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objloader.py
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import os
import pygame
from OpenGL.GL import *
import numpy as np
import math
class OBJ:
generate_on_init = True
@classmethod
def loadTexture(cls, imagefile):
surf = pygame.image.load(imagefile)
image = pygame.image.tostring(surf, 'RGBA', 1)
ix, iy = surf.get_rect().size
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texid)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
return texid
@classmethod
def loadMaterial(cls, filename):
contents = {}
mtl = None
dirname = os.path.dirname(filename)
for line in open(filename, "r"):
if line.startswith('#'): continue
values = line.split()
if not values: continue
if values[0] == 'newmtl':
mtl = contents[values[1]] = {}
elif mtl is None:
raise ValueError("mtl file doesn't start with newmtl stmt")
elif values[0] == 'map_Kd':
# load the texture referred to by this declaration
mtl[values[0]] = values[1]
imagefile = os.path.join(dirname, mtl['map_Kd'])
mtl['texture_Kd'] = cls.loadTexture(imagefile)
else:
mtl[values[0]] = list(map(float, values[1:]))
return contents
def __init__(self, filename, swapyz=False):
"""Loads a Wavefront OBJ file. """
self.vertices = []
self.normals = []
self.texcoords = []
self.faces = []
self.view_matrix = None
self.gl_list = 0
self.angle = 0
self.mtl = None
dirname = os.path.dirname(filename)
material = None
for line in open(filename, "r"):
if line.startswith('#'): continue
values = line.split()
if not values: continue
if values[0] == 'v':
v = list(map(float, values[1:4]))
if swapyz:
v = v[0], v[2], v[1]
self.vertices.append(v)
elif values[0] == 'vn':
v = list(map(float, values[1:4]))
if swapyz:
v = v[0], v[2], v[1]
self.normals.append(v)
elif values[0] == 'vt':
self.texcoords.append(list(map(float, values[1:3])))
elif values[0] in ('usemtl', 'usemat'):
material = values[1]
elif values[0] == 'mtllib':
self.mtl = self.loadMaterial(os.path.join(dirname, values[1]))
elif values[0] == 'f':
face = []
texcoords = []
norms = []
for v in values[1:]:
w = v.split('/')
face.append(int(w[0]))
if len(w) >= 2 and len(w[1]) > 0:
texcoords.append(int(w[1]))
else:
texcoords.append(0)
if len(w) >= 3 and len(w[2]) > 0:
norms.append(int(w[2]))
else:
norms.append(0)
self.faces.append((face, norms, texcoords, material))
if self.generate_on_init:
self.generate()
def generate(self):
self.gl_list = glGenLists(1)
glNewList(self.gl_list, GL_COMPILE)
glEnable(GL_TEXTURE_2D)
glFrontFace(GL_CCW)
for face in self.faces:
vertices, normals, texture_coords, material = face
if self.mtl is not None:
mtl = self.mtl[material]
if 'texture_Kd' in mtl:
# use diffuse texmap
glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd'])
else:
# just use diffuse colour
glColor(*mtl['Kd'])
glBegin(GL_POLYGON)
for i in range(len(vertices)):
if normals[i] > 0:
glNormal3fv(self.normals[normals[i] - 1])
if texture_coords[i] > 0:
glTexCoord2fv(self.texcoords[texture_coords[i] - 1])
if self.view_matrix is not None:
vertexCoord = np.array(self.vertices[vertices[i]-1])
vertex4Coord = np.array(np.hstack((vertexCoord,[1.0])))
vertexCoord = np.dot(vertex4Coord,self.view_matrix)
glVertex4fv(vertexCoord)
else:
glVertex3fv(np.array(self.vertices[vertices[i] - 1]))
glEnd()
glDisable(GL_TEXTURE_2D)
glEndList()
def render(self, view_matrix):
# self.view_matrix = view_matrix
self.generate()
self.angle += 0.2
glCallList(self.gl_list)
def free(self):
glDeleteLists(self.gl_list,1)