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tkinter_opengl_shader_ctypes_glm_meshes.py
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tkinter_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 time
import tkinter
import tkinter.ttk
from pyopengltk import OpenGLFrame
from OpenGL.GL import *
from OpenGL.GL.shaders import *
import ctypes
import glm
from utility import triangulated_mesh
from utility.tkinter_utility import TkinterNavigation, TkOpenGLView, TkOpenGLFrame
from utility.opengl_mesh import SingleMesh, MultiMesh
def create_window():
root = tkinter.Tk()
status_bar_text = tkinter.StringVar()
control_frame = tkinter.Frame(root, bg='lightgray', padx=4, pady=4)
status_bar_frame = tkinter.Frame(root, borderwidth=1)
open_gl_view = OpenGLView(status_bar_text)
view_frame = TkOpenGLFrame(open_gl_view, root, width=600, height=400)
root.grid_columnconfigure(0, weight=1)
root.grid_rowconfigure(0, weight=0)
root.grid_rowconfigure(1, weight=1)
root.grid_rowconfigure(2, weight=0)
control_frame.grid(row=0, column=0, sticky="we")
view_frame.grid(row=1, column=0, sticky="nwse")
status_bar_frame.grid(row=2, column=0, sticky="we")
status_label = tkinter.Label(status_bar_frame, textvariable=status_bar_text, font=("Consolas", 10))
status_label.grid(column=0, row=0)
control_shape = tkinter.ttk.Combobox(control_frame, state="readonly", font=("Consolas", 10))
control_shape['values'] = [
"Tetrahedron", "Hexahedron", "Octahedron", "Dodecahedron", "Icosahedron",
"Tube", "Cone", "SphereSlice", "SphereTessellated", "Torus", "TrefoilKnot", "TorusKnot", "Arrow"]
control_shape.current(10)
open_gl_view.shape_index = 10
control_shape.grid(column=0, row=0)
def shape_changed(event):
open_gl_view.shape_index = control_shape.current()
control_shape.bind('<<ComboboxSelected>>', shape_changed)
control_polygonmode = tkinter.ttk.Combobox(control_frame, state="readonly", font=("Consolas", 10))
control_polygonmode['values'] = ['point', 'line', 'fill']
control_polygonmode.current(2)
open_gl_view.polygon_mode = 2
control_polygonmode.grid(column=1, row=0)
def polygon_mode_changed(event):
open_gl_view.polygon_mode = control_polygonmode.current()
control_polygonmode.bind('<<ComboboxSelected>>', polygon_mode_changed)
control_culling = tkinter.ttk.Combobox(control_frame, state="readonly", font=("Consolas", 10))
control_culling['values'] = ['no face culling', 'back face culling', 'front face culling']
control_culling.current(1)
open_gl_view.cull_mode = 1
control_culling.grid(column=2, row=0)
def culling_changed(event):
open_gl_view.cull_mode = control_culling.current()
control_culling.bind('<<ComboboxSelected>>', culling_changed)
return root
class OpenGLView(TkOpenGLView):
def __init__(self, status_text):
super().__init__()
self.shape_index = 0
self.polygon_mode = 2
self.cull_mode = 1
self.status_text = status_text
def init(self, opengl_frame):
self.__glsl_vert = phong_vert
self.__glsl_frag = phong_frag
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()]
self.__tkinter_navigation = TkinterNavigation(
opengl_frame,
glm.lookAt(glm.vec3(0,0,2), glm.vec3(0, 0, 0), glm.vec3(0,1,0)),
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)
glEnable(GL_DEPTH_TEST)
glUseProgram(self.__program)
glEnable(GL_CULL_FACE)
glFrontFace(GL_CCW)
glCullFace(GL_BACK)
def resize(self, opengl_frame):
self.__tkinter_navigation.reshape()
glViewport(0, 0, opengl_frame.width, opengl_frame.height)
def draw(self, opengl_frame):
self.status_text.set(f"fps {opengl_frame.fps:.03f} frame: {opengl_frame.number_of_frames:05d}")
vp_valid, vp_size, view, projection = self.__tkinter_navigation.update()
if not vp_valid:
glViewport(0, 0, *vp_size)
if self.cull_mode == 0:
glDisable(GL_CULL_FACE)
else:
glEnable(GL_CULL_FACE)
glCullFace(GL_FRONT if self.cull_mode == 2 else GL_BACK)
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT if self.polygon_mode == 0 else GL_LINE if self.polygon_mode == 1 else GL_FILL)
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)
angle1 = 0 # self.elapsed_ms() * math.pi * 2 / 5000.0
angle2 = 0 # self.elapsed_ms() * math.pi * 2 / 7333.0
model = glm.mat4(1)
model = glm.rotate(model, angle1, glm.vec3(0, 0, 1))
model = glm.rotate(model, angle2, glm.vec3(0, 1, 0))
multi_mesh = True
index = self.shape_index
if index < len(self.__meshes):
glBindBuffer(GL_SHADER_STORAGE_BUFFER, self.__ssbo)
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, glm.sizeof(glm.mat4), glm.value_ptr(model))
if multi_mesh:
self.__multimesh.draw_range(index, index+1)
else:
self.__meshes[index].draw()
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 eye = inverse(u_view)[3].xyz;
vec3 V = normalize(eye - v_pos);
float face = sign(dot(v_nv, V));
vec3 N = normalize(v_nv) * face;
vec3 H = normalize(V + L);
float ka = 0.5;
float kd = max(0.0, dot(N, L)) * 0.5;
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);
}
"""
root = create_window()
root.mainloop()