Initial commit

This commit is contained in:
steffen 2017-08-27 12:51:26 +02:00
commit 3ca078c7e7
17 changed files with 1540 additions and 0 deletions

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.gitignore vendored Normal file
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__pycache__/
.idea/
*.dll
*.exe

38
Lights/LightingManager.py Normal file
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from OpenGL.GL import *
import numpy as np
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
from OpenGL.GL.framebufferobjects import glBindRenderbuffer
from OpenGL.GLUT import *
import OpenGL.GLUT.freeglut
from OpenGL.GLU import *
from OpenGL.GL import *
from ctypes import sizeof, c_float, c_void_p, c_uint
from MatrixStuff.Transformations import *
class LightingManager:
def __init__(self):
self.Lights = []
self.renderSteps = []
def addLight(self,l):
self.Lights.append(l)
def removeLight(self,l):
self.Lights.remove(l)
class __Renderstep:
def __init__(self,program, vai):
self.program = program
self.vai = vai
def __eq__(self, other):
if type(other) is type(self):
return self.program == other.program and self.vai == self.vai
else:
return False
def addRenderStep(self,program,vai):
r = self.__Renderstep(program,vai)
self.renderSteps.append(r)
def removeRenderStep(self,program,vai):
r = self.__Renderstep(program, vai)
self.renderSteps.remove(r)

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Lights/Lights.py Normal file
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from OpenGL.GL import *
import numpy as np
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
from OpenGL.GL.framebufferobjects import glBindRenderbuffer
from OpenGL.GLUT import *
import OpenGL.GLUT.freeglut
from OpenGL.GLU import *
from OpenGL.GL import *
from ctypes import sizeof, c_float, c_void_p, c_uint
from MatrixStuff.Transformations import *
class Light:
programId = {}
depthshaderId = -1
def getDepthProgram(self,vertexshader=-1,geometryshader=-1):
if ((vertexshader,geometryshader) not in self.programId.keys() and vertexshader != -1 and geometryshader != -1):
if self.depthshaderId == -1:
with open('./Lights/depthfragment.glsl', 'r') as f:
fragment_shader_string = f.read()
fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment_shader_id, fragment_shader_string)
glCompileShader(fragment_shader_id)
if glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(fragment_shader_id))
program_id = glCreateProgram()
glAttachShader(program_id, vertexshader)
glAttachShader(program_id, geometryshader)
glAttachShader(program_id, fragment_shader_id)
glLinkProgram(program_id)
self.programId[(vertexshader, geometryshader)] = program_id
return program_id
else:
if (vertexshader,geometryshader) not in self.programId.keys():
return -1
return self.programId[(vertexshader,geometryshader)]
def __init__(self):
self.ModelviewProjectionMatrix = np.identity(4)
self.FramebufferId = -1
self.DepthBuffer = -1
def prepareForDepthMapping(self):
new = False
if self.FramebufferId == -1:
self.FramebufferId = glGenFramebuffers(1)
new = True
glClearColor(1.0,1.0,1.0,1.0)
glBindFramebuffer(GL_FRAMEBUFFER,self.FramebufferId)
glCullFace(GL_FRONT)
glViewport(0, 0, 512, 512)
if new:
if self.DepthBuffer == -1:
self.DepthBuffer = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, self.DepthBuffer)
glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT, 512, 512, 0,GL_DEPTH_COMPONENT, GL_FLOAT, None)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, self.FramebufferId, 0)
DrawBuffers = [GL_NONE]
glDrawBuffers(DrawBuffers)
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE):
return False
def finishDepthMapping(self):
glCullFace(GL_BACK)
DrawBuffers = [GL_COLOR_ATTACHMENT0]
glDrawBuffers(DrawBuffers)
glClearColor(0.0, 0.0, 0.0, 1.0)
glBindFramebuffer(GL_FRAMEBUFFER,0)

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Lights/depthfragment.glsl Normal file
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#version 410
layout(location = 2) in vec3 pos;
uniform float near;
uniform float far;
void main()
{
float z = gl_FragCoord.z;
//convert to linear values
//formula can be found at www.roxlu.com/2014/036/rendering-the-depth-buffer
float c = (2.0 * near) / (far + near - z * (far - near));
gl_FragDepth = c;
}

