示例#1
0
    def setup(self):
        super(GameControllerNode, self).setup()
        # set up
        window = WindowNode(name='window', parent=self)
        window.open()
        window.make_context_current()

        gl.init()
        err = gl.getError()
        if err:
            print("WINDOW OPEN ERROR:", err)

        scene = SceneNode(name='scene', parent=window) # scenenode.SceneNode(name='scene')

        debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene)
        sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene)

        camera_transform = transformnode.TransformNode3D(name='camera_transform', parent=scene, m=Mat4.Translation(Vec3(0.0, 0.0, 3.0)))
        camera = debugdraw.CameraNode(name='camera', parent=camera_transform)
        camera.make_current()
        camera_controller = CameraController(input_map=InputMap(), parent=camera_transform)

        grid = debugdraw.ShapeNode.Grid(1.0, 100, 100, name='grid', parent=scene)
        aabb = AABB3()
        aabb.include_point(Vec3(0.0, 0.0, 0.0))
        aabb.include_point(Vec3(1.0, 2.0, 3.0))
        box = debugdraw.ShapeNode.AABB3(aabb, parent=scene, mode=gl.TRIANGLES)

        window.on('key', self.key_callback)

        gl.enable(gl.DEPTH_TEST)
        gl.enable(gl.BLEND)
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
示例#2
0
    def setup(self):
        super(GameControllerNode, self).setup()
        # set up
        window = WindowNode(name='window', parent=self)
        window.open()
        window.make_context_current()

        gl.init()
        err = gl.getError()
        if err:
            print("WINDOW OPEN ERROR:", err)

        scene = physicsnode.SceneNode(name='scene', parent=window) # scenenode.SceneNode(name='scene')

        debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene)
        sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene)

        camera_transform = transformnode.TransformNode3D(name='camera_transform', parent=scene, m=Mat4.Translation(Vec3(0.0, 0.0, 3.0)))
        camera = debugdraw.CameraNode(name='camera', parent=camera_transform)
        camera.make_current()
        # camera_controller = CameraController(input_map=InputMap(), parent=camera_transform)

        # create_wheelchair_guy(scene)
        create_ship(scene)

        window.on('key', self.key_callback)

        gl.enable(gl.DEPTH_TEST)
        gl.enable(gl.BLEND)
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
示例#3
0
def main():
	glfw.setErrorCallback(error_callback)

	glfw.init()
	glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
	glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
	glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
	# glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
	glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

	window = glfw.createWindow(800, 600, "LearnOpenGL")

	if window is None:
		print('could not open window.')
		glfw.terminate()
		sys.exit()

	window.makeContextCurrent()
	window.setKeyCallback(key_callback)

	gl.init()
	err = gl.getError()
	print(gl)
	if err:
		print("WINDOW OPEN ERROR:", err)

	vertexShader = gl.createShader(gl.VERTEX_SHADER)
	gl.shaderSource(vertexShader, [VERTEX_SHADER_SOURCE]);
	gl.compileShader(vertexShader)

	success = gl.getShaderiv(vertexShader, gl.COMPILE_STATUS)
	print("VERTEX SHADER COMPILE STATUS:",success)
	if not success:
		infoLog = gl.getShaderInfoLog(vertexShader)
		print("ERROR COMPILING SHADER:", infoLog)
		sys.exit()

	fragmentShader = gl.createShader(gl.FRAGMENT_SHADER)
	gl.shaderSource(fragmentShader, [FRAGMENT_SHADER_SOURCE]);
	gl.compileShader(fragmentShader)

	success = gl.getShaderiv(fragmentShader, gl.COMPILE_STATUS)
	print("FRAGMENT SHADER COMPILE STATUS:",success)
	if not success:
		infoLog = gl.getShaderInfoLog(fragmentShader)
		print("ERROR COMPILING SHADER:", infoLog)
		sys.exit()

	shaderProgram = gl.createProgram()
	gl.attachShader(shaderProgram, vertexShader)
	gl.attachShader(shaderProgram, fragmentShader)
	gl.linkProgram(shaderProgram)

	gl.getProgramiv(shaderProgram, gl.LINK_STATUS)
	print("SHADER PROGRAM LINK STATUS:",success)
	if not success:
		infoLog = gl.getProgramInfoLog(shaderProgram)
		print("ERROR LINKING SHADER PROGRAM:", infoLog)
		sys.exit()

	assert(gl.isProgram(shaderProgram))
	gl.useProgram(shaderProgram)
	#gl.deleteShader(vertexShader)
	#gl.deleteShader(fragmentShader)

	vao = gl.genVertexArrays(1)[0]
	vbo, ebo = gl.genBuffers(2)
	print(vao, vbo, ebo)

	# 1. Bind Vertex Array Object
	gl.bindVertexArray(vao)

    # 2. Copy our vertices array in a buffer for OpenGL to use
	gl.bindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)

    # 2. Copy our index array in a buffer for OpenGL to use
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
	gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW)

    # 3. Then set our vertex attributes pointers
	gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 3 * sizeof(gl.GLfloat), None)
	gl.enableVertexAttribArray(0)

	# 4. unbind the vbo
	gl.bindBuffer(gl.ARRAY_BUFFER, 0)

	# 4. Unbind the VAO
	gl.bindVertexArray(0)

	while not window.shouldClose():
		glfw.pollEvents()

		framebuffer_width, framebuffer_height = window.getFramebufferSize()
		gl.viewport(0, 0, framebuffer_width, framebuffer_height)
		gl.clearColor(0.2, 0.3, 0.3, 1.0)
		gl.clear(gl.COLOR_BUFFER_BIT)

		gl.useProgram(shaderProgram)
		gl.bindVertexArray(vao)
		gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0)
		# gl.drawArrays(gl.TRIANGLES, 0, 3); 
		gl.bindVertexArray(0)

		window.swapBuffers()

	gl.deleteVertexArrays([vao])
	gl.deleteBuffers([vbo, ebo])
示例#4
0
    def setup(self):
        super(GameControllerNode, self).setup()
        # set up
        window = WindowNode(name='window', parent=self)
        window.open()
        window.make_context_current()

        gl.init()
        err = gl.getError()
        if err:
            print("WINDOW OPEN ERROR:", err)

        scene = SceneNode(name='scene', parent=window) # scenenode.SceneNode(name='scene')

        debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene)
        sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene)

        camera_transform = transformnode.TransformNode3D(name='camera_transform', parent=scene, m=Mat4.Translation(Vec3(0.0, 0.0, 3.0)))
        camera = debugdraw.CameraNode(name='camera', parent=camera_transform)
        camera.make_current()
        # camera_controller = CameraController(input_map=InputMap(), parent=camera_transform)

        window.on('key', self.key_callback)

        gl.enable(gl.DEPTH_TEST)
        gl.enable(gl.BLEND)
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

        updater = BoundsUpdater(parent=scene, name='updater')


        b0 = BodyNode(position=(0.0, -1.0), velocity=(0.0, 0.1), angle=0.0, angular_velocity=0.0, name="body0", parent=scene)
        b1 = BodyNode(position=(0.0, 1.0), velocity=(0.0, -0.1), angle=0.0, angular_velocity=0.0, name="body1", parent=scene)

