/
executable.py
248 lines (197 loc) · 7.58 KB
/
executable.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
import glfw
import glm
import math
import json
from OpenGL.GL import (glEnable, GL_DEPTH_TEST, GL_CULL_FACE,
glGetError, glClearColor, glClear, GL_COLOR_BUFFER_BIT,
GL_DEPTH_BUFFER_BIT, glViewport, glActiveTexture, GL_TEXTURE1,
glBindTexture, GL_TEXTURE_CUBE_MAP, GL_VERTEX_SHADER, GL_FRAGMENT_SHADER,
GL_GEOMETRY_SHADER, GL_TRUE)
from engine.base.program import Program
from engine.base.shader import Shader
from engine.base.camera import Camera
from engine.renderable.model import Model
from engine.renderable.shadow import Shadow
# получения информации о конфигурации
#
with open('config.json') as file:
config = json.load(file)
# ширина и высота окна
#
width, height = config['window_width'], config['window_height']
light_movement = config['light_movement']
# глобальные данные для камеры и ее перемещения
#
cam = Camera()
lastX, lastY = width / 2, height / 2
first_mouse = True
left, right, forward, backward = False, False, False, False
def main():
if not glfw.init():
print('Failed to initialize GLFW.')
return
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
glfw.window_hint(glfw.SAMPLES, config['sampling_level'])
if config['fullscreen']:
global width, height
mode = glfw.get_video_mode(glfw.get_primary_monitor())
width, height = mode.size.width, mode.size.height
window = glfw.create_window(
mode.size.width, mode.size.height, config['app_name'], glfw.get_primary_monitor(), None)
else:
window = glfw.create_window(
width, height, config['app_name'], None, None)
if not window:
print('Failed to create GLFW Window.')
glfw.terminate()
return
# подключаем наши функции для эвентов
#
glfw.make_context_current(window)
glfw.set_framebuffer_size_callback(window, ResizeCallback)
glfw.set_cursor_pos_callback(window, MouseLookCallback)
glfw.set_key_callback(window, KeyInputCallback)
glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
# подключаем фрагментный и вершинный шейдеры
#
program = Program()
program.attachShader(Shader('resources/shaders/vert.vs', GL_VERTEX_SHADER))
program.attachShader(
Shader('resources/shaders/frag.fs', GL_FRAGMENT_SHADER))
program.link()
# подключаем шейдер для создания карты теней
#
depthProgram = Program()
depthProgram.attachShader(
Shader('resources/shaders/depth.vs', GL_VERTEX_SHADER))
depthProgram.attachShader(
Shader('resources/shaders/depth.fs', GL_FRAGMENT_SHADER))
depthProgram.attachShader(
Shader('resources/shaders/depth.gs', GL_GEOMETRY_SHADER))
depthProgram.link()
# создаем depthBuffer и frameBuffer
#
shadow = Shadow(config['near_plane_depth'], config['far_plane_depth'])
shadow.create(config['shadow_width'], config['shadow_height'])
program.use()
program.setInt("diffuseTexture", 0)
program.setInt("depthMap", 1)
# позиция источника света
#
lightPos = glm.vec3(0.0, 2.35, 0.0)
# загрузка всех объектов сцены
#
room = Model('resources/models/dinning_room.json')
# цикл обработки
#
while not glfw.window_should_close(window):
if config['debug_mode']:
print(glGetError())
# обработка нажатий клавиатуры для камеры
#
DoMovement()
# движение источника света
#
if light_movement:
lightPos.z = math.sin(glfw.get_time() * 0.5) * 3.0
glClearColor(0.1, 0.1, 0.1, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# обработка с помощью depthProgram - карта теней
#
shadow.castShadow(depthProgram, lightPos)
room.draw(depthProgram)
shadow.endCastShadow(program)
glViewport(0, 0, width, height)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# обработка с помощью program - на основе полученной карты теней
#
program.use()
view = cam.get_view_matrix()
viewPos = glm.vec3(cam.camera_pos[0],
cam.camera_pos[1], cam.camera_pos[2])
perspective = glm.perspective(
45, width / height, config['near_plane'], config['far_plane'])
program.setMat4('projection', perspective)
program.setMat4('view', view)
program.setVec3('lightPos', lightPos)
program.setVec3('viewPos', viewPos)
program.setInt('shadows', True)
program.setFloat("far_plane", config["far_plane_depth"])
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_CUBE_MAP, shadow.depthbuffer.texture)
room.draw(program)
glfw.swap_buffers(window)
glfw.poll_events()
glfw.terminate()
def ResizeCallback(window, w, h):
"""
Функция отслеживания изменения размеров окна приложения
"""
global width, height
width, height = w, h
_perspective = glm.perspective(
45,
width / height,
config['near_plane'],
config['far_plane']
)
def KeyInputCallback(window, key, scancode, action, mods):
"""
Функция отслеживания нажатий клавиш клавиатуры
"""
global left, right, forward, backward
global light_movement
# закрытие окна по нажатию на Esc
if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
glfw.set_window_should_close(window, glfw.TRUE)
if key == glfw.KEY_SPACE and action == glfw.PRESS:
light_movement = not light_movement
if key == glfw.KEY_W and action == glfw.PRESS:
forward = True
elif key == glfw.KEY_W and action == glfw.RELEASE:
forward = False
if key == glfw.KEY_S and action == glfw.PRESS:
backward = True
elif key == glfw.KEY_S and action == glfw.RELEASE:
backward = False
if key == glfw.KEY_A and action == glfw.PRESS:
left = True
elif key == glfw.KEY_A and action == glfw.RELEASE:
left = False
if key == glfw.KEY_D and action == glfw.PRESS:
right = True
elif key == glfw.KEY_D and action == glfw.RELEASE:
right = False
def DoMovement():
"""
Функция отслеживания передвижение камеры на WASD
"""
if left:
cam.process_keyboard("LEFT", 0.05)
if right:
cam.process_keyboard("RIGHT", 0.05)
if forward:
cam.process_keyboard("FORWARD", 0.05)
if backward:
cam.process_keyboard("BACKWARD", 0.05)
def MouseLookCallback(window, xpos, ypos):
"""
Функция отслеживания курсора мыши
"""
global first_mouse, lastX, lastY
if first_mouse:
lastX = xpos
lastY = ypos
first_mouse = False
xoffset = xpos - lastX
yoffset = lastY - ypos
lastX = xpos
lastY = ypos
cam.process_mouse_movement(xoffset, yoffset)
if __name__ == '__main__':
main()