model-converter-python/viewer.py

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#!/usr/bin/env python3
import sys
import ctypes
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import argparse
import os
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import math
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import pygame as pg
import pygame.locals as pgl
import OpenGL.GL as gl
import OpenGL.GLU as glu
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from d3.model.tools import load_model
from d3.geometry import Vector
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from d3.controls import TrackBallControls, OrbitControls
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from d3.camera import Camera
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from d3.shader import DefaultShader
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WINDOW_WIDTH = 1024
WINDOW_HEIGHT = 768
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def main(args):
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camera = Camera(Vector(0,0,5), Vector(0,0,0))
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controls = OrbitControls()
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pg.init()
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display = (WINDOW_WIDTH, WINDOW_HEIGHT)
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pg.display.set_mode(display, pgl.DOUBLEBUF | pgl.OPENGL)
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# OpenGL init
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gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
glu.gluPerspective(45, (WINDOW_WIDTH / WINDOW_HEIGHT), 0.1, 50.0)
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
gl.glEnable(gl.GL_BLEND)
gl.glClearColor(0, 0, 0, 0)
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running = True
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model = load_model(args.input)
model.init_textures()
model.generate_vbos()
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# shader = DefaultShader()
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while running:
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for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
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quit()
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elif event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
pg.quit()
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quit()
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elif event.type == pg.MOUSEBUTTONDOWN:
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if event.button == 1:
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pg.mouse.get_rel()
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# Update physics
controls.update()
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gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
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camera.look()
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gl.glPushMatrix()
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controls.apply()
# shader.bind()
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model.draw()
# shader.unbind()
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gl.glPopMatrix()
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gl.glFlush()
pg.display.flip()
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# Sleep
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pg.time.wait(10)
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if __name__ == '__main__':
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parser = argparse.ArgumentParser()
parser.set_defaults(func=main)
parser.add_argument('-v', '--version', action='version', version='1.0')
parser.add_argument('-i', '--input', metavar='input', default=None, help='Input model')
args = parser.parse_args()
args.func(args)