r--r--examples/quick/rendercontrol/rendercontrol_opengl/cuberenderer.py183
1 files changed, 183 insertions, 0 deletions
diff --git a/examples/quick/rendercontrol/rendercontrol_opengl/cuberenderer.py b/examples/quick/rendercontrol/rendercontrol_opengl/cuberenderer.py
new file mode 100644
index 000000000..69e7321f9
--- /dev/null
+++ b/examples/quick/rendercontrol/rendercontrol_opengl/cuberenderer.py
@@ -0,0 +1,183 @@
+# Copyright (C) 2022 The Qt Company Ltd.
+# SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+import ctypes
+import numpy
+from OpenGL.GL import (GL_COLOR_BUFFER_BIT, GL_CULL_FACE, GL_CW,
+ GL_DEPTH_BUFFER_BIT, GL_DEPTH_TEST, GL_FALSE, GL_FLOAT,
+ GL_TEXTURE_2D, GL_TRIANGLES)
+
+from PySide6.QtGui import QMatrix4x4, QOpenGLContext
+from PySide6.QtOpenGL import (QOpenGLBuffer, QOpenGLShader,
+ QOpenGLShaderProgram, QOpenGLVertexArrayObject)
+from shiboken6 import VoidPtr
+
+
+VERTEXSHADER_SOURCE = """attribute highp vec4 vertex;
+attribute lowp vec2 coord;
+varying lowp vec2 v_coord;
+uniform highp mat4 matrix;
+void main() {
+ v_coord = coord;
+ gl_Position = matrix * vertex;
+}
+"""
+
+
+FRAGMENTSHADER_SOURCE = """varying lowp vec2 v_coord;
+uniform sampler2D sampler;
+void main() {
+ gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);
+}
+"""
+
+
+FLOAT_SIZE = ctypes.sizeof(ctypes.c_float)
+
+
+VERTEXES = numpy.array([-0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5,
+ 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5,
+ -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5,
+ 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5,
+
+ 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, -0.5,
+ 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5,
+ -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5,
+ -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5,
+
+ 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
+ -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
+ -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
+ 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5],
+ dtype=numpy.float32)
+
+
+TEX_COORDS = numpy.array([0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
+ 1.0, 1.0, 0.0, 0.0, 0.0, 1.0,
+ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
+ 0.0, 0.0, 0.0, 1.0, 1.0, 0.0,
+
+ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
+ 0.0, 0.0, 0.0, 1.0, 1.0, 0.0,
+ 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
+ 1.0, 1.0, 0.0, 0.0, 0.0, 1.0,
+
+ 0.0, 1.0, 1.0, 0.0, 1.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+ 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0, 1.0, 1.0], dtype=numpy.float32)
+
+
+class CubeRenderer():
+ def __init__(self, offscreenSurface):
+ self.m_angle = 0
+ self.m_offscreenSurface = offscreenSurface
+ self.m_context = None
+ self.m_program = None
+ self.m_vbo = None
+ self.m_vao = None
+ self.m_matrixLoc = 0
+ self.m_proj = QMatrix4x4()
+
+ def __del__(self):
+ # Use a temporary offscreen surface to do the cleanup. There may not
+ # be a native window surface available anymore at self stage.
+ self.m_context.makeCurrent(self.m_offscreenSurface)
+ del self.m_program
+ del self.m_vbo
+ del self.m_vao
+ self.m_context.doneCurrent()
+
+ def init(self, w, share):
+ self.m_context = QOpenGLContext()
+ self.m_context.setShareContext(share)
+ self.m_context.setFormat(w.requestedFormat())
+ self.m_context.create()
+ if not self.m_context.makeCurrent(w):
+ return
+
+ f = self.m_context.functions()
+ f.glClearColor(0.0, 0.1, 0.25, 1.0)
+ f.glViewport(0, 0, w.width() * w.devicePixelRatio(),
+ w.height() * w.devicePixelRatio())
+
+ self.m_program = QOpenGLShaderProgram()
+ self.m_program.addCacheableShaderFromSourceCode(QOpenGLShader.Vertex,
+ VERTEXSHADER_SOURCE)
+ self.m_program.addCacheableShaderFromSourceCode(QOpenGLShader.Fragment,
+ FRAGMENTSHADER_SOURCE)
+ self.m_program.bindAttributeLocation("vertex", 0)
+ self.m_program.bindAttributeLocation("coord", 1)
+ self.m_program.link()
+ self.m_matrixLoc = self.m_program.uniformLocation("matrix")
+
+ self.m_vao = QOpenGLVertexArrayObject()
+ self.m_vao.create()
+
+ self.m_vbo = QOpenGLBuffer()
+ self.m_vbo.create()
+ self.m_vbo.bind()
+
+ vertexCount = 36
+ self.m_vbo.allocate(FLOAT_SIZE * vertexCount * 5)
+ vertex_data = VERTEXES.tobytes()
+ tex_coord_data = TEX_COORDS.tobytes()
+ self.m_vbo.write(0, VoidPtr(vertex_data),
+ FLOAT_SIZE * vertexCount * 3)
+ self.m_vbo.write(FLOAT_SIZE * vertexCount * 3,
+ VoidPtr(tex_coord_data),
+ FLOAT_SIZE * vertexCount * 2)
+ self.m_vbo.release()
+
+ if self.m_vao.isCreated():
+ self.setupVertexAttribs()
+
+ def resize(self, w, h):
+ self.m_proj.setToIdentity()
+ self.m_proj.perspective(45, w / float(h), 0.01, 100.0)
+
+ def setupVertexAttribs(self):
+ self.m_vbo.bind()
+ self.m_program.enableAttributeArray(0)
+ self.m_program.enableAttributeArray(1)
+ f = self.m_context.functions()
+
+ null = VoidPtr(0)
+ pointer = VoidPtr(36 * 3 * FLOAT_SIZE)
+ f.glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, null)
+ f.glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, pointer)
+ self.m_vbo.release()
+
+ def render(self, w, share, texture):
+ if not self.m_context:
+ self.init(w, share)
+
+ if not self.m_context.makeCurrent(w):
+ return
+
+ f = self.m_context.functions()
+ f.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+
+ if texture:
+ f.glBindTexture(GL_TEXTURE_2D, texture)
+ f.glFrontFace(GL_CW) # because our cube's vertex data is such
+ f.glEnable(GL_CULL_FACE)
+ f.glEnable(GL_DEPTH_TEST)
+
+ self.m_program.bind()
+ # If VAOs are not supported, set the vertex attributes every time.
+ if not self.m_vao.isCreated():
+ self.setupVertexAttribs()
+
+ m = QMatrix4x4()
+ m.translate(0, 0, -2)
+ m.rotate(90, 0, 0, 1)
+ m.rotate(self.m_angle, 0.5, 1, 0)
+ self.m_angle += 0.5
+
+ self.m_program.setUniformValue(self.m_matrixLoc, self.m_proj * m)
+
+ # Draw the cube.
+ f.glDrawArrays(GL_TRIANGLES, 0, 36)
+
+ self.m_context.swapBuffers(w)