322 lines
9.1 KiB
Python
322 lines
9.1 KiB
Python
"""Loading of 3D models.
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A :py:class:`~pyglet.model.Model` is an instance of a 3D object.
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The following example loads a ``"teapot.obj"`` model::
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import pyglet
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window = pyglet.window.Window()
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teapot = pyglet.model.load('teapot.obj')
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@window.event
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def on_draw():
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teapot.draw()
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pyglet.app.run()
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You can also load models with :py:meth:`~pyglet.resource.model`.
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See :py:mod:`~pyglet.resource` for more information.
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Efficient Drawing
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=================
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As with Sprites or Text, Models can be added to a
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:py:class:`~pyglet.graphics.Batch` for efficient drawing. This is
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preferred to calling their ``draw`` methods individually. To do this,
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simply pass in a reference to the :py:class:`~pyglet.graphics.Batch`
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instance when loading the Model::
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import pyglet
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window = pyglet.window.Window()
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batch = pyglet.graphics.Batch()
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teapot = pyglet.model.load('teapot.obj', batch=batch)
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@window.event
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def on_draw():
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batch.draw()
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pyglet.app.run()
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.. versionadded:: 1.4
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"""
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import pyglet
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from pyglet import gl
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from pyglet import graphics
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from pyglet.gl import current_context
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from pyglet.math import Mat4, Vec3
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from pyglet.graphics import shader
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from .codecs import registry as _codec_registry
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from .codecs import add_default_codecs as _add_default_codecs
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def load(filename, file=None, decoder=None, batch=None, group=None):
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"""Load a 3D model from a file.
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:Parameters:
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`filename` : str
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Used to guess the model format, and to load the file if `file` is
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unspecified.
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`file` : file-like object or None
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Source of model data in any supported format.
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`decoder` : ModelDecoder or None
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If unspecified, all decoders that are registered for the filename
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extension are tried. An exception is raised if no codecs are
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registered for the file extension, or if decoding fails.
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`batch` : Batch or None
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An optional Batch instance to add this model to.
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`group` : Group or None
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An optional top level Group.
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:rtype: :py:mod:`~pyglet.model.Model`
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"""
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if decoder:
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return decoder.decode(filename, file, batch=batch, group=group)
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else:
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return _codec_registry.decode(filename, file, batch=batch, group=group)
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def get_default_shader():
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return pyglet.gl.current_context.create_program((MaterialGroup.default_vert_src, 'vertex'),
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(MaterialGroup.default_frag_src, 'fragment'))
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def get_default_textured_shader():
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return pyglet.gl.current_context.create_program((TexturedMaterialGroup.default_vert_src, 'vertex'),
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(TexturedMaterialGroup.default_frag_src, 'fragment'))
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class Model:
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"""Instance of a 3D object.
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See the module documentation for usage.
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"""
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def __init__(self, vertex_lists, groups, batch):
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"""Create a model.
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:Parameters:
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`vertex_lists` : list
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A list of `~pyglet.graphics.VertexList` or
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`~pyglet.graphics.IndexedVertexList`.
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`groups` : list
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A list of `~pyglet.model.TexturedMaterialGroup`, or
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`~pyglet.model.MaterialGroup`. Each group corresponds to
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a vertex list in `vertex_lists` of the same index.
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`batch` : `~pyglet.graphics.Batch`
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Optional batch to add the model to. If no batch is provided,
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the model will maintain its own internal batch.
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"""
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self.vertex_lists = vertex_lists
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self.groups = groups
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self._batch = batch
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self._modelview_matrix = Mat4()
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@property
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def batch(self):
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"""The graphics Batch that the Model belongs to.
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The Model can be migrated from one batch to another, or removed from
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a batch (for individual drawing). If not part of any batch, the Model
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will keep its own internal batch. Note that batch migration can be
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an expensive operation.
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:type: :py:class:`pyglet.graphics.Batch`
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"""
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return self._batch
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@batch.setter
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def batch(self, batch):
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if self._batch == batch:
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return
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if batch is None:
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batch = graphics.Batch()
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for group, vlist in zip(self.groups, self.vertex_lists):
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self._batch.migrate(vlist, gl.GL_TRIANGLES, group, batch)
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self._batch = batch
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@property
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def matrix(self):
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return self._modelview_matrix
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@matrix.setter
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def matrix(self, matrix):
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self._modelview_matrix = matrix
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for group in self.groups:
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group.matrix = matrix
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def draw(self):
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"""Draw the model.
