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scene.py
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scene.py
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"""Fundamental elements for scene management
"""
from linal import Vec3, Mat3, Rot, raw
from shader import Shader
from pyglet import resource, gl
from os import path
from math import sin, cos, atan2, sqrt, pi
class Camera(object):
def __init__(self):
self.eye = Vec3(1.,0.,0.)
self.tgt = Vec3(0.,0.,0.)
self.up = Vec3(0.,0.,1.)
self.yFov_rad = 45. * pi/180
self.xFov_rad = 45. * pi/180
self.zNear = 1.0
self.zFar = 10.
def apply(self):
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.gluPerspective(self.yFov_rad * 180/pi, self.xFov_rad / self.yFov_rad, self.zNear, self.zFar)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
gl.gluLookAt(self.eye[0], self.eye[1], self.eye[2], self.tgt[0], self.tgt[1], self.tgt[2], self.up[0], self.up[1], self.up[2])
def sphericalRotation(self, dTht_rad, dPhi_rad):
polarMargin_rad = 0.01
drXyz = self.tgt - self.eye
dr = drXyz.norm()
tht_rad = atan2(drXyz[1], drXyz[0])
phi_rad = atan2(drXyz[2], sqrt(drXyz[0]**2 + drXyz[1]**2))
tht_rad = (tht_rad + dTht_rad) % (2 * pi)
phi_rad = phi_rad + dPhi_rad
if phi_rad > 0.5 * pi - polarMargin_rad:
phi_rad = 0.5 * pi - polarMargin_rad
if phi_rad < -0.5 * pi + polarMargin_rad:
phi_rad = -0.5 * pi + polarMargin_rad
drXyz = dr * Vec3(cos(tht_rad) * cos(phi_rad), sin(tht_rad) * cos(phi_rad), sin(phi_rad))
self.eye = self.tgt - drXyz
def zoom(self, pct):
min = 0.1
drXyz = self.tgt - self.eye
dr = max(pct * drXyz.norm(), min)
drXyz = dr * drXyz.normalize()
self.eye = self.tgt - drXyz
class Material(object):
def __init__(self):
self.ambient_rgb = 0.1 * Vec3.ones()
self.diffuse_rgb = 0.6 * Vec3.ones()
self.specular_rgb = 0.3 * Vec3.ones()
self.shininess = 1.
self.textures = []
self.shaders = []
self.parameters = {}
def addShader(self, vertexPath, fragmentPath):
with open(vertexPath, 'r') as h:
v = h.read()
with open(fragmentPath, 'r') as h:
f = h.read()
self.shaders.append(Shader([v], [f]))
def addTexture(self, imgPath):
dir, file = path.split(imgPath)
if dir not in resource.path:
resource.path.append(dir)
resource.reindex()
texture = resource.texture(file)
self.textures.append(texture)
gl.glBindTexture(texture.target, texture.id)
gl.glGenerateMipmap(gl.GL_TEXTURE_2D)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST_MIPMAP_LINEAR)
def apply(self):
gl.glEnable(gl.GL_LIGHTING)
for s in self.shaders:
s.bind()
for i, t in enumerate(self.textures):
gl.glActiveTexture(gl.GL_TEXTURE0+i)
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glBindTexture(gl.GL_TEXTURE_2D, t.id)
self.parameters['tex[%u]' % i] = i
for k in self.parameters.keys():
if type(self.parameters[k]) == type(0):
for s in self.shaders:
s.uniformi(k, self.parameters[k])
if type(self.parameters[k]) == type(0.):
for s in self.shaders:
s.uniformf(k, self.parameters[k])
a = self.ambient_rgb
d = self.diffuse_rgb
s = self.specular_rgb
gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT, raw(a[0], a[1], a[2], 1.))
gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_DIFFUSE, raw(d[0], d[1], d[2], 1.))
gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, raw(s[0], s[1], s[2], 1.))
gl.glMaterialf(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, self.shininess)
def unapply(self):
for i in range(len(self.textures)):
gl.glActiveTexture(gl.GL_TEXTURE0+i)
gl.glDisable(gl.GL_TEXTURE_2D)
for s in self.shaders:
s.unbind()
class Thing(object):
def __init__(self):
self.material = Material()
self.position = Vec3()
self.rotation = Mat3()
self.linVel = Vec3()
self.angVel = Vec3()
self.children = []
def update(self, dt_s):
self.position = self.position + dt_s * self.linVel
ang_rad = self.angVel.norm() * dt_s
if ang_rad > 0:
axis = self.angVel.normalize()
q = Rot.q(ang_rad, axis)
self.rotation = Mat3.fromQuat(q) * self.rotation
for c in self.children:
c.update(dt_s)
def render(self):
# By default, a frame renders its axis as unit RGB line segments
gl.glDisable(gl.GL_TEXTURE_2D)
gl.glDisable(gl.GL_LIGHTING)
gl.glBegin(gl.GL_LINES)
gl.glColor3f(1.,0.,0.)
gl.glVertex3f(0.,0.,0.)
gl.glVertex3f(1.,0.,0.)
gl.glColor3f(0.,1.,0.)
gl.glVertex3f(0.,0.,0.)
gl.glVertex3f(0.,1.,0.)
gl.glColor3f(0.,0.,1.)
gl.glVertex3f(0.,0.,0.)
gl.glVertex3f(0.,0.,1.)
gl.glEnd()
def chain(self):
gl.glPushMatrix()
p = self.position
r = self.rotation
gl.glMultMatrixf(raw(r[0][0], r[1][0], r[2][0], 0., r[0][1], r[1][1], r[2][1], 0., r[0][2], r[1][2], r[2][2], 0., p[0], p[1], p[2], 1.))
self.material.apply()
self.render()
self.material.unapply()
for c in self.children:
c.chain()
gl.glPopMatrix()
class Light(Thing):
nLights = 0
def __init__(self):
super(Light, self).__init__()
self.id = Light.nLights
Light.nLights = Light.nLights + 1
def render(self):
p = self.position
a = self.material.ambient_rgb
d = self.material.diffuse_rgb
s = self.material.specular_rgb
id = gl.GL_LIGHT0 + self.id
gl.glEnable(gl.GL_LIGHTING)
gl.glEnable(id)
gl.glLightfv(id, gl.GL_POSITION, raw(p[0], p[1], p[2], 1.))
gl.glLightfv(id, gl.GL_AMBIENT, raw(a[0], a[1], a[2], 1.))
gl.glLightfv(id, gl.GL_DIFFUSE, raw(d[0], d[1], d[2], 1.))
gl.glLightfv(id, gl.GL_SPECULAR, raw(s[0], s[1], s[2], 1.))