[pyassimp] Simplified and beautify simple_opengl_viewer.py
Since the new SDL based viewer is much better suited to interactive exploration, simplify the basic OpenGL viewer to make it an easy introductive read.pull/10/head
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@ -1,14 +1,21 @@
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#!/usr/bin/env python
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#-*- coding: UTF-8 -*-
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""" This program demonstrate the use of pyassimp to render
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objects in OpenGL.
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""" This program demonstrates the use of pyassimp to load and
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render objects with OpenGL.
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It loads a 3D model with ASSIMP and display it.
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'c' cycles between cameras (if any available)
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'q' to quit
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This example mixes 'old' OpenGL fixed-function pipeline with
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Vertex Buffer Objects.
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Materials are supported but textures are currently ignored.
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Half-working keyboard + mouse navigation is supported.
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For a more advanced example (with shaders + keyboard/mouse
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controls), check scripts/sdl_viewer.py
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Author: Séverin Lemaignan, 2012
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This sample is based on several sources, including:
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- http://www.lighthouse3d.com/tutorials
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@ -21,9 +28,8 @@ import os, sys
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from OpenGL.GLUT import *
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from OpenGL.GLU import *
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from OpenGL.GL import *
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from OpenGL.arrays import ArrayDatatype
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import logging;logger = logging.getLogger("assimp_opengl")
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import logging;logger = logging.getLogger("pyassimp_opengl")
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logging.basicConfig(level=logging.INFO)
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import math
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@ -40,20 +46,14 @@ width = 900
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class GLRenderer():
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def __init__(self):
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self.scene = None
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self.drot = 0.0
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self.dp = 0.0
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self.angle = 0.0
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self.x = 1.0
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self.z = 3.0
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self.lx = 0.0
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self.lz = 0.0
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self.using_fixed_cam = False
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self.current_cam_index = 0
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self.x_origin = -1 # x position of the mouse when pressing left btn
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# store the global scene rotation
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self.angle = 0.
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# for FPS calculation
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self.prev_time = 0
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@ -61,6 +61,10 @@ class GLRenderer():
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self.frames = 0
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def prepare_gl_buffers(self, mesh):
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""" Creates 3 buffer objets for each mesh,
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to store the vertices, the normals, and the faces
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indices.
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"""
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mesh.gl = {}
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@ -90,8 +94,7 @@ class GLRenderer():
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glBindBuffer(GL_ARRAY_BUFFER,0)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
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def load_dae(self, path, postprocess = None):
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def load_model(self, path, postprocess = None):
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logger.info("Loading model:" + path + "...")
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if postprocess:
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@ -129,9 +132,11 @@ class GLRenderer():
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if not self.using_fixed_cam:
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glLoadIdentity()
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gluLookAt(self.x ,1., self.z, # pos
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self.x + self.lx - 1.0, 1., self.z + self.lz - 3.0, # look at
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0.,1.,0.) # up vector
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gluLookAt(0.,0.,3.,
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0.,0.,-5.,
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0.,1.,0.)
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def set_camera(self, camera):
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@ -178,13 +183,13 @@ class GLRenderer():
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tmp = max(x_max, y_max)
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z_max = self.bb_max[2] - self.bb_min[2]
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tmp = max(z_max, tmp)
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if not restore:
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tmp = 1. / tmp
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logger.info("Scaling the scene by %.03f" % tmp)
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glScalef(tmp, tmp, tmp)
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# center the model
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direction = -1 if not restore else 1
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glTranslatef( direction * self.scene_center[0],
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@ -192,14 +197,14 @@ class GLRenderer():
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direction * self.scene_center[2] )
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return x_max, y_max, z_max
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def apply_material(self, mat):
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""" Apply an OpenGL, using one OpenGL list per material to cache
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""" Apply an OpenGL, using one OpenGL display list per material to cache
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the operation.
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"""
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if not hasattr(mat, "gl_mat"): # evaluate once the mat properties, and cache the values in a glDisplayList.
