174 lines
4.8 KiB
Python
174 lines
4.8 KiB
Python
#!/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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