Example #1
0
class Renderer:
    def __init__(self):
        self.context = Context.getInstance()  # NOTE must be initialized
        self.logger = logging.getLogger(__name__)

        self.windowWidth = 640
        self.windowHeight = 480

        self.initialize()

        self.colorShader = Shader(
            self.context.getResourcePath('shaders', 'ADS.vert'),
            self.context.getResourcePath('shaders', 'ADS.frag'))

        self.proj = hm.perspective(hm.identity(), 35,
                                   float(self.windowWidth) / self.windowHeight,
                                   1.0, 1000.0)
        self.view = hm.lookat(
            hm.identity(), np.array([0.0, 0.0, 0.0, 1.0], dtype=np.float32),
            np.array([0.0, 0.0, 1.0, 1.0], dtype=np.float32),
            np.array([0.0, -1.0, 0.0, 1.0], dtype=np.float32))
        self.cameraMatrix = np.dot(self.proj, self.view)
        self.setCameraMatrix(self.cameraMatrix)

    def setCameraMatrix(self, cameraMatrix):
        self.colorShader.setUniformMat4('view', self.view)
        self.colorShader.setUniformMat4('proj', self.proj)

    def setModelMatrix(self, model):
        self.colorShader.setUniformMat4('model', model)

    def setLightPos(self, lightPos):
        self.colorShader.setUniformVec4('lightPosition', lightPos)

    def setDiffCol(self, diffCol):
        self.colorShader.setUniformVec3('diffuseColor', diffCol)

    def windowOpen(self):
        return glfw.GetWindowParam(glfw.OPENED)

    def startDraw(self):
        glClearColor(0.0, 0.0, 0.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    def endDraw(self):
        glfw.SwapBuffers()

    def initialize(self):
        glfw.Init()
        glfw.OpenWindowHint(glfw.FSAA_SAMPLES, 4)
        glfw.OpenWindowHint(glfw.OPENGL_VERSION_MAJOR, 3)
        glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 2)  # 3.2
        glfw.OpenWindowHint(glfw.OPENGL_PROFILE,
                            glfw.OPENGL_CORE_PROFILE)  # 3.2
        glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)  # 3.2
        glfw.OpenWindowHint(glfw.WINDOW_NO_RESIZE, GL_TRUE)

        try:  # in case we fail to init this version
            glfw.OpenWindow(self.windowWidth, self.windowHeight, 0, 0, 0, 0,
                            24, 8, glfw.WINDOW)
        except Exception as e:
            self.logger.warn("Failed to initialize OpenGL: {}".format(str(e)))
            self.logger.warn("Trying lower version...")
            glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 0)  # 3.0
            glfw.OpenWindowHint(glfw.OPENGL_PROFILE, 0)  # 3.0
            glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL_FALSE)  # 3.0
            glfw.OpenWindow(self.windowWidth, self.windowHeight, 0, 0, 0, 0,
                            24, 8, glfw.WINDOW)
            self.logger.warn("OpenGL fallback to lower version worked")

        glfw.SetWindowTitle("TANG")
        glfw.SetWindowCloseCallback(self.onWindowClose)

        glEnable(GL_DEPTH_TEST)
        glEnable(GL_CULL_FACE)

        # Find out OpenGL version, and store for future use
        self.context.GL_version_string = glGetString(GL_VERSION).split(
            ' '
        )[0]  # must have version at the beginning, e.g. "3.0 Mesa 9.x.x" to extract "3.0"
        self.context.GL_version_major, self.context.GL_version_minor = list(
            int(x) for x in self.context.GL_version_string.split('.'))[
                0:2]  # must have only MAJOR.MINOR
        self.logger.info("OpenGL version {}.{}".format(
            self.context.GL_version_major, self.context.GL_version_minor))
        self.context.GLSL_version_string = glGetString(
            GL_SHADING_LANGUAGE_VERSION).split(' ')[0].replace(
                '.', '')  # "1.50" => "150"
        self.logger.info("GLSL version {}".format(
            self.context.GLSL_version_string))

    def quit(self):
        glfw.CloseWindow()  # NOTE does not generate onWindowClose callback
        #glfw.Terminate()