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import math as math
import numpy as np
def lookAt(eyeX,eyeY,eyeZ,cX,cY,cZ,upX,upY,upZ):
F = np.matrix([cX-eyeX,cY-eyeY,cZ-eyeZ])
UP = np.matrix([upX,upY,upZ])
f = F / math.sqrt(np.sum(np.square(F)))
UP = UP / math.sqrt(np.sum(np.square(UP)))
s = np.cross(f,UP)
u = np.cross((s/math.sqrt(np.sum(np.square(s)))),f)
mat = np.matrix([
[s[0,0],s[0,1],s[0,2],0],
[u[0,0],u[0,1],u[0,2],0],
[-f[0,0],-f[0,1],-f[0,2],0],
[0,0,0,1]
])
return np.transpose(mat)
def orthogonalMatrix(r,l,t,b,f,n):
mat = np.matrix([
[2/(r-l),0,0,-(r+l)/(r-l)],
[0,2/(t-b),0,-(t+b)/(t-b)],
[0,0,-2/(f-n),-(f+n)/(f-n)],
[0,0,0,1]
])
return np.transpose(mat)
def perspectiveMatrix(fovy,aspect,znear,zfar):
fovy_rads = fovy*math.pi/180
f = math.cos(fovy_rads/2.0)/math.sin(fovy_rads/2.0)
a = (zfar+znear)/(znear-zfar)
b = (2 * zfar * znear) / (znear - zfar)
mat = np.matrix([[f/aspect,0,0,0],
[0,f,0,0],
[0,0,a,b],
[0,0,-1,0]],np.float32)
return np.transpose(mat)
def translate(x, y, z):
mat = np.matrix([[1, 0, 0, x],
[0, 1, 0, y],
[0, 0, 1, z],
[0, 0, 0, 1]], np.float32)
return np.transpose(mat)
def rotate(x,y,z,d4 = False):
if not d4:
mat = np.matrix([[1, 0, 0], [0, math.cos(x), -math.sin(x)], [0, math.sin(x), math.cos(x)]], np.float32)
mat = mat * np.matrix([[math.cos(y), 0, -math.sin(y)], [0, 1, 0], [math.sin(y), 0, math.cos(y)]], np.float32)
mat = mat * np.matrix([[math.cos(z), -math.sin(z), 0], [math.sin(z), math.cos(z), 0], [0, 0, 1]], np.float32)
else:
mat = np.matrix([[1, 0, 0, 0], [0, math.cos(x), -math.sin(x), 0], [0, math.sin(x), math.cos(x), 0], [0, 0, 0, 1]], np.float32)
mat = mat * np.matrix([[math.cos(y), 0, -math.sin(y), 0], [0, 1, 0, 0], [math.sin(y), 0, math.cos(y), 0], [0, 0, 0, 1]], np.float32)
mat = mat * np.matrix([[math.cos(z), -math.sin(z), 0, 0], [math.sin(z), math.cos(z), 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]], np.float32)
return np.transpose(mat)

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Objects/Cube/Cube.py Normal file
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from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
from Objects.Objects import *
import numpy as np
class Cube(Object):
GeometryShaderId = -1
def __init__(self):
Object.__init__(self)
if(Cube.GeometryShaderId == -1):
self.initializeShader()
def initializeShader(self)->bool:
with open('./Objects/Cube/cube_geometry.glsl', 'r') as f:
geometry_shader_string = f.read()
Cube.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
glShaderSource(Cube.GeometryShaderId, geometry_shader_string)
glCompileShader(Cube.GeometryShaderId)
if glGetShaderiv(Cube.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(Cube.GeometryShaderId))
return False
return True

