Beispiel #1
0
def main():
	glfw.setErrorCallback(error_callback)

	glfw.init()
	glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
	glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
	glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
	# glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
	glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

	window = glfw.createWindow(800, 600, "LearnOpenGL")

	if window is None:
		print('could not open window.')
		glfw.terminate()
		sys.exit()

	window.makeContextCurrent()
	window.setKeyCallback(key_callback)

	gl.init()
	gl.clearColor(0.2, 0.3, 0.3, 1.0)
	
	while not window.shouldClose():
		framebuffer_width, framebuffer_height = window.getFramebufferSize()
		gl.viewport(0, 0, framebuffer_width, framebuffer_height)
		gl.clear(gl.COLOR_BUFFER_BIT)
		glfw.pollEvents()
		window.swapBuffers()
Beispiel #2
0
    def step(self):
        window = self.get_node('/window')
        scene = self.get_node('/window/scene')
        sprite_renderer = self.get_node('/window/scene/sprite_renderer')
        debugdraw_renderer = self.get_node('/window/scene/debugdraw_renderer')

        if window.should_close():
            sys.exit()

        # trigger the callbacks
        glfw.pollEvents()

        window.make_context_current()

        framebuffer_width, framebuffer_height = window.get_framebuffer_size()

        gl.viewport(0, 0, framebuffer_width, framebuffer_height)
        gl.clearColor(0.2, 0.3, 0.3, 1.0)
        gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT)

        gl.enable(gl.BLEND)
        gl.enable(gl.DEPTH_TEST)
        # sprite_renderer.draw()

        gl.disable(gl.BLEND)
        gl.disable(gl.DEPTH_TEST)
        scene.emit('predraw')
        debugdraw_renderer.draw() # draw the debug draw scene on top of the other stuff.
        scene.emit('postdraw')
        scene.step()

        #print(scene.get_node('transform').position, scene.get_node('transform').angle)

        window.swap_buffers()
Beispiel #3
0
    def render_to_viewport(self, viewport):
        x, y, fb_w, fb_h = viewport

        gl.viewport(x, y, fb_w, fb_h)

        if self.clear:
            gl.clearColor(*self.clear_color)
            gl.clear(self.clear)

        self.scene.draw(viewport, self)
Beispiel #4
0
def main():
	glfw.setErrorCallback(error_callback)

	glfw.init()
	glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
	glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
	glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
	# glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
	glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

	window = glfw.createWindow(800, 600, "LearnOpenGL")

	if window is None:
		print('could not open window.')
		glfw.terminate()
		sys.exit()

	window.makeContextCurrent()
	window.setKeyCallback(key_callback)

	gl.init()
	err = gl.getError()
	print(gl)
	if err:
		print("WINDOW OPEN ERROR:", err)

	vertexShader = gl.createShader(gl.VERTEX_SHADER)
	gl.shaderSource(vertexShader, [VERTEX_SHADER_SOURCE]);
	gl.compileShader(vertexShader)

	success = gl.getShaderiv(vertexShader, gl.COMPILE_STATUS)
	print("VERTEX SHADER COMPILE STATUS:",success)
	if not success:
		infoLog = gl.getShaderInfoLog(vertexShader)
		print("ERROR COMPILING SHADER:", infoLog)
		sys.exit()

	fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
	gl.shaderSource(fragmentShader, [FRAGMENT_SHADER_SOURCE]);
	gl.compileShader(fragmentShader)

	success = gl.getShaderiv(fragmentShader, gl.COMPILE_STATUS)
	print("FRAGMENT SHADER COMPILE STATUS:",success)
	if not success:
		infoLog = gl.getShaderInfoLog(fragmentShader)
		print("ERROR COMPILING SHADER:", infoLog)
		sys.exit()

	shaderProgram = gl.createProgram()
	gl.attachShader(shaderProgram, vertexShader)
	gl.attachShader(shaderProgram, fragmentShader)
	gl.linkProgram(shaderProgram)

