fixes most bugs
This commit is contained in:
parent
325da79fac
commit
dede00377e
7 changed files with 321 additions and 262 deletions
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@ -14,8 +14,9 @@ class Light:
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programId = {}
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depthshaderId = -1
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def getDepthProgram(self,vertexshader=-1,geometryshader=-1):
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if ((vertexshader,geometryshader) not in self.programId.keys() and vertexshader != -1 and geometryshader != -1):
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def getDepthProgram(self, vertexshader=-1, geometryshader=-1):
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if ((
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vertexshader, geometryshader) not in self.programId.keys() and vertexshader != -1 and geometryshader != -1):
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if self.depthshaderId == -1:
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with open('./Lights/depthfragment.glsl', 'r') as f:
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fragment_shader_string = f.read()
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@ -33,24 +34,24 @@ class Light:
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self.programId[(vertexshader, geometryshader)] = program_id
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return program_id
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else:
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if (vertexshader,geometryshader) not in self.programId.keys():
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if (vertexshader, geometryshader) not in self.programId.keys():
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return -1
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return self.programId[(vertexshader,geometryshader)]
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return self.programId[(vertexshader, geometryshader)]
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def __init__(self):
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self._ModelviewProjectionMatrix = np.identity(4)
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self._pos = [0,0,0]
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self._lightColor = [1,1,1]
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self._pos = [0, 0, 0]
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self._lightColor = [1, 1, 1]
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self.FramebufferId = -1
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self.DepthBuffer = -1
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self.map_size = 1024
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@property
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def lightColor(self):
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return self._lightColor
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@lightColor.setter
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def lightColor(self,value):
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def lightColor(self, value):
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self._lightColor = value
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@property
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@ -66,7 +67,7 @@ class Light:
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return self._pos
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@pos.setter
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def pos(self,value):
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def pos(self, value):
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self._pos = value
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def prepareForDepthMapping(self):
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@ -74,18 +75,23 @@ class Light:
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if self.FramebufferId == -1:
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self.FramebufferId = glGenFramebuffers(1)
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new = True
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glClearColor(1.0,1.0,1.0,1.0)
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glBindFramebuffer(GL_FRAMEBUFFER,self.FramebufferId)
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#glCullFace(GL_FRONT)
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glViewport(0, 0, 512, 512)
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glClearColor(1.0, 1.0, 1.0, 1.0)
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glBindFramebuffer(GL_FRAMEBUFFER, self.FramebufferId)
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glCullFace(GL_FRONT)
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glViewport(0, 0, self.map_size, self.map_size)
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if new:
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if self.DepthBuffer == -1:
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self.DepthBuffer = glGenTextures(1)
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glBindTexture(GL_TEXTURE_2D, self.DepthBuffer)
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glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT, 512, 512, 0,GL_DEPTH_COMPONENT, GL_FLOAT, None)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.map_size, self.map_size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, self.FramebufferId, 0)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, np.array([0, 0, 0], dtype=np.float32))
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.FramebufferId, 0)
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DrawBuffers = [GL_NONE]
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glDrawBuffers(DrawBuffers)
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@ -97,5 +103,4 @@ class Light:
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DrawBuffers = [GL_COLOR_ATTACHMENT0]
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glDrawBuffers(DrawBuffers)
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glClearColor(0.0, 0.0, 0.0, 1.0)
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glBindFramebuffer(GL_FRAMEBUFFER,0)
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glBindFramebuffer(GL_FRAMEBUFFER, 0)
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@ -2,46 +2,48 @@ import math as math
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import numpy as np
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def lookAt(eyeX,eyeY,eyeZ,cX,cY,cZ,upX,upY,upZ):
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F = np.matrix([cX-eyeX,cY-eyeY,cZ-eyeZ])
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UP = np.matrix([upX,upY,upZ])
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def lookAt(eyeX, eyeY, eyeZ, cX, cY, cZ, upX, upY, upZ):
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F = np.matrix([cX - eyeX, cY - eyeY, cZ - eyeZ])
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UP = np.matrix([upX, upY, upZ])
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f = F / math.sqrt(np.sum(np.square(F)))
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UP = UP / math.sqrt(np.sum(np.square(UP)))
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s = np.cross(f,UP)
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u = np.cross((s/math.sqrt(np.sum(np.square(s)))),f)
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s = np.cross(f, UP)
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u = np.cross((s / math.sqrt(np.sum(np.square(s)))), f)
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mat = np.matrix([
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[s[0,0],s[0,1],s[0,2],0],
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[u[0,0],u[0,1],u[0,2],0],
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[-f[0,0],-f[0,1],-f[0,2],0],
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[0,0,0,1]
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])
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return np.transpose(mat)
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def orthogonalMatrix(r,l,t,b,f,n):
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mat = np.matrix([
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[2/(r-l),0,0,-(r+l)/(r-l)],
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[0,2/(t-b),0,-(t+b)/(t-b)],
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[0,0,-2/(f-n),-(f+n)/(f-n)],
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[0,0,0,1]
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[s[0, 0], s[0, 1], s[0, 2], 0],
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[u[0, 0], u[0, 1], u[0, 2], 0],
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[-f[0, 0], -f[0, 1], -f[0, 2], 0],
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[0, 0, 0, 1]
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])
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return np.transpose(mat)
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def perspectiveMatrix(fovy,aspect,znear,zfar):
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fovy_rads = fovy*math.pi/180
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f = math.cos(fovy_rads/2.0)/math.sin(fovy_rads/2.0)
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a = (zfar+znear)/(znear-zfar)
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def orthogonalMatrix(r, l, t, b, f, n):
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mat = np.matrix([
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[2 / (r - l), 0, 0, -(r + l) / (r - l)],
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[0, 2 / (t - b), 0, -(t + b) / (t - b)],
