-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathrender.py
More file actions
322 lines (258 loc) · 11.4 KB
/
render.py
File metadata and controls
322 lines (258 loc) · 11.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
import ctypes
import platform
import OpenGL.GL as gl
import glfw
import glm
import numpy as np
from PIL import Image
SCREEN_WIDTH = 512
SCREEN_HEIGHT = 512
DIFFUSE_TEXTURE_UNIFORM = 'diffuseTexture'
NORMAL_MAP_UNIFORM = 'normalMap'
MODEL_MAT_UNIFORM = 'modelMat'
VIEW_MAT_UNIFORM = 'viewMat'
PROJ_MAT_UNIFORM = 'projMat'
NORMAL_MAT_UNIFORM = 'normalMat'
TIME_UNIFORM = 'time'
def create_window():
# initialize the library
if not glfw.init():
return
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 6)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
if platform.system() == 'Darwin':
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, glfw.TRUE)
# create a windowed mode window and its OpenGL context
window = glfw.create_window(SCREEN_WIDTH, SCREEN_HEIGHT, "Render", None, None)
if not window:
glfw.terminate()
return
glfw.make_context_current(window)
def framebuffer_size_callback(_, width, height):
gl.glViewport(0, 0, width, height)
glfw.set_framebuffer_size_callback(window, framebuffer_size_callback)
return window
def setup_shaders():
# vertex shaders
vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
with open('shaders/vertex.vert') as f:
vertex_shader_source = f.read()
gl.glShaderSource(vertex_shader, vertex_shader_source)
gl.glCompileShader(vertex_shader)
if not gl.glGetShaderiv(vertex_shader, gl.GL_COMPILE_STATUS):
print(gl.glGetShaderInfoLog(vertex_shader))
# fragment shader
fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
with open('shaders/fragment.frag') as f:
fragment_shader_source = f.read()
gl.glShaderSource(fragment_shader, fragment_shader_source)
gl.glCompileShader(fragment_shader)
if not gl.glGetShaderiv(fragment_shader, gl.GL_COMPILE_STATUS):
print(gl.glGetShaderInfoLog(fragment_shader))
# link shader
shader_program = gl.glCreateProgram()
gl.glAttachShader(shader_program, vertex_shader)
gl.glAttachShader(shader_program, fragment_shader)
gl.glLinkProgram(shader_program)
if not gl.glGetProgramiv(shader_program, gl.GL_LINK_STATUS):
print(gl.glGetProgramInfoLog(shader_program))
gl.glDeleteShader(vertex_shader)
gl.glDeleteShader(fragment_shader)
uniform_texture_location_diffuse = gl.glGetUniformLocation(shader_program, DIFFUSE_TEXTURE_UNIFORM)
uniform_texture_location_normal = gl.glGetUniformLocation(shader_program, NORMAL_MAP_UNIFORM)
model_mat_location = gl.glGetUniformLocation(shader_program, MODEL_MAT_UNIFORM)
view_mat_location = gl.glGetUniformLocation(shader_program, VIEW_MAT_UNIFORM)
proj_mat_location = gl.glGetUniformLocation(shader_program, PROJ_MAT_UNIFORM)
normal_mat_location = gl.glGetUniformLocation(shader_program, NORMAL_MAT_UNIFORM)
time_location = gl.glGetUniformLocation(shader_program, TIME_UNIFORM)
return shader_program, [vertex_shader, fragment_shader], {
DIFFUSE_TEXTURE_UNIFORM: uniform_texture_location_diffuse,
NORMAL_MAP_UNIFORM: uniform_texture_location_normal,
MODEL_MAT_UNIFORM: model_mat_location,
VIEW_MAT_UNIFORM: view_mat_location,
PROJ_MAT_UNIFORM: proj_mat_location,
NORMAL_MAT_UNIFORM: normal_mat_location,
TIME_UNIFORM: time_location
}
def setup_vertices():
pos1 = glm.vec3(-1, 1, 0)
pos2 = glm.vec3(-1, -1, 0)
pos3 = glm.vec3(1, -1, 0)
pos4 = glm.vec3(1, 1, 0)
uv1 = glm.vec2(0, 1)
uv2 = glm.vec2(0, 0)
uv3 = glm.vec2(1, 0)
uv4 = glm.vec2(1, 1)
