def draw(self, x, y, z=0, angle=0, scale=1): """Draws the SVG to screen. :Parameters `x` : float The x-coordinate at which to draw. `y` : float The y-coordinate at which to draw. `z` : float The z-coordinate at which to draw. Defaults to 0. Note that z-ordering may not give expected results when transparency is used. `angle` : float The angle by which the image should be rotated (in degrees). Defaults to 0. `scale` : float The amount by which the image should be scaled, either as a float, or a tuple of two floats (xscale, yscale). """ glPushMatrix() glTranslatef(x, y, z) if angle: glRotatef(angle, 0, 0, 1) if scale != 1: try: glScalef(scale[0], scale[1], 1) except TypeError: glScalef(scale, scale, 1) if self._a_x or self._a_y: glTranslatef(-self._a_x, -self._a_y, 0) glCallList(self.disp_list) glPopMatrix()
def render(self): """ renders the item to the screen """ glPushMatrix() glMultMatrixf(numpy.transpose(self.translation_matrix)) glMultMatrixf(self.scaling_matrix) glMultMatrixf(self.rotation_matrix) cur_color = color.COLORS[self.color_index] glColor3f(cur_color[0], cur_color[1], cur_color[2]) if self.selected: # emit light if the node is selected glMaterialfv(GL_FRONT, GL_EMISSION, [0.3, 0.3, 0.3]) self.render_self() if self.selected: glMaterialfv(GL_FRONT, GL_EMISSION, [0.0, 0.0, 0.0]) glPopMatrix()
def Draw_model(mode, glpane, superclass): # called by testmode.Draw_model if env.prefs.get("A9 devel/testdraw/super.Draw first?", True): #070404 glPushMatrix() #k needed?? superclass.Draw_model(mode) glPopMatrix() # glpane.part.draw(glpane) # this doesn't draw the model in any different place as when done below... [061211] return
def drawGrid(self): grids_per_screen = 10 eye_dist = self.camera_xyz[2] meters_per_grid = round_to_125(eye_dist / grids_per_screen) num_lines = 300 glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_LINE_BIT) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_DEPTH_TEST) glPushMatrix() glTranslatef(0, 0, 0) glColor3f(0.2, 0.2, 0.2) glBegin(GL_LINES) for i in range(num_lines): glVertex2f((-num_lines / 2 + i) * meters_per_grid, -num_lines / 2 * meters_per_grid) glVertex2f((-num_lines / 2 + i) * meters_per_grid, num_lines / 2 * meters_per_grid) glVertex2f(-num_lines / 2 * meters_per_grid, (-num_lines / 2 + i) * meters_per_grid) glVertex2f(num_lines / 2 * meters_per_grid, (-num_lines / 2 + i) * meters_per_grid) glEnd() glPopMatrix() glPopAttrib()
def paint(self): glPushMatrix() position = self.player.getPosition() glTranslate(position.x, position.y, position.z) glRotate(self.player.orientation.y, 0.0, 1.0, 0.0) # Slide back because the pyramid below is centered at 0.5, 0, 0.5 # instead of at the origin. Without this it rotates around its corner # instead of around its center. glTranslate(-0.5, 0, -0.5) glColor(1.0, 1.0, 1.0) glBegin(GL_TRIANGLES) glVertex3f(0.5, 0.0, 0.5) glVertex3f(0.0, 1.0, 0.0) glVertex3f(1.0, 1.0, 0.0) glVertex3f(0.5, 0.0, 0.5) glVertex3f(1.0, 1.0, 0.0) glVertex3f(1.0, 1.0, 1.0) glVertex3f(0.5, 0.0, 0.5) glVertex3f(1.0, 1.0, 1.0) glVertex3f(0.0, 1.0, 1.0) glVertex3f(0.5, 0.0, 0.5) glVertex3f(0.0, 1.0, 1.0) glVertex3f(0.0, 1.0, 0.0) glEnd() glPopMatrix()
def desenhar(self): glPushMatrix() glLoadIdentity() glTranslatef(*self.posicao) glColor3fv(self.cor) glBegin(GL_LINES) #desenha moldura glVertex3fv((0, 0, 0)) glVertex3fv((self.largura, 0, 0)) glVertex3fv((self.largura, 0, 0)) glVertex3fv((self.largura, self.altura, 0)) glVertex3fv((self.largura, self.altura, 0)) glVertex3fv((0, self.altura, 0)) glVertex3fv((0, self.altura, 0)) glVertex3fv((0, 0, 0)) i = 0 while (i < len(self.pontos) - 1): glVertex3fv((self.pontos[i][0]*self.escala_x, self.pontos[i][1]*self.escala_y, 0)) glVertex3fv((self.pontos[i + 1][0]*self.escala_x, self.pontos[i + 1][1]*self.escala_y, 0)) i += 1 glEnd() glPopMatrix()
def render(self): """ The render pass for the scene """ self.init_view() # Enable lighting and color glEnable(GL_LIGHTING) glClearColor(0.4, 0.4, 0.4, 0.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Load the modelview matrix from the current state of the trackball glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() loc = self.interaction.translation glTranslated(-loc[0], -loc[1], -loc[2]) glMultMatrixf(self.interaction.trackball.matrix) # store the inverse of the current modelview. currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX)) self.modelView = numpy.transpose(currentModelView) self.inverseModelView = inv(numpy.transpose(currentModelView)) # render the scene. This will call the render function for each object in the scene self.scene.render() # draw the grid glDisable(GL_LIGHTING) glCallList(G_OBJ_PLANE) glPopMatrix() # flush the buffers so that the scene can be drawn glFlush()
