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Osservazioni

Questa sezione fornisce una panoramica di cosa è glsl e perché uno sviluppatore potrebbe volerlo usare.

Dovrebbe anche menzionare qualsiasi argomento di grandi dimensioni all'interno di glsl e collegarsi agli argomenti correlati. Poiché la documentazione di glsl è nuova, potrebbe essere necessario creare versioni iniziali di tali argomenti correlati.

Versioni

OpenGL Shading Language

Versione GLSL Versione OpenGL Shader Preprocessor Data di rilascio
1.10 2.0 #version 110 2004-09-07
1.20 2.1 #version 120 2006-07-02
1.30 3.0 #version 130 2008-08-11
1.40 3.1 #version 140 2009-03-24
1,50 3.2 #version 150 2009-08-03
3.30 3.3 #version 330 2010-02-12
4.00 4.0 #version 400 2010-03-11
4.10 4.1 #version 410 2010-07-26
4.20 4.2 #version 420 2011-08-08
4.30 4.3 #version 430 2012-08-06
4.40 4.4 #version 440 2013/07/22
4.50 4.5 #version 450 2014/08/11

OpenGL ES Shading Language

Versione GLSL ES Versione OpenGL ES Shader Preprocessor Data di rilascio
1.00 ES 2.0 #version 100 2007-03-05
3,00 ES 3.0 #versione 300 es 2012-08-06
3.10 ES 3.1 #version 310 es 2014/03/17
3,20 ES 3.2 #versione 320 es 2015/08/10

Installazione o configurazione

Istruzioni dettagliate su come installare o installare glsl.

Primo programma shader GLSL OGL 4.0

Un semplice programma shader GLSL OGL 4.0 con posizione vertice e attributo cromatico. Il programma è eseguito con uno script phyton. Per eseguire lo script, PyOpenGL deve essere installato.

Un programma shader consiste almeno di un vertex shader e uno shader fragmant (ad eccezione degli shader dei computer). Il primo stadio shader è il vertex shader e l'ultimo shader stage è il framment shader (In mezzo, sono possibili ulteriori fasi facoltative, che non sono ulteriormente descritte qui).

Vertex shader

first.vet

Il vertex shader elabora i vertici e gli attributi associati specificati dal comando di disegno. Il vertex shader elabora i vertici dal flusso di input e può manipolarlo in qualsiasi modo desiderato. Un vertex shader riceve un singolo vertice dal flusso di input e genera un singolo vertice sul flusso del vertice di output.

Nel nostro esempio disegniamo un singolo triangolo, quindi il vertex shader viene eseguito 3 volte, una volta per ogni punto d'angolo del triangolo. In questo caso l'input al vertex shader è la posizione del vertice in vec3 inPos e l'attributo color in vec3 inCol . Gli attributi di colore vengono passati allo stage shader successivo ( out vec3 vertCol ).

#version 400

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inCol;

out vec3 vertCol;

void main()
{
    vertCol = inCol;
    gl_Position = vec4( inPos, 1.0 );
}

Fragment shader

first.frag

In questo esempio, lo shader del frammento segue immediatamente dopo il vertex shader. Le posizioni e gli attributi dei vertici sono interpolati all'interno di ciascuna faccia per ciascun frammento. Lo shader del frammento viene eseguito una volta per ogni frammento sull'intero triangolo e riceve l'attributo color dallo shader del fright. Poiché viene disegnato un triangolo, l'attributo colore viene interpolato in base alle coordinate baricentriche del frammento in base al triangolo disegnato.

#version 400

in vec3 vertCol;

out vec4 fragColor;

void main()
{
    fragColor = vec4( vertCol, 1.0 );
}

Script di Phyton

Lo script python serve solo per compilare, collegare ed eseguire il programma shader e disegnare la geometria. Potrebbe essere banalmente riscritto in C o in qualsiasi altra cosa. Non è la parte di questa documentazione alla quale deve essere dedicata la massima attenzione.

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
from sys import *
from array import array
             
# draw event
def OnDraw(): 
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glBindVertexArray( vaObj )
    glDrawArrays( GL_TRIANGLES, 0, 3 )
    glutSwapBuffers()

# read vertex shader program
with open( 'first.vert', 'r' ) as vertFile:
    vertCode = vertFile.read()
print( '\nvertex shader code:' )
print( vertCode )

# read fragment shader program
with open( 'first.frag', 'r' ) as fragFile:
    fragCode = fragFile.read()
print( '\nfragment shader code:' )
print( fragCode )

# initialize glut
glutInit()

# create window
wndW = 800
wndH = 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define triangle data
posData = [ -0.636, -0.45, 0.0, 0.636, -0.45, 0.0, 0.0, 0.9, 0.0 ]
colData = [ 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 ]
posAr = array( "f", posData )
colAr = array( "f", colData )

# create buffers
posBuffer = glGenBuffers(1)
glBindBuffer( GL_ARRAY_BUFFER, posBuffer )
glBufferData( GL_ARRAY_BUFFER, posAr.tostring(), GL_STATIC_DRAW )
colBuffer = glGenBuffers(1)
glBindBuffer( GL_ARRAY_BUFFER, colBuffer )
glBufferData( GL_ARRAY_BUFFER, colAr.tostring(), GL_STATIC_DRAW )

# create vertex array opject
vaObj = glGenVertexArrays( 1 )
glBindVertexArray( vaObj )
glEnableVertexAttribArray( 0 )
glEnableVertexAttribArray( 1 )
glBindBuffer( GL_ARRAY_BUFFER, posBuffer )
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, None )
glBindBuffer( GL_ARRAY_BUFFER, colBuffer )
glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 0, None )

# compile vertex shader
vertShader = glCreateShader( GL_VERTEX_SHADER )
glShaderSource( vertShader, vertCode )
glCompileShader( vertShader )
result = glGetShaderiv( vertShader, GL_COMPILE_STATUS )
if not (result):
    print( glGetShaderInfoLog( vertShader ) )
    sys.exit()

# compile fragment shader
fragShader = glCreateShader( GL_FRAGMENT_SHADER )
glShaderSource( fragShader, fragCode )
glCompileShader( fragShader )
result = glGetShaderiv( fragShader, GL_COMPILE_STATUS )
if not (result):
    print( glGetShaderInfoLog( fragShader ) )
    sys.exit()

# link shader program
shaderProgram = glCreateProgram()
glAttachShader( shaderProgram, vertShader )
glAttachShader( shaderProgram, fragShader )
glLinkProgram( shaderProgram )
result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
if not (result):
    print( 'link error:' )
    print( glGetProgramInfoLog( shaderProgram ) )
    sys.exit()

# start main loop
glutMainLoop()

Utilizzo di una matrice modello, vista e proiezione in GLGL OGL 4.0

Un semplice programma shader GLSL OGL 4.0 che mostra l'uso di un modello, una vista e una matrice di proiezione Il programma viene eseguito con uno script phyton. Per eseguire lo script, PyOpenGL e NumPy devono essere installati.

  • Matrice di proiezione: la matrice di proiezione descrive la mappatura di una camera stenopeica da punti 3D nel mondo a punti 2D della vista. In questo esempio utilizziamo una matrice di proiezione con un campo visivo di 90 gradi.

  • Visualizza matrice: la matrice di visualizzazione definisce la posizione dell'occhio e la direzione di visione sulla scena. In questo esempio ci muoviamo circolari attorno alla scena mantenendo una direzione di visione al centro della scena.

  • Matrice modello: la matrice modello definisce la posizione e la dimensione relativa di un oggetto nella scena. In questo esempio le matrici del modello spostano gli oggetti su e giù.

Vertex shader

mvp.vet

#version 400

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inCol;

out vec3 vertCol;

uniform mat4 projectionMat44;
uniform mat4 viewMat44;
uniform mat4 modelMat44;

void main()
{
    vertCol = inCol;
    vec4 modolPos = modelMat44 * vec4( inPos, 1.0 );
    vec4 viewPos = viewMat44 * modolPos;
    gl_Position = projectionMat44 * viewPos;
}

Fragment shader

mvp.frag

#version 400

in vec3 vertCol;

out vec4 fragColor;

void main()
{
    fragColor = vec4( vertCol, 1.0 );
}

Script di Phyton

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys

# draw event
def OnDraw():
    currentTime = time()
    # set up projection matrix
    prjMat = perspective( 90.0, wndW/wndH, 0.5, 100.0) 
    # set up view matrix
    viewMat = Translate( np.matrix(np.identity(4), copy=False, dtype='float32'), np.array( [0.0, 0.0, -8.0] ) )
    viewMat = RotateView( viewMat, [10.0, CalcAng( currentTime, 10.0 ), 0.0] )
    
    # set up tetrahedron model matrix
    tetModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    tetModelMat = RotateX( tetModelMat, -90.0 )
    tetModelMat = Scale( tetModelMat, np.repeat( 2.0, 3 ) )
    tetModelMat = Translate( tetModelMat, np.array( [-2.0, 0.0, CalcMove(currentTime, 6.0, [-1.0, 1.0])] ) )

    # set up icosahedron model matrix
    icoModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    icoModelMat = RotateX( icoModelMat, -90.0 )
    icoModelMat = Scale( icoModelMat, np.repeat( 2.0, 3 ) )
    icoModelMat = Translate( icoModelMat, np.array( [2.0, 0.0, CalcMove(currentTime, 6.0, [1.0, -1.0])] ) )
 
    # set up attributes and shader program
    glEnable( GL_DEPTH_TEST )
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
    glUniformMatrix4fv( viewMatLocation, 1, GL_FALSE, viewMat )
    
    # draw tetrahedron
    glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, tetModelMat )
    glBindVertexArray( tetVAObj )
    glDrawElements(GL_TRIANGLES, len(tetIndices), GL_UNSIGNED_INT, tetIndices)

    # draw tetrahedron
    glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, icoModelMat )
    glBindVertexArray( icoVAObj )
    glDrawArrays( GL_TRIANGLES, 0, len(icoPosData) )
    
    glutSwapBuffers()

def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
    pos = Fract( (currentTime - startTime) / intervall ) * 2.0
    pos = pos if pos < 1.0 else (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos
       
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
    with open( sourceFileName, 'r' ) as sourceFile:
        sourceCode = sourceFile.read()
    nameMap = { GL_VERTEX_SHADER: 'vertex', GL_FRAGMENT_SHADER: 'fragment' }    
    print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
    print( sourceCode )
    shaderObj = glCreateShader( shaderStage )
    glShaderSource( shaderObj, sourceCode )
    glCompileShader( shaderObj )
    result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
    if not (result):
        print( glGetShaderInfoLog( shaderObj ) )
        sys.exit()
    return shaderObj

# linke shader objects to shader program
def LinkProgram( shaderObjs ):
    shaderProgram = glCreateProgram()
    for shObj in shaderObjs:
        glAttachShader( shaderProgram, shObj )
    glLinkProgram( shaderProgram )
    result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
    if not (result):
        print( 'link error:' )
        print( glGetProgramInfoLog( shaderProgram ) )
        sys.exit()
    return shaderProgram

# create vertex array opject
def CreateVAO( dataArrays ):
    noOfBuffers = len(dataArrays)
    buffers = glGenBuffers(noOfBuffers)
    newVAObj = glGenVertexArrays( 1 )
    glBindVertexArray( newVAObj )
    for inx in range(0, noOfBuffers):
        vertexSize, dataArr = dataArrays[inx]
        arr = np.array( dataArr, dtype='float32' )
        glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
        glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
        glEnableVertexAttribArray( inx )
        glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
    return newVAObj 

def Translate(matA, trans):
    matB = np.copy(matA)
    for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i] 
    return matB

def Scale(matA, s):
    matB = np.copy(matA)
    for i0 in range(0, 3):
        for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0] 
    return matB

def RotateHlp(matA, angDeg, a0, a1):
    matB = np.copy(matA)
    ang = math.radians(angDeg)
    sinAng, cosAng = math.sin(ang), math.cos(ang)
    for i in range(0, 4):
        matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
        matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
    return matB

def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])

def perspective(fov, aspectRatio, near, far):
    fn, f_n = far + near, far - near
    r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
    return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )

# initialize glut
glutInit()

# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define tetrahedron vertex array opject
sin120 = 0.8660254
tetPposData = [ 0.0, 0.0, 1.0, 0.0, -sin120, -0.5, sin120 * sin120, 0.5 * sin120, -0.5, -sin120 * sin120, 0.5 * sin120,     -0.5 ]
tetColData = [ 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, ]
tetIndices = [ 0, 1, 2, 0, 2, 3, 0, 3, 1, 1, 3, 2 ]
tetVAObj = CreateVAO( [ (3, tetPposData), (3, tetColData) ] )
tetInxArr = np.array( tetIndices, dtype='uint' )