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#version 410
layout(points) in;
layout(triangle_strip,max_vertices=24) out;
uniform mat4 projModelViewMatrix;
uniform mat3 normalMatrix;
uniform mat3 rotMatrix;
uniform mat4 lightProjModelViewMatrix[7];
uniform int numLights;
uniform float width;
uniform float height;
uniform float near;
uniform float far;
layout(location = 0) in vec3 colorgeo[1];
layout(location = 0) out vec3 colorout;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec3 pos;
layout(location = 3) out vec4 lightviewpos[3];
/*
lightpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightpos[i] = lightpos[i] / lightpos[i].w;
lightpos[i].z = (2.0 * near) / (far + near - lightpos[i].z * (far - near));
lightpos[i] = vec4(lightpos[i].x/2.0 + 0.5,lightpos[i].y/2.0 + 0.5,lightpos[i].z,lightpos[i].w);
*/
void main(){
//hinten
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//vorne
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//oben
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//unten
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//inks
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(-0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//rechts*
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,-0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = (gl_in[0].gl_Position + vec4(rotMatrix * vec3(0.5,0.5,-0.5),0));
for(int i = 0;i < numLights; i++){
lightviewpos[i] = lightProjModelViewMatrix[i] * gl_Position;
lightviewpos[i] = lightviewpos[i] / lightviewpos[i].w;
lightviewpos[i] = vec4(lightviewpos[i].x/2.0 + 0.5,lightviewpos[i].y/2.0 + 0.5,lightviewpos[i].z/2.0 + 0.5,lightviewpos[i].w);
lightviewpos[i].z = (2.0 * near) / (far + near - lightviewpos[i].z * (far - near));
}
gl_Position = projModelViewMatrix * gl_Position;
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
}

22
Objects/Cuboid/Cuboid.py Normal file
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from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
from Objects.Objects import *
class Cuboid(Object):
GeometryShaderId = -1
def __init__(self):
Object.__init__(self)
if(Cuboid.GeometryShaderId == -1):
self.initializeShader()
def initializeShader(self)->bool:
with open('./Objects/Cuboid/cuboid_geometry.glsl', 'r') as f:
geometry_shader_string = f.read()
Cuboid.GeometryShaderId = glCreateShader(GL_GEOMETRY_SHADER)
glShaderSource(Cuboid.GeometryShaderId, geometry_shader_string)
glCompileShader(Cuboid.GeometryShaderId)
if glGetShaderiv(Cuboid.GeometryShaderId, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(Cuboid.GeometryShaderId))
return False
return True

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#version 410
layout(points) in;
layout(triangle_strip,max_vertices=24) out;
uniform mat4 projModelViewMatrix;
uniform mat3 normalMatrix;
uniform mat3 rotMatrix;
layout(location = 0) in vec3 colorgeo[1];
layout(location = 1) in vec3 size[1];
layout(location = 0) out vec3 colorout;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec3 pos;
void main(){
//hinten
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,-1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//vorne
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,0,1));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//oben
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//unten
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(0,-1,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//links
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(-size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(-1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
//rechts
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,-size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
gl_Position = projModelViewMatrix *(gl_in[0].gl_Position + vec4(rotMatrix * vec3(size[0].x,size[0].y,-size[0].z),0));
colorout = colorgeo[0];
normal = normalize(rotMatrix * vec3(1,0,0));
pos = gl_Position.xyz;
EmitVertex();
EndPrimitive();
}

14
Objects/Objects.py Normal file
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import numpy as np
import typing
class Object:
GeometryShaderId = -1
def draw(self)->bool:
return False
def initializeShader(self)->bool:
return True
def __init__(self):
self.pos = np.zeros((3))
self.color = np.zeros((3))
self.programmId = -1
def translate(self,M):
self.pos = self.pos * M

