polyvox/examples/Python/PythonExample.py
2015-12-26 21:45:41 +00:00

258 lines
9.9 KiB
Python
Executable File

#! /usr/bin/env python3
################################################################################
# The MIT License (MIT)
#
# Copyright (c) 2015 Matthew Williams and David Williams
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
################################################################################
import sys
sys.path.append("../../library/bindings/") #This is just to point to the generated bindings
import PolyVoxCore as pv
#Create a 64x64x64 volume of integers
r = pv.Region(pv.Vector3Dint32_t(0,0,0), pv.Vector3Dint32_t(63,63,63))
vol = pv.SimpleVolumeuint8(r)
#Now fill the volume with our data (a sphere)
v3dVolCenter = pv.Vector3Dint32_t(vol.getWidth() // 2, vol.getHeight() // 2, vol.getDepth() // 2)
sphereRadius = 30
#This three-level for loop iterates over every voxel in the volume
for z in range(vol.getDepth()):
for y in range(vol.getHeight()):
for x in range(vol.getWidth()):
#Compute how far the current position is from the center of the volume
fDistToCenter = (pv.Vector3Dint32_t(x,y,z) - v3dVolCenter).length()
#If the current voxel is less than 'radius' units from the center then we make it solid.
if(fDistToCenter <= sphereRadius):
#Our new voxel value
uVoxelValue = 255
else:
uVoxelValue = 0
#Write the voxel value into the volume
vol.setVoxelAt(x, y, z, uVoxelValue);
#Create a mesh, pass it to the extractor and generate the mesh
mesh = pv.SurfaceMeshPositionMaterialNormal()
extractor = pv.CubicSurfaceExtractorWithNormalsSimpleVolumeuint8(vol, r, mesh)
extractor.execute()
#That's all of the PolyVox generation done, now to convert the output to something OpenGL can read efficiently
import numpy as np
indices = np.array(mesh.getIndices(), dtype='uint32') #Throw in the vertex indices into an array
#The vertices and normals are placed in an interpolated array like [vvvnnn,vvvnnn,vvvnnn]
vertices = np.array([[vertex.getPosition().getX(), vertex.getPosition().getY(), vertex.getPosition().getZ(),
vertex.getNormal().getX(), vertex.getNormal().getY(), vertex.getNormal().getZ()]
for vertex in mesh.getVertices()],
dtype='f')
#Now that we have our data, everything else here is just OpenGL
import OpenGL
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
from OpenGL.GL import glClear, glEnable, glDepthFunc, GLuint, glEnableVertexAttribArray, glVertexAttribPointer, glDisableVertexAttribArray, \
glDrawElements, glGetUniformLocation, glUniformMatrix4fv, glDepthMask, glDepthRange, glGetString, glBindAttribLocation, \
GL_COLOR_BUFFER_BIT, GL_TRIANGLES, GL_DEPTH_TEST, GL_LEQUAL, GL_FLOAT, \
GL_DEPTH_BUFFER_BIT, GL_ELEMENT_ARRAY_BUFFER, GL_UNSIGNED_INT, GL_STATIC_DRAW, \
GL_FALSE, GL_TRUE, GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_CULL_FACE, \
GL_VENDOR, GL_RENDERER, GL_VERSION, GL_SHADING_LANGUAGE_VERSION
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, glBindVertexArray
import pygame
from math import sin, cos, tan, radians
SCREEN_SIZE = (800, 800)
def run():
#Start OpenGL and ask it for an OpenGL context
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode(SCREEN_SIZE, pygame.HWSURFACE|pygame.OPENGL|pygame.DOUBLEBUF)
#The first thing we do is print some OpenGL details and check that we have a good enough version
print("OpenGL Implementation Details:")
if glGetString(GL_VENDOR):
print("\tGL_VENDOR: {}".format(glGetString(GL_VENDOR).decode()))
if glGetString(GL_RENDERER):
print("\tGL_RENDERER: {}".format(glGetString(GL_RENDERER).decode()))
if glGetString(GL_VERSION):
print("\tGL_VERSION: {}".format(glGetString(GL_VERSION).decode()))
if glGetString(GL_SHADING_LANGUAGE_VERSION):
print("\tGL_SHADING_LANGUAGE_VERSION: {}".format(glGetString(GL_SHADING_LANGUAGE_VERSION).decode()))
major_version = int(glGetString(GL_VERSION).decode().split()[0].split('.')[0])
minor_version = int(glGetString(GL_VERSION).decode().split()[0].split('.')[1])
if major_version < 3 or (major_version < 3 and minor_version < 0):
print("OpenGL version must be at least 3.0 (found {0})".format(glGetString(GL_VERSION).decode().split()[0]))
#Now onto the OpenGL initialisation
#Set up depth culling
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glDepthMask(GL_TRUE)
glDepthFunc(GL_LEQUAL)
glDepthRange(0.0, 1.0)
