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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@ -15,7 +15,8 @@ class Light:
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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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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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@ -37,18 +38,18 @@ class Light:
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return -1
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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.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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self._lightColor = value
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@ -76,15 +77,20 @@ class Light:
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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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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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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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@ -98,4 +104,3 @@ class Light:
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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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@ -18,6 +18,7 @@ def lookAt(eyeX,eyeY,eyeZ,cX,cY,cZ,upX,upY,upZ):
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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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@ -42,6 +43,7 @@ def perspectiveMatrix(fovy,aspect,znear,zfar):
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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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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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@ -4,12 +4,15 @@ 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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@ -1,18 +1,25 @@
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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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return False
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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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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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@ -22,6 +22,7 @@ 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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@ -52,10 +53,11 @@ class Structure:
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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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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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@ -80,7 +82,7 @@ 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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@ -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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@ -150,11 +152,13 @@ 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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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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@ -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)
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{
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float bias = 0.005*tan(acos(lambertian));
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bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
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return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
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// float bias = 0.005*tan(acos(lambertian));
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// bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
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// return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
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vec2 size = textureSize(ShadowMaps[i], 0);
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float bias = (1.0 / (10.0 * max(size.x, size.y)))*sin(acos(lambertian));
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// bias = 0.0001*(1.0 - lambertian);
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// bias = max(bias, 0.001);
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return !((texture(ShadowMaps[i],lightviewpos[i].xy + offs).x) < (lightviewpos[i].z - bias));
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}
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void main()
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@ -36,7 +42,7 @@ void main()
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for(int i = 0; i < numLights; i++){
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vec3 lightDir = -normalize(lightpos[i] - pos.xyz);
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float lambertian = max(dot(normalize(normal),lightDir),0.0);
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float lambertian = dot(normalize(normal),lightDir);
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float cosTheta = clamp(dot(normalize(normal),-lightDir), 0.0, 1.0);
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float specular = 0;
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vec3 viewDir = normalize(-pos.xyz);
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@ -45,29 +51,25 @@ void main()
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specular = int(lambertian > 0)*pow(specAngle, shininess);
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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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for(int j = 0; j < 4; j++){
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vec2 offs = vec2(cos(j*4*pitl),sin(j*4*pitl)) / circlelength;
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visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
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}
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if(visible == 0.25)
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visible = 1.0;
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else
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visible = 0;
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for(int j = 0; j < 16; j++){
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vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / circlelength;
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visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
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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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int count = 0;
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vec2 texelSize = 1.0 / textureSize(ShadowMaps[i], 0);
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for(int x = -2; x <= 2; x++){
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for(int y = -2; y <= 2; y++){
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vec2 offs = vec2(x, y) * texelSize;
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visible += float(int(isVisible(i, offs, lambertian))) * 1.0/25.0;
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}
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}
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bool condition = visible >= (1.0/5.0);
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visible = float(condition) * 1.0 + float(!condition) * visible;
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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)));
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colorLinear /= dot(lightpos[i] - pos.xyz, lightpos[i] - pos.xyz)/200;
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//colorLinear = vec3(visible * specular);
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}
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vec3 colorGammaCorrected = colorLinear;//pow(colorLinear, vec3(1.0/screenGamma));
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//colorOut = vec4(colorin, 1.0)*max(dot(normal,normalize(vec3(0.0,0.0,10.0)-pos)),0.0);
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colorOut = vec4(colorGammaCorrected,1.0) * float(gl_FragCoord.y <= 768 && gl_FragCoord.x <= 1024 && gl_FragCoord.x >= 0 && gl_FragCoord.y >= 0);
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colorOut = vec4(colorGammaCorrected,1.0);
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depth = gl_FragCoord.z;
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}
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198
main.py
198
main.py
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@ -1,3 +1,8 @@
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import random
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import sys
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print('64' if sys.maxsize > 2 ** 32 else '32')
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from wsgiref.validate import check_errors
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from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
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@ -28,10 +33,12 @@ program2_id = 0
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program3_id = 0
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start = time.time()
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frames = 0
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width = 1024
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height = 768
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width = 1920
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height = 1080
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opening = 45
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l = Light()
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def main():
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lm = LightingManager()
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# lm.addRenderStep(0,0)
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@ -54,7 +61,6 @@ def main():
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c = Cube()
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cuboid = Cuboid()
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glClearColor(0., 0., 0., 1.)
