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main.py
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main.py
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import time
from OpenGL.GL import *
import numpy as np
from GEngine.shader import ShaderProgram
from GEngine.model import Model, ModelFromExport, generate_grid_mesh
import glm
from GEngine.camera3D import Camera3D
from GEngine.window import GWindow
SCR_WIDTH = 800
SCR_HEIGHT = 800
camera = Camera3D(glm.vec3(0.0, 5.0, 30.0))
window = GWindow("demo", SCR_WIDTH, SCR_HEIGHT, camera, keep_mouse_stay=True)
light_color = (1.0, 1.0, 1.0)
hand_color = (0.7, 0.7, 0.7)
# hand_color = (1, 0, 0)
light_position = (-10, 6, 10)
grid_position = [
glm.vec3(1.0, 1.0, 1.0),
[glm.radians(90), glm.vec3(1.0, 0.0, 0.0)],
glm.vec3(0, 0.0, 0)
]
def init():
grid_vertices, grid_mesh = generate_grid_mesh(-10, 10, step=0.5)
cube_vertices = np.array([-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, 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, 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, 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, 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, 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, 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, 0.0, 1.0,
0.5, -0.5, -0.5, 1.0, 1.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
0.5, 0.5, -0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0
], dtype=np.float32)
global shader_program
shader_program = ShaderProgram("resources/shaders/shader.vs", "resources/shaders/shader.fg")
shader_program.init()
global grid_model
grid_model = Model([grid_vertices], indices=[grid_mesh])
global hand_shader_program
hand_shader_program = ShaderProgram("resources/shaders/hand_shader.vs", "resources/shaders/hand_shader.fg")
hand_shader_program.init()
global hand_model
hand_model = ModelFromExport("resources/models/hand.obj", vertex_format="VN")
global light_shader_program
light_shader_program = ShaderProgram("resources/shaders/light_shader.vs", "resources/shaders/light_shader.fg")
light_shader_program.init()
global light_cube
light_cube = Model([cube_vertices])
glEnable(GL_DEPTH_TEST)
# glEnable(GL_BLEND)
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
def render():
glClearColor(0, 0, 0, 0.0)
glClearDepth(1.0)
glPointSize(5)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
projection = glm.perspective(glm.radians(camera.zoom), window.window_width * 1.0 / window.window_height, 0.1, 1000)
view = camera.get_view_matrix()
#
# draw grid
shader_program.use()
shader_program.set_matrix("projection", glm.value_ptr(projection))
shader_program.set_matrix("view", glm.value_ptr(view))
m = glm.mat4(1.0)
m = glm.translate(m, grid_position[2])
m = glm.rotate(m, glm.radians(90), grid_position[1][1])
m = glm.scale(m, glm.vec3(5))
shader_program.set_matrix("model", glm.value_ptr(m))
shader_program.un_use()
grid_model.draw(shader_program, draw_type=GL_LINES)
#
# draw hand
hand_shader_program.use()
hand_shader_program.set_matrix("projection", glm.value_ptr(projection))
hand_shader_program.set_matrix("view", glm.value_ptr(view))
m = glm.mat4(1.0)
m = glm.translate(m, glm.vec3(0, 6, 0))
m = glm.rotate(m, glm.radians(-90), glm.vec3(1, 0, 0))
# m = glm.rotate(m, glm.radians(model_position[1][1][0]), model_position[1][1][1])
# m = glm.rotate(m, glm.radians(model_position[1][2][0]), model_position[1][2][1])
m = glm.scale(m, glm.vec3(0.02, 0.02, 0.02))
hand_shader_program.set_matrix("model", glm.value_ptr(m))
hand_shader_program.set_uniform_3f("lightColor", light_color)
hand_shader_program.set_uniform_3f("lightPos", light_position)
hand_shader_program.set_uniform_3f("handColor", hand_color)
hand_shader_program.un_use()
hand_model.draw(hand_shader_program, draw_type=GL_TRIANGLES)
#
# draw light cube
light_shader_program.use()
light_shader_program.set_matrix("projection", glm.value_ptr(projection))
light_shader_program.set_matrix("view", glm.value_ptr(view))
m = glm.mat4(1.0)
m = glm.translate(m, glm.vec3(light_position[0], light_position[1], light_position[2]))
m = glm.scale(m, glm.vec3(1, 1, 1))
light_shader_program.set_matrix("model", glm.value_ptr(m))
light_shader_program.set_uniform_3f("lightColor", light_color)
light_shader_program.un_use()
light_cube.draw(light_shader_program, draw_type=GL_TRIANGLES)
def main():
init()
window.set_render_function(render)
window.start_window_loop()
if __name__ == "__main__":
main()