Esempio n. 1
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 def __initiate_buffers(self, number_of_buffers):
     """Generate VAO and VBO buffers."""
     self.__vao_id = glGenVertexArrays(1)
     glBindVertexArray(self.__vao_id)
     if number_of_buffers == 1:
         self.__vbo_id = [glGenBuffers(number_of_buffers)]
     elif number_of_buffers > 1:
         self.__vbo_id = glGenBuffers(number_of_buffers)
Esempio n. 2
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    def __init__(self, chunk_id):

        self.name = GLuint()
        glGenBuffers(1, self.name)

        self.chunk_id = chunk_id
        self.vertexes_count = 0

        # render flag
        self.render = False
    def SetDisplayingItems(self, data, dataLen, colors):
        self.data = data
        self.colors = colors
        
        self.xcount = len(unique(data[:, 0]))
        self.ycount = len(unique(data[:, 1]))
        
        workingData = self.data
        workingColors = self.colors
        self.dataNum = dataLen
        self.colorsNum = self.dataNum
        
        maxVals = amax(workingData, axis=0)
        self.xMax = maxVals[0]
        self.yMax = maxVals[1]
        self.zMax = maxVals[2]
        minVals = amin(workingData, axis=0)
        self.xMin = minVals[0]
        self.yMin = minVals[1]
        self.zMin = minVals[2]
#         print "Max before offset:", self.xMax, self.yMax, self.zMax
#         print "Min before offset:", self.xMin, self.yMin, self.zMin
        self.diffX = (self.xMax + self.xMin) / 2
        self.diffY = (self.yMax + self.yMin) / 2
        self.diffZ = (self.zMax + self.zMin) / 2
#         print "Offset:", self.diffX, self.diffY, self.diffZ
        workingData = subtract(workingData, array([self.diffX, self.diffY, self.diffZ], float32))
        # recollect limitations
        maxVals = amax(workingData, axis=0)
        self.xMax = maxVals[0]
        self.yMax = maxVals[1]
        self.zMax = maxVals[2]
        minVals = amin(workingData, axis=0)
        self.xMin = minVals[0]
        self.yMin = minVals[1]
        self.zMin = minVals[2]
#         print "Max:", self.xMax, self.yMax, self.zMax
#         print "Min:", self.xMin, self.yMin, self.zMin
        self.eyeDistance = 100 * max(abs(self.xMax), abs(self.xMin),
                                     abs(self.yMax), abs(self.yMin),
                                     abs(self.zMax), abs(self.zMin))
#         print "eye distance:", self.eyeDistance
        self.vertices_vbo = glGenBuffers(1)
        glEnableClientState(GL_VERTEX_ARRAY)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertices_vbo)
        glBufferData(GL_ARRAY_BUFFER, workingData.nbytes, workingData, GL_STATIC_DRAW)
        glVertexPointer(3, GL_FLOAT, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
                
        self.colors_vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.colors_vbo)
        glBufferData(GL_ARRAY_BUFFER, workingColors.nbytes, workingColors, GL_STATIC_DRAW)
        glColorPointer(3, GL_FLOAT, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
        print "Points and color is ready"
Esempio n. 4
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    def __init__(self, kind):
        self._kind = kind
        self._hnd = glGenBuffers(1)

        logging.info('glGenBuffers(1) -> %d', self._hnd)
        if self._hnd == 0:
            raise ValueError('glGenBuffers failed')
Esempio n. 5
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    def init_vao_vbo(self,data=None):

        if data.size:
           self.vao_data=data

        # Lets create a VAO and bind it
        # Think of VAO's as object that encapsulate buffer state
        # Using a VAO enables you to cut down on calls in your draw
        # loop which generally makes things run faster

        self.vertexBuffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
        glBufferData(GL_ARRAY_BUFFER, 4*len(self.vao_data), self.vao_data,GL_DYNAMIC_DRAW)






        #self.vbo_id = glGenBuffers(1)
        #glBindBuffer(GL_ARRAY_BUFFER, self.vbo_id)
        #vertexData = numpy.array(quadV, numpy.float32)
        #glBufferData(GL_ARRAY_BUFFER, 4*len(self.vao_data), self.vao_data,GL_DYNAMIC_DRAW)
        # self.vao_id = \
        #vao_id=glGenVertexArrays(1,None)

        #self.vao_id=vao_id

        #print vao_id
        #glBindVertexArray(self.vao_id[0])

        # Lets create our Vertex Buffer objects - these are the buffers
        # that will contain our per vertex data
        #self.vbo_id = glGenBuffers(1)

        # Bind a buffer before we can use it
        #glBindBuffer(GL_ARRAY_BUFFER, self.vbo_id[0])

        # Now go ahead and fill this bound buffer with some data
        #glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.data), self.data, GL_DYNAMIC_DRAW)

        # Now specify how the shader program will be receiving this data
        # In this case the data from this buffer will be available in the shader as the vin_position vertex attribute


        # Now do the same for the other vertex buffer
        #glBindBuffer(GL_ARRAY_BUFFER, vbo_id[1])
        #glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(color_data), color_data, GL_STATIC_DRAW)
        #glVertexAttribPointer(program.attribute_location('vin_color'), 3, GL_FLOAT, GL_FALSE, 0, None)
        #glEnableVertexAttribArray(1)

        # Lets unbind our vbo and vao state
        # We will bind these again in the draw loop
        glBindBuffer(GL_ARRAY_BUFFER, 0)
        glBindVertexArray(0)
Esempio n. 6
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    def __init__(self):

        self.vbo = GLuint()

        self.vertexes = (
            0, 0, 0,
            1.0, 0, 0,
            1.0, 1.0, 0,
            0, 0, 0,
            1.0, 1.0, 0,
            0, 1.0, 0,
        )

        self.vertexes_GL = (GLfloat * len(
            self.vertexes))(*self.vertexes)

        glGenBuffers(1, self.vbo)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
        glBufferData(
            GL_ARRAY_BUFFER,
            len(self.vertexes_GL) * 4,
            self.vertexes_GL,
            GL_STATIC_DRAW)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
    def SetColors(self, colors):
        if not iterable(colors):
            return
        if len(colors) < self.dataNum:
            return
        self.colors = colors
        workingColors = self.colors
#         workingData, self.dataNum, workingColors = self.GetWorkingSet(self.data, self.dataNum, self.colors)
        self.colorsNum = len(workingColors)
        
        self.colors_vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.colors_vbo)
        glBufferData(GL_ARRAY_BUFFER, workingColors.nbytes, workingColors, GL_STATIC_DRAW)
        glColorPointer(3, GL_FLOAT, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
        print "Color is ready"
Esempio n. 8
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    def create_vaos(self) -> None:
        """Bind VAOs to define vertex data."""
        vbo = glGenBuffers(1)

        # initialize camera box
        # TODO: update to obj file
        vertices = glm.array(
            vec3(-1.0, -0.5, -1.0),  # bottom
            vec3(-1.0, -0.5, 1.0),
            vec3(-1.0, 0.5, 1.0),
            vec3(-1.0, 0.5, -1.0),
            vec3(1.0, -0.5, -1.0),  # right
            vec3(-1.0, -0.5, -1.0),
            vec3(-1.0, 0.5, -1.0),
            vec3(1.0, 0.5, -1.0),
            vec3(1.0, -0.5, 1.0),  # top
            vec3(1.0, -0.5, -1.0),
            vec3(1.0, 0.5, -1.0),
            vec3(1.0, 0.5, 1.0),
            vec3(-1.0, -0.5, 1.0),  # left
            vec3(1.0, -0.5, 1.0),
            vec3(1.0, 0.5, 1.0),
            vec3(-1.0, 0.5, 1.0),
            vec3(1.0, 0.5, -1.0),  # back
            vec3(-1.0, 0.5, -1.0),
            vec3(-1.0, 0.5, 1.0),
            vec3(1.0, 0.5, 1.0),
            vec3(-1.0, -0.5, -1.0),  # front
            vec3(1.0, -0.5, -1.0),
            vec3(1.0, -0.5, 1.0),
            vec3(-1.0, -0.5, 1.0),
        )
        glBindBuffer(GL_ARRAY_BUFFER, vbo)
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices.ptr,
                     GL_STATIC_DRAW)

        self._vaos['box'] = glGenVertexArrays(1)
        glBindVertexArray(self._vaos['box'])
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        self._vaos['camera'] = glGenVertexArrays(1)
        glBindVertexArray(self._vaos['camera'])
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)
Esempio n. 9
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 def _setup(self):
     """Setup OpenGL attributes if required"""
     if self._vao is None:  # if the opengl state has not been set
         self._shader = get_shader(self.context_identifier, self.shader_name)
         glUseProgram(self._shader)
         self._transform_location = glGetUniformLocation(
             self._shader, "transformation_matrix"
         )
         self._texture_location = glGetUniformLocation(self._shader, "image")
         self._vao = glGenVertexArrays(1)  # create the array
         glBindVertexArray(self._vao)
         self._vbo = glGenBuffers(1)  # and the buffer
         glBindBuffer(GL_ARRAY_BUFFER, self._vbo)
         self._setup_opengl_attrs()
         self._change_verts()
         glBindVertexArray(0)
         glBindBuffer(GL_ARRAY_BUFFER, 0)
         glUseProgram(0)
Esempio n. 10
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    def _bind_vao_mat_col_id(self, vao, mat: glm.array, col: glm.array,
                             ids: glm.array) -> None:
        vbo = glGenBuffers(3)
        glBindBuffer(GL_ARRAY_BUFFER, vbo[0])
        glBufferData(GL_ARRAY_BUFFER, mat.nbytes, mat.ptr, GL_STATIC_DRAW)
        glBindVertexArray(vao)

        # modelmats
        glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 64, ctypes.c_void_p(0))
        glEnableVertexAttribArray(3)
        glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 64,
                              ctypes.c_void_p(16))  # sizeof(glm::vec4)
        glVertexAttribDivisor(3, 1)
        glEnableVertexAttribArray(4)
        glVertexAttribDivisor(4, 1)
        glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 64,
                              ctypes.c_void_p(32))  # 2 * sizeof(glm::vec4)
        glEnableVertexAttribArray(5)
        glVertexAttribDivisor(5, 1)
        glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 64,
                              ctypes.c_void_p(48))  # 3 * sizeof(glm::vec4)
        glEnableVertexAttribArray(6)
        glVertexAttribDivisor(6, 1)

        # colors
        glBindBuffer(GL_ARRAY_BUFFER, vbo[1])
        glBufferData(GL_ARRAY_BUFFER, col.nbytes, col.ptr, GL_STATIC_DRAW)
        glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(7)
        glVertexAttribDivisor(7, 1)

