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323 lines
10 KiB
Python
323 lines
10 KiB
Python
import bz2
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import gzip
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import os
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import zipfile
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from collections import defaultdict
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import six
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from pyglet.gl import *
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# noinspection PyUnresolvedReferences
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from six.moves import range, zip
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from punyverse.glgeom import array_to_gl_buffer, glRestoreClient, glRestore
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from punyverse.texture import load_texture
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def zip_open(file):
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zip = zipfile.ZipFile(file)
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return zip.open(zip.namelist()[0])
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openers = {
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'gz': gzip.open,
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'bz2': bz2.BZ2File,
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'zip': zip_open,
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}
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class Face(object):
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__slots__ = ('verts', 'norms', 'texs', 'size')
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def __init__(self, verts, norms, texs):
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self.verts = verts
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self.norms = norms
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self.texs = texs
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self.size = len(verts)
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class Material(object):
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__slots__ = ('name', 'texture', 'Ka', 'Kd', 'Ks', 'shininess')
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def __init__(self, name, texture=None, Ka=(0, 0, 0), Kd=(0, 0, 0), Ks=(0, 0, 0), shininess=0.0):
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self.name = name
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self.texture = texture
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self.Ka = Ka
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self.Kd = Kd
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self.Ks = Ks
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self.shininess = shininess
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class Group(object):
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__slots__ = ('material', 'faces')
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def __init__(self, material=None, faces=None):
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self.material = material
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self.faces = faces or []
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class WavefrontObject(object):
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def __init__(self, path):
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self.path = path
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self.root = os.path.abspath(os.path.dirname(path))
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self.vertices = []
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self.normals = []
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self.textures = []
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self.groups = []
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self.materials = {}
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self.perform_io(self.path)
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def new_material(self, words):
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name = words[1].decode('utf-8')
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material = Material(name)
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self.materials[name] = material
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self.current_material = material
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def Ka(self, words):
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self.current_material.Ka = (float(words[1]), float(words[2]), float(words[3]))
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def Kd(self, words):
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self.current_material.Kd = (float(words[1]), float(words[2]), float(words[3]))
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def Ks(self, words):
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self.current_material.Ks = (float(words[1]), float(words[2]), float(words[3]))
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def material_shininess(self, words):
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self.current_material.shininess = min(float(words[1]), 125)
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def material_texture(self, words):
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self.current_material.texture = words[-1].decode('utf-8')
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def vertex(self, words):
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self.vertices.append((float(words[1]), float(words[2]), float(words[3])))
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def normal(self, words):
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self.normals.append((float(words[1]), float(words[2]), float(words[3])))
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def texture(self, words):
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l = len(words)
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u, v = 0, 0
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if l >= 2:
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u = float(words[1])
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if l >= 3:
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# OBJ origin is at upper left, OpenGL origin is at lower left
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v = 1 - float(words[2])
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self.textures.append((u, v))
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def face(self, words):
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l = len(words)
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vertex_count = l - 1
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vindices = []
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nindices = []
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tindices = []
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for i in range(1, vertex_count + 1):
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raw_faces = words[i].split(b'/')
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l = len(raw_faces)
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vindices.append(int(raw_faces[0]) - 1)
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if l >= 2 and raw_faces[1]:
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tindices.append(int(raw_faces[1]) - 1)
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else:
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tindices.append(None)
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if l >= 3 and raw_faces[2]:
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nindices.append(int(raw_faces[2]) - 1)
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else:
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nindices.append(None)
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if self.current_group is None:
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self.current_group = group = Group()
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self.groups.append(group)
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else:
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group = self.current_group
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group.faces.append(Face(vindices, nindices, tindices))
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def material(self, words):
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self.perform_io(os.path.join(self.root, words[1].decode('utf-8')))
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def use_material(self, words):
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mat = words[1].decode('utf-8')
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try:
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self.current_group.material = self.materials[mat]
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except KeyError:
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print("Warning: material %s undefined, only %s defined." % (mat, self.materials))
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except AttributeError:
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print("Warning: no group")
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def group(self, words):
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group = Group()
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self.groups.append(group)
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self.current_group = group
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def perform_io(self, file):
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ext = os.path.splitext(file)[1].lstrip('.')