# define icosahedron vertex array opject
icoPts = [
    [ 0.000,  0.000,  1.000], [ 0.894,  0.000,  0.447], [ 0.276,  0.851,  0.447], [-0.724,  0.526,  0.447],
    [-0.724, -0.526,  0.447], [ 0.276, -0.851,  0.447], [ 0.724,  0.526, -0.447], [-0.276,  0.851, -0.447], 
    [-0.894,  0.000, -0.447], [-0.276, -0.851, -0.447], [ 0.724, -0.526, -0.447], [ 0.000,  0.000, -1.000] ]
icoCol = [ [1.0, 0.0, 0.0], [0.0, 0.0, 1.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [1.0, 0.5, 0.0], [1.0, 0.0, 1.0] ]
icoIndices = [
  2,  0,  1,  3,  0,  2,  4,  0,  3,  5,  0,  4,  1,  0,  5, 11,  7,  6, 11,  8,  7, 11,  9,  8, 11, 10,  9, 11,  6, 10, 
  1,  6,  2,  2,  7,  3,  3,  8,  4,  4,  9,  5,  5, 10,  1,  2,  6,  7,  3,  7,  8,  4,  8,  9,  5,  9, 10,  1, 10,  6  ]
icoPosData = []
for inx in icoIndices:
    for inx_s in range(0, 3):
        icoPosData.append( icoPts[inx][inx_s] )
icoColData = []
for inx in range(0, len(icoPosData) // 9):
    inx_col = inx % len(icoCol)
    for inx_p in range(0, 3):
        for inx_s in range(0, 3):
                icoColData.append( icoCol[inx_col][inx_s] )
icoVAObj = CreateVAO( [ (3, icoPosData), (3, icoColData) ] )

# load, compile and link shader
shaderProgram = LinkProgram( [
        CompileShader( 'mvp.vert', GL_VERTEX_SHADER ), 
        CompileShader( 'mvp.frag', GL_FRAGMENT_SHADER )
    ] )
projectionMatLocation = glGetUniformLocation(shaderProgram, "projectionMat44")
viewMatLocation = glGetUniformLocation(shaderProgram, "viewMat44")
modelMatLocation = glGetUniformLocation(shaderProgram, "modelMat44")

# start main loop
startTime = time()
glutMainLoop()

Metti una texture sul modello e usa una matrice texture in GLGL OGL 4.0

Un semplice programma shader GLGL OGL 4.0 che mostra come mappare una trama 2D su una mesh. Il programma è eseguito con uno script phyton. Per eseguire lo script, PyOpenGL e NumPy devono essere installati.

La matrice texture definisce come viene mappata la trama sulla mesh. Manipolando la matrice texture, la texture può essere spostata, ridimensionata e ruotata.

Vertex shader

tex.vert

#version 400

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inTex;

out vec2 vertTex;

uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
uniform mat4 u_textureMat44;

void main()
{
    vertTex = ( u_textureMat44 * vec4( inTex, 0.0, 1.0 ) ).st;
    vec4 modolPos = u_modelMat44 * vec4( inPos, 1.0 );
    vec4 viewPos = u_viewMat44 * modolPos;
    gl_Position = u_projectionMat44 * viewPos;
}

Fragment shader

tex.frag

#version 400

in vec2 vertTex;

out vec4 fragColor;

uniform sampler2D u_texture;

void main()
{
    vec4 texCol = texture( u_texture, vertTex.st );
    fragColor = vec4( texCol.rgb, 1.0 );
}

Script di Phyton

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys

# draw event
def OnDraw():
    currentTime = time()
    # set up projection matrix
    prjMat = perspective( 90.0, wndW/wndH, 0.5, 100.0) 
    # set up view matrix
    viewMat = Translate( np.matrix(np.identity(4), copy=False, dtype='float32'), np.array( [0.0, 0.0, -15.0] ) )
    viewMat = RotateView( viewMat, [30.0, CalcAng( currentTime, 60.0 ), 0.0] )
    
    # set up tetrahedron model matrix
    cubeModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    cubeModelMat = RotateX( cubeModelMat, -90.0 )
    cubeModelMat = Scale( cubeModelMat, np.repeat( 5.0, 3 ) )
    
    # set up texture matrix
    texMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    deltaT = Fract( (currentTime - startTime) / 28.0 ) * 28.0
    if deltaT < 7.0 or deltaT >= 21.0:
        texMat = Scale( texMat, np.repeat( CalcMove(currentTime, 7.0, [1.0, 2.0]), 3 ) )
    if deltaT >= 7.0 and deltaT < 14.0 or deltaT >= 21.0:
        transAng = math.radians( CalcAng(currentTime, 7.0) )
        texMat = Translate( texMat, np.array( [math.sin(transAng)*0.5, math.cos(transAng)*0.5-0.5, 0.0] ) )
    if deltaT >= 14.0:
        texMat = RotateZ( texMat, CalcAng(currentTime, 7.0) )
    
    # set up attributes and shader program
    glEnable( GL_DEPTH_TEST )
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
    glUniformMatrix4fv( viewMatLocation, 1, GL_FALSE, viewMat )
    glUniformMatrix4fv( textureMatLocation, 1, GL_FALSE, texMat )
    glUniform1i( textureLocation, 0 )
    
    # draw cube
    glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, cubeModelMat )
    glBindVertexArray( cubeVAObj )
    glDrawElements(GL_TRIANGLES, len(cubeIndices), GL_UNSIGNED_INT, cubeIndices)
    
    glutSwapBuffers()

def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
    pos = Fract( (currentTime - startTime) / intervall ) * 2.0
    pos = pos if pos < 1.0 else (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos
    
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
    with open( sourceFileName, 'r' ) as sourceFile:
        sourceCode = sourceFile.read()
    nameMap = { GL_VERTEX_SHADER: 'vertex', GL_FRAGMENT_SHADER: 'fragment' }    
    print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
    print( sourceCode )
    shaderObj = glCreateShader( shaderStage )
    glShaderSource( shaderObj, sourceCode )
    glCompileShader( shaderObj )
    result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
    if not (result):
        print( glGetShaderInfoLog( shaderObj ) )
        sys.exit()
    return shaderObj

# linke shader objects to shader program
def LinkProgram( shaderObjs ):
    shaderProgram = glCreateProgram()
    for shObj in shaderObjs:
        glAttachShader( shaderProgram, shObj )
    glLinkProgram( shaderProgram )
    result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
    if not (result):
        print( 'link error:' )
        print( glGetProgramInfoLog( shaderProgram ) )
        sys.exit()
    return shaderProgram

# create vertex array object
def CreateVAO( dataArrays ):
    noOfBuffers = len(dataArrays)
    buffers = glGenBuffers(noOfBuffers)
    newVAObj = glGenVertexArrays( 1 )
    glBindVertexArray( newVAObj )
    for inx in range(0, noOfBuffers):
        vertexSize, dataArr = dataArrays[inx]
        arr = np.array( dataArr, dtype='float32' )
        glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
        glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
        glEnableVertexAttribArray( inx )
        glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
    return newVAObj 

def Translate(matA, trans):
    matB = np.copy(matA)
    for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i] 
    return matB

def Scale(matA, s):
    matB = np.copy(matA)
    for i0 in range(0, 3):
        for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0] 
    return matB

def RotateHlp(matA, angDeg, a0, a1):
    matB = np.copy(matA)
    ang = math.radians(angDeg)
    sinAng, cosAng = math.sin(ang), math.cos(ang)
    for i in range(0, 4):
        matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
        matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
    return matB

def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])

def perspective(fov, aspectRatio, near, far):
    fn, f_n = far + near, far - near
    r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
    return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )

# initialize glut
glutInit()

# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define cube vertex array opject
icoPts = [
    [-1.0, -1.0,  1.0], [ 1.0, -1.0,  1.0], [ 1.0,  1.0,  1.0], [-1.0,  1.0,  1.0],
    [-1.0, -1.0, -1.0], [ 1.0, -1.0, -1.0], [ 1.0,  1.0, -1.0], [-1.0,  1.0, -1.0] ]
cubePosData = []
for inx in [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ]:
    for inx_s in range(0, 3): cubePosData.append( icoPts[inx][inx_s] )
cubeTexData = []
for inx in range(0, 6):
    for texCoord in [-0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5]: cubeTexData.append( texCoord )
icoCol = [ [1.0, 0.0, 0.0], [1.0, 0.5, 0.0], [1.0, 0.0, 1.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0] ]
cubeIndices = []
for inx in range(0, 6):
    for inx_s in [0, 1, 2, 0, 2, 3]: cubeIndices.append( inx * 4 + inx_s )
cubeVAObj = CreateVAO( [ (3, cubePosData), (2, cubeTexData) ] )
cubeInxArr = np.array( cubeIndices, dtype='uint' )

# load, compile and link shader
shaderProgram = LinkProgram( [
        CompileShader( 'python/ogl4tex/tex.vert', GL_VERTEX_SHADER ), 
        CompileShader( 'python/ogl4tex/tex.frag', GL_FRAGMENT_SHADER )
    ] )
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
viewMatLocation = glGetUniformLocation(shaderProgram, "u_viewMat44")
modelMatLocation = glGetUniformLocation(shaderProgram, "u_modelMat44")
textureMatLocation = glGetUniformLocation(shaderProgram, "u_textureMat44")
textureLocation = glGetUniformLocation(shaderProgram, "u_texture")

# create texture
texCX, texCY = 128, 128
texPlan = np.zeros( texCX * texCY * 4, dtype=np.uint8 )
for inx_x in range(0, texCX):
    for inx_y in range(0, texCY):
        val_x = math.sin( math.pi * 6.0 * inx_x / texCX )
        val_y = math.sin( math.pi * 6.0 * inx_y / texCY )
        inx_tex = inx_y * texCX * 4 + inx_x * 4
        texPlan[inx_tex + 0] = int( 128 + 127 * val_x )
        texPlan[inx_tex + 1] = 63
        texPlan[inx_tex + 2] = int( 128 + 127 * val_y )
        texPlan[inx_tex + 3] = 255
glActiveTexture( GL_TEXTURE0 )
texObj = glGenTextures( 1  )
glBindTexture( GL_TEXTURE_2D, texObj )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texCX, texCY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texPlan)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) 

# start main loop
startTime = time()
glutMainLoop()

Utilizzo del blocco di interfaccia e del blocco uniforme: un modello di luce Cook-Torrance in OGL 4.0 GLSL

Un semplice programma shader GLSL OGL 4.0 che mostra l'uso di un blocco di interfaccia e un blocco uniforme su un'implementazione del modello di luce microfacet Cook-Torrance. Il programma è eseguito con uno script phyton. Per eseguire lo script, PyOpenGL e NumPy devono essere installati.

Un blocco di interfaccia è un gruppo di variabili di input, output, uniformi o buffer di archiviazione GLSL. Un Uniform Blockis è un blocco di interfaccia con il qualificatore di stoccaggio uniform .

Vertex shader

ibub.vert

#version 400

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNV;
layout (location = 2) in vec3 inCol;

out TVertexData
{
    vec3 pos;
    vec3 nv;
    vec3 col;
} outData;

uniform mat4 u_projectionMat44;
uniform mat4 u_modelViewMat44;
uniform mat3 u_normalMat33;

void main()
{
    vec4 viewPos = u_modelViewMat44 * vec4( inPos, 1.0 );
    
    outData.pos = viewPos.xyz / viewPos.w;
    outData.nv  = u_normalMat33 * normalize( inNV );
    outData.col = inCol;
    
    gl_Position = u_projectionMat44 * viewPos;
}

Fragment shader

ibub.frag

#version 400

in TVertexData
{
    vec3 pos;
    vec3 nv;
    vec3 col;
} inData;

out vec4 fragColor;

uniform UB_material
{
    float u_roughness;
    float u_fresnel0;
    vec4  u_specularTint;
};

struct TLightSource
{
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    vec4 dir;
};

uniform UB_lightSource
{
    TLightSource u_lightSource;
};

vec3 CookTorrance( vec3 esPt, vec3 esPtNV, vec3 col, vec4 specularTint, float roughness, float fresnel0 )
{
  vec3  esVLight      = normalize( -u_lightSource.dir.xyz );
  vec3  esVEye        = normalize( -esPt );
  vec3  halfVector    = normalize( esVEye + esVLight );
  vec3  reflVector    = normalize( reflect( -esVLight, esPtNV ) );
  float VdotR         = dot( esVEye, reflVector );
  float HdotL         = dot( halfVector, esVLight );
  float NdotL         = dot( esPtNV, esVLight );
  float NdotV         = dot( esPtNV, esVEye );
  float NdotH         = dot( esPtNV, halfVector );
  float NdotH2        = NdotH * NdotH;
  float NdotL_clamped = max( NdotL, 0.0 );
  float NdotV_clamped = max( NdotV, 0.0 );
  float m2            = roughness * roughness;
  
  // Lambertian diffuse
  float k_diffuse = NdotL_clamped;
  
  // Cook-Torrance fresnel
  float theta = HdotL;
  float n = (1.0 + sqrt(fresnel0)) / (1.0 - sqrt(fresnel0));
  float g = sqrt( n*n + theta * theta + 1.0 );
  float gc = g + theta;
  float g_c = g - theta;
  float q = (gc * theta - 1.0) / (g_c * theta + 1.0);
  float fresnel = 0.5 * (g_c * g_c) / (gc * gc) * (1.0 + q * q);

