Why is the second QWidget in a layout disappearing? [duplicate] - python

I am trying to use PyQt5 to show two widgets, the first one is a plot of sin, cos and tan function. I am using the pyqtgraph and used the code that was found in the answer of this question. I am also using another widget that draws a cube using PyOpenGL, by taking the example found in this link. I am trying to show this two widgets in one main widget, which is the main window. My approach is the following
Take a main widget.
In the main widget, use a QVBoxLayout()
In the QVBoxLayout, at two widgets mentioned above
But when I am running the code, only the plot that is using the pyqtgraph is shown but not the cube that is drawn using PyOpenGL. After a little bit debugging, I was able to find out that the height of the cube widget is setting to 0 by default. I am not sure why this is hapenning. I tried calling glWidget.resize(640,480). But it didn't work. I am new on working with PyQt and PyOpenGL. I think I am missing some details that will allow the height of the glWidget to be greater than 0, if my assumption is correct. Also I am not sure if this is actually possible to do. My current code is given below, it is a little bit messy.
import sys
from OpenGL.GL.images import asWrapper
from PyQt5.QtWidgets import QApplication, QGridLayout
from PyQt5 import QtWidgets
import pyqtgraph as pg
from OpenGL.GL import *
from OpenGL.GLU import *
from PyQt5 import QtGui
from PyQt5.QtOpenGL import *
from PyQt5 import QtCore, QtWidgets
import pyqtgraph as pg
import numpy as np
from PyQt5 import QtOpenGL
import OpenGL.GL as gl
from OpenGL import GLU
from OpenGL.arrays import vbo
class TimeLine(QtCore.QObject):
frameChanged = QtCore.pyqtSignal(int)
def __init__(self, interval=60, loopCount=1, parent=None):
super(TimeLine, self).__init__(parent)
self._startFrame = 0
self._endFrame = 0
self._loopCount = loopCount
self._timer = QtCore.QTimer(self, timeout=self.on_timeout)
self._counter = 0
self._loop_counter = 0
self.setInterval(interval)
def on_timeout(self):
if self._startFrame <= self._counter < self._endFrame:
self.frameChanged.emit(self._counter)
self._counter += 1
else:
self._counter = 0
self._loop_counter += 1
if self._loopCount > 0:
if self._loop_counter >= self.loopCount():
self._timer.stop()
def setLoopCount(self, loopCount):
self._loopCount = loopCount
def loopCount(self):
return self._loopCounts
interval = QtCore.pyqtProperty(int, fget=loopCount, fset=setLoopCount)
def setInterval(self, interval):
self._timer.setInterval(interval)
def interval(self):
return self._timer.interval()
interval = QtCore.pyqtProperty(int, fget=interval, fset=setInterval)
def setFrameRange(self, startFrame, endFrame):
self._startFrame = startFrame
self._endFrame = endFrame
#QtCore.pyqtSlot()
def start(self):
self._counter = 0
self._loop_counter = 0
self._timer.start()
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent = None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
self.resizeGL(640,800)
def initializeGL(self):
self.qglClearColor(QtGui.QColor(0,0,255))
gl.glEnable(gl.GL_DEPTH_TEST)
self.initGeometry()
self.rotX = 0.0
self.rotY = 0.0
self.rotZ = 0.0
def resizeGL(self, width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
print(width, height)
aspect = width / float(height)
GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix()
gl.glTranslate(0.0, 0.0, -50.0)
gl.glScale(20.0, 20.0, 20.0)
gl.glRotate(self.rotX, 1.0, 0.0, 0.0)
gl.glRotate(self.rotY, 0.0, 1.0, 0.0)
gl.glRotate(self.rotZ, 0.0, 0.0, 1.0)
gl.glTranslate(-0.5, -0.5, -0.5)
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
gl.glVertexPointer(3, gl.GL_FLOAT, 0, self.vertVBO)
gl.glColorPointer(3, gl.GL_FLOAT, 0, self.colorVBO)
gl.glDrawElements(gl.GL_QUADS, len(self.cubeIdxArray), gl.GL_UNSIGNED_INT, self.cubeIdxArray)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glPopMatrix()
def initGeometry(self):
self.cubeVtxArray = np.array(
[[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 0.0, 1.0],
[1.0, 0.0, 1.0],
[1.0, 1.0, 1.0],
[0.0, 1.0, 1.0]])
self.vertVBO = vbo.VBO(np.reshape(self.cubeVtxArray,
(1, -1)).astype(np.float32))
self.vertVBO.bind()
self.cubeClrArray = np.array(
[[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 0.0, 1.0],
[1.0, 0.0, 1.0],
[1.0, 1.0, 1.0],
[0.0, 1.0, 1.0 ]])
self.colorVBO = vbo.VBO(np.reshape(self.cubeClrArray,
(1, -1)).astype(np.float32))
self.colorVBO.bind()
self.cubeIdxArray = np.array(
[0, 1, 2, 3,
3, 2, 6, 7,
1, 0, 4, 5,
2, 1, 5, 6,
0, 3, 7, 4,
7, 6, 5, 4 ])
def setRotX(self, val):
self.rotX = np.pi * val
def setRotY(self, val):
self.rotY = np.pi * val
def setRotZ(self, val):
self.rotZ = np.pi * val
class MainGui(QtWidgets.QMainWindow):
def __init__(self):
QtWidgets.QMainWindow.__init__(self)
self.resize(600,600)
self.cube = GLWidget(self)
self.setupUI()
def setupUI(self):
central_widget = QtWidgets.QWidget()
central_layout = QtWidgets.QVBoxLayout()
central_widget.setLayout(central_layout)
self.setCentralWidget(central_widget)
pg.setConfigOption('background',0.95)
pg.setConfigOptions(antialias=True)
self.plot = pg.PlotWidget()
self.plot.setAspectLocked(lock = True, ratio = 0.01)
#self.cube = GLWidget(self)
#self.cube.resize(200,200)
central_layout.addWidget(self.cube)
central_layout.addWidget(self.plot)
self._plots = [self.plot.plot([], [], pen=pg.mkPen(color=color, width=2)) for color in ('g', 'r', 'y')]
self._timeline = TimeLine(loopCount = 0, interval = 10)
self._timeline.setFrameRange(0,720)
self._timeline.frameChanged.connect(self.generate_data)
self._timeline.start()
def plot_data(self, data):
for plt, val in zip(self._plots, data):
plt.setData(range(len(val)),val)
#QtCore.pyqtSlot(int)
def generate_data(self, i):
ang = np.arange(i, i + 720)
cos_func = np.cos(np.radians(ang))
sin_func = np.sin(np.radians(ang))
tan_func = sin_func/cos_func
tan_func[(tan_func < -3) | (tan_func > 3)] = np.NaN
self.plot_data([sin_func, cos_func, tan_func])
if __name__ == '__main__':
import sys
app = QApplication(sys.argv)
gui = MainGui()
gui.show()
sys.exit(app.exec_())

It seems that QGLWidget (which, by the way, is deprecated, and QOpenGLWidget should be used instead) doesn't implement sizeHint(), so it returns an invalid size (QSize(-1, -1)), which means that the widget can be possibly resized to a 0 width and/or height.
