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import math
import os
import sys
import glm
import moderngl
import pygame
from objloader import Obj
from PIL import Image
os.environ['SDL_WINDOWS_DPI_AWARENESS'] = 'permonitorv2'
pygame.init()
pygame.display.set_mode((800, 800), flags=pygame.OPENGL | pygame.DOUBLEBUF, vsync=True)
class Scene:
def __init__(self):
self.ctx = moderngl.get_context()
self.program = self.ctx.program(
vertex_shader='''
#version 330 core
uniform mat4 camera;
layout (location = 0) in vec3 in_vertex;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv;
out vec3 v_vertex;
out vec3 v_normal;
out vec2 v_uv;
void main() {
v_vertex = in_vertex;
v_normal = in_normal;
v_uv = in_uv;
gl_Position = camera * vec4(v_vertex, 1.0);
}
''',
fragment_shader='''
#version 330 core
uniform sampler2D Texture;
uniform vec3 light_direction;
in vec3 v_vertex;
in vec3 v_normal;
in vec2 v_uv;
layout (location = 0) out vec4 out_color;
void main() {
float lum = max(dot(normalize(v_normal), normalize(light_direction)), 0.0) * 0.5 + 0.5;
out_color = texture(Texture, v_uv) * lum;
}
''',
)
self.texture = self.load_texture('examples/data/textures/crate.png')
self.vertex_buffer = self.load_model('examples/data/models/crate.obj')
self.sampler = self.ctx.sampler(texture=self.texture)
self.vertex_array = self.ctx.vertex_array(self.program, [
(self.vertex_buffer, '3f 3f 2f', 'in_vertex', 'in_normal', 'in_uv'),
])
def load_model(self, path):
obj = Obj.open(path)
return self.ctx.buffer(obj.pack('vx vy vz nx ny nz tx ty'))
def load_texture(self, path):
from OpenGL import GL
img = Image.open(path).convert('RGBA')
width, height = img.size
pixels = img.tobytes()
texture = GL.glGenTextures(1)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, texture)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels)
return self.ctx.external_texture(texture, (width, height), 4, 0, 'f1')
def camera_matrix(self):
now = pygame.time.get_ticks() / 1000.0
eye = (math.cos(now) * 3.0, math.sin(now) * 3.0, 1.75)
proj = glm.perspective(45.0, 1.0, 0.1, 1000.0)
look = glm.lookAt(eye, (0.0, 0.0, 0.5), (0.0, 0.0, 1.0))
return proj * look
def render(self):
self.ctx.clear()
self.ctx.enable_only(self.ctx.DEPTH_TEST)
self.program['light_direction'] = (1.0, 2.0, 3.0)
self.program['camera'].write(self.camera_matrix())
self.sampler.use()
self.vertex_array.render()
scene = Scene()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
scene.render()
pygame.display.flip()
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