    def onWindowClose(self):
        #self.logger.debug("Renderer.onWindowClose()")
        return True  # nothing more needs to be done; but an event could be generated
Example #2
0
class Renderer:
    def __init__(self):
        self.context = Context.getInstance()  # NOTE must be initialized
        self.logger = logging.getLogger(__name__)

        self.windowWidth = 640
        self.windowHeight = 480

        self.initialize()

        self.colorShader = Shader(self.context.getResourcePath('shaders', 'ADS.vert'), self.context.getResourcePath('shaders', 'ADS.frag'))

        self.proj = hm.perspective(hm.identity(), 35, float(self.windowWidth) / self.windowHeight, 1.0, 1000.0)
        self.view = hm.lookat(hm.identity(), np.array([0.0, 0.0, 0.0, 1.0], dtype = np.float32), np.array([0.0, 0.0, 1.0, 1.0], dtype = np.float32), np.array([0.0, -1.0, 0.0, 1.0], dtype = np.float32))
        self.cameraMatrix = np.dot(self.proj, self.view)
        self.setCameraMatrix(self.cameraMatrix)

    def setCameraMatrix(self, cameraMatrix):
        self.colorShader.setUniformMat4('view', self.view)
        self.colorShader.setUniformMat4('proj', self.proj)

    def setModelMatrix(self, model):
        self.colorShader.setUniformMat4('model', model)

    def setLightPos(self, lightPos):
        self.colorShader.setUniformVec4('lightPosition', lightPos)

    def setDiffCol(self, diffCol):
        self.colorShader.setUniformVec3('diffuseColor', diffCol)

    def windowOpen(self):
        return glfw.GetWindowParam(glfw.OPENED)

    def startDraw(self):        
        glClearColor(0.0, 0.0, 0.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    def endDraw(self):
        glfw.SwapBuffers()

    def initialize(self):
        glfw.Init()
        glfw.OpenWindowHint(glfw.FSAA_SAMPLES, 4)
        glfw.OpenWindowHint(glfw.OPENGL_VERSION_MAJOR, 3)
        glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 2)  # 3.2
        glfw.OpenWindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)  # 3.2
        glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)  # 3.2
        glfw.OpenWindowHint(glfw.WINDOW_NO_RESIZE, GL_TRUE)
        
        try:  # in case we fail to init this version
            glfw.OpenWindow(self.windowWidth, self.windowHeight, 0, 0, 0, 0, 24, 8, glfw.WINDOW)
        except Exception as e:
            self.logger.warn("Failed to initialize OpenGL: {}".format(str(e)))
            self.logger.warn("Trying lower version...")
            glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 0)  # 3.0
            glfw.OpenWindowHint(glfw.OPENGL_PROFILE, 0)  # 3.0
            glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL_FALSE)  # 3.0
            glfw.OpenWindow(self.windowWidth, self.windowHeight, 0, 0, 0, 0, 24, 8, glfw.WINDOW)
            self.logger.warn("OpenGL fallback to lower version worked")
        
        glfw.SetWindowTitle("TANG")
        glfw.SetWindowCloseCallback(self.onWindowClose)
        
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_CULL_FACE)
        
        # Find out OpenGL version, and store for future use
        self.context.GL_version_string = glGetString(GL_VERSION).split(' ')[0]  # must have version at the beginning, e.g. "3.0 Mesa 9.x.x" to extract "3.0"
        self.context.GL_version_major, self.context.GL_version_minor = list(int(x) for x in self.context.GL_version_string.split('.'))[0:2]  # must have only MAJOR.MINOR
        self.logger.info("OpenGL version {}.{}".format(self.context.GL_version_major, self.context.GL_version_minor))
        self.context.GLSL_version_string = glGetString(GL_SHADING_LANGUAGE_VERSION).split(' ')[0].replace('.', '')  # "1.50" => "150"
        self.logger.info("GLSL version {}".format(self.context.GLSL_version_string))

    def quit(self):
        glfw.CloseWindow()  # NOTE does not generate onWindowClose callback
        #glfw.Terminate()

    def onWindowClose(self):
        #self.logger.debug("Renderer.onWindowClose()")
        return True  # nothing more needs to be done; but an event could be generated