コード例 #1
0
def grid(projection, view):
    size = 10
    # create geometry
    # ---------------
    logging.debug("create grid geometry")
    positions = []
    offset = int(size)/2
    for x in range(0, int(size)+1):
        positions.append((x-offset, 0, size/2))
        positions.append((x-offset, 0, -size/2))

    for y in range(0, int(size)+1):
        positions.append((size/2, 0, y-offset))
        positions.append((-size/2, 0, y-offset))

    positions = np.array(positions, dtype=np.float32)

    # create buffers
    logging.debug("create grid buffers")
    vbo = glGenBuffers(1)
    glBindBuffer(GL_ARRAY_BUFFER, vbo)
    glBufferData(GL_ARRAY_BUFFER, positions.nbytes, positions, GL_STATIC_DRAW)
    glBindBuffer(GL_ARRAY_BUFFER, vbo)

    vao = glGenVertexArrays(1)

    # create program
    logging.debug("create grid program")
    prog = program.create(
        """#version 330 core
        layout (location=0) in vec3 position;
        uniform mat4 projection;
        uniform mat4 view;

        void main(){
            gl_Position = projection * view * vec4(position, 1.0);
        }
        """,
        """#version 330 core
        out vec4 FragColor;
        void main(){
            FragColor = vec4(0.5,0.5,0.5,1);
        }
        """)

    # draw
    with program.use(prog):
        program.set_uniform(prog, "projection", projection)
        program.set_uniform(prog, "view", view)
        glBindVertexArray(vao)
        loc = glGetAttribLocation(prog, "position")
        glVertexAttribPointer(loc, 3, GL_FLOAT, False, 0, None)
        glEnableVertexAttribArray(loc)
        glDrawArrays(GL_LINES, 0, positions.size)
        glBindVertexArray(0)
コード例 #2
0
    def draw(self):
        GLFWViewer.poll_events()
        glViewport(0, 0, self.width, self.height)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        with program.use(self.prog) as prog:
            program.set_uniform(prog, 'projectionMatrix',
                                self.window.projection_matrix)
            program.set_uniform(prog, 'viewMatrix', self.window.view_matrix)
            program.set_uniform(prog, 'modelMatrix', np.eye(4))
            glBindTexture(GL_TEXTURE_2D, self.matcap_tex)
            program.set_uniform(prog, 'matCap', 0)
            imdraw.torusknot(prog)

        self.window.swap_buffers()
コード例 #3
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    def draw_scene_for_shadows(self, prog):
        for child in self.scene.children:
            # set uniforms
            program.set_uniform(prog, 'model', child.transform)

            # set attributes
            vao, ebo, pos_vbo, uv_vbo, normal_vbo, count = self.get_geometry_buffer(
                child)
            glBindVertexArray(vao)
            position_location = glGetAttribLocation(prog, 'position')
            glBindBuffer(GL_ARRAY_BUFFER, pos_vbo)
            glVertexAttribPointer(position_location, 3, GL_FLOAT, False, 0,
                                  ctypes.c_void_p(0))
            glEnableVertexAttribArray(position_location)

            # draw geometry
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
            glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, None)

            # cleanup bindings
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
            glBindBuffer(GL_ARRAY_BUFFER, 0)
            glBindVertexArray(0)
コード例 #4
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    def draw_scene_for_geometry(self, prog):
        import ctypes
        for child in self.scene.children:
            # set uniforms
            program.set_uniform(prog, 'model', child.transform)
            program.set_uniform(prog, 'albedo', child.material.albedo)
            program.set_uniform(prog, 'roughness', child.material.roughness)
            program.set_uniform(prog, 'metallic', child.material.metallic)

            # set attributes
            vao, ebo, pos_vbo, uv_vbo, normal_vbo, count = self.get_geometry_buffer(
                child)
            glBindVertexArray(vao)
            position_location = glGetAttribLocation(prog, 'position')
            glBindBuffer(GL_ARRAY_BUFFER, pos_vbo)
            glVertexAttribPointer(position_location, 3, GL_FLOAT, False, 0,
                                  ctypes.c_void_p(0))
            glEnableVertexAttribArray(position_location)

            uv_location = glGetAttribLocation(prog, 'uv')
            if uv_location is not -1:
                glBindBuffer(GL_ARRAY_BUFFER, uv_vbo)
                glVertexAttribPointer(uv_location, 2, GL_FLOAT, False, 0,
                                      ctypes.c_void_p(0))
                glEnableVertexAttribArray(uv_location)

            normal_location = glGetAttribLocation(prog, 'normal')
            if normal_location is not -1:
                glBindBuffer(GL_ARRAY_BUFFER, normal_vbo)
                glVertexAttribPointer(normal_location, 3, GL_FLOAT, False, 0,
                                      ctypes.c_void_p(0))
                glEnableVertexAttribArray(normal_location)

