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main.py
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main.py
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from numpy import array
from numpy import float32
import numpy
from OpenGL.GL import *
from OpenGL.arrays import vbo
from OpenGL.GLU import *
from OpenGL.GLUT import *
from pyrr import matrix44 as mat4
from pyrr import vector
import pygame
from pygame.locals import *
from ctypes import c_void_p
import math
from numpy import random
from command import *
from camera import Camera
from loaders import *
from terrain import Terrain
HEIGHT = 800
WIDTH = 1280
null = c_void_p(0) #handy trick from https://bitbucket.org/tartley/gltutpy/
pygame.init()
screen = pygame.display.set_mode( (WIDTH,HEIGHT),
HWSURFACE|OPENGL|DOUBLEBUF|OPENGLBLIT )
pygame.mouse.set_visible( False )
pygame.event.set_grab( True )
pygame.display.toggle_fullscreen()
clock = pygame.time.Clock()
pygame.font.init()
fpsFont = pygame.font.Font( pygame.font.get_default_font(), 14 )
#glEnable( GL_CULL_FACE )
glEnable( GL_DEPTH_TEST )
glDepthFunc(GL_LESS)
glClearColor( 0.1, 0.1, 0.5, 0. )
programId = loadShaders( "shaders/simple.vertexshader",
"shaders/simple.fragmentshader" )
matrixId = glGetUniformLocation( programId, b'MVP' )
textureSamplerId = glGetUniformLocation( programId, b'textureSampler' )
terrain = Terrain( 256, 256 )
vert_array, norm_array, index_array = terrain.get_arrays()
vert_norm_vbo = vbo.VBO( numpy.concatenate( (vert_array, norm_array) ) )
index_vbo = vbo.VBO( index_array, target = GL_ELEMENT_ARRAY_BUFFER )
##Framebuffer rendering code
framebufferName = glGenFramebuffers(1)
glBindFramebuffer( GL_FRAMEBUFFER, framebufferName )
renderedTexture = glGenTextures(1)
glBindTexture( GL_TEXTURE_2D, renderedTexture )
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
HEIGHT, WIDTH, 0, GL_RGB, GL_UNSIGNED_BYTE, null )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
depthTexture = glGenTextures(1)
glBindTexture( GL_TEXTURE_2D, depthTexture )
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
HEIGHT, WIDTH, 0,GL_DEPTH_COMPONENT, GL_FLOAT, null )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE )
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0)
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0)
drawBuffers = [GL_COLOR_ATTACHMENT0]
glDrawBuffers(1, drawBuffers)
if glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE:
print("framebuffer incomplete")
sys.exit()
quad_verts = array([
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
1.0, 1.0, 0.0], dtype=float32)
quadVertBuffer = glGenBuffers(1)
glBindBuffer( GL_ARRAY_BUFFER, quadVertBuffer )
glBufferData(GL_ARRAY_BUFFER, quad_verts, GL_STATIC_DRAW)
quad_programId = loadShaders( "shaders/Passthrough.vertexshader", "shaders/edgeDetect.fragmentshader" )
quad_vertexPosition_modelspace = glGetAttribLocation(quad_programId, b'vertexPosition_modelspace');
texID = glGetUniformLocation(quad_programId, b'renderedTexture');
timeID = glGetUniformLocation(quad_programId, b'time');
vertexPosition_modelspaceID = glGetAttribLocation(programId, b'vertexPosition_modelspace')
vertexUVId = glGetAttribLocation(programId, b'vertexUV')
textureId = loadBMP( "textures/uvtemplate.bmp" )
camera = Camera(position = [0.0, -2.0, -9.0])
inputHandler = InputHandler()
inputHandler.keyBind( K_ESCAPE, quit )
inputHandler.keyBind( K_w, camera.moveForward )
inputHandler.keyBind( K_s, camera.moveBackward )
inputHandler.keyBind( K_a, camera.moveLeft )
inputHandler.keyBind( K_d, camera.moveRight )
inputHandler.mouseMoveBind( camera.addRotations )
####FPS METER STUFF
frames = 0 # counter for calculating fps
secondStart = 0 #initialize the first second
fpsDisplay = fpsFont.render( str(0), False, (0,255,255) )
while True:
inputHandler.handleInput()
glBindFramebuffer(GL_FRAMEBUFFER, framebufferName);
glViewport(0,0,HEIGHT,WIDTH)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
glUseProgram( programId )
timePassed = clock.tick()
camera.regenProjectionMatrix()
projection = camera.getProjectionMatrix()
camera.regenViewMatrix()
view = camera.getViewMatrix()
model = array(mat4.create_identity(), dtype=float32)
MVP = array( mat4.multiply(mat4.multiply(model, view), projection ), dtype=float32)
glUniformMatrix4fv( matrixId, 1, GL_FALSE, MVP )
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, textureId)
glUniform1i(textureSamplerId, 0);
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
vert_norm_vbo.bind()
index_vbo.bind()
glVertexPointerf( vert_norm_vbo )
glNormalPointerf( vert_norm_vbo + len(vert_array) )
glDrawElements( GL_TRIANGLES, len(index_vbo.flat), GL_UNSIGNED_INT, index_vbo )
vert_norm_vbo.unbind()
index_vbo.unbind()
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
###DRAWING THE FULL SCREEN QUAD
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glViewport(0,0,HEIGHT,WIDTH)
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUseProgram(quad_programId)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, depthTexture)
glUniform1i(texID, 0)
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, quadVertBuffer)
glVertexAttribPointer( quad_vertexPosition_modelspace, 3, GL_FLOAT, GL_FALSE, 0, null)
####FPS METER STUFF
frames += 1
time = pygame.time.get_ticks()
if time - secondStart > 1000:
fps = frames * 1000 / (time - secondStart)
secondStart = time
frames = 0
fpsDisplay = fpsFont.render( str(fps), False, (0,255,255) )
glViewport(0,0, WIDTH, HEIGHT )
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0.0, WIDTH - 1.0, 0.0, HEIGHT - 1.0, -1.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glPushMatrix()
glRasterPos2i(0,0)
rw, rh = fpsDisplay.get_size()
glDrawPixels(rw, rh, GL_RGBA, GL_UNSIGNED_BYTE, pygame.image.tostring( fpsDisplay, 'RGBA', 1))
glPopMatrix()
glDrawArrays(GL_TRIANGLES, 0, 6)
glDisableVertexAttribArray(0)
pygame.display.flip()