-
Notifications
You must be signed in to change notification settings - Fork 11
Expand file tree
/
Copy pathrender.py
More file actions
752 lines (635 loc) · 25.1 KB
/
render.py
File metadata and controls
752 lines (635 loc) · 25.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
## Copyright (c) 2020-2023 The PyUnity Team
## This file is licensed under the MIT License.
## See https://docs.pyunity.x10.bz/en/latest/license.html
"""
Classes to aid in rendering in a Scene.
"""
__all__ = ["Camera", "Screen", "Shader", "Light", "LightType"]
from . import Logger, config
from .core import ShowInInspector, SingleComponent, addFields
from .errors import PyUnityException
from .files import Skybox, convert
from .meshes import RGB, Color, floatSize
from .resources import resolver
from .values import ImmutableStruct, Quaternion, Vector2, Vector3
import glm
import OpenGL.GL as gl
from ctypes import c_float
from pathlib import Path
import os
import enum
import hashlib
import collections.abc
def fillScreen(scale=1):
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glLoadIdentity()
gl.glBegin(gl.GL_QUADS)
gl.glColor3f(1, 0, 0)
gl.glVertex3f(-scale, scale, 0)
gl.glColor3f(1, 1, 0)
gl.glVertex3f(scale, scale, 0)
gl.glColor3f(0, 1, 0)
gl.glVertex3f(scale, -scale, 0)
gl.glColor3f(0, 0, 1)
gl.glVertex3f(-scale, -scale, 0)
gl.glEnd()
class Shader:
VERSION = "1.10" # Must be 4 long
def __init__(self, vertex, frag, name):
self.vertex = vertex
self.frag = frag
self.compiled = False
self.name = name
self.uniforms = {}
shaders[name] = self
def __deepcopy__(self, memo=None):
memo[id(self)] = self
return self
def loadCache(self, file):
file = Path(file)
if not file.is_file():
return
formats = gl.glGetIntegerv(gl.GL_PROGRAM_BINARY_FORMATS)
if not isinstance(formats, collections.abc.Sequence):
formats = [formats]
with open(file, "rb") as f:
binary = f.read()
# Format:
# version (4 long)
# formatLength (1 long)
# format (formatLength long)
# content (rest of file)
ver = binary[:4].decode()
binary = binary[4:]
if ver != Shader.VERSION:
Logger.LogLine(Logger.WARN, "Shader", repr(self.name),
"is not up-to-date")
Logger.LogLine(Logger.WARN, "Recompiling shader", repr(self.name))
return
formatLength = int(binary[0])
hexstr = binary[1: formatLength + 1]
binary = binary[formatLength + 1:]
binaryFormat = int(hexstr.decode(), base=16)
self.program = gl.glCreateProgram()
if binaryFormat not in formats:
Logger.LogLine(Logger.WARN,
"Shader binaryFormat not supported")
Logger.LogLine(Logger.WARN, "Recompiling shader", repr(self.name))
return
try:
gl.glProgramBinary(
self.program, binaryFormat, binary, len(binary))
except gl.GLError as e:
Logger.LogLine(Logger.WARN, "glProgramBinary failed")
Logger.LogLine(Logger.ERROR, f"ERROR: {e!r}", silent=True)
Logger.LogLine(Logger.WARN, "Recompiling shader", repr(self.name))
return
success = gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS)
if not success:
log = gl.glGetProgramInfoLog(self.program)
Logger.LogLine(Logger.WARN, "GL_LINK_STATUS unsuccessful")
Logger.LogLine(Logger.ERROR, "ERROR:", log.decode(), silent=True)
Logger.LogLine(Logger.WARN, "Recompiling shader", repr(self.name))
return
self.compiled = True
Logger.LogLine(Logger.INFO, "Loaded shader", repr(self.name),
"hash", file.name.rsplit(".", 1)[0])
def compile(self):
"""
Compiles shader and generates program. Checks for errors.
Notes
-----
This function will not work if there is no active framebuffer.
