Ejemplo n.º 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()
Ejemplo n.º 2
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()
Ejemplo n.º 3
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)
        )

        # 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)
Ejemplo n.º 4
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))
        
        # 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)