## Copyright (c) 2020-2022 The PyUnity Team
## This file is licensed under the MIT License.
## See https://docs.pyunity.x10.bz/en/latest/license.html
"""
Classes to aid in rendering in a Scene.
"""
__all__ = ["Camera", "Screen", "Shader", "Light", "LightType"]
from .meshes import Color, RGB, floatSize
from .values import Vector3, Vector2, Quaternion, ImmutableStruct
from .errors import PyUnityException
from .core import ShowInInspector, SingleComponent, addFields
from .resources import getPath
from .files import Skybox, convert
from . import config, Logger
from ctypes import c_float
from pathlib import Path
import OpenGL.GL as gl
import collections.abc
import enum
import hashlib
import glm
import os
[docs]def fillScreen(scale=1):
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glLoadIdentity()
gl.glBegin(gl.GL_QUADS)
gl.glColor3f(1, 0, 0)
gl.glVertex3f(-scale, scale, 0)
gl.glColor3f(1, 1, 0)
gl.glVertex3f(scale, scale, 0)
gl.glColor3f(0, 1, 0)
gl.glVertex3f(scale, -scale, 0)
gl.glColor3f(0, 0, 1)
gl.glVertex3f(-scale, -scale, 0)
gl.glEnd()
[docs]class Shader:
VERSION = "1.10" # Must be 4 long
def __init__(self, vertex, frag, name):
self.vertex = vertex
self.frag = frag
self.compiled = False
self.name = name
self.uniforms = {}
shaders[name] = self
def __deepcopy__(self, memo):
memo[id(self)] = self
return self
[docs] def loadCache(self, file):
if not file.is_file():
return
formats = gl.glGetIntegerv(gl.GL_PROGRAM_BINARY_FORMATS)
if not isinstance(formats, collections.abc.Sequence):
formats = [formats]
with open(file, "rb") as f:
binary = f.read()
# Format:
# version (4 long)
# formatLength (1 long)
# format (formatLength long)
# content (rest of file)
ver = binary[:4].decode()
binary = binary[4:]
if ver != Shader.VERSION:
Logger.LogLine(Logger.WARN, "Shader", repr(self.name),
"is not up-to-date; recompiling")
return
formatLength = int(binary[0])
hexstr = binary[1: formatLength + 1]
binary = binary[formatLength + 1:]
binaryFormat = int(hexstr.decode(), base=16)
self.program = gl.glCreateProgram()
if binaryFormat not in formats:
Logger.LogLine(Logger.WARN,
"Shader binaryFormat not supported; recompiling")
return
stop = False
try:
gl.glProgramBinary(
self.program, binaryFormat, binary, len(binary))
except Exception:
stop = True
if stop:
Logger.LogLine(Logger.WARN,
"glProgramBinary failed; recompiling")
return
success = gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS)
if not success:
log = gl.glGetProgramInfoLog(self.program)
Logger.LogLine(Logger.WARN, log.decode())
Logger.LogLine(Logger.WARN, "Recompiling shader")
return
self.compiled = True
Logger.LogLine(Logger.INFO, "Loaded shader", repr(self.name),
"hash", file.name.rsplit(".", 1)[0])
[docs] def compile(self):
"""
Compiles shader and generates program. Checks for errors.
Notes
=====
This function will not work if there is no active framebuffer.
"""
formats = gl.glGetIntegerv(gl.GL_PROGRAM_BINARY_FORMATS)
if not isinstance(formats, collections.abc.Sequence):
formats = [formats]
folder = Logger.getDataFolder() / "ShaderCache"
sha256 = hashlib.sha256(self.vertex.encode("utf-8"))
sha256.update(self.frag.encode("utf-8"))
sha256.update(hex(formats[0])[2:].encode())
digest = sha256.hexdigest()
file = folder / (digest + ".bin")
self.loadCache(file)
if self.compiled:
return
vertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(vertexShader, self.vertex, 1, None)
gl.glCompileShader(vertexShader)
success = gl.glGetShaderiv(vertexShader, gl.GL_COMPILE_STATUS)
if not success:
log = gl.glGetShaderInfoLog(vertexShader)
raise PyUnityException(log.decode())
fragShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(fragShader, self.frag, 1, None)
gl.glCompileShader(fragShader)
success = gl.glGetShaderiv(fragShader, gl.GL_COMPILE_STATUS)
if not success:
log = gl.glGetShaderInfoLog(fragShader)
raise PyUnityException(log.decode())
self.program = gl.glCreateProgram()
gl.glAttachShader(self.program, vertexShader)
gl.glAttachShader(self.program, fragShader)
gl.glLinkProgram(self.program)
success = gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS)
if not success:
log = gl.glGetProgramInfoLog(self.program)
raise PyUnityException(log)
gl.glDeleteShader(vertexShader)
gl.glDeleteShader(fragShader)
self.compiled = True
Logger.LogLine(Logger.INFO, "Compiled shader", repr(self.name))
length = gl.glGetProgramiv(self.program, gl.GL_PROGRAM_BINARY_LENGTH)
if length == 0:
return
out = gl.glGetProgramBinary(self.program, length)
folder.mkdir(parents=True, exist_ok=True)
with open(file, "wb+") as f:
# Format:
# version (4 long)
# formatLength (1 long)
# format (formatLength long)
# content (rest of file)
f.write(Shader.VERSION.encode())
hexstr = hex(out[1])[2:]
f.write(bytes([len(hexstr)]))
f.write(hexstr.encode())
f.write(bytes(out[0]))
Logger.LogLine(
Logger.INFO, "Saved shader", repr(self.name),
"hash", digest)
[docs] @staticmethod
def fromFolder(path, name):
"""
Create a Shader from a folder. It must contain ``vertex.glsl`` and ``fragment.glsl``.
