Merge pull request #10 from severin-lemaignan/for-upstream
[pyassimp] New sample application based on SDL/pygame + various fixespull/15/merge
commit
c50926b43b
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@ -1,8 +1,8 @@
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PyAssimp Readme
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===============
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-- a simple Python wrapper for Assimp using ctypes to access
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the library. Requires Python >= 2.6.
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A simple Python wrapper for Assimp using `ctypes` to access the library.
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Requires Python >= 2.6.
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Python 3 support is mostly here, but not well tested.
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@ -12,10 +12,10 @@ particular, only loading of models is currently supported (no export).
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USAGE
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-----
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To get started with pyAssimp, examine the sample.py script in scripts/, which
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illustrates the basic usage. All Assimp data structures are wrapped using
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To get started with pyAssimp, examine the `sample.py` script in `scripts/`,
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which illustrates the basic usage. All Assimp data structures are wrapped using
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ctypes. All the data+length fields in Assimp's data structures (such as
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'aiMesh::mNumVertices','aiMesh::mVertices') are replaced by simple python
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`aiMesh::mNumVertices`, `aiMesh::mVertices`) are replaced by simple python
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lists, so you can call len() on them to get their respective size and access
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members using [].
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@ -57,18 +57,18 @@ release(scene)
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INSTALL
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-------
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Install pyassimp by running:
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Install `pyassimp` by running:
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> python setup.py install
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PyAssimp requires a assimp dynamic library (DLL on windows,
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so on linux :-) in order to work. The default search directories
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PyAssimp requires a assimp dynamic library (`DLL` on windows,
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`.so` on linux :-) in order to work. The default search directories
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are:
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- the current directory
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- on linux additionally: /usr/lib and /usr/local/lib
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- on linux additionally: `/usr/lib` and `/usr/local/lib`
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To build that library, refer to the Assimp master INSTALL
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instructions. To look in more places, edit ./pyassimp/helper.py.
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There's an 'additional_dirs' list waiting for your entries.
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instructions. To look in more places, edit `./pyassimp/helper.py`.
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There's an `additional_dirs` list waiting for your entries.
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@ -346,60 +346,28 @@ def _get_properties(properties, length):
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for p in [properties[i] for i in range(length)]:
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#the name
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p = p.contents
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key = str(p.mKey.data)
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key = str(p.mKey.data).split('.')[1]
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#the data
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from ctypes import POINTER, cast, c_int, c_float, sizeof
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if p.mType == 1:
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arr = cast(p.mData, POINTER(c_float * int(p.mDataLength/sizeof(c_float)) )).contents
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value = numpy.array([x for x in arr])
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value = [x for x in arr]
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elif p.mType == 3: #string can't be an array
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value = cast(p.mData, POINTER(structs.String)).contents.data
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elif p.mType == 4:
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arr = cast(p.mData, POINTER(c_int * int(p.mDataLength/sizeof(c_int)) )).contents
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value = numpy.array([x for x in arr])
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value = [x for x in arr]
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else:
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value = p.mData[:p.mDataLength]
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if len(value) == 1:
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[value] = value
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result[key] = value
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return result
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def aiGetMaterialFloatArray(material, key):
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AI_SUCCESS = 0
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from ctypes import byref, pointer, cast, c_float, POINTER, sizeof, c_uint
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out = structs.Color4D()
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max = c_uint(sizeof(structs.Color4D))
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r=_assimp_lib.dll.aiGetMaterialFloatArray(pointer(material),
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key[0],
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key[1],
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key[2],
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byref(out),
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byref(max))
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if (r != AI_SUCCESS):
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raise AssimpError("aiGetMaterialFloatArray failed!")
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out._init()
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return [out[i] for i in range(max.value)]
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def aiGetMaterialString(material, key):
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AI_SUCCESS = 0
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from ctypes import byref, pointer, cast, c_float, POINTER, sizeof, c_uint
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out = structs.String()
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r=_assimp_lib.dll.aiGetMaterialString(pointer(material),
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key[0],
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key[1],
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key[2],
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byref(out))
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if (r != AI_SUCCESS):
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raise AssimpError("aiGetMaterialString failed!")
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return str(out.data)
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def decompose_matrix(matrix):
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if not isinstance(matrix, structs.Matrix4x4):
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raise AssimpError("pyassimp.decompose_matrix failed: Not a Matrix4x4!")
