Exemple #1
0
 def draw(self):
     """Draw the object to the display buffer"""
     from pyglet import gl
     gl.glUseProgram(self._program)
     for kind in ('fill', 'line'):
         if self._counts[kind] > 0:
             if kind == 'line':
                 if self._line_width <= 0.0:
                     continue
                 gl.glLineWidth(self._line_width)
                 if self._line_loop:
                     mode = gl.GL_LINE_LOOP
                 else:
                     mode = gl.GL_LINE_STRIP
                 cmd = partial(gl.glDrawArrays, mode, 0, self._counts[kind])
             else:
                 gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER,
                                 self._buffers[kind]['index'])
                 cmd = partial(gl.glDrawElements, gl.GL_TRIANGLES,
                               self._counts[kind], gl.GL_UNSIGNED_INT, 0)
             gl.glBindBuffer(gl.GL_ARRAY_BUFFER,
                             self._buffers[kind]['array'])
             loc_pos = gl.glGetAttribLocation(self._program, b'a_position')
             gl.glEnableVertexAttribArray(loc_pos)
             gl.glVertexAttribPointer(loc_pos, 2, gl.GL_FLOAT, gl.GL_FALSE,
                                      0, 0)
             loc_col = gl.glGetUniformLocation(self._program, b'u_color')
             gl.glUniform4f(loc_col, *self._colors[kind])
             cmd()
             # The following line is probably only necessary because
             # Pyglet makes some assumptions about the GL state that
             # it perhaps shouldn't. Without it, Text might not
             # render properly (see #252)
             gl.glDisableVertexAttribArray(loc_pos)
     gl.glUseProgram(0)
Exemple #2
0
 def draw(self):
     """Draw the object to the display buffer"""
     from pyglet import gl
     gl.glUseProgram(self._program)
     for kind in ('fill', 'line'):
         if self._counts[kind] > 0:
             if kind == 'line':
                 if self._line_width <= 0.0:
                     continue
                 gl.glLineWidth(self._line_width)
                 if self._line_loop:
                     mode = gl.GL_LINE_LOOP
                 else:
                     mode = gl.GL_LINE_STRIP
                 cmd = partial(gl.glDrawArrays, mode, 0, self._counts[kind])
             else:
                 gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER,
                                 self._buffers[kind]['index'])
                 cmd = partial(gl.glDrawElements, gl.GL_TRIANGLES,
                               self._counts[kind], gl.GL_UNSIGNED_INT, 0)
             gl.glBindBuffer(gl.GL_ARRAY_BUFFER,
                             self._buffers[kind]['array'])
             loc_pos = gl.glGetAttribLocation(self._program, b'a_position')
             gl.glEnableVertexAttribArray(loc_pos)
             gl.glVertexAttribPointer(loc_pos, 2, gl.GL_FLOAT, gl.GL_FALSE,
                                      0, 0)
             loc_col = gl.glGetUniformLocation(self._program, b'u_color')
             gl.glUniform4f(loc_col, *self._colors[kind])
             cmd()
             # The following line is probably only necessary because
             # Pyglet makes some assumptions about the GL state that
             # it perhaps shouldn't. Without it, Text might not
             # render properly (see #252)
             gl.glDisableVertexAttribArray(loc_pos)
     gl.glUseProgram(0)
Exemple #3
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    def on_draw(self):

        # Prevent trying to draw before things have been set up
        if not hasattr(self, "offscreen_buffer"):
            return

        # Model matrix we'll use to position the main model
        suzanne_model_matrix = (Matrix4.new_identity().rotatex(
            -math.pi / 2).rotatez(time()))  # Rotate over time
        plane_model_matrix = Matrix4.new_rotatey(math.pi).translate(0, 0, 2)

        # Render to an offscreen buffer
        with self.offscreen_buffer, self.view_program, \
                enabled(gl.GL_DEPTH_TEST), disabled(gl.GL_CULL_FACE):

            gl.glDepthMask(gl.GL_TRUE)

            w, h = self.size
            aspect = h / w

            # Calculate a view frustum; this is basically our camera.
            near = 5
            far = 15
            width = 2
            height = 2 * aspect
            frustum = (Matrix4.new(near / width, 0, 0, 0, 0, near / height, 0,
                                   0, 0, 0, -(far + near) / (far - near), -1,
                                   0, 0, -2 * far * near / (far - near), 0))

            # The view matrix positions the camera in the scene
            view_matrix = (Matrix4.new_identity().translate(0, 0, -8))

            # Send the matrices to GL
            gl.glUniformMatrix4fv(0, 1, gl.GL_FALSE,
                                  gl_matrix(frustum * view_matrix))
            gl.glUniformMatrix4fv(1, 1, gl.GL_FALSE,
                                  gl_matrix(suzanne_model_matrix))

            gl.glUniform4f(2, 0.3, 0.3, 1,
                           1)  # Set the "color" uniform to blue
            self.suzanne.draw()

            # We'll also draw a simple plane behind the main model
            gl.glUniformMatrix4fv(1, 1, gl.GL_FALSE,
                                  gl_matrix(plane_model_matrix))
            gl.glUniform4f(2, 0.3, 1, 0.3,
                           1)  # Set the "color" uniform to green
            self.plane.draw(mode=gl.GL_TRIANGLE_STRIP)

        # Render shadow buffer
        # Basically the same scene as above, but to a different buffer and from a different view
        with self.shadow_buffer, self.view_program, enabled(
                gl.GL_DEPTH_TEST), disabled(gl.GL_CULL_FACE):
            gl.glDepthMask(gl.GL_TRUE)

            frustum = Matrix4.new_perspective(1, 1, 1, 12)
            view_matrix = (Matrix4.new_identity().translate(
                0, 0, -4).rotatey(0.5).rotatex(0.3))
            light_pos = (view_matrix.inverse() * Point3(0, 0, 0))
            light_view_matrix = frustum * view_matrix
            gl.glUniformMatrix4fv(0, 1, gl.GL_FALSE,
                                  gl_matrix(light_view_matrix))
            gl.glUniformMatrix4fv(1, 1, gl.GL_FALSE,
                                  gl_matrix(suzanne_model_matrix))
            gl.glUniform4f(2, 0.9, 0.3, 0.4, 1)
            self.suzanne.draw()

            gl.glUniformMatrix4fv(1, 1, gl.GL_FALSE,
                                  gl_matrix(plane_model_matrix))
            self.plane.draw(mode=gl.GL_TRIANGLE_STRIP)

        # Now draw the offscreen buffer to another buffer, combining it with the
        # lighting information to get a nice image.
        # Note: This step is pretty pointless here, as we might just draw directly to screen.
        # Just demonstrates how to do it.
        with self.vao, self.offscreen_buffer2, self.lighting_program, disabled(
                gl.GL_CULL_FACE, gl.GL_DEPTH_TEST):
            gl.glUniform3f(0, *light_pos)
            gl.glUniformMatrix4fv(1, 1, gl.GL_FALSE,
                                  gl_matrix(light_view_matrix))
            # Bind some of the offscreen buffer's textures so the shader can read them.
            with self.offscreen_buffer["color"], self.offscreen_buffer["normal"], \
                    self.offscreen_buffer["position"], self.shadow_buffer["depth"]:
                gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)

        # Now render the finished image to the screen
        with self.vao, self.copy_program, disabled(gl.GL_CULL_FACE,
                                                   gl.GL_DEPTH_TEST):
            with self.offscreen_buffer2["color"]:
                gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)
Exemple #4
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def _uvec4(uniform, data):
    gl.glUniform4f(uniform, *data)