[1198] | 1 | from gui.visual.loader import Loader
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| 2 | from gui.visual.worldShader import WorldShader
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| 3 | from gui.visual.staticShader import StaticShader
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| 4 | from gui.visual.camera import Camera
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| 5 | from gui.visual.objLoader import OBJLoader
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| 6 | import OpenGL.GL as gl
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| 7 | from typing import Tuple, List
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| 8 | import numpy as np
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| 9 | import re
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| 10 | import glm
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| 11 |
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| 12 | class WorldRenderer:
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| 13 | WORLD_Z_OFFSET = -0.2
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| 14 |
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| 15 | def __init__(self, loader: Loader, projectionMatrix, staticShader: StaticShader) -> None:
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| 16 | self.shader = WorldShader()
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| 17 | self._createWater(loader)
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| 18 | self.staticShader: StaticShader = staticShader
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| 19 |
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| 20 | self.fence = OBJLoader.loadOBJ("gui/res/obj/fence-element.obj", "gui/res/img/wood.png", loader)
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| 21 | self.teleport = OBJLoader.loadOBJ("gui/res/obj/teleport.obj", "gui/res/img/teleportglow.png", loader)
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| 22 |
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| 23 | self.boundary: List[Tuple[glm.vec3, float]] = []
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| 24 | self.worldType = 0
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| 25 | self.worldSize = 20
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| 26 | self.worldBoundaries = 0
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| 27 | self.z_offset = 0
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| 28 |
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| 29 | self.shader.start()
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| 30 | self.loadProjectionMatrix(projectionMatrix)
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| 31 | self.shader.stop()
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| 32 |
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| 33 | def render(self, camera: Camera):
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| 34 | if hasattr(self, "plane"):
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| 35 | self.shader.start()
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| 36 | self.shader.loadViewMatrix(camera)
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| 37 | self.shader.loadMode(0)
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| 38 | gl.glEnable(gl.GL_BLEND)
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| 39 | gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
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| 40 |
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| 41 | #render world plane
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| 42 | gl.glBindVertexArray(self.plane.vaoID)
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| 43 | gl.glEnableVertexAttribArray(0)
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| 44 | gl.glDrawArrays(gl.GL_TRIANGLES, 0, int(self.plane.vertexCount))
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| 45 | gl.glDisableVertexAttribArray(0)
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| 46 | gl.glBindVertexArray(0)
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| 47 |
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| 48 | #render water plane
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| 49 | gl.glBindVertexArray(self.water.vaoID)
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| 50 | gl.glEnableVertexAttribArray(0)
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| 51 | gl.glEnableVertexAttribArray(1)
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| 52 | self.shader.loadMode(1)
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| 53 | gl.glDrawArrays(gl.GL_TRIANGLES, 0, int(self.water.vertexCount))
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| 54 | gl.glDisableVertexAttribArray(0)
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| 55 | gl.glBindVertexArray(0)
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| 56 | gl.glBindVertexArray(1)
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| 57 |
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| 58 | gl.glDisable(gl.GL_BLEND)
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| 59 |
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| 60 | #render bounds
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| 61 | self.renderBounds()
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| 62 |
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| 63 | self.shader.stop()
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| 64 |
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| 65 | def loadProjectionMatrix(self, projectionMatrix):
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| 66 | self.shader.loadProjectionMatrix(projectionMatrix)
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| 67 |
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| 68 | def reloadWorld(self, loader: Loader, worldType: int, simType: int, worldSize: float, worldMap: str, worldBoundaries: int, worldWaterLevel: float):
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| 69 | self.worldType = worldType
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| 70 | self.worldSize = worldSize
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| 71 | self.worldBoundaries = worldBoundaries
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| 72 |
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| 73 | if simType == 0:
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| 74 | self.z_offset = self.WORLD_Z_OFFSET
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| 75 | else:
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| 76 | self.z_offset = 0
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| 77 |
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| 78 | v = self._loadQuads(worldMap)
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| 79 | self.plane = loader.loadToVao1(v, len(v) / 3)
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| 80 | self.shader.start()
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| 81 | self.shader.loadWorldSize(worldSize)
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| 82 | self.shader.loadWaterLevel(worldWaterLevel + self.z_offset)
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| 83 | self.shader.stop()
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| 84 |
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| 85 | if worldBoundaries == 1:
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| 86 | self._addFence()
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| 87 | elif worldBoundaries == 2:
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| 88 | self._addTeleport()
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| 89 |
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| 90 | def _createBlock(self, p1: Tuple[float, float, float], p2: Tuple[float, float, float],
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| 91 | p3: Tuple[float, float, float], p4: Tuple[float, float, float]) -> List[float]:
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| 92 | vertices = []
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| 93 | vertices.append(p1[0])
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| 94 | vertices.append(p1[1])
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| 95 | vertices.append(p1[2])
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| 96 |
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| 97 | vertices.append(p2[0])
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| 98 | vertices.append(p2[1])
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| 99 | vertices.append(p2[2])
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| 100 |
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| 101 | vertices.append(p3[0])
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| 102 | vertices.append(p3[1])
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| 103 | vertices.append(p3[2])
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| 104 |
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| 105 | vertices.append(p1[0])
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| 106 | vertices.append(p1[1])
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| 107 | vertices.append(p1[2])
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| 108 |
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| 109 | vertices.append(p3[0])
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| 110 | vertices.append(p3[1])
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| 111 | vertices.append(p3[2])
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| 112 |
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| 113 | vertices.append(p4[0])
