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lighting2.py
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202 lines (136 loc) · 5.33 KB
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import OpenGL
from OpenGL.GL import *
import numpy
import glutils
import glfw
import math
import time
strVS = """
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform float uTheta;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
void main() {
mat4 rot = mat4(
vec4(cos(uTheta), sin(uTheta), 0.0, 0.0),
vec4(-sin(uTheta), cos(uTheta), 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)
);
// position
FragPos = (rot * vec4(aPos , 1.0)).xyz;
Normal = (rot * vec4(aNormal , 1.0)).xyz;
gl_Position = uPMatrix * uMVMatrix * rot * vec4(aPos , 1.0);
}
"""
strFS = """
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 lightPos;
//uniform vec3 viewPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
void main(){
// ambient
float ambientStrength = 0.2;
vec3 ambient = ambientStrength * lightColor;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
}
"""
def main():
if not glfw.init():
print('glfw.init error')
return
window = glfw.create_window(640, 480, 'Cube', None, None)
if not window:
glfw.terminate()
print('glfw.create_window error')
return
glfw.make_context_current(window)
print(glGetString(GL_VERSION))
# init OpenGL
glEnable(GL_DEPTH_TEST)
glClearColor(0.1, 0.1, 0.1, 1)
# glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )
# shader
program = glutils.loadShaders(strVS, strFS)
glUseProgram(program)
# vertex buffer
# position # normal
positions = numpy.array([ -1.0, 1.0, -1.0, 0.0, 1.0, 0.0,
1.0, 1.0, -1.0, 0.0, 1.0, 0.0,
1.0, 1.0, 1.0, 0.0, 1.0, 0.0,
-1.0, 1.0, 1.0, 0.0, 1.0, 0.0,
1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0, -1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, -1.0, 0.0,
-1.0, -1.0, -1.0, 0.0, -1.0, 0.0,
1.0, -1.0, -1.0, 0.0, -1.0, 0.0,
-1.0, -1.0, 1.0, -1.0, 0.0, 0.0,
-1.0, 1.0, 1.0, -1.0, 0.0, 0.0,
-1.0, 1.0, -1.0, -1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, -1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, -1.0, 1.0, 0.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
1.0, 1.0, -1.0, 0.0, 0.0, -1.0,
-1.0, 1.0, -1.0, 0.0, 0.0, -1.0,
-1.0, -1.0, -1.0, 0.0, 0.0, -1.0,
1.0, -1.0, -1.0, 0.0, 0.0, -1.0,
], numpy.float32)
buffer = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buffer)
glBufferData(GL_ARRAY_BUFFER, positions.itemsize * len(positions), positions, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, positions.itemsize * 6, None)
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, positions.itemsize * 3, None)
# Projections
pMatrix = glutils.perspective(45, 640/480.0 , 0.1, 100.0)
mvMatrix = glutils.lookAt([4.0, 4.0, 3.0], [0.0, 0.0, 0.0], [0.0, 0.0, 1])
pMatrixUniform = glGetUniformLocation(program, b'uPMatrix')
mvMatrixUniform = glGetUniformLocation(program, b'uMVMatrix')
glUniformMatrix4fv(pMatrixUniform, 1, GL_FALSE, pMatrix)
glUniformMatrix4fv(mvMatrixUniform, 1, GL_FALSE, mvMatrix)
# Lighting
lightColorUniform = glGetUniformLocation(program, b'lightColor')
glUniform3f(lightColorUniform, 0.1, 0.8, 0.1)
objectColorUniform = glGetUniformLocation(program, b'objectColor')
glUniform3f(objectColorUniform, 0.7,0.7, 0.7)
lightPosUniform = glGetUniformLocation(program, b'lightPos')
glUniform3f(lightPosUniform, 2.0, 4, -3.0)
t = 0
while not glfw.window_should_close(window):
time.sleep(1/45)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# glBegin(GL_TRIANGLES)
# glVertex2f(-0.5, -0.5)
# glVertex2f( 0.0 , 0.5)
# glVertex2f( 0.5, -0.5)
# glEnd()
# rotation animation
t = (t + 1) % 360
# set shader angle in radians
glUniform1f(glGetUniformLocation(program, 'uTheta'), math.radians(t))
# draw call
glDrawArrays(GL_QUADS, 0, 24)
glfw.swap_buffers(window)
glfw.poll_events()
if __name__=='__main__':
main()