fixes most bugs

This commit is contained in:
zomseffen 2020-07-19 10:41:08 +02:00
parent 325da79fac
commit dede00377e
7 changed files with 321 additions and 262 deletions

View file

@ -15,7 +15,8 @@ class Light:
depthshaderId = -1
def getDepthProgram(self, vertexshader=-1, geometryshader=-1):
if ((vertexshader,geometryshader) not in self.programId.keys() and vertexshader != -1 and 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()
@ -37,18 +38,18 @@ class Light:
return -1
return self.programId[(vertexshader, geometryshader)]
def __init__(self):
self._ModelviewProjectionMatrix = np.identity(4)
self._pos = [0, 0, 0]
self._lightColor = [1, 1, 1]
self.FramebufferId = -1
self.DepthBuffer = -1
self.map_size = 1024
@property
def lightColor(self):
return self._lightColor
@lightColor.setter
def lightColor(self, value):
self._lightColor = value
@ -76,15 +77,20 @@ class Light:
new = True
glClearColor(1.0, 1.0, 1.0, 1.0)
glBindFramebuffer(GL_FRAMEBUFFER, self.FramebufferId)
#glCullFace(GL_FRONT)
glViewport(0, 0, 512, 512)
glCullFace(GL_FRONT)
glViewport(0, 0, self.map_size, self.map_size)
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)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.map_size, self.map_size, 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)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, np.array([0, 0, 0], dtype=np.float32))
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.FramebufferId, 0)
DrawBuffers = [GL_NONE]
@ -98,4 +104,3 @@ class Light:
glDrawBuffers(DrawBuffers)
glClearColor(0.0, 0.0, 0.0, 1.0)
glBindFramebuffer(GL_FRAMEBUFFER, 0)

View file

@ -18,6 +18,7 @@ def lookAt(eyeX,eyeY,eyeZ,cX,cY,cZ,upX,upY,upZ):
return np.transpose(mat)
def orthogonalMatrix(r, l, t, b, f, n):
mat = np.matrix([
[2 / (r - l), 0, 0, -(r + l) / (r - l)],
@ -42,6 +43,7 @@ def perspectiveMatrix(fovy,aspect,znear,zfar):
return np.transpose(mat)
def translate(x, y, z):
mat = np.matrix([[1, 0, 0, x],
[0, 1, 0, y],
@ -50,16 +52,20 @@ def translate(x, y, z):
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)
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)

View file

@ -4,12 +4,15 @@ 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()

View file

@ -1,18 +1,25 @@
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 = np.array((np.concatenate((self.pos, [1])) * M)[0, 0:3])[0]
return self
def setColor(self, R, G, B):
self.color[0] = R
self.color[1] = G

View file

@ -22,6 +22,7 @@ def check_error(message):
return True
return False
class Structure:
def __init__(self):
self.Objects = {}
@ -52,10 +53,11 @@ class Structure:
self.vais = {}
for key, objects in self.Objects.items():
tvai = GLuint(-1)
tpbi = -1
tcbi = -1
tsbi = -1
tvai = GLuint(0)
tpbi = GLuint(0)
tcbi = GLuint(0)
tsbi = GLuint(0)
glGenVertexArrays(1, tvai)
glBindVertexArray(tvai)
@ -69,7 +71,7 @@ class Structure:
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)
glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create position buffer")
@ -80,7 +82,7 @@ class Structure:
colors.append(o.color[2])
tcbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(colors), GL_STATIC_DRAW)
glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
vc = glGetAttribLocation(key, "MyInColor")
if vc != -1:
glEnableVertexAttribArray(vc)
@ -95,7 +97,7 @@ class Structure:
sizes.append(o.size[2])
tsbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(sizes), GL_STATIC_DRAW)
glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
vs = glGetAttribLocation(key, "MyInSize")
if vs != -1:
glEnableVertexAttribArray(vs)
@ -150,11 +152,13 @@ class Structure:
else:
return False
class CompoundStructure:
def __init__(self):
self.Structures = []
def addStructure(self, structure : Structure, M : np.matrix = np.identity(4, np.float), R : np.matrix = np.identity(3, np.float)):
def addStructure(self, structure: Structure, M: np.matrix = np.identity(4, np.float),
R: np.matrix = np.identity(3, np.float)):
self.Structures.append((structure, M, R))
def render(self, projMatrix, geometryRotMatrix, alternateprograms=None):

