Esempio n. 1
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 def resize(self, width, height):
     glViewport(0, 0, width, height)
     self.perspective_mat = hm.perspective(hm.identity(),
                                           60,
                                           float(width) / height,
                                           0.1,
                                           6.0)
     self.modelview_mat = hm.lookat(hm.identity(),
                                    self.campos,
                                    self.center)
     
     self.mvp = np.dot(self.perspective_mat, self.modelview_mat)
Esempio n. 2
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    def loadsquirrel(self):
        # When loading the data, pad the normals to 4 floats (16bytes) since GPUs hate unaligned memory.
        obj = wf.ObjFileParser("squirrel.obj", padnormals = 4)
        self.objscale = 1 / np.max(obj.scale / 2)
        self.objcenter = obj.minpos + (obj.scale / 2)
        
        self.obj_mat = hm.scale(hm.identity(),
                                [self.objscale * 0.2] * 3)
        self.obj_mat = hm.translation(self.obj_mat,
                                      -self.objcenter)

        # Generate a GL compatible indexed vertex buffer for the object
        self.vbdata, ibdata = obj.generateIndexedBuffer([0,1], np.uint16)
        vbdata = self.vbdata
        self.elementnum = np.shape(ibdata)[0]
        # VAO
        self.vertobj = glGenVertexArrays(1)
        glBindVertexArray(self.vertobj)
        # Setup the VBO for the vertex data.
        self.vertbuf = VBO(vbdata, GL_STATIC_DRAW, GL_ARRAY_BUFFER)
        self.vertbuf.bind()
        glVertexAttribPointer(self.positionloc, 4, GL_FLOAT, GL_TRUE, 8 * 4, ctypes.c_void_p(0))
        glVertexAttribPointer(self.normalloc, 4, GL_FLOAT, GL_TRUE, 8 * 4, ctypes.c_void_p(16))
        glEnableVertexAttribArray(self.positionloc)
        glEnableVertexAttribArray(self.normalloc)
        # Indexbuffer
        self.indexbuf = VBO(ibdata, GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER)
        self.indexbuf.bind()
        
        glBindVertexArray(0)
        self.vertbuf.unbind()
        self.indexbuf.unbind()
        #Animation init...
        self.rotation = 0
Esempio n. 3
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    def display(self, timediff):

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        self.shader.use()
        glUniformMatrix4fv(self.objploc, 1, GL_TRUE,
                           np.dot(hm.rotation(hm.identity(), self.rotation, [0,1,0]), self.obj_mat).tolist())
        glUniformMatrix4fv(self.mvploc, 1, GL_TRUE,
                           hm.rotation(self.mvp, self.rotation / 4, [0.577350269189626] * 3).tolist())
        
        glBindVertexArray(self.vertobj)
        glDrawElementsInstanced(GL_TRIANGLES, self.elementnum, GL_UNSIGNED_SHORT, ctypes.c_void_p(0), 125)
        glBindVertexArray(0)
        
        self.rotation += timediff / 5 * 360