  // Gaussian  distribution
  float psi = acos( VdotR );
  float distribution = max( 0.0, HdotL * exp( - psi * psi / m2 ) );
  
  // Torrance-Sparrow geometric term
  float geometric_att = min( 1.0, min( 2.0 * NdotH * NdotV_clamped / HdotL, 2.0 * NdotH * NdotL_clamped / HdotL ) );

  // Microfacet bidirectional reflectance distribution function 
  float brdf_spec = fresnel * distribution * geometric_att / ( 4.0 * NdotL_clamped * NdotV_clamped );
  float k_specular = brdf_spec;

  vec3 lightColor = col.rgb * u_lightSource.ambient.rgb
                  + max( 0.0, k_diffuse ) * col.rgb * u_lightSource.diffuse.rgb +
                  + max( 0.0, k_specular ) * mix( col.rgb, specularTint.rgb, specularTint.a ) *     u_lightSource.specular.rgb;
  return lightColor;
}

void main()
{
    vec3 lightCol = CookTorrance( inData.pos, inData.nv, inData.col, u_specularTint, u_roughness, u_fresnel0 );
    fragColor = vec4( lightCol, 1.0 );
}

Script di Phyton

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys

sin120 = 0.8660254
rotateCamera = False

# draw event
def OnDraw():
    dist = 3.0
    currentTime = time()
    comeraRotAng = CalcAng( currentTime, 10.0 ) 
    # set up projection matrix
    prjMat = Perspective(90.0, wndW/wndH, 0.5, 100.0) 
    # set up view matrix
    viewMat = Translate( np.matrix(np.identity(4), copy=False, dtype='float32'), np.array( [0.0, 0.0, -12.0] ) )
    viewMat = RotateView( viewMat, [30.0, comeraRotAng if rotateCamera else 0.0, 0.0] )

    # set up light source
    lightSourceBuffer.BindDataFloat(b'u_lightSource.dir', TransformVec4([-3.0, -2.0, -1.0, 0.0], viewMat) )
    
    # set up tetrahedron model matrix
    tetModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    if not rotateCamera: tetModelMat = RotateY( tetModelMat, comeraRotAng )
    tetModelMat = RotateX( tetModelMat, -90.0 )
    tetModelMat = Scale( tetModelMat, np.repeat( 2.4, 3 ) )
    tetModelMat = Translate( tetModelMat, np.array( [0.0, dist, 0.0] ) )
    tetModelMat = RotateY( tetModelMat, CalcAng( currentTime, 20.0 ) )
    tetModelMat = RotateX( tetModelMat, CalcAng( currentTime, 9.0 ) )
    
    # set up icosahedron model matrix
    icoModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    if not rotateCamera: icoModelMat = RotateY( icoModelMat, comeraRotAng )
    icoModelMat = RotateX( icoModelMat, -90.0 )
    icoModelMat = Scale( icoModelMat, np.repeat( 2.0, 3 ) )
    icoModelMat = Translate( icoModelMat, np.array( [dist * -sin120, dist * -0.5, 0.0] ) )
    icoModelMat = RotateY( icoModelMat, CalcAng( currentTime, 20.0 ) )
    icoModelMat = RotateX( icoModelMat, CalcAng( currentTime, 11.0 ) )

    # set up cube model matrix
    cubeModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    if not rotateCamera: cubeModelMat = RotateY( cubeModelMat, comeraRotAng )
    cubeModelMat = RotateX( cubeModelMat, -90.0 )
    cubeModelMat = Scale( cubeModelMat, np.repeat( 1.6, 3 ) )
    cubeModelMat = Translate( cubeModelMat, np.array( [dist * sin120, dist * -0.5, 0.0] ) )
    cubeModelMat = RotateY( cubeModelMat, CalcAng( currentTime, 20.0 ) )
    cubeModelMat = RotateX( cubeModelMat, CalcAng( currentTime, 13.0 ) )
 
    # set up attributes and shader program
    glEnable( GL_DEPTH_TEST )
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
    lightSourceBuffer.BindToTarget()
    
    # draw tetrahedron
    tetMaterialBuffer.BindToTarget()
    modelViewMat = Multiply(viewMat, tetModelMat)
    glUniformMatrix4fv( modelViewMatLocation, 1, GL_FALSE, modelViewMat )
    glUniformMatrix3fv( normalMatLocation, 1, GL_FALSE, ToMat33(modelViewMat) )
    glBindVertexArray( tetVAObj )
    glDrawArrays( GL_TRIANGLES, 0, len(tetPosData) )

    # draw icosahedron
    icoMaterialBuffer.BindToTarget()
    modelViewMat = Multiply(viewMat, icoModelMat)
    glUniformMatrix4fv( modelViewMatLocation, 1, GL_FALSE, modelViewMat )
    glUniformMatrix3fv( normalMatLocation, 1, GL_FALSE, ToMat33(modelViewMat) )
    glBindVertexArray( icoVAObj )
    glDrawArrays( GL_TRIANGLES, 0, len(icoPosData) )

    # draw cube
    cubeMaterialBuffer.BindToTarget()
    modelViewMat = Multiply(viewMat, cubeModelMat)
    glUniformMatrix4fv( modelViewMatLocation, 1, GL_FALSE, modelViewMat )
    glUniformMatrix3fv( normalMatLocation, 1, GL_FALSE, ToMat33(modelViewMat) )
    glBindVertexArray( cubeVAObj )
    glDrawElements(GL_TRIANGLES, len(cubeIndices), GL_UNSIGNED_INT, cubeIndices)
    
    glutSwapBuffers()

def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
    pos = Fract( (currentTime - startTime) / intervall ) * 2.0
    pos = pos if pos < 1.0 else (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos
    
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
    with open( sourceFileName, 'r' ) as sourceFile:
        sourceCode = sourceFile.read()
    nameMap = { GL_VERTEX_SHADER: 'vertex', GL_FRAGMENT_SHADER: 'fragment' }    
    print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
    print( sourceCode )
    shaderObj = glCreateShader( shaderStage )
    glShaderSource( shaderObj, sourceCode )
    glCompileShader( shaderObj )
    result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
    if not (result):
        print( glGetShaderInfoLog( shaderObj ) )
        sys.exit()
    return shaderObj

# linke shader objects to shader program
def LinkProgram( shaderObjs ):
    shaderProgram = glCreateProgram()
    for shObj in shaderObjs:
        glAttachShader( shaderProgram, shObj )
    glLinkProgram( shaderProgram )
    result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
    if not (result):
        print( 'link error:' )
        print( glGetProgramInfoLog( shaderProgram ) )
        sys.exit()
    return shaderProgram

# create vertex array object
def CreateVAO( dataArrays ):
    noOfBuffers = len(dataArrays)
    buffers = glGenBuffers(noOfBuffers)
    newVAObj = glGenVertexArrays( 1 )
    glBindVertexArray( newVAObj )
    for inx in range(0, noOfBuffers):
        vertexSize, dataArr = dataArrays[inx]
        arr = np.array( dataArr, dtype='float32' )
        glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
        glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
        glEnableVertexAttribArray( inx )
        glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
    return newVAObj 

# representation of a uniform block
class UniformBlock:
     def __init__(self, shaderProg, name):
        self.shaderProg = shaderProg 
        self.name = name
     def Link(self, bindingPoint):
        self.bindingPoint = bindingPoint
        self.noOfUniforms = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORMS)
        self.maxUniformNameLen = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORM_MAX_LENGTH)
        self.index = glGetUniformBlockIndex(self.shaderProg, self.name)
        intData = np.zeros(1, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, intData)
        self.count = intData[0]
        self.indices = np.zeros(self.count, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, self.indices)
        self.offsets = np.zeros(self.count, dtype=int)
        glGetActiveUniformsiv(self.shaderProg, self.count, self.indices, GL_UNIFORM_OFFSET, self.offsets)
        self.size = 0
        strLengthData = np.zeros(1, dtype=int)
        arraysizeData = np.zeros(1, dtype=int)
        typeData = np.zeros(1, dtype='uint32')
        nameData = np.chararray(self.maxUniformNameLen+1)
        self.namemap = {}
        self.dataSize = 0 
        for inx in range(0, len(self.indices)):
            glGetActiveUniform( self.shaderProg, self.indices[inx], self.maxUniformNameLen, strLengthData, arraysizeData,     typeData, nameData.data )
            name = nameData.tostring()[:strLengthData[0]]
            self.namemap[name] = inx
            self.dataSize = max(self.dataSize, self.offsets[inx] + arraysizeData * 16) 
        glUniformBlockBinding(self.shaderProg, self.index, self.bindingPoint)
        print('\nuniform block %s size:%4d' % (self.name, self.dataSize))
        for uName in self.namemap:
            print( '    %-40s index:%2d    offset:%4d' % (uName, self.indices[self.namemap[uName]], self.offsets    [self.namemap[uName]]) ) 

# representation of a uniform block buffer
class UniformBlockBuffer:
    def __init__(self, ub):
        self.namemap = ub.namemap
        self.offsets = ub.offsets
        self.bindingPoint = ub.bindingPoint
        self.object = glGenBuffers(1)
        self.dataSize = ub.dataSize
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.zeros(self.dataSize//4, dtype='float32')
        glBufferData(GL_UNIFORM_BUFFER, self.dataSize, dataArray, GL_DYNAMIC_DRAW)
    def BindToTarget(self):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        glBindBufferBase(GL_UNIFORM_BUFFER, self.bindingPoint, self.object)
    def BindDataFloat(self, name, dataArr):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.array(dataArr, dtype='float32')
        glBufferSubData(GL_UNIFORM_BUFFER, self.offsets[self.namemap[name]], len(dataArr)*4, dataArray)


def Translate(matA, trans):
    matB = np.copy(matA)
    for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i] 
    return matB

def Scale(matA, s):
    matB = np.copy(matA)
    for i0 in range(0, 3):
        for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0] 
    return matB

def RotateHlp(matA, angDeg, a0, a1):
    matB = np.copy(matA)
    ang = math.radians(angDeg)
    sinAng, cosAng = math.sin(ang), math.cos(ang)
    for i in range(0, 4):
        matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
        matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
    return matB

def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])

def Multiply(matA, matB):
    matC = np.copy(matA)
    for i0 in range(0, 4):
        for i1 in range(0, 4):
            matC[i0,i1] = matB[i0,0] * matA[0,i1] + matB[i0,1] * matA[1,i1] + matB[i0,2] * matA[2,i1] + matB[i0,3] * matA    [3,i1]    
    return matC

def ToMat33(mat44):
    mat33 = np.matrix(np.identity(3), copy=False, dtype='float32')
    for i0 in range(0, 3):
        for i1 in range(0, 3): mat33[i0, i1] = mat44[i0, i1]
    return mat33

def TransformVec4(vecA,mat44):
    vecB = np.zeros(4, dtype='float32')
    for i0 in range(0, 4):
        vecB[i0] = vecA[0] * mat44[0,i0] + vecA[1] * mat44[1,i0] + vecA[2] * mat44[2,i0]  + vecA[3] * mat44[3,i0]
    return vecB

def Perspective(fov, aspectRatio, near, far):
    fn, f_n = far + near, far - near
    r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
    return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )

def AddToBuffer( buffer, data, count=1 ): 
    for inx_c in range(0, count):
        for inx_s in range(0, len(data)): buffer.append( data[inx_s] ) 

# initialize glut
glutInit()

# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define tetrahedron vertex array opject
tetPts = [ (0.0, 0.0, 1.0), (0.0, -sin120, -0.5), (sin120 * sin120, 0.5 * sin120, -0.5), (-sin120 * sin120, 0.5 * sin120,     -0.5) ]
tetCol = [ [1.0, 0.0, 0.0], [1.0, 1.0, 0.0], [0.0, 0.0, 1.0], [0.0, 1.0, 0.0], ]
tetInxdices = [ 0, 1, 2, 0, 2, 3, 0, 3, 1, 1, 3, 2 ]
tetPosData = []
for inx in tetInxdices: AddToBuffer( tetPosData, tetPts[inx] )
tetNVData = []
for inx_nv in range(0, len(tetInxdices) // 3):
    nv = [0.0, 0.0, 0.0]
    for inx_p in range(0, 3): 
        for inx_s in range(0, 3): nv[inx_s] += tetPts[ tetInxdices[inx_nv*3 + inx_p] ][inx_s]
    AddToBuffer( tetNVData, nv, 3 )
tetColData = []
for inx_col in range(0, len(tetInxdices) // 3): AddToBuffer( tetColData, tetCol[inx_col % len(tetCol)], 3 )
tetVAObj = CreateVAO( [ (3, tetPosData), (3, tetNVData), (3, tetColData) ] )