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reader = openers.get(ext, lambda x: open(x, 'rb'))(file)
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dispatcher = {
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b'v': self.vertex,
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b'vn': self.normal,
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b'vt': self.texture,
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b'f': self.face,
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b'mtllib': self.material,
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b'usemtl': self.use_material,
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b'g': self.group,
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b'o': self.group,
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b'newmtl': self.new_material,
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b'Ka': self.Ka,
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b'Kd': self.Kd,
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b'Ks': self.Ks,
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b'Ns': self.material_shininess,
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b'map_Kd': self.material_texture,
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}
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default = lambda words: None
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with reader:
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for buf in reader:
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if not buf or buf.startswith((b'\r', b'\n', b'#')):
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continue # Empty or comment
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words = buf.split()
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type = words[0]
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dispatcher.get(type, default)(words)
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return True
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model_base = os.path.join(os.path.dirname(__file__), 'assets', 'models')
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def load_model(path):
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if not os.path.isabs(path):
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path = os.path.join(model_base, path)
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if isinstance(path, six.binary_type):
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path = path.decode('mbcs' if os.name == 'nt' else 'utf8')
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return WavefrontObject(path)
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class ModelVBO(object):
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__slots__ = ('has_normal', 'has_texture', 'data_buf', 'index_buf', 'offset_type', 'vertex_count')
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def draw(self):
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with glRestoreClient(GL_CLIENT_VERTEX_ARRAY_BIT):
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stride = (3 + self.has_normal * 3 + self.has_texture * 2) * 4
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glBindBuffer(GL_ARRAY_BUFFER, self.data_buf)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.index_buf)
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glEnableClientState(GL_VERTEX_ARRAY)
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glVertexPointer(3, GL_FLOAT, stride, 0)
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if self.has_normal:
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glEnableClientState(GL_NORMAL_ARRAY)
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glNormalPointer(GL_FLOAT, stride, 3 * 4)
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if self.has_texture:
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glTexCoordPointer(3, GL_FLOAT, stride, (6 if self.has_normal else 3) * 4)
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glDrawElements(GL_TRIANGLES, self.vertex_count, self.offset_type, 0)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
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class WavefrontVBO(object):
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def __init__(self, model, sx=1, sy=1, sz=1):
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self._tex_cache = {}
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self.vbos = []
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self.scale = (sx, sy, sz)
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for m, material in six.iteritems(model.materials):
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if material.texture and material.texture not in self._tex_cache:
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self._tex_cache[material.texture] = load_texture(os.path.join(model.root, material.texture))
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vertices = model.vertices
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textures = model.textures
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normals = model.normals
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for group in self.merge_groups(model):
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self.vbos.append((group.material, self.process_group(group, vertices, normals, textures)))
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def draw(self, fv4=GLfloat * 4):
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with glRestore(GL_TEXTURE_BIT | GL_ENABLE_BIT):
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for mat, vbo in self.vbos:
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tex_id = self._tex_cache[mat.texture] if mat and mat.texture else 0
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if tex_id:
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glEnable(GL_TEXTURE_2D)
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glBindTexture(GL_TEXTURE_2D, tex_id)
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else:
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glBindTexture(GL_TEXTURE_2D, 0)
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glDisable(GL_TEXTURE_2D)
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if mat:
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if mat.Ka:
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kx, ky, kz = mat.Ka
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, fv4(kx, ky, kz, 1))
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if mat.Kd:
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kx, ky, kz = mat.Kd
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, fv4(kx, ky, kz, 1))
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if mat.Ks:
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kx, ky, kz = mat.Ks
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(kx, ky, kz, 1))
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mat.shininess)
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vbo.draw()
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def merge_groups(self, model):
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by_mat = defaultdict(list)
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for g in model.groups:
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if g.faces:
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by_mat[g.material].append(g)
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groups = []
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for mat, gs in six.iteritems(by_mat):
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faces = []
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for g in gs:
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faces += g.faces
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groups.append(Group(mat, faces))
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return groups
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def process_group(self, group, vertices, normals, textures):
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sx, sy, sz = self.scale
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max_texture = len(textures)
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has_texture = bool(textures) and any(any(n is not None for n in f.texs) for f in group.faces)
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has_normal = bool(normals) and any(any(n is not None for n in f.norms) for f in group.faces)
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buffer = []
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indices = []
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offsets = {}
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for f in group.faces:
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verts = []
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for v, n, t in zip(f.verts, f.norms, f.texs):
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# Blender defines texture coordinates on faces even without textures.
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if t is not None and t >= max_texture:
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t = None
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if (v, n, t) in offsets:
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verts.append(offsets[v, n, t])
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else:
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index = len(offsets)
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verts.append(index)
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x, y, z = vertices[v]
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item = [sx * x, sy * y, sz * z]
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if has_normal:
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item += [0, 0, 0] if n is None else list(normals[n])
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if has_texture:
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item += [0, 0] if t is None else list(textures[t])
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offsets[v, n, t] = index
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buffer += item
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for a, b in zip(verts[1:], verts[2:]):
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indices += [verts[0], a, b]
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result = ModelVBO()
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result.has_normal = has_normal
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result.has_texture = has_texture
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result.offset_type = GL_UNSIGNED_SHORT if len(offsets) < 65536 else GL_UNSIGNED_INT
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result.data_buf = array_to_gl_buffer(buffer, 'f')
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result.index_buf = array_to_gl_buffer(indices, {
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GL_UNSIGNED_SHORT: 'H',
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GL_UNSIGNED_INT: 'I',
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}[result.offset_type])
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result.vertex_count = len(indices)
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return result
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