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OpenGLïŒOpen Graphics LibraryïŒã¯ã2Dããã³3Dãã¯ãã«ã°ã©ãã£ãã¯ã¹ãã¬ã³ããªã³ã°ããããã®ã¯ãã¹èšèªãã¯ãã¹ãã©ãããã©ãŒã APIã§ããOpenGLèªäœã¯Cã§æžãããŠããŸããã倿°ã®èšèªã«å¯Ÿå¿ãããã€ã³ãã£ã³ã°ãåããŠãããéçºè ã¯ããŸããŸãªç°å¢ã§ãã®åŒ·åãªæ©èœã掻çšã§ããŸããPythonã¯ããã®äœ¿ãããããšåºç¯ãªãšã³ã·ã¹ãã ã«ãããPyOpenGLã®ãããªã©ã€ãã©ãªãéããŠOpenGLéçºã®ããã®åªãããã©ãããã©ãŒã ãæäŸããŸãããã®å æ¬çãªã¬ã€ãã§ã¯ãåæã»ããã¢ããããé«åºŠãªã¬ã³ããªã³ã°ãã¯ããã¯ãŸã§ãPythonãã€ã³ãã£ã³ã°ã䜿çšããOpenGLã«ããã°ã©ãã£ãã¯ã¹ããã°ã©ãã³ã°ã®äžçãæ¢æ±ããŸãã
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ãŸããPythonãã€ã³ã¹ããŒã«ãããŠããããšã確èªããŠãã ãããå ¬åŒPythonãŠã§ããµã€ãïŒpython.orgïŒããææ°ããŒãžã§ã³ãããŠã³ããŒãã§ããŸããPython 3.7以éã®äœ¿çšãæšå¥šããŸããã€ã³ã¹ããŒã«åŸãã¿ãŒããã«ãŸãã¯ã³ãã³ãããã³ãããéããpipã䜿çšããŠPyOpenGLãšãã®ãŠãŒãã£ãªãã£ãã€ã³ã¹ããŒã«ããŸãã
pip install PyOpenGL PyOpenGL_accelerate
PyOpenGL_accelerateã¯ãç¹å®ã®OpenGL颿°ã®æé©åãããå®è£
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ç°¡åãªOpenGLãŠã£ã³ããŠã®äœæ
次ã®äŸã¯ãPyOpenGLããã±ãŒãžã®äžéšã§ããglutã©ã€ãã©ãªã䜿çšããŠåºæ¬çãªOpenGLãŠã£ã³ããŠãäœæããæ¹æ³ã瀺ããŠããŸããglutã¯ç°¡æœãã®ããã«äœ¿çšãããŠããŸããpygameãglfwã®ãããªä»ã®ã©ã€ãã©ãªã䜿çšã§ããŸãã
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
def display():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glBegin(GL_TRIANGLES)
glColor3f(1.0, 0.0, 0.0) # Red
glVertex3f(0.0, 1.0, 0.0)
glColor3f(0.0, 1.0, 0.0) # Green
glVertex3f(-1.0, -1.0, 0.0)
glColor3f(0.0, 0.0, 1.0) # Blue
glVertex3f(1.0, -1.0, 0.0)
glEnd()
glutSwapBuffers()
def reshape(width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45.0, float(width)/float(height), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0.0, 0.0, 3.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0)
def main():
glutInit()
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(800, 600)
glutCreateWindow("OpenGL Triangle")
glutDisplayFunc(display)
glutReshapeFunc(reshape)
glClearColor(0.0, 0.0, 0.0, 1.0)
glEnable(GL_DEPTH_TEST)
glutMainLoop()
if __name__ == "__main__":
main()
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- OpenGLã¢ãžã¥ãŒã«ã®ã€ã³ããŒãïŒ
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é ç¹ã¯ã座æšïŒéåžžã¯xãyãzïŒã䜿çšããŠæå®ãããŸããåé ç¹ã«ãè²ãæ³ç·ãã¯ãã«ïŒã©ã€ãã£ã³ã°çšïŒããã¯ã¹ãã£åº§æšãªã©ã®è¿œå ããŒã¿ãé¢é£ä»ããããšãã§ããŸãã
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from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
vertex_shader_source = """#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}"""
fragment_shader_source = """#version 330 core
out vec4 FragColor;
uniform vec3 color;
void main()
{
FragColor = vec4(color, 1.0f);
}"""
def compile_shader(shader_type, source):
shader = compileShader(source, shader_type)
if not glGetShaderiv(shader, GL_COMPILE_STATUS):
infoLog = glGetShaderInfoLog(shader)
raise RuntimeError('Shader compilation failed: %s' % infoLog)
return shader
def create_program(vertex_shader_source, fragment_shader_source):
vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_source)
fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_source)
program = compileProgram(vertex_shader, fragment_shader)
glDeleteShader(vertex_shader)
glDeleteShader(fragment_shader)
return program
# Example Usage (within the display function):
def display():
# ... OpenGL setup ...
shader_program = create_program(vertex_shader_source, fragment_shader_source)
glUseProgram(shader_program)
# Set uniform values (e.g., color, model matrix)
color_location = glGetUniformLocation(shader_program, "color")
