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# NeHe Tutorial Lesson: 44 - Lense Flare
#
# Ported to PyOpenGL 2.0 by Brian Leair 2004
#
# This code was created by Jeff Molofee 2000
#
# The port was based on the PyOpenGL tutorials and from
# PyOpenGLContext (tests/glprint.py)
#
# If you've found this code useful, feel free to let me know
# at (Brian Leair telcom_sage@yahoo.com).
#
# See original source and C based tutorial at http://nehe.gamedev.net
#
# Note:
# -----
# This code is not an ideal example of Pythonic coding or use of OO
# techniques. It is a simple and direct exposition of how to use the
# Open GL API in Python via the PyOpenGL package. It also uses GLUT,
# a high quality platform independent library. Due to using these APIs,
# this code is more like a C program using procedural programming.
#
# To run this example you will need:
# Python - www.python.org (v 2.3 as of 1/2004)
# PyOpenGL - pyopengl.sourceforge.net (v 2.0.1.07 as of 1/2004)
# Numeric Python - (v.22 of "numpy" as of 1/2004) numpy.sourceforge.net
# Python Image Library - http://www.pythonware.com/products/pil/
#
# #########################################################
# Please note, don't use PyOpenGL older than 2.0.1.07.
# Older PyOpenGL had a bug glGetFloat () that prevents this
# tutorial from working.
#
#
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import Image # PIL
try:
import win32api # GetTickCount ()
gHaveWin32 = 1
except:
gHaveWin32 = 0
import sys
import time # clock ()
from glCamera import *
from glFont import *
# *********************** Globals ***********************
# Python 2.2 defines these directly
try:
True
except NameError:
True = 1==1
False = 1==0
# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033'
# Number of the glut window.
window = 0
base = None
gInfoOn = False
gFrames = 0
gStartTime = -1
gCurrentTime = -1
gFPS = -1
gCamera = None
# //################## NEW STUFF ##################################
qobj = None # //the quadric for our cylinder
gcylList = None
def LoadTexture (path):
""" // Load Image And Convert To A Texture
path can be a relative path, or a fully qualified path.
returns tuple of status and ID:
returns False if the requested image couldn't loaded as a texture
returns True and the texture ID if image was loaded
"""
# Catch exception here if image file couldn't be loaded
try:
# Note, NYI, path specified as URL's could be access using python url lib
# OleLoadPicturePath () supports url paths, but that capability isn't critcial to this tutorial.
Picture = Image.open (path)
except:
return False, 0
glMaxTexDim = glGetIntegerv (GL_MAX_TEXTURE_SIZE)
WidthPixels = Picture.size [0]
HeightPixels = Picture.size [1]
if ((WidthPixels > glMaxTexDim) or (HeightPixels > glMaxTexDim)):
# The image file is too large. Shrink it to fit within the texture dimensions
# support by our rendering context for a GL texture.
# Note, Feel free to experiemnt and force a resize by placing a small val into
# glMaxTexDim (e.g. 32,64,128).
raise RuntimeError, "Texture image (%d by %d) is larger than supported by GL %d." % (WidthPixels, HeightPixels, glMaxTexDim)
# Create a raw string from the image data - data will be unsigned bytes
# RGBpad, no stride (0), and first line is top of image (-1)
pBits = Picture.tostring("raw", "RGBX", 0, -1)
# // Typical Texture Generation Using Data From The Bitmap
texid = glGenTextures(1); # // Create The Texture
glBindTexture(GL_TEXTURE_2D, texid); # // Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); # // (Modify This For The Type Of Filtering You Want)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); # // (Modify This For The Type Of Filtering You Want)
# // (Modify This If You Want Mipmaps)
glTexImage2D(GL_TEXTURE_2D, 0, 3, WidthPixels, HeightPixels, 0, GL_RGBA, GL_UNSIGNED_BYTE, pBits);
# Cleanup (this would all happen automatically upon return... just spelling it out)
# // Decrements IPicture Reference Count
Picture = None
return True, texid # // Return True (All Good)
# A general OpenGL initialization function. Sets all of the initial parameters.
def InitGL(Width, Height): # We call this right after our OpenGL window is created.
