Exemplo n.º 1
0
    def render(self):
        GL.glClearColor(0, 0, 0, 1)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

        # active shader program
        GL.glUseProgram(self.shaderProgram)

        '''
        # Update the uniform color
        tval = time.time()
        green = (numpy.sin(tval)/2) + 0.5
        vertexColorLocation = GL.glGetUniformLocation(shaderProgram, 'ourColor')
        GL.glUniform4f(vertexColorLocation, 0.0, green, 0.0, 1.0)
        '''

        try:
            GL.glBindVertexArray(self.VAO)

           
            # Draw a triangle
            # GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)

            # draw triangle, starting index of the vertex array, # of vertices (6 = indexData.size), 
            # EBO indexes remain the same (accounts for stride of extra data
            GL.glDrawElements(GL.GL_TRIANGLES, self.index_size, GL.GL_UNSIGNED_INT, None)
        finally:
            # Unbind when we finish
            GL.glBindVertexArray(0)
            GL.glUseProgram(0)
def init():
    initialize_program()
    initialize_vertex_buffer()
    
    n = 1
    vao_array = GL.arrays.GLuintArray.zeros((n,))
    GL.glBindVertexArray( vao_array )
Exemplo n.º 3
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def render(shader, vao, tex, tex2):
    gl.glClearColor(0.2, 0.3, 0.3, 0.4)
    gl.glClear(gl.GL_COLOR_BUFFER_BIT|gl.GL_DEPTH_BUFFER_BIT)

    gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
    gl.glUseProgram(shader)
    gl.glActiveTexture(gl.GL_TEXTURE0)
    gl.glBindTexture(gl.GL_TEXTURE_2D, tex)
    gl.glUniform1i(gl.glGetUniformLocation(shader, "ourTexture1"), 0)
    gl.glActiveTexture(gl.GL_TEXTURE1)
    gl.glBindTexture(gl.GL_TEXTURE_2D, tex2)
    gl.glUniform1i(gl.glGetUniformLocation(shader, "ourTexture2"), 1)

    view = gl.glGetUniformLocation(shader, "view")
    view_matrix = array([
        [0.8, 0, 0, 0],
        [0, 0.8, 0, 0],
        [0, 0, 0.8, -4],
        [0, 0, 0, 1],
        ])
    gl.glUniformMatrix4fv(view, 1, gl.GL_TRUE, view_matrix)
    projection = gl.glGetUniformLocation(shader, "projection")
    projection_matrix = get_projection_matrix(45, WINDOW_WIDTH/WINDOW_HEIGHT, 0.1, 100)
    gl.glUniformMatrix4fv(projection, 1, gl.GL_FALSE, projection_matrix)
    gl.glBindVertexArray(vao)
    for idx in range(0, len(CUBEPOSITIONS)):
        model = gl.glGetUniformLocation(shader, "model")
        angel = glfw.get_time()%360
        model_matrix = get_model_matrix(idx, angel)
        gl.glUniformMatrix4fv(model, 1, gl.GL_TRUE, model_matrix)
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, VERTEXS.size)
    gl.glBindVertexArray(0)
    gl.glUseProgram(0)
Exemplo n.º 4
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def create_object(shader):
    # Create a new VAO (Vertex Array Object) and bind it
    vertex_array_object = GL.glGenVertexArrays(1)
    GL.glBindVertexArray( vertex_array_object )

    # Generate buffers to hold our vertices
    vertex_buffer = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer)

    # Get the position of the 'position' in parameter of our shader and bind it.
    position = GL.glGetAttribLocation(shader, 'position')
    GL.glEnableVertexAttribArray(position)

    coord = GL.glGetAttribLocation(shader, 'coord')
    GL.glEnableVertexAttribArray(coord)

    # Describe the 'position' data layout in the buffer
    GL.glVertexAttribPointer(position, 2, GL.GL_FLOAT, False, 16, GL.GLvoidp(0))
    GL.glVertexAttribPointer(coord, 2, GL.GL_FLOAT, False, 16, GL.GLvoidp(8))

    # Send the data over to the buffer
    GL.glBufferData(GL.GL_ARRAY_BUFFER, 96, vertices, GL.GL_STATIC_DRAW)

    # Unbind the VAO first (Important)
    GL.glBindVertexArray(0)

    # Unbind other stuff
    GL.glDisableVertexAttribArray(position)
    GL.glDisableVertexAttribArray(coord)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)

    return vertex_array_object
Exemplo n.º 5
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    def __init__(self, name, vertices, indices):
        self.name = name

        assert len(indices) % 3 == 0
        self.numTriangles = len(indices) / 3

        vertex_data = vertices if isinstance(vertices, numpy.ndarray) else numpy.concatenate(vertices)
        index_data = numpy.array(indices, dtype=numpy.uint32)

        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        self.vbo, self.ibo = GL.glGenBuffers(2)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo)
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, self.ibo)

        self.program = BlinnWithoutNormalsProgram.get()

        GL.glEnableVertexAttribArray(self.program.attrib_position)
        GL.glVertexAttribPointer(self.program.attrib_position, 3, GL.GL_FLOAT, False, 3*SIZE_OF_FLOAT32, ctypes.c_void_p(0))

        # Send the data over to the buffer
        GL.glBufferData(GL.GL_ARRAY_BUFFER, len(vertex_data) * SIZE_OF_FLOAT32, vertex_data.astype(numpy.float32, copy=False), GL.GL_STATIC_DRAW)
        GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, len(index_data) * SIZE_OF_UNSIGNED32, index_data, GL.GL_STATIC_DRAW)

        # Unbind the VAO first (Important)
        GL.glBindVertexArray(0)

        # Unbind other stuff
        GL.glDisableVertexAttribArray(self.program.attrib_position)
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
Exemplo n.º 6
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    def init(self):
        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        self.initializeProgram()
        self.initializeVertexBuffer()

        colorDataOffset = 3*self.float_size*self.numberOfVertices
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER,self.vertexBufferObject)
        GL.glEnableVertexAttribArray(0)
        GL.glEnableVertexAttribArray(1)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None)
        GL.glVertexAttribPointer(1, 4, GL.GL_FLOAT, GL.GL_FALSE, 0, GL.GLvoidp(colorDataOffset))
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER,self.indexBufferObject)

        GL.glBindVertexArray(0)

        GL.glEnable(GL.GL_CULL_FACE)
        GL.glCullFace(GL.GL_BACK)
        GL.glFrontFace(GL.GL_CW)

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glDepthMask(GL.GL_TRUE)
        GL.glDepthFunc(GL.GL_LESS)
        GL.glDepthRange(0.0, 1.0)
Exemplo n.º 7
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Arquivo: 003-ebo.py Projeto: lhl/vrdev
def render():
    global shaderProgram
    global VAO
    global EBO
    global indexData

    GL.glClearColor(0, 0, 0, 1)
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

    # active shader program
    GL.glUseProgram(shaderProgram)

    try:
        GL.glBindVertexArray(VAO)

       
        # Draw a triangle
        # GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)

        # draw triangle, starting index of the vertex array, # of vertices (6 = indexData.size), 
        GL.glDrawElements(GL.GL_TRIANGLES, indexData.size, GL.GL_UNSIGNED_INT, None)
    finally:
        # Unbind when we finish
        GL.glBindVertexArray(0)
        GL.glUseProgram(0)
Exemplo n.º 8
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    def trial(self):

        # glfw.make_context_current(self.window)
        # self.gui_lock.acquire()

        vertexData = np.array([0.0, 0.5, 0.0, 1.0,
                0.5, -0.366, 0.0, 1.0,
                -0.5, -0.366, 0.0, 1.0,
                1.0, 0.0, 0.0, 1.0,
                0.0, 1.0, 0.0, 1.0,
                0.0, 0.0, 1.0, 1.0, ],
                dtype=np.float32)

        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._VBO)
        # gl.glBufferData(gl.GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, gl.GL_STATIC_DRAW)

        # enable array and set up data
        gl.glEnableVertexAttribArray(0)
        gl.glEnableVertexAttribArray(1)
        gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
        # the last parameter is a pointer
        # python donot have pointer, have to using ctypes
        gl.glVertexAttribPointer(1, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, ctypes.c_void_p(48))

