2013-02-05 05:10:58 +00:00
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#
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2013-09-26 19:04:57 +00:00
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# Copyright 2013 Pixar
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2013-02-05 05:10:58 +00:00
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#
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2013-09-26 19:04:57 +00:00
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# Licensed under the Apache License, Version 2.0 (the "Apache License")
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# with the following modification; you may not use this file except in
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# compliance with the Apache License and the following modification to it:
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# Section 6. Trademarks. is deleted and replaced with:
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2013-02-05 05:10:58 +00:00
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#
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2013-09-26 19:04:57 +00:00
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# 6. Trademarks. This License does not grant permission to use the trade
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# names, trademarks, service marks, or product names of the Licensor
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# and its affiliates, except as required to comply with Section 4(c) of
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# the License and to reproduce the content of the NOTICE file.
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2013-02-05 05:10:58 +00:00
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#
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2013-09-26 19:04:57 +00:00
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# You may obtain a copy of the Apache License at
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2013-02-05 05:10:58 +00:00
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#
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2013-09-26 19:04:57 +00:00
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# http://www.apache.org/licenses/LICENSE-2.0
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2013-07-18 21:19:50 +00:00
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#
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2013-09-26 19:04:57 +00:00
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the Apache License with the above modification is
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# distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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# KIND, either express or implied. See the Apache License for the specific
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# language governing permissions and limitations under the Apache License.
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2013-02-05 05:10:58 +00:00
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#
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import math
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import numpy as np
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from OpenGL.GL import *
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from shaders import *
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from utility import *
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from canvas import *
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class Renderer:
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def __init__(self):
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self.indexCount = 0
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def draw(self):
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if hasattr(self, "drawHook"):
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self.drawHook()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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if not self.indexCount:
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return
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theta = time() * math.pi / 2
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eye = V3(0, 0, 10)
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target = V3(0, 0, 0)
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up = V3(0, 1, 0)
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view = look_at(eye, target, up)
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model = np.identity(4, 'f')
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model = rotation(-1.1 + theta, [0,1,0])
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objToEye = view * model
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eyeToClip = perspective(15, self.aspect, 5, 200)
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normalM = np.identity(3, 'f')
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normalM[:3,:3] = objToEye[:3,:3]
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glUseProgram(self.programs['BareBones'])
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glUniformMatrix4fv(U("Projection"), 1, True, eyeToClip)
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glUniformMatrix4fv(U("Modelview"), 1, True, objToEye)
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glUniformMatrix3fv(U("NormalMatrix"), 1, True, normalM)
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glBindVertexArray(self.vao)
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# Since quads are deprecated we use LINES_ADJACENCY
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# simply because they're 4 verts per prim, and we can
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# expand them to triangles in the GS.
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glDrawElements(
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GL_LINES_ADJACENCY,
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self.indexCount,
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GL_UNSIGNED_INT,
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None)
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def resize(self, w, h):
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self.aspect = float(w) / float(h)
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glViewport(0, 0, w, h)
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def init(self):
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print glGetString(GL_VERSION)
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glClearColor(0.0, 0.25, 0.5, 1.0)
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self.programs = load_shaders()
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try:
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self.vao = glGenVertexArrays(1)
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except:
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import sys
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print "glGenVertexArrays isn't available, so you might need a newer version of PyOpenGL."
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sys.exit(1)
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self.pointsVbo = glGenBuffers(1)
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self.normalsVbo = None
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self.indicesVbo = glGenBuffers(1)
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glBindVertexArray(self.vao)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.indicesVbo)
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glBindBuffer(GL_ARRAY_BUFFER, self.pointsVbo)
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glVertexAttribPointer(Attribs.POSITION, 3, GL_FLOAT, GL_FALSE, 12, None)
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glEnableVertexAttribArray(Attribs.POSITION)
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glEnable(GL_CULL_FACE)
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glEnable(GL_DEPTH_TEST)
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def updatePointsVbo(self, points):
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glBindBuffer(GL_ARRAY_BUFFER, self.pointsVbo)
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glBufferData(GL_ARRAY_BUFFER, points, GL_STATIC_DRAW)
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def updateNormalsVbo(self, normals):
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if not self.normalsVbo:
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self.normalsVbo = glGenBuffers(1)
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glBindVertexArray(self.vao)
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glBindBuffer(GL_ARRAY_BUFFER, self.normalsVbo)
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glVertexAttribPointer(Attribs.NORMAL, 3, GL_FLOAT, GL_FALSE, 12, None)
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glEnableVertexAttribArray(Attribs.NORMAL)
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glBindBuffer(GL_ARRAY_BUFFER, self.normalsVbo)
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glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW)
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def updateIndicesVbo(self, indices):
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.indicesVbo)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
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self.indexCount = len(indices)
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