Esempio n. 1
1
    def display(self):
        GL.glEnable(GL.GL_CULL_FACE)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glClearColor(100, 100, 100, 100)

        #Render G-buffer
        self.frameBuffer_.bind()
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        GL.glUseProgram(self.shaderMesh_)
        GL.glBindFragDataLocation(self.shaderMesh_, 0, "outputPos")
        GL.glBindFragDataLocation(self.shaderMesh_, 1, "outputNormal")
        GL.glBindFragDataLocation(self.shaderMesh_, 2, "outputMat")
        GL.glBindFragDataLocation(self.shaderMesh_, 3, "outputLight")
        GL.glUniformMatrix4fv(
            self.viewMatrixUnif_, 1, GL.GL_TRUE,
            np.ascontiguousarray(self.viewMat_, dtype=np.float32))
        GL.glUniformMatrix4fv(
            self.projMatrixUnif_, 1, GL.GL_TRUE,
            np.ascontiguousarray(self.projMat_, dtype=np.float32))
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D,
                         self.envMap_.frameBufferShadows_.get_shadow_map())
        GL.glUniform1i(self.textSMUnif_, 0)

        GL.glUniform3f(self.camPosRenderUnif_, self.camera_.obs_[0],
                       self.camera_.obs_[1], self.camera_.obs_[2])
        GL.glUniform1i(self.numVLPUnif_, self.envMap_.numVPL_)
        GL.glUniform1i(self.numVLPAxisUnif_, self.envMap_.numPtsAxis_)

        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 0,
                            self.envMap_.vlpPosSSBO_)
        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 1,
                            self.envMap_.vlpIntSSBO_)
        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 2,
                            self.envMap_.vlpViewMatSSBO_)
        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 3,
                            self.envMap_.vlpProjMatSSBO_)

        if self.useFloor_:
            GL.glUniform3f(self.objColorUnif_, self.planeColor_[0],
                           self.planeColor_[1], self.planeColor_[2])
            self.floor_.render_mesh()

        GL.glUniform3f(self.objColorUnif_, self.objColor_[0],
                       self.objColor_[1], self.objColor_[2])
        self.mesh_.render_mesh()

        GL.glUseProgram(0)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

        #Compute NN
        screenproc.computeAOTexture(self.gridSize_)

        #Render result.
        GL.glDisable(GL.GL_CULL_FACE)
        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        attachments = [GL.GL_COLOR_ATTACHMENT0]
        GL.glDrawBuffers(1, attachments)
        GL.glUseProgram(self.shaderRender_)
        GL.glBindFragDataLocation(self.shaderRender_, 0, "outputColor")

        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.outTexture_)
        GL.glUniform1i(self.textUnif_, 0)

        GL.glActiveTexture(GL.GL_TEXTURE1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(0))
        GL.glUniform1i(self.textPosUnif_, 1)

        GL.glActiveTexture(GL.GL_TEXTURE2)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(1))
        GL.glUniform1i(self.textNormalUnif_, 2)

        GL.glActiveTexture(GL.GL_TEXTURE3)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(2))
        GL.glUniform1i(self.textMattUnif_, 3)

        GL.glActiveTexture(GL.GL_TEXTURE4)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(3))
        GL.glUniform1i(self.textLightUnif_, 4)

        GL.glActiveTexture(GL.GL_TEXTURE0)

        if self.lighting_:
            GL.glUniform1f(self.directLightRenderUnif_, 0.0)
        else:
            GL.glUniform1f(self.directLightRenderUnif_, 1.0)

        if self.gi_:
            if self.sss_:
                GL.glUniform2f(self.giRenderUnif_, 1.0, 1.0)
            else:
                GL.glUniform2f(self.giRenderUnif_, 1.0, 0.0)
        else:
            GL.glUniform2f(self.giRenderUnif_, 0.0, 0.0)

        self.quad_.render_mesh()
        GL.glUseProgram(0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
Esempio n. 2
0
def program(*shaders):
    p = GL.glCreateProgram()
    for s in shaders:
        GL.glAttachShader(p, s)
    GL.glBindFragDataLocation(p, 0, 'color')
    GL.glLinkProgram(p)
    return check_shader_or_program_status(p)
Esempio n. 3
0
    def setupGL(self):
        vertexShaderProgram = """#version 150
            uniform mat4 M;

            in vec2 position;
            in float scalarVal;

            out float ScalarVal;