119
Objects/Structure.py Normal file
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from wsgiref.validate import check_errors
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
from OpenGL.GL.framebufferobjects import glBindFramebuffer
from OpenGL.GLUT import *
import OpenGL.GLUT.freeglut
from OpenGL.GLU import *
from OpenGL.GL import *
import numpy as np
def check_error(message):
gl_error = glGetError()
if (gl_error != GL_NO_ERROR):
print("Error: " + message)
if (gluErrorString(gl_error)):
print(gluErrorString(gl_error))
else:
print(hex(gl_error))
return True
return False
class Structure:
def __init__(self):
self.Objects = {}
self.vais = {}
self.Matrix = np.identity(4,np.float32)
self.dirty = False
def addShape(self,program,shape):
if not program in self.Objects.keys():
self.Objects[program] = []
self.Objects[program].append(shape)
self.dirty = True
def removeShape(self,program,shape):
if program in self.Objects.keys():
self.Objects[program].remove(shape)
if len(self.Objects[program]) == 0:
self.Objects.pop(program)
self.dirty = True
def buildvertexArrays(self):
if self.dirty:
self.clearVertexArrays()
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
self.vais = {}
for key,objects in self.Objects.items():
tvai = GLuint(-1)
tpbi = -1
tcbi = -1
tsbi = -1
glGenVertexArrays(1, tvai)
glBindVertexArray(tvai)
vid = glGetAttribLocation(key, "in_position")
glEnableVertexAttribArray(vid)
tpbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
positions = []
for o in objects:
positions.append(o.pos[0])
positions.append(o.pos[1])
positions.append(o.pos[2])
glBufferData(GL_ARRAY_BUFFER, np.asarray(positions), GL_STATIC_DRAW)
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create position buffer")
colors = []
for o in objects:
colors.append(o.color[0])
colors.append(o.color[1])
colors.append(o.color[2])
tcbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(colors), GL_STATIC_DRAW)
vc = glGetAttribLocation(key, "MyInColor")
if vc != -1:
glEnableVertexAttribArray(vc)
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create color buffer")
if hasattr(objects[0],'size'):
sizes = []
for o in objects:
sizes.append(o.size[0])
sizes.append(o.size[1])
sizes.append(o.size[2])
tsbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(sizes), GL_STATIC_DRAW)
vs = glGetAttribLocation(key, "MyInSize")
if vs != -1:
glEnableVertexAttribArray(vs)
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create size buffer")
glBindVertexArray(0)
self.vais[key] = (tvai,tpbi,tcbi,tsbi)
self.dirty = False
def clearVertexArrays(self):
for key,(a,p,c,s) in self.vais.items():
if p != -1:
glDisableVertexAttribArray(p)
glDeleteBuffers(1,[p])
if c != -1:
glDisableVertexAttribArray(c)
glDeleteBuffers(1,[c])
if s != -1 and s != GLuint(-1):
glDisableVertexAttribArray(s)
glDeleteBuffers(1,[s])
glDeleteVertexArrays(1, a)
check_error("Could not destroy vertex array")

61
fragment.glsl Normal file
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#version 410
layout(location = 0) in vec3 colorin;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec3 pos;
layout(location = 3) in vec4 lightviewpos[3];
layout(location = 8) in vec2 UV;
uniform int numLights;
uniform sampler2D ShadowMaps[3];
uniform vec3 lightpos[3];
uniform vec3 lightColor[3];
layout(location = 0) out vec4 colorOut;
layout(location = 1) out float depth;
const float ambientFactor = 0.25;
const float diffuseFactor = 0.5;
const float specFactor = 1.0;
const float shininess = 16.0;
const float screenGamma = 2.2;
const float pitl = 3.14159265359 / 16.0;
void main()
{
vec3 colorLinear = ambientFactor * colorin;
for(int i = 0; i < numLights; i++){
vec3 lightDir = -normalize(lightpos[i] - pos.xyz);
float lambertian = max(dot(normalize(normal),lightDir),0.0);
float specular = 0;
vec3 viewDir = normalize(-pos.xyz);
vec3 halfDir = normalize(lightDir + viewDir);
float specAngle = max(dot(halfDir, normalize(normal)), 0.0);
specular = int(lambertian > 0)*pow(specAngle, shininess);
//int visible = int(!(texture(ShadowMaps,lightpos[i].xy/2 + vec2(0.5,0.5)).z < (lightpos[i].z)));
float visible = 0;
for(int j = 0; j < 4; j++){
vec2 offs = vec2(sin(j*pitl),cos(j*pitl)) / 700;
visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
}
if(visible == 0.25)
visible = 1.0;
else
for(int j = 4; j < 16; j++){
vec2 offs = vec2(sin(j*pitl),cos(j*pitl)) / 700;
visible += float(!(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x <= (lightviewpos[i].z - 0.0005*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))))))) * 1.0/16.0;
}
colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
//colorLinear = vec3(visible * specular);
}
vec3 colorGammaCorrected = colorLinear;//pow(colorLinear, vec3(1.0/screenGamma));
//colorOut = vec4(colorin, 1.0)*max(dot(normal,normalize(vec3(0.0,0.0,10.0)-pos)),0.0);
colorOut = vec4(colorGammaCorrected,1.0) * float(gl_FragCoord.y <= 768 && gl_FragCoord.x <= 1024 && gl_FragCoord.x >= 0 && gl_FragCoord.y >= 0);
depth = gl_FragCoord.z;
}

