Я в основном портировал пример дракона из SB OpenGL. Выходной GIF программы ниже кода.
Мой вопрос, что такое функция lookat в python?
Поддерживаемые файлы: dragon.zip просто поместите pydragon.py в папку 'dragon' и запустите
Исходный код pydragon.py
#!/usr/bin/python3
import sys
import time
sys.path.append("./shared")
from sbmloader import SBMObject # location of sbm file format loader
from ktxloader import KTXObject # location of ktx file format loader
from sbmath import m3dDegToRad, m3dRadToDeg, m3dTranslateMatrix44, m3dRotationMatrix44, m3dMultiply, m3dOrtho, m3dPerspective, rotation_matrix, translate, m3dScaleMatrix44
fullscreen = True
import numpy.matlib
import numpy as np
import math
try:
from OpenGL.GLUT import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
except:
print ('''
ERROR: PyOpenGL not installed properly.
''')
sys.exit()
identityMatrix = [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
clear_program = GLuint(0)
append_program = GLuint(0)
resolve_program = GLuint(0)
class textures:
color = GLuint(0)
normals = GLuint(0)
class uniforms_block:
mv_matrix = (GLfloat * 16)(*identityMatrix)
view_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = (GLfloat * 16)(*identityMatrix)
uniforms_buffer = GLuint(0)
class uniforms:
mvp = GLuint(0)
fragment_buffer = GLuint(0)
head_pointer_image = GLuint(0)
atomic_counter_buffer = GLuint(0)
dummy_vao = GLuint(0)
uniform = uniforms()
myobject = SBMObject()
def length(v):
return math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])
def normalize(v):
l = length(v)
#if (v[0] == 0 and v[1] == 0 and v[2] ==0):
# return [0.0, 1/3, 0.0]
return [v[0]/l, v[1]/l, v[2]/l]
def dot(v0, v1):
return v0[0]*v1[0]+v0[1]*v1[1]+v0[2]*v1[2]
def cross(v0, v1):
return [
v0[1]*v1[2]-v1[1]*v0[2],
v0[2]*v1[0]-v1[2]*v0[0],
v0[0]*v1[1]-v1[0]*v0[1]]
def m3dLookAt(eye, target, up):
mz = normalize( (eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]) ) # inverse line of sight
mx = normalize( cross( up, mz ) )
my = normalize( cross( mz, mx ) )
tx = dot( mx, eye )
ty = dot( my, eye )
tz = -dot( mz, eye )
return np.array([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 scale(s):
return [s,0,0,0, 0,s,0,0, 0,0,s,0, 0,0,0,1]
def link_from_shaders(shaders, shader_count, delete_shaders, check_errors=False):
program = GLuint(0)
program = glCreateProgram()
for i in range(0, shader_count):
glAttachShader(program, shaders[i]);
glLinkProgram(program);
if (delete_shaders):
for i in range(0, shader_count):
glDeleteShader(shaders[i]);
return program
def shader_load(filename, shader_type):
result = GLuint(0)
with open ( filename, "rb") as data:
result = glCreateShader(shader_type)
glShaderSource(result, data.read() )
glCompileShader(result)
return result
def load_shaders():
global clear_program
global append_program
global resolve_program
global uniform
shaders = [GLuint(0), GLuint(0)]
shaders[0] = shader_load("fragmentlist_shaders/clear.vs.glsl", GL_VERTEX_SHADER);
shaders[1] = shader_load("fragmentlist_shaders/clear.fs.glsl", GL_FRAGMENT_SHADER);
if (clear_program):
glDeleteProgram(clear_program);
clear_program = link_from_shaders(shaders, 2, True);
shaders[0] = shader_load("fragmentlist_shaders/append.vs.glsl", GL_VERTEX_SHADER);
shaders[1] = shader_load("fragmentlist_shaders/append.fs.glsl", GL_FRAGMENT_SHADER);
if (append_program):
glDeleteProgram(append_program);
append_program = link_from_shaders(shaders, 2, True);
uniform.mvp = glGetUniformLocation(append_program, "mvp");
shaders[0] = shader_load("fragmentlist_shaders/resolve.vs.glsl", GL_VERTEX_SHADER);
shaders[1] = shader_load("fragmentlist_shaders/resolve.fs.glsl", GL_FRAGMENT_SHADER);
if (resolve_program):
glDeleteProgram(resolve_program)
resolve_program = link_from_shaders(shaders, 2, True);
class Scene:
def __init__(self, width, height):
global uniforms_buffer
global fragment_buffer
