textureShader.py :  » Game-2D-3D » PyOpenGL » PyOpenGL-Demo-3.0.1b1 » PyOpenGL-Demo » proesch » shaderProg » Python Open Source

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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL Demo 3.0.1b1 » PyOpenGL Demo » proesch » shaderProg » textureShader.py
#!/usr/bin/env python
# Copyright (C) 2007  "Peter Roesch" <Peter.Roesch@fh-augsburg.de>
#
# This code is licensed under the PyOpenGL License.
# Details are given in the file license.txt included in this distribution.
#import OpenGL 
#OpenGL.FULL_LOGGING = True

import sys
import array
import Image
import random
from shaderProg import *

try:
  from OpenGL.GLUT import *
  from OpenGL.GL import *
  from OpenGL.GLU import *
  from OpenGL.GL.ARB.shader_objects import *
  from OpenGL.GL.ARB.fragment_shader import *
  from OpenGL.GL.ARB.vertex_shader import *
except:
  print ''' Error PyOpenGL not installed properly !!'''
  sys.exit(  )


class Texture( object ):
  def __init__( self ):
    self.xSize, self.ySize = 0, 0
    self.rawRefence = None

class RandomTexture( Texture ):
  def __init__( self, xSizeP, ySizeP ):
    self.xSize, self.ySize = xSizeP, ySizeP
    tmpList = [ random.randint(0, 255) \
      for i in range( 3 * self.xSize * self.ySize ) ]
    self.textureArray = array.array( 'B', tmpList )
    self.rawReference = self.textureArray.tostring( )

class FileTexture( Texture ):
  def __init__( self, fileName ):
    im = Image.open( fileName )
    self.xSize = im.size[0]
    self.ySize = im.size[1]
    self.rawReference = im.tostring("raw", "RGB", 0, -1)

frameRate = 30
from time import sleep
def animationStep( *args ):
  global frameRate
  global sP
  if not quadList:
    if len(sys.argv) > 1: 
      init( sys.argv[1] )
    else:
      init( None )
    assert quadList
  if sP.isEnabled():
    global rgbTransformMatrix
    row = random.randint( 0, 3 )
    column = random.randint( 0, 3 )
    rgbTransformMatrix[row*4+column] += random.normalvariate( 0, 0.05 )
    if rgbTransformMatrix[row*4+column] < 0:
      rgbTransformMatrix[row*4+column] = 0
    sum=0.
    for x in rgbTransformMatrix[ row*4:row*4+4 ]:
      sum+=x
    for i in range( row*4,row*4+4 ):
      rgbTransformMatrix[i] /= sum
    glUniformMatrix4fvARB(sP.indexOfUniformVariable("RGBTransformationMatrix"),\
      1, False, rgbTransformMatrix)
  sleep( 1 / float( frameRate ) )
  glutPostRedisplay( )

def display( *args ):
  if not quadList:
    if len(sys.argv) > 1: 
      init( sys.argv[1] )
    else:
      init( None )
    assert quadList
  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
  glColor3f( 1, 1, 1 )
  glMatrixMode( GL_PROJECTION )
  glLoadIdentity( )
  xSize, ySize = glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
  f = float(ySize) / float(xSize)
  gluOrtho2D( -1.5, 1.5, -1.5*f, 1.5*f)
  glMatrixMode( GL_MODELVIEW )
  glLoadIdentity( )
  glPushMatrix( )
  glTranslatef( -0.6, 0, 0 )
  sP.disable( )
  glCallList( quadList )
  glPopMatrix( )
  glTranslatef( 0.6, 0, 0)
  sP.enable( )
  glCallList( quadList )
  glutSwapBuffers (  )

sP = None
def initShaders( ):
  global sP
  sP = ShaderProgram( )
  sP.addShader( GL_FRAGMENT_SHADER_ARB, "rgbMorph.frag" )
  sP.linkShaders( )
  sP.enable( )
  global rgbTransformMatrix
  glUniformMatrix4fvARB(sP.indexOfUniformVariable("RGBTransformationMatrix"), \
    1, False, rgbTransformMatrix)

quadList = None
rgbTransformMatrix = [ 0.0 for i in range( 16 ) ]
rgbTransformMatrix[0] = rgbTransformMatrix[5] = rgbTransformMatrix[10] \
  = rgbTransformMatrix[15] = 1.0
def init( fileName ):
  try:
    texture = FileTexture( fileName )
  except:
    print 'could not open ', fileName, '; using random texture'
    texture = RandomTexture( 256, 256 )
  glClearColor ( 0, 0, 0, 0 )
  glShadeModel( GL_SMOOTH )
  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT )
  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT )
  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
  glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
  glTexImage2D( GL_TEXTURE_2D, 0, 3, texture.xSize, texture.ySize, 0,
         GL_RGB, GL_UNSIGNED_BYTE, texture.rawReference )
  glEnable( GL_TEXTURE_2D )
  global quadList
  quadList = glGenLists( 1 )
  glNewList( quadList, GL_COMPILE )
  glBegin( GL_QUADS )
  glTexCoord2f( 0, 1 )
  glVertex3f( -0.5, 0.5, 0 )
  glTexCoord2f( 0, 0 )
  glVertex3f( -0.5, -0.5, 0 )
  glTexCoord2f( 1, 0 )
  glVertex3f( 0.5, -0.5, 0 )
  glTexCoord2f( 1, 1 )
  glVertex3f( 0.5, 0.5, 0 )
  glEnd(  )
  glEndList( )
  initShaders( )

def main():
  import logging
  logging.basicConfig()
  glutInit( sys.argv )
  glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB )
  glutInitWindowSize( 250, 250 )
  glutInitWindowPosition( 100, 100 )
  glutCreateWindow( sys.argv[0] )
  glutDisplayFunc( display )
  glutIdleFunc( animationStep )
  glutMainLoop(  )

if __name__ == "__main__":
  main()
  
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