592 lines
16 KiB
Python
592 lines
16 KiB
Python
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#!/usr/bin/env python
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""" pygame.examples.glcube
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Draw a cube on the screen.
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Amazing.
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Every frame we orbit the camera around a small amount
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creating the illusion of a spinning object.
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First we setup some points of a multicolored cube. Then we then go through
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a semi-unoptimized loop to draw the cube points onto the screen.
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OpenGL does all the hard work for us. :]
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Keyboard Controls
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-----------------
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* ESCAPE key to quit
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* f key to toggle fullscreen.
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"""
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import math
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import ctypes
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import pygame as pg
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try:
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import OpenGL.GL as GL
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import OpenGL.GLU as GLU
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except ImportError:
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print("pyopengl missing. The GLCUBE example requires: pyopengl numpy")
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raise SystemExit
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try:
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from numpy import array, dot, eye, zeros, float32, uint32
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except ImportError:
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print("numpy missing. The GLCUBE example requires: pyopengl numpy")
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raise SystemExit
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# do we want to use the 'modern' OpenGL API or the old one?
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# This example shows you how to do both.
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USE_MODERN_GL = True
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# Some simple data for a colored cube here we have the 3D point position
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# and color for each corner. A list of indices describes each face, and a
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# list of indices describes each edge.
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CUBE_POINTS = (
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(0.5, -0.5, -0.5),
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(0.5, 0.5, -0.5),
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(-0.5, 0.5, -0.5),
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(-0.5, -0.5, -0.5),
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(0.5, -0.5, 0.5),
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(0.5, 0.5, 0.5),
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(-0.5, -0.5, 0.5),
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(-0.5, 0.5, 0.5),
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)
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# colors are 0-1 floating values
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CUBE_COLORS = (
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(1, 0, 0),
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(1, 1, 0),
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(0, 1, 0),
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(0, 0, 0),
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(1, 0, 1),
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(1, 1, 1),
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(0, 0, 1),
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(0, 1, 1),
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)
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CUBE_QUAD_VERTS = (
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(0, 1, 2, 3),
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(3, 2, 7, 6),
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(6, 7, 5, 4),
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(4, 5, 1, 0),
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(1, 5, 7, 2),
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(4, 0, 3, 6),
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)
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CUBE_EDGES = (
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(0, 1),
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(0, 3),
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(0, 4),
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(2, 1),
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(2, 3),
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(2, 7),
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(6, 3),
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(6, 4),
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(6, 7),
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(5, 1),
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(5, 4),
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(5, 7),
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)
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def translate(matrix, x=0.0, y=0.0, z=0.0):
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"""
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Translate (move) a matrix in the x, y and z axes.
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:param matrix: Matrix to translate.
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:param x: direction and magnitude to translate in x axis. Defaults to 0.
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:param y: direction and magnitude to translate in y axis. Defaults to 0.
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:param z: direction and magnitude to translate in z axis. Defaults to 0.
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:return: The translated matrix.
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"""
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translation_matrix = array(
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[
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[1.0, 0.0, 0.0, x],
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[0.0, 1.0, 0.0, y],
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[0.0, 0.0, 1.0, z],
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[0.0, 0.0, 0.0, 1.0],
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],
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dtype=matrix.dtype,
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).T
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matrix[...] = dot(matrix, translation_matrix)
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return matrix
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def frustum(left, right, bottom, top, znear, zfar):
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"""
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Build a perspective matrix from the clipping planes, or camera 'frustrum'
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volume.
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:param left: left position of the near clipping plane.
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:param right: right position of the near clipping plane.
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:param bottom: bottom position of the near clipping plane.
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:param top: top position of the near clipping plane.
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:param znear: z depth of the near clipping plane.
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:param zfar: z depth of the far clipping plane.
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:return: A perspective matrix.
