Esempio n. 1
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def main():
    global vertices, window_height, window_width, to_redraw

    if not glfw.init():
        return

    window = glfw.create_window(400, 400, "Lab4", None, None)
    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)
    glfw.set_key_callback(window, key_callback)
    glfw.set_framebuffer_size_callback(window, resize_callback)

    glfw.set_mouse_button_callback(window, mouse_button_callback)
    glEnable(GL_DEPTH_TEST)
    glDepthFunc(GL_LESS)
    glClearColor(0, 0, 0, 0)

    while not glfw.window_should_close(window):
        # print(vertices)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        draw()

        glfw.swap_buffers(window)
        glfw.poll_events()

    glfw.destroy_window(window)
    glfw.terminate()
def main():
    window = init_window()
    if not window:
        return

    shader = get_shader()
    vao = get_vertex()
    tex = bind_texture("wall.png")
    tex2 = bind_texture("wall2.jpg")
    gl.glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)
    gl.glEnable(gl.GL_DEPTH_TEST)

    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Poll for and process events
        glfw.poll_events()

        # Render here, e.g. using pyOpenGL
        render(shader, vao, tex, tex2)

        # Swap front and back buffers
        glfw.swap_buffers(window)
        time.sleep(0.05)

    gl.glDeleteVertexArrays(1, vao)
    glfw.terminate()
Esempio n. 3
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    def __init__(self):

        self.dir = Dir.empty
        self.run = True
        self.snake = Player()

        if not glfw.init():
            return
        self.window = glfw.create_window(400, 300, "Hello, World!", None, None)
        if not self.window:
            glfw.terminate()
            return
        glfw.make_context_current(self.window)
        glfw.set_key_callback(self.window, self.key_callback)

        while self.run and not glfw.window_should_close(self.window):

            # Update player's position
            self.snake.play(self.dir)
            sleep(0.075)

            self.draw()
            glfw.swap_buffers(self.window)
            glfw.poll_events()

            if self.snake.alive is False:
                sleep(1.075)
                self.run = False
                
        glfw.terminate()
Esempio n. 4
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 def swap_buffers(self):
     """
     Swap buffers, increment frame counter and pull events
     """
     glfw.swap_buffers(self.window)
     self.frames += 1
     glfw.poll_events()
Esempio n. 5
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def main():
    # Initialize the library
    if not glfw.init():
        return
    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(window_width, window_height, "Hello World", None, None)
    if not window:
        glfw.terminate()
        return

    # Make the window's context current
    glfw.make_context_current(window)
    glfw.set_window_size_callback(window, on_window_size)

    initGL(window)
    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here, e.g. using pyOpenGL
        display()

        # Swap front and back buffers
        glfw.swap_buffers(window)

        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()
def main():
    init()

    window = create_window(500, 500, "Hi", None, None)
    make_context_current(window)
    initial_setup()
    colors = {
        "front": (1, 0, 0),
        "back": (0, 1, 0),
        "left": (1, 1, 0),
        "right": (1, 0, 1),
        "up": (0, 0, 1),
        "down": (0, 1, 1),
    }
    glClearColor(1, 1, 1, 1)
    glEnable(GL_DEPTH_TEST)
    set_lightning()
    while not window_should_close(window):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glRotate(1, 0, 1, 0)
        draw_cube(0, 0, 0, 5, colors)
        swap_buffers(window)
        poll_events()

    terminate()
Esempio n. 7
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def main():
	# Initialize the library
	if not glfw.init():
		return
	
	glfw.set_error_callback(error_callback)

	# Create a windowed mode window and its OpenGL context
	window = glfw.create_window(640, 480, "Hello World", None, None)
	if not window:
		glfw.terminate()
		return

	# Make the window's context current
	glfw.make_context_current(window)

	program = common2d.init_shader_program()

	# Loop until the user closes the window
	while not glfw.window_should_close(window):
		# Render here
		common2d.display(program)

		# Swap front and back buffers
		glfw.swap_buffers(window)

		# Poll for and process events
		glfw.poll_events()

	glfw.terminate()
Esempio n. 8
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def v_render():
    ''' render to vr and window '''
    global hmd, ctx, window
    # resolve multi-sample offscreen buffer
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height,
                         0, 0, 2 * hmd.width, hmd.height,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to window, left only, window is half-size
    gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glReadBuffer(gl.GL_COLOR_ATTACHMENT0)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, 0)
    gl.glDrawBuffer(gl.GL_BACK if ctx.con.windowDoublebuffer else gl.GL_FRONT)
    gl.glBlitFramebuffer(0, 0, hmd.width, hmd.height,
                         0, 0, hmd.width // 2, hmd.height // 2,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    # blit to vr texture
    gl.glActiveTexture(gl.GL_TEXTURE2)
    gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, ctx.con.offFBO_r)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1, gl.GL_TEXTURE_2D, hmd.idtex, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT1)
    gl.glBlitFramebuffer(0, 0, 2 * hmd.width, hmd.height,
                         0, 0, 2 * hmd.width, hmd.height,
                         gl.GL_COLOR_BUFFER_BIT, gl.GL_NEAREST)
    gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_COLOR_ATTACHMENT1, gl.GL_TEXTURE_2D, 0, 0)
    gl.glDrawBuffer(gl.GL_COLOR_ATTACHMENT0)
    openvr.VRCompositor().submit(openvr.Eye_Left, hmd.vTex, hmd.boundLeft)
    openvr.VRCompositor().submit(openvr.Eye_Right, hmd.vTex, hmd.boundRight)
    # swap if window is double-buffered, flush just in case
    if ctx.con.windowDoublebuffer:
        glfw.swap_buffers(window)
    gl.glFlush()
Esempio n. 9
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    def run(self):
        # initializer timer
        glfw.set_time(0.0)
        t = 0.0
        while not glfw.window_should_close(self.win) and not self.exitNow:
            # update every x seconds
            currT = glfw.get_time()
            if currT - t > 0.1:
                # update time
                t = currT
                # clear
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

                # build projection matrix
                pMatrix = glutils.perspective(45.0, self.aspect, 0.1, 100.0)

                mvMatrix = glutils.lookAt([0.0, 0.0, -2.0], [0.0, 0.0, 0.0],
                                          [0.0, 1.0, 0.0])
                # render
                self.scene.render(pMatrix, mvMatrix)
                # step 
                self.scene.step()

                glfw.swap_buffers(self.win)
                # Poll for and process events
                glfw.poll_events()
        # end
        glfw.terminate()
Esempio n. 10
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File: main.py Progetto: Tofs/Pygel
def mainLoop(mainLoopObject, window):
    VAO = mainLoopObject["VAO"]
    i = mainLoopObject["Indexs"]
    VertexCount = mainLoopObject["VertexCount"]
    pos = mainLoopObject["VertexBuffer"]
    shaderProgram = mainLoopObject["ShaderProgram"]

    glEnableVertexAttribArray(0)
    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        glClearColor(0.1, 0.1, 0.5, 1)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        transMatrix = glGetUniformLocation(shaderProgram, "transMatrix")
        glUseProgram(shaderProgram)

        glUniformMatrix4fv(transMatrix, 1, GL_TRUE, Matrix.translate(0.5 , 0.0 , 0))

        glBindVertexArray(VAO)
        glBindBuffer(GL_ARRAY_BUFFER, pos)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i)
        # draw triangle using index
        glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, ctypes.c_void_p(0))

        # Swap front and back buffers
        glfw.swap_buffers(window)

        glfw.poll_events()
        glBindVertexArray(0)
        glUseProgram(0)
Esempio n. 11
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def main():
    global angles, angley, anglez, scale, carcass, sphere
    if not glfw.init():
        return
    window = glfw.create_window(640, 640, "Lab2", None, None)
    if not window:
        glfw.terminate()
        return
    glfw.make_context_current(window)
    glfw.set_key_callback(window, key_callback)
    glfw.set_framebuffer_size_callback(window, resize_callback)
    glfw.set_window_pos_callback(window, drag_callback)
    l_cube = Cube(0, 0, 0, 1)
    # r_cube = Cube(0, 0, 0, 1)
    sphere.recount(parts)
    while not glfw.window_should_close(window):
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        set_projection()
        glLoadIdentity()
        sphere.draw(scale, angles, [0.3, 0.0, 0.4], carcass)
        # r_cube.draw(scale, angles, [0.3, 0.2, 0.4], carcass)
        l_cube.draw(0.5, [0, 0, 0], [-0.5, 0.0, -0.25], False)
        glfw.swap_buffers(window)
        glfw.poll_events()
    glfw.destroy_window(window)
    glfw.terminate()
Esempio n. 12
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def main():
    if not glfw.init():
        return
    window = glfw.create_window(640, 480, "ラララ", None, None)
    if not window:
        glfw.terminate()
        return

    #init
    glfw.make_context_current(window)
    gluOrtho2D(0.0, 640, 0.0, 480) #where is this in glfw?

    # loop
    while not glfw.window_should_close(window):

        glClear(GL_COLOR_BUFFER_BIT)
        randomWidth()
    
        drawLine(100.0, 400.0, 200.0, 400.0)
        drawLine(440.0, 400.0, 540.0, 400.0)
        drawLine(320.0, 350.0, 320.0, 330.0)
        drawLine(100.0, 400.0, 200.0, 400.0)
        drawLine(300.0, 200.0, 340.0, 200.0)
        
        glfw.swap_buffers(window)
        glfw.poll_events()
        glfw.swap_interval(2)
    glfw.terminate()
Esempio n. 13
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def main():
    global R, T
    if not glfw.init(): return
    window = glfw.create_window(480, 480, "2015004584", None, None)

    if not window:
        glfw.terminate()
        return

    glfw.set_key_callback(window, key_callback)
    glfw.make_context_current(window)
    glfw.swap_interval(0)

    while not glfw.window_should_close(window):
        glfw.poll_events()

        clear()
        axis()

        glMultMatrixf(R.T)
        glMultMatrixf(T.T)
        render()

        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 14
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 def run(self):
     # Initialize the library
     if not glfw.init():
         return
     # Create a windowed mode window and its OpenGL context
     self.window = glfw.create_window(640, 480, "Hello World", None, None)
     if not self.window:
         glfw.terminate()
         return
 
     renderer = RiftGLRendererCompatibility()
     # Paint a triangle in the center of the screen
     renderer.append(TriangleDrawerCompatibility())
 
     # Make the window's context current
     glfw.make_context_current(self.window)
 
     # Initialize Oculus Rift
     renderer.init_gl()
     renderer.rift.recenter_pose()
     
     glfw.set_key_callback(self.window, self.key_callback)
 
     # Loop until the user closes the window
     while not glfw.window_should_close(self.window):
         # Render here, e.g. using pyOpenGL
         renderer.display_rift_gl()
 
         # Swap front and back buffers
         glfw.swap_buffers(self.window)
 
         # Poll for and process events
         glfw.poll_events()
 
     glfw.terminate()
Esempio n. 15
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 def get_image():            
     glfw.swap_buffers(window)
     b = glReadPixels(width, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE)
     glfw.swap_buffers(window)
     im = Image.fromstring(mode="RGB", size=(width, height), data=b)
     im = im.transpose(Image.FLIP_TOP_BOTTOM)
     im = im.convert("L")
     return im
Esempio n. 16
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 def renderLoop(self):
     self.initGL()
     while not glfw.window_should_close(self.window):
         w, h = glfw.get_framebuffer_size(self.window)
         self.renderFrame()
         glfw.swap_buffers(self.window)
         glfw.poll_events()
     self.destroyGL()
Esempio n. 17
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def draw_a_triangle():
    
    if not glfw.init():
        return -1;
    # Create a windowed mode window and its OpenGL context
    
    glfw.window_hint(glfw.SAMPLES, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    window = glfw.create_window(1024, 768, "Triangle", None, None);
    if window == None:
        glfw.terminate()
        return -1
    # Make the window's context current
    
    glfw.make_context_current(window)
#     glfw.Experimental = True
    glClearColor(0.0, 0.1, 0.2, 1.0)
    
    flatten = lambda l: [u for t in l for u in t]
    vertices = [(-1.0, -1.0, 0.0),
                (1.0, -1.0, 0.0),
                (0.0, 1.0, 0.0)]
    indices = range(3)
    vao_handle = glGenVertexArrays(1)
    glBindVertexArray(vao_handle)
    program_handle = tools.load_program("../shader/simple.v.glsl",
                                        "../shader/simple.f.glsl")
    
    f_vertices = flatten(vertices)
    c_vertices = (c_float*len(f_vertices))(*f_vertices)
    v_buffer = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, v_buffer)
    glBufferData(GL_ARRAY_BUFFER, c_vertices, GL_STATIC_DRAW)
    glEnableVertexAttribArray(0)
    glBindBuffer(GL_ARRAY_BUFFER, v_buffer)
    glVertexAttribPointer(0,
        #glGetAttribLocation(program_handle, "vertexPosition_modelspace"),
        3, GL_FLOAT, False, 0, None)
    
    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here
        glClear(GL_COLOR_BUFFER_BIT)
        glUseProgram(program_handle)
        
        glDrawArrays(GL_TRIANGLES, 0, 3)
        glDisableVertexAttribArray(vao_handle)
        
        # Swap front and back buffers 
        glfw.swap_buffers(window)
        # Poll for and process events
        glfw.poll_events()
    glfw.terminate();
    
    pass
Esempio n. 18
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def show(molecule, width=500, height=500,
         show_bonds=True, bonds_method='radii', bonds_param=None,
         camera=None, title='mogli'):
    """
    Interactively show the given molecule with OpenGL. By default, bonds are
    drawn, if this is undesired the show_bonds parameter can be set to False.
    For information on the bond calculation, see Molecule.calculate_bonds.
    If you pass a tuple of camera position, center of view and an up vector to
    the camera parameter, the camera will be set accordingly. Otherwise the
    molecule will be viewed in the direction of the z axis, with the y axis
    pointing upward.
    """
    global _camera
    molecule.positions -= np.mean(molecule.positions, axis=0)
    max_atom_distance = np.max(la.norm(molecule.positions, axis=1))
    if show_bonds:
        molecule.calculate_bonds(bonds_method, bonds_param)

    # If GR3 was initialized earlier, it would use a different context, so
    # it will be terminated first.
    gr3.terminate()

    # Initialize GLFW and create an OpenGL context
    glfw.init()
    glfw.window_hint(glfw.SAMPLES, 16)
    window = glfw.create_window(width, height, title, None, None)
    glfw.make_context_current(window)
    glEnable(GL_MULTISAMPLE)

    # Set up the camera (it will be changed during mouse rotation)
    if camera is None:
        camera_distance = -max_atom_distance*2.5
        camera = ((0, 0, camera_distance),
                  (0, 0, 0),
                  (0, 1, 0))
    camera = np.array(camera)
    _camera = camera

    # Create the GR3 scene
    gr3.setbackgroundcolor(255, 255, 255, 0)
    _create_gr3_scene(molecule, show_bonds)
    # Configure GLFW
    glfw.set_cursor_pos_callback(window, _mouse_move_callback)
    glfw.set_mouse_button_callback(window, _mouse_click_callback)
    glfw.swap_interval(1)
    # Start the GLFW main loop
    while not glfw.window_should_close(window):
        glfw.poll_events()
        width, height = glfw.get_window_size(window)
        glViewport(0, 0, width, height)
        _set_gr3_camera()
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        gr3.drawimage(0, width, 0, height,
                      width, height, gr3.GR3_Drawable.GR3_DRAWABLE_OPENGL)
        glfw.swap_buffers(window)
    glfw.terminate()
    gr3.terminate()
Esempio n. 19
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def main():
    # Initialize the library
    if not glfw.init():
        return
    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(640, 480, "Hello World", None, None)
    if not window:
        glfw.terminate()
        return

    # Make the window's context current
    glfw.make_context_current(window)

    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here, e.g. using pyOpenGL

        # Swap front and back buffers
        glfw.swap_buffers(window)
        
        gl_begin( GL_TRIANGLES )
        glColor3f( 1.0, 0.0, 0.0 )
        glVertex3f( 0.0, 1.0, 0.0 )
        glColor3f( 0.0, 1.0, 0.0 ) 
        glVertex3f( -1.0, -1.0, 1.0 )
        glColor3f( 0.0, 0.0, 1.0 ) 
        glVertex3f( 1.0, -1.0, 1.0)
        
        glColor3f( 1.0, 0.0, 0.0 ) 
        glVertex3f( 0.0, 1.0, 0.0)
        glColor3f( 0.0, 1.0, 0.0 ) 
        glVertex3f( -1.0, -1.0, 1.0)
        glColor3f( 0.0, 0.0, 1.0 )
        glVertex3f( 0.0, -1.0, -1.0)
        
        #glColor3f( 1.0f, 0.0f, 0.0f ) 
        #glVertex3f( 0.0f, 1.0f, 0.0f)
        #glColor3f( 0.0f, 1.0f, 0.0f ) 
        #glVertex3f( 0.0f, -1.0f, -1.0f)
        #glColor3f( 0.0f, 0.0f, 1.0f ) 
        #glVertex3f( 1.0f, -1.0f, 1.0f)
        
        
        #glColor3f( 1.0f, 0.0f, 0.0f )
        #glVertex3f( -1.0f, -1.0f, 1.0f)
        #glColor3f( 0.0f, 1.0f, 0.0f )
        #glVertex3f( 0.0f, -1.0f, -1.0f)
        #glColor3f( 0.0f, 0.0f, 1.0f )
        #glVertex3f( 1.0f, -1.0f, 1.0f)
        
        glEnd()

        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()
Esempio n. 20
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 def run(self):
     self.setup()
     while not self.quit:
         self.clear_screen()
         self.update()
         self.render()
         glfw.swap_buffers(self.window)
         glfw.poll_events()
         # time.sleep(.03)
     self.teardown()
Esempio n. 21
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    def drawScene(self):
        # First pass
        if self.useFramebuffers:
            glBindFramebuffer(GL_FRAMEBUFFER, self.framebuffers[0].buffer)
            glDrawBuffers(1, [GL_COLOR_ATTACHMENT0])

            if self.antialiasing > 0:
                glEnable(GL_MULTISAMPLE)
        else:
            glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # Enable writing to depth mask and clear it
        glDepthMask(GL_TRUE)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        self.resetShaders()

        # Draw background, do not use depth mask
        glDepthMask(GL_FALSE)
        glDisable(GL_DEPTH_TEST)
        self.shaderStorage.background.enable()
        self.screenPlane.draw()

        # Draw other objects, use depth mask and enable depth test
        glDepthMask(GL_TRUE)
        glEnable(GL_DEPTH_TEST)
        for renderObject in self.objects:
            renderObject.draw(self.projectionMatrix, self.modelViewMatrix, self.lights, self.wireframe)

