2020-11-08 10:20:23 +01:00
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from OpenGL.GL import *
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import numpy as np
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from OpenGL.GL.ARB.vertex_array_object import glDeleteVertexArrays
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from OpenGL.GL.framebufferobjects import glBindRenderbuffer
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from OpenGL.GLUT import *
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import OpenGL.GLUT.freeglut
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from OpenGL.GLU import *
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from OpenGL.GL import *
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from ctypes import sizeof, c_float, c_void_p, c_uint
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from Lights.Spotlight.Spotlight import Spotlight
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from WorldProvider.WorldProvider import WorldProvider
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from MatrixStuff.Transformations import perspectiveMatrix, lookAt, translate, rotate
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from Objects.Cube.Cube import Cube
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from Objects.Cuboid.Cuboid import Cuboid
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from Objects.World import World
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import json
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import random
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import time
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from scipy.signal import convolve
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MAX_DISTANCE = 200.0
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2020-11-30 19:15:08 +01:00
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FRICTION_COEFFICENT = 1
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2020-11-08 10:20:23 +01:00
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EPSILON = 0.00001
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2020-11-30 19:15:08 +01:00
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2020-11-08 10:20:23 +01:00
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def value_to_color(v, min_value, max_value):
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r = g = b = 0.0
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scope = max_value - min_value
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normalized = (v - min_value) / (max_value - min_value)
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if 0.5 * scope + min_value != 0:
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b = max(0, 1.0 - abs(2.0 * normalized))
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g = max(0, 1.0 - abs(2.0 * normalized - 1.0))
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r = max(0, 1.0 - abs(2.0 * normalized - 2.0))
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2020-11-30 19:15:08 +01:00
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l = np.sqrt((r * r + b * b + g * g))
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2020-11-08 10:20:23 +01:00
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r /= l
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g /= l
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b /= l
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return r, g, b
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2020-11-30 19:15:08 +01:00
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2020-11-08 10:20:23 +01:00
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class Client:
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2022-02-07 21:08:45 +01:00
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def __init__(self, test=False, pos=[0, 0, 0], world_class=WorldProvider):
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2020-12-12 10:32:27 +01:00
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self.state = 0
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2020-11-08 10:20:23 +01:00
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with open('./config.json', 'r') as f:
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self.config = json.load(f)
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2022-02-07 21:08:45 +01:00
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self.init_shaders()
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self.world_provider = world_class(self.normal_program)
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self.draw_world()
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self.pos = pos
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self.time = time.time()
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glutReshapeFunc(self.resize)
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glutDisplayFunc(self.display)
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glutKeyboardFunc(self.keyboardHandler)
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glutSpecialFunc(self.funcKeydHandler)
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if not test:
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glutMainLoop()
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else:
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self.display()
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self.resize(100, 100)
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def init_shaders(self):
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2020-11-08 10:20:23 +01:00
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glutInit(sys.argv)
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self.width = 1920
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self.height = 1080
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
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glutInitWindowSize(self.width, self.height)
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glutCreateWindow(b'Voxelengine')
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with open('passthroughvertex.glsl', 'r') as f:
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vertex_shader_string = f.read()
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self.passthrough_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
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glShaderSource(self.passthrough_vertex_shader_id, vertex_shader_string)
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glCompileShader(self.passthrough_vertex_shader_id)
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if glGetShaderiv(self.passthrough_vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(self.passthrough_vertex_shader_id))
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with open('vertex.glsl', 'r') as f:
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vertex_shader_string = f.read()
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self.vertex_shader_id = glCreateShader(GL_VERTEX_SHADER)
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glShaderSource(self.vertex_shader_id, vertex_shader_string)
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glCompileShader(self.vertex_shader_id)
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if glGetShaderiv(self.vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(self.vertex_shader_id))
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with open('fragment.glsl', 'r') as f:
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fragment_shader_string = f.read()
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self.fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER)
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glShaderSource(self.fragment_shader_id, fragment_shader_string)
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glCompileShader(self.fragment_shader_id)
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if glGetShaderiv(self.fragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE:
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raise RuntimeError(glGetShaderInfoLog(self.fragment_shader_id))
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Cube.initializeShader()
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Cuboid.initializeShader()
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self.geometry_shaders = {
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Cube: Cube.GeometryShaderId,
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Cuboid: Cuboid.GeometryShaderId
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}
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self.normal_program = {}
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self.depth_program = {}
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for key in self.geometry_shaders.keys():
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self.normal_program[key] = glCreateProgram()
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glAttachShader(self.normal_program[key], self.vertex_shader_id)
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glAttachShader(self.normal_program[key], key.GeometryShaderId)
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glAttachShader(self.normal_program[key], self.fragment_shader_id)
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glLinkProgram(self.normal_program[key])
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2020-11-30 19:15:08 +01:00
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self.depth_program[self.normal_program[key]] = Spotlight.getDepthProgram(self.vertex_shader_id,
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key.GeometryShaderId)
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2020-11-08 10:20:23 +01:00