def draw_circle( self, circle_center, circle_normal, circle_radius, color=RGBA(1.1, 0.2, 0.8), num_segments=20, ): vertices = [] vertices.append((0, 0, 0)) # circle center # create circle vertices in the xy plane for i in np.linspace(0.0, 2.0 * math.pi, num_segments): x = math.sin(i) y = math.cos(i) z = 0 vertices.append((x, y, z)) glPushMatrix() glMatrixMode(GL_MODELVIEW) glLoadMatrixf( self.get_pupil_transformation_matrix(circle_normal, circle_center, circle_radius)) glutils.draw_polyline((vertices), color=color, line_type=GL_TRIANGLE_FAN) # circle glutils.draw_polyline([(0, 0, 0), (0, 0, 4)], color=RGBA(0, 0, 0), line_type=GL_LINES) # normal glPopMatrix()
def drawArrowHead(color, basePoint, drawingScale, unitBaseVector, unitHeightVector): arrowBase = drawingScale * 0.08 arrowHeight = drawingScale * 0.12 glDisable(GL_LIGHTING) glPushMatrix() glTranslatef(basePoint[0],basePoint[1],basePoint[2]) point1 = V(0, 0, 0) point1 = point1 + unitHeightVector * arrowHeight point2 = unitBaseVector * arrowBase point3 = - unitBaseVector * arrowBase #Draw the arrowheads as filled triangles glColor3fv(color) glBegin(GL_POLYGON) glVertex3fv(point1) glVertex3fv(point2) glVertex3fv(point3) glEnd() glPopMatrix() glEnable(GL_LIGHTING)
def for_each(self, points): for pos in points: glPushMatrix() translate(pos) self.func(*self.args, **self.kwargs) glPopMatrix() self._triggered = True
def traverse(node): ''' ''' def rotate(): if len(node.rotate) != 4: for r in node.rotate: glRotatef(*r) else: glRotatef(*node.rotate) glPushMatrix() if isinstance(node, Object3D): glTranslatef(*node.translate) if node.rotation_points is not None: glTranslatef(*node.rotation_points[0]) rotate() glTranslatef(*node.rotation_points[1]) else: rotate() glScalef(*node.scale) node.render() for b in node.branches: traverse(b) glPopMatrix()
def _draw_zero_plane_xy(self, color, texture_id=None, scale=1.0): glPushMatrix() # glColor3f(*rgb_to_f(*color)) apply_texture = texture_id is not None if apply_texture: glColor3f(1, 1, 1) glBindTexture(GL_TEXTURE_2D, self._textures[texture_id]) glTexCoord2f(1.0 * scale, 0.0 * scale) else: glColor3f(*rgb_to_f(*color)) glBegin(GL_POLYGON) size = self._size / 2 glVertex3f(size, size, 0) if apply_texture: glTexCoord2f(1.0 * scale, 1.0 * scale) glVertex3f(size, -size, 0) if apply_texture: glTexCoord2f(0.0 * scale, 1.0 * scale) glVertex3f(-size, -size, 0) if apply_texture: glTexCoord2f(0.0 * scale, 0.0 * scale) glVertex3f(-size, size, 0) # if texture is not None: # glBindTexture(GL_TEXTURE_2D, ) glEnd() glPopMatrix()
def drawFilledCircle(color, center, radius, normal): """ Scale, rotate/translate the unit circle properly. Added a filled circle variant, piotr 080405 """ glMatrixMode(GL_MODELVIEW) glPushMatrix() glColor3fv(color) glDisable(GL_LIGHTING) glTranslatef(center[0], center[1], center[2]) rQ = Q(V(0, 0, 1), normal) rotAngle = rQ.angle*180.0/pi #This may cause problems as proved before in Linear motor display. #rotation around (0, 0, 0) #if vlen(V(rQ.x, rQ.y, rQ.z)) < 0.00005: # rQ.x = 1.0 glRotatef(rotAngle, rQ.x, rQ.y, rQ.z) glScalef(radius, radius, 1.0) glCallList(drawing_globals.filledCircleList) glEnable(GL_LIGHTING) glPopMatrix() return
def render(self): ''' ''' super(Shaft, self).render() glPushAttrib(GL_CURRENT_BIT) n = int(self.length) lim = n - 1 if self.orientation in ['down', 'forward', 'backward']: lim = 0 self._set_material() # print lim for i in range(n): glPushMatrix() glTranslatef(0, i / 2.0, 0) if i == lim: self._can_(0.66, 0.5) self._cylinder_(0.5, 0.5) glPopMatrix() # if self.state and animate: # if ac % 20 == 0 and self.prev_ac != ac: # if self.orientation == 'left' or self.orientation == 'up': # self.colorlist = shift(self.colorlist) # else: # self.colorlist = deshift(self.colorlist) # self.prev_ac = ac glPopAttrib()
