示例#1
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # draw objects
        glUseProgram(self.__shader)
        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width())/self.height(), 0.1, 100.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'view'), 1, GL_FALSE, view)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'projection'), 1, GL_FALSE, projection)
        # cubes
        glBindVertexArray(self.cubeVAO)
        glBindTexture(GL_TEXTURE_2D, self.cubeTexture)
        model = glm.translate(np.identity(4, np.float32), -1.0, 0.0, -1.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        model = glm.translate(np.identity(4, np.float32), 2.0, 0.0, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        # floor
        glBindVertexArray(self.planeVAO)
        glBindTexture(GL_TEXTURE_2D, self.floorTexture)
        model = np.identity(4, np.float32)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 6)
        glBindVertexArray(0)

        glUseProgram(0)
示例#2
0
    def scale_object(self, direction):
        scaling_factor = 1.09

        translation_factor_x = self.object.object_center_x
        translation_factor_y = self.object.object_center_y
        translation_factor_z = self.object.object_center_z

        self.matrix = glm.translate(
            self.matrix,
            glm.vec3([
                translation_factor_x, translation_factor_y,
                translation_factor_z
            ]))

        if direction is 'LOWER_X':
            scaler = [1.0 / scaling_factor, 1.0, 1.0]
        elif direction is 'INCREASE_X':
            scaler = [scaling_factor, 1.0, 1.0]

        if direction is 'LOWER_Y':
            scaler = [1.0, 1.0 / scaling_factor, 1.0]
        elif direction is 'INCREASE_Y':
            scaler = [1.0, scaling_factor, 1.0]

        if direction is 'LOWER_Z':
            scaler = [1.0, 1.0, 1 / scaling_factor]
        elif direction is 'INCREASE_Z':
            scaler = [1.0, 1.0, scaling_factor]

        self.matrix = glm.scale(self.matrix, glm.vec3(scaler))

        self.matrix = glm.translate(
            self.matrix,
            glm.vec3([(-1) * translation_factor_x, (-1) * translation_factor_y,
                      (-1) * translation_factor_z]))
示例#3
0
    def render_text(self, text, pos, scale=1, dir=(1,0), halign='left', valign='bottom'):
        offset = glm.vec3()
        if halign in ('center', 'right'):
            width = self.width_of(text, scale)
            offset.x -= width
            if halign == 'center':
                offset.x /= 2
        if valign in ('center', 'top'):
            offset.y += self.top_bearing
            if valign == 'center':
                offset.y /= 2
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindVertexArray(self.vao)
        angle_rad = math.atan2(dir[1], dir[0])
        rotateM = glm.rotate(glm.mat4(1), angle_rad, glm.vec3(0, 0, 1))
        transOriginM = glm.translate(glm.mat4(1), glm.vec3(*pos, 0) + offset)
        gl.glUniform3f(self.uniform("textColor"), .0, .0, .0)
        char_x = 0
        for c in text:
            c = ord(c)
            ch = self.characters[c]
            w, h = ch[1][0] * scale, ch[1][1] * scale
            xrel, yrel = char_x + ch[2][0] * scale, (ch[1][1] - ch[2][1]) * scale
            char_x += (ch[3] >> 6) * scale
            scaleM = glm.scale(glm.mat4(1), glm.vec3(w, h, 1))
            transRelM = glm.translate(glm.mat4(1), glm.vec3(xrel, yrel, 0))
            modelM = transOriginM * rotateM * transRelM * scaleM

            gl.glUniformMatrix4fv(self.uniform("model"),
                               1, gl.GL_FALSE, glm.value_ptr(modelM))
            gl.glBindTexture(gl.GL_TEXTURE_2D, ch[0])
            gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)

        gl.glBindVertexArray(0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
示例#4
0
文件: Agents.py 项目: defgsus/thegame
    def render(self, projection):
        proj = projection.matrix

        if not self.waypoints_mesh.is_empty():
            print("waypoint mesh", len(self.waypoints_mesh.lines_array()))
            self.waypoints_mesh.update_drawable(self.waypoints_drawable)
            self.waypoints_mesh.clear()

        if not self.waypoints_drawable.is_empty():
            mat = glm.translate(proj, (.5, .5, .2))
            self.waypoints_drawable.shader.set_uniform("u_projection", mat)
            self.waypoints_drawable.draw()

        if self.path_changed:
            if self.agents._paths:
                mesh = LineMesh()
                for path in self.agents._paths.values():
                    prev_node = None
                    for node in path.path:
                        if prev_node is not None:
                            mesh.add_line(self.waypoints.id_to_pos[prev_node],
                                          self.waypoints.id_to_pos[node])
                        prev_node = node
                mesh.update_drawable(self.path_drawable)
            else:
                self.path_drawable.clear()

        if not self.path_drawable.is_empty():
            mat = glm.translate(proj, (.49, .49, .21))
            self.path_drawable.shader.set_uniform("u_projection", mat)
            self.path_drawable.draw()
示例#5
0
def key_callback(window, key, scancode, action, mods):
    if key == glfw.KEY_UP and action == glfw.PRESS:
        myPlayer.tran = glm.translate(
            myPlayer.tran, glm.fvec3(myPlayer.x, myPlayer.y + 0.1, 0.0))
        translate_loc = glGetUniformLocation(myShader.ID, 'translate')
        glUniformMatrix4fv(translate_loc, 1, GL_FALSE,
                           glm.value_ptr(myPlayer.tran))
        print("UP KEY PRESSED")
    if key == glfw.KEY_DOWN and action == glfw.PRESS:
        myPlayer.tran = glm.translate(
            myPlayer.tran, glm.fvec3(myPlayer.x, myPlayer.y - 0.1, 0.0))
        translate_loc = glGetUniformLocation(myShader.ID, 'translate')
        glUniformMatrix4fv(translate_loc, 1, GL_FALSE,
                           glm.value_ptr(myPlayer.tran))
        print("DOWN KEY PRESSED")
    if key == glfw.KEY_RIGHT and action == glfw.PRESS:
        myPlayer.tran = glm.translate(
            myPlayer.tran, glm.fvec3(myPlayer.x + 0.1, myPlayer.y, 0.0))
        translate_loc = glGetUniformLocation(myShader.ID, 'translate')
        glUniformMatrix4fv(translate_loc, 1, GL_FALSE,
                           glm.value_ptr(myPlayer.tran))
        print("RIGHT KEY PRESSED")
    if key == glfw.KEY_LEFT and action == glfw.PRESS:
        myPlayer.tran = glm.translate(
            myPlayer.tran, glm.fvec3(myPlayer.x - 0.1, myPlayer.y, 0.0))
        translate_loc = glGetUniformLocation(myShader.ID, 'translate')
        glUniformMatrix4fv(translate_loc, 1, GL_FALSE,
                           glm.value_ptr(myPlayer.tran))
        print("LEFT KEY PRESSED")
示例#6
0
 def renderScene(self, shader):
     # Room cube
     model = np.identity(4, np.float32)
     model = glm.scale(model, 10.0, 10.0, 10.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     glDisable(GL_CULL_FACE) # Note that we disable culling here since we render 'inside' the cube instead of the usual 'outside' which throws off the normal culling methods.
     glUniform1i(glGetUniformLocation(shader, 'reverse_normals'), 1) #A small little hack to invert normals when drawing cube from the inside so lighting still works.
     self.renderCube()
     glEnable(GL_CULL_FACE)
     # Cubes
     model = np.identity(4, np.float32)
     model = glm.translate(model, 4.0, -3.5, 0.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
     model = glm.translate(np.identity(4, np.float32), 2.0, 3.0, 1.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
     model = glm.translate(np.identity(4, np.float32), -3.0, -1.0, 0.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
     model = glm.translate(np.identity(4, np.float32), -1.5, 1.0, 1.5)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
     model = glm.rotate(np.identity(4, np.float32), 60.0, 1.0, 0.0, 1.0)
     model = glm.scale(model, 1.5, 1.5, 1.5)
     model = glm.translate(model, -1.5, 2.0, -3.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
def mainloop():
    vp_valid, vp_size, view, projection = glut_navigation.update()
    
    angle1 = elapsed_ms() * math.pi * 2 / 5000.0
    angle2 = elapsed_ms() * math.pi * 2 / 7333.0
    model_matrices = []
    for i in range(no_of_meshes):
        if i == 0:
            model = glm.mat4(1)
            model = glm.translate(model, glm.vec3(0, 0, -1))
        else:
            angleY = angle1 + math.pi*2 * (i-1) / (no_of_meshes-1)
            model = glm.mat4(1)
            model = glm.rotate(model, angleY, glm.vec3(0, 0, 0.5))
            model = glm.translate(model, glm.vec3(diameter/2, 0, 0.5))
            model = glm.rotate(model, angle2, glm.vec3(0, 1, 0))
        model_matrices.append(model)

    light_pos = glm.vec3(0, 0, 3)
    light_dir = glm.vec3(0, 0, -1)
    light_cone_angle_degree = 60
    light_cone_cos = math.cos(math.radians(light_cone_angle_degree) / 2)
    shadow_proj = glm.perspective(glm.radians(light_cone_angle_degree + 1), 1, 0.1, 100.0)
    shadow_view = glm.lookAt(light_pos, light_pos+light_dir, glm.vec3(0,1,0))

    glBindBuffer(GL_SHADER_STORAGE_BUFFER, model_ssbo)
    for i, model in enumerate(model_matrices):
        glBufferSubData(GL_SHADER_STORAGE_BUFFER, i*4*16, glm.sizeof(glm.mat4), glm.value_ptr(model)) 

    glBindFramebuffer(GL_FRAMEBUFFER, shadow_fbo)
    glViewport(0, 0, *shadow_buffer_size)
    glClear(GL_DEPTH_BUFFER_BIT)

    glUseProgram(shadow_program)
    glUniformMatrix4fv(0, 1, GL_FALSE, glm.value_ptr(shadow_proj))
    glUniformMatrix4fv(1, 1, GL_FALSE, glm.value_ptr(shadow_view))

    glEnable(GL_POLYGON_OFFSET_FILL)
    glPolygonOffset(1.0, 1.0)        
    model_multimesh.draw()
    glDisable(GL_POLYGON_OFFSET_FILL)

    glBindFramebuffer(GL_FRAMEBUFFER, 0)
    glViewport(0, 0, *vp_size)
    glClearColor(0.2, 0.3, 0.3, 1.0)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    
    glUseProgram(phong_program)
    glUniformMatrix4fv(0, 1, GL_FALSE, glm.value_ptr(projection))
    glUniformMatrix4fv(1, 1, GL_FALSE, glm.value_ptr(view))
    glUniformMatrix4fv(2, 1, GL_FALSE, glm.value_ptr(shadow_proj))
    glUniformMatrix4fv(3, 1, GL_FALSE, glm.value_ptr(shadow_view))
    glUniform4fv(4, 1, glm.value_ptr(glm.vec4(light_pos, 1)))
    glUniform4fv(5, 1, glm.value_ptr(glm.vec4(light_dir, light_cone_cos)))
    
    glBindTextureUnit(1, shadow_depth_to)
    model_multimesh.draw()
    
    glutSwapBuffers()
    glutPostRedisplay()
    def render_text(self, text, pos, scale, dir):
        glActiveTexture(GL_TEXTURE0)
        glBindVertexArray(self.vao)
        angle_rad = math.atan2(dir[1], dir[0])
        rotateM = glm.rotate(glm.mat4(1), angle_rad, glm.vec3(0, 0, 1))
        transOriginM = glm.translate(glm.mat4(1), glm.vec3(*pos, 0))

        char_x = 0
        for c in text:
            c = ord(c)
            ch = self.characters[c]
            w, h = ch[1][0] * scale, ch[1][1] * scale
            xrel, yrel = char_x + ch[2][0] * scale, (ch[1][1] -
                                                     ch[2][1]) * scale
            char_x += (ch[3] >> 6) * scale
            scaleM = glm.scale(glm.mat4(1), glm.vec3(w, h, 1))
            transRelM = glm.translate(glm.mat4(1), glm.vec3(xrel, yrel, 0))
            modelM = transOriginM * rotateM * transRelM * scaleM

            glUniformMatrix4fv(0, 1, GL_FALSE, glm.value_ptr(modelM))
            glBindTexture(GL_TEXTURE_2D, ch[0])
            glDrawArrays(GL_TRIANGLES, 0, 6)

        glBindVertexArray(0)
        glBindTexture(GL_TEXTURE_2D, 0)
示例#9
0
def render(time):
    glClearBufferfv(GL_COLOR, 0, [0.0, 0.0, 0.0, 1.0])
    glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0)

