#! /usr/bin/env python
'''Tests rendering using shader objects from coreGLextensions import
Uses the:
Lighthouse 3D Tutorial toon shader
http://www.lighthouse3d.com/opengl/glsl/index.php?toon2
By way of:
http://www.pygame.org/wiki/GLSLExample
'''
import OpenGL
OpenGL.ERROR_ON_COPY = True
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
# PyOpenGL 3.0.1 introduces this convenience module...
from OpenGL.GL.shaders import *
import time, sys
program = None
# 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.
glClearColor(0.0, 0.0, 0.0, 0.0) # This Will Clear The Background Color To Black
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS) # The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION)
glLoadIdentity() # Reset The Projection Matrix
# Calculate The Aspect Ratio Of The Window
gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
if not glUseProgram:
print 'Missing Shader Objects!'
sys.exit(1)
global program
program = compileProgram(
compileShader('''
varying vec3 normal;
void main() {
normal = gl_NormalMatrix * gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
''',GL_VERTEX_SHADER),
compileShader('''
varying vec3 normal;
void main() {
float intensity;
vec4 color;
vec3 n = normalize(normal);
vec3 l = normalize(gl_LightSource[0].position).xyz;
// quantize to 5 steps (0, .25, .5, .75 and 1)
intensity = (floor(dot(l, n) * 4.0) + 1.0)/4.0;
color = vec4(intensity*1.0, intensity*0.5, intensity*0.5,
intensity*1.0);
gl_FragColor = color;
}
''',GL_FRAGMENT_SHADER),)
# 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()
gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
# The main drawing function.
def DrawGLScene():
# Clear The Screen And The Depth Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity() # Reset The View
# Move Left 1.5 units and into the screen 6.0 units.
glTranslatef(-1.5, 0.0, -6.0)
if program:
glUseProgram(program)
glutSolidSphere(1.0,32,32)
glTranslate( 1,0,2 )
glutSolidCube( 1.0 )
# since this is double buffered, swap the buffers to display what just got drawn.
glutSwapBuffers()
# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)
def keyPressed(*args):
# If escape is pressed, kill everything.
if args[0] == '\x1b':
sys.exit()
def main():
global window
# For now we just pass glutInit one empty argument. I wasn't sure what should or could be passed in (tuple, list, ...)
# Once I find out the right stuff based on reading the PyOpenGL source, I'll address this.
glutInit(sys.argv)
# Select type of Display mode:
# Double buffer
# RGBA color
# Alpha components supported
# Depth buffer
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | 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 (like myself), 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("Jeff Molofee's GL Code Tutorial ... NeHe '99")
# 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)
# Initialize our window.
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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