punyverse/punyverse/entity.py
2018-08-29 02:29:45 -04:00

600 lines
23 KiB
Python

import random
from math import sqrt, pi
from pyglet.gl import *
# noinspection PyUnresolvedReferences
from six.moves import range
from punyverse.glgeom import *
from punyverse.model import load_model, WavefrontVBO
from punyverse.orbit import KeplerOrbit
from punyverse.texture import get_best_texture, load_alpha_mask, get_cube_map, load_texture_1d
from punyverse.utils import cached_property
G = 6.67384e-11 # Gravitation Constant
class Entity(object):
background = False
def __init__(self, world, name, location, rotation=(0, 0, 0), direction=(0, 0, 0)):
self.world = world
self.name = name
self.location = location
self.rotation = rotation
self.direction = direction
@cached_property
def model_matrix(self):
return Matrix4f.from_angles(self.location, self.rotation)
@cached_property
def mv_matrix(self):
return self.world.view_matrix() * self.model_matrix
@cached_property
def mvp_matrix(self):
return self.world.vp_matrix * self.model_matrix
def update(self):
self.model_matrix = None
self.mv_matrix = None
self.mvp_matrix = None
x, y, z = self.location
dx, dy, dz = self.direction
self.location = x + dx, y + dy, z + dz
def collides(self, x, y, z):
return False
def draw(self, options):
raise NotImplementedError()
class Asteroid(Entity):
def __init__(self, world, model, location, direction):
super(Asteroid, self).__init__(world, 'Asteroid', location, direction=direction)
self.model = model
def update(self):
super(Asteroid, self).update()
rx, ry, rz = self.rotation
# Increment all axis to 'spin'
self.rotation = rx + 1, ry + 1, rz + 1
def draw(self, options):
shader = self.world.activate_shader('model')
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
shader.uniform_mat4('u_mvMatrix', self.mv_matrix)
shader.uniform_mat4('u_modelMatrix', self.model_matrix)
self.model.draw(shader)
class AsteroidManager(object):
def __init__(self, world):
self.world = world
self.asteroids = []
def __bool__(self):
return bool(self.asteroids)
__nonzero__ = __bool__
def load(self, file):
shader = self.world.activate_shader('model')
self.asteroids.append(WavefrontVBO(load_model(file), shader, 5, 5, 5))
def new(self, location, direction):
return Asteroid(self.world, random.choice(self.asteroids), location, direction)
class Belt(Entity):
def __init__(self, name, world, info):
x = world.evaluate(info.get('x', 0))
y = world.evaluate(info.get('y', 0))
z = world.evaluate(info.get('z', 0))
radius = world.evaluate(info.get('radius', 0))
cross = world.evaluate(info.get('cross', 0))
count = int(world.evaluate(info.get('count', 0)))
scale = info.get('scale', 1)
longitude = info.get('longitude', 0)
inclination = info.get('inclination', 0)
argument = info.get('argument', 0)
rotation = info.get('period', 31536000)
models = info['model']
self.rotation_angle = 360.0 / rotation if rotation else 0
self.render = gl_info.have_version(3, 3)
if self.render:
shader = world.activate_shader('belt')
if not isinstance(models, list):
models = [models]
self.belt = BeltVBO(radius, cross, len(models), count)
self.objects = [
WavefrontVBO(load_model(model), shader, info.get('sx', scale),
info.get('sy', scale), info.get('sz', scale))
for model in models
]
def callback():
glBindBuffer(GL_ARRAY_BUFFER, vbo)
shader.vertex_attribute('a_translate', self.belt.location_size, self.belt.type, GL_FALSE,
self.belt.stride, self.belt.location_offset, divisor=1)
shader.vertex_attribute('a_scale', self.belt.scale_size, self.belt.type, GL_FALSE,
self.belt.stride, self.belt.scale_offset, divisor=1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
for model, vbo, count in zip(self.objects, self.belt.vbo, self.belt.sizes):
model.additional_attributes(callback)
super(Belt, self).__init__(world, name, (x, y, z), (inclination, longitude, argument))
def update(self):