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[0, 0, -2 / (f - n), -(f + n) / (f - n)],
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[0, 0, 0, 1]
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])
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return np.transpose(mat)
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def perspectiveMatrix(fovy, aspect, znear, zfar):
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fovy_rads = fovy * math.pi / 180
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f = math.cos(fovy_rads / 2.0) / math.sin(fovy_rads / 2.0)
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a = (zfar + znear) / (znear - zfar)
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b = (2 * zfar * znear) / (znear - zfar)
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mat = np.matrix([[f/aspect,0,0,0],
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[0,f,0,0],
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[0,0,a,b],
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[0,0,-1,0]],np.float32)
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mat = np.matrix([[f / aspect, 0, 0, 0],
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[0, f, 0, 0],
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[0, 0, a, b],
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[0, 0, -1, 0]], np.float32)
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return np.transpose(mat)
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def translate(x, y, z):
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mat = np.matrix([[1, 0, 0, x],
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[0, 1, 0, y],
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@ -50,16 +52,20 @@ def translate(x, y, z):
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return np.transpose(mat)
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def rotate(x,y,z,d4 = False):
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def rotate(x, y, z, d4=False):
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if not d4:
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mat = np.matrix([[1, 0, 0], [0, math.cos(x), -math.sin(x)], [0, math.sin(x), math.cos(x)]], np.float32)
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mat = mat * np.matrix([[math.cos(y), 0, -math.sin(y)], [0, 1, 0], [math.sin(y), 0, math.cos(y)]], np.float32)
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mat = mat * np.matrix([[math.cos(z), -math.sin(z), 0], [math.sin(z), math.cos(z), 0], [0, 0, 1]], np.float32)
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else:
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mat = np.matrix([[1, 0, 0, 0], [0, math.cos(x), -math.sin(x), 0], [0, math.sin(x), math.cos(x), 0], [0, 0, 0, 1]], np.float32)
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mat = mat * np.matrix([[math.cos(y), 0, -math.sin(y), 0], [0, 1, 0, 0], [math.sin(y), 0, math.cos(y), 0], [0, 0, 0, 1]], np.float32)
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mat = mat * np.matrix([[math.cos(z), -math.sin(z), 0, 0], [math.sin(z), math.cos(z), 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]], np.float32)
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mat = np.matrix(
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[[1, 0, 0, 0], [0, math.cos(x), -math.sin(x), 0], [0, math.sin(x), math.cos(x), 0], [0, 0, 0, 1]],
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np.float32)
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mat = mat * np.matrix(
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[[math.cos(y), 0, -math.sin(y), 0], [0, 1, 0, 0], [math.sin(y), 0, math.cos(y), 0], [0, 0, 0, 1]],
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np.float32)
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mat = mat * np.matrix(
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[[math.cos(z), -math.sin(z), 0, 0], [math.sin(z), math.cos(z), 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]],
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np.float32)
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return np.transpose(mat)
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@ -4,13 +4,16 @@ 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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if (Cube.GeometryShaderId == -1):
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self.initializeShader()
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def initializeShader(self)->bool:
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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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@ -19,4 +22,4 @@ class Cube(Object):
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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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return True
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@ -1,20 +1,27 @@
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import numpy as np
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import typing
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class Object:
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GeometryShaderId = -1
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def draw(self)->bool:
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def draw(self) -> bool:
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return False
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def initializeShader(self)->bool:
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def initializeShader(self) -> bool:
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return True
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def __init__(self):
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self.pos = np.zeros((3))
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self.color = np.zeros((3,))
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self.programmId = -1
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def translate(self,M):
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self.pos = np.array((np.concatenate((self.pos, [1])) * M)[0,0:3])[0]
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def translate(self, 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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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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return self
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@ -22,20 +22,21 @@ def check_error(message):
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return True
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return False
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class Structure:
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def __init__(self):
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self.Objects = {}
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self.vais = {}
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self.Matrix = np.identity(4,np.float32)
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self.Matrix = np.identity(4, np.float32)
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self.dirty = False
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def addShape(self,program,shape):
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def addShape(self, program, shape):
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if not program in self.Objects.keys():
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self.Objects[program] = []
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self.Objects[program].append(shape)
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self.dirty = True
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def removeShape(self,program,shape):
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def removeShape(self, program, shape):
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if program in self.Objects.keys():
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self.Objects[program].remove(shape)
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if len(self.Objects[program]) == 0:
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@ -51,11 +52,12 @@ class Structure:
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glEnableClientState(GL_COLOR_ARRAY)
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self.vais = {}
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for key,objects in self.Objects.items():
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tvai = GLuint(-1)
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tpbi = -1
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tcbi = -1
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tsbi = -1
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for key, objects in self.Objects.items():
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tvai = GLuint(0)
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tpbi = GLuint(0)
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tcbi = GLuint(0)
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tsbi = GLuint(0)
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glGenVertexArrays(1, tvai)
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glBindVertexArray(tvai)
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@ -69,7 +71,7 @@ class Structure:
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positions.append(o.pos[0])
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positions.append(o.pos[1])
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positions.append(o.pos[2])
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glBufferData(GL_ARRAY_BUFFER, np.asarray(positions), GL_STATIC_DRAW)
