-
Notifications
You must be signed in to change notification settings - Fork 0
/
project#2.py
989 lines (750 loc) · 32.6 KB
/
project#2.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
from OpenGL.GL import *
from glfw.GLFW import *
import glm
import ctypes
import numpy as np
import os
global cameraUp
global cameraRight
global cameraPan
global cameraPos
global cameraOrigin
global cameraDirection
global world_up
cameraUp = glm.vec3(0,1,0)
cameraRight = glm.vec3(0,0,0)
cameraDirection = glm.vec3(0,0,0)
cameraPan = glm.vec3(0,0,0)
cameraPos = glm.vec3(0,0,0)
cameraOrigin = glm.vec3(0,0,0)
world_up = glm.vec3(0,1,0)
lastX = 0
lastY = 0
direction_x = 0.5000000000000001 * 50
direction_y = 0.7071067811865475 * 50
direction_z = 0.5 * 50
distance = 0
yaw = 45
token = 1
pitch = 45
zoom = 0.0
chk = 1
vertex_pos = []
vertex_norm = []
face_info = []
chk_drop = False
chk_animaiting = False
face_total = 0
tri_ver = 0
quad_ver = 0
multi_ver = 0
triangle = []
temp_triangle = 0
wire = 1
g_vertex_shader_src = '''
#version 330 core
layout (location = 0) in vec3 vin_pos;
layout (location = 1) in vec3 vin_normal;
out vec3 vout_surface_pos;
out vec3 vout_normal;
uniform mat4 MVP;
uniform mat4 M;
void main()
{
vec4 p3D_in_hcoord = vec4(vin_pos.xyz, 1.0);
gl_Position = MVP * p3D_in_hcoord;
vout_surface_pos = vec3(M * vec4(vin_pos, 1));
vout_normal = normalize( mat3(transpose(inverse(M))) * vin_normal);
}
'''
g_fragment_shader_src = '''
#version 330 core
in vec3 vout_surface_pos;
in vec3 vout_normal;
out vec4 FragColor;
uniform vec3 view_pos;
uniform vec3 color;
void main()
{
// light and material properties
vec3 light_pos1 = vec3(3,2,4);
vec3 light_color1 = vec3(1,1,1);
vec3 light_pos2 = vec3(-3,2,-1);
vec3 light_color2 = vec3(1,1,1);
vec3 material_color = color;
float material_shininess = 32.0;
// light components
vec3 light_ambient1 = 0.1*light_color1;
vec3 light_diffuse1 = light_color1;
vec3 light_specular1 = light_color1;
vec3 light_ambient2 = 0.1*light_color2;
vec3 light_diffuse2 = light_color2;
vec3 light_specular2 = light_color2;
// material components
vec3 material_ambient = material_color;
vec3 material_diffuse = material_color;
vec3 material_specular1 = light_color1; // for non-metal material
vec3 material_specular2 = light_color2; // for non-metal material
// ambient
vec3 ambient1 = light_ambient1 * material_ambient;
vec3 ambient2 = light_ambient2 * material_ambient;
// for diffiuse and specular
vec3 normal = normalize(vout_normal);
vec3 surface_pos = vout_surface_pos;
vec3 light_dir1 = normalize(light_pos1 - surface_pos);
vec3 light_dir2 = normalize(light_pos2 - surface_pos);
// diffuse
float diff1 = max(dot(normal, light_dir1), 0);
float diff2 = max(dot(normal, light_dir2), 0);
vec3 diffuse1 = diff1 * light_diffuse1 * material_diffuse;
vec3 diffuse2 = diff2 * light_diffuse2 * material_diffuse;
// specular
vec3 view_dir = normalize(view_pos - surface_pos);
vec3 reflect_dir1 = reflect(-light_dir1, normal);
vec3 reflect_dir2 = reflect(-light_dir2, normal);
float spec1 = pow( max(dot(view_dir, reflect_dir1), 0.0), material_shininess);
float spec2 = pow( max(dot(view_dir, reflect_dir2), 0.0), material_shininess);
vec3 specular1 = spec1 * light_specular1 * material_specular1;
vec3 specular2 = spec2 * light_specular2 * material_specular2;
vec3 color = ambient1 + ambient2 + diffuse1 + diffuse2 + specular1 + specular2;
FragColor = vec4(color, 1.);
}
'''
class Node:
def __init__(self, parent, shape_transform, color):
# hierarchy
self.parent = parent
self.children = []
if parent is not None:
parent.children.append(self)
# transform
self.transform = glm.mat4()
self.global_transform = glm.mat4()
# shape
self.shape_transform = shape_transform
self.color = color
def set_transform(self, transform):
self.transform = transform
def update_tree_global_transform(self):
if self.parent is not None:
