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09-gles2.py
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09-gles2.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
09-gles2.py
OpenGL 2.1 rendering using vertex attributes, shaders
using OpenGL ES 2.0 subset only (no fixed matrix and no lightining state)
Copyright (c) 2010, Renaud Blanch <rndblnch at gmail dot com>
Licence: GPLv3 or higher <http://www.gnu.org/licenses/gpl.html>
"""
# imports ####################################################################
import sys
from math import exp, modf
from time import time
from ctypes import sizeof, c_float, c_void_p, c_uint, string_at
from OpenGL.GLUT import *
from OpenGL.GL import *
from linalg import matrix as m
from linalg import quaternion as q
import cube
# shader #####################################################################
def create_shader(shader_type, source):
"""compile a shader."""
shader = glCreateShader(shader_type)
glShaderSource(shader, source)
glCompileShader(shader)
if glGetShaderiv(shader, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(shader))
return shader
attribs = [b"vertex", b"tex_coord", b"normal", b"color"]
locations = dict((k, v) for (v, k) in enumerate(attribs))
uniforms = [b"lighting", b"light_position",
b"modelview_matrix", b"projection_matrix",
b"texture_matrix", b"normal_matrix",
b"texturing", b"texture_3d"]
def init_program():
vert_shader = create_shader(GL_VERTEX_SHADER, """
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
uniform mat4 texture_matrix;
uniform mat3 normal_matrix;
uniform bool lighting;
uniform vec4 light_position;
attribute vec3 vertex;
attribute vec3 tex_coord;
attribute vec3 normal;
attribute vec3 color;
varying vec3 N, L, S;
void main() {
gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 1.);
gl_TexCoord[0] = texture_matrix * vec4(tex_coord, 1.);
if(lighting) {
N = normalize(normal_matrix*normal);
L = normalize(light_position.xyz);
S = normalize(L+vec3(0, 0, 1));
}
gl_FrontColor = vec4(color, 1.);
}
""")
frag_shader = create_shader(GL_FRAGMENT_SHADER, """
const vec4 acs = vec4(.2, .2, .2, 1.); // ambient color of scene
const vec4 di0 = vec4(1., 1., 1., 1.); // diffuse intensity of light 0
const vec4 white = vec4(1., 1., 1., 1.);
const float shininess = 100.;
const float alpha_threshold = .55;
uniform bool texturing;
uniform sampler3D texture_3d;
uniform bool lighting;
varying vec3 N, L, S;
void main() {
if(texturing) {
vec4 texture_color = texture3D(texture_3d, gl_TexCoord[0].stp);
if(texture_color.a <= alpha_threshold)
discard;
}
vec4 color = gl_Color;
if(lighting) {
vec4 ambient = color * acs;
vec4 diffuse = color * di0;
vec4 specular = white;
float d = max(0., dot(N, L));
float s = pow(max(0., dot(N, S)), shininess);
color = clamp(ambient + diffuse * d + specular * s, 0., 1.);
}
gl_FragColor = color;
}
""")
program = glCreateProgram()
glAttachShader(program, vert_shader)
glAttachShader(program, frag_shader)
for attrib in attribs:
glBindAttribLocation(program, locations[attrib], attrib)
glLinkProgram(program)
if glGetProgramiv(program, GL_LINK_STATUS) != GL_TRUE:
raise RuntimeError(glGetProgramInfoLog(program))
for uniform in uniforms:
locations[uniform] = glGetUniformLocation(program, uniform)
glUseProgram(program)
def c_matrix(matrix):
return (c_float*16)(*m.column_major(matrix))
# texture ####################################################################
def init_texture():
glActiveTexture(GL_TEXTURE0+0)
glBindTexture(GL_TEXTURE_3D, glGenTextures(1))
glUniform1i(locations[b"texture_3d"], 0)
glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
def pixel(i, j, k, opaque=b'\xff\xff\xff\xff',
transparent=b'\xff\xff\xff\x00'):
return opaque if (i+j+k)%2 == 0 else transparent
pixel_buffer = glGenBuffers(1)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixel_buffer)
width = height = depth = 2
glBufferData(GL_PIXEL_UNPACK_BUFFER,
width*height*depth*4,
b"".join(pixel(i, j, k) for i in range(width)
for j in range(height)
for k in range(depth)),
GL_STREAM_DRAW)
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
width, height, depth,
0, GL_RGBA, GL_UNSIGNED_BYTE,
None)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0)
glDeleteBuffers(1, [pixel_buffer])
def animate_texture(fps=25, period=10):
f, _ = modf(time()/period)
texture = m.identity()
texture = m.mul(texture, m.translate(f, f, f))
texture = m.mul(texture, m.rotate(f*360, 1, 1, 1))
f = abs(f*2-1)
texture = m.mul(texture, m.scale(1+f, 1+f, 1+f))
glUniformMatrix4fv(locations[b"texture_matrix"], 1, GL_FALSE,
c_matrix(texture))
glutPostRedisplay()
if texturing:
glutTimerFunc(int(1000/fps), animate_texture, fps)
# object #####################################################################
def flatten(*lll):
return [u for ll in lll for l in ll for u in l]
def init_object(model=cube):
# enabling arrays
for attrib in attribs:
glEnableVertexAttribArray(locations[attrib])
# model data
global sizes
sizes, indicies = model.sizes, model.indicies
data = flatten(*zip(model.verticies, model.tex_coords,
model.normals, model.colors))
# loading buffers
indices_buffer = (c_uint*len(indicies))(*indicies)
