Beispiel #1
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def circle(color, center, radius, width=0, npoints=24):
    """Draw a circle

    :Parameters:
        `color` : tuple
            The colour to use, as a 3- or 4-tuple of floats
        `center` : tuple
            The co-ordinates of the center of the circle
        `radius` : float
            The radius of the circle
        `width` : float
            The line width for the circle. If zero, circle is filled.
            Defaults to zero.
        `npoints` : int
            The number of vertices on the circumference of the circle.
            Defaults to 24.

    """
    _set_gl_color(color)
    if width:
        gl.glLineWidth(width)
        gl.glBegin(gl.GL_LINE_LOOP)
    else:
        gl.glBegin(gl.GL_POLYGON)
    for i in xrange(npoints):
        theta = i * math.pi * 2 / npoints
        gl.glVertex2f(center[0] + radius * math.cos(theta),
                      center[1] + radius * math.sin(theta))
    gl.glEnd()
Beispiel #2
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    def draw(self, state = [0,0,0]):
        gl.glEnable (gl.GL_LINE_SMOOTH);                                                     
        gl.glHint (gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)     
        gl.glLoadIdentity()
        gl.glLineWidth(1)
        gl.glColor3f(.7,.7,.7)
        draw_rect((-.5,0), (.5,-.01))
        draw_rect((-.01,0),(.01,1))

        gl.glTranslatef(0,self.r_roller,0);

        gl.glPushMatrix();
        
        gl.glTranslatef(state[0]*self.r_roller, 0, 0)
        gl.glColor3f(0,0,0)
        gl.glLineWidth(3)
        
#        gl.glPushMatrix()
        gl.glRotatef(-R2D*state[0],0,0,1)
        draw_mass_center(self.r_roller, (0,0))
#        gl.glPopMatrix()

        gl.glRotatef(-R2D*state[1], 0, 0, 1)

        gl.glTranslatef(0,self.r_roller,0)
        
        gl.glPushMatrix()
        gl.glRotatef(R2D*(state[1]+state[0]),0,0,1)
        gl.glPushAttrib(gl.GL_ENABLE_BIT);
        gl.glColor3f(.7,.2,.2)
        gl.glLineStipple(1, 0xF00F)  # [1]
        gl.glEnable(gl.GL_LINE_STIPPLE)
        draw_line((0,0),(0,1))
        gl.glPopAttrib()
        gl.glPopMatrix()
        
        gl.glTranslatef(-state[1] * self.r_roller,0,0)
        
        gl.glColor3f(0,0,0)        
        draw_rect( (-self.l_board/2,0), (self.l_board/2,.02))
        gl.glColor3f(.5,.5,.5)
        draw_rect((-.01,0), (.01,self.h_body))

        gl.glPushMatrix()
        gl.glTranslatef(0, self.h_body, 0)
        gl.glRotatef(R2D*state[2], 0, 0, 1)
        gl.glColor3f(0,0,0);
        draw_mass_center(.1, (0,0))
        gl.glPopMatrix()

        if len(state) >= 8:
            gl.glPushMatrix()            
            gl.glTranslatef(0, self.h_body, 0)
            gl.glRotatef(R2D*state[3], 0, 0, 1)
            gl.glTranslatef(0, -self.h_body+self.r_roller+.05, 0)
            gl.glColor3f(0,0,0);
            draw_mass_center(.03, (0,0))
            gl.glPopMatrix()
        
        gl.glPopMatrix();
Beispiel #3
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def rect(color, corner, size, width=0):
    """Draw a rectangle

    :Parameters:
        `color` : tuple
            The colour to use, as a 3- or 4-tuple of floats
        `corner` : tuple
            The co-ordinates of the top-left corner of the rectangle
        `size` : tuple
            A tuple of (width, height) for the rectangle
        `width` : float
            The line width for the rectangle. If zero, rectangle is filled.
            Defaults to zero.

    """
    _set_gl_color(color)
    if width:
        gl.glLineWidth(width)
        gl.glBegin(gl.GL_LINE_LOOP)
    else:
        gl.glBegin(gl.GL_QUADS)
    gl.glVertex2f(*corner)
    gl.glVertex2f(corner[0], corner[1] + size[1])
    gl.glVertex2f(corner[0] + size[0], corner[1] + size[1])
    gl.glVertex2f(corner[0] + size[0], corner[1])
    gl.glEnd()
Beispiel #4
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 def axes(size=1, width=1):
     """draw 3d axes"""
     gl.glLineWidth(width)
     pyglet.graphics.draw(
         6, gl.GL_LINES,
         ('v3f',
          (0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size)),
         ('c3f', (
             1,
             0,
             0,
             1,
             0,
             0,
             0,
             1,
             0,
             0,
             1,
             0,
             0,
             0,
             1,
             0,
             0,
             1,
         )))
Beispiel #5
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def ellipse(color, corner, size, width=0, npoints=24):
    """Draw an axis-aligned ellipse

    :Parameters:
        `color` : tuple
            The colour to use, as a 3- or 4-tuple of floats
        `corner` : tuple
            The co-ordinates of the top-left corner of the ellipse's
            enclosing rectangle
        `size` : tuple
            A tuple of (width, height) for the ellipse
        `width` : float
            The line width for the ellipse. If zero, ellipse is filled.
            Defaults to zero.
        `npoints` : int
            The number of vertices on the circumference of the ellipse.
            Defaults to 24.

    """
    _set_gl_color(color)
    center = (corner[0] + .5 * size[0], corner[1] + .5 * size[1])
    if width:
        gl.glLineWidth(width)
        gl.glBegin(gl.GL_LINE_LOOP)
    else:
        gl.glBegin(gl.GL_POLYGON)
    for i in xrange(npoints):
        theta = i * math.pi * 2 / npoints
        gl.glVertex2f(center[0] + .5 * size[0] * math.cos(theta),
                      center[1] + .5 * size[1] * math.sin(theta))
    gl.glEnd()
Beispiel #6
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 def draw(self):
     """Draw the object to the display buffer"""
     from pyglet import gl
     gl.glUseProgram(self._program)
     for kind in ('fill', 'line'):
         if self._counts[kind] > 0:
             if kind == 'line':
                 if self._line_width <= 0.0:
                     continue
                 gl.glLineWidth(self._line_width)
                 if self._line_loop:
                     mode = gl.GL_LINE_LOOP
                 else:
                     mode = gl.GL_LINE_STRIP
                 cmd = partial(gl.glDrawArrays, mode, 0, self._counts[kind])
             else:
                 gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER,
                                 self._buffers[kind]['index'])
                 cmd = partial(gl.glDrawElements, gl.GL_TRIANGLES,
                               self._counts[kind], gl.GL_UNSIGNED_INT, 0)
             gl.glBindBuffer(gl.GL_ARRAY_BUFFER,
                             self._buffers[kind]['array'])
             loc_pos = gl.glGetAttribLocation(self._program, b'a_position')
             gl.glEnableVertexAttribArray(loc_pos)
             gl.glVertexAttribPointer(loc_pos, 2, gl.GL_FLOAT, gl.GL_FALSE,
                                      0, 0)
             loc_col = gl.glGetUniformLocation(self._program, b'u_color')
             gl.glUniform4f(loc_col, *self._colors[kind])
             cmd()
             # The following line is probably only necessary because
             # Pyglet makes some assumptions about the GL state that
             # it perhaps shouldn't. Without it, Text might not
             # render properly (see #252)
             gl.glDisableVertexAttribArray(loc_pos)
     gl.glUseProgram(0)
Beispiel #7
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    def on_draw_(self):
        with self._lock:
            for i in range(0, self._analyzer.n):
                # TODO: Calculate those in on_resize()
                x_min = (i * self._bars_width +
                         i * self.bars_spacing) * self.width
                x_max = ((i + 1) * self._bars_width +
                         i * self.bars_spacing) * self.width