# define icosahedron vertex array opject
icoPts = [
    ( 0.000,  0.000,  1.000), ( 0.894,  0.000,  0.447), ( 0.276,  0.851,  0.447), (-0.724,  0.526,  0.447),
    (-0.724, -0.526,  0.447), ( 0.276, -0.851,  0.447), ( 0.724,  0.526, -0.447), (-0.276,  0.851, -0.447), 
    (-0.894,  0.000, -0.447), (-0.276, -0.851, -0.447), ( 0.724, -0.526, -0.447), ( 0.000,  0.000, -1.000) ]
icoCol = [ [1.0, 0.0, 0.0], [0.0, 0.0, 1.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [1.0, 0.5, 0.0], [1.0, 0.0, 1.0] ]
icoIndices = [
  2,  0,  1,  3,  0,  2,  4,  0,  3,  5,  0,  4,  1,  0,  5, 11,  7,  6, 11,  8,  7, 11,  9,  8, 11, 10,  9, 11,  6, 10, 
  1,  6,  2,  2,  7,  3,  3,  8,  4,  4,  9,  5,  5, 10,  1,  2,  6,  7,  3,  7,  8,  4,  8,  9,  5,  9, 10,  1, 10,  6  ]
icoPosData = []
for inx in icoIndices: AddToBuffer( icoPosData, icoPts[inx] )
icoNVData = []
for inx in icoIndices: AddToBuffer( icoNVData, icoPts[inx] )
#for inx_nv in range(0, len(icoIndices) // 3):
#    nv = [0.0, 0.0, 0.0]
#    for inx_p in range(0, 3): 
#        for inx_s in range(0, 3): nv[inx_s] += icoPts[ icoIndices[inx_nv*3 + inx_p] ][inx_s]
#    AddToBuffer( icoNVData, nv, 3 )
icoColData = []
for inx_col in range(0, len(icoIndices) // 3): AddToBuffer( icoColData, icoCol[inx_col % len(icoCol)], 3 )
icoVAObj = CreateVAO( [ (3, icoPosData), (3, icoNVData), (3, icoColData) ] )

# define cube vertex array opject
cubePts = [
    (-1.0, -1.0,  1.0), ( 1.0, -1.0,  1.0), ( 1.0,  1.0,  1.0), (-1.0,  1.0,  1.0),
    (-1.0, -1.0, -1.0), ( 1.0, -1.0, -1.0), ( 1.0,  1.0, -1.0), (-1.0,  1.0, -1.0) ]
cubeCol = [ [1.0, 0.0, 0.0], [1.0, 0.5, 0.0], [1.0, 0.0, 1.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0] ]
cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ] 
cubePosData = []
for inx in cubeHlpInx: AddToBuffer( cubePosData, cubePts[inx] )
cubeNVData = []
for inx_nv in range(0, len(cubeHlpInx) // 4):
    nv = [0.0, 0.0, 0.0]
    for inx_p in range(0, 4):
        for inx_s in range(0, 3): nv[inx_s] += cubePts[ cubeHlpInx[inx_nv*4 + inx_p] ][inx_s]
    AddToBuffer( cubeNVData, nv, 4 )
cubeColData = []
for inx_col in range(0, 6):
    AddToBuffer( cubeColData, cubeCol[inx_col % len(cubeCol)], 4 )
cubeIndices = []
for inx in range(0, 6):
    for inx_s in [0, 1, 2, 0, 2, 3]: cubeIndices.append( inx * 4 + inx_s )
cubeVAObj = CreateVAO( [ (3, cubePosData), (3, cubeNVData), (3, cubeColData) ] )

# load, compile and link shader
shaderProgram = LinkProgram( [
        CompileShader( 'ibub.vert', GL_VERTEX_SHADER ), 
        CompileShader( 'ibub.frag', GL_FRAGMENT_SHADER )
    ] )
# get unifor locations
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
modelViewMatLocation  = glGetUniformLocation(shaderProgram, "u_modelViewMat44")
normalMatLocation     = glGetUniformLocation(shaderProgram, "u_normalMat33")
# linke uniform blocks
ubMaterial = UniformBlock(shaderProgram, "UB_material")
ubLightSource = UniformBlock(shaderProgram, "UB_lightSource")
ubMaterial.Link(1)
ubLightSource.Link(2)

# create uniform block buffers
lightSourceBuffer = UniformBlockBuffer(ubLightSource)
lightSourceBuffer.BindDataFloat(b'u_lightSource.ambient', [0.1, 0.1, 0.1, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.diffuse', [0.4, 0.4, 0.4, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.specular', [1.0, 1.0, 1.0, 1.0])

tetMaterialBuffer = UniformBlockBuffer(ubMaterial)
tetMaterialBuffer.BindDataFloat(b'u_roughness', [0.3])
tetMaterialBuffer.BindDataFloat(b'u_fresnel0', [0.5])
tetMaterialBuffer.BindDataFloat(b'u_specularTint',[1.0, 1.0, 1.0, 0.7])

icoMaterialBuffer = UniformBlockBuffer(ubMaterial)
icoMaterialBuffer.BindDataFloat(b'u_roughness', [0.1])
icoMaterialBuffer.BindDataFloat(b'u_fresnel0', [0.2])
icoMaterialBuffer.BindDataFloat(b'u_specularTint',[1.0, 1.0, 1.0, 0.7])

cubeMaterialBuffer = UniformBlockBuffer(ubMaterial)
cubeMaterialBuffer.BindDataFloat(b'u_roughness', [0.5])
cubeMaterialBuffer.BindDataFloat(b'u_fresnel0', [0.3])
cubeMaterialBuffer.BindDataFloat(b'u_specularTint',[1.0, 1.0, 1.0, 0.7])

# start main loop
startTime = time()
glutMainLoop()

Creazione di geometria utilizzando uno shader di geometria in GLGL OGL 4.0

Un semplice programma shader GLGL OGL 4.0 che mostra l'uso di shader geometrici. Il programma è eseguito con uno script phyton. Per eseguire lo script, PyOpenGL e NumPy devono essere installati.

In questo esempio, l'intera geometria (un cilindro) viene generata nello shader della geometria.

Vertex shader

geo.vert

#version 400

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inTangent;

out TVertexData
{
    mat3 orientationMat;
} outData;

void main()
{
    vec3 normal   = normalize( inNormal );
    vec3 tangent  = normalize( inTangent );
    vec3 binormal = cross( tangent, normal );
    
    outData.orientationMat = mat3( normal, cross( binormal, normal ), binormal );
    gl_Position = vec4( inPos, 1.0 );
}

Geometry shader

geo.geo

#version 400

layout( invocations = 3 ) in;
layout( points ) in;
layout( triangle_strip, max_vertices = 160 ) out;

in TVertexData
{
    mat3 orientationMat;
} inData[];

out TGeometryData
{
    vec3 pos;
    vec3 nv;
    vec3 col;
} outData;

uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;

void NewVertex( in vec3 pt, in mat4 transMat )
{
    vec4 viewPos = transMat * vec4( pt, 1.0 );
    outData.pos = viewPos.xyz / viewPos.w;
    gl_Position = u_projectionMat44 * viewPos;
    EmitVertex();
}

const int circumferenceTile = 36;

void main()
{
    vec4 origin = gl_in[0].gl_Position;
    origin /= origin.w;
    mat4 orintationMat = mat4( vec4( inData[0].orientationMat[0], 0.0 ),
                               vec4( inData[0].orientationMat[1], 0.0 ),
                               vec4( inData[0].orientationMat[2], 0.0 ),
                               origin );
    mat4 modelViewMat = u_viewMat44 * u_modelMat44 * orintationMat;
    mat3 normalMat = mat3( modelViewMat );
  
    outData.col = vec3( 0.5, 0.7, 0.6 );

    if ( gl_InvocationID == 0 ) // top of the cylinder
    {
        outData.nv  = normalMat * vec3(0.0, 0.0, 1.0);
        vec2 prevPt = vec2( 0.0, 1.0 );
        for ( int inx = 1; inx <= circumferenceTile; inx += 2 )
        {
            float ang1 = 2.0 * 3.14159 * float(inx) / float(circumferenceTile);
            float ang2 = 2.0 * 3.14159 * float(inx+1) / float(circumferenceTile);
            vec2 actPt1 = vec2( sin(ang1), cos(ang1) );
            vec2 actPt2 = vec2( sin(ang2), cos(ang2) );
      
            NewVertex( vec3(prevPt.xy, 1.0), modelViewMat );
            NewVertex( vec3(actPt1.xy, 1.0), modelViewMat );
            NewVertex( vec3(0.0, 0.0, 1.0), modelViewMat );
            NewVertex( vec3(actPt2.xy, 1.0), modelViewMat );
            
            EndPrimitive();
            prevPt = actPt2;
        }
    }

    if ( gl_InvocationID == 1 ) // bottom of the cylinder  
    {
        outData.nv  = normalMat * vec3(0.0, 0.0, -1.0);    
        vec2 prevPt = vec2( 0.0, 1.0 );
        for ( int inx = circumferenceTile-1; inx >= 0; inx -= 2 )
        {
            float ang1 = 2.0 * 3.14159 * float(inx) / float(circumferenceTile);
            float ang2 = 2.0 * 3.14159 * float(inx-1) / float(circumferenceTile);
            vec2 actPt1 = vec2( sin(ang1), cos(ang1) );
            vec2 actPt2 = vec2( sin(ang2), cos(ang2) );    
            NewVertex( vec3(prevPt.xy, -1.0), modelViewMat );
            NewVertex( vec3(actPt1.xy, -1.0), modelViewMat );
            NewVertex( vec3(0.0, 0.0, -1.0), modelViewMat );
            NewVertex( vec3(actPt2.xy, -1.0), modelViewMat );
            
            EndPrimitive();
            prevPt = actPt2;
        }
    }

    if ( gl_InvocationID == 2 ) // hull of the cylinder
    {
        vec2 prevPt = vec2( 0.0, 1.0 );
        for ( int inx = 1; inx <= circumferenceTile; ++ inx )
        {
            float ang = 2.0 * 3.14159 * float(inx) / float(circumferenceTile);
            vec2 actPt = vec2( sin(ang), cos(ang) );
            
            outData.nv = normalMat * vec3(prevPt, 0.0);
            NewVertex( vec3(prevPt.xy, -1.0), modelViewMat );
            outData.nv = normalMat * vec3(actPt, 0.0);
            NewVertex( vec3(actPt.xy, -1.0), modelViewMat );
            outData.nv = normalMat * vec3(prevPt, 0.0);
            NewVertex( vec3(prevPt.xy, 1.0), modelViewMat );
            outData.nv = normalMat * vec3(actPt, 0.0);
            NewVertex( vec3(actPt.xy, 1.0), modelViewMat );
            
            prevPt = actPt;
        }
        EndPrimitive();
    }
}

Fragment shader

geo.frag

#version 400

in TGeometryData
{
    vec3 pos;
    vec3 nv;
    vec3 col;
} inData;

out vec4 fragColor;

uniform UB_material
{
    float u_roughness;
    float u_fresnel0;
    vec4  u_specularTint;
};

struct TLightSource
{
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    vec4 dir;
};

uniform UB_lightSource
{
    TLightSource u_lightSource;
};

float Fresnel_Schlick( float theta )
{
    float m = clamp( 1.0 - theta, 0.0, 1.0 );
    float m2 = m * m;
    return m2 * m2 * m; // pow( m, 5.0 )
}

vec3 LightModel( vec3 esPt, vec3 esPtNV, vec3 col, vec4 specularTint, float roughness, float fresnel0 )
{
  vec3  esVLight      = normalize( -u_lightSource.dir.xyz );
  vec3  esVEye        = normalize( -esPt );
  vec3  halfVector    = normalize( esVEye + esVLight );
  float HdotL         = dot( halfVector, esVLight );
  float NdotL         = dot( esPtNV, esVLight );
  float NdotV         = dot( esPtNV, esVEye );
  float NdotH         = dot( esPtNV, halfVector );
  float NdotH2        = NdotH * NdotH;
  float NdotL_clamped = max( NdotL, 0.0 );
  float NdotV_clamped = max( NdotV, 0.0 );
  float m2            = roughness * roughness;
  
  // Lambertian diffuse
  float k_diffuse = NdotL_clamped;
  // Schlick approximation
  float fresnel = fresnel0 + ( 1.0 - fresnel0 ) * Fresnel_Schlick( HdotL );
  // Beckmann distribution
  float distribution = max( 0.0, exp( ( NdotH2 - 1.0 ) / ( m2 * NdotH2 ) ) / ( 3.14159265 * m2 * NdotH2 * NdotH2 ) );
  // Torrance-Sparrow geometric term
  float geometric_att = min( 1.0, min( 2.0 * NdotH * NdotV_clamped / HdotL, 2.0 * NdotH * NdotL_clamped / HdotL ) );
  // Microfacet bidirectional reflectance distribution function 
  float k_specular = fresnel * distribution * geometric_att / ( 4.0 * NdotL_clamped * NdotV_clamped );
  
  vec3 lightColor = col.rgb * u_lightSource.ambient.rgb +
                    max( 0.0, k_diffuse ) * col.rgb * u_lightSource.diffuse.rgb +
                    max( 0.0, k_specular ) * mix( col.rgb, specularTint.rgb, specularTint.a ) *     u_lightSource.specular.rgb;
  return lightColor;
}

void main()
{
    vec3 lightCol = LightModel( inData.pos, inData.nv, inData.col, u_specularTint, u_roughness, u_fresnel0 );
    fragColor = vec4( clamp( lightCol, 0.0, 1.0 ), 1.0 );
}