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glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create position buffer")
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@ -80,14 +82,14 @@ class Structure:
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colors.append(o.color[2])
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, np.asarray(colors), GL_STATIC_DRAW)
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glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
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vc = glGetAttribLocation(key, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create color buffer")
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if hasattr(objects[0],'size'):
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if hasattr(objects[0], 'size'):
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sizes = []
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for o in objects:
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sizes.append(o.size[0])
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@ -95,7 +97,7 @@ class Structure:
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sizes.append(o.size[2])
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tsbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tsbi)
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glBufferData(GL_ARRAY_BUFFER, np.asarray(sizes), GL_STATIC_DRAW)
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glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
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vs = glGetAttribLocation(key, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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@ -103,26 +105,26 @@ class Structure:
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check_error("Could not create size buffer")
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glBindVertexArray(0)
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self.vais[key] = (tvai,tpbi,tcbi,tsbi)
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self.vais[key] = (tvai, tpbi, tcbi, tsbi)
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self.dirty = False
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def clearVertexArrays(self):
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for key,(a,p,c,s) in self.vais.items():
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for key, (a, p, c, s) in self.vais.items():
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if p != -1:
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glDisableVertexAttribArray(p)
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glDeleteBuffers(1,[p])
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glDeleteBuffers(1, [p])
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if c != -1:
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glDisableVertexAttribArray(c)
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glDeleteBuffers(1,[c])
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glDeleteBuffers(1, [c])
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if s != -1 and s != GLuint(-1):
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glDisableVertexAttribArray(s)
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glDeleteBuffers(1,[s])
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glDeleteBuffers(1, [s])
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glDeleteVertexArrays(1, a)
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check_error("Could not destroy vertex array")
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def render(self,projMatrix,geometryRotMatrix,alternateprograms = None):
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def render(self, projMatrix, geometryRotMatrix, alternateprograms=None):
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for key,tupel in self.vais.items():
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for key, tupel in self.vais.items():
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if alternateprograms == None:
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program_id = key
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else:
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@ -150,20 +152,22 @@ class Structure:
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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 addStructure(self, structure: Structure, M: np.matrix = np.identity(4, np.float),
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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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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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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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return False
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@ -21,13 +21,19 @@ const float specFactor = 1.0;
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const float shininess = 16.0;
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const float screenGamma = 2.2;
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const float pitl = 2*3.14159265359 / 16.0;
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const float circlelength = 700.0;
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const float circlelength = 100000.0;
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|
||||
bool isVisible(int i, vec2 offs, float lambertian)
|
||||
{
|
||||
float bias = 0.005*tan(acos(lambertian));
|
||||
bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
|
||||
return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
|
||||
// float bias = 0.005*tan(acos(lambertian));
|
||||
// bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
|
||||
// return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
|
||||
|
||||
vec2 size = textureSize(ShadowMaps[i], 0);
|
||||
float bias = (1.0 / (10.0 * max(size.x, size.y)))*sin(acos(lambertian));
|
||||
// bias = 0.0001*(1.0 - lambertian);
|
||||
// bias = max(bias, 0.001);
|
||||
return !((texture(ShadowMaps[i],lightviewpos[i].xy + offs).x) < (lightviewpos[i].z - bias));
|
||||
}
|
||||
|
||||
void main()
|
||||
|
@ -36,7 +42,7 @@ void main()
|
|||
|
||||
for(int i = 0; i < numLights; i++){
|
||||
vec3 lightDir = -normalize(lightpos[i] - pos.xyz);
|
||||
float lambertian = max(dot(normalize(normal),lightDir),0.0);
|
||||
float lambertian = dot(normalize(normal),lightDir);
|
||||
float cosTheta = clamp(dot(normalize(normal),-lightDir), 0.0, 1.0);
|
||||
float specular = 0;
|
||||
vec3 viewDir = normalize(-pos.xyz);
|
||||
|
@ -45,29 +51,25 @@ void main()
|
|||
specular = int(lambertian > 0)*pow(specAngle, shininess);
|
||||
//int visible = int(!(texture(ShadowMaps,lightpos[i].xy/2 + vec2(0.5,0.5)).z < (lightpos[i].z)));
|
||||
float visible = 0;
|
||||
for(int j = 0; j < 4; j++){
|
||||
vec2 offs = vec2(cos(j*4*pitl),sin(j*4*pitl)) / circlelength;
|
||||
visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
|
||||
}
|
||||
if(visible == 0.25)
|
||||
visible = 1.0;
|
||||
else
|
||||
visible = 0;
|
||||
for(int j = 0; j < 16; j++){
|
||||
vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / circlelength;
|
||||
visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
|
||||
}
|
||||
colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
|
||||
int count = 0;
|
||||
|
||||
vec2 texelSize = 1.0 / textureSize(ShadowMaps[i], 0);
|
||||
for(int x = -2; x <= 2; x++){
|
||||
for(int y = -2; y <= 2; y++){
|
||||
vec2 offs = vec2(x, y) * texelSize;
|
||||
visible += float(int(isVisible(i, offs, lambertian))) * 1.0/25.0;
|
||||
}
|
||||
}
|
||||
bool condition = visible >= (1.0/5.0);
|
||||
visible = float(condition) * 1.0 + float(!condition) * visible;
|
||||
|
||||
colorLinear += (visible * 0.5 + 0.0) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin) * (200.0/(length(lightpos[i] - pos.xyz) * length(lightpos[i] - pos.xyz)));
|
||||
|
||||
colorLinear /= dot(lightpos[i] - pos.xyz, lightpos[i] - pos.xyz)/200;
|
||||
//colorLinear = vec3(visible * specular);
|
||||
}
|
||||
|
||||
vec3 colorGammaCorrected = colorLinear;//pow(colorLinear, vec3(1.0/screenGamma));
|
||||
|
||||
|
||||
//colorOut = vec4(colorin, 1.0)*max(dot(normal,normalize(vec3(0.0,0.0,10.0)-pos)),0.0);
|
||||
colorOut = vec4(colorGammaCorrected,1.0) * float(gl_FragCoord.y <= 768 && gl_FragCoord.x <= 1024 && gl_FragCoord.x >= 0 && gl_FragCoord.y >= 0);
|
||||
|
||||
colorOut = vec4(colorGammaCorrected,1.0);
|
||||
|
||||
depth = gl_FragCoord.z;
|
||||
}
|
338
main.py
338
main.py
|
@ -1,3 +1,8 @@
|
|||
import random
|
||||
import sys
|
||||
|
||||
print('64' if sys.maxsize > 2 ** 32 else '32')
|
||||
|
||||
from wsgiref.validate import check_errors
|
||||
|
||||
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
|
||||
|
@ -28,23 +33,25 @@ program2_id = 0
|
|||
program3_id = 0
|
||||
start = time.time()
|
||||
frames = 0
|
||||
width = 1024
|
||||
height = 768
|
||||
width = 1920
|
||||
height = 1080
|
||||
opening = 45
|
||||
l = Light()
|
||||
|
||||
|
||||
def main():
|
||||
lm = LightingManager()
|
||||
#lm.addRenderStep(0,0)
|
||||
#lm.addRenderStep(1,1)
|
||||
#lm.removeRenderStep(0,0)
|
||||
# lm.addRenderStep(0,0)
|
||||
# lm.addRenderStep(1,1)
|
||||
# lm.removeRenderStep(0,0)
|
||||
|
||||
glutInit(sys.argv)
|
||||
w = width
|
||||
h = height
|
||||
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
|
||||
glutInitWindowSize(w,h)
|
||||
glutInitWindowSize(w, h)
|
||||
glutCreateWindow(name)
|
||||
#glutEnterGameMode()
|
||||
# glutEnterGameMode()
|
||||
|
||||
print("Vendor:", glGetString(GL_VENDOR))
|
||||
print("Renderer:", glGetString(GL_RENDERER))
|
||||
|
@ -54,16 +61,15 @@ def main():
|
|||
c = Cube()
|
||||
cuboid = Cuboid()
|
||||
|
||||
|
||||
glClearColor(0.,0.,0.,1.)
