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();
}