global gFont, gCamera, gStartTime, gcylList, qobj
glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
glClearColor(0.0, 0.0, 0.0, 0.5) # This Will Clear The Background Color To Black
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glDepthFunc(GL_LEQUAL) # The Type Of Depth Test To Do
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) # Really Nice Perspective Calculations
status, tex = LoadTexture ("Art\Font.bmp")
if (status):
gFont = glFont ()
gFont.SetFontTexture (tex)
gFont.SetWindowSize (1024, 768)
gFont.BuildFont (1.0)
else:
raise RuntimeError, "Failed to build font 'Art\Font.bmp'"
gCamera = glCamera ()
gCamera.m_MaxHeadingRate = 1.0; # // Set our Maximum rates for the camera
gCamera.m_MaxPitchRate = 1.0; # // Set our Maximum rates for the camera
gCamera.m_HeadingDegrees = 0.0; # // Set our Maximum rates for the camera
# // Try and load the HardGlow texture tell the user if we can't find it then quit
status, gCamera.m_GlowTexture = LoadTexture("Art\HardGlow2.bmp");
if (not status):
raise RuntimeError, "Failed to load Hard Glow texture."
# // Try and load the BigGlow texture tell the user if we can't find it then quit
status, gCamera.m_BigGlowTexture = LoadTexture("Art/BigGlow3.bmp")
if (not status):
raise RuntimeError, "Failed to load Big Glow texture."
# // Try and load the Halo texture tell the user if we can't find it then quit
status, gCamera.m_HaloTexture = LoadTexture("Art/Halo3.bmp")
if (not status):
raise RuntimeError, "Failed to load Halo texture."
# // Try and load the Streaks texture tell the user if we can't find it then quit
status, gCamera.m_StreakTexture = LoadTexture("Art/Streaks4.bmp")
if (not status):
raise RuntimeError, "Failed to load Streaks texture."
# //################## NEW STUFF ##################################
# // Just create a cylinder that will be used as occluder object
gcylList = glGenLists(1);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
gluQuadricNormals(qobj, GLU_SMOOTH);
glNewList(gcylList, GL_COMPILE);
# List Start
glEnable(GL_COLOR_MATERIAL);
glColor3f(0.0, 0.0, 1.0);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glTranslatef(0.0,0.0,-2.0);
gluCylinder(qobj, 0.5, 0.5, 4.0, 15, 5);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_COLOR_MATERIAL);
glEndList();
# List End
# if (gHaveWin32):
# gStartTime = win32api.GetTickCount () # // Get the time the app started
gStartTime = time.clock (); # // Get the time the app started
return True # // Initialization Went OK
# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
if Height == 0: # Prevent A Divide By Zero If The Window Is Too Small
Height = 1
glViewport(0, 0, Width, Height) # Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
