model-converter-python/viewer.py

117 lines
3.0 KiB
Python
Executable File

#!/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):
if (args.from_up is None) != (args.to_up is None):
raise Exception("from-up and to-up args should be both present or both absent")
up_conversion = None
if args.from_up is not None:
up_conversion = (args.from_up, args.to_up)
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
# Load and parse the model
model = load_model(args.input, up_conversion)
# Initializes OpenGL textures
model.init_textures()
# Compute normals if not already computed
if len(model.normals) == 0:
model.generate_vertex_normals()
# Generate vbos for smooth rendering
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')
parser.add_argument('-fu', '--from-up', metavar='fup', default=None,
help="Initial up vector")
parser.add_argument('-tu', '--to-up', metavar='fup', default=None,
help="Output up vector")
args = parser.parse_args()
args.func(args)