        # Second pass, do not use depth mask, depth test is disabled
        glDepthMask(GL_FALSE)
        glDisable(GL_DEPTH_TEST)
        if self.useFramebuffers:
            if self.antialiasing > 0:
                glDisable(GL_MULTISAMPLE)

            if self.overlay:
                glBindFramebuffer(GL_FRAMEBUFFER, self.framebuffers[1].buffer)
                self.shaderStorage.merge.enable(self.framebuffers[0].color)
                self.screenPlane.draw()

                glBindFramebuffer(GL_FRAMEBUFFER, self.framebuffers[2].buffer)
                self.shaderStorage.blur.enable(self.viewport, numpy.array([0.0, 1.0]), self.framebuffers[1].color)
                self.screenPlane.draw()

                glBindFramebuffer(GL_FRAMEBUFFER, 0)
                self.shaderStorage.blurMasked.enable(self.viewport, numpy.array([1.0, 0.0]),
                        self.framebuffers[2].color, self.framebuffers[1].color, self.overlayMask.buffer)
                self.screenPlane.draw()
            else:
                glBindFramebuffer(GL_FRAMEBUFFER, 0)
                self.shaderStorage.merge.enable(self.framebuffers[0].color)
                self.screenPlane.draw()

        glfw.swap_buffers(self.window)
Esempio n. 22
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File: 003-ebo.py Progetto: lhl/vrdev
def main():
    # Initialize the library
    if not glfw.init():
        return

    # Set some window hints
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3);
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3);
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE);
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE);
    glfw.window_hint(glfw.SAMPLES, 16)

    # This works as expected
    glfw.window_hint(glfw.RESIZABLE, 0)

    # These should work, but don't :(
    # could control focus w/ http://crunchbang.org/forums/viewtopic.php?id=22226
    # ended up using xdotool, see run.py
    glfw.window_hint(glfw.FOCUSED, 0)

    # I've set 'shader-*' to raise in openbox-rc as workaround
    # Looking at the code and confirming version 3.1.2 and it should work
    glfw.window_hint(glfw.FLOATING, 1)

    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(300, 300, "shader-test", None, None)
    if not window:
        glfw.terminate()
        return

    # Move Window
    glfw.set_window_pos(window, 1600, 50)

    # Make the window's context current
    glfw.make_context_current(window)

    # vsync
    glfw.swap_interval(1)

    # Setup GL shaders, data, etc.
    initialize()

    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here, e.g. using pyOpenGL
        render()

        # Swap front and back buffers
        glfw.swap_buffers(window)

        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()
Esempio n. 23
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    def run(self):
        glfw.make_context_current(self._wnd)
        self._ctx = ModernGL.create_context()

        self.initialize(self._ctx)

        while not glfw.window_should_close(self._wnd):
            width, height = self.size()
            self._ctx.viewport = (0, 0, width, height)
            self.render(self._ctx)
            glfw.swap_buffers(self._wnd)
            glfw.wait_events()
Esempio n. 24
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def main():
	global current_vao
	global vaos

	if not opengl_init():
		return

	glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE) 
	glfw.set_key_callback(window,key_event)
	# Set opengl clear color to something other than red (color used by the fragment shader)
	glClearColor(0,0,0.4,0)
	
	# Create vertex array object (VAO) 1: Full Triangle
	vao = glGenVertexArrays(1)
	glBindVertexArray(vao)
	init_object(vertex_data)
	glBindVertexArray(0)

	# Create vertex array object (VAO) 2: 1/2 Triangle
	vao2 = glGenVertexArrays(1)
	glBindVertexArray(vao2)
	init_object(vertex_data2)
	glBindVertexArray(0)

	program_id = common.LoadShaders( "SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader" )
	vertex_buffer = glGenBuffers(1)

	current_vao = 0
	vaos = [vao,vao2]
	glewInit()


	while glfw.get_key(window,glfw.KEY_ESCAPE) != glfw.PRESS and not glfw.window_should_close(window):
		glClear(GL_COLOR_BUFFER_BIT)

		glUseProgram(program_id)	
		glBindVertexArray(vaos[current_vao])

		# Draw the triangle !
		glDrawArrays (GL_TRIANGLES, 0, 3)#3 indices starting at 0 -> 1 triangle

		glBindVertexArray(0)

		# Swap front and back buffers
		glfw.swap_buffers(window)

		# Poll for and process events
		glfw.poll_events()

	glfw.terminate()
Esempio n. 25
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def main():
    if not glfw.init():
        return
    window = glfw.create_window(640, 480, "Lab2", None, None)
    if not window:
        glfw.terminate()
        return
    glfw.make_context_current(window)
    glfw.set_key_callback(window, key_callback)
    while not glfw.window_should_close(window) and not ex:
        draw()
        glfw.swap_buffers(window)
        glfw.poll_events()
    glfw.terminate()
Esempio n. 26
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    def draw(x):                
        set_param(x)
        # Render here
        # Make the window's context current
        shaject_mat = shadow_proj_mat(vec3(0,1,0), vec3(0,-0.45,0), light_pos)
        
        glfw.make_context_current(window)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
                
        # draw the scene          
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_CULL_FACE)
        glViewport(0,0,width,height)
        glUseProgram(program_handle)   
        glUniform3f(light_pos_loc, light_pos.x, light_pos.y, light_pos.z)   
        model_view_inv = (view_mat * cube.model_mat).inverse()  
        glUniformMatrix4fv(MVint_loc, 1, GL_TRUE, model_view_inv.toList())
        glUniformMatrix4fv(M_loc, 1, GL_FALSE, cube.model_mat.toList())
        MVP = proj_mat * view_mat * cube.model_mat
        glUniformMatrix4fv(MVP_loc, 1, GL_FALSE, MVP.toList())
        glDrawElements(GL_TRIANGLES, len(cube.obj.indices),
                        GL_UNSIGNED_SHORT, None);        
        glUniformMatrix4fv(MVint_loc, 1, GL_TRUE, floor_MVinv.toList())
        glUniformMatrix4fv(M_loc, 1, GL_FALSE, floor_model_mat.toList())
        glUniformMatrix4fv(MVP_loc, 1, GL_FALSE, floor_MVP.toList())                        
        glDrawElements(GL_TRIANGLES, len(cube.obj.indices),
                        GL_UNSIGNED_SHORT, None)        
        glDisable(GL_CULL_FACE)
        glUseProgram(shadow_program_handle)
        glUniformMatrix4fv(shadow_MsVP_loc, 1, GL_FALSE, (VP_mat*shaject_mat*cube.model_mat).toList())              
        glDrawElements(GL_TRIANGLES, len(cube.obj.indices),
                        GL_UNSIGNED_SHORT, None)
        
        
        glViewport(width, 0, width, height)
        
        glDisable(GL_CULL_FACE)               
        glUseProgram(basic_program_handle)                       
        glDrawElements(GL_TRIANGLES, len(cube.obj.indices),
                        GL_UNSIGNED_SHORT, None)  
        glUseProgram(shadow_program_handle)
        glUniformMatrix4fv(shadow_MsVP_loc, 1, GL_FALSE, (VP_mat_top*shaject_mat*cube.model_mat).toList())              
        
#         glUniformMatrix4fv(shadow_M_loc, 1, GL_FALSE, model_mat.toList())
#         glUniformMatrix4fv(shadow_VP_loc, 1, GL_FALSE, VP_mat_top.toList())                 
        glDrawElements(GL_TRIANGLES, len(cube.obj.indices),
                        GL_UNSIGNED_SHORT, None)
        # Swap front and back buffers 
        glfw.swap_buffers(window)
        glfw.poll_events()
Esempio n. 27
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File: Lab1.py Progetto: ROOOOO/Study
def main():
    global delta
    global angle
    # Initialize the library
    if not glfw.init():
        return
    # Create a windowed mode window and its OpenGL context
    window = glfw.create_window(640, 640, "Lab1", None, None)
    if not window:
        glfw.terminate()
        return
    # Make the window's context current
    glfw.make_context_current(window)
    glfw.set_key_callback(window, key_callback)
    # Loop until the user closes the window
    while not glfw.window_should_close(window):
        # Render here, e.g. using pyOpenGL

        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()
        glClearColor(1.0, 1.0, 1.0, 1.0)
        glPushMatrix()

        glRotatef(angle, 0, 0, 1)

        glBegin(GL_QUADS)

        glColor3f(0.0,0.0,0.0)
        glVertex3f( 0.5, 0.5, 0.0)
        glColor3f(1.0,0.0,0.0)
        glVertex3f(-0.5, 0.5, 0.0)
        glColor3f(0.0,0.0,1.0)
        glVertex3f(-0.5, -0.5, 0.0)
        glColor3f(1.0,0.0,1.0)
        glVertex3f( 0.5, -0.5, 0.0)


        glEnd()

        glPopMatrix()
        angle += delta

        # Swap front and back buffers
        glfw.swap_buffers(window)
        # Poll for and process events
        glfw.poll_events()
    glfw.destroy_window(window)
    glfw.terminate()
Esempio n. 28
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def main():
   if not glfw.init(): return
   window = glfw.create_window(640,640,'2015004584', None,None)
   if not window: 
      glfw.terminate()
      return
   
   glfw.make_context_current(window)
   glfw.set_key_callback(window, key_callback)
   
   while not glfw.window_should_close(window): 
      glfw.poll_events()
      render(gCamAng)
      glfw.swap_buffers(window)
   
   glfw.terminate()
Esempio n. 29
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def main():
    # Initialize the library
	if not glfw.init():
		return

	# Open Window and create its OpenGL context
	window = glfw.create_window(1024, 768, "Tutorial 01", None, None)

	# 
	glfw.window_hint(glfw.SAMPLES, 4)
	glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
	glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
	glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
	glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
 
	if not window:
		print("Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n",file=sys.stderr)
		glfw.terminate()
		return

	# Initialize GLEW
	glfw.make_context_current(window)
	glewExperimental = True

	# GLEW is a framework for testing extension availability.  Please see tutorial notes for
	# more information including why can remove this code.
	if glewInit() != GLEW_OK:
	 	print("Failed to initialize GLEW\n",file=sys.stderr);
	 	return
	
	glfw.set_input_mode(window,glfw.STICKY_KEYS,True) 


	# Loop until the user closes the window
	
	#while not glfw.window_should_close(window):
	while glfw.get_key(window,glfw.KEY_ESCAPE) != glfw.PRESS and not glfw.window_should_close(window):

		# Draw nothing sucker

		# Swap front and back buffers
		glfw.swap_buffers(window)

		# Poll for and process events
		glfw.poll_events()

	glfw.terminate()
Esempio n. 30
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def main():
    if not glfw.init(): return
    window = glfw.create_window(480, 480, "Hello World", None, None)

    if not window:
        glfw.terminate()
        return

    glfw.set_key_callback(window, key_callback)
    glfw.make_context_current(window)

    while not glfw.window_should_close(window):
        glfw.poll_events()
        render()
        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 31
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def world(
    timebase,
    eye_procs_alive,
    ipc_pub_url,
    ipc_sub_url,
    ipc_push_url,
    user_dir,
    version,
    preferred_remote_port,
    hide_ui,
    debug,
):
    """Reads world video and runs plugins.

    Creates a window, gl context.
    Grabs images from a capture.
    Maps pupil to gaze data
    Can run various plug-ins.

    Reacts to notifications:
        ``eye_process.started``
        ``start_plugin``
        ``should_stop``

    Emits notifications:
        ``eye_process.should_start``
        ``eye_process.should_stop``
        ``world_process.started``
        ``world_process.stopped``
        ``recording.should_stop``: Emits on camera failure
        ``launcher_process.should_stop``

    Emits data:
        ``gaze``: Gaze data from current gaze mapping plugin.``
        ``*``: any other plugin generated data in the events
               that it not [dt,pupil,gaze].
    """

    # We defer the imports because of multiprocessing.
    # Otherwise the world process each process also loads the other imports.
    # This is not harmful but unnecessary.

    # general imports
    from time import sleep
    import logging

    # networking
    import zmq
    import zmq_tools

    # zmq ipc setup
    zmq_ctx = zmq.Context()
    ipc_pub = zmq_tools.Msg_Dispatcher(zmq_ctx, ipc_push_url)
    notify_sub = zmq_tools.Msg_Receiver(zmq_ctx, ipc_sub_url, topics=("notify",))

    # log setup
    logging.getLogger("OpenGL").setLevel(logging.ERROR)
    logger = logging.getLogger()
    logger.handlers = []
    logger.setLevel(logging.NOTSET)
    logger.addHandler(zmq_tools.ZMQ_handler(zmq_ctx, ipc_push_url))
    # create logger for the context of this function
    logger = logging.getLogger(__name__)

    def launch_eye_process(eye_id, delay=0):
        n = {
            "subject": "eye_process.should_start.{}".format(eye_id),
            "eye_id": eye_id,
            "delay": delay,
        }
        ipc_pub.notify(n)

    def stop_eye_process(eye_id):
        n = {
            "subject": "eye_process.should_stop.{}".format(eye_id),
            "eye_id": eye_id,
            "delay": 0.2,
        }
        ipc_pub.notify(n)

    def start_stop_eye(eye_id, make_alive):
        if make_alive:
            launch_eye_process(eye_id)
        else:
            stop_eye_process(eye_id)

    def detection_enabled_getter() -> bool:
        return g_pool.pupil_detection_enabled

    def detection_enabled_setter(is_on: bool):
        g_pool.pupil_detection_enabled = is_on
        n = {"subject": "set_pupil_detection_enabled", "value": is_on}
        ipc_pub.notify(n)

    try:
        from background_helper import IPC_Logging_Task_Proxy

        IPC_Logging_Task_Proxy.push_url = ipc_push_url

        from tasklib.background.patches import IPCLoggingPatch

        IPCLoggingPatch.ipc_push_url = ipc_push_url

        from OpenGL.GL import GL_COLOR_BUFFER_BIT

        # display
        import glfw
        from gl_utils import GLFWErrorReporting

        GLFWErrorReporting.set_default()

        from version_utils import parse_version
        from pyglui import ui, cygl, __version__ as pyglui_version

        assert parse_version(pyglui_version) >= parse_version(
            "1.27"
        ), "pyglui out of date, please upgrade to newest version"
        from pyglui.cygl.utils import Named_Texture
        import gl_utils

        # helpers/utils
        from file_methods import Persistent_Dict
        from methods import normalize, denormalize, delta_t, get_system_info, timer
        from uvc import get_time_monotonic

        logger.info("Application Version: {}".format(version))
        logger.info("System Info: {}".format(get_system_info()))
        logger.debug(f"Debug flag: {debug}")

        import audio

        # Plug-ins
        from plugin import (
            Plugin,
            System_Plugin_Base,
            Plugin_List,
            import_runtime_plugins,
        )
        from plugin_manager import Plugin_Manager
        from calibration_choreography import (
            available_calibration_choreography_plugins,
            CalibrationChoreographyPlugin,
            patch_loaded_plugins_with_choreography_plugin,
        )

        available_choreography_plugins = available_calibration_choreography_plugins()

        from gaze_mapping import registered_gazer_classes
        from gaze_mapping.gazer_base import GazerBase
        from pupil_detector_plugins.detector_base_plugin import PupilDetectorPlugin
        from fixation_detector import Fixation_Detector
        from recorder import Recorder
        from display_recent_gaze import Display_Recent_Gaze
        from time_sync import Time_Sync
        from network_api import NetworkApiPlugin
        from pupil_groups import Pupil_Groups
        from surface_tracker import Surface_Tracker_Online
        from log_display import Log_Display
        from annotations import Annotation_Capture
        from log_history import Log_History
        from blink_detection import Blink_Detection
        from video_capture import (
            source_classes,
            manager_classes,
            Base_Manager,
            Base_Source,
        )
        from pupil_data_relay import Pupil_Data_Relay
        from remote_recorder import Remote_Recorder
        from accuracy_visualizer import Accuracy_Visualizer

        from system_graphs import System_Graphs
        from camera_intrinsics_estimation import Camera_Intrinsics_Estimation
        from hololens_relay import Hololens_Relay
        from head_pose_tracker.online_head_pose_tracker import Online_Head_Pose_Tracker

        # UI Platform tweaks
        if platform.system() == "Linux":
            scroll_factor = 10.0
            window_position_default = (30, 30)
        elif platform.system() == "Windows":
            scroll_factor = 10.0
            window_position_default = (8, 90)
        else:
            scroll_factor = 1.0
            window_position_default = (0, 0)

        process_was_interrupted = False

        def interrupt_handler(sig, frame):
            import traceback

            trace = traceback.format_stack(f=frame)
            logger.debug(f"Caught signal {sig} in:\n" + "".join(trace))
            nonlocal process_was_interrupted
            process_was_interrupted = True

        signal.signal(signal.SIGINT, interrupt_handler)

        icon_bar_width = 50
        window_size = None
        camera_render_size = None
        content_scale = 1.0

        # g_pool holds variables for this process they are accessible to all plugins
        g_pool = SimpleNamespace()
        g_pool.debug = debug
        g_pool.app = "capture"
        g_pool.process = "world"
        g_pool.user_dir = user_dir
        g_pool.version = version
        g_pool.timebase = timebase
        g_pool.zmq_ctx = zmq_ctx
        g_pool.ipc_pub = ipc_pub
        g_pool.ipc_pub_url = ipc_pub_url
        g_pool.ipc_sub_url = ipc_sub_url
        g_pool.ipc_push_url = ipc_push_url
        g_pool.eye_procs_alive = eye_procs_alive
        g_pool.preferred_remote_port = preferred_remote_port

        def get_timestamp():
            return get_time_monotonic() - g_pool.timebase.value

        g_pool.get_timestamp = get_timestamp
        g_pool.get_now = get_time_monotonic

        # manage plugins
        runtime_plugins = import_runtime_plugins(
            os.path.join(g_pool.user_dir, "plugins")
        )
        runtime_plugins = [
            p for p in runtime_plugins if not issubclass(p, PupilDetectorPlugin)
        ]
        user_plugins = [
            Pupil_Groups,
            NetworkApiPlugin,
            Time_Sync,
            Surface_Tracker_Online,
            Annotation_Capture,
            Log_History,
            Fixation_Detector,
            Blink_Detection,
            Remote_Recorder,
            Accuracy_Visualizer,
            Camera_Intrinsics_Estimation,
            Hololens_Relay,
            Online_Head_Pose_Tracker,
        ]

        system_plugins = (
            [
                Log_Display,
                Display_Recent_Gaze,
                Recorder,
                Pupil_Data_Relay,
                Plugin_Manager,
                System_Graphs,
            ]
            + manager_classes
            + source_classes
        )
        plugins = (
            system_plugins
            + user_plugins
            + runtime_plugins
            + available_choreography_plugins
            + registered_gazer_classes()
        )
        user_plugins += [
            p
            for p in runtime_plugins
            if not isinstance(
                p,
                (
                    Base_Manager,
                    Base_Source,
                    System_Plugin_Base,
                    CalibrationChoreographyPlugin,
                    GazerBase,
                ),
            )
        ]
        g_pool.plugin_by_name = {p.__name__: p for p in plugins}

        default_capture_name = "UVC_Source"
        default_capture_settings = {
            "preferred_names": [
                "Pupil Cam1 ID2",
                "Logitech Camera",
                "(046d:081d)",
                "C510",
                "B525",
                "C525",
                "C615",
                "C920",
                "C930e",
            ],
            "frame_size": (1280, 720),
            "frame_rate": 30,
        }

        default_plugins = [
            (default_capture_name, default_capture_settings),
            ("Pupil_Data_Relay", {}),
            ("UVC_Manager", {}),
            ("NDSI_Manager", {}),
            ("HMD_Streaming_Manager", {}),
            ("File_Manager", {}),
            ("Log_Display", {}),
            ("Dummy_Gaze_Mapper", {}),
            ("Display_Recent_Gaze", {}),
            # Calibration choreography plugin is added below by calling
            # patch_loaded_plugins_with_choreography_plugin
            ("Recorder", {}),
            ("NetworkApiPlugin", {}),
            ("Fixation_Detector", {}),
            ("Blink_Detection", {}),
            ("Accuracy_Visualizer", {}),
            ("Plugin_Manager", {}),
            ("System_Graphs", {}),
        ]

        def consume_events_and_render_buffer():
            gl_utils.glViewport(0, 0, *camera_render_size)
            for p in g_pool.plugins:
                p.gl_display()

            gl_utils.glViewport(0, 0, *window_size)
            try:
                clipboard = glfw.get_clipboard_string(main_window).decode()
            except (AttributeError, glfw.GLFWError):
                # clipboard is None, might happen on startup
                clipboard = ""
            g_pool.gui.update_clipboard(clipboard)
            user_input = g_pool.gui.update()
            if user_input.clipboard != clipboard:
                # only write to clipboard if content changed
                glfw.set_clipboard_string(main_window, user_input.clipboard)

            for button, action, mods in user_input.buttons:
                x, y = glfw.get_cursor_pos(main_window)
                pos = gl_utils.window_coordinate_to_framebuffer_coordinate(
                    main_window, x, y, cached_scale=None
                )
                pos = normalize(pos, camera_render_size)
                # Position in img pixels
                pos = denormalize(pos, g_pool.capture.frame_size)

                for plugin in g_pool.plugins:
                    if plugin.on_click(pos, button, action):
                        break

            for key, scancode, action, mods in user_input.keys:
                for plugin in g_pool.plugins:
                    if plugin.on_key(key, scancode, action, mods):
                        break

            for char_ in user_input.chars:
                for plugin in g_pool.plugins:
                    if plugin.on_char(char_):
                        break

            glfw.swap_buffers(main_window)

