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ex_cpu_transforms.py
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ex_cpu_transforms.py
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# coding=utf-8
"""Transforming vertices in the CPU to create shapes."""
import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np
import sys
import os.path
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
import grafica.transformations as tr
import grafica.basic_shapes as bs
import grafica.easy_shaders as es
__author__ = "Daniel Calderon"
__license__ = "MIT"
# We will use 32 bits data, so an integer has 4 bytes
# 1 byte = 8 bits
SIZE_IN_BYTES = 4
# A class to store the application control
class Controller:
fillPolygon = True
# we will use the global controller as communication with the callback function
controller = Controller()
def on_key(window, key, scancode, action, mods):
if action != glfw.PRESS:
return
global controller
if key == glfw.KEY_SPACE:
controller.fillPolygon = not controller.fillPolygon
elif key == glfw.KEY_ESCAPE:
glfw.set_window_should_close(window, True)
else:
print('Unknown key')
def createShape():
"""
Generating a circle, where the vertices at the border are generated via matrix
transformations.
"""
# Adding the vertex at the center, white color to identify it
# position color
vertices = [ 0.0, 0.0, 0.0, 1.0, 1.0, 1.0]
indices = []
# This vector will be used as reference to be transformed
xt = np.array([1,0,0,1])
# We iterate generating vertices over the circle border
for i in range(0,30):
# attempt 1: modifying manually each vertex.
# positions colors
#vertices += [r * np.cos(0.1 *i * np.pi), r * np.sin(0.1 *i * np.pi), 0.0, 1,0,0]
# attempt 2: using matrix transformations
transformation = tr.rotationZ(0.1 *i * np.pi)
xtp = np.matmul(transformation, xt)
# returning to cartesian coordinates from homogeneous coordinates
xtr = np.array([xtp[0], xtp[1], xtp[2]]) / xtp[3]
# Adding the new vertex in clue color
# position color
vertices += [xtr[0], xtr[1], xtr[2], 0.0, 0.0, 1.0]
# do not forget the indices!
indices += [0, i+1, i+2]
# removing the last spare vertex
indices.pop()
return bs.Shape(vertices, indices)
if __name__ == "__main__":
# Initialize glfw
if not glfw.init():
glfw.set_window_should_close(window, True)
width = 600
height = 600
window = glfw.create_window(width, height, "Transforming vertices in the CPU", None, None)
if not window:
glfw.terminate()
glfw.set_window_should_close(window, True)
glfw.make_context_current(window)
# Connecting the callback function 'on_key' to handle keyboard events
glfw.set_key_callback(window, on_key)
# Creating our shader program and telling OpenGL to use it
pipeline = es.SimpleTransformShaderProgram()
glUseProgram(pipeline.shaderProgram)
# Setting up the clear screen color
glClearColor(0.15, 0.15, 0.15, 1.0)
# Creating shapes on GPU memory
shape = createShape()
gpuShape = es.GPUShape().initBuffers()
pipeline.setupVAO(gpuShape)
gpuShape.fillBuffers(shape.vertices, shape.indices, GL_STATIC_DRAW)
# We do not need to update the transform in every frame, so we can do it here
transform = tr.translate(0,-0.5,0)
glUniformMatrix4fv(glGetUniformLocation(pipeline.shaderProgram, "transform"), 1, GL_TRUE, transform)
while not glfw.window_should_close(window):
# Using GLFW to check for input events
glfw.poll_events()
# Filling or not the shapes depending on the controller state
if (controller.fillPolygon):
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
else:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# Clearing the screen and drawing
glClear(GL_COLOR_BUFFER_BIT)
pipeline.drawCall(gpuShape)
# Once the drawing is rendered, buffers are swap so an uncomplete drawing is never seen.
glfw.swap_buffers(window)
# freeing GPU memory
gpuShape.clear()
glfw.terminate()