diff options
Diffstat (limited to 'libs/assimp/port/PyAssimp/scripts/3d_viewer.py')
-rwxr-xr-x | libs/assimp/port/PyAssimp/scripts/3d_viewer.py | 1318 |
1 files changed, 0 insertions, 1318 deletions
diff --git a/libs/assimp/port/PyAssimp/scripts/3d_viewer.py b/libs/assimp/port/PyAssimp/scripts/3d_viewer.py deleted file mode 100755 index 08a6266..0000000 --- a/libs/assimp/port/PyAssimp/scripts/3d_viewer.py +++ /dev/null @@ -1,1318 +0,0 @@ -#!/usr/bin/env python -# -*- coding: UTF-8 -*- - -""" This program loads a model with PyASSIMP, and display it. - -Based on: -- pygame code from http://3dengine.org/Spectator_%28PyOpenGL%29 -- http://www.lighthouse3d.com/tutorials -- http://www.songho.ca/opengl/gl_transform.html -- http://code.activestate.com/recipes/325391/ -- ASSIMP's C++ SimpleOpenGL viewer - -Authors: Séverin Lemaignan, 2012-2016 -""" -import sys -import logging - -logger = logging.getLogger("pyassimp") -gllogger = logging.getLogger("OpenGL") -gllogger.setLevel(logging.WARNING) -logging.basicConfig(level=logging.INFO) - -import OpenGL - -OpenGL.ERROR_CHECKING = False -OpenGL.ERROR_LOGGING = False -# OpenGL.ERROR_ON_COPY = True -# OpenGL.FULL_LOGGING = True -from OpenGL.GL import * -from OpenGL.arrays import vbo -from OpenGL.GL import shaders - -import pygame -import pygame.font -import pygame.image - -import math, random -from numpy import linalg - -import pyassimp -from pyassimp.postprocess import * -from pyassimp.helper import * -import transformations - -ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32) - -# rendering mode -BASE = "BASE" -COLORS = "COLORS" -SILHOUETTE = "SILHOUETTE" -HELPERS = "HELPERS" - -# Entities type -ENTITY = "entity" -CAMERA = "camera" -MESH = "mesh" - -FLAT_VERTEX_SHADER_120 = """ -#version 120 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; - -uniform vec4 u_materialDiffuse; - -attribute vec3 a_vertex; - -varying vec4 v_color; - -void main(void) -{ - v_color = u_materialDiffuse; - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -FLAT_VERTEX_SHADER_130 = """ -#version 130 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; - -uniform vec4 u_materialDiffuse; - -in vec3 a_vertex; - -out vec4 v_color; - -void main(void) -{ - v_color = u_materialDiffuse; - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_VERTEX_SHADER_120 = """ -#version 120 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; - -uniform vec4 u_materialDiffuse; - -attribute vec3 a_vertex; -attribute vec3 a_normal; - -varying vec4 v_color; - -void main(void) -{ - // Now the normal is in world space, as we pass the light in world space. - vec3 normal = u_normalMatrix * a_normal; - - float dist = distance(a_vertex, u_lightPos); - - // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters - // att is not used for now - float att=1.0/(1.0+0.8*dist*dist); - - vec3 surf2light = normalize(u_lightPos - a_vertex); - vec3 norm = normalize(normal); - float dcont=max(0.0,dot(norm,surf2light)); - - float ambient = 0.3; - float intensity = dcont + 0.3 + ambient; - - v_color = u_materialDiffuse * intensity; - - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_VERTEX_SHADER_130 = """ -#version 130 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; - -uniform vec4 u_materialDiffuse; - -in vec3 a_vertex; -in vec3 a_normal; - -out vec4 v_color; - -void main(void) -{ - // Now the normal is in world space, as we pass the light in world space. - vec3 normal = u_normalMatrix * a_normal; - - float dist = distance(a_vertex, u_lightPos); - - // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters - // att is not used for now - float att=1.0/(1.0+0.8*dist*dist); - - vec3 surf2light = normalize(u_lightPos - a_vertex); - vec3 norm = normalize(normal); - float dcont=max(0.0,dot(norm,surf2light)); - - float ambient = 0.3; - float intensity = dcont + 0.3 + ambient; - - v_color = u_materialDiffuse * intensity; - - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_FRAGMENT_SHADER_120 = """ -#version 120 - -varying vec4 v_color; - -void main() { - gl_FragColor = v_color; -} -""" - -BASIC_FRAGMENT_SHADER_130 = """ -#version 130 - -in vec4 v_color; - -void main() { - gl_FragColor = v_color; -} -""" - -GOOCH_VERTEX_SHADER_120 = """ -#version 120 - -// attributes -attribute vec3 a_vertex; // xyz - position -attribute vec3 a_normal; // xyz - normal - -// uniforms -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; -uniform vec3 u_camPos; - -// output data from vertex to fragment shader -varying vec3 o_normal; -varying vec3 o_lightVector; - -/////////////////////////////////////////////////////////////////// - -void main(void) -{ - // transform position and normal to world space - vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0); - vec3 normalWorld = u_normalMatrix * a_normal; - - // calculate and pass vectors required for lighting - o_lightVector = u_lightPos - positionWorld.xyz; - o_normal = normalWorld; - - // project world space position to the screen and output it - gl_Position = u_viewProjectionMatrix * positionWorld; -} -""" - -GOOCH_VERTEX_SHADER_130 = """ -#version 130 - -// attributes -in vec3 a_vertex; // xyz - position -in vec3 a_normal; // xyz - normal - -// uniforms -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; -uniform vec3 u_camPos; - -// output data from vertex to fragment shader -out vec3 o_normal; -out vec3 o_lightVector; - -/////////////////////////////////////////////////////////////////// - -void main(void) -{ - // transform position and normal to world space - vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0); - vec3 normalWorld = u_normalMatrix * a_normal; - - // calculate and pass vectors required for lighting - o_lightVector = u_lightPos - positionWorld.xyz; - o_normal = normalWorld; - - // project world space position to the screen and output it - gl_Position = u_viewProjectionMatrix * positionWorld; -} -""" - -GOOCH_FRAGMENT_SHADER_120 = """ -#version 120 - -// data from vertex shader -varying vec3 o_normal; -varying vec3 o_lightVector; - -// diffuse color of the object -uniform vec4 u_materialDiffuse; -// cool color of gooch shading -uniform vec3 u_coolColor; -// warm color of gooch shading -uniform vec3 u_warmColor; -// how much to take from object color in final cool color -uniform float u_alpha; -// how much to take from object color in final warm color -uniform float u_beta; - -/////////////////////////////////////////////////////////// - -void main(void) -{ - // normlize vectors for lighting - vec3 normalVector = normalize(o_normal); - vec3 lightVector = normalize(o_lightVector); - // intensity of diffuse lighting [-1, 1] - float diffuseLighting = dot(lightVector, normalVector); - // map intensity of lighting from range [-1; 1] to [0, 1] - float interpolationValue = (1.0 + diffuseLighting)/2; - - ////////////////////////////////////////////////////////////////// - - // cool color mixed with color of the object - vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha; - // warm color mixed with color of the object - vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta; - // interpolation of cool and warm colors according - // to lighting intensity. The lower the light intensity, - // the larger part of the cool color is used - vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue); - - ////////////////////////////////////////////////////////////////// - - // save color - gl_FragColor.rgb = colorOut; - gl_FragColor.a = 1; -} -""" - -GOOCH_FRAGMENT_SHADER_130 = """ -#version 130 - -// data from vertex shader -in vec3 o_normal; -in vec3 o_lightVector; - -// diffuse color of the object -uniform vec4 u_materialDiffuse; -// cool color of gooch shading -uniform vec3 u_coolColor; -// warm color of gooch shading -uniform vec3 u_warmColor; -// how much to take from object color in final cool color -uniform float u_alpha; -// how much to take from object color in final warm color -uniform float u_beta; - -// output to framebuffer -out vec4 resultingColor; - -/////////////////////////////////////////////////////////// - -void main(void) -{ - // normlize vectors for lighting - vec3 normalVector = normalize(o_normal); - vec3 lightVector = normalize(o_lightVector); - // intensity of diffuse lighting [-1, 1] - float diffuseLighting = dot(lightVector, normalVector); - // map intensity of lighting from range [-1; 1] to [0, 1] - float interpolationValue = (1.0 + diffuseLighting)/2; - - ////////////////////////////////////////////////////////////////// - - // cool color mixed with color of the object - vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha; - // warm color mixed with color of the object - vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta; - // interpolation