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tu_05_input.py
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# import os,sys
# sys.path.append(os.path.abspath(os.path.dirname(__file__)))
from OpenGL.GL import * # pylint: disable=W0614
import glm
from utils.glutWindow import GlutWindow
from utils.objLoader import objLoader
from utils.shaderLoader import Shader
from utils.textureLoader import textureLoader
from utils.MVPControl import MVPController
from utils.worldsheet import worldSheet
from utils.uv2d import UV2D
class Tu01Win(GlutWindow):
class GLContext(object):
pass
def init_opengl(self):
glClearColor(0.1,0.1,0.1,0)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
#glEnable(GL_CULL_FACE)
def init_context(self):
self.context = self.GLContext()
self.shader = shader = Shader()
self.UV2d = UV2D()
shader.initShaderFromGLSL(["glsl/tu02/vertex.glsl"],["glsl/tu02/fragment.glsl"])
# shader var ids
self.context.MVP_ID = glGetUniformLocation(shader.program,"MVP")
self.context.Texture_ID = glGetUniformLocation(shader.program, "myTextureSampler")
# texture = textureLoader("resources/tu03/uvmap.dds")
# model = objLoader("resources/tu03/cube.obj").to_single_index_style()
texture = textureLoader("resources/tu04/uvmap.DDS")
model = objLoader("resources/tu04/suzanne.obj").to_single_index_style()
self.context.texturebuffer = texture.textureGLID
if(texture.inversedVCoords):
for index in range(0,len(model.texcoords)):
if(index % 2):
model.texcoords[index] = 1.0 - model.texcoords[index]
#print "ccc",len(model.texcoords)
self.context.vertexbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.context.vertexbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.vertexs)*4,(GLfloat * len(model.vertexs))(*model.vertexs),GL_STATIC_DRAW)
self.context.uvbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.context.uvbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.texcoords)*4,(GLfloat * len(model.texcoords))(*model.texcoords),GL_STATIC_DRAW)
self.context.elementbuffer = glGenBuffers(1)
self.context.elementbufferSize = len(model.indices)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.context.elementbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.indices)*2,(GLushort * len(model.indices))(*model.indices),GL_STATIC_DRAW)
self.UV2d.bindUV(self.context.uvbuffer,self.context.elementbuffer,self.context.elementbufferSize)
def calc_MVP(self,width=0,height=0):
if(width!=0):
self.controller.resize(width,height)
self.context.Model= glm.mat4(1.0)
self.context.MVP = self.controller.calcMVP(self.context.Model)
def resize(self,Width,Height):
glViewport(0, 0, Width, Height)
self.calc_MVP(Width,Height)
def ogl_draw(self):
# print("draw++")
#print self.context.MVP
self.calc_MVP()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.shader.begin()
glUniformMatrix4fv(self.context.MVP_ID,1,GL_FALSE,glm.value_ptr(self.context.MVP))
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, self.context.texturebuffer)
glUniform1i(self.context.Texture_ID, 0) #// Set "myTextureSampler" sampler to use Texture Unit 0
glEnableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, self.context.vertexbuffer)
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,None)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, self.context.uvbuffer)
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,None)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.elementbuffer)
glDrawElements(
GL_TRIANGLES, # mode
self.context.elementbufferSize, #// count
GL_UNSIGNED_SHORT, # // type
None #// element array buffer offset
)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
self.shader.end()
self.UV2d.draw()
if __name__ == "__main__":
win = Tu01Win()
win.controller = MVPController(win.update_if)
win.init_opengl()
win.init_context()
win.run()