def DrawModels(drawBasePlane):
    if drawBasePlane:
        # Draw plane that the objects rest on
        glColor3f(0.0, 0.0, 0.90)  # Blue
        glNormal3f(0.0, 1.0, 0.0)
        glBegin(GL_QUADS)
        glVertex3f(-100.0, -25.0, -100.0)
        glVertex3f(-100.0, -25.0, 100.0)
        glVertex3f(100.0, -25.0, 100.0)
        glVertex3f(100.0, -25.0, -100.0)
        glEnd()

    # Draw red cube
    glColor3f(1.0, 0.0, 0.0)
    glutSolidCube(48.0)

    # Draw green sphere
    glColor3f(0.0, 1.0, 0.0)
    glPushMatrix()
    glTranslatef(-60.0, 0.0, 0.0)
    glutSolidSphere(25.0, 50, 50)
    glPopMatrix()

    # Draw yellow cone
    glColor3f(1.0, 1.0, 0.0)
    glPushMatrix()
    glRotatef(-90.0, 1.0, 0.0, 0.0)
    glTranslatef(60.0, 0.0, -24.0)
    glutSolidCone(25.0, 50.0, 50, 50)
    glPopMatrix()

    # Draw magenta torus
    glColor3f(1.0, 0.0, 1.0)
    glPushMatrix()
    glTranslatef(0.0, 0.0, 60.0)
    glutSolidTorus(8.0, 16.0, 50, 50)
    glPopMatrix()

    # Draw cyan octahedron
    glColor3f(0.0, 1.0, 1.0)
    glPushMatrix()
    glTranslatef(0.0, 0.0, -60.0)
    glScalef(25.0, 25.0, 25.0)
    glutSolidOctahedron()
    glPopMatrix()
def DrawModels(drawBasePlane):
    if drawBasePlane:
        # Draw plane that the objects rest on
        glColor3f(0.0, 0.0, 0.90)  # Blue
        glNormal3f(0.0, 1.0, 0.0)
        glBegin(GL_QUADS)
        glVertex3f(-100.0, -25.0, -100.0)
        glVertex3f(-100.0, -25.0, 100.0)
        glVertex3f(100.0, -25.0, 100.0)
        glVertex3f(100.0, -25.0, -100.0)
        glEnd()

    # Draw red cube
    glColor3f(1.0, 0.0, 0.0)
    glutSolidCube(48.0)

    # Draw green sphere
    glColor3f(0.0, 1.0, 0.0)
    glPushMatrix()
    glTranslatef(-60.0, 0.0, 0.0)
    glutSolidSphere(25.0, 50, 50)
    glPopMatrix()

    # Draw yellow cone
    glColor3f(1.0, 1.0, 0.0)
    glPushMatrix()
    glRotatef(-90.0, 1.0, 0.0, 0.0)
    glTranslatef(60.0, 0.0, -24.0)
    glutSolidCone(25.0, 50.0, 50, 50)
    glPopMatrix()

    # Draw magenta torus
    glColor3f(1.0, 0.0, 1.0)
    glPushMatrix()
    glTranslatef(0.0, 0.0, 60.0)
    glutSolidTorus(8.0, 16.0, 50, 50)
    glPopMatrix()

    # Draw cyan octahedron
    glColor3f(0.0, 1.0, 1.0)
    glPushMatrix()
    glTranslatef(0.0, 0.0, -60.0)
    glScalef(25.0, 25.0, 25.0)
    glutSolidOctahedron()
    glPopMatrix()
Esempio n. 3
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    def on_draw(self):
        mCubeTransform = M3DMatrix44f()
        # Clear the window with current clearing color
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glShadeModel(GL_SMOOTH)
        glEnable(GL_NORMALIZE)

        glPushMatrix()