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| 114 | vertices.append(p4[1])
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| 115 | vertices.append(p4[2])
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| 116 |
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| 117 | return vertices
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| 118 |
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| 119 | def _createColorsForBlock(self, color: Tuple[float, float, float]) -> List[float]:
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| 120 | return [color[0], color[1], color[2]] * 6
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| 121 |
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| 122 | def _createWater(self, loader: Loader):
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| 123 | vertices = self._createBlock((0,0,-0.01), (1,0,-0.01), (1,1,-0.01), (0,1,-0.01))
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| 124 | colors = self._createColorsForBlock((0,0,1))
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| 125 |
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| 126 | self.water = loader.loadToVao2(vertices, colors, len(vertices) / 3)
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| 127 |
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| 128 | def _loadQuads(self, a: str):
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| 129 | points = []
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| 130 | indices = []
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| 131 | lines = a.splitlines()
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| 132 | self.primitive = None
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| 133 |
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| 134 | for line in lines:
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| 135 | if line[0] == 'v':
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| 136 | v = line.split()
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| 137 | points.append((float(v[1]), float(v[2]), float(v[3]) + self.z_offset))
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| 138 | elif line[0] == 'f':
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| 139 | f = line.split()
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| 140 | if len(f) == 4:
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| 141 | indices.append(int(f[1]))
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| 142 | indices.append(int(f[2]))
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| 143 | indices.append(int(f[3]))
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| 144 | elif len(f) == 5:
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| 145 | indices.append(int(f[1]))
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| 146 | indices.append(int(f[2]))
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| 147 | indices.append(int(f[3]))
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| 148 |
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| 149 | indices.append(int(f[1]))
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| 150 | indices.append(int(f[3]))
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| 151 | indices.append(int(f[4]))
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| 152 |
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| 153 | vertices = []
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| 154 | for i in indices:
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| 155 | vertices.append(points[i-1][0])
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| 156 | vertices.append(points[i-1][1])
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| 157 | vertices.append(points[i-1][2])
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| 158 |
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| 159 | return vertices
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| 160 |
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| 161 | def renderBounds(self):
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| 162 | if self.worldBoundaries == 1:
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| 163 | self.staticShader.start()
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| 164 | gl.glBindVertexArray(self.fence.rawModel.vaoID)
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| 165 | gl.glEnableVertexAttribArray(0)
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| 166 | gl.glEnableVertexAttribArray(1)
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| 167 | gl.glActiveTexture(gl.GL_TEXTURE0)
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| 168 | gl.glBindTexture(gl.GL_TEXTURE_2D, self.fence.texture.id)
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| 169 | self.staticShader.loadTextureOn(True)
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| 170 |
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| 171 | for b in self.boundary:
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| 172 | matrix = glm.mat4(1)
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| 173 | matrix = glm.translate(matrix, b[0])
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| 174 | matrix = glm.rotate(matrix, 3.14/2, glm.vec3(1,0,0))
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| 175 | matrix = glm.rotate(matrix, b[1], glm.vec3(0,1,0))
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| 176 | self.staticShader.loadTransformationMatrix(matrix)
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| 177 | gl.glDrawArrays(gl.GL_TRIANGLES, 0, int(self.fence.rawModel.vertexCount))
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| 178 |
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| 179 | self.staticShader.stop()
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| 180 | elif self.worldBoundaries == 2:
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| 181 | self.staticShader.start()
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| 182 | gl.glBindVertexArray(self.teleport.rawModel.vaoID)
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| 183 | gl.glEnableVertexAttribArray(0)
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| 184 | gl.glEnableVertexAttribArray(1)
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| 185 | gl.glActiveTexture(gl.GL_TEXTURE0)
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| 186 | gl.glBindTexture(gl.GL_TEXTURE_2D, self.teleport.texture.id)
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| 187 |
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| 188 | for b in self.boundary:
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| 189 | matrix = glm.mat4(1)
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| 190 | matrix = glm.translate(matrix, b[0])
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| 191 | matrix = glm.rotate(matrix, 3.14/2, glm.vec3(1,0,0))
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| 192 | matrix = glm.rotate(matrix, b[1], glm.vec3(0,1,0))
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| 193 | self.staticShader.loadTransformationMatrix(matrix)
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| 194 | gl.glDrawArrays(gl.GL_TRIANGLES, 0, int(self.teleport.rawModel.vertexCount))
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| 195 |
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| 196 | self.staticShader.stop()
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| 197 |
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| 198 | gl.glDisableVertexAttribArray(0)
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| 199 | gl.glDisableVertexAttribArray(1)
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| 200 | gl.glBindVertexArray(0)
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| 201 |
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| 202 | def _addFence(self):
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| 203 | i = 0
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| 204 | self.boundary.clear()
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| 205 | while i < self.worldSize / 2:
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| 206 | self.boundary.append((glm.vec3(i * 2, 0, self.z_offset), 0))
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| 207 | self.boundary.append((glm.vec3(i * 2, self.worldSize, self.z_offset), 0))
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| 208 | self.boundary.append((glm.vec3(0, i * 2, self.z_offset), glm.radians(90)))
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| 209 | self.boundary.append((glm.vec3(self.worldSize, i * 2, self.z_offset), glm.radians(90)))
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| 210 | i += 1
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| 211 |
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| 212 | def _addTeleport(self):
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| 213 | i = 0
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| 214 | self.boundary.clear()
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| 215 | while i < self.worldSize / 3:
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| 216 | self.boundary.append((glm.vec3(i * 3, 0, self.z_offset), 0))
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| 217 | self.boundary.append((glm.vec3(i * 3, self.worldSize, self.z_offset), 0))
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| 218 | self.boundary.append((glm.vec3(0, i * 3, self.z_offset), glm.radians(-90)))
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| 219 | self.boundary.append((glm.vec3(self.worldSize, i * 3, self.z_offset), glm.radians(-90)))
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| 220 | i += 1
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