[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
parent
2cdda51455
commit
d3dbde02d6
|
@ -1,14 +1,21 @@
|
||||||
#!/usr/bin/env python
|
#!/usr/bin/env python
|
||||||
#-*- coding: UTF-8 -*-
|
#-*- coding: UTF-8 -*-
|
||||||
|
|
||||||
""" This program demonstrate the use of pyassimp to render
|
""" This program demonstrates the use of pyassimp to load and
|
||||||
objects in OpenGL.
|
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.
|
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: Séverin Lemaignan, 2012
|
||||||
|
|
||||||
This sample is based on several sources, including:
|
This sample is based on several sources, including:
|
||||||
- http://www.lighthouse3d.com/tutorials
|
- http://www.lighthouse3d.com/tutorials
|
||||||
|
@ -21,9 +28,8 @@ import os, sys
|
||||||
from OpenGL.GLUT import *
|
from OpenGL.GLUT import *
|
||||||
from OpenGL.GLU import *
|
from OpenGL.GLU import *
|
||||||
from OpenGL.GL 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)
|
logging.basicConfig(level=logging.INFO)
|
||||||
|
|
||||||
import math
|
import math
|
||||||
|
@ -40,20 +46,14 @@ width = 900
|
||||||
|
|
||||||
class GLRenderer():
|
class GLRenderer():
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
|
|
||||||
self.scene = None
|
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.using_fixed_cam = False
|
||||||
self.current_cam_index = 0
|
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
|
# for FPS calculation
|
||||||
self.prev_time = 0
|
self.prev_time = 0
|
||||||
|
@ -61,6 +61,10 @@ class GLRenderer():
|
||||||
self.frames = 0
|
self.frames = 0
|
||||||
|
|
||||||
def prepare_gl_buffers(self, mesh):
|
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 = {}
|
mesh.gl = {}
|
||||||
|
|
||||||
|
@ -90,8 +94,7 @@ class GLRenderer():
|
||||||
glBindBuffer(GL_ARRAY_BUFFER,0)
|
glBindBuffer(GL_ARRAY_BUFFER,0)
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
|
||||||
|
|
||||||
|
def load_model(self, path, postprocess = None):
|
||||||
def load_dae(self, path, postprocess = None):
|
|
||||||
logger.info("Loading model:" + path + "...")
|
logger.info("Loading model:" + path + "...")
|
||||||
|
|
||||||
if postprocess:
|
if postprocess:
|
||||||
|
@ -129,9 +132,11 @@ class GLRenderer():
|
||||||
|
|
||||||
if not self.using_fixed_cam:
|
if not self.using_fixed_cam:
|
||||||
glLoadIdentity()
|
glLoadIdentity()
|
||||||
gluLookAt(self.x ,1., self.z, # pos
|
|
||||||
self.x + self.lx - 1.0, 1., self.z + self.lz - 3.0, # look at
|
gluLookAt(0.,0.,3.,
|
||||||
0.,1.,0.) # up vector
|
0.,0.,-5.,
|
||||||
|
0.,1.,0.)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
def set_camera(self, camera):
|
def set_camera(self, camera):
|
||||||
|
@ -194,7 +199,7 @@ class GLRenderer():
|
||||||
return x_max, y_max, z_max
|
return x_max, y_max, z_max
|
||||||
|
|
||||||
def apply_material(self, mat):
|
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.
|
the operation.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
@ -208,9 +213,7 @@ class GLRenderer():
|
||||||
wireframe = mat.properties.get("wireframe", 0)
|
wireframe = mat.properties.get("wireframe", 0)
|
||||||
twosided = mat.properties.get("twosided", 1)
|
twosided = mat.properties.get("twosided", 1)
|
||||||
|
|
||||||
from OpenGL.raw import GL
|
setattr(mat, "gl_mat", glGenLists(1))
|
||||||
setattr(mat, "gl_mat", GL.GLuint(0))
|
|
||||||
mat.gl_mat = glGenLists(1)
|
|
||||||
glNewList(mat.gl_mat, GL_COMPILE)
|
glNewList(mat.gl_mat, GL_COMPILE)
|
||||||
|
|
||||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse)
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse)
|
||||||
|
@ -239,6 +242,8 @@ class GLRenderer():
|
||||||
self.lz = -math.cos(self.angle)
|
self.lz = -math.cos(self.angle)
|
||||||
self.set_default_camera()
|
self.set_default_camera()
|
||||||
|
|
||||||
|
self.angle = (gl_time - self.prev_time) * 0.1
|
||||||
|
|
||||||
self.prev_time = gl_time
|
self.prev_time = gl_time
|
||||||
|
|
||||||
# Compute FPS
|
# Compute FPS
|
||||||
|
@ -291,6 +296,7 @@ class GLRenderer():
|
||||||
"""
|
"""
|
||||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
|
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
|
||||||
|
|
||||||
|
glRotatef(self.angle,0.,1.,0.)
|
||||||
self.recursive_render(self.scene.rootnode)
|
self.recursive_render(self.scene.rootnode)
|
||||||
|
|
||||||
glutSwapBuffers()
|
glutSwapBuffers()
|
||||||
|
@ -307,42 +313,6 @@ class GLRenderer():
|
||||||
if key == 'q':
|
if key == 'q':
|
||||||
sys.exit(0)
|
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):
|
def render(self, filename=None, fullscreen = False, autofit = True, postprocess = None):
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
@ -364,7 +334,8 @@ class GLRenderer():
|
||||||
print("Fullscreen mode not available!")
|
print("Fullscreen mode not available!")
|
||||||
sys.exit(1)
|
sys.exit(1)
|
||||||
|
|
||||||
self.load_dae(filename, postprocess = postprocess)
|
self.load_model(filename, postprocess = postprocess)
|
||||||
|
|
||||||
|
|
||||||
glClearColor(0.1,0.1,0.1,1.)
|
glClearColor(0.1,0.1,0.1,1.)
|
||||||
#glShadeModel(GL_SMOOTH)
|
#glShadeModel(GL_SMOOTH)
|
||||||
|
@ -374,12 +345,6 @@ class GLRenderer():
|
||||||
glEnable(GL_CULL_FACE)
|
glEnable(GL_CULL_FACE)
|
||||||
glEnable(GL_DEPTH_TEST)
|
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)
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE)
|
||||||
glEnable(GL_NORMALIZE)
|
glEnable(GL_NORMALIZE)
|
||||||
glEnable(GL_LIGHT0)
|
glEnable(GL_LIGHT0)
|
||||||
|
@ -399,14 +364,8 @@ class GLRenderer():
|
||||||
|
|
||||||
glPushMatrix()
|
glPushMatrix()
|
||||||
|
|
||||||
# Register GLUT callbacks for keyboard and mouse
|
|
||||||
glutKeyboardFunc(self.onkeypress)
|
glutKeyboardFunc(self.onkeypress)
|
||||||
glutSpecialFunc(self.onspecialkeypress)
|
|
||||||
glutIgnoreKeyRepeat(1)
|
glutIgnoreKeyRepeat(1)
|
||||||
glutSpecialUpFunc(self.onspecialkeyrelease)
|
|
||||||
|
|
||||||
glutMouseFunc(self.onclick)
|
|
||||||
glutMotionFunc(self.onmousemove)
|
|
||||||
|
|
||||||
glutMainLoop()
|
glutMainLoop()
|
||||||
|
|
Loading…
Reference in New Issue