self.global_transform = self.parent.get_global_transform() * self.transform
else:
self.global_transform = self.transform
for child in self.children:
child.update_tree_global_transform()
def get_global_transform(self):
return self.global_transform
def get_shape_transform(self):
return self.shape_transform
def get_color(self):
return self.color
def load_shaders(vertex_shader_source, fragment_shader_source):
# build and compile our shader program
# ------------------------------------
# vertex shader
vertex_shader = glCreateShader(GL_VERTEX_SHADER) # create an empty shader object
glShaderSource(vertex_shader, vertex_shader_source) # provide shader source codeㅅ
glCompileShader(vertex_shader) # compile the shader object
# check for shader compile errors
success = glGetShaderiv(vertex_shader, GL_COMPILE_STATUS)
if (not success):
infoLog = glGetShaderInfoLog(vertex_shader)
print("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" + infoLog.decode())
# fragment shader
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER) # create an empty shader object
glShaderSource(fragment_shader, fragment_shader_source) # provide shader source code
glCompileShader(fragment_shader) # compile the shader object
# check for shader compile errors
success = glGetShaderiv(fragment_shader, GL_COMPILE_STATUS)
if (not success):
infoLog = glGetShaderInfoLog(fragment_shader)
print("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" + infoLog.decode())
# link shaders
shader_program = glCreateProgram() # create an empty program object
glAttachShader(shader_program, vertex_shader) # attach the shader objects to the program object
glAttachShader(shader_program, fragment_shader)
glLinkProgram(shader_program) # link the program object
# check for linking errors
success = glGetProgramiv(shader_program, GL_LINK_STATUS)
if (not success):
infoLog = glGetProgramInfoLog(shader_program)
print("ERROR::SHADER::PROGRAM::LINKING_FAILED\n" + infoLog.decode())
glDeleteShader(vertex_shader)
glDeleteShader(fragment_shader)
return shader_program # return the shader program
def prepare_vao_pikachu():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Pikachu.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_umbreon():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Umbreon.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_tree():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Tree.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_table():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Picnic_table.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_maple():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Maple_Leaf.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_fist():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Fist.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_foot():
dir_path = os.path.dirname(os.path.realpath(__file__))
file_path = os.path.join(dir_path, "obj_files", "Foot.obj")
with open(file_path, "r") as file:
parsing(file)
triangle.append(temp_triangle)
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_obj():
obj_vao_vertices = []
# prepare vertex data (in main memory)
for i in face_info:
for j in i:
obj_vao_vertices.append(vertex_pos[j[0]])
obj_vao_vertices.append(vertex_norm[j[2]])
obj_vao_vertices = np.array(obj_vao_vertices, dtype=np.float32)
obj_vao_vertices = glm.array(obj_vao_vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, obj_vao_vertices.nbytes, obj_vao_vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def prepare_vao_grid():
# prepare vertex data (in main memory)
vertices = []
list1 = [0.0,50.0,1.0,1.0,1.0]
list2 = [0.0,-50.0,1.0,1.0,1.0]
list3 = [50.0,0.0]
list4 = [1.0,1.0,1.0,-50.0,0.0]
list5 = [1.0,1.0,1.0]
for i in range(-50,50):
vertices.append(i)
for j in list1:
vertices.append(j)
vertices.append(i)
for j in list2:
vertices.append(j)
for i in range(-50,50):
for j in list3:
