Exemple #1
0
 def test_cube(self):
     objfile = """
     v 0.000000 2.000000 2.000000
     v 0.000000 0.000000 2.000000
     v 2.000000 0.000000 2.000000
     v 2.000000 2.000000 2.000000
     v 0.000000 2.000000 0.000000
     v 0.000000 0.000000 0.000000
     v 2.000000 0.000000 0.000000
     v 2.000000 2.000000 0.000000
     f 1 2 3 4
     f 8 7 6 5
     f 4 3 7 8
     f 5 1 4 8
     f 5 6 2 1
     f 2 6 7 3
     """
     data = objfile.split("\n")
     mesh = OBJ_Mesh("")
     mesh.load_data(data)
 def test_cube( self ):
     objfile = """
     v 0.000000 2.000000 2.000000
     v 0.000000 0.000000 2.000000
     v 2.000000 0.000000 2.000000
     v 2.000000 2.000000 2.000000
     v 0.000000 2.000000 0.000000
     v 0.000000 0.000000 0.000000
     v 2.000000 0.000000 0.000000
     v 2.000000 2.000000 0.000000
     f 1 2 3 4
     f 8 7 6 5
     f 4 3 7 8
     f 5 1 4 8
     f 5 6 2 1
     f 2 6 7 3
     """
     data = objfile.split('\n')
     mesh = OBJ_Mesh( '' )
     mesh.load_data( data )
    def test_interleaved_mesh( self ):
        objfile = """
        v 0.000000 2.000000 2.000000
        v 0.000000 0.000000 2.000000
        v 2.000000 0.000000 2.000000
        v 2.000000 2.000000 2.000000
        f -4 -3 -2 -1

        v 2.000000 2.000000 0.000000
        v 2.000000 0.000000 0.000000
        v 0.000000 0.000000 0.000000
        v 0.000000 2.000000 0.000000
        f -4 -3 -2 -1

        v 2.000000 2.000000 2.000000
        v 2.000000 0.000000 2.000000
        v 2.000000 0.000000 0.000000
        v 2.000000 2.000000 0.000000
        f -4 -3 -2 -1

        v 0.000000 2.000000 0.000000
        v 0.000000 2.000000 2.000000
        v 2.000000 2.000000 2.000000
        v 2.000000 2.000000 0.000000
        f -4 -3 -2 -1

        v 0.000000 2.000000 0.000000
        v 0.000000 0.000000 0.000000
        v 0.000000 0.000000 2.000000
        v 0.000000 2.000000 2.000000
        f -4 -3 -2 -1

        v 0.000000 0.000000 2.000000
        v 0.000000 0.000000 0.000000
        v 2.000000 0.000000 0.000000
        v 2.000000 0.000000 2.000000
        f -4 -3 -2 -1
        """
        data = objfile.split('\n')
        mesh = OBJ_Mesh( '' )
        mesh.load_data( data )
Exemple #4
0
    def test_interleaved_mesh(self):
        objfile = """
        v 0.000000 2.000000 2.000000
        v 0.000000 0.000000 2.000000
        v 2.000000 0.000000 2.000000
        v 2.000000 2.000000 2.000000
        f -4 -3 -2 -1

        v 2.000000 2.000000 0.000000
        v 2.000000 0.000000 0.000000
        v 0.000000 0.000000 0.000000
        v 0.000000 2.000000 0.000000
        f -4 -3 -2 -1

        v 2.000000 2.000000 2.000000
        v 2.000000 0.000000 2.000000
        v 2.000000 0.000000 0.000000
        v 2.000000 2.000000 0.000000
        f -4 -3 -2 -1

        v 0.000000 2.000000 0.000000
        v 0.000000 2.000000 2.000000
        v 2.000000 2.000000 2.000000
        v 2.000000 2.000000 0.000000
        f -4 -3 -2 -1

        v 0.000000 2.000000 0.000000
        v 0.000000 0.000000 0.000000
        v 0.000000 0.000000 2.000000
        v 0.000000 2.000000 2.000000
        f -4 -3 -2 -1

