2016-11-22 10:55:13 +00:00
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#!/usr/bin/env python3
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import sys
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import ctypes
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2016-11-22 15:49:36 +00:00
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import argparse
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import os
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2016-11-22 16:17:37 +00:00
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import math
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2016-11-22 10:55:13 +00:00
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2016-11-25 14:03:03 +00:00
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import pygame as pg
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import pygame.locals as pgl
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import OpenGL.GL as gl
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import OpenGL.GLU as glu
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2016-11-22 10:55:13 +00:00
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2016-11-25 13:56:37 +00:00
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from d3.model.tools import load_model
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from d3.geometry import Vector
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2016-11-25 14:41:52 +00:00
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from d3.controls import TrackBallControls, OrbitControls
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2016-11-25 13:28:39 +00:00
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from d3.camera import Camera
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2016-11-25 13:56:37 +00:00
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from d3.shader import DefaultShader
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2016-11-22 15:49:36 +00:00
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2016-11-22 10:55:13 +00:00
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WINDOW_WIDTH = 1024
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WINDOW_HEIGHT = 768
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2016-11-22 15:49:36 +00:00
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def main(args):
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2016-11-22 10:55:13 +00:00
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2016-11-25 13:56:37 +00:00
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camera = Camera(Vector(0,0,5), Vector(0,0,0))
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2016-11-25 14:41:52 +00:00
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controls = OrbitControls()
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2016-11-22 16:17:37 +00:00
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2016-11-25 14:03:03 +00:00
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pg.init()
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2016-11-22 10:55:13 +00:00
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display = (WINDOW_WIDTH, WINDOW_HEIGHT)
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2016-11-25 14:03:03 +00:00
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pg.display.set_mode(display, pgl.DOUBLEBUF | pgl.OPENGL)
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2016-11-29 14:42:21 +00:00
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pg.display.set_caption('Model-Converter')
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2016-11-22 10:55:13 +00:00
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# OpenGL init
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2016-11-25 14:03:03 +00:00
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gl.glMatrixMode(gl.GL_PROJECTION)
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gl.glLoadIdentity()
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glu.gluPerspective(45, (WINDOW_WIDTH / WINDOW_HEIGHT), 0.1, 50.0)
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2016-11-22 10:55:13 +00:00
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2016-11-25 14:03:03 +00:00
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
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gl.glEnable(gl.GL_DEPTH_TEST)
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gl.glEnable(gl.GL_CULL_FACE)
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gl.glEnable(gl.GL_BLEND)
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gl.glClearColor(0, 0, 0, 0)
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2016-11-22 10:55:13 +00:00
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running = True
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2016-11-30 09:08:37 +00:00
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# Load and parse the model
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2016-11-22 15:49:36 +00:00
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model = load_model(args.input)
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2016-11-30 09:08:37 +00:00
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# Initializes OpenGL textures
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2016-11-29 14:40:30 +00:00
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model.init_textures()
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2016-11-30 09:08:37 +00:00
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# Compute normals if not already computed
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if len(model.normals) == 0:
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model.generate_vertex_normals()
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# Generate vbos for smooth rendering
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2016-11-23 14:38:50 +00:00
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model.generate_vbos()
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2016-11-22 10:55:13 +00:00
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2016-11-30 09:08:37 +00:00
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shader = DefaultShader()
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2016-11-25 10:27:05 +00:00
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2016-11-22 10:55:13 +00:00
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while running:
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2016-11-25 14:03:03 +00:00
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for event in pg.event.get():
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if event.type == pg.QUIT:
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pg.quit()
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2016-11-22 10:55:13 +00:00
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quit()
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2016-11-25 14:03:03 +00:00
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elif event.type == pg.KEYUP:
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if event.key == pg.K_ESCAPE:
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pg.quit()
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2016-11-22 10:55:13 +00:00
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quit()
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2016-11-25 14:03:03 +00:00
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elif event.type == pg.MOUSEBUTTONDOWN:
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2016-11-22 16:29:25 +00:00
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if event.button == 1:
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2016-11-25 14:03:03 +00:00
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pg.mouse.get_rel()
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2016-11-22 10:55:13 +00:00
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2016-11-23 11:07:47 +00:00
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# Update physics
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controls.update()
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2016-11-25 14:03:03 +00:00
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gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
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gl.glMatrixMode(gl.GL_MODELVIEW)
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gl.glLoadIdentity()
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2016-11-25 10:53:35 +00:00
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camera.look()
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2016-11-22 16:17:37 +00:00
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2016-11-25 14:03:03 +00:00
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gl.glPushMatrix()
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2016-11-22 16:17:37 +00:00
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controls.apply()
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2016-11-30 09:08:37 +00:00
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shader.bind()
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2016-11-25 16:08:57 +00:00
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model.draw()
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2016-11-30 09:08:37 +00:00
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shader.unbind()
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2016-11-25 14:03:03 +00:00
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gl.glPopMatrix()
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2016-11-22 16:17:37 +00:00
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2016-11-25 14:03:03 +00:00
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gl.glFlush()
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pg.display.flip()
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2016-11-22 16:17:37 +00:00
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2016-11-23 11:07:47 +00:00
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# Sleep
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2016-11-25 14:03:03 +00:00
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pg.time.wait(10)
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2016-11-22 10:55:13 +00:00
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if __name__ == '__main__':
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2016-11-22 15:49:36 +00:00
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parser = argparse.ArgumentParser()
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parser.set_defaults(func=main)
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parser.add_argument('-v', '--version', action='version', version='1.0')
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parser.add_argument('-i', '--input', metavar='input', default=None, help='Input model')
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args = parser.parse_args()
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args.func(args)
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