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ep14_simplifying.py
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ep14_simplifying.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 TextureLoader import load_texture
vertex_src = """
# version 330
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_texture;
layout(location = 2) in vec3 a_color;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
out vec3 v_color;
out vec2 v_texture;
void main()
{
gl_Position = projection * view * model * vec4(a_position, 1.0);
v_texture = a_texture;
v_color = a_color;
}
"""
fragment_src = """
# version 330
in vec2 v_texture;
in vec3 v_color;
out vec4 out_color;
uniform int switcher;
uniform sampler2D s_texture;
void main()
{
if (switcher == 0){
out_color = texture(s_texture, v_texture);
}
else if (switcher == 1){
out_color = vec4(v_color, 1.0);
}
}
"""
# 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)
cube_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]
cube_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]
cube_vertices = np.array(cube_vertices, dtype=np.float32)
cube_indices = np.array(cube_indices, dtype=np.uint32)
quad_vertices = [-0.5, -0.5, 0, 0.0, 0.0,
0.5, -0.5, 0, 1.0, 0.0,
0.5, 0.5, 0, 1.0, 1.0,
-0.5, 0.5, 0, 0.0, 1.0]
quad_indices = [0, 1, 2, 2, 3, 0]
quad_vertices = np.array(quad_vertices, dtype=np.float32)
quad_indices = np.array(quad_indices, dtype=np.uint32)
triangle_vertices = [-0.5, -0.5, 0, 1, 0, 0,
0.5, -0.5, 0, 0, 1, 0,
0.0, 0.5, 0, 0, 0, 1]
triangle_vertices = np.array(triangle_vertices, dtype=np.float32)
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Cube VAO
VAO = glGenVertexArrays(3)
VBO = glGenBuffers(3)
EBO = glGenBuffers(2)
# Cube VAO
glBindVertexArray(VAO[0])
# Cube Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, VBO[0])
glBufferData(GL_ARRAY_BUFFER, cube_vertices.nbytes, cube_vertices, GL_STATIC_DRAW)
# Cube Element Buffer Object
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[0])
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube_indices.nbytes, cube_indices, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, cube_vertices.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, cube_vertices.itemsize * 5, ctypes.c_void_p(12))
# Quad VAO
glBindVertexArray(VAO[1])
# Quad Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, VBO[1])
glBufferData(GL_ARRAY_BUFFER, quad_vertices.nbytes, quad_vertices, GL_STATIC_DRAW)
# Quad Element Buffer Object
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[1])
glBufferData(GL_ELEMENT_ARRAY_BUFFER, quad_indices.nbytes, quad_indices, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, cube_vertices.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, cube_vertices.itemsize * 5, ctypes.c_void_p(12))
# Triangle VAO
glBindVertexArray(VAO[2])
# Triangle Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, VBO[2])
glBufferData(GL_ARRAY_BUFFER, triangle_vertices.nbytes, triangle_vertices, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, triangle_vertices.itemsize * 6, ctypes.c_void_p(0))
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, triangle_vertices.itemsize * 6, ctypes.c_void_p(12))
textures = glGenTextures(2)
cube_texture = load_texture("textures/crate.jpg", textures[0])
quad_texture = load_texture("textures/cat.png", textures[1])
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)
cube_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([1, 0, 0]))
quad_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([-1, 0, 0]))
triangle_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 1, -1]))
# eye, target, up
view = pyrr.matrix44.create_look_at(pyrr.Vector3([0, 0, 3]), pyrr.Vector3([0, 0, 0]), pyrr.Vector3([0, 1, 0]))
model_loc = glGetUniformLocation(shader, "model")
proj_loc = glGetUniformLocation(shader, "projection")
view_loc = glGetUniformLocation(shader, "view")
switcher_loc = glGetUniformLocation(shader, "switcher")
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
# the main application loop
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glUniform1i(switcher_loc, 0)
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, cube_pos)
glBindVertexArray(VAO[0])
glBindTexture(GL_TEXTURE_2D, textures[0])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(cube_indices), GL_UNSIGNED_INT, None)
model = pyrr.matrix44.multiply(rot_x, quad_pos)
glBindVertexArray(VAO[1])
glBindTexture(GL_TEXTURE_2D, textures[1])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawElements(GL_TRIANGLES, len(quad_indices), GL_UNSIGNED_INT, None)
model = pyrr.matrix44.multiply(rot_y, triangle_pos)
glBindVertexArray(VAO[2])
glUniform1i(switcher_loc, 1)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.swap_buffers(window)
# terminate glfw, free up allocated resources
glfw.terminate()