        # ids for picking
        glBindBuffer(GL_ARRAY_BUFFER, vbo[2])
        glBufferData(GL_ARRAY_BUFFER, ids.nbytes, ids.ptr, GL_STATIC_DRAW)
        # it should be GL_INT here, yet only GL_FLOAT works. huh??
        glVertexAttribPointer(8, 1, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(8)
        glVertexAttribDivisor(8, 1)

        glEnableVertexAttribArray(0)
        glBindVertexArray(0)
Esempio n. 11
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    def on_realize(self, area):
        # We need to make the context current if we want to
        # call GL API
        area.make_current()
        context = area.get_context()
        if (area.get_error() != None):
            return

        fragment_shader = shaders.compileShader(FRAGMENT_SOURCE,
                                                GL_FRAGMENT_SHADER)
        vertex_shader = shaders.compileShader(VERTEX_SOURCE, GL_VERTEX_SHADER)
        self.shaderContent.shader_prog = shaders.compileProgram(
            fragment_shader, vertex_shader)
        glLinkProgram(self.shaderContent.shader_prog)
        self.vertex_array_object = glGenVertexArrays(1)
        glBindVertexArray(self.vertex_array_object)
        # Generate buffers to hold our vertices
        self.vertex_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertex_buffer)

        self.position = glGetAttribLocation(self.shaderContent.shader_prog,
                                            'position')
        self.time_l = glGetUniformLocation(self.shaderContent.shader_prog,
                                           'time')
        print(self.time_l)
        # glBindAttribLocation(self.shaderContent.shader_prog, self.time, 'time')
        glEnableVertexAttribArray(self.position)
        glVertexAttribPointer(index=self.position,
                              size=4,
                              type=GL_FLOAT,
                              normalized=False,
                              stride=0,
                              pointer=ctypes.c_void_p(0))
        glBufferData(GL_ARRAY_BUFFER, 192, self.vertices, GL_STATIC_DRAW)
        glBindVertexArray(0)
        glDisableVertexAttribArray(self.position)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
        self.on_render(self.shaderContent)

        return True
Esempio n. 12
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 def setup_scene_geometry(self, vertex_data, index_data, faces):
     self.has_geometry = True
     from tremor.graphics.vbo import VertexBufferObject
     from OpenGL.GL import glGenVertexArrays, glBindVertexArray, glBindBuffer, GL_FALSE, GL_FLOAT, glGenBuffers, \
         GL_STATIC_DRAW, \
         GL_ELEMENT_ARRAY_BUFFER, glBufferData, glVertexAttribPointer, ctypes, glEnableVertexAttribArray
     self.faces = faces
     self.vao = glGenVertexArrays(1)
     glBindVertexArray(self.vao)
     self.faceVBO = VertexBufferObject()
     self.faceVBO.update_data(vertex_data, True)  # vertex information: vec3f pos, vec3f norm, vec2f tex
     self.faceVBO.bind()
     self.faceIBO = glGenBuffers(1)
     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.faceIBO)
     glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_data, GL_STATIC_DRAW)
     glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * 4, ctypes.c_void_p(0))
     glEnableVertexAttribArray(0)
     glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * 4, ctypes.c_void_p(3 * 4))
     glEnableVertexAttribArray(1)
     glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, (3 + 3 + 2) * 4, ctypes.c_void_p(6 * 4))
     glEnableVertexAttribArray(3)
     glBindVertexArray(0)
Esempio n. 13
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    def store_data_in_attribute_list(self,
                                     attribute_number: int,
                                     data: np.ndarray,
                                     dim: int = 3,
                                     datatype: int = GL_FLOAT) -> None:
        """
        Stores the position information of the vertices at attribute 0 of the Vertex Array Object.

        It handles the necessary VBO

        Args:
            (int) attribute_number: The attribute number of the VAO where we want the data to be stored
            (np.ndarray) data: Data to be stored
            (int) dim: The dimension number of the individual data point. E.g 3 for (x, y, z) coordinates
        """
        vbo_id = glGenBuffers(1)
        self.__vbos.append(vbo_id)
        glBindBuffer(GL_ARRAY_BUFFER, vbo_id)
        glBufferData(GL_ARRAY_BUFFER, data.nbytes, data, GL_STATIC_DRAW)
        glVertexAttribPointer(attribute_number, dim, datatype, GL_FALSE, 0,
                              None)

        # Unbind VBO
        glBindBuffer(GL_ARRAY_BUFFER, 0)
Esempio n. 14
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def buff_vertices(verts: list, indes: list=None) -> int:
    """Given a list of vertex-like objects, an optional list of indices, returns a VAO handle.
    Format (all should be floats): [[pX, pY, pZ, nX, nY, nZ, cR, cR, cB, tU, tV]] * len."""
    vao = glGenVertexArrays(1)
    glBindVertexArray(vao)

    v = vbo.VBO(array(verts, 'f'))
    v.bind()
    glVertexAttribPointer(0, 3, GL_FLOAT, False, 44, v)
    glVertexAttribPointer(1, 3, GL_FLOAT, False, 44, v+12)
    glVertexAttribPointer(2, 3, GL_FLOAT, False, 44, v+24)
    glVertexAttribPointer(3, 2, GL_FLOAT, False, 44, v+36)
    glEnableVertexAttribArray(0)
    glEnableVertexAttribArray(1)
    glEnableVertexAttribArray(2)
    glEnableVertexAttribArray(3)
    # Maybe you want to include the vertices verbatim? Go for it.
    if indes is not None:
        ebo = glGenBuffers(1)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(indes)*8, array(indes, 'i'), GL_STATIC_DRAW)

    glBindVertexArray(0)
    return vao
Esempio n. 15
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def uv_torus(inner_radius, outer_radius, num_sides, num_faces):
    vertices_list = []
    tri_ind = []
    normal_list = []

    t = 0.0
    s = 0


    t_incr = 1.0 / float(num_faces)
    s_incr = 1.0 / float(num_sides)

    for side_count in range(0, num_sides + 1):
        s += s_incr
        cos2ps = float(math.cos(2.0 * math.pi * s ))
        sin2ps = float(math.sin(2.0 * math.pi * s))

        for face_count in range(0, num_faces + 1):
            t += t_incr
            cos2pt = float(math.cos(2.0 * math.pi * t))
            sin2pt = float(math.sin(2.0 * math.pi * t))

            x = (outer_radius + inner_radius * cos2pt) * cos2ps
            y = (outer_radius + inner_radius * cos2pt) * sin2ps
            z = inner_radius * sin2pt
            vertices_list.append([x, y, z])

            x_norm = cos2ps * cos2pt;
            y_norm = sin2ps * cos2pt;
            z_norm = sin2pt;
            normal_list.append([x_norm, y_norm, z_norm])


    for side_count in range(0, num_sides):
        for face_count in range(0, num_faces):
            v0 = ((side_count * (num_faces + 1)) + face_count);
            v1 = (((side_count + 1) * (num_faces + 1)) + face_count);
            v2 = (((side_count + 1) * (num_faces + 1)) + (face_count + 1));
            v3 = ((side_count * (num_faces + 1)) + (face_count + 1));


            tri_ind.append(v0)
            tri_ind.append(v1)
            tri_ind.append(v2)

            tri_ind.append(v0)
            tri_ind.append(v2)
            tri_ind.append(v3)






    vertices_vec = np.array(vertices_list, dtype=np.float32)
    indices_vec = np.array(tri_ind, dtype=np.uint32)
    normals_vec = np.array(normal_list, dtype=np.float32)

    vao = glGenVertexArrays(1)
    vbo_vertices = glGenBuffers(1)
    vbo_indices = glGenBuffers(1)
    vbo_normals = glGenBuffers(1)

    glBindVertexArray(vao)

    bind_buffer(vbo_vertices, vertices_vec, vbo_normals, normals_vec, vbo_indices, indices_vec)

    glBindVertexArray(0)

    return (vao, indices_vec.size)
Esempio n. 16
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def simple_cube():
    vertices_list = [
        [-1.0, -1.0, -1.0],
        [-1.0, -1.0, +1.0],
        [1.0, -1.0, +1.0],
        [+1.0, -1.0, -1.0],

        [-1.0, +1.0, -1.0],
        [-1.0, +1.0, +1.0],
        [+1.0, +1.0, +1.0],
        [+1.0, +1.0, -1.0],

        [-1.0, -1.0, -1.0],
        [-1.0, +1.0, -1.0],
        [+1.0, +1.0, -1.0],
        [+1.0, -1.0, -1.0],

        [-1.0, -1.0, +1.0],
        [-1.0, +1.0, +1.0],
        [+1.0, +1.0, +1.0],
        [+1.0, -1.0, +1.0],

        [-1.0, -1.0, -1.0],
        [-1.0, -1.0, +1.0],
        [-1.0, +1.0, +1.0],
        [-1.0, +1.0, -1.0],

        [+1.0, -1.0, -1.0],
        [1.0, -1.0, +1.0],
        [+1.0, +1.0, +1.0],
        [1.0, +1.0, -1.0]
    ]

    normal_list = [
        [0.0, -1.0, 0.0],
        [0.0, -1.0, 0.0],
        [0.0, -1.0, 0.0],
        [0.0, -1.0, 0.0],

        [0.0, 1.0, 0.0],
        [0.0, 1.0, 0.0],
        [0.0, 1.0, 0.0],
        [0.0, 1.0, 0.0],

        [0.0, 0.0, -1.0],
        [0.0, 0.0, -1.0],
        [0.0, 0.0, -1.0],
        [0.0, 0.0, -1.0],

        [0.0, 0.0, 1.0],
        [0.0, 0.0, 1.0],
        [0.0, 0.0, 1.0],
        [0.0, 0.0, 1.0],

        [-1.0, 0.0, 0.0],
        [-1.0, 0.0, 0.0],
        [-1.0, 0.0, 0.0],
        [-1.0, 0.0, 0.0],

        [1.0, 0.0, 0.0],
        [1.0, 0.0, 0.0],
        [1.0, 0.0, 0.0],
        [1.0, 0.0, 0.0],
    ]

    indices_list = [
        0, 2, 1,
        0, 3, 2,

        4, 5, 6,
        4, 6, 7,

        # 8, 9, 10,
        # 8, 10, 11,

        12, 15, 14,
        12, 14, 13,

        16, 17, 18,
        16, 18, 19,

        20, 23, 22,
        20, 22, 21
    ]



    vertices_vec = np.array(vertices_list, dtype=np.float32)
    indices_vec = np.array(indices_list, dtype=np.uint32)
    normals_vec = np.array(normal_list, dtype=np.float32)

    vao = glGenVertexArrays(1)
    vbo_vertices = glGenBuffers(1)
    vbo_indices = glGenBuffers(1)
    vbo_normals = glGenBuffers(1)

    glBindVertexArray(vao)

    bind_buffer(vbo_vertices, vertices_vec, vbo_normals, normals_vec, vbo_indices, indices_vec)

    glBindVertexArray(0)

    return vao, indices_vec.size
Esempio n. 17
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 def __init__(self, n=1):
     vbo = glGenBuffers(n)
     if n == 1: vbo = [vbo]
     self.vbo = [Buffer(gl_buffer_id) for gl_buffer_id in vbo]
Esempio n. 18
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def uv_sphere( mers, pars ):
    vertices_list = []
    vertices_list.append([0.0, 1.0, 0.0])
    tri_ind = []

    for i in range(pars):
        polar = math.pi * (i+1) / pars
        sp = math.sin(polar)
        cp = math.cos(polar)
        for j in range(mers):
            azimuth = 2.0 * math.pi * j / mers
            sa = math.sin(azimuth)
            ca = math.cos(azimuth)
            x = sp * ca
            y = cp
            z = sp * sa
            vertices_list.append([x, y, z])

    vertices_list.append([0.0, -1.0, 0.0])

    for i in range(mers):
        a = i+1
        b = (i+1) % mers + 1
        tri_ind.append( 0 )
        tri_ind.append( b )
        tri_ind.append( a )


    for j in range(pars-2):
        aStart = j * mers + 1
        bStart = (j + 1) * mers + 1
        for i in range(mers):
            a = aStart + i
            a1 = aStart + (i+1) % mers
            b = bStart + i
            b1 = bStart + (i+1) % mers

            tri_ind.append(a)
            tri_ind.append(a1)
            tri_ind.append(b1)
            tri_ind.append(a)
            tri_ind.append(b1)
            tri_ind.append(b)


    for i in range(mers):
        a = i + mers * (pars-2) + 1
        b = (i+1) % mers + mers * (pars-2) + 1
        tri_ind.append( len(vertices_list) - 1 )
        tri_ind.append(a)
        tri_ind.append(b)



    vertices_vec = np.array(vertices_list, dtype=np.float32)
    indices_vec = np.array(tri_ind, dtype=np.uint32)

    normals_vec = normals_for_triangles(indices_vec, vertices_vec, indices_vec.size//3)


    vao = glGenVertexArrays(1)
    vbo_vertices = glGenBuffers(1)
    vbo_indices = glGenBuffers(1)
    vbo_normals = glGenBuffers(1)


    glBindVertexArray(vao)

    bind_buffer(vbo_vertices, vertices_vec, vbo_normals, normals_vec, vbo_indices, indices_vec)

    glBindVertexArray(0)

    return (vao, indices_vec.size, normals_vec)
Esempio n. 19
0
        if not self.vbo_isinit:
           self.vbo_init()