                if self._bars_height[i] > 0:
                    gl.glBegin(gl.GL_QUADS)
                    gl.glColor3f(1.0, 0.0, 3.0)
                    gl.glVertex3f(x_min, 0.0, 0.0)
                    gl.glVertex3f(x_max, 0.0, 0.0)
                    gl.glColor3f(0.3, 0.0, 1.0)
                    gl.glVertex3f(x_max, self._bars_height[i] * self.height,
                                  0.0)
                    gl.glVertex3f(x_min, self._bars_height[i] * self.height,
                                  0.0)
                    gl.glEnd()

                if self.draw_ticks and self._ticks_y[i] > 0:
                    gl.glLineWidth(2.0)
                    gl.glBegin(gl.GL_LINES)
                    gl.glColor3f(1.0, 1.0, 1.0)
                    gl.glVertex3f(x_min, self._ticks_y[i] * self.height + 2.0,
                                  0.0)
                    gl.glVertex3f(x_max, self._ticks_y[i] * self.height + 2.0,
                                  0.0)
                    gl.glEnd()
Beispiel #8
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 def draw(self):
     if self.camera == None:
         gl.glLineWidth(lw)
         rgb = mcol.hsv_to_rgb(self.hsv)
         gl.glColor4f(rgb[0], rgb[1], rgb[2], 0.5)
         gl.glBegin(gl.GL_LINES)
         gl.glVertex2f(self.vtsW[0, 0], self.vtsW[1, 0])
         gl.glVertex2f(self.vtsW[0, 1], self.vtsW[1, 1])
         gl.glEnd()
         gl.glBegin(gl.GL_LINE_STRIP)
         gl.glVertex2f(self.vtsW[0, -1], self.vtsW[1, -1])
         gl.glVertex2f(self.vtsW[0, -3], self.vtsW[1, -3])
         gl.glVertex2f(self.vtsW[0, -2], self.vtsW[1, -2])
         gl.glEnd()
     else:
         self.project2Camera()
         gl.glLineWidth(lw)
         rgb = mcol.hsv_to_rgb(self.hsv)
         gl.glColor4f(rgb[0], rgb[1], rgb[2], 0.5)
         gl.glBegin(gl.GL_LINES)
         gl.glVertex2f(self.vtsC[0, 0], self.vtsC[1, 0])
         gl.glVertex2f(self.vtsC[0, 1], self.vtsC[1, 1])
         gl.glEnd()
         gl.glBegin(gl.GL_LINE_STRIP)
         gl.glVertex2f(self.vtsC[0, -1], self.vtsC[1, -1])
         gl.glVertex2f(self.vtsC[0, -3], self.vtsC[1, -3])
         gl.glVertex2f(self.vtsC[0, -2], self.vtsC[1, -2])
         gl.glEnd()
Beispiel #9
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    def draw_canvas(self, canvas):
        sprites, batch = canvas.get_sprites(self.scale)
        batch.draw()

        if self.highlighted_cell and self.draw_borders:
            h_x, h_y = self.highlighted_cell

            gl.glLineWidth(2.0)

            pyglet.graphics.draw(8, gl.GL_LINES,
                ("v2i", (h_x*self.scale*self.tile_size[0],
                         h_y*self.scale*self.tile_size[1],

                         h_x*self.scale*self.tile_size[0],
                         (h_y+1)*self.scale*self.tile_size[1],

                         h_x*self.scale*self.tile_size[0],
                         (h_y+1)*self.scale*self.tile_size[1],

                         (h_x+1)*self.scale*self.tile_size[0],
                         (h_y+1)*self.scale*self.tile_size[1],

                         (h_x+1)*self.scale*self.tile_size[0],
                         (h_y+1)*self.scale*self.tile_size[1],

                         (h_x+1)*self.scale*self.tile_size[0],
                         h_y*self.scale*self.tile_size[1],

                         (h_x+1)*self.scale*self.tile_size[0],
                         h_y*self.scale*self.tile_size[1],

                         h_x*self.scale*self.tile_size[0],
                         h_y*self.scale*self.tile_size[1],)),
                ("c3B", (0,0,0,255,255,255)*4))
Beispiel #10
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def render(shape: VertexBuffer):
    """
    Render an shape previously created with a ``create`` function.
    """
    # Set color
    if shape.color is None:
        raise ValueError("Error: Color parameter not set.")

    gl.glLoadIdentity()
    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, shape.vbo_vertex_id)
    gl.glVertexPointer(2, gl.GL_FLOAT, 0, 0)

    if shape.line_width:
        gl.glLineWidth(shape.line_width)

    if len(shape.color) == 4:
        gl.glColor4ub(shape.color[0], shape.color[1], shape.color[2],
                      shape.color[3])
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    elif len(shape.color) == 3:
        gl.glDisable(gl.GL_BLEND)
        gl.glColor4ub(shape.color[0], shape.color[1], shape.color[2], 255)

    gl.glDrawArrays(shape.draw_mode, 0, shape.size)
Beispiel #11
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 def draw_message(self):
     if event.message != self.current_message:
         self.current_message = event.message
         self.message_label.text = event.message
         self.message_label.font_size = event.message_size
     xa = self.message_label.content_width // 2 + 20
     ya = self.message_label.content_height // 2 + 5
     gl.glLineWidth(3.0)
     gl.glPointSize(1.0)
     draw.set_color(0, 0, 0, 0.8)
     draw.rect(
         self.message_label.x - xa, self.message_label.y - ya, self.message_label.x + xa, self.message_label.y + ya
     )
     draw.set_color(0, 0, 0, 1)
     draw.rect_outline(
         self.message_label.x - xa, self.message_label.y - ya, self.message_label.x + xa, self.message_label.y + ya
     )
     draw.points(
         (
             self.message_label.x - xa,
             self.message_label.y - ya,
             self.message_label.x + xa,
             self.message_label.y - ya,
             self.message_label.x + xa,
             self.message_label.y + ya,
             self.message_label.x - xa,
             self.message_label.y + ya,
         )
     )
     self.message_label.draw()
Beispiel #12
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def interact(bld, fullscreen=False):  # pragma: no cover
    """Interact with the billiard simulation.

