Initial commit

This commit is contained in:
steffen 2017-08-27 12:51:26 +02:00
commit 3ca078c7e7
17 changed files with 1540 additions and 0 deletions

22
Objects/Cube/Cube.py Normal file
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from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
from Objects.Objects import *
import numpy as np
class Cube(Object):
GeometryShaderId = -1
def __init__(self):
Object.__init__(self)
if(Cube.GeometryShaderId == -1):
self.initializeShader()
def initializeShader(self)->bool:
with open('./Objects/Cube/cube_geometry.glsl', 'r') as f:
geometry_shader_string = f.read()
Cube.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
glShaderSource(Cube.GeometryShaderId, geometry_shader_string)
glCompileShader(Cube.GeometryShaderId)
if glGetShaderiv(Cube.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(Cube.GeometryShaderId))
return False
return True

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#version 410
layout(points) in;
layout(triangle_strip,max_vertices=24) out;
uniform mat4 projModelViewMatrix;
uniform mat3 normalMatrix;
uniform mat3 rotMatrix;
uniform mat4 lightProjModelViewMatrix[7];
uniform int numLights;
uniform float width;
uniform float height;
uniform float near;
uniform float far;
layout(location = 0) in vec3 colorgeo[1];
layout(location = 0) out vec3 colorout;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec3 pos;
layout(location = 3) out vec4 lightviewpos[3];
/*
lightpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightpos[i] = lightpos[i] / lightpos[i].w;
lightpos[i].z = (2.0 * near) / (far + near - lightpos[i].z * (far - near));
lightpos[i] = vec4(lightpos[i].x/2.0 + 0.5,lightpos[i].y/2.0 + 0.5,lightpos[i].z,lightpos[i].w);
*/
void main(){
//hinten
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//vorne
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//oben
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//unten
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//inks
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//rechts*
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
}

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Objects/Cuboid/Cuboid.py Normal file
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from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
from Objects.Objects import *
class Cuboid(Object):
GeometryShaderId = -1
def __init__(self):
Object.__init__(self)
if(Cuboid.GeometryShaderId == -1):
self.initializeShader()
def initializeShader(self)->bool:
with open('./Objects/Cuboid/cuboid_geometry.glsl', 'r') as f:
geometry_shader_string = f.read()
Cuboid.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
glShaderSource(Cuboid.GeometryShaderId, geometry_shader_string)
glCompileShader(Cuboid.GeometryShaderId)
if glGetShaderiv(Cuboid.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(Cuboid.GeometryShaderId))
return False
return True

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#version 410
layout(points) in;
layout(triangle_strip,max_vertices=24) out;
uniform mat4 projModelViewMatrix;
uniform mat3 normalMatrix;
uniform mat3 rotMatrix;
layout(location = 0) in vec3 colorgeo[1];
layout(location = 1) in vec3 size[1];
layout(location = 0) out vec3 colorout;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec3 pos;
void main(){
//hinten
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//vorne
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//oben
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//unten
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//links
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//rechts
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
}

14
Objects/Objects.py Normal file
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@ -0,0 +1,14 @@
import numpy as np
import typing
class Object:
GeometryShaderId = -1
def draw(self)->bool:
return False
def initializeShader(self)->bool:
return True
def __init__(self):
self.pos = np.zeros((3))
self.color = np.zeros((3))
self.programmId = -1
def translate(self,M):
self.pos = self.pos * M

119
Objects/Structure.py Normal file
View file

@ -0,0 +1,119 @@
from wsgiref.validate import check_errors
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
from OpenGL.GL.framebufferobjects import glBindFramebuffer
from OpenGL.GLUT import *
import OpenGL.GLUT.freeglut
from OpenGL.GLU import *
from OpenGL.GL import *
import numpy as np
def check_error(message):
gl_error = glGetError()
if (gl_error != GL_NO_ERROR):
print("Error: " + message)
if (gluErrorString(gl_error)):
print(gluErrorString(gl_error))
else:
print(hex(gl_error))
return True
return False
class Structure:
def __init__(self):
self.Objects = {}
self.vais = {}
self.Matrix = np.identity(4,np.float32)
self.dirty = False
def addShape(self,program,shape):
if not program in self.Objects.keys():
self.Objects[program] = []
self.Objects[program].append(shape)
self.dirty = True
def removeShape(self,program,shape):
if program in self.Objects.keys():
self.Objects[program].remove(shape)
if len(self.Objects[program]) == 0:
self.Objects.pop(program)
self.dirty = True
def buildvertexArrays(self):
if self.dirty:
self.clearVertexArrays()
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
self.vais = {}
for key,objects in self.Objects.items():
tvai = GLuint(-1)
tpbi = -1
tcbi = -1
tsbi = -1
glGenVertexArrays(1, tvai)
glBindVertexArray(tvai)
vid = glGetAttribLocation(key, "in_position")
glEnableVertexAttribArray(vid)
tpbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
positions = []
for o in objects:
positions.append(o.pos[0])
positions.append(o.pos[1])
positions.append(o.pos[2])
glBufferData(GL_ARRAY_BUFFER, np.asarray(positions), GL_STATIC_DRAW)
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create position buffer")
colors = []
for o in objects:
colors.append(o.color[0])
colors.append(o.color[1])
colors.append(o.color[2])
tcbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(colors), GL_STATIC_DRAW)
vc = glGetAttribLocation(key, "MyInColor")
if vc != -1:
glEnableVertexAttribArray(vc)
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create color buffer")
if hasattr(objects[0],'size'):
sizes = []
for o in objects:
sizes.append(o.size[0])
sizes.append(o.size[1])
sizes.append(o.size[2])
tsbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(sizes), GL_STATIC_DRAW)
vs = glGetAttribLocation(key, "MyInSize")
if vs != -1:
glEnableVertexAttribArray(vs)
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create size buffer")
glBindVertexArray(0)
self.vais[key] = (tvai,tpbi,tcbi,tsbi)
self.dirty = False
def clearVertexArrays(self):
for key,(a,p,c,s) in self.vais.items():
if p != -1:
glDisableVertexAttribArray(p)
glDeleteBuffers(1,[p])
if c != -1:
glDisableVertexAttribArray(c)
glDeleteBuffers(1,[c])
if s != -1 and s != GLuint(-1):
glDisableVertexAttribArray(s)
glDeleteBuffers(1,[s])
glDeleteVertexArrays(1, a)
check_error("Could not destroy vertex array")