glmaterial.py :  » Game-2D-3D » CGKit » cgkit-2.0.0alpha9 » cgkit » Python Open Source

Home
Python Open Source
1.3.1.2 Python
2.Ajax
3.Aspect Oriented
4.Blog
5.Build
6.Business Application
7.Chart Report
8.Content Management Systems
9.Cryptographic
10.Database
11.Development
12.Editor
13.Email
14.ERP
15.Game 2D 3D
16.GIS
17.GUI
18.IDE
19.Installer
20.IRC
21.Issue Tracker
22.Language Interface
23.Log
24.Math
25.Media Sound Audio
26.Mobile
27.Network
28.Parser
29.PDF
30.Project Management
31.RSS
32.Search
33.Security
34.Template Engines
35.Test
36.UML
37.USB Serial
38.Web Frameworks
39.Web Server
40.Web Services
41.Web Unit
42.Wiki
43.Windows
44.XML
Python Open Source » Game 2D 3D » CGKit 
CGKit » cgkit 2.0.0alpha9 » cgkit » glmaterial.py
# ***** BEGIN LICENSE BLOCK *****
# Version: MPL 1.1/GPL 2.0/LGPL 2.1
#
# The contents of this file are subject to the Mozilla Public License Version
# 1.1 (the "License"); you may not use this file except in compliance with
# the License. You may obtain a copy of the License at
# http://www.mozilla.org/MPL/
#
# Software distributed under the License is distributed on an "AS IS" basis,
# WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
# for the specific language governing rights and limitations under the
# License.
#
# The Original Code is the Python Computer Graphics Kit.
#
# The Initial Developer of the Original Code is Matthias Baas.
# Portions created by the Initial Developer are Copyright (C) 2004
# the Initial Developer. All Rights Reserved.
#
# Contributor(s):
#
# Alternatively, the contents of this file may be used under the terms of
# either the GNU General Public License Version 2 or later (the "GPL"), or
# the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
# in which case the provisions of the GPL or the LGPL are applicable instead
# of those above. If you wish to allow use of your version of this file only
# under the terms of either the GPL or the LGPL, and not to allow others to
# use your version of this file under the terms of the MPL, indicate your
# decision by deleting the provisions above and replace them with the notice
# and other provisions required by the GPL or the LGPL. If you do not delete
# the provisions above, a recipient may use your version of this file under
# the terms of any one of the MPL, the GPL or the LGPL.
#
# ***** END LICENSE BLOCK *****
# $Id: glmaterial.py,v 1.6 2006/04/05 08:17:32 mbaas Exp $

## \file glmaterial.py
## Contains the GLMaterial class.

import _core
from cgtypes import *
from _OpenGL.GL import *
from _OpenGL.GLU import *
import math
import sys, os, os.path
import _Image as Image
import glslangparams
from slots import *

GLSLANG_VERTEX = _core.GLShader.ShaderType.VERTEX
GLSLANG_FRAGMENT = _core.GLShader.ShaderType.FRAGMENT

# GLTexture
class GLTexture(_core.GLTexture):
    def __init__(self,
                 imagename = "",
                 image = None,
                 mode = GL_DECAL,
                 mipmap = True,
                 mag_filter = GL_LINEAR,
                 min_filter = GL_LINEAR,
                 wrap_s = GL_REPEAT,
                 wrap_t = GL_REPEAT,
                 internalformat = GL_RGB,
                 texenvcolor = vec4(1),
                 transform = mat4(1),
                 size = None,
                 environment_map = False):
        """Constructor.
        """
        