Parameters
==========
path : str
Path of folder to load
name : str
Name to register this shader to. Used with :meth:`Camera.SetShader`.
"""
p = Path(path)
if not p.is_dir():
raise PyUnityException(f"Folder does not exist: {path!r}")
with open(p / "vertex.glsl") as f:
vertex = f.read()
with open(p / "fragment.glsl") as f:
fragment = f.read()
return Shader(vertex, fragment, name)
[docs] def setVec3(self, var, val):
"""
Set a ``vec3`` uniform variable.
Parameters
==========
var : bytes
Variable name
val : Vector3
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniform3f(location, *val)
[docs] def setMat3(self, var, val):
"""
Set a ``mat3`` uniform variable.
Parameters
==========
var : bytes
Variable name
val : glm.mat3
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniformMatrix3fv(location, 1, gl.GL_FALSE, glm.value_ptr(val))
[docs] def setMat4(self, var, val):
"""
Set a ``mat4`` uniform variable.
Parameters
==========
var : bytes
Variable name
val : glm.mat4
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniformMatrix4fv(location, 1, gl.GL_FALSE, glm.value_ptr(val))
[docs] def setInt(self, var, val):
"""
Set an ``int`` uniform variable.
Parameters
==========
var : bytes
Variable name
val : int
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniform1i(location, val)
[docs] def setFloat(self, var, val):
"""
Set a ``float`` uniform variable.
Parameters
==========
var : bytes
Variable name
val : float
Value of uniform variable
"""
self.uniforms[var.decode()] = val
location = gl.glGetUniformLocation(self.program, var)
gl.glUniform1f(location, val)
[docs] def use(self):
"""Compile shader if it isn't compiled, and load it into OpenGL."""
if os.environ["PYUNITY_INTERACTIVE"] == "1":
if not self.compiled:
self.compile()
gl.glUseProgram(self.program)
shaders = {}
skyboxes = {}
Shader.fromFolder(getPath("shaders/standard"), "Standard")
Shader.fromFolder(getPath("shaders/skybox"), "Skybox")
Shader.fromFolder(getPath("shaders/gui"), "GUI")
Shader.fromFolder(getPath("shaders/depth"), "Depth")
skyboxes["Water"] = Skybox(getPath("shaders/skybox/textures"))
[docs]def compileShaders():
if os.environ["PYUNITY_INTERACTIVE"] == "1":
for shader in shaders.values():
shader.compile()
[docs]def compileSkyboxes():
if os.environ["PYUNITY_INTERACTIVE"] == "1":
for skybox in skyboxes.values():
skybox.compile()
[docs]def resetShaders():
for shader in shaders.values():
shader.compiled = False
[docs]def resetSkyboxes():
for skybox in skyboxes.values():
skybox.compiled = False
[docs]class LightType(enum.IntEnum):
Point = 0
Directional = 1
Spot = 2
[docs]class Light(SingleComponent):
"""
Component to hold data about the light in a scene.