        #--- vertices
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_id_data)
        #--- TODO ck if only y/signal value can be copied step 2
        glBufferSubData(GL_ARRAY_BUFFER,0,4*len(self.vbo_data_signal), self.vbo_data_signal)




"""
index buffer
GLuint elementbuffer;
 glGenBuffers(1, &elementbuffer);
 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);



// Index buffer
 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);

 // Draw the triangles !
 glDrawElements(
     GL_TRIANGLES,      // mode
     indices.size(),    // count
     GL_UNSIGNED_INT,   // type   -> GL_UNSIGNED_SHORT
     (void*)0           // element array buffer offset
 );
def make_buffer(target, buffer_data, size):
    buf = glGenBuffers(1)
    glBindBuffer(target, buf)
    glBufferData(target, size, buffer_data, GL_STATIC_DRAW)
    return buf
Esempio n. 21
0
def create_surface(rows, cols, size, fun, gen_textures, gen_relief=False):

    normals_vec = np.zeros((rows * cols, 3), dtype=np.float32)

    vertices_list = []
    texcoords_list = []
    faces_list = []
    indices_list = []

    if not gen_relief:
        for z in range(0, rows):
            for x in range(0, cols):
                xx = -size / 2 + x * size / cols
                zz = -size / 2 + z * size / rows

                try:
                    yy = fun(xx, zz)
                    if yy < -size / 2:
                        yy = -size / 2
                    if yy > size / 2:
                        yy = size / 2
                except (ArithmeticError, ValueError):
                    yy = 0.0

                vertices_list.append([xx, yy, zz])
                if gen_textures:
                    texcoords_list.append(
                        [x / float(cols - 1), z / float(rows - 1)])
    else:
        buff1 = []
        vertices_list_twodimensional = []
        for z in range(0, rows):
            buff1.clear()
            for x in range(0, cols):
                xx = -size / 2 + x * size / cols
                zz = -size / 2 + z * size / rows
                yy = 0.0

                buff1.append([xx, yy, zz])
            vertices_list_twodimensional.append(buff1.copy())

        for i in range(0, 150):
            radius = randint(1, 15)
            z = randint(0, rows - 1)
            x = randint(0, cols - 1)
            for iz in range(z - radius, z + radius):
                if iz < 0 or iz > rows - 1:
                    continue
                else:
                    for ix in range(x - radius, x + radius):
                        if ix < 0 or ix > cols - 1:
                            continue
                        else:
                            if 2 * radius**2 - (
                                (z - iz)**2 + (x - ix)**2
                            ) > vertices_list_twodimensional[iz][ix][1]**(2):
                                vertices_list_twodimensional[iz][ix][1] = (
                                    2 * radius**2 - ((z - iz)**2 +
                                                     (x - ix)**2))**(1 / 2)
                            else:
                                continue
        v = vertices_list_twodimensional.copy()
        vec_lines = []
        for ii in range(0, 10):
            i = 2 * ii
            for z in range(0, rows - 1):
                for x in range(0, cols - 1):
                    xx = -size / 2 + x * size / cols
                    zz = -size / 2 + z * size / rows

                    if v[z][x][1] < i and v[z][x + 1][1] < i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] < i or \
                            v[z][x][1] >= i and v[z][x + 1][1] >= i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i:
                        continue
                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] < i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                    elif v[z][x][1] < i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] < i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])

                    elif v[z][x][1] < i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])

                    elif v[z][x][1] < i and v[z][x + 1][1] < i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i or \
                         v[z][x][1] >= i and v[z][x + 1][1] >= i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx, i, zz + 0.25])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] < i or \
                            v[z][x][1] < i and v[z][x + 1][1] >= i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.25, i, zz + 0.5])

                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] >= i or \
                            v[z][x][1] < i and v[z][x + 1][1] >= i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx, i, zz + 0.25])
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                        vec_lines.append([xx + 0.25, i, zz + 0.5])

        index_lines = [it for it in range(0, len(vec_lines))]
        vector_lines = np.array(vec_lines, dtype=np.float32)
        vector_line_indexes = np.array(index_lines, dtype=np.uint32)

        for z in range(0, rows):
            for x in range(0, cols):
                vertices_list.append(vertices_list_twodimensional[z][x])

    primRestart = rows * cols
    vertices_vec = np.array(vertices_list, dtype=np.float32)
    if gen_textures:
        texcoords_vec = np.array(texcoords_list, dtype=np.float32)

    for x in range(0, cols - 1):
        for z in range(0, rows - 1):
            offset = x * cols + z
            if z == 0:
                indices_list.append(offset)
                indices_list.append(offset + rows)
                indices_list.append(offset + 1)
                indices_list.append(offset + rows + 1)
            else:
                indices_list.append(offset + 1)
                indices_list.append(offset + rows + 1)
                if z == rows - 2:
                    indices_list.append(primRestart)

    indices_vec = np.array(indices_list, dtype=np.uint32)

    currFace = 1
    for i in range(0, indices_vec.size - 2):
        index0 = indices_vec[i]
        index1 = indices_vec[i + 1]
        index2 = indices_vec[i + 2]

        face = np.array([0, 0, 0], dtype=np.int32)
        if (index0 != primRestart) and (index1 != primRestart) and (
                index2 != primRestart):
            if currFace % 2 != 0:
                face[0] = indices_vec[i]
                face[1] = indices_vec[i + 1]
                face[2] = indices_vec[i + 2]
                currFace += 1
            else:
                face[0] = indices_vec[i]
                face[1] = indices_vec[i + 2]
                face[2] = indices_vec[i + 1]
                currFace += 1

            faces_list.append(face)

    faces = np.reshape(faces_list, newshape=(len(faces_list), 3))

    for i in range(0, faces.shape[0]):
        A = np.array([
            vertices_vec[faces[i, 0], 0], vertices_vec[faces[i, 0], 1],
            vertices_vec[faces[i, 0], 2]
        ],
                     dtype=np.float32)
        B = np.array([
            vertices_vec[faces[i, 1], 0], vertices_vec[faces[i, 1], 1],
            vertices_vec[faces[i, 1], 2]
        ],
                     dtype=np.float32)
        C = np.array([
            vertices_vec[faces[i, 2], 0], vertices_vec[faces[i, 2], 1],
            vertices_vec[faces[i, 2], 2]
        ],
                     dtype=np.float32)

        edge1A = normalize(B - A)
        edge2A = normalize(C - A)

        face_normal = np.cross(edge1A, edge2A)

        normals_vec[faces[i, 0]] += face_normal
        normals_vec[faces[i, 1]] += face_normal
        normals_vec[faces[i, 2]] += face_normal

    for i in range(0, normals_vec.shape[0]):
        normals_vec[i] = normalize(normals_vec[i])

    vao = glGenVertexArrays(1)
    vbo_vertices = glGenBuffers(1)
    vbo_normals = glGenBuffers(1)
    if gen_textures:
        vbo_texcoords = glGenBuffers(1)
    vbo_indices = glGenBuffers(1)

    glBindVertexArray(vao)

    glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices)
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vertices_vec),
                 vertices_vec.flatten(), GL_STATIC_DRAW)  #
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(0)

    glBindBuffer(GL_ARRAY_BUFFER, vbo_normals)
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(normals_vec),
                 normals_vec.flatten(), GL_STATIC_DRAW)  #
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(1)

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_indices)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
                 ArrayDatatype.arrayByteCount(indices_vec),
                 indices_vec.flatten(), GL_STATIC_DRAW)

    if gen_textures:
        glBindBuffer(GL_ARRAY_BUFFER, vbo_texcoords)
        glBufferData(GL_ARRAY_BUFFER,
                     ArrayDatatype.arrayByteCount(texcoords_vec),
                     texcoords_vec.flatten(), GL_STATIC_DRAW)  #
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(2)

    glEnable(GL_PRIMITIVE_RESTART)
    glPrimitiveRestartIndex(primRestart)

    # der_z_y = lambda x,y,z: z * math.cos(y)
    # der_y_z = lambda x,y,z: y * math.cos(z)
    # der_x_z = lambda x,y,z: x * math.cos(z)
    # der_z_x = lambda x,y,z: z * math.cos(x)
    # der_y_x = lambda x,y,z: y * math.cos(x)
    # der_x_y = lambda x,y,z: x * math.cos(y)
    # rot = lambda x,y,z: math.sqrt( (der_z_y(x,y,z) - der_y_z(x,y,z))**2 + (der_x_z(x,y,z) - der_z_x(x,y,z))**2 + (der_y_x(x,y,z) - der_x_y(x,y,z))**2 )
    #
    # # max and min of rot lengths
    # max_rot = 0
    # min_rot = 0
    # rott_lst = []
    # for i in vertices_list:
    #
    #     rott = rot(i[0], i[1], i[2])
    #     rott_lst.append(rott)

    glBindVertexArray(0)
    if gen_relief:
        return (vao, indices_vec.size, vector_lines, vector_line_indexes)
    else:
        return (vao, indices_vec.size)
Esempio n. 22
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def main():
    pg.init()
    display = (1680, 1050)
    pg.display.set_mode(display, DOUBLEBUF|OPENGL)

    # If everything went well the following calls
    # will display the version of opengl being used
    print('Vendor: %s' % (glGetString(GL_VENDOR)))
    print('Opengl version: %s' % (glGetString(GL_VERSION)))
    print('GLSL Version: %s' % (glGetString(GL_SHADING_LANGUAGE_VERSION)))
    print('Renderer: %s' % (glGetString(GL_RENDERER)))

    glClearColor(0.95, 1.0, 0.95, 0)

    # Lets compile our shaders since the use of shaders is now
    # mandatory. We need at least a vertex and fragment shader
    # begore we can draw anything
    program = ShaderProgram(fragment=fragment, vertex=vertex)

    # Lets create a VAO and bind it
    # Think of VAO's as object that encapsulate buffer state
    # Using a VAO enables you to cut down on calls in your draw
    # loop which generally makes things run faster
    vao_id = glGenVertexArrays(1)
    glBindVertexArray(vao_id)

    # Lets create our Vertex Buffer objects - these are the buffers
    # that will contain our per vertex data
    vbo_id = glGenBuffers(2)

    # Bind a buffer before we can use it
    glBindBuffer(GL_ARRAY_BUFFER, vbo_id[0])

    # Now go ahead and fill this bound buffer with some data
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vertex_data), vertex_data, GL_STATIC_DRAW)

    # Now specify how the shader program will be receiving this data
    # In this case the data from this buffer will be available in the shader as the vin_position vertex attribute
    glVertexAttribPointer(program.attribute_location('vin_position'), 3, GL_FLOAT, GL_FALSE, 0, None)

    # Turn on this vertex attribute in the shader
    glEnableVertexAttribArray(0)

    # Now do the same for the other vertex buffer
    glBindBuffer(GL_ARRAY_BUFFER, vbo_id[1])
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(color_data), color_data, GL_STATIC_DRAW)
    glVertexAttribPointer(program.attribute_location('vin_color'), 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(1)