            # draw geometry
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
            glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, None)

            # cleanup bindings
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
            glBindBuffer(GL_ARRAY_BUFFER, 0)
            glBindVertexArray(0)
コード例 #5
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    level=logging.DEBUG,
    format='%(levelname)s:%(module)s.%(funcName)s: %(message)s')

width, height = 1024, 768
model_matrix = np.identity(4)
window = GLFWViewer(width, height, (0.6, 0.7, 0.7, 1.0))

with window:
    glEnable(GL_DEPTH_TEST)
    glEnable(GL_CULL_FACE)

    while not window.should_close():
        glViewport(0, 0, window.width, window.height)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        with program.use(skybox_program):
            program.set_uniform(skybox_program, 'projection',
                                window.projection_matrix)
            sky_view = glm.mat4(glm.mat3(window.view_matrix))
            program.set_uniform(skybox_program, 'view', sky_view)
            camera_pos = glm.transpose(
                glm.transpose(glm.inverse(window.view_matrix)))[3].xyz
            program.set_uniform(skybox_program, 'cameraPos', camera_pos)
            program.set_uniform(skybox_program, 'skybox', 0)
            program.set_uniform(skybox_program, 'groundProjection', True)
            glActiveTexture(GL_TEXTURE0 + 0)
            glBindTexture(GL_TEXTURE_CUBE_MAP, env_cubemap)
            imdraw.cube(skybox_program, flip=True)

            glBindTexture(GL_TEXTURE_CUBE_MAP, 0)
        glDepthMask(GL_TRUE)

        # draw grid
コード例 #6
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    for i in range(64):
        sample = glm.vec3(np.random.uniform((-1, -1, 0), (1, 1, 1), (3, )))
        sample = glm.normalize(sample)
        sample *= np.random.uniform(0, 1)
        scale = i / 64

        # scale samples s.t. they are more aligned to center of kernel
        scale = glm.mix(0.1, 1.0, scale * scale)
        sample *= scale
        ssaoKernel.append(sample)

    with program.use(ssao_program):
        for i, sample in enumerate(ssaoKernel):
            name = "samples[{}]".format(i)
            location = glGetUniformLocation(ssao_program, name)
            program.set_uniform(ssao_program, name, sample)

    noise_data = np.random.uniform((-1, -1, 0), (1, 1, 0), (4, 4, 3))
    noise_texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, noise_texture)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, 4, 4, 0, GL_RGB, GL_FLOAT,
                 noise_data)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glBindTexture(GL_TEXTURE_2D, 0)

    # create ssao fbo
    # ---------------
    ssao_fbo = glGenFramebuffers(1)
コード例 #7
0
def texture(tex, rect, shuffle=(0, 1, 2, -1)):
    # create shader program
    debug_quad_program = program.create(
        *glsl.read('debug_quad.vs', 'shuffle.fs'))

    # setup program uniforms
    with program.use(debug_quad_program):
        program.set_uniform(debug_quad_program, 'projectionMatrix', np.eye(4))
        program.set_uniform(debug_quad_program, 'viewMatrix', np.eye(4))
        program.set_uniform(debug_quad_program, 'modelMatrix', np.eye(4))
        program.set_uniform(debug_quad_program, 'tex', 0)
        program.set_uniform(debug_quad_program, 'shuffle.red', shuffle[0])
        program.set_uniform(debug_quad_program, 'shuffle.green', shuffle[1])
        program.set_uniform(debug_quad_program, 'shuffle.blue', shuffle[2])
        program.set_uniform(debug_quad_program, 'shuffle.alpha', shuffle[3])

