Fiddling around with lighting and a Rendermanager

This commit is contained in:
steffen 2017-12-09 11:27:23 +01:00
parent b5ec100c9c
commit 325da79fac
3 changed files with 37 additions and 5 deletions

View file

@ -12,6 +12,7 @@ from MatrixStuff.Transformations import *
class LightingManager:
def __init__(self):
self.Lights = []
self.StructureSteps = []
self.renderSteps = []
def addLight(self,l):

View file

@ -40,9 +40,35 @@ class Light:
def __init__(self):
self.ModelviewProjectionMatrix = np.identity(4)
self._ModelviewProjectionMatrix = np.identity(4)
self._pos = [0,0,0]
self._lightColor = [1,1,1]
self.FramebufferId = -1
self.DepthBuffer = -1
@property
def lightColor(self):
return self._lightColor
@lightColor.setter
def lightColor(self,value):
self._lightColor = value
@property
def ModelviewProjectionMatrix(self):
return self._ModelviewProjectionMatrix
@ModelviewProjectionMatrix.setter
def ModelviewProjectionMatrix(self, value):
self._ModelviewProjectionMatrix = np.matrix(value)
@property
def pos(self):
return self._pos
@pos.setter
def pos(self,value):
self._pos = value
def prepareForDepthMapping(self):
new = False
if self.FramebufferId == -1:
@ -72,3 +98,4 @@ class Light:
glDrawBuffers(DrawBuffers)
glClearColor(0.0, 0.0, 0.0, 1.0)
glBindFramebuffer(GL_FRAMEBUFFER,0)

10
main.py
View file

@ -374,10 +374,14 @@ def display():
lightpos = glGetUniformLocation(program_id, 'lightpos')
lightcolorid = glGetUniformLocation(program_id, 'lightColor')
glUniformMatrix4fv(lightProjModelViewMatrix,1,GL_FALSE,np.array(newMat))
l.pos = [-cx, -cy, -5]
l.ModelviewProjectionMatrix = newMat
l.lightColor = [1,1,1]
glUniformMatrix4fv(lightProjModelViewMatrix,1,GL_FALSE,np.array(l.ModelviewProjectionMatrix))
glUniform1iv(numLights, 1, 1)
glUniform3fv(lightpos, 1, [-cx,-cy,-5])
glUniform3fv(lightcolorid, 1, [1,1,1])
glUniform3fv(lightpos, 1, l.pos)
glUniform3fv(lightcolorid, 1, l.lightColor)
texID = glGetUniformLocation(program_id, 'ShadowMaps')
glActiveTexture(GL_TEXTURE0)