    # Lets unbind our vbo and vao state
    # We will bind these again in the draw loop
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    glBindVertexArray(0)


    while True:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                pg.quit()
                quit()

        glClear(GL_COLOR_BUFFER_BIT)

        # Specify shader to be used
        glUseProgram(program.program_id)

        # Bind VAO - this will automatically
        # bind all the vbo's saving us a bunch
        # of calls
        glBindVertexArray(vao_id)

        # Modern GL makes the draw call really simple
        # All the complexity has been pushed elsewhere
        glDrawArrays(GL_TRIANGLES, 0, 3)

        # Lets unbind the shader and vertex array state
        glUseProgram(0)
        glBindVertexArray(0)

        # Now lets show our master piece on the screen
        pg.display.flip()
        pg.time.wait(10)
Esempio n. 23
0
    def create_vaos(self) -> None:
        """Bind VAOs to define vertex data."""
        self._vaos['box'], self._vaos['side'], \
        self._vaos['top'] = glGenVertexArrays(3)
        vbo = glGenBuffers(4)

        vertices = np.array(
            [
                -0.5,
                -1.0,
                -1.0,  # bottom
                0.5,
                -1.0,
                -1.0,
                0.5,
                -1.0,
                1.0,
                -0.5,
                -1.0,
                1.0,
                -0.5,
                1.0,
                -1.0,  # right
                0.5,
                1.0,
                -1.0,
                0.5,
                -1.0,
                -1.0,
                -0.5,
                -1.0,
                -1.0,
                -0.5,
                1.0,
                1.0,  # top
                0.5,
                1.0,
                1.0,
                0.5,
                1.0,
                -1.0,
                -0.5,
                1.0,
                -1.0,
                -0.5,
                -1.0,
                1.0,  # left
                0.5,
                -1.0,
                1.0,
                0.5,
                1.0,
                1.0,
                -0.5,
                1.0,
                1.0,
                0.5,
                1.0,
                -1.0,  # back
                0.5,
                1.0,
                1.0,
                0.5,
                -1.0,
                1.0,
                0.5,
                -1.0,
                -1.0,
                -0.5,
                -1.0,
                -1.0,  # front
                -0.5,
                -1.0,
                1.0,
                -0.5,
                1.0,
                1.0,
                -0.5,
                1.0,
                -1.0,
            ],
            dtype=np.float32)
        glBindVertexArray(self._vaos['box'])

        glBindBuffer(GL_ARRAY_BUFFER, vbo[0])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        # --- below are unused vaos for rendering a cylinder (for the camerae model)
        # keep them, but TODO implement general object class

        thetas = np.linspace(0, 2 * np.pi, 24, endpoint=True)
        y = np.cos(thetas) * 0.7
        z = np.sin(thetas) * 0.7
        vertices = np.zeros(6 * 24, dtype=np.float32)
        vertices[::3] = np.tile(np.array([1.0, 0.5], dtype=np.float32), 24)
        vertices[1::3] = np.repeat(y, 2)
        vertices[2::3] = np.repeat(z, 2)
        glBindVertexArray(self._vaos['side'])

        glBindBuffer(GL_ARRAY_BUFFER, vbo[1])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        # ---

        vertices = np.concatenate(
            (np.array([1.0, 0.0, 0.0]), vertices)).astype(np.float32)
        indices = np.insert(np.arange(24) * 2 + 1, 0, 0).astype(np.uint16)
        glBindVertexArray(self._vaos['top'])

        glBindBuffer(GL_ARRAY_BUFFER, vbo[2])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3])
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices,
                     GL_STATIC_DRAW)

        # ---

        glBindVertexArray(0)
        glDeleteBuffers(4, vbo)
Esempio n. 24
0
    def create_vaos(self) -> None:
        """Bind VAOs to define vertex data."""
        self._vao_axes, *self._vao_arrows = glGenVertexArrays(3)
        vbo = glGenBuffers(5)

        build_dimensions = self.parent.build_dimensions
        x = build_dimensions[0] - build_dimensions[3], build_dimensions[3]
        y = build_dimensions[1] - build_dimensions[4], build_dimensions[4]
        z = build_dimensions[2] - build_dimensions[5], build_dimensions[5]
        points = np.array([
            x[0],
            0.0,
            0.0,
            1.0,
            0.0,
            0.0,
            -x[1],
            0.0,
            0.0,
            1.0,
            0.0,
            0.0,
            0.0,
            y[0],
            0.0,
            0.0,
            1.0,
            0.0,
            0.0,
            -y[1],
            0.0,
            0.0,
            1.0,
            0.0,
            0.0,
            0.0,
            z[0],
            0.0,
            0.0,
            1.0,
            0.0,
            0.0,
            -z[1],
            0.0,
            0.0,
            1.0,
        ],
                          dtype=np.float32)
        glBindVertexArray(self._vao_axes)

        # colored axes lines
        glBindBuffer(GL_ARRAY_BUFFER, vbo[0])
        glBufferData(GL_ARRAY_BUFFER, points.nbytes, points, GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[1])
        glBufferData(GL_ARRAY_BUFFER, points.nbytes, points, GL_STATIC_DRAW)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24,
                              ctypes.c_void_p(12))
        glEnableVertexAttribArray(1)

        # ---

        vertices, colors = self._get_cones()
        glBindVertexArray(self._vao_arrows[0])

        # colored axes arrows, cone
        glBindBuffer(GL_ARRAY_BUFFER, vbo[2])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[3])
        glBufferData(GL_ARRAY_BUFFER, colors.nbytes, colors, GL_STATIC_DRAW)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(1)

        # ---

        vertices[0] = x[0]
        vertices[17 * 3 + 1] = y[0]
        vertices[17 * 6 + 2] = z[0]
        glBindVertexArray(self._vao_arrows[1])

        # colored axes arrows, base
        glBindBuffer(GL_ARRAY_BUFFER, vbo[4])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[3])
        glBufferData(GL_ARRAY_BUFFER, colors.nbytes, colors, GL_STATIC_DRAW)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(1)

        # ---

        glBindVertexArray(0)
        glDeleteBuffers(5, vbo)
Esempio n. 25
0
 def __init__(self, kind=GL_ARRAY_BUFFER):
     self.id = glGenBuffers(1)
     self.kind = kind
Esempio n. 26
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 def __init__(self, data, size):
     self.m_RendererID = glGenBuffers(1)
     glBindBuffer(GL_ARRAY_BUFFER, self.m_RendererID)
     glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW)
Esempio n. 27
0
    def build(self) -> bool:
        """
        Build OpenGL Vertex Array for the object

        This function gets automatically called if `self._vao` does not
        exists in the first render cycle. Once the vba is built,
        geometry changes or material display mode changes will not be
        automatically effected. So, in every geometry or display mode
        change, a `build` call is necessary.

        If `self.static` is `True`, then the system assumes that another update
        call is not expected, thus frees `_normals`, `_textcoords`,
        `_vertices` and `_indices` lists to free memory.
        So in this case, calling `build` function twice will result in
        an invisible object (will not be drawn).

        Returns:
          bool
        """
        if len(self._indices) == 0:
            return False

        # If we don't have a VAO yet, we need to create one
        if not self.has_vao:
            # Generate Vertex Array
            self._vao = glGenVertexArrays(1)
            # We need 5 buffers (vertex, normal, texcoord, color, indices)
            self._vbos = glGenBuffers(5)
            glBindVertexArray(self._vao)
            # Material shader must be built when there is an active binding
            # to vertex array
            self.material.build_shader()
        else:
            # Ok, we already have vertex array object, just bind it to modify
            glBindVertexArray(self._vao)

        # Turn python arrays into C type arrays using Numpy.
        # This is required for OpenGL. Python memory model is a bit
        # different than raw memory model of C (OpenGL)
        vertices = np.array(self._vertices, dtype=np.float32).flatten()
        normals = np.array(self._normals, dtype=np.float32).flatten()
        texcoords = np.array(self._texcoords, dtype=np.float32).flatten()
        colors = np.array(self._vertex_colors, dtype=np.float32).flatten()
        indices = np.array(self._indices, dtype=np.int32).flatten()
        self._calc_bounds()

        # OpenGL allocates buffers in different mechanisms between
        # STATIC and DYNAMIC draw modes. If you select STATIC, then OpenGL
        # will assume that object buffer will not change and allocate it in a
        # more suitable way.
        draw = GL_STATIC_DRAW
        if not self.static:
            draw = GL_DYNAMIC_DRAW

        # Buffer overflow, we need more space.
        if self._buffer_size < vertices.nbytes:
            self._buffer_size = vertices.nbytes
            self._buffer_size_changed = True
        if self._t_buffer_size < texcoords.nbytes:
            self._t_buffer_size = texcoords.nbytes
            self._t_buffer_size_changed = True

        # Bind Vertices
        glBindBuffer(GL_ARRAY_BUFFER, self._vbos[0])
        glEnableVertexAttribArray(0)  # shader layout location
        glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, ctypes.c_void_p(0))
        if self._buffer_size_changed:
            # glBufferData creates a new data area
            glBufferData(GL_ARRAY_BUFFER, self._buffer_size, vertices, draw)
        else:
            # glBufferSubData just replaces memory area in buffer so it is
            # much more efficient way to handle things.
            glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.nbytes, vertices)

        # Bind Normals
        glBindBuffer(GL_ARRAY_BUFFER, self._vbos[1])
        glEnableVertexAttribArray(1)  # shader layout location
        glVertexAttribPointer(1, 3, GL_FLOAT, False, 0, ctypes.c_void_p(0))
        if self._buffer_size_changed:
            glBufferData(GL_ARRAY_BUFFER, self._buffer_size, normals, draw)
        else:
            glBufferSubData(GL_ARRAY_BUFFER, 0, normals.nbytes, normals)

        # Bind TexCoords
        if len(self._texcoords) == len(self._vertices):
            glBindBuffer(GL_ARRAY_BUFFER, self._vbos[2])
            glEnableVertexAttribArray(2)  # shader layout location
            glVertexAttribPointer(2, 2, GL_FLOAT, False, 0, ctypes.c_void_p(0))
            if self._t_buffer_size_changed:
                glBufferData(
                    GL_ARRAY_BUFFER, self._t_buffer_size, texcoords, draw
                )
            else:
                glBufferSubData(
                    GL_ARRAY_BUFFER, 0, texcoords.nbytes, texcoords
                )

