Esempio n. 1
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        def on_draw():
            # clears the background with the background color
            gl.glClearColor(*background)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT)

            # draw in a loop
            boundary = winsize - 100
            gap = (winsize - boundary) / 2
            i_width = boundary / len(rgb1)
            i_height = boundary / 2

            # the first line
            for idx, rgb in enumerate(rgb1):
                gl.glColor3f(*rgb)

                gl.glBegin(
                    gl.GL_QUADS
                )  # start drawing a rectangle in counter-clockwise (CCW) order

                gl.glVertex2f(gap + idx * i_width,
                              gap + i_height)  # bottom left point
                gl.glVertex2f(gap + (idx + 1) * i_width,
                              gap + i_height)  # bottom right point
                gl.glVertex2f(gap + (idx + 1) * i_width,
                              gap + boundary)  # top right point
                gl.glVertex2f(gap + idx * i_width,
                              gap + boundary)  # top left point

                gl.glEnd()

                label = pyglet.text.Label(str(color1[idx]),
                                          font_size=7,
                                          x=gap + idx * i_width,
                                          y=gap + boundary + 20)
                label.draw()

            # # # the second line
            for idx, rgb in enumerate(rgb2):
                gl.glColor3f(*rgb)

                gl.glBegin(
                    gl.GL_QUADS
                )  # start drawing a rectangle in counter-clockwise (CCW) order

                gl.glVertex2f(gap + idx * i_width, gap)  # bottom left point
                gl.glVertex2f(gap + (idx + 1) * i_width,
                              gap)  # bottom right point
                gl.glVertex2f(gap + (idx + 1) * i_width,
                              gap + i_height)  # top right point
                gl.glVertex2f(gap + idx * i_width,
                              gap + i_height)  # top left point
                gl.glEnd()

                label = pyglet.text.Label(str(color2[idx]),
                                          font_size=7,
                                          x=gap + idx * i_width,
                                          y=gap - 20)
                label.draw()
Esempio n. 2
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        def on_draw():
            # clears the screen with the background color
            gl.glClear(gl.GL_COLOR_BUFFER_BIT)

            # sets wire-frame mode
            gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE)

            # draws the current model
            self.current_model.draw()
Esempio n. 3
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 def clear_and_setup_window(self):
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     gl.glMatrixMode(gl.GL_PROJECTION)  # Select The Projection Matrix
     gl.glLoadIdentity()  # Reset The Projection Matrix
     field_of_view_y = 100
     aspect_ratio = self.window.width if self.window.height == 0 else self.window.width / self.window.height
     z_clip_near = 0.1
     z_clip_far = 1000.0
     glu.gluPerspective(field_of_view_y, aspect_ratio, z_clip_near,
                        z_clip_far)
Esempio n. 4
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def on_draw():
    gl.glColorMask(True, True, True, True)
    window.clear()

    with rc.default_shader, rc.default_states:
        with camera.right:
            gl.glColorMask(False, True, True, True)
            monkey.draw()

        gl.glClear(gl.GL_DEPTH_BUFFER_BIT)

        with camera.left:
            gl.glColorMask(True, False, False, True)
            monkey.draw()
Esempio n. 5
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    def draw(self):
        # clears the screen with the background color
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glClear(gl.GL_DEPTH_BUFFER_BIT)

        gl.glLoadIdentity()

        # # sets the position for the camera
        gl.glTranslatef(self.x, self.y, self.z)

        # sets the rotation for the camera
        gl.glRotatef(self.rx, 1, 0, 0)
        gl.glRotatef(self.ry, 0, 1, 0)
        gl.glRotatef(self.rz, 0, 0, 1)

        # self.draw_axes()

        for box in self.boxes:
            self.render_model(box, fill=False)

        # TODO Note: won't account for changing number of boids if that is ever implemented
        for i, (boids_m, atts) in enumerate(self.swarm_models):
            swarm = self.swarms[i]
            for j, boid_m in enumerate(boids_m):

                # experimental: invert colour if feeding
                # if swarm.boids[j].feeding:
                #     boid_m.color = invert_colour(boid_m.color)

                new_loc = list(swarm.boids[j].location)[:3]
                boid_m.x, boid_m.y, boid_m.z = new_loc

