Esempio n. 1
0
    def glFilledPolygon(self,
                        vertexList,
                        color=None,
                        texture=None,
                        intensity=1,
                        textureCoords=(),
                        zVal=True):
        """
		Poligono relleno de fillcolor
		"""
        inten = intensity
        if not texture:
            color = self.__color if color == None else self.__image.color(
                int(255 * color[0]), int(255 * color[1]), int(255 * color[2]))
        else:
            if self.__text == None:
                text = Texture(texture)
                self.__text = text
            else:
                text = self.__text
        startX = (sorted(vertexList, key=lambda tup: tup[0])[0][0])
        finishX = (sorted(vertexList, key=lambda tup: tup[0],
                          reverse=True)[0][0])

        startY = (sorted(vertexList, key=lambda tup: tup[1])[0][1])
        finishY = (sorted(vertexList, key=lambda tup: tup[1],
                          reverse=True)[0][1])

        startX = int(self.__viewPortSize[0] * (startX + 1) * (1 / 2) +
                     self.__viewPortStart[0])
        finishX = int(self.__viewPortSize[0] * (finishX + 1) * (1 / 2) +
                      self.__viewPortStart[0])

        startY = int(self.__viewPortSize[0] * (startY + 1) * (1 / 2) +
                     self.__viewPortStart[0])
        finishY = int(self.__viewPortSize[0] * (finishY + 1) * (1 / 2) +
                      self.__viewPortStart[0])
        for x in range(startX, finishX + 1):
            for y in range(startY, finishY + 1):
                isInside = self.glPointInPolygon(self.norX(x), self.norY(y),
                                                 vertexList)
                if isInside:
                    if texture:
                        A = (self.norInvX(vertexList[0][0]),
                             self.norInvX(vertexList[0][1]))
                        B = (self.norInvX(vertexList[1][0]),
                             self.norInvX(vertexList[1][1]))
                        C = (self.norInvX(vertexList[2][0]),
                             self.norInvX(vertexList[2][1]))
                        w, v, u = self.barycentric(A, B, C, x, y)
                        A = textureCoords[0]
                        B = textureCoords[1]
                        C = textureCoords[2]
                        tx = A[0] * w + B[0] * v + C[0] * u
                        ty = A[1] * w + B[1] * v + C[1] * u
                        color = text.getColor(tx, ty, intensity=inten)
                    z = self.glPLaneZ(vertexList, x, y)
                    if z > self.__image.getZbufferValue(x, y):
                        self.__image.point(x, y, color)
                        self.__image.setZbufferValue(x, y, z)
Esempio n. 2
0
    def loadOBJ(self,
                filename,
                translate=(0, 0, 0),
                scale=(1, 1, 1),
                fill=True,
                textured=None,
                rotate=(0, 0, 0)):
        """
		Loads .obj file
		"""
        self.modelMatrix(translate, scale, rotate)
        self.__obj = OBJ(filename)
        self.__obj.load()
        light = self.norm((0, 0, 1))
        faces = self.__obj.getFaceList()
        vertex = self.__obj.getVertexList()
        materials = self.__obj.getMaterials()
        tvertex = self.__obj.getTextureVertex()
        nvertex = self.__obj.getVertexNormalList()
        self.__text = Texture(textured)

        for face in faces:

            vcount = len(face)

            if vcount == 3:
                f1 = face[0][0] - 1
                f2 = face[1][0] - 1
                f3 = face[2][0] - 1

                a = self.transform(vertex[f1])
                b = self.transform(vertex[f2])
                c = self.transform(vertex[f3])

                normal = self.norm(self.cross(self.sub(b, a), self.sub(c, a)))
                intensity = self.dot(normal, light)

                if not textured:
                    if intensity < 0:
                        continue
                    self.triangle(a,
                                  b,
                                  c,
                                  color=self.glColor(intensity, intensity,
                                                     intensity))
                else:
                    if self.__text.isTextured():
                        t1 = face[0][-1] - 1
                        t2 = face[1][-1] - 1
                        t3 = face[2][-1] - 1
                        tA = tvertex[t1]
                        tB = tvertex[t2]
                        tC = tvertex[t3]
                        self.triangle(a,
                                      b,
                                      c,
                                      texture=self.__text.isTextured(),
                                      texture_coords=(tA, tB, tC),
                                      intensity=intensity)
            else:
                f1 = face[0][0] - 1
                f2 = face[1][0] - 1
                f3 = face[2][0] - 1
                f4 = face[3][0] - 1

