Removed shaders, textures are now supported
This commit is contained in:
parent
1f40684cff
commit
e38fdcc2c4
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@ -10,5 +10,6 @@ void main() {
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vec3 ambientFactor = ambientLight;
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vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor);
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vec4 texel = texture2D(tex, gl_TexCoord[0].xy);
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gl_FragColor = vec4(ambientFactor + lambertFactor, 1.0);
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}
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@ -1,6 +1,8 @@
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varying vec3 fNormal;
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varying vec4 fTexCoord;
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void main() {
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fNormal = gl_Normal;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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@ -4,6 +4,8 @@ from math import sqrt
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from ..geometry import Vector
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from .mesh import Material, MeshPart
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Vertex = Vector
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Normal = Vertex
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TexCoord = Vertex
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@ -43,22 +45,14 @@ class Face:
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self.c = FaceVertex().from_array(arr[2])
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return self
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class Material:
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def __init__(self, name):
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self.name = name
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self.Ka = None
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self.Kd = None
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self.Ks = None
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self.map_Kd = None
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class ModelParser:
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def __init__(self):
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self.vertices = []
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self.normals = []
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self.tex_coords = []
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self.faces = []
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self.parts = []
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self.current_part = None
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self.bounding_box = BoundingBox()
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self.center_and_scale = True
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self.vertex_vbo = None
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@ -66,6 +60,10 @@ class ModelParser:
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self.normal_vbo = None
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self.path = None
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def init_textures(self):
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for part in self.parts:
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part.init_texture()
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def add_vertex(self, vertex):
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self.vertices.append(vertex)
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self.bounding_box.add(vertex)
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@ -77,7 +75,12 @@ class ModelParser:
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self.normals.append(normal)
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def add_face(self, face):
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self.faces.append(face)
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if self.current_part is None or face.material != self.current_part.material:
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self.current_part = MeshPart(self)
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self.current_part.material = face.material
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self.parts.append(self.current_part)
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self.current_part.add_face(face)
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def parse_line(self, string):
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pass
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@ -90,11 +93,8 @@ class ModelParser:
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self.parse_line(line)
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def draw(self):
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import OpenGL.GL as gl
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gl.glColor3f(1.0,0.0,0.0)
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if self.center_and_scale:
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center = self.bounding_box.get_center()
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scale = self.bounding_box.get_scale() / 2
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@ -102,104 +102,43 @@ 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.vertex_vbo is not None:
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self.vertex_vbo.bind()
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gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
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gl.glVertexPointerf(self.vertex_vbo)
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self.vertex_vbo.unbind()
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self.normal_vbo.bind()
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gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
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gl.glNormalPointerf(self.normal_vbo)
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self.normal_vbo.unbind()
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vertex_vbo.data) * 9)
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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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v2 = self.vertices[face.b.vertex]
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v3 = self.vertices[face.c.vertex]
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if face.a.normal is not None:
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n1 = self.normals[face.a.normal]
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n2 = self.normals[face.b.normal]
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n3 = self.normals[face.c.normal]
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if face.a.normal is not None:
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gl.glNormal3f(n1.x, n1.y, n1.z)
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gl.glVertex3f(v1.x, v1.y, v1.z)
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if face.b.normal is not None:
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gl.glNormal3f(n2.x, n2.y, n2.z)
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gl.glVertex3f(v2.x, v2.y, v2.z)
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if face.c.normal is not None:
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gl.glNormal3f(n3.x, n3.y, n3.z)
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gl.glVertex3f(v3.x, v3.y, v3.z)
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gl.glEnd()
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for part in self.parts:
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part.draw()
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if self.center_and_scale:
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gl.glPopMatrix()
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def generate_vbos(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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v = []
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n = []
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t = []
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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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v += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]
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if face.a.normal is not None:
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n1 = self.normals[face.a.normal]
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n2 = self.normals[face.b.normal]
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n3 = self.normals[face.c.normal]
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n += [[n1.x, n1.y, n1.z], [n2.x, n2.y, n2.z], [n3.x, n3.y, n3.z]]
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if face.a.tex_coord is not None:
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t1 = self.tex_coords[face.a.tex_coord]
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t2 = self.tex_coords[face.b.tex_coord]
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t3 = self.tex_coords[face.c.tex_coord]
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t += [[t1.x, t1.y], [t2.x, t2.y], [t3.x, t3.y]]
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self.vertex_vbo = vbo.VBO(array(v, 'f'))
