Source code for pymor.discretizers.builtin.gui.gl

# This file is part of the pyMOR project (http://www.pymor.org).
# Copyright 2013-2020 pyMOR developers and contributors. All rights reserved.
# License: BSD 2-Clause License (http://opensource.org/licenses/BSD-2-Clause)

""" This module provides a widget for displaying patch plots of
scalar data assigned to 2D-grids using OpenGL. This widget is not
intended to be used directly. Instead, use
:meth:`~pymor.discretizers.builtin.gui.qt.visualize_patch` or
:class:`~pymor.discretizers.builtin.gui.qt.PatchVisualizer`.
"""

import math as m

import numpy as np

from pymor.core.config import config


if config.HAVE_QT and config.HAVE_QTOPENGL and config.HAVE_GL:
    import OpenGL.GL as gl
    from Qt.QtWidgets import QSizePolicy
    from Qt.QtGui import QPainter, QFontMetrics
    from Qt.QtOpenGL import QGLWidget
    from ctypes import c_void_p

    from pymor.core.defaults import defaults
    from pymor.discretizers.builtin.grids.constructions import flatten_grid
    from pymor.discretizers.builtin.grids.referenceelements import triangle, square

[docs] def compile_shader(source, vertex=True): """Compile a vertex shader from source.""" shader_type = gl.GL_VERTEX_SHADER if vertex else gl.GL_FRAGMENT_SHADER shader = gl.glCreateShader(shader_type) gl.glShaderSource(shader, source) gl.glCompileShader(shader) # check compilation error result = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS) if not result: raise RuntimeError(gl.glGetShaderInfoLog(shader)) return shader
VS = """ #version 120 // Attribute variable that contains coordinates of the vertices. attribute vec3 position; varying float value; void main() { gl_Position.xy = position.xy; gl_Position.z = 0.; gl_Position.w = 1.; value = position.z; } """ FS = """ #version 120 uniform sampler1D colormap; varying float value; void main() { gl_FragColor = texture1D(colormap, value); } """
[docs] @defaults('name') def colormap_texture(name='viridis'): resolution = min(gl.GL_MAX_TEXTURE_SIZE, 1024) colormap_id = gl.glGenTextures(1) gl.glBindTexture(gl.GL_TEXTURE_1D, colormap_id) gl.glTexParameteri(gl.GL_TEXTURE_1D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_1D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_1D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE) colormap = np.empty((resolution, 4), dtype='f4') from matplotlib.pyplot import get_cmap try: cmap = get_cmap(name) except ValueError: from pymor.core.logger import getLogger # this is our default which might not exist for older matplotlib so a warning would be annoying if name != 'viridis': msg = f'Unknown colormap {name}, using default colormap' getLogger('pymor.discretizers.builtin.gui.gl.colormap_texture').warning(msg) cmap = get_cmap() colormap[:] = cmap(np.linspace(0., 1., resolution)) gl.glTexImage1D(gl.GL_TEXTURE_1D, 0, gl.GL_RGBA, resolution, 0, gl.GL_RGBA, gl.GL_FLOAT, colormap) gl.glBindTexture(gl.GL_TEXTURE_1D, 0) return colormap_id
class GLPatchWidget(QGLWidget): def __init__(self, parent, grid, vmin=None, vmax=None, bounding_box=([0, 0], [1, 1]), codim=2): assert grid.reference_element in (triangle, square) assert grid.dim == 2 assert codim in (0, 2) super().__init__(parent) self.setMinimumSize(300, 300) self.setSizePolicy(QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)) subentities, coordinates, entity_map = flatten_grid(grid) self.subentities = subentities self.entity_map = entity_map self.reference_element = grid.reference_element self.vmin = vmin self.vmax = vmax self.bounding_box = bounding_box self.codim = codim self.update_vbo = False bb = self.bounding_box self.size = np.array([bb[1][0] - bb[0][0], bb[1][1] - bb[0][1]]) self.scale = 2 / self.size self.shift = - np.array(bb[0]) - self.size / 2 # setup buffers if self.reference_element == triangle: if codim == 2: self.vertex_data = np.empty(len(coordinates), dtype=[('position', 'f4', 2), ('color', 'f4', 1)]) self.indices = subentities else: self.vertex_data = np.empty(len(subentities) * 3, dtype=[('position', 'f4', 2), ('color', 'f4', 1)]) self.indices = np.arange(len(subentities) * 3, dtype=np.uint32) else: if codim == 2: self.vertex_data = np.empty(len(coordinates), dtype=[('position', 'f4', 2), ('color', 'f4', 1)]) self.indices = np.vstack((subentities[:, 0:3], subentities[:, [0, 2, 3]])) else: self.vertex_data = np.empty(len(subentities) * 6, dtype=[('position', 'f4', 2), ('color', 'f4', 1)]) self.indices = np.arange(len(subentities) * 6, dtype=np.uint32) self.indices = np.ascontiguousarray(self.indices) self.vertex_data['color'] = 1 self.set_coordinates(coordinates) self.set(np.zeros(grid.size(codim)))
[docs] def resizeGL(self, w, h): gl.glViewport(0, 0, w, h) gl.glLoadIdentity() self.update()
