def paint(self): """ For all of the known terrain, render whatever faces are exposed. """ if self._texture is None: self._texture = self._createTexture() glBindTexture(GL_TEXTURE_2D, self._texture) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) for surface in self._vbos: vbo = surface.update length = surface.important vbo.bind() glVertexPointer(3, GL_FLOAT, 4 * 5, vbo) glTexCoordPointer(2, GL_FLOAT, 4 * 5, vbo + (4 * 3)) glDrawArrays(GL_TRIANGLES, 0, length) vbo.unbind() glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glBindTexture(GL_TEXTURE_2D, 0)
def bind_texcoords(self, size, var_type, stride=0): self.bind() glTexCoordPointer(size, var_type, stride, None)
def drawHeightfield(color, w, h, textureReady, opacity, SOLID=False, pickCheckOnly=False, hf=None): """ Draw a heighfield using vertex and normal arrays. Optionally, it could be texuture mapped. @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick selection purpose. """ from OpenGL.GL import glTexEnvf from OpenGL.GL import GL_TEXTURE_ENV from OpenGL.GL import GL_TEXTURE_ENV_MODE from OpenGL.GL import GL_MODULATE from OpenGL.GL import glVertexPointer from OpenGL.GL import glNormalPointer from OpenGL.GL import glTexCoordPointer from OpenGL.GL import glDrawArrays from OpenGL.GL import glEnableClientState from OpenGL.GL import GL_VERTEX_ARRAY from OpenGL.GL import GL_NORMAL_ARRAY from OpenGL.GL import GL_TEXTURE_COORD_ARRAY glEnable(GL_COLOR_MATERIAL) glEnable(GL_LIGHTING) ### glColor4fv(list(color) + [opacity]) ### glColor3fv(list(color)) glColor3f(1.0, 1.0, 1.0) glPushMatrix() glScalef(w, h, 1.0) if SOLID: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) else: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glDisable(GL_CULL_FACE) if not pickCheckOnly: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) if textureReady: glEnable(GL_TEXTURE_2D) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) for tstrip_vert, tstrip_norm, tstrip_tex in hf: glVertexPointer(3, GL_FLOAT, 0, tstrip_vert) glNormalPointer(GL_FLOAT, 0, tstrip_norm) glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex) glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert)) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_COLOR_MATERIAL) if not pickCheckOnly: if textureReady: glDisable(GL_TEXTURE_2D) glDepthMask(GL_TRUE) glEnable(GL_CULL_FACE) if not SOLID: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glPopMatrix() glEnable(GL_LIGHTING) return
def draw_mesh(m, lighting_on): # Supply vertices glEnableClientState(GL_VERTEX_ARRAY) m.vbo['v'].bind() glVertexPointer(3, GL_FLOAT, 0, m.vbo['v']) m.vbo['v'].unbind() # Supply normals if 'vn' in m.vbo.keys(): glEnableClientState(GL_NORMAL_ARRAY) m.vbo['vn'].bind() glNormalPointer(GL_FLOAT, 0, m.vbo['vn']) m.vbo['vn'].unbind() else: glDisableClientState(GL_NORMAL_ARRAY) # Supply colors if 'vc' in m.vbo.keys(): glEnableClientState(GL_COLOR_ARRAY) m.vbo['vc'].bind() glColorPointer(3, GL_FLOAT, 0, m.vbo['vc']) m.vbo['vc'].unbind() else: glDisableClientState(GL_COLOR_ARRAY) if ('vt' in m.vbo.keys()) and hasattr(m, 'textureID'): glEnable(GL_TEXTURE_2D) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glBindTexture(GL_TEXTURE_2D, m.textureID) glEnableClientState(GL_TEXTURE_COORD_ARRAY) m.vbo['vt'].bind() glTexCoordPointer(2, GL_FLOAT, 0, m.vbo['vt']) m.vbo['vt'].unbind() else: glDisable(GL_TEXTURE_2D) glDisableClientState(GL_TEXTURE_COORD_ARRAY) # Draw if len(m.f) > 0: # ie if it is triangulated if lighting_on: glEnable(GL_LIGHTING) else: glDisable(GL_LIGHTING) glDrawElementsui(GL_TRIANGLES, np.arange(m.f.size, dtype=np.uint32)) else: # not triangulated, so disable lighting glDisable(GL_LIGHTING) glPointSize(2) glDrawElementsui(GL_POINTS, np.arange(len(m.v), dtype=np.uint32)) if hasattr(m, 'v_to_text'): glEnable(GL_TEXTURE_2D) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) # glEnable(GL_TEXTURE_GEN_S) # glEnable(GL_TEXTURE_GEN_T) # glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) # glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) bgcolor = np.array(glGetDoublev(GL_COLOR_CLEAR_VALUE)) fgcolor = 1. - bgcolor from .lines import Lines sc = float(np.max(np.max(m.v, axis=0) - np.min(m.v, axis=0))) / 10. cur_mtx = np.linalg.pinv(glGetFloatv(GL_MODELVIEW_MATRIX).T) xdir = cur_mtx[:3, 0] ydir = cur_mtx[:3, 1] glEnable(GL_LINE_SMOOTH) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) for vidx, text in m.v_to_text.items(): pos0 = m.v[vidx].copy() pos1 = m.v[vidx].copy() if hasattr(m, 'vn'): pos1 += m.vn[vidx] * sc glLineWidth(5.0) ln = Lines(v=np.vstack((pos0, pos1)), e=np.array([[0, 1]])) glEnable(GL_LIGHTING) glColor3f(1. - 0.8, 1. - 0.8, 1. - 1.00) MeshViewerSingle.draw_lines(ln) glDisable(GL_LIGHTING) texture_id = get_textureid_with_text(text, bgcolor, fgcolor) glBindTexture(GL_TEXTURE_2D, texture_id) glPushMatrix() glTranslatef(pos1[0], pos1[1], pos1[2]) dx = xdir * .10 dy = ydir * .10 if False: glBegin(GL_QUADS) glTexCoord2f(1., 0.) glVertex3f(*(+dx + dy)) glTexCoord2f(1., 1.) glVertex3f(*(+dx - dy)) glTexCoord2f(0., 1.) glVertex3f(*(-dx - dy)) glTexCoord2f(0., 0.) glVertex3f(*(-dx + dy)) # gluSphere(quadratic,0.05,32,32) glEnd() else: glBegin(GL_POLYGON) for r in np.arange(0, np.pi * 2., .01): glTexCoord2f(np.cos(r) / 2. + .5, np.sin(r) / 2. + .5) glVertex3f(*(dx * np.cos(r) + -dy * np.sin(r))) glEnd() glPopMatrix()
def drawHeightfield(color, w, h, textureReady, opacity, SOLID = False, pickCheckOnly = False, hf = None): """ Draw a heighfield using vertex and normal arrays. Optionally, it could be texture mapped. @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick selection purpose. """ if not hf: # Return if heightfield is not provided return glEnable(GL_COLOR_MATERIAL) glEnable(GL_LIGHTING) # Don't use opacity, otherwise the heighfield polygons should be sorted # - something to implement later... ## glColor3v(list(color)) if textureReady: # For texturing, use white color (to be modulated by the texture) glColor3f(1,1,1) else: glColor3fv(list(color)) glPushMatrix() glScalef(w, h, 1.0) if SOLID: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) else: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glDisable(GL_CULL_FACE) if not pickCheckOnly: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) if textureReady: glEnable(GL_TEXTURE_2D) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) for tstrip_vert, tstrip_norm, tstrip_tex in hf: glVertexPointer(3, GL_FLOAT, 0, tstrip_vert) glNormalPointer(GL_FLOAT, 0, tstrip_norm) glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex) glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert)) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_COLOR_MATERIAL) if not pickCheckOnly: if textureReady: glDisable(GL_TEXTURE_2D) glDepthMask(GL_TRUE) glEnable(GL_CULL_FACE) if not SOLID: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glPopMatrix() glEnable(GL_LIGHTING) return
def drawHeightfield(color, w, h, textureReady, opacity, SOLID=False, pickCheckOnly=False, hf=None): """ Draw a heighfield using vertex and normal arrays. Optionally, it could be texture mapped. @pickCheckOnly This is used to draw the geometry only, used for OpenGL pick selection purpose. """ if not hf: # Return if heightfield is not provided return glEnable(GL_COLOR_MATERIAL) glEnable(GL_LIGHTING) # Don't use opacity, otherwise the heighfield polygons should be sorted # - something to implement later... ## glColor3v(list(color)) if textureReady: # For texturing, use white color (to be modulated by the texture) glColor3f(1, 1, 1) else: glColor3fv(list(color)) glPushMatrix() glScalef(w, h, 1.0) if SOLID: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) else: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glDisable(GL_CULL_FACE) if not pickCheckOnly: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) if textureReady: glEnable(GL_TEXTURE_2D) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) for tstrip_vert, tstrip_norm, tstrip_tex in hf: glVertexPointer(3, GL_FLOAT, 0, tstrip_vert) glNormalPointer(GL_FLOAT, 0, tstrip_norm) glTexCoordPointer(2, GL_FLOAT, 0, tstrip_tex) glDrawArrays(GL_TRIANGLE_STRIP, 0, len(tstrip_vert)) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glDisable(GL_COLOR_MATERIAL) if not pickCheckOnly: if textureReady: glDisable(GL_TEXTURE_2D) glDepthMask(GL_TRUE) glEnable(GL_CULL_FACE) if not SOLID: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glPopMatrix() glEnable(GL_LIGHTING) return