def OnInit(self): """Load the image on initial load of the application""" print """Should see a rotating star-field""" starfield = random.rand(9110, 3) self.coordinate = Coordinate(point=starfield, ) self.color = Color(color=starfield, ) self.transform = Transform( scale=(200, 200, 200), children=[ Transform( translation=(-.5, -.5, -.5), children=[ Shape(geometry=PointSet( coord=self.coordinate, color=self.color, ), ), ], ), ], ) self.sg = sceneGraph(children=[ self.transform, ], ) self.time = Timer(duration=90.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start()
def OnInit( self ): self.sg = scene self.addEventHandler( "keypress", name="a", function = self.OnAdd) self.time = Timer( duration = .1, repeating = 1 ) self.time.addEventHandler( "cycle", self.OnAdd ) self.time.register (self) self.time.start ()
def OnInit( self ): self.sg = basenodes.sceneGraph( children = [ basenodes.Transform( children = [ basenodes.Shape( geometry = basenodes.Box( size = (2,3,4), ), appearance=basenodes.Appearance( material = basenodes.Material( diffuseColor = (1,0,0), ), ), ), ], ), basenodes.PointLight( location=(5,6,5), ), ], ) self.time = Timer( duration = 32.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () self.rotation = 0
def OnInit(self): """Initialize the context with GL active""" if not glInitShadowARB() or not glInitDepthTextureARB(): print 'Missing required extensions!' sys.exit(testingcontext.REQUIRED_EXTENSION_MISSING) '''Configure some parameters to make for nice shadows at the expense of some extra calculations''' glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnable(GL_POLYGON_SMOOTH) '''We create the geometry for our scene in a method to allow later tutorials to subclass and provide more interesting scenes. ''' self.geometry = self.createGeometry() '''We'll use OpenGLContext's rendering passes to render the geometry each time we need to do so...''' self.geometryPasses = flat.FlatPass(self.geometry, self) '''To make the demo a little more interesting, we're going to animate the first light's position and direction. Here we're setting up a raw Timer object. OpenGLContext scenegraph timers can't be used as we're not using the scenegraph mechanisms. ''' self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() '''Here are the lights we're going to use to cast shadows.''' self.lights = self.createLights() self.addEventHandler("keypress", name="s", function=self.OnToggleTimer)
def OnInit(self): """Load the image on initial load of the application""" self.image = self.loadImage() print("""You should see a slowly rotating textured cube The animation is provided by a timer, rather than the crude time-module based animation we use for the other NeHe tutorials.""") print(' <r> reverse the time-sequence') print(' <s> make time pass more slowly') print(' <f> make time pass faster') '''Here we will register key-press handlers for the various operations the user can perform.''' self.addEventHandler("keypress", name="r", function=self.OnReverse) self.addEventHandler("keypress", name="s", function=self.OnSlower) self.addEventHandler("keypress", name="f", function=self.OnFaster) '''We'll create a Timer object. The duration is the total cycle length for the timer, the repeating flag tells the timer to continue running.''' self.time = Timer(duration=8.0, repeating=1) '''The timer generates events for "fractions" as well as for cycles. We use the fraction value to generate a smooth animation.''' self.time.addEventHandler("fraction", self.OnTimerFraction) '''Registering and starting the timer are only necessary because the node is not part of a scenegraph.''' self.time.register(self) self.time.start() '''As with the time.time() mechanism, we need to track our current rotation so that the rendering pass can perform the rotation calculated by the timer callback.''' self.rotation = 0
def OnInit(self): self.sg = scene self.trans = self.sg.children[0] self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start()
def OnInit(self, ): """Initialisation""" print("""You should see two bitmap images traversing the screen diagonally. If the GL.ARB.window_pos extension is not available then you will exit immediately. """) self.width, self.height, self.data = self.loadImage() global window_pos window_pos = self.extensions.initExtension("GL.ARB.window_pos") if not window_pos: print('GL_ARB_window_pos not supported!') sys.exit(testingcontext.REQUIRED_EXTENSION_MISSING) self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.x = 0 self.y = 0 try: window_pos.glWindowPos2dvARB(()) except (error.CopyError, GLerror, ValueError) as err: print('Correct handling of incorrect parameters', err) except Exception as err: traceback.print_exc() print('Incorrect handling of incorrect parameters') try: window_pos.glWindowPos3dvARB(()) except (error.CopyError, GLerror, ValueError) as err: print('Correct handling of incorrect parameters', err) except Exception as err: traceback.print_exc() print('Incorrect handling of incorrect parameters')
def OnInit( self ): """Load the image on initial load of the application""" print("""Should see a sine wave fading from green to red""") line = arange(0.0,1.0,.01) line2 = line[::-1] self.coordinate = Coordinate( point = map(None, line,[0]*len(line), [0]*len(line) ), ) self.color = Color( color = map(None,line, [0]*len(line), line2 ), ) self.sg = sceneGraph( children = [ Transform( translation = (-.5,0,0), children = [ Shape( geometry = PointSet( coord = self.coordinate, color = self.color, ), ), ], ), ], ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
class TestContext(wxinteractivecontext.wxInteractiveContext): rotating = 1 def OnInit(self): self.sg = basenodes.sceneGraph(children=[ basenodes.Transform(children=[ basenodes.Shape( geometry=basenodes.Box(size=(2, 3, 4), ), appearance=basenodes.Appearance( material=basenodes.Material(diffuseColor=(1, 0, 0), ), ), ), ], ), basenodes.PointLight(location=(5, 6, 5), ), ], ) self.time = Timer(duration=32.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.rotation = 0 def OnTimerFraction(self, event): """Update our rotation from the timer event""" self.sg.children[0].rotation = (0, 1, 0, event.fraction() * 3.14149 * 2) def OnButtonPause(self, event): """Handle the wxPython event from our button""" if self.rotating: self.time.pause() else: self.time.resume() self.rotating = not self.rotating
def OnInit(self): vshader = ''' //setup a tween (blending constant) uniform float tween; // the the original position // and the secondary position (tweened) attribute vec3 position; attribute vec3 tweened; attribute vec3 color; varying vec4 baseColor; void main(){ // create a new position for this vertex // by mixing the original position and the // secondary tweened position gl_Position = gl_ModelViewProjectionMatrix * mix( vec4(position, 1.0), vec4(tweened, 1.0), tween ); baseColor = vec4(color, 1.0); } ''' vertex = shaders.compileShader(vshader, GL_VERTEX_SHADER) fshader = ''' varying vec4 baseColor; void main(){ gl_FragColor = baseColor; } ''' fragment = shaders.compileShader(fshader, GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex, fragment) # create a vbo with vertex position, color, and secondary position self.vbo = vbo.VBO( array([ [0, 1, 0, 1, 3, 0, 0, 1, 0], [-1, -1, 0, -1, -1, 0, 1, 1, 0], [1, -1, 0, 1, -1, 0, 0, 1, 1], [2, -1, 0, 2, -1, 0, 1, 0, 0], [4, -1, 0, 4, -1, 0, 0, 1, 0], [4, 1, 0, 4, 9, 0, 0, 0, 1], [2, -1, 0, 2, -1, 0, 1, 0, 0], [4, 1, 0, 1, 3, 0, 0, 0, 1], [2, 1, 0, 1, -1, 0, 0, 1, 1], ], 'f')) # get the memory locations in our shader # for our variables self.position_location = glGetAttribLocation(self.shader, 'position') self.tweened_location = glGetAttribLocation(self.shader, 'tweened') self.color_location = glGetAttribLocation(self.shader, 'color') self.tween_location = glGetUniformLocation(self.shader, 'tween') # setup an animation timer which updates the # tween fraction (called tween in our shader) self.time = Timer(duration=2.0, repeating=1) self.time.addEventHandler('fraction', self.OnTimerFraction) self.time.register(self) self.time.start()
def OnInit(self): """Do all of our setup functions...""" if not glMultiTexCoord2f: print('Multitexture not supported!') sys.exit(1) self.update_sim = False vBuffer, uvBuffer, nBuffer, tBuffer, bBuffer, cBuffer, iBuffer, triangles = \ loadMesh("TestMesh.obj", True, 0.001) self.indices = iBuffer self.vertices = vBuffer self.tex_coords = uvBuffer self.normals = nBuffer self.tangents = tBuffer self.biTangents = bBuffer self.colors = cBuffer normal_array = rasterizer.raster_vector_attrib(self.normals, self.tex_coords,\ triangles, SIM_SIZE, SIM_SIZE, UP) tangent_array = rasterizer.raster_vector_attrib(self.tangents, self.tex_coords,\ triangles, SIM_SIZE, SIM_SIZE, X_DIR) biTangent_array = rasterizer.raster_vector_attrib(self.biTangents, self.tex_coords,\ triangles, SIM_SIZE, SIM_SIZE, Y_DIR) self.fluid_sim = FluidSim.Fluid_Sim_2D(SIM_SIZE, SIM_SIZE, CELL_SIZE, DENSITY, GRAVITY,\ ATM_PRESSURE) for r in range(SIM_SIZE): for c in range(SIM_SIZE): self.fluid_sim.setNormal(r, c, normal_array[r][c]) self.fluid_sim.setXTangent(r, c, tangent_array[r][c]) self.fluid_sim.setYTangent(r, c, biTangent_array[r][c]) sources = [] for rc in INJECT_POINTS: for dr in range(-INJECT_RADIUS / 2, INJECT_RADIUS / 2 + 1): for dc in range(-INJECT_RADIUS / 2, INJECT_RADIUS / 2 + 1): if dr * dr + dc * dc <= INJECT_RADIUS * INJECT_RADIUS: sources.append((rc[0] + dr, rc[1] + dc)) self.fluid_sim.markSources(sources) self.addEventHandler("keypress", name="r", function=self.OnReverse) self.addEventHandler("keypress", name="s", function=self.OnSlower) self.addEventHandler("keypress", name="f", function=self.OnFaster) self.addEventHandler("keypress", name="w", function=self.incPhi) self.addEventHandler("keypress", name="s", function=self.decPhi) self.addEventHandler("keypress", name="d", function=self.incTheta) self.addEventHandler("keypress", name="a", function=self.decTheta) self.addEventHandler("keypress", name="u", function=self.promptUpdate) print('r -- reverse time\ns -- slow time\nf -- speed time') self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() '''Load both of our textures.''' self.Load() self.frameCount = 0
def OnInit( self ): vertex = shaders.compileShader(""" uniform float tween; attribute vec3 position; attribute vec3 tweened; attribute vec3 color; varying vec4 baseColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * mix( vec4( position,1.0), vec4( tweened,1.0), tween ); baseColor = vec4(color,1.0); }""",GL_VERTEX_SHADER) fragment = shaders.compileShader(""" varying vec4 baseColor; void main() { gl_FragColor = baseColor; }""",GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex,fragment) self.vbo = vbo.VBO( array( [ #depan [ 1, 3, 1, 0.5, 3, 1.5, 0,1,0 ], [ -1, 3, 1, 0.5, 3, 0.5, 0,1,0 ], [ 1, -3, 1, 0.5, -3, 1.5, 0,1,0 ], [ -1, 3, 1, 0.5, 3, 0.5, 0,1,0 ], [ -1, -3, 1, 0.5, -3, 1.5, 0,1,0 ], [ 1, -3, 1, 0.5, -3, 1.5, 0,1,0 ], #depan [ 1, 3, -2, 0.5, 3, -1.5, 1,1,0 ], [ -1, 3, -2, 0.5, 3, -2.5, 1,1,0 ], [ 1, -3, -2, 0.5, -3, -1.5, 1,1,0 ], [ -1, 3, -2, 0.5, 3, -2.5, 1,1,0 ], [ -1, -3, -2, 0.5, -3, -1.5, 1,1,0 ], [ 1, -3, -2, 0.5, -3, -1.5, 1,1,0 ], ],'f') ) self.position_location = glGetAttribLocation( self.shader, 'position' ) self.tweened_location = glGetAttribLocation( self.shader, 'tweened', ) self.color_location = glGetAttribLocation( self.shader, 'color' ) self.tween_location = glGetUniformLocation( self.shader, 'tween', ) self.time = Timer( duration = 2.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
def OnInit(self): """Load the image on initial load of the application""" print """This demo loads a VRML97 scenegraph and modifies the rotation of the transform which contains one of the two boxes. The ROUTE in the scene transmits this rotational change to the transform which contains the other box.""" self.sg = Loader.load(os.path.join("wrls", "box.wrl")) self.trans = self.sg.getDEF("Box01") self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start()
def OnInit( self ): """Load the image on initial load of the application""" print """Should see a sine wave fading from green to red""" line = arange(0.0,1.0,.01) line2 = line[::-1] self.coordinate = Coordinate( point = map(None, line,[0]*len(line), [0]*len(line) ), ) self.color = Color( color = map(None,line, [0]*len(line), line2 ), ) self.sg = sceneGraph( children = [ Transform( translation = (-.5,0,0), children = [ Shape( geometry = PointSet( coord = self.coordinate, color = self.color, ), ), ], ), ], ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
def OnInit( self ): """Load the image on initial load of the application""" print """Should see a rotating star-field""" starfield = random.rand( 9110, 3 ) self.coordinate = Coordinate( point = starfield, ) self.color = Color( color = starfield, ) self.transform = Transform( scale = (200,200,200), children = [ Transform( translation=(-.5,-.5,-.5), children=[ Shape( geometry = PointSet( coord = self.coordinate, color = self.color, ), ), ], ), ], ) self.sg = sceneGraph( children = [ self.transform, ], ) self.time = Timer( duration = 90.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
def OnInit( self ): """Initialize the context with GL active""" if not glInitShadowARB() or not glInitDepthTextureARB(): print 'Missing required extensions!' sys.exit( testingcontext.REQUIRED_EXTENSION_MISSING ) '''Configure some parameters to make for nice shadows at the expense of some extra calculations''' glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnable( GL_POLYGON_SMOOTH ) '''We create the geometry for our scene in a method to allow later tutorials to subclass and provide more interesting scenes. ''' self.geometry = self.createGeometry() '''We'll use OpenGLContext's rendering passes to render the geometry each time we need to do so...''' self.geometryPasses = flat.FlatPass(self.geometry,self) '''To make the demo a little more interesting, we're going to animate the first light's position and direction. Here we're setting up a raw Timer object. OpenGLContext scenegraph timers can't be used as we're not using the scenegraph mechanisms. ''' self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () '''Here are the lights we're going to use to cast shadows.''' self.lights = self.createLights() self.addEventHandler( "keypress", name="s", function = self.OnToggleTimer)
def OnInit(self): self.angle = 0 shader_common = read_shader( 'shader_common.h', D={'NLIGHTS': len(self.get_lights())}) phong_weightCalc = read_shader('phong_weightCalc.h') phong_preCalc = read_shader('phong_preCalc.h') light_preCalc = read_shader('light_preCalc.h') self.shader = Shader.compile( shader_common + phong_preCalc + light_preCalc + read_shader('vertex.h'), shader_common + phong_weightCalc + read_shader('fragment.h')) self.time = Timer(duration=20.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.set_terrain_ttd() self.vw = self.vh = 300
def OnInit(self): """Do all of our setup functions...""" if not glMultiTexCoord2f: print('Multitexture not supported!') sys.exit(1) self.addEventHandler("keypress", name="r", function=self.OnReverse) self.addEventHandler("keypress", name="s", function=self.OnSlower) self.addEventHandler("keypress", name="f", function=self.OnFaster) print('r -- reverse time\ns -- slow time\nf -- speed time') self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() '''Load both of our textures.''' self.Load()
class TestContext( BaseContext ): ''' creates a simple vertex shader ''' def OnInit( self ): try: self.shader = compileProgram( compileShader( VERTEX_SHADER, gl.GL_VERTEX_SHADER ), compileShader( FRAGMENT_SHADER, gl.GL_FRAGMENT_SHADER ) ) except RuntimeError, err: sys.stderr.write( err.args[0] ) sys.exit( 1 ) self.vbo = vbo.VBO( array( VERTEX_DATA, 'f' ) ) self.position = gl.glGetAttribLocation( self.shader, 'position' ) self.tweened = gl.glGetAttribLocation( self.shader, 'tweened' ) self.color = gl.glGetAttribLocation( self.shader, 'color' ) self.tween = gl.glGetUniformLocation( self.shader, 'tween' ) self.time = Timer( duration = 2.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register( self ) self.time.start()
def OnInit( self ): """Load the image on initial load of the application""" haveExtension = self.extensions.initExtension( "GL.ARB.point_parameters") if not haveExtension: print('GL_ARB_point_parameters not supported!') sys.exit( testingcontext.REQUIRED_EXTENSION_MISSING ) print("""Should see a sine wave overhead""") print('press x toggle use of the extension') self.addEventHandler( 'keypress', name = 'x', function = self.OnDisableExtension ) line = arange(0.0,1.0,.01) line2 = line[::-1] self.coordinate = Coordinate( point = zip(line,[0]*len(line), [0]*len(line) ), ) self.color = Color( color = zip(line, [0]*len(line), line2 ), ) self.geometry = PointSet( coord = self.coordinate, color = self.color, size = 4.0, minSize = 0.25, maxSize = 4.0, attenuation = (0,0,1), ) self.sg = sceneGraph( children = [ Transform( translation = (-.5,.25,0), scale = (2,2,2), rotation = (1,0,0,1.57), children = [ Shape( geometry = self.geometry, ), ], ), ], ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
def OnInit(self): """initialize the context""" vertex = shaders.compileShader(""" uniform float tween; attribute vec3 position; attribute vec3 tweened; attribute vec3 color; varying vec4 baseColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * mix( vec4( position,1.0), vec4( tweened,1.0), tween ); baseColor = vec4(color,1.0); }""",GL_VERTEX_SHADER) fragment = shaders.compileShader(""" varying vec4 baseColor; void main(){ gl_FragColor = baseColor; }""",GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex,fragment) self.vbo = vbo.VBO( array( [ [ 0, 1, 0, 1,3,0, 0,1,0 ], [ -1,-1, 0, -1,-1,0, 1,1,0 ], [ 1,-1, 0, 1,-1,0, 0,1,1 ], [ 2,-1, 0, 2,-1,0, 1,0,0 ], [ 4,-1, 0, 4,-1,0, 0,1,0 ], [ 4, 1, 0, 4,9,0, 0,0,1 ], [ 2,-1, 0, 2,-1,0, 1,0,0 ], [ 4, 1, 0, 1,3,0, 0,0,1 ], [ 2, 1, 0, 1,-1,0, 0,1,1 ], ],'f') ) self.position_location = glGetAttribLocation( self.shader,'position' ) self.tweened_location = glGetAttribLocation( self.shader,'tweened' ) self.color_location = glGetAttribLocation( self.shader,'color' ) self.tween_location = glGetUniformLocation( self.shader,'tween' ) self.time = Timer (duration = 2.0, repeating = 1) self.time.addEventHandler( "fraction",self.OnTimerFraction) self.time.register (self) self.time.start ()
def OnInit(self): self.is_trans = True self.vertex_shaders = [st.ANIMATED_VERTEX_SHADER] self.fragment_shaders = [st.ANIMATED_FRAGMENT_SHADER] self.texture_name = 'wood.jpg' self.time = Timer(duration=2.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.vertexes, self.indices, self.normals, self.uv = self.load_data() self.load_object() self.load_shader() self.load_texture() self.location = np.array([0.0, 0.0, 0.0]) self.EYE = np.array([0.0, 0.0, 10.0]) self.PREF = np.array([0.0, 0.0, -1.0]) self.vv = np.array([0.0, 1.0, 0.0]) self.N = (self.PREF - self.EYE) / np.linalg.norm(self.PREF - self.EYE) self.U = np.cross(self.N, self.vv) / np.linalg.norm(np.cross(self.N, self.vv)) self.EYE_UP = np.cross(self.U, self.N) self.d = 0.1 height = 500 width = 500 self.half_h = height / 2 self.f = 100.0 self.width = width self.height = height slope = np.sqrt((pow(self.d, 2) + pow((width / 2), 2))) self.fov = 2 * np.arctan(self.half_h / slope) left_bottom_near = self.EYE + self.d * self.N - self.half_h * self.U - self.half_h * self.EYE_UP right_top_near = self.EYE + self.d * self.N + self.half_h * self.U + self.half_h * self.EYE_UP self.VIEW = np.array([left_bottom_near[0], right_top_near[0], left_bottom_near[1], right_top_near[1], np.array([self.d]), np.array([self.f])]) self.LOOK_AT = np.array([0, 0, 0]) self.ProjectionMatrix = glm.perspective(self.fov, float(self.width) / float(self.height), self.d, self.f) self.ViewMatrix = glm.lookAt(glm.vec3(self.EYE[0], self.EYE[1], self.EYE[2]), glm.vec3(self.LOOK_AT[0], self.LOOK_AT[1], self.LOOK_AT[2]), glm.vec3(self.vv[0], self.vv[1], self.vv[2]) ) self.MVP = self.ProjectionMatrix * self.ViewMatrix * glm.mat4(1.0)