        # Bind Vertex Colors
        if len(self._vertex_colors) == len(self._vertices):
            glBindBuffer(GL_ARRAY_BUFFER, self._vbos[4])
            glEnableVertexAttribArray(3)  # shader layout location
            glVertexAttribPointer(3, 3, GL_FLOAT, False, 0, ctypes.c_void_p(0))
            self._has_vertex_colors = True
            if self._buffer_size_changed:
                glBufferData(GL_ARRAY_BUFFER, self._buffer_size, colors, draw)
            else:
                glBufferSubData(GL_ARRAY_BUFFER, 0, colors.nbytes, colors)

        self._buffer_size_changed = False
        self._t_buffer_size_changed = False

        # Bind Indices
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self._vbos[3])
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, draw)
        self._vertex_count = len(indices)

        glBindVertexArray(0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        if self.static:
            # we can clear this data to free some more memory
            glDeleteBuffers(4, self._vbos)
            self._vbos = []

        self._needs_update = False

        return True
Esempio n. 28
0
def main():
    global width
    global height
    global camera

    width = 1024
    height = 1024

    delta_time = 0.0
    last_frame = 0.0

    if not glfw.init():
        return

    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    glfw.window_hint(glfw.RESIZABLE, GL_FALSE)
    window = glfw.create_window(width, height, "opengl_lab1", None, None)

    glfw.set_key_callback(window, key_callback)
    glfw.set_cursor_pos_callback(window, mousemove_callback)
    glfw.set_mouse_button_callback(window, mouseclick_callback)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)

    fun1 = lambda x, z: math.sin(x+z)
    fun2 = lambda x, z: math.exp(-x*x - z*z)
    fun3 = lambda x, z: (x**2 + z**2) / (x*z)
    contour_plot = lambda x, z: 0.0
    heightmap_dummy_fun = lambda x, z: 0.0

    surface_size = 50

    (fun_vao1, ind_fun1) = create_surface(100, 100, surface_size, fun1, False)
    (fun_vao2, ind_fun2) = create_surface(100, 100, surface_size, fun2, False)
    (fun_vao3, ind_fun3) = create_surface(100, 100, surface_size, fun3, False)
    (grad_vao, grad_point_count) = create_grad(100, 100, surface_size)
    (contour_plot_vao, ind_con, vec_lines, vector_line_indexes) = create_surface(100, 100, surface_size, 0, False, True)
    (heightmap_vao, ind_hm) = create_surface(100,100, surface_size, heightmap_dummy_fun, True)
    (sphere_vao, sphere_ind, normals_for_glyph) = uv_sphere(22, 11)
    (torus_vao, torus_ind) = uv_torus(5, 10, 100, 100)
    (cm_vao, ind_cm) = create_surface(100, 100, surface_size, heightmap_dummy_fun, True)
    (cloud_vao, points_count) = read_ply()
    (perlin_vao, ind_perlin) = create_surface(100, 100, surface_size, heightmap_dummy_fun, False)
    (div_vao, ind_div) = create_surface(100, 100, surface_size, heightmap_dummy_fun, False)
    (traj_vao, ind_traj) = simple_cube()

    fun_shader_sources = [(GL_VERTEX_SHADER, "shaders/functions.vert"), (GL_FRAGMENT_SHADER, "shaders/functions.frag")]

    fun_program = ShaderProgram(fun_shader_sources)

    hm_shader_sources = [(GL_VERTEX_SHADER, "shaders/heightmap.vert"), (GL_FRAGMENT_SHADER, "shaders/heightmap.frag")]

    hm_program = ShaderProgram(hm_shader_sources)

    hm_texture = read_texture("1.jpg")

    contour_plot_shader_sources = [(GL_VERTEX_SHADER, "shaders/contourplot.vert"), (GL_FRAGMENT_SHADER, "shaders/contourplot.frag")]

    contour_plot_program = ShaderProgram(contour_plot_shader_sources)

    sphere_shader_sources = [(GL_VERTEX_SHADER, "shaders/sphere.vert"), (GL_FRAGMENT_SHADER, "shaders/sphere.frag")]
    sphere_program = ShaderProgram(sphere_shader_sources)

    glyph_shader_sources = [(GL_VERTEX_SHADER, "shaders/glyph.vert"), (GL_GEOMETRY_SHADER, "shaders/glyph.geom"), (GL_FRAGMENT_SHADER, "shaders/glyph.frag")]
    glyph_program = ShaderProgram(glyph_shader_sources)

    grad_shader_sources = [(GL_VERTEX_SHADER, "shaders/grad.vert"), (GL_GEOMETRY_SHADER, "shaders/grad.geom"), (GL_FRAGMENT_SHADER, "shaders/grad.frag")]
    grad_program = ShaderProgram(grad_shader_sources)

    cm_shader_sources = [(GL_VERTEX_SHADER, "shaders/colormap.vert"), (GL_FRAGMENT_SHADER, "shaders/colormap.frag")]
    cm_program = ShaderProgram( cm_shader_sources )

    perlin_shader_sources = [(GL_VERTEX_SHADER, "shaders/perlin.vert"), (GL_FRAGMENT_SHADER, "shaders/perlin.frag")]
    perlin_program = ShaderProgram(perlin_shader_sources)

    cloud_shader_sources = [(GL_VERTEX_SHADER, "shaders/ply.vert"), (GL_FRAGMENT_SHADER, "shaders/ply.frag")]
    cloud_program = ShaderProgram(cloud_shader_sources)

    vf_shader_sources = [(GL_VERTEX_SHADER, "shaders/vector_field.vert"), (GL_FRAGMENT_SHADER, "shaders/vector_field.frag")]
    vf_program = ShaderProgram(vf_shader_sources)

    traj_shader_sources = [(GL_VERTEX_SHADER, "shaders/trajectory.vert"),
                         (GL_FRAGMENT_SHADER, "shaders/trajectory.frag")]

    traj_program = ShaderProgram(traj_shader_sources)



    check_gl_errors()

    projection = projectionMatrixTransposed(60.0, float(width) / float(height), 1, 1000.0)

    HDR_TEXTURES_AMOUNT = 33

    cm_textures = read_cm_textures(HDR_TEXTURES_AMOUNT)

    cm_texture_num = 0

    cm_change_counter = 0

    hdr_textures_speed = 6

    perlin_time = 0.0
    perlin_time_step = 0.03



    cube_multiplier = 1.0
    cube_center = [0.0, 0.0, 0.0]
    traj_points_list = [ cube_center ]
    cube_edge_length = 2.0 * cube_multiplier

    offset = cube_edge_length / 10
    left_cube_pos = -25 * cube_edge_length
    cube_steps = -left_cube_pos / offset - 10
    traj_points_count = int(cube_steps)


    for i in range(traj_points_count):
        traj_points_list.append( [0.5*cube_edge_length * i, 0.0, 0.0] )

    traj_part_index = 0



    while not glfw.window_should_close(window):
        current_frame = glfw.get_time()
        delta_time = current_frame - last_frame
        last_frame = current_frame
        glfw.poll_events()

        doCameraMovement(camera, delta_time)

        model = translateM4x4(np.array([0.0, 0.0, 0.0]))
        view = camera.get_view_matrix()

        glClearColor(0.5, 0.5, 0.5, 1.0)
        glViewport(0, 0, width, height)
        glEnable(GL_DEPTH_TEST)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        fun_program.bindProgram()

        glUniform3fv(fun_program.uniformLocation("col"), 1 , [1.0, 0, 0] )

        glUniformMatrix4fv(fun_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(fun_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(fun_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())

        glBindVertexArray(fun_vao1)
        glDrawElements(GL_TRIANGLE_STRIP, ind_fun1, GL_UNSIGNED_INT, None)

        model = translateM4x4(np.array([-1.5*surface_size,0.0 ,0.0 ]))
        glUniform3fv(fun_program.uniformLocation("col"), 1, [0.0, 1.0, 0])
        glUniformMatrix4fv(fun_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glBindVertexArray(fun_vao2)
        glDrawElements(GL_TRIANGLE_STRIP, ind_fun2, GL_UNSIGNED_INT, None)

        model = translateM4x4(np.array([1.5 * surface_size, 0.0, 0.0]))
        glUniform3fv(fun_program.uniformLocation("col"), 1, [0.0, 0.0, 1.0])
        glUniformMatrix4fv(fun_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glBindVertexArray(fun_vao3)
        glDrawElements(GL_TRIANGLE_STRIP, ind_fun3, GL_UNSIGNED_INT, None)

        cloud_program.bindProgram()

        translate_cloud = translateM4x4(np.array([-2.5*surface_size,0.0 ,0.0 ]))
        # rotate_cloud = rotateYM4x4(math.radians(180))
        model = translate_cloud
        # glUniform3fv(fun_program.uniformLocation("col"), 1, [0.0, 1.0, 0])
        glUniformMatrix4fv(cloud_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(cloud_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(cloud_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(cloud_vao)
        glDrawArrays(GL_POINTS, 0, points_count)

        sphere_program.bindProgram()

        sph_scale = scaleM4x4(np.array([sphere_radius, sphere_radius, sphere_radius]))
        sph_translate = translateM4x4(np.array([0.0, 0.0, 2.0 * surface_size]))

        glUniformMatrix4fv(sphere_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(sph_translate + sph_scale).flatten())
        glUniformMatrix4fv(sphere_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(sphere_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(sphere_vao)
        glDrawElements(GL_TRIANGLES, sphere_ind, GL_UNSIGNED_INT, None)

        torus_translate = translateM4x4(np.array([0.0, 0.0, 3.0 * surface_size]))
        glUniformMatrix4fv(sphere_program.uniformLocation("model"), 1, GL_FALSE,
                           np.transpose(torus_translate + sph_scale).flatten())
        glBindVertexArray(torus_vao)
        glDrawElements(GL_TRIANGLES, torus_ind, GL_UNSIGNED_INT, None)

        glyph_program.bindProgram()
        sph_scale = scaleM4x4(np.array([sphere_radius, sphere_radius, sphere_radius]))
        sph_translate = translateM4x4(np.array([0.0, 0.0, 2.0 * surface_size]))

        glUniformMatrix4fv(glyph_program.uniformLocation("model"), 1, GL_FALSE,
                           np.transpose(sph_translate + sph_scale).flatten())
        glUniformMatrix4fv(glyph_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(glyph_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())

        vao = glGenVertexArrays(1)
        glBindVertexArray(vao)
        vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, vbo)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(normals_for_glyph), normals_for_glyph.flatten(),
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(0)
        glDrawArrays(GL_POINTS, 0, 10000)
        glBindVertexArray(0)

        contour_plot_program.bindProgram()

        model = translateM4x4(np.array([-1.5 * surface_size, 0.0, -1.5 * surface_size]))

        glUniformMatrix4fv(contour_plot_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(contour_plot_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(contour_plot_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(contour_plot_vao)
        glDrawElements(GL_TRIANGLE_STRIP, ind_con, GL_UNSIGNED_INT, None)

        fun_program.bindProgram()
        lines_vao = glGenVertexArrays(1)
        glBindVertexArray(lines_vao)
        vbo_lines = glGenBuffers(1)
        vbo_indices = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, vbo_lines)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vec_lines), vec_lines.flatten(),
                     GL_STATIC_DRAW)  #
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_indices)
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vector_line_indexes), vector_line_indexes.flatten(),
                     GL_STATIC_DRAW)

        glUniformMatrix4fv(fun_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(fun_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(fun_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(lines_vao)
        glDrawElements(GL_LINES, vector_line_indexes.size, GL_UNSIGNED_INT, None)

        hm_program.bindProgram()

        model = translateM4x4(np.array([0.0, 0.0, -1.5 * surface_size]))

        bindTexture(0, hm_texture)

        glUniform1i(hm_program.uniformLocation("tex"), 0)
        glUniformMatrix4fv(hm_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(hm_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(hm_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(heightmap_vao)
        glDrawElements(GL_TRIANGLE_STRIP, ind_hm, GL_UNSIGNED_INT, None)

        cm_program.bindProgram()

        model = translateM4x4(np.array([1.5 * surface_size, 0.0, -1.5 * surface_size]))

        cur_cm_texture = cm_textures[cm_texture_num % HDR_TEXTURES_AMOUNT]

        bindTexture(1, cur_cm_texture)

        if cm_change_counter % hdr_textures_speed == 0:
            cm_texture_num += 1

        cm_change_counter += 1

        glUniform1i(cm_program.uniformLocation("cm_switch"), False)

        glUniform1i(cm_program.uniformLocation("tex"), 1)
        glUniformMatrix4fv(cm_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(cm_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(cm_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(cm_vao)
        glDrawElements(GL_TRIANGLE_STRIP, ind_cm, GL_UNSIGNED_INT, None)

