def main(): global mshelm, wmngr_glfw mshelm = dfm2.MeshElem("../test_inputs/bunny_2k.ply"); mshelm.scaleXYZ(0.02) wmngr_glfw = dfm2.WindowManagerGLFW(1.0) glfw.init() win_glfw = glfw.create_window(640, 480, 'Hello World', None, None) glfw.make_context_current(win_glfw) dfm2.setSomeLighting() glEnable(GL_DEPTH_TEST) glfw.set_mouse_button_callback(win_glfw, mouseButtonCB) glfw.set_cursor_pos_callback(win_glfw, mouseMoveCB) glfw.set_key_callback(win_glfw, keyFunCB) while not glfw.window_should_close(win_glfw): glClearColor(1, 1, 1, 1) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) wmngr_glfw.camera.set_gl_camera() render() glfw.swap_buffers(win_glfw) glfw.poll_events() if wmngr_glfw.isClose: break glfw.destroy_window(win_glfw) glfw.terminate() print("closed")
def main(): mshelm = dfm2.MeshElem("../test_inputs/bunny_2k.ply") mshelm.color_face = [1, 1, 1, 1] aabb = dfm2.AABB3(mshelm.minmax_xyz()) axis = dfm2.AxisXYZ(100.0) axis.line_width = 3 sampler = dfm2.GPUSampler() sampler.init(size_res_width=256, size_res_height=256, is_color=True, is_depth=True) sampler.set_coordinate(len_grid=0.2, depth_max=100.0, org=[0, -50, 0], dir_prj=[0, -1.0, 0], dir_width=[1, 0, 0]) sampler.color = [0, 0, 1, 1] sampler.len_axis = 10 sampler.bgcolor = [1, 1, 0, 1] buffer = dfm2.DepthColorBuffer(win_size=[512, 512], is_color=True, is_depth=True) dfm2.take_depth_shot(mshelm.draw, sampler, buffer) buffer.close() # np_depth = numpy.array(dfm2.depth_buffer(sampler),copy=True) # print(np_depth.shape) # numpy.savetxt("hoge.txt",np_depth) dfm2.winDraw3d([mshelm, aabb, sampler, axis])
from OpenGL.GL import * import sys sys.path.append("../module_py") import dfm2 def draw_func(): glEnable(GL_LIGHTING) #glutSolidTeapot(0.5) mshelm.draw() mshelm = dfm2.MeshElem("../test_inputs/bunny_2k.ply") mshelm.scaleXYZ(0.03) win = dfm2.WindowGLFW(1.0, winsize=(400, 300)) dfm2.setSomeLighting() win.draw_loop([draw_func])