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shaders.py
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149 lines (123 loc) · 4.49 KB
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# https://riptutorial.com/opengl/example/32043/implement-a-camera-in-ogl-4-0-glsl-400
from OpenGL.GL import * # lgtm [py/polluting-import]
from ctypes import c_float, c_ubyte
import pygame
import math
pygame.init()
class Shader:
def __init__(self, vertex, frag):
self.vertexShader = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(self.vertexShader, vertex, 1, None)
glCompileShader(self.vertexShader)
self.fragShader = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(self.fragShader, frag, 1, None)
glCompileShader(self.fragShader)
self.program = glCreateProgram()
glAttachShader(self.program, self.vertexShader)
glAttachShader(self.program, self.fragShader)
glLinkProgram(self.program)
glDeleteShader(self.vertexShader)
glDeleteShader(self.fragShader)
self.prjMat = glGetUniformLocation(self.program, b"u_projectionMat44")
self.viewMat = glGetUniformLocation(self.program, b"u_viewMat44")
self.modelMat = glGetUniformLocation(self.program, b"u_modelMat44")
def use(self):
glUseProgram(self.program)
def Normalize(v):
len = math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])
if not len:
return (0, 0, 0)
return (v[0] / len, v[1] / len, v[2] / len)
def Cross(a, b):
return (a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0)
def Dot(a, b):
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
class Camera:
def __init__(self, pos, target, fov, aspect, near, far):
self.pos = pos
self.target = target
self.fov = fov
self.aspect = aspect
self.near = near
self.far = far
def Perspective(self):
fn, f_n = self.far + self.near, self.far - self.near
r, t = self.aspect, 1 / math.tan(math.radians(self.fov) / 2)
return [[t / r, 0, 0, 0], [0, t, 0, 0], [0, 0, -fn / f_n, -1], [0, 0, -2 * self.far * self.near / f_n, 0]]
def LookAt(self):
mz = Normalize((self.pos[0] - self.target[0], self.pos[1] - self.target[1], self.pos[2] - self.target[2]))
mx = Normalize(Cross([0, 1, 0], mz))
my = Normalize(Cross(mz, mx))
tx = Dot(mx, self.pos)
ty = Dot(my, self.pos)
tz = Dot((-mz[0], -mz[1], -mz[2]), self.pos)
return [[mx[0], my[0], mz[0], 0], [mx[1], my[1], mz[1], 0], [mx[2], my[2], mz[2], 0], [tx, ty, tz, 1]]
def Model(self):
return [[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]
screen = pygame.display.set_mode((800, 500), pygame.DOUBLEBUF | pygame.OPENGL)
shader = Shader(
"""#version 330 core
layout (location = 0) in vec3 inPos;
out vec4 gl_Position;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void main()
{
vec4 modelPos = u_modelMat44 * vec4(inPos, 1.0);
vec4 viewPos = u_viewMat44 * modelPos;
gl_Position = u_projectionMat44 * viewPos;
}""",
"""#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}"""
)
vertices = [
-1, 1, 0,
1, 1, 0,
1, -1, 0,
-1, -1, 0,
]
indices = [
0, 1, 2,
0, 2, 3,
]
vbo = glGenBuffers(1)
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, len(vertices) * 4, (c_float * len(vertices))(*vertices), GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(c_float), None)
glEnableVertexAttribArray(0)
ibo = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(indices), (c_ubyte * len(indices))(*indices), GL_STATIC_DRAW)
camera = Camera([0, 0, -7.5], [0, 0, 0], 60, 800 / 500, 0.03, 50)
done = False
clock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# glBegin(GL_QUADS)
# glTexCoord2f(0, 0)
# glVertex3f(-1, 1, 0)
# glTexCoord2f(1, 0)
# glVertex3f(1, 1, 0)
# glTexCoord2f(1, 1)
# glVertex3f(1, -1, 0)
# glTexCoord2f(0, 1)
# glVertex3f(-1, -1, 0)
# glEnd()
# glDrawArrays(GL_QUADS, 0, 4)
shader.use()
glUniformMatrix4fv(shader.prjMat, 1, GL_FALSE, camera.Perspective())
glUniformMatrix4fv(shader.viewMat, 1, GL_FALSE, camera.LookAt())
glUniformMatrix4fv(shader.modelMat, 1, GL_FALSE, camera.Model())
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, None)
pygame.display.flip()
clock.tick(60)