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scene.py
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import glfw
from OpenGL.GL import *
import glm
import numpy as np
import ctypes
from object import vertex_data_dtype
from camera import Camera
import time
class Scene:
def __init__ (self, width, height, window_title):
self.width = width
self.height = height
self.window_title = window_title
self.__create_camera__()
self.shaders = []
self.objects = []
self.uniform_locations = {}
def __init_window__(self):
glfw.window_hint(glfw.RESIZABLE, glfw.FALSE)
glfw.window_hint(glfw.VISIBLE, glfw.FALSE)
window = glfw.create_window(self.width, self.height, self.window_title, None, None)
if not window:
glfw.terminate()
raise Exception("Failed to create GLFW window")
glfw.make_context_current(window)
return window
def __init_program__(self):
program = glCreateProgram()
return program
def __setup_shader__(self, program, shader_code, shader_type):
shader = glCreateShader(shader_type)
glShaderSource(shader, shader_code)
glCompileShader(shader)
if glGetShaderiv(shader, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(shader))
glAttachShader(program, shader)
return shader
def __build_program__(self, program):
glLinkProgram(program)
if glGetProgramiv(program, GL_LINK_STATUS) != GL_TRUE:
raise RuntimeError(glGetProgramInfoLog(program))
def __start_program__(self, program):
glUseProgram(program)
def __set_background_color__ (self, window, rgb_color):
r, g, b = rgb_color
a = 1.0
glClearColor(r/255, g/255, b/255, a)
def __load_objects__(self, program):
for obj in self.objects:
obj.load(program)
def __create_camera__(self):
self.camera = Camera(self.width, self.height)
def __get_uniform_location__(self, uniform_name):
if uniform_name not in self.uniform_locations:
self.uniform_locations[uniform_name] = glGetUniformLocation(self.program, uniform_name)
return self.uniform_locations[uniform_name]
def __start_camera__(self, window):
self.camera.start(self.window)
for object in self.objects:
self.camera.add_update_handler(object.camera_update_handler)
def add_shader(self, shader_code, shader_type):
self.shaders.append(
{
"shader": None,
"shader_code": shader_code,
"shader_type": shader_type
}
)
def add_object(self, object):
self.objects.append(object)
def start(self):
glfw.init()
self.window = self.__init_window__()
self.program = self.__init_program__()
for shader in self.shaders:
shader["shader"] = self.__setup_shader__(self.program, shader["shader_code"], shader["shader_type"])
self.__build_program__(self.program)
self.__start_program__(self.program)
self.__load_objects__(self.program)
self.__start_camera__(self.window)
self.__set_background_color__(self.window, (173, 216, 230))
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glEnable(GL_DEPTH_TEST)
glfw.show_window(self.window)
def run(self):
transform_array = np.array(glm.mat4(1.0))
glUniformMatrix4fv(self.__get_uniform_location__("uTransform"), 1, GL_TRUE, transform_array)
# glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
while not glfw.window_should_close(self.window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
view_array = np.array(self.camera.get_view_matrix())
glUniformMatrix4fv(self.__get_uniform_location__("uView"), 1, GL_TRUE, view_array)
projection_array = np.array(self.camera.get_projection_matrix())
glUniformMatrix4fv(self.__get_uniform_location__("uProjection"), 1, GL_TRUE, projection_array)
for obj in self.objects:
obj.draw()
glfw.swap_buffers(self.window)
glfw.terminate()