        # Draw plane that the cube rests on
        glDisable(GL_LIGHTING)
        if nStep == 5:
            glColor3ub(255, 255, 255)
            glEnable(GL_TEXTURE_2D)
            glBindTexture(GL_TEXTURE_2D, textures[0])
            glBegin(GL_QUADS)

            glTexCoord2f(0.0, 0.0)
            glVertex3f(-100.0, -25.3, -100.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-100.0, -25.3, 100.0)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(100.0, -25.3, 100.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(100.0, -25.3, -100.0)
            glEnd()

        else:
            glColor3f(0.0, 0.0, 0.90)  # Blue
            glBegin(GL_QUADS)
            glVertex3f(-100.0, -25.3, -100.0)
            glVertex3f(-100.0, -25.3, 100.0)
            glVertex3f(100.0, -25.3, 100.0)
            glVertex3f(100.0, -25.3, -100.0)
            glEnd()

        # Set drawing color to Red
        glColor3f(1.0, 0.0, 0.0)

        # Enable, disable lighting
        if nStep > 2:
            glEnable(GL_DEPTH_TEST)
            glDepthFunc(GL_LEQUAL)
            glEnable(GL_COLOR_MATERIAL)

            glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient)
            glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse)
            glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular)
            glEnable(GL_LIGHTING)
            glEnable(GL_LIGHT0)
            glMaterialfv(GL_FRONT, GL_SPECULAR, lightSpecular)
            glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor)
            glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Move the cube slightly forward and to the left
        glTranslatef(-10.0, 0.0, 10.0)

        if nStep == 0:
            # Just draw the wire framed cube
            glutWireCube(50.0)

            # Same wire cube with hidden line removal simulated
        elif nStep == 1:
            # Front Face (before rotation)
            glBegin(GL_LINES)
            glVertex3f(25.0, 25.0, 25.0)
            glVertex3f(25.0, -25.0, 25.0)

            glVertex3f(25.0, -25.0, 25.0)
            glVertex3f(-25.0, -25.0, 25.0)

            glVertex3f(-25.0, -25.0, 25.0)
            glVertex3f(-25.0, 25.0, 25.0)

            glVertex3f(-25.0, 25.0, 25.0)
            glVertex3f(25.0, 25.0, 25.0)
            glEnd()

            # Top of cube
            glBegin(GL_LINES)
            # Front Face
            glVertex3f(25.0, 25.0, 25.0)
            glVertex3f(25.0, 25.0, -25.0)

            glVertex3f(25.0, 25.0, -25.0)
            glVertex3f(-25.0, 25.0, -25.0)

            glVertex3f(-25.0, 25.0, -25.0)
            glVertex3f(-25.0, 25.0, 25.0)

            glVertex3f(-25.0, 25.0, 25.0)
            glVertex3f(25.0, 25.0, 25.0)
            glEnd()

            # Last two segments for effect
            glBegin(GL_LINES)
            glVertex3f(25.0, 25.0, -25.0)
            glVertex3f(25.0, -25.0, -25.0)

            glVertex3f(25.0, -25.0, -25.0)
            glVertex3f(25.0, -25.0, 25.0)
            glEnd()

        # Uniform colored surface, looks 2D and goofey
        elif nStep == 2:
            glutSolidCube(50.0)

        elif nStep == 3:
            glutSolidCube(50.0)

        # Draw a shadow with some lighting
        elif nStep == 4:
            glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform)
            glutSolidCube(50.0)
            glPopMatrix()

            # Disable lighting, we'll just draw the shadow as black
            glDisable(GL_LIGHTING)

            glPushMatrix()

            pPlane = m3dGetPlaneEquation(ground[0], ground[1], ground[2])
            mCubeTransform = m3dMakePlanarShadowMatrix(pPlane, vLightPos)
            #MakeShadowMatrix(ground, lightpos, cubeXform)
            glMultMatrixf(mCubeTransform)

            glTranslatef(-10.0, 0.0, 10.0)

            # Set drawing color to Black
            glColor3f(0.0, 0.0, 0.0)

            glutSolidCube(50.0)

        elif nStep == 5:
            glColor3ub(255, 255, 255)
            glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform)

            # Front Face (before rotation)
            glBindTexture(GL_TEXTURE_2D, textures[1])
            glBegin(GL_QUADS)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(25.0, 25.0, 25.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(25.0, -25.0, 25.0)
            glTexCoord2f(0.0, 0.0)
            glVertex3f(-25.0, -25.0, 25.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-25.0, 25.0, 25.0)
            glEnd()

