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glut_opengl_shader_ctypes_glm_shadow_volume.py
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glut_opengl_shader_ctypes_glm_shadow_volume.py
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import os, sys
sys.path.append(os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir))
import math
import ctypes
import glm
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.arrays import *
from utility.glut_utility import GlutNavigation
from utility import triangulated_mesh
shadow_vert = """
#version 460 core
layout (location = 0) in vec3 a_pos;
uniform mat4 u_proj;
uniform mat4 u_view;
layout(std430, binding = 1) buffer Draw
{
mat4 model[];
} draw;
void main()
{
gl_Position = u_proj * u_view * draw.model[gl_DrawID] * vec4(a_pos, 1.0);
}
"""
shadow_frag = """
#version 460 core
void main()
{
}
"""
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;
out vec4 v_shadow_pos;
uniform mat4 u_proj;
uniform mat4 u_view;
uniform mat4 u_shadow_proj;
uniform mat4 u_shadow_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;
v_shadow_pos = u_shadow_proj * u_shadow_view * world_pos;
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;
in vec4 v_shadow_pos;
uniform mat4 u_view;
uniform vec4 u_light_pos;
uniform vec4 u_light_dir;
//layout(binding = 1) uniform sampler2D u_shadow_depth;
layout(binding = 1) uniform sampler2DShadow u_shadow_depth;
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()
{
vec3 camera_pos = inverse(u_view)[3].xyz;
vec3 shadow_pos = v_shadow_pos.xyz / v_shadow_pos.w * 0.5 + 0.5;
//float shadow_depth = texture(u_shadow_depth, shadow_pos.st).x;
//if (shadow_depth >= shadow_pos.z)
// shadow = 1.0;
float shadow = texture(u_shadow_depth, shadow_pos.xyz);
if (!(-v_shadow_pos.w < v_shadow_pos.z && v_shadow_pos.z < v_shadow_pos.w))
{
shadow = 0.0;
}
vec4 color = vec4(HUEtoRGB(v_uvw.z), 1.0);
vec3 L = normalize(u_light_pos.xyz - v_pos);
vec3 N = normalize(v_nv);
vec3 V = normalize(camera_pos - v_pos);
vec3 H = normalize(V + L);
float ka = 0.1;
float cone = dot(normalize(u_light_dir.xyz), -L);
float cull = step(u_light_dir.w, cone) * step(0, dot(N, V)) * shadow;
float kd = max(0.0, dot(N, L)) * 0.9 * cull;
float NdotH = max(0.0, dot(N, H));
float sh = 100.0;
float ks = pow(NdotH, sh) * 0.1 * cull;
frag_color = vec4(color.rgb * (ka + kd + ks), color.a);
}
"""
class MultiMesh:
def __init__(self, mesh_specifications, stride, format):
attributes = [mesh.attributes for mesh in mesh_specifications]
indices = [mesh.indices for mesh in mesh_specifications]
attributes_len = sum(len(a) for a in attributes)
indices_len = sum(len(i) for i in indices)
self.__no_of_meshes = len(mesh_specifications)
draw_indirect_list = []
first_index = 0
base_vertex = 0
for attr_list, index_list in zip(attributes, indices):
no_of_indices = len(index_list)
no_of_attributes = len(attr_list) // stride
draw_indirect_list += [no_of_indices, 1, first_index, base_vertex, 0]
first_index += no_of_indices
base_vertex += no_of_attributes
self.__vao = glGenVertexArrays(1)
self.__vbo, self.__ibo, self.__dbo = glGenBuffers(3)
draw_indirect_array = (ctypes.c_uint32 * len(draw_indirect_list))(*draw_indirect_list)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, self.__dbo)
glBufferData(GL_DRAW_INDIRECT_BUFFER, draw_indirect_array, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, self.__vbo)
glBufferData(GL_ARRAY_BUFFER, attributes_len*4, None, GL_STATIC_DRAW)
offset = 0
for attr_list in attributes:
no_of_values = len(attr_list)
value_array = (ctypes.c_float * no_of_values)(*attr_list)
glBufferSubData(GL_ARRAY_BUFFER, offset, no_of_values*4, value_array)
offset += no_of_values*4
glBindVertexArray(self.__vao)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.__ibo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_len*4, None, GL_STATIC_DRAW)
offset = 0
for index_list in indices:
no_of_indices = len(index_list)
index_array = (ctypes.c_uint32 * no_of_indices)(*index_list)
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, no_of_indices*4, index_array)
offset += no_of_indices*4
offset = 0
float_size = ctypes.sizeof(ctypes.c_float)
for i, attribute_format in enumerate(format):
tuple_size = attribute_format[1]
glVertexAttribPointer(i, tuple_size, GL_FLOAT, False, stride*float_size, c_void_p(offset))
offset += tuple_size * float_size
glEnableVertexAttribArray(i)
def draw(self):
glBindVertexArray(self.__vao)
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, self.__dbo)
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, None, self.__no_of_meshes, 4*5)
class MyWindow:
__shadow_vert = shadow_vert
__shadow_frag = shadow_frag
__phong_vert = phong_vert
__phong_frag = phong_frag
def __init__(self, w, h):