            void main() {
                ScalarVal = scalarVal;
                gl_Position = M * vec4(position.x, position.y, 0.0, 1.0);
            }"""
        vertexShader = GL.glCreateShader(GL.GL_VERTEX_SHADER)
        GL.glShaderSource(vertexShader, vertexShaderProgram)
        GL.glCompileShader(vertexShader)

        fragmentShaderProgram = """#version 150
            uniform float scalarNormalizer;

            in float ScalarVal;

            out vec4 outColor;

            void main() {
                outColor = vec4(ScalarVal / scalarNormalizer, 0.0, 1.0 - ScalarVal / scalarNormalizer, 1.0);
            }"""
        fragmentShader = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
        GL.glShaderSource(fragmentShader, fragmentShaderProgram)
        GL.glCompileShader(fragmentShader)

        # shader program
        self.shaderProgram = GL.glCreateProgram()
        GL.glAttachShader(self.shaderProgram, vertexShader)
        GL.glAttachShader(self.shaderProgram, fragmentShader)

        GL.glBindFragDataLocation(self.shaderProgram, 0, b"outColor")

        # link the program
        GL.glLinkProgram(self.shaderProgram)
        # validate the program
        GL.glValidateProgram(self.shaderProgram)
        # activate the program
        GL.glUseProgram(self.shaderProgram)

        vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(vao)

        # set up translation matrix
        m = np.array([[2.0 / self.width, 0.0, 0.0, -1.0],
                      [0.0, -2.0 / self.height, 0.0, 1.0],
                      [0.0, 0.0, 0.0, 0.0], [0.0, 0.0, 0.0, 1.0]],
                     dtype='float32')
        M = GL.glGetUniformLocation(self.shaderProgram, "M")
        GL.glUniformMatrix4fv(M, 1, True, m)
Esempio n. 4
0
    def frag_location( self, name, buffers = 0 ):
        """Sets the fragment output name used within the program.

        Buffers is the number of buffers receiving the fragment output.
        By default, this is 0.

        Frag data locations MUST be bound BEFORE linking
        or the location will not take effect until
        the shader is linked again!

        http://www.opengl.org/sdk/docs/man3/xhtml/glBindFragDataLocation.xml
        """
        GL.glBindFragDataLocation( self.handle, buffers, name )
Esempio n. 5
0
    def frag_location(self, name, buffers=0):
        """Sets the fragment output name used within the program.

        Buffers is the number of buffers receiving the fragment output.
        By default, this is 0.

        Frag data locations MUST be bound BEFORE linking
        or the location will not take effect until
        the shader is linked again!

        http://www.opengl.org/sdk/docs/man3/xhtml/glBindFragDataLocation.xml
        """
        GL.glBindFragDataLocation(self.handle, buffers, name)
Esempio n. 6
0
    def _link_shader(self):
        for shader in self._shaders:
            if shader.attached:
                gl.glDetachShader(self._id, shader.id)
            gl.glAttachShader(self._id, shader.id)
            shader.attached = True

        gl.glBindFragDataLocation(self._id, self._frag_data_loc,
                                  self._frag_data_name)

        gl.glLinkProgram(self._id)
        status = gl.glGetProgramiv(self._id, gl.GL_LINK_STATUS, None)
        if status == gl.GL_FALSE:
            log = gl.glGetProgramInfoLog(self._id)
            print(f'An error occurred during linking of: {self._name}')
            print('-' * 20)
            print(f'{log.decode("utf-8")}')
            print('-' * 20)
            return False
        return True
Esempio n. 7
0
def compileProgram(shaders: Sequence[int],
                   frag_bindings: Dict[str, int]) -> EnhShaderProgram:
    program_i: int = GL.glCreateProgram()

    for shader in shaders:
        GL.glAttachShader(program_i, shader)

    for name, value in frag_bindings.items():
        GL.glBindFragDataLocation(program_i, value, name)

    program = EnhShaderProgram(program_i)

    GL.glLinkProgram(program.program)

    # Do not perform shader validity checking at compile time.
    # On some platforms (OSX), the FBO doesn't exist at initializeGL time, or is not bound
    #program.check_validate()

    #program.check_linked()
    program._update_bindings()
    for shader in shaders:
        GL.glDeleteShader(shader)
    return program
Esempio n. 8
0
    def generate_images(self, ptMin, ptMax, vertexs, vertsTrianIds, faces, viewDir, only_texIds = False):
        
