def drawBPM(self, visibility, song, pos): if not song: return if not song.readyToGo: return v = visibility w = self.boardWidth track = song.track[self.player] glEnable(GL_TEXTURE_2D) for time, event in track.getEvents(pos - self.currentPeriod * 2, pos + self.currentPeriod * self.beatsPerBoard): if not isinstance(event, Bars): continue glPushMatrix() z = ((time - pos) / self.currentPeriod) / self.beatsPerUnit z2 = ((time + event.length - pos) / self.currentPeriod) / self.beatsPerUnit if z > self.boardLength: f = (self.boardLength - z) / (self.boardLength * .2) elif z < 0: f = min(1, max(0, 1 + z2)) else: f = 1.0 if event.barType == 0: #half-beat sw = 0.1 #width self.bpm_halfbeat.texture.bind() elif event.barType == 1: #beat sw = 0.1 #width self.bpm_beat.texture.bind() elif event.barType == 2: #measure sw = 0.1 #width self.bpm_measure.texture.bind() bpm_vtx = array([[-(w / 2), 0, z + sw], [-(w / 2), 0, z - sw], [(w / 2), 0, z + sw], [(w / 2), 0, z - sw]], dtype=float32) bpm_tex = array([[0.0, 1.0], [0.0, 0.0], [1.0, 1.0], [1.0, 0.0]], dtype=float32) bpm_col = array([[1, 1, 1, v], [1, 1, 1, v], [1, 1, 1, v], [1, 1, 1, v]], dtype=float32) cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=bpm_vtx, colors=bpm_col, texcoords=bpm_tex) glPopMatrix() glDisable(GL_TEXTURE_2D)
def render(self, visibility = 1.0, topMost = False): try: # Save and clear both transformation matrices glMatrixMode(GL_PROJECTION) glPushMatrix() glLoadIdentity() glMatrixMode(GL_MODELVIEW) glPushMatrix() glLoadIdentity() # Draw the polygon and apply texture glBindTexture(GL_TEXTURE_2D, self.animTexs[self.curFrame]) self.animList() # Restore both transformation matrices glPopMatrix() glMatrixMode(GL_PROJECTION) glPopMatrix() except: Log.error("AnimationPlayer: Error attempting to play animation")
def render(self, visibility, topMost): font = self.engine.data.font # render the scene try: glMatrixMode(GL_PROJECTION) glPushMatrix() glLoadIdentity() gluPerspective(60, self.engine.view.aspectRatio, 0.1, 1000) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glPushMatrix() self.camera.apply() self.render3D() finally: glPopMatrix() glMatrixMode(GL_PROJECTION) glPopMatrix() glMatrixMode(GL_MODELVIEW)
def render(self, visibility, topMost): #MFH - display version in any menu: if not visibility: self.active = False return self.active = True if self.graphicMenu and self.menuBackground: self.engine.graphicMenuShown = True else: self.engine.graphicMenuShown = False self.engine.view.setOrthogonalProjection(normalize = True) try: v = (1 - visibility) ** 2 # Default to this font if none was specified font = self.font tipFont = self.tipFont if self.fadeScreen: Dialogs.fadeScreen(v) wS, hS = self.engine.view.geometry[2:4] if self.graphicMenu and self.menuBackground: #volshebnyi - better menu scaling self.engine.drawImage(self.menuBackground, scale = (1.0,-1.0), coord = (wS/2,hS/2), stretched = 3) else: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_COLOR_MATERIAL) n = len(self.choices) x, y = self.pos for i, choice in enumerate(self.choices[self.viewOffset:self.viewOffset + self.viewSize]): if self.graphicMenu: if self.currentIndex == i: xpos = (.5,1) else: xpos = (0,.5) ypos = float(i+self.viewOffset) self.menuText.transform.reset() self.menuText.transform.scale(.5*self.menuScale,(-1.0/n*self.menuScale)) self.menuText.transform.translate(wS*self.menux,(hS*self.menuy)-(hS*self.vSpace)*i) self.menuText.draw(rect = (xpos[0],xpos[1],ypos/n,(ypos+1.0)/n)) #self.engine.drawImage(self.menuText, scale = (self.menuScale,-self.menuScale*2/n), coord = (wS*self.menux,hS*(self.menuy-self.vSpace*i)), rect = (xpos[0],xpos[1],ypos/n,(ypos+1.0)/n), stretched = 11) else: text = choice.getText(i + self.viewOffset == self.currentIndex) glPushMatrix() glRotate(v * 45, 0, 0, 1) scale = 0.002 if self.mainMenu and self.theme < 2 and i % 2 == 1:#8bit scale = 0.0016 w, h = font.getStringSize(" ", scale = scale) # Draw arrows if scrolling is needed to see all items if i == 0 and self.viewOffset > 0: self.engine.theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / self.viewOffset) / 3)) glPushMatrix() glTranslatef(x - v / 4 - w * 2, y + h / 2, 0) self.renderTriangle(up = (0, -1), s = .015) glPopMatrix() elif i == self.viewSize - 1 and self.viewOffset + self.viewSize < n: self.engine.theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / (n - self.viewOffset - self.viewSize)) / 3)) glPushMatrix() glTranslatef(x - v / 4 - w * 2, y + h / 2, 0) self.renderTriangle(up = (0, 1), s = .015) glPopMatrix() if i + self.viewOffset == self.currentIndex: if choice.tipText and self.showTips: if self.tipColor: c1, c2, c3 = self.tipColor glColor3f(c1,c2,c3) elif self.textColor: c1, c2, c3 = self.textColor glColor3f(c1,c2,c3) else: self.engine.theme.setBaseColor(1-v) tipScale = self.tipScale if self.tipScroll > -(self.tipSize) and self.tipScroll < 1: tipFont.render(choice.tipText, (self.tipScroll, self.tipY), scale = tipScale) if self.tipScrollMode == 0: if self.tipScrollB > -(self.tipSize) and self.tipScrollB < 1: tipFont.render(choice.tipText, (self.tipScrollB, self.tipY), scale = tipScale) a = (math.sin(self.time) * .15 + .75) * (1 - v * 2) self.engine.theme.setSelectedColor(a) a *= -.005 glTranslatef(a, a, a) else: self.engine.theme.setBaseColor(1 - v) #MFH - settable color through Menu constructor if i + self.viewOffset == self.currentIndex and self.selectedColor: c1,c2,c3 = self.selectedColor glColor3f(c1,c2,c3) elif self.textColor: c1,c2,c3 = self.textColor glColor3f(c1,c2,c3) #MFH - now to catch " >" main menu options and blank them: if text == " >": text = "" if self.engine.data.submenuSelectFound and len(text) > 0 and not self.mainMenu and self.useSelectedBox: Tw, Th = font.getStringSize(text,scale) lineSpacing = font.getLineSpacing(scale) frameWidth = Tw*1.10 #frameHeight = (Th+Th2)*1.10 frameHeight = Th + lineSpacing boxXOffset = (x + (Tw/2))*wS boxYOffset = (1.0 - (y*4.0/3.0) - (Th*1.2/2))*hS subSelectHYFactor = 640.000/self.engine.view.aspectRatio subSelectHFactor = subSelectHYFactor/self.engine.data.subSelectImgH self.engine.data.submenuSelect.transform.reset() tempWScale = frameWidth*self.engine.data.subSelectWFactor tempHScale = -(frameHeight)*subSelectHFactor self.engine.data.submenuSelect.transform.scale(tempWScale,tempHScale) self.engine.data.submenuSelect.transform.translate(boxXOffset,boxYOffset) self.engine.data.submenuSelect.draw() font.render(text, (x - v / 4, y), scale = scale) v *= 2 if self.theme == 1 and self.font == self.engine.data.pauseFont: # evilynux - Ugly workaround for Gh3 y += h*.70 #Worldrave - Changed Pause menu spacing back to .70 from .65 for now. else: y += h glPopMatrix() finally: self.engine.view.resetProjection()