|
||||
#glShadeModel(GL_SMOOTH)
|
||||
#glDisable(GL_CULL_FACE)
|
||||
glClearColor(0., 0., 0., 1.)
|
||||
# glShadeModel(GL_SMOOTH)
|
||||
# glDisable(GL_CULL_FACE)
|
||||
glEnable(GL_CULL_FACE)
|
||||
glCullFace(GL_BACK)
|
||||
glEnable(GL_TEXTURE_2D)
|
||||
glEnable(GL_DEPTH_TEST)
|
||||
|
||||
#glEnable(GL_LIGHTING)
|
||||
# glEnable(GL_LIGHTING)
|
||||
'''lightZeroPosition = [10.,4.,10.,1.]
|
||||
lightZeroColor = [0.8,1.0,0.8,1.0] #green tinged
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
|
||||
|
@ -78,12 +84,10 @@ def main():
|
|||
'''glMatrixMode(GL_PROJECTION)
|
||||
gluPerspective(40.,1.,1.,40.)
|
||||
glMatrixMode(GL_MODELVIEW)'''
|
||||
#gluLookAt(0,0,10,
|
||||
# gluLookAt(0,0,10,
|
||||
# 0,0,0,
|
||||
# 0,1,0)
|
||||
#glPushMatrix()
|
||||
glViewport(0, 0, w,h)
|
||||
glFrustum(-10,10,-10,10,0.01,100)
|
||||
# glPushMatrix()
|
||||
|
||||
with open('passthroughvertex.glsl', 'r') as f:
|
||||
vertex_shader_string = f.read()
|
||||
|
@ -120,29 +124,38 @@ def main():
|
|||
global program_id, program2_id, program3_id
|
||||
program_id = glCreateProgram()
|
||||
glAttachShader(program_id, vertex_shader_id)
|
||||
glAttachShader(program_id,Cube.GeometryShaderId)
|
||||
#glAttachShader(program_id, Cuboid.GeometryShaderId)
|
||||
glAttachShader(program_id, Cube.GeometryShaderId)
|
||||
# glAttachShader(program_id, Cuboid.GeometryShaderId)
|
||||
glAttachShader(program_id, fragment_shader_id)
|
||||
#glAttachShader(program_id, l.FragmentShaderId)
|
||||
# glAttachShader(program_id, l.FragmentShaderId)
|
||||
glLinkProgram(program_id)
|
||||
|
||||
global struct, cstruct
|
||||
struct = Structure()
|
||||
struct.addShape(program_id,Cube().translate(translate(0, 0, 1)).setColor(1, 1, 0))
|
||||
struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
|
||||
struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
|
||||
struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
|
||||
struct.addShape(program_id, Cube().translate(translate(0, -1, 0)).setColor(0, 1, 0))
|
||||
struct.addShape(program_id, Cube().translate(translate(-1, -1, 0)).setColor(0, 0, 1))
|
||||
struct.addShape(program_id, Cube().translate(translate(-1, 0, 0)).setColor(0, 1, 1))
|
||||
struct.addShape(program_id, Cube().translate(translate(-1, 1, 0)).setColor(1, 1, 1))
|
||||
struct.addShape(program_id, Cube().translate(translate(0, 1, 0)).setColor(0, 0, 1))
|
||||
struct.addShape(program_id, Cube().translate(translate(0, 0, 1)).setColor(1, 1, 0))
|
||||
# struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
|
||||
# struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
|
||||
# struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
|
||||
# struct.addShape(program_id, Cube().translate(translate(0, -1, 0)).setColor(0, 1, 0))
|
||||
# struct.addShape(program_id, Cube().translate(translate(-1, -1, 0)).setColor(0, 0, 1))
|
||||
# struct.addShape(program_id, Cube().translate(translate(-1, 0, 0)).setColor(0, 1, 1))
|
||||
# struct.addShape(program_id, Cube().translate(translate(-1, 1, 0)).setColor(1, 1, 1))
|
||||
# struct.addShape(program_id, Cube().translate(translate(0, 1, 0)).setColor(0, 0, 1))
|
||||
|
||||
for x_pos in range(-10, 10, 1):
|
||||
for y_pos in range(-10, 10):
|
||||
struct.addShape(program_id, Cube().translate(translate(x_pos, y_pos, 0)).setColor(
|
||||
random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
|
||||
|
||||
|
||||
struct.buildvertexArrays()
|
||||
struct.clearVertexArrays()
|
||||
|
||||
# struct.clearVertexArrays()
|
||||
|
||||
cstruct = CompoundStructure()
|
||||
cstruct.addStructure(struct)
|
||||
|
||||
program3_id = l.getDepthProgram(vertex_shader_id,Cube.GeometryShaderId)
|
||||
program3_id = l.getDepthProgram(vertex_shader_id, Cube.GeometryShaderId)
|
||||
|
||||
program2_id = glCreateProgram()
|
||||
glAttachShader(program2_id, passthrough_vertex_shader_id)
|
||||
|
@ -152,16 +165,16 @@ def main():
|
|||
if glGetProgramiv(program_id, GL_LINK_STATUS) != GL_TRUE:
|
||||
raise RuntimeError(glGetProgramInfoLog(program_id))
|
||||
|
||||
global vai, pbi,cbi,vai2,vai3
|
||||
global vai, pbi, cbi, vai2, vai3
|
||||
vai, pbi, cbi = create_vertex_buffers(np.array([0, 0, 1,
|
||||
1,1,0,
|
||||
1, 1, 0,
|
||||
1, 0, 0,
|
||||
1, -1, 0,
|
||||
0, -1, 0,
|
||||
-1, -1, 0,
|
||||
-1, 0, 0,
|
||||
-1, 1, 0,
|
||||
0, 1, 0],dtype=np.float32),
|
||||
0, 1, 0], dtype=np.float32),
|
||||
np.array([1, 1, 0,
|
||||
0, 0, 1,
|
||||
0, 1, 0,
|
||||
|
@ -170,15 +183,15 @@ def main():
|
|||
0, 0, 1,
|
||||
0, 1, 1,
|
||||
1, 1, 1,
|
||||
0, 0, 1],dtype=np.float32), program_id,
|
||||
0, 0, 1], dtype=np.float32), program_id,
|
||||
sizes=np.array(
|
||||
[0.5, 1.5, 1.5,
|
||||
0.5, 1.5, 1.5,
|
||||
0.5, 1.5, 1.5],dtype=np.float32))
|
||||
0.5, 1.5, 1.5], dtype=np.float32))
|
||||
v = []
|
||||
color = []
|
||||
for i in range(-11,12):
|
||||
for j in range(-11,12):
|
||||
for i in range(-11, 12):
|
||||
for j in range(-11, 12):
|
||||
v.append(i)
|
||||
v.append(j)
|
||||
v.append(0)
|
||||
|
@ -186,7 +199,6 @@ def main():
|
|||
color.append(1)
|
||||
color.append(1)
|
||||
|
||||
|
||||
'''vai, pbi, cbi = create_vertex_buffers(np.array(v, dtype=np.float32),
