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ep09_perspective_projection.py
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ep09_perspective_projection.py
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import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
import pyrr
from PIL import Image
vertex_src = """
# version 330
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_texture;
uniform mat4 model; // combined translation and rotation
uniform mat4 projection;
out vec3 v_color;
out vec2 v_texture;
void main()
{
gl_Position = projection * model * vec4(a_position, 1.0);
v_texture = a_texture;
}
"""
fragment_src = """
# version 330
in vec2 v_texture;
out vec4 out_color;
uniform sampler2D s_texture;
void main()
{
out_color = texture(s_texture, v_texture);
}
"""
# glfw callback functions
def window_resize(window, width, height):
glViewport(0, 0, width, height)
projection = pyrr.matrix44.create_perspective_projection_matrix(45, width / height, 0.1, 100)
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
# initializing glfw library
if not glfw.init():
raise Exception("glfw can not be initialized!")
# creating the window
window = glfw.create_window(1280, 720, "My OpenGL window", None, None)
# check if window was created
if not window:
glfw.terminate()
raise Exception("glfw window can not be created!")
# set window's position
glfw.set_window_pos(window, 400, 200)
# set the callback function for window resize
glfw.set_window_size_callback(window, window_resize)
# make the context current
glfw.make_context_current(window)
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, 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]
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]
vertices = np.array(vertices, dtype=np.float32)
indices = np.array(indices, dtype=np.uint32)
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Vertex Buffer Object
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
# Element Buffer Object
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
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))
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# Set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# load image
image = Image.open("textures/crate.jpg")
image = image.transpose(Image.FLIP_TOP_BOTTOM)
img_data = image.convert("RGBA").tobytes()
# img_data = np.array(image.getdata(), np.uint8) # second way of getting the raw image data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
projection = pyrr.matrix44.create_perspective_projection_matrix(45, 1280/720, 0.1, 100)
translation = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 0, -3]))
model_loc = glGetUniformLocation(shader, "model")
proj_loc = glGetUniformLocation(shader, "projection")
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
# the main application loop
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time())
rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time())
rotation = pyrr.matrix44.multiply(rot_x, rot_y)
model = pyrr.matrix44.multiply(rotation, translation)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
# terminate glfw, free up allocated resources
glfw.terminate()