        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
        gl.glBindVertexArray(0)
Exemplo n.º 9
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    def init(self):
        super(BasicWindow, self).init()
        vert_shader = compileShader(vert_shader_source, GL.GL_VERTEX_SHADER)
        frag_shader = compileShader(frag_shader_source, GL.GL_FRAGMENT_SHADER)
        self.shader = game_core.ShaderProgram(vert_shader, frag_shader)

        self.ndc_vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.ndc_vao)

        vertex_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer)
        data = [
            -1.0, -1.0, 0.0,
            0.0, 1.0, 0.0,
            1.0, -1.0, 0.0,
        ]

        array_type = (GL.GLfloat*len(data))
        GL.glBufferData(
                GL.GL_ARRAY_BUFFER,
                len(data)*game_core.FLOAT_SIZE,
                array_type(*data),
                GL.GL_STATIC_DRAW
        )
        GL.glEnableVertexAttribArray(0)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None)
        GL.glBindVertexArray(0)
Exemplo n.º 10
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 def draw(self):
     assert threading.current_thread() is threading.main_thread()
     if self.dirty or not self.vao:
         self.bind()
     assert opengl_current_context() == self.context, "Cannot invoke Renderer from a different OpenGL context"
     gl.glBindVertexArray(self.vao)
     indexed = (self.indices is not None)
     if self.command == "points":
         mode = gl.GL_POINTS
     elif self.command == "lines":
         mode = gl.GL_LINES
     elif self.command == "triangles":
         mode = gl.GL_TRIANGLES
     elif self.command == "triangle_strip":
         mode = gl.GL_TRIANGLE_STRIP
     elif self.command == "triangle_fan":
         mode = gl.GL_TRIANGLE_FAN
     else:
         raise ValueError(self.command)
     if not indexed:
         if not self.instanced:
             gl.glDrawArrays(mode, 0, self.length)
         else:
             gl.glDrawArraysInstanced(mode, 0, self.length, self.instances)
     else:
         if not self.instanced:
             gl.glDrawElements(mode, self.indices.length,
               self.indices.gl_dtype, ctypes.c_void_p(self.indices.offset))
         else:
             gl.glDrawElementsInstanced(mode, self.indices.length,
               self.indices.gl_dtype, ctypes.c_void_p(self.indices.offset),
               self.instances)
Exemplo n.º 11
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    def __init__(self, vertices, normals, indices, draw_method):
        self.draw_method = draw_method
        self.indices = indices

        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        vertexBufferObject = GL.glGenBuffers(1)

        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferObject)
        data = vertices + normals
        array_type = (GL.GLfloat*len(data))
        GL.glBufferData(
                GL.GL_ARRAY_BUFFER,
                len(data)*FLOAT_SIZE,
                array_type(*data),
                GL.GL_STATIC_DRAW)
        GL.glEnableVertexAttribArray(0)
        GL.glEnableVertexAttribArray(1)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None)
        GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, GL.GLvoidp(len(vertices)*FLOAT_SIZE))

        indexBufferObject = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferObject)
        array_type = (GL.GLuint*len(self.indices))
        GL.glBufferData(
                GL.GL_ELEMENT_ARRAY_BUFFER,
                len(self.indices)*FLOAT_SIZE,
                array_type(*self.indices),
                GL.GL_STATIC_DRAW)

        GL.glBindVertexArray(0)
Exemplo n.º 12
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    def initializeGL(self):
        """
        Create the graphic buffers and compile the shaders.
        """
        # Create and bind a new VAO (Vertex Array Object).
        self.vertex_array_object = gl.glGenVertexArrays(1)
        gl.glBindVertexArray(self.vertex_array_object)

        # Upload color values (one for each triangle vertex) in RGB format.
        colBuf = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, colBuf)
        col = np.array([1,0,0,0,1,0,0,0,1], dtype=np.float32)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, col, gl.GL_STATIC_DRAW)
        gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
        gl.glEnableVertexAttribArray(0)

        # Create and bind GPU buffer for vertex data.
        self.vertexBuffer = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vertexBuffer)

        # Associate the vertex buffer with the "Layout 0" shader variable (look
        # for "v_N" variable in vertex shader program).
        gl.glVertexAttribPointer(1, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
        gl.glEnableVertexAttribArray(1)

        # Enable depth-sorting.
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)

        # Background color.
        gl.glClearColor(0, 0, 0, 0)

        # Compile- and install shader programs.
        self.shaders = self.linkShaders('blog4.vs', 'blog4.fs')
        gl.glUseProgram(self.shaders)
Exemplo n.º 13
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    def __init__(self, vertices, indices, draw_method):
        from . import SHORT_SIZE, FLOAT_SIZE
        self.draw_method = draw_method
        self.indices = indices

        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        vertexBufferObject = GL.glGenBuffers(1)

        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferObject)
        array_type = (GL.GLfloat*len(vertices))
        GL.glBufferData(
                GL.GL_ARRAY_BUFFER,
                len(vertices)*FLOAT_SIZE,
                array_type(*vertices),
                GL.GL_STATIC_DRAW)
        GL.glEnableVertexAttribArray(0)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 0, None)

        indexBufferObject = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferObject)
        array_type = (GL.GLushort*len(self.indices))
        GL.glBufferData(
                GL.GL_ELEMENT_ARRAY_BUFFER,
                len(self.indices)*SHORT_SIZE,
                array_type(*self.indices),
                GL.GL_STATIC_DRAW)

        GL.glBindVertexArray(0)
Exemplo n.º 14
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    def setAttributes(self, data):
        self.data = data
        self.dataLen = data.shape[0]
        # Make this buffer the default one
        gl.glBindVertexArray(self.VAO)

        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffer)
        # Upload data
        gl.glBufferData(gl.GL_ARRAY_BUFFER, data.nbytes, data, gl.GL_DYNAMIC_DRAW)

        offset = 0
        for i, name in enumerate(data.dtype.names):
            # import ipdb; ipdb.set_trace()
            stride = data[name].strides[0]
            if data[name].ndim == 1:
                size = 1
            else:
                size = data[name].shape[1]
            loc = gl.glGetAttribLocation(self.program, name)

            # remember these properties for later updating of buffer
            self.attribute_layout[name] = {'offset':offset}
            
            gl.glVertexAttribPointer(loc, size, gl.GL_FLOAT, False, stride, ctypes.c_void_p(offset))
            gl.glEnableVertexAttribArray(loc)
            offset += data.dtype[name].itemsize

        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
        gl.glBindVertexArray(0)

        # ensure correct mask is rendered:
        self.setMask()
Exemplo n.º 15
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   def quad(self, g, quad):
      # Enable alpha blending/transparency
      self.vbuffer.sync()

      gl.glUseProgram(self.program.id)
      gl.glEnable(gl.GL_BLEND)
      gl.glEnable(gl.GL_DEPTH_TEST)
      gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
      
      # Bind texture
      gl.glUniform1i(self.program.tex, 0) 
      gl.glBindTexture(gl.GL_TEXTURE_2D, quad.texture.id)
      
      # Set up geometry transforms
      worldMatrix = Matrix.scale(quad.width, quad.height, 1) 
      worldMatrix = Matrix.translate(quad.x, quad.y, 0) * worldMatrix
      worldViewProjectionMatrix = g.viewProjectionMatrix * worldMatrix
      #worldViewProjectionMatrix = g.viewProjectionMatrix
      gl.glUniformMatrix4fv(self.program.worldViewProjectionMatrix, 1, 0, 
                            worldViewProjectionMatrix.data)

      # Draw geometry
      gl.glBindVertexArray(self.vao)
      gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
      gl.glBindVertexArray(0)
Exemplo n.º 16
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def draw():
    """Put the main drawing code in here."""
    def inc(x, amount=1):
        return (x + amount) % 4
    def wlc(x):
        return (x >> 4) | x
    if chaem.stat == chaem.states.stop:
        x, z = int((chaem.pos.z + 1) / 2), int((chaem.pos.x + 1) / 2)
        spot = room[x][z]
        dire = inc(int(round(chaem.heading * 2 / pi)), 1)    # Get this into room coordinates (0-3)
        for x in [3, 0, 1, 2]:    # Check each side, starting with the right.
            if not wlc(spot) & (2 ** (inc(dire, x))):
                dire = inc(dire, x)
                break
        chaem.movdir = quaternion.from_y_rotation((dire - 1) * pi / 2) * vector([0., 0., -1.])
    chaem.mochae(timedelta)
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
    GL.glUniformMatrix4fv(GL.glGetUniformLocation(shaderp, 'modelmatrix'), 1, False, modelmtx)
    GL.glUniformMatrix4fv(GL.glGetUniformLocation(shaderp, 'viewmatrix'), 1, False, chaem.lookat())
    GL.glBindVertexArray(architincture)
    GL.glEnable(GL.GL_TEXTURE_2D)
    GL.glBindTexture(GL.GL_TEXTURE_2D, terrain)
    GL.glDrawArrays(GL.GL_QUADS, 0, len(vs))
    GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
    GL.glBindVertexArray(0)
Exemplo n.º 17
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    def draw_grid(self,):
        gl.glUseProgram(self.simple_object_shader)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)

        gl.glBindVertexArray(self.grid_vao)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.grid_vbo)

        vProjection = gl.glGetUniformLocation(self.simple_object_shader, 'vProjection')
        vPosisition = gl.glGetAttribLocation(self.simple_object_shader, "vPosisition")
        vColor = gl.glGetAttribLocation(self.simple_object_shader, "vColor")
        vCamera = gl.glGetUniformLocation(self.simple_object_shader, 'vCamera')

        gl.glUniformMatrix4fv(vProjection, 1, gl.GL_FALSE, self.projection_matrix_function())
        gl.glUniformMatrix4fv(vCamera, 1, gl.GL_FALSE, self.camera_matrix_function())

        gl.glEnableVertexAttribArray(vPosisition)
        gl.glEnableVertexAttribArray(vColor)

        gl.glVertexAttribPointer(vPosisition, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
        gl.glVertexAttribPointer(vColor, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, ctypes.c_void_p(self.grid_size * 4))

        gl.glDrawArrays(gl.GL_TRIANGLES, 0, self.grid_size / 4)
Exemplo n.º 18
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 def bind(self):
     assert threading.current_thread() is threading.main_thread()
     length = None
     first_atname = None
     if self.instanced:
         instances = None
         instanced_first_atname = None
     vao = gl.glGenVertexArrays(1)
     gl.glBindVertexArray(vao)
     if self.indices:
         self.indices.bind()
     for atname, at in self.attributes.items():
         at.bind()
         if at.instanced:
             if instances is None:
                 instances = at.length
                 instanced_first_atname = atname
             if instances != at.length:
                 raise ValueError((instanced_first_atname, instances), (atname, at.length))
         else:
             if length is None:
                 length = at.length
                 first_atname = atname
             if length != at.length:
                 raise ValueError((first_atname, length), (atname, at.length))
     if length is None:
         length = 0
     if self.instanced:
         self.instances = instances
     self.length = length
     self.vao = vao
     self.dirty = False
Exemplo n.º 19
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    def draw(self, tutorial_object):
        modelToCameraStack = MatrixStack()

