コード例 #1
0
    def drawSelf(self):
        if self._tex is None:
            filename = os.path.join("toolicons", "compass.png")

            self._tex = loadPNGTexture(filename)

        self._tex.bind()
        size = 0.001 * config.settings.compassSize.get()

        with gl.glPushMatrix(GL.GL_MODELVIEW):
            GL.glLoadIdentity()

            yaw, pitch = self.yawPitch
            if config.settings.viewMode.get() == "Chunk":
                yaw = -180
            GL.glTranslatef(1. - (size + self.x), size + self.y, 0.0)  # position on upper right corner
            GL.glRotatef(180 - yaw, 0., 0., 1.)  # adjust to north
            GL.glColor3f(1., 1., 1.)

            with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY):
                GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2 * size, 2 * size))
                GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256))

                with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D):
                    GL.glDrawArrays(GL.GL_QUADS, 0, 4)
コード例 #2
0
ファイル: thumbview.py プロジェクト: f5inet/MCEdit-Unified
 def gl_draw(self):
     if self.schematic.chunkCount > len(self.renderer.chunkRenderers):
         self.gl_draw_thumb()
     else:
         if self.fbo is None:
             w, h = self.fboSize
             self.fbo = FramebufferTexture(w, h, self.gl_draw_tex)
         GL.glMatrixMode(GL.GL_PROJECTION)
         GL.glLoadIdentity()
         GL.glMatrixMode(GL.GL_MODELVIEW)
         GL.glLoadIdentity()
         GL.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY)
         GL.glColor(1.0, 1.0, 1.0, 1.0)
         GL.glVertexPointer(2, GL.GL_FLOAT, 0, array([-1, -1,
                                                      - 1, 1,
                                                      1, 1,
                                                      1, -1, ], dtype='float32'))
         GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, array([0, 0, 0, 256, 256, 256, 256, 0], dtype='float32'))
         e = (GL.GL_TEXTURE_2D,)
         if not self.drawBackground:
             e += (GL.GL_ALPHA_TEST,)
         with gl.glEnable(*e):
             self.fbo.bind()
             GL.glDrawArrays(GL.GL_QUADS, 0, 4)
         GL.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY)
コード例 #3
0
ファイル: thumbview.py プロジェクト: Aiybe/MCEdit-Unified
 def gl_draw(self):
     if self.schematic.chunkCount > len(self.renderer.chunkRenderers):
         self.gl_draw_thumb()
     else:
         if self.fbo is None:
             w, h = self.fboSize
             self.fbo = FramebufferTexture(w, h, self.gl_draw_tex)
         GL.glMatrixMode(GL.GL_PROJECTION)
         GL.glLoadIdentity()
         GL.glMatrixMode(GL.GL_MODELVIEW)
         GL.glLoadIdentity()
         GL.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY)
         GL.glColor(1.0, 1.0, 1.0, 1.0)
         GL.glVertexPointer(2, GL.GL_FLOAT, 0, array([-1, -1,
                                                      - 1, 1,
                                                      1, 1,
                                                      1, -1, ], dtype='float32'))
         GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, array([0, 0, 0, 256, 256, 256, 256, 0], dtype='float32'))
         e = (GL.GL_TEXTURE_2D,)
         if not self.drawBackground:
             e += (GL.GL_ALPHA_TEST,)
         with gl.glEnable(*e):
             self.fbo.bind()
             GL.glDrawArrays(GL.GL_QUADS, 0, 4)
         GL.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY)
コード例 #4
0
    def drawSelf(self):
        if self._tex is None:
            filename = os.path.join("toolicons", "compass.png")

            self._tex = loadPNGTexture(filename)

        self._tex.bind()
        size = 0.001 * config.settings.compassSize.get()

        with gl.glPushMatrix(GL.GL_MODELVIEW):
            GL.glLoadIdentity()

            yaw, pitch = self.yawPitch
            if config.settings.viewMode.get() == "Chunk":
                yaw = -180
            GL.glTranslatef(1. - size, size,
                            0.0)  # position on upper right corner
            GL.glRotatef(180 - yaw, 0., 0., 1.)  # adjust to north
            GL.glColor3f(1., 1., 1.)