Script di Phyton

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys

sin120 = 0.8660254
rotateCamera = False

# draw event
def OnDraw():
    dist = 3.0
    currentTime = time()
    comeraRotAng = CalcAng( currentTime, 10.0 ) 
    # set up projection matrix
    prjMat = Perspective(90.0, wndW/wndH, 0.5, 100.0) 
    # set up view matrix
    viewMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    viewMat = Translate( viewMat, np.array( [0.0, 0.0, -12.0] ) )
    viewMat = RotateView( viewMat, [30.0, comeraRotAng if rotateCamera else 0.0, 0.0] )

    # set up light source
    lightSourceBuffer.BindDataFloat(b'u_lightSource.dir', TransformVec4([-0.1, 1.0, -5.0, 0.0], viewMat) )
    
    # set up the model matrix
    modelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    if not rotateCamera: modelMat = RotateY( modelMat, comeraRotAng )
    modelMat = Scale( modelMat, np.repeat( 4, 3 ) )
    #modelMat = Translate( modelMat, np.array( [0.0, 0.0, 1.0] ) )
    #modelMat = RotateY( modelMat, CalcAng( currentTime, 20.0 ) )
    modelMat = RotateX( modelMat, CalcAng( currentTime, 9.0 ) )
 
    # set up attributes and shader program
    glEnable( GL_DEPTH_TEST )
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
    glUniformMatrix4fv( viewMatLocation, 1, GL_FALSE, viewMat )
    lightSourceBuffer.BindToTarget()
    
    # draw point
    materialBuffer.BindToTarget()
    glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, modelMat )
    glBindVertexArray( pointVAObj )
    glDrawArrays( GL_POINTS, 0, 1 )
    
    glutSwapBuffers()

def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
    pos = Fract( (currentTime - startTime) / intervall ) * 2.0
    pos = pos if pos < 1.0 else (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos
    
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
    with open( sourceFileName, 'r' ) as sourceFile:
        sourceCode = sourceFile.read()
    nameMap = { GL_VERTEX_SHADER: 'vertex', GL_GEOMETRY_SHADER: 'geometry', GL_FRAGMENT_SHADER: 'fragment' }    
    print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
    print( sourceCode )
    shaderObj = glCreateShader( shaderStage )
    glShaderSource( shaderObj, sourceCode )
    glCompileShader( shaderObj )
    result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
    if not (result):
        print( glGetShaderInfoLog( shaderObj ) )
        sys.exit()
    return shaderObj

# linke shader objects to shader program
def LinkProgram( shaderObjs ):
    shaderProgram = glCreateProgram()
    for shObj in shaderObjs:
        glAttachShader( shaderProgram, shObj )
    glLinkProgram( shaderProgram )
    result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
    if not (result):
        print( 'link error:' )
        print( glGetProgramInfoLog( shaderProgram ) )
        sys.exit()
    return shaderProgram

# create vertex array object
def CreateVAO( dataArrays ):
    noOfBuffers = len(dataArrays)
    buffers = glGenBuffers(noOfBuffers)
    newVAObj = glGenVertexArrays( 1 )
    glBindVertexArray( newVAObj )
    for inx in range(0, noOfBuffers):
        vertexSize, dataArr = dataArrays[inx]
        arr = np.array( dataArr, dtype='float32' )
        glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
        glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
        glEnableVertexAttribArray( inx )
        glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
    return newVAObj 

# representation of a uniform block
class UniformBlock:
     def __init__(self, shaderProg, name):
        self.shaderProg = shaderProg 
        self.name = name
     def Link(self, bindingPoint):
        self.bindingPoint = bindingPoint
        self.noOfUniforms = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORMS)
        self.maxUniformNameLen = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORM_MAX_LENGTH)
        self.index = glGetUniformBlockIndex(self.shaderProg, self.name)
        intData = np.zeros(1, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, intData)
        self.count = intData[0]
        self.indices = np.zeros(self.count, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, self.indices)
        self.offsets = np.zeros(self.count, dtype=int)
        glGetActiveUniformsiv(self.shaderProg, self.count, self.indices, GL_UNIFORM_OFFSET, self.offsets)
        strLengthData = np.zeros(1, dtype=int)
        arraysizeData = np.zeros(1, dtype=int)
        typeData = np.zeros(1, dtype='uint32')
        nameData = np.chararray(self.maxUniformNameLen+1)
        self.namemap = {}
        self.dataSize = 0 
        for inx in range(0, len(self.indices)):
            glGetActiveUniform( self.shaderProg, self.indices[inx], self.maxUniformNameLen, strLengthData, arraysizeData,     typeData, nameData.data )
            name = nameData.tostring()[:strLengthData[0]]
            self.namemap[name] = inx
            self.dataSize = max(self.dataSize, self.offsets[inx] + arraysizeData * 16) 
        glUniformBlockBinding(self.shaderProg, self.index, self.bindingPoint)
        print('\nuniform block %s size:%4d' % (self.name, self.dataSize))
        for uName in self.namemap:
            print( '    %-40s index:%2d    offset:%4d' % (uName, self.indices[self.namemap[uName]], self.offsets    [self.namemap[uName]]) ) 

# representation of a uniform block buffer
class UniformBlockBuffer:
    def __init__(self, ub):
        self.namemap = ub.namemap
        self.offsets = ub.offsets
        self.bindingPoint = ub.bindingPoint
        self.object = glGenBuffers(1)
        self.dataSize = ub.dataSize
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.zeros(self.dataSize//4, dtype='float32')
        glBufferData(GL_UNIFORM_BUFFER, self.dataSize, dataArray, GL_DYNAMIC_DRAW)
    def BindToTarget(self):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        glBindBufferBase(GL_UNIFORM_BUFFER, self.bindingPoint, self.object)
    def BindDataFloat(self, name, dataArr):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.array(dataArr, dtype='float32')
        glBufferSubData(GL_UNIFORM_BUFFER, self.offsets[self.namemap[name]], len(dataArr)*4, dataArray)

def Translate(matA, trans):
    matB = np.copy(matA)
    for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i] 
    return matB

def Scale(matA, s):
    matB = np.copy(matA)
    for i0 in range(0, 3):
        for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0] 
    return matB

def RotateHlp(matA, angDeg, a0, a1):
    matB = np.copy(matA)
    ang = math.radians(angDeg)
    sinAng, cosAng = math.sin(ang), math.cos(ang)
    for i in range(0, 4):
        matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
        matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
    return matB

def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])

def Multiply(matA, matB):
    matC = np.copy(matA)
    for i0 in range(0, 4):
        for i1 in range(0, 4):
            matC[i0,i1] = matB[i0,0] * matA[0,i1] + matB[i0,1] * matA[1,i1] + matB[i0,2] * matA[2,i1] + matB[i0,3] * matA    [3,i1]    
    return matC

def ToMat33(mat44):
    mat33 = np.matrix(np.identity(3), copy=False, dtype='float32')
    for i0 in range(0, 3):
        for i1 in range(0, 3): mat33[i0, i1] = mat44[i0, i1]
    return mat33

def TransformVec4(vecA,mat44):
    vecB = np.zeros(4, dtype='float32')
    for i0 in range(0, 4):
        vecB[i0] = vecA[0] * mat44[0,i0] + vecA[1] * mat44[1,i0] + vecA[2] * mat44[2,i0]  + vecA[3] * mat44[3,i0]
    return vecB

def Perspective(fov, aspectRatio, near, far):
    fn, f_n = far + near, far - near
    r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
    return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )

def AddToBuffer( buffer, data, count=1 ): 
    for inx_c in range(0, count):
        for inx_s in range(0, len(data)): buffer.append( data[inx_s] ) 

# initialize glut
glutInit()

# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define location vertex array opject
pointVAObj = CreateVAO( [ (3, [0.0, 0.0, 0.0] ), (3, [0.0, 0.0, -1.0]), (3, [1.0, 0.0, 0.0]) ] )

# load, compile and link shader
shaderProgram = LinkProgram( [
        CompileShader( 'geo.vert', GL_VERTEX_SHADER ), 
        CompileShader( 'geo.geo', GL_GEOMETRY_SHADER ), 
        CompileShader( 'geo.frag', GL_FRAGMENT_SHADER )
    ] )
# get unifor locations
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
viewMatLocation       = glGetUniformLocation(shaderProgram, "u_viewMat44")
modelMatLocation      = glGetUniformLocation(shaderProgram, "u_modelMat44")
# linke uniform blocks
ubMaterial = UniformBlock(shaderProgram, "UB_material")
ubLightSource = UniformBlock(shaderProgram, "UB_lightSource")
ubMaterial.Link(1)
ubLightSource.Link(2)

# create uniform block buffers
lightSourceBuffer = UniformBlockBuffer(ubLightSource)
lightSourceBuffer.BindDataFloat(b'u_lightSource.ambient', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.diffuse', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.specular', [1.0, 1.0, 1.0, 1.0])

materialBuffer = UniformBlockBuffer(ubMaterial)
materialBuffer.BindDataFloat(b'u_roughness', [0.5])
materialBuffer.BindDataFloat(b'u_fresnel0', [0.2])
materialBuffer.BindDataFloat(b'u_specularTint',[1.0, 0.5, 0.5, 0.8])

# start main loop
startTime = time()
glutMainLoop()

Commutazione della geometria e della rappresentazione della superficie mediante subroutine in OGL 4.0 GLSL

Un semplice programma shader GLSL OGL 4.0 che mostra le subroutine di shader di uso. Il programma è eseguito con uno script phyton. Per eseguire lo script, PyOpenGL e NumPy devono essere installati.

Le subroutine cambiano tra le diverse geometrie generate nello shader della geometria e cambiano la rappresentazione della superficie.

Vertex shader

subr.vert

#version 400

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inTangent;

out TVertexData
{
    mat3 orientationMat;
} outData;

void main()
{
    vec3 normal   = normalize( inNormal );
    vec3 tangent  = normalize( inTangent );
    vec3 binormal = cross( tangent, normal );
    
    outData.orientationMat = mat3( normal, cross( binormal, normal ), binormal );
    gl_Position = vec4( inPos, 1.0 );
}

Geometry shader

subr.geo

#version 400

layout( points ) in;
layout( triangle_strip, max_vertices = 512 ) out;

in TVertexData
{
    mat3 orientationMat;
} inData[];

out TGeometryData
{
    vec3 pos;
    vec3 nv;
    vec2 tex;
} outData;

uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
uniform mat4 u_textureMat44;

void SetTextureCoord( in vec2 tecCoord )
{
    vec4 tex = u_textureMat44 * vec4( tecCoord, 0.0, 1.0 );
    outData.tex = tex.xy;
}

void NewVertex( in vec3 pt, in mat4 transMat )
{
    vec4 viewPos = transMat * vec4( pt, 1.0 );
    outData.pos = viewPos.xyz / viewPos.w;
    gl_Position = u_projectionMat44 * viewPos;
    EmitVertex();
}

void NewVertexAndTex( in vec3 pt, in mat4 transMat )
{
    SetTextureCoord( pt.xy * 0.5 + 0.5 );
    NewVertex( pt, transMat ); 
}

void NewVertexNvTex( in vec3 pt, in mat4 transMat, in vec3 nv, in vec2 tex )
{
    outData.nv = nv;
    SetTextureCoord( tex );
    vec4 viewPos = transMat * vec4( pt, 1.0 );
    outData.pos = viewPos.xyz / viewPos.w;
    gl_Position = u_projectionMat44 * viewPos;
    EmitVertex();
}

subroutine void TShape( in mat4 );
subroutine uniform TShape su_shape;

void main()
{
    vec4 origin = gl_in[0].gl_Position;
    origin /= origin.w;
    mat4 orintationMat = mat4( vec4( inData[0].orientationMat[0], 0.0 ),
                               vec4( inData[0].orientationMat[1], 0.0 ),
                               vec4( inData[0].orientationMat[2], 0.0 ),
                               origin );
    mat4 modelMat = u_modelMat44 * orintationMat;

    su_shape( modelMat );
}

subroutine(TShape) void DrawSphere( in mat4 modelMat )
{           
    const int circumferenceTile = 18;
    const int layersTile        = 11;

    mat4 modelViewMat = u_viewMat44 * modelMat;
    mat3 normalMat    = mat3( modelViewMat );

    float preStepLay = 0.0; 
    vec2  prePtLay   = vec2( 0.0, -1.0 );
    for ( int inxLay = 1; inxLay <= layersTile; ++ inxLay )
    {
        float stepLay = float(inxLay) / float(layersTile);
        float angLay  = 3.14159 * stepLay;
        vec2  ptLay   = vec2( sin(angLay), -cos(angLay) );

