[pyassimp] OpenGL Viewer: improved camera behaviour, simple keyboard control

While here, lots of cleaning + short docs
pull/8/merge^2
Séverin Lemaignan 2012-10-23 14:25:59 +02:00
parent ab268b9f48
commit 3b1464a6d9
1 changed files with 183 additions and 135 deletions

View File

@ -6,10 +6,13 @@ objects in OpenGL.
It loads a 3D model with ASSIMP and display it.
Textures are currently ignored.
Materials are supported but textures are currently ignored.
Half-working keyboard + mouse navigation is supported.
This sample is based on several sources, including:
- http://www.lighthouse3d.com/tutorials
- http://www.songho.ca/opengl/gl_transform.html
- http://code.activestate.com/recipes/325391/
- ASSIMP's C++ SimpleOpenGL viewer
"""
@ -22,6 +25,7 @@ from OpenGL.arrays import ArrayDatatype
import logging;logger = logging.getLogger("assimp_opengl")
logging.basicConfig(level=logging.INFO)
import math
import numpy
@ -31,48 +35,31 @@ from pyassimp.helper import *
name = 'pyassimp OpenGL viewer'
height = 400
width = 708
zup = numpy.matrix([[1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1]])
height = 600
width = 900
class GLRenderer():
def __init__(self):
self.scene = None
self.auto_rotate = False
self.viewangle_h = self.viewangle_v = 0.0
self.drot = 0.0
self.dp = 0.0
self.angle = 0.0
self.x = 1.0
self.z = 3.0
self.lx = 0.0
self.lz = 0.0
self.using_fixed_cam = False
self.current_cam_index = 0
self.x_origin = -1 # x position of the mouse when pressing left btn
# for FPS calculation
self.prev_time = 0
self.prev_fps_time = 0
self.frames = 0
def onkeypress(self, key, x, y):
if key == 'a':
self.auto_rotate = not self.auto_rotate
self.viewangle_h = 0.
self.viewangle_v = 0.
if key == 'z':
self.viewangle_v = -0.04
if key == 's':
self.viewangle_v = 0.04
if key == 'q':
self.viewangle_h = -0.04
if key == 'd':
self.viewangle_h = 0.04
if key == 'c':
self.fit_scene(restore = True)
self.set_camera(self.cycle_cameras())
if key == 'x':
sys.exit(0)
def prepare_gl_buffers(self, mesh):
mesh.gl = {}
@ -105,7 +92,6 @@ class GLRenderer():
def load_dae(self, path, postprocess = None):
#scene = pyassimp.load(path, aiProcessPreset_TargetRealtime_Quality)
logger.info("Loading model:" + path + "...")
if postprocess:
@ -138,49 +124,55 @@ class GLRenderer():
cam = self.scene.cameras[self.current_cam_index]
logger.info("Switched to camera " + str(cam))
return cam
def set_default_camera(self):
if not self.using_fixed_cam:
glLoadIdentity()
gluLookAt(self.x ,1., self.z, # pos
self.x + self.lx - 1.0, 1., self.z + self.lz - 3.0, # look at
0.,1.,0.) # up vector
def set_camera(self, camera):
if not camera:
return
self.using_fixed_cam = True
znear = camera.clipplanenear
zfar = camera.clipplanefar
aspect = camera.aspect
fov = camera.horizontalfov
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
### Compute gl frustrum
# taken from http://www.songho.ca/opengl/gl_transform.html
# Compute gl frustrum
tangent = math.tan(fov/2.)
height = znear * tangent
width = height * aspect
h = znear * tangent
w = h * aspect
# params: left, right, bottom, top, near, far
glFrustum(-width, width, -height, height, znear, zfar)
glFrustum(-w, w, -h, h, znear, zfar)
# equivalent to:
#gluPerspective(fov * 180/math.pi, aspect, znear, zfar)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
#cam_in_obj_coords = numpy.linalg.inv(camera.transformation)
#glMultMatrixf(cam_in_obj_coords)
#import pdb;pdb.set_trace()
cam = transform(camera.position, camera.transformation)
at = transform(camera.lookat, camera.transformation)
gluLookAt(cam[0], cam[2], -cam[1],
at[0], at[2], -at[1],
0,1,0)
at[0], at[2], -at[1],
0, 1, 0)
def fit_scene(self, restore = False):
""" Compute a scale factor and a translation to fit and center
the whole geometry on the screen.
"""
x_max = self.bb_max[0] - self.bb_min[0]
y_max = self.bb_max[1] - self.bb_min[1]
tmp = max(x_max, y_max)
@ -190,7 +182,7 @@ class GLRenderer():
if not restore:
tmp = 1. / tmp
logger.info("Scaling the scene by %.02f" % tmp)
logger.info("Scaling the scene by %.03f" % tmp)
glScalef(tmp, tmp, tmp)
# center the model
@ -200,17 +192,19 @@ class GLRenderer():
direction * self.scene_center[2] )
return x_max, y_max, z_max
def apply_material(self, mat):
""" Apply an OpenGL, using one OpenGL list per material to cache
the operation.
"""
if not hasattr(mat, "gl_mat"): # evaluate once the mat properties, and cache the values in a glDisplayList.
diffuse = mat.properties.get("$clr.diffuse", numpy.array([0.8, 0.8, 0.8, 1.0]))
specular = mat.properties.get("$clr.specular", numpy.array([0., 0., 0., 1.0]))
ambient = mat.properties.get("$clr.ambient", numpy.array([0.2, 0.2, 0.2, 1.0]))
emissive = mat.properties.get("$clr.emissive", numpy.array([0., 0., 0., 1.0]))
shininess = mat.properties.get("$mat.shininess", 1.0)
shininess = min(mat.properties.get("$mat.shininess", 1.0), 128)
wireframe = mat.properties.get("$mat.wireframe", 0)
twosided = mat.properties.get("$mat.twosided", 1)
@ -230,53 +224,23 @@ class GLRenderer():
glEndList()
glCallList(mat.gl_mat)
def apply_transformation(self, m):
m = m.transpose() # OpenGL row major
glMultMatrixf(m)
def recursive_render(self, node):
# save model matrix and apply node transformation
glPushMatrix()
self.apply_transformation(node.transformation)
for mesh in node.meshes:
self.apply_material(mesh.material)
glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["vertices"])
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(3, GL_FLOAT, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["normals"])
glEnableClientState(GL_NORMAL_ARRAY)
glNormalPointer(GL_FLOAT, 0, None)
glDrawArrays(GL_TRIANGLES,0, len(mesh.faces)*3)
#glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["triangles"])
#glDrawElements(GL_TRIANGLES,len(mesh.faces) * 3, GL_UNSIGNED_INT, 0)
glDisableClientState(GL_VERTEX_ARRAY)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
for child in node.children:
self.recursive_render(child)
glPopMatrix()
def do_motion(self):
gl_time = glutGet(GLUT_ELAPSED_TIME)
self.viewangle_h = (gl_time-self.prev_time)*0.03 if self.auto_rotate else self.viewangle_h
# Compute the new position of the camera and set it
self.x += self.dp * self.lx * 0.01 * (gl_time-self.prev_time)
self.z += self.dp * self.lz * 0.01 * (gl_time-self.prev_time)
self.angle += self.drot * 0.1 * (gl_time-self.prev_time)
self.lx = math.sin(self.angle)
self.lz = -math.cos(self.angle)
self.set_default_camera()
self.prev_time = gl_time
# Compute FPS
self.frames += 1
if gl_time - self.prev_fps_time >= 1000:
@ -284,24 +248,102 @@ class GLRenderer():
logger.info('%.0f fps' % current_fps)
self.frames = 0
self.prev_fps_time = gl_time
glutPostRedisplay()
def recursive_render(self, node):
""" Main recursive rendering method.
