dkl9 commited on 2025-170 16:55:37
Showing 4 changed files, with 46 additions and 44 deletions.
| ... | ... |
@@ -56,11 +56,10 @@ class Camera: |
| 56 | 56 |
def mvp(self, ent): |
| 57 | 57 |
return self.persp_mat() @ self.view_mat() @ ent.translate() @ ent.orient |
| 58 | 58 |
|
| 59 |
- def draw(self, ent, loc_mvp, loc_col): |
|
| 59 |
+ def draw(self, ent, loc_mvp): |
|
| 60 | 60 |
if not ent.vao: |
| 61 | 61 |
ent.build_vao() |
| 62 | 62 |
glUniformMatrix4fv(loc_mvp, 1, GL_TRUE, self.mvp(ent)) |
| 63 |
- glUniform4fv(loc_col, 1, ent.col) |
|
| 64 | 63 |
glBindVertexArray(ent.vao) |
| 65 | 64 |
glDrawArrays(ent.draw_mode, 0, len(ent.verts)) |
| 66 | 65 |
|
| ... | ... |
@@ -75,7 +74,7 @@ class Camera: |
| 75 | 74 |
else: |
| 76 | 75 |
raise NotImplementedError |
| 77 | 76 |
for t in tl: |
| 78 |
- r = intersect_tri(self.pos, l, ent.pos + np.dot(ent.orient[:3, :3].T, t)) |
|
| 77 |
+ r = intersect_tri(self.pos, l, np.dot(t, ent.orient[:3, :3].T) + ent.pos) |
|
| 79 | 78 |
if r and (d is None or r < d): |
| 80 | 79 |
d, c = r, ent |
| 81 | 80 |
return c |
| ... | ... |
@@ -7,17 +7,32 @@ class Entity: |
| 7 | 7 |
self.pos = vec(pos) |
| 8 | 8 |
self.draw_mode = mode |
| 9 | 9 |
self.orient = np.identity(4, dtype=FLOAT) |
| 10 |
- self.vao = None |
|
| 11 | 10 |
self.onclick = lambda s, b: print(f"clicked {s} with button {b}")
|
| 11 |
+ self.vao = None |
|
| 12 |
+ self.vbos = [[None, 0], [None, 0]] |
|
| 13 |
+ |
|
| 14 |
+ def col_list(self): |
|
| 15 |
+ return np.repeat(vec([self.col]), len(self.verts), 0) |
|
| 16 |
+ |
|
| 17 |
+ def update_attr(self, i, l=None): |
|
| 18 |
+ if l is None: |
|
| 19 |
+ l = self.verts if i == 0 else self.col_list() |
|
| 20 |
+ if self.vao: |
|
| 21 |
+ glBindBuffer(GL_ARRAY_BUFFER, self.vbos[i][0]) |
|
| 22 |
+ if l.shape[0] > self.vbos[i][1]: |
|
| 23 |
+ glBufferData(GL_ARRAY_BUFFER, l.nbytes, l, GL_DYNAMIC_DRAW) |
|
| 24 |
+ self.vbos[i][1] = l.shape[0] |
|
| 25 |
+ else: |
|
| 26 |
+ glBufferSubData(GL_ARRAY_BUFFER, 0, l.nbytes, l) |
|
| 12 | 27 |
|
| 13 | 28 |
def build_vao(self): |
| 14 | 29 |
self.vao = glGenVertexArrays(1) |
| 15 | 30 |
glBindVertexArray(self.vao) |
| 16 |
- vbo = glGenBuffers(1) |
|
| 17 |
- glBindBuffer(GL_ARRAY_BUFFER, vbo) |
|
| 18 |
- glBufferData(GL_ARRAY_BUFFER, self.verts.nbytes, self.verts, GL_STATIC_DRAW) |
|
| 19 |
- glEnableVertexAttribArray(0) |
|
| 20 |