492
main.py Normal file
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from wsgiref.validate import check_errors
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
from OpenGL.GL.framebufferobjects import glBindFramebuffer
from OpenGL.GLUT import *
import OpenGL.GLUT.freeglut
from OpenGL.GLU import *
from OpenGL.GL import *
from ctypes import sizeof, c_float, c_void_p, c_uint
import sys
import math as math
from Objects.Cube.Cube import *
from Objects.Cuboid.Cuboid import *
from Objects.Structure import *
from MatrixStuff.Transformations import *
from Lights.Lights import *
from Lights.LightingManager import *
import numpy as np
import time
name = b'ball_glut'
program_id = 0
program2_id = 0
program3_id = 0
start = time.time()
frames = 0
width = 1024
height = 768
opening = 45
l = Light()
def main():
lm = LightingManager()
lm.addRenderStep(0,0)
lm.addRenderStep(1,1)
lm.removeRenderStep(0,0)
glutInit(sys.argv)
w = width
h = height
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w,h)
glutCreateWindow(name)
#glutEnterGameMode()
print("Vendor:", glGetString(GL_VENDOR))
print("Renderer:", glGetString(GL_RENDERER))
print("Version:", glGetString(GL_VERSION))
print("GLSL:", glGetString(GL_SHADING_LANGUAGE_VERSION))
c = Cube()
cuboid = Cuboid()
glClearColor(0.,0.,0.,1.)
#glShadeModel(GL_SMOOTH)
#glDisable(GL_CULL_FACE)
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glEnable(GL_TEXTURE_2D)
glEnable(GL_DEPTH_TEST)
#glEnable(GL_LIGHTING)
'''lightZeroPosition = [10.,4.,10.,1.]
lightZeroColor = [0.8,1.0,0.8,1.0] #green tinged
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
glEnable(GL_LIGHT0)'''
glutDisplayFunc(display)
glutReshapeFunc(resize)
glutKeyboardFunc(keyboardHandler)
glutSpecialFunc(funcKeydHandler)
'''glMatrixMode(GL_PROJECTION)
gluPerspective(40.,1.,1.,40.)
glMatrixMode(GL_MODELVIEW)'''
#gluLookAt(0,0,10,
# 0,0,0,
# 0,1,0)
#glPushMatrix()
glViewport(0, 0, w,h)
glFrustum(-10,10,-10,10,0.01,100)
with open('passthroughvertex.glsl', 'r') as f:
vertex_shader_string = f.read()
passthrough_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(passthrough_vertex_shader_id, vertex_shader_string)
glCompileShader(passthrough_vertex_shader_id)
if glGetShaderiv(passthrough_vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(passthrough_vertex_shader_id))
with open('vertex.glsl', 'r') as f:
vertex_shader_string = f.read()
vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertex_shader_id, vertex_shader_string)
glCompileShader(vertex_shader_id)
if glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(vertex_shader_id))
with open('texturefragment.glsl', 'r') as f:
fragment_shader_string = f.read()
texturefragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(texturefragment_shader_id, fragment_shader_string)
glCompileShader(texturefragment_shader_id)
if glGetShaderiv(texturefragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(texturefragment_shader_id))
with open('fragment.glsl', 'r') as f:
fragment_shader_string = f.read()
fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragment_shader_id, fragment_shader_string)
glCompileShader(fragment_shader_id)
if glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(fragment_shader_id))
global program_id, program2_id, program3_id
program_id = glCreateProgram()
glAttachShader(program_id, vertex_shader_id)
glAttachShader(program_id,Cube.GeometryShaderId)
#glAttachShader(program_id, Cuboid.GeometryShaderId)
glAttachShader(program_id, fragment_shader_id)
#glAttachShader(program_id, l.FragmentShaderId)
glLinkProgram(program_id)
struct = Structure()
struct.addShape(program_id,c)
struct.buildvertexArrays()
struct.clearVertexArrays()
program3_id = l.getDepthProgram(vertex_shader_id,Cube.GeometryShaderId)
program2_id = glCreateProgram()
glAttachShader(program2_id, passthrough_vertex_shader_id)
glAttachShader(program2_id, texturefragment_shader_id)
glLinkProgram(program2_id)
if glGetProgramiv(program_id, GL_LINK_STATUS) != GL_TRUE:
raise RuntimeError(glGetProgramInfoLog(program_id))
global vai, pbi,cbi,vai2,vai3
vai, pbi, cbi = create_vertex_buffers(np.array([0, 0, 1,
1,1,0,
1, 0, 0,
1, -1, 0,