        # Callback functions
        def on_resize(window, w, h):
            nonlocal window_size
            nonlocal camera_render_size
            nonlocal content_scale
            if w == 0 or h == 0:
                return

            # Always clear buffers on resize to make sure that there are no overlapping
            # artifacts from previous frames.
            gl_utils.glClear(GL_COLOR_BUFFER_BIT)
            gl_utils.glClearColor(0, 0, 0, 1)

            content_scale = gl_utils.get_content_scale(window)
            framebuffer_scale = gl_utils.get_framebuffer_scale(window)
            g_pool.gui.scale = content_scale
            window_size = w, h
            camera_render_size = w - int(icon_bar_width * g_pool.gui.scale), h
            g_pool.gui.update_window(*window_size)
            g_pool.gui.collect_menus()

            for p in g_pool.plugins:
                p.on_window_resize(window, *camera_render_size)

            # Minimum window size required, otherwise parts of the UI can cause openGL
            # issues with permanent effects. Depends on the content scale, which can
            # potentially be dynamically modified, so we re-adjust the size limits every
            # time here.
            min_size = int(2 * icon_bar_width * g_pool.gui.scale / framebuffer_scale)
            glfw.set_window_size_limits(
                window,
                min_size,
                min_size,
                glfw.DONT_CARE,
                glfw.DONT_CARE,
            )

            # Needed, to update the window buffer while resizing
            consume_events_and_render_buffer()

        def on_window_key(window, key, scancode, action, mods):
            g_pool.gui.update_key(key, scancode, action, mods)

        def on_window_char(window, char):
            g_pool.gui.update_char(char)

        def on_window_mouse_button(window, button, action, mods):
            g_pool.gui.update_button(button, action, mods)

        def on_pos(window, x, y):
            x, y = gl_utils.window_coordinate_to_framebuffer_coordinate(
                window, x, y, cached_scale=None
            )
            g_pool.gui.update_mouse(x, y)
            pos = x, y
            pos = normalize(pos, camera_render_size)
            # Position in img pixels
            pos = denormalize(pos, g_pool.capture.frame_size)
            for p in g_pool.plugins:
                p.on_pos(pos)

        def on_scroll(window, x, y):
            g_pool.gui.update_scroll(x, y * scroll_factor)

        def on_drop(window, paths):
            for plugin in g_pool.plugins:
                if plugin.on_drop(paths):
                    break

        tick = delta_t()

        def get_dt():
            return next(tick)

        # load session persistent settings
        session_settings = Persistent_Dict(
            os.path.join(g_pool.user_dir, "user_settings_world")
        )
        if parse_version(session_settings.get("version", "0.0")) != g_pool.version:
            logger.info(
                "Session setting are from a different version of this app. I will not use those."
            )
            session_settings.clear()

        g_pool.min_data_confidence = 0.6
        g_pool.min_calibration_confidence = session_settings.get(
            "min_calibration_confidence", 0.8
        )
        g_pool.pupil_detection_enabled = session_settings.get(
            "pupil_detection_enabled", True
        )
        g_pool.active_gaze_mapping_plugin = None
        g_pool.capture = None

        audio.set_audio_mode(
            session_settings.get("audio_mode", audio.get_default_audio_mode())
        )

        def handle_notifications(noti):
            subject = noti["subject"]
            if subject == "set_pupil_detection_enabled":
                g_pool.pupil_detection_enabled = noti["value"]
            elif subject == "start_plugin":
                try:
                    g_pool.plugins.add(
                        g_pool.plugin_by_name[noti["name"]], args=noti.get("args", {})
                    )
                except KeyError as err:
                    logger.error(f"Attempt to load unknown plugin: {err}")
            elif subject == "stop_plugin":
                for p in g_pool.plugins:
                    if p.class_name == noti["name"]:
                        p.alive = False
                        g_pool.plugins.clean()
            elif subject == "eye_process.started":
                noti = {
                    "subject": "set_pupil_detection_enabled",
                    "value": g_pool.pupil_detection_enabled,
                }
                ipc_pub.notify(noti)
            elif subject == "set_min_calibration_confidence":
                g_pool.min_calibration_confidence = noti["value"]
            elif subject.startswith("meta.should_doc"):
                ipc_pub.notify(
                    {"subject": "meta.doc", "actor": g_pool.app, "doc": world.__doc__}
                )
                for p in g_pool.plugins:
                    if (
                        p.on_notify.__doc__
                        and p.__class__.on_notify != Plugin.on_notify
                    ):
                        ipc_pub.notify(
                            {
                                "subject": "meta.doc",
                                "actor": p.class_name,
                                "doc": p.on_notify.__doc__,
                            }
                        )
            elif subject == "world_process.adapt_window_size":
                set_window_size()
            elif subject == "world_process.should_stop":
                glfw.set_window_should_close(main_window, True)

        width, height = session_settings.get(
            "window_size", (1280 + icon_bar_width, 720)
        )

        # window and gl setup
        glfw.init()
        glfw.window_hint(glfw.SCALE_TO_MONITOR, glfw.TRUE)
        if hide_ui:
            glfw.window_hint(glfw.VISIBLE, 0)  # hide window
        main_window = glfw.create_window(
            width, height, "Pupil Capture - World", None, None
        )

        window_position_manager = gl_utils.WindowPositionManager()
        window_pos = window_position_manager.new_window_position(
            window=main_window,
            default_position=window_position_default,
            previous_position=session_settings.get("window_position", None),
        )
        glfw.set_window_pos(main_window, window_pos[0], window_pos[1])

        glfw.make_context_current(main_window)
        cygl.utils.init()
        g_pool.main_window = main_window

        def reset_restart():
            logger.warning("Resetting all settings and restarting Capture.")
            glfw.set_window_should_close(main_window, True)
            ipc_pub.notify({"subject": "clear_settings_process.should_start"})
            ipc_pub.notify({"subject": "world_process.should_start", "delay": 2.0})

        def toggle_general_settings(collapsed):
            # this is the menu toggle logic.
            # Only one menu can be open.
            # If no menu is opened, the menubar should collapse.
            g_pool.menubar.collapsed = collapsed
            for m in g_pool.menubar.elements:
                m.collapsed = True
            general_settings.collapsed = collapsed

        # setup GUI
        g_pool.gui = ui.UI()
        g_pool.menubar = ui.Scrolling_Menu(
            "Settings", pos=(-400, 0), size=(-icon_bar_width, 0), header_pos="left"
        )
        g_pool.iconbar = ui.Scrolling_Menu(
            "Icons", pos=(-icon_bar_width, 0), size=(0, 0), header_pos="hidden"
        )
        g_pool.quickbar = ui.Stretching_Menu("Quick Bar", (0, 100), (120, -100))
        g_pool.gui.append(g_pool.menubar)
        g_pool.gui.append(g_pool.iconbar)
        g_pool.gui.append(g_pool.quickbar)

        general_settings = ui.Growing_Menu("General", header_pos="headline")

        def set_window_size():
            # Get current capture frame size
            f_width, f_height = g_pool.capture.frame_size

            # Get current display scale factor
            content_scale = gl_utils.get_content_scale(main_window)
            framebuffer_scale = gl_utils.get_framebuffer_scale(main_window)
            display_scale_factor = content_scale / framebuffer_scale

            # Scale the capture frame size by display scale factor
            f_width *= display_scale_factor
            f_height *= display_scale_factor

            # Increas the width to account for the added scaled icon bar width
            f_width += icon_bar_width * display_scale_factor

            # Set the newly calculated size (scaled capture frame size + scaled icon bar width)
            glfw.set_window_size(main_window, int(f_width), int(f_height))

        general_settings.append(ui.Button("Reset window size", set_window_size))
        general_settings.append(
            ui.Selector(
                "Audio mode",
                None,
                getter=audio.get_audio_mode,
                setter=audio.set_audio_mode,
                selection=audio.get_audio_mode_list(),
            )
        )

        general_settings.append(
            ui.Switch(
                "pupil_detection_enabled",
                label="Pupil detection",
                getter=detection_enabled_getter,
                setter=detection_enabled_setter,
            )
        )
        general_settings.append(
            ui.Switch(
                "eye0_process",
                label="Detect eye 0",
                setter=lambda alive: start_stop_eye(0, alive),
                getter=lambda: eye_procs_alive[0].value,
            )
        )
        general_settings.append(
            ui.Switch(
                "eye1_process",
                label="Detect eye 1",
                setter=lambda alive: start_stop_eye(1, alive),
                getter=lambda: eye_procs_alive[1].value,
            )
        )

        general_settings.append(
            ui.Info_Text("Capture Version: {}".format(g_pool.version))
        )
        general_settings.append(
            ui.Button("Restart with default settings", reset_restart)
        )

        g_pool.menubar.append(general_settings)
        icon = ui.Icon(
            "collapsed",
            general_settings,
            label=chr(0xE8B8),
            on_val=False,
            off_val=True,
            setter=toggle_general_settings,
            label_font="pupil_icons",
        )
        icon.tooltip = "General Settings"
        g_pool.iconbar.append(icon)

        user_plugin_separator = ui.Separator()
        user_plugin_separator.order = 0.35
        g_pool.iconbar.append(user_plugin_separator)

        loaded_plugins = session_settings.get("loaded_plugins", default_plugins)

        # Resolve the active calibration choreography plugin
        loaded_plugins = patch_loaded_plugins_with_choreography_plugin(
            loaded_plugins, app=g_pool.app
        )
        session_settings["loaded_plugins"] = loaded_plugins

        # plugins that are loaded based on user settings from previous session
        g_pool.plugins = Plugin_List(g_pool, loaded_plugins)

        if not g_pool.capture:
            # Make sure we always have a capture running. Important if there was no
            # capture stored in session settings.
            g_pool.plugins.add(
                g_pool.plugin_by_name[default_capture_name], default_capture_settings
            )

        # Register callbacks main_window
        glfw.set_framebuffer_size_callback(main_window, on_resize)
        glfw.set_key_callback(main_window, on_window_key)
        glfw.set_char_callback(main_window, on_window_char)
        glfw.set_mouse_button_callback(main_window, on_window_mouse_button)
        glfw.set_cursor_pos_callback(main_window, on_pos)
        glfw.set_scroll_callback(main_window, on_scroll)
        glfw.set_drop_callback(main_window, on_drop)

        # gl_state settings
        gl_utils.basic_gl_setup()
        g_pool.image_tex = Named_Texture()

        toggle_general_settings(True)

        # now that we have a proper window we can load the last gui configuration
        g_pool.gui.configuration = session_settings.get("ui_config", {})
        # If previously selected plugin was not loaded this time, we will have an
        # expanded menubar without any menu selected. We need to ensure the menubar is
        # collapsed in this case.
        if all(submenu.collapsed for submenu in g_pool.menubar.elements):
            g_pool.menubar.collapsed = True

        # create a timer to control window update frequency
        window_update_timer = timer(1 / 60)

        def window_should_update():
            return next(window_update_timer)

        # trigger setup of window and gl sizes
        on_resize(main_window, *glfw.get_framebuffer_size(main_window))

        if session_settings.get("eye1_process_alive", True):
            launch_eye_process(1, delay=0.6)
        if session_settings.get("eye0_process_alive", True):
            launch_eye_process(0, delay=0.3)

        ipc_pub.notify({"subject": "world_process.started"})
        logger.warning("Process started.")

        if platform.system() == "Darwin":
            # On macOS, calls to glfw.swap_buffers() deliberately take longer in case of
            # occluded windows, based on the swap interval value. This causes an FPS drop
            # and leads to problems when recording. To side-step this behaviour, the swap
            # interval is set to zero.
            #
            # Read more about window occlusion on macOS here:
            # https://developer.apple.com/library/archive/documentation/Performance/Conceptual/power_efficiency_guidelines_osx/WorkWhenVisible.html
            glfw.swap_interval(0)

        # Event loop
        while not glfw.window_should_close(main_window) and not process_was_interrupted:

            # fetch newest notifications
            new_notifications = []
            while notify_sub.new_data:
                t, n = notify_sub.recv()
                new_notifications.append(n)

            # notify each plugin if there are new notifications:
            for n in new_notifications:
                handle_notifications(n)
                for p in g_pool.plugins:
                    p.on_notify(n)

            # a dictionary that allows plugins to post and read events
            events = {}
            # report time between now and the last loop interation
            events["dt"] = get_dt()

            # allow each Plugin to do its work.
            for p in g_pool.plugins:
                p.recent_events(events)

            # check if a plugin need to be destroyed
            g_pool.plugins.clean()

            # "blacklisted" events that were already sent
            del events["pupil"]
            del events["gaze"]
            # delete if exists. More expensive than del, so only use it when key might not exist
            events.pop("annotation", None)

            # send new events to ipc:
            if "frame" in events:
                del events["frame"]  # send explicitly with frame publisher
            if "depth_frame" in events:
                del events["depth_frame"]
            if "audio_packets" in events:
                del events["audio_packets"]
            del events["dt"]  # no need to send this
            for data in events.values():
                assert isinstance(data, (list, tuple))
                for d in data:
                    ipc_pub.send(d)

            glfw.make_context_current(main_window)
            # render visual feedback from loaded plugins
            glfw.poll_events()
            if window_should_update() and gl_utils.is_window_visible(main_window):

                gl_utils.glViewport(0, 0, *camera_render_size)
                for p in g_pool.plugins:
                    p.gl_display()

                gl_utils.glViewport(0, 0, *window_size)
                try:
                    clipboard = glfw.get_clipboard_string(main_window).decode()
                except (AttributeError, glfw.GLFWError):
                    # clipboard is None, might happen on startup
                    clipboard = ""
                g_pool.gui.update_clipboard(clipboard)
                user_input = g_pool.gui.update()
                if user_input.clipboard != clipboard:
                    # only write to clipboard if content changed
                    glfw.set_clipboard_string(main_window, user_input.clipboard)

                for button, action, mods in user_input.buttons:
                    x, y = glfw.get_cursor_pos(main_window)
                    pos = gl_utils.window_coordinate_to_framebuffer_coordinate(
                        main_window, x, y, cached_scale=None
                    )
                    pos = normalize(pos, camera_render_size)
                    # Position in img pixels
                    pos = denormalize(pos, g_pool.capture.frame_size)

                    for plugin in g_pool.plugins:
                        if plugin.on_click(pos, button, action):
                            break

                for key, scancode, action, mods in user_input.keys:
                    for plugin in g_pool.plugins:
                        if plugin.on_key(key, scancode, action, mods):
                            break

                for char_ in user_input.chars:
                    for plugin in g_pool.plugins:
                        if plugin.on_char(char_):
                            break

                glfw.swap_buffers(main_window)

        session_settings["loaded_plugins"] = g_pool.plugins.get_initializers()
        session_settings["ui_config"] = g_pool.gui.configuration
        session_settings["version"] = str(g_pool.version)
        session_settings["eye0_process_alive"] = eye_procs_alive[0].value
        session_settings["eye1_process_alive"] = eye_procs_alive[1].value
        session_settings[
            "min_calibration_confidence"
        ] = g_pool.min_calibration_confidence
        session_settings["pupil_detection_enabled"] = g_pool.pupil_detection_enabled
        session_settings["audio_mode"] = audio.get_audio_mode()

        if not hide_ui:
            glfw.restore_window(main_window)  # need to do this for windows os
            session_settings["window_position"] = glfw.get_window_pos(main_window)
            session_window_size = glfw.get_window_size(main_window)
            if 0 not in session_window_size:
                f_width, f_height = session_window_size
                if platform.system() in ("Windows", "Linux"):
                    f_width, f_height = (
                        f_width / content_scale,
                        f_height / content_scale,
                    )
                session_settings["window_size"] = int(f_width), int(f_height)

        session_settings.close()

        # de-init all running plugins
        for p in g_pool.plugins:
            p.alive = False
        g_pool.plugins.clean()

        g_pool.gui.terminate()
        glfw.destroy_window(main_window)
        glfw.terminate()

    except Exception:
        import traceback

        trace = traceback.format_exc()
        logger.error("Process Capture crashed with trace:\n{}".format(trace))

    finally:
        # shut down eye processes:
        stop_eye_process(0)
        stop_eye_process(1)

        logger.info("Process shutting down.")
        ipc_pub.notify({"subject": "world_process.stopped"})
        sleep(1.0)
Esempio n. 32
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def main():
    if not glfw.init():
        return -1

    #configure glfw (using OpenGL 3.3 Core)
    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)

    # create the window
    window = glfw.create_window(SCREEN_WIDTH, SCREEN_HEIGHT, "Hello World",
                                None, None)
    if not window:
        glfw.terminate()
        return -1
    glfw.make_context_current(window)
    # set callbacks
    glfw.set_window_size_callback(window, framebuffer_size_callback)
    glfw.set_key_callback(window, key_callback)

    # set the OpenGL viewport to the whole window
    (width, height) = glfw.get_framebuffer_size(window)
    glViewport(0, 0, width, height)

    # SHADERS #########################################################
    vertex_shader_source = """
    #version 330 core

    layout (location = 0) in vec3 position;

    void main()
    {
        gl_Position = vec4(position, 1.0f);
    }
    """

    orange_fragment_shader_source = """
    #version 330 core

    out vec4 color;

    void main()
    {
        color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    }
    """

    green_fragment_shader_source = """
    #version 330 core

    out vec4 color;

    void main()
    {
        color = vec4(0.5f, 1.0f, 0.2f, 1.0f);
    }
    """

    vertex_shader = OpenGL.GL.shaders.compileShader(vertex_shader_source,
                                                    GL_VERTEX_SHADER)
    orange_fragment_shader = OpenGL.GL.shaders.compileShader(
        orange_fragment_shader_source, GL_FRAGMENT_SHADER)
    green_fragment_shader = OpenGL.GL.shaders.compileShader(
        green_fragment_shader_source, GL_FRAGMENT_SHADER)
    orange_shader = OpenGL.GL.shaders.compileProgram(vertex_shader,
                                                     orange_fragment_shader)
    green_shader = OpenGL.GL.shaders.compileProgram(vertex_shader,
                                                    green_fragment_shader)
    # END SHADERS #########################################################

