-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathlab7_vertex_arrays.py
372 lines (300 loc) · 12.4 KB
/
lab7_vertex_arrays.py
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
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
import numpy as np
import glfw
from OpenGL.GL import *
from OpenGL.GLUT import *
import pygame
import time
# Параметры окна и масштабирования
window_width = 800
window_height = 800
scale = 0.256
# Параметры вращения и анимации
a = np.pi / 2
l = 0.25
T = (1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
animation_mode = False
fi = 0
tetha = 0
sides = 6
radius = 1
height = 1
flying_speed = 0
V = np.pi * 10 ** (-5)
acl = 10 ** (-7)
# Переключатели режимов
light_mode = False
filling_mode = True
# Переменные для хранения VAO и VBO
vao = None
vbo = None
ebo = None
indices_count = 0
def generate_texture():
textureSurface = pygame.image.load('img_2.png')
textureData = pygame.image.tobytes(textureSurface, "RGBA")
width = textureSurface.get_width()
height = textureSurface.get_height()
glEnable(GL_TEXTURE_2D)
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
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_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
def create_prism_buffers(cx, cy, cz, r, h, sides):
global vao, vbo, ebo, indices_count
vertices = []
normals = []
tex_coords = []
indices = []
angle_step = 2 * np.pi / sides
# Верхняя грань
top_center_index = len(vertices) // 3
vertices.extend([cx, cy, cz + h / 2])
normals.extend([0, 0, 1])
tex_coords.extend([0.5, 0.5])
for i in range(sides):
angle = i * angle_step
x = cx + r * np.cos(angle)
y = cy + r * np.sin(angle)
vertices.extend([x, y, cz + h / 2])
normals.extend([0, 0, 1])
tex_coords.extend([0.5 + 0.5 * np.cos(angle), 0.5 + 0.5 * np.sin(angle)])
indices.extend([top_center_index, top_center_index + i + 1, top_center_index + ((i + 1) % sides) + 1])
# Нижняя грань
bottom_center_index = len(vertices) // 3
vertices.extend([cx, cy, cz - h / 2])
normals.extend([0, 0, -1])
tex_coords.extend([0.5, 0.5])
for i in range(sides):
angle = i * angle_step
x = cx + r * np.cos(angle)
y = cy + r * np.sin(angle)
vertices.extend([x, y, cz - h / 2])
normals.extend([0, 0, -1])
tex_coords.extend([0.5 + 0.5 * np.cos(angle), 0.5 + 0.5 * np.sin(angle)])
indices.extend([bottom_center_index, bottom_center_index + ((i + 1) % sides) + 1, bottom_center_index + i + 1])
# Боковые грани
for i in range(sides):
angle = i * angle_step
next_angle = ((i + 1) % sides) * angle_step
x1 = cx + r * np.cos(angle)
y1 = cy + r * np.sin(angle)
x2 = cx + r * np.cos(next_angle)
y2 = cy + r * np.sin(next_angle)
# Нижняя вершина текущей боковой грани
vertices.extend([x1, y1, cz - h / 2])
normals.extend([np.cos(angle), np.sin(angle), 0])
tex_coords.extend([i / sides, 0])
# Верхняя вершина текущей боковой грани
vertices.extend([x1, y1, cz + h / 2])
normals.extend([np.cos(angle), np.sin(angle), 0])
tex_coords.extend([i / sides, 1])
# Нижняя вершина следующей боковой грани
vertices.extend([x2, y2, cz - h / 2])
normals.extend([np.cos(next_angle), np.sin(next_angle), 0])
tex_coords.extend([(i + 1) / sides, 0])
# Верхняя вершина следующей боковой грани
vertices.extend([x2, y2, cz + h / 2])
normals.extend([np.cos(next_angle), np.sin(next_angle), 0])
tex_coords.extend([(i + 1) / sides, 1])
# Добавление индексов для текущей боковой грани
base_index = bottom_center_index + sides + 1 + i * 4
indices.extend([base_index, base_index + 1, base_index + 2, base_index + 2, base_index + 1, base_index + 3])
indices_count = len(indices)
# Преобразование данных в массивы NumPy
vertices = np.array(vertices, dtype=np.float32)
normals = np.array(normals, dtype=np.float32)
tex_coords = np.array(tex_coords, dtype=np.float32)
indices = np.array(indices, dtype=np.uint32)
# Создание и настройка VAO
vao = glGenVertexArrays(1)
glBindVertexArray(vao)
# Создание и настройка VBO для вершин
vbo = glGenBuffers(3)
glBindBuffer(GL_ARRAY_BUFFER, vbo[0])
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
glEnableVertexAttribArray(0)
# Создание и настройка VBO для нормалей
glBindBuffer(GL_ARRAY_BUFFER, vbo[1])
glBufferData(GL_ARRAY_BUFFER, normals.nbytes, normals, GL_STATIC_DRAW)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, None)
glEnableVertexAttribArray(1)
# Создание и настройка VBO для текстурных координат
glBindBuffer(GL_ARRAY_BUFFER, vbo[2])
glBufferData(GL_ARRAY_BUFFER, tex_coords.nbytes, tex_coords, GL_STATIC_DRAW)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, None)
glEnableVertexAttribArray(2)
# Создание и настройка EBO для индексов
ebo = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
# Отвязываем VAO
glBindVertexArray(0)
def render_prism():
"""Отображает призму с использованием VAO и VBO."""