Since the plot widget has an expanding size policy (and dynamically reimplements sizeHint()) the result is that the gl widget is completely hidden, having 0 height.
A possible solution is to add the widgets with a proper stretch argument to the layout.
If you want both widgets to have the same height, you can do the following:
central_layout.addWidget(self.cube, stretch=1)
central_layout.addWidget(self.plot, stretch=1)
Note that the stretch is ratio-based (only integers are considered), so, if you want the cube have half the height of the plot:
central_layout.addWidget(self.cube, stretch=1)
central_layout.addWidget(self.plot, stretch=2)
Alternatively, you can use setMinimumHeight() for the gl widget, but since the plot has an expanding policy (which normally takes precedence), that gl widget will always have that height. A better solution would be to set an expanding policy for the gl widget and implement QSizeHint, but remember that the plot widget has a dynamic size hint, so it will always take some amount of "size priority".
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent = None):
QtOpenGL.QGLWidget.__init__(self, parent)
self.setSizePolicy(
QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Expanding)
def sizeHint(self):
return QtCore.QSize(300, 150)
# ...
There should be no need to manually call resizeGL() in the __init__, and you should also always use the dynamic access parent() function to get the parent.

Related

Cutted cube with PyQt5

I'm working with python3.9-64, I need to create a 3d cube then I followed this tutorial,
I divided the program in more files, I use PyQt5 but the tutorial uses PyQt4, I changed the modules which contain the calsses(example: PyQt4 has Gui.QMainWindow, PyQt5 has QtWidgets.QMainWindow)
this are the file I have
core.py
cubeVtxList = [
[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 0.0, 1.0],
[1.0, 0.0, 1.0],
[1.0, 1.0, 1.0],
[0.0, 1.0, 1.0]]
cubeClrList = [
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[1.0, 1.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 0.0, 1.0],
[1.0, 0.0, 1.0],
[1.0, 1.0, 1.0],
[0.0, 1.0, 1.0]]
cubeIdxList = [
0, 1, 2, 3,
3, 2, 6, 7,
1, 0, 4, 5,
2, 1, 5, 6,
0, 3, 7, 4,
7, 6, 5, 4 ]
GLWidget.py
from PyQt5.QtGui import QColor
from PyQt5.QtOpenGL import QGLWidget
import OpenGL.GL as gl
import OpenGL.GLU as glu
from OpenGL.arrays import vbo
import numpy as np
from core import *
class GLWidget(QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QGLWidget.__init__(self)
def initializeGL(self):
self.qglClearColor(QColor(0, 0, 0))
gl.glEnable(gl.GL_DEPTH_TEST)
self.initGeometry()
self.rotX = 0.0
self.rotY = 0.0
self.rotZ = 0.0
def resizeGL(self, width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
aspect = width / float(height)
glu.gluPerspective(45.0, aspect, 1.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix()
gl.glTranslate(0.0, 0.0, -50.0) # third, translate cube to specified depth
gl.glScale(20.0, 20.0, 20.0) # second, scale cube
gl.glRotate(self.rotX, 1.0, 0.0, 0.0)
gl.glRotate(self.rotY, 0.0, 1.0, 0.0)
gl.glRotate(self.rotZ, 0.0, 0.0, 1.0)
gl.glTranslate(-0.5, -0.5, -0.5)
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
gl.glVertexPointer(3, gl.GL_FLOAT, 0, self.vertVbo)
gl.glColorPointer(3, gl.GL_FLOAT, 0, self.colorVbo)
gl.glDrawElements(gl.GL_QUADS, len(self.cubeIdxArray), gl.GL_UNSIGNED_INT, self.cubeIdxArray)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glPopMatrix()
def initGeometry(self):
self.cubeVtxArray = np.array(cubeVtxList)
self.vertVbo = vbo.VBO(np.reshape(self.cubeVtxArray, (1, -1)).astype(np.float32))
self.vertVbo.bind()
self.cubeClrArray = np.array(cubeClrList)
self.colorVbo = vbo.VBO(np.reshape(self.cubeClrArray, (1, -1)).astype(np.float32))
self.colorVbo.bind()
self.cubeIdxArray = np.array(cubeIdxList)
def setRotX(self, val):
self.rotX = val
def setRotY(self, val):
self.rotY = val
def setRotZ(self, val):
self.rotZ = val
MWindow.py
from PyQt5.QtWidgets import QMainWindow, QSlider, QVBoxLayout, QWidget
from PyQt5 import QtCore
from GLWidget import GLWidget
from PyQt5.QtCore import QTimer
class MWindow(QMainWindow):
def __init__(self):
QMainWindow.__init__(self)
self.resize(500, 500)
self.setWindowTitle('titolo')
self.glWidget = GLWidget(self)
self.initGui()
self.timer = QTimer()
self.timer.setInterval(20)
self.timer.timeout.connect(self.glWidget.updateGL)
self.timer.start()
def initGui(self):
central_widget = QWidget()
gui_layout = QVBoxLayout()
central_widget.setLayout(gui_layout)
self.setCentralWidget(central_widget)
gui_layout.addWidget(self.glWidget)
sliderX = QSlider(QtCore.Qt.Horizontal)
sliderX.valueChanged.connect(lambda val: self.glWidget.setRotX(val))
sliderY = QSlider(QtCore.Qt.Horizontal)
sliderY.valueChanged.connect(lambda val: self.glWidget.setRotY(val))
sliderZ = QSlider(QtCore.Qt.Horizontal)
sliderZ.valueChanged.connect(lambda val: self.glWidget.setRotZ(val))
gui_layout.addWidget(sliderX)
gui_layout.addWidget(sliderY)
gui_layout.addWidget(sliderZ)
Main.py
from MWindow import MWindow
from PyQt5.QtWidgets import QApplication
import sys
def Main():
app = QApplication([])
mw = MWindow()
mw.show()
sys.exit(app.exec_())
if __name__ == '__main__':
Main()
