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21_Instancing.py
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21_Instancing.py
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import os
import pyrr
import pygame
import numpy as np
from math import sin
from OpenGL.GL import *
from libraries.Camera import Camera
from libraries.OBJ_Loader import ObjLoader
from libraries.Texture_Loader import load_texture_pygame
from OpenGL.GL.shaders import compileProgram, compileShader
# ==========================================
# Vertex and fragment shader
# ==========================================
vertex_src = """
# version 330
layout(location = 0) in vec3 position_in;
layout(location = 1) in vec2 texture_in;
layout(location = 2) in vec3 offset_in;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
out vec2 texture_out;
void main()
{
vec3 final_pos = position_in + offset_in;
gl_Position = projection * view * model * vec4(final_pos, 1.0);
texture_out = texture_in;
}
"""
fragment_src = """
# version 330
in vec2 texture_out;
uniform sampler2D texture_sampler;
out vec4 color;
void main()
{
color = texture(texture_sampler, texture_out);
}
"""
# Camera settings
cam = Camera()
WIDTH, HEIGHT = 640, 480
lastX, lastY = WIDTH / 2, HEIGHT / 2
first_mouse = True
def mouse_look(xpos, ypos):
# FPS Mouse Camera
global first_mouse, lastX, lastY
if first_mouse:
lastX = xpos
lastY = ypos
first_mouse = False
xoffset = xpos - lastX
yoffset = lastY - ypos
lastX = xpos
lastY = ypos
cam.process_mouse_movement(xoffset, yoffset)
def key_press():
# WASD Movement
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_a]:
cam.process_keyboard("LEFT", 0.05)
if keys_pressed[pygame.K_d]:
cam.process_keyboard("RIGHT", 0.05)
if keys_pressed[pygame.K_w]:
cam.process_keyboard("FORWARD", 0.05)
if keys_pressed[pygame.K_s]:
cam.process_keyboard("BACKWARD", 0.05)
if keys_pressed[pygame.K_z]:
cam.process_keyboard("UP", 0.05)
if keys_pressed[pygame.K_x]:
cam.process_keyboard("DOWN", 0.05)
if keys_pressed[pygame.K_q]:
cam.process_keyboard("YAWL", 0.05)
if keys_pressed[pygame.K_e]:
cam.process_keyboard("YAWR", 0.05)
# Window init
os.environ['SDL_VIDEO_WINDOW_POS'] = '200, 100'
pygame.init()
pygame.display.set_mode((WIDTH, HEIGHT), pygame.OPENGL |
pygame.DOUBLEBUF | pygame.RESIZABLE)
pygame.display.set_caption('Kelompok 5 - Sushi')
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
# =============================================
# Define Object, Shader, VBO, EBO, and VAO
# =============================================
# Define Object
cube_buffer = [-0.5, -0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 1.0,
0.5, -0.5, -0.5, 0.0, 0.0,
0.5, 0.5, -0.5, 1.0, 0.0,
0.5, 0.5, 0.5, 1.0, 1.0,
0.5, -0.5, 0.5, 0.0, 1.0,
-0.5, 0.5, -0.5, 0.0, 0.0,
-0.5, -0.5, -0.5, 1.0, 0.0,
-0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 1.0,
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, -0.5, 0.5, 0.0, 1.0,
0.5, 0.5, -0.5, 0.0, 0.0,
-0.5, 0.5, -0.5, 1.0, 0.0,
-0.5, 0.5, 0.5, 1.0, 1.0,
0.5, 0.5, 0.5, 0.0, 1.0]
cube_indices = [0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20]
cube_buffer = np.array(cube_buffer, dtype=np.float32)
cube_indices = np.array(cube_indices, dtype=np.uint32)
floor_indices, floor_buffer = ObjLoader.load_model('object/floor.obj')
# Make Shader Program
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER),
compileShader(fragment_src, GL_FRAGMENT_SHADER))
VAO = glGenVertexArrays(1)
VBO = glGenBuffers(1)
VBO_instance = glGenBuffers(1)
EBO = glGenBuffers(1)
# Cube Object 🧊🧊
glBindVertexArray(VAO)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, cube_buffer.nbytes, cube_buffer, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, EBO)
glBufferData(GL_ARRAY_BUFFER, cube_indices.nbytes,
cube_indices, GL_STATIC_DRAW)
# Define Vertex and Texture Shader
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
cube_buffer.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
cube_buffer.itemsize * 5, ctypes.c_void_p(12))
# load texture
texture = glGenTextures(1)
load_texture_pygame('textures/stone.png', texture)
# instance VBO
instance_array = []
offset = 1
for z in range(0, 100, 2):
for y in range(0, 100, 2):
for x in range(0, 100, 2):
translation = pyrr.Vector3([0.0, 0.0, 0.0])
translation.x = x + offset
translation.y = y + offset
translation.z = z + offset
instance_array.append(translation)
# do this before you flatten the array
len_of_instance_array = len(instance_array)
instance_array = np.array(instance_array, np.float32).flatten()
instanceVBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO)
glBufferData(GL_ARRAY_BUFFER, instance_array.nbytes,
instance_array, GL_STATIC_DRAW)
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, ctypes.c_void_p(0))
# 1 means, every instance will have it's own translate
glVertexAttribDivisor(2, 1)
# Using program shader
glUseProgram(shader)
glClearColor(0, 0, 0.1, 0)
glEnable(GL_DEPTH_TEST)
# Define projection, transform, and view array
projection = pyrr.matrix44.create_perspective_projection(
45, WIDTH/HEIGHT, 0.1, 100)
cube_pos = pyrr.matrix44.create_from_translation(
pyrr.Vector3([-50, -50, -200]))
model_loc = glGetUniformLocation(shader, "model")
proj_loc = glGetUniformLocation(shader, "projection")
view_loc = glGetUniformLocation(shader, "view")
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
glUniformMatrix4fv(model_loc, 1, GL_FALSE, cube_pos)
running = True
# ==========================================
# Loop until the user closes the window
# ==========================================
while running:
# Event for close and resize window
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
if event.type == pygame.VIDEORESIZE:
glViewport(0, 0, event.w, event.h)
projection = pyrr.matrix44.create_perspective_projection(
45, event.w/event.h, 0.1, 100)
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection)
# Movement key
key_press()
mouse_pos = pygame.mouse.get_pos()
mouse_look(mouse_pos[0], mouse_pos[1])
# 360° Look Around
if mouse_pos[0] <= 0:
cam.process_keyboard("YAWL", 0.05)
elif mouse_pos[0] >= WIDTH-1:
cam.process_keyboard("YAWR", 0.05)
# Counter
counter = pygame.time.get_ticks() / 1000
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# View Matrix
view = cam.get_view_matrix()
glUniformMatrix4fv(view_loc, 1, GL_FALSE, view)
# Draw Cube
glDrawElementsInstanced(GL_TRIANGLES, len(
cube_indices), GL_UNSIGNED_INT, None, len_of_instance_array)
pygame.display.flip()
pygame.quit()