        v 0.000000 0.000000 2.000000
        v 0.000000 0.000000 0.000000
        v 2.000000 0.000000 0.000000
        v 2.000000 0.000000 2.000000
        f -4 -3 -2 -1
        """
        data = objfile.split("\n")
        mesh = OBJ_Mesh("")
        mesh.load_data(data)
 def test_quad( self ):
     objfile = """
     # comment
     v -1.00000 -1.00000 0.00000 1.00000
     v 1.00000 -1.00000 0.00000 1.00000
     v 1.00000 1.00000 0.00000 1.00000
     v -1.00000 1.00000 0.0000 1.00000
     vn 1.0 0.0 0.0 1.0
     vn 0.0 1.0 0.0 1.0
     vn 0.0 0.0 1.0 1.0
     vn 1.0 0.0 0.0 1.0
     vt 0.0 0.0
     vt 1.0 0.0
     vt 0.0 1.0
     vt 1.0 1.0
     f 1 2 3 4
     f 1/1 2/2 3/3 4/4
     f 1/1/1 2/2/2 3/3/3 4/4/4
     f 1//1 2//2 3//3 4//4
     """
     data = objfile.split('\n')
     mesh = OBJ_Mesh( '' )
     mesh.load_data( data )
Exemple #6
0
 def test_quad(self):
     objfile = """
     # comment
     v -1.00000 -1.00000 0.00000 1.00000
     v 1.00000 -1.00000 0.00000 1.00000
     v 1.00000 1.00000 0.00000 1.00000
     v -1.00000 1.00000 0.0000 1.00000
     vn 1.0 0.0 0.0 1.0
     vn 0.0 1.0 0.0 1.0
     vn 0.0 0.0 1.0 1.0
     vn 1.0 0.0 0.0 1.0
     vt 0.0 0.0
     vt 1.0 0.0
     vt 0.0 1.0
     vt 1.0 1.0
     f 1 2 3 4
     f 1/1 2/2 3/3 4/4
     f 1/1/1 2/2/2 3/3/3 4/4/4
     f 1//1 2//2 3//3 4//4
     """
     data = objfile.split("\n")
     mesh = OBJ_Mesh("")
     mesh.load_data(data)
Exemple #7
0
    def setup_scene(self):
        # create an fps display
        self.fps_display = pyglet.clock.ClockDisplay()

        # store a list of our renderables
        self.renderables = []

        # create a scene
        self.scene_node = SceneNode('root')

        self.mesh_node = SceneNode('obj')
        self.scene_node.add_child(self.mesh_node)

        # create a mesh object and render node
        self.mesh = OBJ_Mesh('examples/data/obj/cessna.obj')
        self.mesh_render_node = RenderCallbackNode('mesh',
                                                   self.initialise_mesh,
                                                   self.render_mesh)
        self.mesh_node.add_child(self.mesh_render_node)

        # add to our list of renderables
        self.renderables.append(self.mesh_render_node)

        # create a camera and a view matrix
        self.view_matrix = ProjectionViewMatrix(self.viewport.aspect_ratio,
                                                fov=45.0,
                                                near_clip=1.0,
                                                far_clip=200.0)
        # create a camera
        self.camera = CameraNode('camera', self.view_matrix)
        self.scene_node.add_child(self.camera)

        # move the camera so we can see the model
        self.camera.transform.object.translate([0.0, 20.0, 30.0])

        # rotate the camera so it is pointing down
        self.camera.transform.object.rotate_x(-math.pi / 4.0)
Exemple #8
0
    def setup_scene( self ):
        # create an fps display
        self.fps_display = pyglet.clock.ClockDisplay()

        # store a list of our renderables
        self.renderables = []

        # create a scene
        self.scene_node = SceneNode( 'root' )

        self.mesh_node = SceneNode( 'obj' )
        self.scene_node.add_child( self.mesh_node )

        # create a mesh object and render node
        self.mesh = OBJ_Mesh( 'examples/data/obj/cessna.obj' )
        self.mesh_render_node = RenderCallbackNode(
            'mesh',
            self.initialise_mesh,
            self.render_mesh
            )
        self.mesh_node.add_child( self.mesh_render_node )

        # add to our list of renderables
        self.renderables.append( self.mesh_render_node )
        
        # create a camera and a view matrix
        self.view_matrix = ProjectionViewMatrix(
            self.viewport.aspect_ratio,
            fov = 45.0,
            near_clip = 1.0,
            far_clip = 200.0
            )
        # create a camera
        self.camera = CameraNode(
            'camera',
            self.view_matrix
            )
        self.scene_node.add_child( self.camera )

        # move the camera so we can see the model
        self.camera.transform.object.translate(
            [ 0.0, 20.0, 30.0 ]
            )

        # rotate the camera so it is pointing down
        self.camera.transform.object.rotate_x( -math.pi / 4.0 )
Exemple #9
0
class Application(object):
    def __init__(self):
        super(Application, self).__init__()

        # setup our opengl requirements
        config = pyglet.gl.Config(depth_size=16, double_buffer=True)

        # create our window
        self.window = pyglet.window.Window(fullscreen=False,
                                           width=1024,
                                           height=768,
                                           resizable=True,
                                           vsync=False,
                                           config=config)

        # create a viewport
        self.viewport = RatioViewport(self.window, [[0.0, 0.0], [1.0, 1.0]])

        # setup our scene
        self.setup_scene()

        # listen for on_draw events
        self.window.push_handlers(on_draw=self.on_draw)

        # setup our update loop the app
        # we'll render at 60 fps
        frequency = 60.0
        self.update_delta = 1.0 / frequency