The result is supposed to be a cube that I can move with the sliders, but I get a cutted cube like in the following picture
The default dtype is float. When creating and indexing a buffer, you must use an integral datatype that corresponds to the type identifier in the draw call. In your case the specified type is GL_UNSIGNED_INT. Therefore the datatype must be uint32:
self.cubeIdxArray = np.array(cubeIdxList)
self.cubeIdxArray = np.array(cubeIdxList, dtype=np.uint32)
The last parameter of glVertexPointer si not the vertex buffer offset. It is the offset into the buffer objects data store. You have to bind the proper buffer specifying the attribute:
gl.glVertexPointer(3, gl.GL_FLOAT, 0, self.vertVbo)
gl.glColorPointer(3, gl.GL_FLOAT, 0, self.colorVbo)
self.vertVbo.bind()
gl.glVertexPointer(3, gl.GL_FLOAT, 0, None)
self.colorVbo.bind()
gl.glColorPointer(3, gl.GL_FLOAT, 0, None)
Just change the first entry in cubeClrList in your core.py from
cubeClrList = [
[1.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
to
cubeClrList = [
# v change this value
[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],

Point Cloud Distortion when Drawing with modern OpenGL

I found this nice tutorial of drawing and rotating a cube with PyQt and modern OpenGL. My objective was to adapt the script for point clouds, by doing the following (see also code below):
Load point cloud using Open3D and extract coordinates & colors as numpy arrays
Create Vertex Buffer Objects (VBOs) from the arrays
Change the drawing function to gl.glDrawElements(gl.GL_POINTS, ...)
Unfortunately then the point cloud is very distorted and thin (see screenshot). It should actually be a room with chairs and walls.
Do you see if I made a mistake with the VBOs or drawing? Or is there a better way of loading a point cloud?
I tested the example with the old fixed pipeline (glBegin(GL_POINTS) ... glEnd()) and there the point cloud is correctly drawn (but also the performance really bad!).
from PyQt5 import QtCore # core Qt functionality
from PyQt5 import QtGui # extends QtCore with GUI functionality
from PyQt5 import QtOpenGL # provides QGLWidget, a special OpenGL QWidget
from PyQt5 import QtWidgets
import OpenGL.GL as gl # python wrapping of OpenGL
from OpenGL import GLU # OpenGL Utility Library, extends OpenGL functionality
from OpenGL.arrays import vbo
import numpy as np
import open3d as o3d
import sys
# Loading the point cloud from file
def load_pointcloud():
pcd = o3d.io.read_point_cloud("../pointclouds/0004.ply")
print(pcd)
print("Pointcloud Center: " + str(pcd.get_center()))
points = np.asarray(pcd.points)
colors = np.asarray(pcd.colors)
return points, colors
#### here was only the GUI code (slider, ...) , which works fine! ####
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
def initializeGL(self):
self.qglClearColor(QtGui.QColor(250, 250, 250)) # initialize the screen to blue
gl.glEnable(gl.GL_DEPTH_TEST) # enable depth testing
self.initGeometryPC()
self.rotX = 0.0
self.rotY = 0.0
self.rotZ = 0.0
def setRotX(self, val):
self.rotX = val
def setRotY(self, val):
self.rotY = val
def setRotZ(self, val):
self.rotZ = val
def resizeGL(self, width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
aspect = width / float(height)
#GLU.gluPerspective(45.0, aspect, 1.0, 100.0) #GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
gl.glOrtho(-2.0, 2.0, -2.0, 2.0, 1.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix() # push the current matrix to the current stack
gl.glTranslate(0.0, 0.0, -5.0) # third, translate cube to specified depth
#gl.glScale(.5, .5, .5) # second, scale point cloud
gl.glRotate(self.rotX, 1.0, 0.0, 0.0)
gl.glRotate(self.rotY, 0.0, 1.0, 0.0)
gl.glRotate(self.rotZ, 0.0, 0.0, 1.0)
gl.glTranslate(-0.5, -0.5, -0.5) # first, translate point cloud center to origin
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
gl.glVertexPointer(3, gl.GL_FLOAT, 0, self.vertVBO)
gl.glColorPointer(3, gl.GL_FLOAT, 0, self.colorVBO)
gl.glPointSize(2)
gl.glDrawElements(gl.GL_POINTS, len(self.pointsIdxArray), gl.GL_UNSIGNED_INT, self.pointsIdxArray)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glPopMatrix() # restore the previous modelview matrix
# Push geometric data to GPU
def initGeometryPC(self):
points, colors = load_pointcloud()
self.pointsVtxArray = points
self.vertVBO = vbo.VBO(np.reshape(self.pointsVtxArray, (1, -1)).astype(np.float32))
self.vertVBO.bind()
self.pointsClrArray = colors
self.colorVBO = vbo.VBO(np.reshape(self.pointsClrArray, (1, -1)).astype(np.float32))
self.colorVBO.bind()
self.pointsIdxArray = np.arange(len(points))
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
win = MainWindow()
win.show()
sys.exit(app.exec_())
After a long search I came upon this stackoverflow-post. I adapted my code to that answer by storing point coordinates and colors together in one vbo-object (gl.glGenBuffers(1)). Then I define the vertex and color pointer with the specific stride and offset:
gl.glVertexPointer(3, gl.GL_FLOAT, 6*4, None)
Stride= 24 bytes: [x, y, z, r, g, b] * sizeof(float)
gl.glColorPointer(3, gl.GL_FLOAT, 6*4, ctypes.c_void_p(3*4))
Offset= 12 bytes: the rgb color starts after the 3 coordinates x, y, z
And finally I use gl.glDrawArrays(gl.GL_POINTS, 0, noOfVertices) for drawing the point cloud.
