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material.py
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163 lines (131 loc) · 3.86 KB
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import OpenGL.GL as gl
from OpenGL.GL import shaders
from PySide import QtCore
class BaseMaterial(QtCore.QObject):
def __init__(self, vertexShader=None, tessContShader=None, tessEvalShader=None, geometryShader=None, fragmentShader=None):
super(BaseMaterial, self).__init__()
self.shaderProg = None
shaderList = []
if vertexShader is not None:
shaderList.append(shaders.compileShader(
vertexShader,
gl.GL_VERTEX_SHADER)
)
if tessContShader is not None:
shaderList.append(shaders.compileShader(
tessContShader,
gl.GL_TESS_CONTROL_SHADER)
)
if tessEvalShader is not None:
shaderList.append(shaders.compileShader(
tessEvalShader,
gl.GL_TESS_EVALUATION_SHADER)
)
if geometryShader is not None:
shaderList.append(shaders.compileShader(
geometryShader,
gl.GL_GEOMETRY_SHADER)
)
if fragmentShader is not None:
shaderList.append(shaders.compileShader(
fragmentShader,
gl.GL_FRAGMENT_SHADER)
)
if len(shaderList) > 0:
self.shaderProg = shaders.compileProgram(*shaderList)
constantVertCode = '''
#version 450 core
layout(location = 0) in vec3 vert;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
gl_Position = projection * view * model * vec4(vert, 1.);
gl_PointSize = clamp(gl_Position.z / 100, 10., 15.);
}
'''
constantFragCode = '''
#version 450 core
uniform vec4 inputColor;
out vec4 fragColor;
void main() {
fragColor = inputColor;
}
'''
class ConstantMaterial(BaseMaterial):
def __init__(self):
super(ConstantMaterial, self).__init__(
vertexShader=constantVertCode,
fragmentShader=constantFragCode
)
vertCode = '''
#version 450 core
layout(location = 0) in vec3 vert;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 vPosition;
void main()
{
vPosition = vert;
gl_Position = projection * view * model * vec4(vPosition, 1.);
}
'''
geometryCode = '''
#version 450 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vec3 vPosition[];
uniform mat4 model;
uniform mat4 view;
out vec3 gNormal;
out vec3 gPosition;
void main()
{
vec3 flatNormal = cross(
vPosition[1] - vPosition[0],
vPosition[2] - vPosition[0]
);
gNormal = normalize(transpose(inverse(mat3(view * model))) * flatNormal);
gPosition = vPosition[0];
gl_Position = gl_in[0].gl_Position; EmitVertex();
gPosition = vPosition[1];
gl_Position = gl_in[1].gl_Position; EmitVertex();
gPosition = vPosition[2];
gl_Position = gl_in[2].gl_Position; EmitVertex();
EndPrimitive();
}
'''
fragCode = '''
#version 450 core
in vec3 gPosition;
in vec3 gNormal;
uniform mat4 model;
uniform mat4 view;
uniform sampler2D matcap;
uniform vec3 hitPos;
uniform float hitRadius;
out vec4 fragColor;
void main()
{
vec3 r = reflect(normalize(view * model * vec4(gPosition, 1.)).xyz, gNormal);
r.y *= -1;
float m = 2. * sqrt(pow(r.x, 2.) + pow(r.y, 2.) + pow(r.z + 1., 2.));
vec2 matcapUV = r.xy / m + .5;
vec3 color = texture2D(matcap, matcapUV.xy).xyz;
if (distance(gPosition, hitPos) <= hitRadius-.3) {
color -= (vec3(1.) - color) * .5 + vec3(.1, .5, .6);
}
if (distance(gPosition, hitPos) <= hitRadius && distance(gPosition, hitPos) > hitRadius-.3) {
color -= (vec3(1.) - color) * .3 + vec3(.0, .6, 1.);
}
fragColor = vec4(color, 1.);
}
'''
class MatcapMaterial(BaseMaterial):
def __init__(self):
super(MatcapMaterial, self).__init__(
vertexShader=vertCode,
geometryShader=geometryCode,
fragmentShader=fragCode
)