コード例 #1
0
ファイル: camera.py プロジェクト: mberkay/computer-graphics
    def render(self):
        pos = self.transform.position
        forward = self.transform.forward
        # print("pos: ", pos, "forward: ", forward, "rotation: ", self.transform.rotation)
        target = pos + forward

        gluLookAt(pos.x, pos.y, pos.z, target.x, target.y, target.z, 0, 1, 0)
コード例 #2
0
ファイル: display.py プロジェクト: why2lyj/Bloxorz
	def __init__(self, title='', fps=60, fullscreen=False, size=(800, 600), offset=(0, 0)):
		self.title = title
		self.fps = fps
		self.fullscreen = fullscreen
		self.size = size
		self.width, self.height = offset

		self.delta = 0
		self.currentFrame = self.get_time()
		self.lastFrame = self.get_time()
		if self.fullscreen:
			self.surface = pygame.display.set_mode(self.size, FULLSCREEN | HWSURFACE | DOUBLEBUF | OPENGL)
		else:
			self.surface = pygame.display.set_mode(self.size, DOUBLEBUF | OPENGL)

		pygame.display.set_caption(self.title)
		ratio = (self.width ** 2 + self.height ** 2) / 325
		glClearColor(0.83137254902, 0.83137254902, 0.83137254902, 1)
		gluPerspective(60, (size[0] / size[1]), 0.1, 1000.0)
		gluLookAt(0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
		gluLookAt(4 * ratio, 4 * ratio, 8 * ratio, 0, 0, 0, 0, 0, 1)

		glRotatef(135, 0, 0, 1)
		glRotatef(5, 0, 0, 1)
		glTranslatef(-self.width / 2, self.height / 2 + 1, 0)
		glEnable(GL_DEPTH_TEST)
		glEnable(GL_LINE_SMOOTH)
		glEnable(GL_POLYGON_SMOOTH)
		glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
		glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)
		glEnable(GL_BLEND)
		glLineWidth(1)
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
コード例 #3
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    def setTransformLookAt(self, eye, lookat, up):
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(eye[0], eye[1], eye[2], lookat[0], lookat[1], lookat[2],
                  up[0], up[1], up[2])

        glLightfv(GL_LIGHT0, GL_AMBIENT, [0.8, 0.8, 0.8, 1.0])
        glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
        glLightfv(GL_LIGHT0, GL_POSITION, [0.0, 0.0, 1.0, 0.0])
コード例 #4
0
ファイル: glu.py プロジェクト: eecs-susu/computer-graphics
 def look_at(cls,
             eye_x: float,
             eye_y: float,
             eye_z: float,
             center_x: float,
             center_y: float,
             center_z: float,
             up_x: float = 0.,
             up_y: float = 1.,
             up_z: float = 0.):
     gluLookAt(eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x,
               up_y, up_z)
コード例 #5
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def draw():
    global step, delta, lid
    glClearColor(1, 1, 1, 0)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    glLoadIdentity()
    gluLookAt(0.0, 0.0, step,
              0.0, 0.0, step-delta,
              0.0, 1.0, 0.0)

    glCallList(lid)
    glEnable(GL_DEPTH_TEST)
    glutSwapBuffers()

    time.sleep(0.05)
コード例 #6
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    def base_settings(self):
        glClearColor(1., 1., 1., 1.)  # цвет фона
        glShadeModel(GL_SMOOTH)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_LIGHTING)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.light_color)
        glLightfv(GL_LIGHT0, GL_POSITION, self.lightpos)  # Источник света

        glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
        glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
        glEnable(GL_LIGHT0)

        glMatrixMode(GL_PROJECTION)
        gluPerspective(*self.perspective)

        glMatrixMode(GL_MODELVIEW)
        gluLookAt(0, 0, 10, 0, 0, 0, 0, 1, 0)
コード例 #7
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    def paintGL(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        gluLookAt(0.0, 2.5, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)

        glRotatef(self.angle, 0.0, 1.0, 0.0)

        glBegin(GL_TRIANGLES)
        glColor3f(1.0, 1.0, 0.0)
        glVertex3f(0.0, 1.0, 0.0)
        glVertex3f(-1.0, -1.0, 0.0)
        glVertex3f(1.0, -1.0, 0.0)
        glEnd()

        glPopMatrix()

        glFlush()
コード例 #8
0
    def draw(self):