#We create out shaders which do little more than set a flat colour for each face
VERTEX_SHADER = shaders.compileShader(b"""
#version 130
in vec4 position;
in vec4 normal;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
flat out float theColor;
void main()
{
vec4 temp = modelMatrix * position;
temp = viewMatrix * temp;
gl_Position = projectionMatrix * temp;
theColor = clamp(abs(dot(normalize(normal.xyz), normalize(vec3(0.9,0.1,0.5)))), 0, 1);
}
""", GL_VERTEX_SHADER)
FRAGMENT_SHADER = shaders.compileShader(b"""
#version 130
flat in float theColor;
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0, 0.5, theColor, 1.0);
}
""", GL_FRAGMENT_SHADER)
shader = shaders.compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
#And then grab our attribute locations from it
glBindAttribLocation(shader, 0, b"position")
glBindAttribLocation(shader, 1, b"normal")
#Create the Vertex Array Object to hold our volume mesh
vertexArrayObject = GLuint(0)
glGenVertexArrays(1, vertexArrayObject)
glBindVertexArray(vertexArrayObject)
#Create the index buffer object
indexPositions = vbo.VBO(indices, target=GL_ELEMENT_ARRAY_BUFFER, usage=GL_STATIC_DRAW)
#Create the VBO
vertexPositions = vbo.VBO(vertices, usage=GL_STATIC_DRAW)
#Bind our VBOs and set up our data layout specifications
with indexPositions, vertexPositions:
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 6*vertices.dtype.itemsize, vertexPositions+(0*vertices.dtype.itemsize))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, False, 6*vertices.dtype.itemsize, vertexPositions+(3*vertices.dtype.itemsize))
glBindVertexArray(0)
glDisableVertexAttribArray(0)
#Now grab out transformation martix locations
modelMatrixUnif = glGetUniformLocation(shader, b"modelMatrix")
viewMatrixUnif = glGetUniformLocation(shader, b"viewMatrix")
projectionMatrixUnif = glGetUniformLocation(shader, b"projectionMatrix")
modelMatrix = np.array([[1.0,0.0,0.0,-32.0],[0.0,1.0,0.0,-32.0],[0.0,0.0,1.0,-32.0],[0.0,0.0,0.0,1.0]], dtype='f')
viewMatrix = np.array([[1.0,0.0,0.0,0.0],[0.0,1.0,0.0,0.0],[0.0,0.0,1.0,-50.0],[0.0,0.0,0.0,1.0]], dtype='f')
projectionMatrix = np.array([[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0]], dtype='f')
#These next few lines just set up our camera frustum
fovDeg = 45.0
frustumScale = 1.0 / tan(radians(fovDeg) / 2.0)
zNear = 1.0
zFar = 1000.0
projectionMatrix[0][0] = frustumScale
projectionMatrix[1][1] = frustumScale
projectionMatrix[2][2] = (zFar + zNear) / (zNear - zFar)
projectionMatrix[2][3] = -1.0
projectionMatrix[3][2] = (2 * zFar * zNear) / (zNear - zFar)
#viewMatrix and projectionMatrix don't change ever so just set them once here
with shader:
glUniformMatrix4fv(projectionMatrixUnif, 1, GL_TRUE, projectionMatrix)
glUniformMatrix4fv(viewMatrixUnif, 1, GL_TRUE, viewMatrix)
#These are used to track the rotation of the volume
LastFrameMousePos = (0,0)
CurrentMousePos = (0,0)
xRotation = 0
yRotation = 0
while True:
clock.tick()
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
if event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE:
return
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
CurrentMousePos = event.pos
LastFrameMousePos = CurrentMousePos
if event.type == pygame.MOUSEMOTION and 1 in event.buttons:
CurrentMousePos = event.pos
diff = (CurrentMousePos[0] - LastFrameMousePos[0], CurrentMousePos[1] - LastFrameMousePos[1])
xRotation += event.rel[0]
yRotation += event.rel[1]
LastFrameMousePos = CurrentMousePos
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
#Perform the rotation of the mesh
moveToOrigin = np.array([[1.0,0.0,0.0,-32.0],[0.0,1.0,0.0,-32.0],[0.0,0.0,1.0,-32.0],[0.0,0.0,0.0,1.0]], dtype='f')
rotateAroundX = np.array([[1.0,0.0,0.0,0.0],[0.0,cos(radians(yRotation)),-sin(radians(yRotation)),0.0],[0.0,sin(radians(yRotation)),cos(radians(yRotation)),0.0],[0.0,0.0,0.0,1.0]], dtype='f')
rotateAroundY = np.array([[cos(radians(xRotation)),0.0,sin(radians(xRotation)),0.0],[0.0,1.0,0.0,0.0],[-sin(radians(xRotation)),0.0,cos(radians(xRotation)),0.0],[0.0,0.0,0.0,1.0]], dtype='f')
modelMatrix = rotateAroundY.dot(rotateAroundX.dot(moveToOrigin))
with shader:
glUniformMatrix4fv(modelMatrixUnif, 1, GL_TRUE, modelMatrix)
glBindVertexArray(vertexArrayObject)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glBindVertexArray(0)
# Show the screen
pygame.display.flip()
run()