geometry shader for cuboid

This commit is contained in:
zomseffen 2020-07-25 15:03:05 +02:00
parent 2096b24e74
commit e9d573172d
5 changed files with 244 additions and 72 deletions

View file

@ -6,20 +6,19 @@ import numpy as np
class Cube(Object):
GeometryShaderId = -1
def __init__(self):
Object.__init__(self)
super(Cube, self).__init__()
if (Cube.GeometryShaderId == -1):
self.initializeShader()
def initializeShader(self) -> bool:
@classmethod
def initializeShader(cls) -> bool:
with open('./Objects/Cube/cube_geometry.glsl', 'r') as f:
geometry_shader_string = f.read()
Cube.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
cls.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
glShaderSource(Cube.GeometryShaderId, geometry_shader_string)
glCompileShader(Cube.GeometryShaderId)
if glGetShaderiv(Cube.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(Cube.GeometryShaderId))
return False
return True
return True

View file

@ -3,20 +3,21 @@ from OpenGL.GLU import *
from OpenGL.GL import *
from Objects.Objects import *
class Cuboid(Object):
GeometryShaderId = -1
class Cuboid(SizedObject):
def __init__(self):
Object.__init__(self)
if(Cuboid.GeometryShaderId == -1):
super(Cuboid, self).__init__()
if Cuboid.GeometryShaderId == -1:
self.initializeShader()
def initializeShader(self)->bool:
@classmethod
def initializeShader(cls)->bool:
with open('./Objects/Cuboid/cuboid_geometry.glsl', 'r') as f:
geometry_shader_string = f.read()
Cuboid.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
cls.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
glShaderSource(Cuboid.GeometryShaderId, geometry_shader_string)
glCompileShader(Cuboid.GeometryShaderId)
if glGetShaderiv(Cuboid.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(Cuboid.GeometryShaderId))
return False
return True
return True

View file

@ -4,198 +4,349 @@ layout(points) in;
layout(triangle_strip,max_vertices=24) out;
uniform mat4 projModelViewMatrix;
uniform mat3 normalMatrix;
uniform mat3 rotMatrix;
uniform mat4 lightProjModelViewMatrix[7];
uniform int numLights;
uniform float width;
uniform float height;
uniform float near;
uniform float far;
layout(location = 0) in vec3 colorgeo[1];
layout(location = 1) in vec3 size[1];
layout(location = 0) out vec3 colorout;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec3 pos;
layout(location = 3) out vec4 lightviewpos[3];
void main(){
//hinten
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//vorne
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//oben
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//unten
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//links
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//rechts
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();

View file

@ -8,11 +8,12 @@ class Object:
def draw(self) -> bool:
return False
def initializeShader(self) -> bool:
@classmethod
def initializeShader(cls) -> bool:
return True
def __init__(self):
self.pos = np.zeros((3))
self.pos = np.zeros(3)
self.color = np.zeros((3,))
self.programmId = -1
@ -25,3 +26,15 @@ class Object:
self.color[1] = G
self.color[2] = B
return self
class SizedObject(Object):
def __init__(self):
super(SizedObject, self).__init__()
self.size = np.array((0.5, 0.5, 0.5))
def setSize(self, X, Y, Z):
self.size[0] = X
self.size[1] = Y
self.size[2] = Z
return self