OpenSubdiv/examples/python/renderer.py

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Python
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2013-02-05 05:10:58 +00:00
#
# Copyright (C) Pixar. All rights reserved.
#
# This license governs use of the accompanying software. If you
# use the software, you accept this license. If you do not accept
# the license, do not use the software.
#
# 1. Definitions
# The terms "reproduce," "reproduction," "derivative works," and
# "distribution" have the same meaning here as under U.S.
# copyright law. A "contribution" is the original software, or
# any additions or changes to the software.
# A "contributor" is any person or entity that distributes its
# contribution under this license.
# "Licensed patents" are a contributor's patent claims that read
# directly on its contribution.
#
# 2. Grant of Rights
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# including the license conditions and limitations in section 3,
# each contributor grants you a non-exclusive, worldwide,
# royalty-free copyright license to reproduce its contribution,
# prepare derivative works of its contribution, and distribute
# its contribution or any derivative works that you create.
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# including the license conditions and limitations in section 3,
# each contributor grants you a non-exclusive, worldwide,
# royalty-free license under its licensed patents to make, have
# made, use, sell, offer for sale, import, and/or otherwise
# dispose of its contribution in the software or derivative works
# of the contribution in the software.
#
# 3. Conditions and Limitations
# (A) No Trademark License- This license does not grant you
# rights to use any contributor's name, logo, or trademarks.
# (B) If you bring a patent claim against any contributor over
# patents that you claim are infringed by the software, your
# patent license from such contributor to the software ends
# automatically.
# (C) If you distribute any portion of the software, you must
# retain all copyright, patent, trademark, and attribution
# notices that are present in the software.
# (D) If you distribute any portion of the software in source
# code form, you may do so only under this license by including a
# complete copy of this license with your distribution. If you
# distribute any portion of the software in compiled or object
# code form, you may only do so under a license that complies
# with this license.
# (E) The software is licensed "as-is." You bear the risk of
# using it. The contributors give no express warranties,
# guarantees or conditions. You may have additional consumer
# rights under your local laws which this license cannot change.
# To the extent permitted under your local laws, the contributors
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# a particular purpose and non-infringement.
#
import math
import numpy as np
from OpenGL.GL import *
from shaders import *
from utility import *
from canvas import *
class Renderer:
def __init__(self):
self.indexCount = 0
def draw(self):
if hasattr(self, "drawHook"):
self.drawHook()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
if not self.indexCount:
return
theta = time() * math.pi / 2
eye = V3(0, 0, 10)
target = V3(0, 0, 0)
up = V3(0, 1, 0)
view = look_at(eye, target, up)
model = np.identity(4, 'f')
model = rotation(-1.1 + theta, [0,1,0])
objToEye = view * model
eyeToClip = perspective(15, self.aspect, 5, 200)
normalM = np.identity(3, 'f')
normalM[:3,:3] = objToEye[:3,:3]
glUseProgram(self.programs['BareBones'])
glUniformMatrix4fv(U("Projection"), 1, True, eyeToClip)
glUniformMatrix4fv(U("Modelview"), 1, True, objToEye)
glUniformMatrix3fv(U("NormalMatrix"), 1, True, normalM)
glBindVertexArray(self.vao)
# Since quads are deprecated we use LINES_ADJACENCY
# simply because they're 4 verts per prim, and we can
# expand them to triangles in the GS.
glDrawElements(
GL_LINES_ADJACENCY,
self.indexCount,
GL_UNSIGNED_INT,
None)
def resize(self, w, h):
self.aspect = float(w) / float(h)
glViewport(0, 0, w, h)
def init(self):
print glGetString(GL_VERSION)
glClearColor(0.0, 0.25, 0.5, 1.0)
self.programs = load_shaders()
try:
self.vao = glGenVertexArrays(1)
except:
import sys
print "glGenVertexArrays isn't available, so you might need a newer version of PyOpenGL."
sys.exit(1)
self.pointsVbo = glGenBuffers(1)
self.normalsVbo = None
self.indicesVbo = glGenBuffers(1)
glBindVertexArray(self.vao)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.indicesVbo)
glBindBuffer(GL_ARRAY_BUFFER, self.pointsVbo)
glVertexAttribPointer(Attribs.POSITION, 3, GL_FLOAT, GL_FALSE, 12, None)
glEnableVertexAttribArray(Attribs.POSITION)
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
def updatePointsVbo(self, points):
glBindBuffer(GL_ARRAY_BUFFER, self.pointsVbo)
glBufferData(GL_ARRAY_BUFFER, points, GL_STATIC_DRAW)
def updateNormalsVbo(self, normals):
if not self.normalsVbo:
self.normalsVbo = glGenBuffers(1)
glBindVertexArray(self.vao)
glBindBuffer(GL_ARRAY_BUFFER, self.normalsVbo)
glVertexAttribPointer(Attribs.NORMAL, 3, GL_FLOAT, GL_FALSE, 12, None)
glEnableVertexAttribArray(Attribs.NORMAL)
glBindBuffer(GL_ARRAY_BUFFER, self.normalsVbo)
glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW)
def updateIndicesVbo(self, indices):
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.indicesVbo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices, GL_STATIC_DRAW)
self.indexCount = len(indices)