            with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY):
                GL.glVertexPointer(2, GL.GL_FLOAT, 0,
                                   makeQuad(-size, -size, 2 * size, 2 * size))
                GL.glTexCoordPointer(2, GL.GL_FLOAT, 0,
                                     makeQuad(0, 0, 256, 256))

                with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D):
                    GL.glDrawArrays(GL.GL_QUADS, 0, 4)
コード例 #5
0
 def gl_draw_thumb(self):
     GL.glPushAttrib(GL.GL_SCISSOR_BIT)
     r = self.rect
     x, y = self.local_to_global_offset()
     self.set_position_modifiers()
     if hasattr(self.parent, 'axis'):
         s_sz = 0
         if self.widget_index > 0:
             s_sz = getattr(self.parent.subwidgets[self.widget_index - 1],
                            self.parent.longways, 0)
         #-# Do we have a bad hack or the real solution with `(self.parent.height - self.height) / 2 + 1` stuff?
         #-# Need extensive tests to confirm...
         if self.parent.axis == 'h':
             r = r.move(
                 x + (self.parent.height - self.height) / 2 + 1 +
                 self.p_margin - self.p_spacing - s_sz,
                 y - (self.parent.height - self.height) / 2)
         else:
             r = r.move(
                 x - (self.parent.width - self.height) / 2,
                 y - (self.parent.width - self.height) / 2 + 1 +
                 self.p_margin - self.p_spacing - s_sz)
     else:
         r = r.move(*self.local_to_global_offset())
     GL.glScissor(r.x, self.root.height - r.y - r.height, r.width, r.height)
     with gl.glEnable(GL.GL_SCISSOR_TEST):
         self.clear()
         self.renderer.draw()
     GL.glPopAttrib()
コード例 #6
0
ファイル: camera.py プロジェクト: DominicDV/MCEdit-Unified
 def _drawFloorQuad(self):
     GL.glDepthMask(True)
     GL.glPolygonOffset(DepthOffset.ChunkMarkers + 2, DepthOffset.ChunkMarkers + 2)
     GL.glVertexPointer(3, GL.GL_FLOAT, 0, self.floorQuad)
     GL.glColor(*self.floorColor)
     with gl.glEnable(GL.GL_BLEND, GL.GL_DEPTH_TEST, GL.GL_POLYGON_OFFSET_FILL):
         GL.glDrawArrays(GL.GL_QUADS, 0, 4)
コード例 #7
0
    def drawSelf(self):
        if self._tex is None:
            if self.small:
                filename = "compass_small.png"
            else:
                filename = "compass.png"

            self._tex = loadPNGTexture("toolicons/" + filename)#, minFilter=GL.GL_LINEAR, magFilter=GL.GL_LINEAR)

        self._tex.bind()
        size = 0.075

        with gl.glPushMatrix(GL.GL_MODELVIEW):
            GL.glLoadIdentity()

            yaw, pitch = self.yawPitch
            GL.glTranslatef(1.-size, size, 0.0)  # position on upper right corner
            GL.glRotatef(180-yaw, 0., 0., 1.)  # adjust to north
            GL.glColor3f(1., 1., 1.)

            with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY):
                GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2*size, 2*size))
                GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256))

                with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D):
                    GL.glDrawArrays(GL.GL_QUADS, 0, 4)
コード例 #8
0
ファイル: thumbview.py プロジェクト: f5inet/MCEdit-Unified
 def gl_draw_thumb(self):
     GL.glPushAttrib(GL.GL_SCISSOR_BIT)
     r = self.rect
     r = r.move(*self.local_to_global_offset())
     GL.glScissor(r.x, self.root.height - r.y - r.height, r.width, r.height)
     with gl.glEnable(GL.GL_SCISSOR_TEST):
         self.clear()
         self.renderer.draw()
     GL.glPopAttrib()
コード例 #9
0
ファイル: thumbview.py プロジェクト: Aiybe/MCEdit-Unified
 def gl_draw_thumb(self):
     GL.glPushAttrib(GL.GL_SCISSOR_BIT)
     r = self.rect
     r = r.move(*self.local_to_global_offset())
     GL.glScissor(r.x, self.get_root().height - r.y - r.height, r.width, r.height)
     with gl.glEnable(GL.GL_SCISSOR_TEST):
         self.clear()
         self.renderer.draw()
     GL.glPopAttrib()
コード例 #10
0
ファイル: clone.py プロジェクト: LaChal/MCEdit-Unified
    def drawToolReticle(self):

        if self.level is None:
            return

        GL.glPolygonOffset(DepthOffset.CloneMarkers, DepthOffset.CloneMarkers)

        color = self.color
        if self.destPoint is not None:
            color = (self.color[0], self.color[1], self.color[2], 0.06)
            box = self.getDestBox()
            if self.draggingFace is not None:
                o = list(self.draggingOrigin())
                s = list(box.size)
                for i in range(3):
                    if i == self.draggingFace >> 1:
                        continue
                    o[i] -= 1000
                    s[i] += 2000
                guideBox = BoundingBox(o, s)

                color = self.draggingColor
                GL.glColor(1.0, 1.0, 1.0, 0.33)
                with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D,
                                 GL.GL_DEPTH_TEST):
                    self.editor.sixteenBlockTex.bind()
                    drawFace(guideBox, self.draggingFace ^ 1)
        else:
            box = self.getReticleBox()
            if box is None:
                return
        self.drawRepeatedCube(box, color)