|
||||
np.array(color, dtype=np.float32), program_id,
|
||||
sizes=np.array(
|
||||
|
@ -194,18 +206,18 @@ def main():
|
|||
0.5, 1.5, 1.5,
|
||||
0.5, 1.5, 1.5], dtype=np.float32))'''
|
||||
|
||||
vai2, _, _ = create_vertex_buffers(np.array([0.4,0.4,0,
|
||||
1,0.4,0,
|
||||
0.4,1,0,
|
||||
0.4,1,0,
|
||||
1,0.4,0,
|
||||
1,1,0], dtype=np.float32),
|
||||
np.array([0,0,0,
|
||||
1,0,0,
|
||||
0,1,0,
|
||||
0,1,0,
|
||||
1,0,0,
|
||||
1,1,0],dtype=np.float32),program2_id)
|
||||
vai2, _, _ = create_vertex_buffers(np.array([0.4, 0.4, 0,
|
||||
1, 0.4, 0,
|
||||
0.4, 1, 0,
|
||||
0.4, 1, 0,
|
||||
1, 0.4, 0,
|
||||
1, 1, 0], dtype=np.float32),
|
||||
np.array([0, 0, 0,
|
||||
1, 0, 0,
|
||||
0, 1, 0,
|
||||
0, 1, 0,
|
||||
1, 0, 0,
|
||||
1, 1, 0], dtype=np.float32), program2_id)
|
||||
vai3, _, _ = create_vertex_buffers(np.array([-1, -1, 0,
|
||||
1, -1, 0,
|
||||
-1, 1, 0,
|
||||
|
@ -218,51 +230,54 @@ def main():
|
|||
0, 1, 0,
|
||||
1, 0, 0,
|
||||
1, 1, 0], dtype=np.float32), program2_id)
|
||||
struct.render(projMatrix,rotate(rx, 0, 0))
|
||||
struct.render(projMatrix, rotate(rx, 0, 0))
|
||||
glutMainLoop()
|
||||
return
|
||||
|
||||
|
||||
projMatrix = perspectiveMatrix(45.0, 400 / 400, 0.01, 100.0);
|
||||
|
||||
|
||||
def check_error(message):
|
||||
gl_error = glGetError()
|
||||
if (gl_error != GL_NO_ERROR):
|
||||
if gl_error != GL_NO_ERROR:
|
||||
print("Error: " + message)
|
||||
if (gluErrorString(gl_error)):
|
||||
if gluErrorString(gl_error):
|
||||
print(gluErrorString(gl_error))
|
||||
else:
|
||||
print(hex(gl_error))
|
||||
return True
|
||||
return False
|
||||
|
||||
def create_vertex_buffers(positions,colors,program_id,sizes=np.array([])):
|
||||
|
||||
def create_vertex_buffers(positions, colors, program_id, sizes=np.array([])):
|
||||
glEnableClientState(GL_VERTEX_ARRAY)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
|
||||
glEnableClientState(GL_NORMAL_ARRAY)
|
||||
glEnableClientState(GL_COLOR_ARRAY)
|
||||
|
||||
#global vai, pbi, cbi
|
||||
# global vai, pbi, cbi
|
||||
tvai = GLuint(0)
|
||||
tpbi = GLuint(0)
|
||||
tcbi = GLuint(0)
|
||||
|
||||
#test = glGetString(GL_VERSION)
|
||||
# test = glGetString(GL_VERSION)
|
||||
|
||||
glGenVertexArrays(1,tvai)
|
||||
glGenVertexArrays(1, tvai)
|
||||
glBindVertexArray(tvai)
|
||||
|
||||
vid = glGetAttribLocation(program_id,"in_position")
|
||||
vid = glGetAttribLocation(program_id, "in_position")
|
||||
glEnableVertexAttribArray(vid)
|
||||
|
||||
tpbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER,tpbi)
|
||||
glBufferData(GL_ARRAY_BUFFER,positions,GL_STATIC_DRAW)
|
||||
glVertexAttribPointer(vid,3,GL_FLOAT,GL_FALSE,0,None)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, positions, GL_STATIC_DRAW)
|
||||
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
check_error("Could not create position buffer")
|
||||
|
||||
tcbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER,tcbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, colors,GL_STATIC_DRAW)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, colors, GL_STATIC_DRAW)
|
||||
vc = glGetAttribLocation(program_id, "MyInColor")
|
||||
if vc != -1:
|
||||
glEnableVertexAttribArray(vc)
|
||||
|
@ -271,45 +286,48 @@ def create_vertex_buffers(positions,colors,program_id,sizes=np.array([])):
|
|||
|
||||
if len(sizes) > 0:
|
||||
sbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER,sbi)
|
||||
glBufferData(GL_ARRAY_BUFFER,sizes,GL_STATIC_DRAW)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, sbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, sizes, GL_STATIC_DRAW)
|
||||
vs = glGetAttribLocation(program_id, "MyInSize")
|
||||
if vs != -1:
|
||||
glEnableVertexAttribArray(vs)
|
||||
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0 ,None)
|
||||
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
check_error("Could not create size buffer")
|
||||
|
||||
glBindVertexArray(0)
|
||||
return tvai, tpbi, tcbi
|
||||
|
||||
|
||||
def clear_buffer(buffer_id):
|
||||
glDisableVertexAttribArray(buffer_id)
|
||||
glDeleteBuffers(1,[buffer_id])
|
||||
glDeleteBuffers(1, [buffer_id])
|
||||
|
||||
|
||||
def clear_vertex_array(va_id):
|
||||
glDeleteVertexArrays(1,va_id)
|
||||
glDeleteVertexArrays(1, va_id)
|
||||
check_error("Could not destroy vertex array")
|
||||
|
||||
vai, pbi, cbi = 0,0,0
|
||||
vai2,pbi2,cbi2 = 0,0,0
|
||||
vai3,pbi3,cbi3 = 0,0,0
|
||||
|
||||
vai, pbi, cbi = 0, 0, 0
|
||||
vai2, pbi2, cbi2 = 0, 0, 0
|
||||
vai3, pbi3, cbi3 = 0, 0, 0
|
||||
rx = 0
|
||||
ry = 0
|
||||
|
||||
def render(program_id,projMatrix,vai,x,y,z,alternateprograms = None):
|
||||
|
||||
def render(program_id, projMatrix, vai, x, y, z, alternateprograms=None):
|
||||
global struct, cstruct
|
||||
cstruct.render(translate(x, y, z) * rotate(0,ry,0,True) * projMatrix,rotate(rx, 0, 0),alternateprograms)
|
||||
|
||||
|
||||
'''glUseProgram(program_id)
|
||||
cstruct.render(translate(x, y, z) * rotate(0, ry, 0, True) * projMatrix, rotate(rx, 0, 0), alternateprograms)
|
||||
'''
|
||||
glUseProgram(program_id)
|
||||
check_error("Renderingprogram is not initialized!")