        float preStepCir = 0.0; 
        vec2  prePtCir   = vec2( 0.0, 1.0 );
        for ( int inxCir = 0; inxCir <= circumferenceTile; ++ inxCir )
        {    
            float stepCir = float(inxCir) / float(circumferenceTile);
            float angCir  = 2.0 * 3.14159 * stepCir;
            vec2  ptCir   = vec2( sin(angCir), cos(angCir) );

            if ( inxLay == 1 )
            {
                if ( inxCir >= 0 )
                {
                    vec3 pt1 = vec3( ptLay.x * prePtCir.x, ptLay.x * prePtCir.y, ptLay.y );
                    vec3 pt2 = vec3( 0.0, 0.0, -1.0 );
                    vec3 pt3 = vec3( ptLay.x * ptCir.x, ptLay.x * ptCir.y, ptLay.y );
                    NewVertexNvTex( pt1, modelViewMat, normalMat * pt1, vec2( preStepCir * 2.0, stepLay ) );
                    NewVertexNvTex( pt2, modelViewMat, normalMat * pt2, vec2( preStepCir + stepCir, preStepLay )  );   
                    NewVertexNvTex( pt3, modelViewMat, normalMat * pt3, vec2( stepCir * 2.0, stepLay )  ); 
                    EndPrimitive();
                }  
            }
            else if ( inxLay == layersTile )
            {
                if ( inxCir > 0 )
                {
                    vec3 pt1 = vec3( prePtLay.x * prePtCir.x, prePtLay.x * prePtCir.y, prePtLay.y );
                    vec3 pt2 = vec3( prePtLay.x * ptCir.x, prePtLay.x * ptCir.y, prePtLay.y );
                    vec3 pt3 = vec3( 0.0, 0.0, 1.0 );
                    NewVertexNvTex( pt1, modelViewMat, normalMat * pt1, vec2( preStepCir * 2.0, preStepLay ) );
                    NewVertexNvTex( pt2, modelViewMat, normalMat * pt2, vec2( stepCir * 2.0, preStepLay )  );   
                    NewVertexNvTex( pt3, modelViewMat, normalMat * pt3, vec2( preStepCir + stepCir, stepLay )  ); 
                    EndPrimitive();
                }    
            }
            else
            {
                vec3 pt1 = vec3( prePtLay.x * ptCir.x, prePtLay.x * ptCir.y, prePtLay.y );
                vec3 pt2 = vec3( ptLay.x * ptCir.x, ptLay.x * ptCir.y, ptLay.y );
                NewVertexNvTex( pt1, modelViewMat, normalMat * pt1, vec2( stepCir * 2.0, preStepLay ) );
                NewVertexNvTex( pt2, modelViewMat, normalMat * pt2, vec2( stepCir * 2.0, stepLay )  );
            }

            preStepCir = stepCir;
            prePtCir   = ptCir;
        }
        if ( inxLay > 1 && inxLay < layersTile )
            EndPrimitive();
  
        preStepLay = stepLay;
        prePtLay   = ptLay;
    }
}

subroutine(TShape) void DrawTorus( in mat4 modelMat )
{
    const int   circumferenceTile = 12;
    const int   layersTile        = 18;
    const float torusRad          = 0.8;
    const float ringRad           = 0.4;

    mat4 modelViewMat = u_viewMat44 * modelMat;
    mat3 normalMat    = mat3( modelViewMat );

    float preStepLay = 0.0; 
    mat4  prePosMat;
    for ( int inxLay = 0; inxLay <= layersTile; ++ inxLay )
    {
        float stepLay = float(inxLay) / float(layersTile);
        float angLay  = 2.0 * 3.14159 * stepLay;
        mat4  posMat = mat4( 
            vec4( cos(angLay), sin(angLay), 0.0, 0.0 ),
            vec4( sin(angLay), cos(angLay), 0.0, 0.0 ),
            vec4( 0.0, 0.0, 1.0, 0.0 ),
            vec4( cos(angLay) * torusRad, sin(angLay) * torusRad, 0.0, 1.0 ) );
        
        for ( int inxCir = 0; inxLay > 0 && inxCir <= circumferenceTile; ++ inxCir )
        {    
            float stepCir = float(inxCir) / float(circumferenceTile);
            float angCir  = 2.0 * 3.14159 * stepCir;
            vec2  ptCir   = vec2( sin(angCir), cos(angCir) );

            vec4 tempPt = vec4( ptCir.x * ringRad, 0.0, ptCir.y * ringRad, 1.0 );
            vec4 pt1 = prePosMat * tempPt;
            vec4 pt2 = posMat * tempPt;
            NewVertexNvTex( pt1.xyz, modelViewMat, normalMat * normalize(pt1.xyz - prePosMat[3].xyz), vec2(stepCir,     preStepLay*2.0) );
            NewVertexNvTex( pt2.xyz, modelViewMat, normalMat * normalize(pt2.xyz - posMat[3].xyz), vec2(stepCir, stepLay*2.0)      );
        }
        EndPrimitive();
  
        preStepLay = stepLay;
        prePosMat  = posMat;
    }
}

Fragment shader

subr.frag

#version 400

in TGeometryData
{
    vec3 pos;
    vec3 nv;
    vec2 tex;
} inData;

out vec4 fragColor;

uniform sampler2D u_texture;

uniform UB_material
{
    float u_roughness;
    float u_fresnel0;
    vec4  u_color;
    vec4  u_specularTint;
};

struct TLightSource
{
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    vec4 dir;
};

uniform UB_lightSource
{
    TLightSource u_lightSource;
};

subroutine vec4 TSurface( void );
subroutine uniform TSurface su_surface;

float Fresnel_Schlick( in float theta );
vec3 LightModel( in vec3 esPt, in vec3 esPtNV, in vec3 col, in vec4 specularTint, in float roughness, in float fresnel0 );

void main()
{
    vec4 fragCol = su_surface();
    vec3 lightCol = LightModel( inData.pos, inData.nv, fragCol.rgb, u_specularTint, u_roughness, u_fresnel0 );
    
    fragColor = vec4( clamp( lightCol, 0.0, 1.0 ), fragCol.a );
}

subroutine(TSurface) vec4 SurfaceColor( void )
{
  return u_color;
} 

subroutine(TSurface) vec4 SurfaceTexture( void )
{
  return texture( u_texture, inData.tex.st );
} 

float Fresnel_Schlick( in float theta )
{
    float m = clamp( 1.0 - theta, 0.0, 1.0 );
    float m2 = m * m;
    return m2 * m2 * m; // pow( m, 5.0 )
}

vec3 LightModel( in vec3 esPt, in vec3 esPtNV, in vec3 col, in vec4 specularTint, in float roughness, in float fresnel0 )
{
  vec3  esVLight      = normalize( -u_lightSource.dir.xyz );
  vec3  esVEye        = normalize( -esPt );
  vec3  halfVector    = normalize( esVEye + esVLight );
  float HdotL         = dot( halfVector, esVLight );
  float NdotL         = dot( esPtNV, esVLight );
  float NdotV         = dot( esPtNV, esVEye );
  float NdotH         = dot( esPtNV, halfVector );
  float NdotH2        = NdotH * NdotH;
  float NdotL_clamped = max( NdotL, 0.0 );
  float NdotV_clamped = max( NdotV, 0.0 );
  float m2            = roughness * roughness;
  
  // Lambertian diffuse
  float k_diffuse = NdotL_clamped;
  // Schlick approximation
  float fresnel = fresnel0 + ( 1.0 - fresnel0 ) * Fresnel_Schlick( HdotL );
  // Beckmann distribution
  float distribution = max( 0.0, exp( ( NdotH2 - 1.0 ) / ( m2 * NdotH2 ) ) / ( 3.14159265 * m2 * NdotH2 * NdotH2 ) );
  // Torrance-Sparrow geometric term
  float geometric_att = min( 1.0, min( 2.0 * NdotH * NdotV_clamped / HdotL, 2.0 * NdotH * NdotL_clamped / HdotL ) );
  // Microfacet bidirectional reflectance distribution function 
  float k_specular = fresnel * distribution * geometric_att / ( 4.0 * NdotL_clamped * NdotV_clamped );
  
  vec3 lightColor = col.rgb * u_lightSource.ambient.rgb +
                    max( 0.0, k_diffuse ) * col.rgb * u_lightSource.diffuse.rgb +
                    max( 0.0, k_specular ) * mix( col.rgb, specularTint.rgb, specularTint.a ) * u_lightSource.specular.rgb;
  return lightColor;
}

Script di Phyton

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys

sin120 = 0.8660254
rotateCamera = False

# draw event
def OnDraw():
    dist = 3.0
    currentTime = time()
    comeraRotAng = CalcAng( currentTime, 10.0 ) 
    # set up projection matrix
    prjMat = Perspective(90.0, wndW/wndH, 0.5, 100.0) 
    # set up view matrix
    viewMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    viewMat = Translate( viewMat, np.array( [0.0, 0.0, -14.0] ) )
    viewMat = RotateView( viewMat, [30.0, comeraRotAng if rotateCamera else 0.0, 0.0] )

    # set up light source
    lightSourceBuffer.BindDataFloat(b'u_lightSource.dir', TransformVec4([-1.0, -1.0, -5.0, 0.0], viewMat) )
    
    # set up model matrices
    modelMat = []
    for inx in range(0, 2):
        modelMat.append( np.matrix(np.identity(4), copy=False, dtype='float32') )
        if not rotateCamera: modelMat[inx] = RotateY( modelMat[inx], comeraRotAng )
    
    modelMat[0] = Scale( modelMat[0], np.repeat( 3, 3 ) )
    modelMat[0] = Translate( modelMat[0], np.array( [0.0, 0.0, -2.0] ) )
    modelMat[0] = RotateY( modelMat[0], CalcAng( currentTime, 23.0 ) )
    modelMat[0] = RotateX( modelMat[0], CalcAng( currentTime, 13.0 ) )
    
    modelMat[1] = Scale( modelMat[1], np.repeat( 3, 3 ) )
    modelMat[1] = Translate( modelMat[1], np.array( [0.0, 0.0, 2.0] ) )
    modelMat[1] = RotateY( modelMat[1], CalcAng( currentTime, 17.0 ) )
    modelMat[1] = RotateX( modelMat[1], CalcAng( currentTime, 9.0 ) )

    # set up texture matrix
    texMat = np.matrix(np.identity(4), copy=False, dtype='float32')
 
    # set up attributes and shader program
    glEnable( GL_DEPTH_TEST )
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
    glUniformMatrix4fv( viewMatLocation, 1, GL_FALSE, viewMat )
    glUniformMatrix4fv( textureMatLocation, 1, GL_FALSE, texMat )
    glUniform1i( textureLocation, 0 )
    lightSourceBuffer.BindToTarget()
    
    # draw points
    glBindVertexArray( pointVAObj )
    for inx in range(0, 2):
        # set up geometry shader subroutine
        shape = 1 if inx==0 else 0 # 0: sphere, 1: torus 
        glUniformSubroutinesuiv(GL_GEOMETRY_SHADER, 1, np.array( [shape], dtype='uint' ))
        # set up fragment shader subroutine
        surfaceKind = inx # 0: color, 1: texture
        glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, np.array( [surfaceKind], dtype='uint' ))
       
        materialBuffer[inx].BindToTarget()
        glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, modelMat[inx] )
        glDrawArrays( GL_POINTS, 0, 1 )
    
    glutSwapBuffers()

def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
    pos = Fract( (currentTime - startTime) / intervall ) * 2.0
    pos = pos if pos < 1.0 else (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos
    
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
    with open( sourceFileName, 'r' ) as sourceFile:
        sourceCode = sourceFile.read()
    nameMap = { GL_VERTEX_SHADER: 'vertex', GL_GEOMETRY_SHADER: 'geometry', GL_FRAGMENT_SHADER: 'fragment' }    
    print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
    print( sourceCode )
    shaderObj = glCreateShader( shaderStage )
    glShaderSource( shaderObj, sourceCode )
    glCompileShader( shaderObj )
    result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
    if not (result):
        print( glGetShaderInfoLog( shaderObj ) )
        sys.exit()
    return shaderObj

# linke shader objects to shader program
def LinkProgram( shaderObjs ):
    shaderProgram = glCreateProgram()
    for shObj in shaderObjs:
        glAttachShader( shaderProgram, shObj )
    glLinkProgram( shaderProgram )
    result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
    if not (result):
        print( 'link error:' )
        print( glGetProgramInfoLog( shaderProgram ) )
        sys.exit()
    return shaderProgram

# create vertex array object
def CreateVAO( dataArrays ):
    noOfBuffers = len(dataArrays)
    buffers = glGenBuffers(noOfBuffers)
    newVAObj = glGenVertexArrays( 1 )
    glBindVertexArray( newVAObj )
    for inx in range(0, noOfBuffers):
        vertexSize, dataArr = dataArrays[inx]
        arr = np.array( dataArr, dtype='float32' )
        glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
        glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
        glEnableVertexAttribArray( inx )
        glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
    return newVAObj 

