Ejemplo n.º 1
0
    def __init__(self, pModel_loc=None, pSwitcher_loc=None, pCordinates=None, pColor_loc=None):
        super().__init__(pModel_loc, pSwitcher_loc, pCordinates, pColor_loc)
        vertices = [-0.2, -0.2, 0.2, 0.0, 0.0,
                    0.2, -0.2, 0.2, 1.0, 0.0,
                    0.2, 0.2, 0.2, 1.0, 1.0,
                    -0.2, 0.2, 0.2, 0.0, 1.0,

                    -0.2, -0.2, -0.2, 0.0, 0.0,
                    0.2, -0.2, -0.2, 1.0, 0.0,
                    0.2, 0.2, -0.2, 1.0, 1.0,
                    -0.2, 0.2, -0.2, 0.0, 1.0,

                    0.2, -0.2, -0.2, 0.0, 0.0,
                    0.2, 0.2, -0.2, 1.0, 0.0,
                    0.2, 0.2, 0.2, 1.0, 1.0,
                    0.2, -0.2, 0.2, 0.0, 1.0,

                    -0.2, 0.2, -0.2, 0.0, 0.0,
                    -0.2, -0.2, -0.2, 1.0, 0.0,
                    -0.2, -0.2, 0.2, 1.0, 1.0,
                    -0.2, 0.2, 0.2, 0.0, 1.0,

                    -0.2, -0.2, -0.2, 0.0, 0.0,
                    0.2, -0.2, -0.2, 1.0, 0.0,
                    0.2, -0.2, 0.2, 1.0, 1.0,
                    -0.2, -0.2, 0.2, 0.0, 1.0,

                    0.2, 0.2, -0.2, 0.0, 0.0,
                    -0.2, 0.2, -0.2, 1.0, 0.0,
                    -0.2, 0.2, 0.2, 1.0, 1.0,
                    0.2, 0.2, 0.2, 0.0, 1.0]

        indices = [ 0, 1, 2, 2, 3, 0,
                    4, 5, 6, 6, 7, 4,
                    8, 9, 10, 10, 11, 8,
                    12, 13, 14, 14, 15, 12,
                    16, 17, 18, 18, 19, 16,
                    20, 21, 22, 22, 23, 20]

        super()._handleObject(vertices, indices)

        glEnableVertexAttribArray(0)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, super()._getVertices().itemsize * 5, ctypes.c_void_p(0))

        glEnableVertexAttribArray(1)
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, super()._getVertices().itemsize * 5, ctypes.c_void_p(12))

        load_texture("textures/window.webp", super()._getTexture())
Ejemplo n.º 2
0
    def __init__(self,
                 pModel_loc=None,
                 pSwitcher_loc=None,
                 pCordinates=None,
                 pColor_loc=None):
        super().__init__(pModel_loc, pSwitcher_loc, pCordinates, pColor_loc)
        quad_vertices = [
            -0.5,
            -0.5,
            0.5,
            0.0,
            0.0,
            0.5,
            -0.5,
            0.5,
            1.0,
            0.0,
            0.5,
            0.5,
            0.5,
            1.0,
            1.0,
            -0.5,
            0.5,
            0.5,
            0.0,
            1.0,
        ]

        quad_indices = [0, 1, 2, 2, 3, 0]
        super()._handleObject(quad_vertices, quad_indices)

        glEnableVertexAttribArray(0)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
                              self.vertices.itemsize * 5, ctypes.c_void_p(0))

        glEnableVertexAttribArray(1)
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
                              self.vertices.itemsize * 5, ctypes.c_void_p(12))

        load_texture("textures/sun.png", super()._getTexture())
Ejemplo n.º 3
0
if not window:
    glfw.terminate()
    raise Exception('glfw window can not be created')

glfw.set_window_pos(window, 4000, 200)
glfw.set_cursor_pos(window, WINDOW_RESOLUTION[0]/2, WINDOW_RESOLUTION[1]/2)
glfw.set_window_size_callback(window, window_resize)
glfw.set_cursor_pos_callback(window, cursor_position_callback)
glfw.make_context_current(window)

light_shader = compileProgram(compileShader(light_vs, GL_VERTEX_SHADER), compileShader(light_fs, GL_FRAGMENT_SHADER))
lamp_shader = compileProgram(compileShader(lamp_vs, GL_VERTEX_SHADER), compileShader(lamp_fs, GL_FRAGMENT_SHADER))

texture = glGenTextures(2)
load_texture('lightning_test/textures/container.png', texture[0])
load_texture('lightning_test/textures/container_specular.png', texture[1])