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        gluPerspective(45, 1.65, 0.1, 500)
        gluLookAt(self.xizi, self.yizi - 50, 3.9, self.xizi, self.yizi, 0, 0,
                  1, 0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        glColor3f(1.0, 1.0, 1.0)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        # glRotate(20, 0, 0, 1)
        glPushMatrix()
        # glBindTexture(GL_TEXTURE_2D, self.casco)
        #
        # #Base da nave
        # glBegin(GL_TRIANGLE_FAN)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 0, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x + 1.5, self.move_y + 3, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x + 2, self.move_y + 0, 1)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 5, self.move_y - 6, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 2, self.move_y - 7, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x + 1, self.move_y - 7, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 0, self.move_y - 8, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 1, self.move_y - 7, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x - 2, self.move_y - 7, 1)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x - 5, self.move_y - 6, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x - 2, self.move_y + 0, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 1.5, self.move_y + 3, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glEnd()
        #
        # #Casco da nave (fora)
        # glBegin(GL_QUAD_STRIP)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glVertex3f(self.move_x + 1.5, self.move_y + 3, 1)
        # glVertex3f(self.move_x + 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x + 2, self.move_y + 0, 1)
        # glVertex3f(self.move_x + 1, self.move_y + 0, 2)
        # glVertex3f(self.move_x + 5, self.move_y - 6, 1)
        # glVertex3f(self.move_x + 2, self.move_y - 4, 2)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 2, self.move_y - 7, 1)
        # glVertex3f(self.move_x + 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 1, self.move_y - 7, 1)
        # glVertex3f(self.move_x + 0.5, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 0, self.move_y - 8, 1)
        # glVertex3f(self.move_x + 0, self.move_y - 7, 2)
        # glVertex3f(self.move_x - 1, self.move_y - 7, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 0.5, self.move_y - 6, 2)
        # glVertex3f(self.move_x - 2, self.move_y - 7, 1)
        # glVertex3f(self.move_x - 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x - 5, self.move_y - 6, 1)
        # glVertex3f(self.move_x - 2, self.move_y - 4, 2)
        # glVertex3f(self.move_x - 2, self.move_y + 0, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x - 1, self.move_y + 0, 2)
        # glVertex3f(self.move_x - 1.5, self.move_y + 3, 1)
        # glVertex3f(self.move_x - 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glEnd()
        #
        # glDisable(GL_TEXTURE_2D)
        #
        # glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        # glEnable(GL_TEXTURE_2D)
        #
        # glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        #
        # glBindTexture(GL_TEXTURE_2D, self.metal)
        #
        # #Parte verde
        # glBegin(GL_QUAD_STRIP)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        # glVertex3f(self.move_x + 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x + 0.5, self.move_y + 1, 2.5)
        # glVertex3f(self.move_x + 1, self.move_y + 0, 2)
        # glVertex3f(self.move_x + 0.5, self.move_y + 0, 2.5)
        # glVertex3f(self.move_x + 2, self.move_y - 4, 2)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 1, self.move_y - 4, 2.5)
        # glVertex3f(self.move_x + 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 1, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x + 0.5, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 0.5, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x + 0, self.move_y - 7, 2)
        # glVertex3f(self.move_x + 0, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x - 0.5, self.move_y - 6, 2)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 0.5, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x - 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x - 1, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x - 2, self.move_y - 4, 2)
        # glVertex3f(self.move_x - 1, self.move_y - 4, 2.5)
        # glVertex3f(self.move_x - 1, self.move_y + 0, 2)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x - 0.5, self.move_y + 0, 2.5)
        # glVertex3f(self.move_x - 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x - 0.5, self.move_y + 1, 2.5)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        # glEnd()
        #
        # glDisable(GL_TEXTURE_2D)
        #
        # glColor3f(1.0, 1.0, 1.0)
        # glEnable(GL_TEXTURE_2D)
        #
        # glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        # glBindTexture(GL_TEXTURE_2D, self.vidro)
        #
        # #Mira
        #
        # glDisable(GL_TEXTURE_2D)
        glColor3f(1, 0, 0)

        glBegin(GL_LINES)
        glVertex3f(self.move_x + 0, self.move_y + 70, 3)
        glVertex3f(self.move_x + 0, self.move_y + 70, -3)
        glEnd()
        glBegin(GL_LINES)
        glVertex3f(self.move_x + 3, self.move_y + 70, 0)
        glVertex3f(self.move_x + -3, self.move_y + 70, 0)
        glEnd()
        glPopMatrix()

        glColor3f(1.0, 1.0, 1.0)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glBindTexture(GL_TEXTURE_2D, self.vidro)