	gl.getProgramiv(shaderProgram, gl.LINK_STATUS)
	print("SHADER PROGRAM LINK STATUS:",success)
	if not success:
		infoLog = gl.getProgramInfoLog(shaderProgram)
		print("ERROR LINKING SHADER PROGRAM:", infoLog)
		sys.exit()

	assert(gl.isProgram(shaderProgram))
	gl.useProgram(shaderProgram)
	#gl.deleteShader(vertexShader)
	#gl.deleteShader(fragmentShader)

	vao = gl.genVertexArrays(1)[0]
	vbo, ebo = gl.genBuffers(2)
	print(vao, vbo, ebo)

	# 1. Bind Vertex Array Object
	gl.bindVertexArray(vao)

    # 2. Copy our vertices array in a buffer for OpenGL to use
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)

    # 2. Copy our index array in a buffer for OpenGL to use
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW)

    # 3. Then set our vertex attributes pointers
	gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 3 * sizeof(gl.GLfloat), None)
	gl.enableVertexAttribArray(0)

	# 4. unbind the vbo
	gl.bindBuffer(gl.ARRAY_BUFFER, 0)

	# 4. Unbind the VAO
	gl.bindVertexArray(0)

	while not window.shouldClose():
		glfw.pollEvents()

		framebuffer_width, framebuffer_height = window.getFramebufferSize()
		gl.viewport(0, 0, framebuffer_width, framebuffer_height)
		gl.clearColor(0.2, 0.3, 0.3, 1.0)
		gl.clear(gl.COLOR_BUFFER_BIT)

		gl.useProgram(shaderProgram)
		gl.bindVertexArray(vao)
		gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0)
		# gl.drawArrays(gl.TRIANGLES, 0, 3); 
		gl.bindVertexArray(0)

		window.swapBuffers()

	gl.deleteVertexArrays([vao])
	gl.deleteBuffers([vbo, ebo])
def main():
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()


    inputMap = InputMap()

    window.makeContextCurrent()
    window.setKeyCallback(inputMap.key_callback)
    window.setCursorPosCallback(inputMap.mouse_callback)
    #window.setScrollCallback(inputMap.scroll_callback)
    window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)

    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    camera = Camera(position=Vec3(0.0, 0.0, 3.0))
    lastX = 400
    lastY = 300
    firstMouse = True
    deltaTime = 0.0
    lastFrame = 0.0

    gl.enable(gl.DEPTH_TEST)

    lampShaderProgram = Shader(LAMP_VERTEX_SHADER_SOURCE, LAMP_FRAGMENT_SHADER_SOURCE)
    lightingShaderProgram = Shader(LIGHTING_VERTEX_SHADER_SOURCE, LIGHTING_FRAGMENT_SHADER_SOURCE)
    lightingShaderProgram.use()

    lightVAO, containerVAO = gl.genVertexArrays(2)
    vbo = gl.genBuffers(1)[0]

    # 1. Bind Vertex Array Object
    gl.bindVertexArray(containerVAO)

    # 2. Copy our vertices array in a buffer for OpenGL to use
    gl.bindBuffer(gl.ARRAY_BUFFER, vbo)
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)

    # Position attribute
    gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset)
    gl.enableVertexAttribArray(0)

    # Normal attribute
    gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.normal.offset)
    gl.enableVertexAttribArray(1)