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2022-02-07 21:08:45 +01:00
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def draw_world(self):
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2020-11-08 10:20:23 +01:00
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for x_pos in range(0, 100):
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for y_pos in range(0, 100):
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for z_pos in range(0, 1):
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self.world_provider.world.put_object(x_pos, y_pos, z_pos, Cuboid().setColor(
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random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
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2021-12-20 17:21:46 +01:00
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colors = {}
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for plate in range(int(np.max(self.world_provider.world.plates))):
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colors[plate + 1] = (random.randint(0, 100) / 100.0,
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random.randint(0, 100) / 100.0,
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random.randint(0, 100) / 100.0)
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for x_pos in range(0, 100):
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for y_pos in range(0, 100):
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for z_pos in range(0, 1):
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if self.world_provider.world.plates[x_pos, y_pos] == -1:
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r, g, b, = 0, 0, 1 #0.5, 0.5, 0.5
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else:
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r, g, b = colors[int(self.world_provider.world.plates[x_pos, y_pos])]
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self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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2020-11-08 10:20:23 +01:00
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self.projMatrix = perspectiveMatrix(45.0, 400 / 400, 0.01, MAX_DISTANCE)
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self.rx = self.cx = self.cy = 0
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self.opening = 45
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def display(self):
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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projMatrix = perspectiveMatrix(45, float(self.width) / float(self.height), 0.01, MAX_DISTANCE)
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world: World = self.world_provider.world
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lights = world.get_lights_to_render(self.pos, self.config['render_light_distance'])
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for light in lights:
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light.prepareForDepthMapping()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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light_mat = translate(light.pos[0], light.pos[1], light.pos[2]) * \
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lookAt(0, 0, 0, -light.pos[0], -light.pos[1], -light.pos[2], 0, 1, 0) * \
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perspectiveMatrix(90, float(light.map_size) / float(light.map_size), 0.01, MAX_DISTANCE)
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for obj_type, program_id in self.depth_program.items():
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glUseProgram(program_id)
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widthid = glGetUniformLocation(program_id, 'width')
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heightid = glGetUniformLocation(program_id, 'height')
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nearid = glGetUniformLocation(program_id, 'near')
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farid = glGetUniformLocation(program_id, 'far')
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glUniform1f(nearid, 0.01)
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glUniform1f(farid, 100)
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glUniform1f(widthid, light.map_size)
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glUniform1f(heightid, light.map_size)
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world.render(light_mat, rotate(0, 0, 0), self.depth_program)
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glFlush()
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light.finishDepthMapping()
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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for obj_type, program_id in self.normal_program.items():
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glUseProgram(program_id)
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widthid = glGetUniformLocation(program_id, 'width')
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heightid = glGetUniformLocation(program_id, 'height')
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nearid = glGetUniformLocation(program_id, 'near')
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farid = glGetUniformLocation(program_id, 'far')
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glUniform1f(nearid, 0.01)
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glUniform1f(farid, 100)
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glUniform1f(widthid, self.width)
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glUniform1f(heightid, self.height)
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2020-11-30 19:15:08 +01:00
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world.render(translate(self.pos[0], self.pos[1], self.pos[2]) * lookAt(0, 0, 0, 0, 0, -self.pos[2], 0, 1,
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0) * projMatrix, rotate(0, 0, 0))
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2020-11-08 10:20:23 +01:00
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glFlush()
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glutSwapBuffers()
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2022-02-07 21:08:45 +01:00
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print('fps', 1.0 / (time.time() - self.time))
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2020-11-08 10:20:23 +01:00
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self.time = time.time()
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glutPostRedisplay()
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def resize(self, w, h):
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w = max(w, 1)
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h = max(h, 1)
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glViewport(0, 0, w, h)
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self.projMatrix = perspectiveMatrix(45.0, float(w) / float(h), 0.01, MAX_DISTANCE)
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self.width = w
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self.height = h
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def keyboardHandler(self, key: int, x: int, y: int):
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if key == b'\x1b':
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exit()
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if key == b'+':
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self.rx += 0.25
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if key == b'-':
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self.rx -= 0.25
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if key == b'w':
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self.cy += 0.25
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if key == b's':
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self.cy -= 0.25
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if key == b'a':
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self.cx -= 0.25
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if key == b'd':
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self.cx += 0.25
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if key == b'q':
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self.opening -= 0.25
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if key == b'e':
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self.opening += 0.25
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2020-12-12 10:32:27 +01:00
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if key == b'+':
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self.state = (self.state +1) % 3
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2020-11-08 10:20:23 +01:00
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if key == b'r':
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print(self.cx, self.cy, self.opening)
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# glutPostRedisplay()
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# print(key,x,y)
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def funcKeydHandler(self, key: int, x: int, y: int):
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if key == 11:
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glutFullScreenToggle()
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# print(key)
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2020-11-30 19:15:08 +01:00
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2020-11-08 10:20:23 +01:00
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if __name__ == '__main__':
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client = Client(pos=[-50, -50, -200])
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