        # draw second animated hdr on the same shader
        model = translateM4x4(np.array([2.5 * surface_size, 0.0, -2.5 * surface_size]))
        glUniformMatrix4fv(cm_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniform1i(cm_program.uniformLocation("cm_switch"), True)
        glDrawElements(GL_TRIANGLE_STRIP, ind_cm, GL_UNSIGNED_INT, None)

        perlin_program.bindProgram()
        model = translateM4x4(np.array([0.0, 0.0, -3.5 * surface_size]))
        glUniformMatrix4fv(perlin_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(perlin_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(perlin_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glUniform1f(perlin_program.uniformLocation("time"), perlin_time)
        perlin_time += perlin_time_step

        glBindVertexArray(perlin_vao)
        glDrawElements(GL_TRIANGLE_STRIP, ind_perlin, GL_UNSIGNED_INT, None)

        grad_program.bindProgram()
        model = translateM4x4(np.array([-25.0, 0.0, -7.0 * surface_size]))
        glUniformMatrix4fv(grad_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(grad_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(grad_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glBindVertexArray(grad_vao)
        glDrawArrays(GL_LINES, 0, grad_point_count)

        vf_program.bindProgram()
        model = translateM4x4(np.array([0.0, 0.0, -5.5 * surface_size]))
        glUniformMatrix4fv(vf_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glUniformMatrix4fv(vf_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(vf_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())
        glUniform1i(vf_program.uniformLocation("cm_switch"), True)
        glBindVertexArray(div_vao)
        glDrawElements(GL_TRIANGLE_STRIP, ind_div, GL_UNSIGNED_INT, None)

        glUniform1i(vf_program.uniformLocation("cm_switch"), False)
        model = translateM4x4(np.array([1.0 * surface_size, 0.0, -6.5 * surface_size]))
        glUniformMatrix4fv(vf_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(model).flatten())
        glDrawElements(GL_TRIANGLE_STRIP, ind_div, GL_UNSIGNED_INT, None)


        traj_program.bindProgram()

        l_traj_part =[]
        r_traj_part =[]

        if offset > 0:
            traj_part_index = int(traj_points_count - cm_change_counter % cube_steps)
            r_traj_part = traj_points_list[0:traj_part_index]
            for traj_coords in r_traj_part:
                l_traj_part.append( [-x for x in traj_coords] )
        else:
            traj_part_index = int(traj_points_count - cm_change_counter % cube_steps)
            # traj_part_index = int(cm_change_counter % cube_steps)
            l_traj_part = traj_points_list[0:traj_part_index]
            for traj_coords in l_traj_part:
                r_traj_part.append([-x for x in traj_coords])

        l_traj_vec = np.array(l_traj_part, dtype=np.float32)
        r_traj_vec = np.array(r_traj_part, dtype=np.float32)

        indices_list = [i for i in range(len(r_traj_part))]
        indices_vec = np.array(indices_list, dtype=np.uint32)

        left_traj_vao = glGenVertexArrays(1)
        right_traj_vao = glGenVertexArrays(1)
        left_traj_vertices = glGenBuffers(1)
        left_traj_indices = glGenBuffers(1)
        right_traj_vertices = glGenBuffers(1)
        right_traj_indices = glGenBuffers(1)

        glBindVertexArray(left_traj_vao)
        glPointSize( 3.0 )

        glBindBuffer(GL_ARRAY_BUFFER, left_traj_vertices)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(l_traj_vec), l_traj_vec.flatten(),
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, left_traj_indices)

        glBufferData(GL_ELEMENT_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(indices_vec), indices_vec.flatten(),
                     GL_STATIC_DRAW)


        glBindVertexArray(right_traj_vao)

        glBindBuffer(GL_ARRAY_BUFFER, right_traj_vertices)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(r_traj_vec), r_traj_vec.flatten(),
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, right_traj_indices)

        glBufferData(GL_ELEMENT_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(indices_vec), indices_vec.flatten(),
                     GL_STATIC_DRAW)

        glBindVertexArray(0)




        cube_scale_ = scaleM4x4(np.array([1.0, 1.0, 1.0]))

        left_cube_pos += offset

        left_translation = translateM4x4(np.array([left_cube_pos, 0.0, -7.5 * surface_size]))
        glUniformMatrix4fv(traj_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(left_translation).flatten())
        glUniformMatrix4fv(traj_program.uniformLocation("view"), 1, GL_FALSE, np.transpose(view).flatten())
        glUniformMatrix4fv(traj_program.uniformLocation("projection"), 1, GL_FALSE, projection.flatten())

        glBindVertexArray(left_traj_vao)
        glDrawElements(GL_LINE_STRIP, indices_vec.size, GL_UNSIGNED_INT, None)

        glBindVertexArray(traj_vao)
        glDrawElements(GL_TRIANGLE_STRIP, ind_traj, GL_UNSIGNED_INT, None)

        right_translation = translateM4x4(np.array([-left_cube_pos, 0.0, -8.5 * surface_size]))
        glUniformMatrix4fv(traj_program.uniformLocation("model"), 1, GL_FALSE, np.transpose(right_translation).flatten())
        glDrawElements(GL_TRIANGLE_STRIP, ind_traj, GL_UNSIGNED_INT, None)


        glBindVertexArray(right_traj_vao)
        glDrawElements(GL_LINE_STRIP, indices_vec.size, GL_UNSIGNED_INT, None)







        if not cm_change_counter % cube_steps:
            # left_cube_pos = left_cube_pos + offset * (cube_steps-1)
            offset *= -1
            # r_traj_part, l_traj_part = l_traj_part, r_traj_part


        traj_program.unbindProgram()

        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 29
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def main(visualize):
    
    if args.config:
        config_path = args.config
    else:
        config_path = "config.yaml"
    
    with open(config_path) as file:
        config = yaml.load(file, Loader=yaml.FullLoader)
    
    teams, boxes, agents = generate_spatial_entities(config)
    
    agents_x_sorted = initial_sort(agents)
    
    if config["sotilaskoti"]["allow"]:
        # create queue to the sotilaskoti
        q = []
    
    # table of meetings between agents, from the previous simulation step
    meets_prev = dict() 
    
    if visualize:
        
        # verticies for area borders and inferred width and height of the map.
        # I.e. canvas contains map width and height in meters for computations
        fences_verts, canvas = generate_map(boxes, config)
        # verticies for traingles that represent agents
        agents_verts = generate_agents_verticies(config)
        
        
        if not glfw.init():
            return
    
        window = glfw.create_window(config["window"][ "width"],
                                    config["window"]["height"],
                                    config["window"][ "title"], 
                                    None, None)
        if not window:
            glfw.terminate()
            return
        
        glfw.make_context_current(window)
        
        # compile shader for on-the-fly configurable trianges
        shader = compile_shader()
        
        # create Buffer object in gpu
        VBO = glGenBuffers(2)
    
        # bind buffers
        glBindBuffer(GL_ARRAY_BUFFER, VBO[0])
        glBufferData(GL_ARRAY_BUFFER, 
                     fences_verts.nbytes, 
                     fences_verts, 
                     GL_STATIC_DRAW)
        
        glBindBuffer(GL_ARRAY_BUFFER, VBO[1])
        glBufferData(GL_ARRAY_BUFFER,
                     agents_verts.nbytes,
                     agents_verts,
                     GL_STATIC_DRAW)
        
        fences_stride = fences_verts.strides[0]
        agents_stride = agents_verts.strides[0]
    
        # get the position from vertex shader
        # stride offset
        offset = ctypes.c_void_p(0)
        init_pos = glGetAttribLocation(shader, 'init_pos')
        glVertexAttribPointer(init_pos, 2, GL_FLOAT,
                              GL_FALSE, agents_stride, offset)
        glEnableVertexAttribArray(init_pos)
    
        glUseProgram(shader)
    
        glClearColor(1.0, 1.0, 1.0, 1.0)
    
    """
    Prepare directories to store:
    - source configuration files,
    - intermediate results in the form of meeting tables
    - output statistical reports
    """
    if not os.path.exists("output"):
        os.makedirs("output")
    
    paths = {
        "configs"     : os.path.join("output", "configs"),
        "meet_tables" : os.path.join("output", "meetings_tables"),
        "agents"      : os.path.join("output", "agents"),
        "out_stats"   : os.path.join("output", "stat_results"),
        }
    
    for path in paths.values():
        if not os.path.exists(path):
             os.makedirs(path)
    
    if args.config:
        # in this usage scenario all identifiers are set manually
        # (unique tags are generated in meta-loop that launches these scripts)
        tag = args.name
    else:
        # in this usage scenario timestamp is autimatically appended to 
        # distinguish between consequtive manual program launches
        timestamp = datetime.now().strftime("%H:%M:%S")
        tag = args.name +'_'+  timestamp
    
    # store the config file for the reference
    dump_config_path = os.path.join(
        paths["configs"], "config_"+ tag +".yaml")
    
    shutil.copy(config_path, dump_config_path)
    
    # store agents for the further move speed / infection spread correlating
    agents_souls_path = os.path.join(
        paths["agents"], "spatial_agents_"+ tag +".bin")
    
    with open(agents_souls_path, 'wb') as file:
        pickle.dump(agents, file)
    
    # create the file with agent meetings
    # originally a .bin file, is later compressed to the .bin.tar.bz2 format
    meets_table_path = os.path.join(
        paths["meet_tables"], "meet_table_"+ tag +".bin")
    
    with open(meets_table_path, 'wb') as file:
        
        # run until the end of the set simulation period
        
        T  = config["simulationDuration"] * 24*60*60
        dt = config[ "minSimulationStep"]
        
        eval_times = np.arange(0, T, dt)
        
        for eval_time in tqdm(eval_times):
            
            """
            Transition agents between service and leave
            """
            entities = (teams, boxes, agents)
            
            # some agents prefer to stay on the base during holidays
            stay_chance = config.get('dontGoOffDuty', 0.0)
            
            rotate_teams(entities, stay_chance, eval_time, dt)
            
            """
            Transition agents to "Sotilaskoti" cafeteria and back
            """
            if config["sotilaskoti"]["allow"]:
                
                queue_sotilaskoti(entities, q, eval_time, dt, config)
            
            """
            Update agent positions (along one time step)
            """
            increment_agent_positions(agents)
            
            """
            Refresh the sorting of agents after the positions update
            """
            x_sort(agents_x_sorted)
            
            """
            Register new meetings between agents and export them to file
            """
            meets_curr = detect_meetings(agents_x_sorted, eval_time,
                                         config, visualize)
            
            # each key is a meeting link between two agents 
            # in the form {agent1_idx, agent2_idx}
            links_curr = set( meets_curr.keys() )
            links_prev = set( meets_prev.keys() )
            
            meets_new = dict()
            
            for link in links_curr:
                
                if link not in links_prev:
                    
                    meets_new[link] = meets_curr[link]
            
            if meets_new:
                
                timeline = {"timestamp" : eval_time,
                             "meetings" : meets_new}
                
                pickle.dump(timeline, file)
            
            meets_prev = meets_curr
            
            """
            Plot canvas if not specified otherwise (--no-visual option)
            """
            if visualize:
                
                if glfw.window_should_close(window):
                    break
                
                time_zero = time.time()
                
                glClear(GL_COLOR_BUFFER_BIT)
                
                """
                Indicate current day in window title
                """
                day_n = eval_time // (24*60*60) + 1
                
                dayly_title = config["window"]["title"] +", day: "+ str(day_n)
                
                glfw.set_window_title(window, dayly_title)

