Spaces:
Building
Building
# Copyright (c) Meta Platforms, Inc. and affiliates. | |
# This source code is licensed under the MIT license found in the | |
# LICENSE file in the root directory of this source tree. | |
import numpy as np | |
import OpenGL.GL as GL | |
import ctypes | |
from animated_drawings.model.transform import Transform | |
class Box(Transform): | |
def __init__(self, shader_name: str = 'color_shader') -> None: | |
super().__init__() | |
self.points = np.array([ | |
[ 0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0], | |
[ 0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0], | |
[-0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0], | |
[-0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0], | |
[-0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0], | |
[ 0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0], | |
[-0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | |
[ 0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | |
[ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | |
[ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | |
[-0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | |
[-0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0], | |
[ 0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0], | |
[ 0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0], | |
[ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0], | |
[ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0], | |
[ 0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0], | |
[ 0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0], | |
[-0.5, 0.5, 0.5, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0], | |
[-0.5, 0.5, -0.5, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0], | |
[-0.5, -0.5, -0.5, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0], | |
[-0.5, -0.5, -0.5, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0], | |
[-0.5, -0.5, 0.5, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0], | |
[-0.5, 0.5, 0.5, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0], | |
[-0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0], | |
[ 0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0], | |
[ 0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0], | |
[ 0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0], | |
[-0.5, -0.5, 0.5, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0], | |
[-0.5, -0.5, -0.5, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0], | |
[ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0], | |
[ 0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0], | |
[-0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0], | |
[-0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0], | |
[-0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0], | |
[ 0.5, 0.5, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0], | |
], np.float32) | |
self.indices = np.array([2, 1, 0, | |
5, 4, 3, | |
6, 7, 8, | |
9, 10, 11, | |
14, 13, 12, | |
17, 16, 15, | |
18, 19, 20, | |
21, 22, 23, | |
24, 25, 26, | |
27, 28, 29, | |
32, 31, 30, | |
35, 34, 33 | |
], np.uint32) | |
self.material = { | |
'ambient': np.array([0.4, 0.4, 0.4], np.float32), | |
'diffuse': np.array([0.4, 0.4, 0.4], np.float32), | |
'specular': np.array([0.3, 0.0, 0.0], np.float32), | |
'shininess': 32 | |
} | |
self.shader_name: str = shader_name | |
self._is_opengl_initialized: bool = False # keep track of whether self._initialize_opengl_resources was called. | |
def _initialize_opengl_resources(self) -> None: | |
""" Method to initialize the OpenGL arrays and buffers necessary to draw the object. | |
It's better to not initialize these things unless we're definitely going to be drawing the object, | |
as calling GL functions without calling glfw.init() first can cause a mysterious segfault. | |
This way, unit tests and other non-rendering operations can proceed without requiring a Controller. | |
""" | |
self.vao = GL.glGenVertexArrays(1) | |
self.vbo = GL.glGenBuffers(1) | |
self.ebo = GL.glGenBuffers(1) | |
GL.glBindVertexArray(self.vao) | |
# buffer vertex data | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo) | |
GL.glBufferData(GL.GL_ARRAY_BUFFER, self.points, GL.GL_STATIC_DRAW) | |
# buffer element index data | |
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, self.ebo) | |
GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, self.indices, GL.GL_STATIC_DRAW) | |
vert_bytes = 4 * self.points.shape[1] # 4 is byte size of np.float32 | |
pos_offset = 4 * 0 | |
color_offset = 4 * 3 | |
normals_offset = 4 * 6 | |
# position attributes | |
GL.glVertexAttribPointer(0, 3, GL.GL_FLOAT, False, vert_bytes, ctypes.c_void_p(pos_offset)) | |
GL.glEnableVertexAttribArray(0) | |
# color attributes | |
GL.glVertexAttribPointer(1, 3, GL.GL_FLOAT, False, vert_bytes, ctypes.c_void_p(color_offset)) | |
GL.glEnableVertexAttribArray(1) | |
# normals attributes | |
GL.glVertexAttribPointer(2, 3, GL.GL_FLOAT, False, vert_bytes, ctypes.c_void_p(normals_offset)) | |
GL.glEnableVertexAttribArray(2) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) | |
GL.glBindVertexArray(0) | |
self._is_opengl_initialized = True | |
def rebuffer_vertex_data(self) -> None: | |
GL.glBindVertexArray(self.vao) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vbo) | |
GL.glBufferData(GL.GL_ARRAY_BUFFER, self.points, GL.GL_STATIC_DRAW) | |
def _draw(self, **kwargs) -> None: | |
if not self._is_opengl_initialized: | |
self._initialize_opengl_resources() | |
GL.glUseProgram(kwargs['shader_ids'][self.shader_name]) | |
model_loc = GL.glGetUniformLocation(kwargs['shader_ids'][self.shader_name], "model") | |
GL.glUniformMatrix4fv(model_loc, 1, GL.GL_FALSE, self._world_transform.T) | |
GL.glBindVertexArray(self.vao) | |
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 36) | |