vertices.append(j)
vertices.append(i)
for j in list4:
vertices.append(j)
vertices.append(i)
for j in list5:
vertices.append(j)
vertices = np.array(vertices, dtype=np.float32)
vertices = glm.array(vertices)
# create and activate VAO (vertex array object)
VAO = glGenVertexArrays(1) # create a vertex array object ID and store it to VAO variable
glBindVertexArray(VAO) # activate VAO
# create and activate VBO (vertex buffer object)
VBO = glGenBuffers(1) # create a buffer object ID and store it to VBO variable
glBindBuffer(GL_ARRAY_BUFFER, VBO) # activate VBO as a vertex buffer object
# copy vertex data to VBO
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices.ptr, GL_STATIC_DRAW) # allocate GPU memory for and copy vertex data to the currently bound vertex buffer
# configure vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), None)
glEnableVertexAttribArray(0)
# configure vertex colors
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * glm.sizeof(glm.float32), ctypes.c_void_p(3*glm.sizeof(glm.float32)))
glEnableVertexAttribArray(1)
return VAO
def cursor_callback_orbit(window, xpos, ypos):
global lastX, lastY, yaw, pitch, direction_x, direction_y, direction_z, world_up, distance, token
# store offset
xoffset = xpos - lastX
yoffset = lastY - ypos
# store last pos to calculate offset
lastX = xpos
lastY = ypos
# control speed of orbit
sensitivity = 0.3
xoffset = xoffset * sensitivity
yoffset = yoffset * sensitivity
# control azimuth and elevation
pitch = pitch + yoffset
# exception handling
if np.cos(np.radians(pitch)) > 0:
world_up = glm.vec3(0,1,0)
yaw = yaw + xoffset
else:
world_up = glm.vec3(0,-1,0)
yaw = yaw - xoffset
# calculate camera pos
direction_x = distance * np.cos(np.radians(pitch)) * np.cos(np.radians(yaw))
direction_y = distance * np.sin(np.radians(pitch))
direction_z = distance * np.cos(np.radians(pitch)) * np.sin(np.radians(yaw))
def cursor_callback_pan(window, xpos, ypos):
global lastX, lastY, cameraRight, cameraUp, cameraPan
# store offset
xoffset = -(xpos - lastX)
yoffset = -(lastY - ypos)
# store last pos to calculate offset
lastX = xpos
lastY = ypos
# control speed of orbit
sensitivity = 0.01
xoffset = xoffset * sensitivity
yoffset = yoffset * sensitivity
# calculate camerapan
cameraPan = cameraPan + (cameraRight * xoffset) + (cameraUp * yoffset)
def cursor_callback_wait(window, xpos, ypos):
return None
def scroll_callback_zoom(window, xoffset, yoffset):
global zoom, direction_x, direction_y, direction_z, distance, cameraOrigin, cameraPan, cameraPos, cameraDirection
zoom = -yoffset * 0.01
# store past pos to control max zoom-in
past_x = direction_x
past_y = direction_y
past_z = direction_z
# calculate zoom
direction_x = direction_x + zoom * cameraDirection.x
direction_y = direction_y + zoom * cameraDirection.y
direction_z = direction_z + zoom * cameraDirection.z
# control max zoom-in
cameraPos = glm.vec3(direction_x,direction_y,direction_z)
distance = glm.distance(cameraPos + cameraPan, cameraOrigin + cameraPan)
if distance < 0.2:
direction_x = past_x
direction_y = past_y
direction_z = past_z
def button_callback(window, button, action, mod):
global lastX,lastY
if button == GLFW_MOUSE_BUTTON_LEFT:
if action==GLFW_PRESS:
lastX,lastY = glfwGetCursorPos(window)
glfwSetCursorPosCallback(window, cursor_callback_orbit)
elif action == GLFW_RELEASE:
glfwSetCursorPosCallback(window, cursor_callback_wait)
elif button == GLFW_MOUSE_BUTTON_RIGHT:
if action==GLFW_PRESS:
lastX, lastY = glfwGetCursorPos(window)
glfwSetCursorPosCallback(window, cursor_callback_pan)
elif action == GLFW_RELEASE:
glfwSetCursorPosCallback(window, cursor_callback_wait)
def key_callback(window, key, scancode, action, mods):
global chk,chk_drop,chk_animaiting,wire
if key==GLFW_KEY_ESCAPE and action==GLFW_PRESS:
glfwSetWindowShouldClose(window, GLFW_TRUE)
elif key == GLFW_KEY_V:
if action == GLFW_RELEASE:
chk = -chk