0, -1, 0,
-1, -1, 0,
-1, 0, 0,
-1, 1, 0,
0, 1, 0],dtype=np.float32),
np.array([1, 1, 0,
0, 0, 1,
0, 1, 0,
1, 0, 0,
0, 1, 0,
0, 0, 1,
0, 1, 1,
1, 1, 1,
0, 0, 1],dtype=np.float32), program_id,
sizes=np.array(
[0.5, 1.5, 1.5,
0.5, 1.5, 1.5,
0.5, 1.5, 1.5],dtype=np.float32))
v = []
color = []
for i in range(-11,12):
for j in range(-11,12):
v.append(i)
v.append(j)
v.append(0)
color.append(1)
color.append(1)
color.append(1)
'''vai, pbi, cbi = create_vertex_buffers(np.array(v, dtype=np.float32),
np.array(color, dtype=np.float32), program_id,
sizes=np.array(
[0.5, 1.5, 1.5,
0.5, 1.5, 1.5,
0.5, 1.5, 1.5], dtype=np.float32))'''
vai2, _, _ = create_vertex_buffers(np.array([0.4,0.4,0,
1,0.4,0,
0.4,1,0,
0.4,1,0,
1,0.4,0,
1,1,0], dtype=np.float32),
np.array([0,0,0,
1,0,0,
0,1,0,
0,1,0,
1,0,0,
1,1,0],dtype=np.float32),program2_id)
vai3, _, _ = create_vertex_buffers(np.array([-1, -1, 0,
1, -1, 0,
-1, 1, 0,
-1, 1, 0,
1, -1, 0,
1, 1, 0], dtype=np.float32),
np.array([0, 0, 0,
1, 0, 0,
0, 1, 0,
0, 1, 0,
1, 0, 0,
1, 1, 0], dtype=np.float32), program2_id)
glutMainLoop()
return
projMatrix = perspectiveMatrix(45.0, 400 / 400, 0.01, 100.0);
def check_error(message):
gl_error = glGetError()
if (gl_error != GL_NO_ERROR):
print("Error: " + message)
if (gluErrorString(gl_error)):
print(gluErrorString(gl_error))
else:
print(hex(gl_error))
return True
return False
def create_vertex_buffers(positions,colors,program_id,sizes=np.array([])):
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
#global vai, pbi, cbi
tvai = GLuint(0)
tpbi = GLuint(0)
tcbi = GLuint(0)
#test = glGetString(GL_VERSION)
glGenVertexArrays(1,tvai)
glBindVertexArray(tvai)
vid = glGetAttribLocation(program_id,"in_position")
glEnableVertexAttribArray(vid)
tpbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER,tpbi)
glBufferData(GL_ARRAY_BUFFER,positions,GL_STATIC_DRAW)
glVertexAttribPointer(vid,3,GL_FLOAT,GL_FALSE,0,None)
check_error("Could not create position buffer")
tcbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER,tcbi)
glBufferData(GL_ARRAY_BUFFER, colors,GL_STATIC_DRAW)
vc = glGetAttribLocation(program_id, "MyInColor")
if vc != -1:
glEnableVertexAttribArray(vc)
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create color buffer")
if len(sizes) > 0:
sbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER,sbi)
glBufferData(GL_ARRAY_BUFFER,sizes,GL_STATIC_DRAW)
vs = glGetAttribLocation(program_id, "MyInSize")
if vs != -1:
glEnableVertexAttribArray(vs)
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0 ,None)
check_error("Could not create size buffer")
glBindVertexArray(0)
return tvai, tpbi, tcbi
def clear_buffer(buffer_id):
glDisableVertexAttribArray(buffer_id)
glDeleteBuffers(1,[buffer_id])
def clear_vertex_array(va_id):
glDeleteVertexArrays(1,va_id)
check_error("Could not destroy vertex array")
vai, pbi, cbi = 0,0,0
vai2,pbi2,cbi2 = 0,0,0
vai3,pbi3,cbi3 = 0,0,0
rx = 0
ry = 0
def render(program_id,projMatrix,vai,x,y,z):
ident = np.transpose(np.matrix([[1, 0, 0], [0, 1, 0], [0, 0, 1]], np.float32))
glUseProgram(program_id)
check_error("Renderingprogram is not initialized!")
projection = glGetUniformLocation(program_id, 'projModelViewMatrix')
normal = glGetUniformLocation(program_id, 'normalMatrix')
rot = glGetUniformLocation(program_id, 'rotMatrix')
glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(translate(x, y, z) * rotate(0,ry,0,True) * projMatrix))
glUniformMatrix3fv(normal, 1, GL_FALSE, np.array(ident))
glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(rotate(rx, 0, 0)))
glBindVertexArray(vai)
glDrawArrays(GL_POINTS, 0, 9)#529
check_error("Rendering problem")
glBindVertexArray(0)
glUseProgram(0)
def display():
'''if time.time() - start >= 1:
print(frames+1)
global start, frames
frames = 0
start = time.time()
else:
global frames
frames += 1'''
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
global l
l.prepareForDepthMapping()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
#newMat = orthogonalMatrix(10, -10, 10, -10, 10, -10) * lookAt(cx, cy, 5, 0, 0, 0, 0, 1,0) * np.identity(4)
#newMat = translate(0, 0, -10) * newMat
