/
reflection.py
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/
reflection.py
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#! /usr/bin/env python
# -*- coding: utf-8 -*-
import sys
import numpy as np
import OpenGL.GL as gl
import OpenGL.GLUT as glut
from vispy.gloo import Program, VertexBuffer, IndexBuffer
from vispy.gloo.context import FakeCanvas
from transforms import perspective, translate, rotate, ortho
import ilio
c = FakeCanvas()
vertex = ilio.read('shader.vert')
fragment = ilio.read('shader.frag')
def display():
gl.glStencilMask(255)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT |
gl.GL_STENCIL_BUFFER_BIT)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
shadowProgram.draw(gl.GL_TRIANGLES, indices)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
# Filled cube
# gl.glDisable(gl.GL_BLEND)
# gl.glEnable(gl.GL_DEPTH_TEST)
# gl.glEnable(gl.GL_POLYGON_OFFSET_FILL)
program['u_color'] = 1,1,1,1
program['u_scale'] = 1,1,1
program['draw_shadow'] = 1
program.draw(gl.GL_TRIANGLES, indices)
gl.glEnable(gl.GL_STENCIL_TEST)
gl.glStencilFunc(gl.GL_ALWAYS, 1, 255)
gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_REPLACE)
# gl.glStencilFunc(gl.GL_NEVER, 1, 255)
# gl.glStencilOp(gl.GL_REPLACE, gl.GL_REPLACE, gl.GL_REPLACE)
gl.glStencilMask(255)
gl.glDepthMask(gl.GL_FALSE)
program2['u_color'] = 1,1,1,1
program2['u_scale'] = 1,1,1
program2.draw(gl.GL_TRIANGLE_STRIP)
gl.glStencilFunc(gl.GL_EQUAL, 1, 255);
#gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_REPLACE)
gl.glStencilMask(0)
gl.glDepthMask(gl.GL_TRUE)
model = np.eye(4, dtype=np.float32)
translate(model, 0, -2, 0)
rotate(model, phi, 0,1,0)
program['model'] = model
program['u_color'] = 0.5, 0.5, 0.5, 1
program['u_scale'] = 1,-1,1
program['draw_shadow'] = 0
program.draw(gl.GL_TRIANGLES, indices)
gl.glDisable(gl.GL_STENCIL_TEST)
# Outlined cube
# gl.glDisable(gl.GL_POLYGON_OFFSET_FILL)
# gl.glEnable(gl.GL_BLEND)
# gl.glDepthMask(gl.GL_FALSE)
# program['u_color'] = 0,0,0,1
# program.draw(gl.GL_LINES, outline)
# gl.glDepthMask(gl.GL_TRUE)
glut.glutSwapBuffers()
def reshape(width,height):
gl.glViewport(0, 0, width, height)
projection = perspective( 45.0, width/float(height), 2.0, 25.0 )
program2['projection'] = projection
program['projection'] = projection
def keyboard(key, x, y):
if key == '\033': sys.exit( )
def timer(fps):
global theta, phi
theta += .5
phi += .5
model = np.eye(4, dtype=np.float32)
#rotate(model, theta, 0,0,1)
rotate(model, phi, 0,1,0)
program['model'] = model
program2['model'] = model
glut.glutTimerFunc(1000/fps, timer, fps)
glut.glutPostRedisplay()
# Glut init
# --------------------------------------
glut.glutInit(sys.argv)
glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA | glut.GLUT_DEPTH)
glut.glutCreateWindow('Rotating Cube')
glut.glutReshapeWindow(1280,1024)
glut.glutReshapeFunc(reshape)
glut.glutKeyboardFunc(keyboard )
glut.glutDisplayFunc(display)
glut.glutTimerFunc(1000/60, timer, 60)
# Build cube data
# --------------------------------------
V = np.zeros(8, [("position", np.float32, 3)])
V["position"] = [[ 1, 1, 1], [-1, 1, 1], [-1,-1, 1], [ 1,-1, 1],
[ 1,-1,-1], [ 1, 1,-1], [-1, 1,-1], [-1,-1,-1]]
vertices = VertexBuffer(V)
I = [0,1,2, 0,2,3, 0,3,4, 0,4,5, 0,5,6, 0,6,1,
1,6,7, 1,7,2, 7,4,3, 7,3,2, 4,7,6, 4,6,5]
indices = IndexBuffer(I)
O = [0,1, 1,2, 2,3, 3,0,
4,7, 7,6, 6,5, 5,4,
0,5, 1,6, 2,7, 3,4 ]
outline = IndexBuffer(O)
# Build program
# --------------------------------------
program = Program(vertex, fragment)
program.bind(vertices)
# Build view, model, projection & normal
# --------------------------------------
view = np.eye(4,dtype=np.float32)
rotate(view, 20, 1, 0, 0)
translate(view, 0,1 ,-8)
model = np.eye(4,dtype=np.float32)
projection = np.eye(4,dtype=np.float32)
program['model'] = model
program['view'] = view
program['o_projection'] = ortho(-10, 10, -10, 10, -10, 20)
phi, theta = 0,0
program2 = Program(vertex, ilio.read('black.frag'), count=4)
program2['model'] = model
program2['view'] = view
program2["position"] = [[-2,-1, 2],[-2, -1, -2], [2, -1, 2], [2,-1, -2]]
depthv = ilio.read('depth.vert')
depthf = ilio.read('depth.frag')
shadowProgram = Program(depthv, depthf)
# shadowProgram.set_shaders(ilio.read('depth.vert'), ilio.read('depth.frag'))
shadowProgram['projection'] = ortho(-10, 10, -10, 10, -10, 20)
#shadowProgram["position"] = [[-2,-1, 2],[-2, -1, -2], [2, -1, 2], [2,-1, -2]]
shadowProgram.bind(vertices)
fbo = gl.glGenFramebuffers(1)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo)
fbt = gl.glGenTextures(1)
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D, fbt)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_DEPTH_COMPONENT16, 1024, 1024, 0, gl.GL_DEPTH_COMPONENT, gl.GL_FLOAT, None)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT, gl.GL_TEXTURE_2D, fbt, 0)
program['shadow_map'] = 0;
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
#gl.glDrawBuffer(gl.GL_NONE)
# OpenGL initalization
# --------------------------------------
gl.glClearColor(1,1,1,1)
gl.glEnable(gl.GL_DEPTH_TEST)
# Start
# --------------------------------------
glut.glutMainLoop()