├── tests
└── __init__.py
├── tutorials
├── __init__.py
├── media
│ ├── __init__.py
│ ├── shaders
│ │ ├── light.frag
│ │ ├── triangle.frag
│ │ ├── triangle.vert
│ │ ├── triangle2.frag
│ │ ├── texture.frag
│ │ ├── texture.vert
│ │ ├── triangle2.vert
│ │ ├── cube.vert
│ │ └── cube.frag
│ └── images
│ │ ├── im0.png
│ │ └── im1.png
├── 01-triangle
│ ├── __init__.py
│ ├── app.py
│ └── gltriangle.py
├── 04-texture
│ ├── __init__.py
│ ├── app.py
│ ├── gltexture.py
│ └── TextureTutorial.ipynb
├── 05-cube
│ ├── __init__.py
│ ├── app.py
│ ├── glcube.py
│ └── CubeTutorial.ipynb
├── 06-events
│ ├── __init__.py
│ ├── app.py
│ ├── EventsTutorial.ipynb
│ └── glevents.py
├── utils
│ ├── __init__.py
│ ├── window.py
│ ├── utils.py
│ └── camera.py
├── 03-VaoVbo
│ ├── app.py
│ ├── glshader.py
│ └── VAOsVBOs.ipynb
└── 02-rectangle
│ ├── app.py
│ ├── RectangleTutorial.ipynb
│ └── glrectangle.py
├── requirements.txt
├── setup.py
├── .gitignore
├── README.md
└── LICENSE
/tests/__init__.py:
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1 |
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/tutorials/__init__.py:
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1 |
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/tutorials/media/__init__.py:
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1 |
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/tutorials/01-triangle/__init__.py:
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1 |
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/tutorials/04-texture/__init__.py:
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1 |
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/tutorials/05-cube/__init__.py:
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1 |
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/tutorials/06-events/__init__.py:
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1 |
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/tutorials/utils/__init__.py:
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1 | #
2 |
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/requirements.txt:
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1 | jupyter
2 | PySide2 == 5.11
3 | shiboken2 == 5.12
4 |
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/tutorials/media/shaders/light.frag:
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1 | void main(){
2 | gl_FragColor = vec4(1.0);
3 | }
4 |
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/tutorials/media/images/im0.png:
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https://raw.githubusercontent.com/D-K-E/pyside-opengl-tutorials/HEAD/tutorials/media/images/im0.png
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/tutorials/media/images/im1.png:
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https://raw.githubusercontent.com/D-K-E/pyside-opengl-tutorials/HEAD/tutorials/media/images/im1.png
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/tutorials/media/shaders/triangle.frag:
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1 | uniform mediump vec4 color;
2 |
3 | void main(void)
4 | {
5 | gl_FragColor = color;
6 | }
7 |
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/tutorials/media/shaders/triangle.vert:
--------------------------------------------------------------------------------
1 | attribute highp vec3 aPos;
2 | void main(void)
3 | {
4 | gl_Position = vec4(aPos, 1.0);
5 | }
6 |
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/tutorials/media/shaders/triangle2.frag:
--------------------------------------------------------------------------------
1 | #version 420 core
2 |
3 | varying mediump vec4 vertexColor;
4 |
5 | void main() {
6 | gl_FragColor = vertexColor;
7 | }
8 |
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/tutorials/media/shaders/texture.frag:
--------------------------------------------------------------------------------
1 | varying highp vec2 TexCoord;
2 |
3 | uniform sampler2D myTexture;
4 |
5 | void main(void)
6 | {
7 | gl_FragColor = texture(myTexture, TexCoord);
8 | }
9 |
--------------------------------------------------------------------------------
/tutorials/media/shaders/texture.vert:
--------------------------------------------------------------------------------
1 | attribute highp vec3 aPos;
2 | attribute highp vec2 aTexCoord;
3 |
4 | varying highp vec2 TexCoord;
5 |
6 | void main(void)
7 | {
8 | gl_Position = vec4(aPos, 1.0);
9 | TexCoord = aTexCoord;
10 | }
11 |
--------------------------------------------------------------------------------
/tutorials/media/shaders/triangle2.vert:
--------------------------------------------------------------------------------
1 |
2 | attribute highp vec3 aPos;
3 |
4 | varying mediump vec4 vertexColor;
5 |
6 | void main() {
7 | gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
8 | vertexColor = vec4(0.1, 0.3, 0.8, 1.0);
9 | }
10 |
--------------------------------------------------------------------------------
/tutorials/media/shaders/cube.vert:
--------------------------------------------------------------------------------
1 | attribute highp vec3 aPos;
2 | attribute mediump vec2 aTexCoord;
3 |
4 | uniform highp mat4 view;
5 | uniform highp mat4 model;
6 | uniform highp mat4 projection;
7 |
8 | varying mediump vec2 TexCoord;
9 |
10 | void main(void)
11 | {
12 | gl_Position = projection * view * model * vec4(aPos, 1.0);
13 | TexCoord = aTexCoord;
14 | }
15 |
--------------------------------------------------------------------------------
/tutorials/05-cube/app.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | from PySide2 import QtWidgets
4 | from tutorials.utils.window import GLWindow as AppWindow
5 | from glcube import CubeGL
6 | import sys
7 |
8 |
9 | if __name__ == '__main__':
10 | app = QtWidgets.QApplication(sys.argv)
11 | window = AppWindow(CubeGL)
12 | window.show()
13 | res = app.exec_()
14 | sys.exit(res)
15 |
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/tutorials/03-VaoVbo/app.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | from PySide2 import QtWidgets
4 | from glshader import TriangleGL
5 | from tutorials.utils.window import GLWindow as AppWindow
6 | import sys
7 |
8 |
9 | if __name__ == '__main__':
10 | app = QtWidgets.QApplication(sys.argv)
11 | window = AppWindow(TriangleGL)
12 | window.show()
13 | res = app.exec_()
14 | sys.exit(res)
15 |
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/tutorials/04-texture/app.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | from PySide2 import QtWidgets
4 | from tutorials.utils.window import GLWindow as AppWindow
5 | from gltexture import TextureGL
6 | import sys
7 |
8 |
9 | if __name__ == '__main__':
10 | app = QtWidgets.QApplication(sys.argv)
11 | window = AppWindow(TextureGL)
12 | window.show()
13 | res = app.exec_()
14 | sys.exit(res)
15 |
--------------------------------------------------------------------------------
/tutorials/01-triangle/app.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | from PySide2 import QtWidgets
4 | from gltriangle import TriangleGL
5 | from tutorials.utils.window import GLWindow as AppWindow
6 | import sys
7 |
8 | if __name__ == '__main__':
9 | app = QtWidgets.QApplication(sys.argv)
10 | window = AppWindow(glwidget=TriangleGL)
11 | window.show()
12 | res = app.exec_()
13 | sys.exit(res)
14 |
--------------------------------------------------------------------------------
/tutorials/02-rectangle/app.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | from PySide2 import QtWidgets, QtCore, QtGui
4 | from glrectangle import RectangleGL
5 | from tutorials.utils.window import GLWindow as AppWindow
6 | import sys
7 |
8 |
9 | if __name__ == '__main__':
10 | app = QtWidgets.QApplication(sys.argv)
11 | window = AppWindow(RectangleGL)
12 | window.show()
13 | res = app.exec_()
14 | sys.exit(res)
15 |
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/tutorials/media/shaders/cube.frag:
--------------------------------------------------------------------------------
1 | varying mediump vec2 TexCoord;
2 |
3 | uniform sampler2D myTexture1;
4 | uniform sampler2D myTexture2;
5 |
6 | void main(void)
7 | {
8 | // linear interpolation of first texture with second one
9 | // 30% indicates the amount of the presence of the second one
10 | gl_FragColor = mix(texture(myTexture1, TexCoord), texture(myTexture2, TexCoord), 0.4);
11 | //gl_FragColor = texture(myTexture2, TexCoord);
12 | }
13 |
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/setup.py:
--------------------------------------------------------------------------------
1 | import os
2 | import setuptools
3 |
4 |
5 | # currentdir = os.getcwd()
6 |
7 | with open("README.md", "r", encoding="utf-8") as f:
8 | long_desc = f.read()
9 |
10 | with open("LICENSE", "r", encoding="utf-8") as f:
11 | license_str = f.read()
12 |
13 | setuptools.setup(
14 | name="PysideOpenGLTutorials",
15 | version="0.1",
16 | author='Kaan Eraslan',
17 | python_requires='>=3.5.0',
18 | author_email="kaaneraslan@gmail.com",
19 | description="Tutorials on OpenGL api of PySide2",
20 | long_description=long_desc,
21 | long_description_content_type="text/markdown",
22 | license=license_str,
23 | url="https://github.com/D-K-E/pyside-opengl-tutorials",
24 | packages=setuptools.find_packages(
25 | exclude=["tests", "*.tests", "*.tests.*", "tests.*",
26 | "docs", ".gitignore", "README.md"],
27 | ),
28 | test_suite="tests",
29 | install_requires=[
30 | "numpy",
31 | "jupyter"
32 | ],
33 | classifiers=[
34 | "Programming Language :: Python :: 3",
35 | "License :: OSI Approved :: GNU General Public License v3 (GPLv3)",
36 | "Operating System :: OS Independent",
37 | ],
38 | )
39 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # Byte-compiled / optimized / DLL files
2 | __pycache__/
3 | *.py[cod]
4 | *$py.class
5 |
6 | # C extensions
7 | *.so
8 |
9 | # Distribution / packaging
10 | .Python
11 | build/
12 | develop-eggs/
13 | dist/
14 | downloads/
15 | eggs/
16 | .eggs/
17 | lib/
18 | lib64/
19 | parts/
20 | sdist/
21 | var/
22 | wheels/
23 | *.egg-info/
24 | .installed.cfg
25 | *.egg
26 | MANIFEST
27 |
28 | # PyInstaller
29 | # Usually these files are written by a python script from a template
30 | # before PyInstaller builds the exe, so as to inject date/other infos into it.
31 | *.manifest
32 | *.spec
33 |
34 | # Installer logs
35 | pip-log.txt
36 | pip-delete-this-directory.txt
37 |
38 | # Unit test / coverage reports
39 | htmlcov/
40 | .tox/
41 | .coverage
42 | .coverage.*
43 | .cache
44 | nosetests.xml
45 | coverage.xml
46 | *.cover
47 | .hypothesis/
48 | .pytest_cache/
49 |
50 | # Translations
51 | *.mo
52 | *.pot
53 |
54 | # Django stuff:
55 | *.log
56 | local_settings.py
57 | db.sqlite3
58 |
59 | # Flask stuff:
60 | instance/
61 | .webassets-cache
62 |
63 | # Scrapy stuff:
64 | .scrapy
65 |
66 | # Sphinx documentation
67 | docs/_build/
68 |
69 | # PyBuilder
70 | target/
71 |
72 | # Jupyter Notebook
73 | .ipynb_checkpoints
74 |
75 | # pyenv
76 | .python-version
77 |
78 | # celery beat schedule file
79 | celerybeat-schedule
80 |
81 | # SageMath parsed files
82 | *.sage.py
83 |
84 | # Environments
85 | .env
86 | .venv
87 | env/
88 | venv/
89 | ENV/
90 | env.bak/
91 | venv.bak/
92 |
93 | # Spyder project settings
94 | .spyderproject
95 | .spyproject
96 |
97 | # Rope project settings
98 | .ropeproject
99 |
100 | # mkdocs documentation
101 | /site
102 |
103 | # mypy
104 | .mypy_cache/
105 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # pyside-opengl-tutorials
2 | Tutorials on the new QtGui based OpenGL api of PySide2
3 |
4 |
5 | ## Requirements
6 |
7 | In the main folder which contains the `setup.py` execute the following
8 | commands on the terminal.
9 |
10 | - Create a virtual env with conda `conda create -n pyside-opengl-tuto`
11 |
12 | - Activate your virtual env `conda activate pyside-opengl-tuto`
13 |
14 | - Install python `conda install -c conda-forge python=3`
15 |
16 | - Install requirements with pip `pip install -r requirements.txt`
17 |
18 | - Install PyOpenGL_accelerate `conda install -c anaconda pyopengl-accelerate`
19 |
20 | - Normally PyOpenGL_accelerate installation automatically installs the
21 | PyOpenGL, check this by verfying your list of packages `conda list`
22 |
23 | - Setup the rest of the packages using pip `pip install .`
24 |
25 |
26 | ## Description
27 |
28 | There are unfortunately not a lot of tutorials on using pyside2 for rendering
29 | OpenGL.
30 | This is simply a collection of tutorials on using PySide2 for rendering
31 | opengl graphics.
32 | If you are not an experienced user with opengl the code can be strange and
33 | daunting at times due to low level nature of OpenGL though I try to
34 | comment as much as I can.
35 | If you are an absolute beginner, I suggest you to follow at least the Getting Started section from the infamous `https://learnopengl.com/`
36 |
37 | If you are somewhat experienced with opengl but just want to test PySide2 as
38 | front end to it. These tutorials should give you a rough idea about how to
39 | initialize GL, how to render your drawing loop, as well as passing data to
40 | your scene like textures or keystrokes etc.
41 |
42 | The first tutorial `triangle` is heavily commented, the rest of them simply
43 | points out differences with respect to c/c++ or to other tutorials.
44 |
45 | The tutorials are linear in nature, so you can use it alongside with
46 | other learning ressources for OpenGL.
47 |
48 | If you feel like you can contribute to tutorials, they are always welcomed.
49 |
50 |
51 | ## List of Tutorials
52 |
53 | As stated in the description the list is progressive.
54 |
55 | 1. [Hello Triangle](./tutorials/01-triangle/TriangleTutorial.ipynb)
56 | 2. [Rectangle](./tutorials/02-rectangle/RectangleTutorial.ipynb)
57 | 3. [Multiple VAO-VBO couples](./tutorials/03-VaoVbo/VAOsVBOs.ipynb)
58 | 4. [Render an Image - Texture](./tutorials/04-texture/TextureTutorial.ipynb)
59 | 5. [Hello Cube - 3D rendering](./tutorials/05-cube/CubeTutorial.ipynb)
60 | 5. [Event Handling](./tutorials/06-events/EventsTutorial.ipynb)
61 |
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/tutorials/06-events/app.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | from PySide2 import QtWidgets
4 | from tutorials.utils.window import GLWindow as AppWindow
5 | from glevents import EventsGL
6 | import sys
7 |
8 |
9 | class EventAppWindow(AppWindow):
10 | "Overriding base class with event methods"
11 |
12 | def __init__(self,
13 | glwidget: QtWidgets.QOpenGLWidget,
14 | parent=None,
15 | ):
16 | super().__init__(glwidget,
17 | parent)
18 | self.camX.setRange(-520.0, 520.0)
19 | self.camY.setRange(-520.0, 520.0)
20 | self.xSlider.setRange(-180.0, 180.0)
21 | self.ySlider.setRange(-180.0, 180.0)
22 | self.zSlider.setRange(-180.0, 180.0)
23 | self.upBtn.clicked.connect(self.moveCameraForward)
24 | self.downBtn.clicked.connect(self.moveCameraBackward)
25 | self.leftBtn.clicked.connect(self.moveCameraLeft)
26 | self.rightBtn.clicked.connect(self.moveCameraRight)
27 | self.camX.valueChanged.connect(self.turnCameraX)
28 | self.camY.valueChanged.connect(self.turnCameraY)
29 | self.xSlider.valueChanged.connect(self.rotateCubes)
30 | self.ySlider.valueChanged.connect(self.rotateCubes)
31 | self.zSlider.valueChanged.connect(self.rotateCubes)
32 | #
33 | self.lastCamXVal = self.camX.value()
34 | #
35 | self.lastCamYVal = self.camY.value()
36 |
37 | def moveGLCamera(self, direction: str):
38 | self.glWidget.moveCamera(direction)
39 |
40 | def moveCameraForward(self):
41 | self.moveGLCamera("forward")
42 |
43 | def moveCameraBackward(self):
44 | self.moveGLCamera("backward")
45 |
46 | def moveCameraLeft(self):
47 | self.moveGLCamera("left")
48 |
49 | def moveCameraRight(self):
50 | self.moveGLCamera("right")
51 |
52 | def turnCameraX(self, newVal: int):
53 | "Turn camera around"
54 | offsetx = newVal - self.lastCamXVal
55 | valy = self.camY.value() - self.lastCamYVal
56 | self.glWidget.turnAround(x=float(offsetx),
57 | y=float(valy))
58 | self.lastCamXVal = newVal
59 |
60 | def turnCameraY(self, newVal: int):
61 | "Turn camera around"
62 | offsety = newVal - self.lastCamYVal
63 | valx = self.camX.value() - self.lastCamXVal
64 | self.glWidget.turnAround(x=float(valx),
65 | y=float(offsety))
66 | self.lastCamYVal = newVal
67 |
68 | def rotateCubes(self):
69 | rx = self.xSlider.value()
70 | ry = self.ySlider.value()
71 | rz = self.zSlider.value()
72 | self.glWidget.rotateCubes(rx, ry, rz)
73 |
74 |
75 | if __name__ == '__main__':
76 | app = QtWidgets.QApplication(sys.argv)
77 | window = EventAppWindow(EventsGL)
78 | window.show()
79 | res = app.exec_()
80 | sys.exit(res)
81 |
--------------------------------------------------------------------------------
/tutorials/utils/window.py:
--------------------------------------------------------------------------------
1 | # window for showing widgets
2 | from PySide2 import QtWidgets, QtCore, QtGui
3 |
4 |
5 | def createSlider():
6 | slider = QtWidgets.QSlider(QtCore.Qt.Vertical)
7 |
8 | slider.setRange(0, 360 * 16)
9 | slider.setSingleStep(16)
10 | slider.setPageStep(15 * 16)
11 | slider.setTickInterval(15 * 16)
12 | slider.setTickPosition(QtWidgets.QSlider.TicksRight)
13 | return slider
14 |
15 |
16 | class GLWindow(QtWidgets.QMainWindow):
17 | "Application window"
18 |
19 | def __init__(self,
20 | glwidget: QtWidgets.QOpenGLWidget,
21 | parent=None,
22 | ):
23 | super().__init__(parent)
24 | #
25 | self.glLayout = QtWidgets.QVBoxLayout()
26 | self.glLabel = QtWidgets.QLabel("OpenGL Widget")
27 | self.glWidget = glwidget()
28 | self.glLayout.addWidget(self.glLabel)
29 | self.glLayout.addWidget(self.glWidget)
30 | self.glLayout.setStretchFactor(self.glWidget, 1)
31 | self.glSection = QtWidgets.QWidget()
32 | self.glSection.setLayout(self.glLayout)
33 | #
34 | self.labelx = QtWidgets.QLabel("x")
35 | self.labely = QtWidgets.QLabel("y")
36 | self.labelz = QtWidgets.QLabel("z")
37 | self.xSlider = createSlider()
38 | self.ySlider = createSlider()
39 | self.zSlider = createSlider()
40 | #
41 | sliderLayoutV1 = QtWidgets.QVBoxLayout()
42 | sliderLayoutV1.addWidget(self.labelx)
43 | sliderLayoutV1.addWidget(self.xSlider)
44 | #
45 | sliderLayoutV2 = QtWidgets.QVBoxLayout()
46 | sliderLayoutV2.addWidget(self.labely)
47 | sliderLayoutV2.addWidget(self.ySlider)
48 | #
49 | sliderLayoutV3 = QtWidgets.QVBoxLayout()
50 | sliderLayoutV3.addWidget(self.labelz)
51 | sliderLayoutV3.addWidget(self.zSlider)
52 | #
53 | sliderSection = QtWidgets.QVBoxLayout()
54 | slidersLayout = QtWidgets.QHBoxLayout()
55 | slidersTitle = QtWidgets.QLabel('Rotate cubes')
56 | slidersLayout.addLayout(sliderLayoutV1)
57 | slidersLayout.addLayout(sliderLayoutV2)
58 | slidersLayout.addLayout(sliderLayoutV3)
59 | sliderSection.addWidget(slidersTitle)
60 | sliderSection.addLayout(slidersLayout)
61 | slidersWidget = QtWidgets.QWidget()
62 | slidersWidget.setLayout(sliderSection)
63 | # Rotate camera
64 | self.camX = createSlider()
65 | self.camY = createSlider()
66 | self.camlabelx = QtWidgets.QLabel("x")
67 | self.camlabely = QtWidgets.QLabel("y")
68 | self.camlabel = QtWidgets.QLabel("Rotate camera")
69 | camV1 = QtWidgets.QVBoxLayout()
70 | camV2 = QtWidgets.QVBoxLayout()
71 | camV1.addWidget(self.camlabelx)
72 | camV1.addWidget(self.camX)
73 | camV2.addWidget(self.camlabely)
74 | camV2.addWidget(self.camY)
75 | cams = QtWidgets.QHBoxLayout()
76 | cams.addLayout(camV1)
77 | cams.addLayout(camV2)
78 | camsWidget = QtWidgets.QWidget()
79 | camsWidget.setLayout(cams)
80 |
81 | camSection = QtWidgets.QVBoxLayout()
82 | camSection.addWidget(self.camlabel)
83 | camSection.addWidget(camsWidget)
84 | camSection.setStretchFactor(camsWidget, 1)
85 | camSecWidget = QtWidgets.QWidget()
86 | camSecWidget.setLayout(camSection)
87 | #
88 | buttonsTitel = QtWidgets.QLabel("Move camera")
89 | buttonsLayoutH1 = QtWidgets.QHBoxLayout()
90 | buttonsLayoutH2 = QtWidgets.QHBoxLayout()
91 | buttonsLayoutV = QtWidgets.QVBoxLayout()
92 | self.leftBtn = QtWidgets.QPushButton()
93 | self.rightBtn = QtWidgets.QPushButton()
94 | self.upBtn = QtWidgets.QPushButton()
95 | self.downBtn = QtWidgets.QPushButton()
96 | buttonsLayoutH1.addWidget(self.upBtn)
97 | buttonsLayoutH2.addWidget(self.leftBtn)
98 | buttonsLayoutH2.addWidget(self.downBtn)
99 | buttonsLayoutH2.addWidget(self.rightBtn)
100 | buttonsLayoutV.addWidget(buttonsTitel)
101 | buttonsLayoutV.addLayout(buttonsLayoutH1)
102 | buttonsLayoutV.addLayout(buttonsLayoutH2)
103 | buttonsLayoutV.addWidget(camSecWidget)
104 | buttonsWidget = QtWidgets.QWidget()
105 | buttonsWidget.setLayout(buttonsLayoutV)
106 | #
107 | self.leftBtn.setText("<")
108 | self.rightBtn.setText(">")
109 | self.upBtn.setText("^")
110 | self.downBtn.setText("v")
111 |
112 | mainLayout = QtWidgets.QHBoxLayout()
113 | mainLayout.addWidget(self.glSection)
114 | mainLayout.addWidget(slidersWidget)
115 | mainLayout.addWidget(buttonsWidget)
116 | mainLayout.setStretchFactor(self.glSection, 1)
117 | self.mainwidget = QtWidgets.QWidget()
118 | self.mainwidget.setLayout(mainLayout)
119 | self.setCentralWidget(self.mainwidget)
120 | self.setWindowTitle("PySide2 OpenGL Test Window")
121 | self.setMinimumSize(800, 600)
122 |
123 | def keyPressEvent(self, event):
124 | if event.key() == QtCore.Qt.Key_Escape:
125 | self.close()
126 | else:
127 | super().keyPressEvent(event)
128 |
--------------------------------------------------------------------------------
/tutorials/02-rectangle/RectangleTutorial.ipynb:
--------------------------------------------------------------------------------
1 | {
2 | "cells": [
3 | {
4 | "cell_type": "markdown",
5 | "metadata": {},
6 | "source": [
7 | "## Rectangle Tutorial"
8 | ]
9 | },
10 | {
11 | "cell_type": "markdown",
12 | "metadata": {},
13 | "source": [
14 | "Welcome to the tutorial on how to draw a rectangle using the new QtGui based OpenGL api of PySide2.\n",
15 | "\n",
16 | "As we have mentioned on the first tutorial on how to draw the `Hello Triangle`. I will be giving only the relative parts of the code and explain the differences rather than commenting everything.\n",
17 | "\n",
18 | "Let's see the final output of our application"
19 | ]
20 | },
21 | {
22 | "cell_type": "code",
23 | "execution_count": 2,
24 | "metadata": {},
25 | "outputs": [
26 | {
27 | "data": {
28 | "text/plain": [
29 | "CompletedProcess(args=['python', 'app.py'], returncode=0)"
30 | ]
31 | },
32 | "execution_count": 2,
33 | "metadata": {},
34 | "output_type": "execute_result"
35 | }
36 | ],
37 | "source": [
38 | "import subprocess\n",
39 | "\n",
40 | "subprocess.run([\"python\", \"app.py\"])"
41 | ]
42 | },
43 | {
44 | "cell_type": "markdown",
45 | "metadata": {},
46 | "source": [
47 | "Not so bad right !"