    Args:
        bld: A billiard simulation.
        fullscreen (optional): Set window to fullscreen, defaults to False.

    """
    # print instructions
    print("Play/Pause: Space, move: WASD, zoom: QE, simspeed: RF, exit: Esc")

    # create window
    window = BilliardWindow(bld, width=800, height=600, resizable=True)
    if fullscreen:
        window.set_fullscreen()

    # OpenGL settings for high quality line drawing
    gl.glEnable(gl.GL_BLEND)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glEnable(gl.GL_LINE_SMOOTH)
    gl.glHint(pyglet.gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
    gl.glLineWidth(2)

    # show window, start simulation
    pyglet.app.run()
Beispiel #13
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 def lines(self, *points):
     glColor4f(*self._stroke_color)
     glLineWidth(self._line_width)
     glBegin(GL_LINE_STRIP)
     for point in points:
         glVertex2f(point.x, point.y)
     glEnd()
Beispiel #14
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def arc(color, corner, size, start_angle, stop_angle, width=1, npoints=24):
    """Draw an arc of an axis-aligned ellipse

    :Parameters:
        `color` : tuple
            The colour to use, as a 3- or 4-tuple of floats
        `corner` : tuple
            The co-ordinates of the top-left corner of the ellipse's
            enclosing rectangle
        `size` : tuple
            A tuple of (width, height) for the ellipse
        `start_angle` : float
            The start angle of the arc, in radians, counterclockwise from the
            positive x-axis
        `stop_angle` : float
            The start angle of the arc, in radians, counterclockwise from the
            positive x-axis
        `width` : float
            The line width for the ellipse. Defaults to 1.0
        `npoints` : int
            The number of vertices on the circumference of the ellipse.
            Defaults to 24.

    """
    _set_gl_color(color)
    center = (corner[0] + .5 * size[0], corner[1] + .5 * size[1])
    gl.glLineWidth(width)
    gl.glBegin(gl.GL_LINE_STRIP)
    for i in range(npoints + 1):
        theta = start_angle + (float(i * (stop_angle - start_angle)) / npoints)
        gl.glVertex2f(center[0] + .5 * size[0] * math.cos(theta),
                      center[1] + .5 * size[1] * math.sin(theta))
    gl.glEnd()
Beispiel #15
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    def render(self):
        """
        Draws Line
        """
        p1 = self.a2
        p2 = self.b2
        gl.glColor4f(*self.color)
        color = (gl.GLfloat * 4)(*self.color)

        gl.glPushMatrix()

        gl.glTranslatef(self.x, self.y, -self.z)  # translate to GL loc ppint
        gl.glRotatef(self.rotation, 0, 0, 0.1)

        if self.style:
            gl.glEnable(gl.GL_LINE_STIPPLE)
            gl.glLineStipple(1, self.style)


##        else :
##            glDisable(GL_LINE_STIPPLE)

        if self.stroke <= 0:
            self.stroke = 1
        gl.glLineWidth(self.stroke)

        gl.glBegin(gl.GL_LINES)
        gl.glVertex2i(int(p1[0]), int(p1[1]))  # draw pixel points
        gl.glVertex2i(int(p2[0]), int(p2[1]))
        gl.glEnd()

        if self.style:
            gl.glDisable(gl.GL_LINE_STIPPLE)

        gl.glPopMatrix()
Beispiel #16
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 def draw(self):
     """Draw the object to the display buffer"""
     from pyglet import gl
     gl.glUseProgram(self._program)
     for kind in ('fill', 'line'):
         if self._counts[kind] > 0:
             if kind == 'line':
                 if self._line_width <= 0.0:
                     continue
                 gl.glLineWidth(self._line_width)
                 if self._line_loop:
                     mode = gl.GL_LINE_LOOP
                 else:
                     mode = gl.GL_LINE_STRIP
                 cmd = partial(gl.glDrawArrays, mode, 0, self._counts[kind])
             else:
                 gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER,
                                 self._buffers[kind]['index'])
                 cmd = partial(gl.glDrawElements, gl.GL_TRIANGLES,
                               self._counts[kind], gl.GL_UNSIGNED_INT, 0)
             gl.glBindBuffer(gl.GL_ARRAY_BUFFER,
                             self._buffers[kind]['array'])
             loc_pos = gl.glGetAttribLocation(self._program, b'a_position')
             gl.glEnableVertexAttribArray(loc_pos)
             gl.glVertexAttribPointer(loc_pos, 2, gl.GL_FLOAT, gl.GL_FALSE,
                                      0, 0)
             loc_col = gl.glGetUniformLocation(self._program, b'u_color')
             gl.glUniform4f(loc_col, *self._colors[kind])
             cmd()
             # The following line is probably only necessary because
             # Pyglet makes some assumptions about the GL state that
             # it perhaps shouldn't. Without it, Text might not
             # render properly (see #252)
             gl.glDisableVertexAttribArray(loc_pos)
     gl.glUseProgram(0)
Beispiel #17
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def line(a, b, color=(1.0,1.0,1.0), width=1, aa=False, alpha=1.0):
    """
    Draws a line from point *a* to point *b* using GL_LINE_STRIP optionaly with GL_LINE_SMOOTH when *aa=True*

    :param a: Point a
    :type a: 2-float tuple

    :param b: Point b
    :type b: 2-float tuple

    :param color: the color in [0..1] range
    :type color: 3-float tuple

    :param width: The with for glLineWidth()