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@ -9,6 +9,7 @@ import ctypes
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from ctypes import POINTER
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import operator
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import numpy
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from numpy import linalg
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import logging;logger = logging.getLogger("pyassimp")
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@ -47,12 +48,14 @@ def transform(vector3, matrix4x4):
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def get_bounding_box(scene):
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bb_min = [1e10, 1e10, 1e10] # x,y,z
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bb_max = [-1e10, -1e10, -1e10] # x,y,z
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return get_bounding_box_for_node(scene.rootnode, bb_min, bb_max)
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return get_bounding_box_for_node(scene.rootnode, bb_min, bb_max, linalg.inv(scene.rootnode.transformation))
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def get_bounding_box_for_node(node, bb_min, bb_max):
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def get_bounding_box_for_node(node, bb_min, bb_max, transformation):
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transformation = numpy.dot(transformation, node.transformation)
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for mesh in node.meshes:
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for v in mesh.vertices:
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v = transform(v, node.transformation)
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v = transform(v, transformation)
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bb_min[0] = min(bb_min[0], v[0])
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bb_min[1] = min(bb_min[1], v[1])
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bb_min[2] = min(bb_min[2], v[2])
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@ -62,7 +65,7 @@ def get_bounding_box_for_node(node, bb_min, bb_max):
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for child in node.children:
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bb_min, bb_max = get_bounding_box_for_node(child, bb_min, bb_max)
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bb_min, bb_max = get_bounding_box_for_node(child, bb_min, bb_max, transformation)
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return bb_min, bb_max
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@ -0,0 +1,410 @@
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#!/usr/bin/env python
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#-*- coding: UTF-8 -*-
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""" This program loads a model with PyASSIMP, and display it.
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It make a large use of shaders to illustrate a 'modern' OpenGL pipeline.
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Based on:
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- pygame + mouselook code from http://3dengine.org/Spectator_%28PyOpenGL%29
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- http://www.lighthouse3d.com/tutorials
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- http://www.songho.ca/opengl/gl_transform.html
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- http://code.activestate.com/recipes/325391/
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- ASSIMP's C++ SimpleOpenGL viewer
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"""
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import sys
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import logging
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logger = logging.getLogger("underworlds.3d_viewer")
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gllogger = logging.getLogger("OpenGL")
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gllogger.setLevel(logging.WARNING)
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logging.basicConfig(level=logging.INFO)
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import OpenGL
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#OpenGL.ERROR_CHECKING=False
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#OpenGL.ERROR_LOGGING = False
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#OpenGL.ERROR_ON_COPY = True
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#OpenGL.FULL_LOGGING = True
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from OpenGL.GL import *
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from OpenGL.error import GLError
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from OpenGL.GLU import *
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from OpenGL.GLUT import *
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from OpenGL.arrays import vbo
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from OpenGL.GL import shaders
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import pygame
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import math, random
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import numpy
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from numpy import linalg
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from pyassimp import core as pyassimp
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from pyassimp.postprocess import *
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from pyassimp.helper import *
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class DefaultCamera:
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def __init__(self, w, h, fov):
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self.clipplanenear = 0.001
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self.clipplanefar = 100000.0
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self.aspect = w/h
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self.horizontalfov = fov * math.pi/180
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self.transformation = [[ 0.68, -0.32, 0.65, 7.48],
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[ 0.73, 0.31, -0.61, -6.51],
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[-0.01, 0.89, 0.44, 5.34],
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[ 0., 0., 0., 1. ]]
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self.lookat = [0.0,0.0,-1.0]
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def __str__(self):
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return "Default camera"
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class PyAssimp3DViewer:
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base_name = "PyASSIMP 3D viewer"
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def __init__(self, model, w=1024, h=768, fov=75):
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pygame.init()
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pygame.display.set_caption(self.base_name)
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pygame.display.set_mode((w,h), pygame.OPENGL | pygame.DOUBLEBUF)
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self.prepare_shaders()
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self.cameras = [DefaultCamera(w,h,fov)]
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self.current_cam_index = 0
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self.load_model(model)
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# for FPS computation
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self.frames = 0
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self.last_fps_time = glutGet(GLUT_ELAPSED_TIME)
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self.cycle_cameras()
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def prepare_shaders(self):
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phong_weightCalc = """
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float phong_weightCalc(
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in vec3 light_pos, // light position
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in vec3 frag_normal // geometry normal
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) {
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// returns vec2( ambientMult, diffuseMult )
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float n_dot_pos = max( 0.0, dot(
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frag_normal, light_pos
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));
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return n_dot_pos;
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}
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"""
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vertex = shaders.compileShader( phong_weightCalc +
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"""
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uniform vec4 Global_ambient;
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uniform vec4 Light_ambient;
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uniform vec4 Light_diffuse;
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uniform vec3 Light_location;
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uniform vec4 Material_ambient;
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uniform vec4 Material_diffuse;
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attribute vec3 Vertex_position;
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attribute vec3 Vertex_normal;
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varying vec4 baseColor;
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * vec4(
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Vertex_position, 1.0
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);
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vec3 EC_Light_location = gl_NormalMatrix * Light_location;
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float diffuse_weight = phong_weightCalc(
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normalize(EC_Light_location),
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normalize(gl_NormalMatrix * Vertex_normal)
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);
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baseColor = clamp(
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(
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// global component
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(Global_ambient * Material_ambient)
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// material's interaction with light's contribution
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// to the ambient lighting...
