def paintGL(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() gluLookAt(2.0, 4.0, 8.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glClearColor(0.0, 0.0, 0.0, 1.0) glEnable(GL_CULL_FACE) glEnable(GL_LIGHTING) glEnable(GL_DEPTH_TEST) light = ZOpenGLLight(GL_LIGHT0) light.position(10.0, 10.0, 10.0, 1.0) material = ZOpenGLMaterial(GL_FRONT) material.specular(1.0, 1.0, 1.0, 1.0) material.shininess(100.0) geometry = ZOpenGLGeometry(None) glPushMatrix() material.diffuse(0.0, 0.0, 1.0, 1.0) glTranslate(-2.0, 1.0, -6.0) glRotate(-40.0, 1.0, 0.0, 0.0) geometry.solidTorus(1.0, 1.8, 10, 50) glPopMatrix() glPushMatrix() material.diffuse(1.0, 0.0, 0.0, 1.0) glTranslate(-2.2, -6.0, -6.0) glRotate(10.0, 1.0, 0.0, 0.0) geometry.wireTorus(1.0, 1.8, 10, 40) glPopMatrix()
class OpenGLView(ZOpenGLView): def __init__(self, parent=None): self.parent = parent super(ZOpenGLView, self).__init__(parent) def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.CUBES = 4 self.cubes = [] for i in range(self.CUBES): self.cubes.append( ZOpenGLIndexedCube(1.0, -2.0 + 1.2 * i, -2.0 + 1.2 * i, 1.0 - 0.5 * i)) self.light = ZOpenGLLight(GL_LIGHT0) self.material = ZOpenGLMaterial(GL_FRONT) def paintGL(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glClearColor(0.2, 0.0, 0.2, 1.0) glLoadIdentity() glTranslatef(-0.5, -0.5, 0.0) gluLookAt(3.0, 6.0, 14.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glEnable(GL_LIGHTING) self.light.position(0.0, 6.0, 2.0, 0.0) self.material.diffuse(0.2, 1.0, 0.2, 0.0) self.material.specular(1.0, 1.0, 1.0, 0.0) self.material.shininess(100.0) for i in range(self.CUBES): self.cubes[i].draw() glFlush() def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW)
class OpenGLView(ZOpenGLView): def __init__(self, parent=None): self.parent = parent super(ZOpenGLView, self).__init__(parent) def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.quadric = ZOpenGLQuadric() self.materia = ZOpenGLMateria() self.cylinder = ZOpenGLCylinder(self.quadric, self.materia) self.light = ZOpenGLLight(GL_LIGHT0) self.material = ZOpenGLMaterial(GL_FRONT) def paintGL(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glClearColor(0.2, 0.0, 0.2, 1.0) glLoadIdentity() glTranslatef(-0.5, 0.5, 0.0) gluLookAt(2.0, 4.0, 6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.5) glEnable(GL_LIGHTING) self.light.position(10, 10, 10, 1.0) self.material.diffuse(1.0, 0.0, 0.0, 1.0) self.material.specular(1.0, 1.0, 1.0, 1.0) self.material.shininess(100.0) glRotate(60.0, 0.0, 1.0, 0.0) self.cylinder.reshape(0.4, 0.8, 3.0, 32, 32) self.cylinder.draw() glFlush() def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW)
class OpenGLView(ZOpenGLView): def __init__(self, parent, color, eye, light): #self.parent = parent super(ZOpenGLView, self).__init__(parent) self.angle = 0 self.vcolor = color self.veye = eye self.vlight = light def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.light = ZOpenGLLight() self.material = ZOpenGLMaterial(GL_FRONT) self.geometry = ZOpenGLGeometry(None) def paintGL(self): glFrustum(1, -1, -1, 1, 1, 10) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glClearColor(1.0, 1.0, 1.0, 1.0) glTranslate(-0.5, -0.5, 0.0) gluLookAt(self.veye[0], self.veye[1], self.veye[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glRotate(0.0, 0.0, 1.0, 0.0) glEnable(GL_LIGHTING) self.light.position(self.vlight[0], self.vlight[1], self.vlight[2], 0.0) self.material.diffuse(self.vcolor[0] / 255.0, self.vcolor[1] / 255.0, self.vcolor[2] / 255.0, 0.0) self.material.specular(1.0, 1.0, 1.0, 0.0) self.material.shininess(100.0) glFrontFace(GL_CCW) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glEnable(GL_NORMALIZE) glPushMatrix() self.geometry.solidTeapot(2.0) glPopMatrix() glFlush() def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW) def setColorPosition(self, color): self.vcolor = color self.update() def setEyePosition(self, eye): self.veye = eye self.update() def setLigtPosition(self, light): self.vlight = light self.update()
class OpenGLView(ZOpenGLView): def __init__(self, parent, color, eye, light): #self.parent = parent super(ZOpenGLView, self).__init__(parent) self.angle = 0 self.vcolor = color self.veye = eye self.vlight = light def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.light = ZOpenGLLight() self.material = ZOpenGLMaterial(GL_FRONT) self.vertices = [ [-1.0, -1.0, 1.0], [1.0, -1.0, 1.0], [1.0, -1.0, -1.0], [-1.0, -1.0, -1.0], [0.0, 1.0, 0.0], ] self.indices = [ [0, 1, 4], #Triangle: face1 [1, 2, 4], #Triangle: face2 [2, 3, 4], #Triangle: face3 [3, 0, 4], #Triangle] face4 ] self.surfaces = ZOpenGLTriangleSurfaces(self.vertices, self.indices) self.normals = self.surfaces.calculateSurfaceNormals() def paintGL(self): glFrustum(1, -1, -1, 1, 1, 10) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glClearColor(1.0, 1.0, 1.0, 1.0) glTranslate(-0.5, -0.5, 