    :param aa: Anti aliasing Flag

    :param alpha: the alpha value in [0..1] range

    """

    glLineWidth(width)
    if aa:
        glEnable(GL_LINE_SMOOTH)

    draw(2,GL_LINES,('v2f',(a[0],a[1],b[0],b[1]) ) )
Beispiel #18
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    def on_draw(self):
        self.parent.set_caption(str(pyglet.clock.get_fps()))
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glColor4ub(*[255,255,255,255])
        self.room.bg.blit(0,0)

        self.room.render()
        
        gl.glColor4ub(255,255,255,255)
        self.player.draw()
        self.room.lightbatch.draw()
        self.player.draw_eye()
        self.player.draw_integrity()
        
        if self.pause:
            gl.glColor4ub(50,50,50,150)
            left = self.message['text'].x-self.message['text'].width/2 -5
            down = self.message['text'].y-self.message['text'].height/2 -5
            right = self.message['text'].x+self.message['text'].width/2 + 5
            up = self.message['text'].y+self.message['text'].height/2 + 5
            gl.glRecti(left,down,right,up)
            gl.glLineWidth(2)
            gl.glColor4ub(200,200,200,200)
            gl.glBegin(gl.GL_LINE_LOOP)
            gl.glVertex2i(left,down)
            gl.glVertex2i(left,up)
            gl.glVertex2i(right,up)
            gl.glVertex2i(right,down)
            gl.glEnd()
            gl.glLineWidth(1)
            gl.glColor4ub(255,255,255,255)
            self.message['text'].draw()
            self.message['helper'].draw()
            self.message['sprite'].draw()
Beispiel #19
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 def draw(self):
     x, y = self.factor
     glLineWidth(5)
     # Draw y-axis (green)
     graphics.draw(2, GL_LINES, ('v3i', (0, 0, 0, 0, y * self.rows, 0)),
                   ('c3B', (0, 255, 0, 0, 255, 0)))
     # Draw x-axis (red)
     graphics.draw(2, GL_LINES, ('v3i', (0, 0, 0, self.columns * x, 0, 0)),
                   ('c3B', (255, 0, 0, 255, 0, 0)))
     # Draw z-axis (blue)
     graphics.draw(2, GL_LINES, ('v3i', (0, 0, 0, 0, 0, y * self.rows)),
                   ('c3B', (0, 0, 255, 0, 0, 255)))
     glLineWidth(2)
     # Draw outer grid
     graphics.draw(
         5, GL_LINE_STRIP,
         ('v3i',
          (0, self.size * self.level, 0, self.columns * x,
           self.size * self.level, 0, self.columns * x,
           self.size * self.level, y * self.rows, 0, self.size * self.level,
           y * self.rows, 0, self.size * self.level, 0)),
         ('c3B', (255, 0, 0, 255, 0, 0, 0, 0, 0, 0, 0, 255, 0, 0, 255)))
     # Draw the inner grid
     for i in range(1, self.columns):
         graphics.draw(2, GL_LINES,
                       ('v3i', (i * x, self.size * self.level, 0, i * x,
                                self.size * self.level, y * self.rows)),
                       ('c3B', (0, 0, 255, 0, 0, 0)))
     for i in range(1, self.rows):
         graphics.draw(2, GL_LINES,
                       ('v3i',
                        (0, self.size * self.level, i * y, x * self.columns,
                         self.size * self.level, i * y)),
                       ('c3B', (255, 0, 0, 0, 0, 0)))
Beispiel #20
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def line(x0, y0, x, y, color=(1, 0, 0, 1), thickness=1):
    glColor4f(*color)
    glLineWidth(thickness)
    glBegin(GL_LINES)
    glVertex2f(x0, y0)
    glVertex2f(x, y)
    glEnd()
Beispiel #21
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 def draw_line(x1, y1, x2, y2, width=2):
     glLineStipple(1, 0xFF)
     glEnable(GL_LINE_STIPPLE)
     glLineWidth(width)
     glBegin(GL_LINES)
     glVertex2f(x1, y1)
     glVertex2f(x2, y2)
     glEnd()
Beispiel #22
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    def set_state(self):
        self.program.bind()

        gl.glEnable(pyglet.gl.GL_LINE_SMOOTH)
        gl.glLineWidth(3)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)
Beispiel #23
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 def display(self, mode_2d=False):
     glEnable(GL_LINE_SMOOTH)
     orig_linewidth = (GLfloat)()
     glGetFloatv(GL_LINE_WIDTH, orig_linewidth)
     glLineWidth(3.0)
     glCallList(self.display_list)
     glLineWidth(orig_linewidth)
     glDisable(GL_LINE_SMOOTH)
Beispiel #24
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 def set_state(self):
     gl.glPushAttrib(gl.GL_LINE_BIT | gl.GL_CURRENT_BIT)
     gl.glLineWidth(2)
     if self.facet.is_border_facet:
         colour = self.BORDER_FACET_COLOUR
     else:
         colour = self.INNER_FACET_COLOUR
     gl.glColor4f(*colour)
Beispiel #25
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 def _gl_enable_smooth_lines():
     # make the lines from Path3D objects less ugly
     gl.glEnable(gl.GL_LINE_SMOOTH)
     gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
     # set the width of lines to 4 pixels
     gl.glLineWidth(4)
     # set PointCloud markers to 4 pixels in size
     gl.glPointSize(4)
Beispiel #26
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 def set_state(self):
     gl.glPushAttrib(gl.GL_LINE_BIT | gl.GL_CURRENT_BIT)
     gl.glLineWidth(2)
     if self.facet.is_border_facet:
         colour = self.BORDER_FACET_COLOUR
     else:
         colour = self.INNER_FACET_COLOUR
     gl.glColor4f(*colour)
Beispiel #27
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 def draw_line(self):
     """Function for drawing a line"""
     gl.glColor4f(*self.color)
     gl.glLineWidth(self.thickness)
     gl.glBegin(gl.GL_LINES)
     gl.glVertex2f(self.coordx[0], self.coordy[0])
     gl.glVertex2f(self.coordx[1], self.coordy[1])
     gl.glEnd()
Beispiel #28
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def gl_enable_smooth_lines():
    gl.glEnable(gl.GL_LINE_SMOOTH)  # make the lines from Path3D objects less ugly
    gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
    gl.glLineWidth(0.5)  # set the width of lines to 2 pixels
    gl.glPointSize(12)  # set PointCloud markers to 8 pixels in size
    gl.glEnable(gl.GL_PROGRAM_POINT_SIZE)  # set
    gl.glEnable(gl.GL_POINT_SMOOTH)
    gl.glEnable(gl.GL_BLEND)
Beispiel #29
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	def __init__(self, window):
		""" Initialize the gamescreen. window is the parent window. """
		self.window = window
		self.width = window.width
		self.height= window.height
		self.draw_debug = False

		self.killcount = 0
		self.total_time = 0
		self.constants = {'drag':10, 'gravity':v(0,-30000), 'elasticity':0.7, 'friction':0.9, 'displace':0.7}

		opengl.glEnable(opengl.GL_BLEND)
		opengl.glBlendFunc(opengl.GL_SRC_ALPHA,opengl.GL_ONE)
		opengl.glLineWidth(2.0)

