234 lines
No EOL
9 KiB
Python
234 lines
No EOL
9 KiB
Python
from wsgiref.validate import check_errors
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from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
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from OpenGL.GL.framebufferobjects import glBindFramebuffer
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from OpenGL.GLUT import *
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import OpenGL.GLUT.freeglut
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from OpenGL.GLU import *
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from OpenGL.GL import *
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import numpy as np
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from OpenGL.extensions import alternate
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from Objects.Objects import Object
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from Objects.Renderable import Renderable
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class Structure(Renderable):
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def __init__(self, x_offset=0, y_offset=1, z_offset=0):
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self.Objects = {}
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self.vais = {}
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self.dirty = True
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self.dirty_pos = True
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self.dirty_color = True
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self.dirty_size = True
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self.x_offset = x_offset
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self.y_offset = y_offset
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self.z_offset = z_offset
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@property
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def x_offset(self):
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return self._x_offset
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@x_offset.setter
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def x_offset(self, value):
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self.dirty = True
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self.dirty_pos = True
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self._x_offset = value
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@property
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def y_offset(self):
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return self._y_offset
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@y_offset.setter
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def y_offset(self, value):
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self.dirty = True
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self.dirty_pos = True
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self._y_offset = value
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@property
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def z_offset(self):
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return self._z_offset
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@z_offset.setter
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def z_offset(self, value):
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self.dirty = True
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self.dirty_pos = True
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self._z_offset = value
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def addShape(self, program, shape):
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if not program in self.Objects.keys():
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self.Objects[program] = []
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self.Objects[program].append(shape)
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self.dirty = True
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self.dirty_color = True
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self.dirty_pos = True
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self.dirty_size = True
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def removeShape(self, program, shape):
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if program in self.Objects.keys():
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self.Objects[program].remove(shape)
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if len(self.Objects[program]) == 0:
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self.Objects.pop(program)
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self.dirty = True
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self.dirty_color = True
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self.dirty_pos = True
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self.dirty_size = True
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def buildvertexArrays(self):
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if self.dirty:
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# self.clearVertexArrays()
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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for key, objects in self.Objects.items():
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needs_new_buffers = key not in self.vais.keys()
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if needs_new_buffers:
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tvai = GLuint(0)
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tpbi = GLuint(0)
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tcbi = GLuint(0)
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tsbi = GLuint(0)
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num = len(objects)
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else:
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tvai, tpbi, tcbi, tsbi, num = self.vais[key]
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if needs_new_buffers:
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glGenVertexArrays(1, tvai)
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glBindVertexArray(tvai)
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if self.dirty_pos:
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if needs_new_buffers:
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vid = glGetAttribLocation(key, "in_position")
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glEnableVertexAttribArray(vid)
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tpbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tpbi)
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positions = []
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for o in objects:
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positions.append(o.pos[0] + self.x_offset)
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positions.append(o.pos[1] + self.y_offset)
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positions.append(o.pos[2] + self.z_offset)
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glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
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if needs_new_buffers:
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create position buffer")
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if self.dirty_color:
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colors = []
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for o in objects:
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colors.append(o.color[0])
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colors.append(o.color[1])
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colors.append(o.color[2])
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if needs_new_buffers:
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
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if needs_new_buffers:
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vc = glGetAttribLocation(key, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create color buffer")
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if self.dirty_size:
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if hasattr(objects[0], 'size'):
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sizes = []
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for o in objects:
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sizes.append(o.size[0])
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sizes.append(o.size[1])
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sizes.append(o.size[2])
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if needs_new_buffers:
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tsbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tsbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
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if needs_new_buffers:
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vs = glGetAttribLocation(key, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create size buffer")
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glBindVertexArray(0)
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self.vais[key] = (tvai, tpbi, tcbi, tsbi, num)
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self.dirty = False
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self.dirty_pos = False
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self.dirty_color = False
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self.dirty_size = False
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def clearVertexArrays(self):
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temp = dict(self.vais)
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self.vais = {}
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for key, vertex_array_ids in temp.items():
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if vertex_array_ids[1] != -1 and vertex_array_ids[1] != GLuint(-1):
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glDeleteBuffers(1, [vertex_array_ids[1]])
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self.check_error("Could not destroy buffer")
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if vertex_array_ids[2] != -1 and vertex_array_ids[2] != GLuint(-1):
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glDeleteBuffers(1, [vertex_array_ids[2]])
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self.check_error("Could not destroy buffer")
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if vertex_array_ids[3] != -1 and vertex_array_ids[3] != GLuint(-1):
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glDeleteBuffers(1, [vertex_array_ids[3]])
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self.check_error("Could not destroy buffer")
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glDeleteVertexArrays(1, vertex_array_ids[0])
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self.check_error("Could not destroy vertex array")
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def render(self, projMatrix, geometryRotMatrix, alternateprograms=None,
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preselected_program=None, projection_pos=None, rot_pos=None):
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self.buildvertexArrays()
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for key, vertex_array_ids in self.vais.items():
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if alternateprograms == None:
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program_id = key
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else:
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assert key in alternateprograms.keys()
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program_id = alternateprograms[key]
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# check if a program was preloaded
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if preselected_program is not None:
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# if preloaded we only want to render the matching vertex arrays
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if preselected_program != program_id:
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continue
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else:
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glUseProgram(program_id)
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self.check_error("Renderingprogram is not initialized!")
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if rot_pos is None:
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rot = glGetUniformLocation(program_id, 'rotMatrix')
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glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(geometryRotMatrix))
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if projection_pos is None:
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projection = glGetUniformLocation(program_id, 'projModelViewMatrix')
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glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(projMatrix))
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glBindVertexArray(vertex_array_ids[0])
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glDrawArrays(GL_POINTS, 0, vertex_array_ids[4])
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self.check_error("Rendering problem")
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glBindVertexArray(0)
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if preselected_program is None:
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glUseProgram(0)
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def __eq__(self, other):
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if type(other) is type(self):
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return self.vais == other.vais and self.Objects == other.Objects
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else:
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return False
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class CompoundStructure(Renderable):
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def __init__(self):
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self.Structures = []
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def addStructure(self, structure: Structure, M: np.matrix = np.identity(4, np.float),
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R: np.matrix = np.identity(3, np.float)):
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self.Structures.append((structure, M, R))
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def render(self, projMatrix, geometryRotMatrix, alternateprograms=None,
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preselected_program=None, projection_pos=None, rot_pos=None):
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for (structure, M, R) in self.Structures:
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structure.render(M * projMatrix, R * geometryRotMatrix, alternateprograms,
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preselected_program, projection_pos, rot_pos)
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def __eq__(self, other):
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if type(other) is type(self):
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return self.Structures == other.Structures
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else:
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return False |