48 | ]
49 | },
50 | {
51 | "cell_type": "markdown",
52 | "metadata": {},
53 | "source": [
54 | "I am skipping the code on the window holding the gl widget. \n",
55 | "\n",
56 | "Here is the constructor of our gl widget."
57 | ]
58 | },
59 | {
60 | "cell_type": "code",
61 | "execution_count": null,
62 | "metadata": {},
63 | "outputs": [],
64 | "source": [
65 | "class RectangleGL(QOpenGLWidget):\n",
66 | " \"Texture loading opengl widget\"\n",
67 | "\n",
68 | " def __init__(self, parent=None):\n",
69 | " \"Constructor\"\n",
70 | " QOpenGLWidget.__init__(self, parent)\n",
71 | " tutoTutoDir = os.path.dirname(__file__)\n",
72 | " tutoPardir = os.path.join(tutoTutoDir, os.pardir)\n",
73 | " tutoPardir = os.path.realpath(tutoPardir)\n",
74 | " mediaDir = os.path.join(tutoPardir, \"media\")\n",
75 | " shaderDir = os.path.join(mediaDir, \"shaders\")\n",
76 | " #\n",
77 | " availableShaders = [\"rectangle\", \"triangle\"]\n",
78 | " self.shaders = {\n",
79 | " name: {\n",
80 | " \"fragment\": os.path.join(shaderDir, name + \".frag\"),\n",
81 | " \"vertex\": os.path.join(shaderDir, name + \".vert\")\n",
82 | " } for name in availableShaders\n",
83 | " }\n",
84 | " self.core = \"--coreprofile\" in QCoreApplication.arguments()\n",
85 | "\n",
86 | " # opengl data related\n",
87 | " self.context = QOpenGLContext()\n",
88 | " self.program = QOpenGLShaderProgram()\n",
89 | " self.vao = QOpenGLVertexArrayObject()\n",
90 | " self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)\n",
91 | " \n",
92 | " # ############ Diff 1 ##########################\n",
93 | " # this is the novelty in this code. We specify #\n",
94 | " # indices of triangles that would made up #\n",
95 | " # our rectangle. Notice its data type #\n",
96 | " self.indices = np.array([\n",
97 | " 0, 1, 3, # first triangle\n",
98 | " 1, 2, 3 # second triangle\n",
99 | " ], dtype=ctypes.c_uint)\n",
100 | "\n",
101 | " # vertex data of the panel that would hold the image\n",
102 | " \n",
103 | " self.vertexData = np.array([\n",
104 | " # corners of the rectangle\n",
105 | " 0.5, 0.5, 0.0, # top right\n",
106 | " 0.5, -0.5, 0.0, # bottom right\n",
107 | " -0.5, -0.5, 0.0, # bottom left\n",
108 | " -0.5, 0.5, 0.0, # top left\n",
109 | " ], dtype=ctypes.c_float)\n",
110 | "\n",
111 | " self.rectColor = QVector4D(0.0, 1.0, 1.0, 0.0)"
112 | ]
113 | },
114 | {
115 | "cell_type": "markdown",
116 | "metadata": {},
117 | "source": [
118 | "As you can see it is fairly close to the constructor of the triangle widget.\n",
119 | "The initialization is exactly the same as triangle widget so we are skipping that entirely.\n",
120 | "\n",
121 | "Let's see the drawing function."
122 | ]
123 | },
124 | {
125 | "cell_type": "code",
126 | "execution_count": null,
127 | "metadata": {},
128 | "outputs": [],
129 | "source": [
130 | " def paintGL(self):\n",
131 | " \"paint gl\"\n",
132 | " funcs = self.context.functions()\n",
133 | " # clean up what was drawn\n",
134 | " funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)\n",
135 | "\n",
136 | " # bind texture\n",
137 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)\n",
138 | " self.program.bind()\n",
139 | "\n",
140 | " # draw stuff\n",
141 | " ########## Diff #############\n",
142 | " # This is another drawing function in opengl\n",
143 | " # Notice that its signature is from OpenGL ES 2\n",
144 | " \n",
145 | " funcs.glDrawElements(\n",
146 | " pygl.GL_TRIANGLES,\n",
147 | " self.indices.size,\n",
148 | " pygl.GL_UNSIGNED_INT,\n",
149 | " self.indices.tobytes())\n",
150 | " # VoidPtr(self.indices.tobytes() * ctypes.sizeof(ctypes.c_uint)))\n",
151 | " vaoBinder = None\n",
152 | " self.program.release()"
153 | ]
154 | },
155 | {
156 | "cell_type": "markdown",
157 | "metadata": {},
158 | "source": [
159 | "- The first parameter is the drawing mode.\n",
160 | "- The second is the number of elements that is to be drawn, since the indice specifies the index of an element that is to be drawn, it is equal to the size of indices.\n",
161 | "- We specify the type of the elements of indices\n",
162 | "- We specify the data of indices. \n",
163 | "\n",
164 | "If we want to follow documentation more closely we can also use the commented line instead of the final parameter which creates the void pointer to data of the indices"
165 | ]
166 | },
167 | {
168 | "cell_type": "markdown",
169 | "metadata": {},
170 | "source": [
171 | "That's it now you know how to draw a rectangle in opengl api of pyside2"
172 | ]
173 | }
174 | ],
175 | "metadata": {
176 | "kernelspec": {
177 | "display_name": "Python 3",
178 | "language": "python",
179 | "name": "python3"
180 | },
181 | "language_info": {
182 | "codemirror_mode": {
183 | "name": "ipython",
184 | "version": 3
185 | },
186 | "file_extension": ".py",
187 | "mimetype": "text/x-python",
188 | "name": "python",
189 | "nbconvert_exporter": "python",
190 | "pygments_lexer": "ipython3",
191 | "version": "3.7.3"
192 | }
193 | },
194 | "nbformat": 4,
195 | "nbformat_minor": 2
196 | }
197 |
--------------------------------------------------------------------------------
/tutorials/utils/utils.py:
--------------------------------------------------------------------------------
1 | # author: Kaan Eraslan
2 | # some util functions
3 |
4 | import numpy as np
5 |
6 | from PySide2.QtGui import QVector3D
7 | from PySide2.QtGui import QVector4D
8 | from PySide2.QtGui import QMatrix4x4
9 |
10 |
11 | def normalize_1d_array(arr):
12 | "Normalize 1d array"
13 | assert arr.ndim == 1
14 | result = None
15 | if np.linalg.norm(arr) == 0:
16 | result = arr
17 | else:
18 | result = arr / np.linalg.norm(arr)
19 | return result
20 |
21 |
22 | def normalize_tuple(vec: tuple):
23 | "Normalize 1 d tuple"
24 | vecSum = sum([v ** 2 for v in vec])
25 | if vecSum == 0:
26 | return vec
27 | else:
28 | return tuple([v/vecSum for v in vec])
29 |
30 |
31 | def crossProduct(vec1, vec2):
32 | "take cross products of two vectors"
33 | assert len(vec1) == 3 and len(vec2) == 3
34 | vec3x = vec1[1] * vec2[2] - vec1[2] * vec2[1]
35 | vec3y = vec1[2] * vec2[0] - vec1[0] * vec2[2]
36 | vec3z = vec1[0] * vec2[1] - vec1[1] * vec2[0]
37 | return (vec3x, vec3y, vec3z)
38 |
39 |
40 | def vec2vecDot(vec1, vec2):
41 | "vector to vector dot product"
42 | assert len(vec1) == len(vec2)
43 | return tuple(
44 | sum(v1*v2 for v1, v2 in zip(vec1, vec2))
45 | )
46 |
47 |
48 | def sliceCol(colInd: int, matrix):
49 | "slice column values from matrix"
50 | rownb = len(matrix)
51 | return [matrix[i, colInd] for i in range(rownb)]
52 |
53 |
54 | def mat2matDot(mat1: list, mat2: list):
55 | "Dot product in pure python"
56 | assert len(mat1[0]) == len(mat2)
57 | colnb = len(mat1[0])
58 | mat = []
59 | for rown in range(len(mat1)):
60 | newmatRow = []
61 | mat1Row = mat1[rown]
62 | for coln in range(colnb):
63 | mat2col = sliceCol(coln, mat2)
64 | newmatRow.append(
65 | vec2vecDot(mat1Row, mat2col)
66 | )
67 | mat.append(newmatRow)
68 | return mat
69 |
70 |
71 | def scalar2vecMult(vec, scalar):
72 | "scalar multiplication of a vector"
73 | return tuple([v * scalar for v in vec])
74 |
75 |
76 | def vec2vecAdd(vec1, vec2):
77 | "vector to vector addition"
78 | assert len(vec1) == len(vec2)
79 | return tuple(
80 | [vec1[i]+vec2[i] for i in range(len(vec1))]
81 | )
82 |
83 |
84 | def vec2vecSubs(vec1, vec2):
85 | "vector to vector subtraction"
86 | assert len(vec1) == len(vec2)
87 | return tuple(
88 | [vec1[i]-vec2[i] for i in range(len(vec1))]
89 | )
90 |
91 |
92 | def computeLookAtPure(pos: tuple,
93 | center: tuple,
94 | up: tuple):
95 | ""
96 |
97 |
98 | def computePerspectiveNp(fieldOfView: float,
99 | aspect: float,
100 | zNear: float, zFar: float):
101 | "Reproduces glm perspective function"
102 | assert aspect != 0
103 | assert zNear != zFar
104 | fieldOfViewRad = np.radians(fieldOfView)
105 | fieldHalfTan = np.tan(fieldOfViewRad / 2)
106 | # mat4
107 | result = np.zeros((4, 4), dtype=float)
108 | result[0, 0] = 1 / (aspect * fieldHalfTan)
109 | result[1, 1] = 1 / fieldHalfTan
110 | result[2, 2] = -(zFar + zNear) / (zFar - zNear)
111 | result[3, 2] = -1
112 | result[2, 3] = -(2 * zFar * zNear) / (zFar - zNear)
113 | return result
114 |
115 |
116 | def computePerspectiveQt(fieldOfView: float,
117 | aspect: float,
118 | zNear: float, zFar: float):
119 | "matrice"
120 | mat = QMatrix4x4(*[0.0 for i in range(16)])
121 | return mat.perspective(fieldOfView,
122 | aspect,
123 | zNear, zFar)
124 |
125 |
126 | def computeLookAtPure(pos: tuple,
127 | target: tuple,
128 | worldUp: tuple):
129 | ""
130 | assert len(pos) == 3 and len(target) == 3
131 | assert len(worldUp) == 3
132 | zaxis = normalize_tuple(vec2vecSubs(pos, target))
133 |
134 | # x axis
135 | normWorld = normalize_tuple(worldUp)
136 | xaxis = normalize_tuple(crossProduct(normWorld,
137 | zaxis))
138 | yaxis = crossProduct(zaxis, xaxis)
139 | translation = [
140 | [1 for i in range(4)] for k in range(4)
141 | ]
142 | translation[0][3] = -pos[0]
143 | translation[1][3] = -pos[1] # third col, second row
144 | translation[2][3] = -pos[2]
145 |
146 | rotation = [
147 | [1 for i in range(4)] for k in range(4)
148 | ]
149 | rotation[0][0] = xaxis[0]
150 | rotation[0][1] = xaxis[1]
151 | rotation[0][2] = xaxis[2]
152 | rotation[1][0] = yaxis[0]
153 | rotation[1][1] = yaxis[1]
154 | rotation[1][2] = yaxis[2]
155 | rotation[2][0] = zaxis[0]
156 | rotation[2][1] = zaxis[1]
157 | rotation[2][2] = zaxis[2]
158 | return mat2matDot(translation, rotation)
159 |
160 |
161 | def computeLookAtMatrixNp(position: np.ndarray,
162 | target: np.ndarray,
163 | worldUp: np.ndarray):
164 | "Compute a look at matrix for given position and target"
165 | assert position.ndim == 1 and target.ndim == 1 and worldUp.ndim == 1
166 | zaxis = normalize_1d_array(position - target)
167 |
168 | # positive xaxis at right
169 | xaxis = normalize_1d_array(np.cross(
170 | normalize_1d_array(worldUp), zaxis)
171 | )
172 | # camera up
173 | yaxis = np.cross(zaxis, xaxis)
174 |
175 | # compute translation matrix
176 | translation = np.ones((4, 4), dtype=np.float)
177 | translation[0, 3] = -position[0] # third col, first row
178 | translation[1, 3] = -position[1] # third col, second row
179 | translation[2, 3] = -position[2]
180 |
181 | # compute rotation matrix
182 | rotation = np.ones((4, 4), dtype=np.float)
183 | rotation[0, 0] = xaxis[0]
184 | rotation[0, 1] = xaxis[1]
185 | rotation[0, 2] = xaxis[2]
186 | rotation[1, 0] = yaxis[0]
187 | rotation[1, 1] = yaxis[1]
188 | rotation[1, 2] = yaxis[2]
189 | rotation[2, 0] = zaxis[0]
190 | rotation[2, 1] = zaxis[1]
191 | rotation[2, 2] = zaxis[2]
192 |
193 | return np.dot(translation, rotation)
194 |
195 |
196 | def computeLookAtMatrixQt(position: np.ndarray,
197 | target: np.ndarray,
198 | up: np.ndarray):
199 | "look at matrice"
200 | eye = QVector3D(position[0],
201 | position[1],
202 | position[2])
203 | target = QVector3D(target[0],
204 | target[1],
205 | target[2])
206 | upvec = QVector3D(up[0],
207 | up[1],
208 | up[2])
209 | mat4 = QMatrix4x4()
210 | return mat4.lookAt(eye, target, upvec)
211 |
212 |
213 | def arr2vec(arr: np.ndarray):
214 | "convert array 2 vector"
215 | sqarr = np.squeeze(arr)
216 | assert sqarr.size == 4
217 | return QVector4D(sqarr[0],
218 | sqarr[1],
219 | sqarr[2],
220 | sqarr[3])
221 |
222 |
223 | def arr2qmat(arr: np.ndarray):
224 | "array to matrix 4x4"
225 | assert arr.shape == (4, 4)
226 | mat4 = QMatrix4x4()
227 | for rowNb in range(arr.shape[0]):
228 | rowarr = arr[rowNb, :]
229 | rowvec = arr2vec(rowarr)
230 | mat4.setRow(rowNb, rowvec)
231 | #
232 | return mat4
233 |
--------------------------------------------------------------------------------
/tutorials/01-triangle/gltriangle.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | import numpy as np
4 | import os
5 | import sys
6 | import ctypes
7 |
8 | from PySide2.QtGui import QOpenGLVertexArrayObject
9 | from PySide2.QtGui import QOpenGLBuffer
10 | from PySide2.QtGui import QOpenGLShaderProgram
11 | from PySide2.QtGui import QOpenGLShader
12 | from PySide2.QtGui import QOpenGLContext
13 | from PySide2.QtGui import QVector4D
14 |
15 | from PySide2.QtWidgets import QApplication
16 | from PySide2.QtWidgets import QMessageBox
17 | from PySide2.QtWidgets import QOpenGLWidget
18 |
19 | from PySide2.QtCore import QCoreApplication
20 |
21 | from PySide2.shiboken2 import VoidPtr
22 |
23 | try:
24 | from OpenGL import GL as pygl
25 | except ImportError:
26 | app = QApplication(sys.argv)
27 | messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
28 | "PyOpenGL must be installed to run this example.",
29 | QMessageBox.Close)
30 | messageBox.setDetailedText(
31 | "Run:\npip install PyOpenGL PyOpenGL_accelerate")
32 | messageBox.exec_()
33 | sys.exit(1)
34 |
35 |
36 | class TriangleGL(QOpenGLWidget):
37 | def __init__(self, parent=None):
38 | QOpenGLWidget.__init__(self, parent)
39 |
40 | # shaders etc
41 | triangleTutoDir = os.path.dirname(__file__)
42 | trianglePardir = os.path.join(triangleTutoDir, os.pardir)
43 | trianglePardir = os.path.realpath(trianglePardir)
44 | mediaDir = os.path.join(trianglePardir, "media")
45 | shaderDir = os.path.join(mediaDir, "shaders")
46 | print(shaderDir)
47 | availableShaders = ["triangle"]
48 | self.shaders = {
49 | name: {
50 | "fragment": os.path.join(shaderDir, name + ".frag"),
51 | "vertex": os.path.join(shaderDir, name + ".vert")
52 | } for name in availableShaders
53 | }
54 | self.core = "--coreprofile" in QCoreApplication.arguments()
55 |
56 | # opengl data related
57 | self.context = QOpenGLContext()
58 | self.vao = QOpenGLVertexArrayObject()
59 | self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
60 | self.program = QOpenGLShaderProgram()
61 |
62 | # some vertex data for corners of triangle
63 | self.vertexData = np.array(
64 | [-0.5, -0.5, 0.0, # x, y, z
65 | 0.5, -0.5, 0.0, # x, y, z
66 | 0.0, 0.5, 0.0], # x, y, z
67 | dtype=ctypes.c_float
68 | )
69 | # triangle color
70 | self.triangleColor = QVector4D(0.5, 0.5, 0.0, 0.0) # yellow triangle
71 | # notice the correspondance the vec4 of fragment shader
72 | # and our choice here
73 |
74 | def loadShader(self,
75 | shaderName: str,
76 | shaderType: str):
77 | "Load shader"
78 | shader = self.shaders[shaderName]
79 | shaderSourcePath = shader[shaderType]
80 | if shaderType == "vertex":
81 | shader = QOpenGLShader(QOpenGLShader.Vertex)
82 | else:
83 | shader = QOpenGLShader(QOpenGLShader.Fragment)
84 | #
85 | isCompiled = shader.compileSourceFile(shaderSourcePath)
86 |
87 | if isCompiled is False:
88 | print(shader.log())
89 | raise ValueError(
90 | "{0} shader {2} known as {1} is not compiled".format(
91 | shaderType, shaderName, shaderSourcePath
92 | )
93 | )
94 | return shader
95 |
96 | def loadVertexShader(self, shaderName: str):
97 | "load vertex shader"
98 | return self.loadShader(shaderName, "vertex")
99 |
100 | def loadFragmentShader(self, shaderName: str):
101 | "load fragment shader"
102 | return self.loadShader(shaderName, "fragment")
103 |
104 | def getGlInfo(self):
105 | "Get opengl info"
106 | info = """
107 | Vendor: {0}
108 | Renderer: {1}
109 | OpenGL Version: {2}
110 | Shader Version: {3}
111 | """.format(
112 | pygl.glGetString(pygl.GL_VENDOR),
113 | pygl.glGetString(pygl.GL_RENDERER),
114 | pygl.glGetString(pygl.GL_VERSION),
115 | pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
116 | )
117 | return info
118 |
119 | def initializeGL(self):
120 | print('gl initial')
121 | print(self.getGlInfo())
122 | # create context and make it current
123 | self.context.create()
124 | self.context.aboutToBeDestroyed.connect(self.cleanUpGl)
125 |
126 | # initialize functions
127 | funcs = self.context.functions()
128 | funcs.initializeOpenGLFunctions()
129 | funcs.glClearColor(1, 1, 1, 1)
130 |
131 | # deal with shaders
132 | shaderName = "triangle"
133 | vshader = self.loadVertexShader(shaderName)
134 | fshader = self.loadFragmentShader(shaderName)
135 |
136 | # creating shader program
137 | self.program = QOpenGLShaderProgram(self.context)
138 | self.program.addShader(vshader) # adding vertex shader
139 | self.program.addShader(fshader) # adding fragment shader
140 |
141 | # bind attribute to a location
142 | self.program.bindAttributeLocation("aPos", 0)
143 |
144 | # link shader program
145 | isLinked = self.program.link()
146 | print("shader program is linked: ", isLinked)
147 |
148 | # bind the program
149 | self.program.bind()
150 |
151 | # specify uniform value
152 | colorLoc = self.program.uniformLocation("color")
153 | self.program.setUniformValue(colorLoc,
154 | self.triangleColor)
155 |
156 | # self.useShader("triangle")
157 |
158 | # deal with vao and vbo
159 |
160 | # create vao and vbo
161 |
162 | # vao
163 | isVao = self.vao.create()
164 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
165 |
166 | # vbo
167 | isVbo = self.vbo.create()
168 | isBound = self.vbo.bind()
169 |
170 | # check if vao and vbo are created
171 | print('vao created: ', isVao)
172 | print('vbo created: ', isVbo)
173 |
174 | floatSize = ctypes.sizeof(ctypes.c_float)
175 |
176 | # allocate space on buffer
177 | self.vbo.allocate(self.vertexData.tobytes(),
178 | floatSize * self.vertexData.size)
179 | funcs.glEnableVertexAttribArray(0)
180 | nullptr = VoidPtr(0)
181 | funcs.glVertexAttribPointer(0,
182 | 3,
183 | int(pygl.GL_FLOAT),
184 | int(pygl.GL_FALSE),
185 | 3 * floatSize,
186 | nullptr)
187 | self.vbo.release()
188 | self.program.release()
189 | vaoBinder = None
190 |
191 | def cleanUpGl(self):
192 | "Clean up everything"
193 | self.context.makeCurrent()
194 | self.vbo.destroy()
195 | del self.program
196 | self.program = None
197 | self.doneCurrent()
198 |
199 | def resizeGL(self, width: int, height: int):
200 | "Resize the viewport"
201 | funcs = self.context.functions()
202 | funcs.glViewport(0, 0, width, height)
203 |
204 | def paintGL(self):
205 | "drawing loop"
206 | funcs = self.context.functions()
207 |
208 | # clean up what was drawn
209 | funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)
210 |
211 | # actual drawing
212 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
213 | self.program.bind()
214 | funcs.glDrawArrays(pygl.GL_TRIANGLES, # mode
215 | 0, # first
216 | 3) # count
217 | self.program.release()
218 | vaoBinder = None
219 |
--------------------------------------------------------------------------------
/tutorials/02-rectangle/glrectangle.py:
--------------------------------------------------------------------------------
1 | # author: Kaan Eraslan
2 |
3 | import numpy as np
4 | import os
5 | import sys
6 | import ctypes
7 |
8 | from PySide2.QtGui import QOpenGLVertexArrayObject
9 | from PySide2.QtGui import QOpenGLBuffer
10 | from PySide2.QtGui import QOpenGLShaderProgram
11 | from PySide2.QtGui import QOpenGLShader
12 | from PySide2.QtGui import QOpenGLContext
13 | from PySide2.QtGui import QVector4D
14 |
15 | from PySide2.QtWidgets import QApplication
16 | from PySide2.QtWidgets import QMessageBox
17 | from PySide2.QtWidgets import QOpenGLWidget
18 |
19 | from PySide2.QtCore import QCoreApplication
20 |
21 | from PySide2.shiboken2 import VoidPtr
22 |
23 |
24 | try:
25 | from OpenGL import GL as pygl
26 | except ImportError:
27 | app = QApplication(sys.argv)
28 | messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
29 | "PyOpenGL must be installed to run this example.",
30 | QMessageBox.Close)
31 | messageBox.setDetailedText(
32 | "Run:\npip install PyOpenGL PyOpenGL_accelerate")
33 | messageBox.exec_()
34 | sys.exit(1)
35 |
36 |
37 | class RectangleGL(QOpenGLWidget):
38 | "Texture loading opengl widget"
39 |
40 | def __init__(self, parent=None):
41 | "Constructor"
42 | QOpenGLWidget.__init__(self, parent)
43 | tutoTutoDir = os.path.dirname(__file__)
44 | tutoPardir = os.path.join(tutoTutoDir, os.pardir)
45 | tutoPardir = os.path.realpath(tutoPardir)
46 | mediaDir = os.path.join(tutoPardir, "media")
47 | shaderDir = os.path.join(mediaDir, "shaders")
48 | #
49 | availableShaders = ["rectangle", "triangle"]
50 | self.shaders = {
51 | name: {
52 | "fragment": os.path.join(shaderDir, name + ".frag"),
53 | "vertex": os.path.join(shaderDir, name + ".vert")
54 | } for name in availableShaders
55 | }
56 | self.core = "--coreprofile" in QCoreApplication.arguments()
57 |
58 | # opengl data related
59 | self.context = QOpenGLContext()
60 | self.program = QOpenGLShaderProgram()
61 | self.vao = QOpenGLVertexArrayObject()
62 | self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
63 | self.indices = np.array([
64 | 0, 1, 3, # first triangle
65 | 1, 2, 3 # second triangle
66 | ], dtype=ctypes.c_uint)
67 |
68 | # vertex data of the panel that would hold the image
69 | self.vertexData = np.array([
70 | # viewport position || colors || texture coords
71 | 0.5, 0.5, 0.0, # top right
72 | 0.5, -0.5, 0.0, # bottom right
73 | -0.5, -0.5, 0.0, # bottom left
74 | -0.5, 0.5, 0.0, # top left
75 | ], dtype=ctypes.c_float)
76 |
77 | self.rectColor = QVector4D(0.0, 1.0, 1.0, 0.0)
78 |
79 | def loadShader(self,
80 | shaderName: str,
81 | shaderType: str):
82 | "Load shader"
83 | shader = self.shaders[shaderName]
84 | shaderSourcePath = shader[shaderType]
85 | if shaderType == "vertex":
86 | shader = QOpenGLShader(QOpenGLShader.Vertex)
87 | else:
88 | shader = QOpenGLShader(QOpenGLShader.Fragment)
89 | #
90 | isCompiled = shader.compileSourceFile(shaderSourcePath)
91 |
92 | if isCompiled is False:
93 | print(shader.log())
94 | raise ValueError(
95 | "{0} shader {2} known as {1} is not compiled".format(
96 | shaderType, shaderName, shaderSourcePath
97 | )
98 | )
