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# Copyright (c) Meta Platforms, Inc. and affiliates. | |
# This source code is licensed under the MIT license found in the | |
# LICENSE file in the root directory of this source tree. | |
import numpy as np | |
import OpenGL.GL as GL | |
from animated_drawings.model.transform import Transform | |
import ctypes | |
class Rectangle(Transform): | |
def __init__(self, color: str = 'white') -> None: | |
super().__init__() | |
if color == 'white': | |
c = np.array([1.0, 1.0, 1.0], np.float32) | |
elif color == 'black': | |
c = np.array([0.3, 0.3, 0.3], np.float32) | |
elif color == 'blue': | |
c = np.array([0.00, 0.0, 1.0], np.float32) | |
else: | |
assert len(color) == 3 | |
c = np.array([*color], np.float32) | |
self.points = np.array([ | |
[0.5, 0.0, 0.5, *c], # top right | |
[-0.5, 0.0, -0.5, *c], # bottom left | |
[-0.5, 0.0, 0.5, *c], # top left | |
[0.5, 0.0, -0.5, *c], # bottom right | |
[-0.5, 0.0, -0.5, *c], # bottom left | |
[0.5, 0.0, 0.5, *c], # top right | |
], np.float32) | |
self.vao = GL.glGenVertexArrays(1) | |
self.vbo = GL.glGenBuffers(1) | |
GL.glBindVertexArray(self.vao) | |
# buffer vertex data | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo) | |
GL.glBufferData(GL.GL_ARRAY_BUFFER, self.points, GL.GL_STATIC_DRAW) | |
# position attributes | |
GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, 4 * self.points.shape[1], None) | |
GL.glEnableVertexAttribArray(0) | |
# color attributes | |
GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, False, 4 * self.points.shape[1], ctypes.c_void_p(4 * 3)) | |
GL.glEnableVertexAttribArray(1) | |
# texture attributes | |
GL.glVertexAttribPointer(2, 2, GL.GL_FLOAT, False, 4 * self.points.shape[1], ctypes.c_void_p(4 * 6)) | |
GL.glEnableVertexAttribArray(2) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) | |
GL.glBindVertexArray(0) | |
def _draw(self, **kwargs) -> None: | |
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) | |
GL.glUseProgram(kwargs['shader_ids']['color_shader']) | |
model_loc = GL.glGetUniformLocation(kwargs['shader_ids']['color_shader'], "model") | |
GL.glUniformMatrix4fv(model_loc, 1, GL.GL_FALSE, self._world_transform.T) | |
GL.glBindVertexArray(self.vao) | |
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 6) | |