        shape = CircleShapeNode(radius=0.1, center=(0.0, 0.0), name='shap0', parent=b0)
        shape_debugdraw = debugdraw.ShapeNode.Circle(radius=0.1, center=shape.center, nverts=8, name='draw_shape0', parent=shape)

        shape = CircleShapeNode(radius=0.1, center=(0.0, 0.0), name='shape1', parent=b1)
        shape_debugdraw = debugdraw.ShapeNode.Circle(radius=0.1, center=shape.center, nverts=8, name='draw_shape1', parent=shape)

        return

        # random scene
        NVERTS = 8
        for i in range(5):
            ANGULAR_VELOCITY = 2.0
            body = BodyNode(
                position=(random.uniform(-1.0, 1.0), random.uniform(-1.0, 1.0)),
                velocity=(random.uniform(-0.1, 0.1), random.uniform(-0.1, 0.1)), 
                angle=random.uniform(-math.pi, math.pi),
                angular_velocity=random.uniform(-ANGULAR_VELOCITY*math.pi, ANGULAR_VELOCITY*math.pi),
                name='body%s' % i,
                parent=scene
            )

            for j in range(3):
                if random.uniform(0.0, 1.0) < 1.0:
                    shape = CircleShapeNode(radius=0.1, center=(random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2)), name='shape%i'%j, parent=body)
                    shape_debugdraw = debugdraw.ShapeNode.Circle(radius=0.1, center=shape.center, nverts=NVERTS, name='draw_shape%i'%j, parent=shape)
                else:
                    transform = Transform(Vec2(random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2)), random.uniform(-math.pi, math.pi))
                    w = random.uniform(0.1, 0.2) * 0.5
                    h = random.uniform(0.1, 0.2) * 0.5
                    vertices = [Vec2(w, h), Vec2(-w, h), Vec2(-w, -h), Vec2(w, -h)]
                    radius = 0.1
                    nverts = 20
                    step = math.pi * 2.0 / nverts
                    center = Vec2()
                    #vertices = [Vec2(math.cos(step*i)*radius+center.x, math.sin(step*i)*radius+center.y) for i in range(nverts)]
                    vertices = [transform.apply(v) for v in vertices]
                    shape = PolygonShapeNode(vertices, name='shape%i'%j, parent=body)
                    m = math.pi * radius * radius
                    print("M:", shape.compute_mass(), m, m * 0.5 * math.pi * radius * radius)
                    color = (1.0, 1.0, 1.0)
                    #draw_vertices = [(Vec3(v.x, v.y, 0.0), color) for v in vertices]
                    draw_vertices = []
                    for i, v in enumerate(vertices):
                        v0 = vertices[(i-1)%len(vertices)]
                        draw_vertices.append((Vec3(v0.x, v0.y, 0.0), color))
                        draw_vertices.append((Vec3(v.x, v.y, 0.0), color))
                    shape_debugdraw = debugdraw.ShapeNode(vertices=draw_vertices, name='draw_shape%i'%j, parent=body)
示例#5
0
def main():
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

    if window is None:
        # print('could not open window.')
        glfw.terminate()
        sys.exit()


    cursor = Vec2()
    window_size = Vec2(WIDTH, HEIGHT)
    ui = EventEmitter()

    def mouse_move_callback(window, x, y):
        nonlocal cursor
        # print('mouse move:', window, x, y)
        cursor = Vec2(x, window_size.y - y)
        ui.emit('mouse_move', window, cursor)

    def mouse_button_callback(window, button, action, mods):
        print('mouse button:', window, button, action, mods)
        ui.emit('mouse_button', window, button, action, mods)

    def window_size_callback(window, width, height):
        nonlocal window_size
        window_size.x = width
        window_size.y = height

    window.makeContextCurrent()
    # window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)
    window.setKeyCallback(key_callback)
    window.setMouseButtonCallback(mouse_button_callback)
    window.setCursorPosCallback(mouse_move_callback)
    window.setWindowSizeCallback(window_size_callback)

    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)


    # pre game-loop initialization
    scene = Scene()

    # construct the triangle
    triangle_points = Vector(Vec3)
    triangle_points.append(Vec3(-0.5, -0.5, 0.0))
    triangle_points.append(Vec3( 0.5, -0.5, 0.0))
    triangle_points.append(Vec3(-0.5,  0.5, 0.0))

    triangle_indices = Vector(c_ubyte)
    triangle_indices.append(0)
    triangle_indices.append(1)
    triangle_indices.append(2)

    triangle_attribs = BufferAttribs(sizeof(Vec3))
    triangle_attribs.add(BufferAttribs.POSITION_INDEX, 3, gl.FLOAT, gl.FALSE, 0)

    triangle_shader = ShaderProgram(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE)

    triangle_draw_call = DrawCall(gl.UNSIGNED_BYTE, gl.LINE_LOOP, 0, len(triangle_indices))

    triangle_material = {}

    triangle_mesh = Mesh(triangle_shader, triangle_draw_call, triangle_material)

    triangle_model = Model(triangle_indices.get_data(), triangle_points.get_data(), triangle_attribs, [triangle_mesh], InstanceData, ItemInstance)

    triangle_instance = scene.add(triangle_model, InstanceData(model_matrix=Mat4.Identity(), base_color=Vec3(1.0, 0.0, 0.0)))

    # construct the reticle
    RETICLE_SIZE = 0.01
    reticle_points = Vector(Vec3)
    reticle_points.append(Vec3(-RETICLE_SIZE * 0.5, -RETICLE_SIZE * 0.5, 0.0))
    reticle_points.append(Vec3(-RETICLE_SIZE * 0.5,  RETICLE_SIZE * 0.5, 0.0))
    reticle_points.append(Vec3( RETICLE_SIZE * 0.5,  RETICLE_SIZE * 0.5, 0.0))
    reticle_points.append(Vec3( RETICLE_SIZE * 0.5, -RETICLE_SIZE * 0.5, 0.0))

    reticle_indices = Vector(c_ubyte)
    reticle_indices.append(0)
    reticle_indices.append(1)
    reticle_indices.append(2)
    reticle_indices.append(3)


    reticle_attribs = BufferAttribs(sizeof(Vec3))
    reticle_attribs.add(BufferAttribs.POSITION_INDEX, 3, gl.FLOAT, gl.FALSE, 0)

    reticle_shader = triangle_shader

    reticle_draw_call = DrawCall(gl.UNSIGNED_BYTE, gl.LINE_LOOP, 0, len(reticle_indices))

    reticle_material = {}

    reticle_mesh = Mesh(reticle_shader, reticle_draw_call, reticle_material)

    reticle_model = Model(reticle_indices.get_data(), reticle_points.get_data(), reticle_attribs, [reticle_mesh], InstanceData, ItemInstance)