    # 4. Unbind the VAO
    gl.bindVertexArray(0)


    # 1. Bind Vertex Array Object
    gl.bindVertexArray(lightVAO)

    # Position attribute
    gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset)
    gl.enableVertexAttribArray(0)

    # 4. Unbind the VAO
    gl.bindVertexArray(0)

    # 4. unbind the vbo
    gl.bindBuffer(gl.ARRAY_BUFFER, 0)

    lightPos = Vec3(1.2, 1.0, 2.0)

    while not window.shouldClose():
        inputMap.begin_frame()
        glfw.pollEvents()
        input = inputMap.get_input()
        camera.processInput(input, 1.0/30.0)

        framebuffer_width, framebuffer_height = window.getFramebufferSize()
        gl.viewport(0, 0, framebuffer_width, framebuffer_height)
        gl.clearColor(0.2, 0.3, 0.3, 1.0)
        gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT)

        lightingShaderProgram.use()
        lightingShaderProgram.uniforms.objectColor = Vec3(1.0, 0.5, 0.31)
        lightingShaderProgram.uniforms.lightColor = Vec3(1.0, 0.5, 1.0)
        lightingShaderProgram.uniforms.lightPos = lightPos
        lightingShaderProgram.uniforms.viewPos = camera.position

        # create transformations
        view = camera.getViewMatrix()
        projection = Mat4.Perspective(45.0, float(WIDTH) / float(HEIGHT), 0.1, 100.0)

        # assign the transformations
        lightingShaderProgram.uniforms.view = view
        lightingShaderProgram.uniforms.projection = projection

        # draw the container
        gl.bindVertexArray(containerVAO)
        model = Mat4.Identity()

        lightingShaderProgram.uniforms.model = model
        gl.drawArrays(gl.TRIANGLES, 0, 36)
        gl.bindVertexArray(0)

        # draw the lamp
        lampShaderProgram.use()

        lampShaderProgram.uniforms.view = view
        lampShaderProgram.uniforms.projection = projection

        model = Mat4.Translation(lightPos) * Mat4.Scale(0.2)

        lampShaderProgram.uniforms.model = model

        gl.bindVertexArray(lightVAO)
        gl.drawArrays(gl.TRIANGLES, 0, 36)
        gl.bindVertexArray(0)

        window.swapBuffers()

    lampShaderProgram.delete()
    lightingShaderProgram.delete()

    gl.deleteVertexArrays([containerVAO, lightVAO])
    gl.deleteBuffers([vbo])
Beispiel #6
0
def main():
    global lastFrame, planeVAO, planeVBO

    # Init GLFW
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()

    inputMap = InputMap()

    window.makeContextCurrent()
    window.setKeyCallback(inputMap.key_callback)
    window.setCursorPosCallback(inputMap.mouse_callback)
    #window.setScrollCallback(inputMap.scroll_callback)
    window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)

    # some versions of glfw cause an opengl error when creating a window, make sure that's ignored.
    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    # Define the viewport dimensions
    VP_WIDTH, VP_HEIGHT = window.getFramebufferSize()
    gl.viewport(0, 0, VP_WIDTH, VP_HEIGHT)

    # Setup some OpenGL options
    gl.enable(gl.DEPTH_TEST);

    # Setup and compile our shaders
    shaderProgram = Shader(SHADOW_MAPPING_VERT, SHADOW_MAPPING_FRAG);
    simpleDepthShader = Shader(SHADOW_MAPPING_DEPTH_VERT, SHADOW_MAPPING_DEPTH_FRAG);
    debugDepthQuad = Shader(DEBUG_QUAD_VERT, DEBUG_QUAD_FRAG);

    # Set texture samples
    shaderProgram.use();
    # shaderProgram.uniforms.diffuseTexture = 0
    # shaderProgram.uniforms.shadowMap = 1

    # print(dir(Vertex))
    planeVertices = (Vertex * 6)(
        # Positions             # Normals           # Texture Coords
        (( 25.0, -0.5,  25.0),  (0.0,  1.0,  0.0),  (25.0,  0.0)),
        ((-25.0, -0.5, -25.0),  (0.0,  1.0,  0.0),  ( 0.0, 25.0)),
        ((-25.0, -0.5,  25.0),  (0.0,  1.0,  0.0),  ( 0.0,  0.0)),

