phg-vis 1.2.1__py3-none-any.whl → 1.3.1__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- phg/__init__.py +111 -2
- phg/phg_to_shader.py +433 -0
- phg/pipe_string_phg.py +285 -0
- phg/shader_render.py +425 -0
- phg/vis/GCU.dll +0 -0
- phg/vis/vis.exe +0 -0
- phg/vis/vis.ini +1 -1
- {phg_vis-1.2.1.dist-info → phg_vis-1.3.1.dist-info}/METADATA +124 -8
- phg_vis-1.3.1.dist-info/RECORD +22 -0
- phg_vis-1.2.1.dist-info/RECORD +0 -19
- {phg_vis-1.2.1.dist-info → phg_vis-1.3.1.dist-info}/LICENSE +0 -0
- {phg_vis-1.2.1.dist-info → phg_vis-1.3.1.dist-info}/WHEEL +0 -0
- {phg_vis-1.2.1.dist-info → phg_vis-1.3.1.dist-info}/top_level.txt +0 -0
phg/__init__.py
CHANGED
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@@ -1,4 +1,113 @@
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-
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"""
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PHG - Python Hypergraphics Library
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===================================
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A powerful graphics library for procedural 3D visualization using PHG scripts.
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Main Features:
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- PHG script visualization via vis.exe
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- Shader-based rendering with GLSL conversion
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- Pipe system visualization with world/local coordinate systems
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- Real-time and image rendering capabilities
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Version: 0.2.0
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Author: PanGuoJun
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License: MIT
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"""
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from .visphg import vis, image
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from .shader_render import ShaderRenderer, render_shader
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from .phg_to_shader import PHGToShaderConverter, phg_to_shader
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from .pipe_string_phg import (
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world_pipe_to_phg,
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local_pipe_to_phg,
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world_pipestr_vis,
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local_pipestr_vis
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)
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# Extend ShaderRenderer class to support direct PHG rendering
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class PHGShaderRenderer(ShaderRenderer):
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"""Shader renderer that supports direct PHG rendering"""
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def render_phg(self, phg_script: str, duration=0, interactive=True):
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"""
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Render PHG script
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Parameters:
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phg_script: PHG script code
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duration: Render duration
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interactive: Whether to allow interaction
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Returns:
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success: Whether rendering was successful
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"""
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converter = PHGToShaderConverter()
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shader_code = converter.generate_shader_code(phg_script)
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if not shader_code:
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print("Error: PHG conversion failed")
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return False
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return self.render_shader(shader_code, duration, interactive)
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# Convenience functions
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def render_phg(phg_script: str, width=800, height=600, duration=0, title="PHG Renderer"):
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"""
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Directly render PHG script
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Parameters:
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phg_script: PHG script code
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width: Window width
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height: Window height
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duration: Render duration
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title: Window title
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"""
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renderer = PHGShaderRenderer(width, height, title)
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success = renderer.render_phg(phg_script, duration)
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renderer.close()
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return success
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def convert_phg_to_shader(phg_script: str) -> str:
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"""
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Convert PHG script to GLSL shader code
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Parameters:
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phg_script: PHG script
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Returns:
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shader_code: GLSL shader code
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"""
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return phg_to_shader(phg_script)
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__all__ = [
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# Core visualization functions
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'vis',
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'image',
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# Shader rendering
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'ShaderRenderer',
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'render_shader',
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'render_phg',
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'PHGShaderRenderer',
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# PHG conversion
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'PHGToShaderConverter',
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'phg_to_shader',
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'convert_phg_to_shader',
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# Pipe visualization
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'world_pipe_to_phg',
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'local_pipe_to_phg',
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'world_pipestr_vis',
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'local_pipestr_vis',
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]
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__version__ = "1.3.1"
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__author__ = "PanGuoJun"
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__description__ = "Python Hypergraphics Library"
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-
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# Package initialization information
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print(f"PHG {__version__} - {__description__}")
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print("[OK] Visualization module loaded")
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print("[OK] Shader converter loaded")
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print("[OK] Pipe visualization loaded")
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phg/phg_to_shader.py
ADDED
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@@ -0,0 +1,433 @@
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"""
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phg_to_shader.py
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PHG to Shader Converter Core Library
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"""
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import re
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import math
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from typing import Dict, List, Any, Tuple
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class PHGToShaderConverter:
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"""PHG to Shader converter"""
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def __init__(self):
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self.nodes = {}
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self.geometry_types = {
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'cylinder': 'CYLINDER',
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'sphere': 'SPHERE',
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'cube': 'BOX',
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'box': 'BOX',
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'cone': 'CONE',
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'torus': 'TORUS',
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'plane': 'PLANE'
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}
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self.primitive_count = 0
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def parse_phg(self, phg_script: str) -> Dict[str, Any]:
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"""Parse PHG script and extract node information"""
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# Remove comments
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phg_clean = re.sub(r'#.*$', '', phg_script, flags=re.MULTILINE)
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# Extract node definitions
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node_pattern = r'(\w+)\s*\{([^}]*)\}'
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nodes = {}
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for match in re.finditer(node_pattern, phg_clean):
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node_name = match.group(1)
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node_content = match.group(2)
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# Parse node properties
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properties = self._parse_node_properties(node_content)
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nodes[node_name] = properties
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return nodes
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def _parse_node_properties(self, content: str) -> Dict[str, Any]:
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"""Parse node properties"""
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properties = {}
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# Property pattern: property:value1,value2;
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prop_pattern = r'(\w+):([^;]+);'
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for match in re.finditer(prop_pattern, content):
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prop_name = match.group(1)
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prop_value = match.group(2).strip()
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# Handle different property types
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if prop_name == 'md':
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# Geometry definition
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properties['geometry'] = self._parse_geometry(prop_value)
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elif prop_name in ['xyz', 'sxyz', 'hpr', 'rot']:
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# Vector values
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properties[prop_name] = self._parse_vector(prop_value)
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elif prop_name in ['x', 'y', 'z', 'rx', 'ry', 'rz', 's']:
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# Scalar values
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properties[prop_name] = float(prop_value)
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elif prop_name == 'rgb':
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# Color values
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properties['color'] = self._parse_color(prop_value)
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return properties
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def _parse_geometry(self, geom_str: str) -> Dict[str, Any]:
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"""Parse geometry definition"""
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parts = geom_str.strip().split()
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if not parts:
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return {}
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geom_type = parts[0]
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geometry = {'type': geom_type}
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try:
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if geom_type == 'cylinder':
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geometry['radius'] = float(parts[1])
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geometry['height'] = float(parts[2])
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elif geom_type == 'sphere':
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geometry['radius'] = float(parts[1])
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elif geom_type == 'cube':
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geometry['size'] = [float(parts[1])] * 3
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elif geom_type == 'box':
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if len(parts) >= 4:
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geometry['size'] = [float(parts[1]), float(parts[2]), float(parts[3])]
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else:
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geometry['size'] = [1.0, 1.0, 1.0]
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elif geom_type == 'cone':
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geometry['radius1'] = float(parts[1])
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geometry['radius2'] = float(parts[2]) if len(parts) > 2 else 0.0
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geometry['height'] = float(parts[3]) if len(parts) > 3 else 1.0
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elif geom_type == 'torus':
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geometry['radius1'] = float(parts[1])
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geometry['radius2'] = float(parts[2]) if len(parts) > 2 else 0.3
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elif geom_type == 'plane':
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geometry['normal'] = [float(parts[1]), float(parts[2]), float(parts[3])] if len(parts) > 3 else [0, 1, 0]
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except (IndexError, ValueError):
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print(f"Warning: Geometry parameter parsing error: {geom_str}")
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return geometry
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def _parse_vector(self, vec_str: str) -> List[float]:
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"""Parse vector values"""
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try:
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return [float(x.strip()) for x in vec_str.split(',')]
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except ValueError:
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return [0.0, 0.0, 0.0]
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def _parse_color(self, color_str: str) -> List[float]:
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"""Parse color values and normalize to 0-1"""
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try:
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rgb = [float(x.strip()) for x in color_str.split(',')]
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return [c / 255.0 for c in rgb]
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except ValueError:
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return [0.7, 0.7, 0.7]
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def geometry_to_sdf_params(self, geometry: Dict[str, Any], transform: Dict[str, Any]) -> List[str]:
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"""Convert geometry to SDF parameter array"""
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geom_type = geometry.get('type', 'sphere')
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color = transform.get('color', [0.7, 0.7, 0.7])
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position = transform.get('xyz', [0, 0, 0])
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# Determine SDF type
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sdf_type = self.geometry_types.get(geom_type, 'SPHERE')
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params = []
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# params[0]: position + type
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params.append(f"vec4({position[0]:.3f}, {position[1]:.3f}, {position[2]:.3f}, float({sdf_type}))")
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# params[1]: size parameters
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if geom_type == 'cylinder':
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radius = geometry.get('radius', 1.0)
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height = geometry.get('height', 2.0)
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params.append(f"vec4({radius:.3f}, {height:.3f}, 0.0, 0.0)")
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elif geom_type == 'sphere':
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radius = geometry.get('radius', 1.0)
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params.append(f"vec4({radius:.3f}, 0.0, 0.0, 0.0)")
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elif geom_type in ['cube', 'box']:
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size = geometry.get('size', [1.0, 1.0, 1.0])
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params.append(f"vec4({size[0]:.3f}, {size[1]:.3f}, {size[2]:.3f}, 0.0)")
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elif geom_type == 'cone':
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r1 = geometry.get('radius1', 1.0)
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r2 = geometry.get('radius2', 0.0)
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h = geometry.get('height', 2.0)
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params.append(f"vec4({r1:.3f}, {h:.3f}, {r2:.3f}, 0.0)")
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elif geom_type == 'torus':
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r1 = geometry.get('radius1', 1.0)
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r2 = geometry.get('radius2', 0.3)
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params.append(f"vec4({r1:.3f}, {r2:.3f}, 0.0, 0.0)")
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elif geom_type == 'plane':
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normal = geometry.get('normal', [0, 1, 0])
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params.append(f"vec4({normal[0]:.1f}, {normal[1]:.1f}, {normal[2]:.1f}, 0.0)")
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else:
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params.append("vec4(1.0, 0.0, 0.0, 0.0)")
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# params[2]: rotation/direction
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rotation = transform.get('hpr', transform.get('rot', [0, 0, 0]))
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params.append(f"vec4({rotation[0]:.1f}, {rotation[1]:.1f}, {rotation[2]:.1f}, 0.0)")
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# params[3]: color
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params.append(f"vec4({color[0]:.3f}, {color[1]:.3f}, {color[2]:.3f}, 0.0)")
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return params
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def generate_shader_code(self, phg_script: str) -> str:
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"""Generate complete GLSL shader code"""
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self.nodes = self.parse_phg(phg_script)
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# Collect all geometries
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primitives = []
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for node_name, properties in self.nodes.items():
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if 'geometry' in properties:
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primitives.append((node_name, properties))
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self.primitive_count = len(primitives)
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if self.primitive_count == 0:
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return self._create_empty_shader()
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# Generate shader code
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shader_code = self._create_shader_template()
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+
shader_code = self._insert_primitives(shader_code, primitives)
|
|
191
|
+
|
|
192
|
+
return shader_code
|
|
193
|
+
|
|
194
|
+
def _create_empty_shader(self) -> str:
|
|
195
|
+
"""Create shader for empty scene"""
|
|
196
|
+
return """
|
|
197
|
+
#version 330 core
|
|
198
|
+
out vec4 fragColor;
|
|
199
|
+
uniform float time;
|
|
200
|
+
uniform vec2 resolution;
|
|
201
|
+
uniform vec2 mouse;
|
|
202
|
+
uniform vec3 cameraPosition;
|
|
203
|
+
uniform vec3 cameraTarget;
|
|
204
|
+
uniform vec3 cameraUp;
|
|
205
|
+
uniform float cameraFov;
|
|
206
|
+
|
|
207
|
+
void main() {
|
|
208
|
+
vec2 uv = gl_FragCoord.xy / resolution.xy;
|
|
209
|
+
vec3 color = vec3(0.1, 0.2, 0.4);
|
|
210
|
+
fragColor = vec4(color, 1.0);
|
|
211
|
+
}
|
|
212
|
+
"""
|
|
213
|
+
|
|
214
|
+
def _create_shader_template(self) -> str:
|
|
215
|
+
"""Create shader template with camera support"""
|
|
216
|
+
return """
|
|
217
|
+
#version 330 core
|
|
218
|
+
out vec4 fragColor;
|
|
219
|
+
|
|
220
|
+
uniform float time;
|
|
221
|
+
uniform vec2 resolution;
|
|
222
|
+
uniform vec2 mouse;
|
|
223
|
+
uniform vec3 cameraPosition;
|
|
224
|
+
uniform vec3 cameraTarget;
|
|
225
|
+
uniform vec3 cameraUp;
|
|
226
|
+
uniform float cameraFov;
|
|
227
|
+
|
|
228
|
+
#define MAX_STEPS 100
|
|
229
|
+
#define MAX_DIST 200.0
|
|
230
|
+
#define SURF_DIST 0.001
|
|
231
|
+
|
|
232
|
+
// Primitive type enum
|
|
233
|
+
#define SPHERE 0
|
|
234
|
+
#define BOX 1
|
|
235
|
+
#define CYLINDER 2
|
|
236
|
+
#define TORUS 3
|
|
237
|
+
#define PLANE 4
|
|
238
|
+
#define CONE 5
|
|
239
|
+
|
|
240
|
+
// Primitive parameter definitions
|
|
241
|
+
{primitive_definitions}
|
|
242
|
+
|
|
243
|
+
// SDF function definitions
|
|
244
|
+
float sdfSphere(vec3 p, vec4 params) {
|
|
245
|
+
return length(p) - params.x;
|
|
246
|
+
}
|
|
247
|
+
|
|
248
|
+
float sdfBox(vec3 p, vec4 params) {
|
|
249
|
+
vec3 b = params.xyz;
|
|
250
|
+
vec3 q = abs(p) - b;
|
|
251
|
+
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
|
|
252
|
+
}
|
|
253
|
+
|
|
254
|
+
float sdfCylinder(vec3 p, vec4 params) {
|
|
255
|
+
vec2 d = abs(vec2(length(p.xz), p.y)) - vec2(params.x, params.y);
|
|
256
|
+
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
|
|
257
|
+
}
|
|
258
|
+
|
|
259
|
+
float sdfTorus(vec3 p, vec4 params) {
|
|
260
|
+
vec2 q = vec2(length(p.xz) - params.x, p.y);
|
|
261
|
+
return length(q) - params.y;
|
|
262
|
+
}
|
|
263
|
+
|
|
264
|
+
float sdfPlane(vec3 p, vec4 params) {
|
|
265
|
+
return dot(p, normalize(params.xyz));
|
|
266
|
+
}
|
|
267
|
+
|
|
268
|
+
float sdfCone(vec3 p, vec4 params) {
|
|
269
|
+
// params.x = base radius, params.y = height, params.z = top radius
|
|
270
|
+
vec2 q = vec2(length(p.xz), -p.y);
|
|
271
|
+
float d = length(q);
|
|
272
|
+
float angle = atan(params.z - params.x, params.y);
|
|
273
|
+
float c = cos(angle);
|
|
274
|
+
float s = sin(angle);
|
|
275
|
+
return max(dot(q, vec2(c, s)), -p.y - params.y);
|
|
276
|
+
}
|
|
277
|
+
|
|
278
|
+
// Unified SDF dispatcher function
|
|
279
|
+
float mapPrimitive(vec3 p, vec4 params[4]) {
|
|
280
|
+
int type = int(params[0].w);
|
|
281
|
+
|
|
282
|
+
if (type == SPHERE) return sdfSphere(p - params[0].xyz, params[1]);
|
|
283
|
+
if (type == BOX) return sdfBox(p - params[0].xyz, params[1]);
|
|
284
|
+
if (type == CYLINDER) return sdfCylinder(p - params[0].xyz, params[1]);
|
|
285
|
+
if (type == TORUS) return sdfTorus(p - params[0].xyz, params[1]);
|
|
286
|
+
if (type == PLANE) return sdfPlane(p - params[0].xyz, params[1]);
|
|
287
|
+
if (type == CONE) return sdfCone(p - params[0].xyz, params[1]);
|
|
288
|
+
|
|
289
|
+
return 1000.0;
|
|
290
|
+
}
|
|
291
|
+
|
|
292
|
+
// Scene SDF
|
|
293
|
+
float mapScene(vec3 p) {
|
|
294
|
+
float minDist = 1000.0;
|
|
295
|
+
|
|
296
|
+
{primitive_calls}
|
|
297
|
+
|
|
298
|
+
return minDist;
|
|
299
|
+
}
|
|
300
|
+
|
|
301
|
+
// Normal calculation
|
|
302
|
+
vec3 calculateNormal(vec3 p) {
|
|
