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ep17_camera_mouse_capture.py
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import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import pyrr
from TextureLoader import load_texture
from ObjLoader import ObjLoader
from camera import Camera
cam = Camera()
WIDTH, HEIGHT = 1280, 720
lastX, lastY = WIDTH / 2, HEIGHT / 2
first_mouse = True
# the keyboard input callback
def key_input_clb(window, key, scancode, action, mode):
if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
glfw.set_window_should_close(window, True)
# the mouse position callback function
def mouse_look_clb(window, xpos, ypos):
global first_mouse, lastX, lastY
if first_mouse:
lastX = xpos
lastY = ypos
first_mouse = False
xoffset = xpos - lastX
yoffset = lastY - ypos
lastX = xpos
lastY = ypos
cam.process_mouse_movement(xoffset, yoffset)
vertex_src = """
# version 330
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec2 a_texture;
layout(location = 2) in vec3 a_normal;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
out vec2 v_texture;
void main()
{
gl_Position = projection * view * model * vec4(a_position, 1.0);
v_texture = a_texture;
}
"""
fragment_src = """
# version 330
in vec2 v_texture;
out vec4 out_color;
uniform sampler2D s_texture;
void main()
{
out_color = texture(s_texture, v_texture);
}
"""
# the window resize callback function
def window_resize_clb(window, width, height):
glViewport(0, 0, width, height)
projection = pyrr.matrix44.create_perspective_projection_matrix(45, width / height, 0.1, 100)
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
# initializing glfw library
if not glfw.init():
raise Exception("glfw can not be initialized!")
# creating the window
window = glfw.create_window(WIDTH, HEIGHT, "My OpenGL window", None, None)
# check if window was created
if not window:
glfw.terminate()
raise Exception("glfw window can not be created!")
# set window's position
glfw.set_window_pos(window, 400, 200)
# set the callback function for window resize
glfw.set_window_size_callback(window, window_resize_clb)
# set the mouse position callback
glfw.set_cursor_pos_callback(window, mouse_look_clb)
# set the keyboard input callback
glfw.set_key_callback(window, key_input_clb)
# capture the mouse cursor
glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED)
# make the context current
glfw.make_context_current(window)
# load here the 3d meshes
cube_indices, cube_buffer = ObjLoader.load_model("meshes/cube.obj")
monkey_indices, monkey_buffer = ObjLoader.load_model("meshes/monkey.obj")
floor_indices, floor_buffer = ObjLoader.load_model("meshes/floor.obj")
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
# VAO and VBO
VAO = glGenVertexArrays(3)
VBO = glGenBuffers(3)
# cube VAO
glBindVertexArray(VAO[0])
# cube Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, VBO[0])
glBufferData(GL_ARRAY_BUFFER, cube_buffer.nbytes, cube_buffer, GL_STATIC_DRAW)
# cube vertices
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, cube_buffer.itemsize * 8, ctypes.c_void_p(0))
# cube textures
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, cube_buffer.itemsize * 8, ctypes.c_void_p(12))
# cube normals
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, cube_buffer.itemsize * 8, ctypes.c_void_p(20))
glEnableVertexAttribArray(2)
# monkey VAO
glBindVertexArray(VAO[1])
# monkey Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, VBO[1])
glBufferData(GL_ARRAY_BUFFER, monkey_buffer.nbytes, monkey_buffer, GL_STATIC_DRAW)
# monkey vertices
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, monkey_buffer.itemsize * 8, ctypes.c_void_p(0))
# monkey textures
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, monkey_buffer.itemsize * 8, ctypes.c_void_p(12))
# monkey normals
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, monkey_buffer.itemsize * 8, ctypes.c_void_p(20))
glEnableVertexAttribArray(2)
# floor VAO
glBindVertexArray(VAO[2])
# floor Vertex Buffer Object
glBindBuffer(GL_ARRAY_BUFFER, VBO[2])
glBufferData(GL_ARRAY_BUFFER, floor_buffer.nbytes, floor_buffer, GL_STATIC_DRAW)
# floor vertices
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, floor_buffer.itemsize * 8, ctypes.c_void_p(0))
# floor textures
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, floor_buffer.itemsize * 8, ctypes.c_void_p(12))
# floor normals
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, floor_buffer.itemsize * 8, ctypes.c_void_p(20))
glEnableVertexAttribArray(2)
textures = glGenTextures(3)
load_texture("meshes/cube.jpg", textures[0])
load_texture("meshes/monkey.jpg", textures[1])
load_texture("meshes/floor.jpg", textures[2])
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
projection = pyrr.matrix44.create_perspective_projection_matrix(45, WIDTH / HEIGHT, 0.1, 100)
cube_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([6, 4, 0]))
monkey_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([-4, 4, -4]))
floor_pos = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 0, 0]))
model_loc = glGetUniformLocation(shader, "model")
proj_loc = glGetUniformLocation(shader, "projection")
view_loc = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
# the main application loop
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
view = cam.get_view_matrix()
glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time())
model = pyrr.matrix44.multiply(rot_y, cube_pos)
# draw the cube
glBindVertexArray(VAO[0])
glBindTexture(GL_TEXTURE_2D, textures[0])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model)
glDrawArrays(GL_TRIANGLES, 0, len(monkey_indices))
# draw the monkey
glBindVertexArray(VAO[1])
glBindTexture(GL_TEXTURE_2D, textures[1])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, monkey_pos)
glDrawArrays(GL_TRIANGLES, 0, len(monkey_indices))
# draw the floor
glBindVertexArray(VAO[2])
glBindTexture(GL_TEXTURE_2D, textures[2])
glUniformMatrix4fv(model_loc, 1, GL_FALSE, floor_pos)
glDrawArrays(GL_TRIANGLES, 0, len(floor_indices))
glfw.swap_buffers(window)
# terminate glfw, free up allocated resources
glfw.terminate()