    # vertices data (a triangle)
    triangle = [-0.5, 0.75, 0.0, -0.9, -0.75, 0.0, -0.1, -0.75, 0.0]
    triangle = numpy.array(triangle, dtype=numpy.float32)

    triangleVAO = glGenVertexArrays(1)
    triangleVBO = glGenBuffers(1)

    glBindVertexArray(triangleVAO)
    glBindBuffer(GL_ARRAY_BUFFER, triangleVBO)
    glBufferData(GL_ARRAY_BUFFER, triangle.itemsize * len(triangle), triangle,
                 GL_STATIC_DRAW)
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(0)
    glBindVertexArray(0)

    # vertices data (a square)
    square = [0.1, -0.4, 0.0, 0.1, 0.4, 0.0, 0.9, -0.4, 0.0, 0.9, 0.4, 0.0]
    square = numpy.array(square, dtype=numpy.float32)
    squareIndices = [
        0,
        1,
        2,  # first triangle
        1,
        2,
        3  # second triangle
    ]
    squareIndices = numpy.array(squareIndices, dtype=numpy.uint32)

    squareVAO = glGenVertexArrays(1)
    squareVBO = glGenBuffers(1)
    squareEBO = glGenBuffers(1)

    glBindVertexArray(squareVAO)
    glBindBuffer(GL_ARRAY_BUFFER, squareVBO)
    glBufferData(GL_ARRAY_BUFFER, square.itemsize * len(square), square,
                 GL_STATIC_DRAW)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, squareEBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
                 squareIndices.itemsize * len(squareIndices), squareIndices,
                 GL_STATIC_DRAW)
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
    glEnableVertexAttribArray(0)
    glBindVertexArray(0)

    # game loop
    while not glfw.window_should_close(window):
        # set the color buffer
        glClearColor(0.2, 0.3, 0.3, 1.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glUseProgram(orange_shader)
        glBindVertexArray(triangleVAO)
        glDrawArrays(GL_TRIANGLES, 0, 3)

        glUseProgram(green_shader)
        glBindVertexArray(squareVAO)
        glDrawElements(GL_TRIANGLES, len(squareIndices), GL_UNSIGNED_INT, None)

        glfw.swap_buffers(window)
        glfw.poll_events()

    glfw.terminate()
Esempio n. 33
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 def draw(self):
     glClear(GL_COLOR_BUFFER_BIT)
     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
     glfw.swap_buffers(self.window)
Esempio n. 34
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def main_rect():
    glfw.init()

    glfw.window_hint(glfw.RESIZABLE, False)
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 6)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)

    w = glfw.create_window(800, 600, 'Window Title', None, None)
    glfw.make_context_current(w)

    # setup vao
    vao = glGenVertexArrays(1)
    glBindVertexArray(vao)

    # setup vbo for rectangle vertices
    rect_vbo = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, rect_vbo)

    vertices = [0.5, 0.5, 0.0, 0.5, -0.5, 0.0, -0.5, -0.5, 0.0, -0.5, 0.5, 0.0]

    glBufferData(GL_ARRAY_BUFFER, len(vertices)*ctypes.sizeof(ctypes.c_float), \
            (ctypes.c_float*len(vertices))(*vertices), GL_STATIC_DRAW)

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    glBindBuffer(GL_ARRAY_BUFFER, 0)

    # setup ebo for rectangle indices
    rect_ebo = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rect_ebo)

    indices = [0, 1, 3, 1, 2, 3]
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(indices)*4, \
           (ctypes.c_uint*len(indices))(*indices), GL_STATIC_DRAW)

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

    # unbind stuff
    glBindVertexArray(0)

    ##### shader program setup
    shaderProgram = make_shader_program()
    glUseProgram(shaderProgram)

    # Wireframe mode
    # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    while not glfw.window_should_close(w):
        glClearColor(0.0, 0.0, 0.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glBindVertexArray(vao)

        if True:
            # draw both triangles using ebo
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rect_ebo)

            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
            # mode, count, type, indices
            # count = 6 indices in the array buffer.

            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

        else:
            # draw only the first triangle
            glBindBuffer(GL_ARRAY_BUFFER, rect_vbo)

            glDrawArrays(GL_TRIANGLES, 0, 3)
            # mode, starting index, count

            glBindBuffer(GL_ARRAY_BUFFER, 0)

        glBindVertexArray(0)

        glfw.swap_buffers(w)
        glfw.poll_events()

    glDeleteVertexArrays(1, vao)
    glDeleteBuffers(1, rect_vbo)
    glDeleteBuffers(1, rect_ebo)
    glDeleteProgram(shaderProgram)
    glfw.terminate()
Esempio n. 35
0
def opengl绘图循环(所有图层, psd尺寸):
    def 生成纹理(img):
        w, h = img.shape[:2]
        d = 2**int(max(math.log2(w), math.log2(h)) + 1)
        纹理 = np.zeros([d, d, 4], dtype=img.dtype)
        纹理[:w, :h] = img
        return 纹理, (w / d, h / d)

    Vtuber尺寸 = 512, 512

    glfw.init()
    超融合()
    glfw.window_hint(glfw.RESIZABLE, False)
    window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None)
    glfw.make_context_current(window)
    monitor_size = glfw.get_video_mode(glfw.get_primary_monitor()).size
    glfw.set_window_pos(window, monitor_size.width - Vtuber尺寸[0],
                        monitor_size.height - Vtuber尺寸[1])

    glViewport(0, 0, *Vtuber尺寸)

    glEnable(GL_TEXTURE_2D)
    glEnable(GL_BLEND)
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
                        GL_ONE_MINUS_SRC_ALPHA)

    for 图层数据 in 所有图层:
        纹理编号 = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, 纹理编号)
        纹理, 纹理座标 = 生成纹理(图层数据['npdata'])
        width, height = 纹理.shape[:2]
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA,
                     GL_FLOAT, 纹理)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                        GL_LINEAR_MIPMAP_LINEAR)
        glGenerateMipmap(GL_TEXTURE_2D)
        图层数据['纹理编号'] = 纹理编号
        图层数据['纹理座标'] = 纹理座标

    while not glfw.window_should_close(window):
        glfw.poll_events()
        glClearColor(0, 0, 0, 0)
        glClear(GL_COLOR_BUFFER_BIT)
        横旋转量, 竖旋转量 = 特征缓冲()
        for 图层数据 in 所有图层:
            a, b, c, d = 图层数据['位置']
            z = 图层数据['深度']
            if type(z) in [int, float]:
                z1, z2, z3, z4 = [z, z, z, z]
            else:
                [z1, z2], [z3, z4] = z
            q, w = 图层数据['纹理座标']
            p1 = np.array([a, b, z1, 1, 0, 0, 0, z1])
            p2 = np.array([a, d, z2, 1, z2 * w, 0, 0, z2])
            p3 = np.array([c, d, z3, 1, z3 * w, z3 * q, 0, z3])
            p4 = np.array([c, b, z4, 1, 0, z4 * q, 0, z4])

            model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \
                matrix.translate(-1, -1, 0) @ \
                matrix.rotate_ax(-math.pi / 2, axis=(0, 1))
            glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号'])
            glColor4f(1, 1, 1, 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
            glBegin(GL_QUADS)
            for p in [p1, p2, p3, p4]:
                a = p[:4]
                b = p[4:8]
                a = a @ model
                a[0:2] *= a[2]
                if not 图层数据['名字'][:2] == '身体':
                    a = a @ matrix.translate(0, 0, -1) \
                          @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \
                          @ matrix.rotate_ax(竖旋转量, axis=(2, 1)) \
                          @ matrix.translate(0, 0, 1)
                a = a @ matrix.perspective(999)
                glTexCoord4f(*b)
                glVertex4f(*a)
            glEnd()
        glfw.swap_buffers(window)
Esempio n. 36
0
def main():
    global current_frame, last_frame, delta_time, light_pos
    # initialize glfw
    if not glfw.init():
        return

    screen_width = 800
    screen_height = 600
    window = glfw.create_window(screen_width, screen_height, "LearnOpenGL",
                                None, None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)

    vertices = [
        -0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 0.5,
        0.5, -0.5, 0.0, 0.0, -1.0, 0.5, 0.5, -0.5, 0.0, 0.0, -1.0, -0.5, 0.5,
        -0.5, 0.0, 0.0, -1.0, -0.5, -0.5, -0.5, 0.0, 0.0, -1.0, -0.5, -0.5,
        0.5, 0.0, 0.0, 1.0, 0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 0.5, 0.5, 0.5, 0.0,
        0.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 1.0, -0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
        -0.5, -0.5, 0.5, 0.0, 0.0, 1.0, -0.5, 0.5, 0.5, -1.0, 0.0, 0.0, -0.5,
        0.5, -0.5, -1.0, 0.0, 0.0, -0.5, -0.5, -0.5, -1.0, 0.0, 0.0, -0.5,
        -0.5, -0.5, -1.0, 0.0, 0.0, -0.5, -0.5, 0.5, -1.0, 0.0, 0.0, -0.5, 0.5,
        0.5, -1.0, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 0.5, 0.5, -0.5, 1.0,
        0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0,
        0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, -0.5,
        -0.5, -0.5, 0.0, -1.0, 0.0, 0.5, -0.5, -0.5, 0.0, -1.0, 0.0, 0.5, -0.5,
        0.5, 0.0, -1.0, 0.0, 0.5, -0.5, 0.5, 0.0, -1.0, 0.0, -0.5, -0.5, 0.5,
        0.0, -1.0, 0.0, -0.5, -0.5, -0.5, 0.0, -1.0, 0.0, -0.5, 0.5, -0.5, 0.0,
        1.0, 0.0, 0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 0.5, 0.5, 0.5, 0.0, 1.0, 0.0,
        0.5, 0.5, 0.5, 0.0, 1.0, 0.0, -0.5, 0.5, 0.5, 0.0, 1.0, 0.0, -0.5, 0.5,
        -0.5, 0.0, 1.0, 0.0
    ]
    vertices = np.array(vertices, dtype=np.float32)

    # camera_target = glm.vec3(0.0, 0.0, 0.0)
    # up = glm.vec3(0.0, 1.0, 0.0)
    # camera_direction = glm.normalize(camera_pos - camera_target)
    # camera_right = glm.normalize(glm.cross(up, camera_direction))
    # camera_up = glm.cross(camera_direction, camera_right)

    projection = glm.perspective(glm.radians(45.0),
                                 screen_width / screen_height, 0.1, 100.0)

    light_vertex_shader = """
    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec3 aNormal;
    
    out vec3 FragPos;
    out vec3 Normal;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        FragPos = vec3(model * vec4(aPos, 1.0));
        Normal = mat3(transpose(inverse(model))) * aNormal;  
        
        gl_Position = projection * view * vec4(FragPos, 1.0);
    }
    """

    vertex_shader = """
    #version 330 core
    layout (location = 0) in vec3 aPos;
    
    uniform mat4 model;
    uniform mat4 view;
    uniform mat4 projection;
    
    void main()
    {
        gl_Position = projection * view * model * vec4(aPos, 1.0);
    }
    """

    light_fragment_shader = """
    #version 330 core
    out vec4 FragColor;
    
    in vec3 Normal;  
    in vec3 FragPos;  
      
    uniform vec3 lightPos; 
    uniform vec3 viewPos; 
    uniform vec3 lightColor;
    uniform vec3 objectColor;
    
    void main()
    {
        // ambient
        float ambientStrength = 0.1;
        vec3 ambient = ambientStrength * lightColor;
        
        // diffuse 
        vec3 norm = normalize(Normal);
        vec3 lightDir = normalize(lightPos - FragPos);
        float diff = max(dot(norm, lightDir), 0.0);
        vec3 diffuse = diff * lightColor;
        
        // specular
        float specularStrength = .5;
        vec3 viewDir = normalize(viewPos - FragPos);
        vec3 reflectDir = reflect(-lightDir, norm);  
        float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
        vec3 specular = specularStrength * spec * lightColor;  
            
        vec3 result = (ambient + diffuse + specular) * objectColor;
        FragColor = vec4(result, 1.0);
        //FragColor = vec4(Normal, 1.0);
        
    } 
    """

    fragment_shader = """
    #version 330 core
    out vec4 FragColor;
    
    void main()
    {
        FragColor = vec4(1.0); // set all 4 vector values to 1.0
    }
    """

    shader = OpenGL.GL.shaders.compileProgram(
        OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
        OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER))

    light_shader = OpenGL.GL.shaders.compileProgram(
        OpenGL.GL.shaders.compileShader(light_vertex_shader, GL_VERTEX_SHADER),
        OpenGL.GL.shaders.compileShader(light_fragment_shader,
                                        GL_FRAGMENT_SHADER))

    # cube's VAO and VBO
    VBO = glGenBuffers(
        1)  # vertex buffer object, which stores vertices in the GPU's memory.
    cubeVAO = glGenVertexArrays(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)  # now, all calls will configure VBO
    glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)

    glBindVertexArray(cubeVAO)

    # position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT,
                          GL_FALSE, 6 * np.dtype(np.float32).itemsize,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    # normal attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
                          6 * np.dtype(np.float32).itemsize,
                          ctypes.c_void_p(3 * np.dtype(np.float32).itemsize))
    glEnableVertexAttribArray(1)

    # light's VAO
    lightVAO = glGenVertexArrays(1)
    glBindVertexArray(lightVAO)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)

    # glBindBuffer(GL_ARRAY_BUFFER, 0)
    glVertexAttribPointer(0, 3, GL_FLOAT,
                          GL_FALSE, 6 * np.dtype(np.float32).itemsize,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    # glBindVertexArray(0)

    glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
    glEnable(GL_DEPTH_TEST)

    # render loop
    while not glfw.window_should_close(window):
        # per-frame time logic
        current_frame = glfw.get_time()
        delta_time = current_frame - last_frame
        last_frame = current_frame

        # input
        process_input(window)

        # render
        glClearColor(0.1, 0.1, 0.1, 1.0)  # state-setting function
        glClear(GL_COLOR_BUFFER_BIT
                | GL_DEPTH_BUFFER_BIT)  # state-using function

        glUseProgram(light_shader)

        objectColorLoc = glGetUniformLocation(light_shader, "objectColor")
        object_color = glm.vec3(1.0, 0.5, 0.31)
        glUniform3fv(objectColorLoc, 1, glm.value_ptr(object_color))

        lightLoc = glGetUniformLocation(light_shader, "lightColor")
        light_color = glm.vec3(1.0, 1.0, 1.0)
        glUniform3fv(lightLoc, 1, glm.value_ptr(light_color))

        lightPosLoc = glGetUniformLocation(light_shader, "lightPos")
        glUniform3fv(lightPosLoc, 1, glm.value_ptr(light_pos))

        viewPosLoc = glGetUniformLocation(light_shader, "viewPos")
        glUniform3fv(viewPosLoc, 1, glm.value_ptr(camera_pos))

        # view/projection transformations
        projectionLoc = glGetUniformLocation(light_shader, "projection")
        glUniformMatrix4fv(projectionLoc, 1, GL_FALSE,
                           glm.value_ptr(projection))

        view = glm.lookAt(camera_pos, camera_pos + camera_front, camera_up)
        viewLoc = glGetUniformLocation(light_shader, "view")
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm.value_ptr(view))

        # world transformations
        model = glm.mat4(1.0)
        modelLoc = glGetUniformLocation(light_shader, "model")
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm.value_ptr(model))

        # render the cube
        glBindVertexArray(cubeVAO)
        glDrawArrays(GL_TRIANGLES, 0, 36)

        # also draw the lamp object
        glUseProgram(shader)
        projectionLoc = glGetUniformLocation(shader, "projection")
        glUniformMatrix4fv(projectionLoc, 1, GL_FALSE,
                           glm.value_ptr(projection))
        viewLoc = glGetUniformLocation(shader, "view")
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm.value_ptr(view))

        model = glm.mat4(1.0)
        model = glm.translate(model, light_pos)
        model = glm.scale(model, glm.vec3(0.2))
        modelLoc = glGetUniformLocation(shader, "model")
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm.value_ptr(model))
        glBindVertexArray(lightVAO)
        glDrawArrays(GL_TRIANGLES, 0, 36)

        # check and call events and swap the buffers
        glfw.swap_buffers(window)
        glfw.poll_events()
    glfw.terminate()
Esempio n. 37
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def main():

    # initialize glfw
    if not glfw.init():
        return

    window = glfw.create_window(800, 600, "My OpenGL window", None, None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)
    #        positions        colors
    cube = [
        -0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 0.5,
        0.5, 0.5, 0.0, 0.0, 1.0, -0.5, 0.5, 0.5, 1.0, 1.0, 1.0, -0.5, -0.5,
        -0.5, 1.0, 0.0, 0.0, 0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 0.5, 0.5, -0.5,
        0.0, 0.0, 1.0, -0.5, 0.5, -0.5, 1.0, 1.0, 1.0
    ]

    cube = numpy.array(cube, dtype=numpy.float32)

    indices = [
        0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 4, 5, 1, 1, 0, 4, 6, 7, 3, 3, 2, 6,
        5, 6, 2, 2, 1, 5, 7, 4, 0, 0, 3, 7
    ]

    indices = numpy.array(indices, dtype=numpy.uint32)

    vertex_shader = """
    #version 330
    in vec3 position;
    in vec3 color;
    uniform mat4 transform;
    out vec3 newColor;
    void main()
    {
        gl_Position = transform * vec4(position, 1.0f);
        newColor = color;
    }
    """

    fragment_shader = """
    #version 330
    in vec3 newColor;

    out vec4 outColor;
    void main()
    {
        outColor = vec4(newColor, 1.0f);
    }
    """
    shader = OpenGL.GL.shaders.compileProgram(
        OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
        OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER))

    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, 192, cube, GL_STATIC_DRAW)

    EBO = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 144, indices, GL_STATIC_DRAW)

    position = glGetAttribLocation(shader, "position")
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(position)

    color = glGetAttribLocation(shader, "color")
    glVertexAttribPointer(color, 3, GL_FLOAT, GL_FALSE, 24,
                          ctypes.c_void_p(12))
    glEnableVertexAttribArray(color)

    glUseProgram(shader)

    glClearColor(0.2, 0.3, 0.2, 1.0)
    glEnable(GL_DEPTH_TEST)
    #glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    pers = glm.perspective(0.5, 1.0, 0.1, 10.0)

    print(pers)
    trans = glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, -8.5))

    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #rot_x = glm.rotate(glm.mat4(1.0),0.5 * glfw.get_time(),glm.vec3(1.0,0.0,0.0))
        #rot_y = glm.rotate(glm.mat4(1.0),0.5 * glfw.get_time(),glm.vec3(0.0,1.0,0.0))

        transformLoc = glGetUniformLocation(shader, "transform")
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE,
                           glm.value_ptr(pers * trans))

        glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, None)

        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 38
0
def main():

    # initialize glfw
    if not glfw.init():
        return

    w_width, w_height = 1280, 720
    aspect_ratio = w_width / w_height

    window = glfw.create_window(w_width, w_height, "My OpenGL window", None,
                                None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)
    glfw.set_window_size_callback(window, window_resize)
    glfw.set_cursor_pos_callback(window, cursor_pos_callback)
    glfw.set_mouse_button_callback(window, mouse_button_callback)

