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09_models_and_images.py
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import math
import os
import sys
import glm
import moderngl
import pygame
from objloader import Obj
from PIL import Image
os.environ['SDL_WINDOWS_DPI_AWARENESS'] = 'permonitorv2'
pygame.init()
# Set OpenGL context attributes before creating the display
pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, 3)
pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, 3)
pygame.display.gl_set_attribute(pygame.GL_CONTEXT_PROFILE_MASK, pygame.GL_CONTEXT_PROFILE_CORE)
pygame.display.set_mode((800, 800), flags=pygame.OPENGL | pygame.DOUBLEBUF, vsync=True)
class ImageTexture:
def __init__(self, path):
self.ctx = moderngl.get_context()
'''Changes made here mount the image correctly without warnings'''
img = Image.open(path).convert('RGBA')
self.texture = self.ctx.texture(img.size, 4, img.tobytes())
self.texture.use(location=0) # Explicitly bind to texture unit 0
self.texture.build_mipmaps() # Build mipmaps for better texture quality
def use(self):
self.texture.use() # Use the texture explicitly on rendering
class ModelGeometry:
def __init__(self, path):
self.ctx = moderngl.get_context()
obj = Obj.open(path)
self.vbo = self.ctx.buffer(obj.pack('vx vy vz nx ny nz tx ty'))
def vertex_array(self, program):
return self.ctx.vertex_array(program, [(self.vbo, '3f 12x 2f', 'in_vertex', 'in_uv')])
class Mesh:
def __init__(self, program, geometry, texture=None):
self.ctx = moderngl.get_context()
self.vao = geometry.vertex_array(program)
self.texture = texture
def render(self, position, color, scale):
self.vao.program['use_texture'] = False
if self.texture:
self.vao.program['use_texture'] = True
self.texture.use()
self.vao.program['position'] = position
self.vao.program['color'] = color
self.vao.program['scale'] = scale
self.vao.render()
class Scene:
def __init__(self):
self.ctx = moderngl.get_context()
self.program = self.ctx.program(
vertex_shader='''
#version 330 core
uniform mat4 camera;
uniform vec3 position;
uniform float scale;
layout (location = 0) in vec3 in_vertex;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv;
out vec3 v_vertex;
out vec3 v_normal;
out vec2 v_uv;
void main() {
v_vertex = position + in_vertex * scale;
v_normal = in_normal;
v_uv = in_uv;
gl_Position = camera * vec4(v_vertex, 1.0);
}
''',
fragment_shader='''
#version 330 core
uniform sampler2D Texture;
uniform bool use_texture;
uniform vec3 color;
in vec3 v_vertex;
in vec3 v_normal;
in vec2 v_uv;
layout (location = 0) out vec4 out_color;
void main() {
out_color = vec4(color, 1.0);
if (use_texture) {
out_color *= texture(Texture, v_uv);
}
}
''',
)
self.texture = ImageTexture('examples/data/textures/tecnologico-de-monterrey-blue.png')
# self.texture = ImageTexture('examples/data/textures/logo2.png')
self.car_geometry = ModelGeometry('examples/data/models/car.obj')
self.car = Mesh(self.program, self.car_geometry)
self.crate_geometry = ModelGeometry('examples/data/models/crate.obj')
self.crate = Mesh(self.program, self.crate_geometry, self.texture)
def camera_matrix(self):
now = pygame.time.get_ticks() / 1000.0
eye = (math.cos(now), math.sin(now), 0.5)
proj = glm.perspective(45.0, 1.0, 0.1, 1000.0)
look = glm.lookAt(eye, (0.0, 0.0, 0.0), (0.0, 0.0, 1.0))
return proj * look
def render(self):
camera = self.camera_matrix()
self.ctx.clear()
self.ctx.enable(self.ctx.DEPTH_TEST)
self.program['camera'].write(camera)
self.car.render((-0.4, 0.0, 0.0), (1.0, 0.0, 0.0), 0.2)
self.crate.render((0.0, 0.0, 0.0), (1.0, 1.0, 1.0), 0.2)
self.car.render((0.4, 0.0, 0.0), (0.0, 0.0, 1.0), 0.2)
scene = Scene()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
scene.render()
pygame.display.flip()