roar/ENNToolGLCanvasPanel.py
Lucio Andrés Illanes Albornoz e656f549ff Initial text support implementation, pt. III.
Generate TTF texture ad hoc.
2018-07-02 22:49:43 +02:00

202 lines
8.2 KiB
Python

#!/usr/bin/env python3
#
# ENNTool -- mIRC art animation tool (for EFnet #MiRCART) (WIP)
# Copyright (c) 2018 Lucio Andrés Illanes Albornoz <lucio@lucioillanes.de>
# This project is licensed under the terms of the MIT license.
#
# References:
# Wed, 27 Jun 2018 16:02:10 +0200 [1] <https://www.opengl.org/discussion_boards/showthread.php/125843-default-camera?p=954801&viewfull=1#post954801>
# Wed, 27 Jun 2018 16:02:11 +0200 [2] <https://www.opengl.org/discussion_boards/showthread.php/167808-2D-texture-problem-lines-between-textures>
# Wed, 27 Jun 2018 16:02:12 +0200 [3] <https://www.khronos.org/opengl/wiki/How_lighting_works#Good_Settings.>
# Wed, 27 Jun 2018 16:02:13 +0200 [4] <https://www.khronos.org/opengl/wiki/Common_Mistakes>
# Wed, 27 Jun 2018 16:02:14 +0200 [5] <https://www.khronos.org/opengl/wiki/Pixel_Transfer#Pixel_layout>
# Thu, 28 Jun 2018 18:32:50 +0200 [6] <https://stackoverflow.com/questions/18935203/shader-position-vec4-or-vec3>
#
from OpenGL.GL import *
from OpenGL.GL import shaders
import cv2, numpy
import ctypes, os, sys, time
import wx, wx.glcanvas
from ENNToolMiRCARTColours import ENNToolMiRCARTColoursFloat
class ENNToolGLCanvasPanel(wx.glcanvas.GLCanvas, wx.Panel):
"""XXX"""
# {{{ initOpenGL(self): XXX
def initOpenGL(self):
self.glContext = wx.glcanvas.GLContext(self)
self.SetCurrent(self.glContext)
# [1]
glViewport(0, 0, *self.curSize)
glMatrixMode(GL_PROJECTION)
glLoadIdentity(); glFrustum(-1, 1, -1, 1, 1, 100);
glMatrixMode(GL_MODELVIEW)
glEnable(GL_DEPTH_TEST)
glClearColor(0, 0, 0, 1); glClearDepth(1);
glTranslatef(-5.0, 3.0, -5)
# }}}
# {{{ initShaders(self): XXX
def initShaders(self):
fs = shaders.compileShader("""
#version 330 core
in vec4 bgColour;
in vec2 fgTexCoord;
uniform sampler2D texture;
void main() {
vec4 texel = texture2D(texture, fgTexCoord);
gl_FragColor = vec4(texel.r, texel.g, texel.b, 1.0);
}
""", GL_FRAGMENT_SHADER)
vs = shaders.compileShader("""
#version 330 core
layout(location = 0) in vec4 vertex;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec4 colour;
layout(location = 3) in vec2 texcoord;
out vec4 bgColour;
out vec2 fgTexCoord;
uniform mat4 model;
uniform mat4 projection;
void main() {
gl_Position = projection * model * vertex;
bgColour = colour;
fgTexCoord = texcoord;
}
""", GL_VERTEX_SHADER)
self.shader = shaders.compileProgram(vs, fs)
# }}}
# {{{ initVideoWriter(self): XXX
def initVideoWriter(self, fourcc="XVID", fps=25):
fourcc = cv2.VideoWriter_fourcc(*list(fourcc))
self.videoWriter = cv2.VideoWriter(self.videoPath, fourcc, fps, (self.width, self.height), True)
# }}}
# {{{ renderFrame(self, artTextureId, artVbo, artVboLen): XXX
def renderFrame(self, artTextureId, artVbo, artVboLen):
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glBindTexture(GL_TEXTURE_2D, artTextureId)
glBindBuffer(GL_ARRAY_BUFFER, artVbo)
glUseProgram(self.shader)
model = (GLfloat * 16)()
glGetFloatv(GL_MODELVIEW_MATRIX, model)
projection = (GLfloat * 16)()
glGetFloatv(GL_PROJECTION_MATRIX, projection)
glUniformMatrix4fv(glGetUniformLocation(self.shader, "model"), 1, GL_FALSE, model)
glUniformMatrix4fv(glGetUniformLocation(self.shader, "projection"), 1, GL_FALSE, projection)
