File: 12_uniform_buffer.py

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python-moderngl 5.12.0-1
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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()