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#!/usr/bin/env python
from __future__ import print_function
from __future__ import absolute_import
import collada
import numpy
import pyglet
from pyglet.gl import *
import ctypes
from . import glutils
class OldStyleRenderer:
def __init__(self, dae, window):
self.dae = dae
self.window = window
# to calculate model boundary
self.z_max = -100000.0
self.z_min = 100000.0
self.textures = {}
glShadeModel(GL_SMOOTH) # Enable Smooth Shading
glClearColor(0.0, 0.0, 0.0, 0.5) # Black Background
glClearDepth(1.0) # Depth Buffer Setup
glEnable(GL_DEPTH_TEST) # Enables Depth Testing
glDepthFunc(GL_LEQUAL) # The Type Of Depth Testing To Do
glEnable(GL_MULTISAMPLE)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glCullFace(GL_BACK)
glEnable(GL_TEXTURE_2D) # Enable Texture Mapping
# glEnable(GL_TEXTURE_RECTANGLE_ARB) # Enable Texture Mapping
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
# create one display list
print('Creating display list...')
print('It could take some time. Please be patient :-) .')
self.displist = glGenLists(1)
# compile the display list, store a triangle in it
glNewList(self.displist, GL_COMPILE)
self.drawPrimitives()
glEndList()
print('done. Ready to render.')
def drawPrimitives(self):
glBegin(GL_TRIANGLES)
if self.dae.scene is not None:
for geom in self.dae.scene.objects('geometry'):
for prim in geom.primitives():
mat = prim.material
diff_color = (GLfloat * 4)(*(0.3, 0.3, 0.3, 0.0))
spec_color = None
shininess = None
amb_color = None
tex_id = None
for prop in mat.effect.supported:
value = getattr(mat.effect, prop)
# it can be a float, a color (tuple) or a Map
# ( a texture )
if isinstance(value, collada.material.Map):
colladaimage = value.sampler.surface.image
# Accessing this attribute forces the
# loading of the image using PIL if
# available. Unless it is already loaded.
img = colladaimage.pilimage
if img: # can read and PIL available
# See if we already have texture for this image
if colladaimage.id in self.textures:
tex_id = self.textures[colladaimage.id]
else:
# If not - create new texture
try:
# get image meta-data
# (dimensions) and data
(ix, iy, tex_data) = (img.size[0], img.size[1], img.tostring("raw", "RGBA", 0, -1))
except SystemError:
# has no alpha channel,
# synthesize one
(ix, iy, tex_data) = (img.size[0], img.size[1], img.tostring("raw", "RGBX", 0, -1))
# generate a texture ID
tid = GLuint()
glGenTextures(1, ctypes.byref(tid))
tex_id = tid.value
# make it current
glBindTexture(GL_TEXTURE_2D, tex_id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
#glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
# copy the texture into the
# current texture ID
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data)
self.textures[colladaimage.id] = tex_id
else:
print(' %s = Texture %s: (not available)' % (
prop, colladaimage.id))
else:
if prop == 'diffuse' and value is not None:
diff_color = (GLfloat * 4)(*value)
elif prop == 'specular' and value is not None:
spec_color = (GLfloat * 4)(*value)
elif prop == 'ambient' and value is not None:
amb_color = (GLfloat * 4)(*value)
elif prop == 'shininess' and value is not None:
shininess = value
# use primitive-specific ways to get triangles
prim_type = type(prim).__name__
if prim_type == 'BoundTriangleSet':
triangles = prim
elif prim_type == 'BoundPolylist':
triangles = prim.triangleset()
else:
print('Unsupported mesh used:', prim_type)
triangles = []
if tex_id is not None:
glBindTexture(GL_TEXTURE_2D, tex_id)
else:
glBindTexture(GL_TEXTURE_2D, 0)
# add triangles to the display list
for t in triangles:
nidx = 0
if tex_id is not None and len(t.texcoords) > 0:
texcoords = t.texcoords[0]
else:
texcoords = None
for vidx in t.indices:
if diff_color is not None:
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff_color)
if spec_color is not None:
glMaterialfv(GL_FRONT, GL_SPECULAR, spec_color)
if amb_color is not None:
glMaterialfv(GL_FRONT, GL_AMBIENT, amb_color)
if shininess is not None:
glMaterialfv(GL_FRONT, GL_SHININESS, (GLfloat * 1)(shininess))
# if not t.normals is None:
glNormal3fv((GLfloat * 3)(*t.normals[nidx]))
if texcoords is not None:
glTexCoord2fv((GLfloat * 2)(*texcoords[nidx]))
nidx += 1
v = prim.vertex[vidx]
glVertex3fv((GLfloat * 3)(*v))
# calculate max and min Z coordinate
if v[2] > self.z_max:
self.z_max = v[2]
elif v[2] < self.z_min:
self.z_min = v[2]
glutils.getGLError()
glEnd()
def render(self, rotate_x, rotate_y, rotate_z):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION) # Select The Projection Matrix
glLoadIdentity() # Reset The Projection Matrix
if self.window.height == 0: # Calculate The Aspect Ratio Of The Window
gluPerspective(100, self.window.width, 1.0, 5000.0)
else:
gluPerspective(100, self.window.width / self.window.height, 1.0, 5000.0)
glMatrixMode(GL_MODELVIEW) # Select The Model View Matrix
glLoadIdentity()
z_offset = self.z_min - (self.z_max - self.z_min) * 3
light_pos = (GLfloat * 3)(100.0, 100.0, 100.0 * -z_offset)
glLightfv(GL_LIGHT0, GL_POSITION, light_pos)
glTranslatef(0, 0, z_offset)
glRotatef(rotate_x, 1.0, 0.0, 0.0)
glRotatef(rotate_y, 0.0, 1.0, 0.0)
glRotatef(rotate_z, 0.0, 0.0, 1.0)
# draw the display list
glCallList(self.displist)
def cleanup(self):
print('Renderer cleaning up')
glDeleteLists(self.displist, 1)
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