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tu_10_normal_mapping.py
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# import os,sys
# sys.path.append(os.path.abspath(os.path.dirname(__file__)))
from OpenGL.GL import * # pylint: disable=W0614
from utils.meshViewer import MeshViewWindow, meshWithRender
from utils.shaderLoader import Shader
import glm
from math import fabs
class NormalMapping(meshWithRender):
def __init__(self,meshName,textureName,location=[0.0,0.0,0.0]):
self.meshName = meshName
self.textureName = textureName
self.location = location
def indexVBO_TBN(self,vertex,uv,normal,tangents,bitangents):
class Container(object):
pass
indices = []
out_vertexs = []
out_uvs = []
out_normals = []
out_tangents =[]
out_bitangents = []
newindex = 0
def getSimilarVertexIndex(in_vertex,in_uv,in_normal,vertex_list,uv_list,normal_list):
def is_near(v1,v2):
return fabs(v1-v2)<0.01
for idx in range(0, int(len(vertex_list)/3)):
vertex_in_list = vertex_list[idx*3:idx*3+3]
uv_in_list = uv_list[idx*2:idx*2+2]
normal_in_list = normal_list[idx*3:idx*3+3]
if(is_near(in_vertex[0],vertex_in_list[0])&
is_near(in_vertex[1],vertex_in_list[1])&
is_near(in_vertex[2],vertex_in_list[2])&
is_near(in_uv[0],uv_in_list[0])&
is_near(in_uv[1],uv_in_list[1])&
is_near(in_normal[0],normal_in_list[0])&
is_near(in_normal[1],normal_in_list[1])&
is_near(in_normal[2],normal_in_list[2])):
return True,idx
return False,0
for idx in range(0, int(len(vertex)/3)):
current_v = vertex[idx*3:idx*3+3]
current_uv = uv[idx*2:idx*2+2]
current_normal = normal[idx*3:idx*3+3]
found,idx_found = getSimilarVertexIndex(current_v,current_uv,current_normal,out_vertexs,out_uvs,out_normals)
if found :
indices.append( idx_found)
else:
indices.append(newindex)
out_vertexs = out_vertexs + current_v
out_uvs = out_uvs + current_uv
out_normals = normal + current_normal
out_tangents = out_tangents + tangents[idx*3:idx*3+3]
out_bitangents = out_bitangents + bitangents[idx*3:idx*3+3]
newindex +=1
outobj = Container()
outobj.indices = indices
outobj.vertexs = out_vertexs
outobj.texcoords = out_uvs
outobj.normals = out_normals
outobj.tangents =out_tangents
outobj.bitangents = out_bitangents
return outobj
def computeTangentBasis(self,vertex,uv,normal):
tangents = []
bitangents = []
for idx in range(0,int(len(vertex)/9)):
offset = idx*9
v0 = vertex[offset:offset+3]
v1 = vertex[offset+3:offset+6]
v2 = vertex[offset+6:offset+9]
offset = idx*6
uv0 = uv[offset:offset+2]
uv1 = uv[offset+2:offset+4]
uv2 = uv[offset+4:offset+6]
#print v0,v1,v2
deltaPos1 = glm.vec3([v1[0]-v0[0],v1[1]-v0[1],v1[2]-v0[2]])
deltaPos2 = glm.vec3([v2[0]-v0[0],v2[1]-v0[1],v2[2]-v0[2]])
deltaUV1 = glm.vec2([uv1[0]-uv0[0],uv1[1]-uv0[1]])
deltaUV2 = glm.vec2([uv2[0]-uv0[0],uv2[1]-uv0[1]])
r = 1.0 / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x)
tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r
bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r
tangents.extend([tangent.x,tangent.y,tangent.z])
tangents.extend([tangent.x,tangent.y,tangent.z])
tangents.extend([tangent.x,tangent.y,tangent.z])
bitangents.extend([bitangent.x,bitangent.y,bitangent.z])
bitangents.extend([bitangent.x,bitangent.y,bitangent.z])
bitangents.extend([bitangent.x,bitangent.y,bitangent.z])
return tangents,bitangents
def loadShader(self):
self.shader = Shader()
self.shader.initShaderFromGLSL(
["glsl/tu10/NormalMapping.vertexshader.glsl"], ["glsl/tu10/NormalMapping.fragmentshader.glsl"])
self.MatrixID = glGetUniformLocation(self.shader.program, "MVP")
self.ViewMatrixID = glGetUniformLocation(self.shader.program, "V")
self.ModelMatrixID = glGetUniformLocation(self.shader.program, "M")
self.ModelView3x3MatrixID = glGetUniformLocation(self.shader.program, "MV3x3")
self.DiffuseTextureID = glGetUniformLocation(self.shader.program, "DiffuseTextureSampler")
self.NormalTextureID = glGetUniformLocation(self.shader.program, "NormalTextureSampler")
self.SpecularTextureID = glGetUniformLocation(self.shader.program, "SpecularTextureSampler")
self.LightID = glGetUniformLocation(self.shader.program, "LightPosition_worldspace")
def loadObject(self):
from utils.objLoader import objLoader
model = objLoader(self.meshName).to_array_style()
tangents,bitangents = self.computeTangentBasis(model.vertexs,model.texcoords,model.normals)
self.model = model = self.indexVBO_TBN(model.vertexs,model.texcoords,model.normals,tangents,bitangents)
