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@hdon
Created February 4, 2009 23:50
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# code borrowed from here:
# http://www.pygame.org/wiki/OBJFileLoader
import pygame, re
from OpenGL.GL import *
def MTL(filename):
contents = {}
mtl = None
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]
surf = pygame.image.load(mtl['map_Kd'])
image = pygame.image.tostring(surf, 'RGBA', 1)
ix, iy = surf.get_rect().size
texid = mtl['texture_Kd'] = 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)
else:
mtl[values[0]] = map(float, values[1:])
return contents
class OBJ:
def __init__(self, filename, swapyz=False):
"""Loads a Wavefront OBJ file. """
self.vertices = []
self.normals = []
self.texcoords = []
self.faces = []
VERTEX_COLOR_EXTENSION = False
material = None
for line in open(filename, "r"):
if line.startswith('#'): continue
values = line.split()
if not values: continue
if values[0] == 'v':
v = map(float, values[1:4])
if swapyz:
v = v[0], v[2], v[1]
self.vertices.append(v)
elif values[0] == 'vn':
v = 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(map(float, values[1:3]))
elif values[0] in ('usemtl', 'usemat'):
material = values[1]
elif values[0] == 'mtllib':
self.mtl = MTL(values[1])
# Face
elif values[0] == 'f':
face = []
texcoords = []
norms = []
colors = []
for v in values[1:]:
v = v.split('#')
# OBJ extension for color: %f/%f/%f#%02x%02x%02x
if len(v) == 1:
colors.append((255,255,255))
v = v[0]
elif len(v) == 2:
VERTEX_COLOR_EXTENSION = True
colors.append(tuple(int(s,16)for s in re.findall('..', v[1])))
v = v[0]
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, colors))
self.gl_list = glGenLists(1)
glNewList(self.gl_list, GL_COMPILE)
glFrontFace(GL_CCW)
for face in self.faces:
vertices, normals, texture_coords, material, colors = face
if material == '(null)':
glDisable(GL_TEXTURE_2D)
else:
mtl = self.mtl[material]
if 'texture_Kd' in mtl:
# use diffuse texmap
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd'])
else:
# just use diffuse colour
glDisable(GL_TEXTURE_2D)
glColor(*mtl['Kd'])
glBegin(GL_POLYGON)
for i,v in enumerate(vertices):
if normals[i] > 0:
glNormal3fv(self.normals[normals[i] - 1])
if texture_coords[i] > 0:
glTexCoord2fv(self.texcoords[texture_coords[i] - 1])
if VERTEX_COLOR_EXTENSION:
glColor3ubv(colors[i])
glVertex3fv(self.vertices[vertices[i] - 1])
glEnd()
glDisable(GL_TEXTURE_2D)
glEndList()
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