def init_gl(self): gl.glClearColor(.93, .93, 1, 1) #glColor3f(1, 0, 0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(.5, .5, 1, 0)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, 1)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, _gl_vector(1, 0, .5, 0)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, _gl_vector(.5, .5, .5, 1)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, _gl_vector(1, 1, 1, 1)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, _gl_vector(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, _gl_vector(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, _gl_vector(.5082730,.5082730,.5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0); gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
def set_3d(self): """ Configure OpenGL to draw in 3d. """ width, height = self.get_size() gl.glEnable(gl.GL_DEPTH_TEST) gl.glViewport(0, 0, width, height) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.gluPerspective(65.0, width / float(height), 0.1, DIST) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() x, y = self.rotation gl.glRotatef(x, 0, 1, 0) gl.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) x, y, z = self.position gl.glTranslatef(-x, -y, -z) gl.glEnable(gl.GL_LIGHTING) gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, GLfloat4(0.05,0.05,0.05,1.0)) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glColorMaterial(gl.GL_FRONT, gl.GL_AMBIENT_AND_DIFFUSE) #gl.glLightfv(gl.GL_LIGHT1,gl.GL_SPOT_DIRECTION, GLfloat3(0,0,-1)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, GLfloat4(0.5,0.5,0.5,1.0)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, GLfloat4(1.0,1.0,1.0,1.0)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, GLfloat4(0.35,1.0,0.65,0.0)) #gl.glLightfv(gl.GL_LIGHT0,gl.GL_SPECULAR, GLfloat4(1,1,1,1)) gl.glDisable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1)
def init_gl(self): gl.glClearColor(.93, .93, 1, 1) # glColor3f(1, 0, 0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(.5, .5, 1, 0)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, 1)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, _gl_vector(1, 0, .5, 0)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, _gl_vector(.5, .5, .5, 1)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, _gl_vector(1, 1, 1, 1)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, _gl_vector(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, _gl_vector(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, _gl_vector(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
def display(self, mode_2d=False): with self.lock: glPushMatrix() glTranslatef(self.offset_x, self.offset_y, 0) glEnableClientState(GL_VERTEX_ARRAY) has_vbo = isinstance(self.vertex_buffer, VertexBufferObject) if self.display_travels: self._display_travels(has_vbo) glEnable(GL_LIGHTING) glEnableClientState(GL_NORMAL_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glMaterialfv(GL_FRONT, GL_SPECULAR, vec(1, 1, 1, 1)) glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0, 0, 0)) glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50) glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE) self._display_movements(has_vbo) glDisable(GL_LIGHTING) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) glPopMatrix()
def set_3d(self): """ Configure OpenGL to draw in 3d. """ width, height = self.get_size() gl.glEnable(gl.GL_DEPTH_TEST) gl.glViewport(0, 0, width, height) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.gluPerspective(65.0, width / float(height), 0.1, DIST) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() x, y = self.rotation gl.glRotatef(x, 0, 1, 0) gl.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) x, y, z = self.position gl.glTranslatef(-x, -y, -z) gl.glEnable(gl.GL_LIGHTING) gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, GLfloat4(0.05, 0.05, 0.05, 1.0)) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glColorMaterial(gl.GL_FRONT, gl.GL_AMBIENT_AND_DIFFUSE) #gl.glLightfv(gl.GL_LIGHT1,gl.GL_SPOT_DIRECTION, GLfloat3(0,0,-1)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, GLfloat4(0.5, 0.5, 0.5, 1.0)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, GLfloat4(1.0, 1.0, 1.0, 1.0)) gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, GLfloat4(0.35, 1.0, 0.65, 0.0)) #gl.glLightfv(gl.GL_LIGHT0,gl.GL_SPECULAR, GLfloat4(1,1,1,1)) gl.glDisable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1)
def gl_enable_color_material(): # do some openGL things gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, gl_float([0.192250, 0.192250, 0.192250])) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, gl_float([0.507540, 0.507540, 0.507540])) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, gl_float([.5082730, .5082730, .5082730])) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0)