of cool and warm colors according - // to lighting intensity. The lower the light intensity, - // the larger part of the cool color is used - vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue); - - ////////////////////////////////////////////////////////////////// - - // save color - resultingColor.rgb = colorOut; - resultingColor.a = 1; -} -""" - -SILHOUETTE_VERTEX_SHADER_120 = """ -#version 120 - -attribute vec3 a_vertex; // xyz - position -attribute vec3 a_normal; // xyz - normal - -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelViewMatrix; -uniform vec4 u_materialDiffuse; -uniform float u_bordersize; // width of the border - -varying vec4 v_color; - -void main(void){ - v_color = u_materialDiffuse; - float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z; - vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0); - gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos; -} -""" - -SILHOUETTE_VERTEX_SHADER_130 = """ -#version 130 - -in vec3 a_vertex; // xyz - position -in vec3 a_normal; // xyz - normal - -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelViewMatrix; -uniform vec4 u_materialDiffuse; -uniform float u_bordersize; // width of the border - -out vec4 v_color; - -void main(void){ - v_color = u_materialDiffuse; - float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z; - vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0); - gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos; -} -""" -DEFAULT_CLIP_PLANE_NEAR = 0.001 -DEFAULT_CLIP_PLANE_FAR = 1000.0 - - -def get_world_transform(scene, node): - if node == scene.rootnode: - return numpy.identity(4, dtype=numpy.float32) - - parents = reversed(_get_parent_chain(scene, node, [])) - parent_transform = reduce(numpy.dot, [p.transformation for p in parents]) - return numpy.dot(parent_transform, node.transformation) - - -def _get_parent_chain(scene, node, parents): - parent = node.parent - - parents.append(parent) - - if parent == scene.rootnode: - return parents - - return _get_parent_chain(scene, parent, parents) - - -class DefaultCamera: - def __init__(self, w, h, fov): - self.name = "default camera" - self.type = CAMERA - self.clipplanenear = DEFAULT_CLIP_PLANE_NEAR - self.clipplanefar = DEFAULT_CLIP_PLANE_FAR - self.aspect = w / h - self.horizontalfov = fov * math.pi / 180 - self.transformation = numpy.array([[0.68, -0.32, 0.65, 7.48], - [0.73, 0.31, -0.61, -6.51], - [-0.01, 0.89, 0.44, 5.34], - [0., 0., 0., 1.]], dtype=numpy.float32) - - self.transformation = numpy.dot(self.transformation, ROTATION_180_X) - - def __str__(self): - return self.name - - -class PyAssimp3DViewer: - base_name = "PyASSIMP 3D viewer" - - def __init__(self, model, w=1024, h=768): - - self.w = w - self.h = h - - pygame.init() - pygame.display.set_caption(self.base_name) - pygame.display.set_mode((w, h), pygame.OPENGL | pygame.DOUBLEBUF) - - glClearColor(0.18, 0.18, 0.18, 1.0) - - shader_compilation_succeeded = False - try: - self.set_shaders_v130() - self.prepare_shaders() - except RuntimeError, message: - sys.stderr.write("%s\n" % message) - sys.stdout.write("Could not compile shaders in version 1.30, trying version 1.20\n") - - if not shader_compilation_succeeded: - self.set_shaders_v120() - self.prepare_shaders() - - self.scene = None - self.meshes = {} # stores the OpenGL vertex/faces/normals buffers pointers - - self.node2colorid = {} # stores a color ID for each node. Useful for mouse picking and visibility checking - self.colorid2node = {} # reverse dict of node2colorid - - self.currently_selected = None - self.moving = False - self.moving_situation = None - - self.default_camera = DefaultCamera(self.w, self.h, fov=70) - self.cameras = [self.default_camera] - - self.current_cam_index = 0 - self.current_cam = self.default_camera - self.set_camera_projection() - - self.load_model(model) - - # user interactions - self.focal_point = [0, 0, 0] - self.is_rotating = False - self.is_panning = False - self.is_zooming = False - - def set_shaders_v120(self): - self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_120 - self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_120 - self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_120 - self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_120 - - self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_120 - self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_120 - - def set_shaders_v130(self): - self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_130 - self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_130 - self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_130 - self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_130 - - self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_130 - self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_130 - - def prepare_shaders(self): - - ### Base shader - vertex = shaders.compileShader(self.BASIC_VERTEX_SHADER, GL_VERTEX_SHADER) - fragment = shaders.compileShader(self.BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER) - - self.shader = shaders.compileProgram(vertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_normalMatrix', - 'u_lightPos', - 'u_materialDiffuse'), - ('a_vertex', - 'a_normal'), self.shader) - - ### Flat shader - flatvertex = shaders.compileShader(self.FLAT_VERTEX_SHADER, GL_VERTEX_SHADER) - self.flatshader = shaders.compileProgram(flatvertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_materialDiffuse',), - ('a_vertex',), self.flatshader) - - ### Silhouette shader - silh_vertex = shaders.compileShader(self.SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER) - self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_modelViewMatrix', - 'u_materialDiffuse', - 'u_bordersize' # width of the silhouette - ), - ('a_vertex', - 'a_normal'), self.silhouette_shader) - - ### Gooch shader - gooch_vertex = shaders.compileShader(self.GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER) - gooch_fragment = shaders.compileShader(self.GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER) - self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_normalMatrix', - 'u_lightPos', - 'u_materialDiffuse', - 'u_coolColor', - 'u_warmColor', - 'u_alpha', - 'u_beta' - ), - ('a_vertex', - 'a_normal'), self.gooch_shader) - - @staticmethod - def set_shader_accessors(uniforms, attributes, shader): - # add accessors to the shaders uniforms and attributes - for uniform in uniforms: - location = glGetUniformLocation(shader, uniform) - if location in (None, -1): - raise RuntimeError('No uniform: %s (maybe it is not used ' - 'anymore and has been optimized out by' - ' the shader compiler)' % uniform) - setattr(shader, uniform, location) - - for attribute in attributes: - location = glGetAttribLocation(shader, attribute) - if location in (None, -1): - raise RuntimeError('No attribute: %s' % attribute) - setattr(shader, attribute, location) - - @staticmethod - def prepare_gl_buffers(mesh): - - mesh.gl = {} - - # Fill the buffer for vertex and normals positions - v = numpy.array(mesh.vertices, 'f') - n = numpy.array(mesh.normals, 'f') - - mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v, n))) - - # Fill the buffer for vertex positions - mesh.gl["faces"] = glGenBuffers(1) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"]) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, - numpy.array(mesh.faces, dtype=numpy.int32), - GL_STATIC_DRAW) - - mesh.gl["nbfaces"] = len(mesh.faces) - - # Unbind buffers - glBindBuffer(GL_ARRAY_BUFFER, 0) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - @staticmethod - def get_rgb_from_colorid(colorid): - r = (colorid >> 0) & 0xff - g = (colorid >> 8) & 0xff - b = (colorid >> 16) & 0xff - - return r, g, b - - def get_color_id(self): - id = random.randint(0, 256 * 256 * 256) - if id not in self.colorid2node: - return id - else: - return self.get_color_id() - - def glize(self, scene, node): - - logger.info("Loading node <%s>" % node) - node.selected = True if self.currently_selected and self.currently_selected == node else False - - node.transformation = node.transformation.astype(numpy.float32) - - if node.meshes: - node.type = MESH - colorid = self.get_color_id() - self.colorid2node[colorid] = node - self.node2colorid[node.name] = colorid - - elif node.name in [c.name for c in scene.cameras]: - - # retrieve the ASSIMP camera object - [cam] = [c for c in scene.cameras if c.name == node.name] - node.type = CAMERA - logger.info("Added camera <%s>" % node.name) - logger.info("Camera position: %.3f, %.3f, %.3f" % tuple(node.transformation[:, 3][:3].tolist())) - self.cameras.append(node) - node.clipplanenear = cam.clipplanenear - node.clipplanefar = cam.clipplanefar - - if numpy.allclose(cam.lookat, [0, 0, -1]) and numpy.allclose(cam.up, [0, 1, 0]): # Cameras in .blend files - - # Rotate by 180deg around X to have Z pointing forward - node.transformation = numpy.dot(node.transformation, ROTATION_180_X) - else: - raise RuntimeError( - "I do not know how to normalize this camera orientation: lookat=%s, up=%s" % (cam.lookat, cam.up)) - - if cam.aspect == 0.0: - logger.warning("Camera aspect not set. Setting to default 4:3") - node.aspect = 1.333 - else: - node.aspect = cam.aspect - - node.horizontalfov = cam.horizontalfov - - else: - node.type = ENTITY - - for child in node.children: - self.glize(scene, child) - - def load_model(self, path, postprocess=aiProcessPreset_TargetRealtime_MaxQuality): - logger.info("Loading model:" + path + "...") - - if postprocess: - self.scene = pyassimp.load(path, processing=postprocess) - else: - self.scene = pyassimp.load(path) - logger.info("Done.") - - scene = self.scene - # log some statistics - logger.info(" meshes: %d" % len(scene.meshes)) - logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes])) - logger.info(" materials: %d" % len(scene.materials)) - self.bb_min, self.bb_max = get_bounding_box(self.scene) - logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max)) - - self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)] - - for index, mesh in enumerate(scene.meshes): - self.prepare_gl_buffers(mesh) - - self.glize(scene, scene.rootnode) - - # Finally release the model - pyassimp.release(scene) - logger.info("Ready for 3D rendering!") - - def cycle_cameras(self): - - self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras) - self.current_cam = self.cameras[self.current_cam_index] - self.set_camera_projection(self.current_cam) - logger.info("Switched to camera <%s>" % self.current_cam) - - def set_overlay_projection(self): - glViewport(0, 0, self.w, self.h) - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - glOrtho(0.0, self.w - 1.0, 0.0, self.h - 1.0, -1.0, 1.0) - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - def set_camera_projection(self, camera=None): - - if not camera: - camera = self.current_cam - - znear = camera.clipplanenear or DEFAULT_CLIP_PLANE_NEAR - zfar = camera.clipplanefar or DEFAULT_CLIP_PLANE_FAR - aspect = camera.aspect - fov = camera.horizontalfov - - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - - # Compute gl frustrum - tangent = math.tan(fov / 2.) - h = znear * tangent - w = h * aspect - - # params: left, right, bottom, top, near, far - glFrustum(-w, w, -h, h, znear, zfar) - # equivalent to: - # gluPerspective(fov * 180/math.pi, aspect, znear, zfar) - - self.projection_matrix = glGetFloatv(GL_PROJECTION_MATRIX).transpose() - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - def render_colors(self): - - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) - glEnable(GL_CULL_FACE) - - glUseProgram(self.flatshader) - - glUniformMatrix4fv(self.flatshader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, self.flatshader, mode=COLORS) - - glUseProgram(0) - - def get_hovered_node(self, mousex, mousey): - """ - Attention: The performances of this method relies heavily on the size of the display! - """ - - # mouse out of the window? - if mousex < 0 or mousex >= self.w or mousey < 0 or mousey >= self.h: - return None - - self.render_colors() - # Capture image from the OpenGL buffer - buf = (GLubyte * (3 * self.w * self.h))(0) - glReadPixels(0, 0, self.w, self.h, GL_RGB, GL_UNSIGNED_BYTE, buf) - - # Reinterpret the RGB pixel buffer as a 1-D array of 24bits colors - a = numpy.ndarray(len(buf), numpy.dtype('>u1'), buf) - colors = numpy.zeros(len(buf) / 3, numpy.dtype('<u4')) - for i in range(3): - colors.view(dtype='>u1')[i::4] = a.view(dtype='>u1')[i::3] - - colorid = colors[mousex + mousey * self.w] - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - - if colorid in self.colorid2node: - return self.colorid2node[colorid] - - def render(self, wireframe=False, twosided=False): - - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL) - glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE) - - self.render_grid() - - self.recursive_render(self.scene.rootnode, None, mode=HELPERS) - - ### First, the silhouette - - if False: - shader = self.silhouette_shader - - # glDepthMask(GL_FALSE) - glCullFace(GL_FRONT) # cull front faces - - glUseProgram(shader) - glUniform1f(shader.u_bordersize, 0.01) - - glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, shader, mode=SILHOUETTE) - - glUseProgram(0) - - ### Then, inner shading - # glDepthMask(GL_TRUE) - glCullFace(GL_BACK) - - use_gooch = False - if use_gooch: - shader = self.gooch_shader - - glUseProgram(shader) - glUniform3f(shader.u_lightPos, -.5, -.5, .5) - - ##### GOOCH specific - glUniform3f(shader.u_coolColor, 159.0 / 255, 148.0 / 255, 255.0 / 255) - glUniform3f(shader.u_warmColor, 255.0 / 255, 75.0 / 255, 75.0 / 255) - glUniform1f(shader.u_alpha, .25) - glUniform1f(shader.u_beta, .25) - ######### - else: - shader = self.shader - glUseProgram(shader) - glUniform3f(shader.u_lightPos, -.5, -.5, .5) - - glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, shader) - - glUseProgram(0) - - def render_axis(self, - transformation=numpy.identity(4, dtype=numpy.float32), - label=None, - size=0.2, - selected=False): - m = transformation.transpose() # OpenGL row major - - glPushMatrix() - glMultMatrixf(m) - - glLineWidth(3 if selected else 1) - - size = 2 * size if selected else size - - glBegin(GL_LINES) - - # draw line for x axis - glColor3f(1.0, 0.0, 0.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(size, 0.0, 0.0) - - # draw line for y axis - glColor3f(0.0, 1.0, 0.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(0.0, size, 0.0) - - # draw line for Z axis - glColor3f(0.0, 0.0, 1.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(0.0, 0.0, size) - - glEnd() - - if label: - self.showtext(label) - - glPopMatrix() - - @staticmethod - def render_camera(camera, transformation): - - m = transformation.transpose() # OpenGL row major - - aspect = camera.aspect - - u = 0.1 # unit size (in m) - l = 3 * u # length of the camera cone - f = 3 * u # aperture of the camera cone - - glPushMatrix() - glMultMatrixf(m) - - glLineWidth(2) - glBegin(GL_LINE_STRIP) - - glColor3f(.2, .2, .2) - - glVertex3f(u, u, -u) - glVertex3f(u, -u, -u) - glVertex3f(-u, -u, -u) - glVertex3f(-u, u, -u) - glVertex3f(u, u, -u) - - glVertex3f(u, u, 0.0) - glVertex3f(u, -u, 0.0) - glVertex3f(-u, -u, 0.0) - glVertex3f(-u, u, 0.0) - glVertex3f(u, u, 0.0) - - glVertex3f(f * aspect, f, l) - glVertex3f(f * aspect, -f, l) - glVertex3f(-f * aspect, -f, l) - glVertex3f(-f * aspect, f, l) - glVertex3f(f * aspect, f, l) - - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(u, -u, -u) - glVertex3f(u, -u, 0.0) - glVertex3f(f * aspect, -f, l) - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(-u, -u, -u) - glVertex3f(-u, -u, 0.0) - glVertex3f(-f * aspect, -f, l) - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(-u, u, -u) - glVertex3f(-u, u, 0.0) - glVertex3f(-f * aspect, f, l) - glEnd() - - glPopMatrix() - - @staticmethod - def render_grid(): - - glLineWidth(1) - glColor3f(0.5, 0.5, 0.5) - glBegin(GL_LINES) - for i in range(-10, 11): - glVertex3f(i, -10.0, 0.0) - glVertex3f(i, 10.0, 0.0) - - for i in range(-10, 11): - glVertex3f(-10.0, i, 0.0) - glVertex3f(10.0, i, 0.0) - glEnd() - - def recursive_render(self, node, shader, mode=BASE, with_normals=True): - """ Main recursive rendering method. - """ - - normals = with_normals - - if mode == COLORS: - normals = False - - - if not hasattr(node, "selected"): - node.selected = False - - m = get_world_transform(self.scene, node) - - # HELPERS mode - ### - if mode == HELPERS: - # if node.type == ENTITY: - self.render_axis(m, - label=node.name if node != self.scene.rootnode else None, - selected=node.selected if hasattr(node, "selected") else False) - - if node.type == CAMERA: - self.render_camera(node, m) - - for child in node.children: - self.recursive_render(child, shader, mode) - - return - - # Mesh rendering modes - ### - if node.type == MESH: - - for mesh in node.meshes: - - stride = 24 # 6 * 4 bytes - - if node.selected and mode == SILHOUETTE: - glUniform4f(shader.u_materialDiffuse, 1.0, 0.0, 0.0, 1.0) - glUniformMatrix4fv(shader.u_modelViewMatrix, 1, GL_TRUE, - numpy.dot(self.view_matrix, m)) - - else: - if mode == COLORS: - colorid = self.node2colorid[node.name] - r, g, b = self.get_rgb_from_colorid(colorid) - glUniform4f(shader.u_materialDiffuse, r / 255.0, g / 255.0, b / 255.0, 1.0) - elif mode == SILHOUETTE: - glUniform4f(shader.u_materialDiffuse, .0, .0, .0, 1.0) - else: - if node.selected: - diffuse = (1.0, 0.0, 0.0, 1.0) # selected nodes in red - else: - diffuse = mesh.material.properties["diffuse"] - if len(diffuse) == 3: # RGB instead of expected RGBA - diffuse.append(1.0) - glUniform4f(shader.u_materialDiffuse, *diffuse) - # if ambient: - # glUniform4f( shader.Material_ambient, *mat["ambient"] ) - - if mode == BASE: # not in COLORS or SILHOUETTE - normal_matrix = linalg.inv(numpy.dot(self.view_matrix, m)[0:3, 0:3]).transpose() - glUniformMatrix3fv(shader.u_normalMatrix, 1, GL_TRUE, normal_matrix) - - glUniformMatrix4fv(shader.u_modelMatrix, 1, GL_TRUE, m) - - vbo = mesh.gl["vbo"] - vbo.bind() - - glEnableVertexAttribArray(shader.a_vertex) - if normals: - glEnableVertexAttribArray(shader.a_normal) - - glVertexAttribPointer( - shader.a_vertex, - 3, GL_FLOAT, False, stride, vbo - ) - - if normals: - glVertexAttribPointer( - shader.a_normal, - 3, GL_FLOAT, False, stride, vbo + 12 - ) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"]) - glDrawElements(GL_TRIANGLES, mesh.gl["nbfaces"] * 3, GL_UNSIGNED_INT, None) - - vbo.unbind() - glDisableVertexAttribArray(shader.a_vertex) - - if normals: - glDisableVertexAttribArray(shader.a_normal) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - for child in node.children: - self.recursive_render(child, shader, mode) - - - def switch_to_overlay(self): - glPushMatrix() - self.set_overlay_projection() - - def switch_from_overlay(self): - self.set_camera_projection() - glPopMatrix() - - def select_node(self, node): - self.currently_selected = node - self.update_node_select(self.scene.rootnode) - - def update_node_select(self, node): - if node is self.currently_selected: - node.selected = True - else: - node.selected = False - - for child in node.children: - self.update_node_select(child) - - def loop(self): - - pygame.display.flip() - - if not self.process_events(): - return False # ESC has been pressed - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - - return True - - def process_events(self): - - LEFT_BUTTON = 1 - MIDDLE_BUTTON = 2 - RIGHT_BUTTON = 3 - WHEEL_UP = 4 - WHEEL_DOWN = 5 - - dx, dy = pygame.mouse.get_rel() - mousex, mousey = pygame.mouse.get_pos() - - zooming_one_shot = False - - ok = True - - for evt in pygame.event.get(): - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == LEFT_BUTTON: - hovered = self.get_hovered_node(mousex, self.h - mousey) - if hovered: - if self.currently_selected and self.currently_selected == hovered: - self.select_node(None) - else: - logger.info("Node %s selected" % hovered) - self.select_node(hovered) - else: - self.is_rotating = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == LEFT_BUTTON: - self.is_rotating = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == MIDDLE_BUTTON: - self.is_panning = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == MIDDLE_BUTTON: - self.is_panning = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == RIGHT_BUTTON: - self.is_zooming = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == RIGHT_BUTTON: - self.is_zooming = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button in [WHEEL_UP, WHEEL_DOWN]: - zooming_one_shot = True - self.is_zooming = True - dy = -10 if evt.button == WHEEL_UP else 10 - - if evt.type == pygame.KEYDOWN: - ok = (ok and self.process_keystroke(evt.key, evt.mod)) - - self.controls_3d(dx, dy, zooming_one_shot) - - return ok - - def process_keystroke(self, key, mod): - - # process arrow keys if an object is selected - if self.currently_selected: - up = 0 - strafe = 0 - - if key == pygame.K_UP: - up = 1 - if key == pygame.K_DOWN: - up = -1 - if key == pygame.K_LEFT: - strafe = -1 - if key == pygame.K_RIGHT: - strafe = 1 - - self.move_selected_node(up, strafe) - - if key == pygame.K_f: - pygame.display.toggle_fullscreen() - - if key == pygame.K_TAB: - self.cycle_cameras() - - if key in [pygame.K_ESCAPE, pygame.K_q]: - return False - - return True - - def controls_3d(self, dx, dy, zooming_one_shot=False): - - CAMERA_TRANSLATION_FACTOR = 0.01 - CAMERA_ROTATION_FACTOR = 0.01 - - if not (self.is_rotating or self.is_panning or self.is_zooming): - return - - current_pos = self.current_cam.transformation[:3, 3].copy() - distance = numpy.linalg.norm(self.focal_point - current_pos) - - if self.is_rotating: - """ Orbiting the camera is implemented the following way: - - - the rotation