VoxelEngine/Objects/Structure.py

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2017-08-27 12:51:26 +02:00
from wsgiref.validate import check_errors
from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
from OpenGL.GL.framebufferobjects import glBindFramebuffer
from OpenGL.GLUT import *
import OpenGL.GLUT.freeglut
from OpenGL.GLU import *
from OpenGL.GL import *
import numpy as np
from OpenGL.extensions import alternate
2017-08-27 12:51:26 +02:00
def check_error(message):
gl_error = glGetError()
if (gl_error != GL_NO_ERROR):
print("Error: " + message)
if (gluErrorString(gl_error)):
print(gluErrorString(gl_error))
else:
print(hex(gl_error))
return True
return False
class Structure:
def __init__(self):
self.Objects = {}
self.vais = {}
self.Matrix = np.identity(4,np.float32)
self.dirty = False
def addShape(self,program,shape):
if not program in self.Objects.keys():
self.Objects[program] = []
self.Objects[program].append(shape)
self.dirty = True
def removeShape(self,program,shape):
if program in self.Objects.keys():
self.Objects[program].remove(shape)
if len(self.Objects[program]) == 0:
self.Objects.pop(program)
self.dirty = True
def buildvertexArrays(self):
if self.dirty:
self.clearVertexArrays()
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
self.vais = {}
for key,objects in self.Objects.items():
tvai = GLuint(-1)
tpbi = -1
tcbi = -1
tsbi = -1
glGenVertexArrays(1, tvai)
glBindVertexArray(tvai)
vid = glGetAttribLocation(key, "in_position")
glEnableVertexAttribArray(vid)
tpbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
positions = []
for o in objects:
positions.append(o.pos[0])
positions.append(o.pos[1])
positions.append(o.pos[2])
glBufferData(GL_ARRAY_BUFFER, np.asarray(positions), GL_STATIC_DRAW)
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create position buffer")
colors = []
for o in objects:
colors.append(o.color[0])
colors.append(o.color[1])
colors.append(o.color[2])
tcbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(colors), GL_STATIC_DRAW)
vc = glGetAttribLocation(key, "MyInColor")
if vc != -1:
glEnableVertexAttribArray(vc)
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create color buffer")
if hasattr(objects[0],'size'):
sizes = []
for o in objects:
sizes.append(o.size[0])
sizes.append(o.size[1])
sizes.append(o.size[2])
tsbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
glBufferData(GL_ARRAY_BUFFER, np.asarray(sizes), GL_STATIC_DRAW)
vs = glGetAttribLocation(key, "MyInSize")
if vs != -1:
glEnableVertexAttribArray(vs)
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
check_error("Could not create size buffer")
glBindVertexArray(0)
self.vais[key] = (tvai,tpbi,tcbi,tsbi)
self.dirty = False
def clearVertexArrays(self):
for key,(a,p,c,s) in self.vais.items():
if p != -1:
glDisableVertexAttribArray(p)
glDeleteBuffers(1,[p])
if c != -1:
glDisableVertexAttribArray(c)
glDeleteBuffers(1,[c])
if s != -1 and s != GLuint(-1):
glDisableVertexAttribArray(s)
glDeleteBuffers(1,[s])
glDeleteVertexArrays(1, a)
check_error("Could not destroy vertex array")
def render(self,projMatrix,geometryRotMatrix,alternateprograms = None):
for key,tupel in self.vais.items():
if alternateprograms == None:
program_id = key
else:
assert key in alternateprograms
program_id = alternateprograms[key]
glUseProgram(program_id)
check_error("Renderingprogram is not initialized!")
projection = glGetUniformLocation(program_id, 'projModelViewMatrix')
rot = glGetUniformLocation(program_id, 'rotMatrix')
glUniformMatrix4fv(projection, 1, GL_FALSE, np.array(projMatrix))
glUniformMatrix3fv(rot, 1, GL_FALSE, np.array(geometryRotMatrix))
glBindVertexArray(tupel[0])
glDrawArrays(GL_POINTS, 0, len(self.Objects[key]))
check_error("Rendering problem")
glBindVertexArray(0)
glUseProgram(0)
def __eq__(self, other):
if type(other) is type(self):
return self.vais == other.vais and self.Objects == other.Objects
else:
return False
class CompoundStructure:
def __init__(self):
self.Structures = []
def addStructure(self, structure : Structure, M : np.matrix = np.identity(4, np.float), R : np.matrix = np.identity(3, np.float)):
self.Structures.append((structure,M,R))
def render(self,projMatrix,geometryRotMatrix,alternateprograms = None):
for (structure, M, R) in self.Structures:
structure.buildvertexArrays()
structure.render(M*projMatrix, R*geometryRotMatrix, alternateprograms)
def __eq__(self, other):
if type(other) is type(self):
return self.Structures == other.Structures
else:
return False