hellogl2.py¶
"""PySide6 port of the opengl/hellogl2 example from Qt v5.x"""
import sys
import math
import numpy
import ctypes
from PySide6.QtCore import QCoreApplication, Signal, SIGNAL, SLOT, Qt, QSize, QPoint
from PySide6.QtGui import (QVector3D, QOpenGLFunctions,
QMatrix4x4, QOpenGLContext, QSurfaceFormat)
from PySide6.QtOpenGL import (QOpenGLVertexArrayObject, QOpenGLBuffer,
QOpenGLShaderProgram, QOpenGLShader)
from PySide6.QtWidgets import (QApplication, QWidget, QMessageBox, QHBoxLayout,
QSlider)
from PySide6.QtOpenGLWidgets import QOpenGLWidget
from shiboken6 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)
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