contextinfo.py¶
"""PySide6 port of the opengl/contextinfo example from Qt v5.x"""
from argparse import ArgumentParser, RawTextHelpFormatter
import numpy
import sys
from textwrap import dedent
from PySide6.QtCore import QCoreApplication, QLibraryInfo, QSize, QTimer, Qt
from PySide6.QtGui import (QMatrix4x4, QOpenGLContext, QSurfaceFormat, QWindow)
from PySide6.QtOpenGL import (QOpenGLBuffer, QOpenGLShader,
QOpenGLShaderProgram, QOpenGLVertexArrayObject)
from PySide6.QtWidgets import (QApplication, QHBoxLayout, QMessageBox, QPlainTextEdit,
QWidget)
from PySide6.support import VoidPtr
try:
from OpenGL import GL
except ImportError:
app = QApplication(sys.argv)
messageBox = QMessageBox(QMessageBox.Critical, "ContextInfo",
"PyOpenGL must be installed to run this example.",
QMessageBox.Close)
messageBox.setDetailedText("Run:\npip install PyOpenGL PyOpenGL_accelerate")
messageBox.exec_()
sys.exit(1)
vertexShaderSource110 = dedent("""
// version 110
attribute highp vec4 posAttr;
attribute lowp vec4 colAttr;
varying lowp vec4 col;
uniform highp mat4 matrix;
void main() {
col = colAttr;
gl_Position = matrix * posAttr;
}
""")
fragmentShaderSource110 = dedent("""
// version 110
varying lowp vec4 col;
void main() {
gl_FragColor = col;
}
""")
vertexShaderSource = dedent("""
// version 150
in vec4 posAttr;
in vec4 colAttr;
out vec4 col;
uniform mat4 matrix;
void main() {
col = colAttr;
gl_Position = matrix * posAttr;
}
""")
fragmentShaderSource = dedent("""
// version 150
in vec4 col;
out vec4 fragColor;
void main() {
fragColor = col;
}
""")
vertices = numpy.array([0, 0.707, -0.5, -0.5, 0.5, -0.5], dtype = numpy.float32)
colors = numpy.array([1, 0, 0, 0, 1, 0, 0, 0, 1], dtype = numpy.float32)
def print_surface_format(surface_format):
profile_name = 'core' if surface_format.profile() == QSurfaceFormat.CoreProfile else 'compatibility'
return "{} version {}.{}".format(profile_name,
surface_format.majorVersion(), surface_format.minorVersion())
class RenderWindow(QWindow):
def __init__(self, format):
super(RenderWindow, self).__init__()
self.setSurfaceType(QWindow.OpenGLSurface)
self.setFormat(format)
self.context = QOpenGLContext(self)
self.context.setFormat(self.requestedFormat())
if not self.context.create():
raise Exception("Unable to create GL context")
self.program = None
self.timer = None
self.angle = 0
def initGl(self):
self.program = QOpenGLShaderProgram(self)
self.vao = QOpenGLVertexArrayObject()
self.vbo = QOpenGLBuffer()
format = self.context.format()
useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile
# Try to handle 3.0 & 3.1 that do not have the core/compatibility profile
# concept 3.2+ has. This may still fail since version 150 (3.2) is
# specified in the sources but it's worth a try.
if (format.renderableType() == QSurfaceFormat.OpenGL and format.majorVersion() == 3
and format.minorVersion() <= 1):
useNewStyleShader = not format.testOption(QSurfaceFormat.DeprecatedFunctions)
vertexShader = vertexShaderSource if useNewStyleShader else vertexShaderSource110
fragmentShader = fragmentShaderSource if useNewStyleShader else fragmentShaderSource110
if not self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, vertexShader):
raise Exception("Vertex shader could not be added: {} ({})".format(self.program.log(), vertexShader))
if not self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, fragmentShader):
raise Exception("Fragment shader could not be added: {} ({})".format(self.program.log(), fragmentShader))
if not self.program.link():
raise Exception("Could not link shaders: {}".format(self.program.log()))
self.posAttr = self.program.attributeLocation("posAttr")
self.colAttr = self.program.attributeLocation("colAttr")
self.matrixUniform = self.program.uniformLocation("matrix")
self.vbo.create()
self.vbo.bind()
self.verticesData = vertices.tobytes()
self.colorsData = colors.tobytes()
verticesSize = 4 * vertices.size
colorsSize = 4 * colors.size
self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize)
self.vbo.write(verticesSize, VoidPtr(self.colorsData), colorsSize)
self.vbo.release()
vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
if self.vao.isCreated(): # have VAO support, use it
self.setupVertexAttribs()
def setupVertexAttribs(self):
self.vbo.bind()
self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2)
self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3)
self.program.enableAttributeArray(self.posAttr)
self.program.enableAttributeArray(self.colAttr)
self.vbo.release()
def exposeEvent(self, event):
if self.isExposed():
self.render()
if self.timer is None:
self.timer = QTimer(self)
self.timer.timeout.connect(self.slotTimer)
if not self.timer.isActive():
self.timer.start(10)
else:
if self.timer and self.timer.isActive():
self.timer.stop()
def render(self):
if not self.context.makeCurrent(self):
raise Exception("makeCurrent() failed")
functions = self.context.functions()
if self.program is None:
functions.glEnable(GL.GL_DEPTH_TEST)
functions.glClearColor(0, 0, 0, 1)
self.initGl()
retinaScale = self.devicePixelRatio()
functions.glViewport(0, 0, self.width() * retinaScale,
self.height() * retinaScale)
functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
self.program.bind()
matrix = QMatrix4x4()
matrix.perspective(60, 4 / 3, 0.1, 100)
matrix.translate(0, 0, -2)
matrix.rotate(self.angle, 0, 1, 0)
self.program.setUniformValue(self.matrixUniform, matrix)
if self.vao.isCreated():
self.vao.bind()
else: # no VAO support, set the vertex attribute arrays now
self.setupVertexAttribs()
functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
self.vao.release()
self.program.release()
# swapInterval is 1 by default which means that swapBuffers() will (hopefully) block
# and wait for vsync.
self.context.swapBuffers(self)
self.context.doneCurrent()
def slotTimer(self):
self.render()
self.angle += 1
def glInfo(self):
if not self.context.makeCurrent(self):
raise Exception("makeCurrent() failed")
functions = self.context.functions()
text = """Vendor: {}\nRenderer: {}\nVersion: {}\nShading language: {}
\nContext Format: {}\n\nSurface Format: {}""".format(
functions.glGetString(GL.GL_VENDOR), functions.glGetString(GL.GL_RENDERER),
functions.glGetString(GL.GL_VERSION),
functions.glGetString(GL.GL_SHADING_LANGUAGE_VERSION),
print_surface_format(self.context.format()),
print_surface_format(self.format()))
self.context.doneCurrent()
return text
class MainWindow(QWidget):
def __init__(self):
super(MainWindow, self).__init__()
hBoxLayout = QHBoxLayout(self)
self.plainTextEdit = QPlainTextEdit()
self.plainTextEdit.setMinimumWidth(400)
self.plainTextEdit.setReadOnly(True)
hBoxLayout.addWidget(self.plainTextEdit)
self.renderWindow = RenderWindow(QSurfaceFormat())
container = QWidget.createWindowContainer(self.renderWindow)
container.setMinimumSize(QSize(400, 400))
hBoxLayout.addWidget(container)
def updateDescription(self):
text = "{}\n\nPython {}\n\n{}".format(QLibraryInfo.build(), sys.version,
self.renderWindow.glInfo())
self.plainTextEdit.setPlainText(text)
if __name__ == '__main__':
parser = ArgumentParser(description="contextinfo", formatter_class=RawTextHelpFormatter)
parser.add_argument('--gles', '-g', action='store_true',
help='Use OpenGL ES')
parser.add_argument('--software', '-s', action='store_true',
help='Use Software OpenGL')
parser.add_argument('--desktop', '-d', action='store_true',
help='Use Desktop OpenGL')
options = parser.parse_args()
if options.gles:
QCoreApplication.setAttribute(Qt.AA_UseOpenGLES)
elif options.software:
QCoreApplication.setAttribute(Qt.AA_UseSoftwareOpenGL)
elif options.desktop:
QCoreApplication.setAttribute(Qt.AA_UseDesktopOpenGL)
app = QApplication(sys.argv)
mainWindow = MainWindow()
mainWindow.show()
mainWindow.updateDescription()
sys.exit(app.exec_())
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