"""
formats = gl.glGetIntegerv(gl.GL_PROGRAM_BINARY_FORMATS)
if not isinstance(formats, collections.abc.Sequence):
formats = [formats]
folder = Logger.getDataFolder() / "ShaderCache"
sha256 = hashlib.sha256(self.vertex.encode("utf-8"))
sha256.update(self.frag.encode("utf-8"))
sha256.update(hex(formats[0])[2:].encode())
digest = sha256.hexdigest()
file = folder / (digest + ".bin")
self.loadCache(file)
if self.compiled:
return
vertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertexShader, self.vertex, 1, None)
gl.glCompileShader(vertexShader)
success = gl.glGetShaderiv(vertexShader, gl.GL_COMPILE_STATUS)
if not success:
log = gl.glGetShaderInfoLog(vertexShader)
raise PyUnityException(log.decode())
fragShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragShader, self.frag, 1, None)
gl.glCompileShader(fragShader)
success = gl.glGetShaderiv(fragShader, gl.GL_COMPILE_STATUS)
if not success:
log = gl.glGetShaderInfoLog(fragShader)
raise PyUnityException(log.decode())
self.program = gl.glCreateProgram()
gl.glAttachShader(self.program, vertexShader)
gl.glAttachShader(self.program, fragShader)
gl.glLinkProgram(self.program)
success = gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS)
if not success:
log = gl.glGetProgramInfoLog(self.program)
raise PyUnityException(log)
gl.glDeleteShader(vertexShader)
gl.glDeleteShader(fragShader)
self.compiled = True
Logger.LogLine(Logger.INFO, "Compiled shader", repr(self.name))
length = gl.glGetProgramiv(self.program, gl.GL_PROGRAM_BINARY_LENGTH)
if length == 0:
return
out = gl.glGetProgramBinary(self.program, length)
folder.mkdir(parents=True, exist_ok=True)
with open(file, "wb+") as f:
# Format:
# version (4 long)
# formatLength (1 long)
# format (formatLength long)
# content (rest of file)
f.write(Shader.VERSION.encode())
hexstr = hex(out[1])[2:]
f.write(bytes([len(hexstr)]))
f.write(hexstr.encode())
f.write(bytes(out[0]))
Logger.LogLine(
Logger.INFO, "Saved shader", repr(self.name),
"hash", digest)
@staticmethod
def fromFolder(path, name):
"""
Create a Shader from a folder. It must contain ``vertex.glsl`` and ``fragment.glsl``.
Parameters
----------
path : Pathlike
Path of folder to load
name : str
Name to register this shader to. Used with :meth:`Camera.SetShader`.
"""
p = Path(path)
if not p.is_dir():
raise PyUnityException(f"Folder does not exist: {path!r}")
with open(p / "vertex.glsl") as f:
vertex = f.read()
with open(p / "fragment.glsl") as f:
fragment = f.read()
return Shader(vertex, fragment, name)
def setVec3(self, var, val):
"""
Set a ``vec3`` uniform variable.
Parameters
----------
var : bytes
Variable name
val : Vector3
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniform3f(location, *val)
def setMat3(self, var, val):
"""
Set a ``mat3`` uniform variable.
Parameters
----------
var : bytes
Variable name
val : glm.mat3
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniformMatrix3fv(location, 1, gl.GL_FALSE, glm.value_ptr(val))
def setMat4(self, var, val):
"""
Set a ``mat4`` uniform variable.
Parameters
----------
var : bytes
Variable name
val : glm.mat4
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniformMatrix4fv(location, 1, gl.GL_FALSE, glm.value_ptr(val))
def setInt(self, var, val):
"""
Set an ``int`` uniform variable.
Parameters
----------
var : bytes
Variable name
val : int
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniform1i(location, val)
def setFloat(self, var, val):
"""
Set a ``float`` uniform variable.
Parameters
----------
var : bytes
Variable name
val : float
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniform1f(location, val)
def use(self):
"""Compile shader if it isn't compiled, and load it into OpenGL."""
if os.environ["PYUNITY_INTERACTIVE"] == "1":
if not self.compiled:
self.compile()
gl.glUseProgram(self.program)
shaders = {}
skyboxes = {}
Shader.fromFolder(resolver.getPath("shaders/standard/"), "Standard")
Shader.fromFolder(resolver.getPath("shaders/skybox/"), "Skybox")
Shader.fromFolder(resolver.getPath("shaders/gui/"), "GUI")
Shader.fromFolder(resolver.getPath("shaders/depth/"), "Depth")
skyboxes["Water"] = Skybox(resolver.getPath("shaders/skybox/textures/"))
def compileShaders():
for shader in shaders.values():
shader.compile()
def compileSkyboxes():
for skybox in skyboxes.values():
skybox.compile()
def resetShaders():
for shader in shaders.values():
shader.compiled = False
def resetSkyboxes():
for skybox in skyboxes.values():
skybox.compiled = False
class LightType(enum.IntEnum):
Point = 0
Directional = 1
Spot = 2
class Light(SingleComponent):
"""
Component to hold data about the light in a scene.