303
|
+
vec2 e = vec2(0.001, 0.0);
|
|
304
|
+
return normalize(vec3(
|
|
305
|
+
mapScene(p + e.xyy) - mapScene(p - e.xyy),
|
|
306
|
+
mapScene(p + e.yxy) - mapScene(p - e.yxy),
|
|
307
|
+
mapScene(p + e.yyx) - mapScene(p - e.yyx)
|
|
308
|
+
));
|
|
309
|
+
}
|
|
310
|
+
|
|
311
|
+
// Ray marching
|
|
312
|
+
float rayMarch(vec3 ro, vec3 rd) {
|
|
313
|
+
float depth = 0.0;
|
|
314
|
+
|
|
315
|
+
for (int i = 0; i < MAX_STEPS; i++) {
|
|
316
|
+
vec3 p = ro + depth * rd;
|
|
317
|
+
float dist = mapScene(p);
|
|
318
|
+
depth += dist;
|
|
319
|
+
|
|
320
|
+
if (dist < SURF_DIST || depth > MAX_DIST) break;
|
|
321
|
+
}
|
|
322
|
+
|
|
323
|
+
return depth;
|
|
324
|
+
}
|
|
325
|
+
|
|
326
|
+
// Get hit object color
|
|
327
|
+
vec3 getObjectColor(vec3 p) {
|
|
328
|
+
float minDist = 1000.0;
|
|
329
|
+
vec3 color = vec3(0.5);
|
|
330
|
+
|
|
331
|
+
{color_calls}
|
|
332
|
+
|
|
333
|
+
return color;
|
|
334
|
+
}
|
|
335
|
+
|
|
336
|
+
// Calculate camera ray direction using camera uniforms
|
|
337
|
+
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, vec3 camUp, float fov) {
|
|
338
|
+
vec3 forward = normalize(camTarget - camPos);
|
|
339
|
+
vec3 right = normalize(cross(forward, camUp));
|
|
340
|
+
vec3 up = normalize(cross(right, forward));
|
|
341
|
+
|
|
342
|
+
float tanFov = tan(radians(fov) * 0.5);
|
|
343
|
+
vec3 rayDir = normalize(forward + right * uv.x * tanFov * (resolution.x / resolution.y) + up * uv.y * tanFov);
|
|
344
|
+
|
|
345
|
+
return rayDir;
|
|
346
|
+
}
|
|
347
|
+
|
|
348
|
+
void main() {
|
|
349
|
+
vec2 uv = (gl_FragCoord.xy - 0.5 * resolution.xy) / resolution.y;
|
|
350
|
+
|
|
351
|
+
// Use camera uniforms from Python for ray direction
|
|
352
|
+
vec3 ro = cameraPosition;
|
|
353
|
+
vec3 rd = getCameraRay(uv, cameraPosition, cameraTarget, cameraUp, cameraFov);
|
|
354
|
+
|
|
355
|
+
// Ray marching
|
|
356
|
+
float dist = rayMarch(ro, rd);
|
|
357
|
+
|
|
358
|
+
// Shading
|
|
359
|
+
vec3 color = vec3(0.1, 0.2, 0.4);
|
|
360
|
+
|
|
361
|
+
if (dist < MAX_DIST) {
|
|
362
|
+
vec3 p = ro + rd * dist;
|
|
363
|
+
vec3 normal = calculateNormal(p);
|
|
364
|
+
vec3 objColor = getObjectColor(p);
|
|
365
|
+
|
|
366
|
+
// Simple lighting
|
|
367
|
+
vec3 lightDir = normalize(vec3(1.0, 3.0, 2.0));
|
|
368
|
+
float diff = max(dot(normal, lightDir), 0.2);
|
|
369
|
+
|
|
370
|
+
color = objColor * diff;
|
|
371
|
+
|
|
372
|
+
// Add some ambient occlusion
|
|
373
|
+
float ao = 1.0 - (1.0 / (1.0 + dist * 0.1));
|
|
374
|
+
color *= ao;
|
|
375
|
+
}
|
|
376
|
+
|
|
377
|
+
fragColor = vec4(color, 1.0);
|
|
378
|
+
}
|
|
379
|
+
"""
|
|
380
|
+
|
|
381
|
+
def _insert_primitives(self, template: str, primitives: List[Tuple[str, Dict]]) -> str:
|
|
382
|
+
"""Insert primitive definitions and call code"""
|
|
383
|
+
primitive_definitions = []
|
|
384
|
+
primitive_calls = []
|
|
385
|
+
color_calls = []
|
|
386
|
+
|
|
387
|
+
for i, (node_name, properties) in enumerate(primitives):
|
|
388
|
+
geometry = properties['geometry']
|
|
389
|
+
params = self.geometry_to_sdf_params(geometry, properties)
|
|
390
|
+
|
|
391
|
+
# Generate primitive parameter definitions
|
|
392
|
+
primitive_definitions.append(f"// {node_name}")
|
|
393
|
+
for j, param in enumerate(params):
|
|
394
|
+
primitive_definitions.append(f"vec4 prim_{i}_{j} = {param};")
|
|
395
|
+
primitive_definitions.append("")
|
|
396
|
+
|
|
397
|
+
# Generate SDF calls
|
|
398
|
+
primitive_calls.append(f" // {node_name}")
|
|
399
|
+
primitive_calls.append(f" vec4 prim_{i}[4] = vec4[4](prim_{i}_0, prim_{i}_1, prim_{i}_2, prim_{i}_3);")
|
|
400
|
+
primitive_calls.append(f" float dist_{i} = mapPrimitive(p, prim_{i});")
|
|
401
|
+
primitive_calls.append(f" minDist = min(minDist, dist_{i});")
|
|
402
|
+
primitive_calls.append("")
|
|
403
|
+
|
|
404
|
+
# Generate color calls
|
|
405
|
+
color_calls.append(f" // {node_name}")
|
|
406
|
+
color_calls.append(f" vec4 color_prim_{i}[4] = vec4[4](prim_{i}_0, prim_{i}_1, prim_{i}_2, prim_{i}_3);")
|
|
407
|
+
color_calls.append(f" float color_dist_{i} = mapPrimitive(p, color_prim_{i});")
|
|
408
|
+
color_calls.append(f" if (color_dist_{i} < SURF_DIST && color_dist_{i} < minDist) {{")
|
|
409
|
+
color_calls.append(f" minDist = color_dist_{i};")
|
|
410
|
+
color_calls.append(f" color = prim_{i}_3.xyz;")
|
|
411
|
+
color_calls.append(f" }}")
|
|
412
|
+
color_calls.append("")
|
|
413
|
+
|
|
414
|
+
# Replace placeholders in template
|
|
415
|
+
shader_code = template.replace("{primitive_definitions}", "\n".join(primitive_definitions))
|
|
416
|
+
shader_code = shader_code.replace("{primitive_calls}", "\n".join(primitive_calls))
|
|
417
|
+
shader_code = shader_code.replace("{color_calls}", "\n".join(color_calls))
|
|
418
|
+
|
|
419
|
+
return shader_code
|
|
420
|
+
|
|
421
|
+
# Convenient conversion function
|
|
422
|
+
def phg_to_shader(phg_script: str) -> str:
|
|
423
|
+
"""
|
|
424
|
+
Convert PHG script to GLSL shader code
|
|
425
|
+
|
|
426
|
+
Args:
|
|
427
|
+
phg_script: PHG script string
|
|
428
|
+
|
|
429
|
+
Returns:
|
|
430
|
+
shader_code: GLSL shader code
|
|
431
|
+
"""
|
|
432
|
+
converter = PHGToShaderConverter()
|
|
433
|
+
return converter.generate_shader_code(phg_script)
|