    # construct the AABB model
    aabb = AABB3()
    aabb.include_point(Vec3(0.0, 0.0, 0.0))
    aabb.include_point(Vec3(0.2, 0.2, 0.2))

    aabb_points = Vector(Vec3)
    aabb_points.append(Vec3(aabb.min.x, aabb.min.y, aabb.min.z))
    aabb_points.append(Vec3(aabb.max.x, aabb.min.y, aabb.min.z))
    aabb_points.append(Vec3(aabb.min.x, aabb.max.y, aabb.min.z))
    aabb_points.append(Vec3(aabb.max.x, aabb.max.y, aabb.min.z))
    aabb_points.append(Vec3(aabb.min.x, aabb.min.y, aabb.max.z))
    aabb_points.append(Vec3(aabb.max.x, aabb.min.y, aabb.max.z))
    aabb_points.append(Vec3(aabb.min.x, aabb.max.y, aabb.max.z))
    aabb_points.append(Vec3(aabb.max.x, aabb.max.y, aabb.max.z))

    # lines
    aabb_indices = Vector(c_ubyte)
    aabb_indices.append(0)
    aabb_indices.append(1)

    aabb_indices.append(2)
    aabb_indices.append(3)

    aabb_indices.append(4)
    aabb_indices.append(5)

    aabb_indices.append(6)
    aabb_indices.append(7)

    aabb_indices.append(0)
    aabb_indices.append(4)

    aabb_indices.append(1)
    aabb_indices.append(5)

    aabb_indices.append(2)
    aabb_indices.append(6)

    aabb_indices.append(3)
    aabb_indices.append(7)

    aabb_indices.append(0)
    aabb_indices.append(2)

    aabb_indices.append(1)
    aabb_indices.append(3)

    aabb_indices.append(4)
    aabb_indices.append(6)

    aabb_indices.append(5)
    aabb_indices.append(7)


    aabb_attribs = BufferAttribs(sizeof(Vec3))
    aabb_attribs.add(BufferAttribs.POSITION_INDEX, 3, gl.FLOAT, gl.FALSE, 0)

    aabb_shader = triangle_shader

    aabb_draw_call = DrawCall(gl.UNSIGNED_BYTE, gl.LINES, 0, len(aabb_indices))

    aabb_material = {}

    aabb_mesh = Mesh(aabb_shader, aabb_draw_call, aabb_material)

    aabb_model = Model(aabb_indices.get_data(), aabb_points.get_data(), aabb_attribs, [aabb_mesh], InstanceData, ItemInstance)

    # reticle_instances = ModelInstances(reticle_model, InstanceData, ItemInstance)
    reticle_instance = scene.add(reticle_model, InstanceData(model_matrix=Mat4.Identity()))

    # aabb_instances = ModelInstances(aabb_model, InstanceData, ItemInstance)
    aabb_instance = scene.add(aabb_model, InstanceData(model_matrix=Mat4.Identity()))
    #reticle_instance.set_enabled(False)


    ray_scene = RayScene()
    # ui.on('mouse_move' lambda window, cursor: scene.mouse_move(camera, viewport, cursor))

    camera = Camera(scene=scene)

    framebuffer_width, framebuffer_height = window.getFramebufferSize()
    # camera.projection_matrix = Mat4.Identity()
    camera.projection_matrix = Mat4.Perspective(45.0, framebuffer_width/framebuffer_height, 0.1, 100.0)
    camera.view_matrix = Mat4.Identity()

    t0 = time.perf_counter()
    frames = 0
    while not window.shouldClose():
        glfw.pollEvents()

        gl.enable(gl.DEPTH_TEST)
        gl.depthFunc(gl.LEQUAL)

        gl.enable(gl.CULL_FACE)
        gl.cullFace(gl.BACK)

        t = time.perf_counter()

        err = gl.getError()
        if err:
            print("ERROR:", err)

        # render the frame
        framebuffer_width, framebuffer_height = window.getFramebufferSize()
        # camera.view_matrix = Mat4.LookAt(Vec3(math.cos(time.clock() * 0.1), 1.0, math.sin(time.clock() * 0.1)) *15.0, Vec3(0.0, 0.0, 0.0), Vec3(0.0, 1.0, 0.0))
        camera.view_matrix = Mat4.LookAt(
            Vec3(math.cos(time.clock() * 0.1), 1.0, math.sin(time.clock() * 0.1)) *2.0, 
            Vec3(0.0, 0.0, 0.0), 
            Vec3(0.0, 1.0, 0.0)
        )

        viewport = (0, 0, framebuffer_width, framebuffer_height)
 
        camera.render_to_viewport(viewport)

        # not sure if this is correct when the viewport size doesn't match the framebuffer size.
        ray_origin, ray_direction = camera.get_ray(cursor, viewport)

        # print(ray)

        result = raytri.intersect_triangle(ray_origin, ray_direction, *triangle_points)

        if result:
            t, u, v = result
            hit_pos = triangle_points[0] * (1.0 - u - v) + triangle_points[1] * u + triangle_points[2] * v
            reticle_instance.set_enabled(True)
            reticle_instance.model_matrix = Mat4.Translation(hit_pos)
            reticle_instance.base_color = Vec3(1.0, 1.0, 1.0)
            triangle_instance.base_color = Vec3(1.0, 0.0, 0.0)
        else:
            reticle_instance.set_enabled(False)
            triangle_instance.base_color = Vec3(1.0, 1.0, 1.0)
            reticle_instance.base_color = Vec3(0.0, 0.0, 0.0)

        result = raytri.hit_aabb(ray_origin, ray_direction, aabb)

        if result:
            aabb_instance.base_color = Vec3(1.0, 0.0, 0.0)
        else:
            aabb_instance.base_color = Vec3(1.0, 1.0, 1.0)

        # print((ray_origin, ray_direction), result)

        # update buffers
        scene.update_instances()

        window.swapBuffers()

        frames += 1
        if not frames % 100:
            print("FRAME RATE:", float(frames)/(time.perf_counter() - t0))
def main():
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()


    inputMap = InputMap()

    window.makeContextCurrent()
    window.setKeyCallback(inputMap.key_callback)
    window.setCursorPosCallback(inputMap.mouse_callback)
    #window.setScrollCallback(inputMap.scroll_callback)
    window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)

    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    camera = Camera(position=Vec3(0.0, 0.0, 3.0))
    lastX = 400
    lastY = 300
    firstMouse = True
    deltaTime = 0.0
    lastFrame = 0.0

    gl.enable(gl.DEPTH_TEST)

    lampShaderProgram = Shader(LAMP_VERTEX_SHADER_SOURCE, LAMP_FRAGMENT_SHADER_SOURCE)
    lightingShaderProgram = Shader(LIGHTING_VERTEX_SHADER_SOURCE, LIGHTING_FRAGMENT_SHADER_SOURCE)
    lightingShaderProgram.use()

    lightVAO, containerVAO = gl.genVertexArrays(2)
    vbo = gl.genBuffers(1)[0]

    # 1. Bind Vertex Array Object
    gl.bindVertexArray(containerVAO)

    # 2. Copy our vertices array in a buffer for OpenGL to use
    gl.bindBuffer(gl.ARRAY_BUFFER, vbo)
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW)

    # Position attribute
    gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset)
    gl.enableVertexAttribArray(0)

    # Normal attribute
    gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.normal.offset)
    gl.enableVertexAttribArray(1)