super(Belt, self).update()
pitch, yaw, roll = self.rotation
self.rotation = pitch, self.world.tick * self.rotation_angle % 360, roll
def draw(self, options):
if not self.render:
return
shader = self.world.activate_shader('belt')
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
shader.uniform_mat4('u_mvMatrix', self.mv_matrix)
shader.uniform_mat4('u_modelMatrix', self.model_matrix)
for object, vbo, count in zip(self.objects, self.belt.vbo, self.belt.sizes):
object.draw(shader, instances=count)
class Sky(Entity):
background = True
def __init__(self, world, info, callback=None):
pitch = world.evaluate(info.get('pitch', 0))
yaw = world.evaluate(info.get('yaw', 0))
roll = world.evaluate(info.get('roll', 0))
super(Sky, self).__init__(world, 'Sky', (0, 0, 0), [pitch, yaw, roll])
self.texture = get_best_texture(info['texture'], loader=get_cube_map, callback=callback)
self.constellation = get_cube_map(info['constellation'])
self.cube = Cube()
self.vao = VAO()
shader = self.world.activate_shader('sky')
with self.vao:
glBindBuffer(GL_ARRAY_BUFFER, self.cube.vbo)
shader.vertex_attribute('a_direction', self.cube.direction_size, self.cube.type, GL_FALSE,
self.cube.stride, self.cube.direction_offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
def draw(self, options):
cam = self.world.cam
shader = self.world.activate_shader('sky')
shader.uniform_mat4('u_mvpMatrix', self.world.projection_matrix() *
Matrix4f.from_angles(rotation=(cam.pitch, cam.yaw, cam.roll)) *
Matrix4f.from_angles(rotation=self.rotation))
glBindTexture(GL_TEXTURE_CUBE_MAP, self.texture)
shader.uniform_texture('u_skysphere', 0)
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_CUBE_MAP, self.constellation)
shader.uniform_texture('u_constellation', 1)
shader.uniform_bool('u_lines', options.constellations)
with self.vao:
glDrawArrays(GL_TRIANGLES, 0, self.cube.vertex_count)
glActiveTexture(GL_TEXTURE0)
class Body(Entity):
def __init__(self, name, world, info, parent=None):
self.parent = parent
self.satellites = []
x = world.evaluate(info.get('x', 0))
y = world.evaluate(info.get('y', 0))
z = world.evaluate(info.get('z', 0))
pitch = world.evaluate(info.get('pitch', 0))
yaw = world.evaluate(info.get('yaw', 0))
roll = world.evaluate(info.get('roll', 0))
rotation = world.evaluate(info.get('rotation', 86400))
self.mass = info.get('mass')
orbit_distance = float(world.evaluate(info.get('orbit_distance', world.au)))
self.orbit_show = orbit_distance * 1.25
self.orbit_blend = orbit_distance / 4
self.orbit_opaque = orbit_distance
super(Body, self).__init__(world, name, (x, y, z), (pitch, yaw, roll))
self.initial_roll = roll
self.orbit = None
self.orbit_speed = None
if parent:
# Semi-major axis when actually displayed in virtual space
distance = world.evaluate(info.get('distance', 100))
# Semi-major axis used to calculate orbital speed
sma = world.evaluate(info.get('sma', distance))
if hasattr(parent, 'mass') and parent.mass is not None:
period = 2 * pi * sqrt((sma * 1000) ** 3 / (G * parent.mass))
self.orbit_speed = 360.0 / period
if not rotation: # Rotation = 0 assumes tidal lock
rotation = period
else:
self.orbit_speed = info.get('orbit_speed', 1)
self.orbit = KeplerOrbit(distance / world.length, info.get('eccentricity', 0), info.get('inclination', 0),
info.get('longitude', 0), info.get('argument', 0))
self.rotation_angle = 360.0 / rotation if rotation else 0
# Orbit calculation
self.orbit_vbo = None
self.orbit_vao = None
self.orbit_cache = None
@cached_property
def orbit_matrix(self):
return self.world.view_matrix() * Matrix4f.from_angles(self.location)
def update(self):
super(Body, self).update()
if self.rotation_angle:
pitch, yaw, roll = self.rotation
roll = (self.initial_roll + self.world.tick * self.rotation_angle) % 360
self.rotation = pitch, yaw, roll
if self.orbit:
px, py, pz = self.parent.location
