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#!/usr/bin/env python
from __future__ import print_function
from __future__ import absolute_import
import collada
import numpy
import pyglet
from pyglet.gl import *
import ctypes
from . import glutils
from .glutils import VecF
from . import shader
from .shader import Shader
from . import shaders
class GLSLRenderer:
def __init__(self, dae):
self.dae = dae
# To calculate model boundary along Z axis
self.z_max = -100000.0
self.z_min = 100000.0
self.textures = {}
self.shaders = {}
self.batch_list = []
# Initialize OpenGL
glClearColor(0.0, 0.0, 0.0, 0.5) # Black Background
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glEnable(GL_CULL_FACE)
glEnable(GL_MULTISAMPLE)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_AMBIENT, VecF(0.9, 0.9, 0.9, 1.0))
glLightfv(GL_LIGHT0, GL_DIFFUSE, VecF(1.0, 1.0, 1.0, 1.0))
glLightfv(GL_LIGHT0, GL_SPECULAR, VecF(0.3, 0.3, 0.3, 1.0))
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, VecF(0.1, 0.1, 0.1, 1.0))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, VecF(0.1, 0.1, 0.1, 1.0))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
print('Running with OpenGL version:', glutils.getOpenGLVersion())
print('Initializing shaders...')
#(vert, frag) = shaders.ADSPhong
(vert, frag) = shaders.simplePhong
prog = Shader(vert, frag)
print(' phong')
self.shaders['phong'] = prog
(vert, frag) = shaders.pointLightDiff
prog = Shader(vert, frag)
self.shaders['lambert'] = prog
print(' lambert')
self.shaders['blinn'] = prog
print(' blinn')
(vert, frag) = shaders.flatShader
prog = Shader(vert, frag)
self.shaders['constant'] = prog
print(' constant')
(vert, frag) = shaders.texturePhong
prog = Shader(vert, frag)
self.shaders['texture'] = prog
print(' texture')
print(' done.')
print('Creating GL buffer objects for geometry...')
if self.dae.scene is not None:
for geom in self.dae.scene.objects('geometry'):
for prim in geom.primitives():
mat = prim.material
diff_color = VecF(0.3, 0.3, 0.3, 1.0)
spec_color = None
shininess = None
amb_color = None
tex_id = None
shader_prog = self.shaders[mat.effect.shadingtype]
for prop in mat.effect.supported:
value = getattr(mat.effect, prop)
# it can be a float, a color (tuple) or a Map
# ( a texture )
if isinstance(value, collada.material.Map):
colladaimage = value.sampler.surface.image
# Accessing this attribute forces the
# loading of the image using PIL if
# available. Unless it is already loaded.
img = colladaimage.pilimage
if img: # can read and PIL available
shader_prog = self.shaders['texture']
# See if we already have texture for this image
if colladaimage.id in self.textures:
tex_id = self.textures[colladaimage.id]
else:
# If not - create new texture
try:
# get image meta-data
# (dimensions) and data
(ix, iy, tex_data) = (img.size[0], img.size[1], img.tobytes("raw", "RGBA", 0, -1))
except (SystemError, ValueError):
# has no alpha channel,
# synthesize one
(ix, iy, tex_data) = (img.size[0], img.size[1], img.tobytes("raw", "RGBX", 0, -1))
# generate a texture ID
tid = GLuint()
glGenTextures(1, ctypes.byref(tid))
tex_id = tid.value
# make it current
glBindTexture(GL_TEXTURE_2D, tex_id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# copy the texture into the
# current texture ID
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data)
self.textures[colladaimage.id] = tex_id
else:
print(' %s = Texture %s: (not available)' % (
prop, colladaimage.id))
else:
if prop == 'diffuse' and value is not None:
diff_color = value
elif prop == 'specular' and value is not None:
spec_color = value
elif prop == 'ambient' and value is not None:
amb_color = value