    # 4. Unbind the VAO
    gl.bindVertexArray(0)


    # 1. Bind Vertex Array Object
    gl.bindVertexArray(lightVAO)

    # Position attribute
    gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset)
    gl.enableVertexAttribArray(0)

    # 4. Unbind the VAO
    gl.bindVertexArray(0)

    # 4. unbind the vbo
    gl.bindBuffer(gl.ARRAY_BUFFER, 0)

    lightPos = Vec3(1.2, 1.0, 2.0)

    while not window.shouldClose():
        inputMap.begin_frame()
        glfw.pollEvents()
        input = inputMap.get_input()
        camera.processInput(input, 1.0/30.0)

        framebuffer_width, framebuffer_height = window.getFramebufferSize()
        gl.viewport(0, 0, framebuffer_width, framebuffer_height)
        gl.clearColor(0.2, 0.3, 0.3, 1.0)
        gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT)

        lightingShaderProgram.use()
        lightingShaderProgram.uniforms.objectColor = Vec3(1.0, 0.5, 0.31)
        lightingShaderProgram.uniforms.lightColor = Vec3(1.0, 0.5, 1.0)
        lightingShaderProgram.uniforms.lightPos = lightPos
        lightingShaderProgram.uniforms.viewPos = camera.position

        # create transformations
        view = camera.getViewMatrix()
        projection = Mat4.Perspective(45.0, float(WIDTH) / float(HEIGHT), 0.1, 100.0)

        # assign the transformations
        lightingShaderProgram.uniforms.view = view
        lightingShaderProgram.uniforms.projection = projection

        # draw the container
        gl.bindVertexArray(containerVAO)
        model = Mat4.Identity()

        lightingShaderProgram.uniforms.model = model
        gl.drawArrays(gl.TRIANGLES, 0, 36)
        gl.bindVertexArray(0)

        # draw the lamp
        lampShaderProgram.use()

        lampShaderProgram.uniforms.view = view
        lampShaderProgram.uniforms.projection = projection

        model = Mat4.Translation(lightPos) * Mat4.Scale(0.2)

        lampShaderProgram.uniforms.model = model

        gl.bindVertexArray(lightVAO)
        gl.drawArrays(gl.TRIANGLES, 0, 36)
        gl.bindVertexArray(0)

        window.swapBuffers()

    lampShaderProgram.delete()
    lightingShaderProgram.delete()

    gl.deleteVertexArrays([containerVAO, lightVAO])
    gl.deleteBuffers([vbo])
示例#7
0
def main():
    global lastFrame, planeVAO, planeVBO

    # Init GLFW
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()

    inputMap = InputMap()

    window.makeContextCurrent()
    window.setKeyCallback(inputMap.key_callback)
    window.setCursorPosCallback(inputMap.mouse_callback)
    #window.setScrollCallback(inputMap.scroll_callback)
    window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)

    # some versions of glfw cause an opengl error when creating a window, make sure that's ignored.
    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    # Define the viewport dimensions
    VP_WIDTH, VP_HEIGHT = window.getFramebufferSize()
    gl.viewport(0, 0, VP_WIDTH, VP_HEIGHT)

    # Setup some OpenGL options
    gl.enable(gl.DEPTH_TEST);

    # Setup and compile our shaders
    shaderProgram = Shader(SHADOW_MAPPING_VERT, SHADOW_MAPPING_FRAG);
    simpleDepthShader = Shader(SHADOW_MAPPING_DEPTH_VERT, SHADOW_MAPPING_DEPTH_FRAG);
    debugDepthQuad = Shader(DEBUG_QUAD_VERT, DEBUG_QUAD_FRAG);

    # Set texture samples
    shaderProgram.use();
    # shaderProgram.uniforms.diffuseTexture = 0
    # shaderProgram.uniforms.shadowMap = 1

    # print(dir(Vertex))
    planeVertices = (Vertex * 6)(
        # Positions             # Normals           # Texture Coords
        (( 25.0, -0.5,  25.0),  (0.0,  1.0,  0.0),  (25.0,  0.0)),
        ((-25.0, -0.5, -25.0),  (0.0,  1.0,  0.0),  ( 0.0, 25.0)),
        ((-25.0, -0.5,  25.0),  (0.0,  1.0,  0.0),  ( 0.0,  0.0)),

        (( 25.0, -0.5,  25.0),  (0.0,  1.0,  0.0),  (25.0,  0.0)),
        (( 25.0, -0.5, -25.0),  (0.0,  1.0,  0.0),  (25.0, 25.0)),
        ((-25.0, -0.5, -25.0),  (0.0,  1.0,  0.0),  ( 0.0, 25.0))
    )

    # Setup plane VAO
    planeVAO = gl.genVertexArrays(1)[0]
    planeVBO = gl.genBuffers(1)[0]

    gl.bindVertexArray(planeVAO)
    gl.bindBuffer(gl.ARRAY_BUFFER, planeVBO)
    gl.bufferData(gl.ARRAY_BUFFER, bytes(planeVertices), gl.STATIC_DRAW)
    gl.enableVertexAttribArray(0)
    gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset)
    gl.enableVertexAttribArray(1)
    gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.normal.offset)
    gl.enableVertexAttribArray(2)
    gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.texcoord.offset)
    gl.bindVertexArray(0)

    # Light source
    lightPos = Vec3(-2.0, 4.0, -1.0)

    # Load textures
    woodTexture = load_texture("learningopengl/resources/textures/wood.png")

    # Configure depth map FBO
    SHADOW_WIDTH = SHADOW_HEIGHT = 4096
    

    depthMapFBO = gl.genFramebuffers(1)[0]
    
    # - Create depth texture
    depthMap = gl.genTextures(1)[0]
    
    gl.bindTexture(gl.TEXTURE_2D, depthMap)

    gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, gl.DEPTH_COMPONENT, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_BORDER)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_BORDER)
    borderColor = Vec4(1.0, 1.0, 1.0, 1.0)
    gl.texParameterfv(gl.TEXTURE_2D, gl.TEXTURE_BORDER_COLOR, borderColor)

    gl.bindFramebuffer(gl.FRAMEBUFFER, depthMapFBO)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthMap, 0)
    gl.drawBuffer(gl.NONE)
    gl.readBuffer(gl.NONE);
    gl.bindFramebuffer(gl.FRAMEBUFFER, 0);

    gl.clearColor(0.1, 0.1, 0.1, 1.0)

    # Game loop
    while not window.shouldClose():
        # Set frame time
        currentFrame = time.perf_counter()
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        # Check and call events
        inputMap.begin_frame()
        glfw.pollEvents()
        input = inputMap.get_input()
        camera.processInput(input, 1.0/30.0)

        # Change light position over time
        lightPos.z = math.cos(time.perf_counter()) * 2.0

        # 1. Render depth of scene to texture (from light's perspective)
        # - Get light projection/view matrix.
        near_plane = 1.0
        far_plane = 7.5
        lightProjection = Mat4.Ortho(-10.0, 10.0, -10.0, 10.0, near_plane, far_plane)
        # lightProjection = glm::perspective(45.0f, (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // Note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene.
        lightView = Mat4.LookAt(lightPos, Vec3(0.0, 0.0, 0.0), Vec3(1.0, 1.0, 1.0))
        lightSpaceMatrix = lightProjection * lightView;
        # - now render scene from light's point of view
        simpleDepthShader.use()
        simpleDepthShader.uniforms.lightSpaceMatrix = lightSpaceMatrix
        # glUniformMatrix4fv(glGetUniformLocation(simpleDepthShader.Program, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
        gl.viewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT)
        gl.bindFramebuffer(gl.FRAMEBUFFER, depthMapFBO)
        gl.clear(gl.DEPTH_BUFFER_BIT);
        RenderScene(simpleDepthShader);
        gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