#		opengl.glEnable(opengl.GL_POINT_SMOOTH)
#		opengl.glHint(opengl.GL_POINT_SMOOTH_HINT,opengl.GL_NICEST)
#		opengl.glEnable(opengl.GL_LINE_SMOOTH)
#		opengl.glHint(opengl.GL_LINE_SMOOTH_HINT,opengl.GL_NICEST)
#		opengl.glEnable(opengl.GL_POLYGON_SMOOTH)
#		opengl.glHint(opengl.GL_POLYGON_SMOOTH_HINT,opengl.GL_NICEST)
		
		#Activate the depth buffer.
		opengl.glEnable(opengl.GL_DEPTH_TEST)

		#Lighting!
		#opengl.glEnable(opengl.GL_LIGHTING)
		#opengl.glEnable(opengl.GL_LIGHT0)
		#opengl.glLightf(opengl.GL_LIGHT0, opengl.GL_LINEAR_ATTENUATION, 0.05)

		###########
		# Now, since this screen represents gameplay, we're going to initialize all the elements of the game we're playing.
		# For now, this is just a pile of stuff.
		###########
		
		# Set up all the different lists of objects in the world. These roughly correspond to managers! Sort of.
		
		self.entities = []
		
		self.physics_objects = []

		self.collision_objects = []
		self.nonstatic_objects = []
		self.coltree = collision_structures.SpatialGrid()

		self.draw_objects = []
		self.draw_priority = []
		self.draw_tree = collision_structures.SpatialGrid()
		self.draw_tree.camera_rect = CollisionComponent(owner=None, pos=v(0,0), shape=shapes.Rectangle(-1,1,-1,1))
		
		self.listeners = []


		label = text.Label( 'THIS IS A TEST', 'Arial', 24, color = (0, 0, 0, 200), 
				x = self.window.width/2, y = self.window.height/4, anchor_x="center", anchor_y="center", 
				width=3*self.window.width/4, height=3*self.window.height/4, multiline=1)
		self.draw_objects.append(label)
		self.draw_priority.append(label)
def draw():
    global main_batch
    gl.glClearColor(0.2, 0.4, 0.5, 1.0)
    gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)                             
    gl.glEnable (gl.GL_BLEND)                                                            
    gl.glEnable (gl.GL_LINE_SMOOTH);                                                     
    gl.glLineWidth (3)

    main_batch.draw()
 def draw_rectangle(self, vertexes):
     '''Draws rectangle around game field. '''
     gl.glLineWidth(2)
     gl.glClearColor(0, 0, 0, 1)
     gl.glColor3f(1, 1, 1)
     gl.glBegin(gl.GL_LINE_LOOP)
     for point in vertexes:
         gl.glVertex2f(point[0], point[1])
     gl.glEnd()
Beispiel #32
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def draw_line(a, b, color):
    gl.glPushMatrix()
    gl.glColor3f(color[0], color[1], color[2])
    gl.glLineWidth(2)
    gl.glBegin(gl.GL_LINES)
    gl.glVertex2f(a[0], a[1])
    gl.glVertex2f(b[0], b[1])
    gl.glEnd()
    gl.glPopMatrix()
Beispiel #33
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def draw_cartpole(cartpole, screen_width):
    world_width = cartpole.x_threshold * 2
    scale = screen_width / world_width
    carty = 100  # TOP OF CART
    polewidth = 10.0
    polelen = scale * 1.0 * (cartpole.length / 0.5)
    cartwidth = 50.0
    cartheight = 30.0

    # Draw track
    glColor4f(0, 0, 0, 1.0)
    glLineWidth(1.0)
    glBegin(gl.GL_LINES)
    glVertex2f(0, carty)
    glVertex2f(screen_width, carty)
    glEnd()

    # Draw Cart
    l, r, t, b = -cartwidth / 2, cartwidth / 2, cartheight / 2, -cartheight / 2
    cartx = cartpole.x * scale + screen_width / 2.0  # MIDDLE OF CART

    glColor4f(0., 0., 0., 1.0)
    glPushMatrix()  # Push Translation
    glTranslatef(cartx, carty, 0)
    glBegin(gl.GL_QUADS)
    glVertex3f(l, b, 0)
    glVertex3f(l, t, 0)
    glVertex3f(r, t, 0)
    glVertex3f(r, b, 0)
    glEnd()

    # Draw Pole
    l, r, t, b = (-polewidth / 2, polewidth / 2, polelen - polewidth / 2,
                  -polewidth / 2)

    glColor4f(.8, .6, .4, 1.0)
    glPushMatrix()  # Push Rotation
    glRotatef(RAD2DEG * -cartpole.theta, 0, 0, 1.0)
    glBegin(gl.GL_QUADS)
    glVertex3f(l, b, 0)
    glVertex3f(l, t, 0)
    glVertex3f(r, t, 0)
    glVertex3f(r, b, 0)
    glEnd()
    glPopMatrix()  # Pop Rotation

    # Draw Axle
    radius = polewidth / 2
    glColor4f(0.5, 0.5, 0.8, 1.0)
    glBegin(gl.GL_POLYGON)
    for i in range(12):
        ang = 2 * math.pi * i / 12
        x = math.cos(ang) * radius
        y = math.sin(ang) * radius
        glVertex3f(x, y, 0)
    glEnd()
    glPopMatrix()  # Pop Translation
Beispiel #34
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def draw_rectangle_outline(center_x, center_y, width, height, color,
                           border_width=1, tilt_angle=0):
    """
    Draw a rectangle outline.

    Args:
        :x: x coordinate of top left rectangle point.
        :y: y coordinate of top left rectangle point.
        :width: width of the rectangle.
        :height: height of the rectangle.
        :color: color, specified in a list of 3 or 4 bytes in RGB or
         RGBA format.
        :border_width: width of the lines, in pixels.
        :angle: rotation of the rectangle. Defaults to zero.
    Returns:
        None
    Raises:
        None

    Example:

    >>> import arcade
    >>> arcade.open_window("Drawing Example", 800, 600)
    >>> arcade.set_background_color(arcade.color.WHITE)
    >>> arcade.start_render()
    >>> arcade.draw_rectangle_outline(278, 150, 45, 105, \
arcade.color.BRITISH_RACING_GREEN, 2)
    >>> arcade.finish_render()
    >>> arcade.quick_run(0.25)
    """

    GL.glEnable(GL.GL_BLEND)
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glEnable(GL.GL_LINE_SMOOTH)
    GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
    GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)

    GL.glLoadIdentity()
    GL.glTranslatef(center_x, center_y, 0)
    if tilt_angle:
        GL.glRotatef(tilt_angle, 0, 0, 1)

