-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathopengl7_uv_textures.py
163 lines (121 loc) · 4.87 KB
/
opengl7_uv_textures.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
import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
import math
import sys
import pyrr
from PIL import Image
VERTEX_SH = """
# version 330 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
layout(location = 2) in vec2 a_texture;
uniform mat4 rotation;
out vec3 v_color;
out vec2 v_texture;
void main(){
gl_Position = rotation * vec4(a_position, 1.0);
v_color = a_color;
v_texture = a_texture;
}
"""
FRAGMENT_SH = """
# version 330 core
out vec4 out_color;
in vec3 v_color;
in vec2 v_texture;
uniform sampler2D s_texture;
void main(){
out_color = texture(s_texture, v_texture);
}
"""
def window_resize(wind, width, height):
glViewport(0, 0, width, height)
if not glfw.init():
raise Exception('AAAAAA')
window = glfw.create_window(1024, 768, 'XXXXXDDDD', None, None)
if not window:
glfw.terminate()
raise Exception('AAAAA')
glfw.set_window_pos(window, 100, 100)
glfw.set_window_size_callback(window, window_resize)
glfw.make_context_current(window)
vertices = np.array([-0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, -0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
0.5, -0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, -0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0], dtype=np.float32)
indices = np.array([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], dtype=np.uint32)
shader = compileProgram(compileShader(VERTEX_SH, GL_VERTEX_SHADER), compileShader(FRAGMENT_SH, GL_FRAGMENT_SHADER))
glUseProgram(shader)
glClearColor(0, 0, 0, 0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
# vertex buffer
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
# index buffer
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# vertex
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(0))
# color
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(12))
# uvs
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(24))
rotation_location = glGetUniformLocation(shader, 'rotation')
# tekstury
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# TEXTURE WRAP
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# TEX FILTERING
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
# load image
img = Image.open('cat.png').transpose(Image.FLIP_TOP_BOTTOM)
img_data = img.convert('RGBA').tobytes()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width, img.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
ct = glfw.get_time()
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time())
rot_y = pyrr.Matrix44.from_y_rotation(0.7 * glfw.get_time())
glUniformMatrix4fv(rotation_location, 1, GL_FALSE, rot_x * rot_y)
# glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
glfw.terminate()