2008/05/12

GL_EYE_LINEAR

テクスチャー座標自動生成には2つのオプションがあります。GL_EYE_LINEARをセットすると、テクスチャーの位置がカメラに固定されます。図形が動くと模様が変わります。例えば、スライド上映中にスクリーンの前を横切った人のようなものです。あるいは、通り過ぎる鏡面仕上げの車に映るあなたの姿のようなものです。ただあまり大きなテクスチャーは大きな負荷になるそうですので、用途は限られそうです。
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)

一方、GL_OBJECT_LINEARを指定すると、図形と一緒に模様が動きます。テクスチャー柄の洋服を着た人が動き回るようなものです。これは普通にテクスチャですね。
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR)

Automatic texture coordinate generation has two options. GL_EYE_LINEAR fixes relative position of texture and camera. This is something like you walk across a projection screen during slide show.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)

GL_OBJECT_LINEAR fixed texture potition to the object. When object moves, texture moves as a skin of the object.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR)

現時点でのソースコード:

import sys
import math
import Image
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

TORSO_RADIUS=0.1
TORSO_HEIGHT=0.4

HEAD_RADIUS = 0.1

UPPER_ARM_HEIGHT=0.2
UPPER_ARM_WIDTH=0.07

LOWER_ARM_HEIGHT=0.2
LOWER_ARM_WIDTH=0.05

UPPER_LEG_HEIGHT=0.2
UPPER_LEG_WIDTH=0.08

LOWER_LEG_HEIGHT=0.2
LOWER_LEG_WIDTH=0.06

SHOLDER_WIDTH = 0.2
HIP_WIDTH = 0.2

HEADX=0.1
HEADY=TORSO_HEIGHT

LUAX=-1.0 * SHOLDER_WIDTH / 2
RUAX=SHOLDER_WIDTH / 2
LUAY=RUAY=TORSO_HEIGHT
LLAY=RLAY=LOWER_ARM_HEIGHT

LULX=-1.0 * HIP_WIDTH / 2
RULX=HIP_WIDTH / 2
LULY=RULY=0
LLLY=RLLY=LOWER_LEG_HEIGHT

t0=0.0
t1=0.0
t2=0.0
t3=90.0
t4=0.0
t5=90.0
t6=0.0
t7=180.0
t8=0.0
t9=180.0
t10=0.0

def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

glMatrixMode(GL_PROJECTION)
glLoadIdentity()

# set camera FOV=20 degree, aspect=1.0, near=1.0(0.0 will cause error), far=100.9
gluPerspective(20, 1.0, 1.0, 100.0)

glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# Place camera at (2,2,2), to direction (0, 0.2, 0), rotation around Z axis 0 degree(up Y)
gluLookAt(2.0, 2.0, 2.0, 0.0, 0.2, 0.0, 0.0, 1.0, 0.0)

#TORSO
#glDisable(GL_TEXTURE_2D)
gray()
materials(brass_amb, brass_diff, brass_spec, brass_shin)
glRotatef(t0, 0.0, 1.0, 0.0)
torso()
glPushMatrix()

#HEAD
cyan()
glTranslatef(0.0, HEADX, 0.0)
glRotatef(t1, 1.0, 0.0, 0.0)
glRotatef(t2, 0.0, 1.0, 0.0)
glTranslatef(0.0, HEADY, 0.0)
head()

#nose
yellow()
glTranslatef(0.0, 0.0, HEAD_RADIUS)
#glRotatef(0, 1.0, 0.0, 0.0)
nose()

#eyes
magenta()
glTranslatef(HEAD_RADIUS/2, HEAD_RADIUS/2, 0.0)
#glRotatef(0, 1.0, 0.0, 0.0)
nose()

glTranslatef(-HEAD_RADIUS, 0.0, 0.0)
#glRotatef(0, 1.0, 0.0, 0.0)
nose()

#LEFT UPPER ARM
glEnable(GL_TEXTURE_2D)
glPopMatrix()
glPushMatrix()
red()
glTranslatef(LUAX, LUAY, 0.0)
glRotatef(t3, 1.0, 0.0, 0.0)
upper_arm()

#LEFT LOWER ARM
green()
glTranslatef(0.0, LLAY, 0.0)
glRotatef(t4, 1.0, 0.0, 0.0)
lower_arm()

