Exemple #1
0
    def render_obj(self):
        logger.info(' === render === ')
        sc = self.scene

        if self.do_vbo:
            glEnableClientState( GL_VERTEX_ARRAY )
            glEnableClientState( GL_NORMAL_ARRAY )

            glBindBufferARB( GL_ARRAY_BUFFER_ARB, self.VBO_vertex )
            glVertexPointer( 3, GL_FLOAT, 0, None )

            if self.do_lighting:
                glBindBufferARB( GL_ARRAY_BUFFER_ARB, self.VBO_normal )
                glNormalPointer( GL_FLOAT, 0, None )

            glDrawArrays( GL_TRIANGLES, 0, self.vbo_array_size )

            glDisableClientState( GL_VERTEX_ARRAY )
            glDisableClientState( GL_NORMAL_ARRAY ) 

        if self.do_immediate_mode:
            glBegin(GL_TRIANGLES)

            # Factorisation might be bad for performances
            def send_point_to_gl(p):
                # Order: texture, normal, points
                if False and p.coord_mapping:
                    glTexCoord2f(*p.coord_mapping)
                if p.normal:
                    glNormal3f(*p.normal)
                glVertex3f(*p)

            for j in xrange(len(sc.faces)):
                t = sc.faces[j]
                p1 = sc.points[t[0]]
                p2 = sc.points[t[1]]
                p3 = sc.points[t[2]]

                n = sc.faces_normals[j]
                n1 = sc.normals[n[0]]
                n2 = sc.normals[n[1]]
                n3 = sc.normals[n[2]]

                glNormal3f(*n1)
                glVertex3f(*p1)
                glNormal3f(*n2)
                glVertex3f(*p2)
                glNormal3f(*n3)
                glVertex3f(*p3)

            glEnd()

        display_normals = False
        if display_normals:
            if self.normal_dl is not None:
                glCallList(self.normal_dl)
            else:
                self.normal_dl = glGenLists(1)
                glNewList(self.normal_dl, GL_COMPILE)

                glBegin(GL_LINES)
                glColor3f(0.0, 0.0, 1.0)

                def draw_normal(p, n):
                    glVertex3fv(p)
                    N = map(lambda x, y: x + y, p, n)
                    glVertex3fv(N)

                for j, t in enumerate(sc.faces):
                    p1 = sc.points[t[0]]
                    p2 = sc.points[t[1]]
                    p3 = sc.points[t[2]]

                    n1 = sc.normals[j][0]
                    n2 = sc.normals[j][1]
                    n3 = sc.normals[j][2]
                    
                    draw_normal(p1, n1)
                    draw_normal(p2, n2)
                    draw_normal(p3, n3)

                glEnd()
                glEndList()
                glCallList(self.normal_dl)
Exemple #2
0
    def render_obj(self):
        logger.info(' === render === ')
        sc = self.scene

        if self.do_vbo:
            glEnableClientState(GL_VERTEX_ARRAY)
            glEnableClientState(GL_NORMAL_ARRAY)

            glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.VBO_vertex)
            glVertexPointer(3, GL_FLOAT, 0, None)

            if self.do_lighting:
                glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.VBO_normal)
                glNormalPointer(GL_FLOAT, 0, None)

            glDrawArrays(GL_TRIANGLES, 0, self.vbo_array_size)

            glDisableClientState(GL_VERTEX_ARRAY)
            glDisableClientState(GL_NORMAL_ARRAY)

        if self.do_immediate_mode:
            glBegin(GL_TRIANGLES)

            # Factorisation might be bad for performances
            def send_point_to_gl(p):
                # Order: texture, normal, points
                if False and p.coord_mapping:
                    glTexCoord2f(*p.coord_mapping)
                if p.normal:
                    glNormal3f(*p.normal)
                glVertex3f(*p)

            for j in xrange(len(sc.faces)):
                t = sc.faces[j]
                p1 = sc.points[t[0]]
                p2 = sc.points[t[1]]
                p3 = sc.points[t[2]]

                n = sc.faces_normals[j]
                n1 = sc.normals[n[0]]
                n2 = sc.normals[n[1]]
                n3 = sc.normals[n[2]]

                glNormal3f(*n1)
                glVertex3f(*p1)
                glNormal3f(*n2)
                glVertex3f(*p2)
                glNormal3f(*n3)
                glVertex3f(*p3)

            glEnd()

        display_normals = False
        if display_normals:
            if self.normal_dl is not None:
                glCallList(self.normal_dl)
            else:
                self.normal_dl = glGenLists(1)
                glNewList(self.normal_dl, GL_COMPILE)

                glBegin(GL_LINES)
                glColor3f(0.0, 0.0, 1.0)

                def draw_normal(p, n):
                    glVertex3fv(p)
                    N = map(lambda x, y: x + y, p, n)
                    glVertex3fv(N)

                for j, t in enumerate(sc.faces):
                    p1 = sc.points[t[0]]
                    p2 = sc.points[t[1]]
                    p3 = sc.points[t[2]]

                    n1 = sc.normals[j][0]
                    n2 = sc.normals[j][1]
                    n3 = sc.normals[j][2]

                    draw_normal(p1, n1)
                    draw_normal(p2, n2)
                    draw_normal(p3, n3)

                glEnd()
                glEndList()
                glCallList(self.normal_dl)
Exemple #3
0
    def setup_vbo(self):
        glInitVertexBufferObjectARB()
        self.VBO_vertex = int(glGenBuffersARB(1))					# Get A Valid Name
        self.VBO_normal = int(glGenBuffersARB(1))					# Get A Valid Name

