punyverse/punyverse/glgeom.py
Quantum a46d5a9ff7 Shader for models. Instanced asteroid belt.
Removed all instances of legacy pipeline, hopefully. (Except for using VAOs, I guess)
2018-08-28 23:10:33 -04:00

322 lines
9.4 KiB
Python

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']
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):
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)
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, 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
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)
def end(self):
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)