newMat = translate(-cx,-cy,-5)*lookAt(cx,cy,5,0,0,0,0,1,0) * perspectiveMatrix(opening,float(width)/float(height),0.01,100.0)
oldMat = rotate(0, -0.5, 0, True) * projMatrix
glUseProgram(program3_id)
widthid = glGetUniformLocation(program3_id, 'width')
heightid = glGetUniformLocation(program3_id, 'height')
nearid = glGetUniformLocation(program3_id, 'near')
farid = glGetUniformLocation(program3_id, 'far')
glUniform1f(nearid, 0.01)
glUniform1f(farid, 100)
glUniform1f(widthid, width)
glUniform1f(heightid, height)
render(program3_id, newMat, vai, 0, 0, 0)
glFlush()
l.finishDepthMapping()
resize(width, height)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUseProgram(program_id)
widthid = glGetUniformLocation(program_id, 'width')
heightid = glGetUniformLocation(program_id, 'height')
nearid = glGetUniformLocation(program_id, 'near')
farid = glGetUniformLocation(program_id, 'far')
glUniform1f(nearid, 0.01)
glUniform1f(farid, 100)
glUniform1f(widthid,width)
glUniform1f(heightid, height)
lightProjModelViewMatrix = glGetUniformLocation(program_id, 'lightProjModelViewMatrix')
numLights = glGetUniformLocation(program_id, 'numLights')
lightpos = glGetUniformLocation(program_id, 'lightpos')
lightcolorid = glGetUniformLocation(program_id, 'lightColor')
glUniformMatrix4fv(lightProjModelViewMatrix,1,GL_FALSE,np.array(newMat))
glUniform1iv(numLights, 1, 1)
glUniform3fv(lightpos, 1, [-cx,-cy,-5])
glUniform3fv(lightcolorid, 1, [4,1,1])
texID = glGetUniformLocation(program_id, 'ShadowMaps')
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
glUniform1i(texID, 0)
render(program_id,projMatrix,vai,0,0,-10)
temp, _, _ = create_vertex_buffers(np.array([cx, cy, 5], dtype=np.float32),
np.array([1, 1, 0], dtype=np.float32), program_id)
render(program_id, projMatrix, temp, 0, 0, -10)
#ry += 0.05
glUseProgram(program2_id)
check_error("Renderingprogram is not initialized!")
texID = glGetUniformLocation(program2_id, "Tex")
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
glUniform1i(texID, 0)
glBindVertexArray(vai2)
glDrawArrays(GL_TRIANGLES, 0, 6)
check_error("Rendering problem")
glBindVertexArray(0)
glUseProgram(0)
glFlush()
glFlush()
glutSwapBuffers()
global rx
#rx += 0.025
global ry
glutPostRedisplay()
return
cx = 0
cy = 0
def display2():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
global l
l.prepareForDepthMapping()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
newMat = orthogonalMatrix(10, -10, 10, -10, 20, 0.01) * lookAt(-cx, -cy, 1, 0, 0, 0, 0, 1, 0) * np.identity(4)
newMat = translate(5,0,-10)*lookAt(-5,0,10,0,0,0,0,1,0) * projMatrix
oldMat = rotate(0,-0.5,0,True) * projMatrix
glUseProgram(program3_id)
widthid = glGetUniformLocation(program3_id, 'width')
heightid = glGetUniformLocation(program3_id, 'height')
nearid = glGetUniformLocation(program3_id, 'near')
farid = glGetUniformLocation(program3_id, 'far')
glUniform1f(nearid, 0.01)
glUniform1f(farid, 100)
glUniform1f(widthid, width)
glUniform1f(heightid, height)
render(program3_id, newMat,vai,0,0,0)
glFlush()
l.finishDepthMapping()
glUseProgram(program2_id)
check_error("Renderingprogram is not initialized!")
texID = glGetUniformLocation(program2_id, "Tex")
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D,l.DepthBuffer)
glUniform1i(texID,0)
glBindVertexArray(vai3)
glDrawArrays(GL_TRIANGLES, 0, 6)
check_error("Rendering problem")
glBindVertexArray(0)
glUseProgram(0)
glFlush()
glutSwapBuffers()
glutPostRedisplay()
def resize(w,h):
glViewport(0,0,w,h)
global projMatrix
projMatrix = perspectiveMatrix(45.0,float(w)/float(h),0.01,100.0)
global width, height
width = w
height = h
def keyboardHandler(key:int,x:int,y:int):
if key == b'\x1b':
exit()
if key == b'+':
global rx
rx += 0.25
if key == b'-':
global rx
rx -= 0.25
if key == b'w':
global cy
cy += 0.25
if key == b's':
global cy
cy -= 0.25
if key == b'a':
global cx
cx -= 0.25
if key == b'd':
global cx
cx += 0.25
if key == b'q':
global opening
opening -= 0.25
if key == b'e':
global opening
opening += 0.25
if key == b'r':
print(cx,cy, opening)
glutPostRedisplay()
#print(key,x,y)
def funcKeydHandler(key:int,x:int,y:int):
if key == 11:
glutFullScreenToggle()
#print(key)
if __name__ == '__main__': main()