    M_matrix = glm.mat4(1.0)

    V_matrix = glm.lookAt(glm.vec3(0.0, 0.0, 12.0), glm.vec3(3.0, 3.0, 3.0),
                          glm.vec3(0.0, 1.0, 0.0))

    glUseProgram(rendering_program)

    M_location = glGetUniformLocation(rendering_program, "M_matrix")
    V_location = glGetUniformLocation(rendering_program, "V_matrix")
    P_location = glGetUniformLocation(rendering_program, "P_matrix")
    glUniformMatrix4fv(V_location, 1, GL_FALSE, glm.value_ptr(V_matrix))
    glUniformMatrix4fv(P_location, 1, GL_FALSE, glm.value_ptr(P_matrix))

    for i in range(10):
        for i in range(10):
            M_matrix = glm.translate(M_matrix, glm.vec3(1.0, 0.0, 0.0))
            M_matrix = glm.rotate(M_matrix, time, glm.vec3(1.0, 1.0, 0.0))
            glUniformMatrix4fv(M_location, 1, GL_FALSE,
                               glm.value_ptr(M_matrix))
            glDrawArrays(GL_TRIANGLES, 0, 36)
            M_matrix = glm.rotate(M_matrix, time, glm.vec3(-1.0, -1.0, 0.0))
        M_matrix = glm.translate(M_matrix, glm.vec3(-10.0, 1.0, 0.0))
    def rotate(self, deltaDegree):  # WIP
        if deltaDegree == 0:
            return

        dx = self.x * 2 / display[0]
        dy = self.y * 2 / display[1]
        transform = glm.mat4(1)
        transform = glm.translate(transform, glm.vec3(dx, dy, 0))
        transform = glm.rotate(transform, glm.radians(deltaDegree),
                               glm.vec3(0.0, 0.0, 1.0))
        transform = glm.translate(transform, glm.vec3(-dx, -dy, 0))

        xy1 = glm.vec4(self.pos_data[0], self.pos_data[1], 0, 1)
        xy2 = glm.vec4(self.pos_data[3], self.pos_data[4], 0, 1)
        xy3 = glm.vec4(self.pos_data[6], self.pos_data[7], 0, 1)
        xy4 = glm.vec4(self.pos_data[9], self.pos_data[10], 0, 1)
        res_xy1 = transform * xy1
        res_xy2 = transform * xy2
        res_xy3 = transform * xy3
        res_xy4 = transform * xy4
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo[0])

        self.pos_data[0] = res_xy1[0]
        self.pos_data[1] = res_xy1[1]
        self.pos_data[3] = res_xy2[0]
        self.pos_data[4] = res_xy2[1]
        self.pos_data[6] = res_xy3[0]
        self.pos_data[7] = res_xy3[1]
        self.pos_data[9] = res_xy4[0]
        self.pos_data[10] = res_xy4[1]

        glBufferData(GL_ARRAY_BUFFER, self.pos_data.nbytes, self.pos_data,
                     GL_DYNAMIC_DRAW)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
示例#11
0
    def DrawSprite(self, texture, position, size, rotate, color):
        self.shader.UseProgram()

        model = glm.fmat4(1.0)
        model = glm.translate(model, glm.vec3(position, 0.0))
        # TRS
        model = glm.translate(model, glm.vec3(0.5 * size.x, 0.5 * size.y, 0.0))
        model = glm.rotate(model, rotate, glm.vec3(0.0, 0.0, 1.0))
        model = glm.translate(model, glm.vec3(-0.5 * size.x, -0.5 * size.y,
                                              0.0))

        model = glm.scale(model, glm.vec3(size, 1.0))

        glUniformMatrix4fv(glGetUniformLocation(self.shader.ID, "model"), 1,
                           GL_FALSE, glm.value_ptr(model))

        glUniform3f(glGetUniformLocation(self.shader.ID, "spriteColor"),
                    color.x, color.y, color.z)

        glActiveTexture(GL_TEXTURE0)
        texture.BindTexture()

        glBindVertexArray(self.VAO)
        glDrawArrays(GL_TRIANGLES, 0, 6)
        glBindVertexArray(0)
示例#12
0
    def pan(self, old_pos, new_pos):

        inv_view = glm.inverse(self.view)
        view_pos = glm.vec3(inv_view[3])
        los = -glm.vec3(inv_view[2])
        up = glm.vec3(inv_view[1])

        wnd_from = glm.vec3(old_pos[0], old_pos[1], 1)
        wnd_to = glm.vec3(new_pos[0], new_pos[1], 1)

        vp_rect = glm.vec4(0, 0, self.width, self.height)
        world_from = glm.unProject(wnd_from, self.view, self.proj, vp_rect)
        world_to = glm.unProject(wnd_to, self.view, self.proj, vp_rect)

        dir_from = glm.normalize(world_from - view_pos)
        dir_to = glm.normalize(world_to - view_pos)

        rot_axis = glm.normalize(glm.cross(dir_from, dir_to))
        rot_angle = math.acos(glm.dot(dir_from, dir_to))
        rotate = glm.rotate(glm.mat4(1), rot_angle, rot_axis)

        model_rot = glm.translate(glm.mat4(1),
                                  view_pos) * rotate * glm.translate(
                                      glm.mat4(1), -view_pos)
        self.view = self.view * model_rot
示例#13
0
 def render(self):
     trans_mat = glm.mat4(1.0, dtype=c_float)
     trans_mat = glm.translate(trans_mat, self.position)
     loc_trans_mat = glm.mat4(1.0, dtype=c_float)
     loc_trans_mat = glm.translate(loc_trans_mat, self.local_position)
     rot_mat = glm.mat4_cast(self.rotation)
     loc_rot_mat = glm.mat4_cast(self.local_rotation)
     # push transformations to stack
     sm.CURRENT_PROGRAM.push()
     # sm.CURRENT_PROGRAM.model_mat4(glm.mat4(1.0, dtype=c_float).value)
     sm.CURRENT_PROGRAM.model_mat4(trans_mat.value)
     sm.CURRENT_PROGRAM.model_mat4(rot_mat.value)
     sm.CURRENT_PROGRAM.model_mat4(loc_trans_mat.value)
     sm.CURRENT_PROGRAM.model_mat4(loc_rot_mat.value)
     # disable depth test if self.disable_depth is True
     gl.glEnable(gl.GL_DEPTH_TEST)
     # is_depth_enabled = gl.glIsEnabled(gl.GL_DEPTH_TEST)
     # if self.disable_depth and is_depth_enabled:
     #     gl.glDisable(gl.GL_DEPTH_TEST)
     # draw the mesh
     self._mesh.render()
     # re-enable depth test if depth test was enabled prior to disabling
     # if self.disable_depth and is_depth_enabled:
     #     gl.glEnable(gl.GL_DEPTH_TEST)
     # render children
     for i in range(len(self._children)):
         # pushing here separates the transformations of the children from the parent
         # sm.CURRENT_PROGRAM.push()
         self._children[i].render()
         # sm.CURRENT_PROGRAM.pop()
     # pop transformations from stack
     sm.CURRENT_PROGRAM.pop()
示例#14
0
    def render(self, rs: GameRenderSettings, pass_num: int):
        # print(self.drawable._attributes["a_position"])

        proj = rs.projection.projection_matrix_4()
        trans = rs.projection.transformation_matrix_4()

        trans *= self.object.transformation_matrix()

        if 0:
            self.mesh.render(
                projection=proj,
                transformation=trans,
            )
        else:
            trans = self.object.transformation_matrix()
            trans = glm.scale(glm.mat4(1), glm.vec3(.2, .2, .2))
            self.mesh.render_multi(
                projection=proj,
                transformations=[
                    trans,
                    glm.translate(trans, glm.vec3(-1, -1, 0)),
                    #glm.mat4(1),
                    glm.translate(trans, glm.vec3(1, 1, 0)),
                    glm.translate(trans, glm.vec3(.1, 1, 0)),
                    glm.translate(trans, glm.vec3(.2, 1, 0)),
                    glm.translate(trans, glm.vec3(.3, 1, 0)),
                    #glm.translate(glm.mat4(1), glm.vec3(2, 0, 0)),
                ],
            )
示例#15
0
def render_scene(time, cam1, view, projection):
    # Light source: lamp
    light_color = glm.vec3(1, 1, 1)
    light_position = glm.vec3(np.cos(time), 1.5, np.sin(time))

    # Ground
    glBindVertexArray(vao1)
    glUseProgram(shader_solid)
    model = glm.identity(4)
    model = glm.rotate(np.pi*0.5, glm.vec3(1, 0, 0)) * model
    glUniform3fv(glGetUniformLocation(shader_solid, "solid_color"), 1, glm.vec3(0, 0, 1))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawElements(GL_TRIANGLES, len(indices1), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)

    # Big Cube
    glBindVertexArray(vao2)
    glUseProgram(shader_basic_lighting)
    model = glm.identity(4)
    model = glm.translate(glm.vec3(.0, 0.5, .0)) * model
    # model = model * glm.rotate(1.0 * np.pi * time, glm.vec3(1, 1, 0.2))
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "light_color"), 1, light_color)
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "light_pos"), 1, light_position)
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "object_color"), 1, glm.vec3(1, .5, .31))
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "view_pos"), 1, cam1.position)
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawArrays(GL_TRIANGLES, 0, 36)
    glBindVertexArray(0)

    # Small cube
    glBindVertexArray(vao2)
    model = glm.identity(4)
    model = model * glm.translate(glm.vec3(.75, .95, 0))
    model = model * glm.rotate(3.0 * np.pi * time, glm.vec3(1, -.2, 0.8))
    model = model * glm.scale(glm.vec3(.1, .1, 0.2))
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "light_color"), 1, light_color)
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "light_pos"), 1, light_position)
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "object_color"), 1, glm.vec3(1, 0, 0))
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "view_pos"), 1, cam1.position)
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "model"), 1, GL_TRUE, np.array(model))
    glDrawArrays(GL_TRIANGLES, 0, 36)
    glBindVertexArray(0)