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self.normal_vbo = vbo.VBO(array(n, 'f'))
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self.texture_vbo = vbo.VBO(array(t, 'f'))
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for part in self.parts:
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part.generate_vbos()
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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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for face in self.faces:
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v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
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v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
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cross = Vertex.cross_product(v1, v2)
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self.normals[face.a.vertex] += cross
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self.normals[face.b.vertex] += cross
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self.normals[face.c.vertex] += cross
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for part in self.parts:
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for face in part.faces:
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v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
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v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
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cross = Vertex.cross_product(v1, v2)
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self.normals[face.a.vertex] += cross
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self.normals[face.b.vertex] += cross
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self.normals[face.c.vertex] += cross
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for normal in self.normals:
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normal.normalize()
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for face in self.faces:
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face.a.normal = face.a.vertex
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face.b.normal = face.b.vertex
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face.c.normal = face.c.vertex
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for part in self.parts:
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for face in part.faces:
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face.a.normal = face.a.vertex
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face.b.normal = face.b.vertex
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face.c.normal = face.c.vertex
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def generate_face_normals(self):
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self.normals = [Normal() for i in self.faces]
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self.normals = [Normal() for i in sum(list(map(lambda x: len(x), self.faces)))]
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for (index, face) in enumerate(self.faces):
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for (index, face) in enumerate(sum(self.faces, [])):
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v1 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.b.vertex])
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v2 = Vertex.from_points(self.vertices[face.a.vertex], self.vertices[face.c.vertex])
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@ -0,0 +1,173 @@
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#!/usr/bin/env python
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class Material:
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def __init__(self, name):
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self.name = name
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self.Ka = None
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self.Kd = None
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self.Ks = None
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self.map_Kd = None
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self.id = None
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def init_texture(self):
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import OpenGL.GL as gl
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# Already initialized
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if self.id is not None:
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return
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# If no map_Kd, nothing to do
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if self.map_Kd is None:
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return
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try:
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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 SystemError:
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ix, iy, image = self.map_Kd.size[0], self.map_Kd.size[1], self.map_Kd.tobytes("raw", "RGBX", 0, -1)
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self.id = gl.glGenTextures(1)
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gl.glBindTexture(gl.GL_TEXTURE_2D, self.id)
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gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT,1)
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gl.glTexImage2D(
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gl.GL_TEXTURE_2D, 0, 3, ix, iy, 0,
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gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, image
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)
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def bind(self):
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from OpenGL import GL as gl
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gl.glEnable(gl.GL_TEXTURE_2D)
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gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
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gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
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gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_DECAL)
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gl.glBindTexture(gl.GL_TEXTURE_2D, self.id)
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def unbind(self):
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pass
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class MeshPart:
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def __init__(self, parent):
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self.parent = parent
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self.material = None
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self.vertex_vbo = None
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self.tex_coord_vbo = None
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self.normal_vbo = None
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self.faces = []
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def init_texture(self):
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if self.material is not None:
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self.material.init_texture()
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def add_face(self, face):
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self.faces.append(face)
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def generate_vbos(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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v = []
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n = []
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t = []
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for face in self.faces:
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v1 = self.parent.vertices[face.a.vertex]
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v2 = self.parent.vertices[face.b.vertex]
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v3 = self.parent.vertices[face.c.vertex]
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v += [[v1.x, v1.y, v1.z], [v2.x, v2.y, v2.z], [v3.x, v3.y, v3.z]]
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if face.a.normal is not None:
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n1 = self.parent.normals[face.a.normal]
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n2 = self.parent.normals[face.b.normal]
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n3 = self.parent.normals[face.c.normal]
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n += [[n1.x, n1.y, n1.z], [n2.x, n2.y, n2.z], [n3.x, n3.y, n3.z]]
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if face.a.tex_coord is not None:
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t1 = self.parent.tex_coords[face.a.tex_coord]
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t2 = self.parent.tex_coords[face.b.tex_coord]
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t3 = self.parent.tex_coords[face.c.tex_coord]
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t += [[t1.x, t1.y], [t2.x, t2.y], [t3.x, t3.y]]
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self.vertex_vbo = vbo.VBO(array(v, 'f'))
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if len(n) > 0:
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self.normal_vbo = vbo.VBO(array(n, 'f'))
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if len(t) > 0:
