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import io
import logging
import os
from pathlib import Path
import moderngl
import numpy
import pywavefront
from pywavefront import cache
from pywavefront.obj import ObjParser
from moderngl_window import resources
from moderngl_window.exceptions import ImproperlyConfigured
from moderngl_window.geometry.attributes import AttributeNames
from moderngl_window.loaders.base import BaseLoader
from moderngl_window.meta import SceneDescription, TextureDescription
from moderngl_window.opengl.vao import VAO
from moderngl_window.resources.decorators import texture_dirs
from moderngl_window.scene import Material, MaterialTexture, Mesh, Node, Scene
logger = logging.getLogger(__name__)
def translate_buffer_format(
vertex_format: str, attr_names: AttributeNames
) -> tuple[str, list[str], list[tuple[str, str, int]]]:
"""Translate the buffer format"""
buffer_format = []
attributes = []
mesh_attributes = []
if "T2F" in vertex_format:
buffer_format.append("2f")
attributes.append(attr_names.TEXCOORD_0)
mesh_attributes.append(("TEXCOORD_0", attr_names.TEXCOORD_0, 2))
if "C3F" in vertex_format:
buffer_format.append("3f")
attributes.append(attr_names.COLOR_0)
mesh_attributes.append(("COLOR_0", attr_names.COLOR_0, 3))
if "N3F" in vertex_format:
buffer_format.append("3f")
attributes.append(attr_names.NORMAL)
mesh_attributes.append(("NORMAL", attr_names.NORMAL, 3))
buffer_format.append("3f")
attributes.append(attr_names.POSITION)
mesh_attributes.append(("POSITION", attr_names.POSITION, 3))
return " ".join(buffer_format), attributes, mesh_attributes
class VAOCacheLoader(cache.CacheLoader):
"""Load geometry data directly into vaos"""
attr_names: AttributeNames
def load_vertex_buffer(
self, fd: io.TextIOWrapper, material: pywavefront.material.Material, length: int
) -> None:
buffer_format, attributes, mesh_attributes = translate_buffer_format(
material.vertex_format, self.attr_names
)
vao = VAO(material.name, mode=moderngl.TRIANGLES)
# FIXME: Are we actually reading from text or byte stream here?
vao.buffer(fd.read(length), buffer_format, attributes)
setattr(material, "vao", vao)
setattr(material, "buffer_format", buffer_format)
setattr(material, "attributes", attributes)
setattr(material, "mesh_attributes", mesh_attributes)
ObjParser.cache_loader_cls = VAOCacheLoader
class Loader(BaseLoader):
"""Load wavefront/obj files"""
kind = "wavefront"
file_extensions = [
[".obj"],
[".obj", ".gz"],
[".bin"],
]
meta: SceneDescription
def __init__(self, meta: SceneDescription):
super().__init__(meta)
def load(self) -> Scene:
"""Loads a wavefront/obj file including materials and textures
Returns:
Scene: The Scene instance
"""
path = self.find_scene(Path(self.meta.path if self.meta.path is not None else ""))
logger.info("loading %s", path)
if not path:
raise ImproperlyConfigured("Scene '{}' not found".format(self.meta.path))
if path.suffix == ".bin":
path = path.parent / path.stem
VAOCacheLoader.attr_names = self.meta.attr_names
data = pywavefront.Wavefront(str(path), create_materials=True, cache=self.meta.cache)
scene = Scene(
self.meta.resolved_path.as_posix() if self.meta.resolved_path is not None else ""
)
texture_cache: dict[str, pywavefront.material.Material] = {}
for _, mat in data.materials.items():
mesh = Mesh(mat.name)
# Traditional loader
if mat.vertices:
buffer_format, attributes, mesh_attributes = translate_buffer_format(
mat.vertex_format, self.meta.attr_names
)
vbo = numpy.array(mat.vertices, dtype="f4")
vao = VAO(mat.name, mode=moderngl.TRIANGLES)
vao.buffer(vbo, buffer_format, attributes)
mesh.vao = vao
for attrs in mesh_attributes:
mesh.add_attribute(*attrs)
# Binary cache loader
elif hasattr(mat, "vao"):
mesh = Mesh(mat.name)
mesh.vao = mat.vao
for attrs in mat.mesh_attributes:
mesh.add_attribute(*attrs)
else:
# Empty
continue
scene.meshes.append(mesh)
mesh.material = Material(mat.name)
scene.materials.append(mesh.material)
mesh.material.color = mat.diffuse
if mat.texture:
# A texture can be referenced multiple times, so we need to cache loaded ones
texture = texture_cache.get(mat.texture.path)
if not texture:
# HACK: pywavefront only give us an absolute path
rel_path = os.path.relpath(mat.texture.find(), str(path.parent))
logger.info("Loading: %s", rel_path)
with texture_dirs([path.parent]):
texture = resources.textures.load(
TextureDescription(
label=rel_path,
path=rel_path,
mipmap=True,
anisotropy=16.0,
)
)
texture_cache[rel_path] = texture
mesh.material.mat_texture = MaterialTexture(
texture=texture,
sampler=None,
)
node = Node(mesh=mesh)
scene.root_nodes.append(node)
# Not supported yet for obj
# self.calc_scene_bbox()
scene.prepare()
return scene
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