    # Set line width
    GL.glLineWidth(border_width)

    # Set color
    if len(color) == 4:
        GL.glColor4ub(color[0], color[1], color[2], color[3])
    elif len(color) == 3:
        GL.glColor4ub(color[0], color[1], color[2], 255)

    GL.glBegin(GL.GL_LINE_LOOP)
    GL.glVertex3f(-width // 2, -height // 2, 0.5)
    GL.glVertex3f(width // 2, -height // 2, 0.5)
    GL.glVertex3f(width // 2, height // 2, 0.5)
    GL.glVertex3f(-width // 2, height // 2, 0.5)
    GL.glEnd()
Beispiel #35
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def line(x, y, size, angle, color=(1, 0, 0, 1), thickness=1):
    x1, y1 = x, y
    x2, y2 = x1 + cos(angle) * size, y1 + sin(angle) * size
    glColor4f(*color)
    glLineWidth(thickness)
    glBegin(GL_LINES)
    glVertex2f(x1, y1)
    glVertex2f(x2, y2)
    glEnd()
Beispiel #36
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def draw_line(a, b, color):
    gl.glPushMatrix()
    gl.glColor3f(color[0], color[1], color[2])
    gl.glLineWidth(2)
    gl.glBegin(gl.GL_LINES)
    gl.glVertex2f(a[0], a[1])
    gl.glVertex2f(b[0], b[1])
    gl.glEnd()
    gl.glPopMatrix()
Beispiel #37
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 def line_loop(self, *points):
     if len(points) <= 2:
         raise ValueError()
     glColor4f(*self._stroke_color)
     glLineWidth(self._line_width)
     glBegin(GL_LINE_LOOP)
     for point in points:
         glVertex2f(point.x, point.y)
     glEnd()
	def __init__(self, window, file_name):
		""" Initialize the gamescreen. window is the parent window. """
		self.window = window
		self.width = window.width
		self.height= window.height
		self.draw_debug = False

		self.killcount = 0
		self.total_time = 0
		self.camera_rect = components.Collider(owner=None, shape=components.shapes.Rectangle(-1,1,-1,1))
		self.constants = {'drag':10, 'gravity':v(0,-30000), 'elasticity':0.7, 'friction':0.9, 'displace':0.7}

		opengl.glEnable(opengl.GL_BLEND)
		opengl.glBlendFunc(opengl.GL_SRC_ALPHA, opengl.GL_ONE)
		opengl.glLineWidth(2.0)

#		opengl.glEnable(opengl.GL_POINT_SMOOTH)
#		opengl.glHint(opengl.GL_POINT_SMOOTH_HINT,opengl.GL_NICEST)
#		opengl.glEnable(opengl.GL_LINE_SMOOTH)
#		opengl.glHint(opengl.GL_LINE_SMOOTH_HINT,opengl.GL_NICEST)
#		opengl.glEnable(opengl.GL_POLYGON_SMOOTH)
#		opengl.glHint(opengl.GL_POLYGON_SMOOTH_HINT,opengl.GL_NICEST)
		
		#Activate the depth buffer.
		opengl.glEnable(opengl.GL_DEPTH_TEST)

		###########
		# Now, since this screen represents gameplay, we're going to initialize all the elements of the game we're playing.
		# For now, this is just a pile of stuff.
		###########
		
		# Set up all the different lists of objects in the world. These roughly correspond to managers! Sort of.
		self.entities = []
		
		self.physics_objects = []

		self.collision_objects = []
		self.nonstatic_objects = []
		self.coltree = collision_structures.SpatialGrid()

		self.draw_objects = []
		self.draw_priority = []
		self.draw_tree = collision_structures.SpatialGrid()
		self.draw_tree.camera_rect = self.camera_rect
		
		self.listeners = []

		try:
			import importlib
			level_data = importlib.import_module("levels." + file_name)

			for item in level_data.generate(self):
				self.add_entity(item)
		except ImportError as e:
			print("Error loading the level " + file_name)
			raise e
Beispiel #39
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    def draw_bone(self, bone):
        p1 = bone.get_start()
        p2 = bone.get_end()

        gl.glColor4ub(*self.color)
        gl.glLineWidth(5)
        gl.glBegin(gl.GL_LINES)
        gl.glVertex2f(*p1)
        gl.glVertex2f(*p2)
        gl.glEnd()
 def draw(self):
     if not self.visible:
         return
     gl.glLineWidth(2)  # deprecated
     gl.glColor3ub(*self.color3)
     gl.glBegin(gl.GL_LINE_STRIP)
     for v in self.vertexes:
         gl.glVertex2f(*v)
     gl.glVertex2f(*self.vertexes[0])
     gl.glEnd()
Beispiel #41
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def draw_line(start, end, color=(1, 1, 0, 1), width=2):
    gl.glColor4f(*color)
    gl.glLineWidth(width)

    gl.glBegin(gl.GL_LINES)
    gl.glVertex2f(*start)
    gl.glVertex2f(*end)
    gl.glEnd()
    # -- reset color
    gl.glColor4f(1, 1, 1, 1)
Beispiel #42
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def draw_path(points, color=(1, 0, 1, 1), width=5):
    gl.glColor4f(*color)
    gl.glLineWidth(width)

    gl.glBegin(gl.GL_LINE_STRIP)
    for point in points:
        gl.glVertex2f(*point)
    gl.glEnd()
    # -- reset color
    gl.glColor4f(1, 1, 1, 1)
Beispiel #43
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    def draw_bone(self, bone):
        p1 = bone.get_start()
        p2 = bone.get_end()

        gl.glColor4ub(*self.color)
        gl.glLineWidth(5)
        gl.glBegin(gl.GL_LINES)
        gl.glVertex2f(*p1)
        gl.glVertex2f(*p2)
        gl.glEnd()
Beispiel #44
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 def update(self):
     if self.pending_actions:
         with self.fbo:
             while self.pending_actions:
                 action = self.pending_actions.pop()
                 if action[0] == Pen.Action.Line:
                     gl.glLineWidth(action[2])
                     pyglet.graphics.draw(2, gl.GL_LINES, ('v2f', action[1]), ('c3B', 2*action[3]))
                 else:
                     gl.glClearColor(0, 0, 0, 0)
                     gl.glClear(gl.GL_COLOR_BUFFER_BIT)
Beispiel #45
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def draw_lines(point_list, color, border_width=1):
    """
    Draw a set of lines.

    Draw a line between each pair of points specified.

    Args:
        :point_list: List of points making up the lines. Each point is
         in a list. So it is a list of lists.
        :color: color, specified in a list of 3 or 4 bytes in RGB or
         RGBA format.
        :border_width: Width of the line in pixels.
    Returns:
        None
    Raises:
        None

    Example:

    >>> import arcade
    >>> arcade.open_window("Drawing Example", 800, 600)
    >>> arcade.set_background_color(arcade.color.WHITE)
    >>> arcade.start_render()
    >>> point_list = ((390, 450), \
(450, 450), \
(390, 480), \
(450, 480), \
(390, 510), \
(450, 510))
    >>> arcade.draw_lines(point_list, arcade.color.BLUE, 3)
    >>> arcade.finish_render()
    >>> arcade.quick_run(0.25)
    """
    GL.glEnable(GL.GL_BLEND)
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glEnable(GL.GL_LINE_SMOOTH)
    GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
    GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)

    GL.glLoadIdentity()

    # Set line width
    GL.glLineWidth(border_width)

    # Set color
    if len(color) == 4:
        GL.glColor4ub(color[0], color[1], color[2], color[3])
    elif len(color) == 3:
        GL.glColor4ub(color[0], color[1], color[2], 255)

    GL.glBegin(GL.GL_LINES)
    for point in point_list:
        GL.glVertex3f(point[0], point[1], 0.5)
    GL.glEnd()
Beispiel #46
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 def draw_callback(self, nx, ny, z):
     gl.glLineWidth(self.BOLT_WIDTH)
     gl.glBegin(gl.GL_LINES)
     gl.glColor4f(self.COLOR[0], self.COLOR[1], self.COLOR[2], 1)
     gl.glVertex3f(self.x, self.y, z)
     gl.glColor4f(self.COLOR[0] * 0.7, self.COLOR[1] * 0.7,
                  self.COLOR[2] * 0.7, 0)
     gl.glVertex3f(self.x + nx * self.BOLT_LENGTH,
                   self.y + ny * self.BOLT_LENGTH, z)
     gl.glColor3f(1, 1, 1)
     gl.glEnd()
def axes(size=1, width=1):
    """draw 3d axes"""
    gl.glLineWidth(width)
    pyglet.graphics.draw(6, gl.GL_LINES,
                         ('v3f', (0, 0, 0, size, 0, 0,
                                  0, 0, 0, 0, size, 0,
                                  0, 0, 0, 0, 0, size)),
                         ('c3f', (1, 0, 0, 1, 0, 0,
                                  0, 1, 0, 0, 1, 0,
                                  0, 0, 1, 0, 0, 1,
                                  ))
                         )
Beispiel #48
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def on_draw():
    window.clear()
    gl.glColor4f(1.0,0,0,1.0)
    #glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    #glEnable (GL_BLEND)
    gl.glEnable (gl.GL_LINE_SMOOTH);
    gl.glHint (gl.GL_LINE_SMOOTH_HINT, gl.GL_DONT_CARE)
    gl.glLineWidth (3)
    pts = []
    for (x,y) in turtle.points:
         pts.append(x)
         pts.append(y)
    pyglet.graphics.draw(len(turtle.points), pyglet.gl.GL_LINE_STRIP, ('v2f', tuple(pts)))
Beispiel #49
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Datei: gl.py Projekt: Gjum/aglar
def draw_mass_graph():
    if mass_graph:
        mass_verts = []
        mass_graph_size = foo_size.y / 6
        dx = mass_graph_size / len(mass_graph)
        dy = mass_graph_size / max(mass_graph)
        for i, mass in enumerate(mass_graph):
            mass_verts.append(i * dx + win_size.x - mass_graph_size)
            mass_verts.append(mass * dy)
        gl.glLineWidth(3)
        gl.glColor4f(0, 0, 1, 1)
        pyglet.graphics.draw(len(mass_graph), gl.GL_LINE_STRIP, ("v2f", mass_verts))
        gl.glLineWidth(1)
Beispiel #50
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    def drawseam( self ):
        'draw manip and dotted line for the seam'
        pole = self.getpole()
        spin = self.getspin()

        def drawpoint( pt ):
            'draw a single point with white outline and black interior'
            gl.glPointSize( 6 )
            gl.glBegin( gl.GL_POINTS )
            gl.glColor3f( 1, 1, 1)
            gl.glVertex3d( pt[0], pt[1], pt[2] )
            gl.glEnd()

            gl.glPointSize( 4 )
            gl.glBegin( gl.GL_POINTS )
            gl.glColor3f( 0, 0, 0)
            gl.glVertex3d( pt[0], pt[1], pt[2] )
            gl.glEnd()

            gl.glPointSize( 3 )


        n = 60
        idxs    = numpy.cast[constants.INTDTYPE]( numpy.mgrid[:n] )
        hcircle = numpy.cast[constants.DTYPE]( numpy.mgrid[:n] )
        hcircle /= n
        hcircle -= .5
        hcircle *= math.pi

        circlepts = numpy.zeros( (n, 3), dtype = constants.DTYPE)
        circlepts[:, 0] = -numpy.cos( hcircle )
        circlepts[:, 2] =  numpy.sin( hcircle )
        
        gl.glPushMatrix()

        polemx = vecutil.vecspace2( pole, spin )
        glmultmatrix( polemx )

        gl.glLineWidth( 5 )
        gl.glColor3f( 0, 0, 0)
        self.drawlines( circlepts, None, idxs )

        gl.glLineWidth( 1 )
        gl.glColor3f( 1, 1, 0)
        self.drawlines( circlepts, None, idxs )

        gl.glPopMatrix()
        gl.glColor3f( 1, 1, 1)
   
        drawpoint( pole )       
        drawpoint( spin )       
Beispiel #51
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def draw_line(start_x, start_y, end_x, end_y, color, border_width=1):

    """
    Draw a line.

    Args:
        :start_x: x position of line starting point.
        :start_y: y position of line starting point.
        :end_x: x position of line ending point.
        :end_y: y position of line ending point.
        :color: color, specified in a list of 3 or 4 bytes in RGB or
         RGBA format.
        :border_width: Width of the line in pixels.
    Returns:
        None
    Raises:
        None

    Example:

    >>> import arcade
    >>> arcade.open_window("Drawing Example", 800, 600)
    >>> arcade.set_background_color(arcade.color.WHITE)
    >>> arcade.start_render()
    >>> arcade.draw_line(270, 495, 300, 450, arcade.color.WOOD_BROWN, 3)
    >>> color = (127, 0, 127, 127)
    >>> arcade.draw_line(280, 495, 320, 450, color, 3)
    >>> arcade.finish_render()
    >>> arcade.quick_run(0.25)
    """
    GL.glEnable(GL.GL_BLEND)
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glEnable(GL.GL_LINE_SMOOTH)
    GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
    GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)

    GL.glLoadIdentity()

    # Set line width
    GL.glLineWidth(border_width)

    # Set color
    if len(color) == 4:
        GL.glColor4ub(color[0], color[1], color[2], color[3])
    elif len(color) == 3:
        GL.glColor4ub(color[0], color[1], color[2], 255)

    GL.glBegin(GL.GL_LINES)
    GL.glVertex3f(start_x, start_y, 0.5)
    GL.glVertex3f(end_x, end_y, 0.5)
    GL.glEnd()
Beispiel #52
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def draw_segment(shape, color):
    position = shape.body.position
    a = shape.a
    b = shape.b
    radius = shape.radius
    gl.glPushMatrix()
    gl.glColor3f(color[0], color[1], color[2])
    gl.glTranslatef(position[0], position[1], 0)
    gl.glLineWidth(radius)
    gl.glBegin(gl.GL_LINES)
    gl.glVertex2f(a[0], a[1])
    gl.glVertex2f(b[0], b[1])
    gl.glEnd()
    gl.glPopMatrix()
Beispiel #53
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def draw_polygon_outline(point_list, color, border_width=1):
    """
    Draw a polygon outline. Also known as a "line loop."