    # draw texture quad
    glViewport(*rect)
    with program.use(debug_quad_program):
        glActiveTexture(GL_TEXTURE0 + 0)
        glBindTexture(GL_TEXTURE_2D, tex)
        quad(debug_quad_program)
        glBindTexture(GL_TEXTURE_2D, 0)
コード例 #8
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    def render(self):
        # Animate
        # -------
        import math, time
        spotlight.position = glm.vec3(math.cos(time.time() * 3) * 4, 0.3, -4)
        spotlight.direction = -spotlight.position
        pointlight.position = glm.vec3(
            math.cos(time.time()) * 4, 4,
            math.sin(time.time()) * 4)
        self.camera.transform = glm.inverse(self.window.view_matrix)

        # Render passes
        # -------------
        ## Geometry
        self.geometry_pass.camera = self.camera  # window.projection_matrix, window.view_matrix
        self.geometry_pass.render()

        ## Shadowmaps
        dirlight.shadowpass.camera = dirlight.camera
        dirlight.shadowpass.render()
        spotlight.shadowpass.camera = spotlight.camera
        spotlight.shadowpass.render()
        pointlight.shadowpass.position = pointlight.position
        pointlight.shadowpass.render()

        ## Lighting
        self.lighting_pass.cameraPos = self.camera.position
        self.lighting_pass.gPosition = self.geometry_pass.gPosition
        self.lighting_pass.gNormal = self.geometry_pass.gNormal
        self.lighting_pass.gAlbedoSpecular = self.geometry_pass.gAlbedoSpecular
        self.lighting_pass.gRoughness = self.geometry_pass.gRoughness
        self.lighting_pass.gMetallic = self.geometry_pass.gMetallic
        self.lighting_pass.gEmissive = self.geometry_pass.gEmissive
        self.lighting_pass.render()

        ## Forward rendering

        #  - Copy depth from geometry pass
        glBindFramebuffer(GL_READ_FRAMEBUFFER, self.geometry_pass.gBuffer)
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER,
                          self.forward_fbo)  # write to default framebuffer
        glBlitFramebuffer(0, 0, self.width, self.height, 0, 0, self.width,
                          self.height, GL_DEPTH_BUFFER_BIT, GL_NEAREST)
        glBindFramebuffer(GL_READ_FRAMEBUFFER, self.lighting_pass.fbo)
        glBlitFramebuffer(0, 0, self.width, self.height, 0, 0, self.width,
                          self.height, GL_COLOR_BUFFER_BIT, GL_NEAREST)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LEQUAL)
        glDepthMask(GL_FALSE)

        with fbo.bind(self.forward_fbo):
            # draw skybox
            glViewport(0, 0, self.width, self.height)
            with program.use(self.skybox_program) as prog:
                program.set_uniform(prog, 'projection', self.camera.projection)
                sky_view = glm.mat4(glm.mat3(self.camera.view))
                program.set_uniform(prog, 'view', sky_view)
                program.set_uniform(prog, 'cameraPos', self.camera.position)
                program.set_uniform(prog, 'skybox', 0)
                program.set_uniform(prog, 'groundProjection', True)
                glActiveTexture(GL_TEXTURE0 + 0)
                glBindTexture(GL_TEXTURE_CUBE_MAP,
                              self.environment_pass.cubemap)
                imdraw.cube(prog, flip=True)

                glBindTexture(GL_TEXTURE_CUBE_MAP, 0)
            glDepthMask(GL_TRUE)

        ## Tonemapping
        self.tonemapping_pass.hdrimage = self.lighting_pass.beauty
        self.tonemapping_pass.exposure = 0.0
        self.tonemapping_pass.gamma = 2.2
        self.tonemapping_pass.render()

        # Render to screen
        # ----------------
        glViewport(0, 0, self.width, self.height)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glDisable(GL_DEPTH_TEST)

        # draw to screen
        imdraw.texture(self.tonemapping_pass.ldrimage,
                       (0, 0, self.width, self.height))

        # debug
        imdraw.texture(self.geometry_pass.gPosition, (0, 0, 90, 90))
        imdraw.texture(self.geometry_pass.gNormal, (100, 0, 90, 90))
        imdraw.texture(self.geometry_pass.gAlbedoSpecular, (200, 0, 90, 90),
                       shuffle=(0, 1, 2, -1))
        imdraw.texture(self.geometry_pass.gAlbedoSpecular, (300, 0, 90, 90),
                       shuffle=(3, 3, 3, -1))
        imdraw.texture(self.geometry_pass.gRoughness, (400, 0, 90, 90),
                       shuffle=(0, 0, 0, -1))
        imdraw.texture(self.geometry_pass.gMetallic, (500, 0, 90, 90),
                       shuffle=(0, 0, 0, -1))

