def _draw(self): p = self.parameters center = VisionEgg._get_center(p.position, p.anchor, (p.radius, p.radius)) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glDisable(gl.GL_BLEND) gl.glColor(p.color) start, end = p.start, p.end if end < start: start -= 360. start, end = map(numpy.deg2rad, (start, end)) frac = (end - start) / (2 * numpy.pi) num_triangles = float(p.num_triangles) * frac angles = numpy.linspace(start, end, num_triangles) verts = numpy.zeros((num_triangles, 2)) verts[:, 0] = center[0] + p.radius * numpy.cos(angles) verts[:, 1] = center[1] + p.radius * numpy.sin(angles) if p.disk: gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex(center) self._draw_vertices(*verts) gl.glEnd() if p.anti_aliasing: gl.glEnable(gl.GL_LINE_SMOOTH) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE) gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex(center) self._draw_vertices(*verts) gl.glEnd() gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH) if p.circle: if p.anti_aliasing: gl.glEnable(gl.GL_LINE_SMOOTH) gl.glColor(p.color_edge) gl.glLineWidth(p.circle_width) gl.glBegin(gl.GL_LINES) for i in range(verts.shape[0] - 1): self._draw_vertices(verts[i], verts[i + 1]) gl.glEnd() gl.glDisable(gl.GL_LINE_SMOOTH)
def _draw(self): p = self.parameters center = VisionEgg._get_center(p.position, p.anchor, (p.radius, p.radius)) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glDisable(gl.GL_BLEND) gl.glColor(p.color) start, end = p.start, p.end if end < start: start -= 360. start, end = map(numpy.deg2rad, (start, end)) frac = (end - start) / (2 * numpy.pi) num_triangles = float(p.num_triangles) * frac angles = numpy.linspace(start, end, num_triangles) verts = numpy.zeros((num_triangles, 2)) verts[:,0] = center[0] + p.radius * numpy.cos(angles) verts[:,1] = center[1] + p.radius * numpy.sin(angles) if p.disk: gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex(center) self._draw_vertices(*verts) gl.glEnd() if p.anti_aliasing: gl.glEnable(gl.GL_LINE_SMOOTH) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE) gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex(center) self._draw_vertices(*verts) gl.glEnd() gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH) if p.circle: if p.anti_aliasing: gl.glEnable(gl.GL_LINE_SMOOTH) gl.glColor(p.color_edge) gl.glLineWidth(p.circle_width) gl.glBegin(gl.GL_LINES) for i in range(verts.shape[0]-1): self._draw_vertices(verts[i], verts[i+1]) gl.glEnd() gl.glDisable(gl.GL_LINE_SMOOTH)
def draw(self): p = self.parameters # shorthand if p.center is not None: if not hasattr(VisionEgg.config,"_GAVE_CENTER_DEPRECATION"): logger = logging.getLogger('VisionEgg.MoreStimuli') logger.warning("Specifying Target2D by deprecated " "'center' parameter deprecated. Use " "'position' parameter instead. (Allows " "use of 'anchor' parameter to set to " "other values.)") VisionEgg.config._GAVE_CENTER_DEPRECATION = 1 p.anchor = 'center' p.position = p.center[0], p.center[1] # copy values (don't copy ref to tuple) if p.on: # calculate center center = VisionEgg._get_center(p.position,p.anchor,p.size) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPushMatrix() gl.glTranslate(center[0],center[1],0.0) gl.glRotate(p.orientation,0.0,0.0,1.0) if len(p.color)==3: gl.glColor3f(*p.color) elif len(p.color)==4: gl.glColor4f(*p.color) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) w = p.size[0]/2.0 h = p.size[1]/2.0 gl.glBegin(gl.GL_QUADS) gl.glVertex3f(-w,-h, 0.0) gl.glVertex3f( w,-h, 0.0) gl.glVertex3f( w, h, 0.0) gl.glVertex3f(-w, h, 0.0) gl.glEnd() # GL_QUADS if p.anti_aliasing: if not self._gave_alpha_warning: if len(p.color) > 3 and p.color[3] != 1.0: logger = logging.getLogger('VisionEgg.MoreStimuli') logger.warning("The parameter anti_aliasing is " "set to true in the Target2D " "stimulus class, but the color " "parameter specifies an alpha " "value other than 1.0. To " "acheive anti-aliasing, ensure " "that the alpha value for the " "color parameter is 1.0.") self._gave_alpha_warning = 1 # We've already drawn a filled polygon (aliased), now # redraw the outline of the polygon (with # anti-aliasing). (Using GL_POLYGON_SMOOTH results in # artifactual lines where triangles were joined to # create quad, at least on some OpenGL # implementations.) # Calculate coverage value for each pixel of outline # and store as alpha gl.glEnable(gl.GL_LINE_SMOOTH) # Now specify how to use the alpha value gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE) gl.glBegin(gl.GL_QUADS) gl.glVertex3f(-w,-h, 0.0); gl.glVertex3f( w,-h, 0.0); gl.glVertex3f( w, h, 0.0); gl.glVertex3f(-w, h, 0.0); gl.glEnd() # GL_QUADS # Set the polygon mode back to fill mode gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH) gl.glPopMatrix()
def draw(self): p = self.parameters # shorthand if p.on: # calculate center center = VisionEgg._get_center(p.position,p.anchor,(p.radius, p.radius)) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glDisable(gl.GL_BLEND) if len(p.color)==3: gl.glColor3f(*p.color) elif len(p.color)==4: gl.glColor4f(*p.color) # Build filled circle from points # gl.glBegin(gl.GL_POINTS) # radius = int(math.ceil(p.radius)) # for i in range(-radius, radius): # for j in range(-radius, radius): # if(i * i + j * j < radius * radius): # gl.glVertex3f(p.position[0] + i, p.position[1] + j, 0.0) # gl.glEnd() # GL_POINTS # Build filled circle from triangles (this is typically faster # then the commented code above with the points) gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex3f(p.position[0], p.position[1], 0.0) angles = Numeric.arange(p.num_triangles)/float(p.num_triangles)*2.0*math.pi verts = Numeric.zeros( (p.num_triangles,2), Numeric.Float ) verts[:,0] = p.position[0] + p.radius * Numeric.cos(angles) verts[:,1] = p.position[1] + p.radius * Numeric.sin(angles) for i in range(verts.shape[0]): gl.glVertex2fv(verts[i]) gl.glVertex2fv(verts[0]) gl.glEnd() # GL_TRIANGLE_FAN if p.anti_aliasing: if not self._gave_alpha_warning: if len(p.color) > 3 and p.color[3] != 1.0: logger = logging.getLogger('VisionEgg.Arrow') logger.warning("The parameter anti_aliasing is " "set to true in the Arrow " "stimulus class, but the color " "parameter specifies an alpha " "value other than 1.0. To " "acheive anti-aliasing, ensure " "that the alpha value for the " "color parameter is 1.0.") self._gave_alpha_warning = 1 # We've already drawn a filled polygon (aliased), now redraw # the outline of the polygon (with anti-aliasing). (Using # GL_POLYGON_SMOOTH results in artifactual lines where # triangles were joined to create quad, at least on some OpenGL # implementations.) # Calculate coverage value for each pixel of outline # and store as alpha gl.glEnable(gl.GL_LINE_SMOOTH) # Now specify how to use the