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+ (Light_ambient * Material_ambient)
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// material's interaction with the direct light from
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// the light.
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+ (Light_diffuse * Material_diffuse * diffuse_weight)
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), 0.0, 1.0);
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}""", GL_VERTEX_SHADER)
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fragment = shaders.compileShader("""
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varying vec4 baseColor;
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void main() {
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gl_FragColor = baseColor;
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}
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""", GL_FRAGMENT_SHADER)
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self.shader = shaders.compileProgram(vertex,fragment)
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self.set_shader_accessors( (
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'Global_ambient',
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'Light_ambient','Light_diffuse','Light_location',
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'Material_ambient','Material_diffuse',
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), (
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'Vertex_position','Vertex_normal',
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), self.shader)
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def set_shader_accessors(self, uniforms, attributes, shader):
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# add accessors to the shaders uniforms and attributes
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for uniform in uniforms:
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location = glGetUniformLocation( shader, uniform )
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if location in (None,-1):
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logger.warning('No uniform: %s'%( uniform ))
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setattr( shader, uniform, location )
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for attribute in attributes:
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location = glGetAttribLocation( shader, attribute )
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if location in (None,-1):
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logger.warning('No attribute: %s'%( attribute ))
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setattr( shader, attribute, location )
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def prepare_gl_buffers(self, mesh):
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mesh.gl = {}
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# Fill the buffer for vertex and normals positions
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v = numpy.array(mesh.vertices, 'f')
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n = numpy.array(mesh.normals, 'f')
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mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v,n)))
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# Fill the buffer for vertex positions
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mesh.gl["faces"] = glGenBuffers(1)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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mesh.faces,
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GL_STATIC_DRAW)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
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def load_model(self, path, postprocess = aiProcessPreset_TargetRealtime_MaxQuality):
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logger.info("Loading model:" + path + "...")
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if postprocess:
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self.scene = pyassimp.load(path, postprocess)
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else:
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self.scene = pyassimp.load(path)
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logger.info("Done.")
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scene = self.scene
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#log some statistics
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logger.info(" meshes: %d" % len(scene.meshes))
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logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes]))
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logger.info(" materials: %d" % len(scene.materials))
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self.bb_min, self.bb_max = get_bounding_box(self.scene)
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logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max))
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self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)]
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for index, mesh in enumerate(scene.meshes):
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self.prepare_gl_buffers(mesh)
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# Finally release the model
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pyassimp.release(scene)
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logger.info("Ready for 3D rendering!")
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def cycle_cameras(self):
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if not self.cameras:
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logger.info("No camera in the scene")
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return None
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self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras)
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self.current_cam = self.cameras[self.current_cam_index]
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self.set_camera(self.current_cam)
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logger.info("Switched to camera <%s>" % self.current_cam)
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def set_camera_projection(self, camera = None):
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if not camera:
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camera = self.cameras[self.current_cam_index]
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znear = camera.clipplanenear
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zfar = camera.clipplanefar
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aspect = camera.aspect
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fov = camera.horizontalfov
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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# Compute gl frustrum
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tangent = math.tan(fov/2.)
