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14_Multiple_Cube.py
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14_Multiple_Cube.py
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import os
import pyrr
import pygame
import numpy as np
from OpenGL.GL import *
from libraries.Texture_Loader import load_texture_pygame
from OpenGL.GL.shaders import compileProgram, compileShader
# ==========================================
# Vertex and fragment shader
# ==========================================
vertex_src = """
# version 330
layout(location = 0) in vec3 position_in;
layout(location = 1) in vec2 texture_in;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
out vec3 color_out;
out vec2 texture_out;
void main()
{
gl_Position = projection * view * model * vec4(position_in, 1.0);
texture_out = texture_in;
}
"""
fragment_src = """
# version 330
in vec2 texture_out;
uniform sampler2D texture_sampler;
out vec4 color;
void main()
{
color = texture(texture_sampler, texture_out);
}
"""
# =============================================
# Define vertices ,color and index vertex array
# =============================================
vertices = [-0.5, -0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 0.0, 0.0,
0.5, 0.5, -0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 1.0,
-0.5, 0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0,
0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0]
vertices = np.array(vertices, dtype=np.float32)
indices = [0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20]
indices = np.array(indices, dtype=np.uint32)
# Window init
pygame.init()
pygame.display.set_mode((640, 480), pygame.OPENGL |
pygame.DOUBLEBUF | pygame.RESIZABLE)
os.environ['SDL_VIDEO_WINDOW_POS'] = '200, 100'
# Make Shader Program
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER),
compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Make VBO (Vertex Buffer Object) , EBO (Element Buffer Object) & Texture Object
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
texture = glGenTextures(3)
# Define Vertex and Texture Shader
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
vertices.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
vertices.itemsize * 5, ctypes.c_void_p(12))
# Set the texture wrapping and filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# load image
cube_tex = load_texture_pygame('textures/wood.jpeg', texture[0])
cube1_tex = load_texture_pygame('textures/brick.png', texture[1])
cube2_tex = load_texture_pygame('textures/stone.png', texture[2])
# Using program shader
glUseProgram(shader)
glClearColor(0, 0, 0.1, 0)
glEnable(GL_DEPTH_TEST)
# Define projection, transform, and view array
projection = pyrr.matrix44.create_perspective_projection(45, 800/600, 0.1, 100)
view = pyrr.matrix44.create_look_at(pyrr.Vector3(
[0, 0, 3]), pyrr.Vector3([0, 0, 0]), pyrr.Vector3([0, 1, 0]))
cube = pyrr.matrix44.create_from_translation(pyrr.Vector3([1, 0, 0]))
cube1 = pyrr.matrix44.create_from_translation(pyrr.Vector3([-1, 0, 0]))
cube2 = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 1, -3]))
model_loc = glGetUniformLocation(shader, "model")
proj_loc = glGetUniformLocation(shader, "projection")
view_loc = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
running = True
# ==========================================
# Loop until the user closes the window
# ==========================================
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.VIDEORESIZE:
glViewport(0, 0, event.w, event.h)
projection = pyrr.matrix44.create_perspective_projection(
45, event.w/event.h, 0.1, 100)
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
counter = pygame.time.get_ticks() / 1000
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# Rotation
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * counter)
rot_y = pyrr.Matrix44.from_y_rotation(0.7 * counter)
rot_z = pyrr.Matrix44.from_z_rotation(0.9 * counter)
rotation = pyrr.matrix44.multiply((rot_x * rot_y), rot_z)
# Draw Cube
model = pyrr.matrix44.multiply(rot_x, cube)
glBindTexture(GL_TEXTURE_2D, texture[0])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
model = pyrr.matrix44.multiply(rot_x, rot_y)
model = pyrr.matrix44.multiply(model, cube1)
glBindTexture(GL_TEXTURE_2D, texture[1])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
model = pyrr.matrix44.multiply(rotation, cube2)
glBindTexture(GL_TEXTURE_2D, texture[2])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
pygame.display.flip()
pygame.quit()