# Copyright (C) 2022 The Qt Company Ltd. # SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause 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() 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) 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()