        # 2. Render scene as normal
        gl.viewport(0, 0, VP_WIDTH, VP_HEIGHT)
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
        shaderProgram.use()
        # TODO: use zoon
        projection = Mat4.Perspective(45.0, float(SCR_WIDTH) / float(SCR_HEIGHT), 0.1, 100.0)
        view = camera.getViewMatrix()
        shaderProgram.uniforms.projection = projection
        shaderProgram.uniforms.view = view

        shaderProgram.uniforms.lightPos = lightPos
        shaderProgram.uniforms.viewPos = camera.position
        shaderProgram.uniforms.lightSpaceMatrix = lightSpaceMatrix

        shaderProgram.uniforms.shadows = 1
        shaderProgram.uniforms.diffuseTexture = woodTexture
        shaderProgram.uniforms.shadowMap = depthMap

        RenderScene(shaderProgram)

        # 3. DEBUG: visualize depth map by rendering it to plane
        debugDepthQuad.use()
        # these are not actually used.
        #debugDepthQuad.uniforms.near_plane = near_plane
        #debugDepthQuad.uniforms.far_plane = far_plane

        debugDepthQuad.uniforms.depthMap = depthMap
        # RenderQuad() # uncomment this line to see depth map


        # Swap the buffers
        window.swapBuffers()

    return 0
示例#8
0
def main():
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()

    window.makeContextCurrent()
    # window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)
    window.setKeyCallback(key_callback)

    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    # set up the first model
    armored_plate_data = objloader.load_obj(os.path.join("springtangent-model-files", "armored_plate.75.75.decimation_test7.obj"))
    armored_plate_model = Model.FromJSON(armored_plate_data, InstanceData, PlateInstance)

    plane_plate_data = objloader.load_obj(os.path.join("springtangent-model-files", "plane_plate.75.75.decimation_test.00.obj"))
    plane_plate_model = Model.FromJSON(plane_plate_data, InstanceData, PlateInstance)

    angled_plate_data = objloader.load_obj(os.path.join("springtangent-model-files", "angled_plate_plane.75.25..25.decimated.obj"))
    angled_plate_model = Model.FromJSON(angled_plate_data, InstanceData, PlateInstance)

    models =[armored_plate_model, plane_plate_model, angled_plate_model]

    scene = Scene()
    camera = Camera(name='camera', parent=scene)

    # set up the data for the instances.
    # 30 x 30 array of tiles, which are randomly selected among the above models
    instances = {}
    transforms = {}
    n = 30
    for i in range(n):
        for j in range(n):
            r = random.choice(range(4))
            transform = Mat4.Translation(Vec3((i-n//2) * 2, 0.0, (j-n//2) * 2)) * Mat4.Rotation(math.pi/2.0 * r, Vec3(0.0, 1.0, 0.0))
            transform_node = TransformNode3D(name='tranform.%i.%i' % (i, j), parent=scene, m=transform)
            transforms[i,j] = transform_node
            instance = ModelInstance(random.choice(models), model_matrix=transform, parent=transform_node, name='model.%i.%i' % (i,j))
            instance.model_matrix = transform
            instances[i,j] = instance
            instance.r = r

    framebuffer_width, framebuffer_height = window.getFramebufferSize()
    camera.projection_matrix = Mat4.Perspective(45.0, framebuffer_width/framebuffer_height, 0.1, 100.0)
    camera.view_matrix = Mat4.LookAt(Vec3(math.cos(time.clock()), 1.0, math.sin(time.clock())) *15.0, Vec3(0.0, 0.0, 0.0), Vec3(0.0, 1.0, 0.0))
    
    t0 = time.perf_counter()
    frames = 0
    while not window.shouldClose():
        glfw.pollEvents()

        gl.enable(gl.DEPTH_TEST)
        gl.depthFunc(gl.LEQUAL)

        gl.enable(gl.CULL_FACE)
        gl.cullFace(gl.BACK)

        t = time.perf_counter()

        framebuffer_width, framebuffer_height = window.getFramebufferSize()
        camera.view_matrix = Mat4.LookAt(Vec3(math.cos(time.clock() * 0.1), 1.0, math.sin(time.clock() * 0.1)) *15.0, Vec3(0.0, 0.0, 0.0), Vec3(0.0, 1.0, 0.0))
        viewport = (0, 0, framebuffer_width, framebuffer_height)
        camera.render_to_viewport(viewport)

        err = gl.getError()
        if err:
            print("ERROR:", err)

        if TEST_ANIMATION:
            for i in range(n):
                for j in range(n):
                    instance = instances[i,j]
                    enabled = math.sin(i+j+t*10.0) > -0.8
                    instance.set_enabled(enabled)
                    if enabled:
                        transform_node = transforms[i,j]
                        y = (math.sin(t+i) + math.cos(t+j)) * 0.25
                        transform = Mat4.Translation(Vec3((i-n//2) * 2, y, (j-n//2) * 2)) * Mat4.Rotation(math.pi/2.0 * instance.r, Vec3(0.0, 1.0, 0.0))
                        transform_node.local_matrix = transform

                        # TODO: this should be done automatically in nodetree.graphics.Scene.update_instances
                        instance.instance.model_matrix = transform_node.to_mat4()
                  

        scene.update_instances()

        window.swapBuffers()

        frames += 1
        if not frames % 100:
            print("FRAME RATE:", float(frames)/(time.perf_counter() - t0))
示例#9
0
def main():
    draw_mode = 1
    global lastFrame, planeVAO, planeVBO

    # Init GLFW
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    window = glfw.createWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()

    inputMap = InputMap()

    window.makeContextCurrent()
    window.setKeyCallback(inputMap.key_callback)
    window.setCursorPosCallback(inputMap.mouse_callback)
    #window.setScrollCallback(inputMap.scroll_callback)
    window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)

    # some versions of glfw cause an opengl error when creating a window, make sure that's ignored.
    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)

    # Define the viewport dimensions
    VP_WIDTH, VP_HEIGHT = window.getFramebufferSize()
    gl.viewport(0, 0, VP_WIDTH, VP_HEIGHT)

    # Setup some OpenGL options
    gl.enable(gl.DEPTH_TEST);

    #Setup and compile our shaders
    shaderGeometryPass = Shader(G_BUFFER_VERT, G_BUFFER_FRAG);
    shaderLightingPass = Shader(DEFERRED_SHADING_VERT, DEFERRED_SHADING_FRAG);
    shaderLightBox = Shader(DEFERRED_LIGHT_BOX_VERT, DEFERRED_LIGHT_BOX_FRAG);

    gPosition, gNormal, gAlbedoSpec = gl.genTextures(3)

    shaderLightingPass.use()
    shaderLightingPass.uniforms.gPosition = gNormal
    shaderLightingPass.uniforms.gNormal = gPosition
    shaderLightingPass.uniforms.gAlbedoSpec = gAlbedoSpec