def init_gl(self): """ Perform the magic incantations to create an OpenGL scene. """ # the background color gl.glClearColor(.97, .97, .97, 1.0) max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) # put the light at one corner of the scenes AABB gl.glLightfv( gl.GL_LIGHT0, gl.GL_POSITION, rendering.vector_to_gl(np.append(self.scene.bounds[1], 0))) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, rendering.vector_to_gl(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, rendering.vector_to_gl(1, 1, 1, .75)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, rendering.vector_to_gl(.1, .1, .1, .2)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) gl.glLineWidth(1.5) gl.glPointSize(4)
def _gl_enable_color_material(): gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0)
def init_gl(self, on_init=None, **kwargs): gl.glClearColor(.97, .97, .97, 1.0) max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) # put the light at one corner of the scenes AABB gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(np.append(self.scene.bounds[1], 0))) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, .75)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, _gl_vector(.1, .1, .1, .2)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, _gl_vector(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, _gl_vector(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, _gl_vector(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) gl.glLineWidth(1.5) gl.glPointSize(4) if on_init: on_init(gl, **kwargs)
def init_gl(self): """ Perform the magic incantations to create an OpenGL scene. """ # default background color is white-ish background = [.99, .99, .99, 1.0] # if user passed a background color use it if 'background' in self.kwargs: try: # convert to (4,) uint8 RGBA background = to_rgba(self.kwargs['background']) # convert to 0.0 - 1.0 float background = background.astype(np.float64) / 255.0 except BaseException: log.error('background color wrong!', exc_info=True) # apply the background color gl.glClearColor(*background) max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHT1) # put the light at one corner of the scenes AABB gl.glLightfv( gl.GL_LIGHT0, gl.GL_POSITION, rendering.vector_to_gl(np.append(self.scene.bounds[1], 0))) gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, rendering.vector_to_gl(.5, .5, 1, 1)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, rendering.vector_to_gl(1, 1, 1, .75)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, rendering.vector_to_gl(.1, .1, .1, .2)) gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl(0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl(0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl(.5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) gl.glLineWidth(1.5) gl.glPointSize(4)
def init_gl(self): """ Perform the magic incantations to create an OpenGL scene using pyglet. """ # default background color is white-ish background = [.99, .99, .99, 1.0] # if user passed a background color use it if 'background' in self.kwargs: try: # convert to (4,) uint8 RGBA background = to_rgba(self.kwargs['background']) # convert to 0.0 - 1.0 float background = background.astype(np.float64) / 255.0 except BaseException: log.error('background color set but wrong!', exc_info=True) # apply the background color gl.glClearColor(*background) # find the maximum depth based on # maximum length of scene AABB max_depth = (np.abs(self.scene.bounds).max(axis=1) ** 2).sum() ** .5 max_depth = np.clip(max_depth, 500.00, np.inf) gl.glDepthRange(0.0, max_depth) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) # do some openGL things gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, rendering.vector_to_gl( 0.192250, 0.192250, 0.192250)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, rendering.vector_to_gl( 0.507540, 0.507540, 0.507540)) gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, rendering.vector_to_gl( .5082730, .5082730, .5082730)) gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0) # enable blending for transparency gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # make the lines from Path3D objects less ugly gl.glEnable(gl.GL_LINE_SMOOTH) gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) # set the width of lines to 1.5 pixels gl.glLineWidth(1.5) # set PointCloud markers to 4 pixels in size gl.glPointSize(4) # set up the viewer lights using self.scene self.update_lighting()
def set_state(self): gl.glPushAttrib( gl.GL_ENABLE_BIT ) gl.glEnable( gl.GL_COLOR_MATERIAL ) if not self.lighting: gl.glDisable( gl.GL_LIGHTING ) gl.glColorMaterial(*self.material_args)