[docs] def initializeGL(self): gl.glClearColor(1.0, 1.0, 1.0, 1.0) self.shaders_program = link_shader_program([compile_shader(VS, vertex=True), compile_shader(FS, vertex=False)]) gl.glUseProgram(self.shaders_program) self.vertices_id = gl.glGenBuffers(1) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertices_id) gl.glBufferData(gl.GL_ARRAY_BUFFER, self.vertex_data, gl.GL_DYNAMIC_DRAW) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) self.indices_id = gl.glGenBuffers(1) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.indices_id) gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, self.indices, gl.GL_STATIC_DRAW) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) self.colormap_id = colormap_texture() self.colormap_location = gl.glGetUniformLocation(self.shaders_program, 'colormap')
[docs] def paintGL(self): if self.update_vbo: gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertices_id) gl.glBufferData(gl.GL_ARRAY_BUFFER, self.vertex_data, gl.GL_DYNAMIC_DRAW) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) self.update_vbo = False gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glUniform1i(self.colormap_location, 0) gl.glActiveTexture(gl.GL_TEXTURE0 + 0) gl.glBindTexture(gl.GL_TEXTURE_1D, self.colormap_id) gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertices_id) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.indices_id) gl.glVertexPointer(3, gl.GL_FLOAT, 0, c_void_p(None)) gl.glEnableClientState(gl.GL_VERTEX_ARRAY) gl.glDrawElements(gl.GL_TRIANGLES, self.indices.size, gl.GL_UNSIGNED_INT, None) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) gl.glPopClientAttrib()
def set_coordinates(self, coordinates): if self.codim == 2: self.vertex_data['position'][:, 0:2] = coordinates self.vertex_data['position'][:, 0:2] += self.shift self.vertex_data['position'][:, 0:2] *= self.scale elif self.reference_element == triangle: VERTEX_POS = coordinates[self.subentities] VERTEX_POS += self.shift VERTEX_POS *= self.scale self.vertex_data['position'][:, 0:2] = VERTEX_POS.reshape((-1, 2)) else: num_entities = len(self.subentities) VERTEX_POS = coordinates[self.subentities] VERTEX_POS += self.shift VERTEX_POS *= self.scale self.vertex_data['position'][0:num_entities * 3, 0:2] = VERTEX_POS[:, 0:3, :].reshape((-1, 2)) self.vertex_data['position'][num_entities * 3:, 0:2] = VERTEX_POS[:, [0, 2, 3], :].reshape((-1, 2)) self.update_vbo = True self.update() def set(self, U, vmin=None, vmax=None): self.vmin = self.vmin if vmin is None else vmin self.vmax = self.vmax if vmax is None else vmax U_buffer = self.vertex_data['color'] if self.codim == 2: U_buffer[:] = U[self.entity_map] elif self.reference_element == triangle: U_buffer[:] = np.repeat(U, 3) else: U_buffer[:] = np.tile(np.repeat(U, 3), 2) # normalize vmin = np.min(U) if self.vmin is None else self.vmin vmax = np.max(U) if self.vmax is None else self.vmax U_buffer -= vmin if (vmax - vmin) > 0: U_buffer /= float(vmax - vmin) self.update_vbo = True self.update() class ColorBarWidget(QGLWidget): def __init__(self, parent, U=None, vmin=None, vmax=None): super().__init__(parent) self.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Expanding)) self.setAutoFillBackground(False) self.set(U, vmin, vmax)
[docs] def resizeGL(self, w, h): gl.glViewport(0, 0, w, h) gl.glLoadIdentity() self.update()
[docs] def initializeGL(self): gl.glClearColor(1.0, 1.0, 1.0, 1.0) self.shaders_program = link_shader_program([compile_shader(VS, vertex=True), compile_shader(FS, vertex=False)]) gl.glUseProgram(self.shaders_program) self.colormap_id = colormap_texture() self.colormap_location = gl.glGetUniformLocation(self.shaders_program, 'colormap')
def set(self, U=None, vmin=None, vmax=None): # normalize U fm = QFontMetrics(self.font()) self.vmin = vmin if vmin is not None else (np.min(U) if U is not None else 0.) self.vmax = vmax if vmax is not None else (np.max(U) if U is not None else 1.) difference = abs(self.vmin - self.vmax) if difference == 0: precision = 3 else: precision = m.log(max(abs(self.vmin), abs(self.vmax)) / difference, 10) + 1 precision = int(min(max(precision, 3), 8)) self.vmin_str = format(('{:.' + str(precision) + '}').format(self.vmin)) self.vmax_str = format(('{:.' + str(precision) + '}').format(self.vmax)) self.vmin_width = fm.width(self.vmin_str) self.vmax_width = fm.width(self.vmax_str) self.text_height = fm.height() * 1.5 self.text_ascent = fm.ascent() * 1.5 self.text_descent = fm.descent() * 1.5 self.setMinimumSize(max(self.vmin_width, self.vmax_width) + 20, 300) self.update()
[docs] def paintEvent(self, event): self.makeCurrent() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glUseProgram(self.shaders_program) gl.glUniform1i(self.colormap_location, 0) gl.glActiveTexture(gl.GL_TEXTURE0 + 0) gl.glBindTexture(gl.GL_TEXTURE_1D, self.colormap_id) gl.glBegin(gl.GL_QUAD_STRIP) bar_start = -1 + self.text_height / self.height() * 2 bar_height = (1 - 2 * self.text_height / self.height()) * 2 steps = 40 for i in range(steps + 1): y = i * (1 / steps) # gl.glColor(y, 0, 0) gl.glVertex(-0.5, (bar_height*y + bar_start), y) gl.glVertex(0.5, (bar_height*y + bar_start), y) gl.glEnd() p = QPainter(self) p.drawText((self.width() - self.vmax_width)/2, self.text_ascent, self.vmax_str) p.drawText((self.width() - self.vmin_width)/2, self.height() - self.text_height + self.text_ascent, self.vmin_str) p.end()
else:
[docs] class GLPatchWidget: pass
[docs] class ColorBarWidget: pass