Ejemplo n.º 1
0
def init():
    global theMeshes, theLight, theCamera, theScreen
    initializeVAO()
    glEnable(GL_CULL_FACE)
    glEnable(GL_DEPTH_TEST)
    # Add our objects
    # LIGHT
    theLight = N.array((0.577, 0.577, 0.577, 0.0),dtype=N.float32)
    # OBJECTS
    theMeshes = []
    phongshader = makeShader("phongshader.vert","phongshader.frag")
    flatshader = makeShader("flattextured.vert","flattextured.frag")
    colorTexture = loadTexture("brickwork-texture.jpg")
    normalTexture = loadTexture("brickwork_normal-map.jpg")
    for i in range(100):
        if i % 3 == 0:
            major = N.random.random()*2
            minor = major*0.25
            verts = torus(major, minor, 64, 16)
        elif i % 3 == 1:
            radius = N.random.random()*2
            verts = sphere(radius, 64, 32)
        else:
            size = N.random.random()*4
            verts = tetrahedron(size)            
        if i % 5 == 0:
            newmesh = flatTexturedMesh(colorTexture,
                                       getArrayBuffer(verts[0]),
                                       getElementBuffer(verts[1]),
                                       len(verts[1]),
                                       flatshader,
                                       N.array((0.5,0.5),dtype=N.float32))
        else:
            newmesh = coloredMesh(N.array((N.random.random(),
                                           N.random.random(),
                                           N.random.random(),
                                           1.0), dtype=N.float32),
                                  getArrayBuffer(verts[0]),
                                  getElementBuffer(verts[1]),
                                  len(verts[1]),
                                  phongshader)
        x = N.random.random()*20-10
        y = N.random.random()*20-10
        z = N.random.random()*20-10
        newmesh.moveRight(x)
        newmesh.moveUp(y)
        newmesh.moveBack(z)
        newmesh.pitch(x)
        newmesh.yaw(y)
        newmesh.roll(z)
        theMeshes.append(newmesh)
    # CAMERA
    width, height = theScreen.get_size()
    aspectRatio = float(width)/float(height)
    near = 0.01
    far = 100.0
    lens = 4.0  # "longer" lenses mean more telephoto
    theCamera = Camera(lens, near, far, aspectRatio)
Ejemplo n.º 2
0
def init():
    global theMeshes, theLight, theCamera, theScreen
    initializeVAO()
    glEnable(GL_CULL_FACE)
    glEnable(GL_DEPTH_TEST)
    # Add our objects
    # LIGHT
    theLight = N.array((0.577, 0.577, 0.577, 0.0),dtype=N.float32)
    # OBJECTS
    theMeshes = []
    phongshader = makeShader("phong.vert","phong.frag")
    suzanne = readOBJ("suzanne.obj")
    for i in range(100):
        if i % 4 == 0:
            major = N.random.random()*2
            minor = major*0.25
            verts,elements = torus(major, minor, 64, 16)
        elif i % 4 == 1:
            radius = N.random.random()*2
            verts,elements = sphere(radius, 64, 32)
        elif i % 4 == 2:
            verts,elements = suzanne
        else:
            size = N.random.random()*4
            verts,elements = tetrahedron(size)            
        newmesh = coloredMesh(N.array((N.random.random(),
                                       N.random.random(),
                                       N.random.random(),
                                       1.0), dtype=N.float32),
                              getArrayBuffer(verts),
                              getElementBuffer(elements),
                              len(elements),
                              phongshader)
        x = N.random.random()*20-10
        y = N.random.random()*20-10
        z = N.random.random()*20-10
        newmesh.moveRight(x)
        newmesh.moveUp(y)
        newmesh.moveBack(z)
        newmesh.pitch(x)
        newmesh.yaw(y)
        newmesh.roll(z)
        theMeshes.append(newmesh)
    # CAMERA
    width, height = theScreen.get_size()
    aspectRatio = float(width)/float(height)
    near = 0.01
    far = 100.0
    lens = 4.0  # "longer" lenses mean more telephoto
    theCamera = Camera(lens, near, far, aspectRatio)
Ejemplo n.º 3
0
def makeObjects(n=32, area = 20):
    theMeshes = []
    phongshader = makeShader("phongshader.vert","phongshader.frag")
    verts, elements = torus(1,0.25,64,16)
    torusVerts = getArrayBuffer(verts)
    torusElements = getElementBuffer(elements)
    torusNum = len(elements)
    verts, elements = sphere(1,64,32)
    sphereVerts = getArrayBuffer(verts)
    sphereElements = getArrayBuffer(elements)
    sphereNum = len(elements)
    verts, elements = tetrahedron(2)
    tetraVerts = getArrayBuffer(verts)
    tetraElements = getElementBuffer(elements)
    tetraNum = len(elements)
    verts, elements = readOBJ("suzanne.obj")
    suzanneVerts = getArrayBuffer(verts)
    suzanneElements = getElementBuffer(elements)
    suzanneNum = len(elements)
    for i in range(n):
        if i % 4 == 0:
            verts, elements, num = torusVerts, torusElements, torusNum
        elif i % 4 == 1:
            verts,elements, num = sphereVerts, sphereElements, torusNum
        elif i % 4 == 2:
            verts, elements, num = suzanneVerts, suzanneElements, torusNum
        else:
            verts, elements = tetraVerts, tetraElements
        newmesh = coloredMesh(N.array((N.random.random(),
                                       N.random.random(),
                                       N.random.random(),
                                       1.0), dtype=N.float32),
                              verts,
                              elements,
                              num,
                              phongshader)
        x = N.random.random()*area - 0.5*area
        y = N.random.random()*area - 0.5*area
        z = N.random.random()*area - 0.5*area
        newmesh.moveRight(x)
        newmesh.moveUp(y)
        newmesh.moveBack(z)
        newmesh.pitch(x)
        newmesh.yaw(y)
        newmesh.roll(z)
        theMeshes.append(newmesh)
    return theMeshes
Ejemplo n.º 4
0
    check("positionAttrib", positionAttrib)
    check("normalAttrib", normalAttrib)
    check("tangentAttrib", tangentAttrib)
    check("bitangentAttrib", bitangentAttrib)
    check("uvAttrib", uvAttrib)
    
    check("modelUnif", modelUnif)
    check("viewUnif", viewUnif)
    check("projUnif", projUnif)
    check("lightUnif", lightUnif)
    check("colorSamplerUnif", colorSamplerUnif)
    check("normalSamplerUnif", normalSamplerUnif)
    check("makeBumpUnif", makeBumpUnif)

# Vertex Data, positions and normals and texture coords
mysphere = sphere(0.75, 32,16)
sphereVertices = mysphere[0]
sphereElements = mysphere[1]
vertexComponents = 18 # 4 position, 4 normal, 4 tangent, 4 bitangent, 2 texture

# Ask the graphics card to create a buffer for our vertex data
def getFloatBuffer(arr):
    buff = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, buff)
    glBufferData(GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    return buff

def getElementBuffer(arr):
    buff = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buff)
Ejemplo n.º 5
0
    check("positionAttrib", positionAttrib)
    check("normalAttrib", normalAttrib)
    check("tangentAttrib", tangentAttrib)
    check("bitangentAttrib", bitangentAttrib)
    check("uvAttrib", uvAttrib)
    
    check("modelUnif", modelUnif)
    check("viewUnif", viewUnif)
    check("projUnif", projUnif)
    check("lightUnif", lightUnif)
    check("colorSamplerUnif", colorSamplerUnif)
    check("normalSamplerUnif", normalSamplerUnif)
    check("makeBumpUnif", makeBumpUnif)

