Exemple #1
0
def main():
    window_width = 512
    window_height = 512

    pygame.init()
    window_resize(window_width, window_height)
    init_gl()

    shader = compile_shader(Path('shaders', 'obj_vertex.glsl'),
                            Path('shaders', 'obj_fragment.glsl'))

    vertex_array_object, obj = create_object(shader)
    glUseProgram(shader)

    clock = pygame.time.Clock()
    looping = True

    while looping:
        clock.tick(100)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                looping = False
            elif event.type == pygame.VIDEORESIZE:
                window_width, window_height = event.size
                window_resize(window_width, window_height)
            if event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE:
                looping = False

        display(shader, vertex_array_object, window_width / window_height, obj)
        pygame.display.set_caption("FPS: %.2f" % clock.get_fps())
        pygame.display.flip()

    glUseProgram(0)
Exemple #2
0
def create_object():
    obj = ObjLoader()
    obj.load_model(Path('res', 'cube.obj'))
    texture_offset = len(obj.vertex_index) * len(
        obj.vert_coords[0]) * obj.model.itemsize
    normal_offset = texture_offset + len(obj.texture_index) * len(
        obj.text_coords[0]) * obj.model.itemsize

    # Create a new VAO (Vertex Array Object) and bind it
    vertex_array_object = glGenVertexArrays(1)
    glBindVertexArray(vertex_array_object)

    shader = compile_shader(Path('shaders', 'mvp_vertex.glsl'),
                            Path('shaders', 'light_fragment.glsl'))

    # Generate buffers to hold our vertices
    vertex_buffer = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)

    # Generate buffers to hold our texture
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)

    # Set the position of the 'position' in parameter of our shader and bind it.
    position = 0
    glBindAttribLocation(shader, position, 'position')
    glEnableVertexAttribArray(position)
    # Describe the position data layout in the buffer
    glVertexAttribPointer(position, 3, GL_FLOAT, False, obj.model.itemsize * 3,
                          ctypes.c_void_p(0))

    # Set the position of the 'inTexCoords' in parameter of our shader and bind it.
    texture_coords = 1
    glBindAttribLocation(shader, texture_coords, 'inTexCoords')
    glEnableVertexAttribArray(texture_coords)
    # Describe the texture data layout in the buffer
    glVertexAttribPointer(texture_coords, 2, GL_FLOAT, False,
                          obj.model.itemsize * 2,
                          ctypes.c_void_p(texture_offset))

    # Set the position of the 'inTexCoords' in parameter of our shader and bind it.
    normals = 2
    glBindAttribLocation(shader, normals, 'inNormals')
    glEnableVertexAttribArray(normals)
    # Describe the texture data layout in the buffer
    glVertexAttribPointer(normals, 3, GL_FLOAT, False, obj.model.itemsize * 3,
                          ctypes.c_void_p(normal_offset))

    # Texture wrapping params
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    # Texture filtering params
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    # Load and convert Texture
    image = Image.open(Path('res', 'cube_texture.jpg'))
    flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
    img_data = numpy.array(list(flipped_image.getdata()), numpy.uint8)

    # Send the data over to the buffers
    glBufferData(GL_ARRAY_BUFFER, obj.model.itemsize * len(obj.model),
                 obj.model, GL_STATIC_DRAW)  # Vertices array
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0,
                 GL_RGB, GL_UNSIGNED_BYTE, img_data)

    # Unbind the VAO first (Important)
    glBindVertexArray(0)

    # Unbind other stuff
    # glDisableVertexAttribArray(position)
    glBindBuffer(GL_ARRAY_BUFFER, 0)

    return shader, vertex_array_object, obj
def create_object():
    # Create a new VAO (Vertex Array Object) and bind it
    vertex_array_object = glGenVertexArrays(1)
    glBindVertexArray(vertex_array_object)

    shader = compile_shader(Path('shaders', 'perspective_vertex.glsl'),
                            Path('shaders', 'perspective_fragment.glsl'))

    # Generate buffers to hold our vertices
    vertex_buffer = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)

    # Set the position of the 'position' in parameter of our shader and bind it.
    position = 0
    glBindAttribLocation(shader, position, 'position')
    glEnableVertexAttribArray(position)

    # Describe the position data layout in the buffer
    glVertexAttribPointer(position, 4, GL_FLOAT, False,
                          vertices.itemsize * vertices_row_length,
                          ctypes.c_void_p(0))

    # Send the data over to the buffers
    glBufferData(GL_ARRAY_BUFFER, vertices.itemsize * len(vertices), vertices,
                 GL_STATIC_DRAW)  # Vertices array

    # Generate buffers to hold buffer indices
    element_buffer = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer)

    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.itemsize * len(indices),
                 indices, GL_STATIC_DRAW)  # Indices array

    # Set the position of the 'colour' in parameter of our shader and bind it.
    colour = 1
    glBindAttribLocation(shader, colour, 'colour')
    glEnableVertexAttribArray(colour)
    # Describe the position data layout in the buffer
    glVertexAttribPointer(colour, 4, GL_FLOAT, False,
                          vertices.itemsize * vertices_row_length,
                          ctypes.c_void_p(16))

    # Generate buffers to hold our texture
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)

    # Set the position of the 'inTexCoords' in parameter of our shader and bind it.
    texture_coords = 2
    glBindAttribLocation(shader, texture_coords, 'inTexCoords')
    glEnableVertexAttribArray(texture_coords)
    # Describe the texture data layout in the buffer
    glVertexAttribPointer(texture_coords, 2, GL_FLOAT, False,
                          vertices.itemsize * vertices_row_length,
                          ctypes.c_void_p(32))

    # Texture wrapping params
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    # Texture filtering params
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    # Load and convert Texture
    image = Image.open(Path('res', 'crate.jpg'))
    img_data = image.convert('RGB').tobytes()

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0,
                 GL_RGB, GL_UNSIGNED_BYTE, img_data)

    # Unbind the VAO first (Important)
    glBindVertexArray(0)

    # Unbind other stuff
    # glDisableVertexAttribArray(position)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

    return shader, vertex_array_object