|
||||
|
||||
projection = glGetUniformLocation(program_id, 'projModelViewMatrix')
|
||||
rot = glGetUniformLocation(program_id, 'rotMatrix')
|
||||
|
||||
glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(translate(x, y, z) * rotate(0,ry,0,True) * projMatrix))
|
||||
glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(rotate(rx, 0, 0)))
|
||||
glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(translate(x, y, z) * rotate(rx, 0, 0, True) * projMatrix, dtype=np.float32))
|
||||
glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(rotate(rx, 0, 0), dtype=np.float32))
|
||||
|
||||
|
||||
glBindVertexArray(vai)
|
||||
|
@ -317,7 +335,9 @@ def render(program_id,projMatrix,vai,x,y,z,alternateprograms = None):
|
|||
check_error("Rendering problem")
|
||||
|
||||
glBindVertexArray(0)
|
||||
glUseProgram(0)'''
|
||||
glUseProgram(0)
|
||||
'''
|
||||
|
||||
|
||||
def display():
|
||||
'''if time.time() - start >= 1:
|
||||
|
@ -328,18 +348,27 @@ def display():
|
|||
else:
|
||||
global frames
|
||||
frames += 1'''
|
||||
|
||||
glClearColor(0, 0, 0, 0)
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
global l
|
||||
l.prepareForDepthMapping()
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
#newMat = orthogonalMatrix(10, -10, 10, -10, 10, -10) * lookAt(cx, cy, 5, 0, 0, 0, 0, 1,0) * np.identity(4)
|
||||
#newMat = translate(0, 0, -10) * newMat
|
||||
# newMat = orthogonalMatrix(10, -10, 10, -10, 10, -10) * lookAt(cx, cy, 5, 0, 0, 0, 0, 1,0) * np.identity(4)
|
||||
# newMat = translate(0, 0, -10) * newMat
|
||||
|
||||
global projMatrix
|
||||
projMatrix = perspectiveMatrix(45, float(width) / float(height), 0.01, 100.0)
|
||||
|
||||
newMat = translate(-cx, -cy, -2) * lookAt(cx, cy, 2, 0, 0, 0, 0, 1, 0) * perspectiveMatrix(opening,
|
||||
float(l.map_size) /
|
||||
float(l.map_size),
|
||||
0.01, 100.0)
|
||||
l.pos = [-cx, -cy, -2]
|
||||
l.ModelviewProjectionMatrix = newMat
|
||||
l.lightColor = [1, 1, 1]
|
||||
|
||||
newMat = translate(-cx,-cy,-5)*lookAt(cx,cy,5,0,0,0,0,1,0) * perspectiveMatrix(opening,float(width)/float(height),0.01,100.0)
|
||||
oldMat = rotate(0, -0.5, 0, True) * projMatrix
|
||||
glUseProgram(program3_id)
|
||||
widthid = glGetUniformLocation(program3_id, 'width')
|
||||
heightid = glGetUniformLocation(program3_id, 'height')
|
||||
|
@ -352,10 +381,11 @@ def display():
|
|||
|
||||
altPrId = {}
|
||||
altPrId[program_id] = program3_id
|
||||
render(program3_id, newMat, vai, 0, 0, 0,altPrId)
|
||||
render(program3_id, newMat, vai, 0, 0, 0, altPrId)
|
||||
glFlush()
|
||||
l.finishDepthMapping()
|
||||
resize(width, height)
|
||||
|
||||
glClearColor(1, 0, 0, 0)
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
glUseProgram(program_id)
|
||||
|
@ -365,20 +395,15 @@ def display():
|
|||
farid = glGetUniformLocation(program_id, 'far')
|
||||
glUniform1f(nearid, 0.01)
|
||||
glUniform1f(farid, 100)
|
||||
glUniform1f(widthid,width)
|
||||
glUniform1f(widthid, width)
|
||||
glUniform1f(heightid, height)
|
||||
|
||||
|
||||
lightProjModelViewMatrix = glGetUniformLocation(program_id, 'lightProjModelViewMatrix')
|
||||
