SOL4Py Sample: RectangleShader
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#******************************************************************************
#
# Copyright (c) 2018-2019 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
#******************************************************************************
# TriangleShader.py
# encoding: utf-8
import sys
import os
import traceback
import traceback
import numpy as np
import math
sys.path.append('../')
from PIL import Image, ImageOps
from SOL4Py.opengl.ZOpenGLMainView import *
from SOL4Py.opengl2.ZOpenGLVertexShader import *
from SOL4Py.opengl2.ZOpenGLFragmentShader import *
from SOL4Py.opengl2.ZOpenGLProgram import *
from SOL4Py.opengl2.ZOpenGLVertexAttribute import *
class MainView(ZOpenGLMainView):
##Inner class starts.
class OpenGLView(ZOpenGLView):
## Constructor
def __init__(self, parent=None):
self.parent = parent
super(ZOpenGLView, self).__init__(parent)
def initializeGL(self):
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glEnable( GL_DEPTH_TEST );
glFrustum(1 , -1 , -1 , 1 , 1 , 10);
glClearColor(0.0, 0.0, 1.0, 1.0);
self.vertexShader = ZOpenGLVertexShader()
vertShaderSource = "attribute mediump vec4 pos;" \
"void main() {" \
" gl_Position = pos;" \
"}";
self.vertexShader.load_string(vertShaderSource)
self.fragmentShader = ZOpenGLFragmentShader() ;
fragShaderSource = "void main() {" \
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"\
"}";
self.fragmentShader.load_string(fragShaderSource);
self.program = ZOpenGLProgram();
self.program.attachShader(self.vertexShader);
self.program.attachShader(self.fragmentShader);
self.program.link();
self.program.detachShader(self.vertexShader);
self.program.detachShader(self.fragmentShader);
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
self.program.use();
glEnableClientState(GL_VERTEX_ARRAY);
vertices = [
-0.5, 0.5, 0.0,
0.5, 0.5, 0.0,
0.5,-0.5, 0.0,
-0.5,-0.5, 0.0
]
pos = self.program.getAttributeLocation("pos");
attribute = ZOpenGLVertexAttribute(pos);
attribute.setPointer(3, GL_FLOAT, GL_FALSE, 0, vertices);
pos = self.program.getAttributeLocation("pos");
array = np.array(vertices, dtype="float32")
attribute.setPointer(3, GL_FLOAT, GL_FALSE, 0, array);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
def resizeGL(self, width, height):
side = min(width, height)
if side < 0: return
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(50.0, width / height, 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
##--------------------------------------------
# MainView Constructor
def __init__(self, title, x, y, width, height):
super(ZOpenGLMainView, self).__init__(title, x, y, width, height)
# 1 Create first imageview.
self.opengl_view = self.OpenGLView(self)
# 2 Add the image view to a main_layout of this main view.
self.add(self.opengl_view)
self.show()
#*************************************************
#
if main(__name__):
try:
app_name = os.path.basename(sys.argv[0])
applet = QApplication(sys.argv)
main_view = MainView(app_name, 40, 40, 600, 380)
main_view.show ()
applet.exec_()
except:
traceback.print_exc()
Last modified: 2 Apr. 2019