# // field of view, aspect ratio, near and far
# This will squash and stretch our objects as the window is resized.
# Note that the near clip plane is 1 (hither) and the far plane is 1000 (yon)
gluPerspective(45.0, float(Width)/float(Height), 1, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def DrawGLInfo ():
global gCamera, gFont, gFrames, gCurrentTime, gCurrentTime, gStartTime, gFPS
projMatrix = glGetFloatv(GL_PROJECTION_MATRIX); # // Grab the projection matrix
modelMatrix = glGetFloatv(GL_MODELVIEW_MATRIX); # // Grab the modelview matrix
# // Print out the cameras position
glColor4f(1.0, 1.0, 1.0, 1.0);
String = "m_Position............. = %.02f, %.02f, %.02f" % (gCamera.m_Position.x, gCamera.m_Position.y, gCamera.m_Position.z)
gFont.glPrintf(10, 720, 1, String);
# // Print out the cameras direction
String = "m_DirectionVector...... = %.02f, %.02f, %.02f" % (gCamera.m_DirectionVector.i, gCamera.m_DirectionVector.j, gCamera.m_DirectionVector.k);
gFont.glPrintf(10, 700, 1, String);
# // Print out the light sources position
String = "m_LightSourcePos....... = %.02f, %.02f, %.02f" % (gCamera.m_LightSourcePos.x, gCamera.m_LightSourcePos.y, gCamera.m_LightSourcePos.z);
gFont.glPrintf(10, 680, 1, String);
# // Print out the intersection point
String = "ptIntersect............ = %.02f, %.02f, %.02f" % (gCamera.m_ptIntersect.x, gCamera.m_ptIntersect.y, gCamera.m_ptIntersect.z);
gFont.glPrintf(10, 660, 1, String);
# // Print out the vector that points from the light source to the camera
String = "vLightSourceToCamera... = %.02f, %.02f, %.02f" % (gCamera.vLightSourceToCamera.i, gCamera.vLightSourceToCamera.j, gCamera.vLightSourceToCamera.k);
gFont.glPrintf(10, 640, 1, String);
# // Print out the vector that points from the light source to the intersection point.
String = "vLightSourceToIntersect = %.02f, %.02f, %.02f" % (gCamera.vLightSourceToIntersect.i, gCamera.vLightSourceToIntersect.j, gCamera.vLightSourceToIntersect.k);
gFont.glPrintf(10, 620, 1, String);
# // Let everyone know the below matrix is the model view matrix
String = "GL_MODELVIEW_MATRIX";
gFont.glPrintf(10, 580, 1, String);
# // Print out row 1 of the model view matrix
String = "%.02f, %.02f, %.02f, %.02f" % (modelMatrix[0][0], modelMatrix[0][1], modelMatrix[0][2], modelMatrix[0][3]);
gFont.glPrintf(10, 560, 1, String);
# // Print out row 2 of the model view matrix
String = "%.02f, %.02f, %.02f, %.02f" % (modelMatrix[1][0], modelMatrix[1][1], modelMatrix[1][2], modelMatrix[1][3]);
gFont.glPrintf(10, 540, 1, String);
# // Print out row 3 of the model view matrix
String = "%.02f, %.02f, %.02f, %.02f" % (modelMatrix[2][0], modelMatrix[2][1], modelMatrix[2][2], modelMatrix[2][3]);
gFont.glPrintf(10, 520, 1, String);
# // Print out row 4 of the model view matrix
String = "%.02f, %.02f, %.02f, %.02f" % (modelMatrix[3][0], modelMatrix[3][1], modelMatrix[3][2], modelMatrix[3][3]);
gFont.glPrintf(10, 500, 1, String);
# // Let everyone know the below matrix is the projection matrix
String = "GL_PROJECTION_MATRIX";
gFont.glPrintf(10, 460, 1, String);