The full code can be seen below (marked with ### NEW ### comments):
from PyQt5 import QtCore # core Qt functionality
from PyQt5 import QtGui # extends QtCore with GUI functionality
from PyQt5 import QtOpenGL # provides QGLWidget, a special OpenGL QWidget
from PyQt5 import QtWidgets
import OpenGL.GL as gl # python wrapping of OpenGL
from OpenGL import GLU # OpenGL Utility Library, extends OpenGL functionality
from OpenGL.arrays import vbo
import numpy as np
import open3d as o3d
import ctypes
import sys # we'll need this later to run our Qt application
class MainWindow(QtWidgets.QMainWindow):
def __init__(self):
QtWidgets.QMainWindow.__init__(self) # call the init for the parent class
self.resize(300, 300)
self.setWindowTitle('Hello OpenGL App')
self.glWidget = GLWidget(self)
self.initGUI()
timer = QtCore.QTimer(self)
timer.setInterval(20) # period, in milliseconds
timer.timeout.connect(self.glWidget.updateGL)
timer.start()
def initGUI(self):
central_widget = QtWidgets.QWidget()
gui_layout = QtWidgets.QVBoxLayout()
central_widget.setLayout(gui_layout)
self.setCentralWidget(central_widget)
gui_layout.addWidget(self.glWidget)
sliderX = QtWidgets.QSlider(QtCore.Qt.Horizontal)
sliderX.valueChanged.connect(lambda val: self.glWidget.setRotX(val))
sliderY = QtWidgets.QSlider(QtCore.Qt.Horizontal)
sliderY.valueChanged.connect(lambda val: self.glWidget.setRotY(val))
sliderZ = QtWidgets.QSlider(QtCore.Qt.Horizontal)
sliderZ.valueChanged.connect(lambda val: self.glWidget.setRotZ(val))
gui_layout.addWidget(sliderX)
gui_layout.addWidget(sliderY)
gui_layout.addWidget(sliderZ)
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
def initializeGL(self):
self.qglClearColor(QtGui.QColor(100, 100, 100)) # initialize the screen to blue
gl.glEnable(gl.GL_DEPTH_TEST) # enable depth testing
self.initGeometry()
self.rotX = 0.0
self.rotY = 0.0
self.rotZ = 0.0
def setRotX(self, val):
self.rotX = val
def setRotY(self, val):
self.rotY = val
def setRotZ(self, val):
self.rotZ = val
def resizeGL(self, width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
aspect = width / float(height)
GLU.gluPerspective(45.0, aspect, 1.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix() # push the current matrix to the current stack
gl.glTranslate(0.0, 0.0, -3.0) # third, translate cube to specified depth
#gl.glScale(20.0, 20.0, 20.0) # second, scale cube
gl.glRotate(self.rotX, 1.0, 0.0, 0.0)
gl.glRotate(self.rotY, 0.0, 1.0, 0.0)
gl.glRotate(self.rotZ, 0.0, 0.0, 1.0)
gl.glTranslate(-0.5, -0.5, -0.5) # first, translate cube center to origin
# Point size
gl.glPointSize(3)
### NEW ###
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vbo)
stride = 6*4 # (24 bates) : [x, y, z, r, g, b] * sizeof(float)
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glVertexPointer(3, gl.GL_FLOAT, stride, None)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
offset = 3*4 # (12 bytes) : the rgb color starts after the 3 coordinates x, y, z
gl.glColorPointer(3, gl.GL_FLOAT, stride, ctypes.c_void_p(offset))
noOfVertices = self.noPoints
gl.glDrawArrays(gl.GL_POINTS, 0, noOfVertices)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
### NEW ###
gl.glPopMatrix() # restore the previous modelview matrix
def initGeometry(self):
vArray = self.LoadVertices()
self.noPoints = len(vArray) // 6
print("No. of Points: %s" % self.noPoints)
self.vbo = self.CreateBuffer(vArray)
### NEW ###
def LoadVertices(self):
pcd = o3d.io.read_point_cloud("../pointclouds/0004.ply")
print(pcd)
print("Pointcloud Center: " + str(pcd.get_center()))
points = np.asarray(pcd.points).astype('float32')
colors = np.asarray(pcd.colors).astype('float32')
attributes = np.concatenate((points, colors),axis=1)
print("Attributes shape: " + str(attributes.shape))
return attributes.flatten()
def CreateBuffer(self, attributes):
bufferdata = (ctypes.c_float*len(attributes))(*attributes) # float buffer
buffersize = len(attributes)*4 # buffer size in bytes
vbo = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, buffersize, bufferdata, gl.GL_STATIC_DRAW)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
return vbo
### NEW ###
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
win = MainWindow()
win.show()
sys.exit(app.exec_())
However, I still did not find the correct parameters for initial approach above with two separate VBOs for coordinate and color. So I am happy for further comments.

Changing OpenGL Vertex Buffer Object data via pyopengl OpenGL.arrays.vbo has no effect

I am stuck trying to change data in a VBO.
I setup a scene with 2 Triangle primitives using a VBO via the python OpenGL.arrays.vbo helper class. That worked.
Then I want to change the data (in the minimal example below just shift one vertex when a button is clicked) which I cannot bring to work. I'm not sure if I use the VBO incorrectly or if there is some triviality blocking the redraw on the PyQt5 side.
Below is the full minimal example, the important stuff takes play in the member functions initializeGL, paintGL, and shift.
Inside GLWidget.shift I tried different approaches following the docs and this answer without success. Any help is appreciated.