elif key == GLFW_KEY_H and action == GLFW_PRESS:
chk_drop = False
chk_animaiting = True
elif key == GLFW_KEY_Z:
if action == GLFW_RELEASE:
wire = -wire
def parsing(obj_file):
global vertex_pos, vertex_norm, face_info, chk_drop, face_total, tri_ver, quad_ver, multi_ver, temp_triangle
# information to print on terminal
face_total = 0
tri_ver = 0
quad_ver = 0
multi_ver = 0
# numbers of triangle to draw
temp_triangle = 0
# initialize list of OBJ files
vertex_pos = []
vertex_norm = []
face_info = []
# parsing
while True:
# read line by line
line = obj_file.readline()
# if read all file, stop
if not line:
break
# parsing line
obj_info = line.split()
# in obj file, if white space line exist, exception handling
A = len(obj_info)
if A == 0:
continue
# read information
if obj_info[0] == 'v':
x = float(obj_info[1])
y = float(obj_info[2])
z = float(obj_info[3])
vertex_pos.append([x,y,z])
elif obj_info[0] == 'vn':
x = float(obj_info[1])
y = float(obj_info[2])
z = float(obj_info[3])
vertex_norm.append([x,y,z])
elif obj_info[0] == 'f':
face_total = face_total + 1
# write information about face to write on terminal
face_len = len(obj_info) - 1
if face_len == 3:
tri_ver = tri_ver + 1
elif face_len == 4:
quad_ver = quad_ver + 1
else:
multi_ver = multi_ver + 1
temp = obj_info[1].split('/')
# save the first vertex
v = int(temp[0]) - 1
# vt = int(temp[1]) - 1
vn = int(temp[2]) - 1
vertex_zero = [v,0,vn]
vertex_temp = []
# save the other vertices
for i in obj_info[2:]:
temp = i.split('/')
v = int(temp[0]) - 1
# vt = int(temp[1]) - 1
vn = int(temp[2]) - 1
vertex_temp.append([v,0,vn])
length = len(vertex_temp)
# mapping vertices. [0] + [1,2], [2,3], [3,4] ...
for i in range(0,length-1):
vertex_return = []
vertex_return.append(vertex_zero)
vertex_return.append(vertex_temp[i])
vertex_return.append(vertex_temp[i+1])
face_info.append(vertex_return)
temp_triangle = temp_triangle + 1
def drop_callback(window, path):
global vertex_pos, vertex_norm, face_info, chk_drop, chk_animaiting
chk_animaiting = False
chk_drop = True
file = open(path[0])
parsing(file)
file_name = path[0].split("/")[-1]
print(path)
print("Obj file name : ", file_name)
print("Total faces : ", face_total)
print("Total 3 vertices faces : ", tri_ver)
print("Total 4 vertices faces : ", quad_ver)
print("Total more than 4 vertices faces : ", multi_ver)
def draw_node(vao, node, VP, MVP_loc, color_loc):
global temp_triangle
MVP = VP * node.get_global_transform() * node.get_shape_transform()
color = node.get_color()
glBindVertexArray(vao)
glUniformMatrix4fv(MVP_loc, 1, GL_FALSE, glm.value_ptr(MVP))
glUniform3f(color_loc, color.r, color.g, color.b)
glDrawArrays(GL_TRIANGLES, 0, temp_triangle * 3)
def main():
global cameraPos, cameraOrigin, cameraDirection, cameraRight, cameraUp, cameraPan, direction_x, direction_y, direction_z, distance, temp_triangle
# initialize glfw
if not glfwInit():
return
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3) # OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE) # Do not allow legacy OpenGl API calls
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE) # for macOS
# create a window and OpenGL context
window = glfwCreateWindow(800, 800, '2019030991_Project#2', None, None)
if not window:
glfwTerminate()
return
glfwMakeContextCurrent(window)
# load shaders
shader_program = load_shaders(g_vertex_shader_src, g_fragment_shader_src)
# get uniform locations
MVP_loc = glGetUniformLocation(shader_program, 'MVP')
color_loc = glGetUniformLocation(shader_program, 'color')
# keycallback function
glfwSetKeyCallback(window, key_callback)
glfwSetMouseButtonCallback(window, button_callback)
glfwSetScrollCallback(window, scroll_callback_zoom)
glfwSetDropCallback(window, drop_callback)
# prepare node
tree = Node(None, glm.scale((0.5,0.5,0.5)), glm.vec3(0,1,0))
table = Node(tree, glm.scale((5.0,5.0,5.0)), glm.vec3(1,1,1))
