assimp/port/PyAssimp/scripts/3d_viewer.py

416 lines
13 KiB
Python
Executable File

#!/usr/bin/env python
#-*- coding: UTF-8 -*-
""" This program loads a model with PyASSIMP, and display it.
It make a large use of shaders to illustrate a 'modern' OpenGL pipeline.
Based on:
- pygame + mouselook code from http://3dengine.org/Spectator_%28PyOpenGL%29
- http://www.lighthouse3d.com/tutorials
- http://www.songho.ca/opengl/gl_transform.html
- http://code.activestate.com/recipes/325391/
- ASSIMP's C++ SimpleOpenGL viewer
Authors: Séverin Lemaignan, 2012-2013
"""
import sys
import logging
logger = logging.getLogger("pyassimp")
gllogger = logging.getLogger("OpenGL")
gllogger.setLevel(logging.WARNING)
logging.basicConfig(level=logging.INFO)
import OpenGL
OpenGL.ERROR_CHECKING=False
OpenGL.ERROR_LOGGING = False
#OpenGL.ERROR_ON_COPY = True
#OpenGL.FULL_LOGGING = True
from OpenGL.GL import *
from OpenGL.error import GLError
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.arrays import vbo
from OpenGL.GL import shaders
import pygame
import math, random
import numpy
from numpy import linalg
import pyassimp
from pyassimp.postprocess import *
from pyassimp.helper import *
class DefaultCamera:
def __init__(self, w, h, fov):
self.clipplanenear = 0.001
self.clipplanefar = 100000.0
self.aspect = w/h
self.horizontalfov = fov * math.pi/180
self.transformation = [[ 0.68, -0.32, 0.65, 7.48],
[ 0.73, 0.31, -0.61, -6.51],
[-0.01, 0.89, 0.44, 5.34],
[ 0., 0., 0., 1. ]]
self.lookat = [0.0,0.0,-1.0]
def __str__(self):
return "Default camera"
class PyAssimp3DViewer:
base_name = "PyASSIMP 3D viewer"
def __init__(self, model, w=1024, h=768, fov=75):
pygame.init()
pygame.display.set_caption(self.base_name)
pygame.display.set_mode((w,h), pygame.OPENGL | pygame.DOUBLEBUF)
glutInit()
self.prepare_shaders()
self.cameras = [DefaultCamera(w,h,fov)]
self.current_cam_index = 0
self.load_model(model)
# for FPS computation
self.frames = 0
self.last_fps_time = glutGet(GLUT_ELAPSED_TIME)
self.cycle_cameras()
def prepare_shaders(self):
phong_weightCalc = """
float phong_weightCalc(
in vec3 light_pos, // light position
in vec3 frag_normal // geometry normal
) {
// returns vec2( ambientMult, diffuseMult )
float n_dot_pos = max( 0.0, dot(
frag_normal, light_pos
));
return n_dot_pos;
}
"""
vertex = shaders.compileShader( phong_weightCalc +
"""
uniform vec4 Global_ambient;
uniform vec4 Light_ambient;
uniform vec4 Light_diffuse;
uniform vec3 Light_location;
uniform vec4 Material_ambient;
uniform vec4 Material_diffuse;
attribute vec3 Vertex_position;
attribute vec3 Vertex_normal;
varying vec4 baseColor;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * vec4(
Vertex_position, 1.0
);
vec3 EC_Light_location = gl_NormalMatrix * Light_location;
float diffuse_weight = phong_weightCalc(
normalize(EC_Light_location),
normalize(gl_NormalMatrix * Vertex_normal)
);
baseColor = clamp(
(
// global component
(Global_ambient * Material_ambient)
// material's interaction with light's contribution
// to the ambient lighting...
+ (Light_ambient * Material_ambient)
// material's interaction with the direct light from
// the light.