    # Lamp
    glUseProgram(shader_solid)
    glBindVertexArray(vao_lamp)
    model = glm.translate(light_position)
    model = model * glm.scale(glm.vec3(.2, .2, .2))
    glUniform3fv(glGetUniformLocation(shader_solid, "solid_color"), 1, glm.vec3(1, 1, 1))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawElements(GL_TRIANGLES, len(indices3), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)
示例#16
0
 def WindowMat(self):
     vp_rect = self.VpRect()
     inv_wnd = glm.translate(glm.mat4(1), glm.vec3(-1, -1, -1))
     inv_wnd = glm.scale(inv_wnd, glm.vec3(2 / vp_rect[2], 2 / vp_rect[3],
                                           2))
     inv_wnd = glm.translate(inv_wnd, glm.vec3(vp_rect[0], vp_rect[1], 0))
     return glm.inverse(inv_wnd), inv_wnd
示例#17
0
    def rotate_object(self, direction):
        transformation_angle = 3.0

        translation_factor_x = self.object.object_center_x
        translation_factor_y = self.object.object_center_y
        translation_factor_z = self.object.object_center_z

        self.matrix = glm.translate(self.matrix,
                                    glm.vec3([translation_factor_x, translation_factor_y, translation_factor_z]))

        if direction is 'LOWER_X':
            rotator = [1.0, 0.0, 0.0]
        elif direction is 'INCREASE_X':
            rotator = [-1.0, 0.0, 0.0]

        if direction is 'LOWER_Y':
            rotator = [0.0, -1.0, 0.0]
        elif direction is 'INCREASE_Y':
            rotator = [0.0, 1.0, 0.0]

        if direction is 'LOWER_Z':
            rotator = [0.0, 0.0, -1.0]
        elif direction is 'INCREASE_Z':
            rotator = [0.0, 0.0, 1.0]

        self.matrix = glm.rotate(self.matrix, glm.radians(transformation_angle), glm.vec3(rotator))

        self.matrix = glm.translate(self.matrix,
                                    glm.vec3([(-1) * translation_factor_x,
                                              (-1) * translation_factor_y,
                                              (-1) * translation_factor_z]))
示例#18
0
    def updateUniformBuffers(self):
        self.uboVS['projection'] = glm.transpose(
            glm.perspectiveRH_ZO(glm.radians(60.0), self.width / self.height,
                                 0.001, 256.0))
        view = glm.transpose(
            glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, self.zoom)))
        self.uboVS['model'] = view * glm.translate(glm.mat4(1.0),
                                                   self.cameraPos)
        self.uboVS['model'] = glm.rotate(self.uboVS['model'],
                                         glm.radians(self.rotation.x),
                                         glm.vec3(1.0, 0.0, 0.0))
        self.uboVS['model'] = glm.rotate(self.uboVS['model'],
                                         glm.radians(self.rotation.y),
                                         glm.vec3(0.0, 1.0, 0.0))
        self.uboVS['model'] = glm.rotate(self.uboVS['model'],
                                         glm.radians(self.rotation.z),
                                         glm.vec3(0.0, 0.0, 1.0))
        self.uboVS['viewPos'] = glm.vec4(0.0, 0.0, -self.zoom, 0.0)

        uboVSSize = sum([glm.sizeof(ubo) for ubo in self.uboVS.values()])
        uboVSBuffer = np.concatenate(
            (np.array(self.uboVS['projection']).flatten(order='C'),
             np.array(self.uboVS['model']).flatten(order='C'),
             np.array(self.uboVS['viewPos']).flatten(order='C'),
             np.array(self.uboVS['lodBias']).flatten(order='C')))
        self.uniformBufferVS.map()
        self.uniformBufferVS.copyTo(uboVSBuffer, uboVSSize)
        self.uniformBufferVS.unmap()
示例#19
0
    def DrawNoTex(self, position, size, rotate, color, Grid, Selected):
        self.shader.UseProgram()

        model = glm.fmat4(1.0)
        model = glm.translate(model, glm.vec3(position, 0.0))

        model = glm.translate(model, glm.vec3(0.5 * size.x, 0.5 * size.y, 0.0))
        model = glm.rotate(model, glm.radians(rotate), glm.vec3(1.0, 0.0, 0.0))
        model = glm.translate(model, glm.vec3(-0.5 * size.x, -0.5 * size.y,
                                              0.0))

        model = glm.scale(model, glm.vec3(size, 1.0))

        glUniformMatrix4fv(glGetUniformLocation(self.shader.ID, "model"), 1,
                           GL_FALSE, glm.value_ptr(model))

        glUniform3f(glGetUniformLocation(self.shader.ID, "spriteColor"),
                    color.x, color.y, color.z)
        glUniform2f(glGetUniformLocation(self.shader.ID, "FullGrid"), Grid.x,
                    Grid.y)
        glUniform2f(glGetUniformLocation(self.shader.ID, "CurrCoord"),
                    Selected.x, Selected.y)

        # glActiveTexture(GL_TEXTURE0)

        glBindVertexArray(self.VAO)
        glDrawArrays(GL_TRIANGLES, 0, 6)
        glBindVertexArray(0)
示例#20
0
    def test_scene():
        from .lights import PointLight, SpotLight, DirectionalLight
        scene = Scene()
        for j in range(2):
            for x, roughness in zip(np.linspace(-3, 3, 5),
                                    np.linspace(0, 1, 5)):
                sphere = Mesh(transform=glm.translate(glm.mat4(1),
                                                      (x, 0.5, j * 3 - 1.5)),
                              geometry=Geometry(*imdraw.geo.sphere()),
                              material=Material(albedo=glm.vec3(0.5),
                                                emission=(0, 0, 0),
                                                roughness=roughness,
                                                metallic=float(j)))

                scene.add_child(sphere)

        dirlight = DirectionalLight(direction=glm.vec3(1, -6, -2),
                                    color=glm.vec3(1.0),
                                    intensity=1.0,
                                    position=-glm.vec3(1, -6, -2),
                                    radius=5,
                                    near=1,
                                    far=30)

        spotlight = SpotLight(position=glm.vec3(-1, 0.5, -3),
                              direction=glm.vec3(1, -0.5, 3),
                              color=glm.vec3(0.04, 0.6, 1.0),
                              intensity=150.0,
                              fov=60,
                              near=1,
                              far=15)

        pointlight = PointLight(position=glm.vec3(2.5, 1.3, 2.5),
                                color=glm.vec3(1, 0.7, 0.1),
                                intensity=17.5,
                                near=0.1,
                                far=10)

        scene.add_child(dirlight)
        scene.add_child(spotlight)
        scene.add_child(pointlight)

        # cube = Mesh(transform=glm.translate(glm.mat4(1), (1.0, 0.5, 0.0)) * glm.rotate(glm.mat4(1), glm.radians(30), (0,1,0)),
        #         geometry=Geometry(*imdraw.geo.cube()),
        #         material=Material(albedo=(1, 0, 0),
        #                           emission=(0,0,0),
        #                           roughness=0.7,
        #                           metallic=0.0))
        # scene.add_child(cube)

        plane = Mesh(transform=glm.translate(glm.mat4(1), (0, 0.0, 0.0)),
                     geometry=Geometry(*imdraw.geo.plane()),
                     material=Material(albedo=(0.5, 0.5, 0.5),
                                       emission=(0, 0, 0),
                                       roughness=0.8,
                                       metallic=0.0))
        scene.add_child(plane)

        return scene
示例#21
0
    def getView(self):
        m = glm.mat4(1.0)
        m = glm.translate(m, self.offset)
        m = glm.rotate(m, glm.radians(self.pitch), (1, 0, 0))
        m = glm.rotate(m, glm.radians(self.yaw), (0, 1, 0))
        m = glm.translate(m, self.pos)

        return m
示例#22
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Bind to framebuffer and draw to color texture
        # as we normally would
        glBindFramebuffer(GL_FRAMEBUFFER, self.framebuffer)
        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glEnable(GL_DEPTH_TEST)
        glUseProgram(self.__shaderProgram)

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__shaderProgram, 'model')
        viewLoc = glGetUniformLocation(self.__shaderProgram, 'view')
        projLoc = glGetUniformLocation(self.__shaderProgram, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        # Floor
        glBindVertexArray(self.floorVAO)
        glBindTexture(GL_TEXTURE_2D, self.floorTexture)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, np.identity(4, np.float32))
        glDrawArrays(GL_TRIANGLES, 0, 6)
        glBindVertexArray(0)

        # Cubes
        glBindVertexArray(self.cubeVAO)
        glBindTexture(GL_TEXTURE_2D, self.cubeTexture)
        model = glm.translate(np.identity(4, np.float32), -1, 0, -1)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        model = glm.translate(np.identity(4, np.float32), 2, 0, 0)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        glBindVertexArray(0)


        # Bind to default framebuffer again and draw the
        # quad plane with attched screen texture
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        # Clear all relevant buffers
        glClearColor(1.0, 1.0, 1.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT)
        glDisable(GL_DEPTH_TEST)

        # Draw Screen
        glUseProgram(self.__screenShaderProgram)
        glBindVertexArray(self.quadVAO)
        glBindTexture(GL_TEXTURE_2D, self.textureColorBuffer)
        glDrawArrays(GL_TRIANGLES, 0, 6)
        glBindVertexArray(0)
def render():
    glClearColor(0, 0, 0, 0.0)
    glClearDepth(1.0)
    glPointSize(5)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    projection = glm.perspective(
        glm.radians(camera.zoom),
        window.window_width * 1.0 / window.window_height, 0.1, 1000)
    view = camera.get_view_matrix()

    #
    # draw grid
    shader_program.use()
    shader_program.set_matrix("projection", glm.value_ptr(projection))
    shader_program.set_matrix("view", glm.value_ptr(view))

    m = glm.mat4(1.0)
    m = glm.translate(m, grid_position[2])
    m = glm.rotate(m, glm.radians(90), grid_position[1][1])
    m = glm.scale(m, glm.vec3(5))
    shader_program.set_matrix("model", glm.value_ptr(m))

    shader_program.un_use()
    grid_model.draw(shader_program, draw_type=GL_LINES)
    #
    # draw hand
    hand_shader_program.use()
    hand_shader_program.set_matrix("projection", glm.value_ptr(projection))
    hand_shader_program.set_matrix("view", glm.value_ptr(view))
    m = glm.mat4(1.0)
    m = glm.translate(m, glm.vec3(0, 6, 0))
    m = glm.rotate(m, glm.radians(-90), glm.vec3(1, 0, 0))
    # m = glm.rotate(m, glm.radians(model_position[1][1][0]), model_position[1][1][1])
    # m = glm.rotate(m, glm.radians(model_position[1][2][0]), model_position[1][2][1])
    m = glm.scale(m, glm.vec3(0.02, 0.02, 0.02))
    hand_shader_program.set_matrix("model", glm.value_ptr(m))
    hand_shader_program.set_uniform_3f("lightColor", light_color)
    hand_shader_program.set_uniform_3f("lightPos", light_position)
    hand_shader_program.set_uniform_3f("handColor", hand_color)
    hand_shader_program.un_use()

    hand_model.draw(hand_shader_program, draw_type=GL_TRIANGLES)

    #
    # draw light cube
    light_shader_program.use()
    light_shader_program.set_matrix("projection", glm.value_ptr(projection))
    light_shader_program.set_matrix("view", glm.value_ptr(view))
    m = glm.mat4(1.0)
    m = glm.translate(
        m, glm.vec3(light_position[0], light_position[1], light_position[2]))
    m = glm.scale(m, glm.vec3(1, 1, 1))
    light_shader_program.set_matrix("model", glm.value_ptr(m))
    light_shader_program.set_uniform_3f("lightColor", light_color)
    light_shader_program.un_use()

    light_cube.draw(light_shader_program, draw_type=GL_TRIANGLES)
示例#24
0
def _calculate_node_bounding_box(
    version: int,
    node_count: int,
    node: Node,
    matrix: glm.mat4 = glm.mat4(1.0)) -> None:
    parent = node.parent
    rsm_node = node.impl
    bbox = BoundingBox()

    if parent is not None:
        matrix = glm.translate(matrix, glm.vec3(rsm_node.info.position))

    if rsm_node.rot_key_count == 0:
        if rsm_node.info.rotation_angle > 0.01:
            matrix = glm.rotate(
                matrix,
                glm.radians(rsm_node.info.rotation_angle * 180.0 / math.pi),
                glm.vec3(rsm_node.info.rotation_axis))
    else:
        quaternion = glm.quat(*rsm_node.rot_key_frames[0].quaternion)
        matrix *= glm.mat4_cast(glm.normalize(quaternion))

    matrix = glm.scale(matrix, glm.vec3(rsm_node.info.scale))

    local_matrix = copy.copy(matrix)

    offset_matrix = mat3tomat4(rsm_node.info.offset_matrix)
    if node_count > 1:
        local_matrix = glm.translate(local_matrix,
                                     glm.vec3(rsm_node.info.offset_vector))
    local_matrix *= offset_matrix

    for i in range(rsm_node.mesh_vertex_count):
        x = rsm_node.mesh_vertices[i].position[0]
        y = rsm_node.mesh_vertices[i].position[1]
        z = rsm_node.mesh_vertices[i].position[2]

        v = glm.vec3()
        v[0] = local_matrix[0][0] * x + local_matrix[1][0] * y + local_matrix[
            2][0] * z + local_matrix[3][0]
        v[1] = local_matrix[0][1] * x + local_matrix[1][1] * y + local_matrix[
            2][1] * z + local_matrix[3][1]
        v[2] = local_matrix[0][2] * x + local_matrix[1][2] * y + local_matrix[
            2][2] * z + local_matrix[3][2]

        for j in range(3):
            bbox.min[j] = min(v[j], bbox.min[j])
            bbox.max[j] = max(v[j], bbox.max[j])

    for i in range(3):
        bbox.offset[i] = (bbox.max[i] + bbox.min[i]) / 2.0
        bbox.range[i] = (bbox.max[i] - bbox.min[i]) / 2.0
        bbox.center[i] = bbox.min[i] + bbox.range[i]

    node.bbox = bbox
    for child in node.children:
        _calculate_node_bounding_box(version, node_count, child, matrix)
示例#25
0
def classic_copy_board(M_matrix, M_location):
    for i in range(10):
        M_matrix = glm.translate(M_matrix, glm.vec3(1.0, -10.0, 0.0))
        glUniformMatrix4fv(M_location, 1, GL_FALSE, glm.value_ptr(M_matrix))

        for j in range(10):
            M_matrix = glm.translate(M_matrix, glm.vec3(0.0, 1.0, 0.0))
            glUniformMatrix4fv(M_location, 1, GL_FALSE,
                               glm.value_ptr(M_matrix))
            glDrawArrays(GL_TRIANGLES, 0, 36)
示例#26
0
def draw_objects(shader):
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    # Create perspective matrix
    pers = glm.perspective(0.5,1.0,0.1,50.0)

