コード例 #1
0
ファイル: test_pathtrace2.py プロジェクト: fynv/FeiRaysInline
    for ind in shape.mesh.indices:
        lst_vertex_inds += [ind.vertex_index]
        lst_normal_inds += [ind.normal_index]

vertex_inds = np.array(lst_vertex_inds, dtype=np.uint32)
normal_inds = np.array(lst_normal_inds, dtype=np.uint32)

VK_FORMAT_R8G8B8A8_SRGB = 43

width = 900
height = 600

scene = fri.Scene()

sky_cube = np.array(Image.open('cubemap.png').convert('RGBA'))
gpu_sky_cube = vki.Cubemap(512, 512, VK_FORMAT_R8G8B8A8_SRGB)
gpu_sky_cube.upload(sky_cube)
'''
sky = fri.TexturedSky(scene.add_cubemap(gpu_sky_cube))
scene.set_sky(sky)
'''

sky = fri.GradientSky((0.0, 0.0, 0.0), (0.0, 0.0, 0.0))
scene.set_sky(sky)
'''
point_light0 = fri.PointLight((-5.0, 20.0, -5.0), (0.5, 1.0, 0.5), 1000.0)
scene.add_object(point_light0)

point_light1 = fri.PointLight((5.0, 20.0, 5.0), (1.0, 0.5, 0.5), 1000.0)
scene.add_object(point_light1)
'''
コード例 #2
0
ファイル: RubikNotes.py プロジェクト: fynv/RubikNotes
    def __init__(self, fn_skin = "skin_default.png", backface = False):
        self.width = 640
        self.height = 480
        proj_mat = glm.perspective(glm.radians(45.0), self.width/self.height, 0.1, 1000.0)
        view_mat = glm.lookAt(glm.vec3(10.0,10.0,10.0), glm.vec3(0.0,0.0,0.0), glm.vec3(0.0, 1.0, 0.0))
        self.matrix = proj_mat*view_mat

        self.bg_color = [1.0, 1.0, 1.0, 1.0]
        self.bg_depth = 1.0

        options = {}
        if backface:
            self.bg_depth = 0.0
            options['depth_compare_op'] = VK_COMPARE_OP_GREATER

        skin_in =  np.array(Image.open(fn_skin).convert('RGBA'))
        self.skin = vki.Cubemap(skin_in.shape[1], skin_in.shape[0]//6, VK_FORMAT_R8G8B8A8_SRGB)
        self.skin.upload(skin_in)

        self.rp = vki.Rasterizer(["matrix", "map", "dirs"], type_locked=True)

        

        self.rp.add_draw_call(vki.DrawCall(
'''
const vec3 positions[18] = { 
    vec3(3.0, 3.0, 3.0), vec3(3.0, 3.0, -3.0), vec3(3.0, -3.0, 3.0),
    vec3(-3.0, 3.0, -3.0), vec3(-3.0, 3.0, 3.0), vec3(-3.0, -3.0, -3.0),
    vec3(-3.0, 3.0, -3.0), vec3(3.0, 3.0, -3.0), vec3(-3.0, 3.0, 3.0),
    vec3(-3.0, -3.0, 3.0), vec3(3.0, -3.0, 3.0), vec3(-3.0, -3.0, -3.0),
    vec3(-3.0, 3.0, 3.0), vec3(3.0, 3.0, 3.0), vec3(-3.0, -3.0, 3.0),
    vec3(3.0, 3.0, -3.0), vec3(-3.0, 3.0, -3.0), vec3(3.0, -3.0, -3.0) };

const vec2 indices[24] = { 
    vec2(0.0,0.0), vec2(0.0,1.0), vec2(1.0,1.0), vec2(1.0,1.0), vec2(1.0,0.0), vec2(0.0,0.0),
    vec2(1.0,0.0), vec2(0.0,0.0), vec2(0.0,1.0), vec2(0.0,1.0), vec2(1.0,1.0), vec2(1.0,0.0), 
    vec2(1.0,1.0), vec2(1.0,0.0), vec2(0.0,0.0), vec2(0.0,0.0), vec2(0.0,1.0), vec2(1.0,1.0),
    vec2(0.0,1.0), vec2(1.0,1.0), vec2(1.0,0.0), vec2(1.0,0.0), vec2(0.0,0.0), vec2(0.0,1.0) };

layout (location = 0) out vec3 pos;

void main() 
{   
    uint id_vert = gl_VertexIndex % 6; 
    uint id_sq_out = gl_VertexIndex / 6;    
    uint id_in_face_out = id_sq_out % 9;
    uint id_face_out = id_sq_out / 9;    
    uint id_x_out = id_in_face_out % 3;
    uint id_y_out = id_in_face_out / 3;

    vec3 o_out = positions[id_face_out*3];
    vec3 ox_out = positions[id_face_out*3+1] - o_out;
    vec3 oy_out = positions[id_face_out*3+2] - o_out;

    vec2 idv_out = indices[id_vert];
    vec3 pos_out = o_out + ox_out *(float(id_x_out)+idv_out.x)/3.0 + oy_out *(float(id_y_out)+idv_out.y)/3.0;    

    vec4 wpos = vec4(pos_out, 1.0);
    vec4 ppos = matrix * wpos;    
    ppos.y = -ppos.y;
    ppos.z = (ppos.z + ppos.w) / 2.0;
    gl_Position = ppos;

    uint id_sq_in = get_value(map, id_sq_out);    
    uint id_in_face_in = id_sq_in % 9;
    uint id_face_in = id_sq_in / 9;    
    uint id_x_in = id_in_face_in % 3;
    uint id_y_in = id_in_face_in / 3;

    uint dir_in = get_value(dirs, id_sq_out);

    vec3 o_in = positions[id_face_in*3];
    vec3 ox_in = positions[id_face_in*3+1] - o_in;
    vec3 oy_in = positions[id_face_in*3+2] - o_in;

    vec2 idv_in = indices[6*dir_in + id_vert];
    vec3 pos_in = o_in + ox_in *(float(id_x_in)+idv_in.x)/3.0 + oy_in *(float(id_y_in)+idv_in.y)/3.0; 

    pos = pos_in;
}
''',
'''
layout (location = 0) in vec3 pos;
layout (location = 0) out vec4 outColor;

void main() 
{
    vec3 dir = normalize(pos);
    outColor = texture(arr_cubemap[0], dir);
}
''', options=options))