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h = znear * tangent
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w = h * aspect
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# params: left, right, bottom, top, near, far
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glFrustum(-w, w, -h, h, znear, zfar)
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# equivalent to:
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#gluPerspective(fov * 180/math.pi, aspect, znear, zfar)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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def set_camera(self, camera):
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self.set_camera_projection(camera)
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glMatrixMode(GL_MODELVIEW)
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glLoadIdentity()
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cam = transform([0.0, 0.0, 0.0], camera.transformation)
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at = transform(camera.lookat, camera.transformation)
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gluLookAt(cam[0], cam[2], -cam[1],
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at[0], at[2], -at[1],
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0, 1, 0)
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def render(self, wireframe = False, twosided = False):
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glEnable(GL_DEPTH_TEST)
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glDepthFunc(GL_LEQUAL)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL)
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glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE)
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shader = self.shader
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glUseProgram(shader)
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glUniform4f( shader.Global_ambient, .4,.2,.2,.1 )
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glUniform4f( shader.Light_ambient, .4,.4,.4, 1.0 )
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glUniform4f( shader.Light_diffuse, 1,1,1,1 )
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glUniform3f( shader.Light_location, 2,2,10 )
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self.recursive_render(self.scene.rootnode, shader)
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glUseProgram( 0 )
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def recursive_render(self, node, shader):
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""" Main recursive rendering method.
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"""
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# save model matrix and apply node transformation
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glPushMatrix()
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m = node.transformation.transpose() # OpenGL row major
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glMultMatrixf(m)
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for mesh in node.meshes:
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stride = 24 # 6 * 4 bytes
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glUniform4f( shader.Material_diffuse, *mesh.material.properties["diffuse"] )
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glUniform4f( shader.Material_ambient, *mesh.material.properties["ambient"] )
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vbo = mesh.gl["vbo"]
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vbo.bind()
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glEnableVertexAttribArray( shader.Vertex_position )
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glEnableVertexAttribArray( shader.Vertex_normal )
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glVertexAttribPointer(
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shader.Vertex_position,
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3, GL_FLOAT,False, stride, vbo
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||||
)
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glVertexAttribPointer(
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shader.Vertex_normal,
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3, GL_FLOAT,False, stride, vbo+12
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)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
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glDrawElements(GL_TRIANGLES, len(mesh.faces) * 3, GL_UNSIGNED_INT, None)
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vbo.unbind()
