#!/usr/bin/env python ############################################################################# ## ## Copyright (C) 2018 Riverbank Computing Limited. ## Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ## Contact: http://www.qt-project.org/legal ## ## This file is part of the documentation of the Qt Toolkit. ## ## $QT_BEGIN_LICENSE:BSD$ ## You may use this file under the terms of the BSD license as follows: ## ## "Redistribution and use in source and binary forms, with or without ## modification, are permitted provided that the following conditions are ## met: ## * Redistributions of source code must retain the above copyright ## notice, this list of conditions and the following disclaimer. ## * Redistributions in binary form must reproduce the above copyright ## notice, this list of conditions and the following disclaimer in ## the documentation and/or other materials provided with the ## distribution. ## * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ## of its contributors may be used to endorse or promote products derived ## from this software without specific prior written permission. ## ## ## THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ## "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ## LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ## A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ## OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ## SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ## LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ## DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ## THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ## (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ## OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ## $QT_END_LICENSE$ ## ############################################################################# import array from PyQt5.QtCore import QEvent from PyQt5.QtGui import (QGuiApplication, QMatrix4x4, QOpenGLContext, QOpenGLShader, QOpenGLShaderProgram, QOpenGLVersionProfile, 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: version_profile = QOpenGLVersionProfile() version_profile.setVersion(2, 0) self.m_gl = self.m_context.versionFunctions(version_profile) 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_())