99 | return shader
100 |
101 | def loadVertexShader(self, shaderName: str):
102 | "load vertex shader"
103 | return self.loadShader(shaderName, "vertex")
104 |
105 | def loadFragmentShader(self, shaderName: str):
106 | "load fragment shader"
107 | return self.loadShader(shaderName, "fragment")
108 |
109 | def getGlInfo(self):
110 | "Get opengl info"
111 | info = """
112 | Vendor: {0}
113 | Renderer: {1}
114 | OpenGL Version: {2}
115 | Shader Version: {3}
116 | """.format(
117 | pygl.glGetString(pygl.GL_VENDOR),
118 | pygl.glGetString(pygl.GL_RENDERER),
119 | pygl.glGetString(pygl.GL_VERSION),
120 | pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
121 | )
122 | return info
123 |
124 | def cleanUpGl(self):
125 | "Clean up everything"
126 | self.context.makeCurrent()
127 | del self.program
128 | self.program = None
129 | self.vbo.release()
130 | self.doneCurrent()
131 |
132 | def resizeGL(self, width: int, height: int):
133 | "Resize the viewport"
134 | funcs = self.context.functions()
135 | funcs.glViewport(0, 0, width, height)
136 |
137 | def initializeGL(self):
138 | "Initialize opengl "
139 | print('gl initial')
140 | print(self.getGlInfo())
141 | # create context and make it current
142 | self.context.create()
143 | self.context.aboutToBeDestroyed.connect(self.cleanUpGl)
144 |
145 | # initialize functions
146 | funcs = self.context.functions()
147 | funcs.initializeOpenGLFunctions()
148 | funcs.glClearColor(1, 1, 1, 1)
149 |
150 | # shader
151 | shaderName = "triangle"
152 | vshader = self.loadVertexShader(shaderName)
153 | fshader = self.loadFragmentShader(shaderName)
154 |
155 | # create shader program
156 | self.program = QOpenGLShaderProgram(self.context)
157 | self.program.addShader(vshader)
158 | self.program.addShader(fshader)
159 |
160 | # bind attribute location
161 | self.program.bindAttributeLocation("aPos", 0)
162 |
163 | # link shader program
164 | isLinked = self.program.link()
165 | print("shader program is linked: ", isLinked)
166 |
167 | # activate shader program to set uniform an attribute values
168 | self.program.bind()
169 |
170 | # specify uniform value
171 | colorLoc = self.program.uniformLocation("color")
172 | self.program.setUniformValue(colorLoc,
173 | self.rectColor)
174 |
175 |
176 | # vao, vbo, texture
177 | # vao
178 | isVao = self.vao.create()
179 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
180 |
181 | # vbo
182 | isVbo = self.vbo.create()
183 | isVboBound = self.vbo.bind()
184 |
185 | floatSize = ctypes.sizeof(ctypes.c_float)
186 |
187 | # allocate vbo
188 | self.vbo.allocate(self.vertexData.tobytes(),
189 | floatSize * self.vertexData.size)
190 |
191 | print("vao created: ", isVao)
192 | print("vbo created: ", isVbo)
193 | print("vbo bound: ", isVboBound)
194 |
195 | # dealing with attributes
196 | # vertex array position
197 | funcs.glVertexAttribPointer(0,
198 | 3,
199 | int(pygl.GL_FLOAT),
200 | int(pygl.GL_FALSE),
201 | 3 * floatSize,
202 | VoidPtr(0))
203 | funcs.glEnableVertexAttribArray(0)
204 |
205 | self.vbo.release()
206 | vaoBinder = None
207 |
208 | def paintGL(self):
209 | "paint gl"
210 | funcs = self.context.functions()
211 | # clean up what was drawn
212 | funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)
213 |
214 | # bind texture
215 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
216 | self.program.bind()
217 |
218 | # draw stuff
219 | funcs.glDrawElements(
220 | pygl.GL_TRIANGLES,
221 | self.indices.size,
222 | pygl.GL_UNSIGNED_INT,
223 | self.indices.tobytes())
224 | # VoidPtr(self.indices.tobytes() * ctypes.sizeof(ctypes.c_uint)))
225 | vaoBinder = None
226 | self.program.release()
227 |
--------------------------------------------------------------------------------
/tutorials/04-texture/gltexture.py:
--------------------------------------------------------------------------------
1 | # author: Kaan Eraslan
2 |
3 | import numpy as np
4 | from PIL import Image
5 | import os
6 | import sys
7 | import ctypes
8 |
9 | from PySide2.QtGui import QImage
10 | from PySide2.QtGui import QOpenGLVertexArrayObject
11 | from PySide2.QtGui import QOpenGLBuffer
12 | from PySide2.QtGui import QOpenGLShaderProgram
13 | from PySide2.QtGui import QOpenGLShader
14 | from PySide2.QtGui import QOpenGLTexture
15 | from PySide2.QtGui import QOpenGLContext
16 |
17 | from PySide2.QtWidgets import QApplication
18 | from PySide2.QtWidgets import QMessageBox
19 | from PySide2.QtWidgets import QOpenGLWidget
20 |
21 | from PySide2.QtCore import QCoreApplication
22 | from PySide2.QtCore import Qt
23 |
24 | from PySide2.shiboken2 import VoidPtr
25 |
26 |
27 | try:
28 | from OpenGL import GL as pygl
29 | except ImportError:
30 | app = QApplication(sys.argv)
31 | messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
32 | "PyOpenGL must be installed to run this example.",
33 | QMessageBox.Close)
34 | messageBox.setDetailedText(
35 | "Run:\npip install PyOpenGL PyOpenGL_accelerate")
36 | messageBox.exec_()
37 | sys.exit(1)
38 |
39 |
40 | class TextureGL(QOpenGLWidget):
41 | "Texture loading opengl widget"
42 |
43 | def __init__(self, parent=None):
44 | "Constructor"
45 | QOpenGLWidget.__init__(self, parent)
46 | tutoTutoDir = os.path.dirname(__file__)
47 | tutoPardir = os.path.join(tutoTutoDir, os.pardir)
48 | tutoPardir = os.path.realpath(tutoPardir)
49 | mediaDir = os.path.join(tutoPardir, "media")
50 | shaderDir = os.path.join(mediaDir, "shaders")
51 | #
52 | availableShaders = ["texture"]
53 | self.shaders = {
54 | name: {
55 | "fragment": os.path.join(shaderDir, name + ".frag"),
56 | "vertex": os.path.join(shaderDir, name + ".vert")
57 | } for name in availableShaders
58 | }
59 | imdir = os.path.join(mediaDir, "images")
60 | imFName = "im"
61 | imageFile = os.path.join(imdir, imFName + "0.png")
62 | self.image = QImage(imageFile).mirrored()
63 | self.core = "--coreprofile" in QCoreApplication.arguments()
64 |
65 | # opengl data related
66 | self.context = QOpenGLContext()
67 | self.program = QOpenGLShaderProgram()
68 | self.vao = QOpenGLVertexArrayObject()
69 | self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
70 | self.texture = None
71 | self.indices = np.array([
72 | 0, 1, 3, # first triangle
73 | 1, 2, 3 # second triangle
74 | ], dtype=ctypes.c_uint)
75 |
76 | # vertex data of the panel that would hold the image
77 | self.vertexData = np.array([
78 | # viewport position || texture coords
79 | 0.5, 0.5, 0.0, 1.0, 1.0, # top right
80 | 0.5, -0.5, 0.0, 1.0, 0.0, # bottom right
81 | -0.5, -0.5, 0.0, 0.0, 0.0, # bottom left
82 | -0.5, 0.5, 0.0, 0.0, 1.0 # top left
83 | ], dtype=ctypes.c_float)
84 |
85 | def loadShader(self,
86 | shaderName: str,
87 | shaderType: str):
88 | "Load shader"
89 | shader = self.shaders[shaderName]
90 | shaderSourcePath = shader[shaderType]
91 | if shaderType == "vertex":
92 | shader = QOpenGLShader(QOpenGLShader.Vertex)
93 | else:
94 | shader = QOpenGLShader(QOpenGLShader.Fragment)
95 | #
96 | isCompiled = shader.compileSourceFile(shaderSourcePath)
97 |
98 | if isCompiled is False:
99 | print(shader.log())
100 | raise ValueError(
101 | "{0} shader {2} known as {1} is not compiled".format(
102 | shaderType, shaderName, shaderSourcePath
103 | )
104 | )
105 | return shader
106 |
107 | def loadVertexShader(self, shaderName: str):
108 | "load vertex shader"
109 | return self.loadShader(shaderName, "vertex")
110 |
111 | def loadFragmentShader(self, shaderName: str):
112 | "load fragment shader"
113 | return self.loadShader(shaderName, "fragment")
114 |
115 | def getGlInfo(self):
116 | "Get opengl info"
117 | info = """
118 | Vendor: {0}
119 | Renderer: {1}
120 | OpenGL Version: {2}
121 | Shader Version: {3}
122 | """.format(
123 | pygl.glGetString(pygl.GL_VENDOR),
124 | pygl.glGetString(pygl.GL_RENDERER),
125 | pygl.glGetString(pygl.GL_VERSION),
126 | pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
127 | )
128 | return info
129 |
130 | def cleanUpGl(self):
131 | "Clean up everything"
132 | self.context.makeCurrent()
133 | del self.program
134 | self.program = None
135 | self.texture.release()
136 | self.doneCurrent()
137 |
138 | def resizeGL(self, width: int, height: int):
139 | "Resize the viewport"
140 | funcs = self.context.functions()
141 | funcs.glViewport(0, 0, width, height)
142 |
143 | def initializeGL(self):
144 | "Initialize opengl "
145 | print('gl initial')
146 | print(self.getGlInfo())
147 | # create context and make it current
148 | self.context.create()
149 | self.context.aboutToBeDestroyed.connect(self.cleanUpGl)
150 |
151 | # initialize functions
152 | funcs = self.context.functions()
153 | funcs.initializeOpenGLFunctions()
154 | funcs.glClearColor(1, 0, 1, 1)
155 |
156 | # shader
157 | shaderName = "texture"
158 | vshader = self.loadVertexShader(shaderName)
159 | fshader = self.loadFragmentShader(shaderName)
160 |
161 | # create shader program
162 | self.program = QOpenGLShaderProgram(self.context)
163 | self.program.addShader(vshader)
164 | self.program.addShader(fshader)
165 |
166 | # bind attribute location
167 | self.program.bindAttributeLocation("aPos", 0)
168 | self.program.bindAttributeLocation("aTexCoord", 1)
169 |
170 | # link shader program
171 | isLinked = self.program.link()
172 | print("shader program is linked: ", isLinked)
173 |
174 | # activate shader program to set uniform an attribute values
175 | self.program.bind()
176 | self.program.setUniformValue('myTexture', 0)
177 |
178 | # vbo
179 | isVbo = self.vbo.create()
180 | isVboBound = self.vbo.bind()
181 |
182 | floatSize = ctypes.sizeof(ctypes.c_float)
183 |
184 | # allocate vbo
185 | self.vbo.allocate(self.vertexData.tobytes(),
186 | floatSize * self.vertexData.size)
187 |
188 | # texture new school
189 | self.texture = QOpenGLTexture(QOpenGLTexture.Target2D)
190 | self.texture.create()
191 | # new school
192 | self.texture.bind()
193 | self.texture.setData(self.image)
194 | self.texture.setMinMagFilters(QOpenGLTexture.Linear,
195 | QOpenGLTexture.Linear)
196 | self.texture.setWrapMode(QOpenGLTexture.DirectionS,
197 | QOpenGLTexture.Repeat)
198 | self.texture.setWrapMode(QOpenGLTexture.DirectionT,
199 | QOpenGLTexture.Repeat)
200 |
201 | def paintGL(self):
202 | "paint gl"
203 | funcs = self.context.functions()
204 | # clean up what was drawn
205 | funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)
206 |
207 | self.program.bind()
208 | self.program.enableAttributeArray(0)
209 | self.program.enableAttributeArray(1)
210 | floatSize = ctypes.sizeof(ctypes.c_float)
211 |
212 | # set attribute values
213 | self.program.setAttributeBuffer(0, # viewport position
214 | pygl.GL_FLOAT, # coord type
215 | 0, # offset
216 | 3,
217 | 5 * floatSize
218 | )
219 | self.program.setAttributeBuffer(1, # viewport position
220 | pygl.GL_FLOAT, # coord type
221 | 3 * floatSize, # offset
222 | 2,
223 | 5 * floatSize
224 | )
225 | # bind texture
226 | self.texture.bind()
227 | funcs.glDrawElements(pygl.GL_TRIANGLES,
228 | self.indices.size, pygl.GL_UNSIGNED_INT,
229 | self.indices.tobytes())
230 | # funcs.glDrawArrays(pygl.GL_TRIANGLES, 0, 6)
231 |
--------------------------------------------------------------------------------
/tutorials/03-VaoVbo/glshader.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 |
3 | import numpy as np
4 | import os
5 | import sys
6 | import ctypes
7 |
8 | from PySide2.QtGui import QOpenGLVertexArrayObject
9 | from PySide2.QtGui import QOpenGLBuffer
10 | from PySide2.QtGui import QOpenGLShaderProgram
11 | from PySide2.QtGui import QOpenGLShader
12 | from PySide2.QtGui import QOpenGLContext
13 | from PySide2.QtGui import QVector4D
14 |
15 | from PySide2.QtWidgets import QApplication
16 | from PySide2.QtWidgets import QMessageBox
17 | from PySide2.QtWidgets import QOpenGLWidget
18 |
19 | from PySide2.QtCore import QCoreApplication
20 |
21 | from PySide2.shiboken2 import VoidPtr
22 |
23 | try:
24 | from OpenGL import GL as pygl
25 | except ImportError:
26 | app = QApplication(sys.argv)
27 | messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
28 | "PyOpenGL must be installed to run this example.",
29 | QMessageBox.Close)
30 | messageBox.setDetailedText(
31 | "Run:\npip install PyOpenGL PyOpenGL_accelerate")
32 | messageBox.exec_()
33 | sys.exit(1)
34 |
35 |
36 | class TriangleGL(QOpenGLWidget):
37 | def __init__(self, parent=None):
38 | QOpenGLWidget.__init__(self, parent)
39 |
40 | # shaders etc
41 | triangleTutoDir = os.path.dirname(__file__)
42 | trianglePardir = os.path.join(triangleTutoDir, os.pardir)
43 | mediaDir = os.path.join(trianglePardir, "media")
44 | shaderDir = os.path.join(mediaDir, "shaders")
45 | availableShaders = ["triangle", "triangle2"]
46 | self.shaders = {
47 | name: {
48 | "fragment": os.path.join(shaderDir, name + ".frag"),
49 | "vertex": os.path.join(shaderDir, name + ".vert")
50 | } for name in availableShaders
51 | }
52 | self.core = "--coreprofile" in QCoreApplication.arguments()
53 |
54 | # opengl data related
55 | self.context = QOpenGLContext()
56 | self.vao1 = QOpenGLVertexArrayObject()
57 | self.vbo1 = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
58 | self.vao2 = QOpenGLVertexArrayObject()
59 | self.vbo2 = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
60 |
61 | self.program1 = QOpenGLShaderProgram()
62 | self.program2 = QOpenGLShaderProgram()
63 |
64 | # some vertex data for corners of triangle
65 | self.vertexData1 = np.array(
66 | [0.9, 0.9, 0.0, # x, y, z
67 | 0.9, 0.7, 0.0, # x, y, z
68 | 0.7, 0.9, 0.0], # x, y, z
69 | dtype=ctypes.c_float
70 | )
71 | self.vertexData2 = np.array(
72 | [-0.9, -0.9, 0.0, # x, y, z
73 | -0.9, -0.7, 0.0, # x, y, z
74 | -0.7, -0.9, 0.0], # x, y, z
75 | dtype=ctypes.c_float
76 | )
77 | # triangle color
78 | self.triangleColor1 = QVector4D(1.0, 0.0, 0.0, 0.0) # yellow triangle
79 | self.triangleColor2 = QVector4D(
80 | 0.0, 0.0, 0.5, 0.0) # not yellow triangle
81 |
82 | def loadShader(self,
83 | shaderName: str,
84 | shaderType: str):
85 | "Load shader"
86 | shader = self.shaders[shaderName]
87 | shaderSourcePath = shader[shaderType]
88 | if shaderType == "vertex":
89 | shader = QOpenGLShader(QOpenGLShader.Vertex)
90 | else:
91 | shader = QOpenGLShader(QOpenGLShader.Fragment)
92 | #
93 | isCompiled = shader.compileSourceFile(shaderSourcePath)
94 |
95 | if isCompiled is False:
96 | print(shader.log())
97 | raise ValueError(
98 | "{0} shader {2} known as {1} is not compiled".format(
99 | shaderType, shaderName, shaderSourcePath
100 | )
101 | )
102 | return shader
103 |
104 | def loadVertexShader(self, shaderName: str):
105 | "load vertex shader"
106 | return self.loadShader(shaderName, "vertex")
107 |
108 | def loadFragmentShader(self, shaderName: str):
109 | "load fragment shader"
110 | return self.loadShader(shaderName, "fragment")
111 |
112 | def getGlInfo(self):
113 | "Get opengl info"
114 | info = """
115 | Vendor: {0}
116 | Renderer: {1}
117 | OpenGL Version: {2}
118 | Shader Version: {3}
119 | """.format(
120 | pygl.glGetString(pygl.GL_VENDOR),
121 | pygl.glGetString(pygl.GL_RENDERER),
122 | pygl.glGetString(pygl.GL_VERSION),
123 | pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
124 | )
125 | return info
126 |
127 | def initializeGL(self):
128 | print('gl initial')
129 | print(self.getGlInfo())
130 | # create context and make it current
131 | self.context.create()
132 | self.context.aboutToBeDestroyed.connect(self.cleanUpGl)
133 |
134 | # initialize functions
135 | funcs = self.context.functions()
136 | funcs.initializeOpenGLFunctions()
137 | funcs.glClearColor(1, 1, 1, 1)
138 |
139 | # deal with shaders
140 | # first shader
141 | shaderName = "triangle"
142 | vshader = self.loadVertexShader(shaderName)
143 | fshader = self.loadFragmentShader(shaderName)
144 |
145 | # creating shader program
146 | self.program1 = QOpenGLShaderProgram(self.context)
147 | self.program1.addShader(vshader) # adding vertex shader
148 | self.program1.addShader(fshader) # adding fragment shader
149 |
150 | # bind attribute to a location
151 | self.program1.bindAttributeLocation("aPos", 0)
152 |
153 | # link shader program1
154 | isLinked = self.program1.link()
155 | print("shader program1 is linked: ", isLinked)
156 |
157 | # bind the program1
158 | self.program1.bind()
159 |
160 | # specify uniform value
161 | colorLoc = self.program1.uniformLocation("color")
162 | self.program1.setUniformValue(colorLoc,
163 | self.triangleColor1)
164 |
165 | # second shader
166 | shaderName = "triangle2"
167 | vshader = self.loadVertexShader(shaderName)
168 | fshader = self.loadFragmentShader(shaderName)
169 |
170 | #
171 | self.program2 = QOpenGLShaderProgram(self.context)
172 | self.program2.addShader(vshader) # adding vertex shader
173 | self.program2.addShader(fshader) # adding fragment shader
174 |
175 | # bind attribute to a location
176 | self.program2.bindAttributeLocation("aPos", 0)
177 |
178 | # link shader program2
179 | isLinked = self.program2.link()
180 | print("shader program2 is linked: ", isLinked)
181 |
182 | # bind the program2
183 | self.program2.bind()
184 |
185 | # specify uniform value
186 | colorLoc = self.program2.uniformLocation("color")
187 | self.program2.setUniformValue(colorLoc,
188 | self.triangleColor2)
189 |
190 | # self.useShader("triangle")
191 |
192 | # deal with vao and vbo
193 |
194 | # create vao and vbo
195 |
196 | # vao
197 | isVao = self.vao1.create()
198 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)
199 |
200 | # vbo
201 | isVbo = self.vbo1.create()
202 | isBound = self.vbo1.bind()
203 |
204 | # check if vao and vbo are created
205 | print('vao created: ', isVao)
206 | print('vbo created: ', isVbo)
207 |
208 | floatSize = ctypes.sizeof(ctypes.c_float)
209 |
210 | # allocate space on buffer
211 | self.vbo1.allocate(self.vertexData1.tobytes(),
212 | floatSize * self.vertexData1.size)
213 | funcs.glEnableVertexAttribArray(0)
214 | nullptr = VoidPtr(0)
215 | funcs.glVertexAttribPointer(0,
216 | 3,
217 | int(pygl.GL_FLOAT),
218 | int(pygl.GL_FALSE),
219 | 3 * floatSize,
220 | nullptr)
221 | self.vbo1.release()
222 | vaoBinder = None
223 |
224 | # second triangle vao vbo
225 | # vao
226 | isVao = self.vao2.create()
227 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)
228 |
229 | # vbo
230 | isVbo = self.vbo2.create()
231 | isBound = self.vbo2.bind()
232 |
233 | # check if vao and vbo are created
234 | print('vao created: ', isVao)
235 | print('vbo created: ', isVbo)
236 |
237 | floatSize = ctypes.sizeof(ctypes.c_float)
238 |
239 | # allocate space on buffer
240 | self.vbo2.allocate(self.vertexData2.tobytes(),
241 | floatSize * self.vertexData2.size)
242 | funcs.glEnableVertexAttribArray(0)
243 | nullptr = VoidPtr(0)
244 | funcs.glVertexAttribPointer(0,
245 | 3,
246 | int(pygl.GL_FLOAT),
247 | int(pygl.GL_FALSE),
248 | 3 * floatSize,
249 | nullptr)
250 | self.vbo2.release()
251 | self.program2.release()
252 |
253 | def cleanUpGl(self):
254 | "Clean up everything"
255 | self.context.makeCurrent()
256 | self.vbo.destroy()
257 | del self.program
258 | self.program = None
259 | self.doneCurrent()
260 |
261 | def resizeGL(self, width: int, height: int):
262 | "Resize the viewport"
263 | funcs = self.context.functions()
264 | funcs.glViewport(0, 0, width, height)
265 |
266 | def paintGL(self):
267 | "drawing loop"
268 | funcs = self.context.functions()
269 |
270 | # clean up what was drawn
271 | funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)
272 |
273 | # actual drawing
274 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)
275 | self.program1.bind()
276 | funcs.glDrawArrays(pygl.GL_TRIANGLES, # mode
277 | 0, # first
278 | 3) # count
279 | vaoBinder = None
280 | self.program1.release()
281 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)
282 | self.program2.bind()
283 | funcs.glDrawArrays(pygl.GL_TRIANGLES, # mode
284 | 0, # first
285 | 3) # count
286 | vaoBinder = None
287 | self.program2.release()
288 |
--------------------------------------------------------------------------------
/tutorials/06-events/EventsTutorial.ipynb:
--------------------------------------------------------------------------------
1 | {
2 | "cells": [
3 | {
4 | "cell_type": "markdown",
5 | "metadata": {},
6 | "source": [
7 | "## Event Handling for PySide2 OpenGL Widget"
8 | ]
9 | },
10 | {
11 | "cell_type": "markdown",
12 | "metadata": {},
13 | "source": [
14 | "Welcome to the event handling tutorial for the new OpenGL api of PySide2.\n",
15 | "\n",
16 | "By event handling we mean two things: \n",
17 | "\n",
18 | "- Acquiring the user input through the aid of other widgets and displaying its effect on scene.\n",
19 | "\n",
20 | "- Responding to a state of scene with respect to a condition.\n",
21 | "\n",
22 | "We are going to see an example of the first one in this tutorial. \n",
23 | "For the second one, remember that once a scene is drawn it is as good as gone, because the main use of OpenGL is rendering objects on scene not changing their state.\n",
24 | "It is possible to do computation on OpenGL of course and we shall see an example in the next tutorial while dealing with light effects, but it is better to do critical computation at the client code rather than in OpenGL.\n",
25 | "\n",
26 | "This is also evident in the `qt` api as well. \n",
27 | "Simply look at the amount of setters with respect to that of getters, if they exist at all. \n",
28 | "Qt also favors a mindset where you send stuff for rendering only.\n",
29 | "\n",
30 | "Now let's see our final application window, where we finally start to use some of the handles that we had defined from the beginning."