                vertexList = [
                    self.transform(vertex[f1]),
                    self.transform(vertex[f2]),
                    self.transform(vertex[f3]),
                    self.transform(vertex[f4])
                ]
                normal = self.norm(
                    self.cross(self.sub(vertexList[0], vertexList[1]),
                               self.sub(vertexList[1], vertexList[2])))
                intensity = self.dot(normal, light)
                A, B, C, D = vertexList
                if not textured:
                    if intensity < 0:
                        continue
                    self.triangle(A,
                                  B,
                                  C,
                                  color=self.glColor(intensity, intensity,
                                                     intensity))
                    self.triangle(A,
                                  C,
                                  D,
                                  color=self.glColor(intensity, intensity,
                                                     intensity))
                else:
                    if self.__text.isTextured():
                        t1 = face[0][-1] - 1
                        t2 = face[1][-1] - 1
                        t3 = face[2][-1] - 1
                        t4 = face[3][-1] - 1
                        tA = tvertex[t1]
                        tB = tvertex[t2]
                        tC = tvertex[t3]
                        tD = tvertex[t4]
                        self.triangle(A,
                                      B,
                                      C,
                                      texture=self.__text.isTextured(),
                                      texture_coords=(tA, tB, tC),
                                      intensity=intensity)
                        self.triangle(A,
                                      C,
                                      D,
                                      texture=self.__text.isTextured(),
                                      texture_coords=(tA, tC, tD),
                                      intensity=intensity)
Esempio n. 3
0
def testText():
	test = Texture("./models/model.bmp")
	test.load()
	test.write()
Esempio n. 4
0
class SR(object):
    def glInit(self):
        """
		Inicializa el rendering
		"""
        self.__image = BMP(0, 0)
        self.__viewPortStart = (0, 0)
        self.__viewPortSize = (0, 0)
        self.__color = self.__image.color(255, 255, 255)
        self.__filename = "output.bmp"
        self.__obj = None
        self.__text = None

    def setImage(self, bmp):
        self.__image = bmp

    def glCreateWindow(self, width, height):
        """
		Define el tamano de la ventana sobre la cual se creara ña imagen
		"""
        self.__image = BMP(width, height)
        self.__viewPortSize = (width, height)

    def glViewPort(self, x, y, width, height):
        """
		Define el tamano de la imagen qu se utilizara
		"""
        self.__viewPortStart = (x, y)
        self.__viewPortSize = (width, height)

    def glClear(self):
        """
		Cambia todo el color de la ventana el color predeterminado
		"""
        self.__image.clear()

    def glClearColor(self, r, g, b):
        """
		Cambia el color de la ventana al color ingresado por medio de rgb
		"""
        self.__image.clear(int(255 * r), int(255 * g), int(255 * b))

    def glVertex(self, x, y):
        """
		Cambia de color un pixel del viewport
		"""
        viewPortX = int(self.__viewPortSize[0] * (x + 1) * (1 / 2) +
                        self.__viewPortStart[0])
        viewPortY = int(self.__viewPortSize[1] * (y + 1) * (1 / 2) +
                        self.__viewPortStart[1])
        self.__image.point(viewPortX, viewPortY, self.__color)

    def glColor(self, r, g, b):
        """
		Cambia el color predeterminado.
		"""
        self.__color = self.__image.color(int(255 * r), int(255 * g),
                                          int(255 * b))
        return self.__image.color(int(255 * r), int(255 * g), int(255 * b))

    def glFinish(self):
        """
		Escribe archivo bmp final
		"""
        self.__image.write(self.__filename)

    def glLine(self, xo, yo, xf, yf):
        """
		Dibuja una linea
		"""
        x1 = int(self.__viewPortSize[0] * (xo + 1) * (1 / 2) +
                 self.__viewPortStart[0])
        y1 = int(self.__viewPortSize[1] * (yo + 1) * (1 / 2) +
                 self.__viewPortStart[1])
        x2 = int(self.__viewPortSize[0] * (xf + 1) * (1 / 2) +
                 self.__viewPortStart[0])
        y2 = int(self.__viewPortSize[1] * (yf + 1) * (1 / 2) +
                 self.__viewPortStart[1])
        dy = abs(y2 - y1)
        dx = abs(x2 - x1)
        steep = dy > dx
        if steep:
            x1, y1 = y1, x1
            x2, y2 = y2, x2
        if (x1 > x2):
            x1, x2 = x2, x1
            y1, y2 = y2, y1
        dy = abs(y2 - y1)
        dx = abs(x2 - x1)
        offset = 0
        threshold = dx
        y = y1
        for x in range(x1, x2 + 1):
            if steep:
                self.__image.point(y, x, self.__color)
            else:
                self.__image.point(x, y, self.__color)

