add python files

This commit is contained in:
2021-04-25 17:17:20 -05:00
parent 7722d0aebc
commit 4e17a68e45
7 changed files with 622 additions and 0 deletions

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src/test002.cpp → src/cpp/test002.cpp Executable file → Normal file
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src/test003.cpp → src/cpp/test003.cpp Executable file → Normal file
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176
src/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_())

85
src/pyqt/test002.py Executable file
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import numpy as np
from OpenGL import GL, GLU
from PyQt5.QtWidgets import QOpenGLWidget, QApplication
global eyeX, eyeY, eyeZ
# gluLookAt 'eye' coordinates
eyeX = 0.0
eyeY = 0.0
eyeZ = 10.0
class OpenGLWidget(QOpenGLWidget):
def initializeGL(self):
GL.glClearColor(0,0,0,1);
# GL.glEnable(GL.GL_DEPTH_TEST);
# GL.glEnable(GL.GL_LIGHT0);
# GL.glEnable(GL.GL_LIGHTING);
# GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
# GL.glEnable(GL.GL_COLOR_MATERIAL);
GL.glMatrixMode(GL.GL_PROJECTION);
GL.glOrtho(-10.0, 10.0, -10.0, 10.0, -10.0, 10.0)
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glMatrixMode(GL.GL_MODELVIEW);
GL.glLoadIdentity();
#GL.glClearColor(1.0, 0.0, 1.0, 0.0);
# vertices = np.array([0.0, 1.0, -1.0, -1.0, 1.0, -1.0], dtype=np.float32)
#
# bufferId = GL.glGenBuffers(1)
# GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferId)
# GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL.GL_STATIC_DRAW)
#
# GL.glEnableVertexAttribArray(0)
# GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, None)
def paintGL(self):
# GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
GLU.gluLookAt(eyeX, eyeY, eyeZ,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
# GL.glBegin(GL.GL_TRIANGLES);
# GL.glColor3f(1.0, 0.0, 0.0);
# GL.glVertex3f(-0.5, -0.5, 0);
# GL.glColor3f(0.0, 1.0, 0.0);
# GL.glVertex3f( 0.5, -0.5, 0);
# GL.glColor3f(0.0, 0.0, 1.0);
# GL.glVertex3f( 0.0, 0.5, 0);
# GL.glEnd();
from math import sin, cos
radius = 0.5
halfLength = 3.0
slices = 10
for i in range(slices):
theta = float(i) * 2.0 * 3.14 / float(slices)
nextTheta = float(i + 1) * 2.0 * 3.14 / float(slices)
GL.glColor3f(1.0, 0.0, 0.0)
GL.glBegin(GL.GL_TRIANGLE_STRIP)
GL.glVertex3f(0.0, halfLength, 0.0)
GL.glVertex3f(radius*cos(theta), halfLength, radius*sin(theta))
GL.glVertex3f (radius*cos(nextTheta), halfLength, radius*sin(nextTheta))
GL.glVertex3f (radius*cos(nextTheta), -halfLength, radius*sin(nextTheta))
GL.glVertex3f(radius*cos(theta), -halfLength, radius*sin(theta))
GL.glVertex3f(0.0, -halfLength, 0.0)
GL.glEnd()
app = QApplication([])
widget = OpenGLWidget()
widget.show()
app.exec_()