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This is not recommended. See the module documentation
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for information on efficient drawing of multiple models.
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"""
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gl.current_context.window_block.bind(0)
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self._batch.draw_subset(self.vertex_lists)
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class Material:
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__slots__ = ("name", "diffuse", "ambient", "specular", "emission", "shininess", "texture_name")
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def __init__(self, name, diffuse, ambient, specular, emission, shininess, texture_name=None):
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self.name = name
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self.diffuse = diffuse
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self.ambient = ambient
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self.specular = specular
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self.emission = emission
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self.shininess = shininess
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self.texture_name = texture_name
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def __eq__(self, other):
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return (self.name == other.name and
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self.diffuse == other.diffuse and
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self.ambient == other.ambient and
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self.specular == other.specular and
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self.emission == other.emission and
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self.shininess == other.shininess and
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self.texture_name == other.texture_name)
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class BaseMaterialGroup(graphics.Group):
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default_vert_src = None
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default_frag_src = None
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matrix = Mat4()
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def __init__(self, material, program, order=0, parent=None):
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super().__init__(order, parent)
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self.material = material
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self.program = program
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class TexturedMaterialGroup(BaseMaterialGroup):
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default_vert_src = """#version 330 core
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in vec3 position;
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in vec3 normals;
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in vec2 tex_coords;
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in vec4 colors;
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out vec4 vertex_colors;
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out vec3 vertex_normals;
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out vec2 texture_coords;
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out vec3 vertex_position;
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uniform WindowBlock
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{
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mat4 projection;
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mat4 view;
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} window;
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uniform mat4 model;
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void main()
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{
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vec4 pos = window.view * model * vec4(position, 1.0);
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gl_Position = window.projection * pos;
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mat3 normal_matrix = transpose(inverse(mat3(model)));
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vertex_position = pos.xyz;
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vertex_colors = colors;
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texture_coords = tex_coords;
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vertex_normals = normal_matrix * normals;
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}
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"""
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default_frag_src = """#version 330 core
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in vec4 vertex_colors;
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in vec3 vertex_normals;
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in vec2 texture_coords;
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in vec3 vertex_position;
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out vec4 final_colors;
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uniform sampler2D our_texture;
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void main()
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{
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float l = dot(normalize(-vertex_position), normalize(vertex_normals));
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final_colors = (texture(our_texture, texture_coords) * vertex_colors) * l * 1.2;
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}
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"""
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def __init__(self, material, program, texture, order=0, parent=None):
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super().__init__(material, program, order, parent)
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self.texture = texture
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def set_state(self):
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gl.glActiveTexture(gl.GL_TEXTURE0)
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gl.glBindTexture(self.texture.target, self.texture.id)
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self.program.use()
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self.program['model'] = self.matrix
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def __hash__(self):
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return hash((self.texture.target, self.texture.id, self.program, self.order, self.parent))
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def __eq__(self, other):
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return (self.__class__ is other.__class__ and
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self.material == other.material and
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self.texture.target == other.texture.target and
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self.texture.id == other.texture.id and
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self.program == other.program and
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self.order == other.order and
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self.parent == other.parent)
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class MaterialGroup(BaseMaterialGroup):
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default_vert_src = """#version 330 core
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in vec3 position;
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in vec3 normals;
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in vec4 colors;
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out vec4 vertex_colors;
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out vec3 vertex_normals;
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out vec3 vertex_position;
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uniform WindowBlock
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{
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mat4 projection;
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mat4 view;
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} window;
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uniform mat4 model;
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void main()
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{
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vec4 pos = window.view * model * vec4(position, 1.0);
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gl_Position = window.projection * pos;
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mat3 normal_matrix = transpose(inverse(mat3(model)));
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vertex_position = pos.xyz;
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vertex_colors = colors;
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vertex_normals = normal_matrix * normals;
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}
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"""
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default_frag_src = """#version 330 core
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in vec4 vertex_colors;
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in vec3 vertex_normals;
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in vec3 vertex_position;
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out vec4 final_colors;
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void main()
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{
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float l = dot(normalize(-vertex_position), normalize(vertex_normals));
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final_colors = vertex_colors * l * 1.2;
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}
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"""
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def set_state(self):
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self.program.use()
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self.program['model'] = self.matrix
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_add_default_codecs()
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