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model.py
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275 lines (220 loc) · 9.41 KB
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""" Engine standard model class.
That your code work correct inheritance on ExtendedBaseModel
"""
from copy import copy
import glm # math
from dataclasses import dataclass, field
from uuid import uuid4
import QuantumCore.graphic
# engine config import
from QuantumCore.data.config import FAR, GAMMA
@dataclass
class MetaData:
""" model data """
pos: tuple[float, float, float] | glm.vec3
rot: tuple[float, float, float] | glm.vec3
scale: tuple[float, float, float] | glm.vec3
object_id: str
vao_id: str
tex_id: str
time_list: dict = field(init=True, default_factory=dict)
ID: str = field(init=True, default_factory=uuid4) # unique object id
def __post_init__(self):
self.pos = glm.vec3(self.pos)
self.rot = glm.vec3([glm.radians(cord) for cord in self.rot])
self.scale = glm.vec3(self.scale)
class BaseModel:
# vectors, used in update, that calculate
_vec_x = glm.vec3(1, 0, 0)
_vec_y = glm.vec3(0, 1, 0)
_vec_z = glm.vec3(0, 0, 1)
def __init__(self, metadata: MetaData, *, render_area: int = FAR, sav=None) -> None:
self.metadata = metadata
self.m_model: glm.mat4 = self.__get_model_matrix__()
self.camera = QuantumCore.graphic.camera.camera
self.vao = QuantumCore.graphic.mash.mesh.vao.VAOs[metadata.vao_id]
self.shader_program = self.vao.program
self.texture = None
self.render_area: int = render_area
def __get_model_matrix__(self) -> glm.mat4:
""" set and change model_matrix """
m_model = glm.mat4()
# translate
m_model = glm.translate(m_model, self.metadata.pos)
# rotate
m_model = glm.rotate(m_model, self.metadata.rot.x, self._vec_x)
m_model = glm.rotate(m_model, self.metadata.rot.y, self._vec_y)
m_model = glm.rotate(m_model, self.metadata.rot.z, self._vec_z)
# scale
m_model = glm.scale(m_model, self.metadata.scale)
return m_model
def update(self) -> None:
self.m_model = self.__get_model_matrix__()
def light_update(self) -> None: self.update()
def __render__(self) -> None:
""" render model """
self.update() if self.can_render() else self.light_update()
self.vao.render() if self.can_render() else None
def can_render(self, *, render_area=None) -> bool:
""" the method that decides which rendering method to use """
render_area = self.render_area if render_area is None else render_area
if all(
(abs(self.metadata.pos[0] - self.camera.data.pos[0]) <= render_area*1.2,
abs(self.metadata.pos[1] - self.camera.data.pos[1]) <= render_area*1.2,
abs(self.metadata.pos[2] - self.camera.data.pos[2]) <= render_area*1.2)
):
return True
return False
@classmethod
def name(cls) -> str: return cls.__name__
@staticmethod
def combine_vector(vec1: tuple, vec2: tuple, *, sav: bool) -> glm.vec3:
return glm.vec3(glm.vec3(vec1) + glm.vec3(vec2)) if not sav else vec1
class ExtendedBaseModel(BaseModel):
""" Class - the basis for creating your own models.
to use:
1) inherit to this class
2) use super in init and rewrite methods"""
def __init__(self, metadata: MetaData, *, render_area: int = FAR, sav=None):
""" init your model.
to do so:
class ModelName(ExtendedBaseModel):
def __init__(self, app, vao_name='ModelName', tex_id='ModelName', pos=(0, 0, 0), rot=(0, 0, 0), scale=(1, 1, 1)):
super().__init__(app, vao_name, tex_id, pos, rot, scale)
* feel free to use combine_vector
ATTENTION!!! ModelName to be match in all place ATTENTION!!!"""