self.__caption = 'OpenGL Window'
glutInit()
#glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w, h)
self.__glut_wnd = glutCreateWindow(self.__caption)
mesh_defs = [
#triangulated_mesh.Tetrahedron(),
#triangulated_mesh.Cube(),
#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 = 0 if len(mesh_defs) <= 1 else distance * len(mesh_defs) / math.pi
camera_distance = 4 if len(mesh_defs) <= 1 else self.__diameter
mesh_defs = [triangulated_mesh.Quad(self.__diameter+6)] + mesh_defs
self.__no_of_meshes = len(mesh_defs)
self.__glut_navigation = GlutNavigation(
w, h,
glm.lookAt(glm.vec3(0,-camera_distance*0.75,camera_distance*0.75), 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.__shadow_program = compileProgram(
compileShader( self.__shadow_vert, GL_VERTEX_SHADER ),
compileShader( self.__shadow_frag, GL_FRAGMENT_SHADER ),
)
self.__shadow_uniform = { u : glGetUniformLocation(self.__shadow_program, u) for u in ['u_view', 'u_proj'] }
self.__phong_program = compileProgram(
compileShader( self.__phong_vert, GL_VERTEX_SHADER ),
compileShader( self.__phong_frag, GL_FRAGMENT_SHADER ),
)
self.__phong_uniform = { u : glGetUniformLocation(self.__phong_program, u) for u in [
'u_view', 'u_proj', 'u_light_pos', 'u_light_dir', 'u_shadow_proj', 'u_shadow_view'] }
print(self.__phong_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.__multimesh = MultiMesh(mesh_defs, *mesh_defs[0].format)
self.__shadow_buffer_size = (1024, 1024)
self.__shadow_depth_to = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, self.__shadow_depth_to)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, *self.__shadow_buffer_size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
self.__shadow_fbo = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, self.__shadow_fbo)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.__shadow_depth_to, 0)
frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER)
if frameBufferStatus != GL_FRAMEBUFFER_COMPLETE:
print('frame buffer incomplete: {}'.format(frameBufferStatus) )
sys.exit()
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glEnable(GL_DEPTH_TEST)
glutDisplayFunc(self.__mainloop)
def run(self):
self.__starttime = 0
self.__starttime = self.elapsed_ms()
glutMainLoop()
def elapsed_ms(self):
return glutGet(GLUT_ELAPSED_TIME) - self.__starttime
def __mainloop(self):
vp_valid, vp_size, view, projection = self.__glut_navigation.update()
angle1 = self.elapsed_ms() * math.pi * 2 / 5000.0
angle2 = self.elapsed_ms() * math.pi * 2 / 7333.0
model_matrices = []
for i in range(self.__no_of_meshes):
if i == 0:
model = glm.mat4(1)
model = glm.translate(model, glm.vec3(0, 0, -1))
else:
angleY = angle1 + math.pi*2 * (i-1) / (self.__no_of_meshes-1)
model = glm.mat4(1)
model = glm.rotate(model, angleY, glm.vec3(0, 0, 0.5))
model = glm.translate(model, glm.vec3(self.__diameter/2, 0, 0.5))
model = glm.rotate(model, angle2, glm.vec3(0, 1, 0))
model_matrices.append(model)
light_pos = glm.vec3(0, 0, 3)
light_dir = glm.vec3(0, 0, -1)
light_cone_angle_degree = 60
light_cone_cos = math.cos(math.radians(light_cone_angle_degree) / 2)
shadow_proj = glm.perspective(glm.radians(light_cone_angle_degree + 1), 1, 0.1, 100.0)
shadow_view = glm.lookAt(light_pos, light_pos+light_dir, glm.vec3(0,1,0))
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))
glBindFramebuffer(GL_FRAMEBUFFER, self.__shadow_fbo)
glViewport(0, 0, *self.__shadow_buffer_size)
glClear(GL_DEPTH_BUFFER_BIT)
glUseProgram(self.__shadow_program)
glUniformMatrix4fv(self.__shadow_uniform['u_proj'], 1, GL_FALSE, glm.value_ptr(shadow_proj))
glUniformMatrix4fv(self.__shadow_uniform['u_view'], 1, GL_FALSE, glm.value_ptr(shadow_view))
glEnable(GL_POLYGON_OFFSET_FILL)
glPolygonOffset(1.0, 1.0)
self.__multimesh.draw()
glDisable(GL_POLYGON_OFFSET_FILL)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glViewport(0, 0, *vp_size)
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUseProgram(self.__phong_program)
glUniformMatrix4fv(self.__phong_uniform['u_proj'], 1, GL_FALSE, glm.value_ptr(projection))
glUniformMatrix4fv(self.__phong_uniform['u_view'], 1, GL_FALSE, glm.value_ptr(view))
glUniform4fv(self.__phong_uniform['u_light_pos'], 1, glm.value_ptr(glm.vec4(light_pos, 1)))
glUniform4fv(self.__phong_uniform['u_light_dir'], 1, glm.value_ptr(glm.vec4(light_dir, light_cone_cos)))
glUniformMatrix4fv(self.__phong_uniform['u_shadow_proj'], 1, GL_FALSE, glm.value_ptr(shadow_proj))
glUniformMatrix4fv(self.__phong_uniform['u_shadow_view'], 1, GL_FALSE, glm.value_ptr(shadow_view))
glBindTextureUnit(1, self.__shadow_depth_to)
self.__multimesh.draw()
glutSwapBuffers()
glutPostRedisplay()
window = MyWindow(800, 600)
window.run()