x, z, y = self.orbit.orbit(self.world.tick * self.orbit_speed % 360)
self.location = (x + px, y + py, z + pz)
self.orbit_matrix = None
for satellite in self.satellites:
satellite.update()
def get_orbit(self, shader):
if not self.orbit:
return
# Cache key is the three orbital plane parameters and eccentricity
cache = (self.orbit.eccentricity, self.orbit.longitude, self.orbit.inclination, self.orbit.argument)
if self.orbit_cache == cache:
return self.orbit_vbo, self.orbit_vao
if self.orbit_vbo is not None:
self.orbit_vbo.close()
if self.orbit_vao is not None:
self.orbit_vao.close()
self.orbit_vbo = OrbitVBO(self.orbit)
self.orbit_vao = VAO()
with self.orbit_vao:
glBindBuffer(GL_ARRAY_BUFFER, self.orbit_vbo.vbo)
shader.vertex_attribute('a_position', self.orbit_vbo.position_size, self.orbit_vbo.type, GL_FALSE,
self.orbit_vbo.stride, self.orbit_vbo.position_offset)
self.orbit_cache = cache
return self.orbit_vbo, self.orbit_vao
def _draw_orbits(self, distance):
shader = self.world.activate_shader('line')
solid = distance < self.parent.orbit_opaque
alpha = 1 if solid else (1 - (distance - self.parent.orbit_opaque) / self.parent.orbit_blend)
shader.uniform_vec4('u_color', 1, 1, 1, alpha)
shader.uniform_mat4('u_mvpMatrix', self.world.projection_matrix() * self.parent.orbit_matrix)
if not solid:
glEnable(GL_BLEND)
vbo, vao = self.get_orbit(shader)
with vao:
glDrawArrays(GL_LINE_LOOP, 0, vbo.vertex_count)
if not solid:
glDisable(GL_BLEND)
def draw(self, options):
self._draw(options)
if options.orbit and self.orbit:
dist = self.world.cam.distance(*self.parent.location)
if dist < self.parent.orbit_show:
self._draw_orbits(dist)
for satellite in self.satellites:
satellite.draw(options)
def _draw(self, options):
raise NotImplementedError()
def collides(self, x, y, z):
return self._collides(x, y, z) or any(satellite.collides(x, y, z) for satellite in self.satellites)
def _collides(self, x, y, z):
return False
class SphericalBody(Body):
_sphere_cache = {}
@classmethod
def _get_sphere(cls, division, tangent=True):
if (division, tangent) in cls._sphere_cache:
return cls._sphere_cache[division, tangent]
cls._sphere_cache[division, tangent] = sphere = \
(TangentSphere if tangent else SimpleSphere)(division, division)
return sphere
def __init__(self, name, world, info, parent=None):
super(SphericalBody, self).__init__(name, world, info, parent)
self.radius = world.evaluate(info.get('radius', world.length)) / world.length
division = info.get('division', max(min(int(self.radius / 8), 60), 10))
self.light_source = info.get('light_source', False)
self.shininess = info.get('shininess', 0)
self.type = info.get('type', 'planet')
self.texture = get_best_texture(info['texture'])
self.normal_texture = None
self.specular_texture = None
self.emission_texture = None
self.sphere = self._get_sphere(division, tangent=self.type == 'planet')
self.vao = VAO()
if self.type == 'planet':
shader = self.world.activate_shader('planet')
with self.vao:
glBindBuffer(GL_ARRAY_BUFFER, self.sphere.vbo)
shader.vertex_attribute('a_normal', self.sphere.direction_size, self.sphere.type, GL_FALSE,
self.sphere.stride, self.sphere.direction_offset)
shader.vertex_attribute('a_tangent', self.sphere.tangent_size, self.sphere.type, GL_FALSE,
self.sphere.stride, self.sphere.tangent_offset)
shader.vertex_attribute('a_uv', self.sphere.uv_size, self.sphere.type, GL_FALSE,
self.sphere.stride, self.sphere.uv_offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
elif self.type == 'star':
shader = self.world.activate_shader('star')
with self.vao:
glBindBuffer(GL_ARRAY_BUFFER, self.sphere.vbo)
shader.vertex_attribute('a_normal', self.sphere.direction_size, self.sphere.type, GL_FALSE,
self.sphere.stride, self.sphere.direction_offset)
shader.vertex_attribute('a_uv', self.sphere.uv_size, self.sphere.type, GL_FALSE,