alpha value gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE) gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex3f(p.position[0], p.position[1], 0.0) angles = Numeric.arange(p.num_triangles)/float(p.num_triangles)*2.0*math.pi verts = Numeric.zeros( (p.num_triangles,2), Numeric.Float ) verts[:,0] = p.position[0] + p.radius * Numeric.cos(angles) verts[:,1] = p.position[1] + p.radius * Numeric.sin(angles) for i in range(verts.shape[0]): gl.glVertex2fv(verts[i]) gl.glVertex2fv(verts[0]) gl.glEnd() # GL_TRIANGLE_FAN # Set the polygon mode back to fill mode gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH)
def draw(self): p = self.parameters # Shorthand if p.on: # Calculate center center = VisionEgg._get_center(p.position,p.anchor,p.size) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPushMatrix() gl.glTranslate(center[0],center[1],0.0) gl.glRotate(-p.orientation,0.0,0.0,1.0) if len(p.color)==3: gl.glColor3f(*p.color) elif len(p.color)==4: gl.glColor4f(*p.color) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) w = p.size[0]/2.0 h = p.size[1]/2.0 gl.glBegin(gl.GL_QUADS) # Draw Rectangle gl.glVertex3f( 0.25*w, h, 0.0) gl.glVertex3f(-w, h, 0.0) gl.glVertex3f(-w,-h, 0.0) gl.glVertex3f( 0.25*w, -h, 0.0) gl.glEnd() # GL_QUADS gl.glBegin(gl.GL_TRIANGLES) # Draw Triangle gl.glVertex3f( 1.00*w, 0.0*h, 0.0) # Top gl.glVertex3f( 0.25*w,-3.0*h, 0.0) gl.glVertex3f( 0.25*w, 3.0*h, 0.0) gl.glEnd() # GL_QUADS if p.anti_aliasing: if not self._gave_alpha_warning: if len(p.color) > 3 and p.color[3] != 1.0: logger = logging.getLogger('VisionEgg.Arrow') logger.warning("The parameter anti_aliasing is " "set to true in the Arrow " "stimulus class, but the color " "parameter specifies an alpha " "value other than 1.0. To " "acheive anti-aliasing, ensure " "that the alpha value for the " "color parameter is 1.0.") self._gave_alpha_warning = 1 # We've already drawn a filled polygon (aliased), now redraw # the outline of the polygon (with anti-aliasing). (Using # GL_POLYGON_SMOOTH results in artifactual lines where # triangles were joined to create quad, at least on some OpenGL # implementations.) # Calculate coverage value for each pixel of outline # and store as alpha gl.glEnable(gl.GL_LINE_SMOOTH) # Now specify how to use the alpha value gl.glBlendFunc(gl.GL_SRC_ALPHA,gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_LINE) gl.glBegin(gl.GL_QUADS) gl.glVertex3f( 0.25*w, h, 0.0) # Draw Rectangle gl.glVertex3f(-w, h, 0.0) gl.glVertex3f(-w,-h, 0.0) gl.glVertex3f( 0.25*w, -h, 0.0) gl.glVertex3f( 1.00*w, 0.0*h, 0.0) # Draw Triangle gl.glVertex3f( 0.25*w,-3.0*h, 0.0) gl.glVertex3f( 0.25*w, 3.0*h, 0.0) gl.glEnd() # GL_QUADS # Set the polygon mode back to fill mode gl.glPolygonMode(gl.GL_FRONT_AND_BACK,gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH) gl.glPopMatrix()
def draw(self): p = self.parameters # shorthand if p.center is not None: if not hasattr(VisionEgg.config, "_GAVE_CENTER_DEPRECATION"): logger = logging.getLogger('VisionEgg.MoreStimuli') logger.warning("Specifying Target2D by deprecated " "'center' parameter deprecated. Use " "'position' parameter instead. (Allows " "use of 'anchor' parameter to set to " "other values.)") VisionEgg.config._GAVE_CENTER_DEPRECATION = 1 p.anchor = 'center' p.position = p.center[0], p.center[ 1] # copy values (don't copy ref to tuple) if p.on: # calculate center