Difficult-Rocket/libs/pyglet/model/__init__.py

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# ----------------------------------------------------------------------------
# pyglet
# Copyright (c) 2006-2008 Alex Holkner
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# Copyright (c) 2008-2021 pyglet contributors
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# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in
# the documentation and/or other materials provided with the
# distribution.
# * Neither the name of pyglet nor the names of its
# contributors may be used to endorse or promote products
# derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# POSSIBILITY OF SUCH DAMAGE.
# ----------------------------------------------------------------------------
"""Loading of 3D models.
A :py:class:`~pyglet.model.Model` is an instance of a 3D object.
The following example loads a ``"teapot.obj"`` model::
import pyglet
window = pyglet.window.Window()
teapot = pyglet.model.load('teapot.obj')
@window.event
def on_draw():
teapot.draw()
pyglet.app.run()
You can also load models with :py:meth:`~pyglet.resource.model`.
See :py:mod:`~pyglet.resource` for more information.
Efficient Drawing
=================
As with Sprites or Text, Models can be added to a
:py:class:`~pyglet.graphics.Batch` for efficient drawing. This is
preferred to calling their ``draw`` methods individually. To do this,
simply pass in a reference to the :py:class:`~pyglet.graphics.Batch`
instance when loading the Model::
import pyglet
window = pyglet.window.Window()
batch = pyglet.graphics.Batch()
teapot = pyglet.model.load('teapot.obj', batch=batch)
@window.event
def on_draw():
batch.draw()
pyglet.app.run()
.. versionadded:: 1.4
"""
from math import radians
from io import BytesIO
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import pyglet
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from pyglet import gl
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from pyglet import graphics
from pyglet.gl import current_context
from pyglet.math import Mat4
from pyglet.graphics import shader
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from .codecs import ModelDecodeException
from .codecs import add_encoders, add_decoders, add_default_model_codecs
from .codecs import get_encoders, get_decoders
def load(filename, file=None, decoder=None, batch=None):
"""Load a 3D model from a file.
:Parameters:
`filename` : str
Used to guess the model format, and to load the file if `file` is
unspecified.
`file` : file-like object or None
Source of model data in any supported format.
`decoder` : ModelDecoder or None
If unspecified, all decoders that are registered for the filename
extension are tried. An exception is raised if no codecs are
registered for the file extension, or if decoding fails.
`batch` : Batch or None
An optional Batch instance to add this model to.
:rtype: :py:mod:`~pyglet.model.Model`
"""
if not file:
file = open(filename, 'rb')
if not hasattr(file, 'seek'):
file = BytesIO(file.read())
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try:
if decoder:
return decoder.decode(file, filename, batch)
else:
first_exception = None
for decoder in get_decoders(filename):
try:
model = decoder.decode(file, filename, batch)
return model
except ModelDecodeException as e:
if (not first_exception or
first_exception.exception_priority < e.exception_priority):
first_exception = e
file.seek(0)
if not first_exception:
raise ModelDecodeException('No decoders are available for this model format.')
raise first_exception
finally:
file.close()
def get_default_shader():
try:
return pyglet.gl.current_context.model_default_plain_shader
except AttributeError:
vert_shader = shader.Shader(MaterialGroup.default_vert_src, 'vertex')
frag_shader = shader.Shader(MaterialGroup.default_frag_src, 'fragment')
default_shader_program = shader.ShaderProgram(vert_shader, frag_shader)
pyglet.gl.current_context.model_default_plain_shader = default_shader_program
return pyglet.gl.current_context.model_default_plain_shader
def get_default_textured_shader():
try:
return pyglet.gl.current_context.model_default_textured_shader
except AttributeError:
vert_shader = shader.Shader(TexturedMaterialGroup.default_vert_src, 'vertex')
frag_shader = shader.Shader(TexturedMaterialGroup.default_frag_src, 'fragment')
default_shader_program = shader.ShaderProgram(vert_shader, frag_shader)
pyglet.gl.current_context.model_default_textured_shader = default_shader_program
return current_context.model_default_textured_shader
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class Model:
"""Instance of a 3D object.
See the module documentation for usage.
"""
def __init__(self, vertex_lists, groups, batch):
"""Create a model.
:Parameters:
`vertex_lists` : list
A list of `~pyglet.graphics.VertexList` or
`~pyglet.graphics.IndexedVertexList`.
`groups` : list
A list of `~pyglet.model.TexturedMaterialGroup`, or
`~pyglet.model.MaterialGroup`. Each group corresponds to
a vertex list in `vertex_lists` of the same index.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the model to. If no batch is provided,
the model will maintain it's own internal batch.
"""
self.vertex_lists = vertex_lists
self.groups = groups
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self._batch = batch
self._rotation = 0, 0, 0
self._translation = 0, 0, 0
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@property
def batch(self):
"""The graphics Batch that the Model belongs to.
The Model can be migrated from one batch to another, or removed from
a batch (for individual drawing). If not part of any batch, the Model
will keep it's own internal batch. Note that batch migration can be
an expensive operation.