def drawbrick(color, center, axis, l, h, w, opacity=1.0): if len(color) == 3: color = (color[0], color[1], color[2], opacity) if opacity != 1.0: glDepthMask(GL_FALSE) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) apply_material(color) glPushMatrix() glTranslatef(center[0], center[1], center[2]) ##Huaicai 1/17/05: To avoid rotate around (0, 0, 0), which causes ## display problem on some platforms angle = -acos(axis[2]) * 180.0 / pi if (axis[2] * axis[2] >= 1.0): glRotate(angle, 0.0, 1.0, 0.0) else: glRotate(angle, axis[1], -axis[0], 0.0) glScale(h, w, l) #bruce 060302 revised the contents of solidCubeList while fixing bug 1595 glCallList(drawing_globals.solidCubeList) if opacity != 1.0: glDisable(GL_BLEND) glDepthMask(GL_TRUE) glPopMatrix() return
def main(): moons = [Moon(pos) for pos in d12_input] glutInit(sys.argv) glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH) glutInitWindowSize(800, 800) glutInitWindowPosition(350, 200) glutCreateWindow('name') glClearColor(0., 0., 0., 1.) glShadeModel(GL_SMOOTH) glEnable(GL_CULL_FACE) glEnable(GL_DEPTH_TEST) glEnable(GL_LIGHTING) lightZeroPosition = [10., 4., 10., 1.] lightZeroColor = [0.8, 1.0, 0.8, 1.0] glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor) glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1) glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05) glEnable(GL_LIGHT0) glutDisplayFunc(lambda: display_scene(moons)) glutTimerFunc(0, timer, 0) glMatrixMode(GL_PROJECTION) gluPerspective(40., 1., 1., 40.) glMatrixMode(GL_MODELVIEW) gluLookAt(0, -10, 10, 0, 0, 0, 0, 1, 0) glPushMatrix() glutMainLoop()
def drawRotateSign(color, pos1, pos2, radius, rotation=0.0): """Rotate sign on top of the caps of the cylinder """ glPushMatrix() glColor3fv(color) vec = pos2 - pos1 axis = norm(vec) glTranslatef(pos1[0], pos1[1], pos1[2]) ##Huaicai 1/17/05: To avoid rotate around (0, 0, 0), which causes ## display problem on some platforms angle = -acos(axis[2]) * 180.0 / pi if (axis[2] * axis[2] >= 1.0): glRotate(angle, 0.0, 1.0, 0.0) else: glRotate(angle, axis[1], -axis[0], 0.0) glRotate(rotation, 0.0, 0.0, 1.0) #bruce 050518 glScale(radius, radius, Numeric.dot(vec, vec)**.5) glLineWidth(2.0) glDisable(GL_LIGHTING) glCallList(drawing_globals.rotSignList) glEnable(GL_LIGHTING) glLineWidth(1.0) glPopMatrix() return
def drawFilledCircle(color, center, radius, normal): """ Scale, rotate/translate the unit circle properly. Added a filled circle variant, piotr 080405 """ glMatrixMode(GL_MODELVIEW) glPushMatrix() glColor3fv(color) glDisable(GL_LIGHTING) glTranslatef(center[0], center[1], center[2]) rQ = Q(V(0, 0, 1), normal) rotAngle = rQ.angle * 180.0 / pi #This may cause problems as proved before in Linear motor display. #rotation around (0, 0, 0) #if vlen(V(rQ.x, rQ.y, rQ.z)) < 0.00005: # rQ.x = 1.0 glRotatef(rotAngle, rQ.x, rQ.y, rQ.z) glScalef(radius, radius, 1.0) glCallList(drawing_globals.filledCircleList) glEnable(GL_LIGHTING) glPopMatrix() return
def pickup(event, right): """ Function to get the Name Stack right es si el boton pulsado es el derecho El viewport[3]-event.y() creo que es porque la medida de las Y está invertida Los problemas que tenía con windows de tener que hacer varios click se corrigieron sustituyendo la región de selección de 1,1 a 5,5 """ viewport = glGetIntegerv(GL_VIEWPORT) glMatrixMode(GL_PROJECTION) glPushMatrix() glSelectBuffer(512) glRenderMode(GL_SELECT) glLoadIdentity() gluPickMatrix(event.x(), viewport[3] - event.y(), 4, 4, viewport) aspect = viewport[2] / viewport[3] gluPerspective(60, aspect, 1.0, 400) glMatrixMode(GL_MODELVIEW) self.paintGL() glMatrixMode(GL_PROJECTION) if right == False: parseLeftButtonNameStack(glRenderMode(GL_RENDER)) else: parseRightButtonNameStack(glRenderMode(GL_RENDER)) glPopMatrix() glMatrixMode(GL_MODELVIEW)
def render(self): #init shadow matrix self.init_view() #open light glEnable(GL_LIGHTING) #clear color and depth caches glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #set model view matrix(danwei matrix is ok) #set trackball's rotate matrix as Modelview glMatrixMode(GL_MODELVIEW) glPushMatrix() #replace now-matrix with hengdeng matrix glLoadIdentity() glMultMatrixf(self.interaction.trackball.matrix) #save Modelview matrix, later change system with anti-matrix currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX)) self.modelView = numpy.transpose(currentModelView) self.inverseModelView = inv(numpy.transpose(currentModelView)) #rend the scene self.scene.render() #after each shadow , huifu light state glDisable(GL_LIGHTING) glPopMatrix() glFlush()
