Ich möchte Qt und PyOpenGL verwenden, um etwas Echtzeitplotten zu machen und ein wenig über OpenGL zu lernen, habe aber Probleme, meine initail-Testdaten zu zeigen.Trouble Plotten mit PyOpenGL
Die Idee ist, die x-Koordinaten und y-Koordinaten in verschiedenen Puffern zu speichern, da sich die x-Koordinaten selten ändern, während die y-Koordinaten fast jedes Render ändern. Leider gibt es Probleme, wenn ich sie in verschiedenen Puffern habe.
Im Moment habe ich keine Fehler und nichts wird angezeigt, so dass ich nicht sicher bin, wohin ich gehen soll. Hier
ist, was ich bisher für die Plotten Klasse:
class GLWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
QtOpenGL.QGLWidget.__init__(self, parent)
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
ich auch eine vollständige Version des Programms setzen sich hier:
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_())
Wo ist die 'updateGL()' Methode? Der bisher veröffentlichte Code aktualisiert die VBO-Inhalte nie wirklich, nachdem sie sie erstellt haben. – derhass
'updateGL()' ist in der 'render()' Methode – user2027202827
Nun, ich kann sehen, dass es _called_ dort ist. Vielleicht verstehe ich etwas falsch, und diese 'updateGL' ist eine Methode des pthon OpenGL-Widgets. Wenn das so ist, gilt mein Kommentar noch mehr: Sie aktualisieren diese VBOs dann nie wirklich (was ich in 'updateGL' getan hätte). – derhass