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4renderbuffers.py
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223 lines (198 loc) · 7.32 KB
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#! /usr/bin/env python
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GL.framebufferobjects import *
from Image import *
from OpenGL.GL.shaders import *
ESCAPE = '\033'
global angle
angle = 0.0
global size
size = 512
global shadernumber
shadernumber = 0
def drawQuad(B, T, L, R):
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0)
glVertex3f(B, L, 1.0) # Bottom Left Of The Texture and Quad
glTexCoord2f(1.0, 0.0)
glVertex3f(T, L, 1.0) # Bottom Right Of The Texture and Quad
glTexCoord2f(1.0, 1.0)
glVertex3f(T, R, 1.0) # Top Right Of The Texture and Quad
glTexCoord2f(0.0, 1.0)
glVertex3f(B, R, 1.0) # Top Left Of The Texture and Quad
glEnd()
def DrawTeapot(view, angle, buffernum):
glBindFramebuffer(GL_FRAMEBUFFER, buffernum)
glBindRenderbuffer(GL_RENDERBUFFER, buffernum)
glUseProgram(program)
glBindTexture(GL_TEXTURE_2D, 2)
glShadeModel(GL_SMOOTH)
glViewport(0, 0, size, size)
glClearDepth(1.0)
glClearColor(1.0, 1.0, 1.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(31.0, 1, 0.1, 30.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_DEPTH_TEST)
glTranslatef(0.0, 0.0, -10.0)
glRotatef(view[0], 0.0, 1.0, 0.0)
glRotatef(view[1], 1.0, 0.0, 0.0)
glRotatef(view[2] + angle, 0.0, 0.0, 1.0)
glColor3f(1, 0, 0)
glutSolidTeapot(1.5)
glUseProgram(0)
glGenerateMipmap(GL_TEXTURE_2D)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glBindTexture(GL_TEXTURE_2D, 0)
def CreateFrameBuffer(buffernumber, texturenumber):
glGenFramebuffers(1)
glGenRenderbuffers(1)
glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texturenumber)
glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, "pixels")
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glGenerateMipmap(GL_TEXTURE_2D)
glBindFramebuffer(GL_FRAMEBUFFER, buffernumber)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texturenumber, 0)
glBindRenderbuffer(GL_RENDERBUFFER, buffernumber)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size, size)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffernumber)
glBindRenderbuffer(GL_RENDERBUFFER, 0)
glBindFramebuffer(GL_FRAMEBUFFER, 0)
def InitGL(Width, Height):
print "Vendor: " + glGetString(GL_VENDOR)
print "Renderer: " + glGetString(GL_RENDERER)
print "OpenGL Version: " + glGetString(GL_VERSION)
print "Shader Version: " + glGetString(GL_SHADING_LANGUAGE_VERSION)
print "Max Framebuffers: ", glGetInteger(GL_MAX_COLOR_ATTACHMENTS)
if not glUseProgram:
print 'Missing Shader Objects!'
sys.exit(1)
global program
program = compileProgram(
compileShader('''
varying vec2 texture_coordinate;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
texture_coordinate = vec2(gl_MultiTexCoord0);
}
''', GL_VERTEX_SHADER),
compileShader('''
varying vec2 texture_coordinate; uniform sampler2D my_color_texture;
uniform float myUniform;
void main()
{
vec4 color = texture2D(my_color_texture, texture_coordinate);
if (color.r > 0.9 && (color.r > 0.9 && color.b > 0.9))
discard;
gl_FragColor = vec4(gl_FragCoord.x/512.0,myUniform,gl_FragCoord.y/512.0,1.0);
}
''', GL_FRAGMENT_SHADER),
)
global program2
program2 = compileProgram(
compileShader('''
varying vec2 texture_coordinate;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
texture_coordinate = vec2(gl_MultiTexCoord0);
}
''', GL_VERTEX_SHADER),
compileShader('''
varying vec2 texture_coordinate; uniform sampler2D my_color_texture;
uniform float myUniform;
void main()
{
vec4 color = texture2D(my_color_texture, texture_coordinate);
gl_FragColor = vec4(gl_FragCoord.x/512.0,gl_FragCoord.y/512.0,myUniform,1.0);
if (color.r > 0.9 && (color.r > 0.9 && color.b > 0.9))
discard;
}
''', GL_FRAGMENT_SHADER),
)
#bmp texture 1
image = open("rgb.bmp")
ix = image.size[0]
iy = image.size[1]
image = image.tostring("raw", "RGBX", 0, -1)
glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, 2)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
glGenerateMipmap(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, 0)
CreateFrameBuffer(1, 3)
CreateFrameBuffer(2, 4)
CreateFrameBuffer(3, 5)
CreateFrameBuffer(4, 6)
def DrawGLScene():
global angle
global frames
DrawTeapot([90, 0, 0], angle, 1)
DrawTeapot([0, 90, 0], angle, 2)
DrawTeapot([0, 0, 90], angle, 3)
DrawTeapot([45, 45, 0], angle, 4)
if shadernumber == 0:
glUseProgram(0)
if shadernumber == 1:
glUseProgram(program2)
glEnable(GL_TEXTURE_2D)
glViewport(0, 0, size, size)
glClearDepth(1.0)
glClearColor(0.0, 0.0, 0.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-1, 1, -1, 1, -30.0, 30.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_DEPTH_TEST)
glColor3f(0, 1, 0)
glBindTexture(GL_TEXTURE_2D, 3)
drawQuad(0.0, 1.0, 0.0, 1.0)
glBindTexture(GL_TEXTURE_2D, 4)
drawQuad(-1.0, 0.0, 0.0, 1.0)
glBindTexture(GL_TEXTURE_2D, 5)
drawQuad(0.0, 1.0, -1.0, 0.0)
glBindTexture(GL_TEXTURE_2D, 6)
drawQuad(-1.0, 0.0, -1.0, 0.0)
glFlush()
glutSwapBuffers()
angle += 0.5
def keyPressed(*args):
global shadernumber
if args[0] == ESCAPE:
sys.exit()
if args[0] == 's':
if shadernumber == 1:
shadernumber = 0
else:
shadernumber = 1
def main():
global window
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(size, size)
glutInitWindowPosition(0, 0)
window = glutCreateWindow("Rendering to 4 textures(+shader) then display on 4 quads(+shader2)")
glutDisplayFunc(DrawGLScene)
glutIdleFunc(DrawGLScene)
glutKeyboardFunc(keyPressed)
InitGL(size, size)
glutMainLoop()
if __name__ == "__main__":
print "Press 'ESC' key to quit."
print "press 's' to activate 2nd shader"
main()