def LoadConsole( self ): ''' Setup the console display ''' self.font = glFreeType.font_data( "%s/gui/fonts/body.ttf" % self.DATA_PATH, 22 ) self.Titlefont = glFreeType.font_data( "%s/gui/fonts/head.ttf" % self.DATA_PATH, 72 ) self.m_Messages = []
def OnInitGL(self): glClearColor(1, 1, 1, 1) glMatrixMode(GL_PROJECTION) glLoadIdentity() # Middle of the canvas is the origin glOrtho(-self.hwidth,self.hwidth,self.hheight,-self.hheight,0,1) glMatrixMode(GL_MODELVIEW) glDisable(GL_DEPTH_TEST) glLineWidth(2) # enable the alpha channel glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # enable line smoothing glEnable(GL_LINE_SMOOTH) glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST) # quadric for drawing circles self.quadric = gluNewQuadric() ### NOTE: the coordinate origin of the glPrint function is ### at the bottom-left corner. Be aware of it !!! self.myFont = glFreeType.font_data(self.dataInput.cwd+"\Font.ttf", 30) self.myCompassFont = glFreeType.font_data(self.dataInput.cwd+"\Font.ttf", 25) self.smallFont = glFreeType.font_data(self.dataInput.cwd+"\Font.ttf", 16)
def LoadConsole(self): ''' Setup the console display ''' self.font = glFreeType.font_data( "%s/gui/fonts/body.ttf" % self.DATA_PATH, 22) self.Titlefont = glFreeType.font_data( "%s/gui/fonts/head.ttf" % self.DATA_PATH, 72) self.m_Messages = []
def InitGL(Width, Height): global width,height,our_font,our_font2 LoadTextures(("texture.jpg", "walls.jpg", "floor.jpg","blend.jpg")) glEnable(GL_TEXTURE_2D) glShadeModel(GL_SMOOTH) glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glShadeModel(GL_SMOOTH) glBlendFunc(GL_SRC_ALPHA,GL_ONE) our_font = glFreeType.font_data ("font.ttf", 50) our_font2 = glFreeType.font_data ("fonter.ttf", 25) return True
def set_up(width, height): font = glFreeType.font_data( "free_sans.ttf", 30 ) glOrtho(0.0, width, 0.0, height,-1.0,1.0) glClearColor(0.0,0.0,0.0,0.0) widgets_list["object_text"] = widgets.Text_Box(0,500, True, "reimu") widgets_list["object_button"] = widgets.Button(25, 560, "button", "button_down", load_spritesheet, (widgets_list["object_text"],)) widgets_list["spritesheet"] = widgets.Null_Widget() widgets_list["action_name"] = widgets.Text_Box(200,500, True, "idle-s") widgets_list["frame_number"] = widgets.Int_Box(200,480, True, "0") widgets_list["frame_x"] = widgets.Int_Box(200,460, True, "0") widgets_list["frame_y"] = widgets.Int_Box(260,460, True, "0") widgets_list["frame_w"] = widgets.Int_Box(200,440, True, "0") widgets_list["frame_h"] = widgets.Int_Box(260,440, True, "0") widgets_list["selection"] = widgets.Selection_Box(10,10,100,100,widgets_list, "spritesheet") f = widgets_list["selection"].set_dimensions args = widgets_list["frame_x"], widgets_list["frame_y"], widgets_list["frame_w"], widgets_list["frame_h"] widgets_list["frame_button"] = widgets.Button(210, 520, "button", "button_down", f, args) widgets_list["save_button"] = widgets.Button(180, 400, "button", "button_down", save_frame,()) pygame.time.set_timer(pygame.USEREVENT+1, 300) global animated try: animated = widgets.Animated(600,470,"reimu") #print animated.data.actions for a in animated.data.actions: print a, ": ", for f in animated.data.actions[a]: print f, print "" except: print "Load Failed"
def __init__(self, filename): self.filename = filename pygame.init() WINDOW = pygame.display.set_mode((width, height), OPENGL | DOUBLEBUF) pygame.display.set_caption('3D Text Renderer') glutInit(sys.argv) self.WINDOW = WINDOW self.our_font = glFreeType.font_data("Test.ttf", FONT_SIZE) self.loglikelihood = None self.observedIm = None self.currentIm = None self.state = dict() self.state['params'] = { 'room_self.size_x': SIZEX, 'room_self.size_y': SIZEY } self.state['blur'] = True self.resolution = SIZEX * SIZEY self.pool = dict() self.exploreJ = dict() self.BLUR = None self.loadfilename = None