    # Create rotation matrix
    rot_x = glm.rotate(glm.mat4(1.0),0.5 * glfw.get_time(),glm.vec3(1.0,0.0,0.0))
    rot_y = glm.rotate(glm.mat4(1.0),0.5 * glfw.get_time(),glm.vec3(0.0,1.0,0.0))

    # Create normal transformation matrix
    normal_matrix = glm.mat4(1.0)
    normalMatrixLoc = glGetUniformLocation(shader, "normal_matrix")
    glUniformMatrix4fv(normalMatrixLoc, 1, GL_FALSE, glm.value_ptr(normal_matrix*rot_x*rot_y))

    # Create tranformation matrix for sphere
    trans = glm.translate(glm.mat4(1.0), glm.vec3(-0.8,0.8,-5.5))

    modelViewLoc = glGetUniformLocation(shader, "model_view_matrix")
    glUniformMatrix4fv(modelViewLoc, 1, GL_FALSE, glm.value_ptr(trans*rot_x*rot_y))

    modelViewProjLoc = glGetUniformLocation(shader, "model_view_projection_matrix")
    glUniformMatrix4fv(modelViewProjLoc, 1, GL_FALSE, glm.value_ptr(pers*trans*rot_x*rot_y))

    # Draw Sphere
    sphere_quadric = gluNewQuadric()
    gluQuadricNormals(sphere_quadric, GLU_SMOOTH)
    gluSphere(sphere_quadric, 0.35, 20, 20)

    # Create tranformation matrix for teapot
    trans = glm.translate(glm.mat4(1.0), glm.vec3(0.0,0.0,-20.5))

    scale = glm.scale(glm.mat4(1.0), glm.vec3(0.1, 0.1, 0.1))
    
    modelViewLoc = glGetUniformLocation(shader, "model_view_matrix")
    glUniformMatrix4fv(modelViewLoc, 1, GL_FALSE, glm.value_ptr(trans*scale*rot_x*rot_y))

    modelViewProjLoc = glGetUniformLocation(shader, "model_view_projection_matrix")
    glUniformMatrix4fv(modelViewProjLoc, 1, GL_FALSE, glm.value_ptr(pers*trans*scale*rot_x*rot_y))
    
    draw_faces(teapot_faces)

    # Create tranformation matrix for cylinder
    trans = glm.translate(glm.mat4(1.0), glm.vec3(0.8,-0.8,-5.5))

    modelViewLoc = glGetUniformLocation(shader, "model_view_matrix")
    glUniformMatrix4fv(modelViewLoc, 1, GL_FALSE, glm.value_ptr(trans*rot_x*rot_y))

    modelViewProjLoc = glGetUniformLocation(shader, "model_view_projection_matrix")
    glUniformMatrix4fv(modelViewProjLoc, 1, GL_FALSE, glm.value_ptr(pers*trans*rot_x*rot_y))

    # Draw cylinder
    cylinder_quad = gluNewQuadric()
    gluQuadricNormals(cylinder_quad, GLU_SMOOTH)
    gluCylinder(cylinder_quad, 0.25, 0.25, 0.5, 10, 10)
示例#27
0
def _generate_nodeview_matrix1(rsm_version: int, node: AbstractNode,
                               is_only_node: bool,
                               model_bbox: BoundingBox) -> glm.mat4:
    rsm_node = node.impl
    # Model view
    # Translation
    nodeview_matrix = glm.mat4()
    if node.parent is None:
        # Z axis is in the opposite direction in glTF
        nodeview_matrix = glm.rotate(nodeview_matrix, math.pi,
                                     glm.vec3(1.0, 0.0, 0.0))
        if is_only_node:
            nodeview_matrix = glm.translate(
                nodeview_matrix,
                glm.vec3(-model_bbox.center[0] + model_bbox.range[0],
                         -model_bbox.max[1] + model_bbox.range[1],
                         -model_bbox.min[2]))
        else:
            nodeview_matrix = glm.translate(
                nodeview_matrix,
                glm.vec3(-model_bbox.center[0], -model_bbox.max[1],
                         -model_bbox.center[2]))
    else:
        nodeview_matrix = glm.rotate(nodeview_matrix, -math.pi / 2,
                                     glm.vec3(1.0, 0.0, 0.0))
        nodeview_matrix = glm.translate(nodeview_matrix,
                                        glm.vec3(rsm_node.info.position))

    # Figure out the initial rotation
    if len(rsm_node.rot_key_frames) == 0:
        # Static model
        if rsm_node.info.rotation_angle > 0.01:
            nodeview_matrix = glm.rotate(
                nodeview_matrix,
                glm.radians(rsm_node.info.rotation_angle * 180.0 / math.pi),
                glm.vec3(rsm_node.info.rotation_axis))
    else:
        # Animated model
        key_frame = rsm_node.rot_key_frames[0]
        quaternion = glm.quat(key_frame.quaternion[3], key_frame.quaternion[0],
                              key_frame.quaternion[1], key_frame.quaternion[2])
        nodeview_matrix *= glm.mat4_cast(quaternion)

    # Scaling
    nodeview_matrix = glm.scale(nodeview_matrix, glm.vec3(rsm_node.info.scale))

    # Node view
    if is_only_node:
        nodeview_matrix = glm.translate(nodeview_matrix, -model_bbox.range)
    elif node.parent is not None:
        nodeview_matrix = glm.translate(nodeview_matrix,
                                        glm.vec3(rsm_node.info.offset_vector))
    nodeview_matrix *= mat3tomat4(rsm_node.info.offset_matrix)

    return nodeview_matrix
示例#28
0
 def _create_transform_for(cls, rot, scale, trans):
     mat = glm.mat4(1)
     mat = glm.translate(
         mat,
         glm.vec3(trans) + glm.vec3(8, 8, 8) * glm.vec3(scale))
     mat = glm.rotate(mat, -math.radians(rot[0]), glm.vec3(0, 0, 1))
     mat = glm.rotate(mat, -math.radians(rot[1]), glm.vec3(0, 1, 0))
     mat = glm.rotate(mat, -math.radians(rot[2]), glm.vec3(1, 0, 0))
     mat = glm.translate(mat, glm.vec3(-8, -8, -8) * glm.vec3(scale))
     mat = glm.scale(mat, glm.vec3(scale))
     return mat
示例#29
0
文件: robot.py 项目: pavlog/rl_games
 def getLocalXYZFromAngles(self, angles, len1, len2, joint2Offs):
     #state_start = time.time()
     resultTm = glm.mat4x4()
     resultTm = glm.rotate(resultTm, angles[0], glm.vec3([1.0, 0.0, 0.0]))
     resultTm = glm.translate(resultTm, joint2Offs)
     resultTm = glm.rotate(resultTm, angles[1], glm.vec3([0.0, 1.0, 0.0]))
     resultTm = glm.translate(resultTm, len1)
     resultTm = glm.rotate(resultTm, angles[2], glm.vec3([0.0, 1.0, 0.0]))
     resultTm = glm.translate(resultTm, len2)
     point = glm.vec3(glm.column(resultTm, 3))
     #print("tm",(time.time()-state_start)*1000.0)
     return point
     '''
示例#30
0
    def set_rotation(self, origin, axis, angle, rescale):
        """
        Sets rotation matrix on this cube.

        :param origin: rotation origin
        :param axis: rotation axis
        :param angle: rotation angle
        :param rescale: fixme: currently ignored
        :return:
        """
        self.matrix = glm.translate(glm.mat4(1), glm.vec3(*origin))
        self.matrix = glm.rotate(self.matrix, math.radians(angle),
                                 Cube.AXES[axis])
        self.matrix = glm.translate(self.matrix, -glm.vec3(*origin))
    def on_draw(self, event):

        # Read about depth testing and changing stated in vispy here http://vispy.org/gloo.html?highlight=set_state
        gloo.clear(color=[0.2, 0.3, 0.3, 1.0], depth=True)

        self.view = glm.mat4(1.0)
        self.view = glm.translate(self.view, glm.vec3(0.0, 0.0, -3.0))

        # to rotate camera along 45 degree or unit vector's direction
        # self.view = glm.rotate(self.view, (time() - self.startTime)* glm.radians(50), glm.vec3(1, 1, 1))

        self.projection = glm.mat4(1.0)
        self.projection = glm.perspective(glm.radians(45.0),
                                          builtins.width / builtins.height,
                                          0.1, 100.0)

        # vispy takes numpy array in m * n matrix form
        self.view = (np.array(self.view.to_list()).astype(np.float32))
        self.projection = (np.array(self.projection.to_list()).astype(
            np.float32))

        # reshaping to (m, n) to (1, m*n) to support data input in vispy
        self.view = self.view.reshape(
            (1, self.view.shape[0] * self.view.shape[1]))
        self.projection = self.projection.reshape(
            (1, self.projection.shape[0] * self.projection.shape[1]))

        self.program['view'] = self.view
        self.program['projection'] = self.projection

        i = 0
        for cubePosition in self.cubePositions:
            self.model = glm.mat4(1.0)
            self.model = glm.translate(self.model, cubePosition)

            if i % 3 == 0:
                self.model = glm.rotate(
                    self.model,
                    glm.radians(
                        (time() - self.startTime) * glm.radians(2000) * i / 2),
                    glm.vec3(1.0, 0.3, 0.5))

            self.model = (np.array(self.model.to_list()).astype(np.float32))
            self.model = self.model.reshape(
                (1, self.model.shape[0] * self.model.shape[1]))
            self.program['model'] = self.model
            self.program.draw('triangles')
            i += 1
        self.update()
示例#32
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    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__shaderProgram)

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom,
                                     float(self.width()) / self.height(), 0.1,
                                     100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__shaderProgram, 'model')
        viewLoc = glGetUniformLocation(self.__shaderProgram, 'view')
        projLoc = glGetUniformLocation(self.__shaderProgram, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        # Cubes
        glBindVertexArray(self.cubeVAO)
        glBindTexture(GL_TEXTURE_2D, self.cubeTexture)
        model = glm.translate(np.identity(4, np.float32), -1, 0, -1)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        model = glm.translate(np.identity(4, np.float32), 2, 0, 0)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)

        # Floor
        glBindVertexArray(self.planeVAO)
        glBindTexture(GL_TEXTURE_2D, self.floorTexture)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, np.identity(4, np.float32))
        glDrawArrays(GL_TRIANGLES, 0, 6)

        # Vergetation
        glBindVertexArray(self.transparentVAO)
        glBindTexture(GL_TEXTURE_2D, self.transparentTexture)
        for i in self.vegetation:
            model = glm.translate(np.identity(4, np.float32), i[0], i[1], i[2])
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
            glDrawArrays(GL_TRIANGLES, 0, 6)

        glBindVertexArray(0)
示例#33
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    def paintGL(self):
        # Render
        # Clear the colorbuffer
        glClearColor(0.2, 0.3, 0.3, 1.0)
        glClear(GL_COLOR_BUFFER_BIT)

        glUseProgram(self.__shaderProgram)

