# # Copyright 2013 Pixar # # Licensed under the Apache License, Version 2.0 (the "Apache License") # with the following modification; you may not use this file except in # compliance with the Apache License and the following modification to it: # Section 6. Trademarks. is deleted and replaced with: # # 6. Trademarks. This License does not grant permission to use the trade # names, trademarks, service marks, or product names of the Licensor # and its affiliates, except as required to comply with Section 4(c) of # the License and to reproduce the content of the NOTICE file. # # You may obtain a copy of the Apache License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the Apache License with the above modification is # distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY # KIND, either express or implied. See the Apache License for the specific # language governing permissions and limitations under the Apache License. # 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)