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containers.py
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218 lines (173 loc) · 8.3 KB
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from model import *
import glm
from random import random
from vbo import *
from texture import get_program, get_texture, get_texture_cube, get_vao
from types import SimpleNamespace
from constants import GLOBAL_CONSTANTS
def clamp(val, low, high):
return max(low, min(high,val))
#
# Scene: holds models.
# Mesh: holds Model, texture
# Texture: holds textures
# Model: holds vao number, transformations, uniforms.
# VAO: holds VBO container, shaderprograms, turns them into vaos
# ShaderProgram: holds programs
# VBO: holds different vbos of objects
# Light: holds color values
# basically: ,- Texture
# Main - Mesh ,- ShaderProgram
# `- VAO`
# `- VBO
# it's stupid.
class Scene:
def __init__(self, app):
self.app = app
self.objects = []
self.load()
# skybox
#self.skybox = AdvancedSkyBox(app)
def add_object(self, obj):
self.objects.append(obj)
def clear_objects(self, obj):
self.objects = [o for o in self.objects if type(o) != type(obj)]
def load(self):
app = self.app
add = self.add_object
n, s = 3, 1
height = 0
for x in range(-n, n, s):
for z in range(-n, n, s):
if random() < 0.3:
height += 1
if random() < 0.3:
height -= 1
height = clamp(height, 0, 2)
if(random()< 0.1):
y = (random()>0.5)
add(Cube(app, tex_id=int(0.8+1.4*random()),pos=(x, y, z)))
offset = (-10, 0, 0)
density = 0.9
for x in range(-n, n, s):
for z in range(-n, n, s):
if random() < 0.3:
height += 1
if random() < 0.3:
height -= 1
height = clamp(height, 0, 2)
if(random()< density):
y = (random()>0.5)
add(Cube(app, tex_id=int(0.8+1.4*random()),pos=(x + offset[0], y + offset[1], z + offset[2])))
add(Cube(app, tex_id=1,pos=(10, 0, 0)))
add(Cube(app, tex_id=1,pos=(0, 0, 10)))
add(Cube(app, tex_id=1,pos=(10, 1, 0)))
add(Cube(app, tex_id=1,pos=(0, -1, 0)))
add(Cube(app, tex_id=1,pos=(10, 1, 3)))
add(Cube(app, tex_id=1,pos=(10, 1, 5)))
add(Cube(app, tex_id=1,pos=(10, 1, 4)))
# for x in range(n):
# add(Cube(app, tex_id=1,pos=(x**3+50, 0, 0)))
# add(Cube(app, tex_id=1,pos=(0, 0, x**3+50)))
# add(Cube(app, tex_id=1,pos=(0, -x**3-50, 0)))
# add(Cat(app, pos=(0, 0, 0)))
def render(self):
for obj in self.objects:
obj.render()
#self.skybox.render()
class Mesh:
# Load all the files and generate buffers for the openGL context.
def __init__(self, ctx: mgl.Context):
self.ctx = ctx
self.vbos = {}
self.programs = {}
self.vaos = {}
self.textures = {}
self.buffers = SimpleNamespace()
self.gen_textures(ctx)
self.gen_vbos(ctx)
self.gen_programs(ctx)
self.gen_vaos(ctx)
self.gen_buffers(ctx)
def gen_textures(self, ctx: mgl.Context):
self.textures[0] = get_texture(ctx, path='textures/img.png')
self.textures[1] = get_texture(ctx, path='textures/img_1.png')
self.textures[2] = get_texture(ctx, path='textures/img_2.png')
self.textures[3] = get_texture(ctx, path='textures/img_3.png')
self.textures['cat'] = get_texture(ctx, path='objects/bunny/UVMap.png')
self.textures['skybox'] = get_texture_cube(ctx, dir_path='textures/skybox1/', ext='png')
def gen_vbos(self, ctx: mgl.Context):
self.vbos['cube'] = CubeVBO(ctx)
self.vbos['cat'] = FileVBO(ctx, 'objects/bunny/bunny.obj')
self.vbos['skybox'] = SkyBoxVBO(ctx)
self.vbos['advanced_skybox'] = AdvancedSkyBoxVBO(ctx)
def gen_programs(self, ctx: mgl.Context):
self.programs['default'] = get_program(ctx, 'default')
self.programs['flat'] = get_program(ctx, 'default', 'default_flat')
self.programs['alpha'] = get_program(ctx, 'default', 'default_alpha')
self.programs['skybox'] = get_program(ctx, 'skybox')
self.programs['advanced_skybox'] = get_program(ctx, 'advanced_skybox')
self.programs['blit_scale'] = get_program(ctx, 'screen', 'blit_scale')
self.programs['blit'] = get_program(ctx, 'screen') #draw texture on screen for opencv.