        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.texture1)
        glUniform1i(glGetUniformLocation(self.__shaderProgram, 'ourTexture1'), 0)
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.texture2)
        glUniform1i(glGetUniformLocation(self.__shaderProgram, 'ourTexture2'), 1)

        transform = np.identity(4, np.float32)
        transform = glm.rotate(transform, self.__timer.elapsed() / 1000.0 * 50.0, 
                               0.0, 0.0, 1.0)
        transform = glm.translate(transform, 0.5, -0.5, 0.0)
        transformLoc = glGetUniformLocation(self.__shaderProgram, 'transform')
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, transform)

        glBindVertexArray(self.__vao)
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
        glBindVertexArray(0)
示例#34
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    def renderGL(self):
        """opengl render method"""
        # get the time in seconds
        t = glfwGetTime()

        # clear first
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # use the shader program
        glUseProgram(self.__shaderProgram)

        # calculate ViewProjection matrix
        projection = glm.perspective(90.0, 4.0 / 3.0, .1, 100.0)

        # translate the world/view position
        view = glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, -5.0))

        # make the camera rotate around the origin
        view = glm.rotate(view, 90.0 * t, glm.vec3(1.0, 1.0, 1.0))

        viewProjection = np.array(projection * view, dtype=np.float32)

        # set the uniform
        glUniformMatrix4fv(self.__vpLocation, 1, GL_FALSE, viewProjection)

        # bind the vao
        glBindVertexArray(self.__vao)

        # draw
        # the additional parameter indicates how many instances to render
        glDrawElementsInstanced(GL_TRIANGLES, 6 * 6, GL_UNSIGNED_INT, None, 8)

        glBindVertexArray(0)
        glUseProgram(0)
示例#35
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    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.05, 0.05, 0.05, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__shaderProgram)

        view = self.camera.viewMatrix
        #view = glm.translate(view, 0.0, 0.0, -3.0)
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__shaderProgram, 'model')
        viewLoc = glGetUniformLocation(self.__shaderProgram, 'view')
        projLoc = glGetUniformLocation(self.__shaderProgram, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        model = np.identity(4, np.float32)
        model = glm.scale(model, 0.2, 0.2, 0.2)
        model = glm.translate(model, 0.0, -1.75, 0.0)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)

        self.model.draw(self.__shaderProgram)
    def renderGL(self):
        """opengl render method"""
        # get the time in seconds
        t = glfwGetTime()

        # clear first
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # use the shader program
        glUseProgram(self.__shaderProgram)

        # calculate ViewProjection matrix
        projection = glm.perspective(90.0, 4.0 / 3.0, .1, 100.0)
        projection = np.array(projection, dtype=np.float32)

        # translate the world/view position
        view = glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, -50.0))

        # make the camera rotate around the origin
        view = glm.rotate(view, 30.0 * math.sin(t * 0.1), glm.vec3(1.0, 0.0, 0.0))
        view = glm.rotate(view, -22.5 * t, glm.vec3(0.0, 1.0, 0.0))
        view = np.array(view, dtype=np.float32)

        # set the uniform
        glUniformMatrix4fv(self.__viewLocation, 1, GL_FALSE, view)
        glUniformMatrix4fv(self.__projLocation, 1, GL_FALSE, projection)

        # bind the vao
        glBindVertexArray(self.__vao)

        # draw
        glDrawArrays(GL_POINTS, 0, self.__particles)

        glBindVertexArray(0)
        glUseProgram(0)
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__shaderProgram)

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__shaderProgram, 'model')
        viewLoc = glGetUniformLocation(self.__shaderProgram, 'view')
        projLoc = glGetUniformLocation(self.__shaderProgram, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        # Cubes
        glBindVertexArray(self.cubeVAO)
        glBindTexture(GL_TEXTURE_2D, self.cubeTexture)
        model = glm.translate(np.identity(4, np.float32), -1, 0, -1)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        model = glm.translate(np.identity(4, np.float32), 2, 0, 0)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)

        # Floor
        glBindVertexArray(self.planeVAO)
        glBindTexture(GL_TEXTURE_2D, self.floorTexture)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, np.identity(4, np.float32))
        glDrawArrays(GL_TRIANGLES, 0, 6)

        # Vergetation
        glBindVertexArray(self.transparentVAO)
        glBindTexture(GL_TEXTURE_2D, self.transparentTexture)
        for i in self.vegetation:
            model = glm.translate(np.identity(4, np.float32), i[0], i[1], i[2])
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
            glDrawArrays(GL_TRIANGLES, 0, 6)

        glBindVertexArray(0)
示例#38
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 def renderScene(self, shader):
     # Floor
     model = np.identity(4, np.float32)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     glBindVertexArray(self.planeVAO)
     glDrawArrays(GL_TRIANGLES, 0, 6)
     glBindVertexArray(0)
     # Cubes
     model = glm.translate(model, 0.0, 1.5, 0.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
     model = glm.translate(np.identity(4, np.float32), 2.0, 0.0, 1.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
     model = glm.rotate(np.identity(4, np.float32), 60.0, 1.0, 0.0, 1.0)
     model = glm.scale(model, 0.5, 0.5, 0.5)
     model = glm.translate(model, -1.0, 0.0, 2.0)
     glUniformMatrix4fv(glGetUniformLocation(shader, 'model'), 1, GL_FALSE, model)
     self.renderCube()
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__lightingShader)
        objectColorLoc = glGetUniformLocation(self.__lightingShader, 'objectColor')
        lightColorLoc = glGetUniformLocation(self.__lightingShader, 'lightColor')
        lightPosLoc = glGetUniformLocation(self.__lightingShader, 'lightPos')
        viewPosLoc = glGetUniformLocation(self.__lightingShader, 'viewPos')
        glUniform3f(objectColorLoc, 1.0, 0.5, 0.31)
        glUniform3f(lightColorLoc, 1.0, 0.5, 1.0)
        glUniform3f(lightPosLoc, self.lightPos[0], self.lightPos[1], self.lightPos[2])
        glUniform3f(viewPosLoc, self.camera.position[0], self.camera.position[1], self.camera.position[2])

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__lightingShader, 'model')
        viewLoc = glGetUniformLocation(self.__lightingShader, 'view')
        projLoc = glGetUniformLocation(self.__lightingShader, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        # Draw the container (using container's vertex attributes)
        glBindVertexArray(self.__containerVAO)
        model = np.identity(4, np.float32)
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        glBindVertexArray(0)

        # Also draw the lamp object, again binding the appropriate shader
        glUseProgram(self.__lampShader)
        # Get location objects for the matrices on the lamp shader (these could be different on a different shader)
        modelLoc = glGetUniformLocation(self.__lampShader, 'model')
        viewLoc = glGetUniformLocation(self.__lampShader, 'view')
        projLoc = glGetUniformLocation(self.__lampShader, 'projection')
        # set matrices
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)
        model = np.identity(4, np.float32)
        model = glm.scale(model, 0.2, 0.2, 0.2)
        model = glm.translate(model, self.lightPos[0], self.lightPos[1], self.lightPos[2])
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        # Draw the light object (using light's vertex attributes)
        glBindVertexArray(self.__lightVAO)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        glBindVertexArray(0)
示例#40
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.2, 0.3, 0.3, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__shaderProgram)

        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.texture1)
        glUniform1i(glGetUniformLocation(self.__shaderProgram, 'ourTexture1'), 0)
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.texture2)
        glUniform1i(glGetUniformLocation(self.__shaderProgram, 'ourTexture2'), 1)

        view = self.camera.viewMatrix
        view = glm.translate(view, 0.0, 0.0, -3.0)
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 1000.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__shaderProgram, 'model')
        viewLoc = glGetUniformLocation(self.__shaderProgram, 'view')
        projLoc = glGetUniformLocation(self.__shaderProgram, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        glBindVertexArray(self.__vao)
        for i in self.__cubePositions:
            # calculate the model matrix for each object and pass it to shader before drawing
            angle = math.degrees(20.0 * self.__cubePositions.index(i))
            model = glm.rotate(np.identity(4, np.float32), angle, 1.0, 0.3, 0.5)
            model = glm.translate(model, i[0], i[1], i[2])
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)

            glDrawArrays(GL_TRIANGLES, 0, 36)

        glBindVertexArray(0)
示例#41
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        view = self.camera.viewMatrix
        glBindBuffer(GL_UNIFORM_BUFFER, self.uboMatrices)
        glBufferSubData(GL_UNIFORM_BUFFER, self.identityMat4.nbytes, self.identityMat4.nbytes, view)
        glBindBuffer(GL_UNIFORM_BUFFER, 0)

        # Draw 4 cubes
        # Red
        glBindVertexArray(self.cubeVAO)
        glUseProgram(self.__shaderRed)
        model = glm.translate(np.identity(4, np.float32), -0.75, 0.75, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderRed, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        # Green
        glUseProgram(self.__shaderGreen)
        model = glm.translate(np.identity(4, np.float32), 0.75, 0.75, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderGreen, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        # Blue
        glUseProgram(self.__shaderBlue)
        model = glm.translate(np.identity(4, np.float32), -0.75, -0.75, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderBlue, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        # Yellow
        glUseProgram(self.__shaderYellow)
        model = glm.translate(np.identity(4, np.float32), 0.75, -0.75, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderYellow, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        glBindVertexArray(0)
示例#42
0
def render_scene(time, cam1, view, projection):
    glClearColor(.8, .12, 0.32, 1.0)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    # Create meshes
    points1, normals1 = generate_height_map(nw=8, nl=8, width=4, length=4, t=1.5*time, zscale=0.6)
    points3, indices3 = box()

    vao1, vbo1, ebo1 = create_vertex_array2(coords=points1, colors=normals1)
    vao_lamp, _, _ = create_vertex_array2(coords=points3, indices=indices3)

    # Light source: lamp
    light_color = glm.vec3(1, 1, 1)
    light_position = glm.vec3(np.cos(time), 1., np.sin(time))

    # Height map
    glBindVertexArray(vao1)
    glUseProgram(shader_basic_lighting)
    model = glm.identity(4)
    # model = glm.translate(glm.vec3(.0, 0.5, .0)) * model
    model = model * glm.rotate(-np.pi/2, glm.vec3(1, 0, 0))
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "light_color"), 1, light_color)
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "light_pos"), 1, light_position)
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "object_color"), 1, glm.vec3(1, .5, .31))
    glUniform3fv(glGetUniformLocation(shader_basic_lighting, "view_pos"), 1, cam1.position)
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_basic_lighting, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawArrays(GL_TRIANGLES, 0, len(points1))
    glBindVertexArray(0)

    # Lamp
    glUseProgram(shader_solid)
    glBindVertexArray(vao_lamp)
    model = glm.translate(light_position)
    model = model * glm.scale(glm.vec3(.2, .2, .2))
    glUniform3fv(glGetUniformLocation(shader_solid, "solid_color"), 1, glm.vec3(1, 1, 1))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawElements(GL_TRIANGLES, len(indices3), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)
示例#43
0
def render_scene(time, cam1, view, projection):
    glClearColor(.8, .12, 0.32, 1.0)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    # Create meshes
    points3, indices3 = box()
    vao_lamp = VAO(attributes=[points3], indices=indices3)

    # Light source: lamp
    light_color = glm.vec3(1, 1, 1)
    light_position = glm.vec3(3*np.cos(time), 2., 3*np.sin(time))