self.vertexbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.vertexbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.vertexs)*4,(GLfloat * len(model.vertexs))(*model.vertexs),GL_STATIC_DRAW)
self.normalbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.normalbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.normals)*4,(GLfloat * len(model.normals))(*model.normals),GL_STATIC_DRAW)
self.tangentbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.tangentbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.tangents)*4,(GLfloat * len(model.tangents))(*model.tangents),GL_STATIC_DRAW)
self.bitangentbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.bitangentbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.bitangents)*4,(GLfloat * len(model.bitangents))(*model.bitangents),GL_STATIC_DRAW)
self.indicesbufferSize = len(model.indices)
self.indicesbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.indicesbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.indices)*2,(GLushort * len(model.indices))(*model.indices),GL_STATIC_DRAW)
def loadTexture(self):
from utils.textureLoader import textureLoader
DiffuseTexture = textureLoader(self.textureName[0])
NormalTexture = textureLoader(self.textureName[1])
SpecularTexture = textureLoader(self.textureName[2])
model = self.model
# if(DiffuseTexture.inversedVCoords):
for index in range(0,len(model.texcoords)):
if(index % 2):
model.texcoords[index] = 1.0 - model.texcoords[index]
self.DiffuseTexture = DiffuseTexture.textureGLID
self.NormalTexture = NormalTexture.textureGLID
self.SpecularTexture = SpecularTexture.textureGLID
self.uvbuffer = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.uvbuffer)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.texcoords)*4,(GLfloat * len(model.texcoords))(*model.texcoords),GL_STATIC_DRAW)
def rendering(self, MVP,View,Projection):
self.shader.begin()
ModelMatrix = glm.mat4(1.0)
#print View
ModelViewMatrix = glm.mat4(View)*ModelMatrix
ModelView3x3Matrix = glm.mat3(ModelViewMatrix)
glUniformMatrix4fv(self.MatrixID,1,GL_FALSE, glm.value_ptr(MVP) )
glUniformMatrix4fv(self.ModelMatrixID,1,GL_FALSE,glm.value_ptr(ModelMatrix))
glUniformMatrix4fv(self.ViewMatrixID,1,GL_FALSE, glm.value_ptr(View))
glUniformMatrix3fv(self.ModelView3x3MatrixID,1,GL_FALSE,glm.value_ptr(ModelView3x3Matrix) )
lightPos = glm.vec3(0.0,0.0,4.0)
glUniform3f(self.LightID, lightPos.x, lightPos.y, lightPos.z)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, self.DiffuseTexture)
glUniform1i(self.DiffuseTextureID, 0)
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, self.NormalTexture)
glUniform1i(self.NormalTextureID, 1)
glActiveTexture(GL_TEXTURE2)
glBindTexture(GL_TEXTURE_2D, self.SpecularTexture)
glUniform1i(self.SpecularTextureID, 2)
glEnableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, self.vertexbuffer)
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,None)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, self.uvbuffer)
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,None)
glEnableVertexAttribArray(2)
glBindBuffer(GL_ARRAY_BUFFER, self.normalbuffer)
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,None)
glEnableVertexAttribArray(3)
glBindBuffer(GL_ARRAY_BUFFER, self.tangentbuffer)
glVertexAttribPointer(3,3,GL_FLOAT,GL_FALSE,0,None)
glEnableVertexAttribArray(4)
glBindBuffer(GL_ARRAY_BUFFER, self.bitangentbuffer)
glVertexAttribPointer(4,3,GL_FLOAT,GL_FALSE,0,None)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.indicesbuffer)
glDrawElements(
GL_TRIANGLES, # mode
self.indicesbufferSize, #// count
GL_UNSIGNED_SHORT, # // type
None #// element array buffer offset
)
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
glDisableVertexAttribArray(3)
glDisableVertexAttribArray(4)
from utils.basicShading import basicShading
from utils.meshFromObj import meshFromObj
if __name__ == "__main__":
win = MeshViewWindow().init_default()
win.add_mesh(NormalMapping(meshName="resources/tu10/cylinder.obj",textureName=["resources/tu10/diffuse.DDS","resources/tu10/normal.bmp","resources/tu10/specular.DDS"]))
win.add_mesh(basicShading(meshName="resources/tu10/cylinder.obj",textureName="resources/tu10/diffuse.DDS",location=[0,0,3]))
win.add_mesh(meshFromObj(meshName="resources/tu10/cylinder.obj",textureName="resources/tu10/diffuse.DDS",location=[3,0,0]))
win.run()