    #        positions
    cube = [
        -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5,
        -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5,
        -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5,
        -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
        -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, -0.5,
        -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5
    ]

    cube = numpy.array(cube, dtype=numpy.float32)

    indices = [
        0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14,
        14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20
    ]

    indices = numpy.array(indices, dtype=numpy.uint32)

    vertex_shader = """
    #version 330
    in layout(location = 0) vec3 position;

    uniform mat4 vp;
    uniform mat4 model;

    void main()
    {
        gl_Position =  vp * model * vec4(position, 1.0f);
    }
    """

    fragment_shader = """
    #version 330

    out vec4 outColor;
    uniform vec3 color;

    void main()
    {
        outColor = vec4(color, 1.0);
    }
    """
    shader = OpenGL.GL.shaders.compileProgram(
        OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
        OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER))

    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, cube.itemsize * len(cube), cube,
                 GL_STATIC_DRAW)

    EBO = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.itemsize * len(indices),
                 indices, GL_STATIC_DRAW)

    #position
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, cube.itemsize * 3,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    glUseProgram(shader)

    glClearColor(0.2, 0.3, 0.2, 1.0)
    glEnable(GL_DEPTH_TEST)

    view = matrix44.create_from_translation(Vector3([0.0, 0.0, -4.0]))
    projection = matrix44.create_perspective_projection_matrix(
        45.0, aspect_ratio, 0.1, 100.0)

    vp = matrix44.multiply(view, projection)

    vp_loc = glGetUniformLocation(shader, "vp")
    model_loc = glGetUniformLocation(shader, "model")

    color_loc = glGetUniformLocation(shader, "color")

    cube_positions = [(-2.0, 0.0, 0.0), (0.0, 0.0, 0.0), (2.0, 0.0, 0.0)]
    cube_colors = [(1.0, 0.0, 0.0), (0.0, 1.0, 0.0), (0.0, 0.0, 1.0)]

    glUniformMatrix4fv(vp_loc, 1, GL_FALSE, vp)

    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        rot_y = Matrix44.from_y_rotation(glfw.get_time() * 2)

        for i in range(len(cube_positions)):
            model = matrix44.create_from_translation(cube_positions[i])
            glUniform3fv(color_loc, 1, cube_colors[i])
            if i == 0:
                if red_rot:
                    glUniformMatrix4fv(model_loc, 1, GL_FALSE, rot_y * model)
                else:
                    glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
            elif i == 1:
                if green_rot:
                    glUniformMatrix4fv(model_loc, 1, GL_FALSE, rot_y * model)
                else:
                    glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
            else:
                if blue_rot:
                    glUniformMatrix4fv(model_loc, 1, GL_FALSE, rot_y * model)
                else:
                    glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)

            glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)

        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 39
0
def main():
  # glfwの初期化
  if not glfw.init():
    raise RuntimeError('Could not initialize GLFW3')

  # OpenGLのバージョンを指定(この授業では古いOpenGLを使います)
  glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 2)
  glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)
  glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_ANY_PROFILE)

  # 窓を作る
  window = glfw.create_window(300, 300, 'Program', None, None)  # 窓を作る(幅と高さ,タイトルを指定)

  if not window:  # 窓が作れなかった時の処理
    glfw.terminate()
    raise RuntimeError('Could not create an window')

  glfw.make_context_current(window)

  # OpenGLの情報を表示
  print('Vendor :', gl.glGetString(gl.GL_VENDOR))
  print('GPU :', gl.glGetString(gl.GL_RENDERER))
  print('OpenGL version :', gl.glGetString(gl.GL_VERSION))

  gl.glClearColor(1.0, 1.0, 1.0, 1.0)  # 初期化した時のバッファの色(背景色)の設定
  gl.glEnable(gl.GL_DEPTH_TEST)  # Z-バッファ法による隠面消去を有効にする
  gl.glEnable(gl.GL_POLYGON_OFFSET_FILL)
  gl.glPolygonOffset(1.0, 1.0)

  # 円筒のメッシュを作る
  npXYZ, npTri = make_unit_cylinder(16, 16)  # 長さ方向に16分割,円周方向に16分割
  npXYZ[:, 0] = (npXYZ[:, 0] - 0.5) * 3.0 # x方向の長さ3,中心が原点に合わせる
  npXYZ[:, 1:2] *= 0.3 # 半径を0.3にする

  # リグウェイトを作る
  npRig = np.zeros((npXYZ.shape[0], 2), dtype=np.float64)
  npRig[:, 1] = np.tanh(npXYZ[:, 0] * 2) * 0.5 + 0.5
  npRig[:, 0] = 1.0 - npRig[:, 1]

  time = 0.0
  while not glfw.window_should_close(window):  # main loop
    time += 0.01

    # ボーンの回転行列を作る
    theta = math.sin(time)
    npRot = np.zeros((2, 3, 3), dtype=np.float64)
    npRot[0, :, :] = np.eye(3)
    npRot[1, 2, 2] = 1
    npRot[1, 0, 0] = +math.cos(theta)
    npRot[1, 1, 1] = +math.cos(theta)
    npRot[1, 0, 1] = +math.sin(theta)
    npRot[1, 1, 0] = -math.sin(theta)

    # メッシュを変形する
    npXYZ1 = np.zeros_like(npXYZ)
    for ib in range(2):
      npXYZ1[:, :] += npRig[:, ib].reshape(npRig.shape[0], 1) * np.dot(npXYZ, npRot[ib, :, :])

    gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)  # 描画用のバッファを背景色で塗りつぶす

    gl.glMatrixMode(gl.GL_PROJECTION)  # 今から投影行列を指定
    gl.glLoadIdentity()  # 単位行列を投影行列に指定
    # 並行投影行列を掛ける.
    gl.glOrtho(-2.0, +2.0,  # 画面左端が-2,右端が+2
               -2.0, +2.0,  # 画面下端が-2,上端が+2
               -2.0, +2.0)  # 画面の奥行き-2~+2までの範囲を描画

    gl.glMatrixMode(gl.GL_MODELVIEW)  # 今からモデルビュー行列を指定
    gl.glLoadIdentity()  # 単位行列をモデルビュー行列に指定

    draw_mesh(npXYZ1, npTri, [1, 0, 0])  # メッシュを

    glfw.swap_buffers(window)  # 描画用のバッファと,表示用のバッファを入れ替えて画面を更新
    glfw.poll_events()  # イベントの受けつけ

  glfw.terminate()
Esempio n. 40
0
def main():
    # initialize glfw
    if not glfw.init():
        return

    w_width, w_height = 800, 600

    # glfw.window_hint(glfw.RESIZABLE, GL_FALSE)

    window = glfw.create_window(w_width, w_height, "My OpenGL window", None,
                                None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)
    glfw.set_window_size_callback(window, window_resize)

    obj = ObjLoader()
    obj.load_model("res/face.obj")

    texture_offset = len(obj.vertex_index) * 12
    normal_offset = (texture_offset + len(obj.texture_index) * 8)

    shader = ShaderLoader.compile_shader("shaders/video_18_vert.vs",
                                         "shaders/video_18_frag.fs")

    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, obj.model.itemsize * len(obj.model),
                 obj.model, GL_STATIC_DRAW)

    # positions
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, obj.model.itemsize * 3,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)
    # textures
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, obj.model.itemsize * 2,
                          ctypes.c_void_p(texture_offset))
    glEnableVertexAttribArray(1)
    # normals
    glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, obj.model.itemsize * 3,
                          ctypes.c_void_p(normal_offset))
    glEnableVertexAttribArray(2)

    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    # Set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    # Set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    # load image
    image = Image.open("res/african_head_diffuse.tga")
    flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
    img_data = numpy.array(list(flipped_image.getdata()), numpy.uint8)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0,
                 GL_RGB, GL_UNSIGNED_BYTE, img_data)
    glEnable(GL_TEXTURE_2D)

    glUseProgram(shader)

    glClearColor(0.2, 0.3, 0.2, 1.0)
    glEnable(GL_DEPTH_TEST)
    # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    view = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0,
                                                               -3.0]))
    projection = pyrr.matrix44.create_perspective_projection_matrix(
        65.0, w_width / w_height, 0.1, 100.0)
    model = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0,
                                                                0.0]))

    view_loc = glGetUniformLocation(shader, "view")
    proj_loc = glGetUniformLocation(shader, "projection")
    model_loc = glGetUniformLocation(shader, "model")
    transform_loc = glGetUniformLocation(shader, "transform")
    light_loc = glGetUniformLocation(shader, "light")

    glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
    glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
    glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)

    position = None
    position1 = 0
    position2 = 0
    coef = -0.05

    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        # rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time() )

        if (glfw.get_mouse_button(window, 1) == 1):
            if position is None:
                if position2 is not None:
                    position = coef * glfw.get_cursor_pos(
                        window)[0] - position2
                else:
                    position = coef * glfw.get_cursor_pos(window)[0]
                position1 = position
            rot_y = pyrr.Matrix44.from_y_rotation(position1 - position)
            position1 = coef * glfw.get_cursor_pos(window)[0]
            position2 = None
        else:
            if position2 is None:
                position2 = position1 - position
            rot_y = pyrr.Matrix44.from_y_rotation(position2)
            position = None

        glUniformMatrix4fv(transform_loc, 1, GL_FALSE, rot_y)
        glUniformMatrix4fv(light_loc, 1, GL_FALSE, rot_y)

        glDrawArrays(GL_TRIANGLES, 0, len(obj.vertex_index))

        glfw.swap_buffers(window)

    glfw.terminate()
def main():

    # initialize glfw
    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.OPENGL_FORWARD_COMPAT, True)

    w_width, w_height = 800, 600

    #glfw.window_hint(glfw.RESIZABLE, GL_FALSE)

    window = glfw.create_window(w_width, w_height, "My OpenGL window", None,
                                None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)
    glfw.set_window_size_callback(window, window_resize)

    obj = ObjLoader()
    obj.load_model("res/cube.obj")

    texture_offset = len(obj.vertex_index) * 12

    VAO = glGenVertexArrays(1)
    glBindVertexArray(VAO)

    shader = ShaderLoader.compile_shader("shaders/video_17_vert.vs",
                                         "shaders/video_17_frag.fs")

    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, obj.model.itemsize * len(obj.model),
                 obj.model, GL_STATIC_DRAW)

    #position
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, obj.model.itemsize * 3,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    #texture
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, obj.model.itemsize * 2,
                          ctypes.c_void_p(texture_offset))
    glEnableVertexAttribArray(1)

    glBindVertexArray(0)
    glBindBuffer(GL_ARRAY_BUFFER, 0)

    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    # Set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    # Set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    # load image
    image = Image.open("res/cube_texture.jpg")
    flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
    img_data = numpy.array(list(flipped_image.getdata()), numpy.uint8)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0,
                 GL_RGB, GL_UNSIGNED_BYTE, img_data)

    glClearColor(0.2, 0.3, 0.2, 1.0)
    glEnable(GL_DEPTH_TEST)

    view = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0,
                                                               -3.0]))
    projection = pyrr.matrix44.create_perspective_projection_matrix(
        65.0, w_width / w_height, 0.1, 100.0)
    model = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0,
                                                                0.0]))

    glUseProgram(shader)

    view_loc = glGetUniformLocation(shader, "view")
    proj_loc = glGetUniformLocation(shader, "projection")
    model_loc = glGetUniformLocation(shader, "model")

    glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
    glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
    glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)

    glUseProgram(0)

    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time())
        rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time())

        glUseProgram(shader)
        transformLoc = glGetUniformLocation(shader, "transform")
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, rot_x * rot_y)

        glBindVertexArray(VAO)
        glDrawArrays(GL_TRIANGLES, 0, len(obj.vertex_index))
        glBindVertexArray(0)

        glUseProgram(0)
        glfw.swap_buffers(window)

    glDeleteProgram(shader)
    glDeleteVertexArrays(1, [VAO])
    glDeleteBuffers(1, [VBO])

    glfw.terminate()
Esempio n. 42
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def main():
	if not glfw.init():
		return
	w_width = 800
	w_height = 600
	glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
	glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)
	glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, 1)
	glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)

	glfw.window_hint(glfw.RESIZABLE, GL_TRUE)
	window = glfw.create_window(w_width, w_height, "MY OPENGL", None, None)

	

	if not window:
		glfw.terminate()
		return

	glfw.make_context_current(window)
	# Enable key events
	glfw.set_input_mode(window, glfw.STICKY_KEYS,GL_TRUE) 
	# Enable key event callback
	glfw.set_key_callback(window, key_event)

	#when window resize
	# glfw.set_window_size_callback(window, window_resize)

	#adding colors
	#     x,    y,     z,   r,    g,   b    tx   ty
	cube = [
		-0.5, -0.5,  0.5,  1.0, 0.0, 0.0,  0.0, 0.0,
		 0.5, -0.5,  0.5,  0.0, 1.0, 0.0,  1.0, 0.0,
		 0.5,  0.5,  0.5,  0.0, 0.0, 1.0,  1.0, 1.0,
		-0.5,  0.5,  0.5,  1.0, 1.0, 1.0,  0.0, 1.0,

		-0.5, -0.5, -0.5,  1.0, 0.0, 0.0,  0.0, 0.0,
		 0.5, -0.5, -0.5,  0.0, 1.0, 0.0,  1.0, 0.0,
		 0.5,  0.5, -0.5,  0.0, 0.0, 1.0,  1.0, 1.0,
		-0.5,  0.5, -0.5,  1.0, 1.0, 1.0,  0.0, 1.0,

		 0.5, -0.5, -0.5,  1.0, 0.0, 0.0,  0.0, 0.0,
		 0.5,  0.5, -0.5,  0.0, 1.0, 0.0,  1.0, 0.0,
		 0.5,  0.5,  0.5,  0.0, 0.0, 1.0,  1.0, 1.0,
		 0.5, -0.5,  0.5,  1.0, 1.0, 1.0,  0.0, 1.0,

		-0.5,  0.5, -0.5,  1.0, 0.0, 0.0,  0.0, 0.0,
		-0.5, -0.5, -0.5,  0.0, 1.0, 0.0,  1.0, 0.0,
		-0.5, -0.5,  0.5,  0.0, 0.0, 1.0,  1.0, 1.0,
		-0.5,  0.5,  0.5,  1.0, 1.0, 1.0,  0.0, 1.0,

		-0.5, -0.5, -0.5,  1.0, 0.0, 0.0,  0.0, 0.0,
		 0.5, -0.5, -0.5,  0.0, 1.0, 0.0,  1.0, 0.0,
		 0.5, -0.5,  0.5,  0.0, 0.0, 1.0,  1.0, 1.0,
		-0.5, -0.5,  0.5,  1.0, 1.0, 1.0,  0.0, 1.0,

		 0.5,  0.5, -0.5,  1.0, 0.0, 0.0,  0.0, 0.0,
		-0.5,  0.5, -0.5,  0.0, 1.0, 0.0,  1.0, 0.0,
		-0.5,  0.5,  0.5,  0.0, 0.0, 1.0,  1.0, 1.0,
		 0.5,  0.5,  0.5,  1.0, 1.0, 1.0,  0.0, 1.0
	]
	cube = numpy.array(cube, dtype=numpy.float32)

	indices = [
				0,  1,  2,  2,  3,  0,
				4,  5,  6,  6,  7,  4,
				8,  9, 10, 10, 11,  8,
				12, 13, 14, 14, 15, 12,
				16, 17, 18, 18, 19, 16,
				20, 21, 22, 22, 23, 20
			]

	indices = numpy.array(indices, dtype=numpy.uint32)

	VAO = glGenVertexArrays(1)
	glBindVertexArray(VAO)

	shader = shaderLoader.compile_shader("./shaders/vertex_shader.vs", "./shaders/fragment_shader.fs")

	VBO = glGenBuffers(1) # vertex buffer object for GPU
	glBindBuffer(GL_ARRAY_BUFFER, VBO)
	#upload data to array buffer
	#                 buf type   byte  point     type
	glBufferData(GL_ARRAY_BUFFER, cube.itemsize * len(cube), cube, GL_STATIC_DRAW)

	EBO = glGenBuffers(1)
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.itemsize * len(indices), indices, GL_STATIC_DRAW)

	#get position from vertex_shader variable
	position = glGetAttribLocation(shader, "position")
	glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 32, ctypes.c_void_p(0))
	glEnableVertexAttribArray(position)

	#get color from vertex_shader program variable
	color = glGetAttribLocation(shader, "color")
	glVertexAttribPointer(color, 3, GL_FLOAT, GL_FALSE, 32, ctypes.c_void_p(12))
	glEnableVertexAttribArray(color)

	texture_cords = glGetAttribLocation(shader, "inTexCords")
	glVertexAttribPointer(texture_cords, 2, GL_FLOAT, GL_FALSE, 32, ctypes.c_void_p(24))
	glEnableVertexAttribArray(texture_cords)

	#load texture
	texture = glGenTextures(1)
	glBindTexture(GL_TEXTURE_2D, texture)
	# texture wrapping parametr
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)

	#texture filtering parametr
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

	image = Image.open("./res/1.jpg")
	flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
	image_data = numpy.array(list(flipped_image.getdata()), numpy.uint8)
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 564, 555, 0, GL_RGB, GL_UNSIGNED_BYTE, image_data)
	# glTexImage2D()

	glUseProgram(shader)

	glClearColor(.2, .3, .2, 1.0)
	glEnable(GL_DEPTH_TEST)
	# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)


