I have created a 3-d numpy array consisting of X, Y, and Z axis coordinates. Now I am trying to create a surface using these points in opengl but all I have got success is in creating wire model something like this below . Can anyone suggest changes in my code to form actual 3-D surface from data?
Data file used link https://drive.google.com/open?id=1PWbNIt3xbchtQ9HIIS96k7ZjblzPO_wO
Code:-
import OpenGL.GL as gl
import OpenGL.arrays.vbo as glvbo
from PyQt5.Qt import *
import numpy as np
import Backend_algo as Sb
import sys
import ctypes
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
VS = '''
attribute vec3 position;
uniform float right;
uniform float bottom;
uniform float left;
uniform float top;
uniform float far;
uniform float near;
void main() {
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, 1.);
}
'''
FS = '''
#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);
}
'''
class GLPlotWidget3D(QGLWidget):
def __init__(self, *args):
# QGLWidget.__init__(self)
super(GLPlotWidget3D, self).__init__()
# self.parent = args[0]
self.width, self.height = 100, 100
self.right, self.left, self.top, self.bottom = 21000, -21000, 10, -10
self.data = np.zeros((3, 10, 2))
self.vbo = glvbo.VBO(self.data)
self.showMaximized()
def initializeGL(self):
vs = Sb.compile_vertex_shader(VS)
fs = Sb.compile_fragment_shader(FS)
self.shaders_program = link_shader_program(vs, fs)
self.e = np.load(('three.npy'), mmap_mode='r')
self.e = np.array(self.e, dtype=np.float32)
self.right, self.left, self.top, self.bottom, self.far, self.near = self.e[:, :, 1].min(), self.e[:, : , 1].max(), self.e[:, : , 0].min(), self.e[:, : , 0].max(), self.e[:, : , 2].max(), self.e[:, : , 2].min()
def ortho_view(self):
right = gl.glGetUniformLocation(self.shaders_program, "right")
gl.glUniform1f(right, self.right)
left = gl.glGetUniformLocation(self.shaders_program, "left")
gl.glUniform1f(left, self.left)
top = gl.glGetUniformLocation(self.shaders_program, "top")
gl.glUniform1f(top, self.top)
bottom = gl.glGetUniformLocation(self.shaders_program, "bottom")
gl.glUniform1f(bottom, self.bottom)
far = gl.glGetUniformLocation(self.shaders_program, "far")
gl.glUniform1f(far, self.far)
near = gl.glGetUniformLocation(self.shaders_program, "near")
gl.glUniform1f(near, self.near)
def paintGL(self):
self.resizeGL(self.width, self.height)
gl.glClearColor(0.2, 0.2, 0.2, 0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glUseProgram(self.shaders_program)
buffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer)
stride = self.e.strides[0]
offset = ctypes.c_void_p(1)
loc = gl.glGetAttribLocation(self.shaders_program, "position")
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.e.nbytes, self.e, gl.GL_DYNAMIC_DRAW)
gl.glDrawArrays(gl.GL_LINE_LOOP, 0, self.e.shape[0])
self.ortho_view()
uni_color = gl.glGetUniformLocation(self.shaders_program, "triangleColor")
gl.glUniform3f(uni_color, 0.9, 0.9, 0.9)
def resizeGL(self, width, height):
self.width, self.height = width, height
gl.glViewport(0, 0, width, height)
def main():
app = QApplication(sys.argv)
editor = GLPlotWidget3D()
editor.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()