31 | ]
32 | },
33 | {
34 | "cell_type": "code",
35 | "execution_count": 5,
36 | "metadata": {},
37 | "outputs": [
38 | {
39 | "data": {
40 | "text/plain": [
41 | "CompletedProcess(args=['python', 'app.py'], returncode=0)"
42 | ]
43 | },
44 | "execution_count": 5,
45 | "metadata": {},
46 | "output_type": "execute_result"
47 | }
48 | ],
49 | "source": [
50 | "import subprocess\n",
51 | "\n",
52 | "subprocess.run([\"python\", \"app.py\"])"
53 | ]
54 | },
55 | {
56 | "cell_type": "markdown",
57 | "metadata": {},
58 | "source": [
59 | "It is not very well oriented due to the absence of mouse control but it should give you an idea about how everything works together.\n",
60 | "\n",
61 | "We had also changed the content of the `app.py` to better handle the event mechanism. \n",
62 | "\n",
63 | "Let's see what's new in `app.py` "
64 | ]
65 | },
66 | {
67 | "cell_type": "code",
68 | "execution_count": null,
69 | "metadata": {},
70 | "outputs": [],
71 | "source": [
72 | "from PySide2 import QtWidgets\n",
73 | "from tutorials.utils.window import GLWindow as AppWindow\n",
74 | "from glevents import EventsGL\n",
75 | "import sys\n",
76 | "\n",
77 | "\n",
78 | "class EventAppWindow(AppWindow):\n",
79 | " \"Overriding base class with event methods\"\n",
80 | "\n",
81 | " def __init__(self,\n",
82 | " glwidget: QtWidgets.QOpenGLWidget,\n",
83 | " parent=None,\n",
84 | " ):\n",
85 | " super().__init__(glwidget,\n",
86 | " parent)\n",
87 | " self.camX.setRange(-180.0, 180.0)\n",
88 | " self.camY.setRange(-180.0, 180.0)\n",
89 | " self.xSlider.setRange(-180.0, 180.0)\n",
90 | " self.ySlider.setRange(-180.0, 180.0)\n",
91 | " self.zSlider.setRange(-180.0, 180.0)\n",
92 | " self.upBtn.clicked.connect(self.moveCameraForward)\n",
93 | " self.downBtn.clicked.connect(self.moveCameraBackward)\n",
94 | " self.leftBtn.clicked.connect(self.moveCameraLeft)\n",
95 | " self.rightBtn.clicked.connect(self.moveCameraRight)\n",
96 | " self.camX.valueChanged.connect(self.turnCameraX)\n",
97 | " self.camY.valueChanged.connect(self.turnCameraY)\n",
98 | " self.xSlider.valueChanged.connect(self.rotateCubes)\n",
99 | " self.ySlider.valueChanged.connect(self.rotateCubes)\n",
100 | " self.zSlider.valueChanged.connect(self.rotateCubes)\n",
101 | " #\n",
102 | " self.lastCamXVal = self.camX.value()\n",
103 | " #\n",
104 | " self.lastCamYVal = self.camY.value()\n",
105 | "\n",
106 | " def moveGLCamera(self, direction: str):\n",
107 | " self.glWidget.moveCamera(direction)\n",
108 | "\n",
109 | " def moveCameraForward(self):\n",
110 | " self.moveGLCamera(\"forward\")\n",
111 | "\n",
112 | " def moveCameraBackward(self):\n",
113 | " self.moveGLCamera(\"backward\")\n",
114 | "\n",
115 | " def moveCameraLeft(self):\n",
116 | " self.moveGLCamera(\"left\")\n",
117 | "\n",
118 | " def moveCameraRight(self):\n",
119 | " self.moveGLCamera(\"right\")\n",
120 | "\n",
121 | " def turnCameraX(self, newVal: int):\n",
122 | " \"Turn camera around\"\n",
123 | " offsetx = newVal - self.lastCamXVal\n",
124 | " valy = self.camY.value() - self.lastCamYVal\n",
125 | " self.glWidget.turnAround(x=float(offsetx),\n",
126 | " y=float(valy))\n",
127 | " self.lastCamXVal = newVal\n",
128 | "\n",
129 | " def turnCameraY(self, newVal: int):\n",
130 | " \"Turn camera around\"\n",
131 | " offsety = newVal - self.lastCamYVal\n",
132 | " valx = self.camX.value() - self.lastCamXVal\n",
133 | " self.glWidget.turnAround(x=float(valx),\n",
134 | " y=float(offsety))\n",
135 | " self.lastCamYVal = newVal\n",
136 | "\n",
137 | " def rotateCubes(self):\n",
138 | " rx = self.xSlider.value()\n",
139 | " ry = self.ySlider.value()\n",
140 | " rz = self.zSlider.value()\n",
141 | " self.glWidget.rotateCubes(rx, ry, rz)"
142 | ]
143 | },
144 | {
145 | "cell_type": "markdown",
146 | "metadata": {},
147 | "source": [
148 | "As you can see, we now have another window which wires the events triggered by other widgets on the window to the glwidget.\n",
149 | "\n",
150 | "GLwidget then simply calls the related method.\n",
151 | "\n",
152 | "Let's see for example what `turnCameraY` method of the window, which is triggered by a value change in `camY` slider, basically the camera slider with `y` label on top, triggers in glwidget.\n",
153 | "\n",
154 | "It calls the `turnAround` method of glwidget with two offset values. Then `turnAround` does the following."
155 | ]
156 | },
157 | {
158 | "cell_type": "code",
159 | "execution_count": null,
160 | "metadata": {},
161 | "outputs": [],
162 | "source": [
163 | " def turnAround(self, x: float, y: float):\n",
164 | " \"\"\n",
165 | " self.camera.lookAround(xoffset=x,\n",
166 | " yoffset=y,\n",
167 | " pitchBound=True)\n",
168 | " self.update()\n"
169 | ]
170 | },
171 | {
172 | "cell_type": "markdown",
173 | "metadata": {},
174 | "source": [
175 | "It simply passes these offset values to a camera method. \n",
176 | "You can check `lookAround` method inside `camera.py`, but it simply assigns new `pitch` and `yaw` values using these offsets then updates the vectors of the camera like front, right, up.\n",
177 | "\n",
178 | "More importantly `turnAround` calls the `update` method of the glwidget.\n",
179 | "The update method is common for qtwidgets. \n",
180 | "Here it triggers repainting the scene with new values. \n",
181 | "These values happen to modify the orientation of the camera effectively changing the field of visibility.\n",
182 | "\n",
183 | "This has the following implication on code. \n",
184 | "We need to set the data related to triggered events in the `paintGL` rather than `initializeGL`, since `update` simply recalls `paintGL` for repainting the scene, and `initializeGL` is called only once before the first use of `paintGL`.\n",
185 | "\n",
186 | "Let's see now the body of our `paintGL`"
187 | ]
188 | },
189 | {
190 | "cell_type": "code",
191 | "execution_count": null,
192 | "metadata": {},
193 | "outputs": [],
194 | "source": [
195 | " def paintGL(self):\n",
196 | " \"drawing loop\"\n",
197 | " funcs = self.context.functions()\n",
198 | "\n",
199 | " # clean up what was drawn\n",
200 | " funcs.glClear(\n",
201 | " pygl.GL_COLOR_BUFFER_BIT | pygl.GL_DEPTH_BUFFER_BIT\n",
202 | " )\n",
203 | " self.vao.bind()\n",
204 | " self.vbo.bind()\n",
205 | "\n",
206 | " # actual drawing\n",
207 | " self.program.bind()\n",
208 | " ############ Diff ###############\n",
209 | " # Notice that this exactly the same code\n",
210 | " # that we had used in CubeGL widget\n",
211 | " # I simply copy pasted the same thing\n",
212 | " # to paintGL here.\n",
213 | " # set projection matrix\n",
214 | " projectionMatrix = QMatrix4x4()\n",
215 | " projectionMatrix.perspective(\n",
216 | " self.camera.zoom,\n",
217 | " self.width() / self.height(),\n",
218 | " 0.2, 100.0)\n",
219 | "\n",
220 | " self.program.setUniformValue('projection',\n",
221 | " projectionMatrix)\n",
222 | "\n",
223 | " # set view/camera matrix\n",
224 | " viewMatrix = self.camera.getViewMatrix()\n",
225 | " self.program.setUniformValue('view',\n",
226 | " viewMatrix)\n",
227 | "\n",
228 | " # bind textures\n",
229 | " for i, pos in enumerate(self.cubeCoords):\n",
230 | " #\n",
231 | " cubeModel = QMatrix4x4()\n",
232 | " cubeModel.translate(pos)\n",
233 | " angle = 30 * i\n",
234 | " cubeModel.rotate(angle, self.rotateVector)\n",
235 | " self.program.setUniformValue(\"model\",\n",
236 | " cubeModel)\n",
237 | " self.texture1.bind(0)\n",
238 | " self.texture2.bind(1)\n",
239 | " funcs.glDrawArrays(\n",
240 | " pygl.GL_TRIANGLES,\n",
241 | " 0,\n",
242 | " 36\n",
243 | " )\n",
244 | " self.vbo.release()\n",
245 | " self.program.release()\n",
246 | " self.texture1.release()\n",
247 | " self.texture2.release()"
248 | ]
249 | },
250 | {
251 | "cell_type": "markdown",
252 | "metadata": {},
253 | "source": [
254 | "Congragulations, that's it!\n",
255 | "\n",
256 | "Now you know a big part of 3d rendering. \n",
257 | "Most of the stuff from now on would be more or less the same thing with fancier shaders and/or objects and/or transformations. "
258 | ]
259 | }
260 | ],
261 | "metadata": {
262 | "kernelspec": {
263 | "display_name": "Python 3",
264 | "language": "python",
265 | "name": "python3"
266 | },
267 | "language_info": {
268 | "codemirror_mode": {
269 | "name": "ipython",
270 | "version": 3
271 | },
272 | "file_extension": ".py",
273 | "mimetype": "text/x-python",
274 | "name": "python",
275 | "nbconvert_exporter": "python",
276 | "pygments_lexer": "ipython3",
277 | "version": "3.7.3"
278 | }
279 | },
280 | "nbformat": 4,
281 | "nbformat_minor": 2
282 | }
283 |
--------------------------------------------------------------------------------
/tutorials/04-texture/TextureTutorial.ipynb:
--------------------------------------------------------------------------------
1 | {
2 | "cells": [
3 | {
4 | "cell_type": "markdown",
5 | "metadata": {},
6 | "source": [
7 | "## PySide2 OpenGL Texture Tutorial"
8 | ]
9 | },
10 | {
11 | "cell_type": "markdown",
12 | "metadata": {},
13 | "source": [
14 | "Welcome to PySide2 OpenGL texture tutorial. \n",
15 | "What is a texture ?\n",
16 | "\n",
17 | "Basically a texture is something you can fill vertex area with.\n",
18 | "For the most part this would mean using images to cover up certain areas. \n",
19 | "For example, you have drawn a rectangle, you collate and picture of bricks to it and it becomes a brick wall. You collate a picture of stones to it and it becomes a stone wall. \n",
20 | "\n",
21 | "If you can use a detailed image then you can create the illusion of such a wall without having to define vertices. You can use 1D, 2D, and 3D textures in opengl. \n",
22 | "We will cover probably the most common case of using 2D textures.\n",
23 | "\n",
24 | "Now let's see the final result before we start looking at the code."
25 | ]
26 | },
27 | {
28 | "cell_type": "code",
29 | "execution_count": 16,
30 | "metadata": {},
31 | "outputs": [
32 | {
33 | "data": {
34 | "text/plain": [
35 | "CompletedProcess(args=['python', 'app.py'], returncode=0)"
36 | ]
37 | },
38 | "execution_count": 16,
39 | "metadata": {},
40 | "output_type": "execute_result"
41 | }
42 | ],
43 | "source": [
44 | "import subprocess\n",
45 | "\n",
46 | "subprocess.run([\"python\", \"app.py\"])"
47 | ]
48 | },
49 | {
50 | "cell_type": "markdown",
51 | "metadata": {},
52 | "source": [
53 | "As usual the application window is the same as in the previous tutorials.\n",
54 | "\n",
55 | "Let's see the constructor of our gl widget."
56 | ]
57 | },
58 | {
59 | "cell_type": "code",
60 | "execution_count": null,
61 | "metadata": {},
62 | "outputs": [],
63 | "source": [
64 | "class TextureGL(QOpenGLWidget):\n",
65 | " \"Texture loading opengl widget\"\n",
66 | "\n",
67 | " def __init__(self, parent=None):\n",
68 | " \"Constructor\"\n",
69 | " QOpenGLWidget.__init__(self, parent)\n",
70 | " tutoTutoDir = os.path.dirname(__file__)\n",
71 | " tutoPardir = os.path.join(tutoTutoDir, os.pardir)\n",
72 | " tutoPardir = os.path.realpath(tutoPardir)\n",
73 | " mediaDir = os.path.join(tutoPardir, \"media\")\n",
74 | " shaderDir = os.path.join(mediaDir, \"shaders\")\n",
75 | " #\n",
76 | " ############## Diff #####################\n",
77 | " # please do look at the shader code of \n",
78 | " # the texture. It is a little different\n",
79 | " # than triangle shader.\n",
80 | " availableShaders = [\"texture\"]\n",
81 | " self.shaders = {\n",
82 | " name: {\n",
83 | " \"fragment\": os.path.join(shaderDir, name + \".frag\"),\n",
84 | " \"vertex\": os.path.join(shaderDir, name + \".vert\")\n",
85 | " } for name in availableShaders\n",
86 | " }\n",
87 | " ############### Diff #####################\n",
88 | " # Notice that we are simply using an image\n",
89 | " # The use of QImage is particularly important\n",
90 | " # since it facilitates a lot of things with \n",
91 | " # with respect to traditional opengl\n",
92 | " imdir = os.path.join(mediaDir, \"images\")\n",
93 | " imFName = \"im\"\n",
94 | " imageFile = os.path.join(imdir, imFName + \"0.png\")\n",
95 | " print(\"image file:\", imageFile)\n",
96 | " self.imagefile = imageFile\n",
97 | " # Notice that we are using\n",
98 | " self.image = QImage(imageFile).mirrored()\n",
99 | " self.core = \"--coreprofile\" in QCoreApplication.arguments()\n",
100 | "\n",
101 | " # opengl data related\n",
102 | " self.context = QOpenGLContext()\n",
103 | " self.program = QOpenGLShaderProgram()\n",
104 | " self.vao = QOpenGLVertexArrayObject()\n",
105 | " self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)\n",
106 | " \n",
107 | " ################ Diff ##############\n",
108 | " # texture is going to be defined\n",
109 | " # afterwards but it is important\n",
110 | " # to define it right now due to its\n",
111 | " # reuse in two different methods\n",
112 | " self.texture = None\n",
113 | " self.indices = np.array([\n",
114 | " 0, 1, 3, # first triangle\n",
115 | " 1, 2, 3 # second triangle\n",
116 | " ], dtype=ctypes.c_uint)\n",
117 | "\n",
118 | " # vertex data of the panel that would hold the image\n",
119 | " self.vertexData = np.array([\n",
120 | " # viewport position || texture coords\n",
121 | " 0.5, 0.5, 0.0, 1.0, 1.0, # top right\n",
122 | " 0.5, -0.5, 0.0, 1.0, 0.0, # bottom right\n",
123 | " -0.5, -0.5, 0.0, 0.0, 0.0, # bottom left\n",
124 | " -0.5, 0.5, 0.0, 0.0, 1.0 # top left\n",
125 | " ], dtype=ctypes.c_float)"
126 | ]
127 | },
128 | {
129 | "cell_type": "markdown",
130 | "metadata": {},
131 | "source": [
132 | "Mainly there are two differences.\n",
133 | "We define a QImage that would be used as the content of the texture.\n",
134 | "We also define a texture object to be defined later on during the initialization.\n",
135 | "\n",
136 | "As a side note, see the texture shader in the media `texture.frag` and `texture.vert`.\n",
137 | "\n",
138 | "Let's see the code of `initializeGL`."
139 | ]
140 | },
141 | {
142 | "cell_type": "code",
143 | "execution_count": null,
144 | "metadata": {},
145 | "outputs": [],
146 | "source": [
147 | " def initializeGL(self):\n",
148 | " \"Initialize opengl \"\n",
149 | " print('gl initial')\n",
150 | " print(self.getGlInfo())\n",
151 | " # create context and make it current\n",
152 | " self.context.create()\n",
153 | " self.context.aboutToBeDestroyed.connect(self.cleanUpGl)\n",
154 | "\n",
155 | " # initialize functions\n",
156 | " funcs = self.context.functions()\n",
157 | " funcs.initializeOpenGLFunctions()\n",
158 | " funcs.glClearColor(1, 0, 1, 1)\n",
159 | " \n",
160 | " # shader\n",
161 | " shaderName = \"texture\"\n",
162 | " vshader = self.loadVertexShader(shaderName)\n",
163 | " fshader = self.loadFragmentShader(shaderName)\n",
164 | "\n",
165 | " # create shader program\n",
166 | " self.program = QOpenGLShaderProgram(self.context)\n",
167 | " self.program.addShader(vshader)\n",
168 | " self.program.addShader(fshader)\n",
169 | "\n",
170 | " # bind attribute location\n",
171 | " self.program.bindAttributeLocation(\"aPos\", 0)\n",
172 | " self.program.bindAttributeLocation(\"aTexCoord\", 1)\n",
173 | "\n",
174 | " # link shader program\n",
175 | " isLinked = self.program.link()\n",
176 | " print(\"shader program is linked: \", isLinked)\n",
177 | "\n",
178 | " # activate shader program to set uniform an attribute values\n",
179 | " self.program.bind()\n",
180 | " self.program.setUniformValue('myTexture', 0)\n",
181 | "\n",
182 | " # vbo\n",
183 | " isVbo = self.vbo.create()\n",
184 | " isVboBound = self.vbo.bind()\n",
185 | "\n",
186 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
187 | "\n",
188 | " # allocate vbo\n",
189 | " self.vbo.allocate(self.vertexData.tobytes(),\n",
190 | " floatSize * self.vertexData.size)\n",
191 | "\n",
192 | " ################## Diff #######################\n",
193 | " # this how pyside handles textures to those\n",
194 | " # who are familiar to opengl it should be self \n",
195 | " # evident what it does. Notice that this is \n",
196 | " # how we initialize the texture and set \n",
197 | " # parameters to it\n",
198 | " self.texture = QOpenGLTexture(QOpenGLTexture.Target2D)\n",
199 | " self.texture.create()\n",
200 | " # new school\n",
201 | " self.texture.bind()\n",
202 | " self.texture.setData(self.image)\n",
203 | " self.texture.setMinMagFilters(QOpenGLTexture.Linear,\n",
204 | " QOpenGLTexture.Linear)\n",
205 | " self.texture.setWrapMode(QOpenGLTexture.DirectionS,\n",
206 | " QOpenGLTexture.Repeat)\n",
207 | " self.texture.setWrapMode(QOpenGLTexture.DirectionT,\n",
208 | " QOpenGLTexture.Repeat)"
209 | ]
210 | },
211 | {
212 | "cell_type": "markdown",
213 | "metadata": {},
214 | "source": [
215 | "Now as you can see the main difference is how we set texture.\n",
216 | "\n",
217 | "- We provide the target in opengl. Target2D means GL_TEXTURE_2D\n",
218 | "- We set data to it AFTER binding the texture.\n",
219 | "- We set other parameters using the related set methods.\n",
220 | "\n",
221 | "Now let's see the drawing loop."