        _core.GLTexture.__init__(self)
        self.imagename = imagename
        self.mode = mode
        self.mag_filter = mag_filter
        if mipmap and min_filter==GL_LINEAR:
            min_filter = GL_LINEAR_MIPMAP_LINEAR
        self.min_filter = min_filter
        self.wrap_s = wrap_s
        self.wrap_t = wrap_t
        self.texenvcolor = vec4(texenvcolor)
        self.transform = transform
        self.environment_map = environment_map
        self.mipmap = mipmap
        self.internalformat = internalformat
        self.size = size

        self._image = image
        
        # Remember the current working directory
        self._path = os.getcwd()

    # loadTexData
    def loadTexData(self):
        """Load and apply texture file.
        """
        # No image data set? Then use the file name and load the image...
        if self.image==None:
            if self.imagename=="":
                return
            print 'Loading "%s"...'%self.imagename,
            fullname = os.path.join(self._path, self.imagename)
            try:
                img = Image.open(fullname)
                self._passPILImage(img)
            except IOError, e:
                print "failed"
                print e
                return
        else:
            data = self.image
            if type(data)==str:
                # Raw image data as string
                w,h = self.size
                format = self.internalformat
                self.texData(w, h, format, GL_UNSIGNED_BYTE, data)
            else:
                # PIL image
                self._passPILImage(data)


    ## protected:

    def _passPILImage(self, img):
        """Pass a PIL image back to OpenGL.

        img must be a PIL image.
        The image is scaled to a power of 2 if necessary.
        """
        img = self._fitPILImage(img)
        
        w,h = img.size
        
        if img.mode=="RGB":
            format = GL_RGB
        elif img.mode=="RGBA":
            format = GL_RGBA
        else:
            raise RuntimeError, "Unsupported texture format (%s)"%img.mode
        
        self.texData(w, h, format, GL_UNSIGNED_BYTE, img.tostring())
        

    def _fitPILImage(self, img):
        """Scale the image to a power of 2 resolution.

        The image is scale to the user specified resolution. If no
        resolution was set, the next higher power of 2 resolution is used.
        
        If the image resolution is already a power of 2 then
        the input image is returned.
        """
        w,h = img.size
        if self.size==None:
            w2 = 2**int(math.ceil(math.log(w)/math.log(2)))
            h2 = 2**int(math.ceil(math.log(h)/math.log(2)))
        else:
            w2,h2 = self.size
            
        if w2!=w or h2!=h:
            img = img.resize((w2,h2), Image.BICUBIC)

        return img
        
        
    # "image" property...
    
    def _getImage(self):
        """Return the current image.

        This method is used for retrieving the \a image property.

        \return PIL Image (or None)
        """
        return self._image

    def _setImage(self, img):
        """Set a new texture image.

        This method is used for setting the \a image property.

        \param image PIL image or None
        """
        self._image = img
        # Assign the name again so that the image data will be reloaded
        self.imagename = self.imagename

    image = property(_getImage, _setImage, None, "Texture image")

# GLShader
class GLShader(_core.GLShader):
    """OpenGL 2 shader source file.
    
    """

    def __init__(self,
                 shadertype,
                 filename,
                 cpp = None,
                 cpperrstream = sys.stderr,
                 **shaderparams):
        """Constructor.
        """
        _core.GLShader.__init__(self, shadertype, filename)

        # Extract the shader parameters...
        uniform,attribute,varying = glslangparams.glslangparams(filename, cpp=cpp, cpperrstream=cpperrstream)

        self._uniform = {}
        for type,name,arraysize,structname,struct in uniform:
            if type=="struct":
                print "Warning: structs are not yet supported"
                continue
            self._uniform[name] = (type,name,arraysize,structname,struct)

        for paramname in shaderparams:
            setattr(self, paramname, shaderparams[paramname])

    def __str__(self):
        if self.type==GLSLANG_VERTEX:
            stype = "vertex"
        else:
            stype = "fragment"
        return "<%s shader '%s'>"%(stype, os.path.basename(self.filename))

    # getattr
    def __getattr__(self, attr):
        """Return slot value or None if the slot wasn't created yet.

        An attempt an unknwon attribute (i.e. no uniform var) results
        in an error.
        """
        slot = self.__dict__.get("%s_slot"%attr, None)
        if slot!=None:
            return slot.getValue()

        if attr in self._uniform:
            return None

        raise AttributeError, "shader '%s' has no parameter '%s'"%(self.filename, attr)