def draw(self, time, line_width=None): if self.hidden: return if time <= self.ts: return time = time * 1e-9 pos_start = self.pos path = self.speed * (time - self.ts * 1e-9) * self.dir # max_end = self.pos + (self.speed * self.te * self.dir) # if not int(self.te) == 0 and time > self.te: # pos_end = max_end # else: # pos_end = self.pos + path pos_end = self.pos + path glPushMatrix() if line_width: glLineWidth(line_width) else: glLineWidth(self.line_width) glColor3f(*self.color) glBegin(GL_LINES) glVertex3f(*pos_start) glVertex3f(*pos_end) glEnd() glPopMatrix()
def draw_in_abs_coords(self, glpane, color): """ Draw the handle as a highlighted object. @param glpane: The 3D Graphics area. @type gplane: L{GLPane} @param color: Unused. @type color: @attention: I{color} is not used. """ q = self.parent.quat glPushMatrix() if self.parent.center: glTranslatef( self.parent.center[0], self.parent.center[1], self.parent.center[2]) if q: glRotatef( q.angle * ONE_RADIAN, q.x, q.y, q.z) self._draw(highlighted = True) glPopMatrix()
def _display_vector_head(self, head_angle: float): """Displays the robot's head to the current OpenGL context :param head_angle: the angle of the lift in radians """ glPushMatrix() # Rotate the head around the pivot glTranslatef(HEAD_PIVOT_X, 0.0, HEAD_PIVOT_Z) glRotatef(-head_angle, 0, 1, 0) glTranslatef(-HEAD_PIVOT_X, 0.0, -HEAD_PIVOT_Z) # Render all of the head meshes self.display_by_key("head_geo") # Screen self.display_by_key("backScreen_mat") self.display_by_key("screenEdge_geo") self.display_by_key("overscan_1_geo") # Eyes self.display_by_key("eye_L_geo") self.display_by_key("eye_R_geo") # Eyelids self.display_by_key("eyeLid_R_top_geo") self.display_by_key("eyeLid_L_top_geo") self.display_by_key("eyeLid_L_btm_geo") self.display_by_key("eyeLid_R_btm_geo") # Face cover (drawn last as it's translucent): self.display_by_key("front_Screen_geo") glPopMatrix()
def drawTexture(self, texture, dx, dy, dw, dh, x, y, w, h, r): ''' texture is an int textureRect is a list of size 4, determines which square to take from the texture drawRect is a list of size 4, is used to determine the drawing size ''' glBindTexture(self.texext, texture) glPushMatrix() glTranslatef(dx + dw / 2, dy + dh / 2, 0) glRotatef(r, 0, 0, 1.0) glTranslatef(-1 * (dx + dw / 2), -1 * (dy + dh / 2), 0) glBegin(GL_QUADS) #Top-left vertex (corner) glTexCoord2f(x, y + h) #image/texture glVertex3f(dx, dy, 0) #screen coordinates #Bottom-left vertex (corner) glTexCoord2f(x + w, y + h) glVertex3f((dx + dw), dy, 0) #Bottom-right vertex (corner) glTexCoord2f(x + w, y) glVertex3f((dx + dw), (dy + dh), 0) #Top-right vertex (corner) glTexCoord2f(x, y) glVertex3f(dx, (dy + dh), 0) glEnd() glPopMatrix()
def drawwiresphere_worker(params): """ Draw a wireframe sphere. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) """ (color, pos, radius, detailLevel) = params ## assert detailLevel == 1 # true, but leave out for speed from utilities.debug_prefs import debug_pref, Choice_boolean_True #bruce 060415 experiment, re iMac G4 wiresphere bug; fixes it! newway = debug_pref("new wirespheres?", Choice_boolean_True) oldway = not newway # These objects want a constant line color even if they are selected or # highlighted. glColor3fv(color) glDisable(GL_LIGHTING) if oldway: glPolygonMode(GL_FRONT, GL_LINE) glPushMatrix() glTranslatef(pos[0], pos[1], pos[2]) glScale(radius,radius,radius) if oldway: glCallList(drawing_globals.sphereList[detailLevel]) else: glCallList(drawing_globals.wiresphere1list) glEnable(GL_LIGHTING) glPopMatrix() if oldway: glPolygonMode(GL_FRONT, GL_FILL) return
def gl_display_cache_bars(self): """""" padding = 20.0 frame_max = len(self.g_pool.timestamps ) # last marker is garanteed to be frame max. glMatrixMode(GL_PROJECTION) glPushMatrix() glLoadIdentity() width, height = self.g_pool.camera_render_size h_pad = padding * (frame_max - 2) / float(width) v_pad = padding * 1.0 / (height - 2) gluOrtho( -h_pad, (frame_max - 1) + h_pad, -v_pad, 1 + v_pad, -1, 1 ) # ranging from 0 to cache_len-1 (horizontal) and 0 to 1 (vertical) glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() glTranslatef(0, -0.02, 0) color = (7.0, 0.1, 0.2, 8.0) draw_polyline( self.gl_display_ranges, color=RGBA(*color), line_type=GL_LINES, thickness=2.0, ) glMatrixMode(GL_PROJECTION) glPopMatrix() glMatrixMode(GL_MODELVIEW) glPopMatrix()
def draw(self): assert self._e_is_instance, "draw called on non-Instance of TextRect" #061211 glpane = self.env.glpane msg = str( self.msg ) #k str() won't always be needed, maybe isn't now ##e guess: need __mod__ in Expr width = self.ncols # in chars # WARNING: every Widget2D has self.width in native Width units; don't assign ncols to self.width or you'll mess that up. #e probably we should rename this localvar to ncols, same for height/nlines. height = self.nlines # in chars if 1: # until we have Arg type coercion, see if this detects caller errors -- it does: ## ValueError: invalid literal for int(): line 1 ## line 2 width = int(width) height = int(height) from graphics.drawing.texture_fonts import drawfont2 glPushMatrix() ####k guess, not sure needed #e translate by margin drawfont2(glpane, msg, width, height, pixelwidth=PIXELS) #061211 pass pixelwidth so rotation won't matter (warning: different value than before, even w/o rotation) glPopMatrix() return
def SaveMatrix(): "Save the current opengl matrix over a with block" glPushMatrix() try: yield finally: glPopMatrix()
def _draw_jig(self, glpane, color, highlighted = False): """ Draw a Grid Plane jig as a set of grid lines. """ glPushMatrix() glTranslatef( self.center[0], self.center[1], self.center[2]) q = self.quat glRotatef( q.angle*180.0/math.pi, q.x, q.y, q.z) hw = self.width/2.0; hh = self.height/2.0 corners_pos = [V(-hw, hh, 0.0), V(-hw, -hh, 0.0), V(hw, -hh, 0.0), V(hw, hh, 0.0)] if highlighted: grid_color = color else: grid_color = self.grid_color if self.picked: drawLineLoop(self.color, corners_pos) else: drawLineLoop(color, corners_pos) if self.grid_type == SQUARE_GRID: drawGPGrid(glpane, grid_color, self.line_type, self.width, self.height, self.x_spacing, self.y_spacing, q.unrot(self.assy.o.up), q.unrot(self.assy.o.right)) else: drawSiCGrid(grid_color, self.line_type, self.width, self.height, q.unrot(self.assy.o.up), q.unrot(self.assy.o.right)) glPopMatrix()
def draw_glpane_label_text(self, text): """ Draw a text label for the glpane as a whole. @note: called indirectly from GLPane.paintGL shortly after it calls _do_graphicsMode_Draw(), via GraphicsMode.draw_glpane_label """ #bruce 090219 moved this here from part of Part.draw_text_label # (after a temporary stop in the short-lived class PartDrawer); # the other part is now our caller GraphicsMode.draw_glpane_label. # (note: caller catches exceptions, so we don't have to bother) glDisable(GL_LIGHTING) glDisable(GL_DEPTH_TEST) # Note: disabling GL_DEPTH_TEST properly affects 2d renderText # (as used here), but not 3d renderText. For more info see # today's comments in Guides.py. [bruce 081204 comment] glPushMatrix() # REVIEW: needed? [bruce 081204 question] font = QFont(QString("Helvetica"), 24, QFont.Bold) self.qglColor(Qt.red) # this needs to be impossible to miss -- not nice-looking! #e tho it might be better to pick one of several bright colors # by hashing the partname, so as to change the color when the part changes. # this version of renderText uses window coords (0,0 at upper left) # rather than model coords (but I'm not sure what point on the string-image # we're setting the location of here -- guessing it's bottom-left corner): self.renderText(25,40, QString(text), font) glPopMatrix() glEnable(GL_DEPTH_TEST) glEnable(GL_LIGHTING) return
def _gl_select_(self, x, y): ''' ''' _gw, gh = self.GetSize() self.draw(offscreen=True) b = glReadPixels(x, gh - y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE) _buff = glSelectBuffer(128) view = glGetIntegerv(GL_VIEWPORT) glRenderMode(GL_SELECT) glInitNames() glPushName(0) glMatrixMode(GL_PROJECTION) glPushMatrix() glLoadIdentity() gluPickMatrix(x, gh - y, 1.0, 1.0, view) self._set_view_volume() glMatrixMode(GL_MODELVIEW) self.draw(offscreen=True) glMatrixMode(GL_PROJECTION) glPopMatrix() hits = glRenderMode(GL_RENDER) glMatrixMode(GL_MODELVIEW) self.scene_graph.set_view_cube_face(struct.unpack('BBB', b)) # get the top object return min([(h.near, h.names[0]) for h in hits])[1] if hits else None
def Draw_model(mode, glpane, superclass): # called by testmode.Draw_model if env.prefs.get("A9 devel/testdraw/super.Draw first?", True): # 070404 glPushMatrix() # k needed?? superclass.Draw_model(mode) glPopMatrix() # glpane.part.draw(glpane) # this doesn't draw the model in any different place as when done below... [061211] return
def draw(self): """ Draws each frame. """ print("draw()") # DRAW STUFF HERE glDisable(GL_TEXTURE_RECTANGLE_ARB) glColor4f(1.0, 0.8, 0.2, 1.0) glPushMatrix() glScale(0.5, 0.5, 1.0) draw_square() glPopMatrix() glColor4f(1.0, 1.0, 0.0, 0.8) num = 64 for i in range(num): x = (i / float(num)) * 4 - 2 draw_line(float(x), -2.0, float(x), 2.0) draw_line(-2.0, float(x), 2.0, float(x)) if self.texture_id is not None: glColor4f(1.0, 1.0, 1.0, 1.0) glEnable(GL_TEXTURE_RECTANGLE_ARB) glBindTexture(GL_TEXTURE_RECTANGLE_ARB, self.texture_id) glPushMatrix() glScale(0.4, 0.3, 1.0) draw_textured_square(320, 240) glPopMatrix() else: print "No texture to draw"
def Draw(self): """draw a curve of all previous data, up to a certain point (self.resolution)""" self.vbo.bind() self.vbo.copy_data() glEnableClientState(GL_VERTEX_ARRAY) glVertexPointer(2, GL_FLOAT, 0, self.vbo) if self.buffer_full: if self.previous_index != self.size - 1: glPushMatrix() glTranslatef(-1 * (self.previous_index + 1), 0.0, 0.0) glDrawArrays(GL_LINE_STRIP, (self.previous_index + 1), (self.size - self.previous_index - 1)) glPopMatrix() glPushMatrix() glTranslatef(self.size - self.previous_index - 1, 0.0, 0.0) glDrawArrays(GL_LINE_STRIP, 0, (self.previous_index + 1)) glPopMatrix() else: glDrawArrays(GL_LINE_STRIP, 0, (self.previous_index + 1)) glDisableClientState(GL_VERTEX_ARRAY) self.vbo.unbind()
def drawwiresphere_worker(params): """ Draw a wireframe sphere. Receive parameters through a sequence so that this function and its parameters can be passed to another function for deferment. Right now this is only ColorSorter.schedule (see below) """ (color, pos, radius, detailLevel) = params ## assert detailLevel == 1 # true, but leave out for speed from utilities.debug_prefs import debug_pref, Choice_boolean_True #bruce 060415 experiment, re iMac G4 wiresphere bug; fixes it! newway = debug_pref("new wirespheres?", Choice_boolean_True) oldway = not newway # These objects want a constant line color even if they are selected or # highlighted. glColor3fv(color) glDisable(GL_LIGHTING) if oldway: glPolygonMode(GL_FRONT, GL_LINE) glPushMatrix() glTranslatef(pos[0], pos[1], pos[2]) glScale(radius, radius, radius) if oldway: glCallList(drawing_globals.sphereList[detailLevel]) else: glCallList(drawing_globals.wiresphere1list) glEnable(GL_LIGHTING) glPopMatrix() if oldway: glPolygonMode(GL_FRONT, GL_FILL) return
def draw_text_2d(text, x, y, line_height=17, color=None): """Draw a text at a given 2D position. A very basic 2D drawing function for drawing (multi-line) text." """ width = glutGet(GLUT_WINDOW_WIDTH) height = glutGet(GLUT_WINDOW_HEIGHT) glMatrixMode(GL_PROJECTION) glPushMatrix() #matrix = glGetDouble( GL_PROJECTION_MATRIX ) glLoadIdentity() glOrtho(0.0, width, 0.0, height, -1.0, 1.0) glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() if color: glColor3f(*color) glRasterPos2i(x, y) lines = 0 for character in text: if character == '\n': lines += 1 glRasterPos(x, y - (lines * line_height)) else: glutBitmapCharacter(GLUT_BITMAP_8_BY_13, ord(character)) glPopMatrix() glMatrixMode(GL_PROJECTION) glPopMatrix() #glLoadMatrixd(matrix) glMatrixMode(GL_MODELVIEW)
def render(self): #初始化投影矩阵 self.init_view() #启动光照 glEnable(GL_LIGHTING) #清空颜色缓存与深度缓存 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #设置模型视图矩阵,这节课先用单位矩阵就行了。 glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() glMultMatrixf(self.interaction.trackball.matrix) # 存储ModelView矩阵与其逆矩阵之后做坐标系转换用 currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX)) self.modelView = numpy.transpose(currentModelView) self.inverseModelView = inv(numpy.transpose(currentModelView)) #渲染场景 self.scene.render() #每次渲染后复位光照状态 glDisable(GL_LIGHTING) glCallList(G_OBJ_PLANE) glPopMatrix() #把数据刷新到显存上 glFlush()
def drawRotateSign(color, pos1, pos2, radius, rotation = 0.0): """Rotate sign on top of the caps of the cylinder """ glPushMatrix() glColor3fv(color) vec = pos2-pos1 axis = norm(vec) glTranslatef(pos1[0], pos1[1], pos1[2]) ##Huaicai 1/17/05: To avoid rotate around (0, 0, 0), which causes ## display problem on some platforms angle = -acos(axis[2])*180.0/pi if (axis[2]*axis[2] >= 1.0): glRotate(angle, 0.0, 1.0, 0.0) else: glRotate(angle, axis[1], -axis[0], 0.0) glRotate(rotation, 0.0, 0.0, 1.0) #bruce 050518 glScale(radius,radius,Numeric.dot(vec,vec)**.5) glLineWidth(2.0) glDisable(GL_LIGHTING) glCallList(drawing_globals.rotSignList) glEnable(GL_LIGHTING) glLineWidth(1.0) glPopMatrix() return
