# Copyright (C) 2023 The Qt Company Ltd. # Copyright (C) 2013 Riverbank Computing Limited. # SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause from __future__ import annotations import ctypes from PySide6.QtCore import Signal, Slot, Qt, QSize, QPointF from PySide6.QtGui import (QVector3D, QOpenGLFunctions, QMatrix4x4, QOpenGLContext, QSurfaceFormat) from PySide6.QtOpenGL import (QOpenGLVertexArrayObject, QOpenGLBuffer, QOpenGLShaderProgram, QOpenGLShader) from PySide6.QtOpenGLWidgets import QOpenGLWidget from OpenGL import GL from shiboken6 import VoidPtr from logo import Logo FRAGMENT_SHADER_SOURCE_CORE = """#version 150 in highp vec3 vert; in highp vec3 vertNormal; out highp vec4 fragColor; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); fragColor = vec4(col, 1.0); }""" FRAGMENT_SHADER_SOURCE = """varying highp vec3 vert; varying highp vec3 vertNormal; uniform highp vec3 lightPos; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vec3(0.39, 1.0, 0.0); highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); gl_FragColor = vec4(col, 1.0); }""" VERTEX_SHADER_SOURCE_CORE = """#version 150 in vec4 vertex; in vec3 normal; out vec3 vert; out vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" VERTEX_SHADER_SOURCE = """attribute vec4 vertex; attribute vec3 normal; varying vec3 vert; varying vec3 vertNormal; uniform mat4 projMatrix; uniform mat4 mvMatrix; uniform mat3 normalMatrix; void main() { vert = vertex.xyz; vertNormal = normalMatrix * normal; gl_Position = projMatrix * mvMatrix * vertex; }""" class GLWidget(QOpenGLWidget, QOpenGLFunctions): x_rotation_changed = Signal(int) y_rotation_changed = Signal(int) z_rotation_changed = Signal(int) _transparent = False def __init__(self, parent=None): QOpenGLWidget.__init__(self, parent) QOpenGLFunctions.__init__(self) self._core = QSurfaceFormat.defaultFormat().profile() == QSurfaceFormat.OpenGLContextProfile.CoreProfile # noqa: E501 self._x_rot = 0 self._y_rot = 0 self._z_rot = 0 self._last_pos = QPointF() self.logo = Logo() self.vao = QOpenGLVertexArrayObject() self._logo_vbo = QOpenGLBuffer() self.program = QOpenGLShaderProgram() self._proj_matrix_loc = 0 self._mv_matrix_loc = 0 self._normal_matrix_loc = 0 self._light_pos_loc = 0 self.proj = QMatrix4x4() self.camera = QMatrix4x4() self.world = QMatrix4x4() if self._transparent: fmt = self.format() fmt.setAlphaBufferSize(8) self.setFormat(fmt) @staticmethod def set_transparent(t): GLWidget._transparent = t @staticmethod def is_transparent(): return GLWidget._transparent def x_rotation(self): return self._x_rot def y_rotation(self): return self._y_rot def z_rotation(self): return self._z_rot def minimumSizeHint(self): return QSize(50, 50) def sizeHint(self): return QSize(400, 400) def normalize_angle(self, angle): while angle < 0: angle += 360 * 16 while angle > 360 * 16: angle -= 360 * 16 return angle @Slot(int) def set_xrotation(self, angle): angle = self.normalize_angle(angle) if angle != self._x_rot: self._x_rot = angle self.x_rotation_changed.emit(angle) self.update() @Slot(int) def set_yrotation(self, angle): angle = self.normalize_angle(angle) if angle != self._y_rot: self._y_rot = angle self.y_rotation_changed.emit(angle) self.update() @Slot(int) def set_zrotation(self, angle): angle = self.normalize_angle(angle) if angle != self._z_rot: self._z_rot = angle