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"""
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perspective_matrix = zeros((4, 4), dtype=float32)
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perspective_matrix[0, 0] = +2.0 * znear / (right - left)
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perspective_matrix[2, 0] = (right + left) / (right - left)
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perspective_matrix[1, 1] = +2.0 * znear / (top - bottom)
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perspective_matrix[3, 1] = (top + bottom) / (top - bottom)
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perspective_matrix[2, 2] = -(zfar + znear) / (zfar - znear)
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perspective_matrix[3, 2] = -2.0 * znear * zfar / (zfar - znear)
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perspective_matrix[2, 3] = -1.0
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return perspective_matrix
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def perspective(fovy, aspect, znear, zfar):
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"""
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Build a perspective matrix from field of view, aspect ratio and depth
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planes.
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:param fovy: the field of view angle in the y axis.
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:param aspect: aspect ratio of our view port.
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:param znear: z depth of the near clipping plane.
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:param zfar: z depth of the far clipping plane.
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:return: A perspective matrix.
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"""
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h = math.tan(fovy / 360.0 * math.pi) * znear
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w = h * aspect
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return frustum(-w, w, -h, h, znear, zfar)
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def rotate(matrix, angle, x, y, z):
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"""
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Rotate a matrix around an axis.
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:param matrix: The matrix to rotate.
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:param angle: The angle to rotate by.
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:param x: x of axis to rotate around.
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:param y: y of axis to rotate around.
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:param z: z of axis to rotate around.
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:return: The rotated matrix
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"""
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angle = math.pi * angle / 180
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c, s = math.cos(angle), math.sin(angle)
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n = math.sqrt(x * x + y * y + z * z)
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x, y, z = x / n, y / n, z / n
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cx, cy, cz = (1 - c) * x, (1 - c) * y, (1 - c) * z
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rotation_matrix = array(
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[
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[cx * x + c, cy * x - z * s, cz * x + y * s, 0],
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[cx * y + z * s, cy * y + c, cz * y - x * s, 0],
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[cx * z - y * s, cy * z + x * s, cz * z + c, 0],
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[0, 0, 0, 1],
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],
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dtype=matrix.dtype,
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).T
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matrix[...] = dot(matrix, rotation_matrix)
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return matrix
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class Rotation:
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"""
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Data class that stores rotation angles in three axes.
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"""
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def __init__(self):
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self.theta = 20
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self.phi = 40
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self.psi = 25
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def drawcube_old():
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"""
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Draw the cube using the old open GL methods pre 3.2 core context.
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"""
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allpoints = list(zip(CUBE_POINTS, CUBE_COLORS))
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GL.glBegin(GL.GL_QUADS)
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for face in CUBE_QUAD_VERTS:
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for vert in face:
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pos, color = allpoints[vert]
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GL.glColor3fv(color)
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GL.glVertex3fv(pos)
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GL.glEnd()
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GL.glColor3f(1.0, 1.0, 1.0)
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GL.glBegin(GL.GL_LINES)
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for line in CUBE_EDGES:
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for vert in line:
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pos, color = allpoints[vert]
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GL.glVertex3fv(pos)
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GL.glEnd()
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def init_gl_stuff_old():
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"""
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Initialise open GL, prior to core context 3.2
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"""
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GL.glEnable(GL.GL_DEPTH_TEST) # use our zbuffer
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# setup the camera
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GL.glMatrixMode(GL.GL_PROJECTION)
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GL.glLoadIdentity()
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GLU.gluPerspective(45.0, 640 / 480.0, 0.1, 100.0) # setup lens
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GL.glTranslatef(0.0, 0.0, -3.0) # move back
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GL.glRotatef(25, 1, 0, 0) # orbit higher
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def init_gl_modern(display_size):
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"""
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Initialise open GL in the 'modern' open GL style for open GL versions
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greater than 3.1.
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:param display_size: Size of the window/viewport.
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"""
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# Create shaders
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# --------------------------------------
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vertex_code = """
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#version 150
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform vec4 colour_mul;
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uniform vec4 colour_add;
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in vec4 vertex_colour; // vertex colour in
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in vec3 vertex_position;
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out vec4 vertex_color_out; // vertex colour out
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void main()
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{
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vertex_color_out = (colour_mul * vertex_colour) + colour_add;
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gl_Position = projection * view * model * vec4(vertex_position, 1.0);
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}
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"""
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fragment_code = """
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#version 150
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in vec4 vertex_color_out; // vertex colour from vertex shader
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out vec4 fragColor;
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void main()
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{
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fragColor = vertex_color_out;
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}
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"""
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program = GL.glCreateProgram()
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vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
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fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)
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GL.glShaderSource(vertex, vertex_code)
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GL.glCompileShader(vertex)
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# this logs issues the shader compiler finds.
