Fiddling around with lighting and a Rendermanager
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8dcc04b7b2
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8d7625a411
5 changed files with 88 additions and 22 deletions
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@ -21,18 +21,40 @@ class LightingManager:
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self.Lights.remove(l)
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self.Lights.remove(l)
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class __Renderstep:
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class __Renderstep:
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def __init__(self,program, vai):
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def render(self, projMatrix, geometryRotMatrix):
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self.program = program
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pass
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self.vai = vai
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class __Structurestep(__Renderstep):
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def __init__(self, alternateprogramdict, structure):
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self.alternateprogramdict = alternateprogramdict
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self.structure = structure
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def __eq__(self, other):
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def __eq__(self, other):
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if type(other) is type(self):
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if type(other) is type(self):
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return self.program == other.program and self.vai == self.vai
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return self.alternateprogramdict == other.alternateprogramdict and self.structure == self.structure
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else:
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else:
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return False
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return False
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def render(self,projMatrix,geometryRotMatrix):
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self.structure.render(projMatrix,geometryRotMatrix,self.alternateprogramdict)
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class __Clearstep(__Renderstep):
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def render(self, projMatrix, geometryRotMatrix):
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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def addRenderStep(self,program,vai):
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class __ActivateDepthmappingStep(__Renderstep):
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r = self.__Renderstep(program,vai)
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def __init__(self,light):
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self.light = light
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def render(self, projMatrix, geometryRotMatrix):
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self.light.prepareForDepthMapping()
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class __DeactivateDepthmappingStep(__Renderstep):
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def __init__(self, light):
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self.light = light
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def render(self, projMatrix, geometryRotMatrix):
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self.light.finishDepthMapping()
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def addRenderStep(self,alternateprogramdict,structure):
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r = self.__Renderstep(alternateprogramdict,structure)
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self.renderSteps.append(r)
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self.renderSteps.append(r)
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def removeRenderStep(self,program,vai):
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def removeRenderStep(self,alternateprogramdict,structure):
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r = self.__Renderstep(program, vai)
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r = self.__Renderstep(alternateprogramdict,structure)
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self.renderSteps.remove(r)
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self.renderSteps.remove(r)
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@ -8,7 +8,13 @@ class Object:
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return True
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return True
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def __init__(self):
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def __init__(self):
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self.pos = np.zeros((3))
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self.pos = np.zeros((3))
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self.color = np.zeros((3))
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self.color = np.zeros((3,))
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self.programmId = -1
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self.programmId = -1
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def translate(self,M):
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def translate(self,M):
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self.pos = self.pos * M
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self.pos = np.array((np.concatenate((self.pos, [1])) * M)[0,0:3])[0]
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return self
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def setColor(self,R,G,B):
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self.color[0] = R
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self.color[1] = G
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self.color[2] = B
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return self
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@ -8,6 +8,8 @@ from OpenGL.GLU import *
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from OpenGL.GL import *
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from OpenGL.GL import *
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import numpy as np
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import numpy as np
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from OpenGL.extensions import alternate
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def check_error(message):
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def check_error(message):
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gl_error = glGetError()
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gl_error = glGetError()
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@ -141,3 +143,27 @@ class Structure:
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glBindVertexArray(0)
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glBindVertexArray(0)
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glUseProgram(0)
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glUseProgram(0)
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def __eq__(self, other):
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if type(other) is type(self):
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return self.vais == other.vais and self.Objects == other.Objects
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else:
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return False
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class CompoundStructure:
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def __init__(self):
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self.Structures = []
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def addStructure(self, structure : Structure, M : np.matrix = np.identity(4, np.float), R : np.matrix = np.identity(3, np.float)):
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self.Structures.append((structure,M,R))
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def render(self,projMatrix,geometryRotMatrix,alternateprograms = None):
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for (structure, M, R) in self.Structures:
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structure.buildvertexArrays()
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structure.render(M*projMatrix, R*geometryRotMatrix, alternateprograms)
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def __eq__(self, other):
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if type(other) is type(self):
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return self.Structures == other.Structures
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else:
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return False
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@ -21,6 +21,7 @@ const float specFactor = 1.0;
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const float shininess = 16.0;
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const float shininess = 16.0;
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const float screenGamma = 2.2;
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const float screenGamma = 2.2;
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const float pitl = 2*3.14159265359 / 16.0;
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const float pitl = 2*3.14159265359 / 16.0;
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const float circlelength = 700.0;
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void main()
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void main()
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{
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{