#RIGHT UPPER ARM
glPopMatrix()
glPushMatrix()
blue()
glTranslatef(RUAX, RUAY, 0.0)
glRotatef(t5, 1.0, 0.0, 0.0)
upper_arm()

#RIGHT UPPER ARM
cyan()
glTranslatef(0.0, RLAY, 0.0)
glRotatef(t6, 1.0, 0.0, 0.0)
lower_arm()

#LEFT UPPER LEG
glPopMatrix()
glPushMatrix()
magenta()
glTranslatef(LULX, LULY, 0.0)
glRotatef(t7, 1.0, 0.0, 0.0)
upper_leg()

#LEFT LOWER LEG
yellow()
glTranslatef(0.0, LLLY, 0.0)
glRotatef(t8, 1.0, 0.0, 0.0)
lower_leg()

#RIGHT UPPER LEG
glPopMatrix()
glPushMatrix()
pink()
glTranslatef(RULX, RULY, 0.0)
glRotatef(t9, 1.0, 0.0, 0.0)
upper_leg()

#RIGHT LOWER LEG
gray()
glTranslatef(0.0, RLLY, 0.0)
glRotatef(t10, 1.0, 0.0, 0.0)
lower_leg()

glPopMatrix()
#glutSwapBuffers()
glFlush()

def torso():
glPushMatrix()
glRotatef(-90.0, 1.0, 0.0, 0.0)
gluCylinder(p, TORSO_RADIUS, TORSO_RADIUS, TORSO_HEIGHT, 10, 10)
glPopMatrix()

def head():
glPushMatrix()
glRotatef(-90.0, 1.0, 0.0, 0.0)
glutSolidSphere(HEAD_RADIUS, 10, 10)
glPopMatrix()

def upper_arm():
glPushMatrix()
glTranslatef(0.0, 0.5*UPPER_ARM_HEIGHT, 0.0)
glScalef(UPPER_ARM_WIDTH, UPPER_ARM_HEIGHT, UPPER_ARM_WIDTH)
glutSolidCube(1.0)
glPopMatrix()

def lower_arm():
glPushMatrix()
glTranslatef(0.0, 0.5*UPPER_ARM_HEIGHT, 0.0)
glScalef(LOWER_ARM_WIDTH, LOWER_ARM_HEIGHT, LOWER_ARM_WIDTH)
glutSolidCube(1.0)
glPopMatrix()

def upper_leg():
glPushMatrix()
glTranslatef(0.0, 0.5*LOWER_ARM_HEIGHT, 0.0)
glScalef(UPPER_LEG_WIDTH, UPPER_LEG_HEIGHT, UPPER_LEG_WIDTH)
glutSolidCube(1.0)
glPopMatrix()

def lower_leg():
glPushMatrix()
glTranslatef(0.0, 0.5*LOWER_ARM_HEIGHT, 0.0)
glScalef(LOWER_LEG_WIDTH, LOWER_LEG_HEIGHT, LOWER_LEG_WIDTH)
glutSolidCube(1.0)
glPopMatrix()

def nose():
glPushMatrix()
glRotatef(-90.0, 1.0, 0.0, 0.0)
glutSolidSphere(HEAD_RADIUS/5, 10, 10)
glPopMatrix()

def red():
glColor3f(1.0, 0.0, 0.0)
def green():
glColor3f(0.0, 1.0, 0.0)
def blue():
glColor3f(0.0, 0.0, 1.0)
def cyan():
glColor3f(0.0, 1.0, 1.0)
def magenta():
glColor3f(1.0, 1.0, 0.0)
def yellow():
glColor3f(1.0, 0.0, 1.0)
def pink():
glColor3f(1.0, 0.5, 0.5)
def gray():
glColor3f(0.7, 0.7, 0.7)