glBindVertexArray(vao)
glDrawElements(GL_TRIANGLES, indices_count, GL_UNSIGNED_INT, None)
glBindVertexArray(0)
def display(window):
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glClearColor(0.0, 0.0, 0.0, 0.0)
glLoadIdentity()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMultMatrixd(T)
if animation_mode:
move_object()
glScale(scale, scale, scale)
glTranslatef(0, flying_speed, 0)
glRotatef(fi, 1, 0, 0)
glRotatef(tetha, 0, 1, 0)
render_prism()
glfw.swap_buffers(window)
glfw.poll_events()
def key_callback(window, key, scancode, action, mods):
global x_angle, y_angle, scale, animation_mode, fi, tetha, sides, radius, height, T, a, l
if key == glfw.KEY_0:
a -= np.pi / 12
T = (1, 0, 0, 0,
0, 1, 0, 0,
np.cos(a), np.sin(a), 1, 0,
0, 0, 0, 1)
if action == glfw.PRESS and key == glfw.KEY_1:
if sides > 3:
sides -= 1
create_prism_buffers(0, 0, 0, radius, height, sides)
else:
print('Sides must be greater than 3')
if action == glfw.PRESS and key == glfw.KEY_2:
sides += 1
create_prism_buffers(0, 0, 0, radius, height, sides)
if action == glfw.PRESS and key == glfw.KEY_Q:
if radius > 0.1:
radius -= 0.1
create_prism_buffers(0, 0, 0, radius, height, sides)
else:
print("Radius must be greater than 0.1")
if action == glfw.PRESS and key == glfw.KEY_E:
radius += 0.1
create_prism_buffers(0, 0, 0, radius, height, sides)
if action == glfw.PRESS and key == glfw.KEY_R:
if height > 0.1:
height -= 0.1
create_prism_buffers(0, 0, 0, radius, height, sides)
else:
print("Height must be greater than 0.1")
if action == glfw.PRESS and key == glfw.KEY_T:
height += 0.1
create_prism_buffers(0, 0,0, radius, height, sides)
if action == glfw.PRESS and key == glfw.KEY_ENTER:
mode = glGetIntegerv(GL_POLYGON_MODE)
if mode[1] == GL_LINE:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
else:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
if action == glfw.PRESS or action == glfw.REPEAT:
if key == glfw.KEY_A:
fi -= 2
if key == glfw.KEY_D:
fi += 2
if key == glfw.KEY_W:
tetha -= 2
if key == glfw.KEY_S:
tetha += 2
if key == glfw.KEY_UP:
scale += 0.05
if key == glfw.KEY_DOWN:
scale -= 0.05
global light_mode
if key == glfw.KEY_L:
if glIsEnabled(GL_LIGHTING):
glDisable(GL_LIGHTING)
else:
glEnable(GL_LIGHTING)
return
if key == glfw.KEY_M:
animation_mode = not animation_mode
return
def mouse_callback(window, button, action, mods):
global filling_mode
if action == glfw.PRESS:
if button == glfw.MOUSE_BUTTON_LEFT:
filling_mode = not filling_mode
if filling_mode:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
else:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
def move_object():
global V, flying_speed, acl
flying_speed -= V
V += acl
if flying_speed < -2.2 or flying_speed > 2.2:
V = -V
def light():
glEnable(GL_LIGHTING)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [[0.2, 0.2, 0.2, 1]])
# Light 0
glLightfv(GL_LIGHT0, GL_AMBIENT, [0, 0, 0, 1]) # фоновое излучение
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.5, 0.5, 0.5, 1]) # рассеяное излучение
glLightfv(GL_LIGHT0, GL_SPECULAR, [0.5, 0.5, 0.5, 1]) # зеркальное излучение
glLightfv(GL_LIGHT0, GL_POSITION, [1, 1, -1, 1]) # местоположение источника света
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0) # постоянный коэффициент
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.2) # линейный коэффициент
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.05) # квадратичный коэффициент
# Light 1
glLightfv(GL_LIGHT1, GL_AMBIENT, [0, 0, 0, 1])
glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.6, 0.6, 0.6, 1])
glLightfv(GL_LIGHT1, GL_SPECULAR, [0.5, 0.5, 0.5, 1])
glLightfv(GL_LIGHT1, GL_POSITION, [-1, 1, 1, 1])
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0)
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.2)
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.1)
# Light 2
glLightfv(GL_LIGHT2, GL_AMBIENT, [0, 0, 0, 1])
glLightfv(GL_LIGHT2, GL_DIFFUSE, [0.8, 0.8, 0.8, 1])
glLightfv(GL_LIGHT2, GL_SPECULAR, [0.5, 0.5, 0.5, 1])
glLightfv(GL_LIGHT2, GL_POSITION, [0, -1, 0, 1])
glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 1.0)
glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.2)
glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.1)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1, 1, 1, 1])
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 50.0)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, [0, 0, 0, 1])
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT1)
glEnable(GL_LIGHT2)
def main():
if not glfw.init():
return
window = glfw.create_window(window_width, window_height, "Prism with Vertex Arrays", None, None)
if not window:
glfw.terminate()
return
glfw.make_context_current(window)
glfw.set_key_callback(window, key_callback)
glfw.set_mouse_button_callback(window, mouse_callback)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
generate_texture()
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
light()
# Создаем буферы для призмы
create_prism_buffers(0, 0, 0, radius, height, sides)
# while not glfw.window_should_close(window):
# display(window)
for _ in range(300):
display(window)
glfw.destroy_window(window)
glfw.terminate()
if __name__ == '__main__':
start = time.monotonic()
main()
stop = time.monotonic()
print('time:', stop - start) # time: 0.5940000000409782