        GL.glUseProgram(tutorial_object.theProgram)
        GL.glBindVertexArray(tutorial_object.vao)

        modelToCameraStack.translate(self.posBase)
        modelToCameraStack.rotateY(self.angBase)

        # Draw left base
        #
        modelToCameraStack.push()
        modelToCameraStack.translate(self.posBaseLeft)
        modelToCameraStack.scale([1.0, 1.0, self.scaleBaseZ])
        GL.glUniformMatrix4fv(tutorial_object.modelToCameraMatrixUnif, 1, GL.GL_FALSE, modelToCameraStack.top().tolist())
        GL.glDrawElements(GL.GL_TRIANGLES, len(tutorial_object.indexData), GL.GL_UNSIGNED_SHORT, None)
        modelToCameraStack.pop()

        # Draw right base
        #
        modelToCameraStack.push()
        modelToCameraStack.translate(self.posBaseRight)
        modelToCameraStack.scale([1.0, 1.0, self.scaleBaseZ])
        GL.glUniformMatrix4fv(tutorial_object.modelToCameraMatrixUnif, 1, GL.GL_FALSE, modelToCameraStack.top().tolist())
        GL.glDrawElements(GL.GL_TRIANGLES, len(tutorial_object.indexData), GL.GL_UNSIGNED_SHORT, None)
        modelToCameraStack.pop()

        # Draw main arm
        self.drawUpperArm(modelToCameraStack, tutorial_object)

        GL.glBindVertexArray(0)
        GL.glUseProgram(0)
Exemplo n.º 20
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    def bind_attrib(self, attrib_id, size, data, storagetype=gl.GL_STATIC_DRAW, instance_divisor=0, datatype=gl.GL_FLOAT, stride=0, offset=None, normalize=False):
        if RenderObject.bound_vao is not self.vao_id:
            gl.glBindVertexArray(self.vao_id)
            RenderObject.bound_vao = self.vao_id

        # Keep track of max instance divisor
        self.max_instance_divisor = max(instance_divisor, self.max_instance_divisor)

        # If the input is an array create a new GL buffer, otherwise assume the buffer already exists and a buffer ID is passed
        if type(data) is np.ndarray:
            # Get an index to one new buffer in GPU mem, bind it, and copy the array data to it
            buf_id = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf_id)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, data.nbytes, data, storagetype)
        else:
            # Assume that a GLuint is passed which means that the buffer is already in GPU memory
            buf_id = data
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buf_id)

        # Assign this buffer to one of the attributes in the shader
        gl.glEnableVertexAttribArray(attrib_id)
        gl.glVertexAttribPointer(attrib_id, size, datatype, normalize, stride, offset)
        # For instanced data, indicate per how many instances we move a step in the buffer (1=per instance)
        if instance_divisor > 0:
            gl.glVertexAttribDivisor(attrib_id, instance_divisor)
        # Clean up
        gl.glDisableVertexAttribArray(attrib_id)

        self.enabled_attributes[attrib_id] = [size, buf_id, instance_divisor, datatype]

        return buf_id
Exemplo n.º 21
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 def _draw_selection_box(self):
     """ The drawing method for the selection box. Initially we will draw the
         box boundaries with lines, and then fill the interior with two
         triangles.
         
         IMPORTANT!!!
         THIS FUNCTION MUST BE CALLED ONLY WHEN AN OPENGL CONTEXT WINDOW HAS
         BEEN CREATED AND INITIALIZED, OTHERWISE WILL RAISE AN ERROR IN THE
         OPENGL WRAPPER!!!
         YOU HAVE BEEN WARNED
     """
     GL.glUseProgram(self.selection_box_program)
     GL.glLineWidth(1)
     GL.glBindVertexArray(self.vao)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffers[1])
     GL.glBufferData(GL.GL_ARRAY_BUFFER, self.points.itemsize*int(len(self.points)), self.points, GL.GL_DYNAMIC_DRAW)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffers[0])
     GL.glBufferData(GL.GL_ARRAY_BUFFER, self.indexes.itemsize*int(len(self.indexes)), self.indexes, GL.GL_DYNAMIC_DRAW)
     GL.glDrawElements(GL.GL_LINE_STRIP, int(len(self.indexes)), GL.GL_UNSIGNED_INT, None)
     GL.glEnable(GL.GL_DEPTH_TEST)
     GL.glEnable(GL.GL_BLEND)
     GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_SRC_ALPHA)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffers[0])
     GL.glBufferData(GL.GL_ARRAY_BUFFER, self.triangles.itemsize*int(len(self.triangles)), self.triangles, GL.GL_DYNAMIC_DRAW)
     GL.glDrawElements(GL.GL_TRIANGLE_STRIP, int(len(self.triangles)), GL.GL_UNSIGNED_INT, None)
     GL.glDisable(GL.GL_BLEND)
     GL.glDisable(GL.GL_DEPTH_TEST)
     GL.glBindVertexArray(0)
     GL.glUseProgram(0)
     return True
Exemplo n.º 22
0
 def _make_gl_selection_box(self):
     """ Creates the Vertex Array Object, Vertex Buffer Objects and fill the
         shaders with the data of the corresponding points. Since we will use
         two kind of drawing methods, lines and triangles, the index buffer
         will set to GL_DYNAMIC_DRAW, so as the coordinates, but not the
         colors, which will be set as GL_STATIC_DRAW.
     """
     self.vao = GL.glGenVertexArrays(1)
     GL.glBindVertexArray(self.vao)
     
     ind_vbo = GL.glGenBuffers(1)
     GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, ind_vbo)
     GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, self.indexes.itemsize*int(len(self.indexes)), self.indexes, GL.GL_DYNAMIC_DRAW)
     
     coord_vbo = GL.glGenBuffers(1)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, coord_vbo)
     GL.glBufferData(GL.GL_ARRAY_BUFFER, self.points.itemsize*int(len(self.points)), self.points, GL.GL_DYNAMIC_DRAW)
     att_position = GL.glGetAttribLocation(self.selection_box_program, 'vert_coord')
     GL.glEnableVertexAttribArray(att_position)
     GL.glVertexAttribPointer(att_position, 2, GL.GL_FLOAT, GL.GL_FALSE, 2*self.points.itemsize, ctypes.c_void_p(0))
     
     col_vbo = GL.glGenBuffers(1)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, col_vbo)
     GL.glBufferData(GL.GL_ARRAY_BUFFER, self.color.itemsize*int(len(self.color)), self.color, GL.GL_STATIC_DRAW)
     att_colors = GL.glGetAttribLocation(self.selection_box_program, 'vert_color')
     GL.glEnableVertexAttribArray(att_colors)
     GL.glVertexAttribPointer(att_colors, 3, GL.GL_FLOAT, GL.GL_FALSE, 3*self.color.itemsize, ctypes.c_void_p(0))
     
     GL.glBindVertexArray(0)
     GL.glDisableVertexAttribArray(att_position)
     GL.glDisableVertexAttribArray(att_colors)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
     GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0)
     
     self.buffers = (ind_vbo, coord_vbo, col_vbo)
Exemplo n.º 23
0
def init():
    initialize_program()
    initialize_vertex_buffer()
    n = 1
    vao_array = N.zeros(n, dtype=N.uint)
    vao_array = GL.glGenVertexArrays(n)
    GL.glBindVertexArray( vao_array )
Exemplo n.º 24
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    def render(self):
        gl.glClearColor(0, 0, 0, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        with self.shader_prog:
            # Activate array
            gl.glBindVertexArray(self.vao_id)

            # FIXME: Why does the following work? tex_uniform is 1,
            # palette_uniform is 0, but I have to set the uniform for
            # tex_uniform to 0 and the uniform for palette_uniform to 1.
            # Obviously I'm not understanding something.
            #
            # See: http://stackoverflow.com/questions/26622204
            # https://www.opengl.org/discussion_boards/showthread.php/174926-when-to-use-glActiveTexture

