Example #1
0
    def set_light(self):

        glLightfv(GL_LIGHT0, GL_POSITION, vec(*self.position))
        if self.specular != None:
            glLightfv(GL_LIGHT0, GL_SPECULAR, vec(*self.specular))
        if self.ambient != None:
            glLightfv(GL_LIGHT0, GL_AMBIENT, vec(*self.ambient))
        if self.diffuse != None:
            glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(*self.diffuse))
Example #2
0
 def set_material(self):
     
     if self.diffuse !=None:
         glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,vec(*self.diffuse))
     if self.specular !=None:
         glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR, vec(*self.specular))
     if self.emissive != None:        
         glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,vec(*self.emissive))
     if self.shininess !=None:            
         glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS, self.shininess)
Example #3
0
    def set_state(self):
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_CULL_FACE)        
        #glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
        
        glLineWidth(3.)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT1)
        #Define a simple function to create ctypes arrays of floats:
        
        glLightfv(GL_LIGHT0, GL_POSITION, vec(.0, .0, 1, 1))
        glLightfv(GL_LIGHT0, GL_SPECULAR, vec(.5, .5, 1, 1))
        glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(1, 1, 1, 1))
        
        glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 0, .5, 0))
        glLightfv(GL_LIGHT1, GL_DIFFUSE, vec(.5, .0, 0, 1))
        glLightfv(GL_LIGHT1, GL_SPECULAR, vec(1, 0, 0, 1))

        glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,vec(0.9, 0, 0.3, 1.))
        glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR, vec(1, 1, 1, 1.))
        glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS, 50)