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diffuse = numpy.array(mat.properties.get("diffuse", [0.8, 0.8, 0.8, 1.0]))
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specular = numpy.array(mat.properties.get("specular", [0., 0., 0., 1.0]))
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ambient = numpy.array(mat.properties.get("ambient", [0.2, 0.2, 0.2, 1.0]))
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@ -207,10 +212,8 @@ class GLRenderer():
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shininess = min(mat.properties.get("shininess", 1.0), 128)
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wireframe = mat.properties.get("wireframe", 0)
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twosided = mat.properties.get("twosided", 1)
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from OpenGL.raw import GL
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setattr(mat, "gl_mat", GL.GLuint(0))
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mat.gl_mat = glGenLists(1)
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setattr(mat, "gl_mat", glGenLists(1))
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glNewList(mat.gl_mat, GL_COMPILE)
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse)
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@ -239,6 +242,8 @@ class GLRenderer():
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self.lz = -math.cos(self.angle)
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self.set_default_camera()
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self.angle = (gl_time - self.prev_time) * 0.1
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self.prev_time = gl_time
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# Compute FPS
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@ -290,9 +295,10 @@ class GLRenderer():
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""" GLUT callback to redraw OpenGL surface
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"""
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
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glRotatef(self.angle,0.,1.,0.)
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self.recursive_render(self.scene.rootnode)
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glutSwapBuffers()
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self.do_motion()
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return
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@ -307,42 +313,6 @@ class GLRenderer():
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if key == 'q':
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sys.exit(0)
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def onspecialkeypress(self, key, x, y):
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fraction = 0.05
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if key == GLUT_KEY_UP:
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self.dp = 0.5
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if key == GLUT_KEY_DOWN:
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self.dp = -0.5
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if key == GLUT_KEY_LEFT:
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self.drot = -0.01
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if key == GLUT_KEY_RIGHT:
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self.drot = 0.01
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def onspecialkeyrelease(self, key, x, y):
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if key == GLUT_KEY_UP:
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self.dp = 0.
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if key == GLUT_KEY_DOWN:
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self.dp = 0.
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if key == GLUT_KEY_LEFT:
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self.drot = 0.0
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if key == GLUT_KEY_RIGHT:
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self.drot = 0.0
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def onclick(self, button, state, x, y):
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if button == GLUT_LEFT_BUTTON:
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if state == GLUT_UP:
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self.drot = 0
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self.x_origin = -1
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else: # GLUT_DOWN
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self.x_origin = x
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def onmousemove(self, x, y):
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if self.x_origin >= 0:
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self.drot = (x - self.x_origin) * 0.001
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def render(self, filename=None, fullscreen = False, autofit = True, postprocess = None):
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"""
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print("Fullscreen mode not available!")
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sys.exit(1)
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self.load_dae(filename, postprocess = postprocess)
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self.load_model(filename, postprocess = postprocess)
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glClearColor(0.1,0.1,0.1,1.)
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#glShadeModel(GL_SMOOTH)
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@ -374,16 +345,10 @@ class GLRenderer():
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glEnable(GL_CULL_FACE)
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glEnable(GL_DEPTH_TEST)
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#lightZeroPosition = [10.,4.,10.,1.]
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#lightZeroColor = [0.8,1.0,0.8,1.0] #green tinged
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#glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
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#glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
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#glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
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#glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE)
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glEnable(GL_NORMALIZE)
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glEnable(GL_LIGHT0)
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glutDisplayFunc(self.display)
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@ -399,14 +364,8 @@ class GLRenderer():
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glPushMatrix()
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# Register GLUT callbacks for keyboard and mouse
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glutKeyboardFunc(self.onkeypress)
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glutSpecialFunc(self.onspecialkeypress)
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glutIgnoreKeyRepeat(1)
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glutSpecialUpFunc(self.onspecialkeyrelease)
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glutMouseFunc(self.onclick)
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glutMotionFunc(self.onmousemove)
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glutMainLoop()
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