        # Create the camera.
        aabbSize = math.sqrt(np.sum((ptMax-ptMin) ** 2))
        auxViewLength = math.sqrt(np.sum((viewDir) ** 2))
        distance = aabbSize/math.sin((45.0*math.pi)/180.0)
        self.camera_ = Camera(
                [0.0, 0.0, 0.0], 
                [(viewDir[0]*distance)/auxViewLength, (viewDir[1]*distance)/auxViewLength, (viewDir[2]*distance)/auxViewLength], 
                [0.0, -1.0, 0.0],
                float(self.width_)/float(self.height_),
                45.0, 0.1, aabbSize*5.0)
        self.viewMat_ = self.camera_.get_view_natrix()
        self.projMat_ = self.camera_.get_projection_matrix()
        self.worldViewProjMat_ = self.projMat_ * self.viewMat_
        
        # Load the mesh.
        self.mesh_ = MeshRenderer(vertexs, vertsTrianIds, faces, [self.posLoc_, self.normalLoc_, self.trianIdLoc_])
        
        self.frameBuffer_.bind()
        GL.glClearColor(0,0,0,0)
         
        #Render Mesh
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)     
        GL.glUseProgram(self.shaderMesh_)
        GL.glBindFragDataLocation(self.shaderMesh_, 0, "outId")
        GL.glBindFragDataLocation(self.shaderMesh_, 1, "outNormal")
        GL.glBindFragDataLocation(self.shaderMesh_, 2, "outColor")
        GL.glUniformMatrix4fv(self.worldViewProjMatrixUnif_, 1, GL.GL_TRUE, np.ascontiguousarray(self.worldViewProjMat_, dtype=np.float32))
        GL.glUniformMatrix4fv(self.worldViewMatrixUnif_, 1, GL.GL_TRUE, np.ascontiguousarray(self.viewMat_, dtype=np.float32))
        self.mesh_.render_mesh()
        GL.glUseProgram(0)

        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(0))
        texIds = GL.glGetTexImage(GL.GL_TEXTURE_2D, 0, GL.GL_RED_INTEGER, GL.GL_INT)
        if not only_texIds:
            GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(1))
            texNormals = GL.glGetTexImage(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, GL.GL_FLOAT)

            GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(2))
            texColors = GL.glGetTexImage(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, GL.GL_FLOAT)

            GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        else:
            texNormals = None
            texColors = None
        self.mesh_.delete_buffers()

        return texIds, texNormals, texColors
Esempio n. 9
0
GL.glCompileShader(vs)
log = GL.glGetShaderInfoLog(vs)
if log:
    print(log)

fs = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
GL.glShaderSource(fs, fs_source)
GL.glCompileShader(fs)
log = GL.glGetShaderInfoLog(fs)
if log:
    print(log)

sp = GL.glCreateProgram()
GL.glAttachShader(sp, vs)
GL.glAttachShader(sp, fs)
GL.glBindFragDataLocation(sp, 0, 'out_color')
GL.glLinkProgram(sp)
GL.glUseProgram(sp)


def set_uniform_f(name, value, count=1):
    location = GL.glGetUniformLocation(sp, name)
    GL.glUniform1fv(location, count, value)


def set_uniform_i(name, value, count=1):
    location = GL.glGetUniformLocation(sp, name)
    GL.glUniform1iv(location, count, value)


def set_uniform_matrix(name, value, count=1):
Esempio n. 10
0
 def _set_frag_location(self, name, number):
     GL.glBindFragDataLocation(self._handle, number, name)
Esempio n. 11
0
def glBindFragDataLocation(id, colorNumber, name):
    print "glBindFragDataLocation", id, colorNumber, name
    gl.glBindFragDataLocation(id, colorNumber, name)
Esempio n. 12
0
def run():

    if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
        print(sdl2.SDL_GetError())
        return

    window = sdl2.SDL_CreateWindow(
        b"Example 1",
        sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, 640, 480,
        sdl2.SDL_WINDOW_OPENGL)
    context = sdl2.SDL_GL_CreateContext(window)

    # get Vertex Array Object name
    vao = GL.glGenVertexArrays(1)
    # set this new VAO to the active one
    GL.glBindVertexArray(vao)

    # vertex data for one triangle
    triangle_vertices = [0.0, 0.5, 0.5, -0.5, -0.5, -0.5]

    # convert to ctypes c_float array
    triangle_array = ((ctypes.c_float * len(triangle_vertices))
                      (*triangle_vertices))

