OpenSubdiv/examples/python/renderer.py
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     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.
2013-09-26 12:04:57 -07:00

122 lines
4.2 KiB
Python

#
# 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)