data_buffer = (c_float*len(data))(*data)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glGenBuffers(1))
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_buffer, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, glGenBuffers(1))
glBufferData(GL_ARRAY_BUFFER, data_buffer, GL_STATIC_DRAW)
del indices_buffer
del data_buffer
uint_size = sizeof(c_uint)
float_size = sizeof(c_float)
vertex_offset = c_void_p(0 * float_size)
tex_coord_offset = c_void_p(3 * float_size)
normal_offset = c_void_p(6 * float_size)
color_offset = c_void_p(9 * float_size)
record_len = 12 * float_size
def draw_object():
glVertexAttribPointer(locations[b"vertex"], 3, GL_FLOAT, False,
record_len, vertex_offset)
glVertexAttribPointer(locations[b"tex_coord"], 3, GL_FLOAT, False,
record_len, tex_coord_offset)
glVertexAttribPointer(locations[b"normal"], 3, GL_FLOAT, False,
record_len, normal_offset)
glVertexAttribPointer(locations[b"color"], 3, GL_FLOAT, False,
record_len, color_offset)
modelview = m.identity()
modelview = m.mul(modelview, m.scale(scale, scale, scale))
modelview = m.mul(modelview, q.matrix(rotation))
glUniformMatrix4fv(locations[b"modelview_matrix"], 1, GL_FALSE,
c_matrix(modelview))
normal = m.transpose(m.inverse(m.top_left(modelview)))
glUniformMatrix3fv(locations[b"normal_matrix"], 1, GL_FALSE,
c_matrix(normal))
offset = 0
for size in sizes:
glDrawElements(GL_TRIANGLE_STRIP,
size, GL_UNSIGNED_INT,
c_void_p(offset))
offset += size*uint_size
# display ####################################################################
def screen_shot(name="screen_shot.png"):
"""window screenshot."""
width, height = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
size = width*height*3
pixel_buffer = glGenBuffers(1)
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixel_buffer)
glBufferData(GL_PIXEL_PACK_BUFFER, size, None, GL_STREAM_READ)
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, c_void_p(0))
data = string_at(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY), size)
import png
png.write(open(name, "wb"), width, height, 3, data)
glUnmapBuffer(GL_PIXEL_PACK_BUFFER)
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0)
glDeleteBuffers(1, [pixel_buffer])
def reshape(width, height):
"""window reshape callback."""
glViewport(0, 0, width, height)
projection = m.identity()
radius = .5 * min(width, height)
w, h = width/radius, height/radius
if perspective:
projection = m.mul(projection, m.frustum(-w, w, -h, h, 8, 16))
projection = m.mul(projection, m.translate(tz=-12))
projection = m.mul(projection, m.scale(1.5, 1.5, 1.5))
else:
projection = m.mul(projection, m.ortho(-w, w, -h, h, -2, 2))
glUniformMatrix4fv(locations[b"projection_matrix"], 1, GL_FALSE,
c_matrix(projection))
def display():
"""window redisplay callback."""
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
draw_object()
glutSwapBuffers()
# interaction ################################################################
PERSPECTIVE, LIGHTING, TEXTURING = b'p', b'l', b't'
perspective = False
lighting = False
texturing = False
def keyboard(c, x=0, y=0):
"""keyboard callback."""
global perspective, lighting, texturing
if c == PERSPECTIVE:
perspective = not perspective
reshape(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT))
elif c == LIGHTING:
lighting = not lighting
glUniform1i(locations[b"lighting"], lighting)
elif c == TEXTURING:
texturing = not texturing
glUniform1i(locations[b"texturing"], texturing)
if texturing:
animate_texture()
elif c == b's':
screen_shot()
elif c == b'q':
sys.exit(0)
glutPostRedisplay()
rotating = False
scaling = False
rotation = q.quaternion()
scale = 1.
def screen2space(x, y):
width, height = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
radius = min(width, height)*scale
return (2.*x-width)/radius, -(2.*y-height)/radius
def mouse(button, state, x, y):
global rotating, scaling, x0, y0
if button == GLUT_LEFT_BUTTON:
rotating = (state == GLUT_DOWN)
elif button == GLUT_RIGHT_BUTTON:
scaling = (state == GLUT_DOWN)
x0, y0 = x, y
def motion(x1, y1):
global x0, y0, rotation, scale
if rotating:
p0 = screen2space(x0, y0)
p1 = screen2space(x1, y1)
rotation = q.product(rotation, q.arcball(*p0), q.arcball(*p1))
if scaling:
scale *= exp(((x1-x0)-(y1-y0))*.01)
x0, y0 = x1, y1
glutPostRedisplay()
# setup ######################################################################
WINDOW_SIZE = 640, 480
def init_glut(argv):
"""glut initialization."""
glutInit(argv)
glutInitWindowSize(*WINDOW_SIZE)
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH)
glutCreateWindow(argv[0].encode())
glutReshapeFunc(reshape)
glutDisplayFunc(display)
glutKeyboardFunc(keyboard)
glutMouseFunc(mouse)
glutMotionFunc(motion)
def init_opengl():
# depth test
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
# lighting
light_position = [1., 1., 2., 0.]
glUniform4f(locations[b"light_position"], *light_position)
# initial state
for k in [PERSPECTIVE, LIGHTING, TEXTURING]:
keyboard(k)
# main #######################################################################
def main(argv=None):
if argv is None:
argv = sys.argv
init_glut(argv)
init_program()
init_texture()
init_opengl()
init_object()
return glutMainLoop()
if __name__ == "__main__":
sys.exit(main())