    # Height map
    # glBindVertexArray(vao1)
    vao1.bind()
    glUseProgram(shader_flat_shading)
    model = glm.identity(4)
    # model = glm.translate(glm.vec3(.0, 0.5, .0)) * model
    model = model * glm.rotate(-np.pi/2, glm.vec3(1, 0, 0))
    glUniform1f(glGetUniformLocation(shader_flat_shading, "time"), time);
    glUniform3fv(glGetUniformLocation(shader_flat_shading, "light_color"), 1, light_color)
    glUniform3fv(glGetUniformLocation(shader_flat_shading, "light_pos"), 1, light_position)
    glUniform3fv(glGetUniformLocation(shader_flat_shading, "object_color"), 1, glm.vec3(1, .5, .31))
    glUniform3fv(glGetUniformLocation(shader_flat_shading, "view_pos"), 1, cam1.position)
    glUniformMatrix4fv(glGetUniformLocation(shader_flat_shading, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_flat_shading, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_flat_shading, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawArrays(GL_TRIANGLES, 0, len(points1))
    glBindVertexArray(0)

    # Lamp
    glUseProgram(shader_solid)
    vao_lamp.bind()
    model = glm.translate(light_position)
    model = model * glm.scale(glm.vec3(.2, .2, .2))
    glUniform3fv(glGetUniformLocation(shader_solid, "solid_color"), 1, glm.vec3(1, 1, 1))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniformMatrix4fv(glGetUniformLocation(shader_solid, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawElements(GL_TRIANGLES, len(indices3), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)
示例#44
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # 1. Render scene into floating point framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, self.hdrFBO)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        view = self.camera.viewMatrix
        glUseProgram(self.__shader)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, "projection"), 1, GL_FALSE, projection)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, "view"), 1, GL_FALSE, view)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.woodTexture)
        # set lighting uniforms
        for i in range(len(self.lightPos)):
            glUniform3fv(glGetUniformLocation(self.__shader, "lights[{}].Position".format(i)), 1, self.lightPos[i])
            glUniform3fv(glGetUniformLocation(self.__shader, "lights[{}].Color".format(i)), 1, self.lightColors[i])
        glUniform3fv(glGetUniformLocation(self.__shader, "viewPos"), 1, self.camera.position)
        # render tunnel
        model = glm.scale(np.identity(4, np.float32), 5.0, 5.0, 55.0)
        model = glm.translate(model, 0.0, 0.0, 25.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, "model"), 1, GL_FALSE, model)
        glUniform1i(glGetUniformLocation(self.__shader, "inverse_normals"), GL_TRUE)
        self.renderCube()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # 2. Now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glUseProgram(self.__hdrShader)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.colorBuffer)
        glUniform1i(glGetUniformLocation(self.__hdrShader, "hdr"), self.hdr)
        glUniform1f(glGetUniformLocation(self.__hdrShader, "exposure"), self.exposure)
        self.renderQuad()

        glUseProgram(0)

        print "exposure: {}".format(self.exposure)
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__lightingShader)
        lightPosLoc = glGetUniformLocation(self.__lightingShader, 'light.position')
        lightSpotdirLoc = glGetUniformLocation(self.__lightingShader, 'light.direction')
        lightSpotCutoffLoc = glGetUniformLocation(self.__lightingShader, 'light.cutOff')
        lightSpotOuterCutoffLoc = glGetUniformLocation(self.__lightingShader, 'light.outerCutOff')
        viewPosLoc = glGetUniformLocation(self.__lightingShader, 'viewPos')
        glUniform3f(lightPosLoc, self.camera.position[0], self.camera.position[1], self.camera.position[2])
        glUniform3f(lightSpotdirLoc, self.camera.front[0], self.camera.front[1], self.camera.front[2])
        glUniform1f(lightSpotCutoffLoc, math.cos(math.radians(12.5)))
        glUniform1f(lightSpotOuterCutoffLoc, math.cos(math.radians(17.5)))
        glUniform3f(viewPosLoc, self.camera.position[0], self.camera.position[1], self.camera.position[2])
        # set lights properties
        glUniform3f(glGetUniformLocation(self.__lightingShader, 'light.ambient'),
                    0.1, 0.1, 0.1)
        glUniform3f(glGetUniformLocation(self.__lightingShader, 'light.diffuse'),
                    0.8, 0.8, 0.8)
        glUniform3f(glGetUniformLocation(self.__lightingShader, 'light.specular'),
                    1.0, 1.0, 1.0)
        glUniform1f(glGetUniformLocation(self.__lightingShader, 'light.constant'), 1.0)
        glUniform1f(glGetUniformLocation(self.__lightingShader, 'light.linear'), 0.09)
        glUniform1f(glGetUniformLocation(self.__lightingShader, 'light.quadratic'), 0.032)
        # set material properties
        glUniform1f(glGetUniformLocation(self.__lightingShader, 'material.shininess'), 32.0)

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__lightingShader, 'model')
        viewLoc = glGetUniformLocation(self.__lightingShader, 'view')
        projLoc = glGetUniformLocation(self.__lightingShader, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        # bind diffuse map
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.diffuseMap)
        # bind specular map
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.specularMap)

        ## Draw the container (using container's vertex attributes)
        #glBindVertexArray(self.__containerVAO)
        #model = np.identity(4, np.float32)
        #glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)
        #glDrawArrays(GL_TRIANGLES, 0, 36)
        #glBindVertexArray(0)

        glBindVertexArray(self.__containerVAO)
        for i in self.__cubePositions:
            # calculate the model matrix for each object and pass it to shader before drawing
            angle = math.degrees(20.0 * self.__cubePositions.index(i))
            model = glm.rotate(np.identity(4, np.float32), angle, 1.0, 0.3, 0.5)
            model = glm.translate(model, i[0], i[1], i[2])
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)

            glDrawArrays(GL_TRIANGLES, 0, 36)

        glBindVertexArray(0)
示例#46
0
    def renderGL(self):
        """opengl render method"""
        # get the time in seconds
        t = glfwGetTime()

        # use the transform shader program
        glUseProgram(self.__tshaderProgram)

        # set the uniforms
        glUniform3fv(self.__centerLocation, 3, self.__center)
        glUniform1fv(self.__radiusLocation, 3, self.__radius)
        glUniform3fv(self.__gLocation, 1, self.__g)
        glUniform1f(self.__dtLocation, self.__dt)
        glUniform1f(self.__bounceLocation, self.__bounce)
        glUniform1i(self.__seedLocation, randint(0, 0x7fff))

        # bind the current vao
        glBindVertexArray(self.__vao[(self.__currentBuffer + 1) % self.__bufferCount])

        # bind transform feedback target
        glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, self.__vbo[self.__currentBuffer])

        glEnable(GL_RASTERIZER_DISCARD)

        # perform transform feedback
        glBeginTransformFeedback(GL_POINTS)
        glDrawArrays(GL_POINTS, 0, self.__particles)
        glEndTransformFeedback()

        glDisable(GL_RASTERIZER_DISCARD)

        # clear first
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # use the shader program
        glUseProgram(self.__shaderProgram)

        # calculate ViewProjection matrix
        projection = glm.perspective(90.0, 4.0 / 3.0, .1, 100.0)
        projection = np.array(projection, dtype=np.float32)

        # translate the world/view position
        view = glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, -30.0))

        # make the camera rotate around the origin
        view = glm.rotate(view, 30.0, glm.vec3(1.0, 0.0, 0.0))
        view = glm.rotate(view, -22.5 * t, glm.vec3(0.0, 1.0, 0.0))
        view = np.array(view, dtype=np.float32)

        # set the uniform
        glUniformMatrix4fv(self.__viewLocation, 1, GL_FALSE, view)
        glUniformMatrix4fv(self.__projLocation, 1, GL_FALSE, projection)

        # bind the vao
        glBindVertexArray(self.__vao[self.__currentBuffer])

        # draw
        glDrawArrays(GL_POINTS, 0, self.__particles)

        glBindVertexArray(0)
        glUseProgram(0)

        # advance buffer index
        self.__currentBuffer = (self.__currentBuffer + 1) % self.__bufferCount
示例#47
0
w, h = glfwGetFramebufferSize(window)
glViewport(0, 0, w, h)
# glDepthRange(-10, 10)
glEnable(GL_DEPTH_TEST)  # draw only if the shape is closer to the viewer
glDepthFunc(GL_LESS)  # smaller means closer
# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)  # Wireframe
while not glfwWindowShouldClose(window):
    time = glfwGetTime()

    glClearColor(0.6, 0.6, 0.8, 1.0)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    # glClear(GL_COLOR_BUFFER_BIT)
    glUseProgram(shader1)

    view = glm.identity(4)
    view = glm.translate(glm.vec3(0, 0, -2))
    view = view * glm.rotate(time, glm.vec3(0, 1, 0))  #

    glUniformMatrix4fv(glGetUniformLocation(shader1, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader1, "projection"), 1, GL_FALSE, np.asarray(projection))

    glBindVertexArray(vao2)
    model = glm.identity(4)
    # model = glm.translate(glm.vec3(.0, 0, .0))
    # model = model * glm.rotate(1.0 * np.pi * time, glm.vec3(1, 1, 0.2))
    glUniformMatrix4fv(glGetUniformLocation(shader1, "model"), 1, GL_TRUE, np.asarray(model))
    # (uniform location, num matrices, transpose?, matrix)
    # In numpy matrices (2D arrays) are expressed row by row whereas
    # in OpenGL they are column by column. Hence true is given
    # as the 3rd argument to transpose the matrix.
示例#48
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # 1. Render scene into floating point framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, self.bloomFBO)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        projection = glm.perspective(self.camera.zoom, float(self.width())/self.height(), 0.1, 100.0)
        view = self.camera.viewMatrix
        glUseProgram(self.__shader)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'projection'), 1, GL_FALSE, projection)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'view'), 1, GL_FALSE, view)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.woodTexture)
        # set lighting uniforms
        for i in range(len(self.lightPos)):
            glUniform3fv(glGetUniformLocation(self.__shader, 'lights[{}].Position'.format(i)), 1, self.lightPos[i])
            glUniform3fv(glGetUniformLocation(self.__shader, 'lights[{}].Color'.format(i)), 1, self.lightColors[i])
        glUniform3fv(glGetUniformLocation(self.__shader, 'viewPos'), 1, self.camera.position)
        # create one large cube that acts as the floor
        model = glm.scale(np.identity(4, np.float32), 25.0, 1.0, 25.0)
        model = glm.translate(model, 0.0, -1.0, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        # then create multiple cubes as the scenery
        glBindTexture(GL_TEXTURE_2D, self.containerTexture)
        model = glm.translate(np.identity(4, np.float32), 0.0, 1.5, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        model = glm.translate(np.identity(4, np.float32), 2.0, 0.0, 1.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        model = glm.rotate(np.identity(4, np.float32), 60.0, 1.0, 0.0, 1.0)
        model = glm.scale(model, 2.0, 2.0, 2.0)
        model = glm.translate(model, -1.0, -1.0, 2.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        model = glm.rotate(np.identity(4, np.float32), 23.0, 1.0, 0.0, 1.0)
        model = glm.scale(model, 2.5, 2.5, 2.5)
        model = glm.translate(model, 0.0, 2.7, 4.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        model = glm.rotate(np.identity(4, np.float32), 124.0, 1.0, 0.0, 1.0)
        model = glm.scale(model, 2.0, 2.0, 2.0)
        model = glm.translate(model, -2.0, 1.0, -3.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        self.renderCube()
        model = glm.translate(np.identity(4, np.float32), -3.0, 0.0, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        # finally show all the light sources as bright cubes
        glUseProgram(self.__lightShader)
        glUniformMatrix4fv(glGetUniformLocation(self.__lightShader, 'projection'), 1, GL_FALSE, projection)
        glUniformMatrix4fv(glGetUniformLocation(self.__lightShader, 'view'), 1, GL_FALSE, view)
        for i in range(len(self.lightPos)):
            model = glm.scale(np.identity(4, np.float32), 0.5, 0.5, 0.5)
            model = glm.translate(model, self.lightPos[i][0], self.lightPos[i][1], self.lightPos[i][2])
            glUniformMatrix4fv(glGetUniformLocation(self.__lightShader, 'model'), 1, GL_FALSE, self.lightPos[i])
            glUniform3fv(glGetUniformLocation(self.__lightShader, 'lightColor'), 1, self.lightColors[i])
            self.renderCube()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # 2. Blur bright fragments w/ two-pass Gaussian Blur
        horizontal = True
        first_iteration = True
        amount = 10
        glUseProgram(self.__blurShader)
        for i in range(amount):
            glBindFramebuffer(GL_FRAMEBUFFER, self.pingpongFBO[int(horizontal)])
            glUniform1i(glGetUniformLocation(self.__blurShader, 'horizontal'), horizontal)
            glBindTexture(GL_TEXTURE_2D, self.colorBuffers[1] if first_iteration else self.pingpongColorbuffers[int(not horizontal)])
            self.renderQuad()
            horizontal = not horizontal
            if first_iteration: first_iteration = False
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # 2. Now render floating point color buffer to 2D quad and tonemap HDR colors to default framebuffer's (clamped) color range
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glUseProgram(self.__bloomFinalShader)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.colorBuffers[0])
        # glBindTexture(GL_TEXTURE_2D, self.pingpongColorbuffers[int(not horizontal)])
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.pingpongColorbuffers[int(not horizontal)])
        glUniform1i(glGetUniformLocation(self.__bloomFinalShader, 'bloom'), self.bloom)
        glUniform1f(glGetUniformLocation(self.__bloomFinalShader, 'exposure'), self.exposure)
        self.renderQuad()

