mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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155 lines
6.0 KiB
Python
155 lines
6.0 KiB
Python
#
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# Copyright (C) Pixar. All rights reserved.
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#
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# This license governs use of the accompanying software. If you
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# use the software, you accept this license. If you do not accept
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# the license, do not use the software.
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#
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# 1. Definitions
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# The terms "reproduce," "reproduction," "derivative works," and
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# "distribution" have the same meaning here as under U.S.
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# copyright law. A "contribution" is the original software, or
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# any additions or changes to the software.
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# A "contributor" is any person or entity that distributes its
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# contribution under this license.
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# "Licensed patents" are a contributor's patent claims that read
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# directly on its contribution.
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#
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# 2. Grant of Rights
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# (A) Copyright Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free copyright license to reproduce its contribution,
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# prepare derivative works of its contribution, and distribute
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# its contribution or any derivative works that you create.
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# (B) Patent Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free license under its licensed patents to make, have
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# made, use, sell, offer for sale, import, and/or otherwise
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# dispose of its contribution in the software or derivative works
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# of the contribution in the software.
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#
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# 3. Conditions and Limitations
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# (A) No Trademark License- This license does not grant you
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# rights to use any contributor's name, logo, or trademarks.
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# (B) If you bring a patent claim against any contributor over
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# patents that you claim are infringed by the software, your
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# patent license from such contributor to the software ends
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# automatically.
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# (C) If you distribute any portion of the software, you must
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# retain all copyright, patent, trademark, and attribution
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# notices that are present in the software.
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# (D) If you distribute any portion of the software in source
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# code form, you may do so only under this license by including a
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# complete copy of this license with your distribution. If you
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# distribute any portion of the software in compiled or object
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# code form, you may only do so under a license that complies
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# with this license.
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# (E) The software is licensed "as-is." You bear the risk of
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# using it. The contributors give no express warranties,
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# guarantees or conditions. You may have additional consumer
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# rights under your local laws which this license cannot change.
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# To the extent permitted under your local laws, the contributors
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# exclude the implied warranties of merchantability, fitness for
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# a particular purpose and non-infringement.
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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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