File: simple_camera.py

package info (click to toggle)
python-moderngl 5.12.0-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 4,700 kB
  • sloc: python: 15,758; cpp: 14,665; makefile: 14
file content (220 lines) | stat: -rw-r--r-- 6,697 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
'''
    Added a simple camera class to an existing example.
    The camera class is built using following tutorials:
       https://learnopengl.com/Getting-started/Camera
       http://in2gpu.com/2016/03/14/opengl-fps-camera-quaternion/

    Controls:
        Move:
            Forward - W
            Backwards - S

        Strafe:
            Up - up arrow
            Down - down arrow
            Left - A
            Right - D

        Rotate:
            Left - Q
            Right - E

        Zoom:
            In - X
            Out - Z

    adopted by: Alex Zakrividoroga
'''

import numpy as np
from pyrr import Matrix44, Quaternion, Vector3, vector

import moderngl
from _example import Example


class Camera():

    def __init__(self, ratio):
        self._zoom_step = 0.1
        self._move_vertically = 0.1
        self._move_horizontally = 0.1
        self._rotate_horizontally = 0.1
        self._rotate_vertically = 0.1

        self._field_of_view_degrees = 60.0
        self._z_near = 0.1
        self._z_far = 100
        self._ratio = ratio
        self.build_projection()

        self._camera_position = Vector3([0.0, 0.0, -40.0])
        self._camera_front = Vector3([0.0, 0.0, 1.0])
        self._camera_up = Vector3([0.0, 1.0, 0.0])
        self._cameras_target = (self._camera_position + self._camera_front)
        self.build_look_at()

    def zoom_in(self):
        self._field_of_view_degrees = self._field_of_view_degrees - self._zoom_step
        self.build_projection()

    def zoom_out(self):
        self._field_of_view_degrees = self._field_of_view_degrees + self._zoom_step
        self.build_projection()

    def move_forward(self):
        self._camera_position = self._camera_position + self._camera_front * self._move_horizontally
        self.build_look_at()

    def move_backwards(self):
        self._camera_position = self._camera_position - self._camera_front * self._move_horizontally
        self.build_look_at()

    def strafe_left(self):
        self._camera_position = self._camera_position - vector.normalize(self._camera_front ^ self._camera_up) * self._move_horizontally
        self.build_look_at()

    def strafe_right(self):
        self._camera_position = self._camera_position + vector.normalize(self._camera_front ^ self._camera_up) * self._move_horizontally
        self.build_look_at()

    def strafe_up(self):
        self._camera_position = self._camera_position + self._camera_up * self._move_vertically
        self.build_look_at()

    def strafe_down(self):
        self._camera_position = self._camera_position - self._camera_up * self._move_vertically
        self.build_look_at()

    def rotate_left(self):
        rotation = Quaternion.from_y_rotation(2 * float(self._rotate_horizontally) * np.pi / 180)
        self._camera_front = rotation * self._camera_front
        self.build_look_at()

    def rotate_right(self):
        rotation = Quaternion.from_y_rotation(-2 * float(self._rotate_horizontally) * np.pi / 180)
        self._camera_front = rotation * self._camera_front
        self.build_look_at()

    def build_look_at(self):
        self._cameras_target = (self._camera_position + self._camera_front)
        self.mat_lookat = Matrix44.look_at(
            self._camera_position,
            self._cameras_target,
            self._camera_up)

    def build_projection(self):
        self.mat_projection = Matrix44.perspective_projection(
            self._field_of_view_degrees,
            self._ratio,
            self._z_near,
            self._z_far)


def grid(size, steps):
    u = np.repeat(np.linspace(-size, size, steps), 2)
    v = np.tile([-size, size], steps)
    w = np.zeros(steps * 2)
    return np.concatenate([np.dstack([u, v, w]), np.dstack([v, u, w])])


class PerspectiveProjection(Example):
    gl_version = (3, 3)

    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        self.prog = self.ctx.program(
            vertex_shader='''
                #version 330

                uniform mat4 Mvp;

                in vec3 in_vert;

                void main() {
                    gl_Position = Mvp * vec4(in_vert, 1.0);
                }
            ''',
            fragment_shader='''
                #version 330

                out vec4 f_color;

                void main() {
                    f_color = vec4(0.1, 0.1, 0.1, 1.0);
                }
            ''',
        )

        self.camera = Camera(self.aspect_ratio)
        self.mvp = self.prog['Mvp']
        self.vbo = self.ctx.buffer(grid(15, 10).astype('f4'))
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, 'in_vert')

        self.states = {
            self.wnd.keys.W: False,     # forward
            self.wnd.keys.S: False,     # backwards
            self.wnd.keys.UP: False,    # strafe Up
            self.wnd.keys.DOWN: False,  # strafe Down
            self.wnd.keys.A: False,     # strafe left
            self.wnd.keys.D: False,     # strafe right
            self.wnd.keys.Q: False,     # rotate left
            self.wnd.keys.E: False,     # rotare right
            self.wnd.keys.Z: False,     # zoom in
            self.wnd.keys.X: False,     # zoom out
        }

    def move_camera(self):
        if self.states.get(self.wnd.keys.W):
            self.camera.move_forward()

        if self.states.get(self.wnd.keys.S):
            self.camera.move_backwards()

        if self.states.get(self.wnd.keys.UP):
            self.camera.strafe_up()

        if self.states.get(self.wnd.keys.DOWN):
            self.camera.strafe_down()

        if self.states.get(self.wnd.keys.A):
            self.camera.strafe_left()

        if self.states.get(self.wnd.keys.D):
            self.camera.strafe_right()

        if self.states.get(self.wnd.keys.Q):
            self.camera.rotate_left()

        if self.states.get(self.wnd.keys.E):
            self.camera.rotate_right()

        if self.states.get(self.wnd.keys.Z):
            self.camera.zoom_in()

        if self.states.get(self.wnd.keys.X):
            self.camera.zoom_out()

    def key_event(self, key, action, modifiers):
        if key not in self.states:
            print(key, action)
            return

        if action == self.wnd.keys.ACTION_PRESS:
            self.states[key] = True
        else:
            self.states[key] = False

    def render(self, time, frame_time):
        self.move_camera()

        self.ctx.clear(1.0, 1.0, 1.0)
        self.ctx.enable(moderngl.DEPTH_TEST)

        self.mvp.write((self.camera.mat_projection * self.camera.mat_lookat).astype('f4'))
        self.vao.render(moderngl.LINES)


if __name__ == '__main__':
    PerspectiveProjection.run()