center = VisionEgg._get_center(p.position, p.anchor, p.size) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPushMatrix() gl.glTranslate(center[0], center[1], 0.0) gl.glRotate(p.orientation, 0.0, 0.0, 1.0) if len(p.color) == 3: gl.glColor3f(*p.color) elif len(p.color) == 4: gl.glColor4f(*p.color) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) w = p.size[0] / 2.0 h = p.size[1] / 2.0 gl.glBegin(gl.GL_QUADS) gl.glVertex3f(-w, -h, 0.0) gl.glVertex3f(w, -h, 0.0) gl.glVertex3f(w, h, 0.0) gl.glVertex3f(-w, h, 0.0) gl.glEnd() # GL_QUADS if p.anti_aliasing: if not self._gave_alpha_warning: if len(p.color) > 3 and p.color[3] != 1.0: logger = logging.getLogger('VisionEgg.MoreStimuli') logger.warning("The parameter anti_aliasing is " "set to true in the Target2D " "stimulus class, but the color " "parameter specifies an alpha " "value other than 1.0. To " "acheive anti-aliasing, ensure " "that the alpha value for the " "color parameter is 1.0.") self._gave_alpha_warning = 1 # We've already drawn a filled polygon (aliased), now # redraw the outline of the polygon (with # anti-aliasing). (Using GL_POLYGON_SMOOTH results in # artifactual lines where triangles were joined to # create quad, at least on some OpenGL # implementations.) # Calculate coverage value for each pixel of outline # and store as alpha gl.glEnable(gl.GL_LINE_SMOOTH) # Now specify how to use the alpha value gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE) gl.glBegin(gl.GL_QUADS) gl.glVertex3f(-w, -h, 0.0) gl.glVertex3f(w, -h, 0.0) gl.glVertex3f(w, h, 0.0) gl.glVertex3f(-w, h, 0.0) gl.glEnd() # GL_QUADS # Set the polygon mode back to fill mode gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH) gl.glPopMatrix()
def draw(self): p = self.parameters # shorthand if p.on: # calculate center center = VisionEgg._get_center(p.position, p.anchor, (p.radius, p.radius)) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glDisable(gl.GL_BLEND) if len(p.color) == 3: gl.glColor3f(*p.color) elif len(p.color) == 4: gl.glColor4f(*p.color) # Build filled circle from points # gl.glBegin(gl.GL_POINTS) # radius = int(math.ceil(p.radius)) # for i in range(-radius, radius): # for j in range(-radius, radius): # if(i * i + j * j < radius * radius): # gl.glVertex3f(p.position[0] + i, p.position[1] + j, 0.0) # gl.glEnd() # GL_POINTS # Build filled circle from triangles (this is typically faster # then the commented code above with the points) gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex3f(p.position[0], p.position[1], 0.0) angles = Numeric.arange(p.num_triangles) / float( p.num_triangles) * 2.0 * math.pi verts = Numeric.zeros((p.num_triangles, 2), Numeric.Float) verts[:, 0] = p.position[0] + p.radius * Numeric.cos(angles) verts[:, 1] = p.position[1] + p.radius * Numeric.sin(angles) for i in range(verts.shape[0]): gl.glVertex2fv(verts[i]) gl.glVertex2fv(verts[0]) gl.glEnd() # GL_TRIANGLE_FAN if p.anti_aliasing: if not self._gave_alpha_warning: if len(p.color) > 3 and p.color[3] != 1.0: logger = logging.getLogger('VisionEgg.Arrow') logger.warning("The parameter anti_aliasing is " "set to true in the Arrow " "stimulus class, but the color " "parameter specifies an alpha " "value other than 1.0. To " "acheive anti-aliasing, ensure " "that the alpha value for the " "color parameter is 1.0.") self._gave_alpha_warning = 1 # We've already drawn a