global atomic_counter_buffer
global head_pointer_image
global dummy_vao
global myobject
self.width = width
self.height = height
load_shaders()
glGenBuffers(1, uniforms_buffer)
glBindBuffer(GL_UNIFORM_BUFFER, uniforms_buffer)
glBufferData(GL_UNIFORM_BUFFER, sizeof(GLfloat * 16 *3), None, GL_DYNAMIC_DRAW)
myobject.load("dragon.sbm")
glGenBuffers(1, fragment_buffer)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, fragment_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, 1024 * 1024 * 16, None, GL_DYNAMIC_COPY)
glGenBuffers(1, atomic_counter_buffer);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomic_counter_buffer);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, 4, None, GL_DYNAMIC_COPY);
head_pointer_image = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, head_pointer_image);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32UI, 1024, 1024);
glGenVertexArrays(1, dummy_vao);
glBindVertexArray(dummy_vao);
def display(self):
green = [ 0.0, 0.1, 0.0, 0.0 ]
currentTime = time.time()
f = currentTime
zeros = [ 0.0, 0.0, 0.0, 0.0 ]
gray = [ 0.1, 0.1, 0.1, 0.0 ]
ones = [ 1.0 ]
glViewport(0, 0, self.width , self.height);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
glUseProgram(clear_program);
glBindVertexArray(dummy_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(append_program)
model_matrix = (GLfloat * 16)(*identityMatrix)
model_matrix = scale(6.0)
view_matrix = (GLfloat * 16)(*identityMatrix)
view_matrix = m3dLookAt([math.cos(f * 0.35) * 120.0, math.cos(f * 0.4) * 30.0, math.sin(f * 0.35) * 120.0],
[0.0, -20.0, 0.0],
[0.0, 1, 0.0])
mv_matrix = (GLfloat * 16)(*identityMatrix)
mv_matrix = m3dMultiply(view_matrix , model_matrix)
proj_matrix = (GLfloat * 16)(*identityMatrix)
proj_matrix = m3dPerspective(m3dDegToRad(50.0), float(self.width) / float(self.height), 0.1, 1000.0)
glUniformMatrix4fv(uniform.mvp, 1, GL_FALSE, m3dMultiply(proj_matrix , mv_matrix))
zero = 0;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomic_counter_buffer)
# next line not working ????
#glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sys.getsizeof(zero), zero);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, fragment_buffer)
glBindImageTexture(0, head_pointer_image, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI)
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT)
myobject.render()
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT)
glUseProgram(resolve_program)
glBindVertexArray(dummy_vao)
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glutSwapBuffers()
def reshape(self, width, height):
self.width = width
self.height = height
def keyboard(self, key, x, y ):
global fullscreen
print ('key:' , key)
if key == b'\x1b': # ESC
sys.exit()
elif key == b'f' or key == b'F': #fullscreen toggle
if (fullscreen == True):
glutReshapeWindow(512, 512)
glutPositionWindow(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
else:
glutFullScreen()
fullscreen = True
print('done')
def init(self):
pass
def timer(self, blah):
glutPostRedisplay()
glutTimerFunc( int(1/60), self.timer, 0)
time.sleep(1/60.0)
if __name__ == '__main__':
start = time.time()
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(512, 512)
w1 = glutCreateWindow('OpenGL SuperBible - Fragment List')
glutInitWindowPosition(int((1360/2)-(512/2)), int((768/2)-(512/2)))
fullscreen = False
many_cubes = False
#glutFullScreen()
scene = Scene(512,512)
glutReshapeFunc(scene.reshape)
glutDisplayFunc(scene.display)
glutKeyboardFunc(scene.keyboard)
glutIdleFunc(scene.display)
#glutTimerFunc( int(1/60), scene.timer, 0)
scene.init()
glutMainLoop()
Вывод должен выглядеть следующим образом:
Портировано из фрагмент-списка.cpp , найденного в 7-м издании Superbible OpenGL.
Текущий вопрос:
Любые идеи, почему текстура, отображаемая на драконе, не является полупрозрачной, поскольку она есть в ожидаемом результате?