119 lines
No EOL
4.3 KiB
Python
119 lines
No EOL
4.3 KiB
Python
from wsgiref.validate import check_errors
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from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
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from OpenGL.GL.framebufferobjects import glBindFramebuffer
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from OpenGL.GLUT import *
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import OpenGL.GLUT.freeglut
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from OpenGL.GLU import *
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from OpenGL.GL import *
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import numpy as np
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def check_error(message):
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gl_error = glGetError()
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if (gl_error != GL_NO_ERROR):
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print("Error: " + message)
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if (gluErrorString(gl_error)):
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print(gluErrorString(gl_error))
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else:
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print(hex(gl_error))
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return True
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return False
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class Structure:
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def __init__(self):
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self.Objects = {}
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self.vais = {}
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self.Matrix = np.identity(4,np.float32)
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self.dirty = False
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def addShape(self,program,shape):
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if not program in self.Objects.keys():
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self.Objects[program] = []
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self.Objects[program].append(shape)
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self.dirty = True
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def removeShape(self,program,shape):
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if program in self.Objects.keys():
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self.Objects[program].remove(shape)
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if len(self.Objects[program]) == 0:
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self.Objects.pop(program)
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self.dirty = True
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def buildvertexArrays(self):
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if self.dirty:
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self.clearVertexArrays()
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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self.vais = {}
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for key,objects in self.Objects.items():
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tvai = GLuint(-1)
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tpbi = -1
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tcbi = -1
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tsbi = -1
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glGenVertexArrays(1, tvai)
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glBindVertexArray(tvai)
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vid = glGetAttribLocation(key, "in_position")
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glEnableVertexAttribArray(vid)
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tpbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tpbi)
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positions = []
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for o in objects:
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positions.append(o.pos[0])
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positions.append(o.pos[1])
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positions.append(o.pos[2])
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glBufferData(GL_ARRAY_BUFFER, np.asarray(positions), GL_STATIC_DRAW)
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create position buffer")
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colors = []
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for o in objects:
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colors.append(o.color[0])
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colors.append(o.color[1])
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colors.append(o.color[2])
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, np.asarray(colors), GL_STATIC_DRAW)
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vc = glGetAttribLocation(key, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create color buffer")
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if hasattr(objects[0],'size'):
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sizes = []
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for o in objects:
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sizes.append(o.size[0])
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sizes.append(o.size[1])
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sizes.append(o.size[2])
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tsbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tsbi)
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glBufferData(GL_ARRAY_BUFFER, np.asarray(sizes), GL_STATIC_DRAW)
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vs = glGetAttribLocation(key, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
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check_error("Could not create size buffer")
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glBindVertexArray(0)
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self.vais[key] = (tvai,tpbi,tcbi,tsbi)
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self.dirty = False
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def clearVertexArrays(self):
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for key,(a,p,c,s) in self.vais.items():
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if p != -1:
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glDisableVertexAttribArray(p)
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glDeleteBuffers(1,[p])
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if c != -1:
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glDisableVertexAttribArray(c)
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glDeleteBuffers(1,[c])
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if s != -1 and s != GLuint(-1):
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glDisableVertexAttribArray(s)
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glDeleteBuffers(1,[s])
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glDeleteVertexArrays(1, a)
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check_error("Could not destroy vertex array") |