class TestContext( wxinteractivecontext.wxInteractiveContext ): rotating = 1 def OnInit( self ): self.sg = basenodes.sceneGraph( children = [ basenodes.Transform( children = [ basenodes.Shape( geometry = basenodes.Box( size = (2,3,4), ), appearance=basenodes.Appearance( material = basenodes.Material( diffuseColor = (1,0,0), ), ), ), ], ), basenodes.PointLight( location=(5,6,5), ), ], ) self.time = Timer( duration = 32.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () self.rotation = 0 def OnTimerFraction( self, event ): """Update our rotation from the timer event""" self.sg.children[0].rotation = ( 0,1,0,event.fraction()* 3.14149*2 ) def OnButtonPause( self, event ): """Handle the wxPython event from our button""" if self.rotating: self.time.pause() else: self.time.resume() self.rotating = not self.rotating
def OnInit( self ): """Load the image on initial load of the application""" print """This demo loads a VRML97 scenegraph and modifies the rotation of the transform which contains one of the two boxes. The ROUTE in the scene transmits this rotational change to the transform which contains the other box.""" self.sg = Loader.load( os.path.join("wrls","box.wrl") ) self.trans = self.sg.getDEF( "Box01" ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
class TestContext(BaseContext): """Context to load wrls/box.wrl and watch routing changes The context loads the given file, gets a pointer to a particular node within the file, then modifies that node's rotation field. The routes in the file forward the changes to another node, causing both boxes on-screen to rotate. """ initialPosition = (0, 0, 10) rot = 6.283 def OnInit(self): """Load the image on initial load of the application""" print """This demo loads a VRML97 scenegraph and modifies the rotation of the transform which contains one of the two boxes. The ROUTE in the scene transmits this rotational change to the transform which contains the other box.""" self.sg = Loader.load(os.path.join("wrls", "box.wrl")) self.trans = self.sg.getDEF("Box01") self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() def OnTimerFraction(self, event): """Modify the node""" x, y, z, r = self.trans.rotation self.trans.rotation = x, y, z, (self.rot * event.fraction())
class TestContext(BaseContext): def OnInit(self): """Load the image on initial load of the application""" print("""Should see a rotating star-field""") starfield = random.rand(9110, 3) self.coordinate = Coordinate(point=starfield, ) self.color = Color(color=starfield, ) self.transform = Transform( scale=(200, 200, 200), children=[ Transform( translation=(-.5, -.5, -.5), children=[ Shape(geometry=PointSet( coord=self.coordinate, color=self.color, ), ), ], ), ], ) self.sg = sceneGraph(children=[ self.transform, ], ) self.time = Timer(duration=90.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() def OnTimerFraction(self, event): """On event from the timer, generate new geometry""" self.transform.rotation = (0, 1, 0, 2 * math.pi * event.fraction())
class TestContext( BaseContext ): def OnInit( self ): self.sg = scene self.addEventHandler( "keypress", name="a", function = self.OnAdd) self.time = Timer( duration = .1, repeating = 1 ) self.time.addEventHandler( "cycle", self.OnAdd ) self.time.register (self) self.time.start () def OnAdd( self, event ): """Add a new box to the scene""" children = self.sg.children[0].children if len(children) > 128: children[:] = [] else: cube = 10 position = ( (random.random()-.5)*cube, (random.random()-.5)*cube, (random.random()-.5)*cube ) color = (random.random(),random.random(),random.random()) children.append( Transform( translation = position, children = [ Shape( geometry = Teapot( size=.2), appearance = Appearance( material=Material( diffuseColor = color, ) ), ), ], ))
class TestContext( BaseContext ): """Context to load wrls/box.wrl and watch routing changes The context loads the given file, gets a pointer to a particular node within the file, then modifies that node's rotation field. The routes in the file forward the changes to another node, causing both boxes on-screen to rotate. """ initialPosition = (0,0,10) rot = 6.283 def OnInit( self ): """Load the image on initial load of the application""" print """This demo loads a VRML97 scenegraph and modifies the rotation of the transform which contains one of the two boxes. The ROUTE in the scene transmits this rotational change to the transform which contains the other box.""" self.sg = Loader.load( os.path.join("wrls","box.wrl") ) self.trans = self.sg.getDEF( "Box01" ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () def OnTimerFraction( self, event ): """Modify the node""" x,y,z,r = self.trans.rotation self.trans.rotation = x,y,z,(self.rot*event.fraction())
def OnInit( self ): """Scene set up and initial processing""" self.program = shaders.compileProgram( shaders.compileShader( ''' varying vec3 normal; void main() { normal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } ''', GL_VERTEX_SHADER, ), shaders.compileShader( ''' uniform vec3 light_location; varying vec3 normal; void main() { float intensity; vec4 color; vec3 n = normalize(normal); vec3 l = normalize(light_location).xyz; // quantize to 5 steps (0, .25, .5, .75 and 1) intensity = (floor(dot(l, n) * 4.0) + 1.0)/4.0; color = vec4(intensity*1.0, intensity*0.5, intensity*0.5, intensity*1.0); gl_FragColor = color; } ''', GL_FRAGMENT_SHADER, ), ) self.light_uniform_loc = glGetUniformLocation( self.program, 'light_location' ) self.time = Timer( duration = 2.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
def OnInit( self ): """Do all of our setup functions...""" if not glMultiTexCoord2f: print 'Multitexture not supported!' sys.exit(1) self.addEventHandler( "keypress", name="r", function = self.OnReverse) self.addEventHandler( "keypress", name="s", function = self.OnSlower) self.addEventHandler( "keypress", name="f", function = self.OnFaster) print 'r -- reverse time\ns -- slow time\nf -- speed time' self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () '''Load both of our textures.''' self.Load()
class TestContext(BaseContext): rot = 6.283 initialPosition = (0, 0, 3) def OnInit(self): self.sg = scene self.trans = self.sg.children[0] self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() def OnTimerFraction(self, event): """Modify the node""" self.trans.rotation = 0, 0, 1, (self.rot * event.fraction())
class TestContext( BaseContext ): initialPosition = (0,0,3) # set initial camera position, tutorial does the re-positioning def OnInit( self ): """Load the image on initial load of the application""" print("""Should see a sine wave fading from green to red""") line = arange(0.0,1.0,.01) line2 = line[::-1] self.coordinate = Coordinate( point = map(None, line,[0]*len(line), [0]*len(line) ), ) self.color = Color( color = map(None,line, [0]*len(line), line2 ), ) self.sg = sceneGraph( children = [ Transform( translation = (-.5,0,0), children = [ Shape( geometry = PointSet( coord = self.coordinate, color = self.color, ), ), ], ), ], ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () def OnTimerFraction( self, event ): """On event from the timer, generate new geometry""" xes = arange( 0.0, 1.0, 0.005 ) range = (xes - event.fraction())*math.pi*2 yes = sin( range ) points = map(None,xes,yes,[0.0]*len(xes)) colors = map(None,xes,xes[::-1],[0.0]*len(xes)) self.coordinate.point = points self.color.color = colors
class TestContext( BaseContext ): initialPosition = (0,0,3) # set initial camera position, tutorial does the re-positioning def OnInit( self ): """Load the image on initial load of the application""" print """Should see a sine wave fading from green to red""" line = arange(0.0,1.0,.01) line2 = line[::-1] self.coordinate = Coordinate( point = map(None, line,[0]*len(line), [0]*len(line) ), ) self.color = Color( color = map(None,line, [0]*len(line), line2 ), ) self.sg = sceneGraph( children = [ Transform( translation = (-.5,0,0), children = [ Shape( geometry = PointSet( coord = self.coordinate, color = self.color, ), ), ], ), ], ) self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () def OnTimerFraction( self, event ): """On event from the timer, generate new geometry""" xes = arange( 0.0, 1.0, 0.005 ) range = (xes - event.fraction())*math.pi*2 yes = sin( range ) points = map(None,xes,yes,[0.0]*len(xes)) colors = map(None,xes,xes[::-1],[0.0]*len(xes)) self.coordinate.point = points self.color.color = colors
class TestContext(BaseContext): """Multi-texturing demo """ initialPosition = (0, 0, 0) rotation = 0 theta = 360 - 45 phi = 30 def OnInit(self): """Do all of our setup functions...""" if not glMultiTexCoord2f: print('Multitexture not supported!') sys.exit(1) self.update_sim = False vBuffer, uvBuffer, nBuffer, tBuffer, bBuffer, cBuffer, iBuffer, triangles = \ loadMesh("TestMesh.obj", True, 0.001) self.indices = iBuffer self.vertices = vBuffer self.tex_coords = uvBuffer self.normals = nBuffer self.tangents = tBuffer self.biTangents = bBuffer self.colors = cBuffer normal_array = rasterizer.raster_vector_attrib(self.normals, self.tex_coords,\ triangles, SIM_SIZE, SIM_SIZE, UP) tangent_array = rasterizer.raster_vector_attrib(self.tangents, self.tex_coords,\ triangles, SIM_SIZE, SIM_SIZE, X_DIR) biTangent_array = rasterizer.raster_vector_attrib(self.biTangents, self.tex_coords,\ triangles, SIM_SIZE, SIM_SIZE, Y_DIR) self.fluid_sim = FluidSim.Fluid_Sim_2D(SIM_SIZE, SIM_SIZE, CELL_SIZE, DENSITY, GRAVITY,\ ATM_PRESSURE) for r in range(SIM_SIZE): for c in range(SIM_SIZE): self.fluid_sim.setNormal(r, c, normal_array[r][c]) self.fluid_sim.setXTangent(r, c, tangent_array[r][c]) self.fluid_sim.setYTangent(r, c, biTangent_array[r][c]) sources = [] for rc in INJECT_POINTS: for dr in range(-INJECT_RADIUS / 2, INJECT_RADIUS / 2 + 1): for dc in range(-INJECT_RADIUS / 2, INJECT_RADIUS / 2 + 1): if dr * dr + dc * dc <= INJECT_RADIUS * INJECT_RADIUS: sources.append((rc[0] + dr, rc[1] + dc)) self.fluid_sim.markSources(sources) self.addEventHandler("keypress", name="r", function=self.OnReverse) self.addEventHandler("keypress", name="s", function=self.OnSlower) self.addEventHandler("keypress", name="f", function=self.OnFaster) self.addEventHandler("keypress", name="w", function=self.incPhi) self.addEventHandler("keypress", name="s", function=self.decPhi) self.addEventHandler("keypress", name="d", function=self.incTheta) self.addEventHandler("keypress", name="a", function=self.decTheta) self.addEventHandler("keypress", name="u", function=self.promptUpdate) print('r -- reverse time\ns -- slow time\nf -- speed time') self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() '''Load both of our textures.''' self.Load() self.frameCount = 0 ### Timer callback def OnTimerFraction(self, event): self.rotation = event.fraction() * -360 '''Keyboard callbacks, to allow for manipulating timer''' def OnReverse(self, event): self.time.internal.multiplier = -self.time.internal.multiplier print("reverse", self.time.internal.multiplier) def OnSlower(self, event): self.time.internal.multiplier = self.time.internal.multiplier / 2.0 print("slower", self.time.internal.multiplier) def OnFaster(self, event): self.time.internal.multiplier = self.time.internal.multiplier * 2.0 print("faster", self.time.internal.multiplier) def incTheta(self, event): self.theta += 0.5 def decTheta(self, event): self.theta -= 0.5 def incPhi(self, event): self.phi += 0.5 def decPhi(self, event): self.phi -= 0.5 def promptUpdate(self, event): self.update_sim = True def Load(self): self.image = self.loadImage("Checker_Sparse.png") self.watermap = self.loadWaterMap() def Render(self, mode): """Render scene geometry""" BaseContext.Render(self, mode) if mode.visible: glDisable(GL_CULL_FACE) glClearColor(0.5, 0.5, 0.5, 1.0) glClear(GL_COLOR_BUFFER_BIT) glEnable(GL_LIGHTING) glTranslatef(0.0, 8.0, -40.0) glRotated(self.phi + 180.0, 1, 0, 0) glRotated(self.theta, 0, 1, 0) '''We set up each texture in turn, the only difference between them being their application model. We want texture 0 applied as a simple decal, while we want the light-map to modulate the colour in the base texture.''' if USE_TEXTURE: glActiveTexture(GL_TEXTURE0) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) '''Enable the image (with the current texture unit)''' self.image() if SIMULATE: glActiveTexture(GL_TEXTURE1) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) '''Enable the image (with the current texture unit)''' if self.frameCount % 5 == 0: self.update_sim = True if self.update_sim: self.watermap = self.loadWaterMap() for rc in INJECT_POINTS: for dr in range(-INJECT_RADIUS / 2, INJECT_RADIUS / 2 + 1): for dc in range(-INJECT_RADIUS / 2, INJECT_RADIUS / 2 + 1): if dr * dr + dc * dc <= INJECT_RADIUS * INJECT_RADIUS: if (self.fluid_sim.getParticleCount() < MAX_PARTICLES): self.fluid_sim.inject( rc[0] + dr, rc[1] + dc, PARTICLE_INJECT_COUNT) if (XV_INJECT or YV_INJECT): print("NO!") self.fluid_sim.setXV( rc[0] + dr, rc[1] + dc, XV_INJECT) self.fluid_sim.setXV( rc[0] + dr, rc[1] + dc, XV_INJECT) if (P_INJECT): print("NAH!") self.fluid_sim.setP( rc[0] + dr, rc[1] + dc, P_INJECT) self.fluid_sim.simFrame(TIME_STEP) self.update_sim = False self.watermap() self.drawSurface() self.frameCount += 1 def loadImage(self, imageName="nehe_wall.bmp"): """Load an image from a file using PIL.""" try: from PIL.Image import open except ImportError: from Image import open glActiveTexture(GL_TEXTURE0_ARB) return texture.Texture(open(imageName)) def loadWaterMap(self): origSources = self.fluid_sim.sources sources = set() for source in origSources: oldr = source[0] oldc = source[1] sources.add((oldr * SUBDIVIDE_FACTOR, oldc * SUBDIVIDE_FACTOR)) fluid = [] for sdr in range(SIM_SIZE * SUBDIVIDE_FACTOR): fluid.append([]) for sdc in range(SIM_SIZE * SUBDIVIDE_FACTOR): fluid[sdr].append([]) for r in range(SIM_SIZE): for c in range(SIM_SIZE): subdivCell = self.fluid_sim.subdivParticles( r, c, SUBDIVIDE_FACTOR) for cr in range(SUBDIVIDE_FACTOR): for cc in range(SUBDIVIDE_FACTOR): for particle in subdivCell[cr][cc]: fluid[r * SUBDIVIDE_FACTOR + cr][c * SUBDIVIDE_FACTOR + cc].append(particle) minV = rasterizer.np.array([255, 255, 255, 255]) maxV = rasterizer.np.array([0, 0, 255, 255]) sourceAlt = rasterizer.np.array([127, 127, 0, 0]) data = rasterizer.fluid_to_texture(fluid, SIM_SIZE*SUBDIVIDE_FACTOR, SIM_SIZE*SUBDIVIDE_FACTOR, \ float(RENDER_MAX), minV, maxV, sources, sourceAlt) glActiveTexture(GL_TEXTURE1_ARB) return texture.Texture( PIL.Image.frombuffer( "RGBA", (SIM_SIZE * SUBDIVIDE_FACTOR, SIM_SIZE * SUBDIVIDE_FACTOR), data)) def drawSurface(self): """Draw a cube with texture coordinates""" glBegin(GL_TRIANGLES) for i in range(len(self.indices)): i0 = self.indices[i] mTexture(self.tex_coords[i0][0], self.tex_coords[i0][1]) glVertex3f(self.vertices[i0][0], self.vertices[i0][1], self.vertices[i0][2]) glNormal3f(self.normals[i0][0], self.normals[i0][1], self.normals[i0][2]) glEnd() def OnIdle(self, ): """Request refresh of the context whenever idle""" self.triggerRedraw(1) return 1
class TestContext( BaseContext ): """Demonstrates use of attribute types in GLSL """ def OnInit( self ): """Initialize the context""" '''We've defined a uniform "tween" which represents the current fractional mix between the two positions. When we were using the glVertexPointer/glColorPointer entry points, there were implicitly defined attribute values (gl_Vertex, gl_Color) that recieved our data-records. With legacy-free operation, we explicitly define the attribute values which will be used. They look very similar to the declarations for uniform values, save for the varying keyword. ''' vertex = shaders.compileShader(""" uniform float tween; attribute vec3 position; attribute vec3 tweened; attribute vec3 color; varying vec4 baseColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * mix( vec4( position,1.0), vec4( tweened,1.0), tween ); baseColor = vec4(color,1.0); }""",GL_VERTEX_SHADER) fragment = shaders.compileShader(""" varying vec4 baseColor; void main() { gl_FragColor = baseColor; }""",GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex,fragment) '''Since our VBO now has two position records and one colour record, we have an extra 3 floats for each vertex record.''' self.vbo = vbo.VBO( array( [ [ 0, 1, 0, 1,3,0, 0,1,0 ], [ -1,-1, 0, -1,-1,0, 1,1,0 ], [ 1,-1, 0, 1,-1,0, 0,1,1 ], [ 2,-1, 0, 2,-1,0, 1,0,0 ], [ 4,-1, 0, 4,-1,0, 0,1,0 ], [ 4, 1, 0, 4,9,0, 0,0,1 ], [ 2,-1, 0, 2,-1,0, 1,0,0 ], [ 4, 1, 0, 1,3,0, 0,0,1 ], [ 2, 1, 0, 1,-1,0, 0,1,1 ], ],'f') ) '''As with uniforms, we must use opaque "location" values to refer to our attributes when calling into the GL.''' self.position_location = glGetAttribLocation( self.shader, 'position' ) self.tweened_location = glGetAttribLocation( self.shader, 'tweened', ) self.color_location = glGetAttribLocation( self.shader, 'color' ) self.tween_location = glGetUniformLocation( self.shader, 'tween', ) '''The OpenGLContext timer class is setup here to provide a 0.0 -> 1.0 animation event and pass it to the given function.''' self.time = Timer( duration = 2.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () def Render( self, mode = 0): """Render the geometry for the scene.""" BaseContext.Render( self, mode ) glUseProgram(self.shader) '''We pass in the current (for this frame) value of our animation fraction. The timer will generate events to update this value during idle time.''' glUniform1f( self.tween_location, self.tween_fraction ) try: '''Each attribute array, just as with the legacy pointer functions, will bind to the current (Vertex) VBO. Because we are only using one VBO, we can bind once. If our position arrays were stored in different VBOs, we would need to bind and unbind the VBO for the corresponding glVertexAttribPointer calls. ''' self.vbo.bind() try: '''As with the legacy pointers, we have to explicitly enable the retrieval of values, without this, the GL would attempt to read a value for every attribute that is defined. Non-enabled attributes get default values for each vertex. It is also possible to specify a single value for an attribute to be used for each vertex (as though the attribute were a uniform). ''' glEnableVertexAttribArray( self.position_location ) glEnableVertexAttribArray( self.tweened_location ) glEnableVertexAttribArray( self.color_location ) '''Our vertex array is now 36 bytes/record. The glVertexAttribPointer calls are very similar to the legacy calls, save that they provide the attribute location into which the data-array will feed. ''' stride = 9*4 glVertexAttribPointer( self.position_location, 3, GL_FLOAT,False, stride, self.vbo ) glVertexAttribPointer( self.tweened_location, 3, GL_FLOAT,False, stride, self.vbo+12 ) glVertexAttribPointer( self.color_location, 3, GL_FLOAT,False, stride, self.vbo+24 ) glDrawArrays(GL_TRIANGLES, 0, 9) finally: self.vbo.unbind() '''As with the legacy pointer operations, we want to clean up our array enabling so that any later calls will not cause seg-faults when they try to read records from these arrays (potentially beyond the end of the arrays).''' glDisableVertexAttribArray( self.position_location ) glDisableVertexAttribArray( self.tweened_location ) glDisableVertexAttribArray( self.color_location ) finally: glUseProgram( 0 ) '''Our trivial event-handler function simply stores the event's fraction as our tween_fraction value.''' tween_fraction = 0.0 def OnTimerFraction( self, event ): frac = event.fraction() if frac > .5: frac = 1.0-frac frac *= 2 self.tween_fraction =frac self.triggerRedraw()