filled polygon (aliased), now redraw # the outline of the polygon (with anti-aliasing). (Using # GL_POLYGON_SMOOTH results in artifactual lines where # triangles were joined to create quad, at least on some OpenGL # implementations.) # Calculate coverage value for each pixel of outline # and store as alpha gl.glEnable(gl.GL_LINE_SMOOTH) # Now specify how to use the alpha value gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE) gl.glBegin(gl.GL_TRIANGLE_FAN) gl.glVertex3f(p.position[0], p.position[1], 0.0) angles = Numeric.arange(p.num_triangles) / float( p.num_triangles) * 2.0 * math.pi verts = Numeric.zeros((p.num_triangles, 2), Numeric.Float) verts[:, 0] = p.position[0] + p.radius * Numeric.cos(angles) verts[:, 1] = p.position[1] + p.radius * Numeric.sin(angles) for i in range(verts.shape[0]): gl.glVertex2fv(verts[i]) gl.glVertex2fv(verts[0]) gl.glEnd() # GL_TRIANGLE_FAN # Set the polygon mode back to fill mode gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH)
def draw(self): p = self.parameters # Shorthand if p.on: # Calculate center center = VisionEgg._get_center(p.position, p.anchor, p.size) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPushMatrix() gl.glTranslate(center[0], center[1], 0.0) gl.glRotate(-p.orientation, 0.0, 0.0, 1.0) if len(p.color) == 3: gl.glColor3f(*p.color) elif len(p.color) == 4: gl.glColor4f(*p.color) gl.glDisable(gl.GL_DEPTH_TEST) gl.glDisable(gl.GL_TEXTURE_2D) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) w = p.size[0] / 2.0 h = p.size[1] / 2.0 gl.glBegin(gl.GL_QUADS) # Draw Rectangle gl.glVertex3f(0.25 * w, h, 0.0) gl.glVertex3f(-w, h, 0.0) gl.glVertex3f(-w, -h, 0.0) gl.glVertex3f(0.25 * w, -h, 0.0) gl.glEnd() # GL_QUADS gl.glBegin(gl.GL_TRIANGLES) # Draw Triangle gl.glVertex3f(1.00 * w, 0.0 * h, 0.0) # Top gl.glVertex3f(0.25 * w, -3.0 * h, 0.0) gl.glVertex3f(0.25 * w, 3.0 * h, 0.0) gl.glEnd() # GL_QUADS if p.anti_aliasing: if not self._gave_alpha_warning: if len(p.color) > 3 and p.color[3] != 1.0: logger = logging.getLogger('VisionEgg.Arrow') logger.warning("The parameter anti_aliasing is " "set to true in the Arrow " "stimulus class, but the color " "parameter specifies an alpha " "value other than 1.0. To " "acheive anti-aliasing, ensure " "that the alpha value for the " "color parameter is 1.0.") self._gave_alpha_warning = 1 # We've already drawn a filled polygon (aliased), now redraw # the outline of the polygon (with anti-aliasing). (Using # GL_POLYGON_SMOOTH results in artifactual lines where # triangles were joined to create quad, at least on some OpenGL # implementations.) # Calculate coverage value for each pixel of outline # and store as alpha gl.glEnable(gl.GL_LINE_SMOOTH) # Now specify how to use the alpha value gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) # Draw a second polygon in line mode, so the edges are anti-aliased gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE) gl.glBegin(gl.GL_QUADS) gl.glVertex3f(0.25 * w, h, 0.0) # Draw Rectangle gl.glVertex3f(-w, h, 0.0) gl.glVertex3f(-w, -h, 0.0) gl.glVertex3f(0.25 * w, -h, 0.0) gl.glVertex3f(1.00 * w, 0.0 * h, 0.0) # Draw Triangle gl.glVertex3f(0.25 * w, -3.0 * h, 0.0) gl.glVertex3f(0.25 * w, 3.0 * h, 0.0) gl.glEnd() # GL_QUADS # Set the polygon mode back to fill mode gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL) gl.glDisable(gl.GL_LINE_SMOOTH) gl.glPopMatrix()