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tex_wireframe_lighting.py
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237 lines (192 loc) · 6.93 KB
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from OpenGL.GL import * # lgtm [py/polluting-import]
from PIL import Image
from ctypes import c_float, c_ubyte, c_void_p
import glm
import pygame
def convert(type, list):
return (type * len(list))(*list)
def loadTexture(path):
img = Image.open(path)
img_data = img.tobytes()
print(len(img_data), img.size)
width, height = img.size
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, img_data)
glEnable(GL_TEXTURE_2D)
return texture
class Quat:
def __init__(self, angle, axis):
self.angle = angle
self.axis = axis
def angleaxis(self):
return self.angle, self.axis
class Transform:
def __init__(self, position, rotation, scale):
self.position = position
self.rotation = rotation
self.scale = scale
def matrix(self):
scaled = glm.scale(glm.mat4(1), self.scale)
rotated = scaled * glm.mat4_cast(glm.angleAxis(*self.rotation.angleaxis()))
position = glm.translate(rotated, self.position)
return position
class Shader:
def __init__(self, vertex, frag):
self.vertexShader = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(self.vertexShader, vertex, 1, None)
glCompileShader(self.vertexShader)
self.fragShader = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(self.fragShader, frag, 1, None)
glCompileShader(self.fragShader)
self.program = glCreateProgram()
glAttachShader(self.program, self.vertexShader)
glAttachShader(self.program, self.fragShader)
glLinkProgram(self.program)
success = glGetProgramiv(self.program, GL_LINK_STATUS)
if not success:
log = glGetProgramInfoLog(self.program)
print(log)
glDeleteShader(self.vertexShader)
glDeleteShader(self.fragShader)
def setVec3(self, var, val):
location = glGetUniformLocation(self.program, var)
glUniform3f(location, *val)
def setMat4(self, var, val):
location = glGetUniformLocation(self.program, var)
glUniformMatrix4fv(location, 1, GL_FALSE, glm.value_ptr(val))
def use(self):
glUseProgram(self.program)
screen = pygame.display.set_mode((800, 500), pygame.DOUBLEBUF | pygame.OPENGL)
shader = Shader(
"""#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec4 gl_Position;
out vec2 TexCoord;
out vec3 normal;
out vec3 FragPos;
void main() {
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = aTexCoord;
normal = vec3(model * vec4(aNormal, 1.0));
FragPos = vec3(model * vec4(aPos, 1.0));
}""",
"""#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
in vec3 normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform sampler2D aTexture;
void main() {
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse) * objectColor;
FragColor = texture(aTexture, TexCoord) * vec4(result, 1.0);
}"""
)
vertices = [
# vertex # normal # texcoord
-1, 1, 1, 0, 0, 1, 1, 0,
1, 1, 1, 0, 0, 1, 0, 0,
1, -1, 1, 0, 0, 1, 0, 1,
-1, -1, 1, 0, 0, 1, 1, 1,
-1, 1, -1, 0, 0, -1, 1, 0,
1, 1, -1, 0, 0, -1, 0, 0,
1, -1, -1, 0, 0, -1, 0, 1,
-1, -1, -1, 0, 0, -1, 1, 1,
-1, 1, -1, 0, 1, 0, 1, 0,
1, 1, -1, 0, 1, 0, 0, 0,
1, 1, 1, 0, 1, 0, 0, 1,
-1, 1, 1, 0, 1, 0, 1, 1,
-1, -1, -1, 0, -1, 0, 1, 0,
1, -1, -1, 0, -1, 0, 0, 0,
1, -1, 1, 0, -1, 0, 0, 1,
-1, -1, 1, 0, -1, 0, 1, 1,
-1, 1, -1, -1, 0, 0, 1, 0,
-1, 1, 1, -1, 0, 0, 0, 0,
-1, -1, 1, -1, 0, 0, 0, 1,
-1, -1, -1, -1, 0, 0, 1, 1,
1, 1, -1, 1, 0, 0, 1, 0,
1, 1, 1, 1, 0, 0, 0, 0,
1, -1, 1, 1, 0, 0, 0, 1,
1, -1, -1, 1, 0, 0, 1, 1,
]
indices = [
0, 1, 2,
0, 2, 3,
4, 6, 5,
4, 7, 6,
8, 9, 10,
8, 10, 11,
12, 14, 13,
12, 15, 14,
16, 17, 18,
16, 18, 19,
20, 22, 21,
20, 23, 22
]
img = loadTexture("..\\..\\pyunity.png")
vbo = glGenBuffers(1)
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, len(vertices) * sizeof(c_float), convert(c_float, vertices), GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(c_float), None)
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(c_float), c_void_p(3 * sizeof(c_float)))
glEnableVertexAttribArray(1)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(c_float), c_void_p(6 * sizeof(c_float)))
glEnableVertexAttribArray(2)
ibo = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(indices), convert(c_ubyte, indices), GL_STATIC_DRAW)
view = glm.lookAt([0, 3, 10], [0, 0, 0], [0, 1, 0])
projection = glm.perspective(glm.radians(60), 800 / 500, 0.03, 50)
transform = Transform([0, 0, 0], Quat(0, [0.2672612419124244, -0.5345224838248488, 0.8017837257372732]), [1, 1, 1])
glEnable(GL_DEPTH_TEST)
done = False
a = 0
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
transform.rotation.angle += 0.03
shader.use()
shader.setMat4(b"view", view)
shader.setMat4(b"projection", projection)
shader.setMat4(b"model", transform.matrix())
shader.setVec3(b"lightPos", [5, 5, 5])
shader.setVec3(b"viewPos", [0, 3, 10])
shader.setVec3(b"objectColor", [1, 1, 1])
shader.setVec3(b"lightColor", [1, 1, 1])
glBindTexture(GL_TEXTURE_2D, 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_BYTE, None)
glBindTexture(GL_TEXTURE_2D, img)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_BYTE, None)
pygame.display.flip()
clock.tick(60)