                """
                Draw borders (i.e. boxes, i.e. fences) - 1 px black outlines
                """
                glBindBuffer(GL_ARRAY_BUFFER, VBO[0])
                glVertexAttribPointer(init_pos, 2, GL_FLOAT,
                                      GL_FALSE, fences_stride, offset)
                glEnableVertexAttribArray(init_pos)
                
                transformLoc = glGetUniformLocation(shader, "dyn_pos")
                glUniform2f(transformLoc, 0.0, 0.0)
                
                transformLoc = glGetUniformLocation(shader, "dyn_color")
                glUniform4f(transformLoc, 0.0, 0.0, 0.0, 0.0)
        
                glDrawArrays(GL_TRIANGLES, 0, len(fences_verts))
                
                """
                Draw agents (i.e. conscripts and civilians)
                """
                glBindBuffer(GL_ARRAY_BUFFER, VBO[1])
                glVertexAttribPointer(init_pos, 2, GL_FLOAT,
                                      GL_FALSE, agents_stride, offset)
                glEnableVertexAttribArray(init_pos)
                
                for i, agent in enumerate(agents):
                    
                    poly_prop = np.zeros(1, [( "pos" , np.float32, 2),
                                             ("color", np.float32, 4)])
                    
                    # absolute to relative coordinates, meters -> fractions
                    x = (agent.x/canvas[ "width"]*2 - 1)*0.99
                    y = (agent.y/canvas["height"]*2 - 1)*0.99
                    
                    poly_prop["pos"] = (x, y)
                    
                    transformLoc = glGetUniformLocation(shader, "dyn_pos")
                    glUniform2f(transformLoc, *poly_prop["pos"].T)
                    
                    """
                    Agent triangle marker filling
                    """
                    poly_prop["color"] = agent.color
                    
                    transformLoc = glGetUniformLocation(shader, "dyn_color")
                    glUniform4f(transformLoc, *poly_prop["color"].T)
    
                    if agent.conscripted:
                        glDrawArrays(GL_TRIANGLES, 3, 6)
                    else:
                        glDrawArrays(GL_TRIANGLES, 0, 3)
                    
                    """
                    Marker outline
                    """
                    transformLoc = glGetUniformLocation(shader, "dyn_color")
                    glUniform4f(transformLoc, 0.0, 0.0, 0.0, 1.0) # black
                    
                    if agent.conscripted:
                        glDrawArrays(GL_LINE_LOOP, 3, 6)
                    else:
                        glDrawArrays(GL_LINE_LOOP, 0, 3)
                
                glfw.swap_buffers(window)
                
                # FPS limited to 60
                while(time.time() - time_zero < 1/60):
                    time.sleep(0.001)
                glfw.poll_events()
    
    if visualize:
        glfw.terminate()
    
    """
    Compress output file to save space 
    """
    compressed_path = os.path.join(
        paths["meet_tables"], "meet_table_"+ tag +".bin.tar.bz2")
    
    with tarfile.open(compressed_path, "w:bz2") as tar:
        tar.add(meets_table_path)
    
    # in case compressing went successful, remove the source file
    if os.path.exists(compressed_path):
        os.remove(meets_table_path)
Esempio n. 30
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    def create_vaos(self) -> None:
        """Bind VAOs to define vertex data."""
        self._vao, self._vao_picking, self._vao_outline = glGenVertexArrays(3)
        vbo = glGenBuffers(6)

        # --- standard viewcube ---

        vertices = glm.array.from_numbers(
            ctypes.c_float,
            1.0,
            1.0,
            1.0,
            0.7,
            0.7,
            0.7,
            1.0,
            -1.0,
            1.0,
            0.7,
            0.7,
            0.7,
            1.0,
            -1.0,
            -1.0,
            0.4,
            0.4,
            0.4,
            1.0,
            1.0,
            -1.0,
            0.4,
            0.4,
            0.4,
            -1.0,
            1.0,
            -1.0,
            0.4,
            0.4,
            0.4,
            -1.0,
            1.0,
            1.0,
            0.7,
            0.7,
            0.7,
            -1.0,
            -1.0,
            1.0,
            0.7,
            0.7,
            0.7,
            -1.0,
            -1.0,
            -1.0,
            0.4,
            0.4,
            0.4,
        )
        indices = glm.array.from_numbers(
            ctypes.c_uint,
            0,
            1,
            2,
            2,
            3,
            0,
            0,
            3,
            4,
            4,
            5,
            0,
            0,
            5,
            6,
            6,
            1,
            0,
            1,
            6,
            7,
            7,
            2,
            1,
            7,
            4,
            3,
            3,
            2,
            7,
            4,
            7,
            6,
            6,
            5,
            4,
        )
        glBindVertexArray(self._vao)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[0])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices.ptr,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[1])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices.ptr,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24,
                              ctypes.c_void_p(12))
        glEnableVertexAttribArray(1)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[2])
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices.ptr,
                     GL_STATIC_DRAW)

        # --- viewcube for picking ---

        vertices = glm.array.from_numbers(
            ctypes.c_float,
            1.0,
            -1.0,
            1.0,  # 1 front  (id = 0)
            -1.0,
            -1.0,
            1.0,  # 6
            -1.0,
            -1.0,
            -1.0,  # 7
            1.0,
            -1.0,
            -1.0,  # 2
            1.0,
            1.0,
            1.0,  # 0 top    (id = 1)
            -1.0,
            1.0,
            1.0,  # 5
            -1.0,
            -1.0,
            1.0,  # 6
            1.0,
            -1.0,
            1.0,  # 1
            1.0,
            1.0,
            1.0,  # 0 right  (id = 2)
            1.0,
            -1.0,
            1.0,  # 1
            1.0,
            -1.0,
            -1.0,  # 2
            1.0,
            1.0,
            -1.0,  # 3
            -1.0,
            -1.0,
            -1.0,  # 7 bottom (id = 3)
            -1.0,
            1.0,
            -1.0,  # 4
            1.0,
            1.0,
            -1.0,  # 3
            1.0,
            -1.0,
            -1.0,  # 2
            -1.0,
            -1.0,
            -1.0,  # 7 left   (id = 4)
            -1.0,
            -1.0,
            1.0,  # 6
            -1.0,
            1.0,
            1.0,  # 5
            -1.0,
            1.0,
            -1.0,  # 4
            1.0,
            1.0,
            1.0,  # 0 back   (id = 5)
            1.0,
            1.0,
            -1.0,  # 3
            -1.0,
            1.0,
            -1.0,  # 4
            -1.0,
            1.0,
            1.0,  # 5
        )
        colors = np.zeros(72, dtype=np.float32)
        colors[::3] = np.arange(6).repeat(4) / 255.0
        glBindVertexArray(self._vao_picking)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[3])
        glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices.ptr,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[4])
        glBufferData(GL_ARRAY_BUFFER, colors.nbytes, colors, GL_STATIC_DRAW)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(1)

        # --- outlined face of viewcube ---

        border_colors = glm.array.from_numbers(ctypes.c_float, 0.0000, 0.4088,
                                               0.9486).repeat(24)
        glBindVertexArray(self._vao_outline)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[3])
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(0)

        glBindBuffer(GL_ARRAY_BUFFER, vbo[5])
        glBufferData(GL_ARRAY_BUFFER, border_colors.nbytes, border_colors.ptr,
                     GL_STATIC_DRAW)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
        glEnableVertexAttribArray(1)

        # ---

        glBindVertexArray(0)
        glDeleteBuffers(6, vbo)
Esempio n. 31
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    def __init__(self, vertices, indices, normals=None, uvs=None):
        """Constructor.

        Creates and initializes corresponding OpenGL objects with given data.

        :param vertices: Vertex data, specified as a contiguous list of X,Y,Z
            floating point values.
        :type vertices: list

        :param indices: Indices which identify model faces. The only supported
            geometry primitive is the triangle, thus, the size of indices list must
            be a multiple of 3.
        :type indices: list

        :param normals: Normals data, specified as a contiguos list of Xn,Yn,Zn
            floating point values. List length must be a multiple of 3.
        :type normals: list

        :param uvs: List of texture coordinates, specified as a contigous array
            of U,V floating pont values.. List length must be a multiple of 2.
        :type uvs: list
        """
        if len(vertices) < 3 or len(vertices) % 3:
            raise ValueError(
                'Vertex data must be an array of floats, which length is a '
                'positive multiple of 3')

        if len(indices) < 3 or len(indices) % 3:
            raise ValueError('Indices count must be a positive multiple of 3')

        if normals and (len(normals) < 3 or len(normals) % 3):
            raise ValueError(
                'Normals data must be an array of floats, which length is a '
                'positive multiple of 3')

        if uvs is not None and len(uvs) % 2:
            raise ValueError('UVs count must be a positive multiple of 2')

        self.num_elements = len(indices)

        # generate vertex array object and make it active
        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)

        # generate buffers
        self.buffers = glGenBuffers(2)
        vbo, ibo = self.buffers

        # initialize vertex buffer
        vertex_data = np.array(vertices, np.float32)

        # append normals data, if provided
        normals_offset = 0
        if normals:
            normals_offset = vertex_data.nbytes
            vertex_data = np.append(vertex_data, np.array(normals, np.float32))

        # append UVs data, if provided
        uvs_offset = 0
        if uvs:
            uvs_offset = vertex_data.nbytes
            vertex_data = np.append(vertex_data, np.array(uvs, np.float32))

        glBindBuffer(GL_ARRAY_BUFFER, vbo)
        glBufferData(GL_ARRAY_BUFFER, vertex_data.nbytes,
                     vertex_data, GL_STATIC_DRAW)

        # initialize index buffer
        index_data = np.array(indices, np.uint32)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo)
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_data.nbytes,
                     index_data, GL_STATIC_DRAW)

        # specify first attribute as vertex data
        glEnableVertexAttribArray(0)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)

        # if provided, specify normals as second attribute
        if normals is not None:
            glEnableVertexAttribArray(1)
            glVertexAttribPointer(
                1,
                3,
                GL_FLOAT,
                GL_FALSE,
                0,
                ctypes.c_void_p(normals_offset))

        # if provided, specify UVs as third attribute
        if uvs is not None:
            glEnableVertexAttribArray(2)
            glVertexAttribPointer(
                2,
                2,
                GL_FLOAT,
                GL_FALSE,
                0,
                ctypes.c_void_p(uvs_offset))

        # unbind the vertex array object
        glBindVertexArray(0)
Esempio n. 32
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    def update_action_vaos(self) -> None:
        """Update VAOs when action list changes."""
        self._vaos['line'].clear()
        self._vaos['point'].clear()

        # --- bind data for lines ---

        for key, value in self._items['line'].items():
            # ignore if 1 or fewer points
            if len(value) <= 1:
                continue

            points = glm.array([vec3(mat[1][3]) for mat in value])

            vbo = glGenBuffers(1)
            glBindBuffer(GL_ARRAY_BUFFER, vbo)
            glBufferData(GL_ARRAY_BUFFER, points.nbytes, points.ptr,
                         GL_STATIC_DRAW)

            vao = glGenVertexArrays(1)
            glBindVertexArray(vao)
            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,
                                  ctypes.c_void_p(0))
            glEnableVertexAttribArray(0)
            self._vaos['line'][key] = vao

            glBindVertexArray(0)

        # --- bind data for points ---

        point_mats: glm.array = None
        point_cols: glm.array = None
        point_ids: glm.array = None
        scale = glm.scale(mat4(), vec3(3, 3, 3))

        for key, value in self._items['point'].items():
            new_mats = glm.array([p[1] * scale for p in value])
            color = shade_color(vec4(self.colors[key % len(self.colors)]),
                                -0.3)
            new_cols = glm.array([color] * len(value))

