QtとPyOpenGLを使用してリアルタイムプロットを行い、OpenGLについて少し学びたいが、私の初期テストデータが表示されるのに問題がある。PyOpenGLによるトラブルプロット
x座標とy座標を異なるバッファに格納するのは、y座標がほぼすべてのレンダリングを変更している間にx座標がほとんど変化しないためです。残念ながら、それらを別々のバッファに入れておくと、私に問題が生じます。
今のところエラーはなく、何も表示されないため、どこに行くのかわかりません。私もここにプログラムの完全に動作するバージョンを入れ
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
:問題は最も可能性が高いの呼び出しである
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_())
どこ 'updateGL()'メソッドはありますか?これまでに投稿されたコードは、最初に作成した後はVBOの内容を実際に更新することはありません。 – derhass
は 'updateGLは()' 'レンダリング()'メソッドである – user2027202827
まあ、私はそれが_called_があることがわかります。たぶん私は何かを誤解しているかもしれません。この 'updateGL'はpthon OpenGLウィジェットのいくつかのメソッドです。もしそうなら、私のコメントはさらに多くのものに当てはまります。あなたは実際にそれらのVBOを更新することは決してありません(私は 'updateGL'でやったと思います)。 – derhass