def drawSelf(self): point = self.sceneNode.point if point is None: return r, g, b, a = self.sceneNode.color box = BoundingBox(point, (1, 1, 1)) with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT | GL.GL_POLYGON_BIT): GL.glDepthMask(False) GL.glEnable(GL.GL_BLEND) GL.glPolygonOffset(DepthOffsets.SelectionCursor, DepthOffsets.SelectionCursor) # Highlighted face GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) GL.glColor(r, g, b, a) cubes.drawFace(box, self.sceneNode.face) # Wire box GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE) GL.glLineWidth(3.0) GL.glColor(1., 1., 1., a) cubes.drawBox(box) GL.glLineWidth(1.0) GL.glColor(0.2, 0.2, 0.2, a) cubes.drawBox(box)
def drawBoxFace(self, box, face, color=(0.9, 0.6, 0.2, 0.5)): GL.glEnable(GL.GL_BLEND) GL.glColor(*color) cubes.drawFace(box, face) GL.glColor(0.9, 0.6, 0.2, 0.8) GL.glLineWidth(2.0) cubes.drawFace(box, face, elementType=GL.GL_LINE_STRIP) GL.glDisable(GL.GL_BLEND)
def drawSelf(self): box = self.sceneNode.selectionBox if box is None: return alpha = 0.3 r, g, b = self.sceneNode.color with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT): GL.glDisable(GL.GL_DEPTH_TEST) GL.glDepthMask(False) GL.glEnable(GL.GL_BLEND) GL.glPolygonOffset(self.sceneNode.depth, self.sceneNode.depth) GL.glColor(r, g, b, alpha) cubes.drawFace(box, self.sceneNode.face)
def drawSelf(self): box = self.sceneNode.selectionBox if box is None: return alpha = 0.16 r, g, b = self.sceneNode.color with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT | GL.GL_LINE_BIT): GL.glDisable(GL.GL_DEPTH_TEST) GL.glDepthMask(False) GL.glEnable(GL.GL_BLEND) GL.glPolygonOffset(self.sceneNode.depth, self.sceneNode.depth) GL.glColor(1.0, 1.0, 1.0, 1.0) GL.glLineWidth(2.0) cubes.drawFace(box, self.sceneNode.face, GL.GL_LINE_STRIP) GL.glColor(r, g, b, alpha) GL.glEnable(GL.GL_DEPTH_TEST) cubes.drawFace(box, self.sceneNode.face)
def drawSelf(self): box = self.sceneNode.selectionBox if box is None: return with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT | GL.GL_LINE_BIT): GL.glDisable(GL.GL_DEPTH_TEST) GL.glDepthMask(False) GL.glEnable(GL.GL_BLEND) GL.glPolygonOffset(self.sceneNode.depth, self.sceneNode.depth) r, g, b, a = self.sceneNode.wireColor GL.glColor(r, g, b, a) GL.glLineWidth(3.0) cubes.drawFace(box, self.sceneNode.face, GL.GL_LINE_STRIP) r, g, b, a = self.sceneNode.color GL.glColor(r, g, b, a) GL.glEnable(GL.GL_DEPTH_TEST) cubes.drawFace(box, self.sceneNode.face)
def drawSelf(self): point = self.sceneNode.point if point is None: return selectionColor = map(lambda a: a * a * a * a, self.sceneNode.color) r, g, b = selectionColor alpha = 0.3 box = BoundingBox(point, (1, 1, 1)) with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT | GL.GL_ENABLE_BIT): GL.glDepthMask(False) GL.glEnable(GL.GL_BLEND) GL.glPolygonOffset(DepthOffset.SelectionCursor, DepthOffset.SelectionCursor) # Wire box GL.glColor(1., 1., 1., alpha) cubes.drawBox(box, cubeType=GL.GL_LINES) # Highlighted face GL.glColor(r, g, b, alpha) cubes.drawFace(box, self.sceneNode.face)