numLights = glGetUniformLocation(program_id, 'numLights')
|
||||
lightpos = glGetUniformLocation(program_id, 'lightpos')
|
||||
lightcolorid = glGetUniformLocation(program_id, 'lightColor')
|
||||
|
||||
l.pos = [-cx, -cy, -5]
|
||||
l.ModelviewProjectionMatrix = newMat
|
||||
l.lightColor = [1,1,1]
|
||||
|
||||
glUniformMatrix4fv(lightProjModelViewMatrix,1,GL_FALSE,np.array(l.ModelviewProjectionMatrix))
|
||||
glUniformMatrix4fv(lightProjModelViewMatrix, 1, GL_FALSE, np.array(l.ModelviewProjectionMatrix))
|
||||
glUniform1iv(numLights, 1, 1)
|
||||
glUniform3fv(lightpos, 1, l.pos)
|
||||
glUniform3fv(lightcolorid, 1, l.lightColor)
|
||||
|
@ -386,15 +411,15 @@ def display():
|
|||
texID = glGetUniformLocation(program_id, 'ShadowMaps')
|
||||
glActiveTexture(GL_TEXTURE0)
|
||||
glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
|
||||
glUniform1iv(texID,1, 0)
|
||||
glUniform1iv(texID, 1, 0)
|
||||
|
||||
render(program_id,projMatrix,vai,0,0,-10)
|
||||
|
||||
temp, _, _ = create_vertex_buffers(np.array([cx, cy, 5], dtype=np.float32),
|
||||
np.array([1, 1, 0], dtype=np.float32), program_id)
|
||||
render(program_id, projMatrix, temp, 0, 0, -10)
|
||||
#ry += 0.05
|
||||
glViewport(0, 0, width, height)
|
||||
render(program_id, translate(0, 0, -10) * lookAt(0, 0, 10, 0, 0, 0, 0, 1, 0) * projMatrix, vai, 0, 0, 0)
|
||||
|
||||
# temp, _, _ = create_vertex_buffers(np.array([cx, cy, 5], dtype=np.float32),
|
||||
# np.array([1, 1, 0], dtype=np.float32), program_id)
|
||||
# render(program_id, projMatrix, temp, 0, 0, -10)
|
||||
# ry += 0.05
|
||||
|
||||
glUseProgram(program2_id)
|
||||
check_error("Renderingprogram is not initialized!")
|
||||
|
@ -407,107 +432,114 @@ def display():
|
|||
glBindVertexArray(vai2)
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6)
|
||||
check_error("Rendering problem")
|
||||
|
||||
glBindVertexArray(0)
|
||||
glUseProgram(0)
|
||||
glFlush()
|
||||
|
||||
glFlush()
|
||||
glutSwapBuffers()
|
||||
global rx
|
||||
#rx += 0.025
|
||||
# rx += 0.025
|
||||
global ry
|
||||
glutPostRedisplay()
|
||||
return
|
||||
|
||||
|
||||
cx = 0
|
||||
cy = 0
|
||||
def display2():
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
global l
|
||||
l.prepareForDepthMapping()
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
newMat = orthogonalMatrix(10, -10, 10, -10, 20, 0.01) * lookAt(-cx, -cy, 1, 0, 0, 0, 0, 1, 0) * np.identity(4)
|
||||
newMat = translate(5,0,-10)*lookAt(-5,0,10,0,0,0,0,1,0) * projMatrix
|
||||
oldMat = rotate(0,-0.5,0,True) * projMatrix
|
||||
glUseProgram(program3_id)
|
||||
widthid = glGetUniformLocation(program3_id, 'width')
|
||||
heightid = glGetUniformLocation(program3_id, 'height')
|
||||
nearid = glGetUniformLocation(program3_id, 'near')
|
||||
farid = glGetUniformLocation(program3_id, 'far')
|
||||
glUniform1f(nearid, 0.01)
|
||||
glUniform1f(farid, 100)
|
||||
glUniform1f(widthid, width)
|
||||
glUniform1f(heightid, height)
|
||||
render(program3_id, newMat,vai,0,0,0)
|
||||
glFlush()
|
||||
l.finishDepthMapping()
|
||||
|
||||
glUseProgram(program2_id)
|
||||
check_error("Renderingprogram is not initialized!")