#!/usr/bin/env python
import ctypes
import sys
import numpy as np
import OpenGL.arrays.vbo as glvbo
from PyQt5.QtCore import QSize
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QOpenGLWidget,
QWidget, QPushButton)
import OpenGL.GL as gl
class Window(QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
button = QPushButton('shift', self)
button.clicked.connect(self.glWidget.shift)
layout = QHBoxLayout()
layout.addWidget(self.glWidget)
layout.addWidget(button)
self.setLayout(layout)
class GLWidget(QOpenGLWidget):
def __init__(self, parent=None):
super().__init__(parent)
self.object = None
def minimumSizeHint(self):
return QSize(400, 400)
def initializeGL(self):
gl.glClearColor(0., 0., 0., 0.)
# a red and a green triangle
self.vertices = np.array([
# <- x,y,z -----> <- r,g,b -->
-0.5, -0.2, 0.0, 1.0, 0.0, 0.0,
0.5, -0.5, 0.0, 1.0, 0.0, 0.0,
0.5, 0.5, 0.0, 1.0, 0.0, 0.0,
0.4, -0.2, 0.0, 0.0, 1.0, 0.0,
1.4, -0.5, 0.0, 0.0, 1.0, 0.0,
1.4, 0.5, 0.0, 0.0, 1.0, 0.0,
], 'f')
self.vbo = glvbo.VBO(self.vertices)
self.vbo.bind()
self.object = gl.glGenLists(1)
gl.glNewList(self.object, gl.GL_COMPILE)
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
buffer_offset = ctypes.c_void_p
stride = (3+3)*self.vertices.itemsize
gl.glVertexPointer(3, gl.GL_FLOAT, stride, None)
gl.glColorPointer(3, gl.GL_FLOAT, stride, buffer_offset(12))
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
gl.glEndList()
gl.glShadeModel(gl.GL_FLAT)
def paintGL(self):
gl.glClear(
gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glLoadIdentity()
gl.glRotated(50.0, 0.0, 1.0, 0.0)
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(-1., +1., -1., +1., -100.0, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
def shift(self):
# shift y-position of one vertex
self.vertices[1] += 10.3
assert self.vertices is self.vbo.data
# version 1
# self.vbo.implementation.glBufferSubData(self.vbo.target, 0, self.vbo.data)
# version 2
# self.vbo[:] = self.vertices[:]
# self.vbo.bind()
# self.vbo.copy_data()
# version 2b (use slice)
# self.vbo[1:2] = self.vertices[1:2]
# self.vbo.bind()
# self.vbo.copy_data()
# version 3
self.vbo.set_array(self.vertices)
self.vbo.bind()
self.vbo.copy_data()
self.update()
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())
The code runs on an Ubuntu 18.04 machine under python 3.6 with
Vendor: Intel Open Source Technology Center
Renderer: Mesa DRI Intel(R) HD Graphics 5500 (Broadwell GT2)
OpenGL Version: 3.0 Mesa 19.2.8
Shader Version: 1.30
Sisplay lists (glGenList) are deprecated. What you try to encode in the list is the Vertex Specification.
I recommend to use a Vertex Array Object instead.
Create the VAO, before specifying the array of generic vertex attribute data:
class GLWidget(QOpenGLWidget):
# [...]
def initializeGL(self):
# [...]
self.vbo = glvbo.VBO(self.vertices)
self.vbo.bind()
self.vao = gl.glGenVertexArrays(1)
gl.glBindVertexArray(self.vao)
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
buffer_offset = ctypes.c_void_p
stride = (3+3)*self.vertices.itemsize
gl.glVertexPointer(3, gl.GL_FLOAT, stride, None)
gl.glColorPointer(3, gl.GL_FLOAT, stride, buffer_offset(12))
gl.glBindVertexArray(0)
When you want to draw the object, then is sufficient to bind the VAO:
class GLWidget(QOpenGLWidget):
# [...]
def paintGL(self):
gl.glClear(
gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glLoadIdentity()
gl.glRotated(50.0, 0.0, 1.0, 0.0)
gl.glBindVertexArray(self.vao)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)
gl.glBindVertexArray(0)
Note, the display list does not work, because certain commands are not compiled into the display list but are executed immediately, including glVertexPointer and glColorPointer. See glNewList.

PySide2 Qt3D mesh does not show up

I'm diving into Qt3D framework and have decided to replicate a simplified version of this c++ example
Unfortunately, I don't see a torus mesh on application start.
I've created all required entities and enabled a mesh in SceneModifier class.
What could be a problem with it? I thought that I've had a bad camera implementation, but it seems ok. Same with point light.