     # "learningopengl/resources/objects/cyborg/cyborg.obj"
    cyborg = Model("learningopengl/resources/objects/cyborg/cyborg.obj")

    objectPositions = [
        Vec3(-3.0, -3.0, -3.0),
        Vec3( 0.0, -3.0, -3.0),
        Vec3( 3.0, -3.0, -3.0),
        Vec3(-3.0, -3.0,  0.0),
        Vec3( 0.0, -3.0,  0.0),
        Vec3( 3.0, -3.0,  0.0),
        Vec3(-3.0, -3.0,  3.0),
        Vec3( 0.0, -3.0,  3.0),
        Vec3( 3.0, -3.0,  3.0)
    ]

    NR_LIGHTS = 32
    lightPositions = (Vec3 * NR_LIGHTS)()
    lightColors = (Vec3 * NR_LIGHTS)()

    for i in range(NR_LIGHTS):
        lightPositions[i].x = random.uniform(-3.0, 3.0)
        lightPositions[i].y = random.uniform(-4.0, 2.0)
        lightPositions[i].z = random.uniform(-3.0, 3.0)

        lightColors[i].x = random.uniform(0.5, 1.0)
        lightColors[i].y = random.uniform(0.5, 1.0)
        lightColors[i].z = random.uniform(0.5, 1.0)

    # set up the G-buffer
    # 3 textures: p
    #   1. Positions (RGB)
    #   2. Color (RGB) + Specular (A)
    #   3. Normal (RGB)
    gBuffer = gl.genFramebuffers(1)[0]
    gl.bindFramebuffer(gl.FRAMEBUFFER, gBuffer)

    # set up the position buffer
    gl.bindTexture(gl.TEXTURE_2D, gPosition)
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, VP_WIDTH, VP_HEIGHT, 0, gl.RGB, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, gPosition, 0)

    # set up the normal buffer
    gl.bindTexture(gl.TEXTURE_2D, gNormal);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, VP_WIDTH, VP_HEIGHT, 0, gl.RGB, gl.FLOAT,None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, gNormal, 0)

    # set up the color + specular buffer
    gl.bindTexture(gl.TEXTURE_2D, gAlbedoSpec);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, VP_WIDTH, VP_HEIGHT, 0, gl.RGBA, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, gAlbedoSpec, 0)

    # - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
    attachments = [gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]
    gl.drawBuffers(attachments)

    # - Create and attach depth buffer (renderbuffer)
    rboDepth = gl.genRenderbuffers(1)[0]
    gl.bindRenderbuffer(gl.RENDERBUFFER, rboDepth)
    gl.renderbufferStorage(gl.RENDERBUFFER,gl.DEPTH_COMPONENT, VP_WIDTH, VP_HEIGHT);
    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, rboDepth)

    # - Finally check if framebuffer is complete
    if gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE:
        print("Framebuffer not complete!")

    gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

    gl.clearColor(0.0, 0.0, 0.0, 0.0)

    # Game loop
    while not window.shouldClose():
        # Set frame time
        currentFrame = time.perf_counter()
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        # Check and call events
        inputMap.begin_frame()
        glfw.pollEvents()
        input = inputMap.get_input()
        camera.processInput(input, 1.0/30.0)

        gl.bindFramebuffer(gl.FRAMEBUFFER, gBuffer)
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

        # TODO: use camera.zoom
        # 1. Geometry Pass: render scene's geometry/color data into gbuffer
        projection = Mat4.Perspective(45.0, float(SCR_WIDTH)/float(SCR_HEIGHT), 0.1, 100.0)
        view = camera.getViewMatrix()
        model = Mat4.Identity()

        shaderGeometryPass.use()
        shaderGeometryPass.uniforms.projection = projection
        shaderGeometryPass.uniforms.view = view

        for objectPosition in objectPositions:
            model = Mat4.Translation(objectPosition) * Mat4.Scale(0.25)
            shaderGeometryPass.uniforms.model = model
            cyborg.draw(shaderGeometryPass)

        gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

        gl.polygonMode(gl.FRONT_AND_BACK, gl.FILL)

        # 2. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        shaderLightingPass.use()
        shaderLightingPass.uniforms.gPosition = gPosition
        shaderLightingPass.uniforms.gNormal = gNormal
        shaderLightingPass.uniforms.gAlbedoSpec = gAlbedoSpec

        # Also send light relevant uniforms
        for i, lightPosition in enumerate(lightPositions):
            shaderLightingPass.uniforms.lights[i].Position = lightPosition
            shaderLightingPass.uniforms.lights[i].Color = lightColors[i]

            # Update attenuation parameters and calculate radius
            constant = 1.0
            linear = shaderLightingPass.uniforms.lights[i].Linear = 0.7
            quadratic = shaderLightingPass.uniforms.lights[i].Quadratic = 1.8

            # Then calculate radius of light volume/sphere
            lightThreshold = 5.0 # 5 / 256
            maxBrightness = max(max(lightColors[i].r, lightColors[i].g), lightColors[i].b)
            radius = (-linear + math.sqrt(linear * linear - 4 * quadratic * (constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic)
            shaderLightingPass.uniforms.lights[i].Radius = radius

        shaderLightingPass.uniforms.viewPos = camera.position
        if window.getKey(glfw.KEY_1):
            draw_mode = 1
        if window.getKey(glfw.KEY_2):
            draw_mode = 2
        if window.getKey(glfw.KEY_3):
            draw_mode = 3
        if window.getKey(glfw.KEY_4):
            draw_mode = 4
        if window.getKey(glfw.KEY_5):
            draw_mode = 5
        # print("SETTING DRAW MODE:", draw_mode)

        try:
            shaderLightingPass.uniforms.draw_mode = draw_mode
        except:
            pass

        RenderQuad()

        # 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer
        gl.bindFramebuffer(gl.READ_FRAMEBUFFER, gBuffer);
        gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, 0); # Write to default framebuffer
        gl.blitFramebuffer(0, 0, VP_WIDTH, VP_HEIGHT, 0, 0, VP_WIDTH, VP_HEIGHT, gl.DEPTH_BUFFER_BIT, gl.NEAREST);
        gl.bindFramebuffer(gl.FRAMEBUFFER, 0);

        # 3. Render lights on top of scene, by blitting
        shaderLightBox.use()
        shaderLightBox.uniforms.projection = projection
        # glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
        shaderLightBox.uniforms.view = view
        # glUniformMatrix4fv(glGetUniformLocation(shaderLightBox.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));

        for i, lightPosition in enumerate(lightPositions):
            model = Mat4.Translation(lightPosition) * Mat4.Scale(0.25)
            shaderLightBox.uniforms.model = model
            shaderLightBox.uniforms.lightColor = lightColors[i]
            RenderCube()