        # Load The Data
        sc = self.scene
        self.vbo_array_size = len(sc.faces) * 3
        vertices = Numeric.zeros ( (self.vbo_array_size, 3), 'f')

        if self.do_lighting:
            normals = Numeric.zeros ( (self.vbo_array_size, 3), 'f')
            if not sc.normals:
                print 'compute normals'
                from geom_ops import compute_normals
                sc.normals, sc.faces_normals = compute_normals(sc)

        i = 0
        for j in xrange(len(sc.faces)):
            t = sc.faces[j]
            p1 = sc.points[t[0]]
            p2 = sc.points[t[1]]
            p3 = sc.points[t[2]]

            vertices [i, 0] = p1[0]
            vertices [i, 1] = p1[1]
            vertices [i, 2] = p1[2]

            vertices [i+1, 0] = p2[0]
            vertices [i+1, 1] = p2[1]
            vertices [i+1, 2] = p2[2]

            vertices [i+2, 0] = p3[0]
            vertices [i+2, 1] = p3[1]
            vertices [i+2, 2] = p3[2]

            # print p1, p2, p3

            if self.do_lighting:
                n = sc.faces_normals[j]
                n1 = sc.normals[n[0]]
                n2 = sc.normals[n[1]]
                n3 = sc.normals[n[2]]

                normals [i, 0] = n1[0]
                normals [i, 1] = n1[1]
                normals [i, 2] = n1[2]

                normals [i+1, 0] = n2[0]
                normals [i+1, 1] = n2[1]
                normals [i+1, 2] = n2[2]

                normals [i+2, 0] = n3[0]
                normals [i+2, 1] = n3[1]
                normals [i+2, 2] = n3[2]

            i += 3

        glBindBufferARB( GL_ARRAY_BUFFER_ARB, self.VBO_vertex )
        glBufferDataARB( GL_ARRAY_BUFFER_ARB, vertices, GL_STATIC_DRAW_ARB );

        if self.do_lighting:
            glBindBufferARB( GL_ARRAY_BUFFER_ARB, self.VBO_normal )
            glBufferDataARB( GL_ARRAY_BUFFER_ARB, normals, GL_STATIC_DRAW_ARB );

        if self.gpu_info:
            print glGetString (GL_VENDOR)
            print glGetString (GL_RENDERER)
            print glGetString (GL_VERSION)
            Extensions = glGetString (GL_EXTENSIONS)
            for ext in Extensions.split():
                print ext

        return self.VBO_vertex, self.VBO_normal
Exemple #4
0
    def setup_vbo(self):
        glInitVertexBufferObjectARB()
        self.VBO_vertex = int(glGenBuffersARB(1))  # Get A Valid Name
        self.VBO_normal = int(glGenBuffersARB(1))  # Get A Valid Name

        # Load The Data
        sc = self.scene
        self.vbo_array_size = len(sc.faces) * 3
        vertices = Numeric.zeros((self.vbo_array_size, 3), 'f')

        if self.do_lighting:
            normals = Numeric.zeros((self.vbo_array_size, 3), 'f')
            if not sc.normals:
                print 'compute normals'
                from geom_ops import compute_normals
                sc.normals, sc.faces_normals = compute_normals(sc)

        i = 0
        for j in xrange(len(sc.faces)):
            t = sc.faces[j]
            p1 = sc.points[t[0]]
            p2 = sc.points[t[1]]
            p3 = sc.points[t[2]]

            vertices[i, 0] = p1[0]
            vertices[i, 1] = p1[1]
            vertices[i, 2] = p1[2]

            vertices[i + 1, 0] = p2[0]
            vertices[i + 1, 1] = p2[1]
            vertices[i + 1, 2] = p2[2]

            vertices[i + 2, 0] = p3[0]
            vertices[i + 2, 1] = p3[1]
            vertices[i + 2, 2] = p3[2]

            # print p1, p2, p3

            if self.do_lighting:
                n = sc.faces_normals[j]
                n1 = sc.normals[n[0]]
                n2 = sc.normals[n[1]]
                n3 = sc.normals[n[2]]

                normals[i, 0] = n1[0]
                normals[i, 1] = n1[1]
                normals[i, 2] = n1[2]

                normals[i + 1, 0] = n2[0]
                normals[i + 1, 1] = n2[1]
                normals[i + 1, 2] = n2[2]

                normals[i + 2, 0] = n3[0]
                normals[i + 2, 1] = n3[1]
                normals[i + 2, 2] = n3[2]

            i += 3

        glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.VBO_vertex)
        glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertices, GL_STATIC_DRAW_ARB)

        if self.do_lighting:
            glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.VBO_normal)
            glBufferDataARB(GL_ARRAY_BUFFER_ARB, normals, GL_STATIC_DRAW_ARB)

        if self.gpu_info:
            print glGetString(GL_VENDOR)
            print glGetString(GL_RENDERER)
            print glGetString(GL_VERSION)
            Extensions = glGetString(GL_EXTENSIONS)
            for ext in Extensions.split():
                print ext

        return self.VBO_vertex, self.VBO_normal