	#perspective part
	# view matrix
	view = pyrr.matrix44.create_from_translation(pyrr.Vector3([.0, .0, -3.0]))
	# global view
	# projection matrix
	projection = pyrr.matrix44.create_perspective_projection(45.0, w_width / w_height, 0.1, 100.0)
	# model position matrix
	model = pyrr.matrix44.create_from_translation(pyrr.Vector3([0.0, 0.0, 0.0]))


	view_location = glGetUniformLocation(shader, "view")
	projection_location = glGetUniformLocation(shader, "projection")
	model_location = glGetUniformLocation(shader, "model")

	glUniformMatrix4fv(view_location, 1, GL_FALSE, view)
	glUniformMatrix4fv(model_location, 1, GL_FALSE, model)
	glUniformMatrix4fv(projection_location, 1, GL_FALSE, projection)

	while not glfw.window_should_close(window):
		glfw.poll_events()
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

		rot_x = pyrr.Matrix44.from_x_rotation(.5 * glfw.get_time())
		rot_y = pyrr.Matrix44.from_y_rotation(.8 * glfw.get_time())

		transform_location = glGetUniformLocation(shader, "transform")
		glUniformMatrix4fv(transform_location, 1, GL_FALSE, rot_x * rot_y)
		glUniformMatrix4fv(model_location, 1, GL_FALSE, model)
		glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
		glfw.swap_buffers(window)
	
	glfw.terminate()
Esempio n. 43
0
def opengl循环(所有图层, psd尺寸):
    Vtuber尺寸 = 512, 512
    
    glfw.init()
    glfw.window_hint(glfw.RESIZABLE, False)
    window = glfw.create_window(*Vtuber尺寸, 'Vtuber', None, None)
    glfw.make_context_current(window)
    glViewport(0, 0, *Vtuber尺寸)

    glEnable(GL_TEXTURE_2D)
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    for 图层数据 in 所有图层:
        纹理编号 = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, 纹理编号)
        纹理, 纹理座标 = 生成纹理(图层数据['npdata'])
        width, height = 纹理.shape[:2]
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_FLOAT, 纹理)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
        glGenerateMipmap(GL_TEXTURE_2D)
        图层数据['纹理编号'] = 纹理编号
        图层数据['纹理座标'] = 纹理座标

    while not glfw.window_should_close(window):
        glfw.poll_events()
        glClearColor(1, 1, 1, 0)
        glClear(GL_COLOR_BUFFER_BIT)
        for 图层数据 in 所有图层:
            a, b, c, d = 图层数据['位置']
            z = 图层数据['深度']
            if type(z) in [int, float]:
                z1, z2, z3, z4 = [z, z, z, z]
            else:
                [z1, z2], [z3, z4] = z
            q, w = 图层数据['纹理座标']
            p1 = np.array([a, b, z1, 1, 0, 0, 0, 1])
            p2 = np.array([a, d, z2, 1, w, 0, 0, 1])
            p3 = np.array([c, d, z3, 1, w, q, 0, 1])
            p4 = np.array([c, b, z4, 1, 0, q, 0, 1])

            model = matrix.scale(2 / psd尺寸[0], 2 / psd尺寸[1], 1) @ \
                matrix.translate(-1, -1, 0) @ \
                matrix.rotate_ax(-math.pi / 2, axis=(0, 1))
            glBindTexture(GL_TEXTURE_2D, 图层数据['纹理编号'])
            glColor4f(1, 1, 1, 1)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
            glBegin(GL_QUADS)
            for p in [p1, p2, p3, p4]:
                a = p[:4]
                b = p[4:]
                a = a @ model
                z = a[2]
                a[0:2] *= z
                b *= z
                横旋转量 = 0
                if not 图层数据['名字'] == '身体':
                    横旋转量 = math.sin(time.time() * 5) / 30
                a = a @ matrix.translate(0, 0, -1) \
                      @ matrix.rotate_ax(横旋转量, axis=(0, 2)) \
                      @ matrix.translate(0, 0, 1)
                a = a @ matrix.perspective(999)
                glTexCoord4f(*b)
                glVertex4f(*a)
            glEnd()
        glfw.swap_buffers(window)
Esempio n. 44
0
def main():
    init_glfw()
    with Triangle() as triangle:
        with bindTexture(GL_TEXTURE0, GL_TEXTURE_2D, triangle.texture1), \
             bindTexture(GL_TEXTURE1, GL_TEXTURE_2D, triangle.texture2):
            uni_model = triangle.shader_program.get_uniform_location('model')

            uni_view = triangle.shader_program.get_uniform_location('view')
            view = glm_mt.lookAt(np.array([2.5, 2.5, 2.5]),
                                 np.array([0.0, 0.0, 0.0]),
                                 np.array([0.0, 0.0, 1.0]))
            glUniformMatrix4fv(uni_view, 1, GL_FALSE,
                               np.array(view, dtype=GLfloat))

            uni_proj = triangle.shader_program.get_uniform_location('proj')
            proj = glm_mt.perspective(np.radians(45.0), 4 / 3, 1.0, 10.0)
            glUniformMatrix4fv(uni_proj, 1, GL_FALSE,
                               np.array(proj, dtype=GLfloat))

            uni_color = triangle.shader_program.get_uniform_location(
                'overrideColor')

            while not glfw.window_should_close(triangle.window):
                glfw.poll_events()
                model = glm_mt.rotate(glm.mat4(),
                                      glfw.get_time() * np.pi,
                                      np.array([0., 0., 1.]))
                glUniformMatrix4fv(uni_model, 1, GL_FALSE,
                                   np.array(model, dtype=GLfloat))

                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
                glDrawArrays(GL_TRIANGLES, 0, 36)

                glEnable(GL_STENCIL_TEST)

                # Draw floor
                glStencilFunc(GL_ALWAYS, 1, 0xFF)
                glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)
                glStencilMask(0xFF)
                glDepthMask(GL_FALSE)
                glClear(GL_STENCIL_BUFFER_BIT)

                glDrawArrays(GL_TRIANGLES, 36, 6)

                # Draw cube reflection
                glStencilFunc(GL_EQUAL, 1, 0xFF)
                glStencilMask(0x00)
                glDepthMask(GL_TRUE)

                model = glm_mt.scale(
                    glm_mt.translate(model, np.array([0., 0., -1.])),
                    np.array([1., 1., -1.]))
                glUniformMatrix4fv(uni_model, 1, GL_FALSE,
                                   np.array(model, dtype=GLfloat))
                glUniform3f(uni_color, 0.3, 0.3, 0.3)
                glDrawArrays(GL_TRIANGLES, 0, 36)
                glUniform3f(uni_color, 1.0, 1.0, 1.0)

                glDisable(GL_STENCIL_TEST)
                glfw.swap_buffers(triangle.window)
    glfw.terminate()
def main():

    # initialize glfw
    if not glfw.init():
        return

    # create a window
    h = 600
    w = 800
    mywin = glfw.create_window(width=w,
                               height=h,
                               title="My Window",
                               monitor=None,
                               share=None)

    # check if the window is created
    if not mywin:
        glfw.terminate()
        return

    # set the window as the current context
    glfw.make_context_current(mywin)

    # create the mesh - cube (has 8 vertices)
    # position      # color
    cube = [
        -.5, -.5, -.5, 1., 0., 0., -.5, .5, -.5, 1., 0., 0., .5, .5, -.5, 1.,
        0., 0., .5, -.5, -.5, 1., 0., 0., -.5, -.5, .5, 0., 0., 1., -.5, .5,
        .5, 0., 0., 1., .5, .5, .5, 0., 0., 1., .5, -.5, .5, 0., 0., 1.
    ]

    # defining all the faces
    indices = [
        0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 4, 5, 1, 1, 0, 4, 5, 6, 2, 2, 1, 5,
        6, 7, 3, 3, 2, 6, 4, 7, 3, 3, 0, 4
    ]

    cube = np.array(cube, dtype=np.float32)
    indices = np.array(indices, dtype=np.uint32)

    # create vertex shader
    vertex_shader = """
    #version 330
    in vec3 position;
    in vec3 color;
    uniform mat4 transform;
    out vec3 newColor;
    void main(){
        gl_Position = transform * vec4(position, 1.0f);
        newColor = color;
    }
    """

    # create fragment shader
    fragment_shader = """
    #version 330
    in vec3 newColor;
    out vec4 outColor;
    void main(){
        outColor = vec4(newColor, 1.0f);
    }
    """

    # create shader program by compile the two shader objects
    shader = glShader.compileProgram(
        glShader.compileShader(vertex_shader, GL_VERTEX_SHADER),
        glShader.compileShader(fragment_shader, GL_FRAGMENT_SHADER))

    # send the data to GPU
    vbo = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, vbo)
    glBufferData(GL_ARRAY_BUFFER, cube.shape[0] * 4, cube, GL_STATIC_DRAW)

    ebo = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.shape[0] * 4, indices,
                 GL_STATIC_DRAW)

    # define the layout by enabling and passing the vertex attributes
    # position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    # color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
    glEnableVertexAttribArray(1)

    # use the shader program
    glUseProgram(shader)

    glFrontFace(GL_CW)
    glEnable(GL_DEPTH_TEST)
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    # draw loop
    while not glfw.window_should_close(mywin):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # rotation takes place here
        rot_x = pyrr.Matrix44.from_x_rotation(2.5 * glfw.get_time())
        rot_y = pyrr.Matrix44.from_y_rotation(1.5 * glfw.get_time())

        rot_x = np.array(rot_x, dtype=GLfloat)
        rot_y = np.array(rot_y, dtype=GLfloat)

        transformLoc = glGetUniformLocation(shader, "transform")
        glUniformMatrix4fv(0, 1, GL_FALSE, np.dot(rot_x, rot_y))
        """
        the location for uniforms and other variables have different index.
        So in fact, if we use 0 in the code above, we get the same result.
        And it works because we only have one uniform variable.
        """
        glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, None)

        glfw.swap_buffers(mywin)
        glfw.poll_events()

    glfw.destroy_window(mywin)
    glfw.terminate()
Esempio n. 46
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    R.resize_window(W, H)
    return


# ----------------------------------------------------------------------------------------------------------------------
filename_box = './images/ex_GL/box/box_1.obj'
# ----------------------------------------------------------------------------------------------------------------------
folder_out = './images/output/gl/'
W, H = 720, 720
R = tools_GL3D.render_GL3D(filename_obj=filename_box,
                           W=W,
                           H=H,
                           do_normalize_model_file=False,
                           projection_type='P',
                           scale=(1, 1, 1),
                           tvec=(0, 0, 0))
# ----------------------------------------------------------------------------------------------------------------------
if __name__ == '__main__':

    glfw.set_key_callback(R.window, event_key)
    glfw.set_mouse_button_callback(R.window, event_button)
    glfw.set_cursor_pos_callback(R.window, event_position)
    glfw.set_scroll_callback(R.window, event_scroll)
    glfw.set_window_size_callback(R.window, event_resize)

    while not glfw.window_should_close(R.window):
        R.draw()
        glfw.poll_events()
        glfw.swap_buffers(R.window)

    glfw.terminate()
Esempio n. 47
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def flip():
    global _window

    glfw.swap_buffers(_window)
Esempio n. 48
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def main():
    global delta_time, last_frame

    if not glfw.init():
        raise ValueError("Failed to initialize glfw")

    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)

    window = glfw.create_window(SRC_WIDTH, SRC_HEIGHT, "learnOpenGL", None,
                                None)
    if not window:
        glfw.terminate()
        raise ValueError("Failed to create window")

    glfw.make_context_current(window)
    glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
    glfw.set_cursor_pos_callback(window, mouse_callback)
    glfw.set_scroll_callback(window, scroll_callback)

    glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED)

    gl.glEnable(gl.GL_DEPTH_TEST)

    lamp_shader = Shader(CURDIR / "shaders/1.lamp.vs",
                         CURDIR / "shaders/1.lamp.fs")
    lighting_shader = Shader(CURDIR / "shaders/4.1.lighting_maps.vs",
                             CURDIR / "shaders/4.1.lighting_maps.fs")

    vertices = [
        # positions        normals           texture coords
        -0.5,
        -0.5,
        -0.5,
        0.0,
        0.0,
        -1.0,
        0.0,
        0.0,
        0.5,
        -0.5,
        -0.5,
        0.0,
        0.0,
        -1.0,
        1.0,
        0.0,
        0.5,
        0.5,
        -0.5,
        0.0,
        0.0,
        -1.0,
        1.0,
        1.0,
        0.5,
        0.5,
        -0.5,
        0.0,
        0.0,
        -1.0,
        1.0,
        1.0,
        -0.5,
        0.5,
        -0.5,
        0.0,
        0.0,
        -1.0,
        0.0,
        1.0,
        -0.5,
        -0.5,
        -0.5,
        0.0,
        0.0,
        -1.0,
        0.0,
        0.0,
        -0.5,
        -0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        0.0,
        0.0,
        0.5,
        -0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        1.0,
        0.0,
        0.5,
        0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        1.0,
        1.0,
        0.5,
        0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        1.0,
        1.0,
        -0.5,
        0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        0.0,
        1.0,
        -0.5,
        -0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        0.0,
        0.0,
        -0.5,
        0.5,
        0.5,
        -1.0,
        0.0,
        0.0,
        1.0,
        0.0,
        -0.5,
        0.5,
        -0.5,
        -1.0,
        0.0,
        0.0,
        1.0,
        1.0,
        -0.5,
        -0.5,
        -0.5,
        -1.0,
        0.0,
        0.0,
        0.0,
        1.0,
        -0.5,
        -0.5,
        -0.5,
        -1.0,
        0.0,
        0.0,
        0.0,
        1.0,
        -0.5,
        -0.5,
        0.5,
        -1.0,
        0.0,
        0.0,
        0.0,
        0.0,
        -0.5,
        0.5,
        0.5,
        -1.0,
        0.0,
        0.0,
        1.0,
        0.0,
        0.5,
        0.5,
        0.5,
        1.0,
        0.0,
        0.0,
        1.0,
        0.0,
        0.5,
        0.5,
        -0.5,
        1.0,
        0.0,
        0.0,
        1.0,
        1.0,
        0.5,
        -0.5,
        -0.5,
        1.0,
        0.0,
        0.0,
        0.0,
        1.0,
        0.5,
        -0.5,
        -0.5,
        1.0,
        0.0,
        0.0,
        0.0,
        1.0,
        0.5,
        -0.5,
        0.5,
        1.0,
        0.0,
        0.0,
        0.0,
        0.0,
        0.5,
        0.5,
        0.5,
        1.0,
        0.0,
        0.0,
        1.0,
        0.0,
        -0.5,
        -0.5,
        -0.5,
        0.0,
        -1.0,
        0.0,
        0.0,
        1.0,
        0.5,
        -0.5,
        -0.5,
        0.0,
        -1.0,
        0.0,
        1.0,
        1.0,
        0.5,
        -0.5,
        0.5,
        0.0,
        -1.0,
        0.0,
        1.0,
        0.0,
        0.5,
        -0.5,
        0.5,
        0.0,
        -1.0,
        0.0,
        1.0,
        0.0,
        -0.5,
        -0.5,
        0.5,
        0.0,
        -1.0,
        0.0,
        0.0,
        0.0,
        -0.5,
        -0.5,
        -0.5,
        0.0,
        -1.0,
        0.0,
        0.0,
        1.0,
        -0.5,
        0.5,
        -0.5,
        0.0,
        1.0,
        0.0,
        0.0,
        1.0,
        0.5,
        0.5,
        -0.5,
        0.0,
        1.0,
        0.0,
        1.0,
        1.0,
        0.5,
        0.5,
        0.5,
        0.0,
        1.0,
        0.0,
        1.0,
        0.0,
        0.5,
        0.5,
        0.5,
        0.0,
        1.0,
        0.0,
        1.0,
        0.0,
        -0.5,
        0.5,
        0.5,
        0.0,
        1.0,
        0.0,
        0.0,
        0.0,
        -0.5,
        0.5,
        -0.5,
        0.0,
        1.0,
        0.0,
        0.0,
        1.0
    ]
    vertices = (c_float * len(vertices))(*vertices)

    cube_vao = gl.glGenVertexArrays(1)
    vbo = gl.glGenBuffers(1)

    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
    gl.glBufferData(gl.GL_ARRAY_BUFFER, sizeof(vertices), vertices,
                    gl.GL_STATIC_DRAW)

    gl.glBindVertexArray(cube_vao)

    # -- position attribute
    gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE,
                             8 * sizeof(c_float), c_void_p(0))
    gl.glEnableVertexAttribArray(0)
    # -- normal attribute
    gl.glVertexAttribPointer(1, 3, gl.GL_FLOAT,
                             gl.GL_FALSE, 8 * sizeof(c_float),
                             c_void_p(3 * sizeof(c_float)))
    gl.glEnableVertexAttribArray(1)
    # -- texture coordinate
    gl.glVertexAttribPointer(2, 2, gl.GL_FLOAT,
                             gl.GL_FALSE, 8 * sizeof(c_float),
                             c_void_p(6 * sizeof(c_float)))
    gl.glEnableVertexAttribArray(2)

    # -- second configure light vao (vbo is the same)
    light_vao = gl.glGenVertexArrays(1)
    gl.glBindVertexArray(light_vao)

    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
    gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE,
                             8 * sizeof(c_float), c_void_p(0))
    gl.glEnableVertexAttribArray(0)

    # -- load texture
    diffuse_map = load_texture("container2.png")

    # -- shader configuration
    lighting_shader.use()
    lighting_shader.set_int("material.diffuse", 0)

    while not glfw.window_should_close(window):
        # -- time logic
        current_frame = glfw.get_time()
        delta_time = current_frame - last_frame
        last_frame = current_frame

        # -- input
        process_input(window)

        # -- render
        gl.glClearColor(0.1, 0.1, 0.1, 1.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        lighting_shader.use()
        lighting_shader.set_vec3("light.position", light_pos)
        lighting_shader.set_vec3("viewPos", camera.position)

        # -- light properties
        lighting_shader.set_vec3("light.ambient", Vector3([0.2, 0.2, 0.2]))
        lighting_shader.set_vec3("light.diffuse", Vector3([0.5, 0.5, 0.5]))
        lighting_shader.set_vec3("light.specular", Vector3([1.0, 1.0, 1.0]))

        # -- material properties
        lighting_shader.set_vec3("material.specular", Vector3([0.5, 0.5, 0.5]))
        lighting_shader.set_float("material.shininess", 32.0)

        # -- view.projection transformations
        projection = Matrix44.perspective_projection(camera.zoom,
                                                     SRC_WIDTH / SRC_HEIGHT,
                                                     0.1, 100.0)
        view = camera.get_view_matrix()
        lighting_shader.set_mat4("projection", projection)
        lighting_shader.set_mat4("view", view)

        # -- world transformation
        model = Matrix44.identity()
        lighting_shader.set_mat4("model", model)

        # -- bind diffuse map
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, diffuse_map)

        # -- render cube
        gl.glBindVertexArray(cube_vao)
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, 36)

        # -- draw lamp object
        lamp_shader.use()
        lamp_shader.set_mat4("projection", projection)
        lamp_shader.set_mat4("view", view)

        model = Matrix44.identity()
        model *= Matrix44.from_translation(light_pos)
        model *= Matrix44.from_scale(Vector3([.2, .2, .2]))
        lamp_shader.set_mat4("model", model)

        gl.glBindVertexArray(light_vao)
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, 36)

        glfw.swap_buffers(window)
        glfw.poll_events()

    gl.glDeleteVertexArrays(1, id(cube_vao))
    gl.glDeleteVertexArrays(1, id(light_vao))
    gl.glDeleteBuffers(1, id(vbo))
    glfw.terminate()
Esempio n. 49
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def main():
    # 以下初始化glfw和窗口
    if not glfw.init():
        return

    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)

    # 新建窗口
    window = glfw.create_window(width, height, "Hello Window", None, None)
    if not window:
        glfw.terminate()
        return

    # 设置context
    glfw.make_context_current(window)
    glfw.set_window_size_callback(window, resize_callback)
    ctx = mg.create_context(require=410)

    # 顶点数组
    vertices = numpy.array([
        0.5, -0.5, 0.0, 1.0, 0.0, 0.0, -0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0,
        0.5, 0.0, 0.0, 0.0, 1.0
    ],
                           dtype='f4')

    # 建立vbo
    vbo = ctx.buffer(vertices.tobytes())

    # 这是shader
    vert = '''
#version 410 core

layout (location = 0) in vec3 pos;  
layout (location = 1) in vec3 color;

out vec3 ourColor;

void main()
{
    gl_Position = vec4(pos, 1.0);
    ourColor = color;
}
'''

    frag = '''
#version 410 core
out vec4 color;

in vec3 ourColor;

void main()
{
    color = vec4(ourColor, 1.0);
}
'''
    # 编译shader
    program = ctx.program(vertex_shader=vert, fragment_shader=frag)

    # 建立vao
    vao = ctx.simple_vertex_array(program, vbo, 'pos', 'color')

    while not glfw.window_should_close(window):
        process_input(window)

        ctx.viewport = (0, 0, width, height)
        ctx.clear(0.2, 0.3, 0.3, 1.0)

        time = glfw.get_time()
        green = math.sin(time) / 2.0 + 0.5

        vao.render()

        glfw.poll_events()
        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 50
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def main():
    # inicia glfw
    if not glfw.init():
        return

    # crea la ventana,
    # independientemente del SO que usemos
    window = glfw.create_window(800, 800, "Mi ventana", None, None)

    # Configuramos OpenGL
    glfw.window_hint(glfw.SAMPLES, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)

    # Validamos que se cree la ventana
    if not window:
        glfw.terminate()
        return
    # Establecemos el contexto
    glfw.make_context_current(window)

    # Activamos la validación de
    # funciones modernas de OpenGL
    glewExperimental = True

    # Inicializar GLEW
    if glewInit() != GLEW_OK:
        print("No se pudo inicializar GLEW")
        return

    # Obtenemos versiones de OpenGL y Shaders
    version = glGetString(GL_VERSION)
    print(version)

    version_shaders = glGetString(GL_SHADING_LANGUAGE_VERSION)
    print(version_shaders)

    glfw.set_key_callback(window, key_callback)

    while not glfw.window_should_close(window):
        # Establece regiond e dibujo
        glViewport(0, 0, 800, 800)
        # Establece color de borrado
        glClearColor(0.4, 0.8, 0.1, 1)
        # Borra el contenido de la ventana
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Dibujar
        actualizar(window)
        dibujar()

        # Preguntar si hubo entradas de perifericos
        # (Teclado, mouse, game pad, etc.)
        glfw.poll_events()
        # Intercambia los buffers
        glfw.swap_buffers(window)

    # Se destruye la ventana para liberar memoria
    glfw.destroy_window(window)
    # Termina los procesos que inició glfw.init
    glfw.terminate()
Esempio n. 51
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def main():
    global shader

    vertex_src = """
    # version 330

    layout(location = 0) in vec3 a_position;
    layout(location = 1) in vec2 a_texture;

    uniform mat4 model; // combined translation and rotation
    uniform mat4 projection;

    out vec3 v_color;
    out vec2 v_texture;

    void main()
    {
        gl_Position = projection * model * vec4(a_position, 1.0);
        v_texture = a_texture;
    }
    """

    fragment_src = """
    # version 330

    in vec2 v_texture;

    out vec4 out_color;

    uniform sampler2D s_texture;

    void main()
    {
        out_color = texture(s_texture, v_texture);
    }
    """

    # initializing glfw library
    if not glfw.init():
        raise Exception("glfw can not be initialized!")

    if "Windows" in pltf.platform():
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 6)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
    else:
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)

    # creating the window
    window = glfw.create_window(1280, 720, "My OpenGL window", None, None)

    # check if window was created
    if not window:
        glfw.terminate()
        raise Exception("glfw window can not be created!")