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# glShadeModel(GL_SMOOTH)
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# glDisable(GL_CULL_FACE)
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@ -82,8 +88,6 @@ def main():
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# 0,0,0,
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# 0,1,0)
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# glPushMatrix()
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glViewport(0, 0, w,h)
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glFrustum(-10,10,-10,10,0.01,100)
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with open('passthroughvertex.glsl', 'r') as f:
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vertex_shader_string = f.read()
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@ -129,16 +133,25 @@ def main():
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global struct, cstruct
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struct = Structure()
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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.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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for x_pos in range(-10, 10, 1):
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for y_pos in range(-10, 10):
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struct.addShape(program_id, Cube().translate(translate(x_pos, y_pos, 0)).setColor(
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random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
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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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@ -186,7 +199,6 @@ def main():
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color.append(1)
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color.append(1)
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'''vai, pbi, cbi = create_vertex_buffers(np.array(v, dtype=np.float32),
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np.array(color, dtype=np.float32), program_id,
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sizes=np.array(
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@ -222,19 +234,22 @@ def main():
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glutMainLoop()
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return
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|
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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([])):
|
||||
glEnableClientState(GL_VERTEX_ARRAY)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
|
||||
|
@ -282,34 +297,37 @@ def create_vertex_buffers(positions,colors,program_id,sizes=np.array([])):
|
|||
glBindVertexArray(0)
|
||||
return tvai, tpbi, tcbi
|
||||
|
||||
|
||||
def clear_buffer(buffer_id):
|
||||
glDisableVertexAttribArray(buffer_id)
|
||||
glDeleteBuffers(1, [buffer_id])
|
||||
|
||||
|
||||
def clear_vertex_array(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
|
||||
rx = 0
|
||||
ry = 0
|
||||
|
||||
|
||||
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)
|
||||
'''
|
||||
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:
|
||||
|
@ -328,7 +348,7 @@ def display():
|
|||
else:
|
||||
global frames
|
||||
frames += 1'''
|
||||
|
||||
glClearColor(0, 0, 0, 0)
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
global l
|
||||
|
@ -338,8 +358,17 @@ def display():
|
|||
# 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 = 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
|
||||
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]
|
||||
|
||||
glUseProgram(program3_id)
|
||||
widthid = glGetUniformLocation(program3_id, 'width')
|
||||
heightid = glGetUniformLocation(program3_id, 'height')
|
||||
|
@ -355,7 +384,8 @@ def display():
|
|||
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)
|
||||
|
@ -368,16 +398,11 @@ def display():
|
|||
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))
|
||||
glUniform1iv(numLights, 1, 1)
|
||||
glUniform3fv(lightpos, 1, l.pos)
|
||||
|
@ -388,14 +413,14 @@ def display():
|
|||
glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
|
||||
glUniform1iv(texID, 1, 0)
|
||||
|
||||
render(program_id,projMatrix,vai,0,0,-10)
|
||||
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)
|
||||
# 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!")
|
||||
|
||||
|
@ -407,11 +432,11 @@ 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
|
||||
|
@ -419,48 +444,54 @@ def display():
|
|||
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):
|
||||
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)
|
||||
|
@ -471,33 +502,29 @@ def resize(w,h):
|
|||
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':
|
||||
|
@ -505,9 +532,14 @@ def keyboardHandler(key:int,x:int,y:int):
|
|||
glutPostRedisplay()
|
||||
# print(key,x,y)
|
||||
|
||||
|
||||
def funcKeydHandler(key: int, x: int, y: int):
|
||||
if key == 11:
|
||||
glutFullScreenToggle()
|
||||
# print(key)
|
||||
|
||||
if __name__ == '__main__': main()
|
||||
|
||||
if __name__ == '__main__':
|
||||
rx = 0
|
||||
ry = 0
|
||||
main()
|
||||
|
|
Loading…
Reference in a new issue