def display(self): GL.glClearColor( 0.0, 0.0, 0.0, 0.0) GL.glClear( GL.GL_COLOR_BUFFER_BIT) GL.glColor3f( 1.0,1.0,0.0) self.x = self.x + self.move_x self.y = self.y + self.move_y self.age = self.age + 1 which = Numeric.greater( self.age, MAX_AGE) self.x = Numeric.choose( which, (self.x, RandomArray.random( NUMDOTS))) selfy = Numeric.choose( which, (self.y, RandomArray.random( NUMDOTS))) self.age = Numeric.choose( which, (self.age, 0)) self.x = Numeric.choose( Numeric.greater( self.x, 1.0), (self.x, self.x - 1.0)) self.y = Numeric.choose( Numeric.greater( self.y, 1.0), (self.y, self.y - 1.0)) x2 = RandomArray.random( NUMDOTS2) y2 = RandomArray.random( NUMDOTS2) v = Numeric.concatenate( (Numeric.transpose( Numeric.array( [self.x, self.y])), Numeric.transpose( Numeric.array( [self.x - 0.005, self.y + 0.005])), Numeric.transpose( Numeric.array( [self.x + 0.005, self.y - 0.005])), Numeric.transpose( Numeric.array( [x2, y2])))) #from opengltk.util import GLdouble #av = bufarray.readArray( v, GLdouble) #GL.glVertexPointer( 2, av) GL.glVertexPointer( 2, v) GL.glEnableClientState( GL.GL_VERTEX_ARRAY) #glplus.DrawArrays( GL.POINTS, len( av)) from opengltk import glplus glplus.DrawArrays( GL.GL_POINTS, len( v)) #GL.glDisableClientState( GL.VERTEX_ARRAY) GL.glFlush() GLUT.glutSwapBuffers()
def display(self): GL.glClear( GL.GL_COLOR_BUFFER_BIT) GL.glColor3f( 1.0, 1.0, 1.0) GL.glLoadIdentity() # clear the matrix # viewing transformation GLU.gluLookAt( 0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) GL.glScalef( 1.0, 2.0, 1.0) # modeling transformation GLUT.glutWireCube( 1.0) GL.glFlush()
def redraw(self): """ redraw the Material editor opengl sphere that shows the effect of the modifications """ if __debug__: if hasattr(DejaVu, 'functionName'): DejaVu.functionName() self.tk.call(self._w, 'makecurrent') GL.glClearColor(0, 0, 0, 0) self.initProjection() self.Configure() GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) """ draw the black background squares """ GL.glDisable(GL.GL_LIGHTING) GL.glColor3f(0.1, 0.1, 0.1) GL.glBegin(GL.GL_QUADS) GL.glVertex3f(-2, 0, 2) GL.glVertex3f(-2, 2, 2) GL.glVertex3f(0, 2, 2) GL.glVertex3f(0, 0, 2) GL.glEnd() GL.glBegin(GL.GL_QUADS) GL.glVertex3f(0, -2, 2) GL.glVertex3f(0, 0, 2) GL.glVertex3f(2, 0, 2) GL.glVertex3f(2, -2, 2) GL.glEnd() """ draw the grey background squares """ GL.glColor3f(0.3, 0.3, 0.3) GL.glBegin(GL.GL_QUADS) GL.glVertex3f(-2, -2, 2) GL.glVertex3f(-2, 0, 2) GL.glVertex3f(0, 0, 2) GL.glVertex3f(0, -2, 2) GL.glEnd() GL.glBegin(GL.GL_QUADS) GL.glVertex3f(0, 0, 2) GL.glVertex3f(0, 2, 2) GL.glVertex3f(2, 2, 2) GL.glVertex3f(2, 0, 2) GL.glEnd() """ enable the sphere transparancy """ GL.glEnable(GL.GL_BLEND) GL.glDepthMask(GL.GL_FALSE) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) """ draw the sphere """ #GL.glEnable(GL.GL_LIGHTING) if self.viewer is not None: self.viewer.enableOpenglLighting() self.setMaterial() extractedGlutSolidSphere(1.6, 30, 30, 0)
def display(self): GL.glClear(GL.GL_COLOR_BUFFER_BIT) # select white for all lines GL.glColor3f(1.0, 1.0, 1.0) # in 1st row, 3 lines, each with a different stipple GL.glEnable(GL.GL_LINE_STIPPLE) GL.glLineStipple(1, 0x0101) # dotted self.drawOneLine(50.0, 125.0, 150.0, 125.0) GL.glLineStipple(1, 0x00FF) # dashed self.drawOneLine(150.0, 125.0, 250.0, 125.0) GL.glLineStipple(1, 0x1C47) # dash/dot/dash self.drawOneLine(250.0, 125.0, 350.0, 125.0) # in 2nd row, 3 wide lines, each with different stipple GL.glLineWidth(5.0) GL.glLineStipple(1, 0x0101) # dotted self.drawOneLine(50.0, 100.0, 150.0, 100.0) GL.glLineStipple(1, 0x00FF) # dashed self.drawOneLine(150.0, 100.0, 250.0, 100.0) GL.glLineStipple(1, 0x1C47) # dash/dot/dash self.drawOneLine(250.0, 100.0, 350.0, 100.0) GL.glLineWidth(1.0) # in 3rd row, 6 lines, with dash/dot/dash stipple # as part of a single connected line strip GL.glLineStipple(1, 0x1C47) # dash/dot/dash GL.glBegin(GL.GL_LINE_STRIP) try: for i in range(0, 7): GL.glVertex2f(50.0 + (i * 50.0), 75.0) finally: GL.glEnd() # in 4th row, 6 independent lines with same stipple */ for i in range(0, 6): self.drawOneLine(50.0 + (i * 50.0), 50.0, 50.0 + ((i + 1) * 50.0), 50.0) # in 5th row, 1 line, with dash/dot/dash stipple # and a stipple repeat factor of 5 GL.glLineStipple(5, 0x1C47) # dash/dot/dash self.drawOneLine(50.0, 25.0, 350.0, 25.0) GL.glDisable(GL.GL_LINE_STIPPLE) GL.glFlush()
