411 lines
13 KiB
Python
Executable File
411 lines
13 KiB
Python
Executable File
#!/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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Authors: Séverin Lemaignan, 2012-2013
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"""
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import sys
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import logging
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logger = logging.getLogger("pyassimp")
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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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import 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 )
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glDisableVertexAttribArray( shader.Vertex_normal )
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
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for child in node.children:
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self.recursive_render(child, shader)
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glPopMatrix()
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def loop(self):
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pygame.display.flip()
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pygame.event.pump()
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self.keys = [k for k, pressed in enumerate(pygame.key.get_pressed()) if pressed]
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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# Compute FPS
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gl_time = glutGet(GLUT_ELAPSED_TIME)
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self.frames += 1
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if gl_time - self.last_fps_time >= 1000:
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current_fps = self.frames * 1000 / (gl_time - self.last_fps_time)
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pygame.display.set_caption(self.base_name + " - %.0f fps" % current_fps)
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self.frames = 0
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self.last_fps_time = gl_time
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return True
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def controls_3d(self,
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mouse_button=1, \
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up_key=pygame.K_UP, \
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down_key=pygame.K_DOWN, \
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left_key=pygame.K_LEFT, \
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right_key=pygame.K_RIGHT):
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""" The actual camera setting cycle """
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mouse_dx,mouse_dy = pygame.mouse.get_rel()
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if pygame.mouse.get_pressed()[mouse_button]:
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look_speed = .2
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buffer = glGetDoublev(GL_MODELVIEW_MATRIX)
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c = (-1 * numpy.mat(buffer[:3,:3]) * \
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numpy.mat(buffer[3,:3]).T).reshape(3,1)
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# c is camera center in absolute coordinates,
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# we need to move it back to (0,0,0)
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# before rotating the camera
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glTranslate(c[0],c[1],c[2])
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m = buffer.flatten()
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glRotate(mouse_dx * look_speed, m[1],m[5],m[9])
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glRotate(mouse_dy * look_speed, m[0],m[4],m[8])
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# compensate roll
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glRotated(-math.atan2(-m[4],m[5]) * \
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57.295779513082320876798154814105 ,m[2],m[6],m[10])
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glTranslate(-c[0],-c[1],-c[2])
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# move forward-back or right-left
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if up_key in self.keys:
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fwd = .1
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elif down_key in self.keys:
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fwd = -.1
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else:
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fwd = 0
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if left_key in self.keys:
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strafe = .1
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elif right_key in self.keys:
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strafe = -.1
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else:
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strafe = 0
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if abs(fwd) or abs(strafe):
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m = glGetDoublev(GL_MODELVIEW_MATRIX).flatten()
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glTranslate(fwd*m[2],fwd*m[6],fwd*m[10])
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glTranslate(strafe*m[0],strafe*m[4],strafe*m[8])
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if __name__ == '__main__':
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if not len(sys.argv) > 1:
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print("Usage: " + __file__ + " <model>")
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sys.exit(2)
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app = PyAssimp3DViewer(model = sys.argv[1], w = 1024, h = 768, fov = 75)
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while app.loop():
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app.render()
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app.controls_3d(0)
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if pygame.K_f in app.keys: pygame.display.toggle_fullscreen()
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if pygame.K_TAB in app.keys: app.cycle_cameras()
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if pygame.K_ESCAPE in app.keys:
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break
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