        imdraw.texture(dirlight.shadowpass.texture, (0, 100, 90, 90),
                       shuffle=(0, 0, 0, -1))
        imdraw.texture(spotlight.shadowpass.texture, (100, 100, 90, 90),
                       shuffle=(0, 0, 0, -1))
        imdraw.cubemap(pointlight.shadowpass.cubemap, (200, 100, 90, 90),
                       self.window.projection_matrix, self.window.view_matrix)

        imdraw.texture(self.environment_tex, (0, 200, 90, 90))
        imdraw.cubemap(self.environment_pass.cubemap, (100, 200, 90, 90),
                       self.window.projection_matrix, self.window.view_matrix)

        imdraw.cubemap(self.irradiance_pass.irradiance, (200, 200, 90, 90),
                       self.window.projection_matrix, self.window.view_matrix)
        imdraw.cubemap(self.prefilter_pass.prefilter, (300, 200, 90, 90),
                       self.window.projection_matrix, self.window.view_matrix)
        imdraw.texture(self.brdf_pass.brdflut, (400, 200, 90, 90))

        imdraw.texture(self.lighting_pass.beauty, (0, 300, 90, 90))

        # swap buffers
        # ------------
        self.window.swap_buffers()
        GLFWViewer.poll_events()
コード例 #9
0
def draw_scene(prog, projection_matrix, view_matrix):
    """Draw scen with a shader program"""
    program.set_uniform(prog, 'projectionMatrix', projection_matrix)
    program.set_uniform(prog, 'viewMatrix', view_matrix)
    camera_pos = glm.inverse(view_matrix)[3].xyz
    program.set_uniform(prog, 'cameraPos', camera_pos)

    model_matrix = glm.translate(glm.mat4(1), (-1, 0.5, 0))
    normal_matrix = glm.mat3(glm.transpose(glm.inverse(model_matrix)))
    program.set_uniform(prog, 'modelMatrix', model_matrix)
    program.set_uniform(prog, 'normalMatrix', normal_matrix)
    imdraw.cube(prog)

    model_matrix = glm.translate(glm.mat4(1), (1, 0, 0))
    normal_matrix = glm.mat3(glm.transpose(glm.inverse(model_matrix)))
    program.set_uniform(prog, 'modelMatrix', model_matrix)
    program.set_uniform(prog, 'normalMatrix', normal_matrix)
    imdraw.sphere(prog)

    model_matrix = glm.mat4(1)
    normal_matrix = glm.mat3(glm.transpose(glm.inverse(model_matrix)))
    program.set_uniform(prog, 'modelMatrix', model_matrix)
    program.set_uniform(prog, 'normalMatrix', normal_matrix)
    imdraw.plane(prog)
コード例 #10
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    # create rbo
    capture_rbo = glGenRenderbuffers(1)
    glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo)
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, env_width,
                          env_height)
    glBindRenderbuffer(GL_RENDERBUFFER, 0)

    # create fbo
    capture_fbo = glGenFramebuffers(1)

    # draw environment map to skybox
    glViewport(0, 0, env_width, env_height)
    glActiveTexture(GL_TEXTURE0)
    glBindTexture(GL_TEXTURE_2D, environment_tex)
    with program.use(equirectangular_to_cubemap_program):
        program.set_uniform(equirectangular_to_cubemap_program,
                            "equirectangularMap", 0)
        program.set_uniform(equirectangular_to_cubemap_program,
                            "projectionMatrix", capture_projection)

        with fbo.bind(capture_fbo):
            for i in range(6):
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                       GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
                                       env_cubemap, 0)
                program.set_uniform(equirectangular_to_cubemap_program,
                                    "viewMatrix", capture_views[i])
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
                imdraw.cube(equirectangular_to_cubemap_program, flip=True)

    # Image based lighting
    # --------------------
コード例 #11
0
                          env_height)
    glBindRenderbuffer(GL_RENDERBUFFER, 0)

    # create cubemap fbo
    capture_fbo = glGenFramebuffers(1)
    # attach depth buffer
    with fbo.bind(capture_fbo):
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                                  GL_RENDERBUFFER, capture_rbo)

