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minimal_example_wood_shader.py
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minimal_example_wood_shader.py
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# OpenGL procedural texture shader explanation
# https://stackoverflow.com/questions/67672873/opengl-procedural-texture-shader-explanation
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np
from ctypes import c_void_p
import glm
import math
sh_vert = """
#version 460 core
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec2 a_uv;
out vec3 v_pos;
out vec3 v_nv;
out vec2 v_uv;
layout (location = 0) uniform mat4 u_projection;
layout (location = 1) uniform mat4 u_view;
layout (location = 2) uniform mat4 u_model;
void main()
{
v_pos = vec3(u_model * a_position);
v_nv = inverse(transpose(mat3(u_model))) * a_normal;
v_uv = a_uv;
gl_Position = u_projection * u_view * u_model * a_position;
}
"""
sh_frag = """
#version 460 core
out vec4 frag_color;
in vec3 v_pos;
in vec3 v_nv;
in vec2 v_uv;
layout (location = 10) uniform vec3 color1;
layout (location = 11) uniform vec3 color2;
layout (location = 12) uniform float frequency;
layout (location = 13) uniform float noiseScale;
layout (location = 14) uniform float ringScale;
layout (location = 15) uniform float contrast;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
//texture change on movement
//float n = snoise(v_pos);
//texture fixed on movement
float n = snoise(vec3(v_uv.x,-0.68, v_uv.y));
float ring = fract(frequency * v_uv.y + noiseScale * n);
ring *= contrast * (1.0 - ring);
// Adjust ring smoothness and shape, and add some noise
float lerp = pow(ring, ringScale) + n;
vec3 base = mix(color1, color2, lerp);
frag_color = vec4(base, 1.0);
}
"""
def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
elapsed_ms = glutGet(GLUT_ELAPSED_TIME)
projection = glm.perspective(glm.radians(60), aspect, 0.1, 20.0)
view = glm.lookAt(glm.vec3(-1, -8, 4), glm.vec3(-1, 0, -1), glm.vec3(0, 0, 1))
angle = 0#elapsed_ms * math.pi * 2 / 10000.0
model = glm.rotate(glm.mat4(1), glm.radians(-30), glm.vec3(0, 0, 1))
model = glm.rotate(model, angle, glm.vec3(0, 1, 0))
model = glm.scale(model, glm.vec3(1, 5, 0.2))
glUniformMatrix4fv(0, 1, GL_FALSE, glm.value_ptr(projection))
glUniformMatrix4fv(1, 1, GL_FALSE, glm.value_ptr(view))
glUniformMatrix4fv(2, 1, GL_FALSE, glm.value_ptr(model))
glUniform3f(10, 50/255, 40/255, 30/255)
glUniform3f(11, 200/255, 150/255, 100/255)
glUniform1f(12, 1.0) # frequency
glUniform1f(13, 10.0) # noiseScale
glUniform1f(14, 0.1) # ringScale
glUniform1f(15, 1.0) # contrast
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, None)
glutSwapBuffers()
glutPostRedisplay()
def reshape(width, height):
global aspect
glViewport(0, 0, width, height)
aspect = width / height
glutInit(sys.argv)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE)
glutSetOption(GLUT_MULTISAMPLE, 8)
glutInitWindowSize(640, 480)
glutCreateWindow(b"OpenGL Window")
glutDisplayFunc(display)
glutReshapeFunc(reshape)
vertices = [(-1,-1,-1), (1,-1,-1), (1, 1,-1), (-1, 1,-1), (-1,-1, 1), (1,-1, 1), (1, 1, 1), (-1, 1, 1)]
uv = [(0,0), (1,0), (1,1), (0,1), (0,0), (1,0), (1,1), (0,1)]
faces = [[0,1,2,3], [1,5,6,2], [5,4,7,6], [4,0,3,7], [3,2,6,7], [1,0,4,5]]
normals = [(0,0,-1), (1,0,0), (0,0,1), (-1,0,0), (0,1,0), (0,-1,0)]
attributes = []
indices = []
for si, f in enumerate(faces):
for i in f:
attributes.append(list(vertices[i]) + list(normals[si]) + list(uv[i]))
indices.append([4*si, 4*si+1, 4*si+2, 4*si, 4*si+2, 4*si+3])
attributes = np.array(attributes, dtype=np.float32)
indices = np.array(indices, dtype=np.uint32)
vao = glGenVertexArrays(1)
vbo = glGenBuffers(1)
ebo = glGenBuffers(1)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, attributes, GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 8 * attributes.itemsize, None)
glVertexAttribPointer(1, 3, GL_FLOAT, False, 8 * attributes.itemsize, c_void_p(3 * attributes.itemsize))
glVertexAttribPointer(2, 2, GL_FLOAT, False, 8 * attributes.itemsize, c_void_p(6 * attributes.itemsize))
glEnableVertexAttribArray(0)
glEnableVertexAttribArray(1)
glEnableVertexAttribArray(2)
program = OpenGL.GL.shaders.compileProgram(
OpenGL.GL.shaders.compileShader(sh_vert, GL_VERTEX_SHADER),
OpenGL.GL.shaders.compileShader(sh_frag, GL_FRAGMENT_SHADER)
)
glUseProgram(program)
glEnable(GL_MULTISAMPLE) # default
glEnable(GL_DEPTH_TEST)
glClearColor(0.0, 0.0, 0.0, 0.0)
glutMainLoop()