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from OpenGL.GL import *
from OpenGL.GLUT import *
from pyrr import matrix44, quaternion
import numpy as np
from .shader import Shader
particle_shader = (
"""
#version 430
in vec3 color;
void main(){
if (length(gl_PointCoord - vec2(0.5)) > 0.5) {
discard;
}
gl_FragColor = vec4(color.xyz, 0.0);
}
""",
"""
#version 430
layout (location=0) in vec4 particles;
out vec3 color;
uniform mat4 projection;
uniform mat4 rotation;
uniform vec3 face_color;
uniform vec3 trace_color;
uniform uint trace_id;
void main() {
gl_Position = projection * rotation * vec4(particles.xyz, 1.);
if (particles.x < 0.0 || particles.x > 1.0 ||
particles.y < 0.0 || particles.y > 1.0 ||
particles.z < 0.0 || particles.z > 1.0
) {
color = trace_color;
} else {
color = face_color;
}
}
""",
['projection', 'rotation', 'face_color', 'trace_color', 'trace_id']
)
decoration_shader = (
"""
#version 430
in vec3 color;
void main(){
gl_FragColor = vec4(color.xyz, 0.0);
}
""",
"""
#version 430
in vec3 vertex;
out vec3 color;
uniform mat4 projection;
uniform vec3 face_color;
void main() {
gl_Position = projection * vec4(vertex, 1.);
color = face_color;
}
""",
['projection', 'face_color']
)
texture_shader = (
"""
#version 430
in vec2 tex_coord;
uniform sampler2D picture[2];
uniform float mixing;
void main() {
gl_FragColor = mix(texture(picture[0], tex_coord), texture(picture[1], tex_coord), mixing);
}
""",
"""
#version 430
layout (location=0) in vec2 screen_vertex;
layout (location=1) in vec2 texture_vertex;
out vec2 tex_coord;
uniform mat4 projection;
void main() {
gl_Position = projection * vec4(screen_vertex, 0.0, 1.0);
tex_coord = texture_vertex;
}
""",
['picture','projection','mixing']
)
class Projection:
def __init__(self, distance):
self.distance = distance
self.ratio = 4./3.
self.update()
def update(self):
projection = matrix44.create_perspective_projection(20.0, self.ratio, 0.1, 5000.0)
look = matrix44.create_look_at(
eye = [0, 0, -self.distance],
target = [0, 0, 0],
up = [0,-1, 0])
self.matrix = np.matmul(look, projection)
def update_ratio(self, width, height, update_viewport = True):
if update_viewport:
glViewport(0,0,width,height)
self.ratio = width/height
self.update()
def update_distance(self, change):
self.distance += change
self.update()
def get(self):
return self.matrix
class Rotation:
def __init__(self, shift, x = np.pi, z = np.pi):
self.matrix = matrix44.create_from_translation(shift),
self.rotation_x = quaternion.Quaternion()
self.update(x,z)
def shift(self, x, z):
self.matrix = np.matmul(
self.matrix,
matrix44.create_from_translation([x,0,z])
)
self.inverse_matrix = np.linalg.inv(self.matrix)
def update(self, x, z):
rotation_x = quaternion.Quaternion(quaternion.create_from_eulers([x,0,0]))
rotation_z = self.rotation_x.conjugate.cross(
quaternion.Quaternion(quaternion.create_from_eulers([0,0,z])))
self.rotation_x = self.rotation_x.cross(rotation_x)
self.matrix = np.matmul(
self.matrix,
matrix44.create_from_quaternion(rotation_z.cross(self.rotation_x))
)
self.inverse_matrix = np.linalg.inv(self.matrix)
def get(self):
return self.matrix
def get_inverse(self):
return self.inverse_matrix
class View:
def __init__(self, gas, decorations, windows):
self.gas = gas
self.decorations = decorations
self.windows = windows
self.texture_shader = Shader(*texture_shader)
self.particle_shader = Shader(*particle_shader)
self.decoration_shader = Shader(*decoration_shader)
self.projection3d = Projection(distance = 7)
self.rotation3d = Rotation([-1/2, -1/2, -1/2], 5*np.pi/4, np.pi/4)
def reshape(self, width, height):
glViewport(0,0,width,height)
world_height = 1.4
world_width = world_height / height * width
projection = Projection(10)
projection = matrix44.create_orthogonal_projection(-world_width/2, world_width/2, -world_height/2, world_height/2, -1, 1)
translation = matrix44.create_from_translation([-1.05, -1.0/2, 0])
self.pixels_per_unit = height / world_height
self.projection = np.matmul(translation, projection)
def display(self):
glClearColor(0.,0.,0.,1.)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.decoration_shader.use()
glUniformMatrix4fv(self.decoration_shader.uniform['projection'], 1, False, np.asfortranarray(self.projection))
for decoration in self.decorations:
decoration.display(self.decoration_shader.uniform)
self.texture_shader.use()
glUniformMatrix4fv(self.texture_shader.uniform['projection'], 1, False, np.asfortranarray(self.projection))
for window in self.windows:
window.display(self.texture_shader.uniform)
self.particle_shader.use()
#glUniformMatrix4fv(self.particle_shader.uniform['projection'], 1, False, np.asfortranarray(self.projection))
glUniformMatrix4fv(self.particle_shader.uniform['projection'], 1, False, np.ascontiguousarray(self.projection3d.get()))
glUniformMatrix4fv(self.particle_shader.uniform['rotation'], 1, False, np.ascontiguousarray(self.rotation3d.get()))
glUniform3f(self.particle_shader.uniform['face_color'], 1., 1., 1.)
glUniform3f(self.particle_shader.uniform['trace_color'], 1., 0., 0.)
glUniform1ui(self.particle_shader.uniform['trace_id'], -1)
glEnable(GL_POINT_SPRITE)
glPointSize(2*self.gas.radius*self.pixels_per_unit)
self.gas.gl_draw_particles()
glutSwapBuffers()
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