punyverse/punyverse/_glgeom.pyx
Quantum 6d1506926d Implemented normal mapped sphere in Cython.
Also:
 * Writes directly into the bytes object instead of malloc'ing.
 * Converted all OpenGL functions to nogil.
2013-11-25 16:34:21 -05:00

162 lines
5.5 KiB
Cython

from libc.math cimport sin, cos, sqrt
from libc.stdlib cimport malloc, free
from libc.string cimport memcpy
cimport cython
include "_cyopengl.pxi"
cdef float PI = 3.1415926535897932324626
cdef float TWOPI = PI * 2
cdef extern from "Python.h":
object PyBytes_FromStringAndSize(const char *s, Py_ssize_t len)
const char* PyBytes_AsString(bytes o)
@cython.cdivision(True)
cpdef torus(float major_radius, float minor_radius, int n_major, int n_minor, tuple material, int shininess=125):
"""
Torus function from the OpenGL red book.
"""
glPushAttrib(GL_CURRENT_BIT)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, [material[0], material[1], material[2], material[3]])
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1, 1, 1, 1])
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess)
assert n_major > 0 and n_minor > 0
assert minor_radius > 0 and major_radius > 0
cdef float major_s, minor_s
cdef float a0, a1, x0, y0, x1, y1, b, c, r, z, m, x, y, z2
cdef int i, j
with nogil:
major_s = TWOPI / n_major
minor_s = TWOPI / n_minor
for i in xrange(n_major):
a0 = i * major_s
a1 = a0 + major_s
x0 = cos(a0)
y0 = sin(a0)
x1 = cos(a1)
y1 = sin(a1)
glBegin(GL_TRIANGLE_STRIP)
for j in xrange(n_minor + 1):
b = j * minor_s
c = cos(b)
r = minor_radius * c + major_radius
z = minor_radius * sin(b)
x = x0 * c
y = y0 * c
z2 = z / minor_radius
m = 1.0 / sqrt(x * x + y * y + z2 * z2)
glNormal3f(x * m, y * z, z2 * m)
glVertex3f(x0 * r, y0 * r, z)
x = x1 * c
y = y1 * c
m = 1.0 / sqrt(x * x + y * y + z2 * z2)
glNormal3f(x * m, y * z, z2 * m)
glVertex3f(x1 * r, y1 * r, z)
glEnd()
glPopAttrib()
@cython.cdivision(True)
cpdef normal_sphere(double r, int divide, GLuint tex, normal, bint lighting=True):
from texture import pil_load
print 'Loading normal map: %s...' % normal,
normal_map = pil_load(normal)
normal = normal_map.load()
print 'Loaded'
cdef int width, height
width, height = normal_map.size
cdef bint gray_scale = len(normal[0, 0]) == 1
glEnable(GL_TEXTURE_2D)
if lighting:
glDisable(GL_BLEND)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, [1, 1, 1, 0])
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1, 1, 1, 0])
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 125)
else:
glDisable(GL_LIGHTING)
glBindTexture(GL_TEXTURE_2D, tex)
cdef double twopi_divide, pi_divide
cdef int i, j
cdef double phi1, phi2
cdef double theta, s, t
cdef int u, v
cdef double x, y, z
cdef double dx, dy, xz
cdef double nx, ny, nz
twopi_divide = TWOPI / divide
pi_divide = PI / divide
glBegin(GL_TRIANGLE_STRIP)
for j in xrange(divide + 1):
phi1 = j * twopi_divide
phi2 = (j + 1) * twopi_divide
for i in xrange(divide + 1):
theta = i * pi_divide
s = phi2 / TWOPI
u = min(<int>(s * width), width - 1)
t = theta / PI
v = min(<int>(t * height), height - 1)
if gray_scale:
x = y = z = normal[u, v]
else:
x, y, z = normal[u, v]
dx, dy, dz = sin(theta) * cos(phi2), sin(theta) * sin(phi2), cos(theta)
nx, ny, nz = x / 127.5 - 1, y / 127.5 - 1, z / 127.5 - 1 # Make into [-1, 1]
nx, nz = cos(theta) * nx + sin(theta) * nz, -sin(theta) * nx + cos(theta) * nz
nx, ny = cos(phi2) * nx - sin(phi2) * ny, sin(phi2) * nx + cos(phi2) * ny
glNormal3f(nx, ny, nz)
glTexCoord2f(s, 1 - t) # GL is bottom up
glVertex3f(r * dx, r * dy, r * dz)
s = phi1 / TWOPI # x
u = min(<int>(s * width), width - 1)
if gray_scale:
x = y = z = normal[u, v]
else:
x, y, z = normal[u, v]
dx, dy = sin(theta) * cos(phi1), sin(theta) * sin(phi1)
nx, ny, nz = x / 127.5 - 1, y / 127.5 - 1, z / 127.5 - 1
nx, nz = cos(theta) * nx + sin(theta) * nz, -sin(theta) * nx + cos(theta) * nz
nx, ny = cos(phi1) * nx - sin(phi1) * ny, sin(phi1) * nx + cos(phi1) * ny
glNormal3f(nx, ny, nz)
glTexCoord2f(s, 1 - t)
glVertex3f(r * dx, r * dy, r * dz)
glEnd()
glDisable(GL_TEXTURE_2D)
glEnable(GL_LIGHTING)
glEnable(GL_BLEND)
cpdef bytes bgr_to_rgb(bytes buffer, int width, int height, bint alpha=0, bint bottom_up=1):
cdef int length = len(buffer)
cdef int depth = length / (width * height)
cdef int depth2 = depth - alpha
cdef object final = PyBytes_FromStringAndSize(NULL, length)
cdef char *result = PyBytes_AsString(final)
cdef const char *source = PyBytes_AsString(buffer)
cdef int x, y, ioffset, ooffset, i, row = width * depth
for y in xrange(height):
for x in xrange(width):
ioffset = y * width * depth + x * depth
ooffset = (height - y - 1 if bottom_up else y) * row + x * depth
for i in xrange(depth2):
result[ooffset+i] = source[ioffset+depth2-i-1]
if alpha:
result[ooffset+depth2] = source[ioffset+depth2]
return final