-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathskinned_renderer.py
258 lines (196 loc) · 10.3 KB
/
skinned_renderer.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
from typing import Tuple, List
from math import degrees
from numpy import zeros, arange, float32
from struct import unpack
import arcade
import arcade.gl as gl
import lin_al as la
from global_access import SCREEN_WIDTH, SCREEN_HEIGHT
from clock import GAME_CLOCK
import skeleton
import model
import transform
import animation
class SkinnedRenderer:
def __init__(self, render_skeleton, render_model, position):
self.skeleton: skeleton.Skeleton = render_skeleton
self.transform: transform.Transform = position
self.model = render_model
self.animator: animation.AnimationSet = animation.AnimationSet()
def draw(self):
pass
class Primitive(SkinnedRenderer):
"""
A skeleton and a primitive model.
"""
def __init__(self, render_skeleton, render_model, position):
super().__init__(render_skeleton, render_model, position)
self.last_world_space_joints: List[la.Vec2] = []
def calculate_prim_point(self, index, poses, weights, world_matrix):
inverse_matrix = self.skeleton.joints[index].inv_bind_pose_matrix
segment = self.model.segment_list[index]
if not len(poses):
final_point = segment.model_view_pos * world_matrix
else:
final_point = la.Vec2(0)
for k, pose in enumerate(poses):
joint_pose = pose[index]
skinning_matrix = inverse_matrix * joint_pose
final_point += segment.model_view_pos * skinning_matrix * world_matrix * weights[k]
return final_point
def render_points(self, poses, weights):
index = 0
world_matrix = self.transform.to_matrix()
world_space_joints = []
while index < self.skeleton.joint_count:
primitive_segment = self.model.segment_list[index]
final_point = self.calculate_prim_point(index, poses, weights, world_matrix)
if primitive_segment.parent_primitive_index != -1:
parent_point = world_space_joints[primitive_segment.parent_primitive_index]
arcade.draw_line(final_point.x, final_point.y, parent_point.x, parent_point.y,
primitive_segment.colour, primitive_segment.thickness)
arcade.draw_point(final_point.x, final_point.y, primitive_segment.colour, primitive_segment.thickness * 2)
world_space_joints.append(final_point)
index += 1
self.last_world_space_joints = world_space_joints
def draw(self):
poses, weights = self.animator.get_poses()
self.render_points(poses, weights)
def pose_draw(self, pose: animation.FramePose):
poses = []
for index, joint_pose in enumerate(pose.joint_poses):
parent = self.skeleton.joints[index].parent
if parent != -1:
poses.append(joint_pose.to_matrix() * poses[parent])
else:
poses.append(joint_pose.to_matrix())
self.render_points((poses,), (1,))
def create_sample_prim_renderer():
clip = animation.generate_clips("resources/poses/animations/basic_motion.json", 'run')
entity_skeleton = skeleton.create_skeleton("basic")
entity_model = model.create_primitive_model("resources/models/primitives/basic.json")
position = transform.Transform(la.Vec2(SCREEN_WIDTH/6, SCREEN_HEIGHT/2), la.Vec2(128), 0)
sample_prim = Primitive(entity_skeleton, entity_model, position)
sample_prim.animator.add_animation(clip, 1, GAME_CLOCK.run_time, -1, 0.375)
return sample_prim
class SpriteRenderData:
def __init__(self, matrices, angles):
self.matrices: Tuple[Tuple[la.Matrix33, float]] = matrices
self.angles: Tuple[float] = angles
class Sprites(SkinnedRenderer):
def __init__(self, render_skeleton, render_model, render_transform):
super().__init__(render_skeleton, render_model, render_transform)
self.render_data: SpriteRenderData = None
def find_render_data(self):
poses, weights = self.animator.get_poses()
world_matrix = self.transform.to_matrix()
joint_matrices = []
joint_positions = []
joint_angles = []
for index, joint in enumerate(self.skeleton.joints):
inv_matrix = joint.inv_bind_pose_matrix
if not poses:
final_joint = joint.joint_model_pos * world_matrix
joint_matrices.append((world_matrix,))
joint_positions.append(final_joint)
joint_angles.append(0)
else:
matrices = []
final_point = la.Vec2(0)
for k, pose in enumerate(poses):
pose_matrix = (inv_matrix * pose[index] * world_matrix *
la.Matrix33.scale_matrix(la.Vec2(weights[k])))
final_point += joint.joint_model_pos * pose_matrix
matrices.append(pose_matrix)
joint_matrices.append(tuple(matrices))
