diff --git a/conv3d/model.py b/conv3d/model.py index 95b8681..351246e 100644 --- a/conv3d/model.py +++ b/conv3d/model.py @@ -92,6 +92,7 @@ class ModelParser: self.faces = [] self.bounding_box = BoundingBox() self.center_and_scale = True + self.vbo = None def add_vertex(self, vertex): self.vertices.append(vertex) @@ -128,33 +129,58 @@ class ModelParser: gl.glScalef(1/scale, 1/scale, 1/scale) gl.glTranslatef(-center.x, -center.y, -center.z) - gl.glBegin(gl.GL_TRIANGLES) + if self.vbo is not None: + + self.vbo.bind() + gl.glEnableClientState(gl.GL_VERTEX_ARRAY); + gl.glVertexPointerf(self.vbo) + gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vbo.data) * 9) + self.vbo.unbind() + + else: + + gl.glBegin(gl.GL_TRIANGLES) + for face in self.faces: + v1 = self.vertices[face.a.vertex] + v2 = self.vertices[face.b.vertex] + v3 = self.vertices[face.c.vertex] + + if face.a.normal is not None: + n1 = self.normals[face.a.normal] + n2 = self.normals[face.b.normal] + n3 = self.normals[face.c.normal] + + if face.a.normal is not None: + gl.glNormal3f(n1.x, n1.y, n1.z) + gl.glVertex3f(v1.x, v1.y, v1.z) + + if face.a.normal is not None: + gl.glNormal3f(n2.x, n2.y, n2.z) + gl.glVertex3f(v2.x, v2.y, v2.z) + + if face.a.normal is not None: + gl.glNormal3f(n3.x, n3.y, n3.z) + gl.glVertex3f(v3.x, v3.y, v3.z) + + gl.glEnd() + + if self.center_and_scale: + gl.glPopMatrix() + + def generate_vbo(self): + from OpenGL.arrays import vbo + from numpy import array + # Build VBO + l = [] + for face in self.faces: v1 = self.vertices[face.a.vertex] v2 = self.vertices[face.b.vertex] v3 = self.vertices[face.c.vertex] + l += [[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.normals[face.a.normal] - n2 = self.normals[face.b.normal] - n3 = self.normals[face.c.normal] + self.vbo = vbo.VBO(array(l, 'f')) - if face.a.normal is not None: - gl.glNormal3f(n1.x, n1.y, n1.z) - gl.glVertex3f(v1.x, v1.y, v1.z) - - if face.a.normal is not None: - gl.glNormal3f(n2.x, n2.y, n2.z) - gl.glVertex3f(v2.x, v2.y, v2.z) - - if face.a.normal is not None: - gl.glNormal3f(n3.x, n3.y, n3.z) - gl.glVertex3f(v3.x, v3.y, v3.z) - - gl.glEnd() - - if self.center_and_scale: - gl.glPopMatrix() def generate_vertex_normals(self): self.normals = [Normal() for i in self.vertices] diff --git a/modelviewer.py b/modelviewer.py index b6969da..919ee99 100755 --- a/modelviewer.py +++ b/modelviewer.py @@ -42,8 +42,9 @@ class TrackBallControls: dV = Vertex(move[1] * time * coeff, move[0] * time * coeff, 0) dTheta = dV.norm2() + print(dTheta) - if abs(dTheta) < 0.01: + if abs(dTheta) < 0.00001: return dV.normalize() @@ -95,6 +96,7 @@ def main(args): running = True model = load_model(args.input) + # model.generate_vbo() while running: for event in pygame.event.get(): @@ -109,6 +111,10 @@ def main(args): if event.button == 1: pygame.mouse.get_rel() + # Update physics + controls.update() + + # Draw frame init_frame() glPushMatrix() @@ -119,9 +125,7 @@ def main(args): glFlush() pygame.display.flip() - # Update physics - controls.update() - + # Sleep pygame.time.wait(10)