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glDisableVertexAttribArray( shader.Vertex_position )
|
||||
|
||||
glDisableVertexAttribArray( shader.Vertex_normal )
|
||||
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
|
||||
|
||||
for child in node.children:
|
||||
self.recursive_render(child, shader)
|
||||
|
||||
glPopMatrix()
|
||||
|
||||
|
||||
def loop(self):
|
||||
|
||||
pygame.display.flip()
|
||||
pygame.event.pump()
|
||||
self.keys = [k for k, pressed in enumerate(pygame.key.get_pressed()) if pressed]
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
# Compute FPS
|
||||
gl_time = glutGet(GLUT_ELAPSED_TIME)
|
||||
self.frames += 1
|
||||
if gl_time - self.last_fps_time >= 1000:
|
||||
current_fps = self.frames * 1000 / (gl_time - self.last_fps_time)
|
||||
pygame.display.set_caption(self.base_name + " - %.0f fps" % current_fps)
|
||||
self.frames = 0
|
||||
self.last_fps_time = gl_time
|
||||
|
||||
|
||||
return True
|
||||
|
||||
def controls_3d(self,
|
||||
mouse_button=1, \
|
||||
up_key=pygame.K_UP, \
|
||||
down_key=pygame.K_DOWN, \
|
||||
left_key=pygame.K_LEFT, \
|
||||
right_key=pygame.K_RIGHT):
|
||||
""" The actual camera setting cycle """
|
||||
mouse_dx,mouse_dy = pygame.mouse.get_rel()
|
||||
if pygame.mouse.get_pressed()[mouse_button]:
|
||||
look_speed = .2
|
||||
buffer = glGetDoublev(GL_MODELVIEW_MATRIX)
|
||||
c = (-1 * numpy.mat(buffer[:3,:3]) * \
|
||||
numpy.mat(buffer[3,:3]).T).reshape(3,1)
|
||||
# c is camera center in absolute coordinates,
|
||||
# we need to move it back to (0,0,0)
|
||||
# before rotating the camera
|
||||
glTranslate(c[0],c[1],c[2])
|
||||
m = buffer.flatten()
|
||||
glRotate(mouse_dx * look_speed, m[1],m[5],m[9])
|
||||
glRotate(mouse_dy * look_speed, m[0],m[4],m[8])
|
||||
|
||||
# compensate roll
|
||||
glRotated(-math.atan2(-m[4],m[5]) * \
|
||||
57.295779513082320876798154814105 ,m[2],m[6],m[10])
|
||||
glTranslate(-c[0],-c[1],-c[2])
|
||||
|
||||
# move forward-back or right-left
|
||||
if up_key in self.keys:
|
||||
fwd = .1
|
||||
elif down_key in self.keys:
|
||||
fwd = -.1
|
||||
else:
|
||||
fwd = 0
|
||||
|
||||
if left_key in self.keys:
|
||||
strafe = .1
|
||||
elif right_key in self.keys:
|
||||
strafe = -.1
|
||||
else:
|
||||
strafe = 0
|
||||
|
||||
if abs(fwd) or abs(strafe):
|
||||
m = glGetDoublev(GL_MODELVIEW_MATRIX).flatten()
|
||||
glTranslate(fwd*m[2],fwd*m[6],fwd*m[10])
|
||||
glTranslate(strafe*m[0],strafe*m[4],strafe*m[8])
|
||||
|
||||
if __name__ == '__main__':
|
||||
if not len(sys.argv) > 1:
|
||||
print("Usage: " + __file__ + " <model>")
|
||||
sys.exit(2)
|
||||
|
||||
app = PyAssimp3DViewer(model = sys.argv[1], w = 1024, h = 768, fov = 75)
|
||||
|
||||
while app.loop():
|
||||
app.render()
|
||||
app.controls_3d(0)
|
||||
if pygame.K_f in app.keys: pygame.display.toggle_fullscreen()
|
||||
if pygame.K_s in app.keys: app.screenshot()
|
||||
if pygame.K_v in app.keys: app.check_visibility()
|
||||
if pygame.K_TAB in app.keys: app.cycle_cameras()
|
||||
if pygame.K_ESCAPE in app.keys:
|
||||
break
|
|
@ -1,14 +1,21 @@
|
|||
#!/usr/bin/env python
|
||||
#-*- coding: UTF-8 -*-
|
||||
|
||||
""" This program demonstrate the use of pyassimp to render
|
||||
objects in OpenGL.
|
||||
""" This program demonstrates the use of pyassimp to load and
|
||||
render objects with OpenGL.
|
||||
|
||||
It loads a 3D model with ASSIMP and display it.
|
||||
'c' cycles between cameras (if any available)
|
||||
'q' to quit
|
||||
|
||||
This example mixes 'old' OpenGL fixed-function pipeline with
|
||||
Vertex Buffer Objects.
|
||||
|
||||
Materials are supported but textures are currently ignored.
|
||||
|
||||
Half-working keyboard + mouse navigation is supported.
|
||||
For a more advanced example (with shaders + keyboard/mouse
|
||||
controls), check scripts/sdl_viewer.py
|
||||
|
||||
Author: SĂ©verin Lemaignan, 2012
|
||||
|
||||
This sample is based on several sources, including:
|
||||
- http://www.lighthouse3d.com/tutorials
|
||||
|
@ -21,9 +28,8 @@ import os, sys
|
|||
from OpenGL.GLUT import *
|
||||
from OpenGL.GLU import *
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.arrays import ArrayDatatype
|
||||
|
||||
import logging;logger = logging.getLogger("assimp_opengl")
|
||||
import logging;logger = logging.getLogger("pyassimp_opengl")
|
||||
logging.basicConfig(level=logging.INFO)
|
||||
|
||||
import math
|
||||
|
@ -40,20 +46,14 @@ width = 900
|
|||
|
||||
class GLRenderer():
|
||||
def __init__(self):
|
||||
|
||||
self.scene = None
|
||||
|
||||
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
|
||||
# store the global scene rotation
|
||||
self.angle = 0.