        (( 25.0, -0.5,  25.0),  (0.0,  1.0,  0.0),  (25.0,  0.0)),
        (( 25.0, -0.5, -25.0),  (0.0,  1.0,  0.0),  (25.0, 25.0)),
        ((-25.0, -0.5, -25.0),  (0.0,  1.0,  0.0),  ( 0.0, 25.0))
    )

    # Setup plane VAO
    planeVAO = gl.genVertexArrays(1)[0]
    planeVBO = gl.genBuffers(1)[0]

    gl.bindVertexArray(planeVAO)
    gl.bindBuffer(gl.ARRAY_BUFFER, planeVBO)
    gl.bufferData(gl.ARRAY_BUFFER, bytes(planeVertices), gl.STATIC_DRAW)
    gl.enableVertexAttribArray(0)
    gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset)
    gl.enableVertexAttribArray(1)
    gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.normal.offset)
    gl.enableVertexAttribArray(2)
    gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.texcoord.offset)
    gl.bindVertexArray(0)

    # Light source
    lightPos = Vec3(-2.0, 4.0, -1.0)

    # Load textures
    woodTexture = load_texture("learningopengl/resources/textures/wood.png")

    # Configure depth map FBO
    SHADOW_WIDTH = SHADOW_HEIGHT = 4096
    

    depthMapFBO = gl.genFramebuffers(1)[0]
    
    # - Create depth texture
    depthMap = gl.genTextures(1)[0]
    
    gl.bindTexture(gl.TEXTURE_2D, depthMap)

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, gl.DEPTH_COMPONENT, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
    borderColor = Vec4(1.0, 1.0, 1.0, 1.0)
    gl.texParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, borderColor)

    gl.bindFramebuffer(gl.FRAMEBUFFER, depthMapFBO)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthMap, 0)
    gl.drawBuffer(gl.NONE)
    gl.readBuffer(gl.NONE);
    gl.bindFramebuffer(gl.FRAMEBUFFER, 0);

    gl.clearColor(0.1, 0.1, 0.1, 1.0)

    # Game loop
    while not window.shouldClose():
        # Set frame time
        currentFrame = time.perf_counter()
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        # Check and call events
        inputMap.begin_frame()
        glfw.pollEvents()
        input = inputMap.get_input()
        camera.processInput(input, 1.0/30.0)

        # Change light position over time
        lightPos.z = math.cos(time.perf_counter()) * 2.0

        # 1. Render depth of scene to texture (from light's perspective)
        # - Get light projection/view matrix.
        near_plane = 1.0
        far_plane = 7.5
        lightProjection = Mat4.Ortho(-10.0, 10.0, -10.0, 10.0, near_plane, far_plane)
        # lightProjection = glm::perspective(45.0f, (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // Note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene.
        lightView = Mat4.LookAt(lightPos, Vec3(0.0, 0.0, 0.0), Vec3(1.0, 1.0, 1.0))
        lightSpaceMatrix = lightProjection * lightView;
        # - now render scene from light's point of view
        simpleDepthShader.use()
        simpleDepthShader.uniforms.lightSpaceMatrix = lightSpaceMatrix
        # glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
        gl.viewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT)
        gl.bindFramebuffer(gl.FRAMEBUFFER, depthMapFBO)
        gl.clear(gl.DEPTH_BUFFER_BIT);
        RenderScene(simpleDepthShader);
        gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

        # 2. Render scene as normal
        gl.viewport(0, 0, VP_WIDTH, VP_HEIGHT)
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
        shaderProgram.use()
        # TODO: use zoon
        projection = Mat4.Perspective(45.0, float(SCR_WIDTH) / float(SCR_HEIGHT), 0.1, 100.0)
        view = camera.getViewMatrix()
        shaderProgram.uniforms.projection = projection
        shaderProgram.uniforms.view = view

        shaderProgram.uniforms.lightPos = lightPos
        shaderProgram.uniforms.viewPos = camera.position
        shaderProgram.uniforms.lightSpaceMatrix = lightSpaceMatrix

        shaderProgram.uniforms.shadows = 1
        shaderProgram.uniforms.diffuseTexture = woodTexture
        shaderProgram.uniforms.shadowMap = depthMap