124
src/pyqt/test003.py Executable file
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from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import numpy as np
import sys
global lp, lq, rp, rq, z, eyeX, eyeY, eyeZ
lp = 0.0
lq = 2.5
rp = 0.0
rq = 2.5
z = 0.0
# gluLookAt 'eye' coordinates
eyeX = 0.0
eyeY = 0.0
eyeZ = 10.0
def init():
global eyeX, eyeY, eyeZ
glClearColor(0.0, 0.0, 0.0, 1.0)
glMatrixMode(GL_PROJECTION)
glOrtho(-10.0, 10.0, -10.0, 10.0, -10.0, 10.0)
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
def plotdial():
global lp, lq, rp, rq, eyeX, eyeY, eyeZ
#lOrigin = np.array((0.0, 0.0, 0.0))
rOrigin = np.array((5.0, 0.0, 0.0))
radius = 2.5
glClear(GL_COLOR_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
# Left arm unit vector calculation
lVec = np.array((lp, lq, z))
lMag = np.linalg.norm(lVec)
lVec = (lVec/lMag)*radius
glColor3f(1.0, 0.0, 0.0)
glLineWidth(3.0)
glBegin(GL_LINES)
glVertex3f(0.0, 0.0, z)
glVertex3f(lVec[0], lVec[1], z)
glEnd()
glLineWidth(1.0)
glColor3f(0.0, 0.0, 1.0)
glutWireSphere(2.5, 25, 25)
# Right
glPushMatrix()
glTranslatef(rOrigin[0], rOrigin[1], z)
glColor3f(0.0, 1.0, 0.0)
glLineWidth(3.0)
glBegin(GL_LINES)
glVertex3f(0.0, 0.0, z)
rVec = np.array((rp, rq, z))
rMag = np.linalg.norm(rVec)
rVec = (rVec/rMag)*radius
glVertex3f(rVec[0], rVec[1], z)
glEnd()
glLineWidth(1.0)
glColor3f(0.0, 0.0, 1.0)
glutWireSphere(2.5, 25, 25)
glPopMatrix()
glFlush()
def keyboard(key, x, y):
global glutshape, solid, eyeX, eyeY, eyeZ
step = 0.01
if key == chr(27) or key == "q":
sys.exit()
if key == "x":
eyeX -= step
if key == "X":
eyeX += step
if key == "y":
eyeY -= step
if key == "Y":
eyeY += step
if key == "z":
eyeZ -= step
if key == "Z":
eyeZ -= step
glutPostRedisplay()
def mouse(button, state, x, y):
global lp, lq, rp, rq
o_lp = lp
o_lq = lq
o_rp = rp
o_rq = rq
if button == GLUT_LEFT_BUTTON and state == GLUT_DOWN:
lp = -10.0 + x/500.0 * 20
lq = 10 - y/500.0 * 20
if lq < 0.0:
lp = o_lp
lq = o_lq
if button == GLUT_RIGHT_BUTTON and state == GLUT_DOWN:
rp = -10.0 + x/500.0 * 20 - 5 # -5 is 2*radius
rq = 10 - y/500.0 * 20
if rq < 0.0:
rp = o_rp
rq = o_rq
glutPostRedisplay()
def main():
glutInit(sys.argv)
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB)
glutInitWindowSize(500,500)
glutInitWindowPosition(50,50)
glutCreateWindow('Dial Trial')
glutDisplayFunc(plotdial)
glutKeyboardFunc(keyboard)
glutMouseFunc(mouse)
init()
glutMainLoop()
main()