            # Top of cube
            glBindTexture(GL_TEXTURE_2D, textures[2])
            glBegin(GL_QUADS)
            # Front Face
            glTexCoord2f(0.0, 0.0)
            glVertex3f(25.0, 25.0, 25.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(25.0, 25.0, -25.0)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(-25.0, 25.0, -25.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-25.0, 25.0, 25.0)
            glEnd()

            # Last two segments for effect
            glBindTexture(GL_TEXTURE_2D, textures[3])
            glBegin(GL_QUADS)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(25.0, 25.0, -25.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(25.0, -25.0, -25.0)
            glTexCoord2f(0.0, 0.0)
            glVertex3f(25.0, -25.0, 25.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(25.0, 25.0, 25.0)
            glEnd()

            glPopMatrix()

            # Disable lighting, we'll just draw the shadow as black
            glDisable(GL_LIGHTING)
            glDisable(GL_TEXTURE_2D)

            glPushMatrix()

            pPlane = m3dGetPlaneEquation(ground[0], ground[1], ground[2])
            mCubeTransform = m3dMakePlanarShadowMatrix(pPlane, vLightPos)
            glMultMatrixf(mCubeTransform)

            glTranslatef(-10.0, 0.0, 10.0)

            # Set drawing color to Black
            glColor3f(0.0, 0.0, 0.0)
            glutSolidCube(50.0)

        glPopMatrix()
Esempio n. 4
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    def on_draw(self):
        mCubeTransform = M3DMatrix44f()
        # Clear the window with current clearing color
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glShadeModel(GL_SMOOTH)
        glEnable(GL_NORMALIZE)

        glPushMatrix()

        # Draw plane that the cube rests on
        glDisable(GL_LIGHTING)
        if nStep == 5:
            glColor3ub(255,255,255)
            glEnable(GL_TEXTURE_2D)
            glBindTexture(GL_TEXTURE_2D, textures[0])
            glBegin(GL_QUADS)
            
            glTexCoord2f(0.0, 0.0)
            glVertex3f(-100.0, -25.3, -100.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-100.0, -25.3, 100.0)		
            glTexCoord2f(1.0, 1.0)
            glVertex3f(100.0,  -25.3, 100.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(100.0,  -25.3, -100.0)
            glEnd()
            
        else:
            glColor3f(0.0, 0.0, 0.90) # Blue
            glBegin(GL_QUADS)
            glVertex3f(-100.0, -25.3, -100.0)
            glVertex3f(-100.0, -25.3, 100.0)		
            glVertex3f(100.0,  -25.3, 100.0)
            glVertex3f(100.0,  -25.3, -100.0)
            glEnd()

        # Set drawing color to Red
        glColor3f(1.0, 0.0, 0.0)

        # Enable, disable lighting
        if nStep > 2:
            glEnable(GL_DEPTH_TEST)
            glDepthFunc(GL_LEQUAL)
            glEnable(GL_COLOR_MATERIAL)

            glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient)
            glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse)
            glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular)
            glEnable(GL_LIGHTING)
            glEnable(GL_LIGHT0)
            glMaterialfv(GL_FRONT, GL_SPECULAR,lightSpecular)
            glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, materialColor)
            glMateriali(GL_FRONT, GL_SHININESS,128)

        # Move the cube slightly forward and to the left
        glTranslatef(-10.0, 0.0, 10.0)

        if nStep == 0:
            # Just draw the wire framed cube
            glutWireCube(50.0)

            # Same wire cube with hidden line removal simulated
        elif nStep == 1:
            # Front Face (before rotation)
            glBegin(GL_LINES)
            glVertex3f(25.0,25.0,25.0)
            glVertex3f(25.0,-25.0,25.0)
            
            glVertex3f(25.0,-25.0,25.0)
            glVertex3f(-25.0,-25.0,25.0)

            glVertex3f(-25.0,-25.0,25.0)
            glVertex3f(-25.0,25.0,25.0)

            glVertex3f(-25.0,25.0,25.0)
            glVertex3f(25.0,25.0,25.0)
            glEnd()

