Portal64/tools/debug_surface_builder.py

351 lines
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Python
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2022-07-08 22:48:11 -04:00
from glob import glob
import sys
import traceback
import gdb
import contextlib
import ctypes
from OpenGL import GL as gl
import glfw
window_width = 800
window_height = 600
@contextlib.contextmanager
def create_main_window():
global window_height
global window_width
if not glfw.init():
sys.exit(1)
try:
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
title = 'Surface Generator Debug'
window = glfw.create_window(window_width, window_height, title, None, None)
if not window:
sys.exit(2)
glfw.make_context_current(window)
glfw.set_input_mode(window, glfw.STICKY_KEYS, True)
gl.glClearColor(0, 0, 0, 0)
yield window
finally:
glfw.terminate()
class Vertex:
def __init__(self, x, y):
self.x = x
self.y = y
def __repr__(self):
return "Vertex(" + str(self.x) + ", " + str(self.y) + ")"
def __str__(self):
return "(" + str(self.x) + ", " + str(self.y) + ")"
def midpoint(self, to):
return Vertex((self.x + to.x) / 2, (self.y + to.y) / 2)
class Edge:
def __init__(self, aIndex, bIndex, nextEdge, prevEdge, nextEdgeReverse, prevEdgeReverse):
self.aIndex = aIndex
self.bIndex = bIndex
self.nextEdge = nextEdge
self.prevEdge = prevEdge
self.nextEdgeReverse = nextEdgeReverse
self.prevEdgeReverse = prevEdgeReverse
def __repr__(self):
return "Edge(" + str(self.aIndex) + ", " + str(self.bIndex) + ", " + str(self.nextEdge) + ", " + str(self.prevEdge) + ", " + str(self.nextEdgeReverse) + ", " + str(self.prevEdgeReverse) + ")"
next_color = [0.1, 0.2, 0]
prev_color = [0.2, 0.1, 0]
next_color_reverse = [0.15, 0.2, 0]
prev_color_reverse = [0.2, 0.15, 0]
class SurfaceConnections:
def __init__(self, vertices, edges):
self.vertices = vertices
self.edges = edges
def generate_connection(self, fromEdge, toEdge, color, vertex_pos, vertex_color, indices):
fromMidpoint = self.vertices[fromEdge.aIndex].midpoint(self.vertices[fromEdge.bIndex])
toMidpoint = self.vertices[toEdge.aIndex].midpoint(self.vertices[toEdge.bIndex])
midpointMidpoint = fromMidpoint.midpoint(toMidpoint)
curr_vertex = int(len(vertex_pos) / 3)
indices.append(curr_vertex)
indices.append(curr_vertex + 1)
vertex_pos.append(fromMidpoint.x)
vertex_pos.append(fromMidpoint.y)
vertex_pos.append(0)
vertex_pos.append(midpointMidpoint.x)
vertex_pos.append(midpointMidpoint.y)
vertex_pos.append(0)
vertex_color.append(color[0])
vertex_color.append(color[1])
vertex_color.append(color[2])
vertex_color.append(color[0])
vertex_color.append(color[1])
vertex_color.append(color[2])
def build_vertex_buffer(self):
vertex_array_id = gl.glGenVertexArrays(1)
gl.glBindVertexArray(vertex_array_id)
attr_id = 0
vertex_buffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_buffer)
vertex_pos = []
vertex_color = []
indices = []
current_edge = 0
for edge in self.edges:
lerp = float(current_edge) / float(len(self.edges))
curr_vertex = int(len(vertex_pos) / 3)
pointA = self.vertices[edge.aIndex]
pointB = self.vertices[edge.bIndex]
vertex_pos.append(pointA.x)
vertex_pos.append(pointA.y)
vertex_pos.append(0)
vertex_color.append(0)
vertex_color.append(lerp)
vertex_color.append(1)
vertex_pos.append(pointB.x)
vertex_pos.append(pointB.y)
vertex_pos.append(0)
vertex_color.append(1)
vertex_color.append(lerp)
vertex_color.append(0)
indices.append(curr_vertex)
indices.append(curr_vertex + 1)
current_edge = current_edge + 1
if edge.nextEdge != 255:
self.generate_connection(edge, self.edges[edge.nextEdge], next_color, vertex_pos, vertex_color, indices)
if edge.prevEdge != 255:
self.generate_connection(edge, self.edges[edge.prevEdge], prev_color, vertex_pos, vertex_color, indices)
if edge.nextEdgeReverse != 255:
self.generate_connection(edge, self.edges[edge.nextEdgeReverse], next_color_reverse, vertex_pos, vertex_color, indices)
if edge.prevEdgeReverse != 255:
self.generate_connection(edge, self.edges[edge.prevEdgeReverse], prev_color_reverse, vertex_pos, vertex_color, indices)
array_type = (gl.GLfloat * len(vertex_pos))
gl.glBufferData(gl.GL_ARRAY_BUFFER, len(vertex_pos) * ctypes.sizeof(ctypes.c_float), array_type(*vertex_pos), gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(
attr_id,
3,
gl.GL_FLOAT,
False,
0,
None
)
gl.glEnableVertexAttribArray(0)
attr_id = 1
color_buffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, color_buffer)
array_type = (gl.GLfloat * len(vertex_color))
gl.glBufferData(gl.GL_ARRAY_BUFFER,
len(vertex_color) * ctypes.sizeof(ctypes.c_float),
array_type(*vertex_color),
gl.GL_STATIC_DRAW)
gl.glVertexAttribPointer(
attr_id,
3,
gl.GL_FLOAT,
False,
0,
None
)
gl.glEnableVertexAttribArray(attr_id)
index_buffer = gl.glGenBuffers(1)
array_type = (gl.GLshort * len(indices))
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, index_buffer)
gl.glBufferData(
gl.GL_ELEMENT_ARRAY_BUFFER,
len(indices) * ctypes.sizeof(ctypes.c_short),
array_type(*indices),
gl.GL_STATIC_DRAW
)
return len(indices)
def build_shaders():
shaders = {
gl.GL_VERTEX_SHADER: '''\
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
varying vec3 pixelColor;
uniform mat4 transformMatrix;
void main(){
gl_Position = transformMatrix * vec4(vertexPosition_modelspace, 1);
pixelColor = vertexColor;
}
''',
gl.GL_FRAGMENT_SHADER: '''\
#version 330 core
varying vec3 pixelColor;
out vec3 color;
void main(){
color = pixelColor;
}
'''
}
program_id = gl.glCreateProgram()
shader_ids = []
for shader_type, shader_src in shaders.items():
shader_id = gl.glCreateShader(shader_type)
gl.glShaderSource(shader_id, shader_src)
gl.glCompileShader(shader_id)
# check if compilation was successful
result = gl.glGetShaderiv(shader_id, gl.GL_COMPILE_STATUS)
info_log_len = gl.glGetShaderiv(shader_id, gl.GL_INFO_LOG_LENGTH)
if info_log_len:
logmsg = gl.glGetShaderInfoLog(shader_id)
print(logmsg)
return None
gl.glAttachShader(program_id, shader_id)
shader_ids.append(shader_id)
gl.glLinkProgram(program_id)
# check if linking was successful
result = gl.glGetProgramiv(program_id, gl.GL_LINK_STATUS)
info_log_len = gl.glGetProgramiv(program_id, gl.GL_INFO_LOG_LENGTH)
if info_log_len:
logmsg = gl.glGetProgramInfoLog(program_id)
print(logmsg)
return None
gl.glUseProgram(program_id)
return program_id
def buildUniforms(program_id, scale):
global window_height
global window_width
gl.glUseProgram(program_id)
transform_matrix = gl.glGetUniformLocation(program_id, "transformMatrix")
gl.glUniformMatrix4fv(transform_matrix, 1, gl.GL_FALSE, [
scale, 0, 0, 0,
0, scale, 0, 0,
0, 0, scale, 0,
0, 0, 0, 1
])
def extract_surface_data(surfaceBuilder):
vertex_count = surfaceBuilder["currentVertex"]
edge_count = surfaceBuilder["currentEdge"]
input_vertices = surfaceBuilder["vertices"]
output_vertices = []
for vertex_index in range(0, vertex_count):
input_vertex = input_vertices[vertex_index]
output_vertices.append(Vertex(input_vertex["x"], input_vertex["y"]))
input_edges = surfaceBuilder["edges"]
output_edges = []
for edge_index in range(0, edge_count):
input_edge = input_edges[edge_index]
output_edges.append(Edge(
input_edge["aIndex"],
input_edge["bIndex"],
input_edge["nextEdge"],
input_edge["prevEdge"],
input_edge["nextEdgeReverse"],
input_edge["prevEdgeReverse"]
))
return SurfaceConnections(output_vertices, output_edges)
def main():
print("main")
print(gl.glGetString(gl.GL_VENDOR), gl.glGetString(gl.GL_RENDERER))
frame = gdb.selected_frame()
print("Getting surfaceBuilder")
surface = extract_surface_data(frame.read_var("surfaceBuilder"))
with create_main_window() as window:
print("Building vertex buffer")
index_count = surface.build_vertex_buffer()
print("Building shaders")
program_id = build_shaders()
if program_id is None:
return
max_extent = 0
for vertex in surface.vertices:
max_extent = max(max_extent, abs(vertex.x))
max_extent = max(max_extent, abs(vertex.y))
max_extent = max_extent + 10
scale = float(1) / float(max_extent)
buildUniforms(program_id, scale)
while (
glfw.get_key(window, glfw.KEY_ESCAPE) != glfw.PRESS and
not glfw.window_should_close(window)
):
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawElements(gl.GL_LINES, index_count, gl.GL_UNSIGNED_SHORT, None)
glfw.swap_buffers(window)
glfw.poll_events()
try:
main()
except:
print("An error happened")
print(traceback.format_exc())