222 | ]
223 | },
224 | {
225 | "cell_type": "code",
226 | "execution_count": null,
227 | "metadata": {},
228 | "outputs": [],
229 | "source": [
230 | " def paintGL(self):\n",
231 | " \"paint gl\"\n",
232 | " funcs = self.context.functions()\n",
233 | " # clean up what was drawn\n",
234 | " funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)\n",
235 | "\n",
236 | " self.program.bind()\n",
237 | " ############### Diff #################\n",
238 | " self.program.enableAttributeArray(0)\n",
239 | " self.program.enableAttributeArray(1)\n",
240 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
241 | "\n",
242 | " # set attribute values\n",
243 | " self.program.setAttributeBuffer(0, # viewport position\n",
244 | " pygl.GL_FLOAT, # coord type\n",
245 | " 0, # offset\n",
246 | " 3,\n",
247 | " 5 * floatSize\n",
248 | " )\n",
249 | " self.program.setAttributeBuffer(1, # viewport position\n",
250 | " pygl.GL_FLOAT, # coord type\n",
251 | " 3 * floatSize, # offset\n",
252 | " 2,\n",
253 | " 5 * floatSize\n",
254 | " )\n",
255 | " # bind texture\n",
256 | " self.texture.bind()\n",
257 | " funcs.glDrawElements(pygl.GL_TRIANGLES,\n",
258 | " self.indices.size, pygl.GL_UNSIGNED_INT,\n",
259 | " self.indices.tobytes())"
260 | ]
261 | },
262 | {
263 | "cell_type": "markdown",
264 | "metadata": {},
265 | "source": [
266 | "By far the most different part about rendering texture is the drawing loop. The main difference is that we set values related to VAO in here rather than in `initializeGL`."
267 | ]
268 | },
269 | {
270 | "cell_type": "markdown",
271 | "metadata": {},
272 | "source": [
273 | "And that's it. Now you know how to load a texture, or how to render an image in opengl. "
274 | ]
275 | }
276 | ],
277 | "metadata": {
278 | "kernelspec": {
279 | "display_name": "Python 3",
280 | "language": "python",
281 | "name": "python3"
282 | },
283 | "language_info": {
284 | "codemirror_mode": {
285 | "name": "ipython",
286 | "version": 3
287 | },
288 | "file_extension": ".py",
289 | "mimetype": "text/x-python",
290 | "name": "python",
291 | "nbconvert_exporter": "python",
292 | "pygments_lexer": "ipython3",
293 | "version": "3.7.3"
294 | }
295 | },
296 | "nbformat": 4,
297 | "nbformat_minor": 2
298 | }
299 |
--------------------------------------------------------------------------------
/tutorials/utils/camera.py:
--------------------------------------------------------------------------------
1 | # author: Kaan Eraslan
2 | # camera
3 |
4 | import numpy as np
5 | import math
6 | from tutorials.utils.utils import computeLookAtPure
7 | from tutorials.utils.utils import normalize_tuple
8 | from tutorials.utils.utils import crossProduct
9 | from tutorials.utils.utils import scalar2vecMult
10 | from tutorials.utils.utils import vec2vecAdd
11 | from tutorials.utils.utils import vec2vecSubs
12 | from PySide2.QtGui import QVector3D
13 | from PySide2.QtGui import QMatrix4x4
14 | from PySide2.QtGui import QVector4D
15 |
16 |
17 | class PureCamera:
18 | "A camera that is in pure python for 3d movement"
19 |
20 | def __init__(self):
21 | self.availableMoves = ["forward", "backward", "left", "right"]
22 | # Camera attributes
23 | self.position = (0.0, 0.0, 0.0)
24 | self.front = (0.0, 0.0, -1.0)
25 | self.up = (0.0, 1.0, 0.0)
26 | self.right = (0.0, 0.0, 0.0)
27 | self.worldUp = (0.0, 0.0, 0.0)
28 |
29 | # Euler Angles for rotation
30 | self.yaw = -90.0
31 | self.pitch = 0.0
32 |
33 | # camera options
34 | self.movementSpeed = 2.5
35 | self.movementSensitivity = 0.00001
36 | self.zoom = 45.0
37 |
38 | def updateCameraVectors(self):
39 | "Update the camera vectors and compute a new front"
40 | yawRadian = math.radians(self.yaw)
41 | yawCos = math.cos(yawRadian)
42 | pitchRadian = math.radians(self.pitch)
43 | pitchCos = math.cos(pitchRadian)
44 | frontX = yawCos * pitchCos
45 | frontY = math.sin(pitchRadian)
46 | frontZ = math.sin(yawRadian) * pitchCos
47 | self.front = (frontX, frontY, frontZ)
48 | self.front = normalize_tuple(self.front)
49 | self.right = crossProduct(
50 | self.front,
51 | self.worldUp)
52 | self.right = normalize_tuple(self.right)
53 | self.up = crossProduct(
54 | self.right,
55 | self.front)
56 | self.up = normalize_tuple(self.up)
57 |
58 | def move(self, direction: str, deltaTime: float):
59 | ""
60 | velocity = self.movementSpeed * deltaTime
61 | direction = direction.lower()
62 | if direction not in self.availableMoves:
63 | raise ValueError(
64 | "Unknown direction {0}, available moves are {1}".format(
65 | direction, self.availableMoves
66 | )
67 | )
68 | if direction == "forward":
69 | multip = scalar2vecMult(self.front,
70 | velocity)
71 | self.position = vec2vecAdd(self.position,
72 | multip)
73 | elif direction == "backward":
74 | multip = scalar2vecMult(self.front,
75 | velocity)
76 | self.position = vec2vecSubs(self.position,
77 | multip)
78 | elif direction == "right":
79 | multip = scalar2vecMult(self.right,
80 | velocity)
81 | self.position = vec2vecAdd(self.position,
82 | multip)
83 | elif direction == "left":
84 | multip = scalar2vecMult(self.right,
85 | velocity)
86 | self.position = vec2vecSubs(self.position,
87 | multip)
88 |
89 | def lookAround(self,
90 | xoffset: float,
91 | yoffset: float,
92 | pitchBound: bool):
93 | "Look around with camera"
94 | xoffset *= self.movementSensitivity
95 | yoffset *= self.movementSensitivity
96 | self.yaw += xoffset
97 | self.pitch += yoffset
98 |
99 | if pitchBound:
100 | if self.pitch > 90.0:
101 | self.pitch = 90.0
102 | elif self.pitch < -90.0:
103 | self.pitch = -90.0
104 | #
105 | self.updateCameraVectors()
106 |
107 | def zoomInOut(self, yoffset: float,
108 | zoomBound=45.0):
109 | "Zoom with camera"
110 | if self.zoom >= 1.0 and self.zoom <= zoomBound:
111 | self.zoom -= yoffset
112 | elif self.zoom <= 1.0:
113 | self.zoom = 1.0
114 | elif self.zoom >= zoomBound:
115 | self.zoom = zoomBound
116 |
117 | def setCameraWithVectors(self,
118 | position: tuple,
119 | up: tuple,
120 | front: tuple,
121 | yaw: float,
122 | pitch: float,
123 | zoom: float,
124 | speed: float,
125 | sensitivity: float):
126 | "Set camera"
127 | assert len(position) == len(up)
128 | assert len(up) == len(front)
129 | assert len(front) == 3
130 | self.position = position
131 | self.worldUp = up
132 | self.pitch = pitch
133 | self.yaw = yaw
134 | self.movementSpeed = speed
135 | self.movementSensitivity = sensitivity
136 | self.front = front
137 | self.zoom = zoom
138 | self.updateCameraVectors()
139 |
140 | def setCameraWithFloatVals(self,
141 | posx: float,
142 | posy: float,
143 | posz: float,
144 | upx: float,
145 | upy: float,
146 | upz: float,
147 | yaw: float,
148 | pitch: float,
149 | speed: float,
150 | sensitivity: float,
151 | zoom: float,
152 | front: tuple):
153 | "Set camera floats"
154 | assert len(front) == 3
155 | self.position = (posx, posy, posz)
156 | self.worldUp = (upx, upy, upz)
157 | self.yaw = yaw
158 | self.pitch = pitch
159 | self.movementSpeed = speed
160 | self.movementSensitivity = sensitivity
161 | self.zoom = zoom
162 | self.front = front
163 | self.updateCameraVectors()
164 |
165 | def getViewMatrix(self):
166 | "Obtain view matrix for camera"
167 | return computeLookAtPure(
168 | pos=self.position,
169 | target=vec2vecAdd(self.position,
170 | self.front),
171 | worldUp=self.worldUp
172 | )
173 |
174 |
175 | class QtCamera:
176 | "An abstract camera for 3d movement in world"
177 |
178 | def __init__(self):
179 | ""
180 | self.availableMoves = ["forward", "backward", "left", "right"]
181 | # Camera attributes
182 | self.position = QVector3D(0.0, 0.0, 0.0)
183 | self.front = QVector3D(0.0, 0.0, -0.5)
184 | self.worldUp = QVector3D(0.0, 1.0, 0.0)
185 | self.right = QVector3D()
186 | self.up = QVector3D()
187 |
188 | # Euler Angles for rotation
189 | self.yaw = -90.0
190 | self.pitch = 0.0
191 |
192 | # camera options
193 | self.movementSpeed = 2.5
194 | self.movementSensitivity = 0.00001
195 | self.zoom = 45.0
196 |
197 | def updateCameraVectors(self):
198 | "Update the camera vectors and compute a new front"
199 | yawRadian = np.radians(self.yaw)
200 | yawCos = np.cos(yawRadian)
201 | pitchRadian = np.radians(self.pitch)
202 | pitchCos = np.cos(pitchRadian)
203 | frontX = yawCos * pitchCos
204 | frontY = np.sin(pitchRadian)
205 | frontZ = np.sin(yawRadian) * pitchCos
206 | self.front = QVector3D(frontX, frontY, frontZ)
207 | self.front.normalize()
208 | self.right = QVector3D.crossProduct(
209 | self.front,
210 | self.worldUp)
211 | self.right.normalize()
212 | self.up = QVector3D.crossProduct(
213 | self.right,
214 | self.front)
215 | self.up.normalize()
216 |
217 | def move(self, direction: str, deltaTime: float):
218 | ""
219 | velocity = self.movementSpeed * deltaTime
220 | direction = direction.lower()
221 | if direction not in self.availableMoves:
222 | raise ValueError(
223 | "Unknown direction {0}, available moves are {1}".format(
224 | direction, self.availableMoves
225 | )
226 | )
227 | if direction == "forward":
228 | self.position += self.front * velocity
229 | elif direction == "backward":
230 | self.position -= self.front * velocity
231 | elif direction == "right":
232 | self.position += self.right * velocity
233 | elif direction == "left":
234 | self.position -= self.right * velocity
235 |
236 | def lookAround(self,
237 | xoffset: float,
238 | yoffset: float,
239 | pitchBound: bool):
240 | "Look around with camera"
241 | xoffset *= self.movementSensitivity
242 | yoffset *= self.movementSensitivity
243 | self.yaw += xoffset
244 | self.pitch += yoffset
245 |
246 | if pitchBound:
247 | if self.pitch > 89.9:
248 | self.pitch = 89.9
249 | elif self.pitch < -89.9:
250 | self.pitch = -89.9
251 | #
252 | self.updateCameraVectors()
253 |
254 | def zoomInOut(self, yoffset: float,
255 | zoomBound=45.0):
256 | "Zoom with camera"
257 | if self.zoom >= 1.0 and self.zoom <= zoomBound:
258 | self.zoom -= yoffset
259 | elif self.zoom <= 1.0:
260 | self.zoom = 1.0
261 | elif self.zoom >= zoomBound:
262 | self.zoom = zoomBound
263 |
264 | def getViewMatrix(self):
265 | "Obtain view matrix for camera"
266 | view = QMatrix4x4()
267 | view.lookAt(self.position,
268 | self.position+self.front,
269 | self.up
270 | )
271 | return view
272 |
273 | def setCameraWithVectors(self,
274 | position=QVector3D(0.0, 0.0, 0.0),
275 | worldUp=QVector3D(0.0, 1.0, 0.0),
276 | yaw=-90.0,
277 | pitch=0.0,
278 | zoom=45.0,
279 | speed=2.5,
280 | sensitivity=0.00001):
281 | "Set camera"
282 | self.position = position
283 | self.worldUp = worldUp
284 | self.pitch = pitch
285 | self.yaw = yaw
286 | self.movementSpeed = speed
287 | self.movementSensitivity = sensitivity
288 | self.zoom = zoom
289 | self.updateCameraVectors()
290 |
291 | def setCameraWithFloatVals(self,
292 | posx=0.0,
293 | posy=0.0,
294 | posz=0.0,
295 | upx=0.0,
296 | upy=1.0,
297 | upz=0.0,
298 | yaw=-90.0,
299 | pitch=0.0,
300 | zoom=45.0,
301 | speed=2.5,
302 | sensitivity=0.00001,
303 | ):
304 | "Set camera floats"
305 | self.position = QVector3D(posx, posy, posz)
306 | self.worldUp = QVector3D(upx, upy, upz)
307 | self.yaw = yaw
308 | self.pitch = pitch
309 | self.movementSpeed = speed
310 | self.movementSensitivity = sensitivity
311 | self.zoom = zoom
312 | self.updateCameraVectors()
313 |
314 |
315 | class FPSCameraQt(QtCamera):
316 | "FPS Camera based on qtcamera"
317 |
318 | def __init__(self):
319 | super().__init__()
320 |
321 | def move(self, direction: str, deltaTime: float):
322 | "Move camera in single axis"
323 | velocity = self.movementSpeed * deltaTime
324 | direction = direction.lower()
325 | if direction not in self.availableMoves:
326 | raise ValueError(
327 | "Unknown direction {0}, available moves are {1}".format(
328 | direction, self.availableMoves
329 | )
330 | )
331 | if direction == "forward":
332 | self.position += self.front * velocity
333 | elif direction == "backward":
334 | self.position -= self.front * velocity
335 | elif direction == "right":
336 | self.position += self.right * velocity
337 | elif direction == "left":
338 | self.position -= self.right * velocity
339 |
340 | self.position.setY(0.0) # y val == 0
341 |
--------------------------------------------------------------------------------
/tutorials/05-cube/glcube.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 | # purpose draw a rectangle on window
3 |
4 | import numpy as np
5 | import os
6 | import sys
7 | import ctypes
8 | from tutorials.utils.camera import QtCamera
9 | from tutorials.utils.utils import computePerspectiveNp
10 | from tutorials.utils.utils import computePerspectiveQt
11 | from tutorials.utils.utils import arr2qmat
12 |
13 | from PySide2.QtGui import QVector3D
14 | from PySide2.QtGui import QImage
15 | from PySide2.QtGui import QOpenGLVertexArrayObject
16 | from PySide2.QtGui import QOpenGLBuffer
17 | from PySide2.QtGui import QOpenGLShaderProgram
18 | from PySide2.QtGui import QOpenGLShader
19 | from PySide2.QtGui import QOpenGLContext
20 | from PySide2.QtGui import QOpenGLTexture
21 | from PySide2.QtGui import QMatrix4x4
22 | from PySide2.QtGui import QVector4D
23 | from PySide2.QtGui import QColor
24 |
25 | from PySide2.QtWidgets import QApplication
26 | from PySide2.QtWidgets import QMessageBox
27 | from PySide2.QtWidgets import QOpenGLWidget
28 |
29 | from PySide2.QtCore import QCoreApplication
30 |
31 | from PySide2.shiboken2 import VoidPtr
32 |
33 |
34 | try:
35 | from OpenGL import GL as pygl
36 | except ImportError:
37 | app = QApplication(sys.argv)
38 | messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
39 | "PyOpenGL must be installed to run this example.",
40 | QMessageBox.Close)
41 | messageBox.setDetailedText(
42 | "Run:\npip install PyOpenGL PyOpenGL_accelerate")
43 | messageBox.exec_()
44 | sys.exit(1)
45 |
46 |
47 | class CubeGL(QOpenGLWidget):
48 | "Cube gl widget"
49 |
50 | def __init__(self, parent=None):
51 | QOpenGLWidget.__init__(self, parent)
52 |
53 | # camera
54 | self.camera = QtCamera()
55 | self.camera.position = QVector3D(0.0, 0.0, 3.0)
56 | self.camera.front = QVector3D(0.0, 0.0, -1.0)
57 | self.camera.up = QVector3D(0.0, 1.0, 0.0)
58 |
59 | # shaders etc
60 | tutoTutoDir = os.path.dirname(__file__)
61 | tutoPardir = os.path.join(tutoTutoDir, os.pardir)
62 | tutoPardir = os.path.realpath(tutoPardir)
63 | mediaDir = os.path.join(tutoPardir, "media")
64 | shaderDir = os.path.join(mediaDir, "shaders")
65 |
66 | availableShaders = ["cube"]
67 | self.shaders = {
68 | name: {
69 | "fragment": os.path.join(shaderDir, name + ".frag"),
70 | "vertex": os.path.join(shaderDir, name + ".vert")
71 | } for name in availableShaders
72 | }
73 | self.core = "--coreprofile" in QCoreApplication.arguments()
74 | imdir = os.path.join(mediaDir, "images")
75 | imFName = "im"
76 | imageFile1 = os.path.join(imdir, imFName + "0.png")
77 | self.image1 = QImage(imageFile1).mirrored()
78 | imageFile2 = os.path.join(imdir, imFName + "1.png")
79 | self.image2 = QImage(imageFile2).mirrored()
80 |
81 | # opengl data related
82 | self.context = QOpenGLContext()
83 | self.vao = QOpenGLVertexArrayObject()
84 | self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
85 | self.program = QOpenGLShaderProgram()
86 | self.texture1 = None
87 | self.texture2 = None
88 | self.texUnit1 = 0
89 | self.texUnit2 = 1
90 |
91 | # vertex data
92 | self.cubeVertices = np.array([
93 | # pos vec3 || texcoord vec2
94 | -0.5, -0.5, -0.5, 0.0, 0.0,
95 | 0.5, -0.5, -0.5, 1.0, 0.0,
96 | 0.5, 0.5, -0.5, 1.0, 1.0,
97 | 0.5, 0.5, -0.5, 1.0, 1.0,
98 | -0.5, 0.5, -0.5, 0.0, 1.0,
99 | -0.5, -0.5, -0.5, 0.0, 0.0,
100 |
101 | -0.5, -0.5, 0.5, 0.0, 0.0,
102 | 0.5, -0.5, 0.5, 1.0, 0.0,
103 | 0.5, 0.5, 0.5, 1.0, 1.0,
104 | 0.5, 0.5, 0.5, 1.0, 1.0,
105 | -0.5, 0.5, 0.5, 0.0, 1.0,
106 | -0.5, -0.5, 0.5, 0.0, 0.0,
107 |
108 | -0.5, 0.5, 0.5, 1.0, 0.0,
109 | -0.5, 0.5, -0.5, 1.0, 1.0,
110 | -0.5, -0.5, -0.5, 0.0, 1.0,
111 | -0.5, -0.5, -0.5, 0.0, 1.0,
112 | -0.5, -0.5, 0.5, 0.0, 0.0,
113 | -0.5, 0.5, 0.5, 1.0, 0.0,
114 |
115 | 0.5, 0.5, 0.5, 1.0, 0.0,
116 | 0.5, 0.5, -0.5, 1.0, 1.0,
117 | 0.5, -0.5, -0.5, 0.0, 1.0,
118 | 0.5, -0.5, -0.5, 0.0, 1.0,
119 | 0.5, -0.5, 0.5, 0.0, 0.0,
120 | 0.5, 0.5, 0.5, 1.0, 0.0,
121 |
122 | -0.5, -0.5, -0.5, 0.0, 1.0,
123 | 0.5, -0.5, -0.5, 1.0, 1.0,
124 | 0.5, -0.5, 0.5, 1.0, 0.0,
125 | 0.5, -0.5, 0.5, 1.0, 0.0,
126 | -0.5, -0.5, 0.5, 0.0, 0.0,
127 | -0.5, -0.5, -0.5, 0.0, 1.0,
128 |
129 | -0.5, 0.5, -0.5, 0.0, 1.0,
130 | 0.5, 0.5, -0.5, 1.0, 1.0,
131 | 0.5, 0.5, 0.5, 1.0, 0.0,
132 | 0.5, 0.5, 0.5, 1.0, 0.0,
133 | -0.5, 0.5, 0.5, 0.0, 0.0,
134 | -0.5, 0.5, -0.5, 0.0, 1.0
135 | ], dtype=ctypes.c_float
136 | )
137 | # cube worldSpace coordinates
138 | self.cubeCoords = [
139 | QVector3D(0.0, 0.0, 0.0),
140 | QVector3D(2.0, 5.0, -15.0),
141 | QVector3D(-1.5, -2.2, -2.5),
142 | QVector3D(-3.8, -2.0, -12.3),
143 | QVector3D(2.4, -0.4, -3.5),
144 | QVector3D(-1.7, 3.0, -7.5),
145 | QVector3D(1.3, -2.0, -2.5),
146 | QVector3D(1.5, 2.0, -2.5),
147 | QVector3D(1.5, 0.2, -1.5),
148 | QVector3D(-1.3, 1.0, -1.5)
149 | ]
150 | # notice the correspondance the vec4 of fragment shader
151 | # and our choice here
152 |
153 | def loadShader(self,
154 | shaderName: str,
155 | shaderType: str):
156 | "Load shader"
157 | shader = self.shaders[shaderName]
158 | shaderSourcePath = shader[shaderType]
159 | if shaderType == "vertex":
160 | shader = QOpenGLShader(QOpenGLShader.Vertex)
161 | else:
162 | shader = QOpenGLShader(QOpenGLShader.Fragment)
163 | #
164 | isCompiled = shader.compileSourceFile(shaderSourcePath)
165 |
166 | if isCompiled is False:
167 | print(shader.log())
168 | raise ValueError(
169 | "{0} shader {2} known as {1} is not compiled".format(
170 | shaderType, shaderName, shaderSourcePath
171 | )
172 | )
173 | return shader
174 |
175 | def useShaders(
176 | self,
177 | shaderProgram: QOpenGLShaderProgram,
178 | shaders: {"shaderName": ["shaderType"]},
179 | attrLocs: dict
180 | ):
181 | ""
182 | print("program shaders: ",
183 | shaderProgram.shaders())
184 | for shaderName, shaderTypes in shaders.items():
185 | #
186 | if len(shaderTypes) == 2:
187 | self.useShaderSingleName(
188 | shaderProgram=shaderProgram,
189 | shaderName=shaderName,
190 | attrLocs=attrLocs
191 | )
192 | elif len(shaderTypes) == 1:
193 | shaderType = shaderTypes[0]
194 | if shaderType == "vertex":
195 | shader = self.loadVertexShader(
196 | shaderName)
197 | else:
198 | shader = self.loadFragmentShader(
199 | shaderName
200 | )
201 |
202 | shaderProgram.addShader(shader)
203 | # adding shader
204 | self.bindLinkProgram(
205 | shaderProgram,
206 | attrLocs)
207 |
208 | def loadVertexShader(self, shaderName: str):
209 | "load vertex shader"
210 | return self.loadShader(shaderName, "vertex")
211 |
212 | def loadFragmentShader(self, shaderName: str):
213 | "load fragment shader"
