File: programs.py

package info (click to toggle)
python-moderngl-window 3.1.1-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 69,096 kB
  • sloc: python: 12,076; makefile: 21
file content (346 lines) | stat: -rw-r--r-- 11,034 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
from __future__ import annotations

import os
from typing import Any, Optional

import glm
import moderngl

import moderngl_window
from moderngl_window.conf import settings
from moderngl_window.meta import ProgramDescription
from moderngl_window.resources.programs import programs

from .mesh import Mesh

settings.PROGRAM_DIRS.append(os.path.join(os.path.dirname(__file__), "programs"))


class MeshProgram:
    """
    Describes how a mesh is rendered using a specific shader program
    """

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        """Initialize.

        Args:
            program: The moderngl program
        """
        self.program = program

    @property
    def ctx(self) -> moderngl.Context:
        """moderngl.Context: The current context"""
        return moderngl_window.ctx()

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        """Draw code for the mesh

        Args:
            mesh (Mesh): The mesh to render
        Keyword Args:
            projection_matrix (numpy.ndarray): projection_matrix (bytes)
            model_matrix (numpy.ndarray): view_matrix (bytes)
            camera_matrix (numpy.ndarray): camera_matrix (bytes)
            time (float): The current time
        """
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"
        self.program["m_proj"].write(projection_matrix)
        self.program["m_mv"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)
        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> MeshProgram | None:
        """
        Determine if this ``MeshProgram`` should be applied to the mesh.
        Can return self or some ``MeshProgram`` instance to support dynamic ``MeshProgram`` creation

        Args:
            mesh: The mesh to inspect
        """
        raise NotImplementedError(
            "apply is not implemented. Please override the MeshProgram method"
        )


class VertexColorProgram(MeshProgram):
    """Vertex color program"""

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        super().__init__(program=None)
        self.program = programs.load(ProgramDescription(path="scene_default/vertex_color.glsl"))

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"
        self.program["m_proj"].write(projection_matrix)
        self.program["m_model"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)
        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> Optional[MeshProgram]:
        if not mesh.material:
            return None

        if mesh.attributes.get("TEXCOORD_0"):
            return None

        if mesh.attributes.get("COLOR_0"):
            return self

        return None


class ColorLightProgram(MeshProgram):
    """Simple color program with light"""

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        super().__init__(program=None)
        self.program = programs.load(ProgramDescription(path="scene_default/color_light.glsl"))

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"
        if mesh.material is not None:
            # if mesh.material.double_sided:
            #     self.ctx.disable(moderngl.CULL_FACE)
            # else:
            #     self.ctx.enable(moderngl.CULL_FACE)

            if mesh.material.color:
                self.program["color"].value = tuple(mesh.material.color)
            else:
                self.program["color"].value = (1.0, 1.0, 1.0, 1.0)

        self.program["m_proj"].write(projection_matrix)
        self.program["m_model"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)
        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> MeshProgram | None:
        if not mesh.material:
            return None

        if not mesh.attributes.get("NORMAL"):
            return None

        return self


class TextureProgram(MeshProgram):
    """Plan textured"""

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        super().__init__(program=None)
        self.program = programs.load(ProgramDescription(path="scene_default/texture.glsl"))

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"
        assert mesh.material is not None, "There is no material to render"
        assert (
            mesh.material.mat_texture is not None
        ), "The material does not have a texture to render"
        assert (
            mesh.material.mat_texture.texture is not None
        ), "The material texture is not linked to a texture, so it can not be rendered"

        mesh.material.mat_texture.texture.use()
        self.program["m_proj"].write(projection_matrix)
        self.program["m_model"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)
        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> Optional[MeshProgram]:
        if not mesh.material:
            return None

        if mesh.attributes.get("NORMAL"):
            return None

        if not mesh.attributes.get("TEXCOORD_0"):
            return None

        if mesh.attributes.get("COLOR_0"):
            return None

        if mesh.material.mat_texture is not None:
            return self

        return None


class TextureVertexColorProgram(MeshProgram):
    """textured object with vertex color"""

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        super().__init__(program=None)
        self.program = programs.load(
            ProgramDescription(path="scene_default/vertex_color_texture.glsl")
        )

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"
        assert mesh.material is not None, "There is no material to render"
        assert (
            mesh.material.mat_texture is not None
        ), "The material does not have a texture to render"
        assert (
            mesh.material.mat_texture.texture is not None
        ), "The material texture is not linked to a texture, so it can not be rendered"

        mesh.material.mat_texture.texture.use()
        self.program["m_proj"].write(projection_matrix)
        self.program["m_model"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)
        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> MeshProgram | None:
        if not mesh.material:
            return None

        if mesh.attributes.get("NORMAL"):
            return None

        if not mesh.attributes.get("TEXCOORD_0"):
            return None

        if not mesh.attributes.get("COLOR_0"):
            return None

        if mesh.material.mat_texture is not None:
            return self

        return None


class TextureLightProgram(MeshProgram):
    """
    Simple texture program
    """

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        super().__init__(program=None)
        self.program = programs.load(ProgramDescription(path="scene_default/texture_light.glsl"))

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"
        assert mesh.material is not None, "There is no material to render"
        assert (
            mesh.material.mat_texture is not None
        ), "The material does not have a texture to render"
        assert (
            mesh.material.mat_texture.texture is not None
        ), "The material texture is not linked to a texture, so it can not be rendered"

        # if mesh.material.double_sided:
        #     self.ctx.disable(moderngl.CULL_FACE)
        # else:
        #     self.ctx.enable(moderngl.CULL_FACE)

        mesh.material.mat_texture.texture.use()
        self.program["texture0"].value = 0
        self.program["m_proj"].write(projection_matrix)
        self.program["m_model"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)
        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> MeshProgram | None:
        if not mesh.material:
            return None

        if not mesh.attributes.get("NORMAL"):
            return None

        if not mesh.attributes.get("TEXCOORD_0"):
            return None

        if mesh.material.mat_texture is not None:
            return self

        return None


class TextureLightColorProgram:
    pass


class FallbackProgram(MeshProgram):
    """
    Fallback program only rendering positions in white
    """

    def __init__(self, program: Optional[moderngl.Program] = None, **kwargs: Any) -> None:
        super().__init__(program=None)
        self.program = programs.load(ProgramDescription(path="scene_default/fallback.glsl"))

    def draw(
        self,
        mesh: Mesh,
        projection_matrix: glm.mat4,
        model_matrix: glm.mat4,
        camera_matrix: glm.mat4,
        time: float = 0.0,
    ) -> None:
        assert self.program is not None, "There is no program to draw"
        assert mesh.vao is not None, "There is no vao to render"

        self.program["m_proj"].write(projection_matrix)
        self.program["m_model"].write(model_matrix)
        self.program["m_cam"].write(camera_matrix)

        if mesh.material:
            self.program["color"].value = tuple(mesh.material.color[0:3])
        else:
            self.program["color"].value = (1.0, 1.0, 1.0)

        mesh.vao.render(self.program)

    def apply(self, mesh: Mesh) -> MeshProgram | None:
        return self