maple = Node(tree, glm.mat4(), glm.vec3(0.8,0.3,0.2))
pikachu = Node(table, glm.mat4(), glm.vec3(1,1,0))
umbreon = Node(table, glm.mat4(), glm.vec3(0.2,0.2,0.2))
fist = Node(maple, glm.mat4(), glm.vec3(0.6,0.4,0.3))
foot = Node(maple, glm.scale((0.3,0.3,0.3)), glm.vec3(0.3,0.5,0.8))
# prepare vao
vao_frame = prepare_vao_grid()
# prepare node vao
vao_tree = prepare_vao_tree()
vao_table = prepare_vao_table()
vao_maple = prepare_vao_maple()
vao_fist = prepare_vao_fist()
vao_pikachu = prepare_vao_pikachu()
vao_umbreon = prepare_vao_umbreon()
vao_foot = prepare_vao_foot()
# loop until the user closes the window
while not glfwWindowShouldClose(window):
# render
# enable depth test (we'll see details later)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glUseProgram(shader_program)
# wireframe mode
if wire == -1:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# solid mode (default)
if wire == 1:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
# projection matrix
# use orthogonal projection
if chk == -1:
P = glm.ortho(-0.5,0.5,-0.5,0.5,-10,10)
# use perspective projection (default)
if chk == 1:
P = glm.perspective(45, 800.0 / 800.0, 0.1, 100.0)
# camera position / camera vector
cameraOrigin = glm.vec3(0, 0, 0)
cameraPos = glm.vec3(direction_x,direction_y,direction_z)
cameraRight = glm.normalize(glm.cross(world_up, cameraPos))
cameraUp = glm.cross(cameraPos,cameraRight)
cameraDirection = glm.normalize(cameraPos - cameraOrigin)
# camera distance
distance = glm.distance(cameraPos + cameraPan, cameraOrigin + cameraPan)
# view matrix
V = glm.lookAt(cameraPos + cameraPan, cameraOrigin + cameraPan, cameraUp)
# current frame: P*V*I (now this is the world frame)
I = glm.mat4()
MVP = P * V * I
glUniformMatrix4fv(MVP_loc, 1, GL_FALSE, glm.value_ptr(MVP))
M = glm.translate(glm.vec3(0,0,0))
# current frame: P*V*M
MVP = P * V * M
glUniformMatrix4fv(MVP_loc, 1, GL_FALSE, glm.value_ptr(MVP))
# draw grid on xz plane
glUniform3f(color_loc,1.0,1.0,1.0)
glBindVertexArray(vao_frame)
glDrawArrays(GL_LINES, 0, 10000)
# check is Drop
if chk_drop == True:
vao_obj = prepare_vao_obj()
# choose color
glUniform3f(color_loc, 0.0, 1.0, 0.0)
# draw dropped obj file
glBindVertexArray(vao_obj)
glDrawArrays(GL_TRIANGLES, 0, temp_triangle * 3)
if chk_animaiting == True:
t = glfwGetTime()
# Grandparent node - Tree. Turn around
tree.set_transform(glm.rotate(t, (0,1,0)))
# Parent node - Table and Maple. Both go up and down.
table.set_transform(glm.translate((15.0,glm.sin(t)*5,15.0)))
maple.set_transform(glm.translate((0,20 + glm.sin(t),0)))
# Child node - pikachu and umbreon is child of Table. Both turn around the table.
# Child node - fist and foot is child of Maple. Both turn around the maple. Foot go up and down too.
pikachu.set_transform(glm.rotate(t,(0,1,0)) * glm.translate((-17.0,0,0)))
umbreon.set_transform(glm.rotate(t, (0, 1, 0)) * glm.translate((-15.0, 0, 0)))
fist.set_transform(glm.rotate(t, (0, 1, 0)) * glm.translate((-15.0, 0, 0)))
foot.set_transform(glm.rotate(t, (0, 1, 0)) * glm.translate((15.0, 0 + 5*glm.sin(t), 0)))
# update information about transform
tree.update_tree_global_transform()
# draw every node
temp_triangle = triangle[0]
draw_node(vao_tree, tree, P * V, MVP_loc, color_loc)
temp_triangle = triangle[1]
draw_node(vao_table, table, P * V, MVP_loc, color_loc)
temp_triangle = triangle[2]
draw_node(vao_maple, maple, P * V, MVP_loc, color_loc)
temp_triangle = triangle[3]
draw_node(vao_fist, fist, P * V, MVP_loc, color_loc)
temp_triangle = triangle[4]
draw_node(vao_pikachu, pikachu, P * V, MVP_loc, color_loc)
temp_triangle = triangle[5]
draw_node(vao_umbreon, umbreon, P * V, MVP_loc, color_loc)
temp_triangle = triangle[6]
draw_node(vao_foot, foot, P * V, MVP_loc, color_loc)
# swap front and back buffers
glfwSwapBuffers(window)
# poll events
glfwPollEvents()
# terminate glfw
glfwTerminate()
if __name__ == "__main__":
main()