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import math
import os
import struct
import sys
import glm
import moderngl
import pygame
from objloader import Obj
from PIL import Image
os.environ['SDL_WINDOWS_DPI_AWARENESS'] = 'permonitorv2'
pygame.init()
pygame.display.set_mode((800, 800), flags=pygame.OPENGL | pygame.DOUBLEBUF, vsync=True)
class UniformBuffer:
def __init__(self):
self.ctx = moderngl.get_context()
self.data = bytearray(1024)
self.ubo = self.ctx.buffer(self.data)
def set_camera(self, eye, target):
proj = glm.perspective(45.0, 1.0, 0.1, 1000.0)
look = glm.lookAt(eye, target, (0.0, 0.0, 1.0))
camera = proj * look
self.data[0:64] = camera.to_bytes()
def set_light_direction(self, x, y, z):
self.data[64:80] = struct.pack('4f', x, y, z, 0.0)
def use(self):
self.ubo.write(self.data)
self.ubo.bind_to_uniform_block()
class ColorMaterial:
def __init__(self):
self.ctx = moderngl.get_context()
self.program = self.ctx.program(
vertex_shader='''
#version 330 core
layout (std140) uniform Common {
mat4 camera;
vec4 light_direction;
};
uniform vec3 position;
uniform float scale;
layout (location = 0) in vec3 in_vertex;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv;
out vec3 v_vertex;
out vec3 v_normal;
out vec2 v_uv;
void main() {
v_vertex = position + in_vertex * scale;
v_normal = in_normal;
v_uv = in_uv;
gl_Position = camera * vec4(v_vertex, 1.0);
}
''',
fragment_shader='''
#version 330 core
layout (std140) uniform Common {
mat4 camera;
vec4 light_direction;
};
uniform vec3 color;
in vec3 v_vertex;
in vec3 v_normal;
in vec2 v_uv;
layout (location = 0) out vec4 out_color;
void main() {
out_color = vec4(color, 1.0);
float lum = dot(normalize(v_normal), normalize(light_direction.xyz));
out_color.rgb *= max(lum, 0.0) * 0.5 + 0.5;
}
''',
)
self.color = (1.0, 1.0, 1.0)
def use(self):
self.program['color'] = self.color
def vertex_array(self, buffer):
return self.ctx.vertex_array(self.program, [(buffer, '3f 3f 8x', 'in_vertex', 'in_normal')])
class TextureMaterial:
def __init__(self, texture):
self.texture = texture
self.ctx = moderngl.get_context()
self.program = self.ctx.program(
vertex_shader='''
#version 330 core
layout (std140) uniform Common {
mat4 camera;
vec4 light_direction;
};
uniform vec3 position;
uniform float scale;
layout (location = 0) in vec3 in_vertex;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv;
out vec3 v_vertex;
out vec3 v_normal;
out vec2 v_uv;
void main() {
v_vertex = position + in_vertex * scale;
v_normal = in_normal;
v_uv = in_uv;
gl_Position = camera * vec4(v_vertex, 1.0);
}
''',
fragment_shader='''
#version 330 core
layout (std140) uniform Common {
mat4 camera;
vec4 light_direction;
};
uniform sampler2D Texture;
in vec3 v_vertex;
in vec3 v_normal;
in vec2 v_uv;
layout (location = 0) out vec4 out_color;
void main() {
out_color = texture(Texture, v_uv);
float lum = dot(normalize(v_normal), normalize(light_direction.xyz));
out_color.rgb *= max(lum, 0.0) * 0.5 + 0.5;
}
''',
)
def use(self):
self.texture.use()
def vertex_array(self, buffer):
return self.ctx.vertex_array(self.program, [(buffer, '3f 3f 2f', 'in_vertex', 'in_normal', 'in_uv')])
class ImageTexture:
def __init__(self, path):
self.ctx = moderngl.get_context()
img = Image.open(path).convert('RGBA')
self.texture = self.ctx.texture(img.size, 4, img.tobytes())
self.sampler = self.ctx.sampler(texture=self.texture)
def use(self):
self.sampler.use()
class ModelGeometry:
def __init__(self, path):
self.ctx = moderngl.get_context()
obj = Obj.open(path)
self.vbo = self.ctx.buffer(obj.pack('vx vy vz nx ny nz tx ty'))
class Mesh:
def __init__(self, material, geometry):
self.ctx = moderngl.get_context()
self.vao = material.vertex_array(geometry.vbo)
self.material = material
def render(self, position, scale):
self.material.use()
self.vao.program['position'] = position
self.vao.program['scale'] = scale
self.vao.render()
class Scene:
def __init__(self):
self.ctx = moderngl.get_context()
self.uniform_buffer = UniformBuffer()
self.texture = ImageTexture('examples/data/textures/crate.png')
self.color_material = ColorMaterial()
self.texture_material = TextureMaterial(self.texture)
self.car_geometry = ModelGeometry('examples/data/models/lowpoly_toy_car.obj')
self.car = Mesh(self.color_material, self.car_geometry)
self.crate_geometry = ModelGeometry('examples/data/models/crate.obj')
self.crate = Mesh(self.texture_material, self.crate_geometry)
def render(self):
now = pygame.time.get_ticks() / 1000.0
eye = (math.cos(now), math.sin(now), 0.5)
self.ctx.clear()
self.ctx.enable(self.ctx.DEPTH_TEST)
self.uniform_buffer.set_camera(eye, (0.0, 0.0, 0.0))
self.uniform_buffer.set_light_direction(1.0, 2.0, 3.0)
self.uniform_buffer.use()
self.crate.render((0.0, 0.0, 0.0), 0.2)
self.color_material.color = (1.0, 0.0, 0.0)
self.car.render((-0.4, 0.0, 0.0), 0.2)
self.color_material.color = (0.0, 0.0, 1.0)
self.car.render((0.4, 0.0, 0.0), 0.2)
scene = Scene()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
scene.render()
pygame.display.flip()
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