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Objects/Cube
22
Objects/Cube/Cube.py
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Objects/Cube/Cube.py
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from OpenGL.GLUT import *
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from OpenGL.GLU import *
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from OpenGL.GL import *
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from Objects.Objects import *
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import numpy as np
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class Cube(Object):
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GeometryShaderId = -1
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def __init__(self):
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Object.__init__(self)
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if(Cube.GeometryShaderId == -1):
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self.initializeShader()
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def initializeShader(self)->bool:
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with open('./Objects/Cube/cube_geometry.glsl', 'r') as f:
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geometry_shader_string = f.read()
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Cube.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
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glShaderSource(Cube.GeometryShaderId, geometry_shader_string)
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glCompileShader(Cube.GeometryShaderId)
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if glGetShaderiv(Cube.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(Cube.GeometryShaderId))
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return False
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return True
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363
Objects/Cube/cube_geometry.glsl
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Objects/Cube/cube_geometry.glsl
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#version 410
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layout(points) in;
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layout(triangle_strip,max_vertices=24) out;
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uniform mat4 projModelViewMatrix;
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uniform mat3 normalMatrix;
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uniform mat3 rotMatrix;
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uniform mat4 lightProjModelViewMatrix[7];
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uniform int numLights;
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uniform float width;
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uniform float height;
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uniform float near;
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uniform float far;
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layout(location = 0) in vec3 colorgeo[1];
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layout(location = 0) out vec3 colorout;
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layout(location = 1) out vec3 normal;
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layout(location = 2) out vec3 pos;
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layout(location = 3) out vec4 lightviewpos[3];
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/*
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lightpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightpos[i] = lightpos[i] / lightpos[i].w;
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lightpos[i].z = (2.0 * near) / (far + near - lightpos[i].z * (far - near));
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lightpos[i] = vec4(lightpos[i].x/2.0 + 0.5,lightpos[i].y/2.0 + 0.5,lightpos[i].z,lightpos[i].w);
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*/
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void main(){
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//hinten
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,-1));
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pos = gl_Position.xyz;
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EmitVertex();
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EndPrimitive();
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//vorne
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,0,1));
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pos = gl_Position.xyz;
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EmitVertex();
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EndPrimitive();
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//oben
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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EndPrimitive();
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//unten
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,-1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,-1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,-1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(0,-1,0));
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pos = gl_Position.xyz;
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EmitVertex();
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EndPrimitive();
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//inks
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(-1,0,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
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}
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gl_Position = projModelViewMatrix * gl_Position;
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colorout = colorgeo[0];
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normal = normalize(rotMatrix * vec3(-1,0,0));
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pos = gl_Position.xyz;
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
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for(int i = 0;i < numLights; i++){
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lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
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lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
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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);
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lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
|
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}
|
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gl_Position = projModelViewMatrix * gl_Position;
|
||||
colorout = colorgeo[0];
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||||
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();
|
||||
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue