basilisk-engine 0.1.26__py3-none-any.whl → 0.1.28__py3-none-any.whl
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- basilisk/__init__.py +15 -15
- basilisk/audio/sound.py +27 -27
- basilisk/bsk_assets/cube.obj +48 -48
- basilisk/collisions/broad/broad_aabb.py +102 -102
- basilisk/collisions/broad/broad_bvh.py +137 -137
- basilisk/collisions/collider.py +95 -95
- basilisk/collisions/collider_handler.py +224 -224
- basilisk/collisions/narrow/contact_manifold.py +95 -95
- basilisk/collisions/narrow/dataclasses.py +34 -34
- basilisk/collisions/narrow/deprecated.py +46 -46
- basilisk/collisions/narrow/epa.py +91 -91
- basilisk/collisions/narrow/gjk.py +66 -66
- basilisk/collisions/narrow/graham_scan.py +24 -24
- basilisk/collisions/narrow/helper.py +29 -29
- basilisk/collisions/narrow/line_intersections.py +106 -106
- basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
- basilisk/config.py +3 -3
- basilisk/draw/draw.py +100 -100
- basilisk/draw/draw_handler.py +175 -175
- basilisk/draw/font_renderer.py +28 -28
- basilisk/engine.py +169 -169
- basilisk/generic/abstract_bvh.py +15 -15
- basilisk/generic/abstract_custom.py +133 -133
- basilisk/generic/collisions.py +70 -72
- basilisk/generic/input_validation.py +66 -66
- basilisk/generic/math.py +6 -6
- basilisk/generic/matrices.py +35 -35
- basilisk/generic/meshes.py +72 -72
- basilisk/generic/quat.py +142 -142
- basilisk/generic/quat_methods.py +7 -7
- basilisk/generic/raycast_result.py +26 -26
- basilisk/generic/vec3.py +143 -143
- basilisk/input/__init__.py +0 -0
- basilisk/input/mouse.py +62 -0
- basilisk/input/path.py +14 -0
- basilisk/input_output/IO_handler.py +91 -91
- basilisk/input_output/clock.py +49 -49
- basilisk/input_output/keys.py +43 -43
- basilisk/input_output/mouse.py +89 -89
- basilisk/input_output/path.py +14 -14
- basilisk/mesh/cube.py +33 -33
- basilisk/mesh/mesh.py +233 -233
- basilisk/mesh/mesh_from_data.py +150 -150
- basilisk/mesh/model.py +271 -271
- basilisk/mesh/narrow_aabb.py +89 -89
- basilisk/mesh/narrow_bvh.py +91 -91
- basilisk/mesh/narrow_primative.py +23 -23
- basilisk/nodes/helper.py +28 -28
- basilisk/nodes/node.py +689 -689
- basilisk/nodes/node_handler.py +97 -97
- basilisk/particles/particle_handler.py +64 -64
- basilisk/particles/particle_renderer.py +92 -92
- basilisk/physics/impulse.py +112 -112
- basilisk/physics/physics_body.py +43 -43
- basilisk/physics/physics_engine.py +35 -35
- basilisk/render/batch.py +103 -103
- basilisk/render/camera.py +260 -260
- basilisk/render/chunk.py +106 -106
- basilisk/render/chunk_handler.py +165 -165
- basilisk/render/frame.py +95 -95
- basilisk/render/framebuffer.py +163 -289
- basilisk/render/image.py +87 -87
- basilisk/render/image_handler.py +120 -120
- basilisk/render/light.py +96 -96
- basilisk/render/light_handler.py +58 -58
- basilisk/render/material.py +219 -219
- basilisk/render/material_handler.py +131 -131
- basilisk/render/post_process.py +139 -139
- basilisk/render/shader.py +118 -118
- basilisk/render/shader_handler.py +83 -83
- basilisk/render/sky.py +120 -120
- basilisk/scene.py +279 -279
- basilisk/shaders/batch.frag +276 -276
- basilisk/shaders/batch.vert +115 -115
- basilisk/shaders/crt.frag +31 -31
- basilisk/shaders/draw.frag +22 -22
- basilisk/shaders/draw.vert +25 -25
- basilisk/shaders/filter.frag +22 -22
- basilisk/shaders/frame.frag +12 -12
- basilisk/shaders/frame.vert +13 -13
- basilisk/shaders/geometry.frag +8 -8
- basilisk/shaders/geometry.vert +41 -41
- basilisk/shaders/normal.frag +59 -59
- basilisk/shaders/normal.vert +96 -96
- basilisk/shaders/particle.frag +71 -71
- basilisk/shaders/particle.vert +84 -84
- basilisk/shaders/sky.frag +9 -9
- basilisk/shaders/sky.vert +13 -13
- {basilisk_engine-0.1.26.dist-info → basilisk_engine-0.1.28.dist-info}/METADATA +45 -38
- basilisk_engine-0.1.28.dist-info/RECORD +109 -0
- {basilisk_engine-0.1.26.dist-info → basilisk_engine-0.1.28.dist-info}/WHEEL +1 -1
- basilisk_engine-0.1.26.dist-info/RECORD +0 -106
- {basilisk_engine-0.1.26.dist-info → basilisk_engine-0.1.28.dist-info}/top_level.txt +0 -0
basilisk/render/shader.py
CHANGED
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@@ -1,119 +1,119 @@
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import moderngl as mgl
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import random
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attribute_mappings = {
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'in_position' : [0, 1, 2],
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'in_uv' : [3, 4],
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'in_normal' : [5, 6, 7],
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'in_tangent' : [8, 9, 10],
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'in_bitangent' : [11, 12, 13],
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'obj_position' : [14, 15, 16],
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'obj_rotation' : [17, 18, 19, 20],
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'obj_scale' : [21, 22, 23],
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'obj_material' : [24],
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}
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class Shader:
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program: mgl.Program=None
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"""Shader program for the vertex and fragment shader"""
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vertex_shader: str
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"""String representation of the vertex shader"""
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fragment_shader: str
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"""String representation of the vertex shader"""
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uniforms: list[str]=[]
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"""List containg the names of all uniforms in the shader"""
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attribute_indices: list[int]
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"""List of indices that map all possible shader attributes to the ones used byu the shader"""
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fmt: str
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"""String representation of the format for building vaos"""
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attributes: list[str]
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"""List representation of the attributes for building vaos"""
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def __init__(self, engine, vert: str=None, frag: str=None) -> None:
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"""
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Basilisk shader object. Contains shader program and shader attrbibute/uniform information
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Args:
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vert: str=None
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Path to the vertex shader. Defaults to internal if none is given
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frag: str=None
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Path to the fragment shader. Defaults to internal if none is given
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"""
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self.engine = engine
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self.ctx = engine.ctx
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# Default class attributes values
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self.uniforms = []
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self.attribute_indices = []
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self.fmt = ''
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self.attributes = []
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# Default vertex and fragment shaders
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if vert == None: vert = self.engine.root + '/shaders/batch.vert'
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if frag == None: frag = self.engine.root + '/shaders/batch.frag'
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# Read the shaders
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with open(vert) as file:
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self.vertex_shader = file.read()
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with open(frag) as file:
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self.fragment_shader = file.read()
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# Hash value for references
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if vert == None and frag == None:
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self.hash = hash((self.vertex_shader, self.fragment_shader, 'default'))
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else:
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self.hash = hash((self.vertex_shader, self.fragment_shader))
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# Create a string of all lines in both shaders
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lines = f'{self.vertex_shader}\n{self.fragment_shader}'.split('\n')
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# Parse through shader to find uniforms and attributes
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for line in lines:
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tokens = line.strip().split(' ')
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# Add uniforms
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if tokens[0] == 'uniform' and len(tokens) > 2:
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self.uniforms.append(tokens[-1][:-1])
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# Add attributes
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if tokens[0] == 'layout' and len(tokens) > 2 and 'in' in line:
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self.attributes.append(tokens[-1][:-1])
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# Get the number of flots the attribute takes
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if any(list(map(lambda x: x in tokens, ['float', 'int']))): n = 1
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elif any(list(map(lambda x: x in tokens, ['vec2']))): n = 2
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elif any(list(map(lambda x: x in tokens, ['vec3']))): n = 3
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elif any(list(map(lambda x: x in tokens, ['vec4']))): n = 4
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else: n = 1
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self.fmt += f'{n}f '
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if tokens[-1][:-1] in attribute_mappings:
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indices = attribute_mappings[tokens[-1][:-1]]
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else:
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indices = [0 for i in range(n)]
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self.attribute_indices.extend(indices)
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# Create a program with shaders
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self.program = self.ctx.program(vertex_shader=self.vertex_shader, fragment_shader=self.fragment_shader)
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def set_main(self):
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"""
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Selects a shader for use
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"""
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self.engine.shader_handler.add(self)
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self.engine.scene.node_handler.chunk_handler.swap_default(self)
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def write(self, name: str, value) -> None:
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"""
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Writes a uniform to the shader program
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"""
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self.program[name].write(value)
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def __del__(self) -> int:
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if self.program: self.program.release()
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def __hash__(self) -> int:
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import moderngl as mgl
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import random
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attribute_mappings = {
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'in_position' : [0, 1, 2],
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'in_uv' : [3, 4],
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'in_normal' : [5, 6, 7],
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'in_tangent' : [8, 9, 10],
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'in_bitangent' : [11, 12, 13],
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'obj_position' : [14, 15, 16],
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'obj_rotation' : [17, 18, 19, 20],
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'obj_scale' : [21, 22, 23],
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'obj_material' : [24],
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}
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class Shader:
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program: mgl.Program=None
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"""Shader program for the vertex and fragment shader"""
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vertex_shader: str
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"""String representation of the vertex shader"""
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fragment_shader: str
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"""String representation of the vertex shader"""
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uniforms: list[str]=[]
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"""List containg the names of all uniforms in the shader"""
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attribute_indices: list[int]
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"""List of indices that map all possible shader attributes to the ones used byu the shader"""
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fmt: str
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"""String representation of the format for building vaos"""
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attributes: list[str]
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"""List representation of the attributes for building vaos"""
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def __init__(self, engine, vert: str=None, frag: str=None) -> None:
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"""
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Basilisk shader object. Contains shader program and shader attrbibute/uniform information
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Args:
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vert: str=None
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Path to the vertex shader. Defaults to internal if none is given
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frag: str=None
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Path to the fragment shader. Defaults to internal if none is given
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"""
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self.engine = engine
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self.ctx = engine.ctx
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# Default class attributes values
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self.uniforms = []
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self.attribute_indices = []
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self.fmt = ''
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self.attributes = []
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# Default vertex and fragment shaders
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if vert == None: vert = self.engine.root + '/shaders/batch.vert'
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if frag == None: frag = self.engine.root + '/shaders/batch.frag'
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# Read the shaders
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with open(vert) as file:
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self.vertex_shader = file.read()
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with open(frag) as file:
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self.fragment_shader = file.read()
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# Hash value for references
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if vert == None and frag == None:
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self.hash = hash((self.vertex_shader, self.fragment_shader, 'default'))
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else:
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self.hash = hash((self.vertex_shader, self.fragment_shader))
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# Create a string of all lines in both shaders
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lines = f'{self.vertex_shader}\n{self.fragment_shader}'.split('\n')
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# Parse through shader to find uniforms and attributes
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for line in lines:
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tokens = line.strip().split(' ')
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# Add uniforms
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if tokens[0] == 'uniform' and len(tokens) > 2:
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self.uniforms.append(tokens[-1][:-1])
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# Add attributes
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if tokens[0] == 'layout' and len(tokens) > 2 and 'in' in line:
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self.attributes.append(tokens[-1][:-1])
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# Get the number of flots the attribute takes
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if any(list(map(lambda x: x in tokens, ['float', 'int']))): n = 1
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elif any(list(map(lambda x: x in tokens, ['vec2']))): n = 2
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elif any(list(map(lambda x: x in tokens, ['vec3']))): n = 3
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elif any(list(map(lambda x: x in tokens, ['vec4']))): n = 4
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else: n = 1
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self.fmt += f'{n}f '
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if tokens[-1][:-1] in attribute_mappings:
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indices = attribute_mappings[tokens[-1][:-1]]
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else:
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indices = [0 for i in range(n)]
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self.attribute_indices.extend(indices)
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# Create a program with shaders
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self.program = self.ctx.program(vertex_shader=self.vertex_shader, fragment_shader=self.fragment_shader)
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def set_main(self):
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"""
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Selects a shader for use
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"""
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self.engine.shader_handler.add(self)
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self.engine.scene.node_handler.chunk_handler.swap_default(self)
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def write(self, name: str, value) -> None:
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"""
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Writes a uniform to the shader program
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"""
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self.program[name].write(value)
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def __del__(self) -> int:
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if self.program: self.program.release()
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def __hash__(self) -> int:
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return self.hash
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@@ -1,84 +1,84 @@
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import moderngl as mgl
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import glm
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from .shader import Shader
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class ShaderHandler:
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engine: ...
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"""Back reference to the parent engine"""
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scene: ...
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"""Back reference to the parent scene"""
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ctx: mgl.Context
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"""Back reference to the parent context"""
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shaders: set
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"""Dictionary containing all the shaders"""
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uniform_values: dict = {}
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"""Dictionary containing uniform values"""
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def __init__(self, engine) -> None:
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"""
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|
-
Handles all the shader programs in a basilisk scene
|
|
21
|
-
"""
|
|
22
|
-
|
|
23
|
-
# Back references
|
|
24
|
-
self.engine = engine
|
|
25
|
-
self.ctx = engine.ctx
|
|
26
|
-
|
|
27
|
-
# Initalize dictionaries
|
|
28
|
-
self.shaders = set()
|
|
29
|
-
|
|
30
|
-
# Load a default shader
|
|
31
|
-
self.default_shader = Shader(self, self.engine.root + '/shaders/batch.vert', self.engine.root + '/shaders/batch.frag')
|
|
32
|
-
self.default_shader.hash = self.default_shader.hash + hash('engine_shader')
|
|
33
|
-
self.add(self.default_shader)
|
|
34
|
-
setattr(self.engine, "_shader", self.default_shader)
|
|
35
|
-
|
|
36
|
-
def add(self, shader: Shader) -> None:
|
|
37
|
-
"""
|
|
38
|
-
Creates a shader program from a file name.
|
|
39
|
-
Parses through shaders to identify uniforms and save for writting
|
|
40
|
-
"""
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
if not shader: return None
|
|
44
|
-
if shader in self.shaders: return shader
|
|
45
|
-
|
|
46
|
-
self.shaders.add(shader)
|
|
47
|
-
|
|
48
|
-
if self.engine.material_handler:
|
|
49
|
-
self.engine.material_handler.write()
|
|
50
|
-
self.engine.material_handler.image_handler.write()
|
|
51
|
-
|
|
52
|
-
return shader
|
|
53
|
-
|
|
54
|
-
def get_uniforms_values(self, scene: ...) -> None:
|
|
55
|
-
"""
|
|
56
|
-
Gets uniforms from various parts of the scene.
|
|
57
|
-
These values are stored and used in write_all_uniforms and update_uniforms.
|
|
58
|
-
This is called by write_all_uniforms and update_uniforms, so there is no need to call this manually.
|
|
59
|
-
"""
|
|
60
|
-
|
|
61
|
-
self.uniform_values = {
|
|
62
|
-
'projectionMatrix' : scene.camera.m_proj,
|
|
63
|
-
'viewMatrix' : scene.camera.m_view,
|
|
64
|
-
'cameraPosition' : scene.camera.position,
|
|
65
|
-
'viewportDimensions' : glm.vec2(self.engine.win_size),
|
|
66
|
-
}
|
|
67
|
-
|
|
68
|
-
def write(self, scene: ...) -> None:
|
|
69
|
-
"""
|
|
70
|
-
Writes all of the uniforms in every shader program.
|
|
71
|
-
"""
|
|
72
|
-
|
|
73
|
-
self.get_uniforms_values(scene)
|
|
74
|
-
for uniform in self.uniform_values:
|
|
75
|
-
for shader in self.shaders:
|
|
76
|
-
if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
|
|
77
|
-
shader.write(uniform, self.uniform_values[uniform])
|
|
78
|
-
|
|
79
|
-
def release(self) -> None:
|
|
80
|
-
"""
|
|
81
|
-
Releases all shader programs in handler
|
|
82
|
-
"""
|
|
83
|
-
|
|
1
|
+
import moderngl as mgl
|
|
2
|
+
import glm
|
|
3
|
+
from .shader import Shader
|
|
4
|
+
|
|
5
|
+
|
|
6
|
+
class ShaderHandler:
|
|
7
|
+
engine: ...
|
|
8
|
+
"""Back reference to the parent engine"""
|
|
9
|
+
scene: ...
|
|
10
|
+
"""Back reference to the parent scene"""
|
|
11
|
+
ctx: mgl.Context
|
|
12
|
+
"""Back reference to the parent context"""
|
|
13
|
+
shaders: set
|
|
14
|
+
"""Dictionary containing all the shaders"""
|
|
15
|
+
uniform_values: dict = {}
|
|
16
|
+
"""Dictionary containing uniform values"""
|
|
17
|
+
|
|
18
|
+
def __init__(self, engine) -> None:
|
|
19
|
+
"""
|
|
20
|
+
Handles all the shader programs in a basilisk scene
|
|
21
|
+
"""
|
|
22
|
+
|
|
23
|
+
# Back references
|
|
24
|
+
self.engine = engine
|
|
25
|
+
self.ctx = engine.ctx
|
|
26
|
+
|
|
27
|
+
# Initalize dictionaries
|
|
28
|
+
self.shaders = set()
|
|
29
|
+
|
|
30
|
+
# Load a default shader
|
|
31
|
+
self.default_shader = Shader(self, self.engine.root + '/shaders/batch.vert', self.engine.root + '/shaders/batch.frag')
|
|
32
|
+
self.default_shader.hash = self.default_shader.hash + hash('engine_shader')
|
|
33
|
+
self.add(self.default_shader)
|
|
34
|
+
setattr(self.engine, "_shader", self.default_shader)
|
|
35
|
+
|
|
36
|
+
def add(self, shader: Shader) -> None:
|
|
37
|
+
"""
|
|
38
|
+
Creates a shader program from a file name.
|
|
39
|
+
Parses through shaders to identify uniforms and save for writting
|
|
40
|
+
"""
|
|
41
|
+
|
|
42
|
+
|
|
43
|
+
if not shader: return None
|
|
44
|
+
if shader in self.shaders: return shader
|
|
45
|
+
|
|
46
|
+
self.shaders.add(shader)
|
|
47
|
+
|
|
48
|
+
if self.engine.material_handler:
|
|
49
|
+
self.engine.material_handler.write()
|
|
50
|
+
self.engine.material_handler.image_handler.write()
|
|
51
|
+
|
|
52
|
+
return shader
|
|
53
|
+
|
|
54
|
+
def get_uniforms_values(self, scene: ...) -> None:
|
|
55
|
+
"""
|
|
56
|
+
Gets uniforms from various parts of the scene.
|
|
57
|
+
These values are stored and used in write_all_uniforms and update_uniforms.
|
|
58
|
+
This is called by write_all_uniforms and update_uniforms, so there is no need to call this manually.
|
|
59
|
+
"""
|
|
60
|
+
|
|
61
|
+
self.uniform_values = {
|
|
62
|
+
'projectionMatrix' : scene.camera.m_proj,
|
|
63
|
+
'viewMatrix' : scene.camera.m_view,
|
|
64
|
+
'cameraPosition' : scene.camera.position,
|
|
65
|
+
'viewportDimensions' : glm.vec2(self.engine.win_size),
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
def write(self, scene: ...) -> None:
|
|
69
|
+
"""
|
|
70
|
+
Writes all of the uniforms in every shader program.
|
|
71
|
+
"""
|
|
72
|
+
|
|
73
|
+
self.get_uniforms_values(scene)
|
|
74
|
+
for uniform in self.uniform_values:
|
|
75
|
+
for shader in self.shaders:
|
|
76
|
+
if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
|
|
77
|
+
shader.write(uniform, self.uniform_values[uniform])
|
|
78
|
+
|
|
79
|
+
def release(self) -> None:
|
|
80
|
+
"""
|
|
81
|
+
Releases all shader programs in handler
|
|
82
|
+
"""
|
|
83
|
+
|
|
84
84
|
[shader.__del__() for shader in self.shaders]
|
basilisk/render/sky.py
CHANGED
|
@@ -1,121 +1,121 @@
|
|
|
1
|
-
import numpy as np
|
|
2
|
-
from PIL import Image as PIL_Image
|
|
3
|
-
from .shader import Shader
|
|
4
|
-
|
|
5
|
-
class Sky:
|
|
6
|
-
texture_cube=None
|
|
7
|
-
vbo = None
|
|
8
|
-
vao = None
|
|
9
|
-
def __init__(self, engine, sky_texture: str | list=None):
|
|
10
|
-
"""
|
|
11
|
-
Handler for all skybox rendering
|
|
12
|
-
"""
|
|
13
|
-
|
|
14
|
-
self.engine = engine
|
|
15
|
-
self.ctx = engine.ctx
|
|
16
|
-
|
|
17
|
-
if not sky_texture: sky_texture = engine.root + '/bsk_assets/skybox.png'
|
|
18
|
-
|
|
19
|
-
self.set_renderer()
|
|
20
|
-
self.set_texture(sky_texture)
|
|
21
|
-
|
|
22
|
-
def render(self):
|
|
23
|
-
"""
|
|
24
|
-
Render the skybox to current render destination
|
|
25
|
-
"""
|
|
26
|
-
self.vao.render()
|
|
27
|
-
|
|
28
|
-
def write(self):
|
|
29
|
-
# Write the texture cube to the sky shader
|
|
30
|
-
self.shader.program['skyboxTexture'] = 8
|
|
31
|
-
self.texture_cube.use(location = 8)
|
|
32
|
-
|
|
33
|
-
shader = self.engine.shader
|
|
34
|
-
if 'skyboxTexture' not in shader.uniforms: return
|
|
35
|
-
shader.program['skyboxTexture'] = 8
|
|
36
|
-
self.texture_cube.use(location = 8)
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
def set_texture(self, skybox_images: list):
|
|
40
|
-
"""
|
|
41
|
-
Sets the skybox texture. Can either be set with 6 images for each skybox side or a single skybox image.
|
|
42
|
-
List items should be string paths.
|
|
43
|
-
The six images should be should be in the following order: right, left, top, bottom, front, back
|
|
44
|
-
"""
|
|
45
|
-
|
|
46
|
-
# Release any existing memory
|
|
47
|
-
if self.texture_cube: self.texture_cube.release()
|
|
48
|
-
|
|
49
|
-
# Function-Scoped data
|
|
50
|
-
images = None
|
|
51
|
-
|
|
52
|
-
# Given a sinlge image for the skybox
|
|
53
|
-
if isinstance(skybox_images, str) or ((isinstance(skybox_images, list) or isinstance(skybox_images, tuple)) and len(skybox_images) == 1):
|
|
54
|
-
path = skybox_images if isinstance(skybox_images, str) else skybox_images[0]
|
|
55
|
-
|
|
56
|
-
# Verify the path type
|
|
57
|
-
if not isinstance(path, str): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
|
|
58
|
-
|
|
59
|
-
image = PIL_Image.open(path).convert('RGB')
|
|
60
|
-
width, height = image.size[0] // 4, image.size[1] // 3
|
|
61
|
-
|
|
62
|
-
images = [image.crop((x * width, y * height, (x + 1) * width, (y + 1) * height)) for x, y in [(2, 1), (0, 1), (1, 0), (1, 2), (1, 1), (3, 1)]]
|
|
63
|
-
|
|
64
|
-
# Given a list of images for the skybox
|
|
65
|
-
elif isinstance(skybox_images, list) or isinstance(skybox_images, tuple):
|
|
66
|
-
# Verify the correct number of images was given
|
|
67
|
-
if len(skybox_images) != 6: raise ValueError("Skybox: Invalid number of images for skybox. Expected 1 or 6")
|
|
68
|
-
# Verify the all image path types
|
|
69
|
-
if not all([isinstance(path, str) for path in skybox_images]): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
|
|
70
|
-
|
|
71
|
-
images = [PIL_Image.open(path).convert('RGB') for path in skybox_images]
|
|
72
|
-
|
|
73
|
-
else:
|
|
74
|
-
raise ValueError(f"Skybox: Invalid skybox type {type(skybox_images)}. Expected list of string paths or a single image")
|
|
75
|
-
|
|
76
|
-
# Create a texture map from the images
|
|
77
|
-
size = min(images[0].size)
|
|
78
|
-
size = (size, size)
|
|
79
|
-
images = [img.resize(size) for img in images]
|
|
80
|
-
images = [img.tobytes() for img in images]
|
|
81
|
-
self.texture_cube = self.ctx.texture_cube(size=size, components=3, data=None)
|
|
82
|
-
for i, data in enumerate(images):
|
|
83
|
-
self.texture_cube.write(face=i, data=data)
|
|
84
|
-
|
|
85
|
-
def set_renderer(self):
|
|
86
|
-
"""
|
|
87
|
-
|
|
88
|
-
"""
|
|
89
|
-
|
|
90
|
-
# Release any existing memory
|
|
91
|
-
if self.vbo: self.vbo.release()
|
|
92
|
-
if self.vao: self.vao.release()
|
|
93
|
-
|
|
94
|
-
# Get the cube vertex data
|
|
95
|
-
vertices = [(-1, -1, 1), ( 1, -1, 1), (1, 1, 1), (-1, 1, 1),
|
|
96
|
-
(-1, 1, -1), (-1, -1, -1), (1, -1, -1), ( 1, 1, -1)]
|
|
97
|
-
|
|
98
|
-
indices = [(0, 2, 3), (0, 1, 2),
|
|
99
|
-
(1, 7, 2), (1, 6, 7),
|
|
100
|
-
(6, 5, 4), (4, 7, 6),
|
|
101
|
-
(3, 4, 5), (3, 5, 0),
|
|
102
|
-
(3, 7, 4), (3, 2, 7),
|
|
103
|
-
(0, 6, 1), (0, 5, 6)]
|
|
104
|
-
|
|
105
|
-
vertex_data = np.array([vertices[ind] for trigangle in indices for ind in trigangle], dtype='f4')
|
|
106
|
-
vertex_data = np.flip(vertex_data, 1).copy(order='C')
|
|
107
|
-
|
|
108
|
-
# Create a renderable vao
|
|
109
|
-
self.vbo = self.ctx.buffer(vertex_data)
|
|
110
|
-
root = self.engine.root
|
|
111
|
-
self.shader = self.engine.shader_handler.add(Shader(self.engine, root + '/shaders/sky.vert', root + '/shaders/sky.frag'))
|
|
112
|
-
self.vao = self.ctx.vertex_array(self.shader.program, [(self.vbo, '3f', 'in_position')], skip_errors=True)
|
|
113
|
-
|
|
114
|
-
def __del__(self):
|
|
115
|
-
"""
|
|
116
|
-
Releases all data used by the skybox
|
|
117
|
-
"""
|
|
118
|
-
|
|
119
|
-
if self.texture_cube: self.texture_cube.release()
|
|
120
|
-
if self.vbo: self.vbo.release()
|
|
1
|
+
import numpy as np
|
|
2
|
+
from PIL import Image as PIL_Image
|
|
3
|
+
from .shader import Shader
|
|
4
|
+
|
|
5
|
+
class Sky:
|
|
6
|
+
texture_cube=None
|
|
7
|
+
vbo = None
|
|
8
|
+
vao = None
|
|
9
|
+
def __init__(self, engine, sky_texture: str | list=None):
|
|
10
|
+
"""
|
|
11
|
+
Handler for all skybox rendering
|
|
12
|
+
"""
|
|
13
|
+
|
|
14
|
+
self.engine = engine
|
|
15
|
+
self.ctx = engine.ctx
|
|
16
|
+
|
|
17
|
+
if not sky_texture: sky_texture = engine.root + '/bsk_assets/skybox.png'
|
|
18
|
+
|
|
19
|
+
self.set_renderer()
|
|
20
|
+
self.set_texture(sky_texture)
|
|
21
|
+
|
|
22
|
+
def render(self):
|
|
23
|
+
"""
|
|
24
|
+
Render the skybox to current render destination
|
|
25
|
+
"""
|
|
26
|
+
self.vao.render()
|
|
27
|
+
|
|
28
|
+
def write(self):
|
|
29
|
+
# Write the texture cube to the sky shader
|
|
30
|
+
self.shader.program['skyboxTexture'] = 8
|
|
31
|
+
self.texture_cube.use(location = 8)
|
|
32
|
+
|
|
33
|
+
shader = self.engine.shader
|
|
34
|
+
if 'skyboxTexture' not in shader.uniforms: return
|
|
35
|
+
shader.program['skyboxTexture'] = 8
|
|
36
|
+
self.texture_cube.use(location = 8)
|
|
37
|
+
|
|
38
|
+
|
|
39
|
+
def set_texture(self, skybox_images: list):
|
|
40
|
+
"""
|
|
41
|
+
Sets the skybox texture. Can either be set with 6 images for each skybox side or a single skybox image.
|
|
42
|
+
List items should be string paths.
|
|
43
|
+
The six images should be should be in the following order: right, left, top, bottom, front, back
|
|
44
|
+
"""
|
|
45
|
+
|
|
46
|
+
# Release any existing memory
|
|
47
|
+
if self.texture_cube: self.texture_cube.release()
|
|
48
|
+
|
|
49
|
+
# Function-Scoped data
|
|
50
|
+
images = None
|
|
51
|
+
|
|
52
|
+
# Given a sinlge image for the skybox
|
|
53
|
+
if isinstance(skybox_images, str) or ((isinstance(skybox_images, list) or isinstance(skybox_images, tuple)) and len(skybox_images) == 1):
|
|
54
|
+
path = skybox_images if isinstance(skybox_images, str) else skybox_images[0]
|
|
55
|
+
|
|
56
|
+
# Verify the path type
|
|
57
|
+
if not isinstance(path, str): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
|
|
58
|
+
|
|
59
|
+
image = PIL_Image.open(path).convert('RGB')
|
|
60
|
+
width, height = image.size[0] // 4, image.size[1] // 3
|
|
61
|
+
|
|
62
|
+
images = [image.crop((x * width, y * height, (x + 1) * width, (y + 1) * height)) for x, y in [(2, 1), (0, 1), (1, 0), (1, 2), (1, 1), (3, 1)]]
|
|
63
|
+
|
|
64
|
+
# Given a list of images for the skybox
|
|
65
|
+
elif isinstance(skybox_images, list) or isinstance(skybox_images, tuple):
|
|
66
|
+
# Verify the correct number of images was given
|
|
67
|
+
if len(skybox_images) != 6: raise ValueError("Skybox: Invalid number of images for skybox. Expected 1 or 6")
|
|
68
|
+
# Verify the all image path types
|
|
69
|
+
if not all([isinstance(path, str) for path in skybox_images]): raise ValueError(f"Skybox: Invalid image path type {type(path)}")
|
|
70
|
+
|
|
71
|
+
images = [PIL_Image.open(path).convert('RGB') for path in skybox_images]
|
|
72
|
+
|
|
73
|
+
else:
|
|
74
|
+
raise ValueError(f"Skybox: Invalid skybox type {type(skybox_images)}. Expected list of string paths or a single image")
|
|
75
|
+
|
|
76
|
+
# Create a texture map from the images
|
|
77
|
+
size = min(images[0].size)
|
|
78
|
+
size = (size, size)
|
|
79
|
+
images = [img.resize(size) for img in images]
|
|
80
|
+
images = [img.tobytes() for img in images]
|
|
81
|
+
self.texture_cube = self.ctx.texture_cube(size=size, components=3, data=None)
|
|
82
|
+
for i, data in enumerate(images):
|
|
83
|
+
self.texture_cube.write(face=i, data=data)
|
|
84
|
+
|
|
85
|
+
def set_renderer(self):
|
|
86
|
+
"""
|
|
87
|
+
|
|
88
|
+
"""
|
|
89
|
+
|
|
90
|
+
# Release any existing memory
|
|
91
|
+
if self.vbo: self.vbo.release()
|
|
92
|
+
if self.vao: self.vao.release()
|
|
93
|
+
|
|
94
|
+
# Get the cube vertex data
|
|
95
|
+
vertices = [(-1, -1, 1), ( 1, -1, 1), (1, 1, 1), (-1, 1, 1),
|
|
96
|
+
(-1, 1, -1), (-1, -1, -1), (1, -1, -1), ( 1, 1, -1)]
|
|
97
|
+
|
|
98
|
+
indices = [(0, 2, 3), (0, 1, 2),
|
|
99
|
+
(1, 7, 2), (1, 6, 7),
|
|
100
|
+
(6, 5, 4), (4, 7, 6),
|
|
101
|
+
(3, 4, 5), (3, 5, 0),
|
|
102
|
+
(3, 7, 4), (3, 2, 7),
|
|
103
|
+
(0, 6, 1), (0, 5, 6)]
|
|
104
|
+
|
|
105
|
+
vertex_data = np.array([vertices[ind] for trigangle in indices for ind in trigangle], dtype='f4')
|
|
106
|
+
vertex_data = np.flip(vertex_data, 1).copy(order='C')
|
|
107
|
+
|
|
108
|
+
# Create a renderable vao
|
|
109
|
+
self.vbo = self.ctx.buffer(vertex_data)
|
|
110
|
+
root = self.engine.root
|
|
111
|
+
self.shader = self.engine.shader_handler.add(Shader(self.engine, root + '/shaders/sky.vert', root + '/shaders/sky.frag'))
|
|
112
|
+
self.vao = self.ctx.vertex_array(self.shader.program, [(self.vbo, '3f', 'in_position')], skip_errors=True)
|
|
113
|
+
|
|
114
|
+
def __del__(self):
|
|
115
|
+
"""
|
|
116
|
+
Releases all data used by the skybox
|
|
117
|
+
"""
|
|
118
|
+
|
|
119
|
+
if self.texture_cube: self.texture_cube.release()
|
|
120
|
+
if self.vbo: self.vbo.release()
|
|
121
121
|
if self.vao: self.vao.release()
|