# representation of a uniform block
class UniformBlock:
     def __init__(self, shaderProg, name):
        self.shaderProg = shaderProg 
        self.name = name
     def Link(self, bindingPoint):
        self.bindingPoint = bindingPoint
        self.noOfUniforms = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORMS)
        self.maxUniformNameLen = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORM_MAX_LENGTH)
        self.index = glGetUniformBlockIndex(self.shaderProg, self.name)
        intData = np.zeros(1, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, intData)
        self.count = intData[0]
        self.indices = np.zeros(self.count, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, self.indices)
        self.offsets = np.zeros(self.count, dtype=int)
        glGetActiveUniformsiv(self.shaderProg, self.count, self.indices, GL_UNIFORM_OFFSET, self.offsets)
        strLengthData = np.zeros(1, dtype=int)
        arraysizeData = np.zeros(1, dtype=int)
        typeData = np.zeros(1, dtype='uint32')
        nameData = np.chararray(self.maxUniformNameLen+1)
        self.namemap = {}
        self.dataSize = 0 
        for inx in range(0, len(self.indices)):
            glGetActiveUniform( self.shaderProg, self.indices[inx], self.maxUniformNameLen, strLengthData, arraysizeData,     typeData, nameData.data )
            name = nameData.tostring()[:strLengthData[0]]
            self.namemap[name] = inx
            self.dataSize = max(self.dataSize, self.offsets[inx] + arraysizeData * 16) 
        glUniformBlockBinding(self.shaderProg, self.index, self.bindingPoint)
        print('\nuniform block %s size:%4d' % (self.name, self.dataSize))
        for uName in self.namemap:
            print( '    %-40s index:%2d    offset:%4d' % (uName, self.indices[self.namemap[uName]], self.offsets[self.namemap    [uName]]) ) 

# representation of a uniform block buffer
class UniformBlockBuffer:
    def __init__(self, ub):
        self.namemap = ub.namemap
        self.offsets = ub.offsets
        self.bindingPoint = ub.bindingPoint
        self.object = glGenBuffers(1)
        self.dataSize = ub.dataSize
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.zeros(self.dataSize//4, dtype='float32')
        glBufferData(GL_UNIFORM_BUFFER, self.dataSize, dataArray, GL_DYNAMIC_DRAW)
    def BindToTarget(self):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        glBindBufferBase(GL_UNIFORM_BUFFER, self.bindingPoint, self.object)
    def BindDataFloat(self, name, dataArr):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.array(dataArr, dtype='float32')
        glBufferSubData(GL_UNIFORM_BUFFER, self.offsets[self.namemap[name]], len(dataArr)*4, dataArray)

def Translate(matA, trans):
    matB = np.copy(matA)
    for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i] 
    return matB

def Scale(matA, s):
    matB = np.copy(matA)
    for i0 in range(0, 3):
        for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0] 
    return matB

def RotateHlp(matA, angDeg, a0, a1):
    matB = np.copy(matA)
    ang = math.radians(angDeg)
    sinAng, cosAng = math.sin(ang), math.cos(ang)
    for i in range(0, 4):
        matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
        matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
    return matB

def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])

def Multiply(matA, matB):
    matC = np.copy(matA)
    for i0 in range(0, 4):
        for i1 in range(0, 4):
            matC[i0,i1] = matB[i0,0] * matA[0,i1] + matB[i0,1] * matA[1,i1] + matB[i0,2] * matA[2,i1] + matB[i0,3] * matA[3,i1]        
    return matC

def ToMat33(mat44):
    mat33 = np.matrix(np.identity(3), copy=False, dtype='float32')
    for i0 in range(0, 3):
        for i1 in range(0, 3): mat33[i0, i1] = mat44[i0, i1]
    return mat33

def TransformVec4(vecA,mat44):
    vecB = np.zeros(4, dtype='float32')
    for i0 in range(0, 4):
        vecB[i0] = vecA[0] * mat44[0,i0] + vecA[1] * mat44[1,i0] + vecA[2] * mat44[2,i0]  + vecA[3] * mat44[3,i0]
    return vecB

def Perspective(fov, aspectRatio, near, far):
    fn, f_n = far + near, far - near
    r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
    return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )

def AddToBuffer( buffer, data, count=1 ): 
    for inx_c in range(0, count):
        for inx_s in range(0, len(data)): buffer.append( data[inx_s] ) 

# initialize glut
glutInit()

# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define location vertex array opject
pointVAObj = CreateVAO( [ (3, [0.0, 0.0, 0.0] ), (3, [0.0, 0.0, 1.0]), (3, [1.0, 0.0, 0.0]) ] )

# create texture
texCX, texCY = 128, 128
texPlan = np.zeros( texCX * texCY * 4, dtype=np.uint8 )
for inx_x in range(0, texCX):
    for inx_y in range(0, texCY):
        val_x = math.sin( math.pi * 6.0 * inx_x / texCX )
        val_y = math.sin( math.pi * 6.0 * inx_y / texCY )
        inx_tex = inx_y * texCX * 4 + inx_x * 4
        texPlan[inx_tex + 0] = int( 128 + 127 * val_x )
        texPlan[inx_tex + 1] = 63
        texPlan[inx_tex + 2] = int( 128 + 127 * val_y )
        texPlan[inx_tex + 3] = 255
glActiveTexture( GL_TEXTURE0 )
texObj = glGenTextures( 1  )
glBindTexture( GL_TEXTURE_2D, texObj )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texCX, texCY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texPlan)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) 

# load, compile and link shader
shaderProgram = LinkProgram( [
        CompileShader( 'python/ogl4subr/subr.vert', GL_VERTEX_SHADER ), 
        CompileShader( 'python/ogl4subr/subr.geo', GL_GEOMETRY_SHADER ), 
        CompileShader( 'python/ogl4subr/subr.frag', GL_FRAGMENT_SHADER )
    ] )
# get unifor locations
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
viewMatLocation       = glGetUniformLocation(shaderProgram, "u_viewMat44")
modelMatLocation      = glGetUniformLocation(shaderProgram, "u_modelMat44")
textureMatLocation    = glGetUniformLocation(shaderProgram, "u_textureMat44")
textureLocation       = glGetUniformLocation(shaderProgram, "u_texture")
# linke uniform blocks
ubMaterial = UniformBlock(shaderProgram, "UB_material")
ubLightSource = UniformBlock(shaderProgram, "UB_lightSource")
ubMaterial.Link(1)
ubLightSource.Link(2)

# create uniform block buffers
lightSourceBuffer = UniformBlockBuffer(ubLightSource)
lightSourceBuffer.BindDataFloat(b'u_lightSource.ambient', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.diffuse', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.specular', [1.0, 1.0, 1.0, 1.0])

materialBuffer = [ UniformBlockBuffer(ubMaterial), UniformBlockBuffer(ubMaterial) ]

materialBuffer[0].BindDataFloat(b'u_roughness', [0.45])
materialBuffer[0].BindDataFloat(b'u_fresnel0', [0.45])
materialBuffer[0].BindDataFloat(b'u_color', [0.5, 0.7, 0.6, 1.0])
materialBuffer[0].BindDataFloat(b'u_specularTint',[1.0, 0.5, 0.5, 0.8])

materialBuffer[1].BindDataFloat(b'u_roughness', [0.4])
materialBuffer[1].BindDataFloat(b'u_fresnel0', [0.4])
materialBuffer[1].BindDataFloat(b'u_color', [0.7, 0.5, 0.6, 1.0])
materialBuffer[1].BindDataFloat(b'u_specularTint',[0.5, 1.0, 0.5, 0.8])

# start main loop
startTime = time()
glutMainLoop()

Modifica della geometria con shader a tessellation in OGL 4.0 GLSL

Un semplice programma shader GLSL OGL 4.0 che mostra che mostra come aggiungere dettagli con lo shader di tessellation alla geometria. Il programma è eseguito con uno script python. Per eseguire lo script, PyOpenGL e NumPy devono essere installati.

La mesh di base in questo esempio è un icosaedro composto da 20 triangoli. Lo shader di controllo tessellation definisce come ogni triangolo è diviso in un insieme di molte piccole parti. Quando tassellano un triangolo, i dati generati sono coordinate baricentriche in base al triangolo originale. Lo shader di valutazione di tessellation genera nuova geometria dai dati ottenuti in questo modo. In questo esempio, ogni triangolo ottiene un picco nel mezzo, che si alza verso l'esterno dal centro di icosader. In questo modo viene generata una geometria molto più complessa dell'originale icosaedro.

Vertex shader

tess.vert

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNV;

out TVertexData
{
    vec3 pos;
    vec3 nv;
} outData;

uniform mat4 u_projectionMat44;
uniform mat4 u_modelViewMat44;
uniform mat3 u_normalMat33;

void main()
{
    vec4 viewPos = u_modelViewMat44 * vec4( inPos, 1.0 );
    
    outData.pos = viewPos.xyz / viewPos.w;
    outData.nv  = u_normalMat33 * normalize( inNV );
    
    gl_Position = u_projectionMat44 * viewPos;
}

Shader di controllo della tessellation

tess.tctrl

#version 400

layout( vertices=3 ) out;

in TVertexData
{
    vec3 pos;
    vec3 nv;
} inData[];

out TVertexData
{
    vec3 pos;
    vec3 nv;
} outData[];

void main()
{
    outData[gl_InvocationID].pos = inData[gl_InvocationID].pos;
    outData[gl_InvocationID].nv  = inData[gl_InvocationID].nv;
  
    if ( gl_InvocationID == 0 )
    {
        gl_TessLevelOuter[0] = 10.0;
        gl_TessLevelOuter[1] = 10.0;
        gl_TessLevelOuter[2] = 10.0;
        gl_TessLevelInner[0] = 10.0;
    }
}

Shader di valutazione di tessellation

tess.teval

#version 400

layout(triangles, equal_spacing, ccw) in;

in TVertexData
{
    vec3 pos;
    vec3 nv;
} inData[];

out TTessData
{
    vec3  pos;
    vec3  nv;
    float height;
} outData;

uniform mat4 u_projectionMat44;

void main()
{
    float sideLen[3] = float[3]
    (
        length( inData[1].pos - inData[0].pos ),
        length( inData[2].pos - inData[1].pos ),
        length( inData[0].pos - inData[2].pos )
    );
    float s = ( sideLen[0] + sideLen[1] + sideLen[2] ) / 2.0;
    float rad = sqrt( (s - sideLen[0]) * (s - sideLen[1]) * (s - sideLen[2]) / s );

    vec3 cpt = ( inData[0].pos + inData[1].pos + inData[2].pos ) / 3.0;
    vec3 pos = inData[0].pos * gl_TessCoord.x + inData[1].pos * gl_TessCoord.y + inData[2].pos * gl_TessCoord.z;
    vec3 nv  = normalize( inData[0].nv * gl_TessCoord.x + inData[1].nv * gl_TessCoord.y + inData[2].nv * gl_TessCoord.z );

    float cptDist      = length( cpt - pos );
    float sizeRelation = 1.0 - min( rad, cptDist ) / rad; 
    float height       = pow( sizeRelation, 2.0 );

    outData.pos    = pos + nv * height * rad;
    outData.nv     = mix( nv, normalize( pos - cpt ), height );
    outData.height = height;

    gl_Position = u_projectionMat44 * vec4( outData.pos, 1.0 );
}

Fragment shader

tess.frag

#version 400

in TTessData
{
    vec3  pos;
    vec3  nv;
    float height;
} inData;

out vec4 fragColor;

uniform sampler2D u_texture;

uniform UB_material
{
    float u_roughness;
    float u_fresnel0;
    vec4  u_color;
    vec4  u_specularTint;
};

struct TLightSource
{
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    vec4 dir;
};

uniform UB_lightSource
{
    TLightSource u_lightSource;
};

float Fresnel_Schlick( in float theta );
vec3 LightModel( in vec3 esPt, in vec3 esPtNV, in vec3 col, in vec4 specularTint, in float roughness, in float fresnel0 );

void main()
{
    vec3 col = mix( u_color.rgb, vec3( 1.0, 1.0, 1.0 ), inData.height );
    vec3 lightCol = LightModel( inData.pos, inData.nv, col, u_specularTint, u_roughness, u_fresnel0 );
    fragColor = vec4( clamp( lightCol, 0.0, 1.0 ), 1.0 );
}

float Fresnel_Schlick( in float theta )
{
    float m = clamp( 1.0 - theta, 0.0, 1.0 );
    float m2 = m * m;
    return m2 * m2 * m; // pow( m, 5.0 )
}

vec3 LightModel( in vec3 esPt, in vec3 esPtNV, in vec3 col, in vec4 specularTint, in float roughness, in float fresnel0 )
{
  vec3  esVLight      = normalize( -u_lightSource.dir.xyz );
  vec3  esVEye        = normalize( -esPt );
  vec3  halfVector    = normalize( esVEye + esVLight );
  float HdotL         = dot( halfVector, esVLight );
  float NdotL         = dot( esPtNV, esVLight );
  float NdotV         = dot( esPtNV, esVEye );
  float NdotH         = dot( esPtNV, halfVector );
  float NdotH2        = NdotH * NdotH;
  float NdotL_clamped = max( NdotL, 0.0 );
  float NdotV_clamped = max( NdotV, 0.0 );
  float m2            = roughness * roughness;
  
