pyqtgraph/opengl/items/GLMeshItem.py
Luke Campagnola aca9c8310f Major overhaul for GLMeshItem, MeshData classes
[ 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
2012-11-23 17:34:22 -05:00

177 lines
6.2 KiB
Python

from OpenGL.GL import *
from .. GLGraphicsItem import GLGraphicsItem
from .. MeshData import MeshData
from pyqtgraph.Qt import QtGui
import pyqtgraph as pg
from .. import shaders
import numpy as np
__all__ = ['GLMeshItem']
class GLMeshItem(GLGraphicsItem):
"""
**Bases:** :class:`GLGraphicsItem <pyqtgraph.opengl.GLGraphicsItem>`
Displays a 3D triangle mesh.
"""
def __init__(self, **kwds):
"""
============== =====================================================
Arguments
meshdata MeshData object from which to determine geometry for
this item.
color Default color used if no vertex or face colors are
specified.
shader Name of shader program to use (None for no shader)
smooth If True, normal vectors are computed for each vertex
and interpolated within each face.
computeNormals If False, then computation of normal vectors is
disabled. This can provide a performance boost for
meshes that do not make use of normals.
============== =====================================================
"""
self.opts = {
'meshdata': None,
'color': (1., 1., 1., 1.),
'shader': None,
'smooth': True,
'computeNormals': True,
}
GLGraphicsItem.__init__(self)
glopts = kwds.pop('glOptions', 'opaque')
self.setGLOptions(glopts)
shader = kwds.pop('shader', None)
self.setShader(shader)
self.setMeshData(**kwds)
## storage for data compiled from MeshData object
self.vertexes = None
self.normals = None
self.colors = None
self.faces = None
def setShader(self, shader):
self.opts['shader'] = shader
self.update()
def shader(self):
return shaders.getShaderProgram(self.opts['shader'])
def setMeshData(self, **kwds):
"""
Set mesh data for this item. This can be invoked two ways:
1. Specify *meshdata* argument with a new MeshData object
2. Specify keyword arguments to be passed to MeshData(..) to create a new instance.
"""
md = kwds.get('meshdata', None)
if md is None:
opts = {}
for k in ['vertexes', 'faces', 'edges', 'vertexColors', 'faceColors']:
try:
opts[k] = kwds.pop(k)
except KeyError:
pass
md = MeshData(**opts)
self.opts['meshdata'] = md
self.opts.update(kwds)
self.meshDataChanged()
self.update()
def meshDataChanged(self):
"""
This method must be called to inform the item that the MeshData object
has been altered.
"""
self.vertexes = None
self.faces = None
self.normals = None
self.colors = None
self.update()
def parseMeshData(self):
## interpret vertex / normal data before drawing
## This can:
## - automatically generate normals if they were not specified
## - pull vertexes/noormals/faces from MeshData if that was specified
if self.vertexes is not None and self.normals is not None:
return
#if self.opts['normals'] is None:
#if self.opts['meshdata'] is None:
#self.opts['meshdata'] = MeshData(vertexes=self.opts['vertexes'], faces=self.opts['faces'])
if self.opts['meshdata'] is not None:
md = self.opts['meshdata']
if self.opts['smooth'] and not md.hasFaceIndexedData():
self.vertexes = md.vertexes()
if self.opts['computeNormals']:
self.normals = md.vertexNormals()
self.faces = md.faces()
if md.hasVertexColor():
self.colors = md.vertexColors()
if md.hasFaceColor():
self.colors = md.faceColors()
else:
self.vertexes = md.vertexes(indexed='faces')
if self.opts['computeNormals']:
if self.opts['smooth']:
self.normals = md.vertexNormals(indexed='faces')
else:
self.normals = md.faceNormals(indexed='faces')
self.faces = None
if md.hasVertexColor():
self.colors = md.vertexColors(indexed='faces')
elif md.hasFaceColor():
self.colors = md.faceColors(indexed='faces')
return
def paint(self):
self.setupGLState()
self.parseMeshData()
with self.shader():
verts = self.vertexes
norms = self.normals
color = self.colors
faces = self.faces
if verts is None:
return
glEnableClientState(GL_VERTEX_ARRAY)
try:
glVertexPointerf(verts)
if self.colors is None:
color = self.opts['color']
if isinstance(color, QtGui.QColor):
glColor4f(*fn.glColor(color))
else:
glColor4f(*color)
else:
glEnableClientState(GL_COLOR_ARRAY)
glColorPointerf(color)
if norms is not None:
glEnableClientState(GL_NORMAL_ARRAY)
glNormalPointerf(norms)
if faces is None:
glDrawArrays(GL_TRIANGLES, 0, np.product(verts.shape[:-1]))
else:
faces = faces.astype(np.uint).flatten()
glDrawElements(GL_TRIANGLES, faces.shape[0], GL_UNSIGNED_INT, faces)
finally:
glDisableClientState(GL_NORMAL_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)