コード例 #1
0
ファイル: scene.py プロジェクト: iamFIREcracker/engine3d
class Scene(object):
  def __init__(self, width, height, framerate):
    self.width = width
    self.height = height
    self.center = (width / 2, height / 2)
    self.framerate = framerate
    self.camera = Camera()

    self.light_system = LightSystem()
    self.object_system = ObjectSystem()

  def resize(self):
    if self.height == 0:
      self.height = 1
    glViewport(0, 0, self.width, self.height)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(40, self.width / self.height, 0.1, 100.0)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()

  def gl_init(self):
    glShadeModel(GL_SMOOTH)
    glClearColor(0.0, 0.0, 0.0, 0.0)
    glClearDepth(1.0)
    glEnable(GL_DEPTH_TEST)
    glDepthFunc(GL_LEQUAL)
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
    glFrontFace(GL_CCW)
    glEnable(GL_CULL_FACE)
    glEnable(GL_COLOR_MATERIAL);

  def handle_events(self):
    pass

  def render(self):
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    self.camera.place()
    self.light_system.place()
    self.object_system.render()

  def mainloop(self):
    video_flags = pygame.OPENGL | pygame.DOUBLEBUF
    pygame.init()
    pygame.display.set_mode((self.width, self.height), video_flags)
    pygame.mouse.set_visible(False)
    pygame.event.set_grab(True)

    self.resize()
    self.gl_init()
    self.light_system.enable()

    clock = pygame.time.Clock()
    self.done = False
    while not self.done:
      self.handle_events()
      self.render()
      pygame.display.flip()
      clock.tick(self.framerate)
コード例 #2
0
ファイル: scene.py プロジェクト: automation551/engine3d
class Scene(object):
    def __init__(self, width, height, framerate):
        self.width = width
        self.height = height
        self.center = (width / 2, height / 2)
        self.framerate = framerate
        self.camera = Camera()

        self.light_system = LightSystem()
        self.object_system = ObjectSystem()

    def resize(self):
        if self.height == 0:
            self.height = 1
        glViewport(0, 0, self.width, self.height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(40, self.width / self.height, 0.1, 100.0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

    def gl_init(self):
        glShadeModel(GL_SMOOTH)
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glClearDepth(1.0)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LEQUAL)
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_COLOR_MATERIAL)

    def handle_events(self):
        pass

    def render(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        self.camera.place()
        self.light_system.place()
        self.object_system.render()

    def mainloop(self):
        video_flags = pygame.OPENGL | pygame.DOUBLEBUF
        pygame.init()
        pygame.display.set_mode((self.width, self.height), video_flags)
        pygame.mouse.set_visible(False)
        pygame.event.set_grab(True)

        self.resize()
        self.gl_init()
        self.light_system.enable()

        clock = pygame.time.Clock()
        self.done = False
        while not self.done:
            self.handle_events()
            self.render()
            pygame.display.flip()
            clock.tick(self.framerate)
コード例 #3
0
ファイル: scene.py プロジェクト: automation551/engine3d
    def __init__(self, width, height, framerate):
        self.width = width
        self.height = height
        self.center = (width / 2, height / 2)
        self.framerate = framerate
        self.camera = Camera()

        self.light_system = LightSystem()
        self.object_system = ObjectSystem()
コード例 #4
0
ファイル: scene.py プロジェクト: iamFIREcracker/engine3d
  def __init__(self, width, height, framerate):
    self.width = width
    self.height = height
    self.center = (width / 2, height / 2)
    self.framerate = framerate
    self.camera = Camera()

    self.light_system = LightSystem()
    self.object_system = ObjectSystem()