### BOX ###############################
box_VAO = glGenVertexArrays(1)
glBindVertexArray(box_VAO)

VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)

glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(12))
glEnableVertexAttribArray(2)
Ejemplo n.º 4
0
glfw.set_window_size_callback(window, window_resize)
# glfw.set_key_callback(window, key_callback)
glfw.set_cursor_pos_callback(window, cursor_position_callback)
glfw.make_context_current(window)


car = Car()


shader = compileProgram(
    compileShader(vertex_src, GL_VERTEX_SHADER),
    compileShader(fragment_src, GL_FRAGMENT_SHADER)
)

texture = glGenTextures(2)
load_texture(car.texture_path, texture[0])
load_texture("race_game/textures/uv_grid.jpg", texture[1])

# Car #############################################
car_VAO = glGenVertexArrays(1)
glBindVertexArray(car_VAO)

car_VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, car_VBO)
glBufferData(GL_ARRAY_BUFFER, car.buffer.nbytes, car.buffer, GL_STATIC_DRAW)

car_EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, car_EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, car.indices.nbytes, car.indices, GL_STATIC_DRAW)

glEnableVertexAttribArray(0)
Ejemplo n.º 5
0
# ============================================================ #
#                   Loading shaders                            #
# ============================================================ #
shader = ShaderLoader('lightning_test/shaders/test.vs',
                      'lightning_test/shaders/test.fs')
test_shader = shader.get_compiled_shader()
shader = ShaderLoader('lightning_test/shaders/skybox.vs',
                      'lightning_test/shaders/skybox.fs')
skybox_shader = shader.get_compiled_shader()

# ============================================================ #
#                   Loading textures                           #
# ============================================================ #
textureID = glGenTextures(2)
load_texture('lightning_test/textures/container.png', textureID[0])

cubemap_images = [
    'lightning_test/textures/skybox/right.tga',
    'lightning_test/textures/skybox/left.tga',
    'lightning_test/textures/skybox/top.tga',
    'lightning_test/textures/skybox/bottom.tga',
    'lightning_test/textures/skybox/back.tga',
    'lightning_test/textures/skybox/front.tga',
]
cubemapTexture = load_cubemap(cubemap_images, textureID[1])

# ============================================================ #
#               Setup Cube Vertex Array Object                 #
# ============================================================ #
cube_VAO = glGenVertexArrays(1)
Ejemplo n.º 6
0
# ============================================================ #
shader = ShaderLoader('lightning_test/shaders/cube.vs',
                      'lightning_test/shaders/cube.fs')
cube_shader = shader.get_compiled_shader()
shader = ShaderLoader('lightning_test/shaders/simple_depth.vs',
                      'lightning_test/shaders/simple_depth.fs')
simple_depth_shader = shader.get_compiled_shader()
shader = ShaderLoader('lightning_test/shaders/screen_quad.vs',
                      'lightning_test/shaders/screen_quad.fs')
screen_quad_shader = shader.get_compiled_shader()

# ============================================================ #
#                   Loading textures                           #
# ============================================================ #
textureID = glGenTextures(2)
load_texture('lightning_test/textures/container.png', textureID[0])
load_texture('lightning_test/textures/floor_tiles.jpg', textureID[1])

# ============================================================ #
#                  configure depth map FBO                     #
# ============================================================ #
SHADOW_WIDTH = 1024
SHADOW_HEIGHT = 1024
depthMapFBO = glGenFramebuffers(1)

# create depth texture
depthMap = glGenTextures(1)
create_2D_texture_depth(depthMap, SHADOW_WIDTH, SHADOW_HEIGHT)
# attach depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,