        RenderScene(shaderProgram)

        # 3. DEBUG: visualize depth map by rendering it to plane
        debugDepthQuad.use()
        # these are not actually used.
        #debugDepthQuad.uniforms.near_plane = near_plane
        #debugDepthQuad.uniforms.far_plane = far_plane

        debugDepthQuad.uniforms.depthMap = depthMap
        # RenderQuad() # uncomment this line to see depth map


        # Swap the buffers
        window.swapBuffers()

    return 0
Beispiel #7
0
def main():
    draw_mode = 1
    global lastFrame, planeVAO, planeVBO

    # Init GLFW
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()

    inputMap = InputMap()

    window.makeContextCurrent()
    window.setKeyCallback(inputMap.key_callback)
    window.setCursorPosCallback(inputMap.mouse_callback)
    #window.setScrollCallback(inputMap.scroll_callback)
    window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)

    # some versions of glfw cause an opengl error when creating a window, make sure that's ignored.
    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    # Define the viewport dimensions
    VP_WIDTH, VP_HEIGHT = window.getFramebufferSize()
    gl.viewport(0, 0, VP_WIDTH, VP_HEIGHT)

    # Setup some OpenGL options
    gl.enable(gl.DEPTH_TEST);

    #Setup and compile our shaders
    shaderGeometryPass = Shader(G_BUFFER_VERT, G_BUFFER_FRAG);
    shaderLightingPass = Shader(DEFERRED_SHADING_VERT, DEFERRED_SHADING_FRAG);
    shaderLightBox = Shader(DEFERRED_LIGHT_BOX_VERT, DEFERRED_LIGHT_BOX_FRAG);

    gPosition, gNormal, gAlbedoSpec = gl.genTextures(3)

    shaderLightingPass.use()
    shaderLightingPass.uniforms.gPosition = gNormal
    shaderLightingPass.uniforms.gNormal = gPosition
    shaderLightingPass.uniforms.gAlbedoSpec = gAlbedoSpec

     # "learningopengl/resources/objects/cyborg/cyborg.obj"
    cyborg = Model("learningopengl/resources/objects/cyborg/cyborg.obj")

    objectPositions = [
        Vec3(-3.0, -3.0, -3.0),
        Vec3( 0.0, -3.0, -3.0),
        Vec3( 3.0, -3.0, -3.0),
        Vec3(-3.0, -3.0,  0.0),
        Vec3( 0.0, -3.0,  0.0),
        Vec3( 3.0, -3.0,  0.0),
        Vec3(-3.0, -3.0,  3.0),
        Vec3( 0.0, -3.0,  3.0),
        Vec3( 3.0, -3.0,  3.0)
    ]

    NR_LIGHTS = 32
    lightPositions = (Vec3 * NR_LIGHTS)()
    lightColors = (Vec3 * NR_LIGHTS)()

    for i in range(NR_LIGHTS):
        lightPositions[i].x = random.uniform(-3.0, 3.0)
        lightPositions[i].y = random.uniform(-4.0, 2.0)
        lightPositions[i].z = random.uniform(-3.0, 3.0)

        lightColors[i].x = random.uniform(0.5, 1.0)
        lightColors[i].y = random.uniform(0.5, 1.0)
        lightColors[i].z = random.uniform(0.5, 1.0)

    # set up the G-buffer
    # 3 textures: p
    #   1. Positions (RGB)
    #   2. Color (RGB) + Specular (A)
    #   3. Normal (RGB)
    gBuffer = gl.genFramebuffers(1)[0]
    gl.bindFramebuffer(gl.FRAMEBUFFER, gBuffer)

