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run_simulation.py
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200 lines (170 loc) · 6.97 KB
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import pygame as pg
import moderngl as mgl
import sys
from model import *
from camera import Camera
from containers import *
from opencv import postProcessFbo, postProcessCubesFbo, exportFbo, cubesToWorld, getCubes
from constants import loadConstants
from texture import do_pass
import itertools
from opencv_renewed import getCubesVP
class GraphicsEngine:
def __init__(self, win_size=(600, 400)):
# init pygame modules
pg.init()
# window size
self.WIN_SIZE = win_size
# set opengl attr
pg.display.gl_set_attribute(pg.GL_CONTEXT_MAJOR_VERSION, 3)
pg.display.gl_set_attribute(pg.GL_CONTEXT_MINOR_VERSION, 3)
pg.display.gl_set_attribute(pg.GL_CONTEXT_PROFILE_MASK, pg.GL_CONTEXT_PROFILE_CORE)
# create opengl context
pg.display.set_mode(self.WIN_SIZE, flags=pg.OPENGL | pg.DOUBLEBUF)
# mouse settings
pg.event.set_grab(True)
pg.mouse.set_visible(False)
# detect and use existing opengl context
self.ctx = mgl.create_context()
# self.ctx.front_face = 'cw'
self.ctx.enable(flags=mgl.DEPTH_TEST | mgl.CULL_FACE)
#self.ctx.enable(flags=mgl.AA)
# increase line width
self.ctx.line_width = 3.0
# create an object to help track time
self.clock = pg.time.Clock()
self.time = 0
self.delta_time = 0
# configs
self.SHOW_HOUGH = True
self.PAUSED = False
self.EXPORT = False
# light
self.light = Light()
# camera
self.camera = Camera(self)
# mesh
self.mesh = Mesh(self.ctx)
# buffers
self.buffers = self.mesh.buffers
# scene
self.scene = Scene(self)
def key_down(self, event):
# if event.key == pg.K_v:
# self.SHOW_HOUGH = not self.SHOW_HOUGH
if event.key == pg.K_r:
loadConstants()
if event.key == pg.K_t:
self.EXPORT = True
self.EXPORT_REASON = "file"
if event.key == pg.K_y:
print("camera view matrix:", self.camera.m_view)
print("cube positions in the world:" + str([[x/2 for x in b.pos] for b in self.scene.objects]))
if event.key == pg.K_g:
self.EXPORT = True
self.EXPORT_REASON = "process"
if event.key == pg.K_b:
self.scene.clear_objects(MarkerCube(self))
if event.key == pg.K_p:
self.PAUSED = not self.PAUSED
self.opencv_pipeline()
def check_events(self):
for event in pg.event.get():
if event.type == pg.QUIT or (event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE):
self.mesh.destroy()
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
self.key_down(event)
def clear_buffers(self):
# clear framebuffers
self.ctx.clear(red=0.5, green=0.6, blue=0.95)
self.buffers.fb_ssaa_render.clear(color=(0.5,0.6,0.96))
self.buffers.fb_render.clear(color=(1,1,1))
self.buffers.fb_aux.clear()
self.buffers.fb_binary.clear()
def render(self, target = None):
if target is None:
target = self.buffers.fb_render
# Render world
target.use()
self.ctx.enable(flags=mgl.DEPTH_TEST | mgl.CULL_FACE)
self.scene.render()
def render_shaders(self, source = None, target = None):
if(source is None):
source = self.buffers.fb_render
if(target is None):
target = self.ctx.screen
#blit
do_pass(self.buffers.fb_screen_mix, source, self.mesh.vaos['blit'])
# Do gaussian blur:
do_pass(self.buffers.fb_aux, self.buffers.fb_render, self.mesh.vaos['1d_gaussian'], {"is_x" : 1})
do_pass(self.buffers.fb_render, self.buffers.fb_aux, self.mesh.vaos['1d_gaussian'], {"is_x" : 0})
do_pass(self.buffers.fb_binary, self.buffers.fb_render, self.mesh.vaos['sobel'])
do_pass(self.buffers.fb_screen_mix, self.buffers.fb_binary, self.mesh.vaos['draw_over'])
do_pass(target, self.buffers.fb_screen_mix, self.mesh.vaos['blit'])
def flip_buffers(self):
"""Flip the buffers, useful if you want to do something before the flip (like exporting)"""
if self.EXPORT:
self.EXPORT = False
if self.EXPORT_REASON == "file":
exportFbo(self.buffers.screen, "generated_images/output.png")
elif self.EXPORT_REASON == "process":
newcubes = postProcessCubesFbo(self, self.buffers.screen, display=True, pipelineFunc=getCubes)
# for a1,a2,a3 in itertools.product([-1, 1], repeat=3):
# newcubes = [[a1*b[0], a2*b[1], a3*b[2]] for b in cubes]
newcubes = cubesToWorld(newcubes, self.camera)
print("guessing cube positions (relative to camera): " + str(newcubes))
# for c in newcubes:
# self.scene.add_object(MarkerCube(self, pos=c))
pg.display.flip()
def render_pipeline(self):
self.clear_buffers()
self.render(target=self.buffers.screen)
#self.render_shaders(source=self.buffers.fb_render, target=self.buffers.screen)
self.flip_buffers()
def antialiasing_pipeline(self):
self.clear_buffers()
self.render(target=self.buffers.fb_ssaa_render)
do_pass(self.buffers.screen, self.buffers.fb_ssaa_render, self.mesh.vaos['blit_scale'], {'outputWidth': self.buffers.screen.width, 'outputHeight': self.buffers.screen.height})
self.flip_buffers()
def opencv_pipeline(self):
self.clear_buffers()
self.render()
self.do_overlay(source=self.buffers.fb_render)
self.flip_buffers()
def do_overlay(self, target = None, source = None):
if source is None:
source = self.buffers.screen
if target is None:
target = self.buffers.screen
# do overlay
postProcessFbo(self, source)
do_pass(target, self.buffers.opencv, self.mesh.vaos['blit'], {"flip_y": 1})
def get_time(self):
self.time = pg.time.get_ticks() * 0.001
def run(self):
while True:
self.get_time()
self.check_events()
if not self.PAUSED:
self.camera.update()
if GLOBAL_CONSTANTS.opencv.DO_POST_PROCESS:
self.opencv_pipeline()
else:
self.antialiasing_pipeline()
self.delta_time = self.clock.tick(60)
def run():
print("Controls:")
print("ESC - exit")
print("P - Pause")
print("WASD - move around")
print("Q/E - move down/up")
print("Mouse - turn camera")
print("T - export current frame as 'generated_images/output.png'")
print("Y - Print camera matrix and cube positions")
print("G - Process the current frame directly")
app = GraphicsEngine()
app.run()
if __name__ == '__main__':
run()