def draw_player(self): glLineWidth(2) glPushMatrix() if self.degree == 90: if not self.check_goal(self.player, self.board): direction = self.get_direction(self.player) self.draw_main_cube(self.player[0], direction) self.draw_secondary_cube(self.player[1], direction) else: direction = self.get_direction(self.previous) self.draw_secondary_cube(self.player[1], direction) if direction != Direction.none and self.get_direction( self.player) == Direction.none: done = self.teleport_player(10, rotating_speed / 2) if self.rotate_before_swap(): if not done: self.steps = 1 self.degree = 0 elif self.check_goal(self.player, self.board): done = self.teleport_player(-10, rotating_speed / 5) if self.rotate_before_swap(): if not done: self.steps = 1 self.degree = 0 else: self.rotate_player() self.draw_main_cube(self.previous[0], direction) glPopMatrix() glLineWidth(1)
def InitGL(self, Width, Height): self.view_port_xr = 1 self.view_port_yr = 1 self.original_x = Width self.original_y = Height glMatrixMode(GL_PROJECTION) glPushMatrix() glLoadIdentity() glOrtho(0, Width, 0, Height, -1, 1) glScalef(1, -1, 1) glTranslatef(0, -Height, 0) glMatrixMode(GL_MODELVIEW) glDisable(GL_DEPTH_TEST) # Disables Depth Testing glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading # Anti-aliasing/prettyness stuff glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_BLEND) glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) glHint(GL_POINT_SMOOTH_HINT, GL_NICEST) glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST) glEnable(GL_LINE_SMOOTH) glEnable(GL_POINT_SMOOTH) glEnable(GL_POLYGON_SMOOTH) glClearColor(background_color()[0], background_color()[1], background_color()[2], 1.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
def drawbrick(color, center, axis, l, h, w, opacity = 1.0): if len(color) == 3: color = (color[0], color[1], color[2], opacity) if opacity != 1.0: glDepthMask(GL_FALSE) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) apply_material(color) glPushMatrix() glTranslatef(center[0], center[1], center[2]) ##Huaicai 1/17/05: To avoid rotate around (0, 0, 0), which causes ## display problem on some platforms angle = -acos(axis[2])*180.0/pi if (axis[2]*axis[2] >= 1.0): glRotate(angle, 0.0, 1.0, 0.0) else: glRotate(angle, axis[1], -axis[0], 0.0) glScale(h, w, l) #bruce 060302 revised the contents of solidCubeList while fixing bug 1595 glCallList(drawing_globals.solidCubeList) if opacity != 1.0: glDisable(GL_BLEND) glDepthMask(GL_TRUE) glPopMatrix() return
def _draw_jig(self, glpane, color, highlighted=False): """ Draw a linear motor as a long box along the axis, with a thin cylinder (spoke) to each atom. """ glPushMatrix() try: glTranslatef( self.center[0], self.center[1], self.center[2]) q = self.quat glRotatef( q.angle*180.0/pi, q.x, q.y, q.z) orig_center = V(0.0, 0.0, 0.0) drawbrick(color, orig_center, self.axis, self.length, self.width, self.width, opacity = self.opacity) drawLinearSign((0,0,0), orig_center, self.axis, self.length, self.width, self.width) # (note: drawLinearSign uses a small depth offset so that arrows are slightly in front of brick) # [bruce comment 060302, a guess from skimming drawLinearSign's code] for a in self.atoms[:]: drawcylinder(color, orig_center, a.posn()-self.center, self.sradius, opacity = self.opacity) except: #bruce 060208 protect OpenGL stack from exception analogous to that seen for RotaryMotor in bug 1445 print_compact_traceback("exception in LinearMotor._draw, continuing: ") glPopMatrix()
def render(self): glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glMatrixMode(GL_MODELVIEW) glPushMatrix() glTranslated(self.center[0], self.center[1], self.center[2]) glCallList(G_OBJ_CUBE) glPopMatrix() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def _draw_geometry(self, glpane, color, highlighted=False): glPushMatrix() if not highlighted: color = self.color drawPolyLine(color, self.controlPoints) if self.picked: self._draw_handles(self.controlPoints) glPopMatrix()
def draw(self): # this code is modified from GLPane.drawcompass glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() glMatrixMode( GL_PROJECTION ) # WARNING: we're now in nonstandard matrixmode (for sake of gluPickMatrix and glOrtho -- needed??