# Vertex Data, positions and normals and texture coords
mysphere = sphere(0.75, 128,64)
sphereVertices = mysphere[0]
sphereElements = mysphere[1]
vertexComponents = 18 # 4 position, 4 normal, 4 tangent, 4 bitangent, 2 texture

# Ask the graphics card to create a buffer for our vertex data
def getFloatBuffer(arr):
    buff = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, buff)
    glBufferData(GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    return buff

def getElementBuffer(arr):
    buff = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buff)
Ejemplo n.º 6
0
    check("positionAttrib", positionAttrib)
    check("normalAttrib", normalAttrib)
    check("tangentAttrib", tangentAttrib)
    check("bitangentAttrib", bitangentAttrib)
    check("uvAttrib", uvAttrib)
    
    check("modelUnif", modelUnif)
    check("viewUnif", viewUnif)
    check("projUnif", projUnif)
    check("lightUnif", lightUnif)
    check("scaleuvUnif", scaleuvUnif)
    check("colorUnif", colorUnif)

# Vertex Data, positions and normals and texture coords
mysphere = sphere(0.75, 64, 32)
sphereVertices = mysphere[0]
sphereElements = mysphere[1]
vertexComponents = 18 # 4 position, 4 normal, 4 tangent, 4 bitangent, 2 texture

# Ask the graphics card to create a buffer for our vertex data
def getFloatBuffer(arr):
    buff = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, buff)
    glBufferData(GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    return buff

def getElementBuffer(arr):
    buff = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buff)
Ejemplo n.º 7
0
def init():
    global theMeshes, theLight, theCamera, theScreen
    initializeVAO()
    glEnable(GL_CULL_FACE)
    glEnable(GL_DEPTH_TEST)
    # Add our objects
    # LIGHT
    theLight = N.array((0.577, 0.577, 0.577, 0.0),dtype=N.float32)
    # OBJECTS
    theMeshes = []
    phongshader = makeShader("phongshader.vert","phongshader.frag")
    verts, elements = torus(1,0.25,64,16)
    torusVerts = getArrayBuffer(verts)
    torusElements = getElementBuffer(elements)
    torusNum = len(elements)
    verts, elements = sphere(1,64,32)
    sphereVerts = getArrayBuffer(verts)
    sphereElements = getArrayBuffer(elements)
    sphereNum = len(elements)
    verts, elements = tetrahedron(2)
    tetraVerts = getArrayBuffer(verts)
    tetraElements = getElementBuffer(elements)
    tetraNum = len(elements)
    verts, elements = readOBJ("suzanne.obj")
    suzanneVerts = getArrayBuffer(verts)
    suzanneElements = getElementBuffer(elements)
    suzanneNum = len(elements)
    for i in range(32):
        if i % 4 == 0:
            verts, elements, num = torusVerts, torusElements, torusNum
        elif i % 4 == 1:
            verts,elements, num = sphereVerts, sphereElements, torusNum
        elif i % 4 == 2:
            verts, elements, num = suzanneVerts, suzanneElements, torusNum
        else:
            verts, elements = tetraVerts, tetraElements
        newmesh = coloredMesh(N.array((N.random.random(),
                                       N.random.random(),
                                       N.random.random(),
                                       1.0), dtype=N.float32),
                              verts,
                              elements,
                              num,
                              phongshader)
        x = N.random.random()*20-10
        y = N.random.random()*20-10
        z = N.random.random()*20-10
        newmesh.moveRight(x)
        newmesh.moveUp(y)
        newmesh.moveBack(z)
        newmesh.pitch(x)
        newmesh.yaw(y)
        newmesh.roll(z)
        theMeshes.append(newmesh)
    # CAMERA
    width, height = theScreen.get_size()
    aspectRatio = float(width)/float(height)
    near = 0.01
    far = 100.0
    lens = 4.0  # "longer" lenses mean more telephoto
    theCamera = Camera(lens, near, far, aspectRatio)