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model.py
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model.py
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import numpy as np
import glm
import pygame as pg
class Cube:
def __init__(self, app):
self.app = app
self.ctx = app.ctx
self.ver_buf_obj = self.get_vertex_buffer_object()
self.shader_program = self.get_shader_program('default')
self.ver_arr_obj = self.get_vertex_array_objects()
self.matrix_model = self.get_model_matrix()
self.texture = self.get_texture(path='textures/wood.png')
self.on_init()
def get_texture(self, path):
texture = pg.image.load(path).convert()
texture = pg.transform.flip(texture, flip_x=False, flip_y=True)
texture = self.ctx.texture(size=texture.get_size(), components=3,
data=pg.image.tostring(texture, 'RGB'))
return texture
def update(self):
matrix_model = glm.rotate(self.matrix_model, self.app.time * 0.5, glm.vec3(0, 1, 0))
self.shader_program['matrix_model'].write(matrix_model)
self.shader_program['matrix_view'].write(self.app.camera.matrix_view)
self.shader_program['camPos'].write(self.app.camera.position)
def get_model_matrix(self):
matrix_model = glm.mat4()
return matrix_model
def on_init(self):
# light
self.shader_program['light.position'].write(self.app.light.position)
self.shader_program['light.Ia'].write(self.app.light.Ia)
self.shader_program['light.Id'].write(self.app.light.Id)
self.shader_program['light.Is'].write(self.app.light.Is)
# texture
self.shader_program['u_texture_0'] = 0
self.texture.use()
# mvp
self.shader_program['matrix_projection'].write(self.app.camera.matrix_projection)
self.shader_program['matrix_view'].write(self.app.camera.matrix_view)
self.shader_program['matrix_model'].write(self.matrix_model)
def get_vertex_array_objects(self):
ver_arr_obj = self.ctx.vertex_array(self.shader_program, [
(self.ver_buf_obj, '2f 3f 3f', 'in_texcoord_0', 'in_normal', 'in_position')
])
return ver_arr_obj
def render(self):
self.update()
self.ver_arr_obj.render()
def destroy(self):
self.ver_buf_obj.release()
self.shader_program.release()
self.ver_arr_obj.release()
def get_vertex_data(self):
vectices = [
(-1, -1, 1), (1, -1, 1), (1, 1, 1),(-1, 1, 1),
(-1, 1, -1), (-1, -1, -1), (1, -1, -1), (1, 1, -1),
]
faces = [
(0, 2, 3), (0, 1, 2),
(1, 7, 2), (1, 6, 7),
(6, 5, 4), (4, 7 ,6),
(3, 4, 5), (3, 5, 0),
(3, 7, 4), (3, 2, 7),
(0, 6, 1), (0, 5, 6)
]
vertex_data = self.get_data(vectices, faces)
texture_coord = [(0,0), (1,0), (1,1), (0,1)]
texture_coord_faces= [
(0, 2, 3), (0, 1, 2),
(0, 2, 3), (0, 1, 2),
(0, 1, 2), (2, 3, 0),
(2, 3, 0), (2, 0, 1),
(0, 2, 3), (0, 1, 2),
(3, 1, 2), (3, 0, 1),
]
texture_coord_data = self.get_data(texture_coord, texture_coord_faces)
normals = [
(0, 0, 1) * 6,
(1, 0, 0) * 6,
(0, 0, -1) * 6,
(-1, 0, 0) * 6,
(0, 1, 0) * 6,
(0, -1, 0) * 6
]
normals = np.array(normals, dtype='f4').reshape(36, 3)
vertex_data = np.hstack([normals, vertex_data])
vertex_data = np.hstack([texture_coord_data, vertex_data])
return vertex_data
@staticmethod
def get_data(vertices, faces):
data = [vertices[index] for triangle in faces for index in triangle]
return np.array(data, dtype='f4')
def get_vertex_buffer_object(self):
vertex_data = self.get_vertex_data()
ver_buf_obj = self.ctx.buffer(vertex_data)
return ver_buf_obj
def get_shader_program(self, shader_name):
with open(f'shaders/{shader_name}.vert') as file:
vertex_shader = file.read()
with open(f'shaders/{shader_name}.frag') as file:
fragment_shader = file.read()
program = self.ctx.program(
vertex_shader=vertex_shader,
fragment_shader=fragment_shader,
)
return program