I want to add object highlight in Pyopengl when mouse is movered over it in pyopengl. I am able to do it in python by matching mouse position with data, but it fails when I rotate the data. Is there any way to do same in Pyopengl? Code:-
import OpenGL.GL as gl
import OpenGL.arrays.vbo as glvbo
from PyQt5.Qt import *
import numpy as np
import sys
import copy
import ctypes
import math
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[:, :, :])
origshape = self.e.shape[:]
origmin, origmax = self.e[0, :, 1].max(), self.e[-1, :, 1].min()
newmin, newmax = origmin, origmax
self.first = self.e[0, :, :].copy().reshape((1, *origshape[1:]))
self.last = self.e[-1, :, :].copy().reshape((1, *origshape[1:]))
self.first[:, :, 1] = newmin
self.last[:, :, 1] = newmax
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].min(), self.e[-li, :, 1].min()) for li in range(self.vbo.shape[0])]
self.setMouseTracking(True)
self.current_mouse_on_sensor = -1
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)
i = 23
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))
i = 0
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
for i in range(1, 25):
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
i = 1
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))
# d = np.array([c, c, c])
i = 25
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-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]
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, self.e.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_top1, top)
gl.glUniform1f(loc_bottom1, bottom)
c = int(self.elems.size/(self.e.shape[0]-1))
f = ctypes.c_void_p(4*c*i)
gl.glDrawElements(gl.GL_TRIANGLE_STRIP, c, gl.GL_UNSIGNED_INT, f)
def paintGL(self):
self.resizeGL(self.width, self.height)
gl.glClearColor(0.5, 0.5, 0.5, 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(1, self.vbo.data.shape[0]-1):
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)
if i == self.current_mouse_on_sensor:
gl.glUniform3f(uni_color, 1, 6, 220/255)
gl.glLineWidth(2.5)
else:
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 find_nearest(self, array, value):
idx = np.searchsorted(array, value, side="left")
if idx > 0 and (idx == len(array) or math.fabs(value - array[idx - 1]) < math.fabs(value - array[idx])):
return idx - 1
else:
return idx
def mouseMoveEvent(self, event):
highlight_pos = [0, 0]
highlight_pos[0], highlight_pos[1] = event.pos().x(), event.pos().y()
mouse_highlight_x = highlight_pos[0] / self.width
mouse_highlight_y = highlight_pos[1] / self.height
mouse_high_x = (mouse_highlight_x * (self.right - self.left)) + self.left
mouse_high_y = (mouse_highlight_y * (self.bottom - self.top)) + self.top
x_index = self.find_nearest(self.e[0, :, 0], mouse_high_x)
temp_y = self.e[1:25, x_index, 1]
y_data = min(temp_y, key=lambda x: abs(x - mouse_high_y))
y_index = np.where(temp_y == y_data)[0][0]
self.current_mouse_on_sensor = y_index
self.update()
def main():
app = QApplication(sys.argv)
editor = GLPlotWidget()
editor.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()
file:- https://drive.google.com/file/d/1y6w35kuMguR1YczK7yMJpXU86T6qtGSv/view?usp=sharing
You have to consider the scroll offset (self.scroll
), when you compute mouse_high_y
. Limit mouse_high_y
to the range [self.bottom
, self.top
]:
class GLPlotWidget(QGLWidget):
# [...]
def mouseMoveEvent(self, event):
highlight_pos = [0, 0]
highlight_pos[0], highlight_pos[1] = event.pos().x(), event.pos().y()
mouse_highlight_x = highlight_pos[0] / self.width
mouse_highlight_y = highlight_pos[1] / self.height
mouse_high_x = (mouse_highlight_x * (self.right - self.left)) + self.left
mouse_high_y = (mouse_highlight_y * (self.bottom - self.top)) + self.top
# consider offset
size = self.top - self.bottom
mouse_high_y += self.scroll
if mouse_high_y > self.top:
mouse_high_y -= size
x_index = self.find_nearest(self.e[0, :, 0], mouse_high_x)
temp_y = self.e[1:25, x_index, 1]
y_data = min(temp_y, key=lambda x: abs(x - mouse_high_y))
y_index = np.where(temp_y == y_data)[0][0]
self.current_mouse_on_sensor = y_index
self.update()