165 lines
4.7 KiB
Python
165 lines
4.7 KiB
Python
# OpenGL/Metal rendering test: render a spinning cube with a perspective
|
|
# camera; the window is resizable
|
|
|
|
import sys
|
|
sys.path.append('python')
|
|
import nanogui
|
|
from nanogui import Shader, Texture, RenderPass, Screen, Matrix4f
|
|
from nanogui import glfw
|
|
import numpy as np
|
|
|
|
|
|
class MyScreen(Screen):
|
|
def __init__(self):
|
|
Screen.__init__(self,
|
|
size=[512, 512],
|
|
caption="Unnamed",
|
|
depth_buffer=True
|
|
)
|
|
|
|
if nanogui.api == 'opengl':
|
|
vertex_program = '''
|
|
#version 330
|
|
in vec3 position;
|
|
in vec4 color;
|
|
out vec4 color_frag;
|
|
uniform mat4 mvp;
|
|
|
|
void main() {
|
|
gl_Position = mvp * vec4(position, 1.0);
|
|
color_frag = color;
|
|
}
|
|
'''
|
|
|
|
fragment_program = '''
|
|
#version 330
|
|
in vec4 color_frag;
|
|
out vec4 fragColor;
|
|
|
|
void main() {
|
|
fragColor = color_frag;
|
|
}
|
|
'''
|
|
elif nanogui.api == 'metal':
|
|
vertex_program = '''
|
|
using namespace metal;
|
|
|
|
struct VertexOut {
|
|
float4 position [[position]];
|
|
float4 color;
|
|
};
|
|
|
|
vertex VertexOut vertex_main(const device packed_float3 *position,
|
|
const device float4 *color,
|
|
constant float4x4 &mvp,
|
|
uint id [[vertex_id]]) {
|
|
VertexOut vert;
|
|
vert.position = mvp * float4(position[id], 1.f);
|
|
vert.color = color[id];
|
|
return vert;
|
|
}
|
|
'''
|
|
|
|
fragment_program = '''
|
|
using namespace metal;
|
|
|
|
struct VertexOut {
|
|
float4 position [[position]];
|
|
float4 color;
|
|
};
|
|
|
|
fragment float4 fragment_main(VertexOut vert [[stage_in]]) {
|
|
return vert.color;
|
|
}
|
|
'''
|
|
|
|
self.render_pass = RenderPass(
|
|
color_targets=[self],
|
|
depth_target=self
|
|
)
|
|
|
|
self.shader = Shader(
|
|
self.render_pass,
|
|
"test_shader",
|
|
vertex_program,
|
|
fragment_program
|
|
)
|
|
|
|
p = np.array([
|
|
[-1, 1, 1], [-1, -1, 1],
|
|
[1, -1, 1], [1, 1, 1],
|
|
[-1, 1, -1], [-1, -1, -1],
|
|
[1, -1, -1], [1, 1, -1]],
|
|
dtype=np.float32
|
|
)
|
|
|
|
color = np.array([
|
|
[0, 1, 1, 1], [0, 0, 1, 1],
|
|
[1, 0, 1, 1], [1, 1, 1, 1],
|
|
[0, 1, 0, 1], [0, 0, 0, 1],
|
|
[1, 0, 0, 1], [1, 1, 0, 1]],
|
|
dtype=np.float32
|
|
)
|
|
|
|
indices = np.array([
|
|
3, 2, 6, 6, 7, 3,
|
|
4, 5, 1, 1, 0, 4,
|
|
4, 0, 3, 3, 7, 4,
|
|
1, 5, 6, 6, 2, 1,
|
|
0, 1, 2, 2, 3, 0,
|
|
7, 6, 5, 5, 4, 7],
|
|
dtype=np.uint32
|
|
)
|
|
|
|
self.shader.set_buffer("position", p)
|
|
self.shader.set_buffer("color", color)
|
|
self.shader.set_buffer("indices", indices)
|
|
|
|
def draw_contents(self):
|
|
with self.render_pass:
|
|
view = Matrix4f.look_at(
|
|
origin=[0, -2, -10],
|
|
target=[0, 0, 0],
|
|
up=[0, 1, 0]
|
|
)
|
|
|
|
model = Matrix4f.rotate(
|
|
[0, 1, 0],
|
|
glfw.getTime()
|
|
)
|
|
|
|
fbsize = self.framebuffer_size()
|
|
proj = Matrix4f.perspective(
|
|
fov=25 * np.pi / 180,
|
|
near=0.1,
|
|
far=20,
|
|
aspect=fbsize[0] / float(fbsize[1])
|
|
)
|
|
|
|
mvp = proj @ view @ model
|
|
self.shader.set_buffer("mvp", np.float32(mvp).T)
|
|
with self.shader:
|
|
self.shader.draw_array(Shader.PrimitiveType.Triangle,
|
|
0, 36, indexed=True)
|
|
|
|
def keyboard_event(self, key, scancode, action, modifiers):
|
|
if super(MyScreen, self).keyboard_event(key, scancode,
|
|
action, modifiers):
|
|
return True
|
|
if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
|
|
self.set_visible(False)
|
|
return True
|
|
return False
|
|
|
|
def resize_event(self, size):
|
|
self.render_pass.resize(self.framebuffer_size())
|
|
super(MyScreen, self).resize_event(size)
|
|
return True
|
|
|
|
|
|
nanogui.init()
|
|
s = MyScreen()
|
|
s.set_visible(True)
|
|
nanogui.mainloop(1 / 60.0 * 1000)
|
|
nanogui.shutdown()
|