            # Activate texture
            print(self.tex_uniform, self.palette_uniform, self.sample_texture, self.palette_id)
            gl.glActiveTexture(gl.GL_TEXTURE0 + self.tex_uniform)
            gl.glBindTexture(gl.GL_TEXTURE_2D, self.sample_texture)
            gl.glUniform1i(self.tex_uniform, 0)

            # Activate palette texture
            gl.glActiveTexture(gl.GL_TEXTURE0 + self.palette_uniform)
            gl.glBindTexture(gl.GL_TEXTURE_BUFFER, self.palette_texture)
            gl.glTexBuffer(gl.GL_TEXTURE_BUFFER, gl.GL_RGBA8, self.palette_id)
            gl.glUniform1i(self.palette_uniform, 1)

            # # Activate array
            # gl.glBindVertexArray(self.vao_id)

            # draw triangle
            gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
Exemplo n.º 25
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 def draw(self, **frame_data):
     view = frame_data.get('view_matrix', None)
     projection = frame_data.get('projection_matrix', None)
     if self._before_draw:
         self._before_draw(self, frame_data)
     if view is not None:
         self.world_matrix.dot(view, out=self._modelview)
         self._normal[:] = np.linalg.inv(self._modelview[:3,:3].T)
     for material, prims in self.primitives.items():
         material.use(u_view=view, u_projection=projection, u_modelview=self._modelview,
                      u_modelview_inverse_transpose=self._normal, u_model=self.world_matrix,
                      frame_data=frame_data)
         technique = material.technique
         for prim in prims:
             gl.glBindVertexArray(prim.vaos[technique])
             gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, prim.index_buffer)
             gl.glDrawElements(prim.mode, prim.indices.size, DTYPE_COMPONENT_TYPE[prim.indices.dtype],
                               c_void_p(0))
             if CHECK_GL_ERRORS:
                 err = gl.glGetError()
                 if err != gl.GL_NO_ERROR:
                     raise Exception('error drawing primitive elements: %d' % err)
         gl.glBindVertexArray(0)
         # for location in technique.attribute_locations.values():
         #     gl.glDisableVertexAttribArray(location)
         material.release()
         material.technique.release()
     if self._after_draw:
         self._after_draw(self, frame_data)
     super().draw(**frame_data)
Exemplo n.º 26
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 def init_gl(self, force=False):
     if self._initialized and not force:
         return
     self._initialized = False
     for material, prims in self.primitives.items():
         material.init_gl(force=force)
         technique = material.technique
         for prim in prims:
             prim.init_gl(force=force)
             if technique in prim.vaos:
                 continue
             vao = gl.glGenVertexArrays(1)
             prim.vaos[technique] = vao
             gl.glBindVertexArray(vao)
             for attribute_name, location in technique.attribute_locations.items():
                 attribute = prim.attributes[attribute_name]
                 gl.glEnableVertexAttribArray(location)
                 gl.glBindBuffer(gl.GL_ARRAY_BUFFER, prim.buffers[attribute_name])
                 gl.glVertexAttribPointer(location, attribute.shape[-1],
                                          DTYPE_COMPONENT_TYPE[attribute.dtype], False,
                                          attribute.dtype.itemsize * attribute.shape[-1],
                                          NULL_PTR)
                 if attribute_name in technique.attribute_divisors:
                     gl.glVertexAttribDivisor(location, technique.attribute_divisors[attribute_name])
             gl.glBindVertexArray(0)
             for location in technique.attribute_locations.values():
                 gl.glDisableVertexAttribArray(location)
     err = gl.glGetError()
     if err != gl.GL_NO_ERROR:
         raise Exception('failed to init primitive: %s' % err)
     _logger.info('%s.init_gl: OK' % self.__class__.__name__)
     self._initialized = True
Exemplo n.º 27
0
    def drawCube(self, pos, ori, size, col=None):
        #this function expects center of the cube, orientation, and size as (length(x), breadh(y), height(z))
        # glfw.make_context_current(self.window)
        # Draw Cube (multiple quads)
        # self.gui_lock.acquire()

        # gl.glBindVertexArray(self._VAO)

        gl.glLoadIdentity()
        gl.glTranslatef(pos[0],pos[1],pos[2])

        gl.glScalef(size[0],size[1],size[0])
 
        gl.glRotatef(ori[0],1.0,0.0,0.0)
        gl.glRotatef(ori[1],0.0,1.0,0.0)
        gl.glRotatef(ori[2],0.0,0.0,1.0)
 
        # Draw Cube (multiple quads)
        gl.glBegin(gl.GL_QUADS)
 
        gl.glColor3f(0.0,1.0,0.0)
        gl.glVertex3f( 1.0, 1.0,-1.0)
        gl.glVertex3f(-1.0, 1.0,-1.0)
        gl.glVertex3f(-1.0, 1.0, 1.0)
        gl.glVertex3f( 1.0, 1.0, 1.0) 
 
        gl.glColor3f(1.0,0.0,0.0)
        gl.glVertex3f( 1.0,-1.0, 1.0)
        gl.glVertex3f(-1.0,-1.0, 1.0)
        gl.glVertex3f(-1.0,-1.0,-1.0)
        gl.glVertex3f( 1.0,-1.0,-1.0) 
 
        gl.glColor3f(0.0,1.0,0.0)
        gl.glVertex3f( 1.0, 1.0, 1.0)
        gl.glVertex3f(-1.0, 1.0, 1.0)
        gl.glVertex3f(-1.0,-1.0, 1.0)
        gl.glVertex3f( 1.0,-1.0, 1.0)
 
        gl.glColor3f(1.0,1.0,0.0)
        gl.glVertex3f( 1.0,-1.0,-1.0)
        gl.glVertex3f(-1.0,-1.0,-1.0)
        gl.glVertex3f(-1.0, 1.0,-1.0)
        gl.glVertex3f( 1.0, 1.0,-1.0)
 
        gl.glColor3f(0.0,0.0,1.0)
        gl.glVertex3f(-1.0, 1.0, 1.0) 
        gl.glVertex3f(-1.0, 1.0,-1.0)
        gl.glVertex3f(-1.0,-1.0,-1.0) 
        gl.glVertex3f(-1.0,-1.0, 1.0) 
 
        gl.glColor3f(1.0,0.0,1.0)
        gl.glVertex3f( 1.0, 1.0,-1.0) 
        gl.glVertex3f( 1.0, 1.0, 1.0)
        gl.glVertex3f( 1.0,-1.0, 1.0)
        gl.glVertex3f( 1.0,-1.0,-1.0)

        gl.glEnd()

        gl.glBindVertexArray(0)
Exemplo n.º 28
0
def _make_sel_gl_dots(program, vismol_object = None, bckgrnd_color= [1.0,1.0,1.0,1.0]):
    """ Function doc
    """
    colors    = vismol_object.color_indexes
    dot_sizes = vismol_object.vdw_dot_sizes
    coords    = vismol_object.frames[0]
    
    dot_qtty = int(len(coords)/3)
    bckgrnd_color = [bckgrnd_color[0],bckgrnd_color[1],
                     bckgrnd_color[2],bckgrnd_color[3]]*dot_qtty
    bckgrnd_color = np.array(bckgrnd_color, dtype=np.float32)
    indexes = np.array(vismol_object.dot_indexes,dtype=np.uint32)
    
    vao = GL.glGenVertexArrays(1)
    GL.glBindVertexArray(vao)
    
    ind_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, ind_vbo)
    GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indexes.itemsize*int(len(indexes)), indexes, GL.GL_DYNAMIC_DRAW)
    
    coord_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, coord_vbo)
    GL.glBufferData(GL.GL_ARRAY_BUFFER, coords.itemsize*int(len(coords)), coords, GL.GL_STATIC_DRAW)
    att_position = GL.glGetAttribLocation(program, 'vert_coord')
    GL.glEnableVertexAttribArray(att_position)
    GL.glVertexAttribPointer(att_position, 3, GL.GL_FLOAT, GL.GL_FALSE, 3*coords.itemsize, ctypes.c_void_p(0))
    
    col_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, col_vbo)
    GL.glBufferData(GL.GL_ARRAY_BUFFER, colors.itemsize*int(len(colors)), colors, GL.GL_STATIC_DRAW)
    att_colors = GL.glGetAttribLocation(program, 'vert_color')
    GL.glEnableVertexAttribArray(att_colors)
    GL.glVertexAttribPointer(att_colors, 3, GL.GL_FLOAT, GL.GL_FALSE, 3*colors.itemsize, ctypes.c_void_p(0))
    
    dot_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, dot_vbo)
    GL.glBufferData(GL.GL_ARRAY_BUFFER, dot_sizes.itemsize*len(dot_sizes), dot_sizes, GL.GL_STATIC_DRAW)
    att_size = GL.glGetAttribLocation(program, 'vert_dot_size')
    GL.glEnableVertexAttribArray(att_size)
    GL.glVertexAttribPointer(att_size, 1, GL.GL_FLOAT, GL.GL_FALSE, dot_sizes.itemsize, ctypes.c_void_p(0))
    
    bckgrnd_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bckgrnd_vbo)
    GL.glBufferData(GL.GL_ARRAY_BUFFER, bckgrnd_color.itemsize*len(bckgrnd_color), bckgrnd_color, GL.GL_STATIC_DRAW)
    att_bck_color = GL.glGetAttribLocation(program, 'bckgrnd_color')
    GL.glEnableVertexAttribArray(att_bck_color)
    GL.glVertexAttribPointer(att_bck_color, 4, GL.GL_FLOAT, GL.GL_FALSE, 4*bckgrnd_color.itemsize, ctypes.c_void_p(0))
    
