Beispiel #1
0
    def _init_projection(self):
        WindowedScene._init_projection(self)
        
        window_width = glutGet(GLUT_WINDOW_WIDTH)
        window_height = glutGet(GLUT_WINDOW_HEIGHT)
        self._log.debug(u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height))
        
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glEnable(GL_TEXTURE_2D)
        
        glViewport(0, 0, window_width, window_height)
        
        # clear background to black and clear depth buffer
        glClearColor(0.0,0.0,0.0,1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
 
        # enable depth test (z-buffer)
        glEnable(GL_DEPTH_TEST)

        # enable normalization of vertex normals
        glEnable(GL_NORMALIZE)
        
        # initial view definitions
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        #gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0)
        gluOrtho2D(0, window_width, window_height, 0)
        
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
Beispiel #2
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    def render(self):
        # glutSetWindow(self.window)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        # gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

        WindowedScene.render(self)
        # self._log.debug(u"rendering tex in window %d" % glutGetWindow())
        glutSwapBuffers()
Beispiel #3
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 def render(self):
     #glutSetWindow(self.window)
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
     #gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
     
     WindowedScene.render(self)
     #self._log.debug(u"rendering tex in window %d" % glutGetWindow())
     glutSwapBuffers()
Beispiel #4
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    def render(self):
        # glutSetWindow(self.window)
        # glClearColor(*(tuple(rand(1, 3)[0]) + (1.0, )))
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

        WindowedScene.render(self)
        # self._log.debug(u"rendering obj in window %d" % glutGetWindow())
        glutSwapBuffers()
Beispiel #5
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 def render(self):
     #glutSetWindow(self.window)
     #glClearColor(*(tuple(rand(1, 3)[0]) + (1.0, )))
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
     gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
     
     WindowedScene.render(self)
     #self._log.debug(u"rendering obj in window %d" % glutGetWindow())
     glutSwapBuffers()
Beispiel #6
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 def init(self):
     WindowedScene.init(self)
     window_width = glutGet(GLUT_WINDOW_WIDTH)
     window_height = glutGet(GLUT_WINDOW_HEIGHT)
     
     self.tex = Texture(image = self.application._current_texture)
     texture_width, texture_height = self.application._current_texture.size
     quad = QuadNode(vertices   = [(texture_width,  0.0,  0.0),
                                   (texture_width,  texture_height,  0.0),
                                   (0.0,  texture_height,  0.0), 
                                   (0.0, 0.0, 0.0),  
                                    ], 
                     scene       = self, 
                     #scaling=[0.5, 0.5, 0.5],
                     position    = [0.0, 0.0, 0.0],
                     texture     = self.tex, 
                     draw_origin = False)
     self.children.append(quad)
Beispiel #7
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 def init(self):
     WindowedScene.init(self)
     glutSetWindow(self.window)
     
     self.tex = Texture(image = self.application._current_texture)
     # get triangle mesh
     self._log.debug(u"Loading mesh...")
     triangles = openOff("./data/cow.off").get_triangles()
     mesh = TriangleMeshNode(triangles   = triangles,
                             scene       = self, 
                             #scaling=[0.5, 0.5, 0.5],
                             position    = [0.0, 0.0, 0.0],
                             texture     = self.tex, 
                             draw_origin = False)
     self.cursor = CursorNode(scene      = self, 
                              draw_origin= False)
     self.children.append(mesh)
     mesh.children.append(self.cursor)
Beispiel #8
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    def init(self):
        WindowedScene.init(self)
        glutSetWindow(self.window)

        self.tex = Texture(image=self.application._current_texture)
        # get triangle mesh
        self._log.debug(u"Loading mesh...")
        triangles = openOff("./data/cow.off").get_triangles()
        mesh = TriangleMeshNode(
            triangles=triangles,
            scene=self,
            # scaling=[0.5, 0.5, 0.5],
            position=[0.0, 0.0, 0.0],
            texture=self.tex,
            draw_origin=False,
        )
        self.cursor = CursorNode(scene=self, draw_origin=False)
        self.children.append(mesh)
        mesh.children.append(self.cursor)
Beispiel #9
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    def init(self):
        WindowedScene.init(self)
        window_width = glutGet(GLUT_WINDOW_WIDTH)
        window_height = glutGet(GLUT_WINDOW_HEIGHT)

        self.tex = Texture(image=self.application._current_texture)
        texture_width, texture_height = self.application._current_texture.size
        quad = QuadNode(
            vertices=[
                (texture_width, 0.0, 0.0),
                (texture_width, texture_height, 0.0),
                (0.0, texture_height, 0.0),
                (0.0, 0.0, 0.0),
            ],
            scene=self,
            # scaling=[0.5, 0.5, 0.5],
            position=[0.0, 0.0, 0.0],
            texture=self.tex,
            draw_origin=False,
        )
        self.children.append(quad)
Beispiel #10
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    def _init_projection(self):
        WindowedScene._init_projection(self)

        window_width = glutGet(GLUT_WINDOW_WIDTH)
        window_height = glutGet(GLUT_WINDOW_HEIGHT)
        self._log.debug(
            u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height)
        )

        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glEnable(GL_TEXTURE_2D)

        glViewport(0, 0, window_width, window_height)

        # clear background to black and clear depth buffer
        glClearColor(0.0, 0.0, 0.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # enable depth test (z-buffer)
        glEnable(GL_DEPTH_TEST)

        # enable normalization of vertex normals
        glEnable(GL_NORMALIZE)

        # initial view definitions
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        # gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0)
        gluOrtho2D(0, window_width, window_height, 0)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
Beispiel #11
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 def __init__(self, window, application):
     WindowedScene.__init__(self, window, application, name="cg1_ex4_texture_edit", draw_origin=False)
Beispiel #12
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    def _init_projection(self):
        WindowedScene._init_projection(self)

        window_width = glutGet(GLUT_WINDOW_WIDTH)
        window_height = glutGet(GLUT_WINDOW_HEIGHT)
        self._log.debug(
            u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height)
        )

        # light and material
        self.mat_ambient = [0.5, 0.5, 0.5, 1.0]
        self.mat_specular = [0.6, 0.6, 0.6, 1.0]
        self.mat_shininess = [3.0]
        self.model_ambient = [0.5, 0.5, 0.5]
        self.light_position = [5.0, 5.0, 5.0, 0.0]
        self.light_ambient = [0.5, 0.5, 0.5, 1.0]
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.mat_ambient)
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, self.mat_specular)
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, self.mat_shininess)
        glLightfv(GL_LIGHT0, GL_POSITION, self.light_position)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.light_ambient)
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.model_ambient)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glEnable(GL_TEXTURE_2D)

        # shading
        glShadeModel(GL_SMOOTH)
        # glPolygonMode(GL_FRONT, GL_FILL)
        # glPolygonMode(GL_BACK, GL_LINE)

        glViewport(0, 0, window_width, window_height)

        # clear background to black and clear depth buffer
        glClearColor(0.0, 0.0, 0.0, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # enable depth test (z-buffer)
        glEnable(GL_DEPTH_TEST)

        # enable normalization of vertex normals
        glEnable(GL_NORMALIZE)

        # enable line antialiasing
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
        glEnable(GL_LINE_SMOOTH)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glLineWidth(1.5)

        # initial view definitions
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
Beispiel #13
0
 def __init__(self, window, application):
     WindowedScene.__init__(self, window, application, name="cg1_ex4_texture_edit", draw_origin=False)
Beispiel #14
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    def _init_projection(self):
        WindowedScene._init_projection(self)
        
        window_width = glutGet(GLUT_WINDOW_WIDTH)
        window_height = glutGet(GLUT_WINDOW_HEIGHT)
        self._log.debug(u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height))
        
        # light and material
        self.mat_ambient    = [0.5, 0.5, 0.5, 1.0]
        self.mat_specular   = [0.6, 0.6, 0.6, 1.0]
        self.mat_shininess  = [3.0]
        self.model_ambient  = [0.5, 0.5, 0.5]
        self.light_position = [5.0, 5.0, 5.0, 0.0]
        self.light_ambient  = [0.5, 0.5, 0.5, 1.0]
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.mat_ambient)
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, self.mat_specular)
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, self.mat_shininess)
        glLightfv(GL_LIGHT0, GL_POSITION, self.light_position)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.light_ambient)
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.model_ambient)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glEnable(GL_TEXTURE_2D)

        # shading
        glShadeModel(GL_SMOOTH)
        #glPolygonMode(GL_FRONT, GL_FILL)
        #glPolygonMode(GL_BACK, GL_LINE)
        
        glViewport(0, 0, window_width, window_height)
        
        # clear background to black and clear depth buffer
        glClearColor(0.0,0.0,0.0,1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
 
        # enable depth test (z-buffer)
        glEnable(GL_DEPTH_TEST)

        # enable normalization of vertex normals
        glEnable(GL_NORMALIZE)
        
        # enable line antialiasing
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
        glEnable(GL_LINE_SMOOTH)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glLineWidth(1.5)
        
        # initial view definitions
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0)
        
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)