def mykey(key, x, y):
global t0, t1, t2, t3, t4, t5, t6, t7, t8, t9, t10
if key=='d': # TORSO
t0 = t0 + 10.0
elif key=='D':
t0 = t0 - 10.0
elif key=='e': # HEAD 1
t1 = t1 + 10.0
elif key=='E':
t1 = t1 - 10.0
elif key=='r': # HEAD 2
t2 = t2 + 10.0
elif key=='R':
t2 = t2 - 10.0
elif key=='s': # LUA
t3 = t3 + 10.0
elif key=='S':
t3 = t3 - 10.0
elif key=='a': # LLA
t4 = t4 + 10.0
elif key=='A':
t4 = t4 - 10.0
elif key=='f': # RUA
t5 = t5 + 10.0
elif key=='F':
t5 = t5 - 10.0
elif key=='g': # RLA
t6 = t6 + 10.0
elif key=='G':
t6 = t6 -10.0
elif key=='x': # LUL
t7 = t7 + 10.0
elif key=='X':
t7 = t7 - 10.0
elif key=='z': # LLL
t8 = t8 + 10.0
elif key=='Z':
t8 = t8 -10.0
elif key=='c': # RUL
t9 = t9 + 10.0
elif key=='C':
t9 = t9 - 10.0
elif key=='v': # RLL
t10 = t10 + 10.0
elif key=='V':
t10 = t10 - 10.0
elif key=='q':
sys.exit()
elif key=='Q':
sys.exit()

print "params: ", t0, t1, t2, t3, t4, t5, t6, t7, t8, t9, t10
glutPostRedisplay()

def materials(amb, diff, spec, shin):
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec)
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shin)

glutInit( sys.argv )
#glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH )
glutInitDisplayMode( GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH )
glutInitWindowSize( 500, 500 )
glutInitWindowPosition(0,0)
glutCreateWindow( 'robot' )
glutDisplayFunc( display )
glutKeyboardFunc(mykey)

glEnable(GL_DEPTH_TEST) #hidden-usrface removal
glEnable(GL_CULL_FACE) #don't draw back side surface
glCullFace(GL_BACK) #don't draw back side surface

### TEXTURE
glEnable(GL_TEXTURE_2D)
# generate continuous one texture
# different format from C, void glGenTexture(n, *name)
texture=glGenTextures(1)

# use the generated texture
glBindTexture(GL_TEXTURE_2D, texture)

# read texture data from .bmp file ising Image library
image=Image.open("ksmt.bmp")
if len(image.getbands())!=4:
image=image.convert("RGBA")
size=image.size

# generate texture from array image.tostring() inside current texture 'texture'
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, image.tostring())

# set texture options, repeat same pattern
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)

# set texture options, enlarge and shrink
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

# set texture options, slow but good image
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)

# enable auto generation of texture coordinate in s and t direction
glEnable(GL_TEXTURE_GEN_S)
glEnable(GL_TEXTURE_GEN_T)

# setup OBJECT_LINEAR ot EYE_LINEAR for auto texture coord generation
#glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR)
#glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR)
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)

# Not successfull yet
#planes = 0.5, 0.0, 0.0, 0.5
#planet = 0.0, 0.5, 0.0, 0.5
#glTexGenfv(GL_S, GL_OBJECT_LINEAR, planes)
#glTexGenfv(GL_T, GL_OBJECT_LINEAR, planet)

### Lighting
glEnable(GL_LIGHTING) #use lighting
glEnable(GL_LIGHT0) #use a light 0
glEnable(GL_LIGHT1) #use a light 1

# light 0
light0_pos = 10.0, 10.0, 10.0, 0.0
diffuse0 = 0.5, 0.5, 0.5, 1.0
specular0 = 0.5, 0.5, 0.5, 1.0
ambient0 = 0.8, 0.8, 0.8, 1.0

glMatrixMode(GL_MODELVIEW)
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos)
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0)
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0)
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0)

# light 1
light1_pos = 0.0, 0.0, 10.0, 0.0
diffuse1 = 0.8, 0.8, 0.8, 1.0
specular1 = 0.2, 0.2, 0.2, 1.0
ambient1 = 0.2, 0.2, 0.2, 1.0

glLightfv(GL_LIGHT1, GL_POSITION, light1_pos)
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1)
glLightfv(GL_LIGHT1, GL_SPECULAR, specular1)
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1)

# Material
brass_amb = 0.33, 0.22, 0.03, 1.0
brass_diff = 0.78, 0.57, 0.11, 1.0
brass_spec = 0.99, 0.91, 0.81, 1.0
brass_shin = 27.8

p_amb = 0.3, 0.0, 0.0, 1.0
p_diff = 0.6, 0.0, 0.0, 1.0
p_spec = 0.8, 0.6, 0.6, 1.0
p_shin = 32.8

# create new Quadric 'p' for gluCylinder and set texture for it
p=gluNewQuadric()
gluQuadricDrawStyle(p, GLU_FILL)
gluQuadricNormals(p, GLU_SMOOTH)
#gluQuadricTexture(p, GL_TRUE)

glutMainLoop()

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