class TestContext(BaseContext): def loadImage(self, imageName='gldrawpixels.png'): """Load an image from a file using PIL. This is closer to what you really want to do than the original port's crammed-together stuff that set global state in the loading method. Note the process of binding the texture to an ID then loading the texture into memory. This didn't seem clear to me somehow in the tutorial. """ try: from PIL.Image import open except ImportError: from Image import open im = open(imageName) try: ix, iy, image = im.size[0], im.size[1], im.tobytes( "raw", "RGBA", 0, -1) except SystemError: ix, iy, image = im.size[0], im.size[1], im.tobytes( "raw", "RGBX", 0, -1) return ix, iy, image def OnInit(self, ): """Initialisation""" print("""You should see two bitmap images traversing the screen diagonally. If the GL.ARB.window_pos extension is not available then you will exit immediately. """) self.width, self.height, self.data = self.loadImage() global window_pos window_pos = self.extensions.initExtension("GL.ARB.window_pos") if not window_pos: print('GL_ARB_window_pos not supported!') sys.exit(testingcontext.REQUIRED_EXTENSION_MISSING) self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.x = 0 self.y = 0 try: window_pos.glWindowPos2dvARB(()) except (error.CopyError, GLerror, ValueError) as err: print('Correct handling of incorrect parameters', err) except Exception as err: traceback.print_exc() print('Incorrect handling of incorrect parameters') try: window_pos.glWindowPos3dvARB(()) except (error.CopyError, GLerror, ValueError) as err: print('Correct handling of incorrect parameters', err) except Exception as err: traceback.print_exc() print('Incorrect handling of incorrect parameters') def OnTimerFraction(self, event): """Set new position...""" width, height = self.getViewPort() self.x = width * event.fraction() self.y = height * event.fraction() def Render(self, mode=None): BaseContext.Render(self, mode) # we aren't affected by the matrices (which is the point) glTranslate(100, 0, 0) if mode.visible and not mode.transparent: format = GL_RGBA type = GL_UNSIGNED_BYTE glEnable(GL_ALPHA_TEST) glAlphaFunc(GL_GREATER, 0) glPixelStorei(GL_PACK_ALIGNMENT, 1) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) width, height = self.getViewPort() window_pos.glWindowPos2dARB(self.x, self.y) glDrawPixels( self.width, self.height, format, type, self.data, ) window_pos.glWindowPos2fvARB( GLfloat_2(self.x, self.getViewPort()[1] - self.y)) glDrawPixels( self.width, self.height, format, type, self.data, )
def OnInit(self): """Scene set up and initial processing""" print """You should see a cone over a black background The cone should have a mapped texture (a stained-glass window) and should be centered on the window. """ print 'press i to choose another texture for the box' self.addEventHandler('keypress', name='i', function=self.OnImageSwitch) print 'press s to choose another size for the box' self.addEventHandler('keypress', name='s', function=self.OnSizeSwitch) self.appearance = Appearance( material=Material( diffuseColor=(1, 0, 0), specularColor=(.5, .5, .5), ), texture=ImageTexture(url=[images[0]]), ) self.cone = Shape( geometry=Cone(), appearance=self.appearance, ) self.cylinder = Shape( geometry=Cylinder(), appearance=self.appearance, ) self.box = Shape( geometry=Box(), appearance=self.appearance, ) self.gear = Shape( geometry=Gear(), appearance=self.appearance, ) self.teapot = Shape( geometry=Teapot(), appearance=self.appearance, ) self.sphere = Shape( geometry=Sphere(), appearance=self.appearance, ) self.ifs = Shape( geometry=IndexedFaceSet( coord=Coordinate(point=[[-1, 0, 0], [1, 0, 0], [1, 1, 0], [-1, 1, 0]], ), coordIndex=[0, 1, 2, -1, 0, 2, 3], color=Color(color=[[0, 0, 1], [1, 0, 0]], ), colorIndex=[0, 1, 0, -1, 0, 0, 1], solid=False, normalPerVertex=True, ), appearance=self.appearance, ) self.sg = Transform( children=[ Transform( translation=(4, 0, 0), children=[self.cone], ), Transform( translation=(0, 0, 0), children=[self.box], ), Transform( translation=(-4, 0, 0), children=[self.cylinder], ), Transform( translation=(0, 4, 0), children=[self.gear], scale=(3, 3, 3), ), Transform( translation=(0, -4, 0), children=[self.teapot], scale=(.5, .5, .5), ), Transform( translation=(4, -4, 0), children=[self.sphere], ), Transform( translation=(-4, -4, 0), children=[self.ifs], ), SimpleBackground(color=(.5, .5, .5), ), ], scale=(.75, .75, .75), ) self.time = Timer(duration=15.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start()
class TestContext(BaseContext): currentImage = 0 currentSize = 0 def OnInit(self): """Scene set up and initial processing""" print """You should see a cone over a black background The cone should have a mapped texture (a stained-glass window) and should be centered on the window. """ print 'press i to choose another texture for the box' self.addEventHandler('keypress', name='i', function=self.OnImageSwitch) print 'press s to choose another size for the box' self.addEventHandler('keypress', name='s', function=self.OnSizeSwitch) self.appearance = Appearance( material=Material( diffuseColor=(1, 0, 0), specularColor=(.5, .5, .5), ), texture=ImageTexture(url=[images[0]]), ) self.cone = Shape( geometry=Cone(), appearance=self.appearance, ) self.cylinder = Shape( geometry=Cylinder(), appearance=self.appearance, ) self.box = Shape( geometry=Box(), appearance=self.appearance, ) self.gear = Shape( geometry=Gear(), appearance=self.appearance, ) self.teapot = Shape( geometry=Teapot(), appearance=self.appearance, ) self.sphere = Shape( geometry=Sphere(), appearance=self.appearance, ) self.ifs = Shape( geometry=IndexedFaceSet( coord=Coordinate(point=[[-1, 0, 0], [1, 0, 0], [1, 1, 0], [-1, 1, 0]], ), coordIndex=[0, 1, 2, -1, 0, 2, 3], color=Color(color=[[0, 0, 1], [1, 0, 0]], ), colorIndex=[0, 1, 0, -1, 0, 0, 1], solid=False, normalPerVertex=True, ), appearance=self.appearance, ) self.sg = Transform( children=[ Transform( translation=(4, 0, 0), children=[self.cone], ), Transform( translation=(0, 0, 0), children=[self.box], ), Transform( translation=(-4, 0, 0), children=[self.cylinder], ), Transform( translation=(0, 4, 0), children=[self.gear], scale=(3, 3, 3), ), Transform( translation=(0, -4, 0), children=[self.teapot], scale=(.5, .5, .5), ), Transform( translation=(4, -4, 0), children=[self.sphere], ), Transform( translation=(-4, -4, 0), children=[self.ifs], ), SimpleBackground(color=(.5, .5, .5), ), ], scale=(.75, .75, .75), ) self.time = Timer(duration=15.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() def OnTimerFraction(self, event): self.sg.rotation = array([0, 1, 0, event.fraction() * pi * 2], 'f') self.appearance.material.diffuseColor = [event.fraction()] * 3 self.triggerRedraw(False) def OnImageSwitch(self, event=None): """Choose a new mapped texture""" self.currentImage = currentImage = self.currentImage + 1 newImage = images[currentImage % len(images)] self.appearance.texture.url = [newImage] print "new image (loading) ->", newImage def OnSizeSwitch(self, event=None): """Choose a new size""" self.currentSize = currentSize = self.currentSize + 1 newSize = cone_sizes[currentSize % len(cone_sizes)] self.cone.geometry.bottomRadius = newSize newSize = cone_sizes[(currentSize + 1) % len(cone_sizes)] self.cone.geometry.height = newSize self.box.geometry.size = (newSize, newSize, newSize) self.cylinder.geometry.height = newSize self.cylinder.geometry.radius = newSize * .25 self.gear.geometry.outer_radius = newSize * .25 self.teapot.geometry.size = newSize self.sphere.geometry.radius = newSize print "new size ->", newSize self.triggerRedraw(True)
def OnInit( self ): self.drawCapture = 0 self.capturedImage = () self.useStringDraw = 0 self.reverseShape = 0 self.capturedImageFormat = GL_RGB self.planRot = 0; self.frameIter = 0; self.iter = 0 self.strPos = 0 self.newSystemTime = 45 self.systemIterator = 0 self.uniqueIDs = [] self.whichSTR = 0 glutReshapeWindow( 1400, 850) glutPositionWindow( 0, 0 ) glutFullScreen( ) self.time = Timer( duration = 60.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () #self.updater = Timer(duration = 61, repeating = 1) #self.updater.addEventHandler("cycle", self.updateFromSQL ) #self.updater.register(self) #self.updater.start () self.rot = 0 self.offset = 3 #dragging flag self.startDrag = 0 #holder for last detail rendered planet self.lastDetail = () #make some random planets and systems #self.universe = universe.Universe() self.addEventHandler( 'keypress', name='s', function=self.OnSave ) #get fonts providers = fontprovider.getProviders( 'solid' ) if not providers: raise ImportError( """NONONO solid font providers registered! Demo won't function properly!""" ) registry = self.getTTFFiles() styles = [] for font in registry.familyMembers( 'SANS' ): names = registry.fontMembers( font, 400, 0) for name in names: styles.append( fontstyle3d.FontStyle3D( family = [name], size = .06, justify = "LEFT", thickness = .02, quality = 3, renderSides = 1, renderFront = 1, renderBack = 1, )) self.styles = styles #render all ascii self.ascii = [] asciiNum = 32 while asciiNum<128: self.ascii.append( basenodes.Text( fontStyle=self.styles[0], string=chr(asciiNum) ) ) asciiNum += 1 #### Starting SQL Integration Here self.universe = universe.Universe() numSys = 1 self.universe.addSys(self.systemIterator) conn = MySQLdb.connect( host = "ec2-75-101-245-127.compute-1.amazonaws.com", user = "******", passwd = "ohhai", db = "wikihole") self.stringArray = [] cursor = conn.cursor() cursor.execute( "SELECT * FROM history") self.planetMoons = list(); offsetset = 0 while (1): row = cursor.fetchone() if row == None: break print "%s\t%s\t%s" % (row[0], row[2], row[1]) if(not offsetset): self.offset = row[0] offsetset = 1 lastTime = "%s" % row[2] thisTime = "%s" % row[2] else: lastTime = thisTime thisTime = "%s" % row[2] if( not gethistory.timeDiff(lastTime, thisTime, self.newSystemTime) ): self.systemIterator = self.systemIterator + 1 self.universe.addSys(self.systemIterator) print "MADE NEW SYSTEM" #print lastTime #print thisTime url = row[1] self.uniqueIDs.append(row[0]) imageurls = gethistory.getImageUrls(url) #make geometry array for description geom = [] gNum = 0 descripStr = gethistory.getDescription(url) while gNum<200: strr = descripStr[ gNum ] #self.bigString[ gNum ] asciiNumber = ord( strr )-32 if( not asciiNumber>=0 or not asciiNumber<=95 ): asciiNumber = 0 print "OUTOFBOUNDS" geom.append( self.ascii[ asciiNumber ] ) gNum += 1 if( self.whichSTR == 0): self.whichSTR = 1 else: self.whichSTR = 0 print self.whichSTR #render font geom for title names = url.split('/') wikititle = names[len(names) - 1] wikititle = wikititle.replace('_', ' ') self.stringArray.append(wikititle) title = basenodes.Text( fontStyle=self.styles[0], string=wikititle ) #get list of image urls for planet moons fileList = list() for image in imageurls: linetoExec = "wget " + image fullpath = image.split('/') existsOrNot = os.path.exists( fullpath[len(fullpath) - 1] ) if(existsOrNot): fileList.append( fullpath[len(fullpath) - 1] ) else: fileList.append( fullpath[len(fullpath) - 1] ) os.system(linetoExec) #uncomment this before real runs #self.planetMoons.append(fileList) #### #FINALLY add the planet to the current solar system self.universe.addPlanet(row[0], len(imageurls), title, geom, fileList) """Setup callbacks and build geometry for rendering""" #on mouse down self.addEventHandler( "mousebutton", button = 0, state=1, function = self.mouseDown ) #on mouse up self.addEventHandler( "mousebutton", button = 0, state = 0, function = self.mouseUp ) glutinteractivecontext.GLUTInteractiveContext.setupDefaultEventCallbacks(self) self.initialPosition = ( 0,0,20 ) self.STEPDISTANCE = 5.0 self.newPos = self.initialPosition self.goTo = 0
class TestContext( BaseContext ): """Demonstrates use of attribute types in GLSL """ def OnInit( self ): """Initialize the context""" '''== Phong and Blinn Reflectance == A shiny surface will tend to have a "bright spot" at the point on the surface where the angle of incidence for the reflected light ray and the viewer's ray are (close to) equal. A perfect mirror would have the brights spot solely when the two vectors are exactly equal, while a perfect Lambertian surface would have the "bright spot" spread across the entire surface. The Phong rendering process models this as a setting, traditionally called material "shininess" in Legacy OpenGL. This setting acts as a power which raises the cosine (dot product) of the angle between the reflected ray and the eye. The calculation of the cosine (dot product) of the two angles requires that we do a dot product of the two angles once for each vertex/fragment for which we wish to calculate the specular reflectance, we also have to find the angle of reflectance before we can do the calculation:''' """ L_dir = (V_pos-L_pos) R = 2N*(dot( N, L_dir))-L_dir // Note: in eye-coordinate system, Eye_pos == (0,0,0) Spec_factor = pow( dot( R, V_pos-Eye_pos ), shininess) """ '''which, as we can see, involves the vertex position in a number of stages of the operation, so requires recalculation all through the rendering operation. There is, however, a simplified version of Phong Lighting called [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong] which notes that if we were to do all of our calculations in "eye space", and were to assume that (as is normal), the eye and light coordinates will not change for a rendering pass, (note: this limits us to directional lights!) we can use a pre-calculated value which is the bisecting angle between the light-vector and the view-vector, called the "half vector" to perform approximately the same calculation. With this value:''' """ // note that in Eye coordinates, Eye_EC_dir == 0,0,-1 H = normalize( Eye_EC_dir + Light_EC_dir ) Spec_factor = pow( dot( H, N ), shininess ) """ '''Note: however, that the resulting Spec_factor is not *precisely* the same value as the original calculation, so the "shininess" exponent must be slightly lower to approximate the value that Phong rendering would achieve. The value is, however, considered close to "real world" materials, so the Blinn method is generally preferred to Phong. Traditionally, n_dot_pos would be cut off at 0.0, but that would create extremely hard-edged cut-offs for specular color. Here we "fudge" the result by 0.05 ''' phong_weightCalc = """ vec2 phong_weightCalc( in vec3 light_pos, // light position in vec3 half_light, // half-way vector between light and view in vec3 frag_normal, // geometry normal in float shininess ) { // returns vec2( ambientMult, diffuseMult ) float n_dot_pos = max( 0.0, dot( frag_normal, light_pos )); float n_dot_half = 0.0; if (n_dot_pos > -.05) { n_dot_half = pow(max(0.0,dot( half_light, frag_normal )), shininess); } return vec2( n_dot_pos, n_dot_half); } """ '''We are going to use per-fragment rendering. As a result, our vertex shader becomes very simple, just arranging for the Normals to be varied across the surface. ''' vertex = shaders.compileShader( """ attribute vec3 Vertex_position; attribute vec3 Vertex_normal; varying vec3 baseNormal; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4( Vertex_position, 1.0 ); baseNormal = gl_NormalMatrix * normalize(Vertex_normal); }""", GL_VERTEX_SHADER) '''Our fragment shader looks much like our previous tutorial's vertex shader. As before, we have lots of uniform values, but now we also calculate the light's half-vector (in eye-space coordinates). The phong_weightCalc function does the core Blinn calculation, and we simply use the resulting factor to add to the colour value for the fragment. Note the use of the eye-coordinate-space to simplify the half-vector calculation, the eye-space eye-vector is always the same value (pointing down the negative Z axis), and the eye-space eye-coordinate is always (0,0,0), so the eye-to-vertex vector is always the eye-space vector position. ''' fragment = shaders.compileShader( phong_weightCalc + """ uniform vec4 Global_ambient; uniform vec4 Light_ambient; uniform vec4 Light_diffuse; uniform vec4 Light_specular; uniform vec3 Light_location; uniform float Material_shininess; uniform vec4 Material_specular; uniform vec4 Material_ambient; uniform vec4 Material_diffuse; varying vec3 baseNormal; void main() { // normalized eye-coordinate Light location vec3 EC_Light_location = normalize( gl_NormalMatrix * Light_location ); // half-vector calculation vec3 Light_half = normalize( EC_Light_location - vec3( 0,0,-1 ) ); vec2 weights = phong_weightCalc( EC_Light_location, Light_half, baseNormal, Material_shininess ); gl_FragColor = clamp( ( (Global_ambient * Material_ambient) + (Light_ambient * Material_ambient) + (Light_diffuse * Material_diffuse * weights.x) // material's shininess is the only change here... + (Light_specular * Material_specular * weights.y) ), 0.0, 1.0); } """, GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex,fragment) '''Here's the call that creates the two VBOs and the count of records to render from them. If you're curious you can read through the source code of the OpenGLContext.scenegraph.quadrics module to read the mechanism that generates the values. The sphere is a simple rendering mechanism, as for a unit-sphere at the origin, the sphere's normals are the same as the sphere's vertex coordinate. The complexity comes primarily in generating the triangle indices that link the points generated. ''' #self.coords,self.indices,self.count = Sphere( # radius = 3 #).compile() self.coords,self.indices,self.count = Sphere(radius=3).compile() '''We have a few more uniforms to control the specular components. Real-world coding would also calculate the light's half-vector and provide it as a uniform (so that it would only need to be calculated once), but we are going to do the half-vector calculation in the shader to make it obvious what is going on. The legacy OpenGL pipeline provides the value pre-calculated as part of the light structure in GLSL. ''' for uniform in ( 'Global_ambient', 'Light_ambient','Light_diffuse','Light_location', 'Light_specular', 'Material_ambient','Material_diffuse', 'Material_shininess','Material_specular', ): location = glGetUniformLocation( self.shader, uniform ) if location in (None,-1): print 'Warning, no uniform: %s'%( uniform ) setattr( self, uniform+ '_loc', location ) for attribute in ( 'Vertex_position','Vertex_normal', ): location = glGetAttribLocation( self.shader, attribute ) if location in (None,-1): print 'Warning, no attribute: %s'%( uniform ) setattr( self, attribute+ '_loc', location ) #Add a timer self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () self.rotation = 0 self.sensor = PhotoSensor() self.sensor.calibrate_ambient() def OnTimerFraction( self, event ): r = self.sensor.getSensorReading() angle = self.sensor.getAngle(r) self.rotation = angle/180.0 * pi def getLightLocation(self): # read from serial port return [math.cos(self.rotation), math.sin(self.rotation),0]*5 def Render( self, mode = None): """Render the geometry for the scene.""" BaseContext.Render( self, mode ) glUseProgram(self.shader) try: '''==Indexed VBO Rendering== You'll notice here that we are binding two different VBO objects. As we mentioned above, the Sphere renderer generated both VBOs, but doesn't the second binding replace the first