|
||||
|
||||
# for FPS calculation
|
||||
self.prev_time = 0
|
||||
|
@ -61,6 +61,10 @@ class GLRenderer():
|
|||
self.frames = 0
|
||||
|
||||
def prepare_gl_buffers(self, mesh):
|
||||
""" Creates 3 buffer objets for each mesh,
|
||||
to store the vertices, the normals, and the faces
|
||||
indices.
|
||||
"""
|
||||
|
||||
mesh.gl = {}
|
||||
|
||||
|
@ -90,8 +94,7 @@ class GLRenderer():
|
|||
glBindBuffer(GL_ARRAY_BUFFER,0)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
|
||||
|
||||
|
||||
def load_dae(self, path, postprocess = None):
|
||||
def load_model(self, path, postprocess = None):
|
||||
logger.info("Loading model:" + path + "...")
|
||||
|
||||
if postprocess:
|
||||
|
@ -129,9 +132,11 @@ class GLRenderer():
|
|||
|
||||
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
|
||||
|
||||
gluLookAt(0.,0.,3.,
|
||||
0.,0.,-5.,
|
||||
0.,1.,0.)
|
||||
|
||||
|
||||
|
||||
def set_camera(self, camera):
|
||||
|
@ -194,23 +199,21 @@ class GLRenderer():
|
|||
return x_max, y_max, z_max
|
||||
|
||||
def apply_material(self, mat):
|
||||
""" Apply an OpenGL, using one OpenGL list per material to cache
|
||||
""" Apply an OpenGL, using one OpenGL display 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 = min(mat.properties.get("$mat.shininess", 1.0), 128)
|
||||
wireframe = mat.properties.get("$mat.wireframe", 0)
|
||||
twosided = mat.properties.get("$mat.twosided", 1)
|
||||
diffuse = numpy.array(mat.properties.get("diffuse", [0.8, 0.8, 0.8, 1.0]))
|
||||
specular = numpy.array(mat.properties.get("specular", [0., 0., 0., 1.0]))
|
||||
ambient = numpy.array(mat.properties.get("ambient", [0.2, 0.2, 0.2, 1.0]))
|
||||
emissive = numpy.array(mat.properties.get("emissive", [0., 0., 0., 1.0]))
|
||||
shininess = min(mat.properties.get("shininess", 1.0), 128)
|
||||
wireframe = mat.properties.get("wireframe", 0)
|
||||
twosided = mat.properties.get("twosided", 1)
|
||||
|
||||
from OpenGL.raw import GL
|
||||
setattr(mat, "gl_mat", GL.GLuint(0))
|
||||
mat.gl_mat = glGenLists(1)
|
||||
setattr(mat, "gl_mat", glGenLists(1))
|
||||
glNewList(mat.gl_mat, GL_COMPILE)
|
||||
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse)
|
||||
|
@ -239,6 +242,8 @@ class GLRenderer():
|
|||
self.lz = -math.cos(self.angle)
|
||||
self.set_default_camera()
|
||||
|
||||
self.angle = (gl_time - self.prev_time) * 0.1
|
||||
|
||||
self.prev_time = gl_time
|
||||
|
||||
# Compute FPS
|
||||
|
@ -291,6 +296,7 @@ class GLRenderer():
|
|||
"""
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
glRotatef(self.angle,0.,1.,0.)
|
||||
self.recursive_render(self.scene.rootnode)
|
||||
|
||||
glutSwapBuffers()
|
||||
|
@ -307,42 +313,6 @@ class GLRenderer():
|
|||
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):
|
||||
"""
|
||||
|
||||
|
@ -364,7 +334,8 @@ class GLRenderer():
|
|||
print("Fullscreen mode not available!")
|
||||
sys.exit(1)
|
||||
|
||||
self.load_dae(filename, postprocess = postprocess)
|
||||
self.load_model(filename, postprocess = postprocess)
|
||||
|
||||
|
||||
glClearColor(0.1,0.1,0.1,1.)
|
||||
#glShadeModel(GL_SMOOTH)
|
||||
|
@ -374,12 +345,6 @@ class GLRenderer():
|
|||
glEnable(GL_CULL_FACE)
|
||||
glEnable(GL_DEPTH_TEST)
|
||||
|
||||
#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)
|
||||
|
@ -399,14 +364,8 @@ class GLRenderer():
|
|||
|
||||
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()
|
||||
|
Loading…
Reference in New Issue