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None) |
|
| 31 |
+ for (i, l) in enumerate((self.verts, self.col_list())): |
|
| 32 |
+ self.vbos[i][0] = glGenBuffers(1) |
|
| 33 |
+ self.update_attr(i, l) |
|
| 34 |
+ glEnableVertexAttribArray(i) |
|
| 35 |
+ glVertexAttribPointer(i, l.shape[1], GL_FLOAT, GL_FALSE, 0, None) |
|
| 21 | 36 |
|
| 22 | 37 |
def translate(self): |
| 23 | 38 |
m = np.identity(4, dtype=FLOAT) |
| ... | ... |
@@ -2,53 +2,37 @@ from OpenGL.GL import shaders |
| 2 | 2 |
from libs import * |
| 3 | 3 |
from player import Player |
| 4 | 4 |
from entity import Entity |
| 5 |
+from mesh import SquareMesh |
|
| 5 | 6 |
|
| 6 | 7 |
VS = """ |
| 7 | 8 |
#version 120 |
| 8 | 9 |
attribute vec3 position; |
| 10 |
+attribute vec4 colIn; |
|
| 11 |
+varying vec4 colOut; |
|
| 9 | 12 |
uniform mat4 MVP; |
| 10 | 13 |
void main() {
|
| 11 | 14 |
gl_Position = MVP * vec4(position, 1.0); |
| 15 |
+ colOut = colIn; |
|
| 12 | 16 |
} |
| 13 | 17 |
""" |
| 14 | 18 |
|
| 15 | 19 |
FS = """ |
| 16 | 20 |
#version 120 |
| 17 |
-uniform vec4 matCol; |
|
| 21 |
+varying vec4 colOut; |
|
| 18 | 22 |
void main() {
|
| 19 |
- gl_FragColor = matCol; |
|
| 23 |
+ gl_FragColor = colOut; |
|
| 20 | 24 |
} |
| 21 | 25 |
""" |
| 22 | 26 |
|
| 23 |
-def weaken(self, button): |
|
| 24 |
- if button == 1: |
|
| 25 |
- self.col *= 0.9 |
|
| 26 |
- |
|
| 27 |
-def toggle_spin(self, button): |
|
| 28 |
- if button == 3: |
|
| 29 |
- self.spin = not self.spin |
|
| 30 |
- |
|
| 31 | 27 |
def build_scene(): |
| 32 |
- ot = Entity( |
|
| 33 |
- [[-0.5, -0.5, 0.0], [0.5, -0.5, 0.0], [0.0, 0.5, 0.0]], |
|
| 34 |
- [1.0, 0.5, 0.2, 1.0], |
|
| 35 |
- [0.0, 0.0, 3.0] |
|
| 36 |
- ) |
|
| 37 |
- ot.spin = True |
|
| 38 |
- ot.onclick = toggle_spin |
|
| 39 |
- cr = Entity( |
|
| 40 |
- [[-0.8, -0.4, 0.0], [-0.8, 0.4, 0.0], [0.8, -0.4, 0.0], [0.8, 0.4, 0.0]], |
|
| 41 |
- [0.2, 0.5, 1.0, 1.0], |
|
| 42 |
- [3.0, -0.5, 0.0] |
|
| 43 |
- ) |
|
| 44 |
- cr.rotate(np.radians(90), [0.0, 1.0, 0.0]) |
|
| 45 |
- cr.onclick = weaken |
|
| 46 |
- return [ot, cr] |
|
| 28 |
+ box = SquareMesh() |
|
| 29 |
+ box.add_cube(2, [0, 0, 0]) |
|
| 30 |
+ return [box] |
|
| 47 | 31 |
|
| 48 | 32 |
def main(): |
| 49 | 33 |
pygame.init() |
| 50 | 34 |
pygame.display.set_mode((640, 480), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) |
| 51 |
- pygame.display.set_caption("OpenGL!")