                # boid direction based on velocity
                new_vel = list(normalise(swarm.boids[j].velocity[:3]))
                # TODO completely wrong and also stupid but seems to be good enough if you don't look too hard
                # boid_m.rx = -90-math.degrees(math.asin(new_vel[2]/math.sqrt(new_vel[1]**2 + new_vel[2]**2)))
                boid_m.ry = (90-math.degrees(math.asin(new_vel[0]/math.sqrt(new_vel[2]**2 + new_vel[0]**2))))
                boid_m.rz = -(90-math.degrees(math.asin(new_vel[1]/math.sqrt(new_vel[0]**2 + new_vel[1]**2))))

                self.render_model(boid_m)

            for j, att in enumerate(atts):
                new_att = list(swarm.attractors[j].location)[:3]
                att.x, att.y, att.z = new_att
                if swarm.attractors[j].is_active:
                    self.render_model(att, frame=True)
Esempio n. 6
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    def draw(self, viewport):
        gl.glClearColor(183 / 255.0, 196 / 255.0, 200 / 255.0, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        x1 = viewport.tl.x
        x2 = viewport.br.x

        backgrounds = [
            (self.clouds, self.clouds.width), 
            (self.fg, self.fg.width), 
        ]

        for img, w in backgrounds:
            cx = x1 - x1 % w - w
            while cx < x2:
                img.blit(cx, 0)
                cx += w
Esempio n. 7
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    def draw(self):
        # clears the screen with the background color
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glClear(gl.GL_DEPTH_BUFFER_BIT)

        gl.glLoadIdentity()

        # # sets the position
        gl.glTranslatef(self.x, self.y, self.z)

        # sets the rotation
        gl.glRotatef(self.rx, 1, 0, 0)
        gl.glRotatef(self.ry, 0, 1, 0)
        gl.glRotatef(self.rz, 0, 0, 1)

        self.draw_ground_plane()

        for model in self.models:
            self._model_render(model)
Esempio n. 8
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    def draw(self):
        # clears the screen with the background color
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        gl.glClear(gl.GL_DEPTH_BUFFER_BIT)

        gl.glLoadIdentity()

        # # sets the position for the camera
        gl.glTranslatef(self.x, self.y, self.z)

        # sets the rotation for the camera
        gl.glRotatef(self.rx, 1, 0, 0)
        gl.glRotatef(self.ry, 0, 1, 0)
        gl.glRotatef(self.rz, 0, 0, 1)

        self.render_model(self.box_model, fill=False)

        for colour_model in self.colour_models:
            self.render_model(colour_model, frame=False)

        for rc_model in self.rand_col_models:
            self.render_model(rc_model, frame=False)
Esempio n. 9
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    def draw(self, viewport):
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        alt = viewport.bl.y
        h = viewport.height 
        w = viewport.width
        c1 = self.gradient.colour(alt)
        c2 = self.gradient.colour(alt + 10000)

        o = v(0, 0)
        x = v(w, 0)
        y = v(0, h)

        vs = [o, x, x + y, y]
        cs = [c1, c1, c2, c2]
        
        pyglet.graphics.draw(4, gl.GL_QUADS,
            ('v2f', list(walk(vs))),
            ('c3f', list(walk(cs)))
        )
Esempio n. 10
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    def drawChessBoardGl(self):
        self.setupGl()

        # clears the background with the background color
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        # square color
        gl.glColor3f(*self.greenF3)

        squareWidth = 0.4
        minF = -1.6
        maxF = 1.6

        for h in np.arange(0.0, 2 * maxF, 2 * squareWidth):
            #Draws the chess board 2 lines by 2 lines
            for i in np.arange(minF, maxF, 2 * squareWidth):
                # draws a square
                gl.glBegin(gl.GL_QUADS)
                gl.glVertex3f(i + squareWidth, minF + squareWidth + h, 0)
                gl.glVertex3f(i, minF + squareWidth + h, 0)
                gl.glVertex3f(i, minF + h, 0)
                gl.glVertex3f(i + squareWidth, minF + h, 0)
                gl.glEnd()

                gl.glBegin(gl.GL_QUADS)
                gl.glVertex3f(i + 2 * squareWidth, minF + 2 * squareWidth + h,
                              0)
                gl.glVertex3f(i + squareWidth, minF + 2 * squareWidth + h, 0)
                gl.glVertex3f(i + squareWidth, minF + squareWidth + h, 0)
                gl.glVertex3f(i + 2 * squareWidth, minF + squareWidth + h, 0)
                gl.glEnd()

        pyglet.graphics.draw(
            8, pyglet.gl.GL_LINES,
            ("v2f", (minF, minF, minF, maxF, maxF, minF, maxF, maxF, minF,
                     minF, maxF, minF, minF, maxF, maxF, maxF)),
            ('c3B', (0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0, 255, 0, 0,
                     255, 0, 0, 255, 0, 0, 255, 0)))
def init():
    gl.glClearColor(0.9, 0.9, 0.9, 1.0)
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)