View file

@ -21,13 +21,19 @@ const float specFactor = 1.0;
const float shininess = 16.0;
const float screenGamma = 2.2;
const float pitl = 2*3.14159265359 / 16.0;
const float circlelength = 700.0;
const float circlelength = 100000.0;
bool isVisible(int i, vec2 offs, float lambertian)
{
float bias = 0.005*tan(acos(lambertian));
bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
// float bias = 0.005*tan(acos(lambertian));
// bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz))));
// return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias));
vec2 size = textureSize(ShadowMaps[i], 0);
float bias = (1.0 / (10.0 * max(size.x, size.y)))*sin(acos(lambertian));
// bias = 0.0001*(1.0 - lambertian);
// bias = max(bias, 0.001);
return !((texture(ShadowMaps[i],lightviewpos[i].xy + offs).x) < (lightviewpos[i].z - bias));
}
void main()
@ -36,7 +42,7 @@ void main()
for(int i = 0; i < numLights; i++){
vec3 lightDir = -normalize(lightpos[i] - pos.xyz);
float lambertian = max(dot(normalize(normal),lightDir),0.0);
float lambertian = dot(normalize(normal),lightDir);
float cosTheta = clamp(dot(normalize(normal),-lightDir), 0.0, 1.0);
float specular = 0;
vec3 viewDir = normalize(-pos.xyz);
@ -45,29 +51,25 @@ void main()
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(cos(j*4*pitl),sin(j*4*pitl)) / circlelength;
visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
}
if(visible == 0.25)
visible = 1.0;
else
visible = 0;
for(int j = 0; j < 16; j++){
vec2 offs = vec2(cos(j*pitl),sin(j*pitl)) / circlelength;
visible += float(isVisible(i, offs,cosTheta)) * 1.0/16.0;
}
colorLinear += (visible * 0.5 + 0.5) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin);
int count = 0;
vec2 texelSize = 1.0 / textureSize(ShadowMaps[i], 0);
for(int x = -2; x <= 2; x++){
for(int y = -2; y <= 2; y++){
vec2 offs = vec2(x, y) * texelSize;
visible += float(int(isVisible(i, offs, lambertian))) * 1.0/25.0;
}
}
bool condition = visible >= (1.0/5.0);
visible = float(condition) * 1.0 + float(!condition) * visible;
colorLinear += (visible * 0.5 + 0.0) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin) * (200.0/(length(lightpos[i] - pos.xyz) * length(lightpos[i] - pos.xyz)));
colorLinear /= dot(lightpos[i] - pos.xyz, lightpos[i] - pos.xyz)/200;
//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);
colorOut = vec4(colorGammaCorrected,1.0);
depth = gl_FragCoord.z;
}

