Exemple #1
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    def compile(self, mode=None):
        """Compile material information into readily-rendered format"""
        holder = mode.cache.holder(self, None)
        for field in protofunctions.getFields(self):
            # change to any field requires a recompile
            holder.depend(self, field)
#		def dl():
        dl = displaylist.DisplayList()
        dl.start()
        try:
            alpha = 1.0 - self.transparency
            renderingData = zeros((4, 4), 'f')
            renderingData[:, 3] = alpha
            diffuseColor = self.diffuseColor.astype('f')
            renderingData[0, :3] = diffuseColor
            renderingData[1, :3] = self.emissiveColor.astype('f')
            renderingData[2, :3] = self.specularColor.astype('f')
            renderingData[3, :3] = (diffuseColor *
                                    self.ambientIntensity).astype('f')
            map(glMaterialfv, self.faces, self.datamap, renderingData)
            glMaterialf(self.faces[0], GL_SHININESS, self.shininess * 128)
        finally:
            dl.end()
        holder.data = dl
        return holder.data
Exemple #2
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 def fromConfig(cls, cfg, section='contextdefinition'):
     """Generate a ContextDefinition from a ConfigParser instance"""
     from vrml import protofunctions
     instance = cls()
     for field in protofunctions.getFields(cls):
         if cfg.has_option(section, field.name):
             setattr(instance, field.name, cfg.get(section, field.name))
     return instance
 def fromConfig( cls, cfg, section='contextdefinition' ):
     """Generate a ContextDefinition from a ConfigParser instance"""
     from vrml import protofunctions
     instance = cls()
     for field in protofunctions.getFields( cls ):
         if cfg.has_option( section, field.name ):
             setattr( instance, field.name, cfg.get( section, field.name ))
     return instance
Exemple #4
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    def compile(self, mode=None):
        """Build the cached display list for this background object
        
        Note: we store 2 display lists in the cache, but only return
        one from the compile method.  The second list is the final
        rendering list, while the first is just the low-level rendering
        code.
        """
        colorSet = self.colorSet()
        if len(colorSet):
            vertices, colors = self.buildSphere(colorSet)
            glMultMatrixf(mode.matrix)
            first = displaylist.DisplayList()
            first.start()
            try:
                glVertexPointerf(vertices)
                glColorPointerf(colors)
                glEnableClientState(GL_VERTEX_ARRAY)
                glEnableClientState(GL_COLOR_ARRAY)
                glDrawArrays(GL_TRIANGLE_STRIP, 0, len(vertices))
            finally:
                first.end()
            second = displaylist.DisplayList()
            second.start()
            try:
                glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
                glDisable(
                    GL_DEPTH_TEST
                )  # we don't want to do anything with the depth buffer...
                glDisable(GL_LIGHTING)
                glEnable(GL_COLOR_MATERIAL)
                glDisable(GL_CULL_FACE)

                for index in range(int(SEGMENTS)):
                    first()
                    glRotated(360.0 / SEGMENTS, 0, 1, 0)
                glDisableClientState(GL_VERTEX_ARRAY)
                glDisableClientState(GL_COLOR_ARRAY)
                # now, completely wipe out the depth buffer, so this appears as a "background"... no idea how expensive this is
                glClear(GL_DEPTH_BUFFER_BIT)

                glEnable(GL_DEPTH_TEST)
                glEnable(GL_LIGHTING)
                glColor(0.0, 0.0, 0.0)
                glDisable(GL_COLOR_MATERIAL)
                glEnable(GL_CULL_FACE)
                glFrontFace(GL_CCW)

                holder = mode.cache.holder(self, (first, second))
                for field in protofunctions.getFields(self):
                    # change to any field requires a recompile
                    if field.name != 'bound':
                        holder.depend(self, field)
                return second
            finally:
                second.end()
        holder = mode.cache.holder(self, (None, ()))
        return None
    def compile(self, mode=None):
        """Build the cached display list for this background object
        
        Note: we store 2 display lists in the cache, but only return
        one from the compile method.  The second list is the final
        rendering list, while the first is just the low-level rendering
        code.
        """
        colorSet = self.colorSet()
        if len(colorSet):
            vertices, colors = self.buildSphere( colorSet )
            glMultMatrixf( mode.matrix )
            first = displaylist.DisplayList()
            first.start()
            try:
                glVertexPointerf(vertices)
                glColorPointerf ( colors )
                glEnableClientState( GL_VERTEX_ARRAY )
                glEnableClientState( GL_COLOR_ARRAY )
                glDrawArrays( GL_TRIANGLE_STRIP, 0, len(vertices))
            finally:
                first.end()
            second = displaylist.DisplayList()
            second.start()
            try:
                glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
                glDisable( GL_DEPTH_TEST ) # we don't want to do anything with the depth buffer...
                glDisable( GL_LIGHTING )
                glEnable( GL_COLOR_MATERIAL )
                glDisable( GL_CULL_FACE )
                
