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2021-04-25 17:19:49 -05:00
parent 4e17a68e45
commit 45c857508e
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pyqt/test001.py Executable file
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import array
from PyQt5.QtCore import QEvent
from PyQt5.QtGui import (QGuiApplication, QMatrix4x4, QOpenGLContext,
QOpenGLShader, QOpenGLShaderProgram, QSurfaceFormat, QWindow)
class OpenGLWindow(QWindow):
def __init__(self, parent=None):
super(OpenGLWindow, self).__init__(parent)
self.m_update_pending = False
self.m_animating = False
self.m_context = None
self.m_gl = None
self.setSurfaceType(QWindow.OpenGLSurface)
def initialize(self):
pass
def setAnimating(self, animating):
self.m_animating = animating
if animating:
self.renderLater()
def renderLater(self):
if not self.m_update_pending:
self.m_update_pending = True
QGuiApplication.postEvent(self, QEvent(QEvent.UpdateRequest))
def renderNow(self):
if not self.isExposed():
return
self.m_update_pending = False
needsInitialize = False
if self.m_context is None:
self.m_context = QOpenGLContext(self)
self.m_context.setFormat(self.requestedFormat())
self.m_context.create()
needsInitialize = True
self.m_context.makeCurrent(self)
if needsInitialize:
self.m_gl = self.m_context.versionFunctions()
self.m_gl.initializeOpenGLFunctions()
self.initialize()
self.render(self.m_gl)
self.m_context.swapBuffers(self)
if self.m_animating:
self.renderLater()
def event(self, event):
if event.type() == QEvent.UpdateRequest:
self.renderNow()
return True
return super(OpenGLWindow, self).event(event)
def exposeEvent(self, event):
self.renderNow()
def resizeEvent(self, event):
self.renderNow()
class TriangleWindow(OpenGLWindow):
vertexShaderSource = '''
attribute highp vec4 posAttr;
attribute lowp vec4 colAttr;
varying lowp vec4 col;
uniform highp mat4 matrix;
void main() {
col = colAttr;
gl_Position = matrix * posAttr;
}
'''
fragmentShaderSource = '''
varying lowp vec4 col;
void main() {
gl_FragColor = col;
}
'''
def __init__(self):
super(TriangleWindow, self).__init__()
self.m_program = 0
self.m_frame = 0
self.m_posAttr = 0
self.m_colAttr = 0
self.m_matrixUniform = 0
def initialize(self):
self.m_program = QOpenGLShaderProgram(self)
self.m_program.addShaderFromSourceCode(QOpenGLShader.Vertex,
self.vertexShaderSource)
self.m_program.addShaderFromSourceCode(QOpenGLShader.Fragment,
self.fragmentShaderSource)
self.m_program.link()
self.m_posAttr = self.m_program.attributeLocation('posAttr')
self.m_colAttr = self.m_program.attributeLocation('colAttr')
self.m_matrixUniform = self.m_program.uniformLocation('matrix')
def render(self, gl):
gl.glViewport(0, 0, self.width(), self.height())
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
self.m_program.bind()
matrix = QMatrix4x4()
matrix.perspective(60, 4.0/3.0, 0.1, 100.0)
matrix.translate(0, 0, -2)
matrix.rotate(100.0 * self.m_frame / self.screen().refreshRate(),
0, 1, 0)
self.m_program.setUniformValue(self.m_matrixUniform, matrix)
vertices = array.array('f', [
0.0, 0.707,
-0.5, -0.5,
0.5, -0.5])
gl.glVertexAttribPointer(self.m_posAttr, 2, gl.GL_FLOAT, False, 0,
vertices)
gl.glEnableVertexAttribArray(self.m_posAttr)
colors = array.array('f', [
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0])
gl.glVertexAttribPointer(self.m_colAttr, 3, gl.GL_FLOAT, False, 0,
colors)
gl.glEnableVertexAttribArray(self.m_colAttr)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
self.m_program.release()
self.m_frame += 1
if __name__ == '__main__':
import sys
app = QGuiApplication(sys.argv)
format = QSurfaceFormat()
format.setSamples(4)
window = TriangleWindow()
window.setFormat(format)
window.resize(640, 480)
window.show()
window.setAnimating(True)
sys.exit(app.exec_())