Attributes
----------
intensity : int
Intensity of light
color : Color
Light color (will mix with material color)
type : LightType
Type of light (currently only Point and
Directional are supported)
"""
intensity = ShowInInspector(int, 20)
color = ShowInInspector(Color, RGB(255, 255, 255))
type = ShowInInspector(LightType, LightType.Directional)
def __init__(self, transform):
super(Light, self).__init__(transform)
self.near = 0.03
self.far = 20
[docs] def setupBuffers(self, depthMapSize):
self.depthFBO = gl.glGenFramebuffers(1)
self.depthMap = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.depthMap)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_DEPTH_COMPONENT,
depthMapSize, depthMapSize, 0, gl.GL_DEPTH_COMPONENT,
gl.GL_FLOAT, None)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S,
gl.GL_REPEAT)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T,
gl.GL_REPEAT)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_COMPARE_MODE,
gl.GL_COMPARE_REF_TO_TEXTURE)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.depthFBO)
gl.glFramebufferTexture2D(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT,
gl.GL_TEXTURE_2D, self.depthMap, 0)
gl.glDrawBuffer(gl.GL_NONE)
gl.glReadBuffer(gl.GL_NONE)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
[docs]@addFields(
fov=ShowInInspector(int, 90),
orthoSize=ShowInInspector(float, 5, "Ortho Size"),
canvas=ShowInInspector(addFields.selfref))
class Camera(SingleComponent):
"""
Component to hold data about the camera in a scene.
Attributes
----------
near : float
Distance of the near plane in the camera frustrum. Defaults to 0.05.
far : float
Distance of the far plane in the camera frustrum. Defaults to 100.
clearColor : Color
The clear color of the camera. Defaults to black.
shader : Shader
The shader to use for 3D objects.
skyboxEnabled : bool
Toggle skybox on or off. Defaults to True.
skybox : Skybox
Selected skybox to render.
ortho : bool
Orthographic or perspective proection. Defaults to False.
customProjMat: glm.mat4 or None
If not None, will be used over any other type of projection matrix.
Unavailable from the Editor and also not saved.
shadows : bool
Whether to render depthmaps and use them. Defaults to True.
canvas : Canvas
Target canvas to render. Defaults to None.
depthMapSize : int
Depth map texture size. Do not modify after scene has started.
Defaults to 1024.
"""
near = ShowInInspector(float, 0.05)
far = ShowInInspector(float, 200)
clearColor = ShowInInspector(Color)
shader = ShowInInspector(Shader, shaders["Standard"])
skyboxEnabled = ShowInInspector(bool, True)
skybox = ShowInInspector(Skybox, skyboxes["Water"])
ortho = ShowInInspector(bool, False, "Orthographic")
shadows = ShowInInspector(bool, False)
depthMapSize = ShowInInspector(int, 1024)
def __init__(self, transform):
super(Camera, self).__init__(transform)
self.size = Screen.size.copy()
self.guiShader = shaders["GUI"]
self.skyboxShader = shaders["Skybox"]
self.depthShader = shaders["Depth"]
self.clearColor = RGB(0, 0, 0)
self.customProjMat = None
self.fov = 90
self.orthoSize = 5
self.viewMat = glm.lookAt([0, 0, 0], [0, 0, -1], [0, 1, 0])
self.lastPos = Vector3.zero()
self.lastRot = Quaternion.identity()
self.renderPass = False
[docs] def setupBuffers(self):
"""Creates 2D quad VBO and VAO for GUI."""
if hasattr(self, "guiVBO") and hasattr(self, "guiVAO"):
return
data = [
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
0.0, 0.0,
]
self.guiVBO = gl.glGenBuffers(1)
self.guiVAO = gl.glGenVertexArrays(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.guiVBO)
gl.glBufferData(gl.GL_ARRAY_BUFFER, len(data) * floatSize,
convert(c_float, data), gl.GL_STATIC_DRAW)
gl.glBindVertexArray(self.guiVAO)
gl.glEnableVertexAttribArray(0)
gl.glVertexAttribPointer(
0, 2, gl.GL_FLOAT, gl.GL_FALSE, 2 * floatSize, None)
@property
def fov(self):
"""FOV of camera"""
return self._fov
@fov.setter
def fov(self, value):
self._fov = value
self.projMat = glm.perspective(
glm.radians(self._fov / self.size.x * self.size.y),
self.size.x / self.size.y,
self.near,
self.far)
@property
def orthoSize(self):
return self._orthoSize
@orthoSize.setter
def orthoSize(self, value):
self._orthoSize = value
width = value * self.size.x / self.size.y
self.orthoMat = glm.ortho(
-width, width, -value, value, self.near, self.far)
[docs] def Resize(self, width, height):
"""
Resizes the viewport on screen size change.