Attributes
----------
intensity : int
Intensity of light
color : Color
Light color (will mix with material color)
type : LightType
Type of light (currently only Point and
Directional are supported)
"""
intensity = ShowInInspector(int, 20)
color = ShowInInspector(Color, RGB(255, 255, 255))
type = ShowInInspector(LightType, LightType.Directional)
def __init__(self):
super(Light, self).__init__()
self.near = 0.03
self.far = 20
def setupBuffers(self, depthMapSize):
self.depthFBO = gl.glGenFramebuffers(1)
self.depthMap = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.depthMap)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_DEPTH_COMPONENT,
depthMapSize, depthMapSize, 0, gl.GL_DEPTH_COMPONENT,
gl.GL_FLOAT, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
gl.GL_REPEAT)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
gl.GL_REPEAT)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_COMPARE_MODE,
gl.GL_COMPARE_REF_TO_TEXTURE)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.depthFBO)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT,
gl.GL_TEXTURE_2D, self.depthMap, 0)
gl.glDrawBuffer(gl.GL_NONE)
gl.glReadBuffer(gl.GL_NONE)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
@addFields(
fov=ShowInInspector(int),
orthoSize=ShowInInspector(float))
class Camera(SingleComponent):
"""
Component to hold data about the camera in a scene.
Attributes
----------
near : float
Distance of the near plane in the camera frustum. Defaults to 0.05.
far : float
Distance of the far plane in the camera frustum. Defaults to 100.
clearColor : Color
The clear color of the camera. Defaults to black.
shader : Shader
The shader to use for 3D objects.
skyboxEnabled : bool
Toggle skybox on or off. Defaults to True.
skybox : Skybox
Selected skybox to render.
ortho : bool
Orthographic or perspective proection. Defaults to False.
customProjMat: glm.mat4 or None
If not None, will be used over any other type of projection matrix.
Unavailable from the Editor and also not saved.
shadows : bool
Whether to render depthmaps and use them. Defaults to True.
canvas : Canvas
Target canvas to render. Defaults to None.
depthMapSize : int
Depth map texture size. Do not modify after scene has started.
Defaults to 1024.
"""
near = ShowInInspector(float, 0.05)
far = ShowInInspector(float, 200)
clearColor = ShowInInspector(Color, RGB(0, 0, 0))
shader = ShowInInspector(Shader, shaders["Standard"])
skyboxEnabled = ShowInInspector(bool, True)
skybox = ShowInInspector(Skybox, skyboxes["Water"])
ortho = ShowInInspector(bool, False, "Orthographic")
shadows = ShowInInspector(bool, False)
depthMapSize = ShowInInspector(int, 1024)
def __init__(self):
super(Camera, self).__init__()
self.size = Screen.size.copy()
self.guiShader = shaders["GUI"]
self.skyboxShader = shaders["Skybox"]
self.depthShader = shaders["Depth"]
self.customProjMat = None
self.fov = 90
self.orthoSize = 5
self.viewMat = glm.lookAt([0, 0, 0], [0, 0, -1], [0, 1, 0])
self.renderPass = False
def setupBuffers(self):
"""Creates 2D quad VBO and VAO for GUI."""
if hasattr(self, "guiVBO") and hasattr(self, "guiVAO"):
return
data = [
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
0.0, 0.0,
]
self.guiVBO = gl.glGenBuffers(1)
self.guiVAO = gl.glGenVertexArrays(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.guiVBO)
gl.glBufferData(gl.GL_ARRAY_BUFFER, len(data) * floatSize,
convert(c_float, data), gl.GL_STATIC_DRAW)
gl.glBindVertexArray(self.guiVAO)
gl.glEnableVertexAttribArray(0)
gl.glVertexAttribPointer(
0, 2, gl.GL_FLOAT, gl.GL_FALSE, 2 * floatSize, None)
@property
def fov(self):
"""FOV of camera"""
return self._fov
@fov.setter
def fov(self, value):
self._fov = value
self.projMat = glm.perspective(
glm.radians(self._fov / self.size.x * self.size.y),
self.size.x / self.size.y,
self.near,
self.far)
@property
def orthoSize(self):
return self._orthoSize
@orthoSize.setter
def orthoSize(self, value):
self._orthoSize = value
width = value * self.size.x / self.size.y
self.orthoMat = glm.ortho(
-width, width, -value, value, self.near, self.far)
def Resize(self, width, height):
"""
Resizes the viewport on screen size change.
