Starting to work with VBOs
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@ -92,6 +92,7 @@ class ModelParser:
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self.faces = []
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self.bounding_box = BoundingBox()
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self.center_and_scale = True
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self.vbo = None
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def add_vertex(self, vertex):
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self.vertices.append(vertex)
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@ -128,6 +129,16 @@ class ModelParser:
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gl.glScalef(1/scale, 1/scale, 1/scale)
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gl.glTranslatef(-center.x, -center.y, -center.z)
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if self.vbo is not None:
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self.vbo.bind()
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gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
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gl.glVertexPointerf(self.vbo)
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vbo.data) * 9)
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self.vbo.unbind()
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else:
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gl.glBegin(gl.GL_TRIANGLES)
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for face in self.faces:
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v1 = self.vertices[face.a.vertex]
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@ -156,6 +167,21 @@ class ModelParser:
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if self.center_and_scale:
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gl.glPopMatrix()
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def generate_vbo(self):
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from OpenGL.arrays import vbo
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from numpy import array
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# Build VBO
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l = []
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for face in self.faces:
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v1 = self.vertices[face.a.vertex]
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v2 = self.vertices[face.b.vertex]
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v3 = self.vertices[face.c.vertex]
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l += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]
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self.vbo = vbo.VBO(array(l, 'f'))
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def generate_vertex_normals(self):
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self.normals = [Normal() for i in self.vertices]
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@ -42,8 +42,9 @@ class TrackBallControls:
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dV = Vertex(move[1] * time * coeff, move[0] * time * coeff, 0)
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dTheta = dV.norm2()
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print(dTheta)
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if abs(dTheta) < 0.01:
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if abs(dTheta) < 0.00001:
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return
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dV.normalize()
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@ -95,6 +96,7 @@ def main(args):
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running = True
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model = load_model(args.input)
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# model.generate_vbo()
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while running:
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for event in pygame.event.get():
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@ -109,6 +111,10 @@ def main(args):
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if event.button == 1:
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pygame.mouse.get_rel()
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# Update physics
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controls.update()
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# Draw frame
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init_frame()
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glPushMatrix()
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@ -119,9 +125,7 @@ def main(args):
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glFlush()
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pygame.display.flip()
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# Update physics
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controls.update()
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# Sleep
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pygame.time.wait(10)
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