        glUseProgram(0)

        print 'exposure: {}'.format(self.exposure)
示例#49
0
    glUniformMatrix4fv(glGetUniformLocation(shader1, "projection"), 1, GL_FALSE, np.asarray(projection))
    glUniform3fv(glGetUniformLocation(shader1, "solid_color"), 1, glm.vec3(0, 0, 1))
    glBindVertexArray(vao1)
    model = glm.identity(4)
    model = glm.rotate(np.pi*0.5, glm.vec3(1, 0, 0)) * model
    glUniformMatrix4fv(glGetUniformLocation(shader1, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawElements(GL_TRIANGLES, len(indices2), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)

    # Big Cube
    glUseProgram(shader2)
    glBindVertexArray(vao2)
    glUniformMatrix4fv(glGetUniformLocation(shader2, "view"), 1, GL_TRUE, np.asarray(view))
    glUniformMatrix4fv(glGetUniformLocation(shader2, "projection"), 1, GL_FALSE, np.asarray(projection))
    model = glm.identity(4)
    model = glm.translate(glm.vec3(.0, 0.5, .0)) * model
    # model = model * glm.rotate(1.0 * np.pi * time, glm.vec3(1, 1, 0.2))
    glUniformMatrix4fv(glGetUniformLocation(shader2, "model"), 1, GL_TRUE, np.asarray(model))
    glDrawElements(GL_TRIANGLES, len(indices2), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)

    # Small cube
    glBindVertexArray(vao2)
    model = glm.identity(4)
    model = model * glm.translate(glm.vec3(.75, .95, 0))
    model = model * glm.rotate(3.0 * np.pi * time, glm.vec3(1, -.2, 0.8))
    model = model * glm.scale(glm.vec3(.1, .1, 0.2))
    transformLoc = glGetUniformLocation(shader2, "model")
    glUniformMatrix4fv(transformLoc, 1, GL_TRUE, np.array(model))
    glDrawElements(GL_TRIANGLES, len(indices2), GL_UNSIGNED_INT, None)
    glBindVertexArray(0)
示例#50
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glUseProgram(self.__lightingShader)
        viewPosLoc = glGetUniformLocation(self.__lightingShader, 'viewPos')
        glUniform3f(viewPosLoc, self.camera.position[0], self.camera.position[1], self.camera.position[2])
        # set material properties
        glUniform1f(glGetUniformLocation(self.__lightingShader, 'material.shininess'), 32.0)

        # Directional light
        glUniform3f(glGetUniformLocation(self.__lightingShader, "dirLight.direction"), -0.2, -1.0, -0.3)
        glUniform3f(glGetUniformLocation(self.__lightingShader, "dirLight.ambient"), 0.05, 0.05, 0.05)
        glUniform3f(glGetUniformLocation(self.__lightingShader, "dirLight.diffuse"), 0.4, 0.4, 0.4)
        glUniform3f(glGetUniformLocation(self.__lightingShader, "dirLight.specular"), 0.5, 0.5, 0.5)

        # point lights
        for i in self.__pointLightPositions:
            index = self.__pointLightPositions.index(i)
            glUniform3f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].position".format(index)), i[0], i[0], i[0])
            glUniform3f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].ambient".format(index)), 0.05, 0.05, 0.05)
            glUniform3f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].diffuse".format(index)), 0.8, 0.8, 0.8)
            glUniform3f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].specular".format(index)), 1.0, 1.0, 1.0)
            glUniform1f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].constant".format(index)), 1.0)
            glUniform1f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].linear".format(index)), 0.09)
            glUniform1f(glGetUniformLocation(self.__lightingShader, "pointLights[{}].quadratic".format(index)), 0.032)

        # spotlight
        glUniform3f(glGetUniformLocation(self.__lightingShader, "spotLight.position"), 
                    self.camera.position[0], self.camera.position[1], self.camera.position[2])
        glUniform3f(glGetUniformLocation(self.__lightingShader, "spotLight.direction"), 
                    self.camera.front[0], self.camera.front[1], self.camera.front[2])
        glUniform3f(glGetUniformLocation(self.__lightingShader, "spotLight.ambient"), 0.0, 0.0, 0.0)
        glUniform3f(glGetUniformLocation(self.__lightingShader, "spotLight.diffuse"), 1.0, 1.0, 1.0)
        glUniform3f(glGetUniformLocation(self.__lightingShader, "spotLight.specular"), 1.0, 1.0, 1.0)
        glUniform1f(glGetUniformLocation(self.__lightingShader, "spotLight.constant"), 1.0)
        glUniform1f(glGetUniformLocation(self.__lightingShader, "spotLight.linear"), 0.09);
        glUniform1f(glGetUniformLocation(self.__lightingShader, "spotLight.quadratic"), 0.032)
        glUniform1f(glGetUniformLocation(self.__lightingShader, "spotLight.cutOff"), math.cos(math.radians(12.5)))
        glUniform1f(glGetUniformLocation(self.__lightingShader, "spotLight.outerCutOff"), math.cos(math.radians(15.0)))

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__lightingShader, 'model')
        viewLoc = glGetUniformLocation(self.__lightingShader, 'view')
        projLoc = glGetUniformLocation(self.__lightingShader, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        # bind diffuse map
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.diffuseMap)
        # bind specular map
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.specularMap)

        glBindVertexArray(self.__containerVAO)
        for i in self.__cubePositions:
            # calculate the model matrix for each object and pass it to shader before drawing
            angle = math.degrees(20.0 * self.__cubePositions.index(i))
            model = glm.rotate(np.identity(4, np.float32), angle, 1.0, 0.3, 0.5)
            model = glm.translate(model, i[0], i[1], i[2])
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)

            glDrawArrays(GL_TRIANGLES, 0, 36)

        glBindVertexArray(0)

        # Also draw the lamp object, again binding the appropriate shader
        glUseProgram(self.__lampShader)
        # Get location objects for the matrices on the lamp shader (these could be different on a different shader)
        modelLoc = glGetUniformLocation(self.__lampShader, 'model')
        viewLoc = glGetUniformLocation(self.__lampShader, 'view')
        projLoc = glGetUniformLocation(self.__lampShader, 'projection')
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, view)
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, projection)

        glBindVertexArray(self.__lightVAO)
        for i in self.__pointLightPositions:
            model = glm.scale(np.identity(4, np.float32), 0.2, 0.2, 0.2)
            model = glm.translate(model, i[0], i[1], i[2])
            glUniformMatrix4fv(modelLoc, 1, GL_FALSE, model)

            glDrawArrays(GL_TRIANGLES, 0, 36)

        glBindVertexArray(0)
示例#51
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # 1. Geometry Pass: render scene's geometry/color data into gbuffer
        glBindFramebuffer(GL_FRAMEBUFFER, self.gbuffer)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 50.0)
        view = self.camera.viewMatrix
        glUseProgram(self.__geometyPassShader)
        glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'projection'), 1, GL_FALSE, projection)
        glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'view'), 1, GL_FALSE, view)
        # Floor cube
        model = glm.scale(np.identity(4, np.float32), 20.0, 1.0, 28.0)
        model = glm.translate(model, 0.0, -1.0, 0.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'model'), 1, GL_FALSE, model)
        self.renderCube()
        # Nanosuit model on the floor
        model = glm.scale(np.identity(4, np.float32), 0.5, 0.5, 0.5)
        model = glm.rotate(model, -90.0, 1.0, 0.0, 0.0)
        model = glm.translate(model, 0.0, 0.0, 5.0)
        glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'model'), 1, GL_FALSE, model)
        self.cyborg.draw(self.__geometyPassShader)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        
        # 2. Create SSAO texture
        glBindFramebuffer(GL_FRAMEBUFFER, self.ssaoFBO)
        glClear(GL_COLOR_BUFFER_BIT)
        glUseProgram(self.__ssaoShader)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.gPositionDepth)
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.gNormal)
        glActiveTexture(GL_TEXTURE2)
        glBindTexture(GL_TEXTURE_2D, self.noiseTexture)
        # send kernel + rotation
        [glUniform3fv(glGetUniformLocation(self.__ssaoShader, 'samples[{}]'.format(i)), 1, self.ssaoKernel[i]) for i in range(64)]
        glUniformMatrix4fv(glGetUniformLocation(self.__ssaoShader, 'projection'), 1, GL_FALSE, projection)
        self.renderQuad()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        
        # 3. Blur SSAO texture to remove noise
        glBindFramebuffer(GL_FRAMEBUFFER, self.ssaoBlurFBO)
        glClear(GL_COLOR_BUFFER_BIT)
        glUseProgram(self.__ssaoBlurShader)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.ssaoColorBuffer)
        self.renderQuad()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # 4. Lighting Pass: calculate lighting by iterating over a screen filled quad pixel-by-pixel using the gbuffer's content.
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glUseProgram(self.__lightingPassShader)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.gPositionDepth)
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.gNormal)
        glActiveTexture(GL_TEXTURE2)
        glBindTexture(GL_TEXTURE_2D, self.gAlbedo)
        glActiveTexture(GL_TEXTURE3) # add extra SSAO texture to lighting pass
        glBindTexture(GL_TEXTURE_2D, self.ssaoColorBufferBlur)
        # also send light relevent uniforms
        lightPosView = (self.camera.viewMatrix * np.array([self.lightPos[0], self.lightPos[1], self.lightPos[2], 1.0], np.float32))[3, :4]
        glUniform3fv(glGetUniformLocation(self.__lightingPassShader, 'light.Position'), 1, lightPosView)
        glUniform3fv(glGetUniformLocation(self.__lightingPassShader, 'light.Color'), 1, self.lightColor)
        # Update attenuation parameters and calculate radius
        _constant = 1.0 # Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
        linear = 0.09
        quadratic = 0.032
        glUniform1f(glGetUniformLocation(self.__lightingPassShader, 'light.Linear'), linear)
        glUniform1f(glGetUniformLocation(self.__lightingPassShader, 'light.Quadratic'), quadratic)
        glUniform1i(glGetUniformLocation(self.__lightingPassShader, 'draw_mode'), self.draw_mode)
        self.renderQuad()

        glUseProgram(0)
示例#52
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if self.wireframe else GL_FILL)