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self.tex_coord_vbo = vbo.VBO(array(t, 'f'))
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def draw(self):
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if self.material is not None:
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self.material.bind()
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if self.vertex_vbo is not None:
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self.draw_from_vbos()
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else:
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self.draw_from_arrays()
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if self.material is not None:
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self.material.unbind()
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def draw_from_vbos(self):
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import OpenGL.GL as gl
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self.vertex_vbo.bind()
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gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
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gl.glVertexPointerf(self.vertex_vbo)
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self.vertex_vbo.unbind()
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if self.normal_vbo is not None:
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self.normal_vbo.bind()
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gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
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gl.glNormalPointerf(self.normal_vbo)
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self.normal_vbo.unbind()
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if self.tex_coord_vbo is not None:
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if self.material is not None:
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self.material.bind()
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self.tex_coord_vbo.bind()
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gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
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gl.glTexCoordPointerf(self.tex_coord_vbo)
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self.tex_coord_vbo.unbind()
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gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.vertex_vbo.data) * 9)
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def draw_from_arrays(self):
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pass
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class Mesh:
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def __init__(self):
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self.vertices = []
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self.tex_coords = []
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self.normals = []
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self.parts = []
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self.current_material = None
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self.current_part = None
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def draw(self):
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for part in self.parts:
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part.draw()
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def add_face(self, face):
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if self.current_part is None or face.material != self.current_part.material:
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self.current_part = MeshPart(self)
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self.current_part.material = face.material
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self.parts.append(self.current_part)
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self.current_part.add_face(face)
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def generate_vbos(self):
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for part in self.parts:
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part.generate_vbos()
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@ -1,6 +1,7 @@
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#!/usr/bin/env python3
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from .basemodel import ModelParser, Exporter, Vertex, TexCoord, Normal, FaceVertex, Face, Material
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from .basemodel import ModelParser, Exporter, Vertex, TexCoord, Normal, FaceVertex, Face
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from .mesh import Material, MeshPart
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from functools import reduce
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import os.path
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import PIL.Image
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@ -24,7 +25,7 @@ class OBJParser(ModelParser):
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split = split[1:]
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if first == 'usemtl':
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self.current_material = split[0]
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self.current_material = self.mtl[split[0]]
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elif first == 'mtllib':
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path = os.path.join(os.path.dirname(self.path), split[0])
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self.mtl = MTLParser(self)
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@ -73,7 +74,7 @@ class MTLParser:
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elif first == 'Ks':
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self.current_mtl.Ks = Vertex().from_array(split)
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elif first == 'map_Kd':
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self.map_Kd = PIL.Image.open(os.path.join(os.path.dirname(self.parent.path), split[0]))
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self.current_mtl.map_Kd = PIL.Image.open(os.path.join(os.path.dirname(self.parent.path), split[0]))
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def parse_file(self, path):
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@ -82,6 +83,11 @@ class MTLParser:
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line = line.rstrip()
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self.parse_line(line)
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def __getitem__(self, key):
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for material in self.materials:
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if material.name == key:
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return material
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class OBJExporter(Exporter):
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def __init__(self, model):
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@ -82,6 +82,9 @@ class PLYExporter(Exporter):
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super().__init__(model)
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def __str__(self):
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faces = sum([part.faces for part in self.model.parts], [])
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# Header
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string = "ply\nformat ascii 1.0\ncomment Automatically gnerated by model-converter\n"
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@ -90,7 +93,7 @@ class PLYExporter(Exporter):
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string += "property float32 x\nproperty float32 y\nproperty float32 z\n"
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# Types : faces
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string += "element face " + str(len(self.model.faces)) + "\n"
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string += "element face " + str(len(faces)) + "\n"
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string += "property list uint8 int32 vertex_indices\n"
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# End header
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@ -100,7 +103,7 @@ class PLYExporter(Exporter):
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for vertex in self.model.vertices:
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string += str(vertex.x) + " " + str(vertex.y) + " " + str(vertex.z) + "\n"
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for face in self.model.faces:
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for face in faces:
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string += "3 " + str(face.a.vertex) + " " + str(face.b.vertex) + " " + str(face.c.vertex) + "\n"
|
||||
|
||||
return string
|
||||
|
|
|
@ -43,9 +43,10 @@ def main(args):
|
|||
running = True
|
||||
|
||||
model = load_model(args.input)
|
||||
model.init_textures()
|
||||
model.generate_vbos()
|
||||
|
||||
shader = DefaultShader()
|
||||
# shader = DefaultShader()
|
||||
|
||||
while running:
|
||||
for event in pg.event.get():
|
||||
|
@ -72,9 +73,9 @@ def main(args):
|
|||
|
||||
gl.glPushMatrix()
|
||||
controls.apply()
|
||||
shader.bind()
|
||||
# shader.bind()
|
||||
model.draw()
|
||||
shader.unbind()
|
||||
# shader.unbind()
|
||||
gl.glPopMatrix()
|
||||
|
||||
gl.glFlush()
|
||||
|
|
Loading…
Reference in New Issue