##k) glPushMatrix() glLoadIdentity() try: glpane = self.env.glpane ## aspect = 1.0 ###WRONG -- should use glpane.aspect (which exists as of 070919) aspect = glpane.aspect # revised by bruce 070919, UNTESTED corner = self.corner delegate = self.delegate ###e should get glpane to do this for us (ie call a method in it to do this if necessary) # (this code is copied from it) glselect = glpane.current_glselect if glselect: # print "%r (ipath %r) setting up gluPickMatrix" % (self, self.ipath) x, y, w, h = glselect gluPickMatrix( x, y, w, h, glGetIntegerv(GL_VIEWPORT) # k is this arg needed? it might be the default... ) # the first three cases here are still ###WRONG if corner == UPPER_RIGHT: glOrtho(-50 * aspect, 5.5 * aspect, -50, 5.5, -5, 500) # Upper Right elif corner == UPPER_LEFT: glOrtho(-5 * aspect, 50.5 * aspect, -50, 5.5, -5, 500) # Upper Left elif corner == LOWER_LEFT: glOrtho(-5 * aspect, 50.5 * aspect, -5, 50.5, -5, 500) # Lower Left else: ## glOrtho(-50*aspect, 5.5*aspect, -5, 50.5, -5, 500) # Lower Right ## glOrtho(-50*aspect, 0, 0, 50, -5, 500) # Lower Right [used now] -- x from -50*aspect to 0, y (bot to top) from 0 to 50 glOrtho(-glpane.width * PIXELS, 0, 0, glpane.height * PIXELS, -5, 500) # approximately right for the checkbox, but I ought to count pixels to be sure (note, PIXELS is a pretty inexact number) glMatrixMode(GL_MODELVIEW) ###k guess 061210 at possible bugfix (and obviously needed in general) -- # do this last to leave the matrixmode standard # (status of bugs & fixes unclear -- hard to test since even Highlightable(projection=True) w/o any change to # projection matrix (test _9cx) doesn't work!) offset = (-delegate.bright, delegate.bbottom) # only correct for LOWER_RIGHT glTranslatef(offset[0], offset[1], 0) self.drawkid(delegate) ## delegate.draw() finally: glMatrixMode(GL_PROJECTION) glPopMatrix() glMatrixMode(GL_MODELVIEW) # be sure to do this last, to leave the matrixmode standard glPopMatrix() return
def paint(self): if self.quad is None: self.quad = gluNewQuadric() glPushMatrix() glColor(self.color.red, self.color.green, self.color.blue) glTranslate(self.center.x, self.center.y, self.center.z) gluSphere(self.quad, self.radius, 25, 25) glPopMatrix()
def draw_doms(self, size=3): glPushMatrix() glPointSize(size) glColor3f(1.0, 1.0, 1.0) glBegin(GL_POINTS) for position in self.dom_positions: glVertex3f(position[0], position[1], position[2]) glEnd() glPopMatrix()
def start_render(self): ''' ''' glDisable(GL_DEPTH_TEST) glPushMatrix() glLoadIdentity() glTranslatef(*self.translate)
def render(self): """ 渲染显示包围盒,可在调试的时候使用 """ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glMatrixMode(GL_MODELVIEW) glPushMatrix() glTranslated(self.center[0], self.center[1], self.center[2]) glCallList(G_OBJ_CUBE) glPopMatrix() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def render(self): """ render the AABB. This can be useful for debugging purposes """ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glMatrixMode(GL_MODELVIEW) glPushMatrix() glTranslated(self.center[0], self.center[1], self.center[2]) glCallList(G_OBJ_CUBE) glPopMatrix() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def _draw_jig(self, glpane, color, highlighted = False): """ Draw an ESPImage jig (self) as a plane with an edge and a bounding box. @note: this is not called during graphicsMode.Draw_model as with most Jigs, but during graphicsMode.Draw_after_highlighting. """ glPushMatrix() glTranslatef( self.center[0], self.center[1], self.center[2]) q = self.quat glRotatef( q.angle*180.0/math.pi, q.x, q.y, q.z) #bruce 060207 extensively revised texture code re fixing bug 1059 if self.tex_name is not None and self.image_obj: # self.image_obj cond is needed, for clear_esp_image() to work textureReady = True glBindTexture(GL_TEXTURE_2D, self.tex_name) # review: maybe this belongs in draw_plane instead? self._initTextureEnv() # sets texture params the way we want them else: textureReady = False drawPlane(self.fill_color, self.width, self.width, textureReady, self.opacity, SOLID = True, pickCheckOnly = self.pickCheckOnly ) hw = self.width/2.0 corners_pos = [V(-hw, hw, 0.0), V(-hw, -hw, 0.0), V( hw, -hw, 0.0), V( hw, hw, 0.0)] drawLineLoop(color, corners_pos) # Draw the ESP Image bbox. if self.show_esp_bbox: wo = self.image_offset eo = self.edge_offset drawwirecube(color, V(0.0, 0.0, 0.0), V(hw + eo, hw + eo, wo), 1.0) #drawwirebox # This is for debugging purposes. This draws a green normal vector # using local space coords. [Mark 050930] if 0: from graphics.drawing.CS_draw_primitives import drawline drawline(green, V(0.0, 0.0, 0.0), V(0.0, 0.0, 1.0), 0, 3) glpane.kluge_reset_texture_mode_to_work_around_renderText_bug() glPopMatrix() # This is for debugging purposes. This draws a yellow normal vector # using model space coords. [Mark 050930] if 0: from graphics.drawing.CS_draw_primitives import drawline from utilities.constants import yellow drawline(yellow, self.center, self.center + self.planeNorm, 0, 3)