            offset += dy * 2
            if offset >= threshold:
                y += 1 if y1 < y2 else -1
                threshold += 2 * dx

    def setFileName(self, filename):
        """
		Definimos el nombre del donde se guardan los archivos.
		"""
        self.__filename = filename

    def loadOBJ(self,
                filename,
                translate=(0, 0, 0),
                scale=(1, 1, 1),
                fill=True,
                textured=None,
                rotate=(0, 0, 0)):
        """
		Loads .obj file
		"""
        self.modelMatrix(translate, scale, rotate)
        self.__obj = OBJ(filename)
        self.__obj.load()
        light = self.norm((0, 0, 1))
        faces = self.__obj.getFaceList()
        vertex = self.__obj.getVertexList()
        materials = self.__obj.getMaterials()
        tvertex = self.__obj.getTextureVertex()
        nvertex = self.__obj.getVertexNormalList()
        self.__text = Texture(textured)

        for face in faces:

            vcount = len(face)

            if vcount == 3:
                f1 = face[0][0] - 1
                f2 = face[1][0] - 1
                f3 = face[2][0] - 1

                a = self.transform(vertex[f1])
                b = self.transform(vertex[f2])
                c = self.transform(vertex[f3])

                normal = self.norm(self.cross(self.sub(b, a), self.sub(c, a)))
                intensity = self.dot(normal, light)

                if not textured:
                    if intensity < 0:
                        continue
                    self.triangle(a,
                                  b,
                                  c,
                                  color=self.glColor(intensity, intensity,
                                                     intensity))
                else:
                    if self.__text.isTextured():
                        t1 = face[0][-1] - 1
                        t2 = face[1][-1] - 1
                        t3 = face[2][-1] - 1
                        tA = tvertex[t1]
                        tB = tvertex[t2]
                        tC = tvertex[t3]
                        self.triangle(a,
                                      b,
                                      c,
                                      texture=self.__text.isTextured(),
                                      texture_coords=(tA, tB, tC),
                                      intensity=intensity)
            else:
                f1 = face[0][0] - 1
                f2 = face[1][0] - 1
                f3 = face[2][0] - 1
                f4 = face[3][0] - 1

                vertexList = [
                    self.transform(vertex[f1]),
                    self.transform(vertex[f2]),
                    self.transform(vertex[f3]),
                    self.transform(vertex[f4])
                ]
                normal = self.norm(
                    self.cross(self.sub(vertexList[0], vertexList[1]),
                               self.sub(vertexList[1], vertexList[2])))
                intensity = self.dot(normal, light)
                A, B, C, D = vertexList
                if not textured:
                    if intensity < 0:
                        continue
                    self.triangle(A,
                                  B,
                                  C,
                                  color=self.glColor(intensity, intensity,
                                                     intensity))
                    self.triangle(A,
                                  C,
                                  D,
                                  color=self.glColor(intensity, intensity,
                                                     intensity))
                else:
                    if self.__text.isTextured():
                        t1 = face[0][-1] - 1
                        t2 = face[1][-1] - 1
                        t3 = face[2][-1] - 1
                        t4 = face[3][-1] - 1
                        tA = tvertex[t1]
                        tB = tvertex[t2]
                        tC = tvertex[t3]
                        tD = tvertex[t4]
                        self.triangle(A,
                                      B,
                                      C,
                                      texture=self.__text.isTextured(),
                                      texture_coords=(tA, tB, tC),
                                      intensity=intensity)
                        self.triangle(A,
                                      C,
                                      D,
                                      texture=self.__text.isTextured(),
                                      texture_coords=(tA, tC, tD),
                                      intensity=intensity)

    def triangle(self,
                 A,
                 B,
                 C,
                 color=None,
                 texture=None,
                 texture_coords=(),
                 intensity=1):
        """
		Draws a triangle ABC
		"""
        bbox_min, bbox_max = self.bbox(A, B, C)