+ (Light_diffuse * Material_diffuse * diffuse_weight)
), 0.0, 1.0);
}""", GL_VERTEX_SHADER)
fragment = shaders.compileShader("""
varying vec4 baseColor;
void main() {
gl_FragColor = baseColor;
}
""", GL_FRAGMENT_SHADER)
self.shader = shaders.compileProgram(vertex,fragment)
self.set_shader_accessors( (
'Global_ambient',
'Light_ambient','Light_diffuse','Light_location',
'Material_ambient','Material_diffuse',
), (
'Vertex_position','Vertex_normal',
), self.shader)
def set_shader_accessors(self, uniforms, attributes, shader):
# add accessors to the shaders uniforms and attributes
for uniform in uniforms:
location = glGetUniformLocation( shader, uniform )
if location in (None,-1):
logger.warning('No uniform: %s'%( uniform ))
setattr( shader, uniform, location )
for attribute in attributes:
location = glGetAttribLocation( shader, attribute )
if location in (None,-1):
logger.warning('No attribute: %s'%( attribute ))
setattr( shader, attribute, location )
def prepare_gl_buffers(self, mesh):
mesh.gl = {}
# Fill the buffer for vertex and normals positions
v = numpy.array(mesh.vertices, 'f')
n = numpy.array(mesh.normals, 'f')
mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v,n)))
# Fill the buffer for vertex positions
mesh.gl["faces"] = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
mesh.faces,
GL_STATIC_DRAW)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0)
def load_model(self, path, postprocess = aiProcessPreset_TargetRealtime_MaxQuality):
logger.info("Loading model:" + path + "...")
if postprocess:
self.scene = pyassimp.load(path, postprocess)
else:
self.scene = pyassimp.load(path)
logger.info("Done.")
scene = self.scene
#log some statistics
logger.info(" meshes: %d" % len(scene.meshes))
logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes]))
logger.info(" materials: %d" % len(scene.materials))
self.bb_min, self.bb_max = get_bounding_box(self.scene)
logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max))
self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)]
for index, mesh in enumerate(scene.meshes):
self.prepare_gl_buffers(mesh)
# Finally release the model
pyassimp.release(scene)
logger.info("Ready for 3D rendering!")
def cycle_cameras(self):
if not self.cameras:
logger.info("No camera in the scene")
return None
self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras)
self.current_cam = self.cameras[self.current_cam_index]
self.set_camera(self.current_cam)
logger.info("Switched to camera <%s>" % self.current_cam)
def set_camera_projection(self, camera = None):
if not camera:
camera = self.cameras[self.current_cam_index]
znear = camera.clipplanenear
zfar = camera.clipplanefar
aspect = camera.aspect
fov = camera.horizontalfov
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
# Compute gl frustrum
tangent = math.tan(fov/2.)
h = znear * tangent
w = h * aspect
# params: left, right, bottom, top, near, far
glFrustum(-w, w, -h, h, znear, zfar)
# equivalent to:
#gluPerspective(fov * 180/math.pi, aspect, znear, zfar)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def set_camera(self, camera):
self.set_camera_projection(camera)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
cam = transform([0.0, 0.0, 0.0], camera.transformation)
at = transform(camera.lookat, camera.transformation)
gluLookAt(cam[0], cam[2], -cam[1],
at[0], at[2], -at[1],
0, 1, 0)
def render(self, wireframe = False, twosided = False):
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL)
glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE)
shader = self.shader
glUseProgram(shader)
glUniform4f( shader.Global_ambient, .4,.2,.2,.1 )
glUniform4f( shader.Light_ambient, .4,.4,.4, 1.0 )
glUniform4f( shader.Light_diffuse, 1,1,1,1 )
glUniform3f( shader.Light_location, 2,2,10 )
self.recursive_render(self.scene.rootnode, shader)
glUseProgram( 0 )
def recursive_render(self, node, shader):
""" 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:
stride = 24 # 6 * 4 bytes
diffuse = mesh.material.properties["diffuse"]
if len(diffuse) == 3: diffuse.append(1.0)
ambient = mesh.material.properties["ambient"]
if len(ambient) == 3: ambient.append(1.0)
glUniform4f( shader.Material_diffuse, *diffuse )
glUniform4f( shader.Material_ambient, *ambient )
vbo = mesh.gl["vbo"]
vbo.bind()
glEnableVertexAttribArray( shader.Vertex_position )
glEnableVertexAttribArray( shader.Vertex_normal )
glVertexAttribPointer(
shader.Vertex_position,
3, GL_FLOAT,False, stride, vbo
)
glVertexAttribPointer(
shader.Vertex_normal,
3, GL_FLOAT,False, stride, vbo+12
)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"])
glDrawElements(GL_TRIANGLES, len(mesh.faces) * 3, GL_UNSIGNED_INT, None)
vbo.unbind()
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_TAB in app.keys: app.cycle_cameras()
if pygame.K_ESCAPE in app.keys:
break