def gl_enable_depth(z_near, z_far): gl.glDepthRange(z_near, z_far) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_CULL_FACE)
def _gl_enable_depth(): gl.glDepthRange(0.0, 1000.0) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE)
def init_gl(self): """ Perform the magic incantations to create an OpenGL scene. """ # the background color gl.glClearColor(.97, .97, .97, 1.0) max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) # put the light at one corner of the scenes AABB gl.glLightfv( gl.GL_LIGHT0, gl.GL_POSITION, rendering.vector_to_gl(np.append(self.scene.bounds[1], 0))) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, rendering.vector_to_gl(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, rendering.vector_to_gl(1, 1, 1, .75)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, rendering.vector_to_gl(.1, .1, .1, .2)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) gl.glLineWidth(1.5) gl.glPointSize(4)
def _gl_enable_depth(camera): """ Enable depth test in OpenGL using distances from `scene.camera`. """ # set the culling depth from our camera object gl.glDepthRange(camera.z_near, camera.z_far) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE)
def init_gl(self, on_init=None, **kwargs): gl.glClearColor(.97, .97, .97, 1.0) max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) # put the light at one corner of the scenes AABB gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(np.append(self.scene.bounds[1], 0))) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, .75)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, _gl_vector(.1, .1, .1, .2)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, _gl_vector(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, _gl_vector(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, _gl_vector(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) gl.glLineWidth(1.5) gl.glPointSize(4) if on_init: on_init(gl, **kwargs)
def init_gl(self): """ Perform the magic incantations to create an OpenGL scene. """ # default background color is white-ish background = [.99, .99, .99, 1.0] # if user passed a background color use it if 'background' in self.kwargs: try: # convert to (4,) uint8 RGBA background = to_rgba(self.kwargs['background']) # convert to 0.0 - 1.0 float background = background.astype(np.float64) / 255.0 except BaseException: log.error('background color wrong!', exc_info=True) # apply the background color gl.glClearColor(*background) max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) # put the light at one corner of the scenes AABB gl.glLightfv( gl.GL_LIGHT0, gl.GL_POSITION, rendering.vector_to_gl(np.append(self.scene.bounds[1], 0))) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, rendering.vector_to_gl(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, rendering.vector_to_gl(1, 1, 1, .75)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, rendering.vector_to_gl(.1, .1, .1, .2)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) gl.glLineWidth(1.5) gl.glPointSize(4)
def init_gl(self): """ Perform the magic incantations to create an OpenGL scene using pyglet. """ # default background color is white-ish background = [.99, .99, .99, 1.0] # if user passed a background color use it if 'background' in self.kwargs: try: # convert to (4,) uint8 RGBA background = to_rgba(self.kwargs['background']) # convert to 0.0 - 1.0 float background = background.astype(np.float64) / 255.0 except BaseException: log.error('background color set but wrong!', exc_info=True) # apply the background color gl.glClearColor(*background) # find the maximum depth based on # maximum length of scene AABB max_depth = (np.abs(self.scene.bounds).max(axis=1) ** 2).sum() ** .5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) # do some openGL things gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl( 0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl( 0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl( .5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) # enable blending for transparency gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # make the lines from Path3D objects less ugly gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) # set the width of lines to 1.5 pixels gl.glLineWidth(1.5) # set PointCloud markers to 4 pixels in size gl.glPointSize(4) # set up the viewer lights using self.scene self.update_lighting()