def DrawStuff (): GL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) # set up some matrices so that the object spins with the mouse GL.glPushMatrix () GL.glTranslatef (0.0, 0.0, -80.0) GL.glRotatef (lastx, 0.0, 1.0, 0.0) GL.glRotatef (lasty, 1.0, 0.0, 0.0) # Phew. FINALLY, Draw the polycylinder -- #gle.glePolyCylinder (NPTS, points, colors, 2.3) gle.glePolyCylinder (points, colors, 2.3) GL.glPopMatrix () GLUT.glutSwapBuffers ()
def display(self): GL.glClear( GL.GL_COLOR_BUFFER_BIT) # select white for all lines GL.glColor3f( 1.0, 1.0, 1.0) # in 1st row, 3 lines, each with a different stipple GL.glEnable( GL.GL_LINE_STIPPLE) GL.glLineStipple( 1, 0x0101) # dotted self.drawOneLine( 50.0, 125.0, 150.0, 125.0) GL.glLineStipple( 1, 0x00FF) # dashed self.drawOneLine( 150.0, 125.0, 250.0, 125.0); GL.glLineStipple( 1, 0x1C47) # dash/dot/dash self.drawOneLine( 250.0, 125.0, 350.0, 125.0) # in 2nd row, 3 wide lines, each with different stipple GL.glLineWidth( 5.0) GL.glLineStipple( 1, 0x0101) # dotted self.drawOneLine( 50.0, 100.0, 150.0, 100.0) GL.glLineStipple( 1, 0x00FF) # dashed self.drawOneLine( 150.0, 100.0, 250.0, 100.0) GL.glLineStipple( 1, 0x1C47) # dash/dot/dash self.drawOneLine( 250.0, 100.0, 350.0, 100.0) GL.glLineWidth( 1.0) # in 3rd row, 6 lines, with dash/dot/dash stipple # as part of a single connected line strip GL.glLineStipple( 1, 0x1C47) # dash/dot/dash GL.glBegin( GL.GL_LINE_STRIP) try: for i in range( 0, 7): GL.glVertex2f( 50.0 + (i * 50.0), 75.0) finally: GL.glEnd() # in 4th row, 6 independent lines with same stipple */ for i in range( 0, 6): self.drawOneLine( 50.0 + (i * 50.0), 50.0, 50.0 + ((i+1) * 50.0), 50.0) # in 5th row, 1 line, with dash/dot/dash stipple # and a stipple repeat factor of 5 GL.glLineStipple( 5, 0x1C47) # dash/dot/dash self.drawOneLine( 50.0, 25.0, 350.0, 25.0) GL.glDisable( GL.GL_LINE_STIPPLE) GL.glFlush()
def redraw(self): """ redraw the Material editor opengl sphere that shows the effect of the modifications """ if __debug__: if hasattr(DejaVu, 'functionName'): DejaVu.functionName() self.tk.call(self._w, 'makecurrent') GL.glClearColor(0,0,0,0) self.initProjection() self.Configure() GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) """ draw the black background squares """ GL.glDisable( GL.GL_LIGHTING ) GL.glColor3f( 0.1, 0.1, 0.1 ) GL.glBegin(GL.GL_QUADS) GL.glVertex3f(-2, 0, 2); GL.glVertex3f(-2, 2, 2) GL.glVertex3f( 0, 2, 2); GL.glVertex3f( 0, 0, 2) GL.glEnd() GL.glBegin(GL.GL_QUADS) GL.glVertex3f( 0,-2, 2); GL.glVertex3f( 0, 0, 2) GL.glVertex3f( 2, 0, 2); GL.glVertex3f( 2,-2, 2) GL.glEnd() """ draw the grey background squares """ GL.glColor3f( 0.3, 0.3, 0.3 ) GL.glBegin(GL.GL_QUADS) GL.glVertex3f(-2,-2, 2); GL.glVertex3f(-2, 0, 2) GL.glVertex3f( 0, 0, 2); GL.glVertex3f( 0,-2, 2) GL.glEnd() GL.glBegin(GL.GL_QUADS) GL.glVertex3f( 0, 0, 2); GL.glVertex3f( 0, 2, 2) GL.glVertex3f( 2, 2, 2); GL.glVertex3f( 2, 0, 2) GL.glEnd() """ enable the sphere transparancy """ GL.glEnable(GL.GL_BLEND) GL.glDepthMask(GL.GL_FALSE) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) """ draw the sphere """ #GL.glEnable(GL.GL_LIGHTING) if self.viewer is not None: self.viewer.enableOpenglLighting() self.setMaterial() extractedGlutSolidSphere(1.6, 30, 30, 0)