    GL.glBindVertexArray(0)
    GL.glDisableVertexAttribArray(att_position)
    GL.glDisableVertexAttribArray(att_colors)
    GL.glDisableVertexAttribArray(att_size)
    GL.glDisableVertexAttribArray(att_bck_color)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
    GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0)
    
    vismol_object.sel_dots_vao = vao
    vismol_object.sel_dot_buffers = (ind_vbo, coord_vbo, col_vbo)
    return True
Exemplo n.º 29
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    def initialize(self):
        # Load Shader
        self.window = Window('009.vs', '009.frag', 'window.png')

        # Enable Transparency
        GL.glEnable(GL.GL_BLEND);
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);


        # Same Data as EBO w/ Indices for buffers
        vertexData = numpy.array([
             # Positions       # Color         # Texture
             0.5,  0.5, 0.0,   1.0, 0.0, 0.0,  1.0, 1.0, # Top Right
             0.5, -0.5, 0.0,   0.0, 1.0, 0.0,  1.0, 0.0, # Bottom Right
            -0.5, -0.5, 0.0,   0.0, 0.0, 1.0,  0.0, 0.0, # Bottom Left
            -0.5,  0.5, 0.0,   1.0, 1.0, 0.0,  0.0, 1.0, # Top Left
        ], dtype=numpy.float32)

        indexData = numpy.array([
            0, 1, 2, # First Triangle
            0, 2, 3, # Second Triangle
        ], dtype=numpy.uint32)
        self.index_size = indexData.size

        # Core OpenGL requires that at least one OpenGL vertex array be bound
        self.VAO = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.VAO)

        # Need VBO for triangle vertices
        VBO = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, VBO)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, GL.GL_STATIC_DRAW)

        # We make an EBO now
        EBO = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, EBO)
        GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indexData.nbytes, indexData, GL.GL_STATIC_DRAW)

        # Define Stride
        stride = 8 * ctypes.sizeof(_types.GLfloat)

        # enable array and set up data - calculating stride length, wow; not documented
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, stride, None)
        GL.glEnableVertexAttribArray(0)

        # I like how offsets aren't documented either; http://pyopengl.sourceforge.net/documentation/manual-3.0/glVertexAttribPointer.html
        # offsets https://twistedpairdevelopment.wordpress.com/2013/02/16/using-array_buffers-in-pyopengl/
        # http://stackoverflow.com/questions/11132716/how-to-specify-buffer-offset-with-pyopengl
        GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, GL.GL_FALSE, stride, ctypes.c_void_p((3 * ctypes.sizeof(_types.GLfloat))))
        GL.glEnableVertexAttribArray(1)

        GL.glVertexAttribPointer(2, 2, GL.GL_FLOAT, GL.GL_FALSE, stride, ctypes.c_void_p((6 * ctypes.sizeof(_types.GLfloat))))
        GL.glEnableVertexAttribArray(2)

        # Unbind so we don't mess w/ them
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
        GL.glBindVertexArray(0)
Exemplo n.º 30
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 def init_gl(self, force=False):
     if self._initialized and not force:
         return
     self._initialized = False
     for material, prims in self.primitives.items():
         material.init_gl(force=force)
         technique = material.technique
         for prim in prims:
             prim.init_gl(force=force)
             if technique in prim.vaos:
                 continue
             vao = gl.glGenVertexArrays(1)
             prim.vaos[technique] = vao
             gl.glBindVertexArray(vao)
             for attribute_name, location in technique.attribute_locations.items(
             ):
                 attribute = prim.attributes[attribute_name]
                 gl.glEnableVertexAttribArray(location)
                 gl.glBindBuffer(gl.GL_ARRAY_BUFFER,
                                 prim.buffers[attribute_name])
                 gl.glVertexAttribPointer(
                     location, attribute.shape[-1],
                     DTYPE_COMPONENT_TYPE[attribute.dtype], False,
                     attribute.dtype.itemsize * attribute.shape[-1],
                     NULL_PTR)
                 if attribute_name in technique.attribute_divisors:
                     gl.glVertexAttribDivisor(
                         location,
                         technique.attribute_divisors[attribute_name])
             gl.glBindVertexArray(0)
             for location in technique.attribute_locations.values():
                 gl.glDisableVertexAttribArray(location)
     err = gl.glGetError()
     if err != gl.GL_NO_ERROR:
         raise Exception('failed to init primitive: %s' % err)
     _logger.info('%s.init_gl: OK' % self.__class__.__name__)
     self._initialized = True
Exemplo n.º 31
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    def process(self):
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        shader: WaterShader = self.world.water_shader
        shader.start()
        shader.load_view_matrix(self.world.view_matrix)
        shader.load_projection_matrix(self.world.projection_matrix)
        shader.load_light_setup(self.world.light_setup)
        shader.add_delta(self.world.delta)

        for _id, (mesh, transformation) in self.world.get_components(
                TerrainMesh, TransformationMatrix):
            # Bind buffers
            gl.glBindVertexArray(mesh.vba_id)
            mesh.index_buffer.bind()
            gl.glEnableVertexAttribArray(TerrainMesh.TEX_COORDS_ATTR)

            gl.glActiveTexture(gl.GL_TEXTURE0)
            gl.glBindTexture(
                gl.GL_TEXTURE_2D,
                mesh.height_maps[self.world.height_map_index].texture)
            gl.glUniform1i(shader.u_tex_map, 0)

            # Draw the beautiful
            shader.load_transformation_matrix(transformation.value)
            gl.glDrawElements(gl.GL_TRIANGLES, mesh.vertex_count,
                              gl.GL_UNSIGNED_INT, None)

            # Unbind the thingies
            gl.glDisableVertexAttribArray(TerrainMesh.TEX_COORDS_ATTR)
            gl.glBindVertexArray(0)

        shader.stop()
        gl.glDisable(gl.GL_BLEND)
        gl.glDisable(gl.GL_CULL_FACE)
Exemplo n.º 32
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def make_circles(program):
    """ Function doc """
    vertex_array_object = GL.glGenVertexArrays(1)
    GL.glBindVertexArray(vertex_array_object)
    coords = np.array([
        1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 1.0,
        0.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0, -1.0, 0.0, 0.0, 0.0, 0.0
    ],
                      dtype=np.float32)
    colors = np.array([
        1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
        0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0
    ],
                      dtype=np.float32)
    coord_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, coord_vbo)
    GL.glBufferData(GL.GL_ARRAY_BUFFER, coords.itemsize * len(coords), coords,
                    GL.GL_STATIC_DRAW)
    position = GL.glGetAttribLocation(program, 'vert_coord')
    GL.glEnableVertexAttribArray(position)
    GL.glVertexAttribPointer(position, 3, GL.GL_FLOAT, GL.GL_FALSE,
                             3 * coords.itemsize, ctypes.c_void_p(0))

    col_vbo = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, col_vbo)
    GL.glBufferData(GL.GL_ARRAY_BUFFER, colors.itemsize * len(colors), colors,
                    GL.GL_STATIC_DRAW)
    gl_colors = GL.glGetAttribLocation(program, 'vert_color')
    GL.glEnableVertexAttribArray(gl_colors)
    GL.glVertexAttribPointer(gl_colors, 3, GL.GL_FLOAT, GL.GL_FALSE,
                             3 * colors.itemsize, ctypes.c_void_p(0))

    GL.glBindVertexArray(0)
    GL.glDisableVertexAttribArray(position)
    GL.glDisableVertexAttribArray(gl_colors)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
    return vertex_array_object, (coord_vbo, col_vbo), int(len(coords))
Exemplo n.º 33
0
def draw_planes():
    # Enable shader program
    gl.glUseProgram(program)
    
    # Set view matrix
    view = ut.matLookAt(camPosition[0], camPosition[1], camPosition[2], camTarget[0], camTarget[1], camTarget[2], camUp[0], camUp[1], camUp[2])
    loc = gl.glGetUniformLocation(program, "view")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, view.transpose())

    # Set projection matrix
    projection = ut.matPerspective(np.radians(fov), win_width/win_height, 0.1, 100.0)
    loc = gl.glGetUniformLocation(program, "projection")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, projection.transpose())

    # Set current model matrix (global)
    loc = gl.glGetUniformLocation(program, "model")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, model.transpose())

    # Set light attributes
    loc = gl.glGetUniformLocation(program, "lightColor")
    gl.glUniform3f(loc, lightColor[0], lightColor[1], lightColor[2])
    loc = gl.glGetUniformLocation(program, "lightPosition")
    gl.glUniform3f(loc, lightPosition[0], lightPosition[1], lightPosition[2])

