from __future__ import division from array import array from ctypes import c_int, c_float, byref, cast, POINTER, c_uint, c_short, c_ushort from math import * from random import random, gauss, choice from pyglet.gl import * # noinspection PyUnresolvedReferences from six.moves import range TWOPI = pi * 2 __all__ = ['FontEngine', 'Matrix4f', 'Disk', 'OrbitVBO', 'SimpleSphere', 'TangentSphere', 'Cube', 'Circle', 'BeltVBO', 'VAO'] def array_to_ctypes(arr): return cast(arr.buffer_info()[0], POINTER({ 'f': c_float, 'i': c_int, 'I': c_uint, 'h': c_short, 'H': c_ushort, }[arr.typecode])) def array_to_gl_buffer(buffer): vbo = c_uint() glGenBuffers(1, byref(vbo)) glBindBuffer(GL_ARRAY_BUFFER, vbo.value) glBufferData(GL_ARRAY_BUFFER, buffer.itemsize * len(buffer), array_to_ctypes(buffer), GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) return vbo.value def list_to_gl_buffer(buffer, array_type='f'): return array_to_gl_buffer(array(array_type, buffer)) class Matrix4f(object): def __init__(self, matrix): self.matrix = array('f', matrix) assert len(self.matrix) == 16 @classmethod def from_angles(cls, location=(0, 0, 0), rotation=(0, 0, 0), view=False): m = [0] * 16 x, y, z = location pitch, yaw, roll = rotation sp, sy, sr = sin(radians(pitch)), sin(radians(yaw)), sin(radians(roll)) cp, cy, cr = cos(radians(pitch)), cos(radians(yaw)), cos(radians(roll)) m[0x0] = cy * cr m[0x1] = sp * sy * cr + cp * sr m[0x2] = sp * sr - cp * sy * cr m[0x3] = 0 m[0x4] = -cy * sr m[0x5] = cp * cr - sp * sy * sr m[0x6] = cp * sy * sr + sp * cr m[0x7] = 0 m[0x8] = sy m[0x9] = -sp * cy m[0xA] = cp * cy m[0xB] = 0 if view: m[0xC] = m[0x0] * -x + m[0x4] * -y + m[0x8] * -z m[0xD] = m[0x1] * -x + m[0x5] * -y + m[0x9] * -z m[0xE] = m[0x2] * -x + m[0x6] * -y + m[0xA] * -z else: m[0xC] = x m[0xD] = y m[0xE] = z m[0xF] = 1 return cls(m) @property def _as_parameter_(self): return array_to_ctypes(self.matrix) @property def bytes(self): return self.matrix.itemsize * 16 def __mul__(self, other): if not isinstance(other, Matrix4f): return NotImplemented rows = ((0, 4, 8, 12), (1, 5, 9, 13), (2, 6, 10, 14), (3, 7, 11, 15)) cols = ((0, 1, 2, 3), (4, 5, 6, 7), (8, 9, 10, 11), (12, 13, 14, 15)) a, b = self.matrix, other.matrix return type(self)(sum(a[i] * b[j] for i, j in zip(r, c)) for c in cols for r in rows) class Circle(object): type = GL_FLOAT stride = 2 * 4 position_offset = 0 position_size = 2 def __init__(self, r, segs, shader): self.vertex_count = segs buffer = segs * 2 * [0] delta = 2 * pi / segs for i in range(segs): theta = delta * i buffer[2*i:2*i+2] = [cos(theta) * r, sin(theta) * r] self.vbo = list_to_gl_buffer(buffer) self.vao = VAO() with self.vao: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) shader.vertex_attribute('a_position', self.position_size, self.type, GL_FALSE, self.stride, self.position_offset) glBindBuffer(GL_ARRAY_BUFFER, 0) class Disk(object): type = GL_FLOAT stride = 3 * 4 position_offset = 0 position_size = 2 u_offset = position_size * 4 u_size = 1 def __init__(self, rinner, router, segs): res = segs * 5 delta = 2 * pi / res self.vertex_count = (res + 1) * 2 # Need padding to make the last vertex render correctly... why? buffer = self.vertex_count * 3 * [0] for i in range(res): theta = delta * i x, y = cos(theta), sin(theta) buffer[6*i:6*i+6] = [rinner * x, rinner * y, 0, router * x, router * y, 1] buffer[6*res:6*res+6] = buffer[:6] self.vbo = list_to_gl_buffer(buffer) class SimpleSphere(object): type = GL_FLOAT stride = 5 * 4 direction_offset = 0 direction_size = 3 uv_offset = direction_size * 4 uv_size = 2 def __init__(self, lats, longs): tau = pi * 2 phi_div = tau / longs theta_div = pi / lats self.vertex_count = (lats + 1) * (longs + 1) * 2 buffer = self.vertex_count * 5 * [0] index = 0 reverse = False for i in range(longs + 1): phi1, phi2 = i * phi_div, (i + 1) * phi_div if reverse: phi1, phi2 = phi2, phi1 for j in range(lats + 1): theta = j * theta_div if reverse: theta = pi - theta sine = sin(theta) dz = cos(theta) t = 1 - theta / pi buffer[index:index + 10] = [sine * cos(phi2), sine * sin(phi2), dz, phi2 / tau, t, sine * cos(phi1), sine * sin(phi1), dz, phi1 / tau, t] index += 10 reverse ^= True self.vbo = list_to_gl_buffer(buffer) class TangentSphere(object): type = GL_FLOAT stride = 7 * 4 direction_offset = 0 direction_size = 3 tangent_offset = direction_size * 4 tangent_size = 2 uv_offset = tangent_offset + tangent_size * 4 uv_size = 2 def __init__(self, lats, longs): tau = pi * 2 phi_div = tau / longs theta_div = pi / lats self.vertex_count = (lats + 1) * (longs + 1) * 2 buffer = self.vertex_count * 8 * [0] index = 0 reverse = False for i in range(longs + 1): phi1, phi2 = i * phi_div, (i + 1) * phi_div if reverse: phi1, phi2 = phi2, phi1 for j in range(lats + 1): theta = j * theta_div if reverse: theta = pi - theta sine = sin(theta) dz = cos(theta) t = 1 - theta / pi sphi2, cphi2 = sin(phi2), cos(phi2) sphi1, cphi1 = sin(phi1), cos(phi1) buffer[index:index + 14] = [ sine * cphi2, sine * sphi2, dz, sine * -sphi2, sine * cphi2, phi2 / tau, t, sine * cphi1, sine * sphi1, dz, sine * -sphi1, sine * cphi1, phi1 / tau, t, ] index += 14 reverse ^= True self.vbo = list_to_gl_buffer(buffer) class Cube(object): type = GL_SHORT stride = 3 * 2 direction_offset = 0 direction_size = 3 vertex_count = 36 def __init__(self): self.vbo = list_to_gl_buffer([ -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, 1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, -1, 1, 1, -1, 1, 1, 1, 1, 1, 1, -1, 1, 1, -1, 1, -1, -1, -1, -1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, 1, -1, 1 ], 'h') class OrbitVBO(object): type = GL_FLOAT stride = 3 * 4 position_offset = 0 position_size = 3 vertex_count = 360 def __init__(self, orbit): buffer = 360 * 3 * [0] for theta in range(360): x, z, y = orbit.orbit(theta) buffer[3*theta:3*theta+3] = [x, y, z] self.vbo = list_to_gl_buffer(buffer) def close(self): if self.vbo is not None: vbo = c_uint(self.vbo) glDeleteBuffers(1, byref(vbo)) self.vbo = None def __del__(self): self.close() class FontEngine(object): type = GL_SHORT stride = 4 * 2 position_offset = 0 position_size = 2 tex_offset = position_size * 2 tex_size = 2 def __init__(self, shader, max_length=256): self.storage = array('h', max_length * 24 * [0]) vbo = GLuint() glGenBuffers(1, byref(vbo)) self.vbo = vbo.value self.vertex_count = None self.vao = VAO() with self.vao: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) shader.vertex_attribute('a_rc', self.position_size, self.type, GL_FALSE, self.stride, self.position_offset) shader.vertex_attribute('a_tex', self.tex_size, self.type, GL_FALSE, self.stride, self.tex_offset) glBindBuffer(GL_ARRAY_BUFFER, 0) def draw(self, string): index = 0 row = 0 col = 0 for c in string: if c == '\n': row += 1 col = 0 continue o = ord(c) if 32 <= o < 128: self.storage[24*index:24*index+24] = array('h', [ row, col, o - 32, 1, row + 1, col, o - 32, 0, row + 1, col + 1, o - 31, 0, row, col, o - 32, 1, row + 1, col + 1, o - 31, 0, row, col + 1, o - 31, 1, ]) index += 1 col += 1 self.vertex_count = index * 6 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) glBufferData(GL_ARRAY_BUFFER, self.storage.itemsize * len(self.storage), array_to_ctypes(self.storage), GL_STREAM_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) class BeltVBO(object): type = GL_FLOAT stride = 4 * 4 location_offset = 0 location_size = 3 scale_offset = location_size * 4 scale_size = 1 def __init__(self, radius, cross, objects, count): arrays = [array('f') for i in range(objects)] for i in range(count): theta = TWOPI * random() r = gauss(radius, cross) x, y, z = cos(theta) * r, gauss(0, cross), sin(theta) * r scale = gauss(1, 0.5) if scale < 0: scale = 1 choice(arrays).extend((x, y, z, scale)) self.vbo = [] self.sizes = [] for a in arrays: self.vbo.append(array_to_gl_buffer(a)) self.sizes.append(len(a) // 4) class VAO(object): def __init__(self): buffer = GLuint() glGenVertexArrays(1, byref(buffer)) self.vao = buffer def __enter__(self): glBindVertexArray(self.vao) def __exit__(self, exc_type, exc_val, exc_tb): glBindVertexArray(0)