self.sphere.stride, self.sphere.uv_offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
else:
raise ValueError('Invalid type: %s' % self.type)
self.atmosphere = None
self.clouds = None
self.ring = 0
if 'normal_map' in info:
self.normal_texture = get_best_texture(info['normal_map'])
if 'specular_map' in info:
self.specular_texture = get_best_texture(info['specular_map'])
if 'emission_map' in info:
self.emission_texture = get_best_texture(info['emission_map'])
if 'atmosphere' in info:
atmosphere_data = info['atmosphere']
atm_size = world.evaluate(atmosphere_data.get('diffuse_size', None))
atm_texture = atmosphere_data.get('diffuse_texture', None)
cloud_texture = atmosphere_data.get('cloud_texture', None)
if cloud_texture is not None:
self.cloud_transparency = get_best_texture(cloud_texture, loader=load_alpha_mask)
self.cloud_radius = self.radius + 2
self.clouds = self._get_sphere(division, tangent=False)
self.cloud_vao = VAO()
shader = self.world.activate_shader('clouds')
with self.cloud_vao:
glBindBuffer(GL_ARRAY_BUFFER, self.clouds.vbo)
shader.vertex_attribute('a_normal', self.clouds.direction_size, self.clouds.type, GL_FALSE,
self.clouds.stride, self.clouds.direction_offset)
shader.vertex_attribute('a_uv', self.clouds.uv_size, self.clouds.type, GL_FALSE,
self.clouds.stride, self.clouds.uv_offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
if atm_texture is not None:
self.atm_texture = load_texture_1d(atm_texture, clamp=True)
self.atmosphere = Disk(self.radius, self.radius + atm_size, 30)
self.atmosphere_vao = VAO()
shader = self.world.activate_shader('atmosphere')
with self.atmosphere_vao:
glBindBuffer(GL_ARRAY_BUFFER, self.atmosphere.vbo)
shader.vertex_attribute('a_position', self.atmosphere.position_size, self.atmosphere.type, GL_FALSE,
self.atmosphere.stride, self.atmosphere.position_offset)
shader.vertex_attribute('a_u', self.atmosphere.u_size, self.atmosphere.type, GL_FALSE,
self.atmosphere.stride, self.atmosphere.u_offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
if 'ring' in info:
distance = world.evaluate(info['ring'].get('distance', self.radius * 1.2))
size = world.evaluate(info['ring'].get('size', self.radius / 2))
pitch, yaw, roll = self.rotation
pitch = world.evaluate(info['ring'].get('pitch', pitch))
yaw = world.evaluate(info['ring'].get('yaw', yaw))
roll = world.evaluate(info['ring'].get('roll', roll))
self.ring_rotation = pitch, yaw, roll
self.ring_texture = load_texture_1d(info['ring'].get('texture'), clamp=True)
self.ring = Disk(distance, distance + size, 30)
self.ring_vao = VAO()
shader = self.world.activate_shader('ring')
with self.ring_vao:
glBindBuffer(GL_ARRAY_BUFFER, self.ring.vbo)
shader.vertex_attribute('a_position', self.ring.position_size, self.ring.type, GL_FALSE,
self.ring.stride, self.ring.position_offset)
shader.vertex_attribute('a_u', self.ring.u_size, self.ring.type, GL_FALSE,
self.ring.stride, self.ring.u_offset)
glBindBuffer(GL_ARRAY_BUFFER, 0)
def _draw_planet(self):
shader = self.world.activate_shader('planet')
shader.uniform_float('u_radius', self.radius)
shader.uniform_mat4('u_modelMatrix', self.model_matrix)
shader.uniform_mat4('u_mvMatrix', self.mv_matrix)
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
glBindTexture(GL_TEXTURE_2D, self.texture)
shader.uniform_texture('u_planet.diffuseMap', 0)
shader.uniform_bool('u_planet.hasNormal', self.normal_texture)
if self.normal_texture:
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, self.normal_texture)
shader.uniform_texture('u_planet.normalMap', 1)
shader.uniform_bool('u_planet.hasSpecular', self.specular_texture)
if self.specular_texture:
glActiveTexture(GL_TEXTURE2)
glBindTexture(GL_TEXTURE_2D, self.specular_texture)
shader.uniform_texture('u_planet.specularMap', 2)
shader.uniform_vec3('u_planet.specular', 1, 1, 1)
shader.uniform_float('u_planet.shininess', 10)
else:
shader.uniform_vec3('u_planet.specular', 0, 0, 0)
shader.uniform_float('u_planet.shininess', 0)
shader.uniform_bool('u_planet.hasEmission', self.emission_texture)
if self.emission_texture:
glActiveTexture(GL_TEXTURE3)
glBindTexture(GL_TEXTURE_2D, self.emission_texture)
shader.uniform_texture('u_planet.emissionMap', 3)
shader.uniform_vec3('u_planet.ambient', 0, 0, 0)
shader.uniform_vec3('u_planet.emission', 1, 1, 1)
else:
shader.uniform_vec3('u_planet.ambient', 1, 1, 1)
shader.uniform_vec3('u_planet.emission', 0, 0, 0)
shader.uniform_vec3('u_planet.diffuse', 1, 1, 1)
with self.vao:
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.sphere.vertex_count)
glActiveTexture(GL_TEXTURE0)
def _draw_star(self):
shader = self.world.activate_shader('star')
shader.uniform_float('u_radius', self.radius)
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
glBindTexture(GL_TEXTURE_2D, self.texture)
shader.uniform_texture('u_emission', 0)
with self.vao:
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.sphere.vertex_count)
def _draw_sphere(self):
if self.type == 'planet':
self._draw_planet()
elif self.type == 'star':
self._draw_star()
def _draw_atmosphere(self):
glEnable(GL_BLEND)
glDisable(GL_CULL_FACE)
shader = self.world.activate_shader('atmosphere')
mv = self.mv_matrix.matrix
matrix = Matrix4f([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, mv[12], mv[13], mv[14], 1])
shader.uniform_mat4('u_mvpMatrix', self.world.projection_matrix() * matrix)
glBindTexture(GL_TEXTURE_1D, self.atm_texture)
shader.uniform_texture('u_texture', 0)
with self.atmosphere_vao:
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.atmosphere.vertex_count)
glDisable(GL_BLEND)
glEnable(GL_CULL_FACE)
def _draw_clouds(self):
glEnable(GL_BLEND)
shader = self.world.activate_shader('clouds')
shader.uniform_float('u_radius', self.cloud_radius)
shader.uniform_mat4('u_modelMatrix', self.model_matrix)
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
glBindTexture(GL_TEXTURE_2D, self.cloud_transparency)
shader.uniform_texture('u_transparency', 0)
shader.uniform_vec3('u_diffuse', 1, 1, 1)
shader.uniform_vec3('u_ambient', 0.1, 0.1, 0.1)
with self.cloud_vao:
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.clouds.vertex_count)
glDisable(GL_BLEND)
def _draw_rings(self):
glEnable(GL_BLEND)
glDisable(GL_CULL_FACE)
shader = self.world.activate_shader('ring')
shader.uniform_mat4('u_modelMatrix', self.model_matrix)
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
shader.uniform_vec3('u_planet', *self.location)
shader.uniform_vec3('u_sun', 0, 0, 0)
shader.uniform_float('u_planetRadius', self.radius)
shader.uniform_float('u_ambient', 0.1)
glBindTexture(GL_TEXTURE_1D, self.ring_texture)
shader.uniform_texture('u_texture', 0)
with self.ring_vao:
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.ring.vertex_count)
glDisable(GL_BLEND)
glEnable(GL_CULL_FACE)
def _draw(self, options):
self._draw_sphere()
if options.atmosphere and self.atmosphere:
self._draw_atmosphere()
if options.cloud and self.clouds:
self._draw_clouds()
if self.ring:
self._draw_rings()
def _collides(self, x, y, z):
ox, oy, oz = self.location
dx, dy, dz = x - ox, y - oy, z - oz
distance = sqrt(dx * dx + dy * dy + dz * dz)
return distance <= self.radius
class ModelBody(Body):
def __init__(self, name, world, info, parent=None):
super(ModelBody, self).__init__(name, world, info, parent)
scale = info.get('scale', 1)
shader = world.activate_shader('model')
self.vbo = WavefrontVBO(load_model(info['model']), shader, info.get('sx', scale),
info.get('sy', scale), info.get('sz', scale))
def _draw(self, options):
shader = self.world.activate_shader('model')
shader.uniform_mat4('u_mvpMatrix', self.mvp_matrix)
shader.uniform_mat4('u_mvMatrix', self.mv_matrix)
shader.uniform_mat4('u_modelMatrix', self.model_matrix)
self.vbo.draw(shader)