|
||||
# def display2():
|
||||
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
# global l
|
||||
# l.prepareForDepthMapping()
|
||||
# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
#
|
||||
# newMat = orthogonalMatrix(10, -10, 10, -10, 20, 0.01) * lookAt(-cx, -cy, 1, 0, 0, 0, 0, 1, 0) * np.identity(4)
|
||||
# newMat = translate(5, 0, -10) * lookAt(-5, 0, 10, 0, 0, 0, 0, 1, 0) * projMatrix
|
||||
# oldMat = rotate(0, -0.5, 0, True) * projMatrix
|
||||
# glUseProgram(program3_id)
|
||||
# widthid = glGetUniformLocation(program3_id, 'width')
|
||||
# heightid = glGetUniformLocation(program3_id, 'height')
|
||||
# nearid = glGetUniformLocation(program3_id, 'near')
|
||||
# farid = glGetUniformLocation(program3_id, 'far')
|
||||
# glUniform1f(nearid, 0.01)
|
||||
# glUniform1f(farid, 100)
|
||||
# glUniform1f(widthid, width)
|
||||
# glUniform1f(heightid, height)
|
||||
# render(program3_id, newMat, vai, 0, 0, 0)
|
||||
# glFlush()
|
||||
# l.finishDepthMapping()
|
||||
#
|
||||
# glUseProgram(program2_id)
|
||||
# check_error("Renderingprogram is not initialized!")
|
||||
#
|
||||
# texID = glGetUniformLocation(program2_id, "Tex")
|
||||
# glActiveTexture(GL_TEXTURE0)
|
||||
# glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
|
||||
# glUniform1i(texID, 0)
|
||||
#
|
||||
# glBindVertexArray(vai3)
|
||||
# glDrawArrays(GL_TRIANGLES, 0, 6)
|
||||
# check_error("Rendering problem")
|
||||
# glBindVertexArray(0)
|
||||
# glUseProgram(0)
|
||||
# glFlush()
|
||||
# glutSwapBuffers()
|
||||
# glutPostRedisplay()
|
||||
|
||||
texID = glGetUniformLocation(program2_id, "Tex")
|
||||
glActiveTexture(GL_TEXTURE0)
|
||||
glBindTexture(GL_TEXTURE_2D,l.DepthBuffer)
|
||||
glUniform1i(texID,0)
|
||||
|
||||
glBindVertexArray(vai3)
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6)
|
||||
check_error("Rendering problem")
|
||||
glBindVertexArray(0)
|
||||
glUseProgram(0)
|
||||
glFlush()
|
||||
glutSwapBuffers()
|
||||
glutPostRedisplay()
|
||||
|
||||
def resize(w,h):
|
||||
glViewport(0,0,w,h)
|
||||
def resize(w, h):
|
||||
w = max(w, 1)
|
||||
h = max(h, 1)
|
||||
glViewport(0, 0, w, h)
|
||||
global projMatrix
|
||||
projMatrix = perspectiveMatrix(45.0,float(w)/float(h),0.01,100.0)
|
||||
projMatrix = perspectiveMatrix(45.0, float(w) / float(h), 0.01, 100.0)
|
||||
global width, height
|
||||
width = w
|
||||
height = h
|
||||
|
||||
def keyboardHandler(key:int,x:int,y:int):
|
||||
def keyboardHandler(key: int, x: int, y: int):
|
||||
if key == b'\x1b':
|
||||
exit()
|
||||
global rx
|
||||
global cx
|
||||
global cy
|
||||
global opening
|
||||
|
||||
if key == b'+':
|
||||
global rx
|
||||
rx += 0.25
|
||||
if key == b'-':
|
||||
global rx
|
||||
rx -= 0.25
|
||||
|
||||
if key == b'w':
|
||||
global cy
|
||||
cy += 0.25
|
||||
if key == b's':
|
||||
global cy
|
||||
cy -= 0.25
|
||||
|
||||
if key == b'a':
|
||||
global cx
|
||||
cx -= 0.25
|
||||
if key == b'd':
|
||||
global cx
|
||||
cx += 0.25
|
||||
|
||||
if key == b'q':
|
||||
global opening
|
||||
opening -= 0.25
|
||||
if key == b'e':
|
||||
global opening
|
||||
opening += 0.25
|
||||
|
||||
if key == b'r':
|
||||
print(cx,cy, opening)
|
||||
print(cx, cy, opening)
|
||||
glutPostRedisplay()
|
||||
#print(key,x,y)
|
||||
# print(key,x,y)
|
||||
|
||||
def funcKeydHandler(key:int,x:int,y:int):
|
||||
|
||||
def funcKeydHandler(key: int, x: int, y: int):
|
||||
if key == 11:
|
||||
glutFullScreenToggle()
|
||||
#print(key)
|
||||
# print(key)
|
||||
|
||||
if __name__ == '__main__': main()
|
||||
|
||||
if __name__ == '__main__':
|
||||
rx = 0
|
||||
ry = 0
|
||||
main()
|
||||
|
|
Loading…
Reference in a new issue