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03-array.py
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03-array.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
03-array.py
OpenGL 1.1 rendering using arrays
Copyright (c) 2010, Renaud Blanch <rndblnch at gmail dot com>
Licence: GPLv3 or higher <http://www.gnu.org/licenses/gpl.html>
"""
# imports ####################################################################
import sys
from math import exp, modf
from time import time
from OpenGL.GLUT import *
from OpenGL.GL import *
from linalg import matrix as m
from linalg import quaternion as q
import cube
# texture ####################################################################
def init_texture():
glEnable(GL_TEXTURE_3D)
glBindTexture(GL_TEXTURE_3D, glGenTextures(1))
glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameter(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
def pixel(i, j, k, opaque=b'\xff\xff\xff\xff',
transparent=b'\xff\xff\xff\x00'):
return opaque if (i+j+k)%2 == 0 else transparent
width = height = depth = 2
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
width, height, depth,
0, GL_RGBA, GL_UNSIGNED_BYTE,
b"".join(pixel(i, j, k) for i in range(width)
for j in range(height)
for k in range(depth)))
glDisable(GL_TEXTURE_3D)
def animate_texture(fps=25, period=10):
f, _ = modf(time()/period)
glMatrixMode(GL_TEXTURE)
glLoadIdentity()
glTranslate(f, f, f)
glRotate(f*360, 1, 1, 1)
f = abs(f*2-1)
glScale(1+f, 1+f, 1+f)
glutPostRedisplay()
if texturing:
glutTimerFunc(int(1000/fps), animate_texture, fps)
# object #####################################################################
def flatten(*lll):
return [u for ll in lll for l in ll for u in l]
def init_object(model=cube):
# enabling arrays
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
# model data
global sizes, indicies
global verticies, tex_coords, normals, colors
sizes, indicies = model.sizes, model.indicies
verticies = flatten(model.verticies)
tex_coords = flatten(model.tex_coords)
normals = flatten(model.normals)
colors = flatten(model.colors)
def draw_object():
glVertexPointer(3, GL_FLOAT, 0, verticies)
glTexCoordPointer(3, GL_FLOAT, 0, tex_coords)
glNormalPointer(GL_FLOAT, 0, normals)
glColorPointer(3, GL_FLOAT, 0, colors)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glScale(scale, scale, scale)
glMultMatrixf(m.column_major(q.matrix(rotation)))
offset = 0
for size in sizes:
glDrawElements(GL_TRIANGLE_STRIP,
size, GL_UNSIGNED_INT,
indicies[offset:offset+size])
offset += size
glPopMatrix()
# display ####################################################################
def screen_shot(name="screen_shot.png"):
"""window screenshot."""
width, height = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
data = glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE)
import png
png.write(open(name, "wb"), width, height, 3, data)
def reshape(width, height):
"""window reshape callback."""
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
radius = .5 * min(width, height)
w, h = width/radius, height/radius
if perspective:
glFrustum(-w, w, -h, h, 8, 16)
glTranslate(0, 0, -12)
glScale(1.5, 1.5, 1.5)
else:
glOrtho(-w, w, -h, h, -2, 2)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def display():
"""window redisplay callback."""
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
draw_object()
glutSwapBuffers()
# interaction ################################################################
PERSPECTIVE, LIGHTING, TEXTURING = b'p', b'l', b't'
perspective = False
lighting = False
texturing = False
def keyboard(c, x=0, y=0):
"""keyboard callback."""
global perspective, lighting, texturing
if c == PERSPECTIVE:
perspective = not perspective
reshape(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT))
elif c == LIGHTING:
lighting = not lighting
if lighting:
glEnable(GL_LIGHTING)
else:
glDisable(GL_LIGHTING)
elif c == TEXTURING:
texturing = not texturing
if texturing:
glEnable(GL_TEXTURE_3D)
animate_texture()
else:
glDisable(GL_TEXTURE_3D)
elif c == b's':
screen_shot()
elif c == b'q':
sys.exit(0)
glutPostRedisplay()
rotating = False
scaling = False
rotation = q.quaternion()
scale = 1.
def screen2space(x, y):
width, height = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
radius = min(width, height)*scale
return (2.*x-width)/radius, -(2.*y-height)/radius
def mouse(button, state, x, y):
global rotating, scaling, x0, y0
if button == GLUT_LEFT_BUTTON:
rotating = (state == GLUT_DOWN)
elif button == GLUT_RIGHT_BUTTON:
scaling = (state == GLUT_DOWN)
x0, y0 = x, y
def motion(x1, y1):
global x0, y0, rotation, scale
if rotating:
p0 = screen2space(x0, y0)
p1 = screen2space(x1, y1)
rotation = q.product(rotation, q.arcball(*p0), q.arcball(*p1))
if scaling:
scale *= exp(((x1-x0)-(y1-y0))*.01)
x0, y0 = x1, y1
glutPostRedisplay()
# setup ######################################################################
WINDOW_SIZE = 640, 480
def init_glut(argv):
"""glut initialization."""
glutInit(argv)
glutInitWindowSize(*WINDOW_SIZE)
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH)
glutCreateWindow(argv[0].encode())
glutReshapeFunc(reshape)
glutDisplayFunc(display)
glutKeyboardFunc(keyboard)
glutMouseFunc(mouse)
glutMotionFunc(motion)
def init_opengl():
# depth test
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
# lighting
glEnable(GL_NORMALIZE)
glEnable(GL_LIGHT0)
light_position = [1., 1., 2., 0.]
glLight(GL_LIGHT0, GL_POSITION, light_position)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
glMaterialfv(GL_FRONT, GL_SPECULAR, [1., 1., 1., 1.])
glMaterialf(GL_FRONT, GL_SHININESS, 100.)
# transparency in texture
glEnable(GL_ALPHA_TEST)
alpha_threshold = .55
glAlphaFunc(GL_GREATER, alpha_threshold)
# initial state
for k in [PERSPECTIVE, LIGHTING, TEXTURING]:
keyboard(k)
# main #######################################################################
def main(argv=None):
if argv is None:
argv = sys.argv
init_glut(argv)
init_texture()
init_opengl()
init_object()
return glutMainLoop()
if __name__ == "__main__":
sys.exit(main())