Exemple #1
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    def __generate_shadows(self):
        """Generate shadow matrix for rotated model."""
        glDisable(GL_CULL_FACE)
        glEnable(GL_POLYGON_OFFSET_FILL)
        glPolygonOffset(3, 0)

        self.__sh.change_shader(vertex=1, fragment=1)
        self.__prepare_shaders(self.__model_matrix, self.__light_matrix, True)
        self.__sh.bind_fbo()
        glClear(GL_DEPTH_BUFFER_BIT)
        glDrawElements(GL_TRIANGLES, View.__triangles.size,
                       GL_UNSIGNED_SHORT, View.__triangles)
        glFinish()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        self.__sh.clear()
Exemple #2
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    def __generate_shadows(self):
        """Generate shadow matrix for rotated model."""
        glDisable(GL_CULL_FACE)
        glEnable(GL_POLYGON_OFFSET_FILL)
        glPolygonOffset(3, 0)

        self.__sh.change_shader(vertex=1, fragment=1)
        self.__prepare_shaders(self.__model_matrix, self.__light_matrix, True)
        self.__sh.bind_fbo()
        glClear(GL_DEPTH_BUFFER_BIT)
        glDrawElements(GL_TRIANGLES, View.__triangles.size, GL_UNSIGNED_SHORT,
                       View.__triangles)
        glFinish()
        glBindFramebuffer(GL_FRAMEBUFFER, 0)
        self.__sh.clear()
Exemple #3
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    def drawGround(self):
        GROUND_SIZE = 1000
        glColor3f(0.9, 0.9, 0.9)
        glPushAttrib(GL_POLYGON_BIT)
        glEnable(GL_POLYGON_OFFSET_FILL)
        glPolygonOffset(2.0, 2.0)

        glDisable(GL_COLOR_MATERIAL)
        glPushMatrix()
        glTranslatef(0, 0, 0)
        glScalef(GROUND_SIZE, GROUND_SIZE, 1.0)
        glBegin(GL_QUADS)
        glVertex2d(1, 1)
        glVertex2d(1, -1)
        glVertex2d(-1, -1)
        glVertex2d(-1, 1)
        glEnd()
        glPopMatrix()
        glPopAttrib()
Exemple #4
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def startPatternedDrawing(highlight=False, select=False):
    """
    Start drawing with a patterned style, if either highlight or select is
    passed as True, and the corresponding preference is set to select a
    patterned drawing style.

    This is common code for two different prefs keys, each of which has its own
    set of settings constants...

    Return value is True if one of the patterned styles is selected.
    """
    (key, style, solid, pattern, edges, halos) = \
          _decodePatternPrefs(highlight, select)

    if solid:
        # Nothing to do here for solid colors.
        return False

    # Set up stipple-patterned drawing styles.
    if pattern is not None:
        glEnable(GL_POLYGON_STIPPLE)
        glPolygonStipple(pattern)
        return True

    # Both polygon edges and halos are drawn in line-mode.
    if edges or halos:
        glPolygonMode(GL_FRONT, GL_LINE)
        glPolygonMode(GL_BACK, GL_LINE)

        if halos:
            # Draw wide, unshaded lines, offset a little bit away from the
            # viewer so that only the silhouette edges are visible.
            glDisable(GL_LIGHTING)
            glLineWidth(env.prefs[haloWidth_prefs_key])
            glEnable(GL_POLYGON_OFFSET_LINE)
            glPolygonOffset(0.0, 5.e4)  # Constant offset.
            pass

        pass
    return True
def startPatternedDrawing(highlight = False, select = False):
    """
    Start drawing with a patterned style, if either highlight or select is
    passed as True, and the corresponding preference is set to select a
    patterned drawing style.

    This is common code for two different prefs keys, each of which has its own
    set of settings constants...

    Return value is True if one of the patterned styles is selected.
    """
    (key, style, solid, pattern, edges, halos) = \
          _decodePatternPrefs(highlight, select)

    if solid:
        # Nothing to do here for solid colors.
        return False

    # Set up stipple-patterned drawing styles.
    if pattern is not None:
        glEnable(GL_POLYGON_STIPPLE)
        glPolygonStipple(pattern)
        return True

    # Both polygon edges and halos are drawn in line-mode.
    if edges or halos:
        glPolygonMode(GL_FRONT, GL_LINE)
        glPolygonMode(GL_BACK, GL_LINE)

        if halos:
            # Draw wide, unshaded lines, offset a little bit away from the
            # viewer so that only the silhouette edges are visible.
            glDisable(GL_LIGHTING)
            glLineWidth(env.prefs[haloWidth_prefs_key])
            glEnable(GL_POLYGON_OFFSET_LINE)
            glPolygonOffset(0.0, 5.e4) # Constant offset.
            pass

        pass
    return True
Exemple #6
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def endPatternedDrawing(highlight=False, select=False):
    """
    End drawing with a patterned style, if either highlight or select is
    passed as True, and the corresponding preference is set to select a
    patterned drawing style.