    # setattr
    def __setattr__(self, attr, value):
        if attr in ["_uniform"] or attr[-5:]=="_slot":
            _core.GLShader.__setattr__(self, attr, value)
            return

        # Is attr a slot variable?
        slot = self.__dict__.get("%s_slot"%attr, None)
        if slot!=None:
            slot.setValue(value)
            return 

        # Is it a parameter that has no value yet? then we must create
        # a new slot...
        uniform = getattr(self, "_uniform", [])
        if attr in uniform:
            slot = self._createSlot(attr, uniform[attr][0])
            slot.setValue(value)
        else:
            raise AttributeError, "shader '%s' has no parameter '%s'"%(self.filename, attr)

    # iterUniform
    def iterUniform(self):
        return self._uniform.itervalues()

    # _createSlot
    def _createSlot(self, param, type):
        """Create a slot for a parameter.

        param is the name of the parameter and type its OpenGL type (as str).
        """
        slot_lut = {"bool" : "BoolSlot",
                    "float" : "DoubleSlot",
                    "int" : "IntSlot",
                    "bvec2" : "Vec3Slot",
                    "bvec3" : "Vec3Slot",
                    "bvec4" : "Vec4Slot",
                    "ivec2" : "Vec3Slot",
                    "ivec3" : "Vec3Slot",
                    "bvec4" : "Vec4Slot",
                    "vec2" : "Vec3Slot",
                    "vec3" : "Vec3Slot",
                    "vec4" : "Vec4Slot",
                    "mat2" : "Mat3Slot",
                    "mat3" : "Mat3Slot",
                    "mat4" : "Mat4Slot",
                    "sampler1D" : "IntSlot",
                    "sampler2D" : "IntSlot",
                    "sampler3D" : "IntSlot",
                    "samplerCube" : "IntSlot",
                    "sampler1DShadow" : "IntSlot",
                    "sampler2DShadow" : "IntSlot"}
        slotname = slot_lut.get(type, None)
        if slotname==None:
            raise ValueError, "Invalid parameter type: %s"%type
        exec "slot = %s()"%slotname
        self.addSlot(param, slot)
        # Store the slot as <param>_slot 
        setattr(self, "%s_slot"%param, slot)
        return slot

        
# GLMaterial
class GLMaterial(_core.GLMaterial):

    def __init__(self,
                 name = "GLMaterial",
                 ambient = (0.2, 0.2, 0.2, 1),
                 diffuse = (0.7, 0.7, 0.7, 1),
                 specular = (0,0,0,1),
                 shininess = 0.0,
                 emission = (0,0,0,1),
                 blend_factors = None,
                 texture = None,
                 vertex_shader = None,
                 fragment_shader = None,
                 density=1.0):
        _core.GLMaterial.__init__(self, name, density)

        self.ambient = vec4(ambient)
        self.diffuse = vec4(diffuse)
        self.specular = vec4(specular)
        self.shininess = shininess
        self.emission = vec4(emission)
        if texture!=None:
            if isinstance(texture, _core.GLTexture):
                texture = [texture]
            self.setNumTextures(len(texture))
            for i,tex in enumerate(texture):
                self.setTexture(tex,i)
        if vertex_shader!=None:
            if isinstance(vertex_shader, _core.GLShader):
                vertex_shader = [vertex_shader]
            self.setNumVertexShaders(len(vertex_shader))
            for i,shd in enumerate(vertex_shader):
                self.setVertexShader(shd,i)
        if fragment_shader!=None:
            if isinstance(fragment_shader, _core.GLShader):
                fragment_shader = [fragment_shader]
            self.setNumFragmentShaders(len(fragment_shader))
            for i,shd in enumerate(fragment_shader):
                self.setFragmentShader(shd,i)
        if blend_factors!=None:
            self.blend_sfactor = blend_factors[0]
            self.blend_dfactor = blend_factors[1]
www.java2java.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.