elif prop == 'shininess' and value is not None:
shininess = value
# use primitive-specific ways to get triangles
prim_type = type(prim).__name__
if prim_type == 'BoundTriangleSet':
triangles = prim
elif prim_type == 'BoundPolylist':
triangles = prim.triangleset()
else:
print('Unsupported mesh used:', prim_type)
triangles = None
if triangles is not None:
triangles.generateNormals()
# We will need flat lists for VBO (batch) initialization
vertices = triangles.vertex.flatten().tolist()
batch_len = len(vertices) // 3
indices = triangles.vertex_index.flatten().tolist()
normals = triangles.normal.flatten().tolist()
batch = pyglet.graphics.Batch()
# Track maximum and minimum Z coordinates
# (every third element) in the flattened
# vertex list
ma = max(vertices[2::3])
if ma > self.z_max:
self.z_max = ma
mi = min(vertices[2::3])
if mi < self.z_min:
self.z_min = mi
if tex_id is not None:
# This is probably the most inefficient
# way to get correct texture coordinate
# list (uv). I am sure that I just do not
# understand enough how texture
# coordinates and corresponding indexes
# are related to the vertices and vertex
# indices here, but this is what I found
# to work. Feel free to improve the way
# texture coordinates (uv) are collected
# for batch.add_indexed() invocation.
uv = [[0.0, 0.0]] * batch_len
for t in triangles:
nidx = 0
texcoords = t.texcoords[0]
for vidx in t.indices:
uv[vidx] = texcoords[nidx].tolist()
nidx += 1
# Flatten the uv list
uv = [item for sublist in uv for item in sublist]
# Create textured batch
batch.add_indexed(batch_len,
GL_TRIANGLES,
None,
indices,
('v3f/static', vertices),
('n3f/static', normals),
('t2f/static', uv))
else:
# Create colored batch
batch.add_indexed(batch_len,
GL_TRIANGLES,
None,
indices,
('v3f/static', vertices),
('n3f/static', normals))
# Append the batch with supplementary
# information to the batch list
self.batch_list.append(
(batch, shader_prog, tex_id, diff_color,
spec_color, amb_color, shininess))
print('done. Ready to render.')
def render(self, rotate_x, rotate_y, rotate_z):
"""Render batches created during class initialization"""
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
# Place the light far behind our object
z_offset = self.z_min - (self.z_max - self.z_min) * 3
light_pos = VecF(100.0, 100.0, 10.0 * -z_offset)
glLightfv(GL_LIGHT0, GL_POSITION, light_pos)
# Move the object deeper to the screen and rotate
glTranslatef(0, 0, z_offset)
glRotatef(rotate_x, 1.0, 0.0, 0.0)
glRotatef(rotate_y, 0.0, 1.0, 0.0)
glRotatef(rotate_z, 0.0, 0.0, 1.0)
prev_shader_prog = None
# Draw batches (VBOs)
for (batch, shader_prog, tex_id, diff_color, spec_color, amb_color, shininess) in self.batch_list:
# Optimization to not make unnecessary bind/unbind for the
# shader. Most of the time there will be same shaders for
# geometries.
if shader_prog != prev_shader_prog:
if prev_shader_prog is not None:
prev_shader_prog.unbind()
prev_shader_prog = shader_prog
shader_prog.bind()
if diff_color is not None:
shader_prog.uniformf('diffuse', *diff_color)
if spec_color is not None:
shader_prog.uniformf('specular', *spec_color)
if amb_color is not None:
shader_prog.uniformf('ambient', *amb_color)
if shininess is not None:
shader_prog.uniformf('shininess', shininess)
if tex_id is not None:
# We assume that the shader here is 'texture'
glActiveTexture(GL_TEXTURE0)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, tex_id)
shader_prog.uniformi('my_color_texture[0]', 0)
batch.draw()
if prev_shader_prog is not None:
prev_shader_prog.unbind()
def cleanup(self):
print('Renderer cleaning up')
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