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@ -37,7 +38,7 @@ void main()
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//int visible = int(!(texture(ShadowMaps,lightpos[i].xy/2 + vec2(0.5,0.5)).z < (lightpos[i].z)));
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//int visible = int(!(texture(ShadowMaps,lightpos[i].xy/2 + vec2(0.5,0.5)).z < (lightpos[i].z)));
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float visible = 0;
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float visible = 0;
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for(int j = 0; j < 4; j++){
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for(int j = 0; j < 4; j++){
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vec2 offs = vec2(cos(j*4*pitl),sin(j*4*pitl)) / 700;
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vec2 offs = vec2(cos(j*4*pitl),sin(j*4*pitl)) / circlelength;
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visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
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visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
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}
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}
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if(visible == 0.25)
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if(visible == 0.25)
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@ -45,7 +46,7 @@ void main()
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else
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else
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visible = 0;
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visible = 0;
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for(int j = 0; j < 16; j++){
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for(int j = 0; j < 16; j++){
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vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / 700;
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vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / circlelength;
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visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
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visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
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}
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}
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colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
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colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
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29
main.py
29
main.py
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@ -22,6 +22,7 @@ import time
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name = b'ball_glut'
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name = b'ball_glut'
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struct = None
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struct = None
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cstruct = None
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program_id = 0
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program_id = 0
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program2_id = 0
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program2_id = 0
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program3_id = 0
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program3_id = 0
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@ -33,9 +34,9 @@ opening = 45
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l = Light()
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l = Light()
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def main():
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def main():
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lm = LightingManager()
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lm = LightingManager()
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lm.addRenderStep(0,0)
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#lm.addRenderStep(0,0)
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lm.addRenderStep(1,1)
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#lm.addRenderStep(1,1)
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lm.removeRenderStep(0,0)
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#lm.removeRenderStep(0,0)
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glutInit(sys.argv)
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glutInit(sys.argv)
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w = width
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w = width
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@ -125,11 +126,21 @@ def main():
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#glAttachShader(program_id, l.FragmentShaderId)
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#glAttachShader(program_id, l.FragmentShaderId)
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glLinkProgram(program_id)
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glLinkProgram(program_id)
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global struct
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global struct, cstruct
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struct = Structure()
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struct = Structure()
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struct.addShape(program_id,c)
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struct.addShape(program_id,Cube().translate(translate(0, 0, 1)).setColor(1, 1, 0))
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struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
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struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
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struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
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struct.addShape(program_id, Cube().translate(translate(0, -1, 0)).setColor(0, 1, 0))
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struct.addShape(program_id, Cube().translate(translate(-1, -1, 0)).setColor(0, 0, 1))
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struct.addShape(program_id, Cube().translate(translate(-1, 0, 0)).setColor(0, 1, 1))
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struct.addShape(program_id, Cube().translate(translate(-1, 1, 0)).setColor(1, 1, 1))
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struct.addShape(program_id, Cube().translate(translate(0, 1, 0)).setColor(0, 0, 1))
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struct.buildvertexArrays()
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struct.buildvertexArrays()
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struct.clearVertexArrays()
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struct.clearVertexArrays()
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cstruct = CompoundStructure()
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cstruct.addStructure(struct)
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program3_id = l.getDepthProgram(vertex_shader_id,Cube.GeometryShaderId)
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program3_id = l.getDepthProgram(vertex_shader_id,Cube.GeometryShaderId)
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@ -287,8 +298,8 @@ ry = 0
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def render(program_id,projMatrix,vai,x,y,z,alternateprograms = None):
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def render(program_id,projMatrix,vai,x,y,z,alternateprograms = None):
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global struct
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global struct, cstruct
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struct.render(translate(x, y, z) * rotate(0,ry,0,True) * projMatrix,rotate(rx, 0, 0),alternateprograms)
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cstruct.render(translate(x, y, z) * rotate(0,ry,0,True) * projMatrix,rotate(rx, 0, 0),alternateprograms)
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'''glUseProgram(program_id)
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'''glUseProgram(program_id)
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@ -366,12 +377,12 @@ def display():
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glUniformMatrix4fv(lightProjModelViewMatrix,1,GL_FALSE,np.array(newMat))
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glUniformMatrix4fv(lightProjModelViewMatrix,1,GL_FALSE,np.array(newMat))
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glUniform1iv(numLights, 1, 1)
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glUniform1iv(numLights, 1, 1)
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glUniform3fv(lightpos, 1, [-cx,-cy,-5])
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glUniform3fv(lightpos, 1, [-cx,-cy,-5])
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glUniform3fv(lightcolorid, 1, [4,1,1])
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glUniform3fv(lightcolorid, 1, [1,1,1])
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texID = glGetUniformLocation(program_id, 'ShadowMaps')
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texID = glGetUniformLocation(program_id, 'ShadowMaps')
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glActiveTexture(GL_TEXTURE0)
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
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glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
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glUniform1i(texID, 0)
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glUniform1iv(texID,1, 0)
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render(program_id,projMatrix,vai,0,0,-10)
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render(program_id,projMatrix,vai,0,0,-10)
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