    # get a VBO name from the graphics card
    vbo = GL.glGenBuffers(1)
    # bind our vbo name to the GL_ARRAY_BUFFER target
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo)
    # move the vertex data to a new data store associated with our vbo
    GL.glBufferData(GL.GL_ARRAY_BUFFER, ctypes.sizeof(triangle_array),
                    triangle_array, GL.GL_STATIC_DRAW)

    # vertex shader
    vertexShaderProgram = """#version 100
        in vec2 position;
        void main() {
            gl_Position = vec4(position, 0.0, 1.0);
        }"""
    vertexShader = GL.glCreateShader(GL.GL_VERTEX_SHADER)
    GL.glShaderSource(vertexShader, vertexShaderProgram)
    GL.glCompileShader(vertexShader)

    # fragment shader
    fragmentShaderProgram = """#version 100
        out vec4 outColor;
        void main() {
            outColor = vec4(1.0, 1.0, 1.0, 1.0);
        }"""

    fragmentShader = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
    GL.glShaderSource(fragmentShader, fragmentShaderProgram)
    GL.glCompileShader(fragmentShader)

    # shader program
    shaderProgram = GL.glCreateProgram()
    GL.glAttachShader(shaderProgram, vertexShader)
    GL.glAttachShader(shaderProgram, fragmentShader)

    # color output buffer assignment
    GL.glBindFragDataLocation(shaderProgram, 0, b"outColor")

    # link the program
    GL.glLinkProgram(shaderProgram)

    # validate the program
    GL.glValidateProgram(shaderProgram)

    # activate the program
    GL.glUseProgram(shaderProgram)

    # specify the layout of our vertex data
    posAttrib = GL.glGetAttribLocation(shaderProgram, b"position")
    GL.glEnableVertexAttribArray(posAttrib)
    GL.glVertexAttribPointer(posAttrib, 2, GL.GL_FLOAT, False, 0,
                             ctypes.c_voidp(0))

    # do the actual drawing
    GL.glClearColor(1.0, 0.5, 0.0, 1.0)
    GL.glClear(GL.GL_COLOR_BUFFER_BIT)
    GL.glDrawArrays(GL.GL_TRIANGLES, 0, int(len(triangle_vertices) / 2))

    # show the back buffer
    sdl2.SDL_GL_SwapWindow(window)

    # wait for somebody to close the window
    event = sdl2.SDL_Event()
    while sdl2.SDL_WaitEvent(ctypes.byref(event)):
        if event.type == sdl2.SDL_QUIT:
            break

    # cleanup
    GL.glDisableVertexAttribArray(posAttrib)
    GL.glDeleteProgram(shaderProgram)
    GL.glDeleteShader(fragmentShader)
    GL.glDeleteShader(vertexShader)
    GL.glDeleteBuffers(1, [vbo])
    GL.glDeleteVertexArrays(1, [vao])
    sdl2.SDL_GL_DeleteContext(context)
    sdl2.SDL_Quit()
Esempio n. 13
-1
    def update_shadow_maps(self, mesh):
        self.frameBufferShadows_.bind()

        GL.glDisable(GL.GL_CULL_FACE)
        GL.glEnable(GL.GL_DEPTH_TEST)

        GL.glUseProgram(self.shaderRenderShadows_)
        GL.glBindFragDataLocation(self.shaderRenderShadows_, 0, "outputPos")

        for vlpIt, curPt in enumerate(self.vlpPos_):
            xCoord = vlpIt // self.numPtsAxis_
            yCoord = vlpIt % self.numPtsAxis_

            GL.glViewport(xCoord * self.vlpFBSize_, yCoord * self.vlpFBSize_,
                          self.vlpFBSize_, self.vlpFBSize_)
            GL.glUniformMatrix4fv(
                self.viewMatrixUnifShadows_, 1, GL.GL_TRUE,
                np.ascontiguousarray(self.vlpViewMats_[vlpIt],
                                     dtype=np.float32))
            GL.glUniformMatrix4fv(
                self.projMatrixUnifShadows_, 1, GL.GL_TRUE,
                np.ascontiguousarray(self.vlpProjMats_[vlpIt],
                                     dtype=np.float32))
            mesh.render_mesh()

        GL.glUseProgram(0)
Esempio n. 14
-1
def glBindFragDataLocation(id, colorNumber, name):
    print 'glBindFragDataLocation', id, colorNumber, name
    gl.glBindFragDataLocation(id, colorNumber, name)