        #Cookpit
        # glPushMatrix()
        glBegin(GL_QUADS)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + -11, self.move_y + 6.9, 9.5)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + 11, self.move_y + 6.9, 9.5)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + 11, self.move_y + 6.9, -4)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + -11, self.move_y + 6.9, -4)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x+ -50, self.move_y +50, 50)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x+ 50, self.move_y +50, 50)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x+ 50, self.move_y +-50, -50)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x+ -50, self.move_y +-50, -50)
        glEnd()
        glDisable(GL_TEXTURE_2D)
コード例 #9
0
    def initializeGL(self):
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glShadeModel(GL_SMOOTH)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        glEnable(GL_ALPHA_TEST)
        glAlphaFunc(GL_NOTEQUAL, 0.0)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        gluPerspective(45, 1.65, 0.1, 500)
        gluLookAt(0, -100, 50, 0, 0, 0, 0, 1, 0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        self.myNave = Nave(self.animation_propellant_enemy, 0)
        self.in_scene.append(self.myNave)

        for i in range(EXPLOSION_FRAMES):
            self.animation_explosion[i] = self.loadImage("img/explosion/Comp" +
                                                         str(i) + ".png")

        for i in range(PROPELLANT_FRAMES):
            self.animation_propellant_enemy[i] = self.loadImage(
                "img/fire/Comp" + str(i) + ".png")

        for i in range(10):
            self.img_planets[i] = self.loadImage("img/planets/planeta" +
                                                 str(i) + ".png")

        self.img_nave_amarela = self.loadImage("img/nave4.png")
        self.img_nave_azul = self.loadImage("img/nave1.png")
        self.img_nave_preta = self.loadImage("img/nave3.png")
        self.img_tiro_amarelo = self.loadImage("img/nave4_pow.png")
        self.img_tiro_preto = self.loadImage("img/nave3_pow.png")
        self.img_tiro_azul = self.loadImage("img/nave1_pow.png")
        self.img_tiro = self.loadImage("img/nave2_pow.png")
        self.logo_init = self.loadImage("img/SpaceCute.png")
        self.logo_end = self.loadImage("img/YouDied.png")
        self.power_up_vida = self.loadImage("img/power_up_life.png")
        self.power_up_shoot = self.loadImage("img/power_up_shot.png")
        self.power_up_speed = self.loadImage("img/power_up_speed.png")

        self.myLogo_i.load("inicio", self.logo_init, self.logo_end)
        self.ornaments.append(self.myLogo_i)
        self.myLogo_i.inited = True

        self.myLogo_e.load("fim", self.logo_init, self.logo_end)

        self.init_queue()

        # Arrumando erros de frict
        fix_p = self.propellant_queue.pop()
        fix_p.load(self.animation_propellant_enemy, 1000, 1000, "fix")
        self.ornaments.append(fix_p)

        new_explosion = self.explosion_queue.pop()
        new_explosion.load(self.animation_explosion, 1000, 1000, "fix")
        self.ornaments.append(new_explosion)

        tx = 0
        ambiente = [0.2, 0.2, 0.2, 1.0]
        difusa = [0.7, 0.7, 0.7, 1.0]
        especular = [1.0, 1.0, 1.0, 1.0]
        posicao = [0.0, 3.0, 2.0, 0.0]
        lmodelo_ambiente = [0.2, 0.2, 0.2, 1.0]

        glLightfv(GL_LIGHT0, GL_AMBIENT, ambiente)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, difusa)
        glLightfv(GL_LIGHT0, GL_POSITION, posicao)
        glLightfv(GL_LIGHT0, GL_SPECULAR, especular)
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodelo_ambiente)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_COLOR_MATERIAL)
コード例 #10
0
ファイル: camera.py プロジェクト: vbms11/vbms-robot-war-arena
 def loadIdentity (self):
     
     gluLookAt(self.position[0], self.position[1], self.position[2], self.position[0] + self.direction.x, self.position[1] + self.direction.y, self.position[2] + self.direction.z, 0, 0, 1)
コード例 #11
0
 def apply(self):
   """Load the camera matrix."""
   gluLookAt(self.origin[0], self.origin[1], self.origin[2],
             self.target[0], self.target[1], self.target[2],
             self.up[0],     self.up[1],     self.up[2])