joint_positions.append(final_point)
if joint.parent != -1:
parent_point = joint_positions[joint.parent]
angle = (final_point - parent_point).theta
joint_angles.append(angle)
else:
joint_angles.append(0)
self.render_data = SpriteRenderData(tuple(joint_matrices), tuple(joint_angles))
def draw(self):
scale = self.transform.scale.x/self.model.model_pixel_scale.x * self.model.model_pixel_scale.y
if self.render_data is not None:
for segment in self.model.segment_list:
index = segment.target_joint
sprite = segment.sprite
if sprite.scale != scale:
sprite.scale = scale
sprite.angle = degrees(self.render_data.angles[index])
position = la.Vec2(0)
for matrix in self.render_data.matrices[index]:
position += segment.model_pos * matrix
sprite.position = position.x, position.y
self.model.draw()
def create_sample_sprite_renderer():
clip = animation.generate_clips("resources/poses/animations/robot_motion.json", 'run')
render_skeleton = skeleton.create_skeleton("robot")
render_model = model.create_sprite_model("resources/models/sprites/robot.json")
position = transform.Transform(la.Vec2(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), la.Vec2(128), 0)
sample_sprite = Sprites(render_skeleton, render_model, position)
sample_sprite.animator.add_animation(clip, 1, GAME_CLOCK.run_time, -1, 0.375)
return sample_sprite
class Mesh(SkinnedRenderer):
def __init__(self, render_skeleton, render_model: model.MeshModel, position, context: arcade.ArcadeContext):
super().__init__(render_skeleton, render_model, position)
self.ctx = context
render_model.calculate_buffers(context)
# self.test_prog = context.load_program(vertex_shader="resources/shaders/transform_test_vert.glsl")
# self.test_geo = context.geometry(
# [gl.BufferDescription(render_model.vertex_buffer, '4f 3f 3f 2f', ['joint_indices', 'joint_weights',
# 'vert_pos', 'vert_uv'])],
# index_buffer=render_model.index_buffer, index_element_size=2)
# self.buffer_format = ""
# for _ in range(len(render_model.vertices)):
# self.buffer_format += "f f f f f f f f f f f f f f f f "
# self.test_prog["Projection"].binding = 0
# self.test_prog["JointMatrix"].binding = 1
self.geometry = context.geometry(
[gl.BufferDescription(render_model.vertex_buffer, '4f 3f 3f 2f', ['joint_indices', 'joint_weights',
'vert_pos', 'vert_uv'])],
index_buffer=render_model.index_buffer, index_element_size=2, mode=context.TRIANGLES
)
self.program = context.load_program(vertex_shader="resources/shaders/skeleton_vert.glsl",
fragment_shader="resources/shaders/skeleton_frag.glsl")
self.program["Projection"].binding = 0
self.program["JointMatrix"].binding = 1
self.update_world_matrix()
self.skeleton_buffer = context.buffer(data=zeros(512, float32), usage='dynamic')
self.target_buffer = context.buffer(reserve=len(render_model.vertices)*4*16, usage='dynamic')
def update_world_matrix(self):
m33 = self.transform.to_matrix().values
self.program['world'] = [m33[0], m33[1], m33[2], 0,
m33[3], m33[4], m33[5], 0,
m33[6], m33[7], m33[8], 0,
0, 0, 0, 1]
# self.test_prog['world'] = [m33[0], m33[1], m33[2], 0,
# m33[3], m33[4], m33[5], 0,
# m33[6], m33[7], m33[8], 0,
# 0, 0, 0, 1]
def draw(self):
matrices = zeros(512, float32)
poses, weights = self.animator.get_poses()
for index, joint_pose in enumerate(poses[0]):
sm = self.skeleton.joints[index].inv_bind_pose_matrix * joint_pose
index_range = arange(16*index, 16*index + 16)
matrices.put(index_range, [sm[0], sm[1], sm[2], 0,
sm[3], sm[4], sm[5], 0,
sm[6], sm[7], sm[8], 0,
0, 0, 0, 1])
self.skeleton_buffer.write(matrices)
self.skeleton_buffer.bind_to_uniform_block(1)
# self.test_geo.transform(self.test_prog, self.target_buffer)
# print(unpack(self.buffer_format, self.target_buffer.read())[16:32])
self.ctx.enable(self.ctx.DEPTH_TEST)
self.geometry.render(self.program, vertices=len(self.model.indices))
def create_sample_mesh_renderer(context):
clip = animation.generate_clips("resources/poses/animations/robot_motion.json", 'run')
render_skeleton = skeleton.create_skeleton("robot")
render_model = model.load_mesh_model('robot')
position = transform.Transform(la.Vec2(5*SCREEN_WIDTH/6, SCREEN_HEIGHT/2), la.Vec2(128), 0)
sample_mesh = Mesh(render_skeleton, render_model, position, context)
sample_mesh.animator.add_animation(clip, 1, GAME_CLOCK.run_time, -1, 0.375)
return sample_mesh