0.0) gluLookAt(self.veye[0], self.veye[1], self.veye[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glRotate(0.0, 0.0, 1.0, 0.0) #glTranslate(0.0, 0.0, -1.0) #glEnableClientState(GL_VERTEX_ARRAY) #glEnableClientState(GL_COLOR_ARRAY) #avertices = np.array(self.vertices, dtype="float32") #glVertexPointer(3, GL_FLOAT, 0, self.avertices) #nindices = np.array(self.indices, dtype="uint32") glEnable(GL_LIGHTING) self.light.position(self.vlight[0], self.vlight[1], self.vlight[2], 0.0) self.material.diffuse(self.vcolor[0] / 255.0, self.vcolor[1] / 255.0, self.vcolor[2] / 255.0, 0.0) self.material.specular(1.0, 1.0, 1.0, 0.0) self.material.shininess(100.0) glFrontFace(GL_CCW) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glEnable(GL_NORMALIZE) for i in range(len(self.indices)): glBegin(GL_TRIANGLES) tri = self.indices[i] self.draw(self.normals[i], self.vertices[tri[0]], self.vertices[tri[1]], self.vertices[tri[2]]) glEnd() glFlush() #glDisableClientState(GL_VERTEX_ARRAY) #glDisableClientState(GL_COLOR_ARRAY) glFlush() def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW) def draw(self, n, v1, v2, v3): glNormal3fv(n) glVertex3fv(v1) glVertex3fv(v2) glVertex3fv(v3) def setColorPosition(self, color): self.vcolor = color self.update() def setEyePosition(self, eye): self.veye = eye self.update() def setLigtPosition(self, light): self.vlight = light self.update()
class OpenGLView(ZOpenGLView): def __init__(self, parent, color, eye, light): #self.parent = parent super(ZOpenGLView, self).__init__(parent) self.angle = 0 self.vcolor = color self.veye = eye self.vlight = light print(self.vcolor) print(self.veye) print(self.vlight) def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.vertices = [ [0.0, 0.0, 0.0], [1.0, 0.0, 0.0], [1.0, 1.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, -1.0], [1.0, 0.0, -1.0], [1.0, 1.0, -1.0], [0.0, 1.0, -1.0], ] self.indices = [[0, 1, 2, 3], [1, 5, 6, 2], [5, 4, 7, 6], [4, 0, 3, 7], [4, 5, 1, 0], [3, 2, 6, 7]] self.surfaces = ZOpenGLQuadSurfaces(self.vertices, self.indices) #Printf("calculateSurfaceNormals"); self.normals = self.surfaces.calculateSurfaceNormals() #surfaces->displayNormals(); self.light = ZOpenGLLight() self.material = ZOpenGLMaterial(GL_FRONT) def paintGL(self): glFrustum(1, -1, -1, 1, 1, 10) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glClearColor(1.0, 1.0, 1.0, 1.0) glTranslate(-0.5, -0.5, 0.0) gluLookAt(self.veye[0], self.veye[1], self.veye[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glRotate(0.0, 0.0, 1.0, 0.0) glEnable(GL_LIGHTING) self.light.position(self.vlight[0], self.vlight[1], self.vlight[2], 0.0) self.material.diffuse(self.vcolor[0] / 255.0, self.vcolor[1] / 255.0, self.vcolor[2] / 255.0, 0.0) self.material.specular(1.0, 1.0, 1.0, 0.0) self.material.shininess(100.0) glFrontFace(GL_CCW) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glEnable(GL_NORMALIZE) for i in range(len(self.indices)): glBegin(GL_QUADS) quad = self.indices[i] self.draw(self.normals[i], self.vertices[quad[0]], self.vertices[quad[1]], self.vertices[quad[2]], self.vertices[quad[3]]) glEnd() glFlush() def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW) def draw(self, n, v1, v2, v3, v4): glNormal3fv(n) glVertex3fv(v1) glVertex3fv(v2) glVertex3fv(v3) glVertex3fv(v4) def setColorPosition(self, color): self.vcolor = color self.update() def setEyePosition(self, eye): self.veye = eye self.update() def setLigtPosition(self, light): self.vlight = light self.update()
class OpenGLView(ZOpenGLView): def __init__(self, parent, color, eye, light): #self.parent = parent super(ZOpenGLView, self).__init__(parent) self.angle = 0 self.vcolor = color self.veye = eye self.vlight = light def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.quadric = ZOpenGLQuadric(); self.quadric.drawStyle(GLU_FILL); self.quadric.normals(GLU_SMOOTH); self.materia = ZOpenGLMateria() self.sphere = ZOpenGLSphere(self.quadric, self.materia) self.sphere.reshape(1.0, 40, 40) self.light = ZOpenGLLight() self.material = ZOpenGLMaterial(GL_FRONT); def paintGL(self): glFrustum(1 , -1 , -1 , 1 , 1 , 10); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glClearColor(1.0, 1.0, 1.0, 1.0); glTranslate(0.0, 0.0, 0.0); gluLookAt(self.veye[0], self.veye[1], self.veye[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glRotate(0.0, 0.0, 1.0, 0.0); glEnable(GL_LIGHTING); self.light.position(self.vlight[0], self.vlight[1], self.vlight[2], 0.0); self.material.diffuse(self.vcolor[0]/255.0, self.vcolor[1]/255.0, self.vcolor[2]/255.0, 0.0); self.material.specular(1.0, 1.0, 1.0, 0.0); self.material.shininess(100.0); glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_NORMALIZE); self.sphere.draw() glFlush(); def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW); def setColorPosition(self, color): self.vcolor = color self.update() def setEyePosition(self, eye): self.veye = eye self.update() def setLigtPosition(self, light): self.vlight = light self.update()