        # Swap the buffers
        window.swapBuffers()

    return 0
示例#10
0
def main():
	glfw.setErrorCallback(error_callback)

	print("GL:", gl)

	glfw.init()
	glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
	glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
	glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
	glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
	glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

	window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

	if window is None:
		print('could not open window.')
		glfw.terminate()
		sys.exit()

	window.makeContextCurrent()
	# window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)
	window.setKeyCallback(key_callback)

	gl.init()
	print("IN MODULE:", gl.getError)
	err = gl.getError()
	if err:
		print("WINDOW OPEN ERROR:", err)

	gl.enable(gl.DEPTH_TEST)
	gl.enable(gl.BLEND)
	gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	# set up our application
	nodebuilder = NodeBuilder()

	# TODO: this stuff should happen automatically.
	debugdraw.register_with_nodebuilder(nodebuilder)
	transformnode.register_with_nodebuilder(nodebuilder)
	physicsnode.register_with_nodebuilder(nodebuilder)

	# set up
	scene = physicsnode.SceneNode(name='physics_scene') # scenenode.SceneNode(name='scene')

	debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene)
	sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene)
	# space = 

	create_wheelchair_guy(scene)

	# TODO: finish debugging the get_relative_path method...
	# print("wheel_suspension -> wheel_body", wheel_suspension.get_relative_path(wheel_body))
	# print("wheel_suspension -> body", wheel_suspension.get_relative_path(body))
	# print("wheel_suspension -> player", wheel_suspension.get_relative_path(player))
	# print("wheel_suspension -> player_body", wheel_suspension.get_relative_path(body))
# 
	# print(wheel_suspension.get_node('../../../..'))
	# assert(wheel_suspension.get_node('..') is wheel)
	# p = '../../../..'
	# print("P", wheel_suspension.get_node(p))
	# assert(wheel_suspension.get_node(p) is player)
	# assert(wheel_suspension.get_node('../wheel_body') is wheel_body)
	# p = '../../../player_body'
	# print(wheel_suspension.get_node(p))
	# assert(wheel_suspension.get_node(p) is body)



	while not window.shouldClose():
		glfw.pollEvents()

		framebuffer_width, framebuffer_height = window.getFramebufferSize()
		gl.viewport(0, 0, framebuffer_width, framebuffer_height)
		gl.clearColor(0.2, 0.3, 0.3, 1.0)
		gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT)

		gl.enable(gl.BLEND)
		gl.enable(gl.DEPTH_TEST)
		sprite_renderer.draw()

		gl.disable(gl.BLEND)
		gl.disable(gl.DEPTH_TEST)
		debugdraw_renderer.draw() # draw the debug draw scene on top of the other stuff.
		scene.step(1.0/30.0, iterations=10)

		#print(scene.get_node('transform').position, scene.get_node('transform').angle)

		window.swapBuffers()
示例#11
0
def main():
    glfw.setErrorCallback(error_callback)

    glfw.init()
    glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    # glfw.windowHint(glfw.RESIZABLE, gl.FALSE)
    glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1)

    if ENABLE_MULTISAMPLE:
        glfw.windowHint(glfw.SAMPLES, 4)

    window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL")

    if window is None:
        print('could not open window.')
        glfw.terminate()
        sys.exit()

    window.makeContextCurrent()
    # window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)
    window.setKeyCallback(key_callback)

    gl.init()
    err = gl.getError()
    if err:
        print("WINDOW OPEN ERROR:", err)


    framebuffer_width, framebuffer_height = window.getFramebufferSize()

    # Framebuffers
    framebuffer = gl.genFramebuffers(1)[0]
    gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); 

    # Create a color attachment texture
    textureColorbuffer = generateAttachmentTexture(gl.RGB, framebuffer_width, framebuffer_height);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureColorbuffer, 0)

    # set up the position buffer
    gPosition = gl.genTextures(1)[0]
    gl.bindTexture(gl.TEXTURE_2D, gPosition)
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, framebuffer_width, framebuffer_height, 0, gl.RGB, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT1, gl.TEXTURE_2D, gPosition, 0)

    # set up the normal buffer
    gNormal = gl.genTextures(1)[0]
    gl.bindTexture(gl.TEXTURE_2D, gNormal)
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, framebuffer_width, framebuffer_height, 0, gl.RGB, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT2, gl.TEXTURE_2D, gNormal, 0)

    gLight = gl.genTextures(1)[0]
    gl.bindTexture(gl.TEXTURE_2D, gLight)
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, framebuffer_width, framebuffer_height, 0, gl.RGB, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT3, gl.TEXTURE_2D, gLight, 0)
    # - Tell OpenGL which color attachments we'll use (of this framebuffer) for rendering
    attachments = [gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]
    gl.drawBuffers(attachments)


    gDepth = gl.genTextures(1)[0]
    gl.bindTexture(gl.TEXTURE_2D, gDepth)
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, framebuffer_width, framebuffer_height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, None)
    # gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB16F, framebuffer_width, framebuffer_height, 0, gl.RGB, gl.FLOAT, None)
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, gDepth, 0)

    # Create a renderbuffer object for depth and stencil attachment (we won't be sampling these)
    # rbo = gl.genRenderbuffers(1)[0]
    # gl.bindRenderbuffer(gl.RENDERBUFFER, rbo)
    # gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH24_STENCIL8, framebuffer_width, framebuffer_height); # Use a single renderbuffer object for both a depth AND stencil buffer.
    # gl.bindRenderbuffer(gl.RENDERBUFFER, 0);
    # gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, rbo) # Now actually attach it

    # Now that we actually created the framebuffer and added all attachments we want to check if it is actually complete now
    if gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE:
        print("ERROR::FRAMEBUFFER:: Framebuffer is not complete!")

    gl.bindFramebuffer(gl.FRAMEBUFFER, 0)


    deferred_textures = {
        'screenTexture': textureColorbuffer,
        'normalTexture': gNormal,
        'positionTexture': gPosition,
        'lightTexture': gLight,
        'depthTexture': gDepth
    }


    scene = Scene()
    camera = Camera(scene=scene)

    quad_scene = Scene()
    quad_camera = Camera(scene=quad_scene)

    light_scene = Scene()
    light_camera = Camera(scene=light_scene, clear=0)
    light_camera.clear = gl.COLOR_BUFFER_BIT
    light_camera.clear_color = (0.0, 0.0, 0.0, 0.0)

    light_camera.projection_matrix = camera.projection_matrix = Mat4.Perspective(45.0, framebuffer_width/framebuffer_height, 0.1, 100.0)
    light_camera.view_matrix = camera.view_matrix = Mat4.LookAt(Vec3(math.cos(time.clock()), 1.0, math.sin(time.clock())) *15.0, Vec3(0.0, 0.0, 0.0), Vec3(0.0, 1.0, 0.0))

    # light volume model
    light_volume_data = objloader.load_obj(os.path.join("springtangent-model-files", "lightsphere", "lightsphere.obj"), calculate_normals=True)
    light_volume_model = Model.FromJSON(light_volume_data, PointLightInstanceData, PlateInstance)