nm = glm.vec3(0, 0, 1)
# triangle 1
edge1 = pos2 - pos1
edge2 = pos3 - pos1
delta_uv1 = uv2 - uv1
delta_uv2 = uv3 - uv1
f = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv2.x * delta_uv1.y)
tangent1 = glm.vec3()
bitangent1 = glm.vec3()
tangent1.x = f * (delta_uv2.y * edge1.x - delta_uv1.y * edge2.x)
tangent1.y = f * (delta_uv2.y * edge1.y - delta_uv1.y * edge2.y)
tangent1.z = f * (delta_uv2.y * edge1.z - delta_uv1.y * edge2.z)
bitangent1.x = f * (-delta_uv2.x * edge1.x + delta_uv1.x * edge2.x)
bitangent1.y = f * (-delta_uv2.x * edge1.y + delta_uv1.x * edge2.y)
bitangent1.z = f * (-delta_uv2.x * edge1.z + delta_uv1.x * edge2.z)
# triangle 2
edge1 = pos3 - pos1
edge2 = pos4 - pos1
delta_uv1 = uv3 - uv1
delta_uv2 = uv4 - uv1
f = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv2.x * delta_uv1.y)
tangent2 = glm.vec3()
bitangent2 = glm.vec3()
tangent2.x = f * (delta_uv2.y * edge1.x - delta_uv1.y * edge2.x)
tangent2.y = f * (delta_uv2.y * edge1.y - delta_uv1.y * edge2.y)
tangent2.z = f * (delta_uv2.y * edge1.z - delta_uv1.y * edge2.z)
bitangent2.x = f * (-delta_uv2.x * edge1.x + delta_uv1.x * edge2.x)
bitangent2.y = f * (-delta_uv2.x * edge1.y + delta_uv1.x * edge2.y)
bitangent2.z = f * (-delta_uv2.x * edge1.z + delta_uv1.x * edge2.z)
vertices = np.array([
pos1.x, pos1.y, pos1.z, # position
nm.x, nm.y, nm.z, # normal
uv1.x, uv1.y, # texcoords
tangent1.x, tangent1.y, tangent1.z, # tangent
bitangent1.x, bitangent1.y, bitangent1.z, # bitangent
pos2.x, pos2.y, pos2.z,
nm.x, nm.y, nm.z,
uv2.x, uv2.y,
tangent1.x, tangent1.y, tangent1.z,
bitangent1.x, bitangent1.y, bitangent1.z,
pos3.x, pos3.y, pos3.z,
nm.x, nm.y, nm.z,
uv3.x, uv3.y,
tangent1.x, tangent1.y, tangent1.z,
bitangent1.x, bitangent1.y, bitangent1.z,
pos1.x, pos1.y, pos1.z,
nm.x, nm.y, nm.z,
uv1.x, uv1.y,
tangent2.x, tangent2.y, tangent2.z,
bitangent2.x, bitangent2.y, bitangent2.z,
pos3.x, pos3.y, pos3.z,
nm.x, nm.y, nm.z,
uv3.x, uv3.y,
tangent2.x, tangent2.y, tangent2.z,
bitangent2.x, bitangent2.y, bitangent2.z,
pos4.x, pos4.y, pos4.z,
nm.x, nm.y, nm.z,
uv4.x, uv4.y,
tangent2.x, tangent2.y, tangent2.z,
bitangent2.x, bitangent2.y, bitangent2.z
], dtype=np.single)
indices = np.array([
0, 1, 2,
3, 4, 5
], dtype=np.uintc)
vao = gl.glGenVertexArrays(1)
vbo = gl.glGenBuffers(1)
ebo = gl.glGenBuffers(1)
gl.glBindVertexArray(vao)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo)
gl.glBufferData(gl.GL_ARRAY_BUFFER, vertices, gl.GL_STATIC_DRAW)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, ebo)
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, indices, gl.GL_STATIC_DRAW)
# position
gl.glVertexAttribPointer(0, 3, gl.GL_FLOAT, gl.GL_FALSE, 14 * vertices.itemsize, None)
gl.glEnableVertexAttribArray(0)
# normal
gl.glVertexAttribPointer(1, 3, gl.GL_FLOAT, gl.GL_FALSE, 14 * vertices.itemsize,
ctypes.c_void_p(3 * vertices.itemsize))
gl.glEnableVertexAttribArray(1)
# texcoords
gl.glVertexAttribPointer(2, 2, gl.GL_FLOAT, gl.GL_FALSE, 14 * vertices.itemsize,
ctypes.c_void_p(6 * vertices.itemsize))
gl.glEnableVertexAttribArray(2)
# tangent
gl.glVertexAttribPointer(3, 3, gl.GL_FLOAT, gl.GL_FALSE, 14 * vertices.itemsize,
ctypes.c_void_p(8 * vertices.itemsize))
gl.glEnableVertexAttribArray(3)
# bitangent
gl.glVertexAttribPointer(4, 3, gl.GL_FLOAT, gl.GL_FALSE, 14 * vertices.itemsize,
ctypes.c_void_p(11 * vertices.itemsize))
gl.glEnableVertexAttribArray(4)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)
gl.glBindVertexArray(0)
return vao, vbo, ebo
def load_texture(path: str, texture_index: int):
