aca9c8310f
[ Note: These APIs have changed significantly. ] - MeshData and GLMeshItem now operate on numpy arrays instead of lists. - MeshData can handle per-vertex and per-triangle color information Added GLSurfacePlotItem class based on new GLMeshItem GLGraphicsItem now has per-item support for customizing GL state (setGLOptions method) Added several new shader programs Added new examples: GLIsosurface GLSurfacePlot GLshaders
266 lines
8.4 KiB
Python
266 lines
8.4 KiB
Python
from pyqtgraph.Qt import QtGui, QtCore
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from pyqtgraph import Transform3D
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from OpenGL.GL import *
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from OpenGL import GL
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GLOptions = {
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'opaque': {
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GL_DEPTH_TEST: True,
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GL_BLEND: False,
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GL_ALPHA_TEST: False,
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GL_CULL_FACE: False,
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},
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'translucent': {
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GL_DEPTH_TEST: True,
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GL_BLEND: True,
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GL_ALPHA_TEST: False,
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GL_CULL_FACE: False,
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'glBlendFunc': (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA),
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},
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'additive': {
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GL_DEPTH_TEST: False,
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GL_BLEND: True,
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GL_ALPHA_TEST: False,
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GL_CULL_FACE: False,
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'glBlendFunc': (GL_SRC_ALPHA, GL_ONE),
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},
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}
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class GLGraphicsItem(QtCore.QObject):
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def __init__(self, parentItem=None):
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QtCore.QObject.__init__(self)
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self.__parent = None
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self.__view = None
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self.__children = set()
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self.__transform = Transform3D()
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self.__visible = True
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self.setParentItem(parentItem)
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self.setDepthValue(0)
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self.__glOpts = {}
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def setParentItem(self, item):
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if self.__parent is not None:
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self.__parent.__children.remove(self)
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if item is not None:
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item.__children.add(self)
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self.__parent = item
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if self.__parent is not None and self.view() is not self.__parent.view():
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if self.view() is not None:
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self.view().removeItem(self)
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self.__parent.view().addItem(self)
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def setGLOptions(self, opts):
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"""
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Set the OpenGL state options to use immediately before drawing this item.
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(Note that subclasses must call setupGLState before painting for this to work)
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The simplest way to invoke this method is to pass in the name of
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a predefined set of options (see the GLOptions variable):
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============= ======================================================
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opaque Enables depth testing and disables blending
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translucent Enables depth testing and blending
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Elements must be drawn sorted back-to-front for
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translucency to work correctly.
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additive Disables depth testing, enables blending.
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Colors are added together, so sorting is not required.
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============= ======================================================
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It is also possible to specify any arbitrary settings as a dictionary.
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This may consist of {'functionName': (args...)} pairs where functionName must
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be a callable attribute of OpenGL.GL, or {GL_STATE_VAR: bool} pairs
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which will be interpreted as calls to glEnable or glDisable(GL_STATE_VAR).
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For example::
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{
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GL_ALPHA_TEST: True,
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GL_CULL_FACE: False,
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'glBlendFunc': (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA),
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}
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"""
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if isinstance(opts, basestring):
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opts = GLOptions[opts]
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self.__glOpts = opts.copy()
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def updateGLOptions(self, opts):
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"""
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Modify the OpenGL state options to use immediately before drawing this item.
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*opts* must be a dictionary as specified by setGLOptions.
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Values may also be None, in which case the key will be ignored.
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"""
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self.__glOpts.update(opts)
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def parentItem(self):
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return self.__parent
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def childItems(self):
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return list(self.__children)
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def _setView(self, v):
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self.__view = v
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def view(self):
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return self.__view
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def setDepthValue(self, value):
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"""
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Sets the depth value of this item. Default is 0.
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This controls the order in which items are drawn--those with a greater depth value will be drawn later.
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Items with negative depth values are drawn before their parent.
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(This is analogous to QGraphicsItem.zValue)
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The depthValue does NOT affect the position of the item or the values it imparts to the GL depth buffer.
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'"""
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self.__depthValue = value
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def depthValue(self):
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"""Return the depth value of this item. See setDepthValue for mode information."""
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return self.__depthValue
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def setTransform(self, tr):
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self.__transform = Transform3D(tr)
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self.update()
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def resetTransform(self):
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self.__transform.setToIdentity()
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self.update()
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def applyTransform(self, tr, local):
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"""
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Multiply this object's transform by *tr*.
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If local is True, then *tr* is multiplied on the right of the current transform:
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newTransform = transform * tr
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If local is False, then *tr* is instead multiplied on the left:
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newTransform = tr * transform
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"""
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if local:
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self.setTransform(self.transform() * tr)
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else:
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self.setTransform(tr * self.transform())
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def transform(self):
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return self.__transform
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def viewTransform(self):
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tr = self.__transform
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p = self
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while True:
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p = p.parentItem()
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if p is None:
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break
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tr = p.transform() * tr
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return Transform3D(tr)
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def translate(self, dx, dy, dz, local=False):
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"""
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Translate the object by (*dx*, *dy*, *dz*) in its parent's coordinate system.
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If *local* is True, then translation takes place in local coordinates.
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"""
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tr = Transform3D()
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tr.translate(dx, dy, dz)
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self.applyTransform(tr, local=local)
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def rotate(self, angle, x, y, z, local=False):
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"""
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Rotate the object around the axis specified by (x,y,z).
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*angle* is in degrees.
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"""
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tr = Transform3D()
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tr.rotate(angle, x, y, z)
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self.applyTransform(tr, local=local)
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def scale(self, x, y, z, local=True):
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"""
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Scale the object by (*dx*, *dy*, *dz*) in its local coordinate system.
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If *local* is False, then scale takes place in the parent's coordinates.
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"""
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tr = Transform3D()
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tr.scale(x, y, z)
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self.applyTransform(tr, local=local)
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def hide(self):
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self.setVisible(False)
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def show(self):
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self.setVisible(True)
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def setVisible(self, vis):
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self.__visible = vis
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self.update()
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def visible(self):
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return self.__visible
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def initializeGL(self):
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"""
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Called after an item is added to a GLViewWidget.
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The widget's GL context is made current before this method is called.
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(So this would be an appropriate time to generate lists, upload textures, etc.)
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"""
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pass
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def setupGLState(self):
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"""
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This method is responsible for preparing the GL state options needed to render
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this item (blending, depth testing, etc). The method is called immediately before painting the item.
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"""
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for k,v in self.__glOpts.items():
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if v is None:
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continue
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if isinstance(k, basestring):
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func = getattr(GL, k)
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func(*v)
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else:
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if v is True:
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glEnable(k)
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else:
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glDisable(k)
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def paint(self):
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"""
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Called by the GLViewWidget to draw this item.
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It is the responsibility of the item to set up its own modelview matrix,
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but the caller will take care of pushing/popping.
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"""
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self.setupGLState()
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def update(self):
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v = self.view()
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if v is None:
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return
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v.updateGL()
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def mapToParent(self, point):
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tr = self.transform()
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if tr is None:
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return point
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return tr.map(point)
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def mapFromParent(self, point):
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tr = self.transform()
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if tr is None:
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return point
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return tr.inverted()[0].map(point)
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def mapToView(self, point):
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tr = self.viewTransform()
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if tr is None:
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return point
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return tr.map(point)
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def mapFromView(self, point):
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tr = self.viewTransform()
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if tr is None:
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return point
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return tr.inverted()[0].map(point)
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