    # set up the position buffer
    gl.bindTexture(gl.TEXTURE_2D, gPosition)
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, VP_WIDTH, VP_HEIGHT, 0, gl.RGB, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gPosition, 0)

    # set up the normal buffer
    gl.bindTexture(gl.TEXTURE_2D, gNormal);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, VP_WIDTH, VP_HEIGHT, 0, gl.RGB, gl.FLOAT,None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, gNormal, 0)

    # set up the color + specular buffer
    gl.bindTexture(gl.TEXTURE_2D, gAlbedoSpec);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, VP_WIDTH, VP_HEIGHT, 0, gl.RGBA, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, gAlbedoSpec, 0)

    # - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
    attachments = [gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]
    gl.drawBuffers(attachments)

    # - Create and attach depth buffer (renderbuffer)
    rboDepth = gl.genRenderbuffers(1)[0]
    gl.bindRenderbuffer(gl.RENDERBUFFER, rboDepth)
    gl.renderbufferStorage(gl.RENDERBUFFER,gl.DEPTH_COMPONENT, VP_WIDTH, VP_HEIGHT);
    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rboDepth)

    # - Finally check if framebuffer is complete
    if gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE:
        print("Framebuffer not complete!")

    gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

    gl.clearColor(0.0, 0.0, 0.0, 0.0)

    # Game loop
    while not window.shouldClose():
        # Set frame time
        currentFrame = time.perf_counter()
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        # Check and call events
        inputMap.begin_frame()
        glfw.pollEvents()
        input = inputMap.get_input()
        camera.processInput(input, 1.0/30.0)

        gl.bindFramebuffer(gl.FRAMEBUFFER, gBuffer)
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

        # TODO: use camera.zoom
        # 1. Geometry Pass: render scene's geometry/color data into gbuffer
        projection = Mat4.Perspective(45.0, float(SCR_WIDTH)/float(SCR_HEIGHT), 0.1, 100.0)
        view = camera.getViewMatrix()
        model = Mat4.Identity()

        shaderGeometryPass.use()
        shaderGeometryPass.uniforms.projection = projection
        shaderGeometryPass.uniforms.view = view

        for objectPosition in objectPositions:
            model = Mat4.Translation(objectPosition) * Mat4.Scale(0.25)
            shaderGeometryPass.uniforms.model = model
            cyborg.draw(shaderGeometryPass)

        gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

        gl.polygonMode(gl.FRONT_AND_BACK, gl.FILL)

        # 2. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        shaderLightingPass.use()
        shaderLightingPass.uniforms.gPosition = gPosition
        shaderLightingPass.uniforms.gNormal = gNormal
        shaderLightingPass.uniforms.gAlbedoSpec = gAlbedoSpec

        # Also send light relevant uniforms
        for i, lightPosition in enumerate(lightPositions):
            shaderLightingPass.uniforms.lights[i].Position = lightPosition
            shaderLightingPass.uniforms.lights[i].Color = lightColors[i]

            # Update attenuation parameters and calculate radius
            constant = 1.0
            linear = shaderLightingPass.uniforms.lights[i].Linear = 0.7
            quadratic = shaderLightingPass.uniforms.lights[i].Quadratic = 1.8

            # Then calculate radius of light volume/sphere
            lightThreshold = 5.0 # 5 / 256
            maxBrightness = max(max(lightColors[i].r, lightColors[i].g), lightColors[i].b)
            radius = (-linear + math.sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic)
            shaderLightingPass.uniforms.lights[i].Radius = radius

        shaderLightingPass.uniforms.viewPos = camera.position
        if window.getKey(glfw.KEY_1):
            draw_mode = 1
        if window.getKey(glfw.KEY_2):
            draw_mode = 2
        if window.getKey(glfw.KEY_3):
            draw_mode = 3
        if window.getKey(glfw.KEY_4):
            draw_mode = 4
        if window.getKey(glfw.KEY_5):
            draw_mode = 5
        # print("SETTING DRAW MODE:", draw_mode)

        try:
            shaderLightingPass.uniforms.draw_mode = draw_mode
        except:
            pass