import sys
from PySide2 import QtWidgets, QtCore, QtGui
from PySide2.Qt3DCore import Qt3DCore
from PySide2.Qt3DExtras import Qt3DExtras
from PySide2.Qt3DRender import Qt3DRender
class SceneModifier(QtCore.QObject):
def __init__(self, root_entity=None):
super().__init__()
# Scene entity
self._m_root_entity = Qt3DCore.QEntity(root_entity)
# Torus shape data
self.m_torus = Qt3DExtras.QTorusMesh()
self.m_torus.setRadius(1.0)
self.m_torus.setMinorRadius(0.4)
self.m_torus.setRings(100)
self.m_torus.setSlices(20)
# Torus transform
torus_transform = Qt3DCore.QTransform()
torus_transform.setScale(2.0)
torus_transform.setRotation(QtGui.QQuaternion.fromAxisAndAngle(QtGui.QVector3D(0.0, 0.1, 0.0), 25.0))
torus_transform.setTranslation(QtGui.QVector3D(0.0, 0.0, 0.0))
# Torus material
torus_mat = Qt3DExtras.QPhongMaterial()
torus_mat.setDiffuse(QtGui.QColor(255, 102, 0))
# Torus mesh
self.m_torus_entity = Qt3DCore.QEntity(self._m_root_entity)
self.m_torus_entity.addComponent(self.m_torus)
self.m_torus_entity.addComponent(torus_mat)
self.m_torus_entity.addComponent(torus_transform)
self.m_torus_entity.setEnabled(True)
if __name__ == '__main__':
app = QtWidgets.QApplication(sys.argv)
view = Qt3DExtras.Qt3DWindow()
view.defaultFrameGraph().setClearColor(QtGui.QColor(89, 89, 89))
container = QtWidgets.QWidget.createWindowContainer(view)
screen_size = QtCore.QSize(view.screen().size())
container.setMinimumSize(QtCore.QSize(720, 680))
container.setMaximumSize(QtCore.QSize(screen_size))
root_entity = Qt3DCore.QEntity()
camera_entity = Qt3DRender.QCamera(view.camera())
camera_entity.lens().setPerspectiveProjection(45.0, 16.0/9.0, 0.1, 1000.0)
camera_entity.setPosition(QtGui.QVector3D(0, 0, 20.0))
camera_entity.setUpVector(QtGui.QVector3D(0, 1, 0))
camera_entity.setViewCenter(QtGui.QVector3D(0, 0, 0))
light_entity = Qt3DCore.QEntity(root_entity)
point_light = Qt3DRender.QPointLight(light_entity)
point_light.setColor("white")
point_light.setIntensity(1)
light_entity.addComponent(point_light)
light_transform = Qt3DCore.QTransform(light_entity)
light_transform.setTranslation(camera_entity.position())
light_entity.addComponent(light_transform)
cam_control = Qt3DExtras.QFirstPersonCameraController(root_entity)
cam_control.setCamera(camera_entity)
modifier = SceneModifier(root_entity=root_entity)
view.setRootEntity(root_entity)
widget = QtWidgets.QWidget()
h_layout = QtWidgets.QHBoxLayout()
h_layout.addWidget(container)
widget.setLayout(h_layout)
widget.show()
sys.exit(app.exec_())
I have implemented the translation of example Qt 3D: Basic Shapes C++ Example into PySide2:
import sys
from PySide2 import QtWidgets, QtCore, QtGui
from PySide2.Qt3DCore import Qt3DCore
from PySide2.Qt3DExtras import Qt3DExtras
from PySide2.Qt3DRender import Qt3DRender
from PySide2.Qt3DInput import Qt3DInput
class SceneModifier(QtCore.QObject):
def __init__(self, root_entity=None):
super().__init__()
self.m_rootEntity = root_entity
self.m_torus = Qt3DExtras.QTorusMesh(
radius=1.0, minorRadius=0.4, rings=100, slices=20
)
self.torusTransform = Qt3DCore.QTransform(
scale=2.0,
rotation=QtGui.QQuaternion.fromAxisAndAngle(
QtGui.QVector3D(0.0, 1.0, 0.0), 25.0
),
translation=QtGui.QVector3D(5.0, 4.0, 0.0),
)
self.torusMaterial = Qt3DExtras.QPhongMaterial(diffuse=QtGui.QColor("#beb32b"))
self.m_torusEntity = Qt3DCore.QEntity(self.m_rootEntity)
self.m_torusEntity.addComponent(self.m_torus)
self.m_torusEntity.addComponent(self.torusMaterial)
self.m_torusEntity.addComponent(self.torusTransform)
self.cone = Qt3DExtras.QConeMesh(
topRadius=0.5, bottomRadius=1, length=3, rings=50, slices=20
)
self.coneTransform = Qt3DCore.QTransform(
scale=1.5,
rotation=QtGui.QQuaternion.fromAxisAndAngle(
QtGui.QVector3D(1.0, 4.0, -1.5), 45.0
),
translation=QtGui.QVector3D(0.0, 4.0, -1.5),
)
self.coneMaterial = Qt3DExtras.QPhongMaterial(diffuse=QtGui.QColor("#928327"))
self.m_coneEntity = Qt3DCore.QEntity(self.m_rootEntity)
self.m_coneEntity.addComponent(self.cone)
self.m_coneEntity.addComponent(self.coneMaterial)
self.m_coneEntity.addComponent(self.coneTransform)
self.cylinder = Qt3DExtras.QCylinderMesh(
radius=1, length=3, rings=100, slices=20
)
self.cylinderTransform = Qt3DCore.QTransform(
scale=1.5,
rotation=QtGui.QQuaternion.fromAxisAndAngle(
QtGui.QVector3D(1.0, 0.0, 0.0), 45.0
),
translation=QtGui.QVector3D(-5.0, 4.0, -1.5),
)
self.cylinderMaterial = Qt3DExtras.QPhongMaterial(
diffuse=QtGui.QColor("#928327")
)
self.m_cylinderEntity = Qt3DCore.QEntity(self.m_rootEntity)
self.m_cylinderEntity.addComponent(self.cylinder)
self.m_cylinderEntity.addComponent(self.cylinderMaterial)
self.m_cylinderEntity.addComponent(self.cylinderTransform)
self.cuboid = Qt3DExtras.QCuboidMesh()
self.cuboidTransform = Qt3DCore.QTransform(
scale=4.0, translation=QtGui.QVector3D(5.0, -4.0, 0.0),
)
self.cuboidMaterial = Qt3DExtras.QPhongMaterial(diffuse=QtGui.QColor("#665423"))
self.m_cuboidEntity = Qt3DCore.QEntity(self.m_rootEntity)
self.m_cuboidEntity.addComponent(self.cuboid)
self.m_cuboidEntity.addComponent(self.cuboidMaterial)
self.m_cuboidEntity.addComponent(self.cuboidTransform)
self.planeMesh = Qt3DExtras.QPlaneMesh(width=2, height=2)
self.planeTransform = Qt3DCore.QTransform(
scale=1.3,
rotation=QtGui.QQuaternion.fromAxisAndAngle(