def Draw(self): GL.glEnable(GL.GL_DEPTH_TEST) GL.glClear(GL.GL_STENCIL_BUFFER_BIT) GL.glDisable(GL.GL_FOG) #GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) OpenCSG.render(self.primitives, self.algo, self.depthalgo) GL.glDepthFunc(GL.GL_EQUAL) # FIXME should only enable fog if it is on in camera GL.glEnable(GL.GL_FOG) self.SetupGL() for p in self.pyprimitives: p.render() GL.glDepthFunc(GL.GL_LESS)
def Draw(self): GL.glEnable(GL.GL_DEPTH_TEST); GL.glClear( GL.GL_STENCIL_BUFFER_BIT) GL.glDisable(GL.GL_FOG) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) OpenCSG.render(self.primitives, self.algo, self.depthalgo) GL.glDepthFunc(GL.GL_EQUAL) # FIXME should only enable fog if it is on in camera GL.glEnable(GL.GL_FOG) self.SetupGL() for p in self.pyprimitives: p.render() GL.glDepthFunc(GL.GL_LESS);
def redraw(self, event=None, filter=None): if self.imarray is None: return if filter: self.master.lift() GL.glConvolutionFilter2D(GL.GL_CONVOLUTION_2D, GL.GL_LUMINANCE, 3, 3, GL.GL_LUMINANCE, GL.GL_FLOAT, filter) ## GL.glConvolutionParameterfv(GL.GL_CONVOLUTION_2D, ## GL.GL_CONVOLUTION_FILTER_SCALE, ## (3., 3.,3.,3.)) ## s= self.scale ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_RED_SCALE, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_BLUE_SCALE, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_GREEN_SCALE, s) ## s = self.bias ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_RED_BIAS, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_BLUE_BIAS, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_GREEN_BIAS, s) ## GL.GL_CONVOLUTION_FILTER_SCALE, ## (3., 3.,3.,3.)) ## GL.glConvolutionParameteriv(GL.GL_CONVOLUTION_2D, ## GL.GL_CONVOLUTION_FILTER_BIAS, ## (1500, 1500, 1500, 1500)) GL.glEnable(GL.GL_CONVOLUTION_2D) self.tk.call(self._w, 'makecurrent') GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glRasterPos2i( 0, 0) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) if self.mode=='RGB': _gllib.glDrawPixels( self.width, self.height, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self.imarray) elif self.mode in ['L','P']: _gllib.glDrawPixels( self.width, self.height, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, self.imarray) GL.glDisable(GL.GL_CONVOLUTION_2D)
def redraw(self, event=None, filter=None): if self.imarray is None: return if filter: self.master.lift() GL.glConvolutionFilter2D(GL.GL_CONVOLUTION_2D, GL.GL_LUMINANCE, 3, 3, GL.GL_LUMINANCE, GL.GL_FLOAT, filter) ## GL.glConvolutionParameterfv(GL.GL_CONVOLUTION_2D, ## GL.GL_CONVOLUTION_FILTER_SCALE, ## (3., 3.,3.,3.)) ## s= self.scale ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_RED_SCALE, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_BLUE_SCALE, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_GREEN_SCALE, s) ## s = self.bias ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_RED_BIAS, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_BLUE_BIAS, s) ## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_GREEN_BIAS, s) ## GL.GL_CONVOLUTION_FILTER_SCALE, ## (3., 3.,3.,3.)) ## GL.glConvolutionParameteriv(GL.GL_CONVOLUTION_2D, ## GL.GL_CONVOLUTION_FILTER_BIAS, ## (1500, 1500, 1500, 1500)) GL.glEnable(GL.GL_CONVOLUTION_2D) self.tk.call(self._w, 'makecurrent') GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glRasterPos2i(0, 0) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1) if self.mode == 'RGB': _gllib.glDrawPixels(self.width, self.height, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self.imarray) elif self.mode in ['L', 'P']: _gllib.glDrawPixels(self.width, self.height, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, self.imarray) GL.glDisable(GL.GL_CONVOLUTION_2D)
def display(self): GL.glClear(GL.GL_COLOR_BUFFER_BIT) self.triangle() GL.glFlush()
def redraw(self): GL.glColor3f( 0., 0., 0. ) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)