我想使用Qt和PyOpenGL进行实时绘图并学习一些关于OpenGL的知识,但是甚至无法让我的initail测试数据显示出来。
这个想法是将x坐标和y坐标存储在不同的缓冲区中,因为x坐标几乎不会改变,而y-coordintates几乎每次渲染都会改变。不幸的是,让它们在不同的缓冲区中给我带来了麻烦。
现在我没有任何错误,没有任何显示,所以我不知道该去哪里。
以下是我到目前为止绘图课程的内容:
import sys
from PyQt5.QtWidgets import QDesktopWidget, QMainWindow, QWidget, QAction, qApp, QApplication, QHBoxLayout, QVBoxLayout, QPushButton
from PyQt5.QtCore import QTimer
from PyQt5.QtGui import QIcon
from PyQt5 import QtOpenGL
from OpenGL import GL
from OpenGL import GLU
from OpenGL.arrays.arraydatatype import ArrayDatatype
import ctypes
import numpy as np
from threading import Timer, Thread, Event
class OxySensor(QMainWindow):
def __init__(self):
super().__init__()
self.initUI()
self.initActions()
self.initMenuBar()
self.initRenderTimer()
self.start()
def initUI(self):
self.resize(800,600)
self.center()
self.setWindowTitle('OxySensor')
okButton = QPushButton("OK")
cancelButton = QPushButton("Cancel")
hbox = QHBoxLayout()
hbox.addStretch(1)
hbox.addWidget(okButton)
hbox.addWidget(cancelButton)
vbox = QVBoxLayout()
#vbox.addStretch(1)
self.gl_widget = GLWidget()
vbox.addWidget(self.gl_widget)
vbox.addLayout(hbox)
mainWidget = QWidget(self)
mainWidget.setLayout(vbox)
self.setCentralWidget(mainWidget)
self.show()
def initActions(self):
self.exitAction = QAction(QIcon('images/close20.png'), '&Exit', self)
self.exitAction.setShortcut('Ctrl+W')
self.exitAction.setStatusTip('Exit application')
self.exitAction.triggered.connect(self.onExit)
def initMenuBar(self):
menubar = self.menuBar()
fileMenu = menubar.addMenu('&File')
fileMenu.addAction(self.exitAction)
return True
def initRenderTimer(self):
self.timer = QTimer()
self.timer.timeout.connect(self.gl_widget.render)
self.timer.start(100)
return True
def start(self):
self.stop_flag = Event()
self.thread = SerialPort(self.onTimerExpired, self.stop_flag)
self.thread.start()
self.statusBar().showMessage('Ready')
def center(self):
qr = self.frameGeometry()
cp = QDesktopWidget().availableGeometry().center()
qr.moveCenter(cp)
self.move(qr.topLeft())
return True
def onTimerExpired(self):
data = np.random.uniform(-1,1)
self.gl_widget.addPoint(data)
return True
def onExit(self):
self.close()
return None
def closeEvent(self,event):
self.stop_flag.set()
event.accept()
return None
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
self.yRotDeg = 0.0
self.current_position = 0
def initializeGL(self):
self.initGeometry()
self.vertex_code = """
#version 120
attribute vec4 color;
attribute float x_position;
attribute float y_position;
varying vec4 v_color;
void main()
{
gl_Position = vec4(x_position, y_position, 0.0, 1.0);
v_color = color;
} """
self.fragment_code = """
#version 120
varying vec4 v_color;
void main()
{
//gl_FragColor = v_color;
gl_FragColor = vec4(1,1,1,1);
} """
## Build and activate program
# Request program and shader slots from GPU
self.program = GL.glCreateProgram()
self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
# Set shaders source
GL.glShaderSource(self.vertex, self.vertex_code)
GL.glShaderSource(self.fragment, self.fragment_code)
# Compile shaders
GL.glCompileShader(self.vertex)
GL.glCompileShader(self.fragment)
# Attach shader objects to the program
GL.glAttachShader(self.program, self.vertex)
GL.glAttachShader(self.program, self.fragment)
# Build program
GL.glLinkProgram(self.program)
# Get rid of shaders (not needed anymore)
GL.glDetachShader(self.program, self.vertex)
GL.glDetachShader(self.program, self.fragment)
# Make program the default program
GL.glUseProgram(self.program)
# Create array object
self.vao = GL.glGenVertexArrays(1)
GL.glBindVertexArray(self.vao)
# Request buffer slot from GPU
self.x_data_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)
self.y_data_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)
## Bind attributes
#self.stride = self.x.strides[0]
#self.offset = ctypes.c_void_p(0)
self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
GL.glEnableVertexAttribArray(self.loc)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
#self.stride = self.y.strides[0]
#self.offset = ctypes.c_void_p(0)
self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
GL.glEnableVertexAttribArray(self.loc)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
def resizeGL(self, width, height):
if height == 0: height = 1
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.glDrawArrays(GL.GL_LINE_STRIP, 0, self.bins)
def initGeometry(self):
self.bins = 1000
self.x = np.linspace(-0.5,0.5,self.bins)
self.y = np.array([np.sin(val*2*np.pi) for val in self.x])
self.color = np.array([(1,1,1,1) for x in np.arange(self.bins)])
def addPoint(self, point):
#print('ADD POINT')
self.y[self.current_position] = point
if self.current_position < self.bins-1:
self.current_position += 1
else:
self.current_position = 0
return True
def render(self):
#print('RENDER')
self.updateGL()
return True
class SerialPort(Thread):
def __init__(self, callback, event):
Thread.__init__(self)
self.callback = callback
self.stopped = event
return None
def SetInterval(self, time_in_seconds):
self.delay_period = time_in_seconds
return True
def run(self):
while not self.stopped.wait(0.1):
self.callback()
return True
if __name__ == '__main__':
app = QApplication(sys.argv)
oxy_sensor = OxySensor()
sys.exit(app.exec_())
我还在这里放了一个完整的程序版本:
task_struct->thread->sp (Kernel stack pointer)
task_struct->thread->usersp (user stack pointer) but this is junk
答案 0 :(得分:3)
问题很可能就是打电话给OpenGL.GL&#39;功能:
ValueError
请注意,最后一个值为0(遗憾的是,它不会转换为GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
API中的(void *)0
,而是转换为某个高地址。你很可能意味着&#34;偏移0&#34;而不是&#34; 0对象的地址&#34;。 I. e。使用 C++
(确实转换为None
):
(void *)0
是的,它有点违反直觉。我花了半天的时间才弄清楚是什么导致输出在我自己的代码中变黑了。
另请注意,如果使用 Qt (您通过GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, None)
获得的)而不是OpenGL.GL
函数,它们会提供稍微不同的API,并且您< strong>实际上传递0 ,当你的意思是&#34;偏移0&#34;。
答案 1 :(得分:-1)
你应该看看Avogadro计划 http://avogadro.cc/wiki/Main_Page 它基于OpenGL函数。
源代码是免费的,可能会有用。