214 | return self.loadShader(shaderName, "fragment")
215 |
216 | def getGlInfo(self):
217 | "Get opengl info"
218 | info = """
219 | Vendor: {0}
220 | Renderer: {1}
221 | OpenGL Version: {2}
222 | Shader Version: {3}
223 | """.format(
224 | pygl.glGetString(pygl.GL_VENDOR),
225 | pygl.glGetString(pygl.GL_RENDERER),
226 | pygl.glGetString(pygl.GL_VERSION),
227 | pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
228 | )
229 | return info
230 |
231 | def cleanUpGl(self):
232 | "Clean up everything"
233 | self.context.makeCurrent()
234 | self.vbo.destroy()
235 | self.texture1.destroy()
236 | self.texture2.destroy()
237 | self.vao.destroy()
238 | del self.program
239 | self.program = None
240 | self.doneCurrent()
241 |
242 | def resizeGL(self, width: int, height: int):
243 | "Resize the viewport"
244 | funcs = self.context.functions()
245 | funcs.glViewport(0, 0, width, height)
246 |
247 | def initializeGL(self):
248 | print('gl initial')
249 | print(self.getGlInfo())
250 |
251 | # create context and make it current
252 | self.context.create()
253 | self.context.aboutToBeDestroyed.connect(
254 | self.cleanUpGl)
255 |
256 | # initialize functions
257 | funcs = self.context.functions()
258 | funcs.initializeOpenGLFunctions()
259 | funcs.glClearColor(0.0, 0.4, 0.4, 0)
260 | funcs.glEnable(pygl.GL_DEPTH_TEST)
261 | funcs.glEnable(pygl.GL_TEXTURE_2D)
262 |
263 | # create uniform values for shaders
264 | # deal with shaders
265 |
266 | # cube shader
267 | self.program = QOpenGLShaderProgram(
268 | self.context
269 | )
270 | vshader = self.loadVertexShader("cube")
271 | fshader = self.loadFragmentShader("cube")
272 | self.program.addShader(vshader) # adding vertex shader
273 | self.program.addShader(fshader) # adding fragment shader
274 | self.program.bindAttributeLocation(
275 | "aPos", 0)
276 | self.program.bindAttributeLocation(
277 | "aTexCoord", 1)
278 |
279 | isLinked = self.program.link()
280 | print("cube shader program is linked: ",
281 | isLinked)
282 | # bind the program
283 | self.program.bind()
284 |
285 | # set projection matrix
286 | projectionMatrix = QMatrix4x4()
287 | projectionMatrix.perspective(
288 | self.camera.zoom,
289 | self.width() / self.height(),
290 | 0.2, 100.0)
291 |
292 | self.program.setUniformValue('projection',
293 | projectionMatrix)
294 |
295 | # set view/camera matrix
296 | viewMatrix = self.camera.getViewMatrix()
297 | self.program.setUniformValue('view',
298 | viewMatrix)
299 | self.program.setUniformValue('myTexture1', self.texUnit1)
300 | self.program.setUniformValue('myTexture2', self.texUnit2)
301 | #
302 | # deal with vaos and vbo
303 | # vbo
304 | isVbo = self.vbo.create()
305 | isVboBound = self.vbo.bind()
306 |
307 | floatSize = ctypes.sizeof(ctypes.c_float)
308 |
309 | # allocate space on vbo buffer
310 | self.vbo.allocate(
311 | self.cubeVertices.tobytes(),
312 | floatSize * self.cubeVertices.size)
313 | self.vao.create()
314 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
315 | funcs.glEnableVertexAttribArray(0) # viewport
316 | funcs.glVertexAttribPointer(0,
317 | 3,
318 | int(pygl.GL_FLOAT),
319 | int(pygl.GL_FALSE),
320 | 5 * floatSize,
321 | VoidPtr(0)
322 | )
323 | funcs.glEnableVertexAttribArray(1)
324 | funcs.glVertexAttribPointer(1,
325 | 2,
326 | int(pygl.GL_FLOAT),
327 | int(pygl.GL_FALSE),
328 | 5 * floatSize,
329 | VoidPtr(3 * floatSize)
330 | )
331 | # deal with textures
332 | # first texture
333 | self.texture1 = QOpenGLTexture(
334 | QOpenGLTexture.Target2D)
335 | self.texture1.create()
336 | self.texture1.bind(self.texUnit1)
337 | self.texture1.setData(self.image1)
338 | self.texture1.setMinMagFilters(
339 | QOpenGLTexture.Nearest,
340 | QOpenGLTexture.Nearest)
341 | self.texture1.setWrapMode(
342 | QOpenGLTexture.DirectionS,
343 | QOpenGLTexture.Repeat)
344 | self.texture1.setWrapMode(
345 | QOpenGLTexture.DirectionT,
346 | QOpenGLTexture.Repeat)
347 |
348 | # second texture
349 | self.texture2 = QOpenGLTexture(
350 | QOpenGLTexture.Target2D)
351 | self.texture2.create()
352 | self.texture2.bind(self.texUnit2)
353 | self.texture2.setData(self.image2)
354 | self.texture2.setMinMagFilters(
355 | QOpenGLTexture.Linear,
356 | QOpenGLTexture.Linear)
357 | self.texture2.setWrapMode(
358 | QOpenGLTexture.DirectionS,
359 | QOpenGLTexture.Repeat)
360 | self.texture2.setWrapMode(
361 | QOpenGLTexture.DirectionT,
362 | QOpenGLTexture.Repeat)
363 |
364 | self.vbo.release()
365 | vaoBinder = None
366 | print("gl initialized")
367 |
368 | def paintGL(self):
369 | "drawing loop"
370 | funcs = self.context.functions()
371 |
372 | # clean up what was drawn
373 | funcs.glClear(
374 | pygl.GL_COLOR_BUFFER_BIT | pygl.GL_DEPTH_BUFFER_BIT
375 | )
376 | self.vao.bind()
377 | self.vbo.bind()
378 |
379 | # actual drawing
380 | self.program.bind()
381 | rotvec = QVector3D(0.7, 0.2, 0.5)
382 | # bind textures
383 | for i, pos in enumerate(self.cubeCoords):
384 | #
385 | cubeModel = QMatrix4x4()
386 | cubeModel.translate(pos)
387 | angle = 30 * i
388 | cubeModel.rotate(angle, rotvec)
389 | self.program.setUniformValue("model",
390 | cubeModel)
391 | self.texture1.bind(self.texUnit1)
392 | self.texture2.bind(self.texUnit2)
393 | funcs.glDrawArrays(
394 | pygl.GL_TRIANGLES,
395 | 0,
396 | self.cubeVertices.size
397 | )
398 | self.vbo.release()
399 | self.program.release()
400 | self.texture1.release()
401 | self.texture2.release()
--------------------------------------------------------------------------------
/tutorials/06-events/glevents.py:
--------------------------------------------------------------------------------
1 | # Author: Kaan Eraslan
2 | # purpose interactive widget
3 |
4 | import numpy as np
5 | import os
6 | import sys
7 | import ctypes
8 | from tutorials.utils.camera import QtCamera
9 | from tutorials.utils.utils import computePerspectiveNp
10 | from tutorials.utils.utils import computePerspectiveQt
11 | from tutorials.utils.utils import arr2qmat
12 |
13 | from PySide2.QtGui import QVector3D
14 | from PySide2.QtGui import QImage
15 | from PySide2.QtGui import QOpenGLVertexArrayObject
16 | from PySide2.QtGui import QOpenGLBuffer
17 | from PySide2.QtGui import QOpenGLShaderProgram
18 | from PySide2.QtGui import QOpenGLShader
19 | from PySide2.QtGui import QOpenGLContext
20 | from PySide2.QtGui import QOpenGLTexture
21 | from PySide2.QtGui import QMatrix4x4
22 | from PySide2.QtGui import QVector4D
23 | from PySide2.QtGui import QColor
24 |
25 | from PySide2.QtWidgets import QApplication
26 | from PySide2.QtWidgets import QMessageBox
27 | from PySide2.QtWidgets import QOpenGLWidget
28 |
29 | from PySide2.QtCore import QCoreApplication
30 |
31 | from PySide2.shiboken2 import VoidPtr
32 |
33 |
34 | try:
35 | from OpenGL import GL as pygl
36 | except ImportError:
37 | app = QApplication(sys.argv)
38 | messageBox = QMessageBox(QMessageBox.Critical, "OpenGL hellogl",
39 | "PyOpenGL must be installed to run this example.",
40 | QMessageBox.Close)
41 | messageBox.setDetailedText(
42 | "Run:\npip install PyOpenGL PyOpenGL_accelerate")
43 | messageBox.exec_()
44 | sys.exit(1)
45 |
46 |
47 | class EventsGL(QOpenGLWidget):
48 | "Cube gl widget"
49 |
50 | def __init__(self, parent=None):
51 | QOpenGLWidget.__init__(self, parent)
52 |
53 | # camera
54 | self.camera = QtCamera()
55 | self.camera.position = QVector3D(0.0, 0.0, 3.0)
56 | self.camera.front = QVector3D(0.0, 0.0, -1.0)
57 | self.camera.up = QVector3D(0.0, 1.0, 0.0)
58 | self.camera.movementSensitivity = 0.05
59 |
60 | # shaders etc
61 | tutoTutoDir = os.path.dirname(__file__)
62 | tutoPardir = os.path.join(tutoTutoDir, os.pardir)
63 | tutoPardir = os.path.realpath(tutoPardir)
64 | mediaDir = os.path.join(tutoPardir, "media")
65 | shaderDir = os.path.join(mediaDir, "shaders")
66 |
67 | availableShaders = ["cube"]
68 | self.shaders = {
69 | name: {
70 | "fragment": os.path.join(shaderDir, name + ".frag"),
71 | "vertex": os.path.join(shaderDir, name + ".vert")
72 | } for name in availableShaders
73 | }
74 | self.core = "--coreprofile" in QCoreApplication.arguments()
75 | imdir = os.path.join(mediaDir, "images")
76 | imFName = "im"
77 | imageFile1 = os.path.join(imdir, imFName + "0.png")
78 | self.image1 = QImage(imageFile1).mirrored()
79 | imageFile2 = os.path.join(imdir, imFName + "1.png")
80 | self.image2 = QImage(imageFile2).mirrored()
81 |
82 | # opengl data related
83 | self.context = QOpenGLContext()
84 | self.vao = QOpenGLVertexArrayObject()
85 | self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
86 | self.program = QOpenGLShaderProgram()
87 | self.texture1 = None
88 | self.texture2 = None
89 | self.texUnit1 = 0
90 | self.texUnit2 = 1
91 |
92 | # vertex data
93 | self.cubeVertices = np.array([
94 | # pos vec3 || texcoord vec2
95 | -0.5, -0.5, -0.5, 0.0, 0.0,
96 | 0.5, -0.5, -0.5, 1.0, 0.0,
97 | 0.5, 0.5, -0.5, 1.0, 1.0,
98 | 0.5, 0.5, -0.5, 1.0, 1.0,
99 | -0.5, 0.5, -0.5, 0.0, 1.0,
100 | -0.5, -0.5, -0.5, 0.0, 0.0,
101 |
102 | -0.5, -0.5, 0.5, 0.0, 0.0,
103 | 0.5, -0.5, 0.5, 1.0, 0.0,
104 | 0.5, 0.5, 0.5, 1.0, 1.0,
105 | 0.5, 0.5, 0.5, 1.0, 1.0,
106 | -0.5, 0.5, 0.5, 0.0, 1.0,
107 | -0.5, -0.5, 0.5, 0.0, 0.0,
108 |
109 | -0.5, 0.5, 0.5, 1.0, 0.0,
110 | -0.5, 0.5, -0.5, 1.0, 1.0,
111 | -0.5, -0.5, -0.5, 0.0, 1.0,
112 | -0.5, -0.5, -0.5, 0.0, 1.0,
113 | -0.5, -0.5, 0.5, 0.0, 0.0,
114 | -0.5, 0.5, 0.5, 1.0, 0.0,
115 |
116 | 0.5, 0.5, 0.5, 1.0, 0.0,
117 | 0.5, 0.5, -0.5, 1.0, 1.0,
118 | 0.5, -0.5, -0.5, 0.0, 1.0,
119 | 0.5, -0.5, -0.5, 0.0, 1.0,
120 | 0.5, -0.5, 0.5, 0.0, 0.0,
121 | 0.5, 0.5, 0.5, 1.0, 0.0,
122 |
123 | -0.5, -0.5, -0.5, 0.0, 1.0,
124 | 0.5, -0.5, -0.5, 1.0, 1.0,
125 | 0.5, -0.5, 0.5, 1.0, 0.0,
126 | 0.5, -0.5, 0.5, 1.0, 0.0,
127 | -0.5, -0.5, 0.5, 0.0, 0.0,
128 | -0.5, -0.5, -0.5, 0.0, 1.0,
129 |
130 | -0.5, 0.5, -0.5, 0.0, 1.0,
131 | 0.5, 0.5, -0.5, 1.0, 1.0,
132 | 0.5, 0.5, 0.5, 1.0, 0.0,
133 | 0.5, 0.5, 0.5, 1.0, 0.0,
134 | -0.5, 0.5, 0.5, 0.0, 0.0,
135 | -0.5, 0.5, -0.5, 0.0, 1.0
136 | ], dtype=ctypes.c_float
137 | )
138 | # cube worldSpace coordinates
139 | self.cubeCoords = [
140 | QVector3D(0.2, 1.1, -1.0),
141 | QVector3D(2.0, 5.0, -15.0),
142 | QVector3D(-1.5, -2.2, -2.5),
143 | QVector3D(-3.8, -2.0, -12.3),
144 | QVector3D(2.4, -0.4, -3.5),
145 | QVector3D(-1.7, 3.0, -7.5),
146 | QVector3D(1.3, -2.0, -2.5),
147 | QVector3D(1.5, 2.0, -2.5),
148 | QVector3D(1.5, 0.2, -1.5),
149 | QVector3D(-1.3, 1.0, -1.5)
150 | ]
151 | self.rotateVector = QVector3D(0.7, 0.2, 0.5)
152 |
153 | def loadShader(self,
154 | shaderName: str,
155 | shaderType: str):
156 | "Load shader"
157 | shader = self.shaders[shaderName]
158 | shaderSourcePath = shader[shaderType]
159 | if shaderType == "vertex":
160 | shader = QOpenGLShader(QOpenGLShader.Vertex)
161 | else:
162 | shader = QOpenGLShader(QOpenGLShader.Fragment)
163 | #
164 | isCompiled = shader.compileSourceFile(shaderSourcePath)
165 |
166 | if isCompiled is False:
167 | print(shader.log())
168 | raise ValueError(
169 | "{0} shader {2} known as {1} is not compiled".format(
170 | shaderType, shaderName, shaderSourcePath
171 | )
172 | )
173 | return shader
174 |
175 | def useShaders(
176 | self,
177 | shaderProgram: QOpenGLShaderProgram,
178 | shaders: {"shaderName": ["shaderType"]},
179 | attrLocs: dict
180 | ):
181 | ""
182 | print("program shaders: ",
183 | shaderProgram.shaders())
184 | for shaderName, shaderTypes in shaders.items():
185 | #
186 | if len(shaderTypes) == 2:
187 | self.useShaderSingleName(
188 | shaderProgram=shaderProgram,
189 | shaderName=shaderName,
190 | attrLocs=attrLocs
191 | )
192 | elif len(shaderTypes) == 1:
193 | shaderType = shaderTypes[0]
194 | if shaderType == "vertex":
195 | shader = self.loadVertexShader(
196 | shaderName)
197 | else:
198 | shader = self.loadFragmentShader(
199 | shaderName
200 | )
201 |
202 | shaderProgram.addShader(shader)
203 | # adding shader
204 | self.bindLinkProgram(
205 | shaderProgram,
206 | attrLocs)
207 |
208 | def loadVertexShader(self, shaderName: str):
209 | "load vertex shader"
210 | return self.loadShader(shaderName, "vertex")
211 |
212 | def loadFragmentShader(self, shaderName: str):
213 | "load fragment shader"
214 | return self.loadShader(shaderName, "fragment")
215 |
216 | def getGlInfo(self):
217 | "Get opengl info"
218 | info = """
219 | Vendor: {0}
220 | Renderer: {1}
221 | OpenGL Version: {2}
222 | Shader Version: {3}
223 | """.format(
224 | pygl.glGetString(pygl.GL_VENDOR),
225 | pygl.glGetString(pygl.GL_RENDERER),
226 | pygl.glGetString(pygl.GL_VERSION),
227 | pygl.glGetString(pygl.GL_SHADING_LANGUAGE_VERSION)
228 | )
229 | return info
230 |
231 | def moveCamera(self, direction: str):
232 | "Move camera to certain direction and update gl widget"
233 | self.camera.move(direction, deltaTime=0.05)
234 | self.update()
235 |
236 | def turnAround(self, x: float, y: float):
237 | ""
238 | self.camera.lookAround(xoffset=x,
239 | yoffset=y,
240 | pitchBound=True)
241 | self.update()
242 |
243 | def rotateCubes(self, xval: float,
244 | yval: float, zval: float):
245 | ""
246 | self.rotateVector.setZ(zval)
247 | self.rotateVector.setY(yval)
248 | self.rotateVector.setX(xval)
249 | self.update()
250 |
251 | def cleanUpGl(self):
252 | "Clean up everything"
253 | self.context.makeCurrent()
254 | self.vbo.destroy()
255 | self.texture1.destroy()
256 | self.texture2.destroy()
257 | self.vao.destroy()
258 | del self.program
259 | self.program = None
260 | self.doneCurrent()
261 |
262 | def resizeGL(self, width: int, height: int):
263 | "Resize the viewport"
264 | funcs = self.context.functions()
265 | funcs.glViewport(0, 0, width, height)
266 |
267 | def initializeGL(self):
268 | print('gl initial')
269 | print(self.getGlInfo())
270 |
271 | # create context and make it current
272 | self.context.create()
273 | self.context.aboutToBeDestroyed.connect(
274 | self.cleanUpGl)
275 |
276 | # initialize functions
277 | funcs = self.context.functions()
278 | funcs.initializeOpenGLFunctions()
279 | funcs.glClearColor(0.0, 0.4, 0.4, 0)
280 | funcs.glEnable(pygl.GL_DEPTH_TEST)
281 | funcs.glEnable(pygl.GL_TEXTURE_2D)
282 |
283 | # create uniform values for shaders
284 | # deal with shaders
285 |
286 | # cube shader
287 | self.program = QOpenGLShaderProgram(
288 | self.context
289 | )
290 | vshader = self.loadVertexShader("cube")
291 | fshader = self.loadFragmentShader("cube")
292 | self.program.addShader(vshader) # adding vertex shader
293 | self.program.addShader(fshader) # adding fragment shader
294 | self.program.bindAttributeLocation(
295 | "aPos", 0)
296 | self.program.bindAttributeLocation(
297 | "aTexCoord", 1)
298 |
299 | isLinked = self.program.link()
300 | print("cube shader program is linked: ",
301 | isLinked)
302 | # bind the program
303 | self.program.bind()
304 |
305 | self.program.setUniformValue('myTexture1', self.texUnit1)
306 | self.program.setUniformValue('myTexture2', self.texUnit2)
307 | #
308 | # deal with vaos and vbo
309 | # vbo
310 | isVbo = self.vbo.create()
311 | isVboBound = self.vbo.bind()
312 |
313 | floatSize = ctypes.sizeof(ctypes.c_float)
314 |
315 | # allocate space on vbo buffer
316 | self.vbo.allocate(
317 | self.cubeVertices.tobytes(),
318 | floatSize * self.cubeVertices.size)
319 | self.vao.create()
320 | vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)
321 | funcs.glEnableVertexAttribArray(0) # viewport
322 | funcs.glVertexAttribPointer(0,
323 | 3,
324 | int(pygl.GL_FLOAT),
325 | int(pygl.GL_FALSE),
326 | 5 * floatSize,
327 | VoidPtr(0)
328 | )
329 | funcs.glEnableVertexAttribArray(1)
330 | funcs.glVertexAttribPointer(1,
331 | 2,
332 | int(pygl.GL_FLOAT),
333 | int(pygl.GL_FALSE),
334 | 5 * floatSize,
335 | VoidPtr(3 * floatSize)
336 | )
337 | # deal with textures
338 | # first texture
339 | self.texture1 = QOpenGLTexture(
340 | QOpenGLTexture.Target2D)
341 | self.texture1.create()
342 | self.texture1.bind(self.texUnit1)
343 | self.texture1.setData(self.image1)
344 | self.texture1.setMinMagFilters(
345 | QOpenGLTexture.Nearest,
346 | QOpenGLTexture.Nearest)
347 | self.texture1.setWrapMode(
348 | QOpenGLTexture.DirectionS,
349 | QOpenGLTexture.Repeat)
350 | self.texture1.setWrapMode(
351 | QOpenGLTexture.DirectionT,
352 | QOpenGLTexture.Repeat)
353 |
354 | # second texture
355 | self.texture2 = QOpenGLTexture(
356 | QOpenGLTexture.Target2D)
357 | self.texture2.create()
358 | self.texture2.bind(self.texUnit2)
359 | self.texture2.setData(self.image2)
360 | self.texture2.setMinMagFilters(
361 | QOpenGLTexture.Linear,
362 | QOpenGLTexture.Linear)
363 | self.texture2.setWrapMode(
364 | QOpenGLTexture.DirectionS,
365 | QOpenGLTexture.Repeat)
366 | self.texture2.setWrapMode(
367 | QOpenGLTexture.DirectionT,
368 | QOpenGLTexture.Repeat)
369 |
370 | self.vbo.release()
371 | vaoBinder = None
372 | print("gl initialized")
373 |
374 | def paintGL(self):
375 | "drawing loop"
376 | funcs = self.context.functions()
377 |
378 | # clean up what was drawn
379 | funcs.glClear(
380 | pygl.GL_COLOR_BUFFER_BIT | pygl.GL_DEPTH_BUFFER_BIT
381 | )
382 | self.vao.bind()
383 | self.vbo.bind()
384 |
385 | # actual drawing
386 | self.program.bind()
387 | # set projection matrix
388 | projectionMatrix = QMatrix4x4()
389 | projectionMatrix.perspective(
390 | self.camera.zoom,
391 | self.width() / self.height(),
392 | 0.2, 100.0)
393 |
394 | self.program.setUniformValue('projection',
395 | projectionMatrix)
396 |
397 | # set view/camera matrix
398 | viewMatrix = self.camera.getViewMatrix()
399 | self.program.setUniformValue('view',
400 | viewMatrix)
401 |
402 | # bind textures
403 | for i, pos in enumerate(self.cubeCoords):
404 | #
405 | cubeModel = QMatrix4x4()
406 | cubeModel.translate(pos)
407 | angle = 30 * i
408 | cubeModel.rotate(angle, self.rotateVector)
409 | self.program.setUniformValue("model",
410 | cubeModel)
411 | self.texture1.bind(self.texUnit1)
412 | self.texture2.bind(self.texUnit2)
413 | funcs.glDrawArrays(
414 | pygl.GL_TRIANGLES,
415 | 0,
416 | 36
417 | )
418 | self.vbo.release()
419 | self.program.release()
420 | self.texture1.release()
421 | self.texture2.release()
--------------------------------------------------------------------------------
/tutorials/03-VaoVbo/VAOsVBOs.ipynb:
--------------------------------------------------------------------------------
1 | {
2 | "cells": [
3 | {
4 | "cell_type": "markdown",
5 | "metadata": {},
6 | "source": [
7 | "## Vertex Array Objects and Vertex Buffer Objects with PySide2"
8 | ]
9 | },
10 | {
11 | "cell_type": "markdown",
12 | "metadata": {},
13 | "source": [
14 | "Welcome to VAO and VBO tutorial. \n",
15 | "Our goal in this tutorial is to show how to use more than 1 Vertex Array Object and Vertex Buffer Object in PySide2 while using the QtGui.QOpenGL* api.\n",
16 | "\n",
17 | "Our resulting application would look like the following."
