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engine.py
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import numpy
import moderngl
import math
from PyQt5 import QtOpenGL, QtCore
from arcball import ArcBallUtil
from pyrr import Matrix44
from resource import shaders
def grid(size, steps):
# Create grid parameters
u = numpy.repeat(numpy.linspace(-size, size, steps), 2)
v = numpy.tile([-size, size], steps)
w = numpy.zeros(steps * 2)
new_grid = numpy.concatenate([numpy.dstack([u, v, w]), numpy.dstack([v, u, w])])
# Rotate grid
lower_grid = 0.135
rotation_matrix = numpy.array([
[0, 0, 1],
[1, 0, 0],
[0, lower_grid, 0]
])
return numpy.dot(new_grid, rotation_matrix)
class QGLControllerWidget(QtOpenGL.QGLWidget):
def __init__(self, parent=None):
self.parent = parent
super(QGLControllerWidget, self).__init__(parent)
# Initialize OpenGL parameters
self.bg_color = (0.1, 0.1, 0.1, 0.1)
self.color_alpha = 1.0
self.new_color = (1.0, 1.0, 1.0, self.color_alpha)
self.fov = 60.0
self.camera_zoom = 2.0
self.setMouseTracking(True)
self.wheelEvent = self.update_zoom
self.is_wireframe = False
self.texture = None
self.cell = 50
self.size = 20
self.grid = grid(self.size, self.cell)
self.grid_alpha_value = 1.0
def initializeGL(self):
# Create a new OpenGL context
self.ctx = moderngl.create_context()
# Create the shader program
self.prog = self.ctx.program(
vertex_shader=shaders.vertex_shader,
fragment_shader=shaders.fragment_shader
)
self.set_scene()
def set_scene(self):
# Setting shader parameters
self.light = self.prog['Light']
self.color = self.prog['Color']
self.mvp = self.prog['Mvp']
self.prog["Texture"].value = 0
self.light.value = (1.0, 1.0, 1.0)
self.color.value = (1.0, 1.0, 1.0, 1.0)
# Setting mesh parameters
self.mesh = None
self.vbo = self.ctx.buffer(self.grid.astype('f4'))
self.vao2 = self.ctx.simple_vertex_array(self.prog, self.vbo, 'in_position')
# Setting ArcBall parameters
self.arc_ball = ArcBallUtil(self.width(), self.height())
self.center = numpy.zeros(3)
self.scale = 1.0
def paintGL(self):
# OpenGL loop
self.ctx.clear(*self.bg_color)
self.ctx.enable(moderngl.BLEND)
self.ctx.enable(moderngl.DEPTH_TEST | moderngl.CULL_FACE)
self.ctx.wireframe = self.is_wireframe
if self.mesh is None:
return
# Update projection matrix loop
self.aspect_ratio = self.width() / max(1.0, self.height())
proj = Matrix44.perspective_projection(self.fov, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(0.0, 0.0, self.camera_zoom),
(0.0, 0.0, 0.0),
(0.0, 1.0, 0.0),
)
self.arc_ball.Transform[3, :3] = -self.arc_ball.Transform[:3, :3].T @ self.center
self.mvp.write((proj * lookat * self.arc_ball.Transform).astype('f4'))
# Render mesh loop
self.color.value = self.new_color
self.vao.render()
# Render grid loop
self.color.value = (1.0, 1.0, 1.0, self.grid_alpha_value)
self.vao2.render(moderngl.LINES)
self.color.value = self.new_color
def set_mesh(self, new_mesh):
if new_mesh is None:
self.set_scene()
return
self.mesh = new_mesh
self.mesh.update_normals()
# Creates an index buffer
index_buffer = self.ctx.buffer(numpy.array(self.mesh.face_vertex_indices(), dtype="u4").tobytes())
# Creates a list of vertex buffer objects (VBOs)
vao_content = [(self.ctx.buffer(numpy.array(self.mesh.points(), dtype="f4").tobytes()), '3f', 'in_position'),
(self.ctx.buffer(numpy.array(self.mesh.vertex_normals(), dtype="f4").tobytes()), '3f', 'in_normal')]
self.vao = self.ctx.vertex_array(self.prog, vao_content, index_buffer, 4)
self.init_arcball()
def init_arcball(self):
# Create ArcBall
self.arc_ball = ArcBallUtil(self.width(), self.height())
mesh_points = self.mesh.points()
bounding_box_min = numpy.min(mesh_points, axis=0)
bounding_box_max = numpy.max(mesh_points, axis=0)
self.center = 0.5*(bounding_box_max+bounding_box_min)
self.scale = numpy.linalg.norm(bounding_box_max-self.center)
self.arc_ball.Transform[:3, :3] /= self.scale
self.arc_ball.Transform[3, :3] = -self.center/self.scale
# -------------- GUI interface --------------
def change_light_color(self, color, alpha=1):
color = color + (alpha,)
print(color)
self.color.value = color
self.new_color = color
def update_alpha(self, alpha):
self.color_alpha = (alpha*0.01)
color_list = list(self.new_color)
color_list[-1] = self.color_alpha
self.new_color = tuple(color_list)
def update_grid_alpha(self, alpha):
self.grid_alpha_value = (alpha*0.01)
def background_color(self, color):
self.bg_color = color
def update_fov(self, num):
self.fov = num
self.camera_zoom = self.camera_distance(num)
self.update()
@staticmethod
def camera_distance(num):
return 1 / (math.tan(math.radians(num / 2)))
def update_grid_cell(self, cells):
self.cell = cells
self.grid = grid(self.size, self.cell)
self.update_grid()
def update_grid_size(self, size):
self.size = size
self.grid = grid(self.size, self.cell)
self.update_grid()
def update_grid(self):
self.vbo = self.ctx.buffer(self.grid.astype('f4'))
self.vao2 = self.ctx.simple_vertex_array(self.prog, self.vbo, 'in_position')
def resizeGL(self, width, height):
width = max(2, width)
height = max(2, height)
self.ctx.viewport = (0, 0, width, height)
self.arc_ball.setBounds(width, height)
return
def make_wireframe(self):
self.is_wireframe = True
def make_solid(self):
self.is_wireframe = False
# Input handling
def mousePressEvent(self, event):
if event.buttons() & QtCore.Qt.LeftButton:
self.arc_ball.onClickLeftDown(event.x(), event.y())
elif event.buttons() & QtCore.Qt.RightButton:
self.prev_x = event.x()
self.prev_y = event.y()
def mouseReleaseEvent(self, event):
if event.buttons() & QtCore.Qt.LeftButton:
self.arc_ball.onClickLeftUp()
def mouseMoveEvent(self, event):
if event.buttons() & QtCore.Qt.LeftButton:
self.arc_ball.onDrag(event.x(), event.y())
def update_zoom(self, event):
self.camera_zoom += event.angleDelta().y() * 0.001
if self.camera_zoom < 0.1:
self.camera_zoom = 0.1
self.update()
def mouseMoveEvent(self, event):
if event.buttons() & QtCore.Qt.LeftButton:
self.arc_ball.onDrag(event.x(), event.y())
elif event.buttons() & QtCore.Qt.RightButton:
x_movement = event.x() - self.prev_x
y_movement = event.y() - self.prev_y
self.center[0] -= x_movement * 0.01
self.center[1] += y_movement * 0.01
self.update()
self.prev_x = event.x()
self.prev_y = event.y()