Parameters
----------
width : int
Width of new window
height : int
Height of new window
"""
if width == 0 or height == 0:
return
gl.glViewport(0, 0, width, height)
self.size = Vector2(width, height)
self.projMat = glm.perspective(
glm.radians(self._fov / self.size.x * self.size.y),
self.size.x / self.size.y,
self.near,
self.far)
if self.scene.mainCamera is self:
Screen._edit(width, height)
[docs] def getMatrix(self, transform):
"""Generates model matrix from transform."""
angle, axis = transform.rotation.angleAxisPair
angle = -glm.radians(angle)
axis = Vector3(1, 1, -1) * axis.normalized()
position = glm.translate(glm.mat4(), list(
transform.position * Vector3(1, 1, -1)))
rotated = position * glm.mat4_cast(glm.angleAxis(angle, list(axis)))
scaled = glm.scale(rotated, list(transform.scale))
return scaled
[docs] def get2DMatrix(self, rectTransform):
"""Generates model matrix from RectTransform."""
rect = rectTransform.GetRect(self.size) + rectTransform.offset
rectMin = Vector2.min(rect.min, rect.max)
size = (rect.max - rect.min).abs()
pivot = size * rectTransform.pivot
model = glm.translate(glm.mat4(1), glm.vec3(*(rectMin + pivot), 0))
model = glm.rotate(model, glm.radians(
rectTransform.rotation), glm.vec3(0, 0, 1))
model = glm.translate(model, glm.vec3(*-pivot, 0))
model = glm.scale(model, glm.vec3(*(size / 2), 1))
return model
[docs] def getViewMat(self):
"""Generates view matrix from Transform of camera."""
if self.renderPass and (self.lastPos != self.transform.position or
self.lastRot != self.transform.rotation):
# pos = self.transform.position * Vector3(1, 1, -1)
# look = pos + \
# self.transform.rotation.RotateVector(
# Vector3.forward()) * Vector3(1, 1, -1)
# up = self.transform.rotation.RotateVector(
# Vector3.up()) * Vector3(1, 1, -1)
# self.viewMat = glm.lookAt(list(pos), list(look), list(up))
angle, axis = self.transform.rotation.angleAxisPair
angle = glm.radians(-angle)
axis = axis.normalized() * Vector3(-1, -1, 1)
rot = glm.angleAxis(angle, list(axis))
self.viewMat = glm.translate(
glm.mat4_cast(rot),
list(self.transform.position * Vector3(-1, -1, 1)))
self.lastPos = self.transform.position
self.lastRot = self.transform.rotation
self.renderPass = False
return self.viewMat
[docs] def UseShader(self, name):
"""Sets current shader from name."""
self.shader = shaders[name]
[docs] def SetupShader(self, lights):
self.shader.use()
if self.customProjMat is not None:
self.shader.setMat4(b"projection", self.customProjMat)
elif self.ortho:
self.shader.setMat4(b"projection", self.orthoMat)
else:
self.shader.setMat4(b"projection", self.projMat)
self.shader.setInt(b"useShadowMap", int(self.shadows))
self.shader.setMat4(b"view", self.getViewMat())
self.shader.setVec3(b"viewPos", list(
self.transform.position * Vector3(1, 1, -1)))
self.shader.setInt(b"numLights", len(lights))
for i, light in enumerate(lights):
lightName = f"lights[{i}].".encode()
self.shader.setVec3(lightName + b"pos",
light.transform.position * Vector3(1, 1, -1))
self.shader.setFloat(lightName + b"strength", light.intensity * 10)
self.shader.setVec3(lightName + b"color",
light.color.toRGB() / 255)
self.shader.setInt(lightName + b"type", int(light.type))
direction = light.transform.rotation.RotateVector(Vector3.forward())
self.shader.setVec3(lightName + b"dir",
direction * Vector3(1, 1, -1))
if self.shadows:
gl.glActiveTexture(gl.GL_TEXTURE1 + i)
gl.glBindTexture(gl.GL_TEXTURE_2D, light.depthMap)
self.shader.setInt(f"shadowMaps[{i}]".encode(), i + 1)
location = f"lightSpaceMatrices[{i}]".encode()
self.shader.setMat4(location, light.lightSpaceMatrix)
[docs] def SetupDepthShader(self, light):
self.depthShader.use()
proj = glm.ortho(-10, 10, -10, 10, light.near, light.far)
pos = light.transform.position * Vector3(1, 1, -1)
look = pos + light.transform.rotation.RotateVector(
Vector3.forward()) * Vector3(1, 1, -1)
up = light.transform.rotation.RotateVector(
Vector3.up()) * Vector3(1, 1, -1)
view = glm.lookAt(list(pos), list(look), list(up))
light.lightSpaceMatrix = proj * view
location = b"lightSpaceMatrix"
self.depthShader.setMat4(location, light.lightSpaceMatrix)
[docs] def Draw(self, renderers):
"""
Draw specific renderers, taking into account light positions.
