clear_continue = False vertex_color_continue = False vertex_continue = False while next: choice = int( input( "\n1. Punto\n2. Salir\nIngrese el número de la acción a realizar: " )) if choice == 1: print("\nWINDOW - Ingrese números enteros") width = int(input("Ancho de la ventana: ")) height = int(input("Alto de la ventana: ")) render.glCreateWindow(width, height) while not vp_continue: print("\nVIEWPORT - Ingrese números enteros") vp_x = int(input("Punto inicial en x: ")) vp_y = int(input("Punto inicial en y: ")) vp_width = int(input("Ancho del viewport: ")) vp_height = int(input("Alto del viewport: ")) vp_continue = render.glViewPort(vp_x, vp_y, vp_width, vp_height) if not vp_continue: print( "\nLos valores ingresados exceden el tamaño de la ventana") while not clear_continue:
from gl import Render, color r = Render() r.glInit() r.glClearColor(1, 0, 0) r.glCreateWindow(800, 600) def line(x1, y1, x2, y2): dy = (y2 - y1) dx = abs(x2 - x1) steep = dy > dx if steep: x1, y1 = y1, x1 x2, y2 = y2, x2 if x1 > x2: x1, x2 = x2, x1 y1, y2 = y2, y1 dy = abs(y2 - y1) dx = abs(x2 - x1) offset = 0 threshold = 1 * dx y = y1 for x in range(x1, x2): if steep: r.point(y, x)
#Andree Toledo 18439 #Laboratorio Filling polygon from gl import Render BLACK = (0, 0, 0) render = Render() render.glCreateWindow(900, 500) # Screen size render.glClearColor(0, 0, 0) # Black # Rendering polygons render.glColor(0.39, 0.72, 1) # BLUE render.glDrawPolygon([(165, 380), (185, 360), (180, 330), (207, 345), (233, 330), (230, 360), (250, 380), (220, 385), (205, 410), (193, 383)]) render.glFillPolygon() render.glColor(0.39, 0.72, 1) # BLUE render.glDrawPolygon([(321, 335), (288, 286), (339, 251), (374, 302)]) render.glFillPolygon() render.glColor(0.39, 0.72, 1) # BLUE render.glDrawPolygon([(377, 249), (411, 197), (436, 249)]) render.glFillPolygon() render.glColor(0.88, 0.25, 0.01) # RED render.glDrawPolygon([(413, 177), (448, 159), (502, 88), (553, 53), (535, 36), (676, 37), (660, 52), (750, 145), (761, 179), (672, 192), (659, 214), (615, 214), (632, 230), (580, 230), (597, 215), (552, 214), (517, 144), (466, 180)])
# # César Rodas # 16776 ## from gl import Render, color, V2, V3 from obj import Obj, Texture from shaders import * r = Render() r.glCreateWindow(1280, 720) # # Se carga el fondo de pantalla # imagen: fondo.bmp # print( 'Se va a cargar una escena, esta operación puede tardar unos minutos...\n') print('Cargando fondo de la escena...') fondo = Texture('./models/fondo.bmp') r.pixels = fondo.pixels print('Fondo cargado...') # # se agrega la camara # se setea la posición inicial de los modelos respecto a la cámara # posModel = V3(0, 0, 200) r.lookAt(posModel, V3(0, 0, 5)) #5,5,0 #
from gl import Render, color, V2, V3 from obj import Obj, Texture from shaders import * r = Render() r.glCreateWindow(500, 500) r.active_texture = Texture('./models/model.bmp') r.active_shader = gourad posModel = V3(0, 3, 0) r.lookAt(posModel, V3(0, 0, -5)) r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0)) r.glFinish('high_angle.bmp') r.glClear() posModel = V3(0, -3, 0) r.lookAt(posModel, V3(0, 0, -5)) r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0)) r.glFinish('low_angle.bmp') r.glClear() posModel = V3(0, 0, 0) r.lookAt(posModel, V3(0, 0, -5)) r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0)) r.glFinish('medium_angle.bmp') r.glClear()
from gl import Render, color r = Render() r.glCreateWindow(20,10) r.glColor(0,1,1) r.glClearColor(1,0,0) r.glClear() r.glViewPort(3,1,10, 4) r.glVertex(-1,-1) r.glVertex(1,1) r.glVertex(-1,1) r.glVertex(0,0) r.glVertex(1,-1) r.glVertex(-1,0) r.glVertex(1,0) r.glFinish('output.bmp')
from gl import Render from gl import color bmpFile = Render() bmpFile.glCreateWindow(800, 600) # Screen size bmpFile.glViewport(20, 20, 50, 150) bmpFile.glClear() bmpFile.glClearColor(0, 0, 0) # Black bmpFile.glColor(0.53, 0.80, 0.92) # Added random color bmpFile.glVertex(-1, -1) # Point on left lower corner bmpFile.glVertex(0, 0) # Point on center bmpFile.glVertex(1, 1) # Point on right upper corner bmpFile.glFinish()