binding? That is, why doesn't OpenGL try to read the Vertex data out of the indices VBO? OpenGL defines multiple binding "targets" for VBOs, the first VBO (vertices) was bound to the GL_ARRAY_BUFFER target (the default for the class), which is used for reading per-vertex data arrays, while the indices buffer was defined as targetting the GL_ELEMENT_ARRAY_BUFFER, which is used solely for reading indices. Each target can be bound to a different VBO, and thus we can bind both VBOs at the same time without confusion. ''' self.coords.bind() self.indices.bind() '''Here, being lazy, we use the numpy array's nbytes value to specify the stride between records. The VBO object has a "data" value which is the data-set which was initially passed to the VBO constructor. The first element in this array is a single vertex record. This array happens to have 8 floating-point values (24 bytes), the first three being the vertex position, the next two being the texture coordinate and the last three being the vertex normal. We'll ignore the texture coordinate for now. ''' stride = self.coords.data[0].nbytes try: glUniform4f( self.Global_ambient_loc, .05,.05,.05,.1 ) glUniform4f( self.Light_ambient_loc, .1,.1,.1, 1.0 ) glUniform4f( self.Light_diffuse_loc, .25,.25,.25,1 ) '''We set up a yellow-ish specular component in the light and move it to rest "just over our right shoulder" in relation to the initial camera.''' glUniform4f( self.Light_specular_loc, 0.0,1.0,0,1 ) lloc = self.getLightLocation() glUniform3f( self.Light_location_loc, lloc[0], lloc[1], lloc[2]) glUniform4f( self.Material_ambient_loc, .1,.1,.1, 1.0 ) glUniform4f( self.Material_diffuse_loc, .15,.15,.15, 1 ) '''We make the material have a bright specular white colour and an extremely "shiny" surface. The shininess value has the effect of reducing the area of the highlight, as the cos of the angle is raised to the power of the (fractional) shininess.''' glUniform4f( self.Material_specular_loc, 1.0,1.0,1.0, 1.0 ) glUniform1f( self.Material_shininess_loc, .95) glEnableVertexAttribArray( self.Vertex_position_loc ) glEnableVertexAttribArray( self.Vertex_normal_loc ) glVertexAttribPointer( self.Vertex_position_loc, 3, GL_FLOAT,False, stride, self.coords ) glVertexAttribPointer( self.Vertex_normal_loc, 3, GL_FLOAT,False, stride, self.coords+(5*4) ) '''Here we introduce the OpenGL call which renders via an index-array rather than just rendering vertices in definition order. The last two arguments tell OpenGL what data-type we've used for the indices (the Sphere renderer uses shorts). The indices VBO is actually just passing the value c_void_p( 0 ) (i.e. a null pointer), which causes OpenGL to use the currently bound VBO for the GL_ELEMENT_ARRAY_BUFFER target. ''' glDrawElements( GL_TRIANGLES, self.count, GL_UNSIGNED_SHORT, self.indices ) finally: '''Note the need to unbind *both* VBOs, we have to free *both* VBO targets to avoid any other rendering operation from trying to access the VBOs.''' self.coords.unbind() self.indices.unbind() glDisableVertexAttribArray( self.Vertex_position_loc ) glDisableVertexAttribArray( self.Vertex_normal_loc ) finally: glUseProgram( 0 )
class TestContext( BaseContext ): """Shadow rendering tutorial code""" '''We're going to get up nice and close to our geometry in the initial view''' initialPosition = (.5,1,3) '''If we set lightViewDebug we will keep the light's view in the context rather than clearing the background before drawing the scene.''' lightViewDebug = False '''=Scene Set Up= Our tutorial requires a number of OpenGL extensions. We're going to test for these extensions using the glInit* functions. These are PyOpenGL-2.x style queries which will return True if the extension is available. PyOpenGL 3.x also allows you to do bool( entryPoint ) to check if an entry point is available, but that does not allow you to check for extensions which *only* define new constants. ''' def OnInit( self ): """Initialize the context with GL active""" if not glInitShadowARB() or not glInitDepthTextureARB(): print 'Missing required extensions!' sys.exit( testingcontext.REQUIRED_EXTENSION_MISSING ) '''Configure some parameters to make for nice shadows at the expense of some extra calculations''' glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnable( GL_POLYGON_SMOOTH ) '''We create the geometry for our scene in a method to allow later tutorials to subclass and provide more interesting scenes. ''' self.geometry = self.createGeometry() '''We'll use OpenGLContext's rendering passes to render the geometry each time we need to do so...''' self.geometryPasses = flat.FlatPass(self.geometry,self) '''To make the demo a little more interesting, we're going to animate the first light's position and direction. Here we're setting up a raw Timer object. OpenGLContext scenegraph timers can't be used as we're not using the scenegraph mechanisms. ''' self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () '''Here are the lights we're going to use to cast shadows.''' self.lights = self.createLights() self.addEventHandler( "keypress", name="s", function = self.OnToggleTimer) def createLights( self ): """Create the light's we're going to use to cast shadows""" '''Our first tutorial can only handle "spotlights", so we'll limit ourselves to those.''' return [ SpotLight( location = [0,5,10], color = [1,.95,.95], intensity = 1, ambientIntensity = 0.10, direction = [0,-5,-10], ), SpotLight( location = [3,3,3], color = [.75,.75,1.0], intensity = .5, ambientIntensity = .05, direction = [-3,-3,-3], ), ] def createGeometry( self ): """Create a simple VRML scenegraph to be rendered with shadows""" '''This simple scene is a Teapot and a tall thin box on a flat box. It's not particularly exciting, but it does let us see the shadows quite clearly.''' return Transform( children = [ Transform( translation = (0,-.38,0), children = [ Shape( DEF = 'Floor', geometry = Box( size=(5,.05,5)), appearance = Appearance( material=Material( diffuseColor = (.7,.7,.7), shininess = .8, ambientIntensity = .1, )), ), ], ), Transform( translation = (0,0,0), children = [ Shape( DEF = 'Tea', geometry = Teapot( size = .5 ), appearance = Appearance( material = Material( diffuseColor =( .5,1.0,.5 ), ambientIntensity = .2, shininess = .5, ), ), ) ], ), Transform( translation = (2,3.62,0), children = [ Shape( DEF = 'Pole', geometry = Box( size=(.1,8,.1) ), appearance = Appearance( material = Material( diffuseColor =( 1.0,0,0 ), ambientIntensity = .4, shininess = 0.0, ), ), ) ], ), ], ) def OnTimerFraction( self, event ): """Update light position/direction""" '''Every cycle we want to do a full rotation, and we want the light to be 10 units from the y axis in the x,z plane. All else is math.''' light = self.lights[0] a = event.fraction() * 2 * pi xz = array( [ sin(a),cos(a), ],'f') * 10 # radius position = light.location position[0] = xz[0] position[2] = xz[1] light.location = position '''We point the light at the origin, mostly because it's easy.''' light.direction = -position def OnToggleTimer( self, event ): """Allow the user to pause/restart the timer.""" if self.time.active: self.time.pause() else: self.time.resume() '''=Overall Rendering Process= OpenGLContext does a lot of "boilerplate" setup code to establish a perspective and model-view matrix, clear the background, and generally get you to a "normal 3D rendering" setup before it calls this method (Render). It will *not* call this method if we have a scenegraph as self.sg, as then it will use to optimized "Flat" rendering engine. The overall process for the shadow rendering code looks like this: * for each light, render a depth-texture and calculate a texture matrix * restore the perspective and model-view matrices for the camera * render the scene with only ambient lighting * for each light, render the scene with diffuse and specular lighting with the depth-texture and texture matrix filtering the areas which are affected. We only want to apply this process for the "normal diffuse" rendering mode, not, for instance, for the mouse-selection passes or the transparent rendering pass (transparent shadows will have to wait for another tutorial). ''' def Render( self, mode): assert mode BaseContext.Render( self, mode ) self.geometryPasses.setViewPlatform( mode.viewPlatform ) if mode.visible and mode.lighting and not mode.transparent: '''These settings tell us we are being asked to do a regular opaque rendering pass (with lighting). This is where we are going to do our shadow-rendering multi-pass.''' shadowTokens = [ (light,self.renderLightTexture( light, mode )) for light in self.lights[:self.lightViewDebug or len(self.lights)] ] '''Since our depth buffer currently has the light's view rendered into it, we need to clear it before we render our geometry from the camera's viewpoint.''' glClear(GL_DEPTH_BUFFER_BIT) '''OpenGLContext's camera is represented by a "View Platform" this camera's view has already been set up once during this rendering pass, but our light-texture-rendering pass will have reset the matrices to match the light's perspective. The view platform object has a method to render the matrices using regular OpenGL legacy calls (the "Flat" renderer calculates and loads these values directly). We just call this method to have the platform restore its state. The "identity" parameter tells the platform to do a glLoadIdentity() call for each matrix first. ''' platform = self.getViewPlatform() platform.render( identity = True ) '''We do our ambient rendering pass.''' self.renderAmbient( mode ) '''Then we do the diffuse/specular lighting for our lights. We want to make our "extra light" blend into the current light reflected from the surfaces at 1:1 ratio, so we enable blending before doing the diffuse/specular pass. ''' glEnable(GL_BLEND) glBlendFunc(GL_ONE,GL_ONE) try: for i,(light,(texture,textureMatrix)) in enumerate(shadowTokens): self.renderDiffuse( light, texture, textureMatrix, mode, id=i ) finally: glDisable(GL_BLEND) else: '''If we are *not* doing the shadowed opaque rendering pass, just visit the "scenegraph" with our mode.''' self.drawScene( mode, mode.getModelView() ) '''Let's get the simple part out of the way first; drawing the geometry. OpenGLContext has two different rendering engines. One is an optimized "Flat" renderer, and the other is a hierarchic "traversing" renderer which uses a visitor pattern to traverse the scenegraph for each pass. For our purposes, this slower traversing renderer is sufficient, and is easily invoked.''' def drawScene( self, mode, matrix ): """Draw our scene at current animation point""" glMatrixMode( GL_MODELVIEW ) glLoadMatrixf( matrix ) glPushMatrix() try: self.geometryPasses.renderGeometry( matrix ) finally: glPopMatrix() '''=Rendering Light Depth Texture= The depth texture is created by rendering the scene from the point-of-view of the light. In this version of the tutorial, we'll render the depth texture into the Context's regular "back" buffer and then copy it into the texture. ''' offset = 1.0 def renderLightTexture( self, light, mode,direction=None, fov = None, textureKey = None ): """Render ourselves into a texture for the given light""" '''We're going to render our scene into the depth buffer, so we'll explicitly specify the depth operation. The use of GL_LEQUAL means that we can rewrite the same geometry to the depth buffer multiple times and (save for floating-point artefacts), should see the geometry render each time. ''' glDepthFunc(GL_LEQUAL) glEnable(GL_DEPTH_TEST) '''Our setupShadowContext method will reset our viewport to match the size of the depth-texture we're creating.''' glPushAttrib(GL_VIEWPORT_BIT) '''We invoke our setupShadowContext method to establish the texture we'll use as our target. This tutorial is just going to reset the viewport to a subset of the back-buffer (the regular rendering target for OpenGL). Later tutorials will set up an off-screen rendering target (a Frame Buffer Object) by overriding this method-call.''' texture = self.setupShadowContext(light,mode) '''==Setup Scene with Light as Camera== The algorithm requires us to set up the scene to render from the point of view of our light. We're going to use a pair of methods on the light to do the calculations. These do the same calculations as "gluPerspective" for the viewMatrix, and a pair of rotation,translation transformations for the model-view matrix. Note: For VRML97 scenegraphs, this wouldn't be sufficient, as we can have multiple lights, and lights can be children of arbitrary Transforms, and can appear multiple times within the same scenegraph. We would have to calculate the matrices for each path that leads to a light, not just for each light. The node-paths have methods to retrieve their matrices, so we would simply dot those matrices with the matrices we retrieve here. The complexity of supporting these features doesn't particularly suit an introductory tutorial. ''' if fov: cutoff = fov /2.0 else: cutoff = None lightView = light.viewMatrix( cutoff, near=.3, far=30.0 ) lightModel = light.modelMatrix( direction=direction ) '''The texture matrix translates from camera eye-space into light eye-space. See the original tutorial for an explanation of how the mapping is done, and how it interacts with the current projection matrix. Things to observe about the calculation of the matrix compared to the values in the original tutorial: * we are explicitly taking the transpose of the result matrix * the order of operations is the reverse of the calculations in the tutorial * we take the transpose of the matrix so that matrix[0] is a row in the sense that the tutorial uses it This pattern of reversing order-of-operations and taking the transpose happens frequently in PyOpenGL when working with matrix code from C sources. Note: A number of fixes to matrix multiply order came from comparing results with [http://www.geometrian.com/Programs.php Ian Mallett's OpenGL Library v1.4]. ''' lightMatrix = dot( lightModel, lightView ) textureMatrix = transpose( dot( lightMatrix, self.BIAS_MATRIX ) ) '''This is a bit wasteful, as we've already loaded our projection and model-view matrices for our view-platform into the GL. Real-world implementations would normally do the light-rendering pass before doing their world-view setup. We'll restore the platform values later on. ''' glMatrixMode( GL_PROJECTION ) glLoadMatrixf( lightView ) glMatrixMode( GL_MODELVIEW ) glLoadMatrixf( lightModel ) '''Our geometryPasses object needs to have the same setup as the mode (another FlatPass instance) which we are processing.''' self.geometryPasses.matrix = lightModel self.geometryPasses.modelView = lightModel self.geometryPasses.projection = lightView self.geometryPasses.viewport = mode.viewport self.geometryPasses.calculateFrustum() self.geometryPasses.context = self self.geometryPasses.cache = mode.cache try: '''Because we *only* care about the depth buffer, we can mask out the color buffer entirely. We can use frustum-culling to only render those objects which intersect with the light's frustum (this is done automatically by the render-visiting code we use for drawing). Note: The glColorMask call does not prevent OpenGL from ever attempting to write to the color buffer, it just masks regular drawing operations. A call to glClear() for instance, could still clear the colour buffer. ''' if not self.lightViewDebug: glColorMask( 0,0,0,0 ) '''We reconfigure the mode to tell the geometry to optimize its rendering process, for instance by disabling normal generation, and excluding color and texture information.''' self.geometryPasses.lighting = False self.geometryPasses.textured = False self.geometryPasses.visible = False '''==Offset Polygons to avoid Artefacts== We want to avoid depth-buffer artefacts where the front-face appears to be ever-so-slightly behind itself due to multiplication and transformation artefacts. The original tutorial uses rendering of the *back* faces of objects into the depth buffer, but with "open" geometry such as the Utah Teapot, we wind up with nasty artefacts where e.g. the area on the body around the spout isn't shadowed because there's no back-faces in front of it. Even with the original approach, using a polygon offset will tend to avoid "moire" effects in the shadows where precision issues cause the depths in the buffer to pass back and forth across the LEQUAL threshold as they cross the surface of the object. To avoid these problems, we use a polygon-offset operation. The first 1.0 gives us the raw fragment depth-value, the second 1.0, the parameter "units" says to take 1.0 depth-buffer units and add it to the depth-value from the previous step, making the depth buffer record values 1.0 units less than the geometry's natural value. ''' glEnable(GL_POLYGON_OFFSET_FILL) glPolygonOffset(1.0, self.offset) '''Don't render front-faces, so that we avoid moire effects in the rendering of shadows''' glCullFace(GL_FRONT) glEnable( GL_CULL_FACE ) '''And now we draw our scene into the depth-buffer.''' self.drawScene( mode, lightModel ) '''Our closeShadowContext will copy the current depth buffer into our depth texture and deactivate the texture.''' self.closeShadowContext( texture ) '''Return the configured texture into which we will render''' return texture, textureMatrix finally: '''Restore "regular" rendering...''' glDisable(GL_POLYGON_OFFSET_FILL) glShadeModel( GL_SMOOTH ) glCullFace(GL_BACK) glDisable( GL_CULL_FACE ) glColorMask( 1,1,1,1 ) '''Now restore the viewport.''' glPopAttrib() '''The setup of the bias matrix was discussed at some length in the original tutorial. In sum, the depth-buffer is going to return values in the -1 to 1 range, while the texture has values in range 0-1. The bias matrix simply maps from -1 to 1 to 0 to 1. We multiply this by the "raw" translation matrix to get the final texture matrix which translates from camera eye coordinates to texture clip coordinates.''' BIAS_MATRIX = array([ [0.5, 0.0, 0.0, 0.0], [0.0, 0.5, 0.0, 0.0], [0.0, 0.0, 0.5, 0.0], [0.5, 0.5, 0.5, 1.0], ], 'f') '''==Generating the Depth-Texture== Depth texture sizes can have a large effect on the quality of the shadows produced. If your texture only has a couple of dozen pixels covering a particular piece of geometry then the shadows on that piece of geometry are going to be extremely pixelated. This is particularly so if your light has a wide-angle cutoff. As more of the scene is rendered into the texture, each object covers fewer pixels. ''' shadowMapSize = 512 textureCacheKey = 'shadowTexture' def setupShadowContext( self, light=None, mode=None ): """Create a shadow-rendering context/texture""" shadowMapSize = self.shadowMapSize '''We don't want to re-generate the depth-texture for every frame, so we want to keep a cached version of it around. OpenGLContext has an explicit caching mechanism which allows us to check and store the value easily. The cache can hold different elements for a single node, so we use a cache key to specify that we're storing the shadow texture for the node.''' texture = mode.cache.getData(light,key=self.textureCacheKey) if not texture: '''We didn't find the texture in the cache, so we need to generate it. We create a single texture and tell OpenGL to make it the current 2D texture. ''' texture = glGenTextures( 1 ) glBindTexture( GL_TEXTURE_2D, texture ) '''The use of GL_DEPTH_COMPONENT here marks the use of the ARB_depth_texture extension. The GL_DEPTH_COMPONENT constant tells OpenGL to use the current OpenGL bit-depth as the format for the texture. So if our context has a 16-bit depth channel, we will use that. If it uses 24-bit depth, we'll use