self.z_rotation_changed.emit(angle) self.update() @Slot() def cleanup(self): if self.program: self.makeCurrent() self._logo_vbo.destroy() del self.program self.program = None self.doneCurrent() def initializeGL(self): self.initializeOpenGLFunctions() self.glClearColor(0, 0, 0, 0 if self._transparent else 1) self.program = QOpenGLShaderProgram() if self._core: self._vertex_shader = VERTEX_SHADER_SOURCE_CORE self._fragment_shader = FRAGMENT_SHADER_SOURCE_CORE else: self._vertex_shader = VERTEX_SHADER_SOURCE self._fragment_shader = FRAGMENT_SHADER_SOURCE self.program.addShaderFromSourceCode(QOpenGLShader.ShaderTypeBit.Vertex, self._vertex_shader) self.program.addShaderFromSourceCode(QOpenGLShader.ShaderTypeBit.Fragment, self._fragment_shader) self.program.bindAttributeLocation("vertex", 0) self.program.bindAttributeLocation("normal", 1) self.program.link() self.program.bind() self._proj_matrix_loc = self.program.uniformLocation("projMatrix") self._mv_matrix_loc = self.program.uniformLocation("mvMatrix") self._normal_matrix_loc = self.program.uniformLocation("normalMatrix") self._light_pos_loc = self.program.uniformLocation("lightPos") self.vao.create() with QOpenGLVertexArrayObject.Binder(self.vao): self._logo_vbo.create() self._logo_vbo.bind() float_size = ctypes.sizeof(ctypes.c_float) self._logo_vbo.allocate(self.logo.const_data(), self.logo.count() * float_size) self.setup_vertex_attribs() self.camera.setToIdentity() self.camera.translate(0, 0, -1) self.program.setUniformValue(self._light_pos_loc, QVector3D(0, 0, 70)) self.program.release() def setup_vertex_attribs(self): self._logo_vbo.bind() f = QOpenGLContext.currentContext().functions() f.glEnableVertexAttribArray(0) f.glEnableVertexAttribArray(1) float_size = ctypes.sizeof(ctypes.c_float) null = VoidPtr(0) pointer = VoidPtr(3 * float_size) f.glVertexAttribPointer(0, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, null) f.glVertexAttribPointer(1, 3, int(GL.GL_FLOAT), int(GL.GL_FALSE), 6 * float_size, pointer) self._logo_vbo.release() def paintGL(self): self.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.glEnable(GL.GL_DEPTH_TEST) self.glEnable(GL.GL_CULL_FACE) self.world.setToIdentity() self.world.rotate(180 - (self._x_rot / 16), 1, 0, 0) self.world.rotate(self._y_rot / 16, 0, 1, 0) self.world.rotate(self._z_rot / 16, 0, 0, 1) with QOpenGLVertexArrayObject.Binder(self.vao): self.program.bind() self.program.setUniformValue(self._proj_matrix_loc, self.proj) self.program.setUniformValue(self._mv_matrix_loc, self.camera * self.world) normal_matrix = self.world.normalMatrix() self.program.setUniformValue(self._normal_matrix_loc, normal_matrix) self.glDrawArrays(GL.GL_TRIANGLES, 0, self.logo.vertex_count()) self.program.release() def resizeGL(self, width, height): self.proj.setToIdentity() self.proj.perspective(45, width / height, 0.01, 100) def hideEvent(self, event): self.cleanup() super().hideEvent(event) def mousePressEvent(self, event): self._last_pos = event.position() def mouseMoveEvent(self, event): pos = event.position() dx = pos.x() - self._last_pos.x() dy = pos.y() - self._last_pos.y() if event.buttons() & Qt.MouseButton.LeftButton: self.set_xrotation(self._x_rot + 8 * dy) self.set_yrotation(self._y_rot + 8 * dx) elif event.buttons() & Qt.RightButton: self.set_xrotation(self._x_rot + 8 * dy) self.set_zrotation(self._z_rot + 8 * dx) self._last_pos = pos