198
main.py
View file

@ -1,3 +1,8 @@
import random
import sys
print('64' if sys.maxsize > 2 ** 32 else '32')
from wsgiref.validate import check_errors
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
@ -28,10 +33,12 @@ program2_id = 0
program3_id = 0
start = time.time()
frames = 0
width = 1024
height = 768
width = 1920
height = 1080
opening = 45
l = Light()
def main():
lm = LightingManager()
# lm.addRenderStep(0,0)
@ -54,7 +61,6 @@ def main():
c = Cube()
cuboid = Cuboid()
glClearColor(0., 0., 0., 1.)
# glShadeModel(GL_SMOOTH)
# glDisable(GL_CULL_FACE)
@ -82,8 +88,6 @@ def main():
# 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()
@ -129,16 +133,25 @@ def main():
global struct, cstruct
struct = Structure()
struct.addShape(program_id, Cube().translate(translate(0, 0, 1)).setColor(1, 1, 0))
struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
struct.addShape(program_id, Cube().translate(translate(0, -1, 0)).setColor(0, 1, 0))
struct.addShape(program_id, Cube().translate(translate(-1, -1, 0)).setColor(0, 0, 1))
struct.addShape(program_id, Cube().translate(translate(-1, 0, 0)).setColor(0, 1, 1))
struct.addShape(program_id, Cube().translate(translate(-1, 1, 0)).setColor(1, 1, 1))
struct.addShape(program_id, Cube().translate(translate(0, 1, 0)).setColor(0, 0, 1))
# struct.addShape(program_id, Cube().translate(translate(1, 1, 0)).setColor(0, 0, 1))
# struct.addShape(program_id, Cube().translate(translate(1, 0, 0)).setColor(0, 1, 0))
# struct.addShape(program_id, Cube().translate(translate(1, -1, 0)).setColor(1, 0, 0))
# struct.addShape(program_id, Cube().translate(translate(0, -1, 0)).setColor(0, 1, 0))
# struct.addShape(program_id, Cube().translate(translate(-1, -1, 0)).setColor(0, 0, 1))
# struct.addShape(program_id, Cube().translate(translate(-1, 0, 0)).setColor(0, 1, 1))
# struct.addShape(program_id, Cube().translate(translate(-1, 1, 0)).setColor(1, 1, 1))
# struct.addShape(program_id, Cube().translate(translate(0, 1, 0)).setColor(0, 0, 1))
for x_pos in range(-10, 10, 1):
for y_pos in range(-10, 10):
struct.addShape(program_id, Cube().translate(translate(x_pos, y_pos, 0)).setColor(
random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
struct.buildvertexArrays()
struct.clearVertexArrays()
# struct.clearVertexArrays()
cstruct = CompoundStructure()
cstruct.addStructure(struct)
@ -186,7 +199,6 @@ def main():
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(
@ -222,19 +234,22 @@ def main():
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):
if gl_error != GL_NO_ERROR:
print("Error: " + message)
if (gluErrorString(gl_error)):
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)
@ -282,34 +297,37 @@ def create_vertex_buffers(positions,colors,program_id,sizes=np.array([])):
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, alternateprograms=None):
global struct, cstruct
cstruct.render(translate(x, y, z) * rotate(0, ry, 0, True) * projMatrix, rotate(rx, 0, 0), alternateprograms)
'''glUseProgram(program_id)
'''
glUseProgram(program_id)
check_error("Renderingprogram is not initialized!")
projection = glGetUniformLocation(program_id, 'projModelViewMatrix')
rot = glGetUniformLocation(program_id, 'rotMatrix')
glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(translate(x, y, z) * rotate(0,ry,0,True) * projMatrix))
glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(rotate(rx, 0, 0)))
glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(translate(x, y, z) * rotate(rx, 0, 0, True) * projMatrix, dtype=np.float32))
glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(rotate(rx, 0, 0), dtype=np.float32))
glBindVertexArray(vai)
@ -317,7 +335,9 @@ def render(program_id,projMatrix,vai,x,y,z,alternateprograms = None):
check_error("Rendering problem")
glBindVertexArray(0)
glUseProgram(0)'''
glUseProgram(0)
'''
def display():
'''if time.time() - start >= 1:
@ -328,7 +348,7 @@ def display():
else:
global frames
frames += 1'''
glClearColor(0, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
global l
@ -338,8 +358,17 @@ def display():
# 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
global projMatrix
projMatrix = perspectiveMatrix(45, float(width) / float(height), 0.01, 100.0)
newMat = translate(-cx, -cy, -2) * lookAt(cx, cy, 2, 0, 0, 0, 0, 1, 0) * perspectiveMatrix(opening,
float(l.map_size) /
float(l.map_size),
0.01, 100.0)
l.pos = [-cx, -cy, -2]
l.ModelviewProjectionMatrix = newMat
l.lightColor = [1, 1, 1]
glUseProgram(program3_id)
widthid = glGetUniformLocation(program3_id, 'width')
heightid = glGetUniformLocation(program3_id, 'height')
@ -355,7 +384,8 @@ def display():
render(program3_id, newMat, vai, 0, 0, 0, altPrId)
glFlush()
l.finishDepthMapping()
resize(width, height)
glClearColor(1, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUseProgram(program_id)
@ -368,16 +398,11 @@ def display():
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')
l.pos = [-cx, -cy, -5]
l.ModelviewProjectionMatrix = newMat
l.lightColor = [1,1,1]
glUniformMatrix4fv(lightProjModelViewMatrix, 1, GL_FALSE, np.array(l.ModelviewProjectionMatrix))
glUniform1iv(numLights, 1, 1)
glUniform3fv(lightpos, 1, l.pos)
@ -388,14 +413,14 @@ def display():
glBindTexture(GL_TEXTURE_2D, l.DepthBuffer)
glUniform1iv(texID, 1, 0)
render(program_id,projMatrix,vai,0,0,-10)
glViewport(0, 0, width, height)
render(program_id, translate(0, 0, -10) * lookAt(0, 0, 10, 0, 0, 0, 0, 1, 0) * projMatrix, vai, 0, 0, 0)
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)
# 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!")
@ -407,11 +432,11 @@ def display():
glBindVertexArray(vai2)
glDrawArrays(GL_TRIANGLES, 0, 6)
check_error("Rendering problem")
glBindVertexArray(0)
glUseProgram(0)
glFlush()
glFlush()
glutSwapBuffers()
global rx
# rx += 0.025
@ -419,48 +444,54 @@ def display():
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!")
# 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()
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):
w = max(w, 1)
h = max(h, 1)
glViewport(0, 0, w, h)
global projMatrix
projMatrix = perspectiveMatrix(45.0, float(w) / float(h), 0.01, 100.0)
@ -471,33 +502,29 @@ def resize(w,h):
def keyboardHandler(key: int, x: int, y: int):
if key == b'\x1b':
exit()
global rx
global cx
global cy
global opening
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':
@ -505,9 +532,14 @@ def keyboardHandler(key:int,x:int,y:int):
glutPostRedisplay()
# print(key,x,y)
def funcKeydHandler(key: int, x: int, y: int):
if key == 11:
glutFullScreenToggle()
# print(key)
if __name__ == '__main__': main()
if __name__ == '__main__':
rx = 0
ry = 0
main()