Parameters
==========
renderers : List[MeshRenderer]
Which meshes to render
"""
self.shader.use()
for renderer in renderers:
model = self.getMatrix(renderer.transform)
normModel = glm.transpose(glm.inverse(glm.mat3(model)))
self.shader.setMat4(b"model", model)
self.shader.setMat3(b"normModel", normModel)
self.shader.setVec3(b"objectColor", renderer.mat.color / 255)
if renderer.mat.texture is not None:
self.shader.setInt(b"textured", 1)
renderer.mat.texture.use()
renderer.Render()
[docs] def DrawDepth(self, renderers):
self.depthShader.use()
for renderer in renderers:
model = self.getMatrix(renderer.transform)
self.depthShader.setMat4(b"model", model)
renderer.Render()
[docs] def RenderDepth(self, renderers, lights):
previousFBO = gl.glGetIntegerv(gl.GL_DRAW_FRAMEBUFFER_BINDING)
previousViewport = gl.glGetIntegerv(gl.GL_VIEWPORT)
if self.shadows:
gl.glDisable(gl.GL_CULL_FACE)
for light in lights:
if not hasattr(light, "depthFBO"):
light.setupBuffers(self.depthMapSize)
gl.glViewport(0, 0, self.depthMapSize, self.depthMapSize)
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, light.depthFBO)
self.SetupDepthShader(light)
gl.glClear(gl.GL_DEPTH_BUFFER_BIT)
self.DrawDepth(renderers)
gl.glEnable(gl.GL_CULL_FACE)
# from PIL import Image
# data = gl.glReadPixels(0, 0, self.depthMapSize, self.depthMapSize,
# gl.GL_DEPTH_COMPONENT, gl.GL_UNSIGNED_BYTE, outputType=int)
# im = Image.fromarray(data, "L")
# im.rotate(180).save("test.png")
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, previousFBO)
gl.glViewport(*previousViewport)
[docs] def RenderScene(self, renderers, lights):
gl.glClearColor(*(self.clearColor.toRGB() / 255), 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
self.SetupShader(lights)
self.Draw(renderers)
[docs] def Render(self, renderers, lights):
self.RenderDepth(renderers, lights)
self.RenderScene(renderers, lights)
self.RenderSkybox()
self.Render2D()
[docs] def RenderSkybox(self):
if self.skyboxEnabled:
gl.glDepthFunc(gl.GL_LEQUAL)
self.skyboxShader.use()
self.skyboxShader.setMat4(b"view", glm.mat4(glm.mat3(self.getViewMat())))
self.skyboxShader.setMat4(b"projection", self.projMat)
self.skybox.use()
gl.glBindVertexArray(self.skybox.vao)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 36)
gl.glDepthFunc(gl.GL_LESS)
[docs] def Render2D(self):
"""
Draw all Image2D and Text components in the Camera's
target canvas.
If the Camera has no Canvas, this function does nothing.
"""
if self.canvas is None:
return
from .gui import GuiRenderComponent
self.Setup2D()
renderers = []
for gameObject in self.canvas.transform.GetDescendants():
components = gameObject.GetComponents(GuiRenderComponent)
renderers.extend(components)
self.Draw2D(renderers)
[docs] def Setup2D(self):
self.setupBuffers()
self.guiShader.use()
self.guiShader.setMat4(
b"projection", glm.ortho(0, *self.size, 0, 10, -10))
gl.glBindVertexArray(self.guiVAO)
[docs] def Draw2D(self, renderers):
from .gui import RectTransform
for renderer in renderers:
rectTransform = renderer.GetComponent(RectTransform)
if rectTransform is None:
continue
if renderer.PreRender() is not None:
continue
if renderer.texture is None:
continue
renderer.texture.use()
self.guiShader.setMat4(
b"model", self.get2DMatrix(rectTransform))
self.guiShader.setFloat(b"depth", renderer.depth)
self.guiShader.setInt(b"image", 0)
self.guiShader.setInt(b"flipX", renderer.flipX)
self.guiShader.setInt(b"flipY", renderer.flipY)
gl.glDrawArrays(gl.GL_QUADS, 0, 4)
[docs]class Screen(metaclass=ImmutableStruct):
_names = ["width", "height", "size", "aspect"]
width = config.size[0]
height = config.size[1]
size = Vector2(config.size)
aspect = config.size[0] / config.size[1]
@classmethod
def _edit(cls, width, height):
cls._set("width", width)
cls._set("height", height)
cls._set("size", Vector2(width, height))
cls._set("aspect", width / height)