PokeFusion/test.py

106 lines
3.2 KiB
Python

# Basic OBJ file viewer. needs objloader from:
# http://www.pygame.org/wiki/OBJFileLoader
# LMB + move: rotate
# RMB + move: pan
# Scroll wheel: zoom in/out
import sys, pygame
from pygame.locals import *
from pygame.constants import *
from OpenGL.GL import *
from OpenGL.GLU import *
# IMPORT OBJECT LOADER
from objloader import *
from projection_matrix import build_opengl_projection_for_intrinsics
import numpy as np
CAMERA_MATRIX = np.load('camera_parameters.npy', allow_pickle=True).item()['K']
EXTRINSIC_MATRIX = np.array([[0.7227021503496043, -0.3686776760226368, 0.5846181429639397, -16.218840163220325], [0.44397563400870765, 0.8958935447266068, 0.016136694945417585, -1.2057431225855768], [-0.5297048596026128, 0.24789418653881962, 0.8111480962152553, 49.33418176483625], [0.0, 0.0, 0.0, 1.0]])
W, H = 1280, 720
FAR, NEAR = 10000.0, 1.0
if __name__ == '__main__':
proj = build_opengl_projection_for_intrinsics(CAMERA_MATRIX, W, H, FAR, NEAR)
pygame.init()
viewport = (W, H)
hx = viewport[0]/2
hy = viewport[1]/2
srf = pygame.display.set_mode(viewport, OPENGL | DOUBLEBUF)
# glLightfv(GL_LIGHT0, GL_POSITION, (-40, 200, 100, 0.0))
# glLightfv(GL_LIGHT0, GL_AMBIENT, (0.2, 0.2, 0.2, 1.0))
# glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.5, 0.5, 0.5, 1.0))
glEnable(GL_LIGHT0)
glEnable(GL_LIGHTING)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH) # most obj files expect to be smooth-shaded
# LOAD OBJECT AFTER PYGAME INIT
obj = OBJ(sys.argv[1], swapyz=True)
clock = pygame.time.Clock()
# set projection matrix
# use intrinsics to build for OpenGL
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
# width, height = viewport
# gluPerspective(90.0, width/float(height), 1, 100.0)
print(proj)
glLoadMatrixf(proj)
glEnable(GL_DEPTH_TEST)
# set model view matrix
# use extrinsics
glMatrixMode(GL_MODELVIEW)
rx, ry = (0,0)
tx, ty = (0,0)
zpos = 5
rotate = move = False
while 1:
clock.tick(30)
for e in pygame.event.get():
if e.type == QUIT:
sys.exit()
elif e.type == KEYDOWN and e.key == K_ESCAPE:
sys.exit()
elif e.type == MOUSEBUTTONDOWN:
if e.button == 4: zpos = max(1, zpos-1)
elif e.button == 5: zpos += 1
elif e.button == 1: rotate = True
elif e.button == 3: move = True
elif e.type == MOUSEBUTTONUP:
if e.button == 1: rotate = False
elif e.button == 3: move = False
elif e.type == MOUSEMOTION:
i, j = e.rel
if rotate:
rx += i
ry += j
if move:
tx += i
ty -= j
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glLoadMatrixf(EXTRINSIC_MATRIX)
# RENDER OBJECT
'''
glTranslate(tx/20., ty/20., - zpos)
size = 3
glScale(size, size, size)
glRotate(ry, 1, 0, 0)
glRotate(rx, 0, 1, 0)
'''
glCallList(obj.gl_list)
pygame.display.flip()