            # if point is selected, darken its color
            for i, v in enumerate(value):
                # un-offset ids
                if (v[0] - self._num_devices) in self.core.selected_points:
                    new_cols[i] = shade_color(vec4(new_cols[i]), 0.6)

            new_ids = glm.array.from_numbers(ctypes.c_int,
                                             *(p[0] for p in value))

            point_mats = new_mats if point_mats is None else point_mats.concat(
                new_mats)
            point_cols = new_cols if point_cols is None else point_cols.concat(
                new_cols)
            point_ids = new_ids if point_ids is None else point_ids.concat(
                new_ids)

        # we're done if no points to set
        if not self._items['point']:
            return

        self._num_points = sum(len(i) for i in self._items['point'].values())

        self._bind_vao_mat_col_id(self._vaos['box'], point_mats, point_cols,
                                  point_ids)
Esempio n. 33
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 def __enter__(self):
     if self.gl_identifier is None:
         self.gl_identifier = glGenBuffers(1)
     glBindBuffer(self.gl_bind_type, self.gl_identifier)
     return self
Esempio n. 34
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    # Lets compile our shaders since the use of shaders is now
    # mandatory. We need at least a vertex and fragment shader
    # begore we can draw anything
    program = ShaderProgram(fragment=fragment, vertex=vertex)

    # Lets create a VAO and bind it
    # Think of VAO's as object that encapsulate buffer state
    # Using a VAO enables you to cut down on calls in your draw
    # loop which generally makes things run faster
    vao_id = glGenVertexArrays(1)
    glBindVertexArray(vao_id)

    # Lets create our Vertex Buffer objects - these are the buffers
    # that will contain our per vertex data
    vbo_id = glGenBuffers(2)

    # Bind a buffer before we can use it
    glBindBuffer(GL_ARRAY_BUFFER, vbo_id[0])

    # Now go ahead and fill this bound buffer with some data
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vertex_data),
                 vertex_data, GL_STATIC_DRAW)

    # Now specify how the shader program will be receiving this data
    # In this case the data from this buffer will be available in the shader as the vin_position vertex attribute
    glVertexAttribPointer(program.attribute_location('vin_position'), 3,
                          GL_FLOAT, GL_FALSE, 0, None)

    # Turn on this vertex attribute in the shader
    glEnableVertexAttribArray(0)
Esempio n. 35
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 def __init__(self, data):
     self.id = glGenBuffers(1)
     self.bind()
     glBufferData(GL_ARRAY_BUFFER, data.itemsize * len(data), data,
                  GL_STATIC_DRAW)
     self.unbind()
Esempio n. 36
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    # Lets compile our shaders since the use of shaders is now
    # mandatory. We need at least a vertex and fragment shader
    # begore we can draw anything
    program = ShaderProgram(fragment=fragment, vertex=vertex)

    # Lets create a VAO and bind it
    # Think of VAO's as object that encapsulate buffer state
    # Using a VAO enables you to cut down on calls in your draw
    # loop which generally makes things run faster
    vao_id = glGenVertexArrays(1)
    glBindVertexArray(vao_id)

    # Lets create our Vertex Buffer objects - these are the buffers
    # that will contain our per vertex data
    vbo_id = glGenBuffers(2)

    # Bind a buffer before we can use it
    glBindBuffer(GL_ARRAY_BUFFER, vbo_id[0])

    # Now go ahead and fill this bound buffer with some data
    glBufferData(GL_ARRAY_BUFFER,
        ArrayDatatype.arrayByteCount(vertex_data),
        vertex_data, GL_STATIC_DRAW)

    # Now specify how the shader program will be receiving this data
    # In this case the data from this buffer will be
    # available in the shader as the vin_position vertex attribute
    glVertexAttribPointer(program.attribute_location('vin_position'),
        3, GL_FLOAT, GL_FALSE, 0, None)
Esempio n. 37
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def create_field(rows, cols, size, fun, gen_textures, gen_relief=False):

    normals_vec = np.zeros((rows * cols, 3), dtype=np.float32)

    vertices_list = []
    texcoords_list = []
    faces_list = []
    indices_list = []

    if not gen_relief:
        for z in range(0, rows):
            for x in range(0, cols):

                # if (x**2 + z**2)**(1/2) <= cols:
                xx = -size / 2 + x * size / cols
                zz = -size / 2 + z * size / rows

                try:
                    yy = fun(xx, zz)
                    if yy < -size / 2:
                        yy = -size / 2
                    if yy > size / 2:
                        yy = size / 2
                except (ArithmeticError, ValueError):
                    yy = 0.0

                vertices_list.append([xx, yy, zz])
                if gen_textures:
                    texcoords_list.append(
                        [x / float(cols - 1), z / float(rows - 1)])
    else:
        buff1 = []
        vertices_list_mountain = []
        for z in range(0, rows):
            del buff1[:]
            for x in range(0, cols):
                xx = -size / 2 + x * size / cols
                zz = -size / 2 + z * size / rows
                yy = 0.0

                buff1.append([xx, yy, zz])

            vertices_list_mountain.append(buff1[:])
        for i in range(0, 250):
            radius = 12
            z = randint(0, rows - 1)
            x = randint(0, cols - 1)
            for iz in range(z - radius, z + radius):
                if iz < 0 or iz > rows - 1:
                    continue
                else:
                    for ix in range(x - radius, x + radius):
                        if ix < 0 or ix > cols - 1:
                            continue
                        else:
                            if radius**2 - (
                                (z - iz + 10)**2 + (x - ix)
                            ) > vertices_list_mountain[iz][ix][1]**(2):
                                vertices_list_mountain[iz][ix][1] = (
                                    radius**2 - ((z - iz + 10)**2 +
                                                 (x - ix)))**(1 / 2)
                            else:
                                continue

        v = vertices_list_mountain[:]
        vec_lines = []
        for ii in range(0, 10):
            i = 2 * ii
            for z in range(0, rows - 1):
                for x in range(0, cols - 1):
                    xx = -size / 2 + x * size / cols
                    zz = -size / 2 + z * size / rows

                    if v[z][x][1] < i and v[z][x + 1][1] < i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] < i or \
                            v[z][x][1] >= i and v[z][x + 1][1] >= i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i:
                        continue
                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] < i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                    elif v[z][x][1] < i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] < i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])

                    elif v[z][x][1] < i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] < i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] >= i and v[
                            z + 1][x][1] >= i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx + 0.25, i, zz + 0.5])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])

                    elif v[z][x][1] < i and v[z][x + 1][1] < i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] >= i or \
                         v[z][x][1] >= i and v[z][x + 1][1] >= i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx, i, zz + 0.25])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] < i or \
                            v[z][x][1] < i and v[z][x + 1][1] >= i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] >= i:
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.25, i, zz + 0.5])

                    elif v[z][x][1] >= i and v[z][x + 1][1] < i and v[z + 1][x][1] < i and v[z + 1][x + 1][1] >= i or \
                            v[z][x][1] < i and v[z][x + 1][1] >= i and v[z + 1][x][1] >= i and v[z + 1][x + 1][1] < i:
                        vec_lines.append([xx, i, zz + 0.25])
                        vec_lines.append([xx + 0.25, i, zz])
                        vec_lines.append([xx + 0.5, i, zz + 0.25])
                        vec_lines.append([xx + 0.25, i, zz + 0.5])

        index_lines = [it for it in range(0, len(vec_lines))]
        vector_lines = np.array(vec_lines, dtype=np.float32)
        vector_line_indexes = np.array(index_lines, dtype=np.uint32)

        for z in range(0, rows):
            for x in range(0, cols):
                vertices_list.append(vertices_list_mountain[z][x])

    primRestart = rows * cols

    vertices_vec = np.array(vertices_list, dtype=np.float32)
    print(len(vertices_list))
    print(vertices_vec.size)
    print(len(indices_list))
    print(size)
    if gen_textures:
        texcoords_vec = np.array(texcoords_list, dtype=np.float32)

    for x in range(0, cols - 1):
        for z in range(0, rows - 1):
            if ((50 - x)**2 +
                (50 - z)**2)**(1 / 2) <= (rows - 1) / 2 or gen_relief == True:
                offset = x * cols + z
                if z == 0:
                    indices_list.append(offset)
                    indices_list.append(offset + rows)
                    indices_list.append(offset + 1)
                    indices_list.append(offset + rows + 1)
                else:
                    indices_list.append(offset + 1)
                    indices_list.append(offset + rows + 1)
                    if z == rows - 2:
                        indices_list.append(primRestart)

    print(len(indices_list))
    indices_vec = np.array(indices_list, dtype=np.uint32)

    print(indices_vec.size)
    currFace = 1
    for i in range(0, indices_vec.size - 2):
        index0 = indices_vec[i]
        index1 = indices_vec[i + 1]
        index2 = indices_vec[i + 2]

        face = np.array([0, 0, 0], dtype=np.int32)
        if (index0 != primRestart) and (index1 != primRestart) and (
                index2 != primRestart):
            if currFace % 2 != 0:
                face[0] = indices_vec[i]
                face[1] = indices_vec[i + 1]
                face[2] = indices_vec[i + 2]
                currFace += 1
            else:
                face[0] = indices_vec[i]
                face[1] = indices_vec[i + 2]
                face[2] = indices_vec[i + 1]
                currFace += 1

            faces_list.append(face)

    faces = np.reshape(faces_list, newshape=(len(faces_list), 3))

    for i in range(0, faces.shape[0]):
        A = np.array([
            vertices_vec[faces[i, 0], 0], vertices_vec[faces[i, 0], 1],
            vertices_vec[faces[i, 0], 2]
        ],
                     dtype=np.float32)
        B = np.array([
            vertices_vec[faces[i, 1], 0], vertices_vec[faces[i, 1], 1],
            vertices_vec[faces[i, 1], 2]
        ],
                     dtype=np.float32)
        C = np.array([
            vertices_vec[faces[i, 2], 0], vertices_vec[faces[i, 2], 1],
            vertices_vec[faces[i, 2], 2]
        ],
                     dtype=np.float32)

        edge1A = normalize(B - A)
        edge2A = normalize(C - A)

        face_normal = np.cross(edge1A, edge2A)

        normals_vec[faces[i, 0]] += face_normal
        normals_vec[faces[i, 1]] += face_normal
        normals_vec[faces[i, 2]] += face_normal

    for i in range(0, normals_vec.shape[0]):
        normals_vec[i] = normalize(normals_vec[i])

    vao = glGenVertexArrays(1)
    vbo_vertices = glGenBuffers(1)
    vbo_normals = glGenBuffers(1)
    if gen_textures:
        vbo_texcoords = glGenBuffers(1)
    vbo_indices = glGenBuffers(1)

    glBindVertexArray(vao)

    glBindBuffer(GL_ARRAY_BUFFER, vbo_vertices)
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vertices_vec),
                 vertices_vec.flatten(), GL_STATIC_DRAW)  #
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(0)

    glBindBuffer(GL_ARRAY_BUFFER, vbo_normals)
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(normals_vec),
                 normals_vec.flatten(), GL_STATIC_DRAW)  #
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(1)

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_indices)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
                 ArrayDatatype.arrayByteCount(indices_vec),
                 indices_vec.flatten(), GL_STATIC_DRAW)

    if gen_textures:
        glBindBuffer(GL_ARRAY_BUFFER, vbo_texcoords)
        glBufferData(GL_ARRAY_BUFFER,
                     ArrayDatatype.arrayByteCount(texcoords_vec),
                     texcoords_vec.flatten(), GL_STATIC_DRAW)
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(2)

    glEnable(GL_PRIMITIVE_RESTART)
    glPrimitiveRestartIndex(primRestart)

    glBindVertexArray(0)
    if gen_relief:
        return (vao, indices_vec.size, vector_lines, vector_line_indexes)
    else:
        return (vao, indices_vec.size)