QtGui.QVector3D(1.0, 0.0, 0.0), 45.0
),
translation=QtGui.QVector3D(0.0, -4.0, 0.0),
)
self.planeMaterial = Qt3DExtras.QPhongMaterial(diffuse=QtGui.QColor("#a69929"))
self.m_planeEntity = Qt3DCore.QEntity(self.m_rootEntity)
self.m_planeEntity.addComponent(self.planeMesh)
self.m_planeEntity.addComponent(self.planeMaterial)
self.m_planeEntity.addComponent(self.planeTransform)
self.sphereMesh = Qt3DExtras.QSphereMesh(rings=20, slices=20, radius=2)
self.sphereTransform = Qt3DCore.QTransform(
scale=1.3, translation=QtGui.QVector3D(-5.0, -4.0, 0.0),
)
self.sphereMaterial = Qt3DExtras.QPhongMaterial(diffuse=QtGui.QColor("#a69929"))
self.m_sphereEntity = Qt3DCore.QEntity(self.m_rootEntity)
self.m_sphereEntity.addComponent(self.sphereMesh)
self.m_sphereEntity.addComponent(self.sphereMaterial)
self.m_sphereEntity.addComponent(self.sphereTransform)
#QtCore.Slot(bool)
def enableTorus(self, enabled):
self.m_torusEntity.setEnabled(enabled)
#QtCore.Slot(bool)
def enableCone(self, enabled):
self.m_coneEntity.setEnabled(enabled)
#QtCore.Slot(bool)
def enableCylinder(self, enabled):
self.m_cylinderEntity.setEnabled(enabled)
#QtCore.Slot(bool)
def enableCuboid(self, enabled):
self.m_cuboidEntity.setEnabled(enabled)
#QtCore.Slot(bool)
def enablePlane(self, enabled):
self.m_planeEntity.setEnabled(enabled)
#QtCore.Slot(bool)
def enableSphere(self, enabled):
self.m_sphereEntity.setEnabled(enabled)
if __name__ == "__main__":
app = QtWidgets.QApplication(sys.argv)
view = Qt3DExtras.Qt3DWindow()
view.defaultFrameGraph().setClearColor(QtGui.QColor("#4d4d4f"))
container = QtWidgets.QWidget.createWindowContainer(view)
screenSize = view.screen().size()
container.setMinimumSize(QtCore.QSize(200, 100))
container.setMaximumSize(screenSize)
widget = QtWidgets.QWidget()
hLayout = QtWidgets.QHBoxLayout(widget)
vLayout = QtWidgets.QVBoxLayout()
vLayout.setAlignment(QtCore.Qt.AlignTop)
hLayout.addWidget(container, 1)
hLayout.addLayout(vLayout)
widget.setWindowTitle("Basic shapes")
input_ = Qt3DInput.QInputAspect()
view.registerAspect(input_)
rootEntity = Qt3DCore.QEntity()
cameraEntity = view.camera()
cameraEntity.lens().setPerspectiveProjection(45.0, 16.0 / 9.0, 0.1, 1000.0)
cameraEntity.setPosition(QtGui.QVector3D(0, 0, 20.0))
cameraEntity.setUpVector(QtGui.QVector3D(0, 1, 0))
cameraEntity.setViewCenter(QtGui.QVector3D(0, 0, 0))
lightEntity = Qt3DCore.QEntity(rootEntity)
light = Qt3DRender.QPointLight(lightEntity)
light.setColor("white")
light.setIntensity(1)
lightEntity.addComponent(light)
lightTransform = Qt3DCore.QTransform(lightEntity)
lightTransform.setTranslation(cameraEntity.position())
lightEntity.addComponent(lightTransform)
camController = Qt3DExtras.QFirstPersonCameraController(rootEntity)
camController.setCamera(cameraEntity)
modifier = SceneModifier(rootEntity)
view.setRootEntity(rootEntity)
info = QtWidgets.QCommandLinkButton()
info.setText("Qt3D ready-made meshes")
info.setDescription(
"Qt3D provides several ready-made meshes, like torus, cylinder, cone, cube, plane and sphere."
)
info.setIconSize(QtCore.QSize(0, 0))
torusCB = QtWidgets.QCheckBox(widget)
torusCB.setChecked(True)
torusCB.setText("Torus")
coneCB = QtWidgets.QCheckBox(widget)
coneCB.setChecked(True)
coneCB.setText("Cone")
cylinderCB = QtWidgets.QCheckBox(widget)
cylinderCB.setChecked(True)
cylinderCB.setText("Cylinder")
cuboidCB = QtWidgets.QCheckBox(widget)
cuboidCB.setChecked(True)
cuboidCB.setText("Cuboid")
planeCB = QtWidgets.QCheckBox(widget)
planeCB.setChecked(True)
planeCB.setText("Plane")
sphereCB = QtWidgets.QCheckBox(widget)
sphereCB.setChecked(True)
sphereCB.setText("Sphere")
vLayout.addWidget(info)
vLayout.addWidget(torusCB)
vLayout.addWidget(coneCB)
vLayout.addWidget(cylinderCB)
vLayout.addWidget(cuboidCB)
vLayout.addWidget(planeCB)
vLayout.addWidget(sphereCB)
torusCB.stateChanged.connect(modifier.enableTorus)
coneCB.stateChanged.connect(modifier.enableCone)
cylinderCB.stateChanged.connect(modifier.enableCylinder)
cuboidCB.stateChanged.connect(modifier.enableCuboid)
planeCB.stateChanged.connect(modifier.enablePlane)
sphereCB.stateChanged.connect(modifier.enableSphere)
torusCB.setChecked(True)
coneCB.setChecked(True)
cylinderCB.setChecked(True)
cuboidCB.setChecked(True)
planeCB.setChecked(True)
sphereCB.setChecked(True)
widget.show()
widget.resize(1200, 800)
sys.exit(app.exec_())

How do I set up PyOpenGL with PyQt5?

I am wanting to set up several 3D mathematical projects with python. The best way I can see to render these is with PyOpenGL. I also want to run it in PyQt5, so that I can have GUI’s along side the render. All the information I can find is either using PyGame or QtDesigner. I would like to work without QtDesigner. Does anyone know where I could find a tutorial on how to set this up?
EDIT:
I managed to get some web scrounging done. I found the following code at https://pythonprogramming.net/community/37/Cube%20rotation%20with%20pyopengl%20and%20pyqt/ where the author asks for help regarding it not running. he says the following about it:
I'm very new to python. I have a problem with my code, it's a very simple rotating cube. I don't have any problem with this cube code with pygame screen but when I use it with pyqt (or Qt designer widgets), it runs but it shows nothing!!!