        GL.glPolygonOffset(DepthOffset.CloneReticle, DepthOffset.CloneReticle)
        if self.destPoint:
            box = self.getDestBox()
            if self.draggingFace is not None:
                face = self.draggingFace
                box = BoundingBox(self.draggingOrigin(), box.size)
            face, point = self.boxFaceUnderCursor(box)
            if face is not None:
                GL.glEnable(GL.GL_BLEND)
                GL.glDisable(GL.GL_DEPTH_TEST)

                GL.glColor(*self.color)
                drawFace(box, face)
                GL.glDisable(GL.GL_BLEND)
                GL.glEnable(GL.GL_DEPTH_TEST)
コード例 #11
0
ファイル: clone.py プロジェクト: LaChal/MCEdit-Unified
    def drawToolReticle(self):

        if self.level is None:
            return

        GL.glPolygonOffset(DepthOffset.CloneMarkers, DepthOffset.CloneMarkers)

        color = self.color
        if self.destPoint is not None:
            color = (self.color[0], self.color[1], self.color[2], 0.06)
            box = self.getDestBox()
            if self.draggingFace is not None:
                o = list(self.draggingOrigin())
                s = list(box.size)
                for i in range(3):
                    if i == self.draggingFace >> 1:
                        continue
                    o[i] -= 1000
                    s[i] += 2000
                guideBox = BoundingBox(o, s)

                color = self.draggingColor
                GL.glColor(1.0, 1.0, 1.0, 0.33)
                with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D, GL.GL_DEPTH_TEST):
                    self.editor.sixteenBlockTex.bind()
                    drawFace(guideBox, self.draggingFace ^ 1)
        else:
            box = self.getReticleBox()
            if box is None:
                return
        self.drawRepeatedCube(box, color)

        GL.glPolygonOffset(DepthOffset.CloneReticle, DepthOffset.CloneReticle)
        if self.destPoint:
            box = self.getDestBox()
            if self.draggingFace is not None:
                face = self.draggingFace
                box = BoundingBox(self.draggingOrigin(), box.size)
            face, point = self.boxFaceUnderCursor(box)
            if face is not None:
                GL.glEnable(GL.GL_BLEND)
                GL.glDisable(GL.GL_DEPTH_TEST)

                GL.glColor(*self.color)
                drawFace(box, face)
                GL.glDisable(GL.GL_BLEND)
                GL.glEnable(GL.GL_DEPTH_TEST)
コード例 #12
0
 def gl_draw_thumb(self):
     GL.glPushAttrib(GL.GL_SCISSOR_BIT)
     r = self.rect
     x, y = self.local_to_global_offset()
     self.set_position_modifiers()
     if hasattr(self.parent, 'axis'):
         s_sz = 0
         if self.widget_index > 0:
             s_sz = getattr(self.parent.subwidgets[self.widget_index - 1], self.parent.longways, 0)
         #-# Do we have a bad hack or the real solution with `(self.parent.height - self.height) / 2 + 1` stuff?
         #-# Need extensive tests to confirm...
         if self.parent.axis == 'h':
             r = r.move(x + (self.parent.height - self.height) / 2 + 1 + self.p_margin - self.p_spacing - s_sz, y - (self.parent.height - self.height) / 2)
         else:
             r = r.move(x - (self.parent.width - self.height) / 2, y - (self.parent.width - self.height) / 2 + 1 + self.p_margin - self.p_spacing - s_sz)
     else:
         r = r.move(*self.local_to_global_offset())
     GL.glScissor(r.x, self.root.height - r.y - r.height, r.width, r.height)
     with gl.glEnable(GL.GL_SCISSOR_TEST):
         self.clear()
         self.renderer.draw()
     GL.glPopAttrib()
コード例 #13
0
    def _drawToolMarkers(self):

        lines = (
            ((-1, 0), (0, 0, 0, 1), []),
            ((1, 0), (1, 0, 1, 1), []),
            ((0, -1), (0, 0, 1, 0), []),
            ((0, 1), (0, 1, 1, 1), []),
        )
        for ch in self._selectedChunks:
            cx, cz = ch
            for (dx, dz), points, positions in lines:
                n = (cx + dx, cz + dz)
                if n not in self._selectedChunks:
                    positions.append([ch])

        color = self.editor.selectionTool.selectionColor + (0.3, )
        GL.glColor(*color)
        with gl.glEnable(GL.GL_BLEND):