"""
# save model matrix and apply node transformation
glPushMatrix()
m = node.transformation.transpose() # OpenGL row major
glMultMatrixf(m)
for mesh in node.meshes:
self.apply_material(mesh.material)
glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["vertices"])
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(3, GL_FLOAT, 0, None)
glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["normals"])
glEnableClientState(GL_NORMAL_ARRAY)
glNormalPointer(GL_FLOAT, 0, None)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["triangles"])
glDrawElements(GL_TRIANGLES,len(mesh.faces) * 3, GL_UNSIGNED_INT, None)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
for child in node.children:
self.recursive_render(child)
glPopMatrix()
def display(self):
""" GLUT callback to redraw OpenGL surface
"""
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
# rotate it around the y axis
glRotatef(self.viewangle_h,0.,0.,1.)
glRotatef(self.viewangle_v,0.,1.,0.)
self.recursive_render(self.scene.rootnode)
glutSwapBuffers()
self.do_motion()
return
def render(self, filename=None, fullscreen = False, autofit = True):
####################################################################
## GLUT keyboard and mouse callbacks ##
####################################################################
def onkeypress(self, key, x, y):
if key == 'c':
self.fit_scene(restore = True)
self.set_camera(self.cycle_cameras())
if key == 'q':
sys.exit(0)
def onspecialkeypress(self, key, x, y):
fraction = 0.05
if key == GLUT_KEY_UP:
self.dp = 0.5
if key == GLUT_KEY_DOWN:
self.dp = -0.5
if key == GLUT_KEY_LEFT:
self.drot = -0.01
if key == GLUT_KEY_RIGHT:
self.drot = 0.01
def onspecialkeyrelease(self, key, x, y):
if key == GLUT_KEY_UP:
self.dp = 0.
if key == GLUT_KEY_DOWN:
self.dp = 0.
if key == GLUT_KEY_LEFT:
self.drot = 0.0
if key == GLUT_KEY_RIGHT:
self.drot = 0.0
def onclick(self, button, state, x, y):
if button == GLUT_LEFT_BUTTON:
if state == GLUT_UP:
self.drot = 0
self.x_origin = -1
else: # GLUT_DOWN
self.x_origin = x
def onmousemove(self, x, y):
if self.x_origin >= 0:
self.drot = (x - self.x_origin) * 0.001
def render(self, filename=None, fullscreen = False, autofit = True, postprocess = None):
"""
:param autofit: if true, scale the scene to fit the whole geometry
@ -321,21 +363,25 @@ class GLRenderer():
else:
print("Fullscreen mode not available!")
sys.exit(1)
self.load_dae(filename)
glClearColor(0.,0.,0.,1.)
glShadeModel(GL_SMOOTH)
self.load_dae(filename, postprocess = postprocess)
glClearColor(0.1,0.1,0.1,1.)
#glShadeModel(GL_SMOOTH)
glEnable(GL_LIGHTING)
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
lightZeroPosition = [10.,4.,10.,1.]
lightZeroColor = [0.8,1.0,0.8,1.0] #green tinged
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
#lightZeroPosition = [10.,4.,10.,1.]
#lightZeroColor = [0.8,1.0,0.8,1.0] #green tinged
#glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
#glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
#glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
#glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE)
glEnable(GL_NORMALIZE)
glEnable(GL_LIGHT0)
glutDisplayFunc(self.display)
@ -345,22 +391,24 @@ class GLRenderer():
glLoadIdentity()
gluPerspective(35.0, width/float(height) , 0.10, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0.,0.,3., # pos
0.,0.,0., # look at
0.,1.,0.) # up vector
self.set_default_camera()
if autofit:
# scale the whole asset to fit into our view frustum·
self.fit_scene()
glPushMatrix()
# Register GLUT callbacks for keyboard and mouse
glutKeyboardFunc(self.onkeypress)
glutSpecialFunc(self.onspecialkeypress)
glutIgnoreKeyRepeat(1)
glutSpecialUpFunc(self.onspecialkeyrelease)
glutMouseFunc(self.onclick)
glutMotionFunc(self.onmousemove)
glutMainLoop()
return
if __name__ == '__main__':
@ -369,5 +417,5 @@ if __name__ == '__main__':
sys.exit(0)
glrender = GLRenderer()
glrender.render(sys.argv[1], fullscreen = False)
glrender.render(sys.argv[1], fullscreen = False, postprocess = aiProcessPreset_TargetRealtime_MaxQuality)