    This is common code for two different prefs keys, each of which has its own
    set of settings constants...

    Return value is True if one of the patterned styles is selected.
    """
    (key, style, solid, pattern, edges, halos) = \
          _decodePatternPrefs(highlight, select)

    if solid:
        # Nothing to do here for solid colors.
        return False

    # End stipple-patterned drawing styles.
    if pattern is not None:
        glDisable(GL_POLYGON_STIPPLE)
        return True

    # End line-mode for polygon-edges or halos styles.
    if edges or halos:
        glPolygonMode(GL_FRONT, GL_FILL)
        glPolygonMode(GL_BACK, GL_FILL)

        if halos:
            # Back to normal lighting and treatment of lines and polygons.
            glEnable(GL_LIGHTING)
            glLineWidth(1.0)
            glDisable(GL_POLYGON_OFFSET_LINE)
            glPolygonOffset(0.0, 0.0)
            pass

        pass
    return True
def endPatternedDrawing(highlight = False, select = False):
    """
    End drawing with a patterned style, if either highlight or select is
    passed as True, and the corresponding preference is set to select a
    patterned drawing style.

    This is common code for two different prefs keys, each of which has its own
    set of settings constants...

    Return value is True if one of the patterned styles is selected.
    """
    (key, style, solid, pattern, edges, halos) = \
          _decodePatternPrefs(highlight, select)

    if solid:
        # Nothing to do here for solid colors.
        return False

    # End stipple-patterned drawing styles.
    if pattern is not None:
        glDisable(GL_POLYGON_STIPPLE)
        return True

    # End line-mode for polygon-edges or halos styles.
    if edges or halos:
        glPolygonMode(GL_FRONT, GL_FILL)
        glPolygonMode(GL_BACK, GL_FILL)

        if halos:
            # Back to normal lighting and treatment of lines and polygons.
            glEnable(GL_LIGHTING)
            glLineWidth(1.0)
            glDisable(GL_POLYGON_OFFSET_LINE)
            glPolygonOffset(0.0, 0.0)
            pass

        pass
    return True
    def processFrame(self, timePassedSecs):
        """ draws a scene """

        # update the model view matrix
        self.sceneCamera.updateKeys()
        self.sceneCamera.update()

        # process queued GLObject events
        GLObject.signalsEmit()

        # enable some default scene states
        glEnable(GL_DEPTH_TEST)

        ######## SHADOW MAP RENDERING START ########

        # offset the geometry slightly to prevent z-fighting
        # note that this introduces some light-leakage artifacts
        glEnable(GL_POLYGON_OFFSET_FILL)
        glPolygonOffset(1.1, 4096.0)

        # cull front faces for shadow rendering,
        # this moves z-fighting to backfaces.
        glCullFace(GL_FRONT)
        # enable depth rendering shader.
        # FIXME: support segment geometry shader!
        #          geometry shader could change the shadow shape!
        self.depthShader.enable()

        map(_updateLightShadowMap, self.lights)
        glBindFramebuffer(GL_FRAMEBUFFER, 0)

        glDisable(GL_POLYGON_OFFSET_FILL)
        ######## SHADOW MAP RENDERING STOP ########

        #### TODO: FOG: integrate FOG ####
        glEnable(GL_FOG)
        glFogi(GL_FOG_MODE, GL_EXP2)
        # approximate the atmosphere's filtering effect as a linear function
        sunDir = array([4.0, 4.0, 4.0, 0.0], float32)  # TODO: FOG: what is the sun dir ?
        skyColor = array([0.8, sunDir[1] * 0.1 + 0.7, sunDir[1] * 0.4 + 0.5, 1.0], float32)
        glClearColor(*skyColor)
        glFogf(GL_FOG_DENSITY, 0.4)
        glFogf(GL_FOG_START, 16.0)
        glFogf(GL_FOG_END, self.farClip)
        glFogfv(GL_FOG_COLOR, skyColor)

        # fill projection matrix
        glMatrixMode(GL_PROJECTION)
        glLoadMatrixf(self.projectionMatrix)
        glMatrixMode(GL_MODELVIEW)

        # draw stuff in 3d projection
        lastCam = None
        glPushAttrib(GL_COLOR_BUFFER_BIT)
        for (fbo, draw, cam) in self.sceneFBOS:
            # render to fbo
            fbo.enable()
            if cam != lastCam:
                cam.enable()
                lastCam = cam
            draw()
        # disable render to texture
        FBO.disable()
        glPopAttrib()
        glViewport(0, 0, self.winSize[0], self.winSize[1])

        #### TODO: FOG: integrate FOG ####
        glDisable(GL_FOG)

        # change to orthogonal projection
        glMatrixMode(GL_PROJECTION)
        glLoadMatrixf(self.orthoMatrix)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # no depth test needed in orthogonal rendering
        glDisable(GL_DEPTH_TEST)

        # draw orthogonal to the screen
        self.orthogonalPass()