model-converter-python/d3/model/mesh.py

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class Material:
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"""Represents a material
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It contains its constants and its texturess. It is also usable with OpenGL
"""
def __init__(self, name):
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""" Creates an empty material
:param name: name of the material:
"""
self.name = name
self.Ka = None
self.Kd = None
self.Ks = None
self.map_Kd = None
self.id = None
def init_texture(self):
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""" Initializes the OpenGL texture of the current material
To be simple, calls glGenTextures and stores the given id
"""
import OpenGL.GL as gl
# Already initialized
if self.id is not None:
return
# If no map_Kd, nothing to do
if self.map_Kd is None:
return
try:
ix, iy, image = self.map_Kd.size[0], self.map_Kd.size[1], self.map_Kd.tobytes("raw", "RGBA", 0, -1)
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except:
ix, iy, image = self.map_Kd.size[0], self.map_Kd.size[1], self.map_Kd.tobytes("raw", "RGBX", 0, -1)
self.id = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.id)
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT,1)
gl.glTexImage2D(
gl.GL_TEXTURE_2D, 0, 3, ix, iy, 0,
gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, image
)
def bind(self):
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"""Binds the material to OpenGL
"""
from OpenGL import GL as gl
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL)
gl.glBindTexture(gl.GL_TEXTURE_2D, self.id)
def unbind(self):
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"""Disables the GL_TEXTURE_2D flag of OpenGL
"""
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from OpenGL import GL as gl
gl.glDisable(gl.GL_TEXTURE_2D)
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Material.DEFAULT_MATERIAL=Material('')
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"""Material that is used when no material is specified
"""
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Material.DEFAULT_MATERIAL.Ka = 1.0
Material.DEFAULT_MATERIAL.Kd = 0.0
Material.DEFAULT_MATERIAL.Ks = 0.0
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try:
import PIL.Image
Material.DEFAULT_MATERIAL.map_Kd = PIL.Image.new("RGBA", (1,1), "white")
except ImportError:
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pass
class MeshPart:
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"""A part of a 3D model that is bound to a single material
"""
def __init__(self, parent):
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"""Creates a mesh part
:param parent: the global model with all the information
"""
self.parent = parent
self.material = None
self.vertex_vbo = None
self.tex_coord_vbo = None
self.normal_vbo = None
self.color_vbo = None
self.faces = []
def init_texture(self):
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"""Initializes the material of the current parent
"""
if self.material is not None:
self.material.init_texture()
def add_face(self, face):
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"""Adds a face to this MeshPart
:param face: face to add
"""
self.faces.append(face)
def generate_vbos(self):
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"""Generates the vbo for this MeshPart
Creates the arrays that are necessary for smooth rendering
"""
from OpenGL.arrays import vbo
from numpy import array
# Build VBO
v = []
n = []
t = []
c = []
for face in self.faces:
v1 = self.parent.vertices[face.a.vertex]
v2 = self.parent.vertices[face.b.vertex]
v3 = self.parent.vertices[face.c.vertex]
v += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]
if face.a.normal is not None:
n1 = self.parent.normals[face.a.normal]
n2 = self.parent.normals[face.b.normal]
n3 = self.parent.normals[face.c.normal]
n += [[n1.x, n1.y, n1.z], [n2.x, n2.y, n2.z], [n3.x, n3.y, n3.z]]
if face.a.tex_coord is not None:
t1 = self.parent.tex_coords[face.a.tex_coord]
t2 = self.parent.tex_coords[face.b.tex_coord]
t3 = self.parent.tex_coords[face.c.tex_coord]
t += [[t1.x, t1.y], [t2.x, t2.y], [t3.x, t3.y]]
if len(self.parent.colors) > 0: # face.a.color is not None:
c1 = self.parent.colors[face.a.vertex]
c2 = self.parent.colors[face.b.vertex]
c3 = self.parent.colors[face.c.vertex]
c += [[c1.x, c1.y, c1.z], [c2.x, c2.y, c2.z], [c3.x, c3.y, c3.z]]
self.vertex_vbo = vbo.VBO(array(v, 'f'))
if len(n) > 0:
self.normal_vbo = vbo.VBO(array(n, 'f'))
if len(t) > 0:
self.tex_coord_vbo = vbo.VBO(array(t, 'f'))
if len(c) > 0:
self.color_vbo = vbo.VBO(array(c, 'f'))
def draw(self):
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"""Draws the current MeshPart
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Binds the material, and draws the model
"""
if self.material is not None:
self.material.bind()
if self.vertex_vbo is not None:
self.draw_from_vbos()
else:
self.draw_from_arrays()
if self.material is not None:
self.material.unbind()
def draw_from_vbos(self):
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"""Simply calls the OpenGL drawArrays function
Sets the correct vertex arrays and draws the part
"""
import OpenGL.GL as gl
self.vertex_vbo.bind()
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glVertexPointerf(self.vertex_vbo)
self.vertex_vbo.unbind()
if self.normal_vbo is not None:
self.normal_vbo.bind()
gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
gl.glNormalPointerf(self.normal_vbo)
self.normal_vbo.unbind()
if self.tex_coord_vbo is not None:
if self.material is not None:
self.material.bind()
self.tex_coord_vbo.bind()
gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
gl.glTexCoordPointerf(self.tex_coord_vbo)
self.tex_coord_vbo.unbind()
if self.color_vbo is not None:
self.color_vbo.bind()
gl.glEnableClientState(gl.GL_COLOR_ARRAY)
gl.glColorPointerf(self.color_vbo)
self.color_vbo.unbind()
gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vertex_vbo.data) * 9)
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gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
gl.glDisableClientState(gl.GL_NORMAL_ARRAY)
gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
gl.glDisableClientState(gl.GL_COLOR_ARRAY)
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def draw_from_arrays(self):
pass