#!/usr/bin/env python3 import sys import ctypes import argparse import os import math import pygame as pg import pygame.locals as pgl import OpenGL.GL as gl import OpenGL.GLU as glu from d3.model.tools import load_model from d3.geometry import Vector from d3.controls import TrackBallControls, OrbitControls from d3.camera import Camera from d3.shader import DefaultShader WINDOW_WIDTH = 1024 WINDOW_HEIGHT = 768 def main(args): camera = Camera(Vector(0,0,5), Vector(0,0,0)) controls = OrbitControls() pg.init() display = (WINDOW_WIDTH, WINDOW_HEIGHT) pg.display.set_mode(display, pgl.DOUBLEBUF | pgl.OPENGL) pg.display.set_caption('Model-Converter') # OpenGL init gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() glu.gluPerspective(45, (WINDOW_WIDTH / WINDOW_HEIGHT), 0.1, 50.0) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_BLEND) gl.glClearColor(0, 0, 0, 0) running = True model = load_model(args.input) model.init_textures() model.generate_vbos() # shader = DefaultShader() while running: for event in pg.event.get(): if event.type == pg.QUIT: pg.quit() quit() elif event.type == pg.KEYUP: if event.key == pg.K_ESCAPE: pg.quit() quit() elif event.type == pg.MOUSEBUTTONDOWN: if event.button == 1: pg.mouse.get_rel() # Update physics controls.update() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() camera.look() gl.glPushMatrix() controls.apply() # shader.bind() model.draw() # shader.unbind() gl.glPopMatrix() gl.glFlush() pg.display.flip() # Sleep pg.time.wait(10) if __name__ == '__main__': 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)