    # set window's position
    glfw.set_window_pos(window, 100, 100)

    # set the callback function for window resize
    glfw.set_window_size_callback(window, window_resize)

    # make the context current
    glfw.make_context_current(window)

    vertices = [
        -0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5,
        1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 0.0, 0.5,
        -0.5, -0.5, 1.0, 0.0, 0.5, 0.5, -0.5, 1.0, 1.0, -0.5, 0.5, -0.5, 0.0,
        1.0, 0.5, -0.5, -0.5, 0.0, 0.0, 0.5, 0.5, -0.5, 1.0, 0.0, 0.5, 0.5,
        0.5, 1.0, 1.0, 0.5, -0.5, 0.5, 0.0, 1.0, -0.5, 0.5, -0.5, 0.0, 0.0,
        -0.5, -0.5, -0.5, 1.0, 0.0, -0.5, -0.5, 0.5, 1.0, 1.0, -0.5, 0.5, 0.5,
        0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.5,
        -0.5, 0.5, 1.0, 1.0, -0.5, -0.5, 0.5, 0.0, 1.0, 0.5, 0.5, -0.5, 0.0,
        0.0, -0.5, 0.5, -0.5, 1.0, 0.0, -0.5, 0.5, 0.5, 1.0, 1.0, 0.5, 0.5,
        0.5, 0.0, 1.0
    ]

    indices = [
        0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14,
        14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20
    ]

    vertices = np.array(vertices, dtype=np.float32)
    indices = np.array(indices, dtype=np.uint32)

    VAO = glGenVertexArrays(1)
    glBindVertexArray(VAO)

    shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER),
                            compileShader(fragment_src, GL_FRAGMENT_SHADER))

    # Vertex Buffer Object
    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)

    # Element Buffer Object
    EBO = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices,
                 GL_STATIC_DRAW)

    glEnableVertexAttribArray(0)
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 5,
                          ctypes.c_void_p(0))

    glEnableVertexAttribArray(1)
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, vertices.itemsize * 5,
                          ctypes.c_void_p(12))

    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)

    # Set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    # Set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    # load image
    image = Image.open("textures/crate.jpg")
    image = image.transpose(Image.FLIP_TOP_BOTTOM)
    img_data = image.convert("RGBA").tobytes()
    # img_data = np.array(image.getdata(), np.uint8) # second way of getting the raw image data
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, img_data)

    glBindVertexArray(0)
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

    glClearColor(0, 0.1, 0.1, 1)
    glEnable(GL_DEPTH_TEST)
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    projection = pyrr.matrix44.create_perspective_projection_matrix(
        45, 1280 / 720, 0.1, 100)
    translation = pyrr.matrix44.create_from_translation(
        pyrr.Vector3([0, 0, -3]))

    glUseProgram(shader)
    model_loc = glGetUniformLocation(shader, "model")
    proj_loc = glGetUniformLocation(shader, "projection")
    glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
    glUseProgram(0)

    # the main application loop
    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time())
        rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time())

        rotation = pyrr.matrix44.multiply(rot_x, rot_y)
        model = pyrr.matrix44.multiply(rotation, translation)
        glUseProgram(shader)
        glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
        glBindVertexArray(VAO)
        glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
        glBindVertexArray(0)
        glUseProgram(0)
        glfw.swap_buffers(window)

    # terminate glfw, free up allocated resources
    glfw.terminate()
Esempio n. 52
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import glfw

if not glfw.init():
    raise Exception("")

window = glfw.create_window(600, 400, "first window", None, None)

if not window:
    glfw.terminate()
    raise Exception("Error")

glfw.set_window_pos(window, 300, 300)

while not glfw.window_should_close(window):
    glfw.poll_events()
    glfw.swap_buffers(window)

glfw.terminate()
Esempio n. 53
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def Amy_jump(estructura):
    if __name__ == "__main__":

        # Initialize glfw
        if not glfw.init():
            sys.exit()

        width = 700
        height = 700

        window = glfw.create_window(width, height, "Amy Jump", None, None)

        if not window:
            glfw.terminate()
            sys.exit()

        glfw.make_context_current(window)

        # Connecting the callback function 'on_key' to handle keyboard events
        glfw.set_key_callback(window, on_key)

        # Defining shader programs
        pipeline = ls.SimpleGouraudShaderProgram()
        texture_pipeline = es.SimpleTextureModelViewProjectionShaderProgram()
        color_pipeline = es.SimpleModelViewProjectionShaderProgram()
        tex_pipeline = es.SimpleTextureTransformShaderProgram()

        # Telling OpenGL to use our shader program
        glUseProgram(pipeline.shaderProgram)

        # Setting up the clear screen color
        glClearColor(0.85, 0.85, 0.85, 1.0)

        # As we work in 3D, we need to check which part is in front,
        # and which one is at the back
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        # Creamos los objetos
        # Amy
        gpuAmy = es.toGPUShape(shape=readOBJ('amy.obj', (1, 0, 0.5)))

        # Anillo (trofeo)
        gpuAnillo = es.toGPUShape(shape=readOBJ('ring.obj', (0.9, 0.9, 0)))

        # Fondo
        fondo = Fondo()

        #Piso
        piso = bs.createTextureCube('piso.jpg')
        gpupiso = es.toGPUShape(piso, GL_REPEAT, GL_LINEAR)
        piso_transform = tr.matmul(
            [tr.uniformScale(24),
             tr.translate(0, 0, -0.53)])

        # Pantalla de inicio
        amyi = es.toGPUShape(bs.createTextureQuad("amy2.png", 1, 1), GL_REPEAT,
                             GL_LINEAR)

        # Pantala de perdida
        eggman = es.toGPUShape(bs.createTextureQuad("eggman.png", 1, 1),
                               GL_REPEAT, GL_LINEAR)

        # Pantalla de ganador
        amyf = es.toGPUShape(bs.createTextureQuad("am.png", 1, 1), GL_REPEAT,
                             GL_LINEAR)

        # Barras
        barras = CreateBarras()
        barras.create(estructura)

        #Revisamos el tiempo
        t0 = glfw.get_time()

        # Posiciones de Amy
        posX = 0
        posY = 0
        posZ = 0.5

        #Cuenta los fondo que ya se crearon
        count = 1

        # Indica hasta que altura se debe llegar al saltar
        alt = 0

        # Dice si se puede saltar o no
        salto = True

        #Indica cuando se "pierde" por saltar mal
        perder = False

        #Indica cuando se pierde por una flecha
        perder2 = False

        # Dice si se debe mandar una flecha de ataque
        arrow = True

        #Se crea la flecha con las posiciones hacia Amy
        flechas = Flecha(posX, posY, posZ)

        #Tamaño inicial de la imagen de partida, de perdida y de ganador
        ag = 2
        eg = 0
        af = 0

        # rotaciones de Amy
        rotz = np.pi
        rotx = np.pi / 2
        roty = 0

        #Indica si ya estuvo en una barra
        bt = False

        #Rotaciones y posiciones del aro
        ra = 0
        x = 0
        y = 0
        #Indica si gana o pierde
        ganar = False

        while not glfw.window_should_close(window):
            # Using GLFW to check for input events
            glfw.poll_events()

            # Getting the time difference from the previous iteration
            t1 = glfw.get_time()
            dt = t1 - t0
            t0 = t1

            #Se define la vista "fija" del juego
            view = tr.lookAt(np.array([12, -5, 8 + (posZ - 0.5)]),
                             np.array([posX * 0.4, posY * 0.4, posZ]),
                             np.array([0, 0, 1]))

            #Cambia la vista mientras se mantengan apretadas las teclas

            if (glfw.get_key(window, glfw.KEY_B) == glfw.PRESS):
                view = tr.lookAt(np.array([0, 1, 17.5 + (posZ)]),
                                 np.array([0, 0, 0]), np.array([0, 0, 1]))
            if (glfw.get_key(window, glfw.KEY_N) == glfw.PRESS):
                view = tr.lookAt(np.array([-12, -5, 7.5 + posZ]),
                                 np.array([posX, posY, posZ]),
                                 np.array([0, 0, 1]))
            if (glfw.get_key(window, glfw.KEY_M) == glfw.PRESS):
                view = tr.lookAt(np.array([0, 10, -0.5 + posZ]),
                                 np.array([posX, posY, posZ]),
                                 np.array([0, 0, 1]))

            # Setting up the projection transform
            projection = tr.perspective(60,
                                        float(width) / float(height), 0.1, 100)

            # Clearing the screen in both, color and depth
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

            #Dibujamos el fondo
            fondo.Draw(texture_pipeline, projection, view)

            # Revisamos si se debe crear otro fondo
            if posZ > 13 * count:
                fondoazul = FondoAzul(count, fondo)
                count += 1

            #Dibujamos el piso
            glUseProgram(texture_pipeline.shaderProgram)
            glUniformMatrix4fv(
                glGetUniformLocation(texture_pipeline.shaderProgram, "model"),
                1, GL_TRUE, piso_transform)
            glUniformMatrix4fv(
                glGetUniformLocation(texture_pipeline.shaderProgram,
                                     "projection"), 1, GL_TRUE, projection)
            glUniformMatrix4fv(
                glGetUniformLocation(texture_pipeline.shaderProgram, "view"),
                1, GL_TRUE, view)
            texture_pipeline.drawShape(gpupiso)

            # Luz
            glUseProgram(pipeline.shaderProgram)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "La"),
                        1.0, 1.0, 1.0)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ld"),
                        1.0, 1.0, 1.0)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ls"),
                        1.0, 1.0, 1.0)

            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ka"),
                        0.3, 0.3, 0.3)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Kd"),
                        0.9, 0.9, 0.9)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ks"),
                        0.2, 0.2, 0.2)

            glUniform3f(
                glGetUniformLocation(pipeline.shaderProgram, "lightPosition"),
                0, 0, posZ + 5)
            glUniform3f(
                glGetUniformLocation(pipeline.shaderProgram, "viewPosition"),
                0, 0, posZ + 5)
            glUniform1ui(
                glGetUniformLocation(pipeline.shaderProgram, "shininess"),
                1000)
            glUniform1f(
                glGetUniformLocation(pipeline.shaderProgram,
                                     "constantAttenuation"), 0.01)
            glUniform1f(
                glGetUniformLocation(pipeline.shaderProgram,
                                     "linearAttenuation"), 0.1)
            glUniform1f(
                glGetUniformLocation(pipeline.shaderProgram,
                                     "quadraticAttenuation"), 0.01)

            #Dibujamos a Amy
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "projection"), 1,
                GL_TRUE, projection)
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "view"), 1,
                GL_TRUE, view)
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "model"), 1,
                GL_TRUE,
                tr.matmul([
                    tr.translate(posX, posY, posZ),
                    tr.rotationZ(rotz),
                    tr.rotationX(rotx),
                    tr.rotationY(roty),
                    tr.uniformScale(0.4)
                ]))
            pipeline.drawShape(gpuAmy)

            #Dibujamos el anillo a la altura de la ultima barra
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "model"), 1,
                GL_TRUE,
                tr.matmul([
                    tr.translate(x, y, barras.altura * 2),
                    tr.rotationZ(ra),
                    tr.uniformScale(0.5)
                ]))
            pipeline.drawShape(gpuAnillo)

            # Dibujamos la pantalla inicial
            glUseProgram(tex_pipeline.shaderProgram)
            glUniformMatrix4fv(
                glGetUniformLocation(tex_pipeline.shaderProgram, "transform"),
                1, GL_TRUE,
                tr.matmul([tr.translate(0, 0, 0),
                           tr.uniformScale(ag)]))
            tex_pipeline.drawShape(amyi)

            # Dibujamos la pantalla de perdida
            glUniformMatrix4fv(
                glGetUniformLocation(tex_pipeline.shaderProgram, "transform"),
                1, GL_TRUE,
                tr.matmul([tr.translate(0, 0, 0),
                           tr.uniformScale(eg)]))
            tex_pipeline.drawShape(eggman)

            # Dibujamos la pantalla de ganador
            glUniformMatrix4fv(
                glGetUniformLocation(tex_pipeline.shaderProgram, "transform"),
                1, GL_TRUE,
                tr.matmul([tr.translate(0, 0, 0),
                           tr.uniformScale(af)]))
            tex_pipeline.drawShape(amyf)

            # Hace una copia de la lista de barras
            b = barras.barras

            #Indica que hay gravedad por lo cual amy va a caer mientras no este en una plataforma
            grav = True

            #Cambia el angulo de de rotación del aro
            ra -= 2 * dt

            #Revisa que la posición de las barras calza con Amy
            for i in range(len(b)):
                if posX <= 2 * b[i].posx + 1 and posX >= 2 * b[
                        i].posx - 1 and posY <= 2 * b[
                            i].posy + 1 and posY >= 2 * b[
                                i].posy - 1 and posZ <= b[
                                    i].posz * 0.3 + 1.4 and posZ >= b[
                                        i].posz * 0.3 + 1.25:
                    if b[i].real == False:  #Revisa si la barra es real, de serlo no la dibuja y no apaga la gravedad
                        b[i].dibujo = False
                    else:
                        grav = False  #si no, apaga la gravedad
                        bt = True  #indica que ya se subio una barra

            # Implementa la gravedad
            if posZ > 0.6 and grav == True:
                posZ -= 3 * dt

            #Mueve a Amy dependiendo de la tecla que se precione
            if (glfw.get_key(window, glfw.KEY_A) == glfw.PRESS):
                if posX > -6:
                    posX -= 5 * dt
            if (glfw.get_key(window, glfw.KEY_D) == glfw.PRESS):
                if posX < 6:
                    posX += 5 * dt
            if (glfw.get_key(window, glfw.KEY_W) == glfw.PRESS):
                if posY < 6:
                    posY += 5 * dt
            if (glfw.get_key(window, glfw.KEY_S) == glfw.PRESS):
                if posY > -6:
                    posY -= 5 * dt
            #Implementa los saltos
            if (glfw.get_key(window, glfw.KEY_SPACE) == glfw.PRESS):
                #si se puede saltar
                if salto == True:
                    salto = False  #se bloquea otro salto
                    alt = 2 + posZ  #calcula hasta donde debe llegar
                #si no pierde y no llega al limite de altura
                if alt >= posZ and perder == False:
                    posZ += 5 * dt  #salta
                #Si esta en una barra y aún no pierde
                if grav == False and perder2 == False:
                    salto = True  #Puede volver a saltar
                    perder = False  #aún no pierde
                #Inidica que perdio
                if alt < posZ + 0.01:
                    perder = True
            # Si es que se puede hacer una flecha
            if arrow == True:
                ti = t1  #Revisamos el tiempo actual
                arrow = False  #decimos que no se pueden hacer mas flechas
                flechas = Flecha(posX, posY,
                                 posZ)  #se indica las posicones de la flecha
            # Si ya pasa un tiempo especifico
            if ti + 3 < t1:
                arrow = True  # se puede hacer otra flecha
            #Revisamos que una flecha toca a Amy
            if flechas.posx <= posX + 0.1 and flechas.posx >= posX - 0.1 and flechas.posy <= -posY * 0.2 + 0.1 and flechas.posy >= -posY * 0.2 - 0.1 and flechas.posz <= posZ * 0.2 + 0.1 and flechas.posz >= posZ * 0.2 - 0.1:
                perder2 = True  #Pierde
            #Mueve las flechas a partir de un tiempo en especifico
            if t1 > 8:
                flechas.update(4 * dt)
                flechas.draw(pipeline, projection, view)
            #Hace el movimiento de la imagen inicial
            if t1 < 8:
                if ag > 0:
                    ag -= dt
            #Si pierde genera la imagen de game over y Amy empieza a rotar
            if ((posZ >= 0.5 and posZ <= 0.6 and grav and bt) or perder2 or
                (salto == False and posZ >= 0.5
                 and posZ <= 0.6)) and ganar == False:
                if eg < 2:
                    eg += 0.8 * dt
                rotx -= 2 * dt
                rotz -= 2 * dt
            #Indica cuando gana
            if barras.altura * 2 - posZ <= 0.5 and barras.altura * 2 - posZ >= 0 and grav == False:
                ganar = True
                #Mueve el aro a Amy
                if x < 1.7 * posX:
                    x += 5 * dt
                elif x >= 1.7 * posX:
                    x -= 5 * dt
                if y < 1 * posY:
                    y += 5 * dt
                elif y >= 1 * posY:
                    y -= 5 * dt
                #Hace el movimiento de la imagen de ganador
                if af < 2:
                    af += 0.8 * dt

            #Dibuja las barras
            barras.draw(color_pipeline, projection, view)

            # Once the drawing is rendered, buffers are swap so an uncomplete drawing is never seen.
            glfw.swap_buffers(window)

        glfw.terminate()
Esempio n. 54
0
    def run(self):
        # Initialize the library
        if not glfw.init():
            return