    # Set color attributes for mesh
    loc = gl.glGetUniformLocation(program, "objectColor")
    gl.glUniform4f(loc, planeColor[0], planeColor[1], planeColor[2], planeColor[3])
    
    # Set current model matrix (global)
    S = ut.matScale(1.5,1.5,1.0)
    loc = gl.glGetUniformLocation(program, "model")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, np.matmul(model,S).transpose())

    # Draw planes
    gl.glBindVertexArray(VAO_planes)
    gl.glDrawArrays(gl.GL_TRIANGLES, 0, num_vertices_planes)
    gl.glBindVertexArray(0)
Exemplo n.º 34
0
    def initialise_gl(self):
        state = OpenGLContextState()

        state.shader_program.addShaderFromSourceCode(QOpenGLShader.Vertex,
                                                     VERTEX)
        state.shader_program.addShaderFromSourceCode(QOpenGLShader.Fragment,
                                                     FRAGMENT)

        if not state.shader_program.link():
            raise Exception("Could not link shaders - {}".format(
                state.shader_program.log()))

        state.vertex_attribute_object = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(state.vertex_attribute_object)

        vertex_buffer_object = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer_object)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, self.vertex_data.nbytes,
                        self.vertex_data, GL.GL_STATIC_DRAW)

        state.invert = state.shader_program.uniformLocation("invert")
        state.projection = state.shader_program.uniformLocation("projection")
        state.view = state.shader_program.uniformLocation("view")
        state.model = state.shader_program.uniformLocation("model")

        state.vertex_position = state.shader_program.attributeLocation(
            "vertexPosition")

        GL.glVertexAttribPointer(state.vertex_position, 3, GL.GL_FLOAT,
                                 GL.GL_FALSE, 0, None)

        GL.glEnableVertexAttribArray(0)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
        GL.glBindVertexArray(0)

        return state
Exemplo n.º 35
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    def update(self):
        if not self.loaded:
            return None
        if not self.renderFlag_b:
            return None

        for key_s in self.vertices_d:
            obj_d = self.vertices_d[key_s]
            gl.glBindVertexArray(obj_d["vao"])
            gl.glActiveTexture(gl.GL_TEXTURE0)
            gl.glBindTexture(gl.GL_TEXTURE_2D, obj_d["txid"])

            #### To vertex shader ####

            gl.glUniformMatrix4fv(3, 1, gl.GL_FALSE, self.getModelMatrix())

            #### To fragment shader ####

            gl.glUniform1f(11, self.shininess_f)
            gl.glUniform1f(53, self.specularStrength_f)

            ####  ####

            gl.glDrawArrays(gl.GL_TRIANGLES, 0, obj_d["ver_num"])
Exemplo n.º 36
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    def render(self, offset, window_dimensions):
        font_height = self.img_dimensions[1] / 16
        font_width = self.img_dimensions[0] / 16
        gl.glBindVertexArray(self.vao)
        gl.glViewport(0, 0, window_dimensions[0],
                      window_dimensions[1])
        gl.glUseProgram(self.shader)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_ids['font'])
        view_matrix = get_view_matrix(1.0, 1.0)
        proj_matrix = get_projection_matrix(0, window_dimensions[0],
                                            0, window_dimensions[1])
        gl.glUniformMatrix4fv(self.uniform_locs['view_matrix'],
                              1, gl.GL_TRUE, view_matrix)
        gl.glUniformMatrix4fv(self.uniform_locs['proj_matrix'],
                              1, gl.GL_TRUE, proj_matrix)
        model_matrix = get_4x4_transform(font_width, font_height,
                                         offset[0], offset[1], 1.0)
        gl.glUniformMatrix4fv(self.uniform_locs['model_matrix'], 1,
                              gl.GL_TRUE, model_matrix)

        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER,
                        self.index_buffers['vert_indexes'])
        gl.glDrawElements(gl.GL_TRIANGLES, len(self.indexes),
                          gl.GL_UNSIGNED_INT, ctypes.c_void_p(0))
Exemplo n.º 37
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    def process(self):
        # Ugly hacks, because hacker man!!
        # You should delete this command before you hand in the assignment
        # nawww ~xFrednet
        shader: StandardShaderProgram = self.world.standard_shader

        for _id, (vba, translation, material) in self.world.get_components(
                StandardShaderVertexArray,
                com.TransformationMatrix,
                com.ObjectMaterial):
            # Bind buffers
            gl.glBindVertexArray(vba.vertex_array_id)
            gl.glEnableVertexAttribArray(shader.POSITION_ATTR)
            gl.glEnableVertexAttribArray(shader.NORMAL_ATTR)

            # Draw the beautiful
            shader.set_transformation_matrix(translation.value)
            shader.set_object_material(material)
            gl.glDrawArrays(gl.GL_TRIANGLES, 0, vba.vertex_count)

            # Unbind the thingies
            gl.glDisableVertexAttribArray(shader.POSITION_ATTR)
            gl.glDisableVertexAttribArray(shader.NORMAL_ATTR)
            gl.glBindVertexArray(0)
Exemplo n.º 38
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    def initgl(self):
        vert = resources.read_text("plots.shaders", "text_vert.glsl")
        frag = resources.read_text("plots.shaders", "text_frag.glsl")
        vert = shaders.compileShader(vert, gl.GL_VERTEX_SHADER)
        frag = shaders.compileShader(frag, gl.GL_FRAGMENT_SHADER)
        self.shaderProgram = shaders.compileProgram(vert, frag)
        self.vbo = vbo.VBO(np.array([
            # x y  u  v
            0, -1, 0, 0,
            0,  0, 0, 1,
            1,  0, 1, 1,
            0, -1, 0, 0,
            1,  0, 1, 1,
            1, -1, 1, 0
        ], 'f'), usage="GL_STATIC_DRAW")
        self.vao = gl.glGenVertexArrays(1)

        gl.glBindVertexArray(self.vao)
        self.vbo.bind()
        self.vbo.copy_data()
        gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, False, 4*self.vbo.data.itemsize, self.vbo)
        gl.glEnableVertexAttribArray(0)
        self.vbo.unbind()
        gl.glBindVertexArray(0)
Exemplo n.º 39
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 def render(self):
     if self.crt and not self.disable_crt:
         GL.glUseProgram(self.crt_shader.program)
         GL.glUniform1i(self.crt_tex_uniform, 0)
         GL.glUniform2f(self.crt_res_uniform, self.width, self.height)
         GL.glUniform1f(self.crt_time_uniform, self.app.get_elapsed_time())
     else:
         GL.glUseProgram(self.plain_shader.program)
         GL.glUniform1i(self.plain_tex_uniform, 0)
     GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture)
     GL.glClearColor(*self.clear_color)
     GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
     # VAO vs non-VAO paths
     if self.app.use_vao:
         GL.glBindVertexArray(self.vao)
     else:
         GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo)
         GL.glVertexAttribPointer(self.plain_attrib, 2, GL.GL_FLOAT,
                                  GL.GL_FALSE, 0, None)
         GL.glEnableVertexAttribArray(self.plain_attrib)
     GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4)
     if self.app.use_vao:
         GL.glBindVertexArray(0)
     GL.glUseProgram(0)
Exemplo n.º 40
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    def draw(self, projection, view, model, color_shader):
        GL.glUseProgram(color_shader.glid)

        matrix_location = GL.glGetUniformLocation(color_shader.glid, 'matrix')
        # matrix = frustum(-20, 20, -20, 20, -20, 20)
        # print(matrix)
        matrix = perspective(45, 480 / 640, -20, 100)

        # print(matrix)
        # matrix_S = scale(0.5)
        # matrix[0][0] = matrix_S[0][0]
        # matrix[1][1] = matrix_S[1][1]
        # matrix[2][1] = matrix_S[2][2]
        # matrix[3][3] = matrix_S[3][3]
        # matrix = matrix @ matrix_S

        matrix = matrix @ projection  #rotate(vec(0, 0, 1), 45)

        GL.glUniformMatrix4fv(matrix_location, 1, True, matrix)

        # draw triangle as GL_TRIANGLE vertex array, draw array call
        GL.glBindVertexArray(self.glid)
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
        GL.glBindVertexArray(0)
Exemplo n.º 41
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    def __createBuffer(self):

        self.__VAO = gl.glGenVertexArrays(1)
        self.__positionVBO = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.__positionVBO)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.__vertexPosition.nbytes,
                        self.__vertexPosition, gl.GL_STATIC_DRAW)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)

        if (len(self.__vertexIndices) > 0):
            gl.glBindVertexArray(self.__VAO)
            self.__EBO = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.__EBO)
            gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER,
                            self.__vertexIndices.nbytes, self.__vertexIndices,
                            gl.GL_STATIC_DRAW)
            gl.glBindVertexArray(0)

        if (len(self.__vertexColor) > 0):
            self.__colorVBO = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.__colorVBO)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, self.__vertexColor.nbytes,
                            self.__vertexColor, gl.GL_STATIC_DRAW)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
Exemplo n.º 42
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    def initialize(self):
        vertices = np.array([-0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.0, 0.5, 0.0],
                            dtype=np.float32)

        self._vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self._vao)

        vbo = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices, GL.GL_STATIC_DRAW)

        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE,
                                 3 * ctypes.sizeof(ctypes.c_float), None)
        GL.glEnableVertexAttribArray(0)

        GL.glBindVertexArray(0)

        vertex_shader = Shader(GL.GL_VERTEX_SHADER,
                               "shaders_src/hello_triangle_vertex.glsl")
        fragment_shader = Shader(GL.GL_FRAGMENT_SHADER,
                                 "shaders_src/hello_triangle_frag.glsl")
        self._shader_program = ShaderProgram(vertex_shader, fragment_shader)
        vertex_shader.delete()
        fragment_shader.delete()
Exemplo n.º 43
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    def drawTexture(self, texture, opacity):
        """ Draw `texture` on the screen.