        # 1. Geometry Pass: render scene's geometry/color data into gbuffer
        glBindFramebuffer(GL_FRAMEBUFFER, self.gbuffer)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        view = self.camera.viewMatrix
        glUseProgram(self.__geometyPassShader)
        glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'projection'), 1, GL_FALSE, projection)
        glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'view'), 1, GL_FALSE, view)
        for pos in self.objectPosition:
            model = glm.scale(np.identity(4, np.float32), 0.25, 0.25, 0.25)
            model = glm.translate(model, pos[0], pos[1], pos[2])
            glUniformMatrix4fv(glGetUniformLocation(self.__geometyPassShader, 'model'), 1, GL_FALSE, model)
            self.cyborg.draw(self.__geometyPassShader)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        glPolygonMode(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.
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glUseProgram(self.__lightingPassShader)
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, self.gPosition)
        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, self.gNormal)
        glActiveTexture(GL_TEXTURE2)
        glBindTexture(GL_TEXTURE_2D, self.gAlbedoSpec)
        # also send light relevent uniforms
        for i in range(len(self.lightPos)):
            glUniform3fv(glGetUniformLocation(self.__lightingPassShader, 'lights[{}].Position'.format(i)), 1, self.lightPos[i])
            glUniform3fv(glGetUniformLocation(self.__lightingPassShader, 'lights[{}].Color'.format(i)), 1, self.lightColors[i])
            # Update attenuation parameters and calculate radius
            _constant = 1.0 # Note that we don't send this to the shader, we assume it is always 1.0 (in our case)
            linear = 0.7
            quadratic = 1.8
            glUniform1f(glGetUniformLocation(self.__lightingPassShader, 'lights[{}].Linear'.format(i)), linear)
            glUniform1f(glGetUniformLocation(self.__lightingPassShader, 'lights[{}].Quadratic'.format(i)), quadratic)
            # Then calculate radius of light volume/sphere
            lightThreshold = 5.0 # 5 # 256
            maxBrightness = max(max(self.lightColors[i][0], self.lightColors[i][1]), self.lightColors[i][2])
            radius = (-linear + math.sqrt(linear * linear - 4 * quadratic * (_constant - (256.0 / lightThreshold) * maxBrightness))) / (2 * quadratic)
            glUniform1f(glGetUniformLocation(self.__lightingPassShader, 'lights[{}].Radius'.format(i)), radius)
        glUniform3fv(glGetUniformLocation(self.__lightingPassShader, 'viewPos'), 1, self.camera.position)
        glUniform1i(glGetUniformLocation(self.__lightingPassShader, 'draw_mode'), self.draw_mode)
        self.renderQuad()

        # 2.5. Copy content of geometry's depth buffer to default framebuffer's depth buffer
        glBindFramebuffer(GL_READ_FRAMEBUFFER, self.gbuffer)
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) # write to default framebuffer
        glBlitFramebuffer(0, 0, self.width(), self.height(), 0, 0, self.width(), self.height(), GL_DEPTH_BUFFER_BIT, GL_NEAREST)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        # 3. Render lights on top of scene, by blitting
        glUseProgram(self.__lightBoxShader)
        glUniformMatrix4fv(glGetUniformLocation(self.__lightBoxShader, 'projection'), 1, GL_FALSE, projection)
        glUniformMatrix4fv(glGetUniformLocation(self.__lightBoxShader, 'view'), 1, GL_FALSE, view)
        for i in range(len(self.lightPos)):
            model = glm.scale(np.identity(4, np.float32), 0.25, 0.25, 0.25)
            model = glm.translate(model, self.lightPos[i][0], self.lightPos[i][1], self.lightPos[i][2])
            glUniformMatrix4fv(glGetUniformLocation(self.__lightBoxShader, 'model'), 1, GL_FALSE, model)
            glUniform3fv(glGetUniformLocation(self.__lightBoxShader, 'lightColor'), 1, self.lightColors[i])
            self.renderCube()

        glUseProgram(0)
    def initGL(self):
        """opengl initialization"""
        # load shaders
        vertexShader = self.shaderFromFile(GL_VERTEX_SHADER, self.__vertexShader)
        fragmentShader = self.shaderFromFile(GL_FRAGMENT_SHADER, self.__fragmentShader)
        self.__shaderProgram = shaders.compileProgram(vertexShader, fragmentShader)
        if not self.__shaderProgram:
            self.close()

        self.__ubIndex = glGetUniformBlockIndex(self.__shaderProgram, 'Matrices')
        # assign the block binding
        glUniformBlockBinding(self.__shaderProgram, self.__ubIndex, self.__matricesBinding)

        # create uniform buffer
        self.__ubo = glGenBuffers(1)
        glBindBuffer(GL_UNIFORM_BUFFER, self.__ubo)
        glBufferData(GL_UNIFORM_BUFFER, 9 * 4 * 4 * 4, None, GL_DYNAMIC_DRAW)

        # fill the Model matrix array
        modelMatrices = []
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3( 2.0,  2.0,  2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3( 2.0,  2.0, -2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3( 2.0, -2.0,  2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3( 2.0, -2.0, -2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3(-2.0,  2.0,  2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3(-2.0,  2.0, -2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3(-2.0, -2.0,  2.0)))
        modelMatrices.append(glm.translate(glm.mat4(1.0), glm.vec3(-2.0, -2.0, -2.0)))
        modelMatrices = np.array(modelMatrices, dtype=np.float32)

        glBufferSubData(GL_UNIFORM_BUFFER, 4 * 4 * 4, modelMatrices.nbytes, modelMatrices)

        # generate and bind the vao
        self.__vao = glGenVertexArrays(1)
        glBindVertexArray(self.__vao)

        # generate and bind the buffer object
        vbo = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, vbo)

        # data for a fullscreen quad
        vertexData = np.array([
                               # x   y    z      U    V
                               # face 0:
                                1.0, 1.0, 1.0,       1.0, 0.0, 0.0, # vertex 0
                               -1.0, 1.0, 1.0,       1.0, 0.0, 0.0, # vertex 1
                                1.0,-1.0, 1.0,       1.0, 0.0, 0.0, # vertex 2
                               -1.0,-1.0, 1.0,       1.0, 0.0, 0.0, # vertex 3

                               # face 1:
                                1.0, 1.0, 1.0,       0.0, 1.0, 0.0, # vertex 0
                                1.0,-1.0, 1.0,       0.0, 1.0, 0.0, # vertex 1
                                1.0, 1.0,-1.0,       0.0, 1.0, 0.0, # vertex 2
                                1.0,-1.0,-1.0,       0.0, 1.0, 0.0, # vertex 3

                               # face 2:
                                1.0, 1.0, 1.0,       0.0, 0.0, 1.0, # vertex 0
                                1.0, 1.0,-1.0,       0.0, 0.0, 1.0, # vertex 1
                               -1.0, 1.0, 1.0,       0.0, 0.0, 1.0, # vertex 2
                               -1.0, 1.0,-1.0,       0.0, 0.0, 1.0, # vertex 3

                               # face 3:
                                1.0, 1.0,-1.0,       1.0, 1.0, 0.0, # vertex 0
                                1.0,-1.0,-1.0,       1.0, 1.0, 0.0, # vertex 1
                               -1.0, 1.0,-1.0,       1.0, 1.0, 0.0, # vertex 2
                               -1.0,-1.0,-1.0,       1.0, 1.0, 0.0, # vertex 3

                               # face 4:
                               -1.0, 1.0, 1.0,       0.0, 1.0, 1.0, # vertex 0
                               -1.0, 1.0,-1.0,       0.0, 1.0, 1.0, # vertex 1
                               -1.0,-1.0, 1.0,       0.0, 1.0, 1.0, # vertex 2
                               -1.0,-1.0,-1.0,       0.0, 1.0, 1.0, # vertex 3

                               # face 5:
                                1.0,-1.0, 1.0,       1.0, 0.0, 1.0, # vertex 0
                               -1.0,-1.0, 1.0,       1.0, 0.0, 1.0, # vertex 1
                                1.0,-1.0,-1.0,       1.0, 0.0, 1.0, # vertex 2
                               -1.0,-1.0,-1.0,       1.0, 0.0, 1.0, # vertex 3
                               ], dtype=np.float32)

        # fill with data
        glBufferData(GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, GL_STATIC_DRAW)

        # set up generic attrib pointers
        glEnableVertexAttribArray(0)
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * 4, None)

        glEnableVertexAttribArray(1)
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * 4, ctypes.c_void_p(3 * 4))

        ibo = glGenBuffers(1)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo)

        indexData = np.array([
                              # face 0:
                              0, 1, 2, # first triangle
                              2, 1, 3, # second triangle
                              # face 1:
                              4, 5, 6, # first triangle
                              6, 5, 7, # second triangle
                              # face 2:
                              8, 9, 10, # first triangle
                              10, 9, 11, # second triangle
                              # face 3:
                              12, 13, 14, # first triangle
                              14, 13, 15, # second triangle
                              # face 4:
                              16, 17, 18, # first triangle
                              18, 17, 19, # second triangle
                              # face 5:
                              20, 21, 22, # first triangle
                              22, 21, 23, # second triangle
                              ], dtype=np.uint)

        # fill with data
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexData.nbytes, indexData, GL_STATIC_DRAW)

        glBindVertexArray(0)

        # we are drawing 3d objects so we want depth testing
        glEnable(GL_DEPTH_TEST)
示例#54
0
    def paintGL(self):
        currentTime = self.__timer.elapsed() / 1000.0
        self.__deltaTime = currentTime - self.__lastTime
        self.__lastTime = currentTime

        # Render
        # Clear the colorbuffer
        glClearColor(0.1, 0.1, 0.1, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)

        glUseProgram(self.__singleColorProgram)

        view = self.camera.viewMatrix
        projection = glm.perspective(self.camera.zoom, float(self.width()) / self.height(), 0.1, 100.0)
        # get their uniform location
        modelLoc = glGetUniformLocation(self.__shaderProgram, 'model')
        glUniformMatrix4fv(glGetUniformLocation(self.__singleColorProgram, 'view'), 1, GL_FALSE, view)
        glUniformMatrix4fv(glGetUniformLocation(self.__singleColorProgram, 'projection'), 1, GL_FALSE, projection)
        glUseProgram(self.__shaderProgram)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderProgram, 'view'), 1, GL_FALSE, view)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderProgram, 'projection'), 1, GL_FALSE, projection)

        # Draw floor as normal, we only care about the containers. The floor should NOT fill the stencil buffer so we set its mask to 0x00
        glStencilMask(0x00)
        # Floor
        glBindVertexArray(self.planeVAO)
        glBindTexture(GL_TEXTURE_2D, self.floorTexture)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderProgram, 'model'), 1, GL_FALSE, np.identity(4, np.float32))
        glDrawArrays(GL_TRIANGLES, 0, 6)
        glBindVertexArray(0)

        # 1st. Render pass, draw objects as normal, filling the stencil buffer
        glStencilFunc(GL_ALWAYS, 1, 0xFF)
        glStencilMask(0xFF)
        # Cubes
        glBindVertexArray(self.cubeVAO)
        glBindTexture(GL_TEXTURE_2D, self.cubeTexture)
        model = glm.translate(np.identity(4, np.float32), -1, 0, -1)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderProgram, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        model = glm.translate(np.identity(4, np.float32), 2, 0, 0)
        glUniformMatrix4fv(glGetUniformLocation(self.__shaderProgram, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        glBindVertexArray(0)

        # 2nd. Render pass, now draw slightly scaled versions of the objects, this time disabling stencil writing.
        # Because stencil buffer is now filled with several 1s. The parts of the buffer that are 1 are now not drawn, thus only drawing
        # the objects' size differences, making it look like borders.
        glStencilFunc(GL_NOTEQUAL, 1, 0xFF)
        glStencilMask(0x00)
        glDisable(GL_DEPTH_TEST)
        glUseProgram(self.__singleColorProgram)
        scale = 1.1
        # Cubes
        glBindVertexArray(self.cubeVAO)
        glBindTexture(GL_TEXTURE_2D, self.cubeTexture)
        model = glm.scale(np.identity(4, np.float32), scale, scale, scale)
        model = glm.translate(model, -1, 0, -1)
        glUniformMatrix4fv(glGetUniformLocation(self.__singleColorProgram, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        model = glm.scale(np.identity(4, np.float32), scale, scale, scale)
        model = glm.translate(model, 2, 0, 0)
        glUniformMatrix4fv(glGetUniformLocation(self.__singleColorProgram, 'model'), 1, GL_FALSE, model)
        glDrawArrays(GL_TRIANGLES, 0, 36)
        glBindVertexArray(0)
        glStencilMask(0xFF)
        glEnable(GL_DEPTH_TEST)