glUniform3f(color_location, 1.0, 0.5, 0.2) # Orange
# ... Bind vertex data and draw ...
glUseProgram(0) # Unbind the shader program
# ...
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#versionãã£ã¬ã¯ãã£ãã¯GLSLã®ããŒãžã§ã³ã瀺ããŸããGLSL 3.30ãäžè¬çã§ãã - ã·ã§ãŒããŒã®ã³ã³ãã€ã«ïŒ
compileShader()颿°ã¯ãã·ã§ãŒããŒãœãŒã¹ã³ãŒããã·ã§ãŒããŒãªããžã§ã¯ãã«ã³ã³ãã€ã«ããŸãããšã©ãŒãã§ãã¯ã¯éèŠã§ãã - ã·ã§ãŒããŒããã°ã©ã ã®äœæïŒ
compileProgram()颿°ã¯ãã³ã³ãã€ã«ãããã·ã§ãŒããŒããªã³ã¯ããŠã·ã§ãŒããŒããã°ã©ã ãäœæããŸãã - ã·ã§ãŒããŒããã°ã©ã ã®äœ¿çšïŒ
glUseProgram()颿°ã¯ãã·ã§ãŒããŒããã°ã©ã ãã¢ã¯ãã£ãã«ããŸãã - ãŠããã©ãŒã ã®èšå®ïŒãŠããã©ãŒã ã¯ãã·ã§ãŒããŒããã°ã©ã ã«æž¡ãããšãã§ãã倿°ã§ãã
glGetUniformLocation()颿°ã¯ãŠããã©ãŒã 倿°ã®å ŽæãååŸããglUniform*()颿°ã¯å€ãèšå®ããŸãã
é ç¹ã·ã§ãŒããŒã¯ãã¢ãã«ããã¥ãŒããããžã§ã¯ã·ã§ã³è¡åã«åºã¥ããŠé ç¹äœçœ®ã倿ããŸãããã©ã°ã¡ã³ãã·ã§ãŒããŒã¯ããã©ã°ã¡ã³ãã®è²ããŠããã©ãŒã ã®è²ïŒãã®äŸã§ã¯ãªã¬ã³ãžïŒã«èšå®ããŸãã
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from OpenGL.GL import *
from PIL import Image
def load_texture(filename):
try:
img = Image.open(filename)
img_data = img.convert("RGBA").tobytes("raw", "RGBA", 0, -1)
width, height = img.size
texture_id = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture_id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
return texture_id
except FileNotFoundError:
print(f"Error: Texture file '{filename}' not found.")
return None
# Example Usage (within the display function):
def display():
# ... OpenGL setup ...
texture_id = load_texture("path/to/your/texture.png")
if texture_id:
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, texture_id)
# ... Bind vertex data and texture coordinates ...
# Assuming you have texture coordinates defined in your vertex data
# and a corresponding attribute in your vertex shader
# Draw your textured object
glDisable(GL_TEXTURE_2D)
else:
print("Failed to load texture.")
# ...
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glGenTextures()颿°ã¯ãã¯ã¹ãã£ãªããžã§ã¯ããçæããŸãã - ãã¯ã¹ãã£ã®ãã€ã³ãïŒ
glBindTexture()颿°ã¯ããã¯ã¹ãã£ãªããžã§ã¯ãããã¯ã¹ãã£ã¿ãŒã²ããïŒãã®å Žåã¯GL_TEXTURE_2DïŒã«ãã€ã³ãããŸãã - ãã¯ã¹ãã£ãã©ã¡ãŒã¿ã®èšå®ïŒ
glTexParameteri()颿°ã¯ããã¯ã¹ãã£ãã©ã¡ãŒã¿ïŒãã¯ã¹ãã£ãç¹°ãè¿ãããæ¹æ³ãããã¯ã¹ãã£ãã¹ã±ãŒãªã³ã°ããããšãã«ãµã³ããªã³ã°ãããæ¹æ³ïŒãèšå®ããŸãã - ãã¯ã¹ãã£ããŒã¿ã®ã¢ããããŒãïŒ
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#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform float ambientStrength = 0.1;
float diffuseStrength = 0.5;
float specularStrength = 0.5;
float shininess = 32;
void main()
{
// Ambient
vec3 ambient = ambientStrength * lightColor;
// Diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diffuseStrength * diff * lightColor;
// Specular
vec3 viewDir = normalize(-FragPos); // Assuming the camera is at (0,0,0)
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
}
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