            Args:
                texture (:class:Texture): texture instance
                opacity (float): opacity (alpha) of the texture
                    0 --> transparent
                    1 --> opaque
        """
        self.screenProgram.bind()
        gl.glBindVertexArray(self._vaoQuad)
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.IBO)
        texture.bind(2)
        self.screenProgram.setUniforms((
            ('u_screen', 2),
            ('u_opacity', opacity),
        ))

        gl.glDrawElements(gl.GL_TRIANGLES, 6, gl.GL_UNSIGNED_INT,
                          ctypes.c_void_p(0))
        self.screenProgram.unbind()
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0)
        gl.glBindVertexArray(0)
        texture.unbind()
Exemplo n.º 44
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 def set_up_scene(self):
     self.vertex_data = []
     v = self.scene_volume_init
     s = self.scale_spacing
     scale = 0.3
     mat_scale = numpy.diag(
         numpy.array([scale, scale, scale, 1], dtype=numpy.float32))
     t = -0.5 * v * s
     mat_translate = translate(t, t, t)
     mat = mat_translate @ mat_scale
     for z in range(v):
         for y in range(v):
             for x in range(v):
                 self.add_cube_to_scene(mat)
                 mat = translate(s, 0, 0) @ mat
             mat = translate(-v * s, s, 0) @ mat
         mat = translate(0, -v * s, s) @ mat
     vertex_data = numpy.array(self.vertex_data,
                               dtype=numpy.float32).flatten()
     self.vert_count = len(vertex_data) / 5
     self.scene_vao = GL.glGenVertexArrays(1)
     GL.glBindVertexArray(self.scene_vao)
     self.scene_vert_buffer = GL.glGenBuffers(1)
     GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.scene_vert_buffer)
     GL.glBufferData(GL.GL_ARRAY_BUFFER, vertex_data, GL.GL_STATIC_DRAW)
     f_size = sizeof(c_float)
     stride = 5 * f_size
     GL.glEnableVertexAttribArray(0)
     GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, stride,
                              cast(0 * f_size, c_void_p))
     GL.glEnableVertexAttribArray(1)
     GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, False, stride,
                              cast(3 * f_size, c_void_p))
     GL.glBindVertexArray(0)
     GL.glDisableVertexAttribArray(0)
     GL.glDisableVertexAttribArray(1)
Exemplo n.º 45
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    def initialize(self):
        vertices_a = np.array([
            -0.6, -0.5, 0.0,
            0.4, -0.5, 0.0,
            -0.1, 0.5, 0.0], dtype=np.float32)

        vertices_b = np.array([
            0.1, 0.5, 0.0,
            0.6, -0.5, 0.0,
            1.0, 0.5, 0.0
        ], dtype=np.float32)

        self._vao_a = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self._vao_a)

        vbo = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices_a, GL.GL_STATIC_DRAW)

        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 3 * ctypes.sizeof(ctypes.c_float), None)
        GL.glEnableVertexAttribArray(0)

        GL.glBindVertexArray(0)

        self._vao_b = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self._vao_b)

        vbo = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices_b, GL.GL_STATIC_DRAW)

        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, GL.GL_FALSE, 3 * ctypes.sizeof(ctypes.c_float), None)
        GL.glEnableVertexAttribArray(0)

        GL.glBindVertexArray(0)

        vertex_shader = Shader(GL.GL_VERTEX_SHADER, "shaders_src/hello_triangle_vertex.glsl")
        fragment_shader_orange = Shader(GL.GL_FRAGMENT_SHADER, "shaders_src/hello_triangle_ex3_frag.glsl.template", color="1.0, 0.6, 0.2, 1.0")
        fragment_shader_pink = Shader(GL.GL_FRAGMENT_SHADER, "shaders_src/hello_triangle_ex3_frag.glsl.template", color="1.0, 0.75, 0.8, 1.0")

        self._shader_program_orange = ShaderProgram(vertex_shader, fragment_shader_orange)
        self._shader_program_pink = ShaderProgram(vertex_shader, fragment_shader_pink)

        vertex_shader.delete()
        fragment_shader_orange.delete()
        fragment_shader_pink.delete()
Exemplo n.º 46
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    def __init__(self, shader):
        self.shader = shader
        self.color = (1, 0, 1)
        # triangle position buffer
        position = np.array(((0, 0.5, 0), (0.5, -.5, 0), (-.5, -.5, 0)), 'f')
        color = np.array(((1, 0, 0), (0, 1, 0), (0, 0, 1)), 'f')

        self.glid = GL.glGenVertexArrays(1)  # create OpenGL vertex array id
        GL.glBindVertexArray(self.glid)  # activate to receive state below
        # self.buffers = [GL.glGenBuffers(1)]  # create buffer for position attrib

        # GL.glGenBuffers(n) with n > 1 directly returns a list and not an index
        self.buffers = GL.glGenBuffers(2)  # if n > 1, use this instead

        # bind the vbo, upload position data to GPU, declare its size and type
        GL.glEnableVertexAttribArray(0)  # assign to layout = 0 attribute
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffers[0])
        GL.glBufferData(GL.GL_ARRAY_BUFFER, position, GL.GL_STATIC_DRAW)
        GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, 0, None)

        GL.glEnableVertexAttribArray(1)  # assign to layout = 0 attribute
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffers[1])
        GL.glBufferData(GL.GL_ARRAY_BUFFER, color, GL.GL_STATIC_DRAW)
        GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, False, 0, None)
Exemplo n.º 47
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def draw_segments():
    # Enable shader program for segments
    gl.glUseProgram(program2)
    
    # Set view matrix
    view = ut.matLookAt(camPosition[0], camPosition[1], camPosition[2], camTarget[0], camTarget[1], camTarget[2], camUp[0], camUp[1], camUp[2])
    loc = gl.glGetUniformLocation(program2, "view")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, view.transpose())

    # Set projection matrix
    projection = ut.matPerspective(np.radians(fov), win_width/win_height, 0.1, 100.0)
    loc = gl.glGetUniformLocation(program2, "projection")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, projection.transpose())

    # Set current model matrix (global)
    loc = gl.glGetUniformLocation(program2, "model")
    gl.glUniformMatrix4fv(loc, 1, gl.GL_FALSE, model.transpose())

    # Draw segments
    gl.glLineWidth(1.5)
    gl.glBindVertexArray(VAO_segments)
    gl.glDrawArrays(gl.GL_LINES, 0, num_vertices_segments)
    gl.glBindVertexArray(0)
    gl.glLineWidth(1.0)
def main():
    glfw.init()
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    window = glfw.create_window(WIN_WIDTH, WIN_HEIGHT, "learning openGL", None,
                                None)
    if window == 0:
        print("failed to create window")
        glfw.terminate()
    glfw.make_context_current(window)
    glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
    vertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
    gl.glShaderSource(vertexShader, vertexShaderSource)
    gl.glCompileShader(vertexShader)

    fragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
    gl.glShaderSource(fragmentShader, fragmentShaderSource)
    gl.glCompileShader(fragmentShader)

    shaderProgram = gl.glCreateProgram()
    gl.glAttachShader(shaderProgram, vertexShader)
    gl.glAttachShader(shaderProgram, fragmentShader)
    gl.glLinkProgram(shaderProgram)

    gl.glDeleteShader(vertexShader)
    gl.glDeleteShader(fragmentShader)

    VAO = gl.glGenVertexArrays(1)
    VBO, EBO = gl.glGenBuffers(2)
    gl.glBindVertexArray(VAO)
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, VBO)
    gl.glBufferData(gl.GL_ARRAY_BUFFER, sys.getsizeof(vertices), vertices,
                    gl.GL_STATIC_DRAW)

    gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 24, c_void_p(0))
    gl.glEnableVertexAttribArray(0)
    gl.glVertexAttribPointer(1, 3, gl.GL_FLOAT, gl.GL_FALSE, 24, c_void_p(12))
    gl.glEnableVertexAttribArray(1)
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
    gl.glBindVertexArray(0)

    while not glfw.window_should_close(window):
        process_input(window)
        gl.glClearColor(0.2, 0.3, 0.3, 1.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glUseProgram(shaderProgram)

        gl.glBindVertexArray(VAO)
        gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)

        glfw.swap_buffers(window)
        glfw.poll_events()

    glfw.terminate()
Exemplo n.º 49
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    def __render_lines(self):
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        GL.glBindVertexArray(self.__vao_pointer)
        self.__line_data.bind()

        self.__handle_vertex_attrib()

