Source code for pyunity.render

## 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)