# inheritance
super().__init__(metadata, render_area=render_area)
self.lights = copy(QuantumCore.graphic.light.lights_list)
self.glas = lambda: min(len(self.lights[0]), 200)
self._on_init_()
# in development
"""def on_init(self):
self.program['m_view_light'].write(self.app.light.m_view_light)
# resolution
self.program['u_resolution'].write(glm.vec2(self.app.WIN_SIZE))
# depth texture
self.depth_texture = self.app.mesh.texture.textures['depth_texture']
self.program['shadowMap'] = 1
self.depth_texture.use(location=1)
# shadow
self.shadow_vao = self.app.mesh.vao.vaos['shadow_' + self.vao_name]
self.shadow_program = self.shadow_vao.program
self.shadow_program['m_proj'].write(self.camera.m_proj)
self.shadow_program['m_view_light'].write(self.app.light.m_view_light)
self.shadow_program['m_model'].write(self.m_model)
# texture
self.texture = self.app.mesh.texture.textures[self.tex_id]
self.program['u_texture_0'] = 0
self.texture.use(location=0)
# mvp
self.program['m_proj'].write(self.camera.m_proj)
self.program['m_view'].write(self.camera.m_view)
self.program['m_model'].write(self.m_model)
# light
self.program['light.position'].write(self.app.light.position)
self.program['light.Ia'].write(self.app.light.Ia)
self.program['light.Id'].write(self.app.light.Id)
self.program['light.Is'].write(self.app.light.Is)"""
def _on_init_(self) -> None:
""" init model """
# light
arr_size: int = self.glas()
self.shader_program['lights_source_size'] = arr_size
i = 0
for light in self.lights[0].values():
if i >= arr_size:
break
self.shader_program[f'lights_source[{i}].position'].write(light.position)
self.shader_program[f'lights_source[{i}].Ia'].write(light.Ia)
self.shader_program[f'lights_source[{i}].Id'].write(light.Id)
self.shader_program[f'lights_source[{i}].Is'].write(light.Is)
self.shader_program[f'lights_source[{i}].size'] = light.size
i += 1
# gamma
self.shader_program['gamma'] = GAMMA
# texture
self.texture = QuantumCore.graphic.mash.mesh.texture.textures[self.metadata.tex_id]
self.shader_program['u_texture_0'] = 0
self.texture.use(0)
# mvp
self.shader_program['m_proj'].write(self.camera.m_proj)
self.shader_program['m_view'].write(self.camera.m_view)
self.shader_program['m_model'].write(self.m_model)
def update(self) -> None:
super().update()
# light
self.__update_light__() if self.can_render(render_area=self.render_area/3) else None
# texture
self.texture.use(0)
# rewrite GLSL variable
self.shader_program['camPos'].write(self.camera.data.pos)
self.shader_program['m_view'].write(self.camera.m_view)
self.shader_program['m_model'].write(self.m_model)
def __update_light__(self) -> None:
""" update light position """
i = 0
for light in self.lights[0].values():
self.shader_program[f'lights_source[{i}].position'].write(light.position)
i += 1
# in development
"""def update_shadow(self) -> None:
self.shadow_program['m_model'].write(self.m_model)
def render_shadow(self) -> None:
self.update_shadow()
self.shadow_vao.render()"""
class Cube(ExtendedBaseModel):
def __init__(self, metadata: MetaData = None, *,
tex_id='empty', pos=(0, 0, 0), rot=(0, 0, 0), scale=(1, 1, 1), render_area=FAR, sav=None
):
super().__init__(
metadata if metadata is not None else MetaData(
pos=pos,
rot=rot,
scale=scale,
object_id=self.name(),
vao_id='Cube',
tex_id=tex_id
),
render_area=render_area,
sav=sav
)
"""
In development
"""
class SkyBox(BaseModel):
def __init__(self, pos=(0, 0, 0), rot=(0, 0, 0), scale=(1, 1, 1)):
super().__init__(
MetaData(
pos=pos, rot=rot, scale=scale,
object_id=self.name(), vao_id='skybox', tex_id='skybox'
)
)
self.on_init()
def update(self):
self.shader_program['m_view'].write(glm.mat4(glm.mat3(self.camera.m_view)))
def on_init(self):
# texture
self.texture = QuantumCore.graphic.mash.mesh.texture.textures[self.metadata.tex_id]
self.shader_program['u_texture_skybox'] = 0
self.texture.use(location=0)
# mvp
self.shader_program['m_proj'].write(self.camera.m_proj)
self.shader_program['m_view'].write(glm.mat4(glm.mat3(self.camera.m_view)))
class AdvancedSkyBox(BaseModel):
def __init__(self, pos=(0, 0, 0), rot=(0, 0, 0), scale=(1, 1, 1)):
super().__init__(
MetaData(
pos=pos, rot=rot, scale=scale,
object_id=self.name(), vao_id='advanced_skybox', tex_id='skybox'
)
)
self.on_init()
def update(self):
m_view = glm.mat4(glm.mat3(self.camera.m_view))
self.shader_program['m_invProjView'].write(glm.inverse(self.camera.m_proj*m_view))
def on_init(self):
# texture
self.texture = QuantumCore.graphic.mash.mesh.texture.textures[self.metadata.tex_id]
self.shader_program['u_texture_skybox'] = 11
self.texture.use(location=11)