    # draw environment map to each cubemap side
    glViewport(0, 0, env_width, env_height)
    glActiveTexture(GL_TEXTURE0)
    glBindTexture(GL_TEXTURE_2D, environment_tex)
    with program.use(equirectangular_to_cubemap_program):
        program.set_uniform(equirectangular_to_cubemap_program,
                            "equirectangularMap", 0)
        program.set_uniform(equirectangular_to_cubemap_program,
                            "projectionMatrix", capture_projection)

        with fbo.bind(capture_fbo):
            for i in range(6):
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                       GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
                                       env_cubemap, 0)
                program.set_uniform(equirectangular_to_cubemap_program,
                                    "viewMatrix", capture_views[i])
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
                imdraw.cube(equirectangular_to_cubemap_program, flip=True)

    ## setup skybox drawing
    skybox_program = program.create(*glsl.read('skybox'))
コード例 #12
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def cubemap(tex, rect, projection, view, LOD=None, shuffle=(0, 1, 2, 3)):
    prog = create_program()

    glViewport(*rect)
    with program.use(prog):
        glActiveTexture(GL_TEXTURE0 + 0)
        glBindTexture(GL_TEXTURE_CUBE_MAP, tex)
        program.set_uniform(prog, "projectionMatrix", projection)
        program.set_uniform(prog, "viewMatrix", view)
        program.set_uniform(prog, "modelMatrix",
                            glm.scale(glm.mat4(1), (1.1, 1.1, 1.1)))
        program.set_uniform(prog, "cubeMap", 0)
        program.set_uniform(prog, "useLOD", LOD is not None)
        program.set_uniform(prog, "LOD", LOD or 0.0)
        program.set_uniform(prog, 'shuffle.red', shuffle[0])
        program.set_uniform(prog, 'shuffle.green', shuffle[1])
        program.set_uniform(prog, 'shuffle.blue', shuffle[2])
        program.set_uniform(prog, 'shuffle.alpha', shuffle[3])
        cube(prog)
        glBindTexture(GL_TEXTURE_CUBE_MAP, 0)
コード例 #13
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		#version 330 core
		uniform mat4 projection;
		uniform mat4 view;
		uniform mat4 model;

		layout (location = 0) in vec3 position;

		void main(){
			gl_Position = projection * view * model * vec4(position, 1.0);
		}
		""", """
		#version 330 core
		out vec4 FragColor;
		void main(){
			FragColor = vec4(1,1,1,1);
		}
		""")

    while not window.should_close():
        glViewport(0, 0, window.width, window.height)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        with program.use(prog):
            program.set_uniform(prog, 'projection', window.projection_matrix)
            program.set_uniform(prog, 'view', window.view_matrix)
            program.set_uniform(prog, 'model', np.eye(4))
            imdraw.cube(prog)

            # draw grid

        window.swap_buffers()
        GLFWViewer.poll_events()
コード例 #14
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        shadowTransforms.append(
            shadowProj *
            glm.lookAt(lightPos, lightPos + glm.vec3(0.0, 0.0, 1.0),
                       glm.vec3(0.0, -1.0, 0.0)))
        shadowTransforms.append(
            shadowProj *
            glm.lookAt(lightPos, lightPos + glm.vec3(0.0, 0.0, -1.0),
                       glm.vec3(0.0, -1.0, 0.0)))

        shadowTransforms = np.array([np.array(m) for m in shadowTransforms])
        glViewport(0, 0, shadow_width, shadow_height)
        with fbo.bind(shadow_depth_fbo), program.use(
                point_shadow_program) as prog:
            glClear(GL_DEPTH_BUFFER_BIT)
            for i in range(6):
                program.set_uniform(prog, "shadowMatrices[{}]".format(i),
                                    shadowTransforms[i])
            program.set_uniform(prog, 'farPlane', far_plane)
            program.set_uniform(prog, 'lightPos', lightPos)

            # draw scene
            program.set_uniform(prog, 'model',
                                glm.translate(glm.mat4(1), (-1, 0.5, -1)))
            imdraw.cube(prog)
            program.set_uniform(prog, 'model',
                                glm.translate(glm.mat4(1), (1, 0.5, -1)))
            imdraw.cube(prog)
            program.set_uniform(prog, 'model',
                                glm.translate(glm.mat4(1), (1, 0.5, 1)))
            imdraw.sphere(prog)
            program.set_uniform(prog, 'model',
                                glm.translate(glm.mat4(1), (-1, 0.5, 1)))