def resetProjection(self): glMatrixMode(GL_PROJECTION) glPopMatrix() glMatrixMode(GL_MODELVIEW) glPopMatrix()
def render(self, geomName = None): if geomName in self.fullGeoms: self.fullGeoms[geomName]() return # Prepare a new list for all the geometry if not self.geoms: for geom in self.doc.geometriesLibrary.items: self.geoms[geom.name] = cmglList() with self.geoms[geom.name]: for prim in geom.data.primitives: maxOffset = vertexOffset = normalOffset = 0 vertexOffset = None normalOffset = None texcoordOffset = None vertices = None normals = None texcoords = None for input in prim.inputs: maxOffset = max(maxOffset, input.offset) if input.semantic == "VERTEX": vertexOffset = input.offset vertices = geom.data.FindSource(geom.data.vertices.FindInput("POSITION")) assert vertices.techniqueCommon.accessor.stride == 3 vertices = self._unflatten(vertices.source.data, vertices.techniqueCommon.accessor.stride) elif input.semantic == "NORMAL": normalOffset = input.offset normals = geom.data.FindSource(input) normals = self._unflatten(normals.source.data, 3) elif input.semantic == "TEXCOORD": texcoordOffset = input.offset texcoords = geom.data.FindSource(input) texcoords = self._unflatten(texcoords.source.data, 2) if normalOffset is None: normals = geom.data.FindSource(geom.data.vertices.FindInput("NORMAL")) normals = self._unflatten(normals.source.data, 3) normalOffset = vertexOffset def drawElement(indices, offset, array, func): if offset is not None: func(*array[indices[offset]]) if hasattr(prim, "polygons"): for poly in prim.polygons: glBegin(GL_POLYGON) for indices in self._unflatten(poly, maxOffset + 1): drawElement(indices, normalOffset, normals, glNormal3f) drawElement(indices, texcoordOffset, texcoords, glTexCoord2f) drawElement(indices, vertexOffset, vertices, glVertex3f) glEnd() elif hasattr(prim, "triangles"): glBegin(GL_TRIANGLES) for indices in self._unflatten(prim.triangles, maxOffset + 1): drawElement(indices, normalOffset, normals, glNormal3f) drawElement(indices, texcoordOffset, texcoords, glTexCoord2f) drawElement(indices, vertexOffset, vertices, glVertex3f) glEnd() # Prepare a new display list for this particular geometry self.fullGeoms[geomName] = cmglList() with self.fullGeoms[geomName]: if self.geoms: # setup lights for scene in self.doc.visualScenesLibrary.items: for node in scene.nodes: for n, light in enumerate(node.iLights): if light.object: # TODO: hierarchical node transformation, other types of lights pos = [0.0, 0.0, 0.0, 1.0] for t in node.transforms: if t[0] == "translate": pos = t[1] self.setupLight(light.object, n, pos) # render geometry for scene in self.doc.visualScenesLibrary.items: for node in scene.nodes: if geomName is not None and node.name != geomName: continue for geom in node.iGeometries: if geom.object: #for mat in geom.bindMaterials: # self.setupMaterial(mat) glPushMatrix() for t in node.transforms: if t[0] == "translate": glTranslatef(*t[1]) elif t[0] == "rotate": glRotatef(t[1][3], t[1][0], t[1][1], t[1][2]) elif t[0] == "scale": glScalef(*t[1]) if geom.object.name in self.geoms: self.geoms[geom.object.name]() glPopMatrix() glDisable(GL_LIGHTING) for n in range(8): glDisable(GL_LIGHT0 + n) # Render the new list self.render(geomName)