|
|
| 35 |
+ pygame.display.set_caption("OpenGL")
|
|
| 52 | 36 |
sp = shaders.compileProgram( |
| 53 | 37 |
shaders.compileShader(VS, GL_VERTEX_SHADER), |
| 54 | 38 |
shaders.compileShader(FS, GL_FRAGMENT_SHADER) |
| ... | ... |
@@ -56,25 +40,26 @@ def main(): |
| 56 | 40 |
glUseProgram(sp) |
| 57 | 41 |
glEnable(GL_DEPTH_TEST) |
| 58 | 42 |
loc_mvp = glGetUniformLocation(sp, "MVP") |
| 59 |
- loc_matcol = glGetUniformLocation(sp, "matCol") |
|
| 60 | 43 |
glClearColor(0.1, 0.1, 0.1, 1.0) |
| 61 | 44 |
scene = build_scene() |
| 62 | 45 |
clock = pygame.time.Clock() |
| 63 | 46 |
cam = Player() |
| 64 | 47 |
cam.set_focus(True) |
| 48 |
+ n = 0 |
|
| 65 | 49 |
while True: |
| 66 | 50 |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) |
| 67 | 51 |
for ent in scene: |
| 68 |
- cam.draw(ent, loc_mvp, loc_matcol) |
|
| 52 |
+ cam.draw(ent, loc_mvp) |
|
| 69 | 53 |
for ev in pygame.event.get(): |
| 70 | 54 |
if ev.type == pygame.QUIT or ev.type == pygame.KEYUP and ev.unicode == "q": |
| 71 | 55 |
pygame.quit() |
| 72 | 56 |
return |
| 73 | 57 |
cam.handle_event(ev, scene) |
| 74 | 58 |
cam.update_pos() |
| 75 |
- if scene[0].spin: |
|
| 76 |
- scene[0].rotate(0.03 / np.linalg.norm(scene[0].pos - cam.pos) ** 2, [0.0, 1.0, 0.0]) |
|
| 77 | 59 |
pygame.display.flip() |
| 78 |
- clock.tick(60) |
|
| 60 |
+ clock.tick(240) |
|
| 61 |
+ n += 1 |
|
| 62 |
+ if n % 120 == 0: |
|
| 63 |
+ pygame.display.set_caption(f"fps {round(clock.get_fps())}")
|
|
| 79 | 64 |
|
| 80 | 65 |
main() |
| ... | ... |
@@ -1,7 +1,7 @@ |
| 1 | 1 |
from libs import * |
| 2 | 2 |
import camera |
| 3 | 3 |
|
| 4 |
-ARROWS = [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT] |
|
| 4 |
+ARROWS = [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT, pygame.K_SPACE, pygame.K_LSHIFT] |
|
| 5 | 5 |
|
| 6 | 6 |
def reshape(w, h): |
| 7 | 7 |
glViewport(0, 0, w, h) |
| ... | ... |
@@ -26,8 +26,11 @@ class Player(camera.Camera): |
| 26 | 26 |
self.phi = min(np.pi / 2, max(-np.pi / 2, self.phi + self.sensitivity * dy)) |
| 27 | 27 |
|
| 28 | 28 |
def update_motion(self, pk): |
| 29 |
- self.rv[0] = pk[pygame.K_RIGHT] - pk[pygame.K_LEFT] |
|
| 30 |
- self.rv[2] = pk[pygame.K_UP] - pk[pygame.K_DOWN] |
|
| 29 |
+ self.rv = vec([ |
|
| 30 |
+ pk[pygame.K_RIGHT] - pk[pygame.K_LEFT], |
|
| 31 |
+ pk[pygame.K_SPACE] - pk[pygame.K_LSHIFT], |
|
| 32 |
+ pk[pygame.K_UP] - pk[pygame.K_DOWN] |
|
| 33 |
+ ]) |
|
| 31 | 34 |
|
| 32 | 35 |
def vdof(self): |
| 33 | 36 |
l = self.looking() |
| ... | ... |
@@ -54,6 +57,6 @@ class Player(camera.Camera): |
| 54 | 57 |
case pygame.MOUSEBUTTONDOWN: |
| 55 | 58 |
t = self.target(scene) |
| 56 | 59 |
if t: |
| 57 |
- t.onclick(ev.button) |
|
| 60 |
+ t.click(ev.button) |
|
| 58 | 61 |
case pygame.WINDOWSIZECHANGED | pygame.WINDOWRESIZED: |
| 59 | 62 |
self.aspect = reshape(ev.x, ev.y) |
| 60 | 63 |