        # over-ride the frequency and render at full speed
        self.update_delta = -1

        # use a pyglet callback for our render loop
        pyglet.clock.schedule_interval(self.step, self.update_delta)

    def setup_scene(self):
        # create an fps display
        self.fps_display = pyglet.clock.ClockDisplay()

        # store a list of our renderables
        self.renderables = []

        # create a scene
        self.scene_node = SceneNode('root')

        self.mesh_node = SceneNode('obj')
        self.scene_node.add_child(self.mesh_node)

        # create a mesh object and render node
        self.mesh = OBJ_Mesh('examples/data/obj/cessna.obj')
        self.mesh_render_node = RenderCallbackNode('mesh',
                                                   self.initialise_mesh,
                                                   self.render_mesh)
        self.mesh_node.add_child(self.mesh_render_node)

        # add to our list of renderables
        self.renderables.append(self.mesh_render_node)

        # create a camera and a view matrix
        self.view_matrix = ProjectionViewMatrix(self.viewport.aspect_ratio,
                                                fov=45.0,
                                                near_clip=1.0,
                                                far_clip=200.0)
        # create a camera
        self.camera = CameraNode('camera', self.view_matrix)
        self.scene_node.add_child(self.camera)

        # move the camera so we can see the model
        self.camera.transform.object.translate([0.0, 20.0, 30.0])

        # rotate the camera so it is pointing down
        self.camera.transform.object.rotate_x(-math.pi / 4.0)

    def run(self):
        pyglet.app.run()

    def step(self, dt):
        # rotate the mesh about it's own vertical axis
        self.mesh_node.transform.object.rotate_y(dt)

        # manually dispatch the on_draw event
        # as we patched it out of the idle loop
        self.window.dispatch_event('on_draw')

        # display the frame buffer
        self.window.flip()

    def on_draw(self):
        # render the scene
        self.render()

        # render the fps
        self.fps_display.draw()

    def initialise_mesh(self):
        # load the obj mesh from the file
        self.mesh.load()

    def render_mesh(self):
        # render the mesh
        self.mesh.render()

    def set_gl_state(self):
        # enable z buffer
        glEnable(GL_DEPTH_TEST)

        # enable smooth shading
        glShadeModel(GL_SMOOTH)

        # rescale only normals for lighting
        glEnable(GL_RESCALE_NORMAL)

        # enable scissoring for viewports
        glEnable(GL_SCISSOR_TEST)

        # enable back face culling
        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)

        # setup lighting for our viewport
        glEnable(GL_LIGHTING)

        # set an ambient light level
        glAmbient = glLightModelfv(GL_LIGHT_MODEL_AMBIENT,
                                   (GLfloat * 4)(*[0.8, 0.8, 0.8, 1.0]))

        # create a light
        glEnable(GL_LIGHT0)
        glLightfv(GL_LIGHT0, GL_POSITION,
                  (GLfloat * 4)(*[0.0, 20.0, 30.0, 1.0]))

    def render(self):
        #
        # setup
        #

        # set our window
        self.window.switch_to()

        # activate our viewport
        self.viewport.switch_to()

        # scissor to our viewport
        self.viewport.scissor_to_viewport()

        # setup our viewport properties
        glPushAttrib(GL_ALL_ATTRIB_BITS)
        self.set_gl_state()

        # update the view matrix aspect ratio
        self.camera.view_matrix.aspect_ratio = self.viewport.aspect_ratio

        # apply our view matrix and camera translation
        self.camera.view_matrix.push_view_matrix()
        self.camera.push_model_view()

        #
        # render
        #

        # clear our frame buffer and depth buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        for renderable in self.renderables:
            renderable.render()

        #
        # tear down
        #

        # pop our view matrix and camera translation
        self.camera.pop_model_view()
        self.camera.view_matrix.pop_view_matrix()

        # pop our viewport attributes
        glPopAttrib()

        #
        # reset state
        #

        # set our viewport to the entire window
        pygly.gl.set_scissor(pygly.window.create_rectangle(self.window))
        pygly.gl.set_viewport(pygly.window.create_rectangle(self.window))
Exemple #10
0
class Application( object ):
    
    def __init__( self ):
        super( Application, self ).__init__()
        
        # setup our opengl requirements
        config = pyglet.gl.Config(
            depth_size = 16,
            double_buffer = True
            )

        # create our window
        self.window = pyglet.window.Window(
            fullscreen = False,
            width = 1024,
            height = 768,
            resizable = True,
            vsync = False,
            config = config
            )