        # Set some window hints
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.SAMPLES, 16)

        # This works as expected
        # glfw.window_hint(glfw.RESIZABLE, 0)

        # These should work, but don't :(
        # could control focus w/ http://crunchbang.org/forums/viewtopic.php?id=22226
        # ended up using xdotool, see run.py
        glfw.window_hint(glfw.FOCUSED, 0)

        # I've set 'shader-*' to raise in openbox-rc as workaround
        # Looking at the code and confirming version 3.1.2 and it should work
        glfw.window_hint(glfw.FLOATING, 1)

        # Create a windowed mode window and its OpenGL context
        self.w = glfw.create_window(500, 500, "shader-test", None, None)
        if not self.w:
            glfw.terminate()
            return

        # Move Window
        glfw.set_window_pos(self.w, 1400, 50)

        # Callbacks
        glfw.set_key_callback(self.w, self.on_key)
        glfw.set_framebuffer_size_callback(self.w, self.on_resize)

        # Make the window's context current
        glfw.make_context_current(self.w)

        # vsync
        glfw.swap_interval(1)

        # Setup GL shaders, data, etc.
        self.initialize()

        # Loop until the user closes the window
        while not glfw.window_should_close(self.w):
            # print difference in time since start
            # this should always be 16.6-16.7 @ 60fps
            # print('%0.1fms' % (1000 * (time.time()-self.lastframe)))

            # start of the frame
            self.lastframe = time.time()

            # Render here, e.g. using pyOpenGL
            self.render()

            # Swap front and back buffers
            glfw.swap_buffers(self.w)

            # Poll for and process events
            glfw.poll_events()

        glfw.terminate()
Esempio n. 55
0
def main():
    # 以下初始化glfw和窗口
    if not glfw.init():
        return

    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)

    # 新建窗口
    window = glfw.create_window(width, height, "Hello Window", None, None)
    if not window:
        glfw.terminate()
        return

    # 设置context
    glfw.make_context_current(window)
    glfw.set_window_size_callback(window, resize_callback)
    ctx = moderngl.create_context(require=410)

    # 顶点数组
    vertices = numpy.array([0, 0, 0.0, 0.5, -0.5, 0.0, 0.0, 0.5, 0.0],
                           dtype='f4')

    # 建立vbo
    vbo = ctx.buffer(vertices.tobytes())

    # 顶点index
    indice = numpy.array([0, 1, 2], dtype='u4')
    ebo = ctx.buffer(indice.tobytes())

    # 读取shader
    f = open('shaders/transform.vert')
    vert = f.read()
    f.close()

    f = open('shaders/orange.frag')
    frag = f.read()
    f.close()

    # 编译shader
    program = ctx.program(vertex_shader=vert, fragment_shader=frag)

    angle = 0

    # 建立vao
    vao = ctx.simple_vertex_array(program, vbo, 'aPos', index_buffer=ebo)

    # 主循环
    while not glfw.window_should_close(window):
        process_input(window)

        ctx.viewport = (0, 0, width, height
                        )  # 这个就是glViewport(),设置opengl的窗口大小,不设置其实也无所谓
        ctx.clear(0.2, 0.3, 0.3, 1.0)

        angle += math.pi / 180

        trans = mat.rotate(angle, 0, 0, 1)
        program['transform'].write(trans.tobytes())

        vao.render()

        glfw.poll_events()
        glfw.swap_buffers(window)

    glfw.terminate()
def main():

    # initialize glfw
    if not glfw.init():
        return

    window = glfw.create_window(800, 600, "My OpenGL window", None, None)

    if not window:
        glfw.terminate()
        return

    glfw.make_context_current(window)
    #        positions        colors
    cube = [
        -0.5,
        -0.5,
        0.5,
        1.0,
        0.0,
        0.0,  #0.0
        0.5,
        -0.5,
        0.5,
        0.0,
        1.0,
        0.0,
        0.5,
        0.5,
        0.5,
        0.0,
        0.0,
        1.0,
        -0.5,
        0.5,
        0.5,
        1.0,
        1.0,
        1.0,
        -0.5,
        -0.5,
        -0.5,
        1.0,
        0.0,
        0.0,
        0.5,
        -0.5,
        -0.5,
        0.0,
        1.0,
        0.0,
        0.5,
        0.5,
        -0.5,
        0.0,
        0.0,
        1.0,
        -0.5,
        0.5,
        -0.5,
        1.0,
        1.0,
        1.0
    ]

    cube = numpy.array(cube, dtype=numpy.float32)

    indices = [
        0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 4, 5, 1, 1, 0, 4, 6, 7, 3, 3, 2, 6,
        5, 6, 2, 2, 1, 5, 7, 4, 0, 0, 3, 7
    ]

    indices = numpy.array(indices, dtype=numpy.uint32)

    vertex_shader = """
    #version 330
    in vec3 position;
    in vec3 color;
    uniform mat4 transform;
    out vec3 newColor;
    void main()
    {
        gl_Position = transform * vec4(position, 1.0f);
        newColor = color;
    }
    """

    fragment_shader = """
    #version 330
    in vec3 newColor;
    out vec4 outColor;
    void main()
    {
        outColor = vec4(newColor, 1.0f);
    }
    """

    #RESIZING
    def window_resize(window, width, height):
        glViewport(0, 0, width, height)

    glfw.set_window_pos(window, 400, 200)  #400

    # set the callback function for window resize
    glfw.set_window_size_callback(window, window_resize)

    shader = OpenGL.GL.shaders.compileProgram(
        OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
        OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER))

    #DRAW IN WIREFRAMES
    #glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    VBO = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, 192, cube, GL_STATIC_DRAW)

    EBO = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 144, indices, GL_STATIC_DRAW)

    position = glGetAttribLocation(shader, "position")
    glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24,
                          ctypes.c_void_p(0))
    glEnableVertexAttribArray(position)

    color = glGetAttribLocation(shader, "color")
    glVertexAttribPointer(color, 3, GL_FLOAT, GL_FALSE, 24,
                          ctypes.c_void_p(12))
    glEnableVertexAttribArray(color)

    glUseProgram(shader)

    glClearColor(0.2, 0.3, 0.2, 1.0)  #0.2
    glEnable(GL_DEPTH_TEST)

    while not glfw.window_should_close(window):
        glfw.poll_events()

        glClearColor(0, 0, 0, 0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        rot_x = pyrr.Matrix44.from_x_rotation(0.7 * glfw.get_time())  #0.5
        rot_y = pyrr.Matrix44.from_y_rotation(1.0 * glfw.get_time())  #0.8

        transformLoc = glGetUniformLocation(shader, "transform")
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, rot_x * rot_y)

        glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, None)

        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 57
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def main():
    glfw.init()

    glfw.window_hint(glfw.RESIZABLE, False)
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 6)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)

    w = glfw.create_window(800, 600, 'Window Title', None, None)

    glfw.make_context_current(w)

    ###############

    face = freetype.Face("/usr/share/fonts/TTF/IBMPlexSans-Regular.ttf")

    # Figure out DPI's of different monitors
    # Perhaps take these into account if you care, as well as window scale.
    # But what if your window is split across screens?
    for monitor in glfw.get_monitors():
        name = glfw.get_monitor_name(monitor).decode('utf8')
        pw, ph = glfw.get_monitor_physical_size(monitor)
        videomode = glfw.get_video_mode(monitor)  # in mm
        vw, vh = videomode.size.width, videomode.size.height
        # print(name, 25.4*vw/pw, 25.4*vh/ph) # convert to pixels per inch
        print(name, (1 / 72) * 25.4 * vw / pw,
              (1 / 72) * 25.4 * vh / ph)  # pixels per point

    # Set char size via physical size calculation
    # width, height in 1/64 of points
    # A point is one 1/72 of an inch. My monitors have 1.35 to 1.84 pixels per point.
    # Device resolution in dots per inch.
    # pixel_size = point_size * resolution / 72
    # face.set_char_size(width=16*64) #,height=0,hres=72,vres=72

    # Set size of EM square via pixels directly
    face.set_pixel_sizes(20, 0)
    baseline_height = 20 * face.height / face.units_per_EM
    print(baseline_height)

    ###############

    # disable byte-alignment restriction
    # normally, textures need to occupy a multiple of 4 in memory
    # but glyphs are single-color so they don't satisfy this
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1)

    glyphs = {}
    for i in range(face.num_glyphs):
        face.load_glyph(i)  #flags=FT_LOAD_RENDER - renders glyph after loading

        texture = glGenTextures(1)

        # all of these numbers are pixels*64 by default
        # so divide by 64 to make these just pixels
        glyphs[i] = {
            "texture": texture,
            "w": face.glyph.metrics.width / 64,
            "h": face.glyph.metrics.height / 64,
            "hori": {
                "advance": face.glyph.metrics.horiAdvance / 64,
                "bearingX": face.glyph.metrics.horiBearingX / 64,
                "bearingY": face.glyph.metrics.horiBearingY / 64,
            },
            "vert": {
                "advance": face.glyph.metrics.vertAdvance / 64,
                "bearingX": face.glyph.metrics.vertBearingX / 64,
                "bearingY": face.glyph.metrics.vertBearingY / 64,
            }
        }

        bitmap = face.glyph.bitmap

        glBindTexture(GL_TEXTURE_2D, texture)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, bitmap.width, bitmap.rows, 0,
                     GL_RED, GL_UNSIGNED_BYTE, bitmap.buffer)
        # target, level, internalformat, width, height, border=0, format, type,data

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
                        GL_CLAMP_TO_EDGE)  # these two seem
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
                        GL_CLAMP_TO_EDGE)  # to be optional
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

    ##################

    shaderProgram = make_shader_program()
    glUseProgram(shaderProgram)

    posParamsUniform = glGetUniformLocation(shaderProgram, "posParams")

    def set_pos(x, y, dx, dy):
        s = 1
        glUniform4f(posParamsUniform, s * x, s * y, s * dx, s * dy)
        # location, count, transpose, value

    vao = glGenVertexArrays(1)
    glBindVertexArray(vao)

    vbo = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, vbo)
    # two triangles to make a rectangle
    # coordinates are in screen space
    # to get texture coordinates to x->x and y->1-y
    vertices = [0.0, 1.0] + [0.0,0.0] + [1.0,0.0] +\
                [0.0, 1.0] + [1.0,0.0] + [1.0,1.0]
    glBufferData(GL_ARRAY_BUFFER, len(vertices)*ctypes.sizeof(ctypes.c_float), \
            (ctypes.c_float*len(vertices))(*vertices), GL_STATIC_DRAW)

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)

    glEnable(GL_BLEND)  # need this because the shader uses alphas
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    fbsize = {}
    fbsize["w"], fbsize["h"] = glfw.get_framebuffer_size(w)

    while not glfw.window_should_close(w):
        glClearColor(0.0, 0.0, 0.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT)

        x, y = -1.0, 1.0
        y -= baseline_height * 2 / fbsize["h"]

        for i in range(face.num_glyphs):
            bx = glyphs[i]["hori"]["bearingX"] * 2 / fbsize["w"]
            by = glyphs[i]["hori"]["bearingY"] * 2 / fbsize["h"]
            width = glyphs[i]["w"] * 2 / fbsize["w"]
            height = glyphs[i]["h"] * 2 / fbsize["h"]

            set_pos(x + bx, y + by - height, width, height)

            x += glyphs[i]["hori"]["advance"] * 2 / fbsize["w"]

            glBindTexture(GL_TEXTURE_2D, glyphs[i]["texture"])
            glDrawArrays(GL_TRIANGLES, 0, 6)

            if i + 1 < face.num_glyphs:
                x += face.get_kerning(i, i + 1).x

                if x + glyphs[i +
                              1]["hori"]["advance"] * 2 / fbsize["w"] >= 1.0:
                    x = -1.0
                    y -= baseline_height * 2 / fbsize["h"]

            if y <= -1.0:
                break

        glfw.swap_buffers(w)
        glfw.poll_events()

    glDeleteBuffers(1, vbo)
    glDeleteVertexArrays(1, vao)

    glDeleteProgram(shaderProgram)

    glfw.terminate()
Esempio n. 58
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 def update(self):
     glfw.make_context_current(self.window)
     self.plotter.setupProjection()
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     self.draw()
     glfw.swap_buffers(self.window)
Esempio n. 59
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 def Run(self):
     while not glfw.window_should_close(self.window):
         self.Step()
         glfw.swap_buffers(self.window)
         glfw.poll_events()
     self.SetView(None)
Esempio n. 60
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def main():

    # Initialize GLFW and open a window
    if not opengl_init():
        return

    # Enable key events
    glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE) 
    glfw.set_cursor_pos(window, 1024/2, 768/2)

    # Set opengl clear color to something other than red (color used by the fragment shader)
    glClearColor(0.0,0.0,0.4,0.0)
    
    # Enable depth test
    glEnable(GL_DEPTH_TEST)

    # Accept fragment if it closer to the camera than the former one
    glDepthFunc(GL_LESS)

    # Cull triangles which normal is not towards the camera
    glEnable(GL_CULL_FACE)

    vertex_array_id = glGenVertexArrays(1)
    glBindVertexArray( vertex_array_id )

    # Create and compile our GLSL program from the shaders
    program_id = common.LoadShaders( ".\\shaders\\Tutorial9\\StandardShading.vertexshader",
        ".\\shaders\\Tutorial9\\StandardShading.fragmentshader" )
    
    # Get a handle for our "MVP" uniform
    matrix_id = glGetUniformLocation(program_id, "MVP")
    view_matrix_id = glGetUniformLocation(program_id, "V")
    model_matrix_id = glGetUniformLocation(program_id, "M")

    # Load the texture
    texture = textureutils.load_image(".\\content\\uvmap_suzanne.bmp")

    # Get a handle for our "myTextureSampler" uniform
    texture_id  = glGetUniformLocation(program_id, "myTextureSampler")

    # Read our OBJ file
    vertices,faces,uvs,normals,colors = objloader.load(".\\content\\suzanne.obj")
    vertex_data,uv_data,normal_data = objloader.process_obj( vertices,faces,uvs,normals,colors)

    # Our OBJ loader uses Python lists, convert to ctype arrays before sending to OpenGL
    vertex_data = objloader.generate_2d_ctypes(vertex_data)
    uv_data = objloader.generate_2d_ctypes(uv_data)
    normal_data = objloader.generate_2d_ctypes(normal_data)

    indexed_vertices, indexed_uvs, indexed_normals, indices = vboindexer.indexVBO(vertex_data,uv_data,normal_data)
    
    indexed_vertices = c_type_fill(indexed_vertices,GLfloat)
    indexed_uvs = c_type_fill(indexed_uvs,GLfloat)
    indexed_normals = c_type_fill(indexed_normals,GLfloat)
    indices = c_type_fill_1D(indices,GLushort)


    # Load OBJ in to a VBO
    vertex_buffer = glGenBuffers(1);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer)
    glBufferData(GL_ARRAY_BUFFER, len(indexed_vertices) * 4 * 3, indexed_vertices, GL_STATIC_DRAW)

    uv_buffer = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, uv_buffer)
    glBufferData(GL_ARRAY_BUFFER, len(indexed_uvs) * 4 * 2, indexed_uvs, GL_STATIC_DRAW)

    normal_buffer = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, normal_buffer)
    glBufferData(GL_ARRAY_BUFFER, len(indexed_normals) * 4 * 3, indexed_normals, GL_STATIC_DRAW)

    # Generate a buffer for the indices as well
    elementbuffer = glGenBuffers(1)
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(indices) * 2, indices , GL_STATIC_DRAW);

    # vsync and glfw do not play nice.  when vsync is enabled mouse movement is jittery.
    common.disable_vsyc()
    
    # Get a handle for our "LightPosition" uniform
    glUseProgram(program_id);
    light_id = glGetUniformLocation(program_id, "LightPosition_worldspace");

    last_time = glfw.get_time()
    frames = 0

    while glfw.get_key(window,glfw.KEY_ESCAPE) != glfw.PRESS and not glfw.window_should_close(window):
        glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT)

        current_time = glfw.get_time()
        if current_time - last_time >= 1.0:
            glfw.set_window_title(window,"Tutorial 9.  FPS: %d"%(frames))
            frames = 0
            last_time = current_time

        glUseProgram(program_id)

        controls.computeMatricesFromInputs(window)
        ProjectionMatrix = controls.getProjectionMatrix();
        ViewMatrix = controls.getViewMatrix();
        ModelMatrix = mat4.identity();
        mvp = ProjectionMatrix * ViewMatrix * ModelMatrix;

        # Send our transformation to the currently bound shader, 
        # in the "MVP" uniform
        glUniformMatrix4fv(matrix_id, 1, GL_FALSE,mvp.data)
        glUniformMatrix4fv(model_matrix_id, 1, GL_FALSE, ModelMatrix.data);
        glUniformMatrix4fv(view_matrix_id, 1, GL_FALSE, ViewMatrix.data);

        lightPos = vec3(4,4,4)
        glUniform3f(light_id, lightPos.x, lightPos.y, lightPos.z)

        # Bind our texture in Texture Unit 0
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture);
        # Set our "myTextureSampler" sampler to user Texture Unit 0
        glUniform1i(texture_id, 0);

        #1rst attribute buffer : vertices
        glEnableVertexAttribArray(0)
        glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
        glVertexAttribPointer(
            0,                  # attribute 0. No particular reason for 0, but must match the layout in the shader.
            3,                  # len(vertex_data)
            GL_FLOAT,           # type
            GL_FALSE,           # ormalized?
            0,                  # stride
            null                # array buffer offset (c_type == void*)
            )

        # 2nd attribute buffer : colors
        glEnableVertexAttribArray(1)
        glBindBuffer(GL_ARRAY_BUFFER, uv_buffer);
        glVertexAttribPointer(
            1,                  # attribute 1. No particular reason for 1, but must match the layout in the shader.
            2,                  # len(vertex_data)
            GL_FLOAT,           # type
            GL_FALSE,           # ormalized?
            0,                  # stride
            null                # array buffer offset (c_type == void*)
            )

        # 3rd attribute buffer : normals
        glEnableVertexAttribArray(2);
        glBindBuffer(GL_ARRAY_BUFFER, normal_buffer);
        glVertexAttribPointer(
            2,                                  # attribute
            3,                                  # size
            GL_FLOAT,                           # type
            GL_FALSE,                           # ormalized?
            0,                                  # stride
            null                                # array buffer offset (c_type == void*)
        )


        # Draw the triangles, vertex data now contains individual vertices
        # so use array length
       # glDrawArrays(GL_TRIANGLES, 0, len(vertex_data))
        # Index buffer
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer)

        # Draw the triangles !
        glDrawElements(
            GL_TRIANGLES,           # mode
            len(indices),           # count
            GL_UNSIGNED_SHORT,      # type
            null                    # element array buffer offset
        )
        # Not strictly necessary because we only have 
        glDisableVertexAttribArray(0)
        glDisableVertexAttribArray(1)
        glDisableVertexAttribArray(2)
    
    
        # Swap front and back buffers
        glfw.swap_buffers(window)

        # Poll for and process events
        glfw.poll_events()

        frames += 1

    # !Note braces around vertex_buffer and uv_buffer.  
    # glDeleteBuffers expects a list of buffers to delete
    glDeleteBuffers(1, [vertex_buffer])
    glDeleteBuffers(1, [uv_buffer])
    glDeleteBuffers(1, [normal_buffer])
    glDeleteProgram(program_id)
    glDeleteTextures([texture_id])
    glDeleteVertexArrays(1, [vertex_array_id])

    glfw.terminate()