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log = GL.glGetShaderInfoLog(vertex)
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if isinstance(log, bytes):
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log = log.decode()
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for line in log.split("\n"):
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print(line)
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GL.glAttachShader(program, vertex)
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GL.glShaderSource(fragment, fragment_code)
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GL.glCompileShader(fragment)
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# this logs issues the shader compiler finds.
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log = GL.glGetShaderInfoLog(fragment)
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if isinstance(log, bytes):
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log = log.decode()
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for line in log.split("\n"):
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print(line)
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GL.glAttachShader(program, fragment)
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GL.glValidateProgram(program)
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GL.glLinkProgram(program)
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GL.glDetachShader(program, vertex)
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GL.glDetachShader(program, fragment)
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GL.glUseProgram(program)
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# Create vertex buffers and shader constants
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# ------------------------------------------
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# Cube Data
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vertices = zeros(
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8, [("vertex_position", float32, 3), ("vertex_colour", float32, 4)]
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)
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vertices["vertex_position"] = [
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[1, 1, 1],
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[-1, 1, 1],
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[-1, -1, 1],
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[1, -1, 1],
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[1, -1, -1],
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[1, 1, -1],
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[-1, 1, -1],
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[-1, -1, -1],
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]
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vertices["vertex_colour"] = [
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[0, 1, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 0, 1],
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[0, 1, 0, 1],
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[1, 1, 0, 1],
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[1, 1, 1, 1],
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[1, 0, 1, 1],
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[1, 0, 0, 1],
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]
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filled_cube_indices = array(
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[
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0,
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1,
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2,
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0,
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2,
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3,
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0,
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3,
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4,
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0,
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4,
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5,
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0,
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5,
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6,
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0,
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6,
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1,
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1,
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6,
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7,
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1,
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7,
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2,
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7,
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4,
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3,
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7,
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3,
