Beispiel #1
0
 def init(self):
     GLZPR.init(self)
     if self.render_textures:
         glEnable(GL_TEXTURE_2D)
     glEnable(GL_ALPHA_TEST)
     glAlphaFunc(GL_GREATER,.4)
     glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
     glFrontFace(GL_CCW)
     glEnable(GL_NORMALIZE)
     glEnable(GL_BLEND)
     glLightfv(GL_LIGHT0,GL_AMBIENT,(.3,.3,.3,1))
     glLightfv(GL_LIGHT0,GL_DIFFUSE,(1,1,1,1))
     glLightfv(GL_LIGHT0,GL_SPECULAR,(.1,.1,.1,1))
     glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE)
     glEnable(GL_COLOR_MATERIAL)
     self.load_textures_gl()
     gobject.timeout_add(1,self._animate)
     if self.shaders:
         try:
             from OpenGL.GL import shaders
             vertex_shader = shaders.compileShader("""
                 uniform float lerp;
                 varying vec2 texture_coordinate; 
                 void main() {
                     gl_Position = gl_ModelViewProjectionMatrix * mix(gl_Vertex,gl_Color,lerp);
                     texture_coordinate = vec2(gl_MultiTexCoord0); // pass to frag
                 }
                 """,GL_VERTEX_SHADER)
             fragment_shader = shaders.compileShader("""
                 // tedious, try and be like the FFP 
                 varying vec2 texture_coordinate; 
                 uniform sampler2D tex;
                 void main() {
                     gl_FragColor = texture2D(tex,texture_coordinate);
                 }
                 """,GL_FRAGMENT_SHADER)
             self.shader = shaders.compileProgram(vertex_shader,fragment_shader)
             self.uniform_lerp = glGetUniformLocation(self.shader,"lerp")
             self.uniform_tex = glGetUniformLocation(self.shader,"tex")
         except Exception as e:
             traceback.print_exc()
             self.shaders = False
     for model in self.models.values():
         model.init_gl()
     if self.vbos:
         glEnableClientState(GL_VERTEX_ARRAY)
         glEnableClientState(GL_NORMAL_ARRAY)
         glEnableClientState(GL_COLOR_ARRAY)
Beispiel #2
0
 def __init__(self):
     GLZPR.__init__(self)
     Manager.__init__(self)
     self.start = time.time()
     self._animating = False
     self.render_speed = 10
     self.render_normals = True
     self.render_textures = True
     self.render_analysis = True
     self.cull_faces = False
     global use_shaders, use_vbros
     self.shaders = use_shaders
     self.vbos = use_vbros
     if self.vbos:
         # picking crashes
         self._pick = lambda *args: ([],[])
Beispiel #3
0
def zpr_init():
    GLZPR.init(zpr)
    terrain.init_gl()
Beispiel #4
0
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

print "Creating terrain..."
from terrain import Terrain
terrain = Terrain()
terrain.create_ico(2)
print "ok"

from zpr import GLZPR
glutInit(())
gtk.gdk.threads_init()
window = gtk.Window(gtk.WINDOW_TOPLEVEL)
window.set_title("IcoPlay")
window.set_size_request(640,480)
window.connect("destroy",lambda event: gtk.main_quit())
vbox = gtk.VBox(False, 0)
window.add(vbox)
zpr = GLZPR()
zpr.draw = terrain.draw_gl_ffp
zpr._pick = lambda x,y,dx,dy,event: terrain.pick(x,y)
zpr.pick = lambda *args: False
def zpr_init():
    GLZPR.init(zpr)
    terrain.init_gl()
zpr.init = zpr_init
vbox.pack_start(zpr,True,True)
window.show_all()
gtk.main()