        for x in range(bbox_min[0], bbox_max[0] + 1):
            for y in range(bbox_min[1], bbox_max[1] + 1):
                w, v, u = self.barycentric(A, B, C, x, y)
                if w < 0 or v < 0 or u < 0:
                    continue
                if texture:
                    tA, tB, tC = texture_coords
                    tx = tA[0] * w + tB[0] * v + tC[0] * u
                    ty = tA[1] * w + tB[1] * v + tC[1] * u
                    color = self.__text.getColor(tx, ty, intensity)
                z = A[2] * w + B[2] * v + C[2] * u
                if x < 0 or y < 0:
                    continue
                if z > self.__image.getZbufferValue(x, y):
                    self.__image.point(x, y, color)
                    self.__image.setZbufferValue(x, y, z)

    def bbox(self, *vertexList):
        """
		Smallest possible bounding box
		"""
        xs = [vertex[0] for vertex in vertexList]
        ys = [vertex[1] for vertex in vertexList]
        xs.sort()
        ys.sort()
        return (xs[0], ys[0]), (xs[-1], ys[-1])

    def load(self,
             filename,
             translate=(0, 0, 0),
             scale=(1, 1, 1),
             fill=True,
             textured=None,
             rotate=(0, 0, 0)):
        """
		cargar OBJ file, wireframe
		"""
        self.modelMatrix(translate, scale, rotate)
        self.__obj = OBJ(filename)
        self.__obj.load()
        vertex = self.__obj.getVertexList()
        faces = self.__obj.getFaceList()
        nvertex = self.__obj.getVertexNormalList()
        materials = self.__obj.getMaterials()
        tvertex = self.__obj.getTextureVertex()
        light = (0, 0, 1)
        if materials and not textured:
            matIndex = self.__obj.getMaterialFaces()
            for mat in matIndex:
                difuseColor = materials[mat[1]].difuseColor
                for i in range(mat[0][0], mat[0][1]):
                    cooList = []
                    textCoo = []
                    for face in faces[i]:
                        coo = self.transform(
                            vertex[face[0] - 1]
                        )  #((vertex[face[0]-1][0] + translate[0]) * scale[0], (vertex[face[0]-1][1] + translate[1]) * scale[1], (vertex[face[0]-1][2] + translate[2]) * scale[2])
                        print(self.transform(vertex[face[0] - 1]))
                        cooList.append(coo)
                    if fill:
                        inten = self.dot(nvertex[face[1] - 1], light)
                        if inten < 0:
                            continue
                        self.glFilledPolygon(cooList,
                                             color=(inten * difuseColor[0],
                                                    inten * difuseColor[1],
                                                    inten * difuseColor[2]))
                    else:
                        self.glPolygon(cooList)
        elif textured and not materials:
            for face in faces:
                cooList = []
                textCoo = []
                for vertexN in face:
                    coo = ((vertex[vertexN[0] - 1][0] + translate[0]) *
                           scale[0],
                           (vertex[vertexN[0] - 1][1] + translate[1]) *
                           scale[1],
                           (vertex[vertexN[0] - 1][2] + translate[2]) *
                           scale[2])
                    cooList.append(coo)
                    if len(vertexN) > 2:
                        text = ((tvertex[vertexN[2] - 1][0] + translate[0]) *
                                scale[0],
                                (tvertex[vertexN[2] - 1][1] + translate[1]) *
                                scale[1])
                        textCoo.append(text)
                if fill:
                    inten = self.dot(nvertex[vertexN[1] - 1], light)
                    if inten < 0:
                        continue
                    self.glFilledPolygon(cooList,
                                         intensity=inten,
                                         texture=textured,
                                         textureCoords=textCoo)
                else:
                    self.glPolygon(cooList)
                cooList = []
        else:
            for face in faces:
                cooList = []
                textCoo = []
                for vertexN in face:
                    coo = vertex[vertexN[0] -
                                 1]  #self.transform(vertex[vertexN[0]-1])
                    print(coo)
                    cooList.append(coo)
                if fill:
                    inten = self.dot(nvertex[vertexN[1] - 1], light)
                    if inten < 0:
                        continue
                    self.glFilledPolygon(cooList, color=(inten, inten, inten))
                else:
                    self.glPolygon(cooList)
                cooList = []

    def glRenderTextureGrid(self,
                            filename=None,
                            newfile=True,
                            translate=(0, 0),
                            scale=(1, 1)):
        """
		Render the grid of the textured
		"""
        if self.__obj:

            faces = self.__obj.getFaceList()
            materials = self.__obj.getMaterials()
            tvertex = self.__obj.getTextureVertex()

            if newfile and filename:
                canvas = SR()
                canvas.glInit()
                canvas.glCreateWindow(self.__image.width, self.__image.height)
                canvas.glViewPort(self.__viewPortStart[0],
                                  self.__viewPortStart[1],
                                  self.__viewPortSize[0],
                                  self.__viewPortSize[1])
                canvas.setFileName(filename)
            else:
                canvas = self

            if materials:
                matIndex = self.__obj.getMaterialFaces()
                for mat in matIndex:
                    difuseColor = materials[mat[1]].difuseColor
                    for i in range(mat[0][0], mat[0][1]):
                        textCoo = []
                        for face in faces[i]:
                            if len(face) > 2:
                                text = (
                                    (tvertex[face[2] - 1][0] + translate[0]) *
                                    scale[0],
                                    (tvertex[face[2] - 1][1] + translate[1]) *
                                    scale[1], 0)
                                textCoo.append(text)
                            if len(textCoo) > 2:
                                canvas.glPolygon(textCoo)
            else:
                for face in faces:
                    textCoo = []
                    for vertexN in face:
                        if len(vertexN) > 2:
                            text = (
                                (tvertex[vertexN[2] - 1][0] + translate[0]) *
                                scale[0],
                                (tvertex[vertexN[2] - 1][1] + translate[1]) *
                                scale[1], 0)
                            textCoo.append(text)
                        if len(textCoo) > 2:
                            canvas.glPolygon(textCoo)
            return canvas

    def glPolygon(self, vertexList):
        """
		poligono
		"""
        for i in range(len(vertexList)):
            if i == len(vertexList) - 1:
                st = vertexList[i]
                fi = vertexList[0]
            else:
                st = vertexList[i]
                fi = vertexList[i + 1]
            self.glLine(st[0], st[1], fi[0], fi[1])

    def glFilledPolygon(self,
                        vertexList,
                        color=None,
                        texture=None,
                        intensity=1,
                        textureCoords=(),
                        zVal=True):
        """
		Poligono relleno de fillcolor
		"""
        inten = intensity
        if not texture:
            color = self.__color if color == None else self.__image.color(
                int(255 * color[0]), int(255 * color[1]), int(255 * color[2]))
        else:
            if self.__text == None:
                text = Texture(texture)
                self.__text = text
            else:
                text = self.__text
        startX = (sorted(vertexList, key=lambda tup: tup[0])[0][0])
        finishX = (sorted(vertexList, key=lambda tup: tup[0],
                          reverse=True)[0][0])

        startY = (sorted(vertexList, key=lambda tup: tup[1])[0][1])
        finishY = (sorted(vertexList, key=lambda tup: tup[1],
                          reverse=True)[0][1])

        startX = int(self.__viewPortSize[0] * (startX + 1) * (1 / 2) +
                     self.__viewPortStart[0])
        finishX = int(self.__viewPortSize[0] * (finishX + 1) * (1 / 2) +
                      self.__viewPortStart[0])

        startY = int(self.__viewPortSize[0] * (startY + 1) * (1 / 2) +
                     self.__viewPortStart[0])
        finishY = int(self.__viewPortSize[0] * (finishY + 1) * (1 / 2) +
                      self.__viewPortStart[0])
        for x in range(startX, finishX + 1):
            for y in range(startY, finishY + 1):
                isInside = self.glPointInPolygon(self.norX(x), self.norY(y),
                                                 vertexList)
                if isInside:
                    if texture:
                        A = (self.norInvX(vertexList[0][0]),
                             self.norInvX(vertexList[0][1]))
                        B = (self.norInvX(vertexList[1][0]),
                             self.norInvX(vertexList[1][1]))
                        C = (self.norInvX(vertexList[2][0]),
                             self.norInvX(vertexList[2][1]))
                        w, v, u = self.barycentric(A, B, C, x, y)
                        A = textureCoords[0]
                        B = textureCoords[1]
                        C = textureCoords[2]
                        tx = A[0] * w + B[0] * v + C[0] * u
                        ty = A[1] * w + B[1] * v + C[1] * u
                        color = text.getColor(tx, ty, intensity=inten)
                    z = self.glPLaneZ(vertexList, x, y)
                    if z > self.__image.getZbufferValue(x, y):
                        self.__image.point(x, y, color)
                        self.__image.setZbufferValue(x, y, z)

    def barycentric(self, A, B, C, x, y):
        """
		Get barycentric coordenates
		"""
        v1 = (C[0] - A[0], B[0] - A[0], A[0] - x)
        v2 = (C[1] - A[1], B[1] - A[1], A[1] - y)
        bary = self.cross(v1, v2)
        if abs(bary[2]) < 1:
            return -1, -1, -1

        return (1 - (bary[0] + bary[1]) / bary[2], bary[1] / bary[2],
                bary[0] / bary[2])

    def norX(self, x):
        """
		Normalizar coor
		"""
        norX = ((2 * x) / self.__viewPortSize[0]) - self.__viewPortStart[0] - 1
        return norX

    def norY(self, y):
        """
		Normalizar coor
		"""
        norY = ((2 * y) / self.__viewPortSize[1]) - self.__viewPortStart[1] - 1
        return norY

    def norInvX(self, x):
        """
		"""
        norX = int(self.__viewPortSize[0] * (x + 1) * (1 / 2) +
                   self.__viewPortStart[0])
        return norX

    def norInvY(self, y):
        """
		"""
        norY = int(self.__viewPortSize[0] * (y + 1) * (1 / 2) +
                   self.__viewPortStart[0])
        return norY

    def norm(self, v0):
        v = self.length(v0)
        if not v:
            return [0, 0, 0]
        return [v0[0] / v, v0[1] / v, v0[2] / v]

    def length(self, v0):
        return (v0[0]**2 + v0[1]**2 + v0[2]**2)**0.5

    def glPointInPolygon(self, x, y, vertexList):
        """
		Verifica si un punto (x, y) se encuentra dentro de un poligono (basado en sus vertices)
		Algoritmo obtenido de: http://www.eecs.umich.edu/courses/eecs380/HANDOUTS/PROJ2/InsidePoly.html
		"""
        counter = 0
        p1 = vertexList[0]
        n = len(vertexList)
        for i in range(n + 1):
            p2 = vertexList[i % n]
            if (y > min(p1[1], p2[1])):
                if (y <= max(p1[1], p2[1])):
                    if (p1[1] != p2[1]):
                        xinters = (y - p1[1]) * (p2[0] - p1[0]) / (
                            p2[1] - p1[1]) + p1[0]
                        if (p1[0] == p2[0] or x <= xinters):
                            counter += 1
            p1 = p2
        if (counter % 2 == 0):
            return False
        else:
            return True

    def dot(self, v0, v1):
        """
		producto punto
		"""
        return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2]

    def cross(self, v0, v1):
        """
		Producto cruz
		"""
        return [
            v0[1] * v1[2] - v0[2] * v1[1], v0[2] * v1[0] - v0[0] * v1[2],
            v0[0] * v1[1] - v0[1] * v1[0]
        ]

    def vector(self, p, q):
        """
		Vector pq
		"""
        return [q[0] - p[0], q[1] - p[1], q[2] - p[2]]

    def sub(self, v0, v1):
        return [v0[0] - v1[0], v0[1] - v1[1], v0[2] - v1[2]]

    def glPLaneZ(self, vertexList, x, y):
        """
		Coordenada z en el punto (x,y,z) encontrada en el plano que pasa por los primeros 3 puntos de vertexlist
		"""
        pq = self.vector(vertexList[0], vertexList[1])
        pr = self.vector(vertexList[0], vertexList[2])
        normal = self.cross(pq, pr)
        if normal[2]:
            z = ((normal[0] * (x - vertexList[0][0])) +
                 (normal[1] * (y - vertexList[0][1])) -
                 (normal[2] * vertexList[0][2])) / (-normal[2])
            return z
        else:
            return -float("inf")

    def glRenderZBuffer(self, filename=None):
        """
		Renders the z buffer stored
		"""
        if filename == None:
            filename = self.__filename.split(".")[0] + "ZBuffer.bmp"
        self.__image.write(filename, zbuffer=True)

    def matMult(self, m1, m2):
        if len(m1[0]) == len(m2):
            filas1 = len(m1)
            col1 = len(m1[0])
            filas2 = len(m2)
            col2 = len(m2[0])
            matResult = []
            for i in range(filas1):
                matResult.append([0] * col2)
            for i in range(filas1):
                for j in range(col2):
                    for k in range(col1):
                        matResult[i][j] = m1[i][k] * m2[k][j]
            return matResult
        else:
            print("Error " + str(len(m1[0])) + " and " + str(len(m2)))
            return 0

    def modelMatrix(self,
                    translate=(0, 0, 0),
                    scale=(1, 1, 1),
                    rotate=(0, 0, 0)):
        """
		Generates model matrix
		"""
        translation_matrix = Matrix([
            [1, 0, 0, translate[0]],
            [0, 1, 0, translate[1]],
            [0, 0, 1, translate[2]],
            [0, 0, 0, 1],
        ])
        a = rotate[0]
        rotation_matrix_x = Matrix([[1, 0, 0, 0], [0, cos(a), -sin(a), 0],
                                    [0, sin(a), cos(a), 0], [0, 0, 0, 1]])
        a = rotate[1]
        rotation_matrix_y = Matrix([[cos(a), 0, sin(a), 0], [0, 1, 0, 0],
                                    [-sin(a), 0, cos(a), 0], [0, 0, 0, 1]])
        a = rotate[2]
        rotation_matrix_z = Matrix([[cos(a), -sin(a), 0, 0],
                                    [sin(a), cos(a), 0, 0], [0, 0, 1, 0],
                                    [0, 0, 0, 1]])
        rotation_matrix = rotation_matrix_x * rotation_matrix_y * rotation_matrix_z
        scale_matrix = Matrix([
            [scale[0], 0, 0, 0],
            [0, scale[1], 0, 0],
            [0, 0, scale[2], 0],
            [0, 0, 0, 1],
        ])
        self.Model = translation_matrix * rotation_matrix * scale_matrix

    def viewMatrix(self, x, y, z, center):
        """
		Generates view matrix
		"""
        m = Matrix([[x[0], x[1], x[2], 0], [y[0], y[1], y[2], 0],
                    [z[0], z[1], z[2], 0], [0, 0, 0, 1]])
        o = Matrix([[1, 0, 0, -center[0]], [0, 1, 0, -center[1]],
                    [0, 0, 1, -center[2]], [0, 0, 0, 1]])
        self.View = m * o

    def projectionMatrix(self, coeff):
        """
		Generates projection matrix
		"""
        self.Projection = Matrix([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0],
                                  [0, 0, coeff, 1]])

    def viewportMatrix(self, x=0, y=0):
        """
		Generates viewport matrix
		"""
        self.Viewport = Matrix(
            [[self.__image.width / 2, 0, 0, x + self.__image.width / 2],
             [0, self.__image.height / 2, 0, y + self.__image.height / 2],
             [0, 0, 128, 128], [0, 0, 0, 1]])

    def lookAt(self, eye, center, up):
        """
		Defines the position of the camera
		"""
        z = self.norm(self.sub(eye, center))
        x = self.norm(self.cross(up, z))
        y = self.norm(self.cross(z, x))
        self.viewMatrix(x, y, z, center)
        self.projectionMatrix(-1 / self.length(self.sub(eye, center)))
        self.viewportMatrix()

    def transform(self, vertex):
        agv = Matrix([[vertex[0]], [vertex[1]], [vertex[2]], [1]])
        transformed_vertex = self.Viewport * self.Projection * self.View * self.Model * agv
        transformed_vertex = transformed_vertex.tolist()
        tra = [
            round(transformed_vertex[0][0] / transformed_vertex[3][0]),
            round(transformed_vertex[1][0] / transformed_vertex[3][0]),
            round(transformed_vertex[2][0] / transformed_vertex[3][0])
        ]
        return tra
Esempio n. 5
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    def loadOBJ(self,
                filename,
                translate=(0, 0, 0),
                scale=(1, 1, 1),
                fill=True,
                textured=None,
                rotate=(0, 0, 0),
                shader=None):
        """
		Loads .obj file
		"""
        self.modelMatrix(translate, scale, rotate)
        self.__obj = OBJ(filename)
        self.__obj.load()
        light = self.norm((0, 0, 1))
        faces = self.__obj.getFaceList()
        vertex = self.__obj.getVertexList()
        materials = self.__obj.getMaterials()
        tvertex = self.__obj.getTextureVertex()
        nvertex = self.__obj.getVertexNormalList()
        matFaces = self.__obj.getMaterialFaces()
        self.__text = Texture(textured)

        print("Rendering... " + filename)

        if materials:
            for mats in matFaces:
                start, stop = mats[0]
                color = materials[mats[1]].difuseColor
                for index in range(start, stop):
                    face = faces[index]
                    vcount = len(face)

                    if vcount == 3:
                        f1 = face[0][0] - 1
                        f2 = face[1][0] - 1
                        f3 = face[2][0] - 1

                        a = self.transform(vertex[f1])
                        b = self.transform(vertex[f2])
                        c = self.transform(vertex[f3])

                        if shader:
                            t1 = face[0][1] - 1
                            t2 = face[1][1] - 1
                            t3 = face[2][1] - 1
                            nA = nvertex[t1]
                            nB = nvertex[t2]
                            nC = nvertex[t3]
                            self.triangle(a,
                                          b,
                                          c,
                                          baseColor=color,
                                          shader=shader,
                                          normals=(nA, nB, nC))
                        else:
                            normal = self.norm(
                                self.cross(self.sub(b, a), self.sub(c, a)))
                            intensity = self.dot(normal, light)

                            if not self.__text.isTextured():
                                if intensity < 0:
                                    continue
                                self.triangle(a,
                                              b,
                                              c,
                                              color=self.glColor(
                                                  color[0] * intensity,
                                                  color[1] * intensity,
                                                  color[2] * intensity))

        else:
            print("No materials")
            for face in faces:
                vcount = len(face)

                if vcount == 3:
                    f1 = face[0][0] - 1
                    f2 = face[1][0] - 1
                    f3 = face[2][0] - 1

                    a = self.transform(vertex[f1])
                    b = self.transform(vertex[f2])
                    c = self.transform(vertex[f3])

                    if shader:
                        nA = nvertex[f1]
                        nB = nvertex[f2]
                        nC = nvertex[f3]
                        self.triangle(a,
                                      b,
                                      c,
                                      baseColor=color,
                                      shader=shader,
                                      normals=(nA, nB, nC))
                    else:

                        normal = self.norm(
                            self.cross(self.sub(b, a), self.sub(c, a)))
                        intensity = self.dot(normal, light)

                        if not self.__text.isTextured():
                            if intensity < 0:
                                continue
                            self.triangle(a,
                                          b,
                                          c,
                                          color=self.glColor(
                                              intensity, intensity, intensity))
                        else:
                            if self.__text.isTextured():
                                t1 = face[0][-1] - 1
                                t2 = face[1][-1] - 1
                                t3 = face[2][-1] - 1
                                tA = tvertex[t1]
                                tB = tvertex[t2]
                                tC = tvertex[t3]
                                self.triangle(a,
                                              b,
                                              c,
                                              texture=self.__text.isTextured(),
                                              texture_coords=(tA, tB, tC),
                                              intensity=intensity)
                else:
                    f1 = face[0][0] - 1
                    f2 = face[1][0] - 1
                    f3 = face[2][0] - 1
                    f4 = face[3][0] - 1

                    vertexList = [
                        self.transform(vertex[f1]),
                        self.transform(vertex[f2]),
                        self.transform(vertex[f3]),
                        self.transform(vertex[f4])
                    ]
                    normal = self.norm(
                        self.cross(self.sub(vertexList[0], vertexList[1]),
                                   self.sub(vertexList[1], vertexList[2])))
                    intensity = self.dot(normal, light)
                    A, B, C, D = vertexList
                    if not textured:
                        if intensity < 0:
                            continue
                        self.triangle(A,
                                      B,
                                      C,
                                      color=self.glColor(
                                          intensity, intensity, intensity))
                        self.triangle(A,
                                      C,
                                      D,
                                      color=self.glColor(
                                          intensity, intensity, intensity))
                    else:
                        if self.__text.isTextured():
                            t1 = face[0][-1] - 1
                            t2 = face[1][-1] - 1
                            t3 = face[2][-1] - 1
                            t4 = face[3][-1] - 1
                            tA = tvertex[t1]
                            tB = tvertex[t2]
                            tC = tvertex[t3]
                            tD = tvertex[t4]
                            self.triangle(A,
                                          B,
                                          C,
                                          texture=self.__text.isTextured(),
                                          texture_coords=(tA, tB, tC),
                                          intensity=intensity)
                            self.triangle(A,
                                          C,
                                          D,
                                          texture=self.__text.isTextured(),
                                          texture_coords=(tA, tC, tD),
                                          intensity=intensity)