        # create a viewport
        self.viewport = RatioViewport(
            self.window,
            [ [0.0, 0.0], [1.0, 1.0] ]
            )
        
        # setup our scene
        self.setup_scene()

        # listen for on_draw events
        self.window.push_handlers(
            on_draw = self.on_draw
            )
        
        # setup our update loop the app
        # we'll render at 60 fps
        frequency = 60.0
        self.update_delta = 1.0 / frequency

        # over-ride the frequency and render at full speed
        self.update_delta = -1

        # use a pyglet callback for our render loop
        pyglet.clock.schedule_interval(
            self.step,
            self.update_delta
            )

    def setup_scene( self ):
        # create an fps display
        self.fps_display = pyglet.clock.ClockDisplay()

        # store a list of our renderables
        self.renderables = []

        # create a scene
        self.scene_node = SceneNode( 'root' )

        self.mesh_node = SceneNode( 'obj' )
        self.scene_node.add_child( self.mesh_node )

        # create a mesh object and render node
        self.mesh = OBJ_Mesh( 'examples/data/obj/cessna.obj' )
        self.mesh_render_node = RenderCallbackNode(
            'mesh',
            self.initialise_mesh,
            self.render_mesh
            )
        self.mesh_node.add_child( self.mesh_render_node )

        # add to our list of renderables
        self.renderables.append( self.mesh_render_node )
        
        # create a camera and a view matrix
        self.view_matrix = ProjectionViewMatrix(
            self.viewport.aspect_ratio,
            fov = 45.0,
            near_clip = 1.0,
            far_clip = 200.0
            )
        # create a camera
        self.camera = CameraNode(
            'camera',
            self.view_matrix
            )
        self.scene_node.add_child( self.camera )

        # move the camera so we can see the model
        self.camera.transform.object.translate(
            [ 0.0, 20.0, 30.0 ]
            )

        # rotate the camera so it is pointing down
        self.camera.transform.object.rotate_x( -math.pi / 4.0 )
        
    def run( self ):
        pyglet.app.run()

    def step( self, dt ):
        # rotate the mesh about it's own vertical axis
        self.mesh_node.transform.object.rotate_y( dt )

        # manually dispatch the on_draw event
        # as we patched it out of the idle loop
        self.window.dispatch_event( 'on_draw' )
        
        # display the frame buffer
        self.window.flip()

    def on_draw( self ):
        # render the scene
        self.render()

        # render the fps
        self.fps_display.draw()

    def initialise_mesh( self ):
        # load the obj mesh from the file
        self.mesh.load()

    def render_mesh( self ):
        # render the mesh
        self.mesh.render()

    def set_gl_state( self ):
        # enable z buffer
        glEnable( GL_DEPTH_TEST )

        # enable smooth shading
        glShadeModel( GL_SMOOTH )

        # rescale only normals for lighting
        glEnable( GL_RESCALE_NORMAL )

        # enable scissoring for viewports
        glEnable( GL_SCISSOR_TEST )

        # enable back face culling
        glEnable( GL_CULL_FACE )
        glCullFace( GL_BACK )

        # setup lighting for our viewport
        glEnable( GL_LIGHTING )

        # set an ambient light level
        glAmbient = glLightModelfv(
            GL_LIGHT_MODEL_AMBIENT,
            (GLfloat * 4)( *[ 0.8, 0.8, 0.8, 1.0 ] )
            )

        # create a light
        glEnable( GL_LIGHT0 )
        glLightfv(
            GL_LIGHT0,
            GL_POSITION,
            (GLfloat * 4)( *[0.0, 20.0, 30.0, 1.0] )
            )
    
    def render( self ):
        #
        # setup
        #

        # set our window
        self.window.switch_to()

        # activate our viewport
        self.viewport.switch_to()

        # scissor to our viewport
        self.viewport.scissor_to_viewport()

        # setup our viewport properties
        glPushAttrib( GL_ALL_ATTRIB_BITS )
        self.set_gl_state()

        # update the view matrix aspect ratio
        self.camera.view_matrix.aspect_ratio = self.viewport.aspect_ratio

        # apply our view matrix and camera translation
        self.camera.view_matrix.push_view_matrix()
        self.camera.push_model_view()

        #
        # render
        #

        # clear our frame buffer and depth buffer
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )

        for renderable in self.renderables:
            renderable.render()

        #
        # tear down
        #

        # pop our view matrix and camera translation
        self.camera.pop_model_view()
        self.camera.view_matrix.pop_view_matrix()

        # pop our viewport attributes
        glPopAttrib()

        #
        # reset state
        #

        # set our viewport to the entire window
        pygly.gl.set_scissor(
            pygly.window.create_rectangle( self.window )
            )
        pygly.gl.set_viewport(
            pygly.window.create_rectangle( self.window )
            )