that. The None at the end of the argument list tells OpenGL not to initialize the data, i.e. not to read it from anywhere. ''' glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowMapSize, shadowMapSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, None ) '''Now we store the texture in the cache for later passes.''' holder = mode.cache.holder( light,texture,key=self.textureCacheKey) '''These parameters simply keep us from doing interpolation on the data-values for the texture. If we were to use, for instance GL_LINEAR interpolation, our shadows would tend to get "moire" patterns. The cutoff threshold for the shadow would get crossed halfway across each shadow-map texel as the neighbouring pixels' values were blended.''' glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) '''We assume here that shadowMapSize is smaller than the size of the viewport. Real world implementations would normally render to a Frame Buffer Object (off-screen render) to an appropriately sized texture, regardless of screen size, falling back to this implementation *only* if there was no FBO support on the machine. We will develop the FBO-based rendering in the next tutorial. ''' glViewport( 0,0, shadowMapSize, shadowMapSize ) return texture def closeShadowContext( self, texture ): """Close our shadow-rendering context/texture""" '''This is the function that actually copies the depth-buffer into the depth-texture we've created. The operation is a standard OpenGL glCopyTexSubImage2D, which is performed entirely "on card", so is reasonably fast, though not as fast as having rendered into an FBO in the first place. We'll look at that in the next tutorial. ''' shadowMapSize = self.shadowMapSize glBindTexture(GL_TEXTURE_2D, texture) glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowMapSize, shadowMapSize ) return texture '''=Render Ambient-lit Geometry= Our second rendering pass draws the ambient light to the scene. It also fills in the depth buffer which will filter out geometry which is behind shadowed geometry which would otherwise "bleed through". ''' def renderAmbient( self, mode ): """Render ambient-only lighting for geometry""" '''Again, we configure the mode to tell the geometry how to render itself. Here we want to have almost everything save the diffuse lighting calculations performed.''' self.geometryPasses.context = self self.geometryPasses.cache = mode.cache self.geometryPasses.visible = True self.geometryPasses.lighting = True self.geometryPasses.lightingAmbient = True self.geometryPasses.lightingDiffuse = False self.geometryPasses.textured = True '''As with the geometry, the light will respect the mode's parameters for lighting.''' for i,light in enumerate( self.lights ): light.Light( GL_LIGHT0+i, mode=self.geometryPasses ) self.drawScene( mode, mode.getModelView() ) '''=Render Diffuse/Specular Lighting Filtered by Shadow Map= This rendering pass is where the magic of the shadow-texture algorithm happens. Our process looks like this: * configure the GL to synthesize texture coordinates in eye-linear space (the camera's eye coordinate space) * load our texture matrix into the "eye planes" of the texture coordinate pipeline, there they serve to transform the texture coordinates into the clip-space coordinates of the depth texture * configure the GL to generate an "alpha" value by comparing the "R" (Z) component of the generated texture coordinates to the Z component stored in the depth-texture. That is, generate a 1.0 alpha where the camera-Z component is less-than-or-equal-to the depth in the depth texture. * configure the GL to only pass fragments where the alpha is greater than .99 ''' def renderDiffuse( self, light, texture, textureMatrix, mode, id=0 ): """Render lit-pass for given light""" '''If we were to turn *off* ambient lighting, we would find that our shadowed geometry would be darker whereever there happened to be a hole in the geometry through which light was hitting (the back of) the geometry. With fully closed geometry, not a problem, but a problem for our Teapot object. We could solve this with a blend operation which only blended brighter pixels, but simply re-calculating ambient lighting in this pass is about as simple. ''' self.geometryPasses.lightingAmbient = False self.geometryPasses.lightingDiffuse = True '''Again, the light looks at the mode parameters to determine how to configure itself.''' light.Light( GL_LIGHT0 + id, mode=self.geometryPasses ) texGenData = [ (GL_S,GL_TEXTURE_GEN_S,textureMatrix[0]), (GL_T,GL_TEXTURE_GEN_T,textureMatrix[1]), (GL_R,GL_TEXTURE_GEN_R,textureMatrix[2]), (GL_Q,GL_TEXTURE_GEN_Q,textureMatrix[3]), ] for token,gen_token,row in texGenData: '''We want to generate coordinates as a linear mapping with each "eye plane" corresponding to a row of our translation matrix. We're going to generate texture coordinates that are linear in the eye-space of the camera and then transform them with the eye-planes into texture-lookups within the depth-texture.''' glTexGeni(token, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(token, GL_EYE_PLANE, row ) glEnable(gen_token) '''Now enable our light's depth-texture, created above.''' glBindTexture(GL_TEXTURE_2D, texture) glEnable(GL_TEXTURE_2D) '''Enable shadow comparison. "R" here is not "red", but the third of 4 texture coordinates, i.e. the transformed Z-depth of the generated texture coordinate, now in eye-space of the light.''' glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE ) '''Shadow comparison should be true (ie not in shadow) if R <= value stored in the texture. That is, if the eye-space Z coordinate multiplied by our transformation matrix is at a lower depth (closer) than the depth value stored in the texture, then that coordinate is "in the light". ''' glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL ) '''I don't see any real reason to prefer ALPHA versus INTENSITY for the generated values, but I like the symetry of using glAlphaFunc with Alpha values. The original tutorial used intensity values, however, so there may be some subtle reason to use them.''' glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA ) '''Accept anything as "lit" which gives this value or greater.''' glAlphaFunc(GL_GEQUAL, .99) glEnable(GL_ALPHA_TEST) try: return self.drawScene( mode, mode.getModelView() ) finally: '''Okay, so now we need to do cleanup and get back to a regular rendering mode...''' glDisable(GL_TEXTURE_2D) for _,gen_token,_ in texGenData: glDisable(gen_token) glDisable(GL_LIGHTING) glDisable(GL_LIGHT0+id) glDisable(GL_ALPHA_TEST) mode.lightingAmbient = True glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE )
def OnInit( self ): """Do all of our setup functions...""" BaseContext.OnInit( self ) print """You should see something that looks vaguely like a water-fountain, with individual droplets starting blue and turning white.""" '''The PointSet node will do the actual work of rendering our points into the GL. We start it off with all points at the emitter location and with initial colour.''' self.points = PointSet( coord = Coordinate( point = [emitter]*count ), color = Color( color = [initialColor]*count ), minSize = 7.0, maxSize = 10.0, attenuation = [0,1,0], ) '''We use a simple Appearance node to apply a texture to the PointSet, the PointSet will use this to enable sprite-based rendering if the extension(s) are available.''' self.shape = Shape( appearance = Appearance( texture = ImageTexture( url='_particle.png' ), ), geometry = self.points, ) self.text = Text( string = ["""Current multiplier: 1.0"""], fontStyle = FontStyle( family='SANS', format = 'bitmap', justify = 'MIDDLE', ), ) self.sg = sceneGraph( children = [ self.shape, SimpleBackground( color = (.5,.5,.5),), Transform( translation = (0,-1,0), children = [ Shape( geometry = self.text ), ], ), ] ) self.velocities = array([ (0,0,0)]*count, 'd') self.colorVelocities = array( colorVelocities, 'd') print ' <s> make time pass more slowly' print ' <f> make time pass faster' print ' <h> higher' print ' <l> (L) lower' print ' <[> smaller drops' print ' <]> larger drops' self.addEventHandler( "keypress", name="s", function = self.OnSlower) self.addEventHandler( "keypress", name="f", function = self.OnFaster) self.addEventHandler( "keypress", name="h", function = self.OnHigher) self.addEventHandler( "keypress", name="l", function = self.OnLower) self.addEventHandler( "keypress", name="]", function = self.OnLarger) self.addEventHandler( "keypress", name="[", function = self.OnSmaller) '''First timer will provide the general simulation heartbeat.''' self.time = Timer( duration = 1.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () '''Second timer provides a cycle on which the fountain reduces/increases the speed at which droplets are started.''' self.time2 = Timer( duration = 5.0, repeating = 1 ) self.time2.addEventHandler( "cycle", self.OnLower ) self.time2.register (self) self.time2.start ()
class TestContext(BaseContext): """ Demonstrates use of attribute types in GLSL """ def get_lights(self): light1 = self.angle + np.pi * 1.2 light2 = self.angle + np.pi * 1.8 light_nodes = [ N.DirectionalLight( color=(.1, .8, 0), intensity=0.8, ambientIntensity=0.1, direction=(np.cos(light1), np.sin(light1), -1), ), N.DirectionalLight( color=(.1, .8, 0), intensity=0.4, ambientIntensity=0.1, direction=(np.cos(light2), np.sin(light2), -1), ), # N.SpotLight( # location=(0.5, 0.5, 1), # color=(1, 1, 1), # ambientIntensity=.1, # attenuation=(0, 0, 1), # beamWidth=np.pi*0.2, # cutOffAngle=np.pi*.9, # direction=(0, 0, -1), # intensity=.5, # ), # N.PointLight( # location=(0.5, 0.5, 0.2), # color=(0.5, 0.5, 0.5), # intensity=.1, # ambientIntensity=0, # attenuation=(0, .5, 0), # ), ] return [self.light_node_as_struct(l) for l in light_nodes] def OnInit(self): self.angle = 0 shader_common = read_shader( 'shader_common.h', D={'NLIGHTS': len(self.get_lights())}) phong_weightCalc = read_shader('phong_weightCalc.h') phong_preCalc = read_shader('phong_preCalc.h') light_preCalc = read_shader('light_preCalc.h') self.shader = Shader.compile( shader_common + phong_preCalc + light_preCalc + read_shader('vertex.h'), shader_common + phong_weightCalc + read_shader('fragment.h')) self.time = Timer(duration=20.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.set_terrain_ttd() self.vw = self.vh = 300 def OnResize(self, *args): self.vw, self.vh = args super().OnResize(*args) def set_view(self): G.glMatrixMode(G.GL_MODELVIEW) center = np.array([0.5, 0.5, 0]) radius = 4.5 v = np.pi * 0.2 eye = (center + radius * np.array([np.cos(self.angle), np.sin(self.angle), 1]) * np.array([np.cos(v), np.cos(v), np.sin(v)])) eyeX, eyeY, eyeZ = eye centerX, centerY, centerZ = center upX, upY, upZ = 0, 0, 1 G.glLoadIdentity() GLU.gluLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) G.glMatrixMode(G.GL_PROJECTION) G.glLoadIdentity() vfov = self.vh / 150 if vfov > 10: vfov = 10 * (1 + np.log(vfov / 10)) GLU.gluPerspective(vfov, self.vw / self.vh, 0.1, 100) def load_terrain(self): t1 = time.time() heights = np.asarray( PIL.Image.open('/home/rav/rasters/ds11.tif').convert('F')) t2 = time.time() print("Reading heights took %.4f s" % (t2 - t1,)) return heights[:200, :200] def set_terrain_mc(self): heights = self.load_terrain() t2 = time.time() # quads[i] is [norm, a, b, c, d], # abcd right-handed counter-clockwise around norm quads = [] for y, row in enumerate(heights): for x, z in enumerate(row): norm = [0, 0, 1] quads.append( ([0, 0, 1], [x, y, z], [x + 1, y, z], [x + 1, y + 1, z], [x, y + 1, z])) z2 = heights[y, x + 1] if x + 1 < len(row) else 0 if z2 < z: quads.append( ([1, 0, 0], [x + 1, y, z], [x + 1, y, z2], [x + 1, y + 1, z2], [x + 1, y + 1, z])) z2 = heights[y, x - 1] if x > 0 else 0 if z2 < z: quads.append( ([-1, 0, 0], [x, y + 1, z2], [x, y, z2], [x, y, z], [x, y + 1, z])) z2 = heights[y + 1, x] if y + 1 < len(heights) else 0 if z2 < z: quads.append( ([0, 1, 0], [x + 1, y + 1, 0], [x, y + 1, 0], [x, y + 1, z], [x + 1, y + 1, z])) z2 = heights[y - 1, x] if y > 0 else 0 if z2 < z: quads.append( ([0, -1, 0], [x, y, z], [x, y, 0], [x + 1, y, 0], [x + 1, y, z])) t3 = time.time() print("Creating %s quads from %s cells took %.4f s" % (len(quads), len(heights.ravel()), t3 - t2)) vertices = [] normals = [] indices = [] for norm, a, b, c, d in quads: ai, bi, ci, di = range(len(vertices), len(vertices) + 4) vertices += [a, b, c, d] normals += 4*[norm] indices += [ ai, bi, di, bi, ci, di, ] vertices = np.asarray(vertices) self.normalize_vertices(vertices) v = list(zip(vertices, normals)) t4 = time.time() print("Post-processing quads took %.4f s" % (t4 - t3,)) self.shader.set_vertices(v, indices) t5 = time.time() print("set_vertices took %.4f s" % (t5 - t4,)) def set_terrain_ttd(self): heights = self.load_terrain() ys, xs = np.indices(heights.shape) xyz = np.dstack((xs, ys, heights)) aa = xyz[:-1, :-1] bb = xyz[:-1, 1:] cc = xyz[1:, 1:] dd = xyz[1:, :-1] # ac[y, x] and bd[y, x] are the two ways of triangulating the # [x, x+1]*[y, y+1] quad bd = np.concatenate((aa, bb, dd, bb, cc, dd), axis=2) ac = np.concatenate((aa, cc, dd, aa, bb, cc), axis=2) # bd_lower[y, x] is true if the bd diagonal is lower than ac bd_lower = aa[:, :, 2] + cc[:, :, 2] > bb[:, :, 2] + dd[:, :, 2] # ts[y, x, :] is the triangulation of the [x, x+1]*[y, y+1] quad # with the lower diagonal. ts = np.choose(bd_lower[:, :, np.newaxis], (ac, bd)) # Number of triangles = 2 * number of quads nts = 2 * ts.shape[0] * ts.shape[1] # Reshape to list of triangles ts = ts.reshape((nts, 9)) # Compute the surface normals p1 = ts[:, 0:3] p2 = ts[:, 3:6] p3 = ts[:, 6:9] n = np.cross(p2 - p1, p3 - p1) # surface normals # Turn into list of (point xyz, normal xyz) v = np.c_[p1, n, p2, n, p3, n].reshape(3 * nts, 2, 3) # Normalize all point xyz self.normalize_vertices(v[:, 0, :]) self.shader.set_vertices(v) def normalize_vertices(self, vertices): vmin = vertices.min(axis=0, keepdims=True) vmax = vertices.max(axis=0, keepdims=True) vertices[:] = (vertices - vmin) / (vmax - vmin) vertices[:, 2] -= 0.5 vertices[:, 2] /= (vmax[0, 2] - vmin[0, 2]) / 40 def Render(self, mode=0): """Render the geometry for the scene.""" super().Render(mode) with self.shader: for name, val in [ ('Global_ambient', (.2, .2, .2, 1.0)), ('material_ambient', (.5, .8, .5, 1.0)), ('material_diffuse', (.2, .8, .2, 1.0)), ('material_specular', (.05, .05, .05, 1.0)), ('material_shininess', (1,)), ]: self.shader.setuniform(name, val) lights = self.get_lights() for k in Light._fields: self.shader.setuniforms( 'lights_' + k, [getattr(l, k) for l in lights]) self.set_view() self.shader.draw() def light_node_as_struct(self, light): """Given a single VRML97 light-node, produce light value array""" if not light.on: z = np.zeros(len(Light._fields), 4) return Light(*z) color = light.color def as4(v, w=1.0): return np.asarray(list(v) + [w]) if isinstance(light, N.DirectionalLight): position = -as4(light.direction, 0) attenuation = spot = spotdir = np.zeros(4) else: position = as4(light.location) attenuation = as4(light.attenuation) if isinstance(light, N.SpotLight): spot = [np.cos(light.beamWidth / 4), light.cutOffAngle / light.beamWidth, 0, 1.0] spotdir = as4(light.direction) else: spot = spotdir = np.zeros(4) return Light( ambient=as4(color * light.ambientIntensity), diffuse=as4(color * light.intensity), specular=as4(color * light.intensity), position=position, attenuation=attenuation, spot=spot, spotdir=spotdir, ) def OnTimerFraction(self, event): frac = event.fraction() self.angle = 2 * np.pi * frac self.triggerRedraw()
def OnInit( self ): """Load the image on initial load of the application""" print """Each dot is a request (y shows data transferred)""" self.log_queue = Queue.Queue( maxsize=self.dataPoints ) self.coordinate = Coordinate( point = [(0,0,0)]*self.dataPoints, ) # should *not* be necessary, but is, to prevent a cached # bounding volume from dropping the graph boundingvolume.cacheVolume( self.coordinate, boundingvolume.UnboundedVolume(), ) # just an arbitrary format/style for the text self.fontstyle = FontStyle( family='SANS', format = 'bitmap', justify = 'BEGIN', ) # self.color = Color( color = [1.0,0.0,0.0], ) self.data_slider = Transform( translation=(0,0,0), scale = (1/600.,1,1,), children = [ Shape( appearance = Appearance( texture = ImageTexture( url='_particle.png' ), material = Material( diffuseColor = [1,0,0], ) ), geometry = PointSet( coord = self.coordinate, minSize = 5.0, maxSize = 5.0, ), ), ], ) self.axes = Transform( children = [ Transform( translation = (.25,coord,0), children = [ Shape( geometry = Text( string = [label], fontStyle = self.fontstyle, )) ], ) for (coord,label) in [ (0,'0B'), (3,'1KB'), (6,'1MB'), (9,'1GB'), ] ] + [ Transform( translation = (coord,-.75,0), children = [ Shape( geometry = Text( string = [label], fontStyle = self.fontstyle, )) ], ) for (coord,label)in [ (0,'now'), (-1200*self.data_slider.scale[0],'-20m'), (-2400*self.data_slider.scale[0],'-40m'), (-3600*self.data_slider.scale[0],'-60m'), ] ] ) self.transform = Transform( translation = (3,-2,0), children = [ self.data_slider, self.axes, ] ) self.sg = sceneGraph( children = [ self.transform, ], ) self.time = Timer( duration = 1, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () thread = threading.Thread( target = log_reader, args=('epa-http.txt',self.log_queue)) thread.setDaemon(True) thread.start()
class TestContext( BaseContext ): initialPosition = (0,0,10) # set initial camera position, tutorial does the re-positioning dataPoints = 3600 def OnInit( self ): """Load the image on initial load of the application""" print """Each dot is a request (y shows data transferred)""" self.log_queue = Queue.Queue( maxsize=self.dataPoints ) self.coordinate = Coordinate( point = [(0,0,0)]*self.dataPoints, ) # should *not* be necessary, but is, to prevent a cached # bounding volume from dropping the graph boundingvolume.cacheVolume( self.coordinate, boundingvolume.UnboundedVolume(), ) # just an arbitrary format/style for the text self.fontstyle = FontStyle( family='SANS', format = 'bitmap', justify = 'BEGIN', ) # self.color = Color( color = [1.0,0.0,0.0], ) self.data_slider = Transform( translation=(0,0,0), scale = (1/600.,1,1,), children = [ Shape( appearance = Appearance( texture = ImageTexture( url='_particle.png' ), material = Material( diffuseColor = [1,0,0], ) ), geometry = PointSet( coord = self.coordinate, minSize = 5.0, maxSize = 5.0, ), ), ], ) self.axes = Transform( children = [ Transform( translation = (.25,coord,0), children = [ Shape( geometry = Text( string = [label], fontStyle = self.fontstyle, )) ], ) for (coord,label) in [ (0,'0B'), (3,'1KB'), (6,'1MB'), (9,'1GB'), ] ] + [ Transform( translation = (coord,-.75,0), children = [ Shape( geometry = Text( string = [label], fontStyle = self.fontstyle, )) ], ) for (coord,label)in [ (0,'now'), (-1200*self.data_slider.scale[0],'-20m'), (-2400*self.data_slider.scale[0],'-40m'), (-3600*self.data_slider.scale[0],'-60m'), ] ] ) self.transform = Transform( translation = (3,-2,0), children = [ self.data_slider, self.axes, ] ) self.sg = sceneGraph( children = [ self.transform, ], ) self.time = Timer( duration = 1, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () thread = threading.Thread( target = log_reader, args=('epa-http.txt',self.log_queue)) thread.setDaemon(True) thread.start() def OnTimerFraction( self, evt ): new = [] try: for i in range(len(self.coordinate.point)): new.append( self.log_queue.get( False ) ) except Queue.Empty: pass if not new: return # TODO: new might be bigger than our buffer, stop that to_retain = len(self.coordinate.point)-len(new) if to_retain: self.coordinate.point[:to_retain] = self.coordinate.point[-to_retain:] self.coordinate.point[-len(new):] = new # trigger new-bounding-box calculation boundingvolume.volumeFromCoordinate( self.coordinate ) self.coordinate.point = self.coordinate.point self.data_slider.translation = -new[-1][0]*self.data_slider.scale[0],0,0 self.triggerRedraw()