12
passthroughvertex.glsl Normal file
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@ -0,0 +1,12 @@
#version 410
layout(location = 0) in vec3 in_position;
//color will be used for texcoords instead
layout(location = 1) in vec3 MyInColor;
layout(location = 0) out vec2 UV;
void main() {
UV = MyInColor.xy;
gl_Position = vec4(in_position,1.0);
}

13
texturefragment.glsl Normal file
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@ -0,0 +1,13 @@
#version 410
layout(location = 0)in vec2 UV;
layout(location = 0)out vec4 color;
uniform sampler2D Tex;
void main() {
//color = vec4(0,0,0,1);
color = vec4(vec3(texture(Tex,UV).x),1);
}

22
vertex.glsl Normal file
View File

@ -0,0 +1,22 @@
#version 410
uniform mat4 projModelViewMatrix;
uniform mat3 normalMatrix;
uniform mat3 rotMatrix;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 MyInColor;
layout(location = 2) in vec3 MyInSize;
layout(location = 0) out vec3 colorgeo;
layout(location = 1) out vec3 sizegeo;
void main()
{
colorgeo = MyInColor;
sizegeo = MyInSize;
gl_ClipDistance[0] = 100;
//gl_Position = projModelViewMatrix * vec4(rotMatrix *in_position, 1.0);
//gl_Position = vec4(rotMatrix *(projModelViewMatrix * vec4(in_position, 1.0)).xyz,1.0);
gl_Position = vec4(rotMatrix * in_position, 1.0);
}