Skip to main content

How to decently destroy opengl resources when using QOpenGLWidget in pyqt5

First of all, My codes are as follows:

from PyQt5.QtWidgets import QApplication, QOpenGLWidget, QMainWindow
from PyQt5.QtGui import QPainter, QOpenGLShader, QOpenGLShaderProgram, QMatrix4x4, QOpenGLBuffer, QOpenGLVertexArrayObject
from PyQt5.QtCore import Qt, QTimer

import numpy as np
import OpenGL.GL as gl
import sys

class OpenGLWidget(QOpenGLWidget):
    def __init__(self, parent=None):
        super().__init__(parent)
        self.frame_count = 0

    def initializeGL(self):
        self.program = QOpenGLShaderProgram()
        self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, """
            attribute highp vec4 aPos;
            void main() {
                gl_Position = aPos;
            }
        """)
        self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, """
            void main() {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
            }
        """)

        self.program.link()
        self.program.bind()

        self.vertices = np.array([
            [-0.5, -0.5, 0.0, 1.0],
            [0.0, -0.5, 0.0, 1.0],
            [-0.25, 0.0, 0.0, 1.0],
            [-0.5, 0.5, 0.0, 1.0],
            [0.0, 0.5, 0.0, 1.0],
        ], dtype=np.float32)

        self.indices = np.array([
            0,1,2,2,3,4
        ], dtype=np.uint16)
        
        self.vao = QOpenGLVertexArrayObject()
        self.vbo = QOpenGLBuffer(QOpenGLBuffer.VertexBuffer)
        self.ibo = QOpenGLBuffer(QOpenGLBuffer.IndexBuffer)
        self.vao.create()
        self.vbo.create()
        self.ibo.create()
        self.vao.bind()        
        self.vbo.bind()
        self.ibo.bind()
        self.vbo.allocate(self.vertices.nbytes)
        self.ibo.allocate(self.indices.nbytes)
        self.vbo.write(0, self.vertices.tobytes(), self.vertices.nbytes)        
        self.ibo.write(0, self.indices.tobytes(), self.indices.nbytes)
        posAttribLoc = self.program.attributeLocation("aPos")
        self.program.setAttributeBuffer(posAttribLoc, gl.GL_FLOAT, 0, 4, 0)
        self.program.enableAttributeArray(posAttribLoc) 
        self.vbo.release()
        self.vao.release()
    
    def paintGL(self):
        gl = self.context().versionFunctions() 
        gl.glClearColor(0.33,0.33,0.33, 1.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self.vao.bind()
        self.program.bind()

        gl.glDrawElements(gl.GL_TRIANGLES, len(self.indices), gl.GL_UNSIGNED_SHORT, None)
        self.frame_count += 1
    
    def resizeGL(self, width, height):
        gl.glViewport(0, 0, width, height)
    
    def __del__(self):
        self.vao.destroy()
        self.vbo.destroy()
        self.ibo.destroy()        
        self.program.removeAllShaders()
        pass

if __name__ == '__main__':
    app = QApplication(sys.argv)
    widget = OpenGLWidget()
    window = QMainWindow()    
    window.setCentralWidget(widget)
    window.setGeometry(0,0,640,480)
    window.show()
    sys.exit(app.exec_())

Everything goes well, I can render it as expected. But python complains:

in __del__
RuntimeError: wrapped C/C++ object of type QOpenGLVertexArrayObject has been deleted

when I close the window. Guess the buffer is freed twice so I change the destructor to

    def __del__(self):
        pass

while the interpreter complain

QOpenGLVertexArrayObject::destroy() failed to restore current context

After closing. I think there must be something wrong on freeing, can anyone figure out proper way to release these buffers?

UPDAETE
Enlightened by Resource Initialization and Cleanup topic within Qt doc, we can connect aboutToBeDestroyed signal to a customized slot function for cleanup:

    def __init__(self, parent=None):
        super().__init__(parent)
        self.frame_count = 0
        self.glContext = None

    def paintGL(self):
        if self.glContext is None: 
            self.glContext = self.context()
            self.glContext.aboutToBeDestroyed.connect(self.cleanup)

        gl = self.glContext.versionFunctions() 
        gl.glClearColor(0.33,0.33,0.33, 1.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self.vao.bind()
        self.program.bind()

        gl.glDrawElements(gl.GL_TRIANGLES, len(self.indices), gl.GL_UNSIGNED_SHORT, None)
        self.frame_count += 1

    def cleanup(self):
        print('cleanup called')
        self.makeCurrent()
        self.vao.destroy()
        self.vbo.destroy()
        self.ibo.destroy()        
        self.program.removeAllShaders()
        self.doneCurrent()

However, cleanup still not called after closing window



source https://stackoverflow.com/questions/76226693/how-to-decently-destroy-opengl-resources-when-using-qopenglwidget-in-pyqt5

Comments

Popular posts from this blog

Where and how is this Laravel kernel constructor called? [closed]

Where and how is this Laravel kernel constructor called? public fucntion __construct(Application $app, $Router $roouter) { } I have read the documentation and some online tutorial but I can find any clear explanation. I am learning Laravel and I am wondering where does this kernel constructor receives its arguments from. "POSTMOTERM" CLARIFICATION: Here is more clarity.I have checked the boostrap/app.php and it is only used for boostrapping the interfaces into the container class. What is not clear to me is where and how the Kernel class is instatiated and the arguments passed to the object calling the constructor.Something similar to; obj = new kernel(arg1,arg2) or, is the framework using some magic functions somewhere? Special gratitude to those who burn their eyeballs and brain cells on this trivia before it goes into a full blown menopause alias "MARKED AS DUPLICATE". To some of the itchy-finger keyboard warriors, a.k.a The mods,because I believe in th...

Why is my reports service not connecting?

I am trying to pull some data from a Postgres database using Node.js and node-postures but I can't figure out why my service isn't connecting. my routes/index.js file: const express = require('express'); const router = express.Router(); const ordersCountController = require('../controllers/ordersCountController'); const ordersController = require('../controllers/ordersController'); const weeklyReportsController = require('../controllers/weeklyReportsController'); router.get('/orders_count', ordersCountController); router.get('/orders', ordersController); router.get('/weekly_reports', weeklyReportsController); module.exports = router; My controllers/weeklyReportsController.js file: const weeklyReportsService = require('../services/weeklyReportsService'); const weeklyReportsController = async (req, res) => { try { const data = await weeklyReportsService; res.json({data}) console...

How to show number of registered users in Laravel based on usertype?

i'm trying to display data from the database in the admin dashboard i used this: <?php use Illuminate\Support\Facades\DB; $users = DB::table('users')->count(); echo $users; ?> and i have successfully get the correct data from the database but what if i want to display a specific data for example in this user table there is "usertype" that specify if the user is normal user or admin i want to user the same code above but to display a specific usertype i tried this: <?php use Illuminate\Support\Facades\DB; $users = DB::table('users')->count()->WHERE usertype =admin; echo $users; ?> but it didn't work, what am i doing wrong? source https://stackoverflow.com/questions/68199726/how-to-show-number-of-registered-users-in-laravel-based-on-usertype