class TestContext( BaseContext ): def OnInit( self ): self.drawCapture = 0 self.capturedImage = () self.useStringDraw = 0 self.reverseShape = 0 self.capturedImageFormat = GL_RGB self.planRot = 0; self.frameIter = 0; self.iter = 0 self.strPos = 0 self.newSystemTime = 45 self.systemIterator = 0 self.uniqueIDs = [] self.whichSTR = 0 glutReshapeWindow( 1400, 850) glutPositionWindow( 0, 0 ) glutFullScreen( ) self.time = Timer( duration = 60.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () #self.updater = Timer(duration = 61, repeating = 1) #self.updater.addEventHandler("cycle", self.updateFromSQL ) #self.updater.register(self) #self.updater.start () self.rot = 0 self.offset = 3 #dragging flag self.startDrag = 0 #holder for last detail rendered planet self.lastDetail = () #make some random planets and systems #self.universe = universe.Universe() self.addEventHandler( 'keypress', name='s', function=self.OnSave ) #get fonts providers = fontprovider.getProviders( 'solid' ) if not providers: raise ImportError( """NONONO solid font providers registered! Demo won't function properly!""" ) registry = self.getTTFFiles() styles = [] for font in registry.familyMembers( 'SANS' ): names = registry.fontMembers( font, 400, 0) for name in names: styles.append( fontstyle3d.FontStyle3D( family = [name], size = .06, justify = "LEFT", thickness = .02, quality = 3, renderSides = 1, renderFront = 1, renderBack = 1, )) self.styles = styles #render all ascii self.ascii = [] asciiNum = 32 while asciiNum<128: self.ascii.append( basenodes.Text( fontStyle=self.styles[0], string=chr(asciiNum) ) ) asciiNum += 1 #### Starting SQL Integration Here self.universe = universe.Universe() numSys = 1 self.universe.addSys(self.systemIterator) conn = MySQLdb.connect( host = "ec2-75-101-245-127.compute-1.amazonaws.com", user = "******", passwd = "ohhai", db = "wikihole") self.stringArray = [] cursor = conn.cursor() cursor.execute( "SELECT * FROM history") self.planetMoons = list(); offsetset = 0 while (1): row = cursor.fetchone() if row == None: break print "%s\t%s\t%s" % (row[0], row[2], row[1]) if(not offsetset): self.offset = row[0] offsetset = 1 lastTime = "%s" % row[2] thisTime = "%s" % row[2] else: lastTime = thisTime thisTime = "%s" % row[2] if( not gethistory.timeDiff(lastTime, thisTime, self.newSystemTime) ): self.systemIterator = self.systemIterator + 1 self.universe.addSys(self.systemIterator) print "MADE NEW SYSTEM" #print lastTime #print thisTime url = row[1] self.uniqueIDs.append(row[0]) imageurls = gethistory.getImageUrls(url) #make geometry array for description geom = [] gNum = 0 descripStr = gethistory.getDescription(url) while gNum<200: strr = descripStr[ gNum ] #self.bigString[ gNum ] asciiNumber = ord( strr )-32 if( not asciiNumber>=0 or not asciiNumber<=95 ): asciiNumber = 0 print "OUTOFBOUNDS" geom.append( self.ascii[ asciiNumber ] ) gNum += 1 if( self.whichSTR == 0): self.whichSTR = 1 else: self.whichSTR = 0 print self.whichSTR #render font geom for title names = url.split('/') wikititle = names[len(names) - 1] wikititle = wikititle.replace('_', ' ') self.stringArray.append(wikititle) title = basenodes.Text( fontStyle=self.styles[0], string=wikititle ) #get list of image urls for planet moons fileList = list() for image in imageurls: linetoExec = "wget " + image fullpath = image.split('/') existsOrNot = os.path.exists( fullpath[len(fullpath) - 1] ) if(existsOrNot): fileList.append( fullpath[len(fullpath) - 1] ) else: fileList.append( fullpath[len(fullpath) - 1] ) os.system(linetoExec) #uncomment this before real runs #self.planetMoons.append(fileList) #### #FINALLY add the planet to the current solar system self.universe.addPlanet(row[0], len(imageurls), title, geom, fileList) """Setup callbacks and build geometry for rendering""" #on mouse down self.addEventHandler( "mousebutton", button = 0, state=1, function = self.mouseDown ) #on mouse up self.addEventHandler( "mousebutton", button = 0, state = 0, function = self.mouseUp ) glutinteractivecontext.GLUTInteractiveContext.setupDefaultEventCallbacks(self) self.initialPosition = ( 0,0,20 ) self.STEPDISTANCE = 5.0 self.newPos = self.initialPosition self.goTo = 0 #r = threading.Thread( target = self.randomiser ) #r.setDaemon(1) #r.start() def OnIdle( self, ): #rotate the planets self.planRot -= 0.08 self.universe.rotatePlanets( self.planRot ) #same the frame to an image #self.SaveTo( 'img/movie01_'+str(self.frameIter)+'.png' ) self.frameIter += 1 if self.goTo: self.tweenCam() self.triggerRedraw(1) return 1 def getSceneGraph( self ): return self.universe.uni def glutOnMouseMove(self, x, y): if self.startDrag == 1: trackP,trackQ = self.track.update( x,y ) print "p: ",trackP print "q: ",trackQ self.platform.setPosition( trackP ) self.platform.setOrientation( trackQ ) def mouseDown( self, event ): #make trackball x,y = event.getPickPoint() print "track centerY: ", self.newPos[1] self.track = trackball.Trackball( position=self.platform.position, quaternion=self.platform.quaternion, center=(self.newPos[0],self.newPos[1],self.newPos[2]-2), originalX=x, originalY=y, width=800, height=600 ) self.startDrag = 1 def mouseUp( self, event ): """Handle a mouse-click in our window. Retrieves the "pick point", and the unprojected (world-space) coordinates of the clicked geometry (if a named object was clicked). """ self.startDrag = 0 self.track.cancel() x,y = event.getPickPoint() print 'Click', (x,y) print ' %s objects:'%( len(event.getObjectPaths())) for path in event.getObjectPaths(): #find planet foundPlanet = self.universe.findPlanet( path ) #find solarsys foundSys = self.universe.findSys( path ) if foundPlanet and foundSys: print "found planet:",foundPlanet.choice[0].name, "in sys:", foundSys.name #if there is one rendered detailed... put the simple back in if self.lastDetail: self.universe.unRenderDetail( self.lastDetail ) #switchbetween levels of detail self.lastDetail = foundPlanet self.universe.renderDetail( foundPlanet ) print "RENDRED DETAIL" #calc the new point in global space summedTrans = foundPlanet.choice[0].translation + foundSys.translation self.newPos = ( summedTrans[0], summedTrans[1], summedTrans[2]+1.2 ) self.goTo = 1 def OnClick2( self, event ): """Handle mouse click for a given name/id""" print "You clicked on the magic sphere!" self.OnClick1( event ) def setupFontProviders( self ): """Load font providers for the context See the OpenGLContext.scenegraph.text package for the available font providers. """ fontprovider.setTTFRegistry( self.getTTFFiles(), ) def randomiser( self ): while self: self.lockScenegraph() try: #rotate all the planets #self.universe.rotatePlanets( self.rot ) self.rot += 0.05 finally: self.unlockScenegraph() if self: self.triggerRedraw(1) time.sleep( .05 ) def OnTimerFraction( self, event ): #self.universe.rotatePlanets( -60*event.fraction() ) self.iter = self.iter + 1 #print "awesome! %d" % self.iter if(self.iter > 200): self.updateFromSQL() self.iter = 0 def tweenCam( self ): speed = 0.2 #move to newPos deltaVector = ( self.newPos[0]-self.platform.position[0] , self.newPos[1]-self.platform.position[1], self.newPos[2]-self.platform.position[2] ) deltaInc = ( deltaVector[0]*speed,deltaVector[1]*speed,deltaVector[2]*speed ) self.platform.moveRelative( x=deltaInc[0],y=deltaInc[1],z=deltaInc[2] ) #look at newPos #set orientation back to initial default self.platform.setOrientation( (0,1,0,0) ) #calc dela ang about y axis dx = self.platform.position[0] - self.newPos[0] dy = self.platform.position[1] - self.newPos[1] dz = self.platform.position[2] - self.newPos[2] #compute axis rotation angles yAng = math.atan( dx/dz ) xAng = math.atan( dy/dz ) #apply turn on y axis self.platform.turn( (0,1,0,yAng*speed) ) #apply turn to x axis self.platform.turn( (1,0,0,-xAng*speed) ) avgDist = math.fabs(deltaInc[0]+deltaInc[1]+deltaInc[2])/3 if( avgDist < 0.001 ): self.goTo = 0 def updateFromSQL(self): print "ACTUALLY CALLED updateFromSQL!!! wohoo!!!\n" largestRecord = -12 for ident in self.uniqueIDs: if(ident > largestRecord): largestRecord = ident conn = MySQLdb.connect( host = "ec2-75-101-245-127.compute-1.amazonaws.com", user = "******", passwd = "ohhai", db = "wikihole") cursor = conn.cursor() cursor.execute("SELECT * FROM history WHERE id = %d" % largestRecord) row = cursor.fetchone() lastHighest = "%s" % row[2] cursor = conn.cursor() cursor.execute( "SELECT * FROM history WHERE id > %d" % largestRecord) print "checking for records larger than %d" % largestRecord first = 1 while (1): row = cursor.fetchone() if row == None: break print "%s\t%s\t%s" % (row[0], row[2], row[1]) if(first): lastTime = lastHighest thisTime = "%s" % row[2] first = 0 else: lastTime = thisTime thisTime = "%s" % row[2] if( not gethistory.timeDiff(lastTime, thisTime, self.newSystemTime) ): self.systemIterator = self.systemIterator + 1 self.universe.addSys(self.systemIterator) print "MADE NEW SYSTEM" #print lastTime #print thisTime url = row[1] self.uniqueIDs.append(row[0]) imageurls = gethistory.getImageUrls(url) #render font geom for title names = url.split('/') wikititle = names[len(names) - 1] wikititle = wikititle.replace('_', ' ') self.stringArray.append(wikititle) title = basenodes.Text( fontStyle=self.styles[0], string=wikititle ) #make geometry array for description geom = [] gNum = 0 descripStr = gethistory.getDescription(url) while gNum<200: strr = descripStr[ gNum ] #self.bigString[ gNum ] asciiNumber = ord( strr )-32 if( not asciiNumber>=0 or not asciiNumber<=95 ): asciiNumber = 0 print "OUTOFBOUNDS" geom.append( self.ascii[ asciiNumber ] ) gNum += 1 fileList = list() #do this stuff in a thread for image in imageurls: linetoExec = "wget " + image fullpath = image.split('/') fileList.append( fullpath[len(fullpath) - 1] ) os.system(linetoExec) #uncomment this before real runs self.planetMoons.append(fileList) #self.universe.addPlanet(row[0], len(imageurls)) self.universe.addPlanet(row[0], len(imageurls), title, geom, fileList) names = url.split('/') wikititle = names[len(names) - 1] wikititle = wikititle.replace('_', ' ') self.stringArray.append(wikititle) def OnSave( self, event=None): self.SaveTo( 'img/test.png' ) def SaveTo( self, filename, format="PNG" ): import Image if not len(self.capturedImage): self.OnCaptureColour() data = self.capturedImage if self.capturedImageFormat == GL_RGB: pixelFormat = 'RGB' else: pixelFormat = 'L' width,height,depth = self.capturedSize image = Image.fromstring( pixelFormat, (int(width),int(height)), data.tostring() ) image = image.transpose( Image.FLIP_TOP_BOTTOM) image.save( filename, format ) print 'Saved image to %s'% (os.path.abspath( filename)) self.capturedImage = () return image def OnCaptureColour( self , event=None): import Image # get PIL's functionality... width, height = self.getViewPort() glPixelStorei(GL_PACK_ALIGNMENT, 1) data = glReadPixelsub(0, 0, width, height, GL_RGB) assert data.shape == (width,height,3), """Got back array of shape %r, expected %r"""%( data.shape, (width,height,3), ) string = data.tostring() print 'array returned was', data.shape if self.reverseShape: data.shape = (height,width,3) print 'reversed shape', data.shape assert data.tostring() == string, """Data stored differs in format""" self.capturedImage = data self.capturedImageFormat = GL_RGB self.capturedSize = (width,height,3)
class TestContext(BaseContext): """Demonstrates the use of attribute types in GLSL""" def OnInit(self): """Initialize the context""" vertex_shader = shaders.compileShader( """ uniform float tween; attribute vec3 position; attribute vec3 tweened; attribute vec3 color; varying vec4 baseColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * mix(vec4(position, 1.0), vec4(tweened, 1.0), tween); baseColor = vec4(color, 1.0); } """, GL_VERTEX_SHADER) fragment_shader = shaders.compileShader( """ varying vec4 baseColor; void main() { gl_FragColor = baseColor; } """, GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex_shader, fragment_shader) self.vbo = vbo.VBO( array([ [0, 1, 0, 1, 3, 0, 0, 1, 0], [-1, -1, 0, -1, -1, 0, 1, 1, 0], [1, -1, 0, 1, -1, 0, 0, 1, 1], [2, -1, 0, 2, -1, 0, 1, 0, 0], [4, -1, 0, 4, -1, 0, 0, 1, 0], [4, 1, 0, 4, 9, 0, 0, 0, 1], [2, -1, 0, 2, -1, 0, 1, 0, 0], [4, 1, 0, 1, 3, 0, 0, 0, 1], [2, 1, 0, 1, -1, 0, 0, 1, 1] ], "f")) self.position_location = glGetAttribLocation(self.shader, "position") self.tweened_location = glGetAttribLocation(self.shader, "tweened") self.color_location = glGetAttribLocation(self.shader, "color") self.tween_location = glGetUniformLocation(self.shader, "tween") self.time = Timer(duration=2.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() def Render(self, mode=0): """Render the geometry for the scene.""" super(TestContext, self).Render(mode) glUseProgram(self.shader) glUniform1f(self.tween_location, self.tween_fraction) try: self.vbo.bind() try: glEnableVertexAttribArray(self.position_location) glEnableVertexAttribArray(self.tweened_location) glEnableVertexAttribArray(self.color_location) stride = 4 * 9 glVertexAttribPointer( self.position_location, 3, GL_FLOAT, False, stride, self.vbo) glVertexAttribPointer( self.tweened_location, 3, GL_FLOAT, False, stride, self.vbo + 12) glVertexAttribPointer( self.color_location, 3, GL_FLOAT, False, stride, self.vbo + 24) glDrawArrays(GL_TRIANGLES, 0, 9) finally: self.vbo.unbind() glDisableVertexAttribArray(self.position_location) glDisableVertexAttribArray(self.tweened_location) glDisableVertexAttribArray(self.color_location) finally: shaders.glUseProgram(0) tween_fraction = 0.0 def OnTimerFraction(self, event): frac = event.fraction() if frac > 0.5: frac = 1.0 - frac frac *= 2 self.tween_fraction = frac self.triggerRedraw()
def OnInit( self ): """Initialize the context""" '''== Phong and Blinn Reflectance == A shiny surface will tend to have a "bright spot" at the point on the surface where the angle of incidence for the reflected light ray and the viewer's ray are (close to) equal. A perfect mirror would have the brights spot solely when the two vectors are exactly equal, while a perfect Lambertian surface would have the "bright spot" spread across the entire surface. The Phong rendering process models this as a setting, traditionally called material "shininess" in Legacy OpenGL. This setting acts as a power which raises the cosine (dot product) of the angle between the reflected ray and the eye. The calculation of the cosine (dot product) of the two angles requires that we do a dot product of the two angles once for each vertex/fragment for which we wish to calculate the specular reflectance, we also have to find the angle of reflectance before we can do the calculation:''' """ L_dir = (V_pos-L_pos) R = 2N*(dot( N, L_dir))-L_dir // Note: in eye-coordinate system, Eye_pos == (0,0,0) Spec_factor = pow( dot( R, V_pos-Eye_pos ), shininess) """ '''which, as we can see, involves the vertex position in a number of stages of the operation, so requires recalculation all through the rendering operation. There is, however, a simplified version of Phong Lighting called [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong] which notes that if we were to do all of our calculations in "eye space", and were to assume that (as is normal), the eye and light coordinates will not change for a rendering pass, (note: this limits us to directional lights!) we can use a pre-calculated value which is the bisecting angle between the light-vector and the view-vector, called the "half vector" to perform approximately the same calculation. With this value:''' """ // note that in Eye coordinates, Eye_EC_dir == 0,0,-1 H = normalize( Eye_EC_dir + Light_EC_dir ) Spec_factor = pow( dot( H, N ), shininess ) """ '''Note: however, that the resulting Spec_factor is not *precisely* the same value as the original calculation, so the "shininess" exponent must be slightly lower to approximate the value that Phong rendering would achieve. The value is, however, considered close to "real world" materials, so the Blinn method is generally preferred to Phong. Traditionally, n_dot_pos would be cut off at 0.0, but that would create extremely hard-edged cut-offs for specular color. Here we "fudge" the result by 0.05 ''' phong_weightCalc = """ vec2 phong_weightCalc( in vec3 light_pos, // light position in vec3 half_light, // half-way vector between light and view in vec3 frag_normal, // geometry normal in float shininess ) { // returns vec2( ambientMult, diffuseMult ) float n_dot_pos = max( 0.0, dot( frag_normal, light_pos )); float n_dot_half = 0.0; if (n_dot_pos > -.05) { n_dot_half = pow(max(0.0,dot( half_light, frag_normal )), shininess); } return vec2( n_dot_pos, n_dot_half); } """ '''We are going to use per-fragment rendering. As a result, our vertex shader becomes very simple, just arranging for the Normals to be varied across the surface. ''' vertex = shaders.compileShader( """ attribute vec3 Vertex_position; attribute vec3 Vertex_normal; varying vec3 baseNormal; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4( Vertex_position, 1.0 ); baseNormal = gl_NormalMatrix * normalize(Vertex_normal); }""", GL_VERTEX_SHADER) '''Our fragment shader looks much like our previous tutorial's vertex shader. As before, we have lots of uniform values, but now we also calculate the light's half-vector (in eye-space coordinates). The phong_weightCalc function does the core Blinn calculation, and we simply use the resulting factor to add to the colour value for the fragment. Note the use of the eye-coordinate-space to simplify the half-vector calculation, the eye-space eye-vector is always the same value (pointing down the negative Z axis), and the eye-space eye-coordinate is always (0,0,0), so the eye-to-vertex vector is always the eye-space vector position. ''' fragment = shaders.compileShader( phong_weightCalc + """ uniform vec4 Global_ambient; uniform vec4 Light_ambient; uniform vec4 Light_diffuse; uniform vec4 Light_specular; uniform vec3 Light_location; uniform float Material_shininess; uniform vec4 Material_specular; uniform vec4 Material_ambient; uniform vec4 Material_diffuse; varying vec3 baseNormal; void main() { // normalized eye-coordinate Light location vec3 EC_Light_location = normalize( gl_NormalMatrix * Light_location ); // half-vector calculation vec3 Light_half = normalize( EC_Light_location - vec3( 0,0,-1 ) ); vec2 weights = phong_weightCalc( EC_Light_location, Light_half, baseNormal, Material_shininess ); gl_FragColor = clamp( ( (Global_ambient * Material_ambient) + (Light_ambient * Material_ambient) + (Light_diffuse * Material_diffuse * weights.x) // material's shininess is the only change here... + (Light_specular * Material_specular * weights.y) ), 0.0, 1.0); } """, GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex,fragment) '''Here's the call that creates the two VBOs and the count of records to render from them. If you're curious you can read through the source code of the OpenGLContext.scenegraph.quadrics module to read the mechanism that generates the values. The sphere is a simple rendering mechanism, as for a unit-sphere at the origin, the sphere's normals are the same as the sphere's vertex coordinate. The complexity comes primarily in generating the triangle indices that link the points generated. ''' #self.coords,self.indices,self.count = Sphere( # radius = 3 #).compile() self.coords,self.indices,self.count = Sphere(radius=3).compile() '''We have a few more uniforms to control the specular components. Real-world coding would also calculate the light's half-vector and provide it as a uniform (so that it would only need to be calculated once), but we are going to do the half-vector calculation in the shader to make it obvious what is going on. The legacy OpenGL pipeline provides the value pre-calculated as part of the light structure in GLSL. ''' for uniform in ( 'Global_ambient', 'Light_ambient','Light_diffuse','Light_location', 'Light_specular', 'Material_ambient','Material_diffuse', 'Material_shininess','Material_specular', ): location = glGetUniformLocation( self.shader, uniform ) if location in (None,-1): print 'Warning, no uniform: %s'%( uniform ) setattr( self, uniform+ '_loc', location ) for attribute in ( 'Vertex_position','Vertex_normal', ): location = glGetAttribLocation( self.shader, attribute ) if location in (None,-1): print 'Warning, no attribute: %s'%( uniform ) setattr( self, attribute+ '_loc', location ) #Add a timer self.time = Timer( duration = 8.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () self.rotation = 0 self.sensor = PhotoSensor() self.sensor.calibrate_ambient()
