opengl 旋转三角形使其在完全旋转后顶部和底部线三角形之间没有间隙的最佳方法是什么?

lsmd5eda  于 2022-12-23  发布在  其他
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我已经创建了这些三角形来形成2-D线图的灰度面。现在当我使用鼠标滚轮事件旋转它时,顶部和底部的线之间有一个间隙,我想删除它。而且在灰度函数中使用这个for循环后,程序运行非常慢。有人能建议我任何方法或方式来优化它,使它正确工作吗?
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);

}

'''

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()

数据文件:-https://drive.google.com/file/d/1y6w35kuMguR1YczK7yMJpXU86T6qtGSv/view?usp=sharing

yshpjwxd

yshpjwxd1#

在bin和数据末尾处添加一条直线。
计算原始数据的最小值和最大值、数据的y刻度以及从一条线到另一条线的平均偏移:

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

计算具有特定偏移量(origoffset/2)的新的最小值和最大值,并在开始和结束处添加直线。复制第一条和最后一条直线,并将新直线的y分量分别更改newmaxnewmin

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))

GLPlotWidget的新构造函数:

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()

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