    Args:
        :point_list: List of points making up the lines. Each point is
         in a list. So it is a list of lists.
        :color: color, specified in a list of 3 or 4 bytes in RGB or
         RGBA format.
        :border_width: Width of the line in pixels.
    Returns:
        None
    Raises:
        None

    >>> import arcade
    >>> arcade.open_window("Drawing Example", 800, 600)
    >>> arcade.set_background_color(arcade.color.WHITE)
    >>> arcade.start_render()
    >>> point_list = ((30, 240), \
(45, 240), \
(60, 255), \
(60, 285), \
(45, 300), \
(30, 300))
    >>> arcade.draw_polygon_outline(point_list, arcade.color.SPANISH_VIOLET, 3)
    >>> arcade.finish_render()
    >>> arcade.quick_run(0.25)
    """
    GL.glEnable(GL.GL_BLEND)
    GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
    GL.glEnable(GL.GL_LINE_SMOOTH)
    GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST)
    GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)

    # Set line width
    GL.glLineWidth(border_width)

    GL.glLoadIdentity()

    # Set color
    if len(color) == 4:
        GL.glColor4ub(color[0], color[1], color[2], color[3])
    elif len(color) == 3:
        GL.glColor4ub(color[0], color[1], color[2], 255)

    GL.glBegin(GL.GL_LINE_LOOP)
    for point in point_list:
        GL.glVertex3f(point[0], point[1], 0.5)
    GL.glEnd()
Beispiel #54
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    def update_all(self):
        """ 在绘制之前,针对形变进行计算,通过设置openGL的属性来达到绘制出变形的图形 """
        self.update_points()
        self.update_vertex_list()
        self.update_anchor()

        gl.glLoadIdentity() # reset gl
        gl.glLineWidth(self.line_width)
        gl.glPointSize(self.point_size)
        self.transform.update_gl()

        # handle shapes click envets
        all_shapes.discard(self)
        all_shapes.add(self)     
def grid(size=1, n=10, width=1):
    """draw a grid on xz plane"""
    gl.glLineWidth(width)
    s = size / float(n)
    s2 = 0.5 * size
    batch = pyglet.graphics.Batch()

    for i in range(0, n + 1):
        x = -s2 + i * s
        batch.add(2, gl.GL_LINES, None, ('v3f', (x, 0, -s2, x, 0, s2)))
    for i in range(0, n + 1):
        z = -s2 + i * s
        batch.add(2, gl.GL_LINES, None, ('v3f', (-s2, 0, z, s2, 0, z)))

    batch.draw()
Beispiel #56
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 def draw_ai_message(self):
     if event.ai_message != self.current_ai_message:
         self.current_ai_message = event.ai_message
         self.ai_message_label.text = event.ai_message
     w = self.ai_message_label.content_width
     mx = self.ai_message_label.x
     my = self.ai_message_label.y
     gl.glLineWidth(3.0)
     gl.glPointSize(1.0)
     draw.set_color(0, 0, 0, 0.8)
     draw.rect(mx - 80, 10, mx + w + 10, 100)
     self.ai_message_label.draw()
     draw.set_color(1, 1, 1, 1)
     if event.ai_head != None:
         event.ai_head.blit(mx - 80, 17)
Beispiel #57
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 def draw(self):
     glPushMatrix()
     glPushAttrib(GL_STENCIL_BUFFER_BIT)
     glClear(GL_STENCIL_BUFFER_BIT)
     glTranslatef(self.parent.x, self.parent.y, 0)
     glDisable(GL_TEXTURE_2D)
     loader = self.loader
     if loader.shape == LINE_SHAPE:
         glEnable(GL_LINE_SMOOTH)
         glEnable(GL_POINT_SMOOTH)
         glLineWidth(loader.borderSize)
         glPointSize(loader.borderSize)
         self.vertex.draw(GL_LINES)
         self.vertex.draw(GL_POINTS)
     elif loader.shape == RECTANGLE_SHAPE:
         width = self.parent.width
         height = self.parent.height
         if loader.fillType != NONE_FILL:
             # for counters
             if self.counter_stencil:
                 glEnable(GL_STENCIL_TEST)
                 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
                 glStencilFunc(GL_ALWAYS, 1, 1)
                 glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
                 self.counter_stencil.draw(GL_QUADS)
                 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
                 glStencilFunc(GL_EQUAL, 1, 1)
                 self.draw_rectangle()
                 glDisable(GL_STENCIL_TEST)
             else:
                 self.draw_rectangle()
         if self.border is not None:
             self.border.draw(GL_QUADS)
     elif loader.shape == ELLIPSE_SHAPE:
         if loader.fillType != NONE_FILL:
             glEnable(GL_STENCIL_TEST)
             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE)
             glStencilFunc(GL_ALWAYS, 1, 1)
             glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE)
             self.stencil.draw(GL_TRIANGLES)
             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE)
             glStencilFunc(GL_EQUAL, 1, 1)
             self.draw_rectangle(True)
             glDisable(GL_STENCIL_TEST)
         if self.border:
             self.border.draw(GL_QUADS)
     glPopAttrib()
     glPopMatrix()
Beispiel #58
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    def draw_level(self):
        draw.clear(0, 0, 0, 1)
        draw.set_color(1, 1, 1, 1)
        level.background_image.blit_tiled(0, 0, 0, level.width, level.height)
        gl.glLineWidth(3.0)
        env.batch.draw()
        particle.draw()

        if debug_draw:
            draw.set_color(1, 0, 0, 1)
            gl.glLineWidth(1.0)
            for body in physics.body_update_list:
                if hasattr(body, "draw_collisions"):
                    body.draw_collisions()
            for unit in physics.unit_update_list:
                if hasattr(unit, "draw_collisions"):
                    unit.draw_collisions()