        RenderQuad()

        # 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer
        gl.bindFramebuffer(gl.READ_FRAMEBUFFER, gBuffer);
        gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, 0); # Write to default framebuffer
        gl.blitFramebuffer(0, 0, VP_WIDTH, VP_HEIGHT, 0, 0, VP_WIDTH, VP_HEIGHT, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
        gl.bindFramebuffer(gl.FRAMEBUFFER, 0);

        # 3. Render lights on top of scene, by blitting
        shaderLightBox.use()
        shaderLightBox.uniforms.projection = projection
        # glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        shaderLightBox.uniforms.view = view
        # glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));

        for i, lightPosition in enumerate(lightPositions):
            model = Mat4.Translation(lightPosition) * Mat4.Scale(0.25)
            shaderLightBox.uniforms.model = model
            shaderLightBox.uniforms.lightColor = lightColors[i]
            RenderCube()

        # Swap the buffers
        window.swapBuffers()

    return 0
Beispiel #8
0
def main():
	glfw.setErrorCallback(error_callback)

	print("GL:", gl)

	glfw.init()
	glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
	glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
	glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
	glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
	glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

	window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

	if window is None:
		print('could not open window.')
		glfw.terminate()
		sys.exit()

	window.makeContextCurrent()
	# window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)
	window.setKeyCallback(key_callback)

	gl.init()
	print("IN MODULE:", gl.getError)
	err = gl.getError()
	if err:
		print("WINDOW OPEN ERROR:", err)

	gl.enable(gl.DEPTH_TEST)
	gl.enable(gl.BLEND)
	gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	# set up our application
	nodebuilder = NodeBuilder()

	# TODO: this stuff should happen automatically.
	debugdraw.register_with_nodebuilder(nodebuilder)
	transformnode.register_with_nodebuilder(nodebuilder)
	physicsnode.register_with_nodebuilder(nodebuilder)

	# set up
	scene = physicsnode.SceneNode(name='physics_scene') # scenenode.SceneNode(name='scene')

	debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene)
	sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene)
	# space = 

	create_wheelchair_guy(scene)

	# TODO: finish debugging the get_relative_path method...
	# print("wheel_suspension -> wheel_body", wheel_suspension.get_relative_path(wheel_body))
	# print("wheel_suspension -> body", wheel_suspension.get_relative_path(body))
	# print("wheel_suspension -> player", wheel_suspension.get_relative_path(player))
	# print("wheel_suspension -> player_body", wheel_suspension.get_relative_path(body))
# 
	# print(wheel_suspension.get_node('../../../..'))
	# assert(wheel_suspension.get_node('..') is wheel)
	# p = '../../../..'
	# print("P", wheel_suspension.get_node(p))
	# assert(wheel_suspension.get_node(p) is player)
	# assert(wheel_suspension.get_node('../wheel_body') is wheel_body)
	# p = '../../../player_body'
	# print(wheel_suspension.get_node(p))
	# assert(wheel_suspension.get_node(p) is body)



	while not window.shouldClose():
		glfw.pollEvents()

		framebuffer_width, framebuffer_height = window.getFramebufferSize()
		gl.viewport(0, 0, framebuffer_width, framebuffer_height)
		gl.clearColor(0.2, 0.3, 0.3, 1.0)
		gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT)

		gl.enable(gl.BLEND)
		gl.enable(gl.DEPTH_TEST)
		sprite_renderer.draw()

		gl.disable(gl.BLEND)
		gl.disable(gl.DEPTH_TEST)
		debugdraw_renderer.draw() # draw the debug draw scene on top of the other stuff.
		scene.step(1.0/30.0, iterations=10)

		#print(scene.get_node('transform').position, scene.get_node('transform').angle)

		window.swapBuffers()