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glfw_opengl_shader_ctypes_glm_meshes.py
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glfw_opengl_shader_ctypes_glm_meshes.py
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import os, sys
sys.path.append(os.path.join(os.path.dirname(os.path.abspath(__file__)), '..'))
import math
import ctypes
import glm
import time
from glfw.GLFW import *
from PIL import Image
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.arrays import *
from utility.glfw_utility import GlfwNavigation
from utility import triangulated_mesh
from utility.opengl_mesh import SingleMesh, MultiMesh
phong_vert = """
#version 460 core
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_nv;
layout (location = 2) in vec3 a_uvw;
out vec3 v_pos;
out vec3 v_nv;
out vec3 v_uvw;
uniform mat4 u_proj;
uniform mat4 u_view;
layout(std430, binding = 1) buffer Draw
{
mat4 model[];
} draw;
void main()
{
mat4 model = draw.model[gl_DrawID];
mat3 normal = transpose(inverse(mat3(model)));
vec4 world_pos = model * vec4(a_pos.xyz, 1.0);
v_pos = world_pos.xyz;
v_nv = normal * a_nv;
v_uvw = a_uvw;
gl_Position = u_proj * u_view * world_pos;
}
"""
phong_frag = """
#version 460 core
out vec4 frag_color;
in vec3 v_pos;
in vec3 v_nv;
in vec3 v_uvw;
uniform mat4 u_view;
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
void main()
{
vec4 color = vec4(HUEtoRGB(v_uvw.z), 1.0);
vec3 L = normalize(vec3(1.0, -1.0, 1.0));
vec3 N = normalize(v_nv);
vec3 eye = inverse(u_view)[3].xyz;
vec3 V = normalize(eye - v_pos);
vec3 H = normalize(V + L);
float ka = 0.1;
float kd = max(0.0, dot(N, L)) * 0.9;
float NdotH = max(0.0, dot(N, H));
float sh = 100.0;
float ks = pow(NdotH, sh) * 0.1;
frag_color = vec4(color.rgb * (ka + kd + ks), color.a);
}
"""
class MyWindow:
__glsl_vert = phong_vert
__glsl_frag = phong_frag
def __init__(self, w, h):
self.__caption = 'OpenGL Window'
if glfwInit() == GLFW_FALSE:
raise Exception("error: init glfw")
glfwWindowHint(GLFW_SAMPLES, 8)
self.__glfw_wnd = glfwCreateWindow(w, h, "OpenGL Window", None, None)
glfwMakeContextCurrent(self.__glfw_wnd)
mesh_defs = [
triangulated_mesh.Tetrahedron(),
triangulated_mesh.Cube(),
triangulated_mesh.Octahedron(),
triangulated_mesh.Dodecahedron(),
triangulated_mesh.Icosahedron(),
triangulated_mesh.Tube(),
triangulated_mesh.Cone(),
triangulated_mesh.SphereSlice(),
triangulated_mesh.SphereTessellated(),
triangulated_mesh.Torus(),
triangulated_mesh.TrefoilKnot(),
triangulated_mesh.TorusKnot(),
#triangulated_mesh.Arrow()
]
distance = 2.5
self.__diameter = distance * len(mesh_defs) / math.pi
self.__glfw_navigation = GlfwNavigation(
self.__glfw_wnd,
w, h,
glm.lookAt(glm.vec3(0,-self.__diameter,0), glm.vec3(0, 0, 0), glm.vec3(0,0,1)),
90, 0.1, 100,
lambda x, y : glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT))
self.__program = compileProgram(
compileShader( self.__glsl_vert, GL_VERTEX_SHADER ),
compileShader( self.__glsl_frag, GL_FRAGMENT_SHADER ),
)
self.___attrib = { a : glGetAttribLocation (self.__program, a) for a in ['a_pos', 'a_nv', 'a_col'] }
print(self.___attrib)
self.___uniform = { u : glGetUniformLocation (self.__program, u) for u in ['u_model', 'u_view', 'u_proj'] }
print(self.___uniform)
self.__ssbo = glGenBuffers(1)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, self.__ssbo)
glBufferData(GL_SHADER_STORAGE_BUFFER, 4*16*len(mesh_defs), None, GL_STATIC_DRAW)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, self.__ssbo)
self.__meshes = [SingleMesh(definition) for definition in mesh_defs]
self.__multimesh = MultiMesh(mesh_defs, *mesh_defs[0].format)
self.__auto_rotate = True
self.__angle1 = 0
self.__angle2 = 0
self.__sceen_shot = False
self.screenshot_prefix = "glfw_opengl_shader_ctypes_glm_meshes_"
self.vp_size = [0, 0]
glEnable(GL_DEPTH_TEST)
glUseProgram(self.__program)
#glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glfwSetKeyCallback(self.__glfw_wnd, self.__key_pressed)
def run(self):
self.__starttime = 0
self.__starttime = self.elapsed_ms()
while not glfwWindowShouldClose(self.__glfw_wnd):
self.__mainloop()
glfwSwapBuffers(self.__glfw_wnd)
glfwPollEvents()
def elapsed_ms(self):
return glfwGetTime() * 1000 - self.__starttime
def __key_pressed(self, window, key, scancode, action, mods):
if key == GLFW_KEY_R and action == GLFW_PRESS:
self.__auto_rotate = not self.__auto_rotate
elif key == GLFW_KEY_S and action == GLFW_PRESS:
self.__sceen_shot = True
def __mainloop(self):
vp_valid, self.vp_size, view, projection = self.__glfw_navigation.update()
if not vp_valid:
glViewport(0, 0, *self.vp_size)
glUniformMatrix4fv(self.___uniform['u_proj'], 1, GL_FALSE, glm.value_ptr(projection))
glUniformMatrix4fv(self.___uniform['u_view'], 1, GL_FALSE, glm.value_ptr(view))
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
if self.__auto_rotate:
self.__angle1 = self.elapsed_ms() * math.pi * 2 / 5000.0
self.__angle2 = self.elapsed_ms() * math.pi * 2 / 7333.0
model_matrices = []
for i, mesh in enumerate(self.__meshes):
angleY = self.__angle1 + math.pi*2 * i / len(self.__meshes)
#angleY = math.pi*2 * i / len(self.__meshes)
model = glm.mat4(1)
model = glm.rotate(model, angleY, glm.vec3(0, 0, 1))
model = glm.translate(model, glm.vec3(self.__diameter/2, 0, 0))
model = glm.rotate(model, self.__angle2, glm.vec3(0, 1, 0))
model_matrices.append(model)
multi_mesh = True
if multi_mesh:
glBindBuffer(GL_SHADER_STORAGE_BUFFER, self.__ssbo)
for i, model in enumerate(model_matrices):
glBufferSubData(GL_SHADER_STORAGE_BUFFER, i*4*16, glm.sizeof(glm.mat4), glm.value_ptr(model))
self.__multimesh.draw()
else:
for model, mesh in zip(model_matrices, self.__meshes):
glBindBuffer(GL_SHADER_STORAGE_BUFFER, self.__ssbo)
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, glm.sizeof(glm.mat4), glm.value_ptr(model))
mesh.draw()
if self.__sceen_shot:
self.__sceen_shot = False
image_data = glReadPixels(0, 0, *self.vp_size, GL_RGBA, GL_UNSIGNED_BYTE)
image = Image.frombytes('RGBA', self.vp_size, image_data).transpose(method=Image.FLIP_TOP_BOTTOM)
image.save(self.screenshot_prefix + time.strftime("_%Y%m%d_%H%M%S") + '.png', 'PNG')
window = MyWindow(1280, 640)
window.run()