18 | ]
19 | },
20 | {
21 | "cell_type": "code",
22 | "execution_count": null,
23 | "metadata": {},
24 | "outputs": [],
25 | "source": [
26 | "import subprocess\n",
27 | "\n",
28 | "subprocess.run([\"python\", \"app.py\"])"
29 | ]
30 | },
31 | {
32 | "cell_type": "markdown",
33 | "metadata": {},
34 | "source": [
35 | "You should see two triangles pointing towards opposite directions, one should be blue and the other one should be red.\n",
36 | "\n",
37 | "I assume that you have already followed through the first tutorial on drawing a triangle on opengl. So I won't be introducing all of helper functions that I have used there. \n",
38 | "Neither the application window which is basically the same window from that tutorial.\n",
39 | "\n",
40 | "Now let's see the constructor of our OpenGL widget."
41 | ]
42 | },
43 | {
44 | "cell_type": "code",
45 | "execution_count": null,
46 | "metadata": {},
47 | "outputs": [],
48 | "source": [
49 | "class TriangleGL(QOpenGLWidget):\n",
50 | " def __init__(self, parent=None):\n",
51 | " QOpenGLWidget.__init__(self, parent)\n",
52 | "\n",
53 | " # shaders etc\n",
54 | " triangleTutoDir = os.path.dirname(__file__)\n",
55 | " shaderDir = os.path.join(triangleTutoDir, \"shaders\")\n",
56 | " availableShaders = [\"triangle\", \"triangle2\"] # notice the use of 2 shaders\n",
57 | " self.shaders = {\n",
58 | " name: {\n",
59 | " \"fragment\": os.path.join(shaderDir, name + \".frag\"),\n",
60 | " \"vertex\": os.path.join(shaderDir, name + \".vert\")\n",
61 | " } for name in availableShaders\n",
62 | " }\n",
63 | " self.core = \"--coreprofile\" in QCoreApplication.arguments()\n",
64 | "\n",
65 | " # opengl data related\n",
66 | " self.context = QOpenGLContext()\n",
67 | " \n",
68 | " # each vertex array object has its own vertex buffer object\n",
69 | " self.vao1 = QOpenGLVertexArrayObject()\n",
70 | " self.vbo1 = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)\n",
71 | " \n",
72 | " self.vao2 = QOpenGLVertexArrayObject()\n",
73 | " self.vbo2 = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)\n",
74 | "\n",
75 | " # and each VAO-VBO couple has its own shader program \n",
76 | " # to which we can attach different shaders \n",
77 | " self.program1 = QOpenGLShaderProgram()\n",
78 | " \n",
79 | " self.program2 = QOpenGLShaderProgram()\n",
80 | "\n",
81 | " # some vertex data for corners of triangle\n",
82 | " # first triangle\n",
83 | " self.vertexData1 = np.array(\n",
84 | " [0.9, 0.9, 0.0, # x, y, z\n",
85 | " 0.9, 0.7, 0.0, # x, y, z\n",
86 | " 0.7, 0.9, 0.0], # x, y, z\n",
87 | " dtype=ctypes.c_float\n",
88 | " )\n",
89 | " # second triangle\n",
90 | " self.vertexData2 = np.array(\n",
91 | " [-0.9, -0.9, 0.0, # x, y, z\n",
92 | " -0.9, -0.7, 0.0, # x, y, z\n",
93 | " -0.7, -0.9, 0.0], # x, y, z\n",
94 | " dtype=ctypes.c_float\n",
95 | " )\n",
96 | " # triangle color\n",
97 | " self.triangleColor1 = QVector4D(1.0, 0.0, 0.0, 0.0) # yellow triangle\n",
98 | " self.triangleColor2 = QVector4D(\n",
99 | " 0.0, 0.0, 0.5, 0.0) # not yellow triangle"
100 | ]
101 | },
102 | {
103 | "cell_type": "markdown",
104 | "metadata": {},
105 | "source": [
106 | "As you can see we simply duplicated some of the objects. Remember:\n",
107 | "\n",
108 | "- Each VAO uses its own VBO\n",
109 | "- Each VAO-VBO couple uses its own shader program\n",
110 | "\n",
111 | "How does this affect our initialization function `initializeGL` ? Let's see."
112 | ]
113 | },
114 | {
115 | "cell_type": "code",
116 | "execution_count": null,
117 | "metadata": {},
118 | "outputs": [],
119 | "source": [
120 | " print('gl initial')\n",
121 | " print(self.getGlInfo())\n",
122 | " # create context and make it current\n",
123 | " self.context.create()\n",
124 | " self.context.aboutToBeDestroyed.connect(self.cleanUpGl)\n",
125 | "\n",
126 | " # initialize functions\n",
127 | " funcs = self.context.functions()\n",
128 | " funcs.initializeOpenGLFunctions()\n",
129 | " funcs.glClearColor(1, 1, 1, 1)"
130 | ]
131 | },
132 | {
133 | "cell_type": "markdown",
134 | "metadata": {},
135 | "source": [
136 | "This should all be familiar to you by now so we are skipping the explanation."
137 | ]
138 | },
139 | {
140 | "cell_type": "code",
141 | "execution_count": null,
142 | "metadata": {},
143 | "outputs": [],
144 | "source": [
145 | " # deal with shaders\n",
146 | " # first shader\n",
147 | " shaderName = \"triangle\"\n",
148 | " vshader = self.loadVertexShader(shaderName)\n",
149 | " fshader = self.loadFragmentShader(shaderName)\n",
150 | "\n",
151 | " # creating shader program\n",
152 | " self.program1 = QOpenGLShaderProgram(self.context)\n",
153 | " self.program1.addShader(vshader) # adding vertex shader\n",
154 | " self.program1.addShader(fshader) # adding fragment shader\n",
155 | "\n",
156 | " # bind attribute to a location\n",
157 | " self.program1.bindAttributeLocation(\"aPos\", 0)\n",
158 | "\n",
159 | " # link shader program1\n",
160 | " isLinked = self.program1.link()\n",
161 | " print(\"shader program1 is linked: \", isLinked)\n",
162 | "\n",
163 | " # bind the program1\n",
164 | " self.program1.bind()\n",
165 | "\n",
166 | " # specify uniform value\n",
167 | " colorLoc = self.program1.uniformLocation(\"color\")\n",
168 | " self.program1.setUniformValue(colorLoc,\n",
169 | " self.triangleColor1)\n"
170 | ]
171 | },
172 | {
173 | "cell_type": "markdown",
174 | "metadata": {},
175 | "source": [
176 | "This by itself should also be familiar."
177 | ]
178 | },
179 | {
180 | "cell_type": "code",
181 | "execution_count": null,
182 | "metadata": {},
183 | "outputs": [],
184 | "source": [
185 | "\n",
186 | " # second shader\n",
187 | " shaderName = \"triangle2\"\n",
188 | " vshader = self.loadVertexShader(shaderName)\n",
189 | " fshader = self.loadFragmentShader(shaderName)\n",
190 | "\n",
191 | " #\n",
192 | " self.program2 = QOpenGLShaderProgram(self.context)\n",
193 | " self.program2.addShader(vshader) # adding vertex shader\n",
194 | " self.program2.addShader(fshader) # adding fragment shader\n",
195 | "\n",
196 | " # bind attribute to a location\n",
197 | " self.program2.bindAttributeLocation(\"aPos\", 0)\n",
198 | "\n",
199 | " # link shader program2\n",
200 | " isLinked = self.program2.link()\n",
201 | " print(\"shader program2 is linked: \", isLinked)\n",
202 | "\n",
203 | " # bind the program2\n",
204 | " self.program2.bind()\n",
205 | "\n",
206 | " # specify uniform value\n",
207 | " colorLoc = self.program2.uniformLocation(\"color\")\n",
208 | " self.program2.setUniformValue(colorLoc,\n",
209 | " self.triangleColor2)\n"
210 | ]
211 | },
212 | {
213 | "cell_type": "markdown",
214 | "metadata": {},
215 | "source": [
216 | "Here is a difference. Before we pass on to dealing with specific vao-vbo related to shader program, we arrange the second shader program. Then deal with the vao-vbo, as we see below."
217 | ]
218 | },
219 | {
220 | "cell_type": "code",
221 | "execution_count": null,
222 | "metadata": {},
223 | "outputs": [],
224 | "source": [
225 | "\n",
226 | " # vao\n",
227 | " isVao = self.vao1.create()\n",
228 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)\n",
229 | "\n",
230 | " # vbo\n",
231 | " isVbo = self.vbo1.create()\n",
232 | " isBound = self.vbo1.bind()\n",
233 | "\n",
234 | " # check if vao and vbo are created\n",
235 | " print('vao created: ', isVao)\n",
236 | " print('vbo created: ', isVbo)\n",
237 | "\n",
238 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
239 | "\n",
240 | " # allocate space on buffer\n",
241 | " self.vbo1.allocate(self.vertexData1.tobytes(),\n",
242 | " floatSize * self.vertexData1.size)\n",
243 | " funcs.glEnableVertexAttribArray(0)\n",
244 | " nullptr = VoidPtr(0)\n",
245 | " funcs.glVertexAttribPointer(0,\n",
246 | " 3,\n",
247 | " int(pygl.GL_FLOAT),\n",
248 | " int(pygl.GL_FALSE),\n",
249 | " 3 * floatSize,\n",
250 | " nullptr)\n",
251 | " self.vbo1.release()\n",
252 | " vaoBinder = None\n"
253 | ]
254 | },
255 | {
256 | "cell_type": "markdown",
257 | "metadata": {},
258 | "source": [
259 | "Notice that at the and we unbind the vao-vbo couple that concerned the first triangle data. \n",
260 | "\n",
261 | "Now we pass on to the second one."
262 | ]
263 | },
264 | {
265 | "cell_type": "code",
266 | "execution_count": null,
267 | "metadata": {},
268 | "outputs": [],
269 | "source": [
270 | "# second triangle vao vbo\n",
271 | " # vao\n",
272 | " isVao = self.vao2.create()\n",
273 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)\n",
274 | "\n",
275 | " # vbo\n",
276 | " isVbo = self.vbo2.create()\n",
277 | " isBound = self.vbo2.bind()\n",
278 | "\n",
279 | " # check if vao and vbo are created\n",
280 | " print('vao created: ', isVao)\n",
281 | " print('vbo created: ', isVbo)\n",
282 | "\n",
283 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
284 | "\n",
285 | " # allocate space on buffer\n",
286 | " self.vbo2.allocate(self.vertexData2.tobytes(),\n",
287 | " floatSize * self.vertexData2.size)\n",
288 | " funcs.glEnableVertexAttribArray(0)\n",
289 | " nullptr = VoidPtr(0)\n",
290 | " funcs.glVertexAttribPointer(0,\n",
291 | " 3,\n",
292 | " int(pygl.GL_FLOAT),\n",
293 | " int(pygl.GL_FALSE),\n",
294 | " 3 * floatSize,\n",
295 | " nullptr)\n",
296 | " self.vbo2.release()\n",
297 | " self.program2.release()"
298 | ]
299 | },
300 | {
301 | "cell_type": "markdown",
302 | "metadata": {},
303 | "source": [
304 | "As usual at the end we release the data we were dealing with.\n",
305 | "\n",
306 | "This concludes the initialization part. Let's see all of the function."
307 | ]
308 | },
309 | {
310 | "cell_type": "code",
311 | "execution_count": null,
312 | "metadata": {},
313 | "outputs": [],
314 | "source": [
315 | "\n",
316 | " def initializeGL(self):\n",
317 | " print('gl initial')\n",
318 | " print(self.getGlInfo())\n",
319 | " # create context and make it current\n",
320 | " self.context.create()\n",
321 | " self.context.aboutToBeDestroyed.connect(self.cleanUpGl)\n",
322 | "\n",
323 | " # initialize functions\n",
324 | " funcs = self.context.functions()\n",
325 | " funcs.initializeOpenGLFunctions()\n",
326 | " funcs.glClearColor(1, 1, 1, 1)\n",
327 | "\n",
328 | " # deal with shaders\n",
329 | " # first shader\n",
330 | " shaderName = \"triangle\"\n",
331 | " vshader = self.loadVertexShader(shaderName)\n",
332 | " fshader = self.loadFragmentShader(shaderName)\n",
333 | "\n",
334 | " # creating shader program\n",
335 | " self.program1 = QOpenGLShaderProgram(self.context)\n",
336 | " self.program1.addShader(vshader) # adding vertex shader\n",
337 | " self.program1.addShader(fshader) # adding fragment shader\n",
338 | "\n",
339 | " # bind attribute to a location\n",
340 | " self.program1.bindAttributeLocation(\"aPos\", 0)\n",
341 | "\n",
342 | " # link shader program1\n",
343 | " isLinked = self.program1.link()\n",
344 | " print(\"shader program1 is linked: \", isLinked)\n",
345 | "\n",
346 | " # bind the program1\n",
347 | " self.program1.bind()\n",
348 | "\n",
349 | " # specify uniform value\n",
350 | " colorLoc = self.program1.uniformLocation(\"color\")\n",
351 | " self.program1.setUniformValue(colorLoc,\n",
352 | " self.triangleColor1)\n",
353 | "\n",
354 | " # second shader\n",
355 | " shaderName = \"triangle2\"\n",
356 | " vshader = self.loadVertexShader(shaderName)\n",
357 | " fshader = self.loadFragmentShader(shaderName)\n",
358 | "\n",
359 | " #\n",
360 | " self.program2 = QOpenGLShaderProgram(self.context)\n",
361 | " self.program2.addShader(vshader) # adding vertex shader\n",
362 | " self.program2.addShader(fshader) # adding fragment shader\n",
363 | "\n",
364 | " # bind attribute to a location\n",
365 | " self.program2.bindAttributeLocation(\"aPos\", 0)\n",
366 | "\n",
367 | " # link shader program2\n",
368 | " isLinked = self.program2.link()\n",
369 | " print(\"shader program2 is linked: \", isLinked)\n",
370 | "\n",
371 | " # bind the program2\n",
372 | " self.program2.bind()\n",
373 | "\n",
374 | " # specify uniform value\n",
375 | " colorLoc = self.program2.uniformLocation(\"color\")\n",
376 | " self.program2.setUniformValue(colorLoc,\n",
377 | " self.triangleColor2)\n",
378 | "\n",
379 | " # self.useShader(\"triangle\")\n",
380 | "\n",
381 | " # deal with vao and vbo\n",
382 | "\n",
383 | " # create vao and vbo\n",
384 | "\n",
385 | " # vao\n",
386 | " isVao = self.vao1.create()\n",
387 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)\n",
388 | "\n",
389 | " # vbo\n",
390 | " isVbo = self.vbo1.create()\n",
391 | " isBound = self.vbo1.bind()\n",
392 | "\n",
393 | " # check if vao and vbo are created\n",
394 | " print('vao created: ', isVao)\n",
395 | " print('vbo created: ', isVbo)\n",
396 | "\n",
397 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
398 | "\n",
399 | " # allocate space on buffer\n",
400 | " self.vbo1.allocate(self.vertexData1.tobytes(),\n",
401 | " floatSize * self.vertexData1.size)\n",
402 | " funcs.glEnableVertexAttribArray(0)\n",
403 | " nullptr = VoidPtr(0)\n",
404 | " funcs.glVertexAttribPointer(0,\n",
405 | " 3,\n",
406 | " int(pygl.GL_FLOAT),\n",
407 | " int(pygl.GL_FALSE),\n",
408 | " 3 * floatSize,\n",
409 | " nullptr)\n",
410 | " self.vbo1.release()\n",
411 | " vaoBinder = None\n",
412 | "\n",
413 | " # second triangle vao vbo\n",
414 | " # vao\n",
415 | " isVao = self.vao2.create()\n",
416 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)\n",
417 | "\n",
418 | " # vbo\n",
419 | " isVbo = self.vbo2.create()\n",
420 | " isBound = self.vbo2.bind()\n",
421 | "\n",
422 | " # check if vao and vbo are created\n",
423 | " print('vao created: ', isVao)\n",
424 | " print('vbo created: ', isVbo)\n",
425 | "\n",
426 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
427 | "\n",
428 | " # allocate space on buffer\n",
429 | " self.vbo2.allocate(self.vertexData2.tobytes(),\n",
430 | " floatSize * self.vertexData2.size)\n",
431 | " funcs.glEnableVertexAttribArray(0)\n",
432 | " nullptr = VoidPtr(0)\n",
433 | " funcs.glVertexAttribPointer(0,\n",
434 | " 3,\n",
435 | " int(pygl.GL_FLOAT),\n",
436 | " int(pygl.GL_FALSE),\n",
437 | " 3 * floatSize,\n",
438 | " nullptr)\n",
439 | " self.vbo2.release()\n",
440 | " self.program2.release()"
441 | ]
442 | },
443 | {
444 | "cell_type": "markdown",
445 | "metadata": {},
446 | "source": [
447 | "Now let's see how the actual drawing occurs."
448 | ]
449 | },
450 | {
451 | "cell_type": "code",
452 | "execution_count": null,
453 | "metadata": {},
454 | "outputs": [],
455 | "source": [
456 | " def paintGL(self):\n",
457 | " \"drawing loop\"\n",
458 | " funcs = self.context.functions()\n",
459 | "\n",
460 | " # clean up what was drawn\n",
461 | " funcs.glClear(pygl.GL_COLOR_BUFFER_BIT)\n",
462 | "\n",
463 | " # actual drawing\n",
464 | " \n",
465 | " # bind the object you want to draw\n",
466 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao1)\n",
467 | " # activate its shader\n",
468 | " self.program1.bind()\n",
469 | " # presto\n",
470 | " funcs.glDrawArrays(pygl.GL_TRIANGLES, # mode\n",
471 | " 0, # first\n",
472 | " 3) # count\n",
473 | " # unbind the object you've just drawn\n",
474 | " vaoBinder = None\n",
475 | " # and release its shader program\n",
476 | " self.program1.release()\n",
477 | " \n",
478 | " # now bind the next object you would like to draw\n",
479 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao2)\n",
480 | " \n",
481 | " # activate its shaders\n",
482 | " self.program2.bind()\n",
483 | " # presto!\n",
484 | " funcs.glDrawArrays(pygl.GL_TRIANGLES, # mode\n",
485 | " 0, # first\n",
486 | " 3) # count\n",
487 | " # unbind the object you've just drawn\n",
488 | " vaoBinder = None\n",
489 | " # release the program\n",
490 | " self.program2.release()\n"
491 | ]
492 | },
493 | {
494 | "cell_type": "markdown",
495 | "metadata": {},
496 | "source": [
497 | "And that's it. Now you know what to do if you need multiple VAOs-VBOs in your code. In most cases, you would require such a thing when you need different shaped objects, like a rectangle and a circle at the same time for example."
498 | ]
499 | }
500 | ],
501 | "metadata": {
502 | "kernelspec": {
503 | "display_name": "Python 3",
504 | "language": "python",
505 | "name": "python3"
506 | },
507 | "language_info": {
508 | "codemirror_mode": {
509 | "name": "ipython",
510 | "version": 3
511 | },
512 | "file_extension": ".py",
513 | "mimetype": "text/x-python",
514 | "name": "python",
515 | "nbconvert_exporter": "python",
516 | "pygments_lexer": "ipython3",
517 | "version": "3.7.3"
518 | }
519 | },
520 | "nbformat": 4,
521 | "nbformat_minor": 2
522 | }
523 |
--------------------------------------------------------------------------------
/tutorials/05-cube/CubeTutorial.ipynb:
--------------------------------------------------------------------------------
1 | {
2 | "cells": [
3 | {
4 | "cell_type": "markdown",
5 | "metadata": {},
6 | "source": [
7 | "## Draw a Cube with PySide2 OpenGL"
8 | ]
9 | },
10 | {
11 | "cell_type": "markdown",
12 | "metadata": {},
13 | "source": [
14 | "Welcome to PySide2 OpenGL cube tutorial. \n",
15 | "\n",
16 | "Why draw a cube ? So far we had seen only 2d rendering. \n",
17 | "A cube introduces us to 3d rendering in OpenGL. \n",
18 | "With respect to 2d rendering it introduces several additional configurations that need to be taken into account which are tied to the very nature of 3d objects. These are:\n",
19 | "\n",
20 | "- 3d objects are contained in a 3d world.\n",
21 | "- 3d objects are observed from somewhere inside the world.\n",
22 | "- Observation process transforms the 3d object to a 2d object.\n",
23 | "\n",
24 | "Now these three facts obliges to use three additional objects in shaders to render a 3d object:\n",
25 | "\n",
26 | "- **model** matrix 4x4: determines the position of the object in a 3d world\n",
27 | "- **view** matrix 4x4: transforms the coordinates of objects in a 3d world with respect to the camera/viewer position\n",
28 | "- **projection** matrix 4x4: determines how object(s) would appear with respect to the position and the direction of the viewer.\n",
29 | "\n",
30 | "It should be more or less clear that 3d rendering needs a little more consideration and effort. \n",
31 | "\n",
32 | "Let's see the final form of the application."
33 | ]
34 | },
35 | {
36 | "cell_type": "code",
37 | "execution_count": 2,
38 | "metadata": {},
39 | "outputs": [
40 | {
41 | "data": {
42 | "text/plain": [
43 | "CompletedProcess(args=['python', 'app.py'], returncode=0)"
44 | ]
45 | },
46 | "execution_count": 2,
47 | "metadata": {},
48 | "output_type": "execute_result"
49 | }
50 | ],
51 | "source": [
52 | "import subprocess\n",
53 | "\n",
54 | "subprocess.run([\"python\", \"app.py\"])"
55 | ]
56 | },
57 | {
58 | "cell_type": "markdown",
59 | "metadata": {},
60 | "source": [
61 | "All right! As usual, I skip the window code and concentrate on the GL widget instead.\n",
62 | "\n",
63 | "Let's see the constructor of our widget."
64 | ]
65 | },
66 | {
67 | "cell_type": "code",
68 | "execution_count": null,
69 | "metadata": {},
70 | "outputs": [],
71 | "source": [
72 | "class CubeGL(QOpenGLWidget):\n",
73 | " \"Cube gl widget\"\n",
74 | "\n",
75 | " def __init__(self, parent=None):\n",
76 | " QOpenGLWidget.__init__(self, parent)\n",
77 | "\n",
78 | " ############# Diff ###############\n",
79 | " # We represent the viewer as a camera\n",
80 | " # The code can be a little strange\n",
81 | " # to those who are not used to graphics\n",
82 | " # programming. In our helper code,\n",
83 | " # we had provided a pure python \n",
84 | " # implementation and a Qt version\n",
85 | " # which uses qt objects.\n",
86 | " \n",
87 | " # The values we set here are important\n",
88 | " # for setting up the view matrix\n",
89 | " # camera\n",
90 | " self.camera = QtCamera()\n",
91 | " self.camera.position = QVector3D(0.0, 0.0, 3.0)\n",
92 | " self.camera.front = QVector3D(0.0, 0.0, -1.0)\n",
93 | " self.camera.up = QVector3D(0.0, 1.0, 0.0)\n",
94 | "\n",
95 | " # shaders etc\n",
96 | " tutoTutoDir = os.path.dirname(__file__)\n",
97 | " tutoPardir = os.path.join(tutoTutoDir, os.pardir)\n",
98 | " tutoPardir = os.path.realpath(tutoPardir)\n",
99 | " mediaDir = os.path.join(tutoPardir, \"media\")\n",
100 | " shaderDir = os.path.join(mediaDir, \"shaders\")\n",
101 | "\n",
102 | " availableShaders = [\"cube\"]\n",
103 | " self.shaders = {\n",
104 | " name: {\n",
105 | " \"fragment\": os.path.join(shaderDir, name + \".frag\"),\n",
106 | " \"vertex\": os.path.join(shaderDir, name + \".vert\")\n",
107 | " } for name in availableShaders\n",
108 | " }\n",
109 | " self.core = \"--coreprofile\" in QCoreApplication.arguments()\n",
110 | " imdir = os.path.join(mediaDir, \"images\")\n",
111 | " imFName = \"im\"\n",
112 | " imageFile1 = os.path.join(imdir, imFName + \"0.png\")\n",
113 | " self.image1 = QImage(imageFile1).mirrored()\n",
114 | " \n",
115 | " ################ Diff #################\n",
116 | " # We are going to use 2 textures.\n",
117 | " # we shall see usage differences\n",
118 | " # as we go along the code.\n",
119 | " imageFile2 = os.path.join(imdir, imFName + \"1.png\")\n",
120 | " self.image2 = QImage(imageFile2).mirrored()\n",
121 | "\n",
122 | " # opengl data related\n",
123 | " self.context = QOpenGLContext()\n",
124 | " self.vao = QOpenGLVertexArrayObject()\n",
125 | " self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)\n",
126 | " self.program = QOpenGLShaderProgram()\n",
127 | " self.texture1 = None\n",
128 | " self.texture2 = None\n",
129 | " self.texUnit1 = 0\n",
130 | " self.texUnit2 = 1\n",
131 | "\n",
132 | " ############## Diff ##############\n",
133 | " # cube is made up of 6 sides each side \n",
134 | " # is a square which is made up of 2\n",
135 | " # triangles and for each triangle we\n",
136 | " # specify 3 corners\n",
137 | " self.cubeVertices = np.array([\n",
138 | " # pos vec3 || texcoord vec2\n",
139 | " -0.5, -0.5, -0.5, 0.0, 0.0,\n",
140 | " 0.5, -0.5, -0.5, 1.0, 0.0,\n",
141 | " 0.5, 0.5, -0.5, 1.0, 1.0,\n",
142 | " 0.5, 0.5, -0.5, 1.0, 1.0,\n",
143 | " -0.5, 0.5, -0.5, 0.0, 1.0,\n",
144 | " -0.5, -0.5, -0.5, 0.0, 0.0,\n",
145 | "\n",
146 | " -0.5, -0.5, 0.5, 0.0, 0.0,\n",
147 | " 0.5, -0.5, 0.5, 1.0, 0.0,\n",
148 | " 0.5, 0.5, 0.5, 1.0, 1.0,\n",
149 | " 0.5, 0.5, 0.5, 1.0, 1.0,\n",
150 | " -0.5, 0.5, 0.5, 0.0, 1.0,\n",
151 | " -0.5, -0.5, 0.5, 0.0, 0.0,\n",
152 | "\n",
153 | " -0.5, 0.5, 0.5, 1.0, 0.0,\n",
154 | " -0.5, 0.5, -0.5, 1.0, 1.0,\n",
155 | " -0.5, -0.5, -0.5, 0.0, 1.0,\n",
156 | " -0.5, -0.5, -0.5, 0.0, 1.0,\n",
157 | " -0.5, -0.5, 0.5, 0.0, 0.0,\n",
158 | " -0.5, 0.5, 0.5, 1.0, 0.0,\n",
159 | "\n",
160 | " 0.5, 0.5, 0.5, 1.0, 0.0,\n",
161 | " 0.5, 0.5, -0.5, 1.0, 1.0,\n",
162 | " 0.5, -0.5, -0.5, 0.0, 1.0,\n",
163 | " 0.5, -0.5, -0.5, 0.0, 1.0,\n",
164 | " 0.5, -0.5, 0.5, 0.0, 0.0,\n",
165 | " 0.5, 0.5, 0.5, 1.0, 0.0,\n",
166 | "\n",
167 | " -0.5, -0.5, -0.5, 0.0, 1.0,\n",
168 | " 0.5, -0.5, -0.5, 1.0, 1.0,\n",
169 | " 0.5, -0.5, 0.5, 1.0, 0.0,\n",
170 | " 0.5, -0.5, 0.5, 1.0, 0.0,\n",
171 | " -0.5, -0.5, 0.5, 0.0, 0.0,\n",
172 | " -0.5, -0.5, -0.5, 0.0, 1.0,\n",
173 | "\n",
174 | " -0.5, 0.5, -0.5, 0.0, 1.0,\n",
175 | " 0.5, 0.5, -0.5, 1.0, 1.0,\n",
176 | " 0.5, 0.5, 0.5, 1.0, 0.0,\n",
177 | " 0.5, 0.5, 0.5, 1.0, 0.0,\n",
178 | " -0.5, 0.5, 0.5, 0.0, 0.0,\n",
179 | " -0.5, 0.5, -0.5, 0.0, 1.0\n",
180 | " ], dtype=ctypes.c_float\n",
181 | " )\n",
182 | " ############ Diff ##############\n",
183 | " # As we can see there are 10 cubes.\n",
184 | " # the cubes shape is described by the\n",
185 | " # cubeVertices.\n",
186 | " # We are going to render in the world.\n",
187 | " # These are their positions.\n",
188 | " self.cubeCoords = [\n",
189 | " QVector3D(0.0, 0.0, 0.0),\n",
190 | " QVector3D(2.0, 5.0, -15.0),\n",
191 | " QVector3D(-1.5, -2.2, -2.5),\n",
192 | " QVector3D(-3.8, -2.0, -12.3),\n",
193 | " QVector3D(2.4, -0.4, -3.5),\n",
194 | " QVector3D(-1.7, 3.0, -7.5),\n",
195 | " QVector3D(1.3, -2.0, -2.5),\n",
196 | " QVector3D(1.5, 2.0, -2.5),\n",
197 | " QVector3D(1.5, 0.2, -1.5),\n",
198 | " QVector3D(-1.3, 1.0, -1.5)\n",
199 | " ]"
200 | ]
201 | },
202 | {
203 | "cell_type": "markdown",
204 | "metadata": {},
205 | "source": [
206 | "Please inspect the code of `camera.py` when you have the time.\n",
207 | "The pure implementation should give you a rough idea about how everything works.\n",
208 | "Qt implementation simply facilitates the operations defined in the pure one by using qt objects.\n",
209 | "\n",
210 | "You should note that it is not very feasible to draw anything that is not geometric by specifying the vertices by hand. \n",
211 | "If you are looking to render real objects you should think about using a 3d modelling software like blender for example.\n",
212 | "\n",
213 | "Now let's see the initialization code."
214 | ]
215 | },
216 | {
217 | "cell_type": "code",
218 | "execution_count": null,
219 | "metadata": {},
220 | "outputs": [],
221 | "source": [
222 | " def initializeGL(self):\n",
223 | " print('gl initial')\n",
224 | " print(self.getGlInfo())\n",
225 | "\n",
226 | " # create context and make it current\n",
227 | " self.context.create()\n",
228 | " self.context.aboutToBeDestroyed.connect(\n",
229 | " self.cleanUpGl)\n",
230 | "\n",
231 | " # initialize functions\n",
232 | " funcs = self.context.functions()\n",
233 | " funcs.initializeOpenGLFunctions()\n",
234 | " funcs.glClearColor(0.0, 0.4, 0.4, 0)\n",
235 | " ################## Diff ####################\n",
236 | " # This readies opengl to render 3d graphics\n",
237 | " funcs.glEnable(pygl.GL_DEPTH_TEST)\n",
238 | " #\n",
239 | " funcs.glEnable(pygl.GL_TEXTURE_2D)\n",
240 | "\n",
241 | " # cube shader\n",
242 | " self.program = QOpenGLShaderProgram(\n",
243 | " self.context\n",
244 | " )\n",
245 | " vshader = self.loadVertexShader(\"cube\")\n",
246 | " fshader = self.loadFragmentShader(\"cube\")\n",
247 | " self.program.addShader(vshader) # adding vertex shader\n",
248 | " self.program.addShader(fshader) # adding fragment shader\n",
249 | " self.program.bindAttributeLocation(\n",
250 | " \"aPos\", 0)\n",
251 | " self.program.bindAttributeLocation(\n",
252 | " \"aTexCoord\", 1)\n",
253 | "\n",
254 | " isLinked = self.program.link()\n",
255 | " print(\"cube shader program is linked: \",\n",
256 | " isLinked)\n",
257 | " # bind the program\n",
258 | " self.program.bind()\n",
259 | "\n",
260 | " ############### Diff ###############\n",
261 | " # We define the projection matrix here\n",
262 | " # for its function see our introduction\n",
263 | " # set projection matrix. Please do note\n",
264 | " # that we are using a perspective \n",
265 | " # projection yet this is not the only\n",
266 | " # projection type that is available\n",
267 | " projectionMatrix = QMatrix4x4()\n",
268 | " projectionMatrix.perspective(\n",
269 | " self.camera.zoom,\n",
270 | " self.width() / self.height(),\n",
271 | " 0.2, 100.0)\n",
272 | " \n",
273 | " # we set its value just like any other\n",
274 | " # uniform\n",
275 | " self.program.setUniformValue('projection',\n",
276 | " projectionMatrix)\n",
277 | "\n",
278 | " ############## Diff ##################\n",
279 | " # As stated above, camera, being a fps\n",
280 | " # style camera, gives us the matrix\n",
281 | " # that help us to transform all the other\n",
282 | " # coordinates with respect to the viewer.\n",
283 | " # Meaning that the viewer is considered \n",
284 | " # as the center and all other coordinates\n",
285 | " # are redefined with respect to that coordinate\n",
286 | " # Notice that this does not mean we have to redefine\n",
287 | " # each object individually we just need to \n",
288 | " # have the matrix that would give us \n",
289 | " # the stated coordinate when we apply\n",
290 | " # the transformation.\n",
291 | " # set view/camera matrix\n",
292 | " viewMatrix = self.camera.getViewMatrix()\n",
293 | " self.program.setUniformValue('view',\n",
294 | " viewMatrix)\n",
295 | " \n",
296 | " ################# Diff ####################\n",
297 | " # The numbers set here are units for the samplers\n",
298 | " # they are going to be important when we are creating\n",
299 | " # the textures\n",
300 | " self.program.setUniformValue('myTexture1', self.texUnit1)\n",
301 | " self.program.setUniformValue('myTexture2', self.texUnit2)\n",
302 | " #\n",
303 | " # deal with vaos and vbo\n",
304 | " # vbo\n",
305 | " isVbo = self.vbo.create()\n",
306 | " isVboBound = self.vbo.bind()\n",
307 | "\n",
308 | " floatSize = ctypes.sizeof(ctypes.c_float)\n",
309 | "\n",
310 | " # allocate space on vbo buffer\n",
311 | " self.vbo.allocate(\n",
312 | " self.cubeVertices.tobytes(),\n",
313 | " floatSize * self.cubeVertices.size)\n",
314 | " \n",
315 | " # contary to texture tutorial\n",
316 | " # we are going to reuse the old method \n",
317 | " # for creating the vertex array objects\n",
318 | " self.vao.create()\n",
319 | " \n",
320 | " vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao)\n",
321 | " funcs.glEnableVertexAttribArray(0) # viewport\n",
322 | " funcs.glVertexAttribPointer(0,\n",
323 | " 3,\n",
324 | " int(pygl.GL_FLOAT),\n",
325 | " int(pygl.GL_FALSE),\n",
326 | " 5 * floatSize,\n",
327 | " VoidPtr(0)\n",
328 | " )\n",
329 | " funcs.glEnableVertexAttribArray(1)\n",
330 | " funcs.glVertexAttribPointer(1,\n",
331 | " 2,\n",
332 | " int(pygl.GL_FLOAT),\n",
333 | " int(pygl.GL_FALSE),\n",
334 | " 5 * floatSize,\n",
335 | " VoidPtr(3 * floatSize)\n",
336 | " )\n",
337 | " # deal with textures\n",
338 | " # first texture\n",
339 | " self.texture1 = QOpenGLTexture(\n",
340 | " QOpenGLTexture.Target2D)\n",
341 | " self.texture1.create()\n",
342 | " ################# Diff ##################\n",
343 | " # We bind the texture to a specific\n",
344 | " # unit. This is necessary for the\n",
345 | " # sampler. \n",
346 | " self.texture1.bind(self.texUnit1)\n",
347 | " self.texture1.setData(self.image1)\n",
348 | " self.texture1.setMinMagFilters(\n",
349 | " QOpenGLTexture.Nearest,\n",
350 | " QOpenGLTexture.Nearest)\n",
351 | " self.texture1.setWrapMode(\n",
352 | " QOpenGLTexture.DirectionS,\n",
353 | " QOpenGLTexture.Repeat)\n",
354 | " self.texture1.setWrapMode(\n",
355 | " QOpenGLTexture.DirectionT,\n",
356 | " QOpenGLTexture.Repeat)\n",
357 | "\n",
358 | " # second texture\n",
359 | " self.texture2 = QOpenGLTexture(\n",
360 | " QOpenGLTexture.Target2D)\n",
361 | " self.texture2.create()\n",
362 | " self.texture2.bind(self.texUnit2)\n",
363 | " self.texture2.setData(self.image2)\n",
364 | " self.texture2.setMinMagFilters(\n",
365 | " QOpenGLTexture.Linear,\n",
366 | " QOpenGLTexture.Linear)\n",
367 | " self.texture2.setWrapMode(\n",
368 | " QOpenGLTexture.DirectionS,\n",
369 | " QOpenGLTexture.Repeat)\n",
370 | " self.texture2.setWrapMode(\n",
371 | " QOpenGLTexture.DirectionT,\n",
372 | " QOpenGLTexture.Repeat)\n",
373 | "\n",
374 | " self.vbo.release()\n",
375 | " vaoBinder = None\n",
376 | " print(\"gl initialized\")"
377 | ]
378 | },
379 | {
380 | "cell_type": "markdown",
381 | "metadata": {},
382 | "source": [
383 | "It might be a little daunting to take all that at once.\n",
384 | "But most of it should be familiar by now if you have followed previous tutorials.\n",
385 | "\n",
386 | "Now let's see the drawing loop."
387 | ]
388 | },
389 | {
390 | "cell_type": "code",
391 | "execution_count": null,
392 | "metadata": {},
393 | "outputs": [],
394 | "source": [
395 | " def paintGL(self):\n",
396 | " \"drawing loop\"\n",
397 | " funcs = self.context.functions()\n",
398 | "\n",
399 | " # clean up what was drawn\n",
400 | " ############### Diff ##############\n",
401 | " # Notice we clear the depth buffer \n",
402 | " # as well\n",
403 | " funcs.glClear(\n",
404 | " pygl.GL_COLOR_BUFFER_BIT | pygl.GL_DEPTH_BUFFER_BIT\n",
405 | " )\n",
406 | " self.vao.bind()\n",
407 | " self.vbo.bind()\n",
408 | "\n",
409 | " # actual drawing\n",
410 | " self.program.bind()\n",
411 | " \n",
412 | " ################## Diff ###################\n",
413 | " # This is the first time we are drawing\n",
414 | " # several objects. So we are going to call \n",
415 | " # several glDrawArrays several times.\n",
416 | " # Notice also that we are not changing the\n",
417 | " # shape of the cube we are simply changing\n",
418 | " # its rotation. The translate function\n",
419 | " # simply multiplies the model matrix\n",
420 | " # with a translation 4x4 matrix constructed\n",
421 | " # from the position 3d vector. Translation\n",
422 | " # matrix is essentially same except for\n",
423 | " # its last column whose first three rows\n",
424 | " # are made up of vectors components\n",
425 | " rotvec = QVector3D(0.7, 0.2, 0.5)\n",
426 | " # bind textures\n",
427 | " for i, pos in enumerate(self.cubeCoords):\n",
428 | " #\n",
429 | " cubeModel = QMatrix4x4()\n",
430 | " cubeModel.translate(pos)\n",
431 | " angle = 30 * i\n",
432 | " cubeModel.rotate(angle, rotvec)\n",
433 | " self.program.setUniformValue(\"model\",\n",
434 | " cubeModel)\n",
435 | " self.texture1.bind(self.texUnit1)\n",
436 | " self.texture2.bind(self.texUnit2)\n",
437 | " funcs.glDrawArrays(\n",
438 | " pygl.GL_TRIANGLES,\n",
439 | " 0,\n",
440 | " self.cubeVertices.size\n",
441 | " )\n",
442 | " self.vbo.release()\n",
443 | " self.program.release()\n",
444 | " self.texture1.release()\n",
445 | " self.texture2.release()"
446 | ]
447 | },
448 | {
449 | "cell_type": "markdown",
450 | "metadata": {},
451 | "source": [
452 | "That's it. \n",
453 | "\n",
454 | "We have covered a lot of grounds in this tutorial. \n",
455 | "It is normal if you are a bit lost.\n",
456 | "\n",
457 | "If you are not sure how all transformations work,\n",
458 | "checkout the section from LearnOpenGL. \n",
459 | "\n",
460 | "If you want to know more about how a camera works,\n",
461 | "checkout from the same."
462 | ]
463 | }
464 | ],
465 | "metadata": {
466 | "kernelspec": {
467 | "display_name": "Python 3",
468 | "language": "python",
469 | "name": "python3"
470 | },
471 | "language_info": {
472 | "codemirror_mode": {
473 | "name": "ipython",
474 | "version": 3
475 | },
476 | "file_extension": ".py",
477 | "mimetype": "text/x-python",
478 | "name": "python",
479 | "nbconvert_exporter": "python",
480 | "pygments_lexer": "ipython3",
481 | "version": "3.7.3"
482 | }
483 | },
484 | "nbformat": 4,
485 | "nbformat_minor": 2
486 | }
487 |
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297 | A "User Product" is either (1) a "consumer product", which means any
298 | tangible personal property which is normally used for personal, family,
299 | or household purposes, or (2) anything designed or sold for incorporation
300 | into a dwelling. In determining whether a product is a consumer product,
301 | doubtful cases shall be resolved in favor of coverage. For a particular
302 | product received by a particular user, "normally used" refers to a
303 | typical or common use of that class of product, regardless of the status
304 | of the particular user or of the way in which the particular user
305 | actually uses, or expects or is expected to use, the product. A product
306 | is a consumer product regardless of whether the product has substantial
307 | commercial, industrial or non-consumer uses, unless such uses represent
308 | the only significant mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to install
312 | and execute modified versions of a covered work in that User Product from
313 | a modified version of its Corresponding Source. The information must
314 | suffice to ensure that the continued functioning of the modified object
315 | code is in no case prevented or interfered with solely because
316 | modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or updates
331 | for a work that has been modified or installed by the recipient, or for
332 | the User Product in which it has been modified or installed. Access to a
333 | network may be denied when the modification itself materially and
334 | adversely affects the operation of the network or violates the rules and
335 | protocols for communication across the network.
336 |
337 | Corresponding Source conveyed, and Installation Information provided,
338 | in accord with this section must be in a format that is publicly
339 | documented (and with an implementation available to the public in
340 | source code form), and must require no special password or key for
341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
347 | Additional permissions that are applicable to the entire Program shall
348 | be treated as though they were included in this License, to the extent
349 | that they are valid under applicable law. If additional permissions
350 | apply only to part of the Program, that part may be used separately
351 | under those permissions, but the entire Program remains governed by
352 | this License without regard to the additional permissions.
353 |
354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
356 | it. (Additional permissions may be written to require their own
357 | removal in certain cases when you modify the work.) You may place
358 | additional permissions on material, added by you to a covered work,
359 | for which you have or can give appropriate copyright permission.
360 |
361 | Notwithstanding any other provision of this License, for material you
362 | add to a covered work, you may (if authorized by the copyright holders of
363 | that material) supplement the terms of this License with terms:
364 |
365 | a) Disclaiming warranty or limiting liability differently from the
366 | terms of sections 15 and 16 of this License; or
367 |
368 | b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 |
372 | c) Prohibiting misrepresentation of the origin of that material, or
373 | requiring that modified versions of such material be marked in
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375 |
376 | d) Limiting the use for publicity purposes of names of licensors or
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378 |
379 | e) Declining to grant rights under trademark law for use of some
380 | trade names, trademarks, or service marks; or
381 |
382 | f) Requiring indemnification of licensors and authors of that
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384 | it) with contractual assumptions of liability to the recipient, for
385 | any liability that these contractual assumptions directly impose on
386 | those licensors and authors.
387 |
388 | All other non-permissive additional terms are considered "further
389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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