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src/pyqt/test004.py Executable file
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import sys
import math
from OpenGL import GL, GLU
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
from PyQt5.QtGui import QColor
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QOpenGLWidget, QSlider,
QWidget)
class Window(QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
self.xSlider = self.createSlider()
self.ySlider = self.createSlider()
self.zSlider = self.createSlider()
self.xSlider.valueChanged.connect(self.glWidget.setXRotation)
self.glWidget.xRotationChanged.connect(self.xSlider.setValue)
self.ySlider.valueChanged.connect(self.glWidget.setYRotation)
self.glWidget.yRotationChanged.connect(self.ySlider.setValue)
self.zSlider.valueChanged.connect(self.glWidget.setZRotation)
self.glWidget.zRotationChanged.connect(self.zSlider.setValue)
mainLayout = QHBoxLayout()
mainLayout.addWidget(self.glWidget)
mainLayout.addWidget(self.xSlider)
mainLayout.addWidget(self.ySlider)
mainLayout.addWidget(self.zSlider)
self.setLayout(mainLayout)
self.xSlider.setValue(15 * 16)
self.ySlider.setValue(345 * 16)
self.zSlider.setValue(0 * 16)
self.setWindowTitle("Hello GL")
def createSlider(self):
slider = QSlider(Qt.Vertical)
slider.setRange(0, 360 * 16)
slider.setSingleStep(16)
slider.setPageStep(15 * 16)
slider.setTickInterval(15 * 16)
slider.setTickPosition(QSlider.TicksRight)
return slider
class GLWidget(QOpenGLWidget):
xRotationChanged = pyqtSignal(int)
yRotationChanged = pyqtSignal(int)
zRotationChanged = pyqtSignal(int)
def __init__(self, parent=None):
super(GLWidget, self).__init__(parent)
self.object = 0
self.xRot = 0
self.yRot = 0
self.zRot = 0
self.lastPos = QPoint()
self.trolltechGreen = QColor.fromCmykF(0.40, 0.0, 1.0, 0.0)
self.trolltechPurple = QColor.fromCmykF(0.39, 0.39, 0.0, 0.0)
def minimumSizeHint(self):
return QSize(50, 50)
def sizeHint(self):
return QSize(400, 400)
def setXRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.xRot:
self.xRot = angle
self.xRotationChanged.emit(angle)
self.update()
def setYRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.yRot:
self.yRot = angle
self.yRotationChanged.emit(angle)
self.update()
def setZRotation(self, angle):
angle = self.normalizeAngle(angle)
if angle != self.zRot:
self.zRot = angle
self.zRotationChanged.emit(angle)
self.update()
def initializeGL(self):
self.setClearColor(self.trolltechPurple.darker())
self.object = self.makeObject()
GL.glShadeModel(GL.GL_FLAT)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glEnable(GL.GL_CULL_FACE)
def paintGL(self):
GL.glClear(
GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glLoadIdentity()
GL.glTranslated(0.0, 0.0, -10.0)
GL.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
GL.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
GL.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
GL.glCallList(self.object)
def resizeGL(self, width, height):
side = min(width, height)
if side < 0:
return
GL.glViewport((width - side) // 2, (height - side) // 2, side,
side)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
GL.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
GL.glMatrixMode(GL.GL_MODELVIEW)
def mousePressEvent(self, event):
self.lastPos = event.pos()
def mouseMoveEvent(self, event):
dx = event.x() - self.lastPos.x()
dy = event.y() - self.lastPos.y()
if event.buttons() & Qt.LeftButton:
self.setXRotation(self.xRot + 8 * dy)
self.setYRotation(self.yRot + 8 * dx)
elif event.buttons() & Qt.RightButton:
self.setXRotation(self.xRot + 8 * dy)
self.setZRotation(self.zRot + 8 * dx)
self.lastPos = event.pos()
def makeObject(self):
genList = GL.glGenLists(1)
GL.glNewList(genList, GL.GL_COMPILE)
GL.glBegin(GL.GL_QUADS)
x1 = +0.06
y1 = -0.14
x2 = +0.14
y2 = -0.06
x3 = +0.08
y3 = +0.00
x4 = +0.30
y4 = +0.22
self.quad(x1, y1, x2, y2, y2, x2, y1, x1)
self.quad(x3, y3, x4, y4, y4, x4, y3, x3)
self.extrude(x1, y1, x2, y2)
self.extrude(x2, y2, y2, x2)
self.extrude(y2, x2, y1, x1)
self.extrude(y1, x1, x1, y1)
self.extrude(x3, y3, x4, y4)
self.extrude(x4, y4, y4, x4)
self.extrude(y4, x4, y3, x3)
NumSectors = 200
for i in range(NumSectors):
angle1 = (i * 2 * math.pi) / NumSectors
x5 = 0.30 * math.sin(angle1)
y5 = 0.30 * math.cos(angle1)
x6 = 0.20 * math.sin(angle1)
y6 = 0.20 * math.cos(angle1)
angle2 = ((i + 1) * 2 * math.pi) / NumSectors
x7 = 0.20 * math.sin(angle2)
y7 = 0.20 * math.cos(angle2)
x8 = 0.30 * math.sin(angle2)
y8 = 0.30 * math.cos(angle2)
self.quad(x5, y5, x6, y6, x7, y7, x8, y8)
self.extrude(x6, y6, x7, y7)
self.extrude(x8, y8, x5, y5)
GL.glEnd()
GL.glEndList()
return genList
def quad(self, x1, y1, x2, y2, x3, y3, x4, y4):
self.setColor(self.trolltechGreen)
GL.glVertex3d(x1, y1, -0.05)
GL.glVertex3d(x2, y2, -0.05)
GL.glVertex3d(x3, y3, -0.05)
GL.glVertex3d(x4, y4, -0.05)
GL.glVertex3d(x4, y4, +0.05)
GL.glVertex3d(x3, y3, +0.05)
GL.glVertex3d(x2, y2, +0.05)
GL.glVertex3d(x1, y1, +0.05)
def extrude(self, x1, y1, x2, y2):
self.setColor(self.trolltechGreen.darker(250 + int(100 * x1)))
GL.glVertex3d(x1, y1, +0.05)
GL.glVertex3d(x2, y2, +0.05)
GL.glVertex3d(x2, y2, -0.05)
GL.glVertex3d(x1, y1, -0.05)
def normalizeAngle(self, angle):
while angle < 0:
angle += 360 * 16
while angle > 360 * 16:
angle -= 360 * 16
return angle
def setClearColor(self, c):
GL.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
def setColor(self, c):
GL.glColor4f(c.redF(), c.greenF(), c.blueF(), c.alphaF())
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())