glUniform1i(glGetUniformLocation(self.shader, "texture"), 0)
# [6]
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, False, 48, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, False, 48, ctypes.c_void_p(12))
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 4, GL_FLOAT, False, 48, ctypes.c_void_p(24))
glEnableVertexAttribArray(3)
glVertexAttribPointer(3, 2, GL_FLOAT, False, 48, ctypes.c_void_p(40))
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glVertexPointer(3, GL_FLOAT, 48, ctypes.c_void_p(0))
glNormalPointer(GL_FLOAT, 48, ctypes.c_void_p(12))
glColorPointer(4, GL_FLOAT, 48, ctypes.c_void_p(24))
glTexCoordPointer(2, GL_FLOAT, 48, ctypes.c_void_p(40))
glDrawArrays(GL_QUADS, 0, artVboLen)
glDisableVertexAttribArray(0)
glDisable(GL_BLEND)
glDisable(GL_TEXTURE_2D)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
# }}}
# {{{ renderMiRCART(self, artInfo, artMap, centre=True, canvasCols=100, cubeSize=(0.1, 0.2)): XXX
def renderMiRCART(self, artInfo, artMap, centre=True, canvasCols=100, cubeSize=(0.1, 0.2)):
curPos = [0, 0, 0]; vertices = []; numVertices = 0;
for numRow in range(len(artMap)):
if centre and (len(artMap[numRow]) < canvasCols):
curPos[0] += (((canvasCols - len(artMap[numRow])) * cubeSize[0]) / 2)
for numCol in range(len(artMap[numRow])):
cubeFg = artMap[numRow][numCol][0]
cubeBg = artMap[numRow][numCol][1]
cubeBgFloat = [*ENNToolMiRCARTColoursFloat[cubeBg], 1.0]
cubeAttrs = artMap[numRow][numCol][2]
cubeChar = artMap[numRow][numCol][3]
artCell = artInfo[cubeFg][cubeBg][cubeAttrs][cubeChar]
# Top Right
vertices += curPos
vertices += [0.0, 0.0, 1.0]
vertices += cubeBgFloat
vertices += artCell[0:2]
numVertices += 1
# Top Left
vertices += [curPos[0]-cubeSize[0], curPos[1], curPos[2]]
vertices += [0.0, 0.0, 1.0]
vertices += cubeBgFloat
vertices += artCell[2:4]
numVertices += 1
# Bottom Left
vertices += [curPos[0]-cubeSize[0], curPos[1]-cubeSize[1], curPos[2]]
vertices += [0.0, 0.0, 1.0]
vertices += cubeBgFloat
vertices += artCell[4:6]
numVertices += 1
# Bottom Right
vertices += [curPos[0], curPos[1]-cubeSize[1], curPos[2]]
vertices += [0.0, 0.0, 1.0]
vertices += cubeBgFloat
vertices += artCell[6:8]
numVertices += 1
curPos[0] += cubeSize[0]
curPos[0], curPos[1] = 0, curPos[1] - cubeSize[1]
artVbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, artVbo)
glBufferData(GL_ARRAY_BUFFER,
(ctypes.c_float*len(vertices))(*vertices),
GL_STATIC_DRAW)
return artVbo, len(vertices), -curPos[1], numVertices
# }}}
# {{{ saveFrame(self): XXX
def saveFrame(self):
if sys.byteorder == "little":
screenshot = glReadPixels(0, 0, self.width, self.height, GL_BGR, GL_UNSIGNED_BYTE)
else:
screenshot = glReadPixels(0, 0, self.width, self.height, GL_RGB, GL_UNSIGNED_BYTE)
screenshot = numpy.flipud(numpy.frombuffer(screenshot, numpy.uint8).reshape((self.height, self.width, 3)))
self.videoWriter.write(screenshot)
# }}}
# {{{ __init__(self, parent, size, defaultPos=(24,24), videoPath=None): initialisation method
def __init__(self, parent, size, defaultPos=(24,24), videoPath=None):
super().__init__(parent, pos=defaultPos, size=size)
self.curPos = list(defaultPos); self.curSize = list(size);
self.width, self.height = self.GetClientSize()
self.videoPath = videoPath
# }}}
# vim:expandtab foldmethod=marker sw=4 ts=4 tw=120