Лучший способ повернуть треугольники так, чтобы после полного вращения не было промежутка между треугольниками верхней и нижней линии? - PullRequest
1 голос
/ 21 февраля 2020

Я создал эти треугольники, чтобы сформировать поверхность в оттенках серого на двухмерном линейном графике. Теперь, когда я вращаю его, используя событие колеса мыши, между верхней и нижней линией есть пробел, и я хочу удалить его. Также программа работает очень медленно после использования этого для l oop в функции оттенков серого. Может кто-нибудь предложить мне какой-либо метод или способ оптимизировать это и заставить его работать правильно?

код: -

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);

}


'''

VS = '''
#version 450

attribute vec2 position;
attribute vec3 a_Color;


uniform float right;
uniform float bottom;
uniform float left;
uniform float top;

out vec3 g_color;

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.);
    g_color = a_Color;
}
'''

FS = '''
#version 450
// Output variable of the fragment shader, which is a 4D vector containing the
// RGBA components of the pixel color.

in vec3 g_color;
out vec4 outColor;

void main()
{

    outColor = vec4(g_color, 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.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.linerange = [(self.e[li, :, 1].max(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
        self.showMaximized()

    def initializeGL(self):

        vs = compile_vertex_shader(VS1)
        fs = compile_fragment_shader(FS1)
        self.shaders_program_plot = link_shader_program(vs, fs)
        self.greyscale_data()

    def greyscale_data(self):
        self.color = np.zeros((self.e.shape[1] * (self.e.shape[0]), 3), dtype=np.float32)
        for i in range(0, 24):
            a = self.e[i, :, 1].min()
            b = self.e[i, :, 1].max()
            c = np.interp(self.e[i, :, 1], (a, b), (0.15, 0.85))
            self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 0] = c
            self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 1] = c
            self.color[self.e.shape[1] * i:self.e.shape[1] * (i + 1), 2] = c

        self.elems = []
        b = self.e.shape[1]  # number of points per line
        a = self.e.shape[0]  # total number of arms

        for i in range(0, a):
            if i < a-1:
                for j in range(0, b - 1):
                    self.elems += [j + b * i, j + b * i + 1, j + b * (i + 1)]
                    self.elems += [j + b * (i + 1), j + b * (i + 1) + 1, j + b * i + 1]
            else:
                for j in range(0, b - 1):
                    self.elems += [j + b * i, j + b * i + 1, j]
                    self.elems += [j, j + 1, j + b * i + 1]

        self.elems = np.array(self.elems, dtype=np.int32)
        # print(self.elems[0:100])
        vs = compile_vertex_shader(VS)
        fs = compile_fragment_shader(FS)
        self.shaders_program = link_shader_program(vs, fs)

        self.vertexbuffer = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.e, gl.GL_DYNAMIC_DRAW)

        self.elementbuffer = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.elementbuffer)
        gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, self.elems, gl.GL_DYNAMIC_DRAW)

        self.colorbuffer = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.colorbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.color, gl.GL_DYNAMIC_DRAW)

    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 greyscale(self):
        gl.glUseProgram(self.shaders_program)
        self.ortho_view(self.shaders_program)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexbuffer)

        stride = 0  # 3*self.e.itemsize
        offset = None  # ctypes.c_void_p(0)
        loc = gl.glGetAttribLocation(self.shaders_program, 'position')
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, stride, offset)