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2,
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4,
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7,
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6,
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4,
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6,
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5,
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],
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dtype=uint32,
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)
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outline_cube_indices = array(
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[0, 1, 1, 2, 2, 3, 3, 0, 4, 7, 7, 6, 6, 5, 5, 4, 0, 5, 1, 6, 2, 7, 3, 4],
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dtype=uint32,
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)
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shader_data = {"buffer": {}, "constants": {}}
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GL.glBindVertexArray(GL.glGenVertexArrays(1)) # Have to do this first
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shader_data["buffer"]["vertices"] = GL.glGenBuffers(1)
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GL.glBindBuffer(GL.GL_ARRAY_BUFFER, shader_data["buffer"]["vertices"])
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GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL.GL_DYNAMIC_DRAW)
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stride = vertices.strides[0]
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offset = ctypes.c_void_p(0)
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loc = GL.glGetAttribLocation(program, "vertex_position")
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GL.glEnableVertexAttribArray(loc)
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GL.glVertexAttribPointer(loc, 3, GL.GL_FLOAT, False, stride, offset)
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offset = ctypes.c_void_p(vertices.dtype["vertex_position"].itemsize)
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loc = GL.glGetAttribLocation(program, "vertex_colour")
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GL.glEnableVertexAttribArray(loc)
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GL.glVertexAttribPointer(loc, 4, GL.GL_FLOAT, False, stride, offset)
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shader_data["buffer"]["filled"] = GL.glGenBuffers(1)
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GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, shader_data["buffer"]["filled"])
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GL.glBufferData(
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GL.GL_ELEMENT_ARRAY_BUFFER,
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filled_cube_indices.nbytes,
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filled_cube_indices,
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GL.GL_STATIC_DRAW,
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)
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shader_data["buffer"]["outline"] = GL.glGenBuffers(1)
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GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, shader_data["buffer"]["outline"])
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GL.glBufferData(
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GL.GL_ELEMENT_ARRAY_BUFFER,
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outline_cube_indices.nbytes,
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outline_cube_indices,
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GL.GL_STATIC_DRAW,
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)
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shader_data["constants"]["model"] = GL.glGetUniformLocation(program, "model")
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GL.glUniformMatrix4fv(shader_data["constants"]["model"], 1, False, eye(4))
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shader_data["constants"]["view"] = GL.glGetUniformLocation(program, "view")
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view = translate(eye(4), z=-6)
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GL.glUniformMatrix4fv(shader_data["constants"]["view"], 1, False, view)
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shader_data["constants"]["projection"] = GL.glGetUniformLocation(
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program, "projection"
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)
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GL.glUniformMatrix4fv(shader_data["constants"]["projection"], 1, False, eye(4))
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# This colour is multiplied with the base vertex colour in producing
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# the final output
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shader_data["constants"]["colour_mul"] = GL.glGetUniformLocation(
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program, "colour_mul"
|
||
|
)
|
||
|
GL.glUniform4f(shader_data["constants"]["colour_mul"], 1, 1, 1, 1)
|
||
|
|