# // Print out row 1 of the projection view matrix
String = "%.02f, %.02f, %.02f, %.02f" % (projMatrix[0][0], projMatrix[0][1], projMatrix[0][2], projMatrix[0][3]);
gFont.glPrintf(10, 440, 1, String);
# // Print out row 2 of the projection view matrix
String = "%.02f, %.02f, %.02f, %.02f" % (projMatrix[1][0], projMatrix[1][1], projMatrix[1][2], projMatrix[1][3]);
gFont.glPrintf(10, 420, 1, String);
# // Print out row 3 of the projection view matrix
String = "%.02f, %.02f, %.03f, %.03f" % (projMatrix[2][0], projMatrix[2][1], projMatrix[2][2], projMatrix[2][3]);
gFont.glPrintf(10, 400, 1, String);
# // Print out row 4 of the projection view matrix
String = "%.02f, %.02f, %.03f, %.03f" % (projMatrix[3][0], projMatrix[3][1], projMatrix[3][2], projMatrix[3][3]);
gFont.glPrintf(10, 380, 1, String);
# // Let everyone know the below values are the Frustum clipping planes
gFont.glPrintf(10, 320, 1, "FRUSTUM CLIPPING PLANES");
# // Print out the right clipping plane
String = "%.02f, %.02f, %.02f, %.02f" % (gCamera.m_Frustum[0][0], gCamera.m_Frustum[0][1], gCamera.m_Frustum[0][2], gCamera.m_Frustum[0][3]);
gFont.glPrintf(10, 300, 1, String);
# // Print out the left clipping plane
String = "%.02f, %.02f, %.02f, %.02f" % (gCamera.m_Frustum[1][0], gCamera.m_Frustum[1][1], gCamera.m_Frustum[1][2], gCamera.m_Frustum[1][3]);
gFont.glPrintf(10, 280, 1, String);
# // Print out the bottom clipping plane
String = "%.02f, %.02f, %.02f, %.02f" % (gCamera.m_Frustum[2][0], gCamera.m_Frustum[2][1], gCamera.m_Frustum[2][2], gCamera.m_Frustum[2][3]);
gFont.glPrintf(10, 260, 1, String);
# // Print out the top clipping plane
String = "%.02f, %.02f, %.02f, %.02f" % (gCamera.m_Frustum[3][0], gCamera.m_Frustum[3][1], gCamera.m_Frustum[3][2], gCamera.m_Frustum[3][3]);
gFont.glPrintf(10, 240, 1, String);
# // Print out the far clipping plane
String = "%.02f, %.02f, %.02f, %.02f" % (gCamera.m_Frustum[4][0], gCamera.m_Frustum[4][1], gCamera.m_Frustum[4][2], gCamera.m_Frustum[4][3]);
gFont.glPrintf(10, 220, 1, String);
# // Print out the near clipping plane
String = "%.02f, %.02f, %.02f, %.02f" % (gCamera.m_Frustum[5][0], gCamera.m_Frustum[5][1], gCamera.m_Frustum[5][2], gCamera.m_Frustum[5][3]);
gFont.glPrintf(10, 200, 1, String);
if(gFrames >= 100): # // if we are due for another FPS update
# gCurrentTime = win32api.GetTickCount (); # // Get the current time
gCurrentTime = time.clock (); # // Get the current time
DiffTime = gCurrentTime - gStartTime; # // Find the difference between the start and end times
# gFPS = (gFrames / float (DiffTime)) * 1000.0; # // Compute the FPS
gFPS = (gFrames / float (DiffTime)); # // Compute the FPS
gStartTime = gCurrentTime; # // Set the current start time to the current time
gFrames = 1; # // Set the number of frames to 1
else:
gFrames += 1; # // We are not due to for another update so add one to the frame count
# // Print out the FPS
String = "FPS %.02f" % (gFPS);
gFont.glPrintf(10, 160, 1, String);
return
def DrawGLScene ():
""" // Here's Where We Do All The Drawing """
global gCamera, gcylList, ginfoOn
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); # // Clear Screen And Depth Buffer