img: Image.Image = Image.open(path)
img_data = np.array(list(img.getdata()), np.uint8)
gl.glActiveTexture(gl.GL_TEXTURE0 + texture_index)
texture = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, texture)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, img.width, img.height, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, img_data)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_REPEAT)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_REPEAT)
largest_anisotropy = gl.glGetFloatv(gl.GL_MAX_TEXTURE_MAX_ANISOTROPY)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR_MIPMAP_LINEAR)
gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAX_ANISOTROPY, largest_anisotropy)
gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
return texture
def main():
window = create_window()
shader_program, shaders, uniforms = setup_shaders()
vao, vbo, ebo = setup_vertices()
texture_index_diffuse = 0
texture_diffuse = load_texture('data/Gravel020_1K_Color.jpg', texture_index_diffuse)
texture_index_normal = 1
texture_normal = load_texture('data/Gravel020_1K_Normal.jpg', texture_index_normal)
# render setup
proj_mat = glm.perspective(45.0, SCREEN_WIDTH / SCREEN_HEIGHT, 0.01, 100)
view_mat = glm.lookAt(glm.vec3(0.8, 0.0, 0.8), glm.vec3(0, 0, 0), glm.vec3(0, 0, 1))
model_mat = glm.translate(glm.identity(glm.fmat4), glm.vec3(-1, 0, -1))
normal_mat = glm.inverse(model_mat * glm.transpose(view_mat))
render_parameters = {}
# key callback
def handle_key(window, key, scancode, action, mods):
if action == glfw.PRESS:
if key == glfw.KEY_ESCAPE:
glfw.set_window_should_close(window, True)
glfw.set_key_callback(window, handle_key)
# loop until the user closes the window
while not glfw.window_should_close(window):
# render
gl.glClearColor(0, 0, 0, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glUseProgram(shader_program)
gl.glUniform1i(uniforms[DIFFUSE_TEXTURE_UNIFORM], texture_index_diffuse)
gl.glUniform1i(uniforms[NORMAL_MAP_UNIFORM], texture_index_normal)
gl.glActiveTexture(gl.GL_TEXTURE0 + texture_index_diffuse)
gl.glBindTexture(gl.GL_TEXTURE_2D, texture_diffuse)
gl.glActiveTexture(gl.GL_TEXTURE0 + texture_index_normal)
gl.glBindTexture(gl.GL_TEXTURE_2D, texture_normal)
gl.glUniformMatrix4fv(uniforms[PROJ_MAT_UNIFORM], 1, gl.GL_FALSE, glm.value_ptr(proj_mat))
gl.glUniformMatrix4fv(uniforms[VIEW_MAT_UNIFORM], 1, gl.GL_FALSE, glm.value_ptr(view_mat))
gl.glUniformMatrix4fv(uniforms[MODEL_MAT_UNIFORM], 1, gl.GL_FALSE, glm.value_ptr(model_mat))
gl.glUniformMatrix4fv(uniforms[NORMAL_MAT_UNIFORM], 1, gl.GL_FALSE, glm.value_ptr(normal_mat))
gl.glBindVertexArray(vao)
gl.glDrawElements(gl.GL_TRIANGLES, 6, gl.GL_UNSIGNED_INT, None)
gl.glBindVertexArray(0)
# shader logs
for i, shader in enumerate(shaders):
shader_log = gl.glGetShaderInfoLog(shader)
if shader_log != '':
print('vertex' if shader == 1 else 'fragment')
print(shader_log)
glfw.swap_buffers(window)
glfw.poll_events()
# gl.glReadBuffer(gl.GL_FRONT)
# pixels = gl.glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, gl.GL_RGBA, gl.GL_FLOAT)
# img = np.frombuffer(pixels, np.float32)
# img = img.reshape((SCREEN_WIDTH, SCREEN_HEIGHT, -1))
# img = img[::-1, :]
# img = Image.fromarray(np.uint8(img * 255)).convert('RGB')
# cleanup
gl.glDeleteVertexArrays(1, vao)
gl.glDeleteBuffers(1, vbo)
gl.glDeleteBuffers(1, ebo)
gl.glDeleteTextures(texture_diffuse)
gl.glDeleteTextures(texture_normal)
gl.glDeleteProgram(shader_program)
glfw.terminate()
if __name__ == "__main__":
main()