def __init__(self, vsAI=1): self.ball = Ball() self.P1 = Player(25,HEIGHT/2.0) self.P2 = Player(WIDTH-25, HEIGHT/2.0, vsAI) self.MAX_BALL_ATTENUATION = 0.25 self.our_font = glFreeType.font_data ("Test.ttf", 16)
def initializeGL(self): glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glEnable(GL_TEXTURE_2D) # Enables texture mapping glEnable(GL_LINE_SMOOTH) self.font = glFreeType.font_data(self.font_file, 64) #glEnable(GL_POLYGON_STIPPLE) #pattern=np.fromfunction(lambda x,y: 0xAA, (32,32), dtype=uint1) #glPolygonStipple(pattern) (r,g,b,a) = self.colorscheme['background'] glClearColor(r, g, b, a) self.make_dot_field_vbo() self.gldraw = GLDraw(self, self.font, self.colorscheme)
def InitGL(Width, Height): # We call this right after our OpenGL window is created. global our_font glShadeModel(GL_SMOOTH) # Enables Smooth Color Shading glClearColor(0.0, 0.0, 0.0, 0.5) # This Will Clear The Background Color To Black glClearDepth(1.0) # Enables Clearing Of The Depth Buffer glEnable(GL_DEPTH_TEST) # Enables Depth Testing glEnable(GL_TEXTURE_2D) # Enables texture mapping glDepthFunc(GL_LEQUAL) # The Type Of Depth Test To Do glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) # Really Nice Perspective Calculations # Currently omitting the wgl based font. See lesson13.py for example use of wgl font. # FYI, the ttf font file "Test.ttf" in lesson43 is the typeface "Arial Black Italic". # our_font = glFreeType.font_data ("ARBLI___.ttf", 16) our_font = glFreeType.font_data ("Test.ttf", 16) return True
def initializeGL(self): self.glversion = glGetString(GL_VERSION) self.glversion = self.glversion.split()[0] # take numeric part self.glversion = self.glversion.split('.') # split on dots if len(self.glversion) < 2: raise Exception("Error parsing openGL version") self.glversion = float("%s.%s" % (self.glversion[0], self.glversion[1])) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glEnable(GL_TEXTURE_2D) # Enables texture mapping glEnable(GL_LINE_SMOOTH) self.font = glFreeType.font_data(self.font_file, 64) #glEnable(GL_POLYGON_STIPPLE) #pattern=np.fromfunction(lambda x,y: 0xAA, (32,32), dtype=uint1) #glPolygonStipple(pattern) (r,g,b,a) = self.colorscheme['background'] glClearColor(r, g, b, a) self.make_dot_field_vbo() self.gldraw = GLDraw(self, self.font, self.colorscheme)
def __init__(self): pygame.init() WINDOW = pygame.display.set_mode((width,height),OPENGL|DOUBLEBUF) pygame.display.set_caption('3D Text Renderer') glutInit(sys.argv) self.WINDOW = WINDOW self.our_font = glFreeType.font_data("Test.ttf", FONT_SIZE) self.loglikelihood = None self.observedIm = None self.currentIm = None self.state = dict() self.state['params'] = {'room_self.size_x':SIZEX, 'room_self.size_y':SIZEY} self.state['blur'] = True self.resolution = SIZEX*SIZEY self.pool = dict() self.BLUR = None
def __init__(self, x, y, modable = False): self.font = glFreeType.font_data( "free_sans.ttf", 20 ) self.selected = False self.x, self.y = x, y self.modable = modable
def __init__(self, x, y, modable=False): self.font = glFreeType.font_data("free_sans.ttf", 20) self.selected = False self.x, self.y = x, y self.modable = modable
glLoadIdentity() # reset position glColor4f(1.0,0.0,0.0,0.7) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) global font font.glPrint(600,480,"Space Palette") font.glPrint(600,380,"is initializing") # draw_rect(-0.725,-0.175,0.8,0.8,0.2, True) glutSwapBuffers() # initialization glutInit() # initialize glut glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH) glutInitWindowSize(1920, 1080) # set window size glutInitWindowPosition(1024, 0) # set window position window = glutCreateWindow("PaletteProgress") # create window with title # glutFullScreen() fontname = "arial.ttf" fontheight = 80 font = glFreeType.font_data(fontname,fontheight) glutDisplayFunc(draw) # set draw function callback glutIdleFunc(draw) # draw all the time glutMainLoop() # start everything