我想使这些二维线循环旋转,这样当鼠标滚动时,线向上或向下移动。例如:-如果鼠标滚轮向上滚动,顶部的线移动到底部,所有的线向上移动。我可以通过改变数据来做到这一点,但这是一个缓慢的过程。有没有办法在OpenGl中使用着色器来做到这一点?
代码:-
import OpenGL.GL as gl
import OpenGL.arrays.vbo as glvbo
from PyQt5.Qt import *
import numpy as np
import sys
import copy
VS1 = '''
#version 450
layout(location = 0) in vec2 position;
uniform float right;
uniform float bottom;
uniform float left;
uniform float top;
void main() {
const float far = 1.0;
const float near = -1.0;
mat4 testmat = mat4(
vec4(2.0 / (right - left), 0, 0, 0),
vec4(0, 2.0 / (top - bottom), 0, 0),
vec4(0, 0, -2.0 / (far - near), 0),
vec4(-(right + left) / (right - left), -(top + bottom) / (top - bottom), -(far + near) / (far - near), 1)
);
gl_Position = testmat * vec4(position.x, position.y, 0., 1.);
}
'''
FS1 = '''
#version 450
// Output variable of the fragment shader, which is a 4D vector containing the
// RGBA components of the pixel color.
uniform vec3 triangleColor;
out vec4 outColor;
void main()
{
outColor = vec4(triangleColor, 1.0);
}
'''
def compile_vertex_shader(source):
"""Compile a vertex shader from source."""
vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertex_shader, source)
gl.glCompileShader(vertex_shader)
# check compilation error
result = gl.glGetShaderiv(vertex_shader, gl.GL_COMPILE_STATUS)
if not (result):
raise RuntimeError(gl.glGetShaderInfoLog(vertex_shader))
return vertex_shader
def compile_fragment_shader(source):
"""Compile a fragment shader from source."""
fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragment_shader, source)
gl.glCompileShader(fragment_shader)
result = gl.glGetShaderiv(fragment_shader, gl.GL_COMPILE_STATUS)
if not (result):
raise RuntimeError(gl.glGetShaderInfoLog(fragment_shader))
return fragment_shader
def link_shader_program(vertex_shader, fragment_shader):
"""Create a shader program with from compiled shaders."""
program = gl.glCreateProgram()
gl.glAttachShader(program, vertex_shader)
gl.glAttachShader(program, fragment_shader)
gl.glLinkProgram(program)
result = gl.glGetProgramiv(program, gl.GL_LINK_STATUS)
if not (result):
raise RuntimeError(gl.glGetProgramInfoLog(program))
return program
class GLPlotWidget(QGLWidget):
def __init__(self, *args):
super(GLPlotWidget, self).__init__()
self.width, self.height = 100, 100
self.we = np.load('two.npy', mmap_mode='r')
self.e = copy.deepcopy(self.we[:, :, :])
self.w = copy.deepcopy(self.we[:, :, :])
for i in range(0, 24):
self.w[i, :, 1] = self.e[i, :, 1] - np.array(9999 * i)
# self.e[:, :, 1] = np.interp(self.e[:, :, 1], (self.e[:, :, 1].min(), self.e[:, :, 1].max()),
# (-1, 1))
#
# self.e[:, :, 0] = np.interp(self.e[:, :, 0], (self.e[:, :, 0].min(), self.e[:, :, 0].max()),
# (-1, +1))
self.right, self.left, self.top, self.bottom = self.e[0, -1, 0], self.e[
0, 0, 0], self.e[0, :, 1].max(), self.e[-1, :, 1].min()
self.vbo = glvbo.VBO(self.e)
self.count = self.vbo.shape[1]
self.scroll = 0
self.number_of_arm = 24
self.sensor_list_const = np.array(range(0, self.number_of_arm))
self.sensor_list_roll = copy.deepcopy(self.sensor_list_const)
self.showMaximized()
def initializeGL(self):
vs = compile_vertex_shader(VS1)
fs = compile_fragment_shader(FS1)
self.shaders_program_plot = link_shader_program(vs, fs)
def ortho_view(self, i):
right = gl.glGetUniformLocation(i, "right")
gl.glUniform1f(right, self.right)
left = gl.glGetUniformLocation(i, "left")
gl.glUniform1f(left, self.left)
top = gl.glGetUniformLocation(i, "top")
gl.glUniform1f(top, self.top)
bottom = gl.glGetUniformLocation(i, "bottom")
gl.glUniform1f(bottom, self.bottom)
def paintGL(self):
self.resizeGL(self.width, self.height)
gl.glClearColor(0.75, 0.75, 0.75, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glEnable(gl.GL_DEPTH_TEST)
self.vbo.bind()
gl.glEnableVertexAttribArray(0)
gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
gl.glUseProgram(self.shaders_program_plot)
self.ortho_view(self.shaders_program_plot)
uni_color = gl.glGetUniformLocation(self.shaders_program_plot, "triangleColor")
for i in range(0, self.vbo.data.shape[0]):
gl.glUniform3f(uni_color, 0, 0, 0)
gl.glLineWidth(1)
gl.glDrawArrays(gl.GL_LINE_STRIP, i * self.count, self.count)
self.vbo.unbind()
# self.greyscale()
# gl.glUseProgram(0)
def reset_vbo(self):
self.wex = copy.deepcopy(self.w)
for i, j in zip(self.sensor_list_roll, self.sensor_list_const):
self.wex[j, :, 1] = self.w[j, :, 1] + np.array(9999 * (self.number_of_arm - i))
self.vbo.set_array(self.wex)
self.right, self.left, self.top, self.bottom = self.wex[0, -1, 0], self.wex[
0, 0, 0], self.wex[:, :, 1].max(), self.wex[:, :, 1].min()
self.update()
def resizeGL(self, width, height):
self.width, self.height = width, height
gl.glViewport(0, 0, width, height)
def wheelEvent(self, *args, **kwargs):
event = args[0]
# print(event.angleDelta().y())
if event.angleDelta().y() > 0:
self.scroll = self.scroll - 1
else:
self.scroll = self.scroll + 1
if self.scroll > self.number_of_arm - 1 or self.scroll < -(self.number_of_arm - 1):
self.scroll = 0
self.sensor_list_roll = np.roll(self.sensor_list_const, self.scroll)
# self.patch_move(event)
self.reset_vbo()
def main():
app = QApplication(sys.argv)
editor = GLPlotWidget()
editor.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
数据文件:-https://drive.google.com/file/d/1y6w35kuMguR1YczK7yMJpXU86T6qtGSv/view?usp=sharing
1条答案
按热度按时间aor9mmx11#
您可以使用制服
top
和bottom
滚动视图。您必须为每一行单独设置。根据投影的y标度计算滚动因子
self.scroll
:此外,你还必须知道每一行的y范围,计算每一行的最小值和最大值,并将其存储到一个列表(
self.linerange
)中:将每行的
self.top
和self.bottom
移动self.scroll
:如果线条从窗口底部“掉出”,则将其提升到视图顶部:
完整的
paintGL
方法: