コード例 #1
0
ファイル: render.py プロジェクト: ciborg245/bmp_render
class Render(object):
    def __init__(self, width=None, height=None):
        self.x = 0
        self.y = 0
        self.view = {}
        self.color = color(255, 255, 255)

        if (width == None and height == None):
            self.bmp = None
            self.width = width
            self.height = height
        else:
            self.glCreateWindow(width, height)

    def glInit(self):
        pass

    def glCreateWindow(self, width, height):
        self.bmp = Bitmap(width, height)
        self.width = width
        self.height = height

    def glViewPort(self, x, y, width, height):
        self.view['x'] = x
        self.view['y'] = y
        self.view['width'] = width - 1
        self.view['height'] = height - 1

    def glClear(self):
        self.bmp.clear()

    def glClearColor(self, r, g, b):
        for i in range(self.height):
            for j in range(self.width):
                self.bmp.point(
                    i, j, color(trunc(r * 255), trunc(g * 255),
                                trunc(b * 255)))

    def glVertex(self, x, y):
        self.x = ceil(self.view['x'] + (self.view['width'] / 2) * (x + 1))
        self.y = ceil(self.view['y'] + (self.view['height'] / 2) * (y + 1))

        self.glVertexC(self.x, self.y)

    def glVertexC(self, x, y):
        self.bmp.point(y, x, self.color)

    def glColorC(self, r, g, b):
        self.color = color(r, g, b)

    def glColorFull(self, color):
        self.color = color

    def glColor(self, r, g, b):
        self.color = color(floor(r * 255), floor(g * 255), floor(b * 255))

    def glFinish(self, name='out'):
        self.bmp.write(name + '.bmp')

    def glLine(self, x0p, y0p, x1p, y1p):
        x0 = round(self.view['x'] + (self.view['width'] / 2) * (x0p + 1))
        y0 = round(self.view['y'] + (self.view['height'] / 2) * (y0p + 1))
        x1 = round(self.view['x'] + (self.view['width'] / 2) * (x1p + 1))
        y1 = round(self.view['y'] + (self.view['height'] / 2) * (y1p + 1))

        self.glLineC(x0, y0, x1, y1)

    def glLineC(self, x0, y0, x1, y1):

        dx = abs(x1 - x0)
        dy = abs(y1 - y0)

        if x1 < x0:
            x0, x1 = x1, x0
            y0, y1 = y1, y0

        px = 2 * dy - dx
        py = 2 * dx - dy

        if dx >= dy:
            y = y0
            for x in range(x0, x1 + 1):
                # print(x)
                # print(y)
                self.glVertexC(x, y)

                if px < 0:
                    px += 2 * dy
                else:
                    y += 1 if y0 < y1 else -1
                    px += 2 * (dy - dx)

        else:
            x = x0
            step = 1 if y0 < y1 else -1
            for y in range(y0, y1, step):
                # print(x)
                # print(y)
                self.glVertexC(x, y)

                if py < 0:
                    py += 2 * dx
                else:
                    x += 1 if x0 < x1 else -1
                    py += 2 * (dx - dy)

    def loadObj(self,
                filename,
                translateX=0,
                translateY=0,
                scale=1,
                texture=None,
                light=[0, 0, 1]):
        with open(filename) as file:
            faces, vertices, textures_coor = obj.processObj(file)

        # light = [0.3, 0.1, 0.6]
        # light = [0, 0, 1]

        for face in faces:

            #Se obtienen las coordenadas de los vertices
            faceLen = len(face)
            faceVer = []
            faceTex = []
            for i in range(faceLen):
                faceVer.append(
                    transform_vertex(vertices[face[i][0] - 1],
                                     translateX=translateX,
                                     translateY=translateY,
                                     scale=scale))
                faceTex.append(textures_coor[face[i][1] - 1])

            #Se obtiene la intensidad
            dot = cross_product(vector_subs(faceVer[1], faceVer[0]),
                                vector_subs(faceVer[2], faceVer[0]))
            norm = normalize(dot)
            light_int = dot_product(norm, light)

            #Se recorren todos los vertices de cada cara
            loopLen = faceLen - 2
            for i in range(loopLen):

                if light_int > 0:
                    if not texture:
                        self.glColor(light_int, light_int, light_int)

                    self.barycentric_triangle(faceVer[0],
                                              faceVer[i + 1],
                                              faceVer[i + 2],
                                              tex_coor=(faceTex[0],
                                                        faceTex[i + 1],
                                                        faceTex[i + 2]),
                                              texture=texture,
                                              intensity=light_int)

    def display(self, name='out'):
        self.glFinish(name)

        try:
            from wand.image import Image
            from wand.display import display

            with Image(filename=name + '.bmp') as image:
                display(image)
        except Exception as e:
            print(e)
            pass

    def barycentric_triangle(self,
                             A,
                             B,
                             C,
                             tex_coor=(),
                             texture=None,
                             intensity=1):
        x_min, x_max, y_min, y_max = bounding_box(A, B, C)

        for i in range(x_min, x_max + 1):
            for j in range(y_min, y_max + 1):
                u, v, w = barycentric2(A, B, C, [i, j])

                if u >= 0 and v >= 0 and w >= 0:

                    if texture:
                        tex_A, tex_B, tex_C = tex_coor
                        tex_x = tex_A[0] * u + tex_B[0] * v + tex_C[0] * w
                        tex_y = tex_A[1] * u + tex_B[1] * v + tex_C[1] * w

                        self.glColorFull(
                            texture.getColor(tex_x, tex_y, intensity))

                    P_z = dot_product([u, v, w], [A[2], B[2], C[2]])

                    if self.bmp.getZbuffer(i, j) < P_z:
                        self.bmp.setZbuffer(i, j, P_z)
                        self.glVertexC(i, j)
コード例 #2
0
ファイル: render.py プロジェクト: ciborg245/bmp_render
class Render(object):
    def __init__(self, width=None, height=None):
        self.x = 0
        self.y = 0
        self.view = {}
        self.color = color(255, 255, 255)

        if (width == None and height == None):
            self.bmp = None
            self.width = width
            self.height = height
        else:
            self.glCreateWindow(width, height)

    def glInit(self):
        pass

    def glCreateWindow(self, width, height):
        self.bmp = Bitmap(width, height)
        self.width = width
        self.height = height

    def glViewPort(self, x, y, width, height):
        self.view['x'] = x
        self.view['y'] = y
        self.view['width'] = width - 1
        self.view['height'] = height - 1

    def glClear(self):
        self.bmp.clear()

    def glClearColor(self, r, g, b):
        for i in range(self.height):
            for j in range(self.width):
                self.bmp.point(
                    i, j, color(trunc(r * 255), trunc(g * 255),
                                trunc(b * 255)))

    def glVertex(self, x, y):
        self.x = ceil(self.view['x'] + (self.view['width'] / 2) * (x + 1))
        self.y = ceil(self.view['y'] + (self.view['height'] / 2) * (y + 1))

        self.glVertexC(self.x, self.y)

    def glVertexC(self, x, y):
        self.bmp.point(y, x, self.color)

    def glColorC(self, r, g, b):
        self.color = color(r, g, b)

    def glColorFull(self, color):
        self.color = color

    def glColor(self, r, g, b):
        self.color = color(floor(r * 255), floor(g * 255), floor(b * 255))

    def glFinish(self, name='out'):
        self.bmp.write(name + '.bmp')

    def glLine(self, x0p, y0p, x1p, y1p):
        x0 = round(self.view['x'] + (self.view['width'] / 2) * (x0p + 1))
        y0 = round(self.view['y'] + (self.view['height'] / 2) * (y0p + 1))
        x1 = round(self.view['x'] + (self.view['width'] / 2) * (x1p + 1))
        y1 = round(self.view['y'] + (self.view['height'] / 2) * (y1p + 1))

        self.glLineC(x0, y0, x1, y1)

    def glLineC(self, x0, y0, x1, y1):

        dx = abs(x1 - x0)
        dy = abs(y1 - y0)

        if x1 < x0:
            x0, x1 = x1, x0
            y0, y1 = y1, y0

        px = 2 * dy - dx
        py = 2 * dx - dy

        if dx >= dy:
            y = y0
            for x in range(x0, x1 + 1):
                # print(x)
                # print(y)
                self.glVertexC(x, y)

                if px < 0:
                    px += 2 * dy
                else:
                    y += 1 if y0 < y1 else -1
                    px += 2 * (dy - dx)

        else:
            x = x0
            step = 1 if y0 < y1 else -1
            for y in range(y0, y1, step):
                # print(x)
                # print(y)
                self.glVertexC(x, y)

                if py < 0:
                    py += 2 * dx
                else:
                    x += 1 if x0 < x1 else -1
                    py += 2 * (dx - dy)

    def loadObj(self,
                filename,
                translate=[0, 0, 0],
                scale=[1, 1, 1],
                rotate=[0, 0, 0],
                texture=None,
                light=[0, 0, 1]):
        with open(filename) as file:
            faces, vertices, textures_coor = obj.processObj(file)

        self.calcModelMat(rotate, scale, translate)

        for i in range(len(vertices)):
            vertices[i] = self.transform(vertices[i])

        # light = [0.3, 0.1, 0.6]
        # light = [0, 0, 1]
        asdf = 0
        for face in faces:
            asdf += 1
            print(asdf)
            #Se obtienen las coordenadas de los vertices
            faceLen = len(face)
            faceVer = []
            faceTex = []
            for i in range(faceLen):
                faceVer.append(vertices[face[i][0] - 1])
                # faceVer.append(transform_vertex(
                # vertices[face[i][0] - 1],
                # translateX=translateX,
                # translateY=translateY,
                # scale=scale
                # ))
                if texture:
                    faceTex.append(textures_coor[face[i][1] - 1])

            #Se obtiene la intensidad
            dot = cross_product(vector_subs(faceVer[1], faceVer[0]),
                                vector_subs(faceVer[2], faceVer[0]))
            norm = normalize(dot)
            light_int = dot_product(norm, light)

            #Se recorren todos los vertices de cada cara
            loopLen = faceLen - 2
            if faceLen <= 4:
                for i in range(loopLen):

                    if light_int > 0:
                        if not texture:
                            self.glColor(light_int, light_int, light_int)

                            tex_coor_temp = None
                        else:
                            tex_coor_temp = (faceTex[0], faceTex[i + 1],
                                             faceTex[i + 2])

                        self.barycentric_triangle(faceVer[0],
                                                  faceVer[i + 1],
                                                  faceVer[i + 2],
                                                  tex_coor=tex_coor_temp,
                                                  texture=texture,
                                                  intensity=light_int)

    def calcViewportMat(self, x=0, y=0):
        res = [[self.width / 2, 0, 0, x + self.width / 2],
               [0, self.height / 2, 0, y + self.height / 2], [0, 0, 100, 100],
               [0, 0, 0, 1]]

        self.viewport_matrix = res

    def calcModelMat(self,
                     rotate=[0, 0, 0],
                     scale=[1, 1, 1],
                     translate=[0, 0, 0]):
        rotate_x = [[1, 0, 0, 0], [0, cos(rotate[0]), -sin(rotate[0]), 0],
                    [0, sin(rotate[0]), cos(rotate[0]), 0], [0, 0, 0, 1]]

        rotate_y = [[cos(rotate[1]), 0, sin(rotate[1]), 0], [0, 1, 0, 0],
                    [-sin(rotate[1]), 0, cos(rotate[1]), 0], [0, 0, 0, 1]]

        rotate_z = [[cos(rotate[2]), -sin(rotate[2]), 0, 0],
                    [sin(rotate[2]), cos(rotate[2]), 0, 0], [0, 0, 1, 0],
                    [0, 0, 0, 1]]

        rotate_all = matmul(matmul(rotate_x, rotate_y), rotate_z)

        translation = [[1, 0, 0, translate[0]], [0, 1, 0, translate[1]],
                       [0, 0, 1, translate[2]], [0, 0, 0, 1]]

        scale_mat = [[scale[0], 0, 0, 0], [0, scale[1], 0, 0],
                     [0, 0, scale[2], 0], [0, 0, 0, 1]]

        self.model_matrix = matmul(matmul(translation, rotate_all), scale_mat)

    def calcViewMat(self, x, y, z, center):

        view_mat = [[x[0], x[1], x[2], -center[0]],
                    [y[0], y[1], y[2], -center[1]],
                    [z[0], z[1], z[2], -center[2]], [0, 0, 0, 1]]

        self.view_matrix = view_mat

    def calcProjectionMat(self, c):
        proj = [[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, c, 1]]

        self.proj_matrix = proj

    def transform(self, vertex):
        vertex = [[vertex[0]], [vertex[1]], [vertex[2]], [1]]

        homog_mat = matmul(
            matmul(
                matmul(matmul(self.viewport_matrix, self.proj_matrix),
                       self.view_matrix), self.model_matrix), vertex)

        trans_vertex = [
            round(homog_mat[0][0] / homog_mat[3][0]),
            round(homog_mat[1][0] / homog_mat[3][0]),
            round(homog_mat[2][0] / homog_mat[3][0])
        ]

        return trans_vertex

    def lookAt(self, cameraPos, cameraTarget, up):
        z = normalize(vector_subs(cameraPos, cameraTarget))
        x = normalize(cross_product(up, z))
        y = normalize(cross_product(z, x))

        self.calcViewMat(x, y, z, cameraTarget)
        self.calcProjectionMat(
            -1 / vec_length(vector_subs(cameraPos, cameraTarget)))
        self.calcViewportMat()

    def barycentric_triangle(self,
                             A,
                             B,
                             C,
                             tex_coor=(),
                             texture=None,
                             intensity=1):
        x_min, x_max, y_min, y_max = bounding_box(A, B, C)

        for i in range(x_min, x_max + 1):
            for j in range(y_min, y_max + 1):
                if i < 0 or j < 0:
                    continue
                u, v, w = barycentric2(A, B, C, [i, j])

                if u >= 0 and v >= 0 and w >= 0:

                    if texture:
                        tex_A, tex_B, tex_C = tex_coor
                        tex_x = tex_A[0] * u + tex_B[0] * v + tex_C[0] * w
                        tex_y = tex_A[1] * u + tex_B[1] * v + tex_C[1] * w

                        self.glColorFull(
                            texture.getColor(tex_x, tex_y, intensity))

                    P_z = dot_product([u, v, w], [A[2], B[2], C[2]])

                    if j < len(self.bmp.zbuffer) and i < len(
                            self.bmp.zbuffer[j]) and self.bmp.getZbuffer(
                                i, j) < P_z:
                        self.bmp.setZbuffer(i, j, P_z)
                        self.glVertexC(i, j)
コード例 #3
0
class Render(object):
    def __init__(self, width = None, height = None):
        self.x = 0
        self.y = 0
        self.view = {}
        self.color = color(255, 255, 255)

        if (width == None and height == None):
            self.bmp = None
            self.width = width
            self.height = height
        else:
            self.glCreateWindow(width, height)

    def glInit(self):
        pass

    def glCreateWindow(self, width, height):
        self.bmp = Bitmap(width, height)
        self.width = width
        self.height = height

    def glViewPort(self, x, y, width, height):
        self.view['x'] = x
        self.view['y'] = y
        self.view['width'] = width - 1
        self.view['height'] = height - 1

    def glClear(self):
        self.bmp.clear()

    def glClearColor(self, r, g, b):
        for i in range(self.height):
            for j in range(self.width):
                self.bmp.point(i, j, color(trunc(r * 255), trunc(g * 255), trunc(b * 255)))

    def glVertex(self, x, y):
        self.x = ceil(self.view['x'] + (self.view['width'] / 2) * (x + 1))
        self.y = ceil(self.view['y'] + (self.view['height'] / 2) * (y + 1))

        self.glVertexC(self.x, self.y)

    def glVertexC(self, x, y):
        self.bmp.point(y, x, self.color)

    def glColor(self, r, g, b):
        self.color = color(floor(r * 255), floor(g * 255), floor(b * 255))

    def glFinish(self, name = 'out'):
        self.bmp.write(name+'.bmp')

    def glLine(self, x0p, y0p, x1p, y1p):
        x0 = round(self.view['x'] + (self.view['width'] / 2) * (x0p + 1))
        y0 = round(self.view['y'] + (self.view['height'] / 2) * (y0p + 1))
        x1 = round(self.view['x'] + (self.view['width'] / 2) * (x1p + 1))
        y1 = round(self.view['y'] + (self.view['height'] / 2) * (y1p + 1))

        self.glLineC(x0, y0, x1, y1)

    def glLineC(self, x0, y0, x1, y1):

        dx = abs(x1 - x0)
        dy = abs(y1 - y0)

        if x1 < x0:
            x0, x1 = x1, x0
            y0, y1 = y1, y0

        px = 2 * dy - dx
        py = 2 * dx - dy

        if dx >= dy:
            y = y0
            for x in range(x0, x1 + 1):
                # print(x)
                # print(y)
                self.glVertexC(x, y)

                if px < 0:
                    px += 2 * dy
                else:
                    y += 1 if y0 < y1 else -1
                    px += 2 * (dy - dx)

        else:
            x = x0
            step = 1 if y0 < y1 else -1
            for y in range(y0, y1, step):
                # print(x)
                # print(y)
                self.glVertexC(x, y)

                if py < 0:
                    py += 2 * dx
                else:
                    x += 1 if x0 < x1 else -1
                    py += 2 * (dx - dy)


    def loadObj(self, filename, translateX=0, translateY=0, scale=1, triangle=0):
        with open(filename) as file:
            faces, vertices = obj.processObj(file)

        light = [0.2, 0.3, 0.5]

        for face in faces:

            faceLen = len(face)
            faceVer = []
            for i in range(faceLen):
                faceVer.append(transform_vertex(
                    vertices[face[i][0] - 1],
                    translateX=translateX,
                    translateY=translateY,
                    scale=scale
                ))

            loopLen = faceLen - 2
            for i in range(loopLen):
                dot = cross_product(vector_subs(faceVer[i+1], faceVer[0]), vector_subs(faceVer[i+2], faceVer[0]))

                norm = normalize(dot)

                light_int = dot_product(norm, light)

                if light_int > 0:
                    self.glColor(light_int, light_int, light_int)
                    self.barycentric_triangle(faceVer[0], faceVer[i+1], faceVer[i+2])

    def display(self, name = 'out'):
        self.glFinish(name)

        try:
            from wand.image import Image
            from wand.display import display

            with Image(filename = name + '.bmp') as image:
                display(image)
        except Exception as e:
            print(e)
            pass  # do nothing if no wand is installed


    # def line_sweeping_triangle(self, A, B, C):
    #     if (A[1] > B[1]):
    #         A, B = B, A
    #     if (B[1] > C[1]):
    #         B, C = C, B
    #     if (A[1] > B[1]):
    #         A, B = B, A
    #
    #     self.glLineC(A[0], A[1], B[0], B[1])
    #     self.glLineC(A[0], A[1], C[0], C[1])
    #     self.glLineC(B[0], B[1], C[0], C[1])
    #
    #     for i in range(A[1], B[1]):
    #         x0 = round(x(A, C, i))
    #         x1 = round(x(A, B, i))
    #         self.glLineC(x0, i, x1, i)
    #
    #     for i in range(B[1], C[1]):
    #         x0 = round(x(A, C, i))
    #         x1 = round(x(B, C, i))
    #         self.glLineC(x0, i, x1, i)

    def barycentric_triangle(self, A, B, C):
        x_min, x_max, y_min, y_max = bounding_box(A, B, C)

        for i in range(x_min, x_max + 1):
            for j in range(y_min, y_max + 1):
                u, v, w = barycentric2(A, B, C, [i, j])

                if u >= 0 and v >= 0 and w >= 0:
                    P_z = dot_product([u, v, w], [A[2], B[2], C[2]])

                    if self.bmp.getZbuffer(i, j) < P_z:
                        self.bmp.setZbuffer(i, j, P_z)
                        self.glVertexC(i, j)