Parameters
----------
width : int
Width of new window
height : int
Height of new window
"""
if width == 0 or height == 0:
return
gl.glViewport(0, 0, width, height)
self.size = Vector2(width, height)
self.projMat = glm.perspective(
glm.radians(self._fov / self.size.x * self.size.y),
self.size.x / self.size.y,
self.near,
self.far)
if self.scene.mainCamera is self:
Screen._edit(width, height)
def getMatrix(self, transform):
"""Generates model matrix from transform."""
if not transform.hasChanged and transform.modelMatrix is not None:
return transform.modelMatrix
angle, axis = transform.rotation.angleAxisPair
angle = -glm.radians(angle)
axis = Vector3(1, 1, -1) * axis.normalized()
position = glm.translate(glm.mat4(), list(
transform.position * Vector3(1, 1, -1)))
rotated = position * glm.mat4_cast(glm.angleAxis(angle, list(axis)))
scaled = glm.scale(rotated, list(transform.scale))
transform.modelMatrix = scaled
transform.hasChanged = False
return scaled
def get2DMatrix(self, rectTransform):
"""Generates model matrix from RectTransform."""
rect = rectTransform.GetRect(self.size) + rectTransform.offset
rectMin = Vector2.min(rect.min, rect.max)
size = (rect.max - rect.min).abs()
pivot = size * rectTransform.pivot
model = glm.translate(glm.mat4(1), glm.vec3(*(rectMin + pivot), 0))
model = glm.rotate(model, glm.radians(
rectTransform.rotation), glm.vec3(0, 0, 1))
model = glm.translate(model, glm.vec3(*-pivot, 0))
model = glm.scale(model, glm.vec3(*(size / 2), 1))
return model
def getViewMat(self):
"""Generates view matrix from Transform of camera."""
if self.renderPass and self.transform.hasChanged:
# pos = self.transform.position * Vector3(1, 1, -1)
# look = pos + \
# self.transform.rotation.RotateVector(
# Vector3.forward()) * Vector3(1, 1, -1)
# up = self.transform.rotation.RotateVector(
# Vector3.up()) * Vector3(1, 1, -1)
# self.viewMat = glm.lookAt(list(pos), list(look), list(up))
angle, axis = self.transform.rotation.angleAxisPair
angle = glm.radians(-angle)
axis = axis.normalized() * Vector3(-1, -1, 1)
rot = glm.angleAxis(angle, list(axis))
self.viewMat = glm.translate(
glm.mat4_cast(rot),
list(self.transform.position * Vector3(-1, -1, 1)))
self.renderPass = False
self.transform.hasChanged = False
return self.viewMat
def UseShader(self, name):
"""Sets current shader from name."""
self.shader = shaders[name]
def SetupShader(self, lights):
self.shader.use()
if self.customProjMat is not None:
self.shader.setMat4(b"projection", self.customProjMat)
elif self.ortho:
self.shader.setMat4(b"projection", self.orthoMat)
else:
self.shader.setMat4(b"projection", self.projMat)
self.shader.setInt(b"useShadowMap", int(self.shadows))
self.shader.setMat4(b"view", self.getViewMat())
self.shader.setVec3(b"viewPos", list(
self.transform.position * Vector3(1, 1, -1)))
self.shader.setInt(b"numLights", len(lights))
for i, light in enumerate(lights):
lightName = f"lights[{i}].".encode()
self.shader.setVec3(lightName + b"pos",
light.transform.position * Vector3(1, 1, -1))
self.shader.setFloat(lightName + b"strength", light.intensity * 10)
self.shader.setVec3(lightName + b"color",
light.color.toRGB() / 255)
self.shader.setInt(lightName + b"type", int(light.type))
direction = light.transform.forward
self.shader.setVec3(lightName + b"dir",
direction * Vector3(1, 1, -1))
if self.shadows:
gl.glActiveTexture(gl.GL_TEXTURE1 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, light.depthMap)
self.shader.setInt(f"shadowMaps[{i}]".encode(), i + 1)
location = f"lightSpaceMatrices[{i}]".encode()
self.shader.setMat4(location, light.lightSpaceMatrix)
def SetupDepthShader(self, light):
self.depthShader.use()
proj = glm.ortho(-10, 10, -10, 10, light.near, light.far)
pos = light.transform.position * Vector3(1, 1, -1)
look = pos + light.transform.forward * Vector3(1, 1, -1)
up = light.transform.up * Vector3(1, 1, -1)
view = glm.lookAt(list(pos), list(look), list(up))
light.lightSpaceMatrix = proj * view
location = b"lightSpaceMatrix"
self.depthShader.setMat4(location, light.lightSpaceMatrix)
def Draw(self, renderers):
"""
Draw specific renderers, taking into account light positions.
