VoxelEngine/Lights/Lights.py
2017-08-27 12:51:26 +02:00

74 lines
3 KiB
Python

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)