        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.elementbuffer)

        loc = gl.glGetAttribLocation(self.shaders_program, 'a_Color')
        gl.glEnableVertexAttribArray(loc)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.colorbuffer)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        loc_top1 = gl.glGetUniformLocation(self.shaders_program, "top")
        loc_bottom1 = gl.glGetUniformLocation(self.shaders_program, "bottom")
        for i in range(0, 24):
            size = self.top - self.bottom
            top, bottom = self.top + self.scroll, self.bottom + self.scroll
            if self.linerange[i][0] - self.scroll < self.bottom:
                top, bottom = top - size, bottom - size
            gl.glUniform1f(loc_top1, top)
            gl.glUniform1f(loc_bottom1, bottom)
            a = int(i * self.elems.size)
            b = int((i+1) * self.elems.size)
            c = int(self.elems.size/24)
            # gl.glDrawElements(gl.GL_TRIANGLE_STRIP, self.elems.size, gl.GL_UNSIGNED_INT, None)
            gl.glDrawRangeElements(gl.GL_TRIANGLE_STRIP, a, b, self.elems.size, gl.GL_UNSIGNED_INT, None)

    def paintGL(self):
        self.resizeGL(self.width, self.height)
        gl.glClearColor(1, 1, 1, 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")
        loc_top = gl.glGetUniformLocation(self.shaders_program_plot, "top")
        loc_bottom = gl.glGetUniformLocation(self.shaders_program_plot, "bottom")

        for i in range(0, self.vbo.data.shape[0]):

            size = self.top - self.bottom
            top, bottom = self.top + self.scroll, self.bottom + self.scroll
            if self.linerange[i][0] - self.scroll < self.bottom:
                top, bottom = top - size, bottom - size
            gl.glUniform1f(loc_top, top)
            gl.glUniform1f(loc_bottom, bottom)

            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 resizeGL(self, width, height):
        self.width, self.height = width, height
        gl.glViewport(0, 0, width, height)

    def wheelEvent(self, *args, **kwargs):
        event = args[0]
        scroll_scale = 0.01
        size = self.top - self.bottom
        if event.angleDelta().y() > 0:
            self.scroll = self.scroll - size * scroll_scale
            if self.scroll < 0:
                self.scroll += size
        else:
            self.scroll = self.scroll + size * scroll_scale
            if self.scroll > size:
                self.scroll -= size
        self.update()


def main():
    app = QApplication(sys.argv)
    editor = GLPlotWidget()
    editor.show()
    sys.exit(app.exec_())

if __name__ == '__main__':
    main()

файл данных: - https://drive.google.com/file/d/1y6w35kuMguR1YczK7yMJpXU86T6qtGSv/view?usp=sharing

1 Ответ

1 голос
/ 21 февраля 2020

Добавьте прямую линию в ячейке и в конце данных.

Вычисление минимума и максимума исходных данных, шкалы y данных и среднего смещения от одной строки к другой:

origshape = self.e.shape[:]
origmin, origmax = self.e[0, :, 1].max(), self.e[-1, :, 1].min()
origsize = origmax - origmin
origoffset = origsize / origshape[0]

Вычисление нового минимума и максимума с помощью определенное смещение (origoffset/2) и добавьте прямую линию в начале и конце. Скопируйте первую и последнюю строку и измените компонент y новых строк на newmax соответственно newmin

newmin, newmax = origmin - origoffset/2, origmax + origoffset/2
self.first = self.e[0,:,:].copy().reshape((1, *origshape[1:]))
self.last  = self.e[-1,:,:].copy().reshape((1, *origshape[1:])) 
self.first[:,:,1] = newmax
self.last[:,:,1] = newmin
self.e = np.concatenate((self.first, self.e, self.last))  

Новый конструктор GLPlotWidget:

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[:, :, :])

        origshape = self.e.shape[:]
        origmin, origmax = self.e[-1, :, 1].min(), self.e[1, :, 1].max()
        origsize = origmax - origmin
        origoffset = origsize / origshape[0]
        newmin, newmax = origmin - origoffset/2, origmax + origoffset/2
        self.first = self.e[0,:,:].copy().reshape((1, *origshape[1:]))
        self.last  = self.e[-1,:,:].copy().reshape((1, *origshape[1:])) 
        self.first[:,:,1] = newmax
        self.last[:,:,1] = newmin
        self.e = np.concatenate((self.first, self.e, self.last))

        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.linerange = [(self.e[li, :, 1].max(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
        self.showMaximized()
...