                for index in range( int(SEGMENTS) ):
                    first()
                    glRotated( 360.0/SEGMENTS, 0,1,0)
                glDisableClientState( GL_VERTEX_ARRAY )
                glDisableClientState( GL_COLOR_ARRAY )
                # now, completely wipe out the depth buffer, so this appears as a "background"... no idea how expensive this is
                glClear( GL_DEPTH_BUFFER_BIT )

                glEnable( GL_DEPTH_TEST )
                glEnable( GL_LIGHTING )
                glColor( 0.0,0.0,0.0)
                glDisable( GL_COLOR_MATERIAL )
                glEnable( GL_CULL_FACE )
                glFrontFace( GL_CCW )
                
                holder = mode.cache.holder(self, (first, second))
                for field in protofunctions.getFields( self ):
                    # change to any field requires a recompile
                    if field.name != 'bound':
                        holder.depend( self, field )
                return second
            finally:
                second.end()
        holder = mode.cache.holder(self, (None, ()))
        return None
Exemple #6
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 def buildCacheHolder(self, key="", mode=None):
     """Get a cache holder with all dependencies set"""
     holder = mode.cache.holder(self.target, None, key=key)
     for field in protofunctions.getFields(self.target):
         # change to any field requires a recompile
         holder.depend(self.target, field)
     for (n, attr) in [
         (self.target.coord, 'point'),
         (self.target.color, 'color'),
         (self.target.texCoord, 'point'),
         (self.target.normal, 'vector'),
     ]:
         if n:
             holder.depend(n, protofunctions.getField(n, attr))
     return holder
 def buildCacheHolder( self, key="", mode=None ):
     """Get a cache holder with all dependencies set"""
     holder = mode.cache.holder(self.target, None, key=key)
     for field in protofunctions.getFields( self.target ):
         # change to any field requires a recompile
         holder.depend( self.target, field )
     for (n, attr) in [
         (self.target.coord, 'point'),
         (self.target.color, 'color'),
         (self.target.texCoord, 'point'),
         (self.target.normal, 'vector'),
     ]:
         if n:
             holder.depend( n, protofunctions.getField(n,attr) )
     return holder
Exemple #8
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 def compile( self, mode=None ):
     """Compile the VPCurve into a display-list
     """
     # This code is not OpenGL 3.1 compatible
     if self.pos.any():
         dl = displaylist.DisplayList()
         #XXX should do sanity checks here...
         dl.start()
         try:
             pos = self.pos
             color = self.color
             colorLen = len(color)
             killThickness = 0
             if self.radius:
                 glLineWidth( self.radius*2 )
                 killThickness = 1
             try:
                 
                 glEnable( GL_COLOR_MATERIAL )
                 try:
                     glBegin( GL_LINE_STRIP )
                     try:
                         lastColor = None
                         for index in range(len(pos)):
                             point = pos[index]
                             if index < colorLen:
                                 col = tuple(color[index])
                                 if  col != lastColor:
                                     glColor3dv( col )
                                 lastColor = col
                             glVertex3dv(point)
                     finally:
                         glEnd()
                 finally:
                     glDisable( GL_COLOR_MATERIAL )
             finally:
                 if killThickness:
                     glLineWidth( 1 )
         finally:
             dl.end()
         holder = mode.cache.holder(self, dl)
         for field in protofunctions.getFields( self ):
             # change to any field requires a recompile
             holder.depend( self, field )
         return dl
     return None
Exemple #9
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    def compile(self, mode=None):
        """Compile the VPCurve into a display-list
        """
        # This code is not OpenGL 3.1 compatible
        if self.pos.any():
            dl = displaylist.DisplayList()
            #XXX should do sanity checks here...
            dl.start()
            try:
                pos = self.pos
                color = self.color
                colorLen = len(color)
                killThickness = 0
                if self.radius:
                    glLineWidth(self.radius * 2)
                    killThickness = 1
                try:

                    glEnable(GL_COLOR_MATERIAL)
                    try:
                        glBegin(GL_LINE_STRIP)
                        try:
                            lastColor = None
                            for index in range(len(pos)):
                                point = pos[index]
                                if index < colorLen:
                                    col = tuple(color[index])
                                    if col != lastColor:
                                        glColor3dv(col)
                                    lastColor = col
                                glVertex3dv(point)
                        finally:
                            glEnd()
                    finally:
                        glDisable(GL_COLOR_MATERIAL)
                finally:
                    if killThickness:
                        glLineWidth(1)
            finally:
                dl.end()
            holder = mode.cache.holder(self, dl)
            for field in protofunctions.getFields(self):
                # change to any field requires a recompile
                holder.depend(self, field)
            return dl
        return None
Exemple #10
0
    def compile( self, mode=None ):
        """Compile material information into readily-rendered format"""
        holder = mode.cache.holder(self, None)
        for field in protofunctions.getFields( self ):
            # change to any field requires a recompile
            holder.depend( self, field )
#		def dl():
        dl = displaylist.DisplayList( )
        dl.start()
        try:
            alpha = 1.0 - self.transparency
            renderingData = zeros( (4,4),'f')
            renderingData[:,3] = alpha
            diffuseColor = self.diffuseColor.astype( 'f' )
            renderingData[0,:3] = diffuseColor
            renderingData[1,:3] = self.emissiveColor.astype( 'f' )
            renderingData[2,:3] = self.specularColor.astype( 'f' )
            renderingData[3,:3] = (diffuseColor*self.ambientIntensity).astype('f')
            map ( glMaterialfv, self.faces, self.datamap, renderingData )
            glMaterialf( self.faces[0], GL_SHININESS, self.shininess*128 )
        finally:
            dl.end()
        holder.data = dl
        return holder.data
Exemple #11
0
    def compile(self, mode=None):
        """Compile the IndexedLineSet into a display-list
        """
        if self.coord and len(self.coord.point) and len(self.coordIndex):
            dl = displaylist.DisplayList()
            holder = mode.cache.holder(self, dl)
            for field in protofunctions.getFields(self):
                # change to any field requires a recompile
                holder.depend(self, field)
            for (n, attr) in [
                (self.coord, 'point'),
                (self.color, 'color'),
            ]:
                if n:
                    holder.depend(n, protofunctions.getField(n, attr))

            points = self.coord.point
            indices = expandIndices(self.coordIndex)
            #XXX should do sanity checks here...
            if self.color and len(self.color.color):
                colors = self.color.color
                if self.colorPerVertex:
                    if len(self.colorIndex):
                        colorIndices = expandIndices(self.colorIndex)
                    else:
                        colorIndices = indices
                else:
                    if len(self.colorIndex):
                        # each item represents a single polyline colour
                        colorIndices = self.colorIndex
                    else:
                        # each item in color used in turn by each polyline
                        colorIndices = range(len(indices))
                # compile the color-friendly ILS
                dl.start()
                try:
                    glEnable(GL_COLOR_MATERIAL)
                    for index in range(len(indices)):
                        polyline = indices[index]
                        color = colorIndices[index]
                        try:
                            color = int(color)
                        except (TypeError, ValueError), err:
                            glBegin(GL_LINE_STRIP)
                            try:
                                for i, c in map(None, polyline, color):
                                    if c is not None:
                                        # numpy treats None as retrieve all??? why?
                                        currentColor = colors[c]
                                        if currentColor is not None:
                                            glColor3d(*currentColor)
                                    glVertex3f(*points[i])
                            finally:
                                glEnd()
                        else:
                            glColor3d(*colors[color])
                            glBegin(GL_LINE_STRIP)
                            try:
                                for i in polyline:
                                    glVertex3f(*points[i])
                            finally:
                                glEnd()
                    glDisable(GL_COLOR_MATERIAL)
                finally:
                    dl.end()
 def compile( self, mode=None ):
     """Compile the IndexedLineSet into a display-list
     """
     if self.coord and len(self.coord.point) and len(self.coordIndex):
         dl = displaylist.DisplayList()
         holder = mode.cache.holder(self, dl)
         for field in protofunctions.getFields( self ):
             # change to any field requires a recompile
             holder.depend( self, field )
         for (n, attr) in [
             (self.coord, 'point'),
             (self.color, 'color'),
         ]:
             if n:
                 holder.depend( n, protofunctions.getField(n,attr) )
             
         points = self.coord.point
         indices = expandIndices( self.coordIndex )
         #XXX should do sanity checks here...
         if self.color and len(self.color.color):
             colors = self.color.color
             if self.colorPerVertex:
                 if len(self.colorIndex):
                     colorIndices = expandIndices( self.colorIndex )
                 else:
                     colorIndices = indices
             else:
                 if len(self.colorIndex):
                     # each item represents a single polyline colour
                     colorIndices = self.colorIndex
                 else:
                     # each item in color used in turn by each polyline
                     colorIndices = range(len(indices))
             # compile the color-friendly ILS
             dl.start()
             try:
                 glEnable( GL_COLOR_MATERIAL )
                 for index in range(len(indices)):
                     polyline = indices[index]
                     color = colorIndices[index]
                     try:
                         color = int(color)
                     except (TypeError,ValueError), err:
                         glBegin( GL_LINE_STRIP )
                         try:
                             for i,c in map(None, polyline, color):
                                 if c is not None:
                                     # numpy treats None as retrieve all??? why?
                                     currentColor = colors[c]
                                     if currentColor is not None:
                                         glColor3d( *currentColor )
                                 glVertex3f(*points[i])
                         finally:
                             glEnd()
                     else:
                         glColor3d( *colors[color] )
                         glBegin( GL_LINE_STRIP )
                         try:
                             for i in polyline:
                                 glVertex3f(*points[i])
                         finally:
                             glEnd()
                 glDisable( GL_COLOR_MATERIAL )
             finally:
                 dl.end()