############################################################################# ## ## Copyright (C) 2021 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." ## ## $QT_END_LICENSE$ ## ############################################################################# from textwrap import dedent import numpy as np from OpenGL.GL import (GL_ARRAY_BUFFER, GL_BLEND, GL_DEPTH_TEST, GL_FLOAT, GL_ONE, GL_SRC_ALPHA, GL_TRIANGLE_STRIP) from PySide6.QtCore import QSize, Slot from PySide6.QtGui import QOpenGLFunctions from PySide6.QtOpenGL import (QOpenGLShader, QOpenGLShaderProgram, QOpenGLVersionProfile) from PySide6.QtQuick import QQuickWindow, QSGRendererInterface VERTEX_SHADER = dedent( """\ attribute highp vec4 vertices; varying highp vec2 coords; void main() { gl_Position = vertices; coords = vertices.xy; } """ ) FRAGMENT_SHADER = dedent( """\ 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); } """ ) class SquircleRenderer(QOpenGLFunctions): def __init__(self): QOpenGLFunctions.__init__(self) self._viewport_size = QSize() self._t = 0.0 self._program = None self._window = QQuickWindow() self.profile = QOpenGLVersionProfile() self.gl = None def setT(self, t): self._t = t def setViewportSize(self, size): self._viewport_size = size def setWindow(self, window): self._window = window @Slot() def init(self): if not self._program: rif = self._window.rendererInterface() assert ( rif.graphicsApi() == QSGRendererInterface.OpenGL or rif.graphicsApi() == QSGRendererInterface.OpenGLRhy ) self.initializeOpenGLFunctions() self._program = QOpenGLShaderProgram() self._program.addCacheableShaderFromSourceCode(QOpenGLShader.Vertex, VERTEX_SHADER) self._program.addCacheableShaderFromSourceCode(QOpenGLShader.Fragment, FRAGMENT_SHADER) self._program.bindAttributeLocation("vertices", 0) self._program.link() @Slot() def paint(self): # Play nice with the RHI. Not strictly needed when the scenegraph uses # OpenGL directly. self._window.beginExternalCommands() self._program.bind() self._program.enableAttributeArray(0) values = np.array([-1, -1, 1, -1, -1, 1, 1, 1], dtype="single") # This example relies on (deprecated) client-side pointers for the vertex # input. Therefore, we have to make sure no vertex buffer is bound. self.glBindBuffer(GL_ARRAY_BUFFER, 0) self._program.setAttributeArray(0, GL_FLOAT, values, 2) self._program.setUniformValue1f("t", self._t) self.glViewport(0, 0, self._viewport_size.width(), self._viewport_size.height()) self.glDisable(GL_DEPTH_TEST) self.glEnable(GL_BLEND) self.glBlendFunc(GL_SRC_ALPHA, GL_ONE) self.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) self._program.disableAttributeArray(0) self._program.release() self._window.endExternalCommands()