glLoadIdentity(); # // Reset The Current Modelview Matrix
# // We want our light source to be 50 units if front
# // of the camera all the time to make it look like
# // it is infinately far away from the camera. We only
# // do this to the z coordinate because we want to see
# // the flares adjust if we fly in a straight line.
gCamera.m_LightSourcePos.z = gCamera.m_Position.z - 50.0;
# //##################### NEW STUFF ##########################
# // Draw our cylinder and make it "do something"
# // Of course we do that BEFORE testing for occlusion
# // We need our depth buffer to be filled to check against occluder objects
glPushMatrix();
glLoadIdentity();
glTranslatef(0.0, 0.0, -20.0);
# glRotatef(win32api.GetTickCount () / 50.0, 0.3, 0.0, 0.0);
# glRotatef(win32api.GetTickCount () / 50.0, 0.0, 0.5, 0.0);
glRotatef((time.clock () * 1000.0) / 50.0, 0.3, 0.0, 0.0);
glRotatef((time.clock () * 1000.0) / 50.0, 0.0, 0.5, 0.0);
glCallList(gcylList);
glPopMatrix();
gCamera.SetPrespective(); # // Set our perspective/oriention on the world
gCamera.RenderLensFlare(); # // Render the lens flare
gCamera.UpdateFrustumFaster(); # // Update the frustum as fast as possible.
# // Check to see if info has been toggled by 1,2
if (gInfoOn):
DrawGLInfo(); # // Info is on so draw the GL information.
glutSwapBuffers()
return True
# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
def keyPressed(*args):
global window, gCamera, gInfoOn, gFont, gcylList, qobj
# If escape is pressed, kill everything.
key = args [0]
if key == ESCAPE:
gFont.release ()
gCamera.release ()
gluDeleteQuadric (qobj)
glDeleteLists (gcylList, 1)
sys.exit ()
if key == 'W' or key == 'w':
gCamera.ChangePitch(-0.2); # // Pitch the camera up 0.2 degrees
if key == 'S' or key == 's':
gCamera.ChangePitch(0.2); # // Pitch the camera down 0.2 degrees
if key == 'D' or key == 'd':
gCamera.ChangeHeading(0.2); # // Yaw the camera to the left
if key == 'A' or key == 'a':
gCamera.ChangeHeading(-0.2); # // Yaw the camera to the right
if key == 'Z' or key == 'z':
gCamera.m_ForwardVelocity = 0.01; # // Start moving the camera forward 0.01 units every frame
if key == 'C' or key == 'c':
gCamera.m_ForwardVelocity = -0.01; # // Start moving the camera backwards 0.01 units every frame
if key == 'X' or key == 'x':
gCamera.m_ForwardVelocity = 0.0; # // Stop the camera from moving.
if args[0] == '1':
gInfoOn = True; # // Toggle info on
if args[0] == '2':
gInfoOn = False; # // Toggle info off
def main():
global window
# pass arguments to init
glutInit(sys.argv)
# Select type of Display mode:
# Double buffer
# RGBA color
# Alpha components supported
# Depth buffer
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
# get a 640 x 480 window
glutInitWindowSize(640, 480)
# the window starts at the upper left corner of the screen
glutInitWindowPosition(0, 0)
# Okay, like the C version we retain the window id to use when closing, but for those of you new
# to Python, remember this assignment would make the variable local and not global
# if it weren't for the global declaration at the start of main.
window = glutCreateWindow("Lens Flare Tutorial")
# Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
# set the function pointer and invoke a function to actually register the callback, otherwise it
# would be very much like the C version of the code.
glutDisplayFunc(DrawGLScene)
# Uncomment this line to get full screen.
#glutFullScreen()
# When we are doing nothing, redraw the scene.
glutIdleFunc(DrawGLScene)
# Register the function called when our window is resized.
glutReshapeFunc(ReSizeGLScene)
# Register the function called when the keyboard is pressed.
glutKeyboardFunc(keyPressed)
# We've told Glut the type of window we want, and we've told glut about
# various functions that we want invoked (idle, resizing, keyboard events).
# Glut has done the hard work of building up thw windows DC context and
# tying in a rendering context, so we are ready to start making immediate mode
# GL calls.
# Call to perform inital GL setup (the clear colors, enabling modes, and most releveant -
# consturct the displays lists for the bitmap font.
InitGL(640, 480)
# Start Event Processing Engine
glutMainLoop()
# Print message to console, and kick off the main to get it rolling.
if __name__ == "__main__":
print "Hit ESC key to quit."
main()
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