    # other models
    armored_plate_data = objloader.load_obj(os.path.join("springtangent-model-files", "armored_plate.75.75.decimation_test7.obj"), calculate_normals=True)
    armored_plate_model = Model.FromJSON(armored_plate_data, InstanceData, PlateInstance)

    plane_plate_data = objloader.load_obj(os.path.join("springtangent-model-files", "plane_plate.75.75.decimation_test.00.obj"), calculate_normals=True)
    plane_plate_model = Model.FromJSON(plane_plate_data, InstanceData, PlateInstance)

    angled_plate_data = objloader.load_obj(os.path.join("springtangent-model-files", "angled_plate_plane.75.25..25.decimated.obj"), calculate_normals=True)
    angled_plate_model = Model.FromJSON(angled_plate_data, InstanceData, PlateInstance)

    angled_to_rounded_data = objloader.load_obj(os.path.join("springtangent-model-files", "angled_to_round_adapter.75.25.25", "angled_to_rounded_adapter.75.25.25.decimated.obj"), calculate_normals=True)
    angled_to_rounded_model = Model.FromJSON(angled_to_rounded_data, InstanceData, PlateInstance)

    models = [armored_plate_model, plane_plate_model, angled_plate_model, angled_to_rounded_model]

    deferred_shader = ShaderProgram(GBUFFER_VERT, GBUFFER_FRAG)
    deferred_light_shader = ShaderProgram(GBUFFER_LIGHT_VERT, GBUFFER_LIGHT_FRAG)

    for mesh in light_volume_model.meshes:
        mesh.shader = deferred_light_shader
        mesh.material = deferred_textures

    # replace the shader with the deferred shader in all meshes
    for model in models:
        for mesh in model.meshes:
            mesh.shader = deferred_shader


    # set up the data for the instances.
    # 30 x 30 array of tiles, which are randomly selected among the above models
    n = 30
    instances = {}
    for i in range(n):
        for j in range(n):
            r = random.choice(range(4))
            transform = Mat4.Translation(Vec3((i-n//2) * 2, 0.0, (j-n//2) * 2)) * Mat4.Rotation(math.pi/2.0 * r, Vec3(0.0, 1.0, 0.0))
            instance = scene.add(random.choice(models), InstanceData(transform))
            instance.r = r
            instances[i,j] = instance

    nlights = 400
    for i in range(nlights):
        transform = Mat4.Translation(Vec3(random.uniform(-n/2, n/2), random.uniform(-1.0, 1.0), random.uniform(-n/2,n/2))) * Mat4.Scale(random.uniform(2.0, 10.0))
        instance = light_scene.add(light_volume_model, PointLightInstanceData(transform, diffuse=Vec3(1.0, 1.0, 1.0), linear_attenuation=0.1, quadratic_attenutation=0.01))

    # full screen rectangle
    class QuadVert(Structure):
        _fields_ = [
            ('position', Vec2),
            ('texcoord', Vec2)
        ]

    quad_points = Vector(QuadVert)
    quad_points.append(QuadVert(Vec2(-1.0,  1.0), Vec2(0.0, 1.0)))
    quad_points.append(QuadVert(Vec2(-1.0, -1.0), Vec2(0.0, 0.0)))
    quad_points.append(QuadVert(Vec2( 1.0, -1.0), Vec2(1.0, 0.0)))
    quad_points.append(QuadVert(Vec2( 1.0,  1.0), Vec2(1.0, 1.0)))

    quad_indices = Vector(c_ubyte)
    quad_indices.append(0)
    quad_indices.append(1)
    quad_indices.append(2)
    quad_indices.append(0)
    quad_indices.append(2)
    quad_indices.append(3)


    quad_attribs = BufferAttribs(sizeof(QuadVert))
    quad_attribs.add(BufferAttribs.POSITION_INDEX, 2, gl.FLOAT, gl.FALSE, QuadVert.position.offset)
    quad_attribs.add(BufferAttribs.TEXCOORD_INDEX, 2, gl.FLOAT, gl.FALSE, QuadVert.texcoord.offset)

    quad_shader = ShaderProgram(FRAMEBUFFER_VERT, FRAMEBUFFER_FRAG)

    quad_draw_call = DrawCall(gl.UNSIGNED_BYTE, gl.TRIANGLES, 0, len(quad_indices))

    quad_material = deferred_textures

    quad_mesh = Mesh(quad_shader, quad_draw_call, quad_material)

    quad_model = Model(quad_indices.get_data(), quad_points.get_data(), quad_attribs, [quad_mesh], InstanceData, PlateInstance)

    # quad_instances = ModelInstances(quad_model)

    quad_instance = quad_scene.add(quad_model, InstanceData(Mat4.Identity()))

    
    gl.enable(gl.MULTISAMPLE)
    t0 = time.perf_counter()
    frames = 0
    while not window.shouldClose():
        glfw.pollEvents()

        t = time.perf_counter()

        # render scene to gbuffer
        gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)

        gl.enable(gl.DEPTH_TEST)
        gl.depthFunc(gl.LEQUAL)

        gl.enable(gl.CULL_FACE)
        gl.cullFace(gl.BACK)

        # set up gbuffer for writing
        attachments = [gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1, gl.COLOR_ATTACHMENT2]
        gl.drawBuffers(attachments)

        framebuffer_width, framebuffer_height = window.getFramebufferSize()
        light_camera.view_matrix = camera.view_matrix = Mat4.LookAt(Vec3(math.cos(time.clock() * 0.1), 1.0, math.sin(time.clock() * 0.1)) *15.0, Vec3(0.0, 0.0, 0.0), Vec3(0.0, 1.0, 0.0))
        viewport = (0, 0, framebuffer_width, framebuffer_height)
        camera.render_to_viewport(viewport)


        # render lights to gbuffer
        gl.drawBuffer(gl.COLOR_ATTACHMENT3)
        gl.depthFunc(gl.GREATER)

        gl.enable(gl.CULL_FACE)
        gl.cullFace(gl.FRONT)

        gl.enable(gl.BLEND)
        gl.blendEquation(gl.FUNC_ADD)
        gl.blendFunc(gl.ONE, gl.ONE)

        light_camera.render_to_viewport(viewport)

        err = gl.getError()
        if err:
            print("ERROR:", err)


        if TEST_ANIMATION:
            for i in range(n):
                for j in range(n):
                    instance = instances[i,j]
                    enabled = True # math.sin(i+j+t*10.0) > -0.8
                    # instance.set_enabled(enabled)
                    if enabled:
                        y = (math.sin(t+i) + math.cos(t+j)) * 0.25
                        transform = Mat4.Translation(Vec3((i-n//2) * 2, y, (j-n//2) * 2)) * Mat4.Rotation(math.pi/2.0 * instance.r, Vec3(0.0, 1.0, 0.0))
                        instance.model_matrix = transform

        # render quad with texture
        gl.bindFramebuffer(gl.FRAMEBUFFER, 0)

        gl.disable(gl.BLEND)
        gl.disable(gl.CULL_FACE)
        gl.disable(gl.DEPTH_TEST) # We don't care about depth information when rendering a single quad

        quad_camera.clear_color = (1.0, 1.0, 1.0, 1.0)
        quad_camera.clear = gl.COLOR_BUFFER_BIT
        quad_camera.render_to_viewport(viewport)

        scene.update_instances()
        quad_scene.update_instances()
        light_scene.update_instances()

        window.swapBuffers()

        frames += 1
        if not frames % 100:
            print("FRAME RATE:", float(frames)/(time.perf_counter() - t0))