is split into a rotation around the *world* Z axis - (controlled by the horizontal mouse motion along X) and a - rotation around the *X* axis of the camera (pitch) *shifted to - the focal origin* (the world origin for now). This is controlled - by the vertical motion of the mouse (Y axis). - - - as a result, the resulting transformation of the camera in the - world frame C' is: - C' = (T · Rx · T⁻¹ · (Rz · C)⁻¹)⁻¹ - - where: - - C is the original camera transformation in the world frame, - - Rz is the rotation along the Z axis (in the world frame) - - T is the translation camera -> world (ie, the inverse of the - translation part of C - - Rx is the rotation around X in the (translated) camera frame - """ - - rotation_camera_x = dy * CAMERA_ROTATION_FACTOR - rotation_world_z = dx * CAMERA_ROTATION_FACTOR - world_z_rotation = transformations.euler_matrix(0, 0, rotation_world_z) - cam_x_rotation = transformations.euler_matrix(rotation_camera_x, 0, 0) - - after_world_z_rotation = numpy.dot(world_z_rotation, self.current_cam.transformation) - - inverse_transformation = transformations.inverse_matrix(after_world_z_rotation) - - translation = transformations.translation_matrix( - transformations.decompose_matrix(inverse_transformation)[3]) - inverse_translation = transformations.inverse_matrix(translation) - - new_inverse = numpy.dot(inverse_translation, inverse_transformation) - new_inverse = numpy.dot(cam_x_rotation, new_inverse) - new_inverse = numpy.dot(translation, new_inverse) - - self.current_cam.transformation = transformations.inverse_matrix(new_inverse).astype(numpy.float32) - - if self.is_panning: - tx = -dx * CAMERA_TRANSLATION_FACTOR * distance - ty = dy * CAMERA_TRANSLATION_FACTOR * distance - cam_transform = transformations.translation_matrix((tx, ty, 0)).astype(numpy.float32) - self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform) - - if self.is_zooming: - tz = dy * CAMERA_TRANSLATION_FACTOR * distance - cam_transform = transformations.translation_matrix((0, 0, tz)).astype(numpy.float32) - self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform) - - if zooming_one_shot: - self.is_zooming = False - - self.update_view_camera() - - def update_view_camera(self): - - self.view_matrix = linalg.inv(self.current_cam.transformation) - - # Rotate by 180deg around X to have Z pointing backward (OpenGL convention) - self.view_matrix = numpy.dot(ROTATION_180_X, self.view_matrix) - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - glMultMatrixf(self.view_matrix.transpose()) - - def move_selected_node(self, up, strafe): - self.currently_selected.transformation[0][3] += strafe - self.currently_selected.transformation[2][3] += up - - @staticmethod - def showtext(text, x=0, y=0, z=0, size=20): - - # TODO: alpha blending does not work... - # glEnable(GL_BLEND) - # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) - - font = pygame.font.Font(None, size) - text_surface = font.render(text, True, (10, 10, 10, 255), - (255 * 0.18, 255 * 0.18, 255 * 0.18, 0)) - text_data = pygame.image.tostring(text_surface, "RGBA", True) - glRasterPos3d(x, y, z) - glDrawPixels(text_surface.get_width(), - text_surface.get_height(), - GL_RGBA, GL_UNSIGNED_BYTE, - text_data) - - # glDisable(GL_BLEND) - - -def main(model, width, height): - app = PyAssimp3DViewer(model, w=width, h=height) - - clock = pygame.time.Clock() - - while app.loop(): - - app.update_view_camera() - - ## Main rendering - app.render() - - ## GUI text display - app.switch_to_overlay() - app.showtext("Active camera: %s" % str(app.current_cam), 10, app.h - 30) - if app.currently_selected: - app.showtext("Selected node: %s" % app.currently_selected, 10, app.h - 50) - pos = app.h - 70 - - app.showtext("(%sm, %sm, %sm)" % (app.currently_selected.transformation[0, 3], - app.currently_selected.transformation[1, 3], - app.currently_selected.transformation[2, 3]), 30, pos) - - app.switch_from_overlay() - - # Make sure we do not go over 30fps - clock.tick(30) - - logger.info("Quitting! Bye bye!") - - -######################################################################### -######################################################################### - -if __name__ == '__main__': - if not len(sys.argv) > 1: - print("Usage: " + __file__ + " <model>") - sys.exit(2) - - main(model=sys.argv[1], width=1024, height=768) |