Example #1
0
    def glinit(self,mode="wireframe"):
	GL.glClearColor(*RGBA(self.bgcolor))# Clear The Background Color
	GL.glClearDepth(1.0)	       # Enables Clearing Of The Depth Buffer
	GL.glDepthFunc(GL.GL_LESS)	       # The Type Of Depth Test To Do
	GL.glEnable(GL.GL_DEPTH_TEST)	       # Enables Depth Testing
        if mode == "wireframe":
            self.wireframe = True
            GL.glShadeModel(GL.GL_FLAT)      # Enables Flat Color Shading
            GL.glDisable(GL.GL_LIGHTING)
        elif mode == "render":
            self.wireframe = False
            GL.glShadeModel(GL.GL_SMOOTH)    # Enables Smooth Color Shading
            #print "set up lights"
            GL.glLightModel(GL.GL_LIGHT_MODEL_AMBIENT,(0.5,0.5,0.5,1))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, (1.0, 1.0, 1.0, 1.0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, (1.0, 1.0, 1.0, 1.0))
            GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, (-1.0, -1.0, 5.0))
            GL.glEnable(GL.GL_LIGHT0)
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, (0.0, 0.0, 0.0, 1.0))
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0))
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, (1.0, 1.0, 1.0, 1.0))
            GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, (1.0, 1.0, 1.0))
            GL.glEnable(GL.GL_LIGHT1)
            GL.glEnable(GL.GL_LIGHTING)
            #print "set up materials"
            GL.glEnable(GL.GL_COLOR_MATERIAL)
            GL.glColorMaterial ( GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE )
Example #2
0
    def glinit(self,mode=None):
        if mode:
            self.rendermode = mode
	GL.glClearColor(*colors.RGBA(self.bgcolor))# Clear The Background Color
	GL.glClearDepth(1.0)	       # Enables Clearing Of The Depth Buffer
	GL.glDepthFunc(GL.GL_LESS)	       # The Type Of Depth Test To Do
	GL.glEnable(GL.GL_DEPTH_TEST)	       # Enables Depth Testing
        if self.rendermode == 'wireframe':
            GL.glShadeModel(GL.GL_FLAT)      # Enables Flat Color Shading
            GL.glDisable(GL.GL_LIGHTING)
        elif self.rendermode == 'flat':
            GL.glShadeModel(GL.GL_FLAT)      # Enables Flat Color Shading
            GL.glDisable(GL.GL_LIGHTING)
        elif self.rendermode == 'smooth':
            GL.glShadeModel(GL.GL_SMOOTH)    # Enables Smooth Color Shading
            GL.glEnable(GL.GL_LIGHTING)
            for l,i in zip(['light0','light1'],[GL.GL_LIGHT0,GL.GL_LIGHT1]):
                key = 'render/%s' % l
                light = GD.cfg.get(key,self.default_light)
                GD.debug("  set up %s %s" % (l,light))
                GL.glLightModel(GL.GL_LIGHT_MODEL_AMBIENT,rgba(GD.cfg['render/ambient']))
                GL.glLightModel(GL.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_TRUE)
                GL.glLightModel(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 0)
                GL.glLightfv(i,GL.GL_AMBIENT,rgba(light['ambient']))
                GL.glLightfv(i,GL.GL_DIFFUSE,rgba(light['diffuse']))
                GL.glLightfv(i,GL.GL_SPECULAR,rgba(light['specular']))
                GL.glLightfv(i,GL.GL_POSITION,rgba(light['position']))
                GL.glEnable(i)
            GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_SPECULAR,rgba(GD.cfg['render/specular']))
            GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_EMISSION,rgba(GD.cfg['render/emission']))
            GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_SHININESS,GD.cfg['render/shininess'])
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_AMBIENT_AND_DIFFUSE)
            GL.glEnable(GL.GL_COLOR_MATERIAL)
        else:
            raise RuntimeError,"Unknown rendering mode"
Example #3
0
    def glinit(self,mode=None):
        if mode:
            self.rendermode = mode
	GL.glClearColor(*RGBA(self.bgcolor))# Clear The Background Color
	GL.glClearDepth(1.0)	       # Enables Clearing Of The Depth Buffer
	GL.glDepthFunc(GL.GL_LESS)	       # The Type Of Depth Test To Do
	GL.glEnable(GL.GL_DEPTH_TEST)	       # Enables Depth Testing
        if self.rendermode == 'wireframe':
            GL.glShadeModel(GL.GL_FLAT)      # Enables Flat Color Shading
            GL.glDisable(GL.GL_LIGHTING)
        elif self.rendermode == 'flat':
            GL.glShadeModel(GL.GL_FLAT)      # Enables Flat Color Shading
            GL.glDisable(GL.GL_LIGHTING)
        elif self.rendermode == 'smooth':
            GL.glShadeModel(GL.GL_SMOOTH)    # Enables Smooth Color Shading
            #print "set up materials"
            #GL.glMaterialfv(GL.GL_FRONT,GL.GL_AMBIENT_AND_DIFFUSE,(0.5,0.5,0.5,1.))
            #print GD.cfg.render.specular
            #print GD.cfg.render.shininess
            GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_SPECULAR,GD.cfg.render.specular)
            GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_SHININESS,GD.cfg.render.shininess)
            GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_AMBIENT_AND_DIFFUSE)
            GL.glEnable(GL.GL_COLOR_MATERIAL)
            #print "set up lights"
            #print GD.cfg.render.keys()
            GL.glEnable(GL.GL_LIGHTING)
            for l,i in zip(['light0','light1'],[GL.GL_LIGHT0,GL.GL_LIGHT1]):
                #print "  set up light ",l,i
                if GD.cfg.render.has_key(l):
                    #print GD.cfg.render[l]
                    GL.glLightModel(GL.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_TRUE)
                    GL.glLightfv(i,GL.GL_AMBIENT,GD.cfg.render[l]['ambient'])
                    GL.glLightfv(i,GL.GL_DIFFUSE,GD.cfg.render[l]['diffuse'])
                    GL.glLightfv(i,GL.GL_SPECULAR,GD.cfg.render[l]['specular'])
                    GL.glLightfv(i,GL.GL_POSITION,GD.cfg.render[l]['position'])
                    GL.glEnable(i)
        else:
            raise RuntimeError,"Unknown rendering mode"