Parameters
----------
renderers : List[MeshRenderer]
Which meshes to render
"""
self.shader.use()
for renderer in renderers:
model = self.getMatrix(renderer.transform)
normModel = glm.transpose(glm.inverse(glm.mat3(model)))
self.shader.setMat4(b"model", model)
self.shader.setMat3(b"normModel", normModel)
self.shader.setVec3(b"objectColor", renderer.mat.color.toRGB() / 255)
if renderer.mat.texture is not None:
self.shader.setInt(b"textured", 1)
renderer.mat.texture.use()
renderer.Render()
def DrawDepth(self, renderers):
self.depthShader.use()
for renderer in renderers:
model = self.getMatrix(renderer.transform)
self.depthShader.setMat4(b"model", model)
renderer.Render()
def RenderDepth(self, renderers, lights):
previousFBO = gl.glGetIntegerv(gl.GL_DRAW_FRAMEBUFFER_BINDING)
previousViewport = gl.glGetIntegerv(gl.GL_VIEWPORT)
if self.shadows:
gl.glDisable(gl.GL_CULL_FACE)
for light in lights:
if not hasattr(light, "depthFBO"):
light.setupBuffers(self.depthMapSize)
gl.glViewport(0, 0, self.depthMapSize, self.depthMapSize)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, light.depthFBO)
self.SetupDepthShader(light)
gl.glClear(gl.GL_DEPTH_BUFFER_BIT)
self.DrawDepth(renderers)
gl.glEnable(gl.GL_CULL_FACE)
# from PIL import Image
# data = gl.glReadPixels(0, 0, self.depthMapSize, self.depthMapSize,
# gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_BYTE, outputType=int)
# im = Image.fromarray(data, "L")
# im.rotate(180).save("test.png")
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, previousFBO)
gl.glViewport(*previousViewport)
def RenderScene(self, renderers, lights):
gl.glClearColor(*(self.clearColor.toRGB() / 255), 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
self.SetupShader(lights)
self.Draw(renderers)
def Render(self, renderers, lights):
self.RenderDepth(renderers, lights)
self.RenderScene(renderers, lights)
self.RenderSkybox()
self.Render2D()
def RenderSkybox(self):
if self.skyboxEnabled:
gl.glDepthFunc(gl.GL_LEQUAL)
self.skyboxShader.use()
self.skyboxShader.setMat4(b"view", glm.mat4(glm.mat3(self.getViewMat())))
self.skyboxShader.setMat4(b"projection", self.projMat)
self.skybox.use()
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 36)
gl.glDepthFunc(gl.GL_LESS)
def Render2D(self):
"""
Draw all Image2D and Text components in the Camera's
target canvas.
If the Camera has no Canvas, this function does nothing.
"""
if self.canvas is None:
return
from .gui import GuiRenderComponent
self.Setup2D()
renderers = []
for gameObject in self.canvas.transform.GetDescendants():
components = gameObject.GetComponents(GuiRenderComponent)
renderers.extend(components)
self.Draw2D(renderers)
def Setup2D(self):
self.setupBuffers()
self.guiShader.use()
self.guiShader.setMat4(
b"projection", glm.ortho(0, *self.size, 0, 10, -10))
gl.glBindVertexArray(self.guiVAO)
def Draw2D(self, renderers):
from .gui import RectTransform
for renderer in renderers:
rectTransform = renderer.GetComponent(RectTransform)
if rectTransform is None:
continue
if renderer.PreRender() is not None:
continue
if renderer.texture is None:
continue
renderer.texture.use()
self.guiShader.setMat4(
b"model", self.get2DMatrix(rectTransform))
self.guiShader.setFloat(b"depth", renderer.depth)
self.guiShader.setInt(b"image", 0)
self.guiShader.setInt(b"flipX", renderer.flipX)
self.guiShader.setInt(b"flipY", renderer.flipY)
gl.glDrawArrays(gl.GL_QUADS, 0, 4)
class Screen(metaclass=ImmutableStruct):
_names = ["width", "height", "size", "aspect"]
width = config.size[0]
height = config.size[1]
size = Vector2(config.size)
aspect = config.size[0] / config.size[1]
@classmethod
def _edit(cls, width, height):
cls._set("width", width)
cls._set("height", height)
cls._set("size", Vector2(width, height))
cls._set("aspect", width / height)