            # Top of cube
            glBegin(GL_LINES)
            # Front Face
            glVertex3f(25.0,25.0,25.0)
            glVertex3f(25.0,25.0,-25.0)
            
            glVertex3f(25.0,25.0,-25.0)
            glVertex3f(-25.0,25.0,-25.0)

            glVertex3f(-25.0,25.0,-25.0)
            glVertex3f(-25.0,25.0,25.0)

            glVertex3f(-25.0,25.0,25.0)
            glVertex3f(25.0,25.0,25.0)
            glEnd()

            # Last two segments for effect
            glBegin(GL_LINES)
            glVertex3f(25.0,25.0,-25.0)
            glVertex3f(25.0,-25.0,-25.0)

            glVertex3f(25.0,-25.0,-25.0)
            glVertex3f(25.0,-25.0,25.0)
            glEnd()

        # Uniform colored surface, looks 2D and goofey
        elif nStep == 2:
            glutSolidCube(50.0)

        elif nStep == 3:
            glutSolidCube(50.0)

        # Draw a shadow with some lighting
        elif nStep == 4:
            glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform)
            glutSolidCube(50.0)
            glPopMatrix()

            # Disable lighting, we'll just draw the shadow as black
            glDisable(GL_LIGHTING)
            
            glPushMatrix()

            pPlane = m3dGetPlaneEquation(ground[0], ground[1], ground[2])
            mCubeTransform = m3dMakePlanarShadowMatrix(pPlane, vLightPos)
            #MakeShadowMatrix(ground, lightpos, cubeXform)
            glMultMatrixf(mCubeTransform)
            
            glTranslatef(-10.0, 0.0, 10.0)			
            
            # Set drawing color to Black
            glColor3f(0.0, 0.0, 0.0)

            glutSolidCube(50.0)

        elif nStep == 5:
            glColor3ub(255,255,255)
            glGetFloatv(GL_MODELVIEW_MATRIX, mCubeTransform)

            # Front Face (before rotation)
            glBindTexture(GL_TEXTURE_2D, textures[1])
            glBegin(GL_QUADS)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(25.0,25.0,25.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(25.0,-25.0,25.0)
            glTexCoord2f(0.0, 0.0)
            glVertex3f(-25.0,-25.0,25.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-25.0,25.0,25.0)
            glEnd()

            # Top of cube
            glBindTexture(GL_TEXTURE_2D, textures[2])
            glBegin(GL_QUADS)
            # Front Face
            glTexCoord2f(0.0, 0.0)
            glVertex3f(25.0,25.0,25.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(25.0,25.0,-25.0)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(-25.0,25.0,-25.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(-25.0,25.0,25.0)
            glEnd()

            # Last two segments for effect
            glBindTexture(GL_TEXTURE_2D, textures[3])
            glBegin(GL_QUADS)
            glTexCoord2f(1.0, 1.0)
            glVertex3f(25.0,25.0,-25.0)
            glTexCoord2f(1.0, 0.0)
            glVertex3f(25.0,-25.0,-25.0)
            glTexCoord2f(0.0, 0.0)
            glVertex3f(25.0,-25.0,25.0)
            glTexCoord2f(0.0, 1.0)
            glVertex3f(25.0,25.0,25.0)
            glEnd()
        

            glPopMatrix()

            # Disable lighting, we'll just draw the shadow as black
            glDisable(GL_LIGHTING)
            glDisable(GL_TEXTURE_2D)
            
            glPushMatrix()

            pPlane = m3dGetPlaneEquation(ground[0], ground[1], ground[2])
            mCubeTransform = m3dMakePlanarShadowMatrix(pPlane, vLightPos)
            glMultMatrixf(mCubeTransform)			
            
            glTranslatef(-10.0, 0.0, 10.0)			
            
            # Set drawing color to Black
            glColor3f(0.0, 0.0, 0.0)
            glutSolidCube(50.0)

        glPopMatrix()