||
|
# This colour is added on to the base vertex colour in producing
|
||
|
# the final output
|
||
|
shader_data["constants"]["colour_add"] = GL.glGetUniformLocation(
|
||
|
program, "colour_add"
|
||
|
)
|
||
|
GL.glUniform4f(shader_data["constants"]["colour_add"], 0, 0, 0, 0)
|
||
|
|
||
|
# Set GL drawing data
|
||
|
# -------------------
|
||
|
GL.glClearColor(0, 0, 0, 0)
|
||
|
GL.glPolygonOffset(1, 1)
|
||
|
GL.glEnable(GL.GL_LINE_SMOOTH)
|
||
|
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
|
||
|
GL.glDepthFunc(GL.GL_LESS)
|
||
|
GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
|
||
|
GL.glLineWidth(1.0)
|
||
|
|
||
|
projection = perspective(45.0, display_size[0] / float(display_size[1]), 2.0, 100.0)
|
||
|
GL.glUniformMatrix4fv(shader_data["constants"]["projection"], 1, False, projection)
|
||
|
|
||
|
return shader_data, filled_cube_indices, outline_cube_indices
|
||
|
|
||
|
|
||
|
def draw_cube_modern(shader_data, filled_cube_indices, outline_cube_indices, rotation):
|
||
|
"""
|
||
|
Draw a cube in the 'modern' Open GL style, for post 3.1 versions of
|
||
|
open GL.
|
||
|
|
||
|
:param shader_data: compile vertex & pixel shader data for drawing a cube.
|
||
|
:param filled_cube_indices: the indices to draw the 'filled' cube.
|
||
|
:param outline_cube_indices: the indices to draw the 'outline' cube.
|
||
|
:param rotation: the current rotations to apply.
|
||
|
"""
|
||
|
|
||
|
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
|
||
|
|
||
|
# Filled cube
|
||
|
GL.glDisable(GL.GL_BLEND)
|
||
|
GL.glEnable(GL.GL_DEPTH_TEST)
|
||
|
GL.glEnable(GL.GL_POLYGON_OFFSET_FILL)
|
||
|
GL.glUniform4f(shader_data["constants"]["colour_mul"], 1, 1, 1, 1)
|
||
|
GL.glUniform4f(shader_data["constants"]["colour_add"], 0, 0, 0, 0.0)
|
||
|
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, shader_data["buffer"]["filled"])
|
||
|
GL.glDrawElements(
|
||
|
GL.GL_TRIANGLES, len(filled_cube_indices), GL.GL_UNSIGNED_INT, None
|
||
|
)
|
||
|
|
||
|
# Outlined cube
|
||
|
GL.glDisable(GL.GL_POLYGON_OFFSET_FILL)
|
||
|
GL.glEnable(GL.GL_BLEND)
|
||
|
GL.glUniform4f(shader_data["constants"]["colour_mul"], 0, 0, 0, 0.0)
|
||
|
GL.glUniform4f(shader_data["constants"]["colour_add"], 1, 1, 1, 1.0)
|
||
|
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, shader_data["buffer"]["outline"])
|
||
|
GL.glDrawElements(GL.GL_LINES, len(outline_cube_indices), GL.GL_UNSIGNED_INT, None)
|
||
|
|
||
|
# Rotate cube
|
||
|
# rotation.theta += 1.0 # degrees
|
||
|
rotation.phi += 1.0 # degrees
|
||
|
# rotation.psi += 1.0 # degrees
|
||
|
model = eye(4, dtype=float32)
|
||
|
# rotate(model, rotation.theta, 0, 0, 1)
|
||
|
rotate(model, rotation.phi, 0, 1, 0)
|
||
|
rotate(model, rotation.psi, 1, 0, 0)
|
||
|
GL.glUniformMatrix4fv(shader_data["constants"]["model"], 1, False, model)
|
||
|
|
||
|
|
||
|
def main():
|
||
|
"""run the demo"""
|
||
|
|
||
|
# initialize pygame and setup an opengl display
|
||
|
pg.init()
|
||
|
|
||
|
gl_version = (3, 0) # GL Version number (Major, Minor)
|
||
|
if USE_MODERN_GL:
|
||
|
gl_version = (3, 2) # GL Version number (Major, Minor)
|
||
|
|
||
|
# By setting these attributes we can choose which Open GL Profile
|
||
|
# to use, profiles greater than 3.2 use a different rendering path
|
||
|
pg.display.gl_set_attribute(pg.GL_CONTEXT_MAJOR_VERSION, gl_version[0])
|
||
|
pg.display.gl_set_attribute(pg.GL_CONTEXT_MINOR_VERSION, gl_version[1])
|
||
|
pg.display.gl_set_attribute(
|
||
|
pg.GL_CONTEXT_PROFILE_MASK, pg.GL_CONTEXT_PROFILE_CORE
|
||
|
)
|
||
|
|
||
|
fullscreen = False # start in windowed mode
|
||
|
|
||
|
display_size = (640, 480)
|
||
|
pg.display.set_mode(display_size, pg.OPENGL | pg.DOUBLEBUF | pg.RESIZABLE)
|
||
|
|
||
|
if USE_MODERN_GL:
|
||
|
gpu, f_indices, o_indices = init_gl_modern(display_size)
|
||
|
rotation = Rotation()
|
||
|
else:
|
||
|
init_gl_stuff_old()
|
||
|
|
||
|
going = True
|
||
|
while going:
|
||
|
# check for quit'n events
|
||
|
events = pg.event.get()
|
||
|
for event in events:
|
||
|
if event.type == pg.QUIT or (
|
||
|
event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE
|
||
|
):
|
||
|
going = False
|
||
|
|
||
|
elif event.type == pg.KEYDOWN and event.key == pg.K_f:
|
||
|
if not fullscreen:
|
||
|
print("Changing to FULLSCREEN")
|
||
|
pg.display.set_mode(
|
||
|
(640, 480), pg.OPENGL | pg.DOUBLEBUF | pg.FULLSCREEN
|
||
|
)
|
||
|
else:
|
||
|
print("Changing to windowed mode")
|
||
|
pg.display.set_mode((640, 480), pg.OPENGL | pg.DOUBLEBUF)
|
||
|
fullscreen = not fullscreen
|
||
|
if gl_version[0] >= 4 or (gl_version[0] == 3 and gl_version[1] >= 2):
|
||
|
gpu, f_indices, o_indices = init_gl_modern(display_size)
|
||
|
rotation = Rotation()
|
||
|
else:
|
||
|
init_gl_stuff_old()
|
||
|
|
||
|
if USE_MODERN_GL:
|
||
|
draw_cube_modern(gpu, f_indices, o_indices, rotation)
|
||
|
else:
|
||
|
# clear screen and move camera
|
||
|
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
|
||
|
# orbit camera around by 1 degree
|
||
|
GL.glRotatef(1, 0, 1, 0)
|
||
|
drawcube_old()
|
||
|
|
||
|
pg.display.flip()
|
||
|
pg.time.wait(10)
|
||
|
|
||
|
pg.quit()
|
||
|
|
||
|
|
||
|
if __name__ == "__main__":
|
||
|
main()
|