  // Lambertian diffuse
  float k_diffuse = NdotL_clamped;
  // Schlick approximation
  float fresnel = fresnel0 + ( 1.0 - fresnel0 ) * Fresnel_Schlick( HdotL );
  // Beckmann distribution
  float distribution = max( 0.0, exp( ( NdotH2 - 1.0 ) / ( m2 * NdotH2 ) ) / ( 3.14159265 * m2 * NdotH2 * NdotH2 ) );
  // Torrance-Sparrow geometric term
  float geometric_att = min( 1.0, min( 2.0 * NdotH * NdotV_clamped / HdotL, 2.0 * NdotH * NdotL_clamped / HdotL ) );
  // Microfacet bidirectional reflectance distribution function 
  float k_specular = fresnel * distribution * geometric_att / ( 4.0 * NdotL_clamped * NdotV_clamped );
  
  vec3 lightColor = col.rgb * u_lightSource.ambient.rgb +
                    max( 0.0, k_diffuse ) * col.rgb * u_lightSource.diffuse.rgb +
                    max( 0.0, k_specular ) * mix( col.rgb, specularTint.rgb, specularTint.a ) * u_lightSource.specular.rgb;
  return lightColor;
}

Script Python

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys

sin120 = 0.8660254
rotateCamera = False

# draw event
def OnDraw():
    dist = 3.0
    currentTime = time()
    comeraRotAng = CalcAng( currentTime, 10.0 ) 
    # set up projection matrix
    prjMat = Perspective(90.0, wndW/wndH, 0.5, 100.0) 
    # set up view matrix
    viewMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    viewMat = Translate( viewMat, np.array( [0.0, 0.0, -12.0] ) )
    viewMat = RotateView( viewMat, [30.0, comeraRotAng if rotateCamera else 0.0, 0.0] )

    # set up light source
    lightSourceBuffer.BindDataFloat(b'u_lightSource.dir', TransformVec4([-1.0, -1.0, -5.0, 0.0], viewMat) )
    
    # set up icosahedron model matrix
    icoModelMat = np.matrix(np.identity(4), copy=False, dtype='float32')
    if not rotateCamera: icoModelMat = RotateY( icoModelMat, comeraRotAng ) 
    icoModelMat = Scale( icoModelMat, np.repeat( 5, 3 ) )
    icoModelMat = RotateY( icoModelMat, CalcAng( currentTime, 17.0 ) )
    icoModelMat = RotateX( icoModelMat, CalcAng( currentTime, 13.0 ) )

    # set up attributes and shader program
    glEnable( GL_DEPTH_TEST )
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glUseProgram( shaderProgram )
    glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
    lightSourceBuffer.BindToTarget()
    
    # draw icosahedron
    icoMaterialBuffer.BindToTarget()
    modelViewMat = Multiply(viewMat, icoModelMat)
    glUniformMatrix4fv( modelViewMatLocation, 1, GL_FALSE, modelViewMat )
    glUniformMatrix3fv( normalMatLocation, 1, GL_FALSE, ToMat33(modelViewMat) )
    glBindVertexArray( icoVAObj )
    glPatchParameteri( GL_PATCH_VERTICES, 3 )
    glDrawArrays( GL_PATCHES, 0, len(icoPosData) )
    
    glutSwapBuffers()

def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
    pos = Fract( (currentTime - startTime) / intervall ) * 2.0
    pos = pos if pos < 1.0 else (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos
    
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
    with open( sourceFileName, 'r' ) as sourceFile:
        sourceCode = sourceFile.read()
    nameMap = { GL_VERTEX_SHADER: 'vertex', GL_GEOMETRY_SHADER: 'geometry', GL_FRAGMENT_SHADER: 'fragment' }    
    print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
    print( sourceCode )
    shaderObj = glCreateShader( shaderStage )
    glShaderSource( shaderObj, sourceCode )
    glCompileShader( shaderObj )
    result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
    if not (result):
        print( glGetShaderInfoLog( shaderObj ) )
        sys.exit()
    return shaderObj

# link shader objects to shader program
def LinkProgram( shaderObjs ):
    shaderProgram = glCreateProgram()
    for shObj in shaderObjs:
        glAttachShader( shaderProgram, shObj )
    glLinkProgram( shaderProgram )
    result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
    if not (result):
        print( 'link error:' )
        print( glGetProgramInfoLog( shaderProgram ) )
        sys.exit()
    return shaderProgram

# create vertex array object
def CreateVAO( dataArrays ):
    noOfBuffers = len(dataArrays)
    buffers = glGenBuffers(noOfBuffers)
    newVAObj = glGenVertexArrays( 1 )
    glBindVertexArray( newVAObj )
    for inx in range(0, noOfBuffers):
        vertexSize, dataArr = dataArrays[inx]
        arr = np.array( dataArr, dtype='float32' )
        glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
        glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
        glEnableVertexAttribArray( inx )
        glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
    return newVAObj 

# representation of a uniform block
class UniformBlock:
     def __init__(self, shaderProg, name):
        self.shaderProg = shaderProg 
        self.name = name
     def Link(self, bindingPoint):
        self.bindingPoint = bindingPoint
        self.noOfUniforms = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORMS)
        self.maxUniformNameLen = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORM_MAX_LENGTH)
        self.index = glGetUniformBlockIndex(self.shaderProg, self.name)
        intData = np.zeros(1, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, intData)
        self.count = intData[0]
        self.indices = np.zeros(self.count, dtype=int)
        glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, self.indices)
        self.offsets = np.zeros(self.count, dtype=int)
        glGetActiveUniformsiv(self.shaderProg, self.count, self.indices, GL_UNIFORM_OFFSET, self.offsets)
        strLengthData = np.zeros(1, dtype=int)
        arraysizeData = np.zeros(1, dtype=int)
        typeData = np.zeros(1, dtype='uint32')
        nameData = np.chararray(self.maxUniformNameLen+1)
        self.namemap = {}
        self.dataSize = 0 
        for inx in range(0, len(self.indices)):
            glGetActiveUniform( self.shaderProg, self.indices[inx], self.maxUniformNameLen, strLengthData, arraysizeData,     typeData, nameData.data )
            name = nameData.tostring()[:strLengthData[0]]
            self.namemap[name] = inx
            self.dataSize = max(self.dataSize, self.offsets[inx] + arraysizeData * 16) 
        glUniformBlockBinding(self.shaderProg, self.index, self.bindingPoint)
        print('\nuniform block %s size:%4d' % (self.name, self.dataSize))
        for uName in self.namemap:
            print( '    %-40s index:%2d    offset:%4d' % (uName, self.indices[self.namemap[uName]], self.offsets[self.namemap    [uName]]) ) 

# representation of a uniform block buffer
class UniformBlockBuffer:
    def __init__(self, ub):
        self.namemap = ub.namemap
        self.offsets = ub.offsets
        self.bindingPoint = ub.bindingPoint
        self.object = glGenBuffers(1)
        self.dataSize = ub.dataSize
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.zeros(self.dataSize//4, dtype='float32')
        glBufferData(GL_UNIFORM_BUFFER, self.dataSize, dataArray, GL_DYNAMIC_DRAW)
    def BindToTarget(self):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        glBindBufferBase(GL_UNIFORM_BUFFER, self.bindingPoint, self.object)
    def BindDataFloat(self, name, dataArr):
        glBindBuffer(GL_UNIFORM_BUFFER, self.object)
        dataArray = np.array(dataArr, dtype='float32')
        glBufferSubData(GL_UNIFORM_BUFFER, self.offsets[self.namemap[name]], len(dataArr)*4, dataArray)

def Translate(matA, trans):
    matB = np.copy(matA)
    for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i] 
    return matB

def Scale(matA, s):
    matB = np.copy(matA)
    for i0 in range(0, 3):
        for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0] 
    return matB

def RotateHlp(matA, angDeg, a0, a1):
    matB = np.copy(matA)
    ang = math.radians(angDeg)
    sinAng, cosAng = math.sin(ang), math.cos(ang)
    for i in range(0, 4):
        matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
        matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
    return matB

def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])

def Multiply(matA, matB):
    matC = np.copy(matA)
    for i0 in range(0, 4):
        for i1 in range(0, 4):
            matC[i0,i1] = matB[i0,0] * matA[0,i1] + matB[i0,1] * matA[1,i1] + matB[i0,2] * matA[2,i1] + matB[i0,3] * matA[3,i1]        
    return matC

def ToMat33(mat44):
    mat33 = np.matrix(np.identity(3), copy=False, dtype='float32')
    for i0 in range(0, 3):
        for i1 in range(0, 3): mat33[i0, i1] = mat44[i0, i1]
    return mat33

def TransformVec4(vecA,mat44):
    vecB = np.zeros(4, dtype='float32')
    for i0 in range(0, 4):
        vecB[i0] = vecA[0] * mat44[0,i0] + vecA[1] * mat44[1,i0] + vecA[2] * mat44[2,i0]  + vecA[3] * mat44[3,i0]
    return vecB

def Perspective(fov, aspectRatio, near, far):
    fn, f_n = far + near, far - near
    r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
    return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )

def AddToBuffer( buffer, data, count=1 ): 
    for inx_c in range(0, count):
        for inx_s in range(0, len(data)): buffer.append( data[inx_s] ) 

# initialize glut
glutInit()

# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window') 
glutDisplayFunc(OnDraw) 
glutIdleFunc(OnDraw)

# define icosahedron vertex array opject
icoPts = [
    ( 0.000,  0.000,  1.000), ( 0.894,  0.000,  0.447), ( 0.276,  0.851,  0.447), (-0.724,  0.526,  0.447),
    (-0.724, -0.526,  0.447), ( 0.276, -0.851,  0.447), ( 0.724,  0.526, -0.447), (-0.276,  0.851, -0.447), 
    (-0.894,  0.000, -0.447), (-0.276, -0.851, -0.447), ( 0.724, -0.526, -0.447), ( 0.000,  0.000, -1.000) ]
icoCol = [ [1.0, 0.0, 0.0], [0.0, 0.0, 1.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [1.0, 0.5, 0.0], [1.0, 0.0, 1.0] ]
icoIndices = [
  2,  0,  1,  3,  0,  2,  4,  0,  3,  5,  0,  4,  1,  0,  5, 11,  7,  6, 11,  8,  7, 11,  9,  8, 11, 10,  9, 11,  6, 10, 
  1,  6,  2,  2,  7,  3,  3,  8,  4,  4,  9,  5,  5, 10,  1,  2,  6,  7,  3,  7,  8,  4,  8,  9,  5,  9, 10,  1, 10,  6  ]
icoPosData = []
for inx in icoIndices: AddToBuffer( icoPosData, icoPts[inx] )
icoNVData = []
for inx_nv in range(0, len(icoIndices) // 3):
    nv = [0.0, 0.0, 0.0]
    for inx_p in range(0, 3): 
        for inx_s in range(0, 3): nv[inx_s] += icoPts[ icoIndices[inx_nv*3 + inx_p] ][inx_s]
    AddToBuffer( icoNVData, nv, 3 )
icoVAObj = CreateVAO( [ (3, icoPosData), (3, icoNVData) ] )

# load, compile and link shader
shaderProgram = LinkProgram( [
        CompileShader( 'tess.vert', GL_VERTEX_SHADER ),
        CompileShader( 'tess.tctrl', GL_TESS_CONTROL_SHADER ),
        CompileShader( 'tess.teval', GL_TESS_EVALUATION_SHADER ), 
        CompileShader( 'tess.frag', GL_FRAGMENT_SHADER )
    ] )
# get unifor locations
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
modelViewMatLocation  = glGetUniformLocation(shaderProgram, "u_modelViewMat44")
normalMatLocation     = glGetUniformLocation(shaderProgram, "u_normalMat33")
# linke uniform blocks
ubMaterial = UniformBlock(shaderProgram, "UB_material")
ubLightSource = UniformBlock(shaderProgram, "UB_lightSource")
ubMaterial.Link(1)
ubLightSource.Link(2)

# create uniform block buffers
lightSourceBuffer = UniformBlockBuffer(ubLightSource)
lightSourceBuffer.BindDataFloat(b'u_lightSource.ambient', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.diffuse', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.specular', [1.0, 1.0, 1.0, 1.0])

icoMaterialBuffer = UniformBlockBuffer(ubMaterial)
icoMaterialBuffer.BindDataFloat(b'u_roughness', [0.45])
icoMaterialBuffer.BindDataFloat(b'u_fresnel0', [0.4])
icoMaterialBuffer.BindDataFloat(b'u_color', [0.6, 0.5, 0.8, 1.0])
icoMaterialBuffer.BindDataFloat(b'u_specularTint',[1.0, 0.5, 0.5, 0.8])

# start main loop
startTime = time()
glutMainLoop()


Modified text is an extract of the original Stack Overflow Documentation
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