I copied his code into my IDe, then saved it as cubes.py. I opened up a CMD instance in thae directory of the file and called it. It opened a tiny black Qt window in the middle of the screen:
When I try to resize the window by dragging the corner, it throws a deep traceback:
File "C:\Users\aweso\Documents\Python\cubes\cubes.py", line 1, in <module>
from OpenGL.GL import *
ModuleNotFoundError: No module named 'OpenGL'
C:\Users\aweso\Documents\Python\cubes>cubes.py
Traceback (most recent call last):
File "C:\Users\aweso\Documents\Python\cubes\cubes.py", line 56, in paintGL
glEnd()
File "C:\Program Files (x86)\Microsoft Visual Studio\Shared\Python37_64\lib\site-packages\OpenGL\latebind.py", line 63, in __call__
return self.wrapperFunction( self.baseFunction, *args, **named )
File "C:\Program Files (x86)\Microsoft Visual Studio\Shared\Python37_64\lib\site-packages\OpenGL\GL\exceptional.py", line 45, in glEnd
return baseFunction( )
File "C:\Program Files (x86)\Microsoft Visual Studio\Shared\Python37_64\lib\site-packages\OpenGL\platform\baseplatform.py", line 415, in __call__
return self( *args, **named )
File "C:\Program Files (x86)\Microsoft Visual Studio\Shared\Python37_64\lib\site-packages\OpenGL\error.py", line 234, in glCheckError
baseOperation = baseOperation,
OpenGL.error.GLError: GLError(
err = 1280,
description = b'invalid enumerant',
baseOperation = glEnd,
cArguments = ()
)
Here is his code, unmodified:
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL import *
from PyQt5.QtOpenGL import *
from PyQt5 import QtCore, QtGui, QtWidgets
from PyQt5.QtWidgets import *
import sys,time
class MainWindow(QGLWidget):
def __init__(self):
super(MainWindow, self).__init__()
self.widget = glWidget(self)
mainLayout = QVBoxLayout()
mainLayout.addWidget(self.widget)
self.setLayout(mainLayout)
class glWidget(QGLWidget):
def __init__(self, parent):
QGLWidget.__init__(self, parent)
#self.setMinimumSize(400, 400)
self.verticies = (
(1,-1,-1),
(1,1,-1),
(-1,1,-1),
(-1,-1,-1),
(1,-1,1),
(1,1,1),
(-1,-1,1),
(-1,1,1))
self.edges = (
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7))
def paintGL(self):
while True:
#glRotatef(1,3,1,1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_LINE)
for self.edge in self.edges:
for self.vertex in self.edge:
glVertex3fv(self.verticies[self.vertex])
glEnd()
glFlush()
time.sleep(1)
def resizeGL(self, w, h):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-50, 50, -50, 50, -50.0, 50.0)
glViewport(0, 0, w, h)
def initializeGL(self):
#glClearColor(0.0, 0.0, 0.0, 1.0)
gluPerspective(45,800/600,0.1,50.0)
glTranslatef(0.0,0.0,-5)
glRotatef(0,0,0,0)
if __name__ == '__main__':
app = QApplication(sys.argv)
window = MainWindow()
window.show()
app.exec_()
I once developed an interactive 3D program using PyOpenGL and PyQt5.
Here's the spike code of that time.
I wish this could be helpful to you.
import sys
import math
from array import array
from OpenGL import GL
from PyQt5.QtCore import pyqtSignal, QPoint, QSize, Qt
from PyQt5.QtGui import QColor, QImage
from PyQt5.QtWidgets import (QApplication, QHBoxLayout, QWidget)
from PyQt5.QtOpenGL import QGLWidget
from shader import ShaderProgram
class Window (QWidget):
def __init__(self):
super(Window, self).__init__()
self.glWidget = GLWidget()
mainLayout = QHBoxLayout()
mainLayout.addWidget(self.glWidget)
self.setLayout(mainLayout)
self.setWindowTitle('Hello')
class GLWidget (QGLWidget):
def __init__(self, parent=None):
super(GLWidget, self).__init__(parent)
def sizeHint(self):
return QSize(1200, 1000)
def initializeGL(self):
GL.glClearColor(0.0, 0.0, 1.0, 0.0) # it's also possible.
GL.glEnable(GL.GL_DEPTH_TEST)
# GL.glEnable(GL.GL_VERTEX_ARRAY)
self._createVertexBuffer()
self.program = ShaderProgram('hello.vert', 'hello.frag')
self.program.use()
self.frontTexture = self._createTexture('tex.png')
self.backTexture = self._createTexture('back-tex.jpg')
# set texture units
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.frontTexture)
GL.glUniform1i(GL.glGetUniformLocation(self.program.getProgram(), b'frontTexture'), 0)
GL.glActiveTexture(GL.GL_TEXTURE1)
GL.glBindTexture(GL.GL_TEXTURE_2D, self.backTexture)
GL.glUniform1i(GL.glGetUniformLocation(self.program.getProgram(), b'backTexture'), 1)
def paintGL(self):
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
self._draw()
def resizeGL(self, width, height):
side = min(width, height)
if side < 0:
return
GL.glViewport((width - side) // 2, (height - side) // 2, side, side)
def _createTexture(self, texFilePath):
qImage = QImage(texFilePath)
texture = QGLWidget.bindTexture(self, qImage, GL.GL_TEXTURE_2D, GL.GL_RGBA)
GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
return texture
def _createVertexBuffer(self):
vertices = array('f', [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0]).tobytes()
colors = array('f', [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0]).tobytes()
indices = [0, 1, 2, 0, 3, 2]
texCoords = array('f', [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]).tobytes()
self.vertices = vertices
self.colors = colors
self.indices = indices
self.texCoords = texCoords
def _draw(self):
GL.glEnableVertexAttribArray(0)
GL.glEnableVertexAttribArray(1)
GL.glEnableVertexAttribArray(2)
GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, self.vertices)
GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, self.colors)
GL.glVertexAttribPointer(2, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, self.texCoords)
GL.glDrawElements(GL.GL_TRIANGLES, 6, GL.GL_UNSIGNED_INT, self.indices)
GL.glDisableVertexAttribArray(0)
GL.glDisableVertexAttribArray(1)
GL.glDisableVertexAttribArray(2)
if __name__ == '__main__':
app = QApplication(sys.argv)
window = Window()
window.show()
sys.exit(app.exec_())

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