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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)
def init_includes():
ctx = moderngl.get_context()
ctx.includes['uniform_buffer'] = '''
struct Light {
vec4 light_position;
vec4 light_color;
float light_power;
};
layout (std140) uniform Common {
mat4 camera;
vec4 camera_position;
Light lights[2];
};
'''
ctx.includes['blinn_phong'] = '''
vec3 blinn_phong(
vec3 vertex, vec3 normal, vec3 camera_position, vec3 light_position, float shininess, vec3 ambient_color,
vec3 diffuse_color, vec3 light_color, vec3 spec_color, float light_power) {
vec3 light_dir = light_position - vertex;
float light_distance = length(light_dir);
light_distance = light_distance * light_distance;
light_dir = normalize(light_dir);
float lambertian = max(dot(light_dir, normal), 0.0);
float specular = 0.0;
if (lambertian > 0.0) {
vec3 view_dir = normalize(camera_position - vertex);
vec3 half_dir = normalize(light_dir + view_dir);
float spec_angle = max(dot(half_dir, normal), 0.0);
specular = pow(spec_angle, shininess);
}
vec3 color_linear = ambient_color +
diffuse_color * lambertian * light_color * light_power / light_distance +
spec_color * specular * light_color * light_power / light_distance;
return color_linear;
}
'''
ctx.includes['calculate_lights'] = '''
vec3 calculate_lights(vec3 vertex, vec3 normal, vec3 color, vec3 camera_position) {
vec3 result = vec3(0.0);
for (int i = 0; i < 2; ++i) {
result += blinn_phong(
vertex, normal, camera_position, lights[i].light_position.xyz, 16.0, color * 0.05,
color, lights[i].light_color.rgb, vec3(1.0, 1.0, 1.0), lights[i].light_power
);
}
return result;
}
'''
ctx.includes['srgb'] = '''
vec3 srgb_to_linear(vec3 color) {
return pow(color, vec3(2.2));
}
vec3 linear_to_srgb(vec3 color) {
return pow(color, vec3(1.0 / 2.2));
}
'''
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()
self.data[64:80] = struct.pack('4f', *eye, 0.0)
def set_light(self, light_index, position, color, power):
offset = 80 + light_index * 48
self.data[offset + 0 : offset + 16] = struct.pack('4f', *position, 0.0)
self.data[offset + 16 : offset + 32] = struct.pack('4f', *color, 0.0)
self.data[offset + 32 : offset + 36] = struct.pack('f', power)
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
#include "uniform_buffer"
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
#include "uniform_buffer"
#include "blinn_phong"
#include "calculate_lights"
#include "srgb"
uniform vec3 color;
in vec3 v_vertex;
in vec3 v_normal;
in vec2 v_uv;
layout (location = 0) out vec4 out_color;
void main() {
vec3 color_linear = calculate_lights(v_vertex, v_normal, srgb_to_linear(color), camera_position.xyz);
out_color = vec4(linear_to_srgb(color_linear), 1.0);
}
''',
)
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
#include "uniform_buffer"
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
#include "uniform_buffer"
#include "blinn_phong"
#include "calculate_lights"
#include "srgb"
uniform sampler2D Texture;
in vec3 v_vertex;
in vec3 v_normal;
in vec2 v_uv;
layout (location = 0) out vec4 out_color;
void main() {
vec3 color = texture(Texture, v_uv).rgb;
vec3 color_linear = calculate_lights(v_vertex, v_normal, srgb_to_linear(color), camera_position.xyz);
out_color = vec4(linear_to_srgb(color_linear), 1.0);
}
''',
)
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(
light_index=0,
position=(1.0, 2.0, 3.0),
color=(1.0, 1.0, 1.0),
power=10.0,
)
self.uniform_buffer.set_light(
light_index=1,
position=(-2.0, -1.0, 4.0),
color=(1.0, 1.0, 1.0),
power=10.0,
)
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)
init_includes()
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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