:type: :py:class:`pyglet.graphics.Batch`
"""
return self._batch
@batch.setter
def batch(self, batch):
if self._batch == batch:
return
if batch is None:
batch = graphics.Batch()
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for group, vlist in zip(self.groups, self.vertex_lists):
self._batch.migrate(vlist, gl.GL_TRIANGLES, group, batch)
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self._batch = batch
@property
def rotation(self):
return self._rotation
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@rotation.setter
def rotation(self, values):
self._rotation = values
for group in self.groups:
group.rotation = values
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@property
def translation(self):
return self._translation
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@translation.setter
def translation(self, values):
self._translation = values
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for group in self.groups:
group.translation = values
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def draw(self):
"""Draw the model.
This is not recommended. See the module documentation
for information on efficient drawing of multiple models.
"""
gl.current_context.window_block.bind(0)
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self._batch.draw_subset(self.vertex_lists)
class Material:
__slots__ = ("name", "diffuse", "ambient", "specular", "emission", "shininess", "texture_name")
def __init__(self, name, diffuse, ambient, specular, emission, shininess, texture_name=None):
self.name = name
self.diffuse = diffuse
self.ambient = ambient
self.specular = specular
self.emission = emission
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self.shininess = shininess
self.texture_name = texture_name
def __eq__(self, other):
return (self.name == other.name and
self.diffuse == other.diffuse and
self.ambient == other.ambient and
self.specular == other.specular and
self.emission == other.emission and
self.shininess == other.shininess and
self.texture_name == other.texture_name)
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class BaseMaterialGroup(graphics.ShaderGroup):
default_vert_src = None
default_frag_src = None
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def __init__(self, material, program, order=0, parent=None):
super().__init__(program, order, parent)
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self.material = material
self.rotation = 0, 0, 0
self.translation = 0, 0, 0
def set_modelview_matrix(self):
# NOTE: Matrix operations can be optimized later with transform feedback
view = Mat4()
view = view.rotate(radians(self.rotation[2]), z=1)
view = view.rotate(radians(self.rotation[1]), y=1)
view = view.rotate(radians(self.rotation[0]), x=1)
view = view.translate(*self.translation)
# TODO: separate the projection block, and remove this hack
block = self.program.uniform_blocks['WindowBlock']
ubo = block.create_ubo(0)
with ubo as window_block:
window_block.projection[:] = pyglet.math.Mat4.perspective_projection(0, 720, 0, 480, z_near=0.1, z_far=255)
window_block.view[:] = view
class TexturedMaterialGroup(BaseMaterialGroup):
default_vert_src = """#version 330 core
in vec3 vertices;
in vec3 normals;
in vec2 tex_coords;
in vec4 colors;
out vec4 vertex_colors;
out vec3 vertex_normals;
out vec2 texture_coords;
out vec3 vertex_position;
uniform WindowBlock
{
mat4 projection;
mat4 view;
} window;
void main()
{
vec4 pos = window.view * vec4(vertices, 1.0);
gl_Position = window.projection * pos;
mat3 normal_matrix = transpose(inverse(mat3(window.view)));
vertex_position = pos.xyz;
vertex_colors = colors;
texture_coords = tex_coords;
vertex_normals = normal_matrix * normals;
}
"""
default_frag_src = """#version 330 core
in vec4 vertex_colors;
in vec3 vertex_normals;
in vec2 texture_coords;
in vec3 vertex_position;
out vec4 final_colors;
uniform sampler2D our_texture;
void main()
{
float l = dot(normalize(-vertex_position), normalize(vertex_normals));
final_colors = (texture(our_texture, texture_coords) * vertex_colors) * l * 1.2;
}
"""
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def __init__(self, material, texture):
super().__init__(material, get_default_textured_shader())
self.texture = texture
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def set_state(self):
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(self.texture.target, self.texture.id)
self.program.use()
self.set_modelview_matrix()
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def unset_state(self):
gl.glBindTexture(self.texture.target, 0)
def __hash__(self):
return hash((self.texture.target, self.texture.id, self.program, self.order, self.parent))
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def __eq__(self, other):
return (self.__class__ is other.__class__ and
self.material == other.material and
self.texture.target == other.texture.target and
self.texture.id == other.texture.id and
self.program == other.program and
self.order == other.order and
self.parent == other.parent)
class MaterialGroup(BaseMaterialGroup):
default_vert_src = """#version 330 core
in vec3 vertices;
in vec3 normals;
in vec4 colors;
out vec4 vertex_colors;
out vec3 vertex_normals;
out vec3 vertex_position;
uniform WindowBlock
{
mat4 projection;
mat4 view;
} window;
void main()
{
vec4 pos = window.view * vec4(vertices, 1.0);
gl_Position = window.projection * pos;
mat3 normal_matrix = transpose(inverse(mat3(window.view)));
vertex_position = pos.xyz;
vertex_colors = colors;
vertex_normals = normal_matrix * normals;
}
"""
default_frag_src = """#version 330 core
in vec4 vertex_colors;
in vec3 vertex_normals;
in vec3 vertex_position;
out vec4 final_colors;
void main()
{
float l = dot(normalize(-vertex_position), normalize(vertex_normals));
final_colors = vertex_colors * l * 1.2;
}
"""
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def __init__(self, material):
super().__init__(material, get_default_shader())
def set_state(self):
self.program.use()
self.set_modelview_matrix()
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add_default_model_codecs()