class Cow_Animated(BaseContext): vertexes = None normals = None indices = None uv = None vertexbuffer = None normalbuffer = None indicesbuffer = None uvbuffer = None vertex_tweened_buffer = None shader = None texture = None location = None rotate = None is_trans = None vertex_shaders = None fragment_shaders = None texture_name = None def OnInit(self): self.is_trans = True self.vertex_shaders = [st.ANIMATED_VERTEX_SHADER] self.fragment_shaders = [st.ANIMATED_FRAGMENT_SHADER] self.texture_name = 'wood.jpg' self.time = Timer(duration=2.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.vertexes, self.indices, self.normals, self.uv = self.load_data() self.load_object() self.load_shader() self.load_texture() self.location = np.array([0.0, 0.0, 0.0]) self.EYE = np.array([0.0, 0.0, 10.0]) self.PREF = np.array([0.0, 0.0, -1.0]) self.vv = np.array([0.0, 1.0, 0.0]) self.N = (self.PREF - self.EYE) / np.linalg.norm(self.PREF - self.EYE) self.U = np.cross(self.N, self.vv) / np.linalg.norm(np.cross(self.N, self.vv)) self.EYE_UP = np.cross(self.U, self.N) self.d = 0.1 height = 500 width = 500 self.half_h = height / 2 self.f = 100.0 self.width = width self.height = height slope = np.sqrt((pow(self.d, 2) + pow((width / 2), 2))) self.fov = 2 * np.arctan(self.half_h / slope) left_bottom_near = self.EYE + self.d * self.N - self.half_h * self.U - self.half_h * self.EYE_UP right_top_near = self.EYE + self.d * self.N + self.half_h * self.U + self.half_h * self.EYE_UP self.VIEW = np.array([left_bottom_near[0], right_top_near[0], left_bottom_near[1], right_top_near[1], np.array([self.d]), np.array([self.f])]) self.LOOK_AT = np.array([0, 0, 0]) self.ProjectionMatrix = glm.perspective(self.fov, float(self.width) / float(self.height), self.d, self.f) self.ViewMatrix = glm.lookAt(glm.vec3(self.EYE[0], self.EYE[1], self.EYE[2]), glm.vec3(self.LOOK_AT[0], self.LOOK_AT[1], self.LOOK_AT[2]), glm.vec3(self.vv[0], self.vv[1], self.vv[2]) ) self.MVP = self.ProjectionMatrix * self.ViewMatrix * glm.mat4(1.0) def load_data(self): head, vertexes, indices = ft.load_cow() normals = None if self.is_trans: normals = ct.cal_all_normals(vertexes, indices) indices = tt.polygon2triangle(indices) # todo:// add real uv uv = np.random.random((vertexes.shape[0], 2)) return vertexes, indices, normals, uv def load_object(self): bind_type = [bt.BIND_VERTEX, bt.BIND_TWEENED_VERTEX, bt.BIND_NORMAL, bt.BIND_INDICES, bt.BIND_UV] self.vertexbuffer, self.normalbuffer, self.indicesbuffer, self.uvbuffer, self.vertex_tweened_buffer = bt.bind_object( bind_type, self.vertexes, self.indices, self.normals, self.uv) # super().load_object(bind_type) def load_shader(self): self.shader = st.Shader() self.shader.init_shader(self.vertex_shaders, self.fragment_shaders) self.shader.bind_parameters(self) def load_texture(self): self.texture = texture_t.Texture() self.texture.init_texture(self.texture_name) def Render(self, mode=0): BaseContext.Render(self, mode) self.shader.begin() try: self.set_uniform_value() glUniform1f(self.tween_loc, self.tween_fraction) glUniformMatrix4fv(self.MVP_loc, 1, GL_FALSE, glm.value_ptr(self.MVP)) glUniformMatrix4fv(self.ModelMatrix_loc, 1, GL_FALSE, glm.value_ptr(glm.mat4(1.0))) glUniformMatrix4fv(self.ViewMatrix_loc, 1, GL_FALSE, glm.value_ptr(self.ViewMatrix)) glUniform3f(self.LOCATION_OFFSET_loc, self.location[0], self.location[1], self.location[2]) glActiveTexture(GL_TEXTURE0) glBindTexture(GL_TEXTURE_2D, self.texture.textureGLID) glUniform1i(self.diffuse_texture_loc, 0) glEnableVertexAttribArray(self.Vertex_position_loc) glBindBuffer(GL_ARRAY_BUFFER, self.vertexbuffer) glVertexAttribPointer(self.Vertex_position_loc, 3, GL_FLOAT, GL_FALSE, 0, None) glEnableVertexAttribArray(self.tweened_loc) glBindBuffer(GL_ARRAY_BUFFER, self.vertex_tweened_buffer) glVertexAttribPointer(self.tweened_loc, 3, GL_FLOAT, GL_FALSE, 0, None) glEnableVertexAttribArray(self.Vertex_normal_loc) glBindBuffer(GL_ARRAY_BUFFER, self.normalbuffer) glVertexAttribPointer(self.Vertex_normal_loc, 3, GL_FLOAT, GL_FALSE, 0, None) glEnableVertexAttribArray(self.Vertex_texture_coordinate_loc) glBindBuffer(GL_ARRAY_BUFFER, self.uvbuffer) glVertexAttribPointer(self.Vertex_texture_coordinate_loc, 2, GL_FLOAT, GL_FALSE, 0, None) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.indicesbuffer) glDrawElements( GL_TRIANGLES, # draw mode self.indices.size, # count of indices GL_UNSIGNED_SHORT, # type of indices data None ) finally: glDisableVertexAttribArray(self.Vertex_position_loc) glDisableVertexAttribArray(self.tweened_loc) glDisableVertexAttribArray(self.Vertex_normal_loc) glDisableVertexAttribArray(self.Vertex_texture_coordinate_loc) self.shader.end() tween_fraction = 0.0 def OnTimerFraction(self, event): frac = event.fraction() if frac > .5: frac = 1.0 - frac frac *= 2 self.tween_fraction = frac self.triggerRedraw() # glutPostRedisplay() def set_uniform_value(self): for uniform in self.shader.uniform_list: uniform_value = self.shader.uniform_default_value.get(uniform, None) if uniform_value is not None: length = len(uniform_value) if length == 1: glUniform1f(getattr(self, uniform + '_loc'), uniform_value[0]) elif length == 2: glUniform2f(getattr(self, uniform + '_loc'), uniform_value[0], uniform_value[1]) elif length == 3: glUniform3f(getattr(self, uniform + '_loc'), uniform_value[0], uniform_value[1], uniform_value[2]) elif length == 4: glUniform4f(getattr(self, uniform + '_loc'), uniform_value[0], uniform_value[1], uniform_value[2], uniform_value[3])
def OnInit( self ): """Scene set up and initial processing""" print """You should see a cone over a black background The cone should have a mapped texture (a stained-glass window) and should be centered on the window. """ print 'press i to choose another texture for the box' self.addEventHandler( 'keypress', name = 'i', function = self.OnImageSwitch ) print 'press s to choose another size for the box' self.addEventHandler( 'keypress', name = 's', function = self.OnSizeSwitch ) self.appearance = Appearance( material = Material( diffuseColor =(1,0,0), specularColor = (.5,.5,.5), ), texture = ImageTexture( url = [images[0]] ), ) self.cone = Shape( geometry = Cone( ), appearance = self.appearance, ) self.cylinder = Shape( geometry = Cylinder( ), appearance = self.appearance, ) self.box = Shape( geometry = Box(), appearance = self.appearance, ) self.gear = Shape( geometry = Gear(), appearance = self.appearance, ) self.teapot = Shape( geometry = Teapot(), appearance = self.appearance, ) self.sphere = Shape( geometry = Sphere(), appearance = self.appearance, ) self.ifs = Shape( geometry = IndexedFaceSet( coord = Coordinate( point = [[-1,0,0],[1,0,0],[1,1,0],[-1,1,0]], ), coordIndex = [ 0,1,2,-1,0,2,3], color = Color( color = [[0,0,1],[1,0,0]], ), colorIndex = [ 0,1,0,-1,0,0,1], solid = False, normalPerVertex=True, ), appearance = self.appearance, ) self.sg = Transform( children = [ Transform( translation = (4,0,0), children = [self.cone], ), Transform( translation = (0,0,0), children = [self.box], ), Transform( translation = (-4,0,0), children = [self.cylinder], ), Transform( translation = (0,4,0), children = [self.gear], scale = (3,3,3), ), Transform( translation = (0,-4,0), children = [self.teapot], scale = (.5,.5,.5), ), Transform( translation = (4,-4,0), children = [self.sphere], ), Transform( translation = (-4,-4,0), children = [self.ifs], ), SimpleBackground( color = (.5,.5,.5), ), ], scale = (.75,.75,.75), ) self.time = Timer( duration = 15.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
def OnInit( self ): """Initialize the context""" '''We've defined a uniform "tween" which represents the current fractional mix between the two positions. When we were using the glVertexPointer/glColorPointer entry points, there were implicitly defined attribute values (gl_Vertex, gl_Color) that recieved our data-records. With legacy-free operation, we explicitly define the attribute values which will be used. They look very similar to the declarations for uniform values, save for the varying keyword. ''' vertex = shaders.compileShader(""" uniform float tween; attribute vec3 position; attribute vec3 tweened; attribute vec3 color; varying vec4 baseColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * mix( vec4( position,1.0), vec4( tweened,1.0), tween ); baseColor = vec4(color,1.0); }""",GL_VERTEX_SHADER) fragment = shaders.compileShader(""" varying vec4 baseColor; void main() { gl_FragColor = baseColor; }""",GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex,fragment) '''Since our VBO now has two position records and one colour record, we have an extra 3 floats for each vertex record.''' self.vbo = vbo.VBO( array( [ [ 0, 1, 0, 1,3,0, 0,1,0 ], [ -1,-1, 0, -1,-1,0, 1,1,0 ], [ 1,-1, 0, 1,-1,0, 0,1,1 ], [ 2,-1, 0, 2,-1,0, 1,0,0 ], [ 4,-1, 0, 4,-1,0, 0,1,0 ], [ 4, 1, 0, 4,9,0, 0,0,1 ], [ 2,-1, 0, 2,-1,0, 1,0,0 ], [ 4, 1, 0, 1,3,0, 0,0,1 ], [ 2, 1, 0, 1,-1,0, 0,1,1 ], ],'f') ) '''As with uniforms, we must use opaque "location" values to refer to our attributes when calling into the GL.''' self.position_location = glGetAttribLocation( self.shader, 'position' ) self.tweened_location = glGetAttribLocation( self.shader, 'tweened', ) self.color_location = glGetAttribLocation( self.shader, 'color' ) self.tween_location = glGetUniformLocation( self.shader, 'tween', ) '''The OpenGLContext timer class is setup here to provide a 0.0 -> 1.0 animation event and pass it to the given function.''' self.time = Timer( duration = 2.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
class TestContext( BaseContext ): rotation = 0.00 rotation_2 = 0.00 light_location = (0,10,5) def Render( self, mode = 0): BaseContext.Render( self, mode ) glRotate( self.rotation, 0,1,0 ) glRotate( self.rotation_2, 1,0,1 ) glUseProgram(self.program) glUniform3fv( self.light_uniform_loc, 1, self.light_location ) glutSolidSphere(1.0,32,32) glTranslate( 1,0,2 ) glutSolidCube( 1.0 ) glTranslate( 2,0,0 ) glFrontFace(GL_CW) try: glutSolidTeapot( 1.0) finally: glFrontFace(GL_CCW) def OnInit( self ): """Scene set up and initial processing""" self.program = shaders.compileProgram( shaders.compileShader( ''' varying vec3 normal; void main() { normal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } ''', GL_VERTEX_SHADER, ), shaders.compileShader( ''' uniform vec3 light_location; varying vec3 normal; void main() { float intensity; vec4 color; vec3 n = normalize(normal); vec3 l = normalize(light_location).xyz; // quantize to 5 steps (0, .25, .5, .75 and 1) intensity = (floor(dot(l, n) * 4.0) + 1.0)/4.0; color = vec4(intensity*1.0, intensity*0.5, intensity*0.5, intensity*1.0); gl_FragColor = color; } ''', GL_FRAGMENT_SHADER, ), ) self.light_uniform_loc = glGetUniformLocation( self.program, 'light_location' ) self.time = Timer( duration = 2.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () def OnTimerFraction( self, event ): self.rotation = event.fraction() * 360 self.rotation_2 = -event.fraction() * 360
class TestContext( BaseContext ): """Particle testing code context object""" initialPosition = (0,7,20) lastFraction = 0.0 def OnInit( self ): """Do all of our setup functions...""" BaseContext.OnInit( self ) print """You should see something that looks vaguely like a water-fountain, with individual droplets starting blue and turning white.""" '''The PointSet node will do the actual work of rendering our points into the GL. We start it off with all points at the emitter location and with initial colour.''' self.points = PointSet( coord = Coordinate( point = [emitter]*count ), color = Color( color = [initialColor]*count ), minSize = 7.0, maxSize = 10.0, attenuation = [0,1,0], ) '''We use a simple Appearance node to apply a texture to the PointSet, the PointSet will use this to enable sprite-based rendering if the extension(s) are available.''' self.shape = Shape( appearance = Appearance( texture = ImageTexture( url='_particle.png' ), ), geometry = self.points, ) self.text = Text( string = ["""Current multiplier: 1.0"""], fontStyle = FontStyle( family='SANS', format = 'bitmap', justify = 'MIDDLE', ), ) self.sg = sceneGraph( children = [ self.shape, SimpleBackground( color = (.5,.5,.5),), Transform( translation = (0,-1,0), children = [ Shape( geometry = self.text ), ], ), ] ) self.velocities = array([ (0,0,0)]*count, 'd') self.colorVelocities = array( colorVelocities, 'd') print ' <s> make time pass more slowly' print ' <f> make time pass faster' print ' <h> higher' print ' <l> (L) lower' print ' <[> smaller drops' print ' <]> larger drops' self.addEventHandler( "keypress", name="s", function = self.OnSlower) self.addEventHandler( "keypress", name="f", function = self.OnFaster) self.addEventHandler( "keypress", name="h", function = self.OnHigher) self.addEventHandler( "keypress", name="l", function = self.OnLower) self.addEventHandler( "keypress", name="]", function = self.OnLarger) self.addEventHandler( "keypress", name="[", function = self.OnSmaller) '''First timer will provide the general simulation heartbeat.''' self.time = Timer( duration = 1.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () '''Second timer provides a cycle on which the fountain reduces/increases the speed at which droplets are started.''' self.time2 = Timer( duration = 5.0, repeating = 1 ) self.time2.addEventHandler( "cycle", self.OnLower ) self.time2.register (self) self.time2.start () ### Timer callback def OnTimerFraction( self, event ): """Perform the particle-system simulation calculations""" points = self.points.coord.point colors = self.points.color.color '''Our calculations are going to need to know how much time has passed since our last event. This is complicated by the fact that a "fraction" event is cyclic, returning to 0.0 after 1.0.''' f = event.fraction() if f < self.lastFraction: f += 1.0 deltaFraction = (f-self.lastFraction) self.lastFraction = event.fraction() '''If we have received an event which is so soon after a previous event as to have a 0.0s delta (this does happen on some platforms), then we need to ignore this simulation tick.''' if not deltaFraction: return '''Each droplet has been moving at their current velocity for deltaFraction seconds, update their position with the results of this speed * time. You'll note that this is not precisely accurate for a body under acceleration, but it makes for easy calculations. Two machines running the same simulation will get *different* results here, as a faster machine will apply acceleration more frequently, resulting in a faster total velocity.''' points = points + (self.velocities*deltaFraction) '''We also cycle the droplet's colour value, though with the applied texture it's somewhat hard to see.''' colors = colors + (self.colorVelocities*deltaFraction) '''Now, apply acceleration to the current velocities such that the droplets have a new velocity for the next simulation tick.''' self.velocities[:,1] = self.velocities[:,1] + (gravity * deltaFraction) '''Find all droplets which have "retired" by falling below the y==0.0 plane.''' below = less_equal( points[:,1], 0.0) dead = nonzero(below) if isinstance( dead, tuple ): # weird numpy change here... dead = dead[0] if len(dead): '''Move all dead droplets back to the emitter.''' def put( a, ind, b ): for i in ind: a[i] = b put( points, dead, emitter) '''Re-spawn up to half of the droplets...''' dead = dead[:(len(dead)//2)+1] if len(dead): '''Reset color to initialColor, as we are sending out these droplets right now.''' put( colors, dead, initialColor) '''Assign slightly randomized versions of our initial velocity for each of the re-spawned droplets. Replace the current velocities with the new velocities.''' if RandomArray: velocities = (RandomArray.random( (len(dead),3) ) + [-.5, 0.0, -.5 ]) * initialVelocityVector else: velocities = [ array( (random.random()-.5, random.random(), random.random()-.5), 'f')* initialVelocityVector for x in xrange(len(dead)) ] def copy( a, ind, b ): for x in xrange(len(ind)): i = ind[x] a[i] = b[x] copy( self.velocities, dead, velocities) '''Now re-set the point/color fields so that the nodes notice the array has changed and they update the GL with the changed values.''' self.points.coord.point = points self.points.color.color = colors '''Set up keyboard callbacks''' def OnSlower( self, event ): self.time.internal.multiplier = self.time.internal.multiplier /2.0 if glutfont: self.text.string = [ "Current multiplier: %s"%( self.time.internal.multiplier,)] else: print "slower",self.time.internal.multiplier def OnFaster( self, event ): self.time.internal.multiplier = self.time.internal.multiplier * 2.0 if glutfont: self.text.string = [ "Current multiplier: %s"%( self.time.internal.multiplier,)] else: print "faster",self.time.internal.multiplier def OnHigher( self, event ): global initialVelocityVector initialVelocityVector *= [1,1.25,1] def OnLower( self, event ): global initialVelocityVector if hasattr(event,'count') and not event.count() % 4: initialVelocityVector[:] = [1.5,20,1.5] else: initialVelocityVector /= [1,1.5,1] def OnLarger( self, event ): self.points.minSize += 1.0 self.points.maxSize += 1.0 def OnSmaller( self, event ): self.points.minSize = max((0.0,self.points.minSize-1.0)) self.points.maxSize = max((1.0,self.points.maxSize-1.0))