self.programs['sobel'] = get_program(ctx, 'screen', 'processing/sobel')
self.programs['1d_gaussian'] = get_program(ctx, 'screen', 'processing/1d_gaussian')
self.programs['draw_over'] = get_program(ctx, 'screen', 'draw_over')
def gen_vaos(self, ctx: mgl.Context):
# cube vao
self.vaos['flat_cube'] = get_vao(ctx,
program=self.programs['flat'],
vbo = self.vbos['cube'])
self.vaos['cube'] = get_vao(ctx, program=self.programs['default'], vbo=self.vbos['cube'])
self.vaos['alpha_cube'] = get_vao(ctx, program=self.programs['alpha'], vbo=self.vbos['cube'])
# cat vao
self.vaos['cat'] = get_vao(ctx,
program=self.programs['default'],
vbo=self.vbos['cat'])
# skybox vao
self.vaos['skybox'] = get_vao(ctx,
program=self.programs['skybox'],
vbo=self.vbos['skybox'])
# advanced_skybox vao
self.vaos['advanced_skybox'] = get_vao(ctx,
program=self.programs['advanced_skybox'],
vbo=self.vbos['advanced_skybox'])
self.vaos['blit'] = ctx.vertex_array(self.programs['blit'], [])
self.vaos['blit'].vertices = 3
self.vaos['blit_scale'] = ctx.vertex_array(self.programs['blit_scale'], [])
self.vaos['blit_scale'].vertices = 3
self.vaos['sobel'] = ctx.vertex_array(self.programs['sobel'], [])
self.vaos['sobel'].vertices = 3
self.vaos['1d_gaussian'] = ctx.vertex_array(self.programs['1d_gaussian'], [])
self.vaos['1d_gaussian'].vertices = 3
self.vaos['draw_over'] = ctx.vertex_array(self.programs['draw_over'], [])
self.vaos['draw_over'].vertices = 3
def gen_buffers(self, ctx: mgl.Context):
self.buffers.screen = ctx.screen
self.buffers.fb_render_tex = ctx.texture((ctx.screen.size),4)
self.buffers.fb_render_tex_depth = ctx.depth_renderbuffer(ctx.screen.size)
self.buffers.fb_render = ctx.framebuffer(color_attachments=self.buffers.fb_render_tex,depth_attachment=self.buffers.fb_render_tex_depth)
ssaa_size = (ctx.screen.width*2, ctx.screen.height*2)
self.buffers.fb_ssaa_render_tex = ctx.texture(ssaa_size,4)
self.buffers.fb_ssaa_render_tex_depth = ctx.depth_renderbuffer(ssaa_size)
self.buffers.fb_ssaa_render = ctx.framebuffer(color_attachments=self.buffers.fb_ssaa_render_tex,depth_attachment=self.buffers.fb_ssaa_render_tex_depth)
self.buffers.fb_aux_tex = ctx.texture((ctx.screen.size),4)
self.buffers.fb_aux = ctx.framebuffer(color_attachments=self.buffers.fb_aux_tex)
self.buffers.fb_binary_tex = ctx.texture((ctx.screen.size),1)
self.buffers.fb_binary = ctx.framebuffer(color_attachments=self.buffers.fb_binary_tex)
self.buffers.fb_screen_mix_tex = ctx.texture((ctx.screen.size),4)
self.buffers.fb_screen_mix = ctx.framebuffer(color_attachments=self.buffers.fb_aux_tex)
self.buffers.opencv_tex = ctx.texture((ctx.screen.width,ctx.screen.height),4)
self.buffers.opencv = ctx.framebuffer(color_attachments=self.buffers.opencv_tex)
def destroy(self):
[vbo.destroy() for vbo in self.vbos.values()]
[tex.release() for tex in self.textures.values()]
[program.release() for program in self.programs.values()]
[texorfbo.release() for texorfbo in self.buffers.__dict__.values()]
class Light:
def __init__(self, position=(30, 30, 10), color=(1, 1, 1)):
self.position = glm.vec3(position)
self.color = glm.vec3(color)
# intensities
self.Ia = GLOBAL_CONSTANTS.light._K_AMBIENT * self.color # ambient
self.Id = GLOBAL_CONSTANTS.light._K_DIFFUSE * self.color # diffuse
self.Is = GLOBAL_CONSTANTS.light._K_SPECULAR * self.color # specular