portal64-still-alive/tools/debug_surface_builder.py

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from glob import glob
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from math import sqrt
from re import L
import re
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import sys
import traceback
import contextlib
import ctypes
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import sys
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from OpenGL import GL as gl
import glfw
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import gdb
# to use this script, you first need to install
# pip PyOpenGL PyOpenGL_accelerate glfw numpy
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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()
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def dot_product(a, b):
return a.x * b.x + a.y * b.y
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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)
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def add(self, other):
return Vertex(self.x + other.x, self.y + other.y)
def sub(self, other):
return Vertex(self.x - other.x, self.y - other.y)
def scale(self, scalar):
return Vertex(self.x * scalar, self.y * scalar)
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class Edge:
def __init__(self, pointIndex, nextEdge, prevEdge, reverseEdge):
self.pointIndex = int(pointIndex)
self.nextEdge = int(nextEdge)
self.prevEdge = int(prevEdge)
self.reverseEdge = int(reverseEdge)
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def __repr__(self):
return "Edge(" + str(self.pointIndex) + ", " + str(self.nextEdge) + ", " + str(self.prevEdge) + ", " + str(self.reverseEdge) + ")"
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next_color = [0.1, 0.2, 0]
prev_color = [0.2, 0.1, 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):
if fromEdge.pointIndex >= len(self.vertices) or toEdge.pointIndex >= len(self.vertices):
return
if fromEdge.nextEdge >= len(self.edges) or toEdge.nextEdge >= len(self.edges):
return
if self.edges[fromEdge.nextEdge].pointIndex >= len(self.vertices) or self.edges[toEdge.nextEdge].pointIndex >= len(self.vertices):
return
fromMidpoint = self.vertices[fromEdge.pointIndex].midpoint(self.vertices[self.edges[fromEdge.nextEdge].pointIndex])
toMidpoint = self.vertices[toEdge.pointIndex].midpoint(self.vertices[self.edges[toEdge.nextEdge].pointIndex])
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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)
if edge.nextEdge >= len(self.edges) or self.edges[edge.nextEdge].pointIndex >= len(self.vertices):
continue
if edge.pointIndex >= len(self.vertices):
continue
pointA = self.vertices[edge.pointIndex]
pointB = self.vertices[self.edges[edge.nextEdge].pointIndex]
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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)
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)
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def distance_to_edge(self, edge_index, from_point):
edge = self.edges[edge_index]
a = self.vertices[edge.pointIndex]
if edge.nextEdge == 255:
return 10000000000000
if edge.nextEdge >= len(self.edges):
print("WARNING: " + str(edge.nextEdge) + " is an invalid edge index")
return 10000000000000
if self.edges[edge.nextEdge].pointIndex >= len(self.vertices):
print("WARNING: " + str(self.edges[edge.nextEdge].pointIndex) + " is an invalid vertex index")
return 10000000000000
b = self.vertices[self.edges[edge.nextEdge].pointIndex]
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edge_dir = b.sub(a)
point_dir = from_point.sub(a)
edge_mag_sqr = dot_product(edge_dir, edge_dir)
if edge_mag_sqr == 0:
return sqrt(dot_product(point_dir, point_dir))
lerp = dot_product(edge_dir, point_dir) / edge_mag_sqr
if lerp < 0:
lerp = 0
elif lerp > 1:
lerp = 1
compare_point = a.add(edge_dir.scale(lerp))
offset = compare_point.sub(from_point)
return sqrt(dot_product(offset, offset))
def find_closest_edge(self, from_point):
result = 0
distance = self.distance_to_edge(0, from_point)
for index in range(1, len(self.edges)):
distance_check = self.distance_to_edge(index, from_point)
if distance_check < distance:
distance = distance_check
result = index
return result
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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
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def buildUniforms(program_id, scale, xOffset, yOffset):
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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,
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xOffset, yOffset, 0, 1
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])
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]
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output_vertices.append(Vertex(float(input_vertex["x"]), float(input_vertex["y"])))
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input_edges = surfaceBuilder["edges"]
output_edges = []
for edge_index in range(0, edge_count):
input_edge = input_edges[edge_index]
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output_edges.append(Edge(
input_edge["pointIndex"],
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input_edge["nextEdge"],
input_edge["prevEdge"],
input_edge["reverseEdge"]
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))
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)
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xOffset = 0
yOffset = 0
last_button = 0
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buildUniforms(program_id, scale, xOffset, yOffset)
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while (
glfw.get_key(window, glfw.KEY_ESCAPE) != glfw.PRESS and
not glfw.window_should_close(window)
):
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if glfw.get_key(window, glfw.KEY_MINUS):
scale = scale * 0.98
if glfw.get_key(window, glfw.KEY_EQUAL):
scale = scale / 0.98
if glfw.get_key(window, glfw.KEY_LEFT):
xOffset = xOffset + 0.01
if glfw.get_key(window, glfw.KEY_RIGHT):
xOffset = xOffset - 0.01
if glfw.get_key(window, glfw.KEY_UP):
yOffset = yOffset - 0.01
if glfw.get_key(window, glfw.KEY_DOWN):
yOffset = yOffset + 0.01
current_button = glfw.get_mouse_button(window, glfw.MOUSE_BUTTON_1)
if current_button and not last_button:
cursor_pos = glfw.get_cursor_pos(window)
world_pos = Vertex(
((2 * cursor_pos[0] / window_width - 1) - xOffset) / scale,
((1 - 2 * cursor_pos[1] / window_height) - yOffset) / scale
)
print(f"Checking for edges closest to")
print(world_pos)
closest_edge_index = surface.find_closest_edge(world_pos)
closest_edge = surface.edges[closest_edge_index]
print(f"Edge index {closest_edge_index}")
print(closest_edge)
print(f"Vertex index {closest_edge.pointIndex}")
print(surface.vertices[closest_edge.pointIndex])
print(f"Next vertex index {surface.edges[closest_edge.nextEdge].pointIndex}")
print(surface.vertices[surface.edges[closest_edge.nextEdge].pointIndex])
if closest_edge.reverseEdge != 255:
print(f"Reverse edge index {closest_edge.reverseEdge}")
print(surface.edges[closest_edge.reverseEdge])
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last_button = current_button
buildUniforms(program_id, scale, xOffset, yOffset)
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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())