class TestContext(BaseContext): """Demonstrates use of attribute types in GLSL """ def OnInit(self): """Initialize the context""" '''== Phong and Blinn Reflectance == A shiny surface will tend to have a "bright spot" at the point on the surface where the angle of incidence for the reflected light ray and the viewer's ray are (close to) equal. A perfect mirror would have the brights spot solely when the two vectors are exactly equal, while a perfect Lambertian surface would have the "bright spot" spread across the entire surface. The Phong rendering process models this as a setting, traditionally called material "shininess" in Legacy OpenGL. This setting acts as a power which raises the cosine (dot product) of the angle between the reflected ray and the eye. The calculation of the cosine (dot product) of the two angles requires that we do a dot product of the two angles once for each vertex/fragment for which we wish to calculate the specular reflectance, we also have to find the angle of reflectance before we can do the calculation:''' """ L_dir = (V_pos-L_pos) R = 2N*(dot( N, L_dir))-L_dir // Note: in eye-coordinate system, Eye_pos == (0,0,0) Spec_factor = pow( dot( R, V_pos-Eye_pos ), shininess) """ '''which, as we can see, involves the vertex position in a number of stages of the operation, so requires recalculation all through the rendering operation. There is, however, a simplified version of Phong Lighting called [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong] which notes that if we were to do all of our calculations in "eye space", and were to assume that (as is normal), the eye and light coordinates will not change for a rendering pass, (note: this limits us to directional lights!) we can use a pre-calculated value which is the bisecting angle between the light-vector and the view-vector, called the "half vector" to perform approximately the same calculation. With this value:''' """ // note that in Eye coordinates, Eye_EC_dir == 0,0,-1 H = normalize( Eye_EC_dir + Light_EC_dir ) Spec_factor = pow( dot( H, N ), shininess ) """ '''Note: however, that the resulting Spec_factor is not *precisely* the same value as the original calculation, so the "shininess" exponent must be slightly lower to approximate the value that Phong rendering would achieve. The value is, however, considered close to "real world" materials, so the Blinn method is generally preferred to Phong. Traditionally, n_dot_pos would be cut off at 0.0, but that would create extremely hard-edged cut-offs for specular color. Here we "fudge" the result by 0.05 ''' phong_weightCalc = """ vec2 phong_weightCalc( in vec3 light_pos, // light position in vec3 half_light, // half-way vector between light and view in vec3 frag_normal, // geometry normal in float shininess ) { // returns vec2( ambientMult, diffuseMult ) float n_dot_pos = max( 0.0, dot( frag_normal, light_pos )); float n_dot_half = 0.0; if (n_dot_pos > -.05) { n_dot_half = pow(max(0.0,dot( half_light, frag_normal )), shininess); } return vec2( n_dot_pos, n_dot_half); } """ '''We are going to use per-fragment rendering. As a result, our vertex shader becomes very simple, just arranging for the Normals to be varied across the surface. ''' vertex = shaders.compileShader( """ attribute vec3 Vertex_position; attribute vec3 Vertex_normal; varying vec3 baseNormal; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4( Vertex_position, 1.0 ); baseNormal = gl_NormalMatrix * normalize(Vertex_normal); }""", GL_VERTEX_SHADER) '''Our fragment shader looks much like our previous tutorial's vertex shader. As before, we have lots of uniform values, but now we also calculate the light's half-vector (in eye-space coordinates). The phong_weightCalc function does the core Blinn calculation, and we simply use the resulting factor to add to the colour value for the fragment. Note the use of the eye-coordinate-space to simplify the half-vector calculation, the eye-space eye-vector is always the same value (pointing down the negative Z axis), and the eye-space eye-coordinate is always (0,0,0), so the eye-to-vertex vector is always the eye-space vector position. ''' fragment = shaders.compileShader( phong_weightCalc + """ uniform vec4 Global_ambient; uniform vec4 Light_ambient; uniform vec4 Light_diffuse; uniform vec4 Light_specular; uniform vec3 Light_location; uniform float Material_shininess; uniform vec4 Material_specular; uniform vec4 Material_ambient; uniform vec4 Material_diffuse; varying vec3 baseNormal; void main() { // normalized eye-coordinate Light location vec3 EC_Light_location = normalize( gl_NormalMatrix * Light_location ); // half-vector calculation vec3 Light_half = normalize( EC_Light_location - vec3( 0,0,-1 ) ); vec2 weights = phong_weightCalc( EC_Light_location, Light_half, baseNormal, Material_shininess ); gl_FragColor = clamp( ( (Global_ambient * Material_ambient) + (Light_ambient * Material_ambient) + (Light_diffuse * Material_diffuse * weights.x) // material's shininess is the only change here... + (Light_specular * Material_specular * weights.y) ), 0.0, 1.0); } """, GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex, fragment) '''Here's the call that creates the two VBOs and the count of records to render from them. If you're curious you can read through the source code of the OpenGLContext.scenegraph.quadrics module to read the mechanism that generates the values. The sphere is a simple rendering mechanism, as for a unit-sphere at the origin, the sphere's normals are the same as the sphere's vertex coordinate. The complexity comes primarily in generating the triangle indices that link the points generated. ''' #self.coords,self.indices,self.count = Sphere( # radius = 3 #).compile() self.coords, self.indices, self.count = Sphere(radius=3).compile() '''We have a few more uniforms to control the specular components. Real-world coding would also calculate the light's half-vector and provide it as a uniform (so that it would only need to be calculated once), but we are going to do the half-vector calculation in the shader to make it obvious what is going on. The legacy OpenGL pipeline provides the value pre-calculated as part of the light structure in GLSL. ''' for uniform in ( 'Global_ambient', 'Light_ambient', 'Light_diffuse', 'Light_location', 'Light_specular', 'Material_ambient', 'Material_diffuse', 'Material_shininess', 'Material_specular', ): location = glGetUniformLocation(self.shader, uniform) if location in (None, -1): print 'Warning, no uniform: %s' % (uniform) setattr(self, uniform + '_loc', location) for attribute in ( 'Vertex_position', 'Vertex_normal', ): location = glGetAttribLocation(self.shader, attribute) if location in (None, -1): print 'Warning, no attribute: %s' % (uniform) setattr(self, attribute + '_loc', location) #Add a timer self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.rotation = 0 self.sensor = PhotoSensor() self.sensor.calibrate_ambient() def OnTimerFraction(self, event): r = self.sensor.getSensorReading() angle = self.sensor.getAngle(r) self.rotation = angle / 180.0 * pi def getLightLocation(self): # read from serial port return [math.cos(self.rotation), math.sin(self.rotation), 0] * 5 def Render(self, mode=None): """Render the geometry for the scene.""" BaseContext.Render(self, mode) glUseProgram(self.shader) try: '''==Indexed VBO Rendering== You'll notice here that we are binding two different VBO objects. As we mentioned above, the Sphere renderer generated both VBOs, but doesn't the second binding replace the first binding? That is, why doesn't OpenGL try to read the Vertex data out of the indices VBO? OpenGL defines multiple binding "targets" for VBOs, the first VBO (vertices) was bound to the GL_ARRAY_BUFFER target (the default for the class), which is used for reading per-vertex data arrays, while the indices buffer was defined as targetting the GL_ELEMENT_ARRAY_BUFFER, which is used solely for reading indices. Each target can be bound to a different VBO, and thus we can bind both VBOs at the same time without confusion. ''' self.coords.bind() self.indices.bind() '''Here, being lazy, we use the numpy array's nbytes value to specify the stride between records. The VBO object has a "data" value which is the data-set which was initially passed to the VBO constructor. The first element in this array is a single vertex record. This array happens to have 8 floating-point values (24 bytes), the first three being the vertex position, the next two being the texture coordinate and the last three being the vertex normal. We'll ignore the texture coordinate for now. ''' stride = self.coords.data[0].nbytes try: glUniform4f(self.Global_ambient_loc, .05, .05, .05, .1) glUniform4f(self.Light_ambient_loc, .1, .1, .1, 1.0) glUniform4f(self.Light_diffuse_loc, .25, .25, .25, 1) '''We set up a yellow-ish specular component in the light and move it to rest "just over our right shoulder" in relation to the initial camera.''' glUniform4f(self.Light_specular_loc, 0.0, 1.0, 0, 1) lloc = self.getLightLocation() glUniform3f(self.Light_location_loc, lloc[0], lloc[1], lloc[2]) glUniform4f(self.Material_ambient_loc, .1, .1, .1, 1.0) glUniform4f(self.Material_diffuse_loc, .15, .15, .15, 1) '''We make the material have a bright specular white colour and an extremely "shiny" surface. The shininess value has the effect of reducing the area of the highlight, as the cos of the angle is raised to the power of the (fractional) shininess.''' glUniform4f(self.Material_specular_loc, 1.0, 1.0, 1.0, 1.0) glUniform1f(self.Material_shininess_loc, .95) glEnableVertexAttribArray(self.Vertex_position_loc) glEnableVertexAttribArray(self.Vertex_normal_loc) glVertexAttribPointer(self.Vertex_position_loc, 3, GL_FLOAT, False, stride, self.coords) glVertexAttribPointer(self.Vertex_normal_loc, 3, GL_FLOAT, False, stride, self.coords + (5 * 4)) '''Here we introduce the OpenGL call which renders via an index-array rather than just rendering vertices in definition order. The last two arguments tell OpenGL what data-type we've used for the indices (the Sphere renderer uses shorts). The indices VBO is actually just passing the value c_void_p( 0 ) (i.e. a null pointer), which causes OpenGL to use the currently bound VBO for the GL_ELEMENT_ARRAY_BUFFER target. ''' glDrawElements(GL_TRIANGLES, self.count, GL_UNSIGNED_SHORT, self.indices) finally: '''Note the need to unbind *both* VBOs, we have to free *both* VBO targets to avoid any other rendering operation from trying to access the VBOs.''' self.coords.unbind() self.indices.unbind() glDisableVertexAttribArray(self.Vertex_position_loc) glDisableVertexAttribArray(self.Vertex_normal_loc) finally: glUseProgram(0)
class TestContext( BaseContext ): currentImage = 0 currentSize = 0 def OnInit( self ): """Scene set up and initial processing""" print """You should see a cone over a black background The cone should have a mapped texture (a stained-glass window) and should be centered on the window. """ print 'press i to choose another texture for the box' self.addEventHandler( 'keypress', name = 'i', function = self.OnImageSwitch ) print 'press s to choose another size for the box' self.addEventHandler( 'keypress', name = 's', function = self.OnSizeSwitch ) self.appearance = Appearance( material = Material( diffuseColor =(1,0,0), specularColor = (.5,.5,.5), ), texture = ImageTexture( url = [images[0]] ), ) self.cone = Shape( geometry = Cone( ), appearance = self.appearance, ) self.cylinder = Shape( geometry = Cylinder( ), appearance = self.appearance, ) self.box = Shape( geometry = Box(), appearance = self.appearance, ) self.gear = Shape( geometry = Gear(), appearance = self.appearance, ) self.teapot = Shape( geometry = Teapot(), appearance = self.appearance, ) self.sphere = Shape( geometry = Sphere(), appearance = self.appearance, ) self.ifs = Shape( geometry = IndexedFaceSet( coord = Coordinate( point = [[-1,0,0],[1,0,0],[1,1,0],[-1,1,0]], ), coordIndex = [ 0,1,2,-1,0,2,3], color = Color( color = [[0,0,1],[1,0,0]], ), colorIndex = [ 0,1,0,-1,0,0,1], solid = False, normalPerVertex=True, ), appearance = self.appearance, ) self.sg = Transform( children = [ Transform( translation = (4,0,0), children = [self.cone], ), Transform( translation = (0,0,0), children = [self.box], ), Transform( translation = (-4,0,0), children = [self.cylinder], ), Transform( translation = (0,4,0), children = [self.gear], scale = (3,3,3), ), Transform( translation = (0,-4,0), children = [self.teapot], scale = (.5,.5,.5), ), Transform( translation = (4,-4,0), children = [self.sphere], ), Transform( translation = (-4,-4,0), children = [self.ifs], ), SimpleBackground( color = (.5,.5,.5), ), ], scale = (.75,.75,.75), ) self.time = Timer( duration = 15.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start () def OnTimerFraction( self, event ): self.sg.rotation = array([0,1,0,event.fraction()*pi*2],'f') self.appearance.material.diffuseColor = [event.fraction()]*3 self.triggerRedraw( False ) def OnImageSwitch( self, event=None ): """Choose a new mapped texture""" self.currentImage = currentImage = self.currentImage+1 newImage = images[currentImage%len(images)] self.appearance.texture.url = [ newImage ] print "new image (loading) ->", newImage def OnSizeSwitch( self, event=None ): """Choose a new size""" self.currentSize = currentSize = self.currentSize+1 newSize = cone_sizes[currentSize%len(cone_sizes)] self.cone.geometry.bottomRadius = newSize newSize = cone_sizes[(currentSize+1)%len(cone_sizes)] self.cone.geometry.height = newSize self.box.geometry.size = (newSize,newSize,newSize) self.cylinder.geometry.height = newSize self.cylinder.geometry.radius = newSize * .25 self.gear.geometry.outer_radius = newSize * .25 self.teapot.geometry.size = newSize self.sphere.geometry.radius = newSize print "new size ->", newSize self.triggerRedraw(True)
def OnInit(self): """Initialize the context""" '''== Phong and Blinn Reflectance == A shiny surface will tend to have a "bright spot" at the point on the surface where the angle of incidence for the reflected light ray and the viewer's ray are (close to) equal. A perfect mirror would have the brights spot solely when the two vectors are exactly equal, while a perfect Lambertian surface would have the "bright spot" spread across the entire surface. The Phong rendering process models this as a setting, traditionally called material "shininess" in Legacy OpenGL. This setting acts as a power which raises the cosine (dot product) of the angle between the reflected ray and the eye. The calculation of the cosine (dot product) of the two angles requires that we do a dot product of the two angles once for each vertex/fragment for which we wish to calculate the specular reflectance, we also have to find the angle of reflectance before we can do the calculation:''' """ L_dir = (V_pos-L_pos) R = 2N*(dot( N, L_dir))-L_dir // Note: in eye-coordinate system, Eye_pos == (0,0,0) Spec_factor = pow( dot( R, V_pos-Eye_pos ), shininess) """ '''which, as we can see, involves the vertex position in a number of stages of the operation, so requires recalculation all through the rendering operation. There is, however, a simplified version of Phong Lighting called [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong] which notes that if we were to do all of our calculations in "eye space", and were to assume that (as is normal), the eye and light coordinates will not change for a rendering pass, (note: this limits us to directional lights!) we can use a pre-calculated value which is the bisecting angle between the light-vector and the view-vector, called the "half vector" to perform approximately the same calculation. With this value:''' """ // note that in Eye coordinates, Eye_EC_dir == 0,0,-1 H = normalize( Eye_EC_dir + Light_EC_dir ) Spec_factor = pow( dot( H, N ), shininess ) """ '''Note: however, that the resulting Spec_factor is not *precisely* the same value as the original calculation, so the "shininess" exponent must be slightly lower to approximate the value that Phong rendering would achieve. The value is, however, considered close to "real world" materials, so the Blinn method is generally preferred to Phong. Traditionally, n_dot_pos would be cut off at 0.0, but that would create extremely hard-edged cut-offs for specular color. Here we "fudge" the result by 0.05 ''' phong_weightCalc = """ vec2 phong_weightCalc( in vec3 light_pos, // light position in vec3 half_light, // half-way vector between light and view in vec3 frag_normal, // geometry normal in float shininess ) { // returns vec2( ambientMult, diffuseMult ) float n_dot_pos = max( 0.0, dot( frag_normal, light_pos )); float n_dot_half = 0.0; if (n_dot_pos > -.05) { n_dot_half = pow(max(0.0,dot( half_light, frag_normal )), shininess); } return vec2( n_dot_pos, n_dot_half); } """ '''We are going to use per-fragment rendering. As a result, our vertex shader becomes very simple, just arranging for the Normals to be varied across the surface. ''' vertex = shaders.compileShader( """ attribute vec3 Vertex_position; attribute vec3 Vertex_normal; varying vec3 baseNormal; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4( Vertex_position, 1.0 ); baseNormal = gl_NormalMatrix * normalize(Vertex_normal); }""", GL_VERTEX_SHADER) '''Our fragment shader looks much like our previous tutorial's vertex shader. As before, we have lots of uniform values, but now we also calculate the light's half-vector (in eye-space coordinates). The phong_weightCalc function does the core Blinn calculation, and we simply use the resulting factor to add to the colour value for the fragment. Note the use of the eye-coordinate-space to simplify the half-vector calculation, the eye-space eye-vector is always the same value (pointing down the negative Z axis), and the eye-space eye-coordinate is always (0,0,0), so the eye-to-vertex vector is always the eye-space vector position. ''' fragment = shaders.compileShader( phong_weightCalc + """ uniform vec4 Global_ambient; uniform vec4 Light_ambient; uniform vec4 Light_diffuse; uniform vec4 Light_specular; uniform vec3 Light_location; uniform float Material_shininess; uniform vec4 Material_specular; uniform vec4 Material_ambient; uniform vec4 Material_diffuse; varying vec3 baseNormal; void main() { // normalized eye-coordinate Light location vec3 EC_Light_location = normalize( gl_NormalMatrix * Light_location ); // half-vector calculation vec3 Light_half = normalize( EC_Light_location - vec3( 0,0,-1 ) ); vec2 weights = phong_weightCalc( EC_Light_location, Light_half, baseNormal, Material_shininess ); gl_FragColor = clamp( ( (Global_ambient * Material_ambient) + (Light_ambient * Material_ambient) + (Light_diffuse * Material_diffuse * weights.x) // material's shininess is the only change here... + (Light_specular * Material_specular * weights.y) ), 0.0, 1.0); } """, GL_FRAGMENT_SHADER) self.shader = shaders.compileProgram(vertex, fragment) '''Here's the call that creates the two VBOs and the count of records to render from them. If you're curious you can read through the source code of the OpenGLContext.scenegraph.quadrics module to read the mechanism that generates the values. The sphere is a simple rendering mechanism, as for a unit-sphere at the origin, the sphere's normals are the same as the sphere's vertex coordinate. The complexity comes primarily in generating the triangle indices that link the points generated. ''' #self.coords,self.indices,self.count = Sphere( # radius = 3 #).compile() self.coords, self.indices, self.count = Sphere(radius=3).compile() '''We have a few more uniforms to control the specular components. Real-world coding would also calculate the light's half-vector and provide it as a uniform (so that it would only need to be calculated once), but we are going to do the half-vector calculation in the shader to make it obvious what is going on. The legacy OpenGL pipeline provides the value pre-calculated as part of the light structure in GLSL. ''' for uniform in ( 'Global_ambient', 'Light_ambient', 'Light_diffuse', 'Light_location', 'Light_specular', 'Material_ambient', 'Material_diffuse', 'Material_shininess', 'Material_specular', ): location = glGetUniformLocation(self.shader, uniform) if location in (None, -1): print 'Warning, no uniform: %s' % (uniform) setattr(self, uniform + '_loc', location) for attribute in ( 'Vertex_position', 'Vertex_normal', ): location = glGetAttribLocation(self.shader, attribute) if location in (None, -1): print 'Warning, no attribute: %s' % (uniform) setattr(self, attribute + '_loc', location) #Add a timer self.time = Timer(duration=8.0, repeating=1) self.time.addEventHandler("fraction", self.OnTimerFraction) self.time.register(self) self.time.start() self.rotation = 0 self.sensor = PhotoSensor() self.sensor.calibrate_ambient()