        GL.glUseProgram(self.__shader_program)
        GL.glBindVertexArray(self.__vao_pointer)
        GL.glDrawArrays(GL.GL_LINES, 0, len(self.__line_data.data))
        GL.glBindVertexArray(0)
Exemplo n.º 50
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    def __render_voxels(self):
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
        GL.glBindVertexArray(self.__vao_pointer)

        self.__voxel_indicies_data.bind()
        self.__voxel_data.bind()

        self.__handle_vertex_attrib()

        GL.glUseProgram(self.__shader_program)
        GL.glBindVertexArray(self.__vao_pointer)
        GL.glDrawElements(GL.GL_TRIANGLES, len(self.__voxel_data.data), GL.GL_UNSIGNED_INT, None)
        GL.glBindVertexArray(0)
Exemplo n.º 51
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def display(shader, vertex_array_object):
    global transform

    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

    GL.glUseProgram(shader[0])

    transLoc = GL.glGetUniformLocation(shader[0], "transform")
    GL.glUniform1f(transLoc, transform)
    transform += 0.0001

    GL.glBindVertexArray(vertex_array_object[0])
    GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
    GL.glBindVertexArray(0)
    GL.glUseProgram(0)

    GL.glUseProgram(shader[1])
    GL.glBindVertexArray(vertex_array_object[1])
    GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
    GL.glBindVertexArray(0)
    GL.glUseProgram(0)
Exemplo n.º 52
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    def draw():
        gl.glClearColor(0.2, 0.3, 0.3, 1.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        gl.glUseProgram(shaderProgram)

        gl.glBindVertexArray(VAO)
        gl.glDrawElements(gl.GL_TRIANGLES, 3 * indices.shape[0],
                          gl.GL_UNSIGNED_INT, None)

        gl.glBindVertexArray(VAO2)
        gl.glDrawElements(gl.GL_TRIANGLES, 3 * indices2.shape[0],
                          gl.GL_UNSIGNED_INT, None)
        gl.glBindVertexArray(0)

        glfw.swap_buffers(window)
Exemplo n.º 53
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    def display(self):
        GL.glClearColor(0, 0, 0, 0)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)

        GL.glUseProgram(self.shader)

        GL.glBindVertexArray(self.vao1)
        GL.glUniform3f(self.offset_location, 0.0, 0.0, 0.0)
        GL.glDrawElements(GL.GL_TRIANGLES, len(self.indices),
                          GL.GL_UNSIGNED_SHORT, None)

        GL.glBindVertexArray(self.vao2)
        GL.glUniform3f(self.offset_location, 0.0, 0.0, -1.0)
        GL.glDrawElements(GL.GL_TRIANGLES, len(self.indices),
                          GL.GL_UNSIGNED_SHORT, None)

        GL.glBindVertexArray(0)
        GL.glUseProgram(0)
Exemplo n.º 54
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 def unbind_vao(self):
     GL.glBindVertexArray(0)
Exemplo n.º 55
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 def bind_vao(self):
     if self.vaoID is None:
         self.vaoID = GL.glGenVertexArrays(1)
     GL.glBindVertexArray(self.vaoID)
Exemplo n.º 56
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    def __init__(self):

        # set up the shader
        i_vert = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource(i_vert, vert_shader)
        i_frag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(i_frag, frag_shader)

        self.program = gl.glCreateProgram()
        gl.glAttachShader(self.program, i_vert)
        gl.glAttachShader(self.program, i_frag)
        gl.glCompileShader(i_vert)
        gl.glCompileShader(i_frag)

        gl.glLinkProgram(self.program)
        gl.glValidateProgram(self.program)

        gl.glUseProgram(self.program)

        # set up the geometry
        i_pos = gl.glGetAttribLocation(self.program, "pos")
        i_normal = gl.glGetAttribLocation(self.program, "normal")

        self.i_vao = gl.glGenVertexArrays(1)
        i_vbo = gl.glGenBuffers(1)

        gl.glBindVertexArray(self.i_vao)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, i_vbo)
        gl.glBufferData(
            gl.GL_ARRAY_BUFFER,  # target
            vertex_data.nbytes,  # size
            vertex_data,  # data
            gl.GL_STATIC_DRAW,  # usage
        )

        gl.glEnableVertexAttribArray(i_pos)
        gl.glVertexAttribPointer(
            i_pos,  # index
            3,  # size
            gl.GL_FLOAT,  # type
            gl.GL_FALSE,  # normalisation
            0,  # stride
            ctypes.c_void_p(0),  # pointer
        )

        gl.glEnableVertexAttribArray(i_normal)
        gl.glVertexAttribPointer(
            i_normal,  # index
            3,  # size
            gl.GL_FLOAT,  # type
            gl.GL_FALSE,  # normalisation
            0,  # stride
            ctypes.c_void_p(len(points) * 4),  # pointer
        )

        self.i_proj = gl.glGetUniformLocation(self.program, "projection")
        self.i_view = gl.glGetUniformLocation(self.program, "view")
        self.i_model = gl.glGetUniformLocation(self.program, "model")
        self.i_colour = gl.glGetUniformLocation(self.program, "colour")
        self.i_lightsource_dir = gl.glGetUniformLocation(
            self.program, "lightsource_dir"
        )
        self.i_ambient = gl.glGetUniformLocation(self.program, "ambient")

        # set the rotation matrix to null
        self.set_model(model=np.eye(4).T)
        gl.glUseProgram(0)
Exemplo n.º 57
0
    def initializeGL(self):
        openGL_format = self.format()

        self.is_core = openGL_format.profile() == QtGui.QSurfaceFormat.CoreProfile

        self.logOpenGLFormat(openGL_format)
        self.clearErrors()

        legacy_vertex_shader_source = """
            #version 110

            // input
            attribute vec3 in_color;
            uniform mat4 mvp;

            // output
            varying vec3 out_color;

            void main()
            {
                gl_Position = mvp * gl_Vertex;
                out_color = in_color;
            }"""

        core_vertex_shader_source = """
            #version 150 core

            // input
            in vec3 in_position;
            in vec3 in_color;
            uniform mat4 mvp;

            // output
            out vec3 out_color;

            void main()
            {
                gl_Position = mvp * vec4(in_position, 1.0);
                out_color = in_color;
            }"""

        vertex_shader_source = core_vertex_shader_source if self.is_core else legacy_vertex_shader_source
        quad_vertex_shader = shaders.compileShader(vertex_shader_source, GL.GL_VERTEX_SHADER)

        legacy_fragment_shader_source = """
            #version 110

            // input
            varying vec3 out_color;

            void main()
            {
                gl_FragColor = vec4(out_color, 1.0);
            }"""

        core_fragment_shader_source = """
            #version 150 core

            // input
            in vec3 out_color;

            // output
            out vec4 frag_color;

            void main()
            {
                frag_color = vec4(out_color, 1.0);
            }"""

        fragment_shader_source = core_fragment_shader_source if self.is_core else legacy_fragment_shader_source
        quad_fragment_shader = shaders.compileShader(fragment_shader_source, GL.GL_FRAGMENT_SHADER)

        if self.is_core:
            # on OpenGL 3 core, create a vertex array object (on non-core, there is one default VAO)
            self.vao = GL.glGenVertexArrays(1)
            # VAO needs to be bound before the program can be compiled
            GL.glBindVertexArray(self.vao)

        self.quad_shader = shaders.compileProgram(quad_vertex_shader, quad_fragment_shader)

        vertices = np.array(
            [[ 0, 100, 0 ],
             [ 100, 100, 0],
             [ 100, 0, 0 ],
             [200, 200, 0],
             [200, 400, 0],
             [400, 400, 0],
             [400, 400, 0],
             [200, 200, 0],
             [400, 200, 0]], 'f')

        self.background_vbo = vbo.VBO(vertices)
        self.border_vbo = vbo.VBO(vertices)
        self.ruler_vbo = vbo.VBO(vertices)
        self.grid_vbo = vbo.VBO(vertices)
        self.data_vbo = vbo.VBO(vertices)
Exemplo n.º 58
0
 def unbind_all():
     gl.glBindVertexArray(0)
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
     VertexAttributeObject.bound_vao = -1
Exemplo n.º 59
0
 def bind(self):
     if VertexAttributeObject.bound_vao != self.vao_id:
         gl.glBindVertexArray(self.vao_id)
         VertexAttributeObject.bound_vao = self.vao_id
         for attrib in self.enabled_attributes:
             attrib.enable()
Exemplo n.º 60
-1
def render():
    global sampleTexture
    global shaderProgram
    global texUnitUniform
    global VAO
    GL.glClearColor(0, 0, 0, 1)
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)

    # active shader program
    GL.glUseProgram(shaderProgram)

    try:
        # Activate texture
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, sampleTexture)
        GL.glUniform1i(texUnitUniform, 0)

        # Activate array
        GL.glBindVertexArray(VAO)

        # draw triangle
        GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
    finally:
        GL.glBindVertexArray(0)
        GL.glUseProgram(0)