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video_16_framebuffer_objects_p2.py
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240 lines (188 loc) · 8.29 KB
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import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy
import pyrr
from pyrr import matrix44, Vector3
from PIL import Image
from ObjLoader import *
new_width, new_height = 1280, 720
def window_resize(window, width, height):
global new_width, new_height
glViewport(0, 0, width, height)
new_width, new_height = width, height
def main():
if not glfw.init():
return
w_width, w_height = 1280, 720
aspect_ratio = w_width / w_height
window = glfw.create_window(w_width, w_height, "My OpenGL window", None, None)
if not window:
glfw.terminate()
return
glfw.make_context_current(window)
glfw.set_window_size_callback(window, window_resize)
cube = [-0.5, -0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 0.0, 0.0,
0.5, 0.5, -0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 0.5, 0.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 0.0,
-0.5, -0.5, -0.5, 1.0, 0.0,
-0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 1.0,
0.5, 0.5, -0.5, 0.0, 0.0,
-0.5, 0.5, -0.5, 1.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 0.0, 1.0]
cube = numpy.array(cube, dtype=numpy.float32)
cube_indices = [ 0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20]
cube_indices = numpy.array(cube_indices, dtype=numpy.uint32)
monkey = ObjLoader()
monkey.load_model("res/monkey/monkey.obj")
monkey_texture_offset = len(monkey.vertex_index) * 12
vertex_shader = """
#version 330
in layout(location = 0) vec3 position;
in layout(location = 1) vec2 textCoords;
uniform mat4 vp;
uniform mat4 model;
out vec2 outText;
void main()
{
gl_Position = vp * model * vec4(position, 1.0f);
outText = textCoords;
}
"""
fragment_shader = """
#version 330
in vec2 outText;
out vec4 outColor;
uniform sampler2D renderedTexture;
void main()
{
outColor = texture(renderedTexture, outText);
}
"""
shader = OpenGL.GL.shaders.compileProgram(OpenGL.GL.shaders.compileShader(vertex_shader, GL_VERTEX_SHADER),
OpenGL.GL.shaders.compileShader(fragment_shader, GL_FRAGMENT_SHADER))
# cube VAO
cube_vao = glGenVertexArrays(1)
glBindVertexArray(cube_vao)
cube_VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, cube_VBO)
glBufferData(GL_ARRAY_BUFFER, cube.itemsize * len(cube), cube, GL_STATIC_DRAW)
cube_EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cube_EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube_indices.itemsize * len(cube_indices), cube_indices, GL_STATIC_DRAW)
# position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, cube.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# textures
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, cube.itemsize * 5, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
glBindVertexArray(0)
# monkey VAO
monkey_vao = glGenVertexArrays(1)
glBindVertexArray(monkey_vao)
monkey_VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, monkey_VBO)
glBufferData(GL_ARRAY_BUFFER, monkey.model.itemsize * len(monkey.model), monkey.model, GL_STATIC_DRAW)
# position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, monkey.model.itemsize * 3, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# textures
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, monkey.model.itemsize * 2, ctypes.c_void_p(monkey_texture_offset))
glEnableVertexAttribArray(1)
glBindVertexArray(0)
###########################################################################################
cube_texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, cube_texture)
# texture wrapping params
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# texture filtering params
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w_width, w_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
glBindTexture(GL_TEXTURE_2D, 0)
depth_buff = glGenRenderbuffers(1)
glBindRenderbuffer(GL_RENDERBUFFER, depth_buff)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, w_width, w_height)
FBO = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, FBO)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cube_texture, 0)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buff)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
###########################################################################################
monkey_texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, monkey_texture)
# Set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# load image
image = Image.open("res/monkey/monkey.jpg")
flipped_image = image.transpose(Image.FLIP_TOP_BOTTOM)
img_data = numpy.array(list(flipped_image.getdata()), numpy.uint8)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width, image.height, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
glBindTexture(GL_TEXTURE_2D, 0)
###########################################################################################
glEnable(GL_DEPTH_TEST)
view = matrix44.create_from_translation(Vector3([0.0, 0.0, -2.0]))
projection = matrix44.create_perspective_projection_matrix(45.0, aspect_ratio, 0.1, 100.0)
cube_position = matrix44.create_from_translation(Vector3([0.0, 0.0, 0.0]))
monkey_position = matrix44.create_from_translation(Vector3([0.0, 0.0, -1.0]))
vp = matrix44.multiply(view, projection)
glUseProgram(shader)
vp_loc = glGetUniformLocation(shader, "vp")
model_loc = glGetUniformLocation(shader, "model")
glUniformMatrix4fv(vp_loc, 1, GL_FALSE, vp)
while not glfw.window_should_close(window):
glfw.poll_events()
glClearColor(0.2, 0.25, 0.27, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
cube_rot_y = pyrr.Matrix44.from_y_rotation(glfw.get_time() * 0.1)
cube_rot_x = pyrr.Matrix44.from_x_rotation(glfw.get_time() * 0.1)
cube_rot_all = pyrr.matrix44.multiply(cube_rot_y, cube_rot_x)
monkey_rot_y = pyrr.Matrix44.from_y_rotation(glfw.get_time())
# draw to the custom frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, FBO)
glViewport(0, 0, w_width, w_height)
glClearColor(0.0, 0.0, 0.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBindVertexArray(monkey_vao)
glBindTexture(GL_TEXTURE_2D, monkey_texture)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, monkey_rot_y * monkey_position)
glDrawArrays(GL_TRIANGLES, 0, len(monkey.vertex_index))
glBindVertexArray(0)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
# draw to the default frame buffer
glBindVertexArray(cube_vao)
glViewport(0, 0, new_width, new_height)
glBindTexture(GL_TEXTURE_2D, cube_texture)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, cube_rot_all * cube_position)
glDrawElements(GL_TRIANGLES, len(cube_indices), GL_UNSIGNED_INT, None)
glBindVertexArray(0)
glfw.swap_buffers(window)
glfw.terminate()
if __name__ == "__main__":
main()