2020-09-12 12:39:51 +02:00
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from Lights.Lights import Light
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from OpenGL.GL import *
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from MatrixStuff.Transformations import *
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class Spotlight(Light):
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2020-11-08 10:20:23 +01:00
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programId = {}
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depthshaderId = -1
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@classmethod
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def getDepthProgram(cls, vertexshader=-1, geometryshader=-1):
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if ((
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vertexshader, geometryshader) not in cls.programId.keys() and vertexshader != -1 and geometryshader != -1):
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fragment_shader_id = -1
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if cls.depthshaderId == -1:
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with open('./Lights/depthfragment.glsl', 'r') as f:
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fragment_shader_string = f.read()
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fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
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glShaderSource(fragment_shader_id, fragment_shader_string)
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glCompileShader(fragment_shader_id)
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if glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(fragment_shader_id))
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program_id = glCreateProgram()
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glAttachShader(program_id, vertexshader)
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glAttachShader(program_id, geometryshader)
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glAttachShader(program_id, fragment_shader_id)
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glLinkProgram(program_id)
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cls.programId[(vertexshader, geometryshader)] = program_id
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return program_id
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else:
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if (vertexshader, geometryshader) not in cls.programId.keys():
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return -1
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return cls.programId[(vertexshader, geometryshader)]
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def __init__(self, target=[0, 0, 0], opening=45):
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super(Spotlight, self).__init__()
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self.target = target
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self.opening = opening
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@property
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def lightColor(self):
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return self._lightColor
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@lightColor.setter
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def lightColor(self, value):
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self._lightColor = value
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@property
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def ModelviewProjectionMatrix(self):
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return self._ModelviewProjectionMatrix
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@ModelviewProjectionMatrix.setter
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def ModelviewProjectionMatrix(self, value):
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self._ModelviewProjectionMatrix = np.matrix(value)
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@property
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def pos(self):
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return self._pos
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@pos.setter
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def pos(self, value):
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self._pos = value
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def prepareForDepthMapping(self):
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new = False
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if self.FramebufferId == -1:
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self.FramebufferId = glGenFramebuffers(1)
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new = True
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glClearColor(1.0, 1.0, 1.0, 1.0)
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glBindFramebuffer(GL_FRAMEBUFFER, self.FramebufferId)
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glCullFace(GL_FRONT)
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glViewport(0, 0, self.map_size, self.map_size)
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if new:
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if self.DepthBuffer == -1:
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self.DepthBuffer = glGenTextures(1)
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glBindTexture(GL_TEXTURE_2D, self.DepthBuffer)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.map_size, self.map_size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, np.array([0, 0, 0], dtype=np.float32))
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.FramebufferId, 0)
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DrawBuffers = [GL_NONE]
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glDrawBuffers(DrawBuffers)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE):
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return False
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def finishDepthMapping(self):
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glCullFace(GL_BACK)
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DrawBuffers = [GL_COLOR_ATTACHMENT0]
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glDrawBuffers(DrawBuffers)
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glClearColor(0.0, 0.0, 0.0, 1.0)
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glBindFramebuffer(GL_FRAMEBUFFER, 0)
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