model-converter-python/viewer.py

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#!/usr/bin/env python3
import sys
import ctypes
import pygame
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import argparse
import os
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import math
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from pygame.locals import *
from OpenGL.GL import *
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from OpenGL.GL.shaders import *
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from OpenGL.GLU import *
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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
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 = TrackBallControls()
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pygame.init()
display = (WINDOW_WIDTH, WINDOW_HEIGHT)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
# OpenGL init
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, (WINDOW_WIDTH / WINDOW_HEIGHT), 0.1, 50.0)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glEnable(GL_BLEND)
glClearColor(0, 0, 0, 0)
running = True
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model = load_model(args.input)
model.generate_vbos()
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shader = DefaultShader()
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while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE:
pygame.quit()
quit()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
pygame.mouse.get_rel()
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# Update physics
controls.update()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
camera.look()
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glPushMatrix()
controls.apply()
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shader.bind()
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model.gl_draw()
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shader.unbind()
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glPopMatrix()
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glFlush()
pygame.display.flip()
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# Sleep
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pygame.time.wait(10)
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)