            import renderer

            sizedChunks = renderer.chunkMarkers(self._selectedChunks)
            for size, chunks in sizedChunks.iteritems():
                if not len(chunks):
                    continue
                chunks = numpy.array(chunks, dtype='float32')

                chunkPosition = numpy.zeros(shape=(chunks.shape[0], 4, 3),
                                            dtype='float32')
                chunkPosition[..., (0, 2)] = numpy.array(
                    ((0, 0), (0, 1), (1, 1), (1, 0)), dtype='float32')
                chunkPosition[..., (0, 2)] *= size
                chunkPosition[..., (0, 2)] += chunks[:, newaxis, :]
                chunkPosition *= 16
                chunkPosition[..., 1] = self.editor.level.Height
                GL.glVertexPointer(3, GL.GL_FLOAT, 0, chunkPosition.ravel())
                # chunkPosition *= 8
                GL.glDrawArrays(GL.GL_QUADS, 0, len(chunkPosition) * 4)

        for d, points, positions in lines:
            if 0 == len(positions):
                continue
            vertexArray = numpy.zeros((len(positions), 4, 3), dtype='float32')
            vertexArray[..., [0, 2]] = positions
            vertexArray.shape = len(positions), 2, 2, 3

            vertexArray[..., 0, 0, 0] += points[0]
            vertexArray[..., 0, 0, 2] += points[1]
            vertexArray[..., 0, 1, 0] += points[2]
            vertexArray[..., 0, 1, 2] += points[3]
            vertexArray[..., 1, 0, 0] += points[2]
            vertexArray[..., 1, 0, 2] += points[3]
            vertexArray[..., 1, 1, 0] += points[0]
            vertexArray[..., 1, 1, 2] += points[1]

            vertexArray *= 16

            vertexArray[..., 1, :, 1] = self.editor.level.Height

            GL.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArray)
            GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
            GL.glDrawArrays(GL.GL_QUADS, 0, len(positions) * 4)
            GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
            with gl.glEnable(GL.GL_BLEND, GL.GL_DEPTH_TEST):
                GL.glDepthMask(False)
                GL.glDrawArrays(GL.GL_QUADS, 0, len(positions) * 4)
                GL.glDepthMask(True)
コード例 #14
0
ファイル: chunk.py プロジェクト: KevinKelley/MCEdit-Unified
    def _drawToolMarkers(self):

        lines = (
            ((-1, 0), (0, 0, 0, 1), []),
            ((1, 0), (1, 0, 1, 1), []),
            ((0, -1), (0, 0, 1, 0), []),
            ((0, 1), (0, 1, 1, 1), []),
        )
        for ch in self._selectedChunks:
            cx, cz = ch
            for (dx, dz), points, positions in lines:
                n = (cx + dx, cz + dz)
                if n not in self._selectedChunks:
                    positions.append([ch])

        color = self.editor.selectionTool.selectionColor + (0.3, )
        GL.glColor(*color)
        with gl.glEnable(GL.GL_BLEND):

            import renderer

            sizedChunks = renderer.chunkMarkers(self._selectedChunks)
            for size, chunks in sizedChunks.iteritems():
                if not len(chunks):
                    continue
                chunks = numpy.array(chunks, dtype='float32')

                chunkPosition = numpy.zeros(shape=(chunks.shape[0], 4, 3), dtype='float32')
                chunkPosition[..., (0, 2)] = numpy.array(((0, 0), (0, 1), (1, 1), (1, 0)), dtype='float32')
                chunkPosition[..., (0, 2)] *= size
                chunkPosition[..., (0, 2)] += chunks[:, newaxis, :]
                chunkPosition *= 16
                chunkPosition[..., 1] = self.editor.level.Height
                GL.glVertexPointer(3, GL.GL_FLOAT, 0, chunkPosition.ravel())
                # chunkPosition *= 8
                GL.glDrawArrays(GL.GL_QUADS, 0, len(chunkPosition) * 4)

        for d, points, positions in lines:
            if 0 == len(positions):
                continue
            vertexArray = numpy.zeros((len(positions), 4, 3), dtype='float32')
            vertexArray[..., [0, 2]] = positions
            vertexArray.shape = len(positions), 2, 2, 3

            vertexArray[..., 0, 0, 0] += points[0]
            vertexArray[..., 0, 0, 2] += points[1]
            vertexArray[..., 0, 1, 0] += points[2]
            vertexArray[..., 0, 1, 2] += points[3]
            vertexArray[..., 1, 0, 0] += points[2]
            vertexArray[..., 1, 0, 2] += points[3]
            vertexArray[..., 1, 1, 0] += points[0]
            vertexArray[..., 1, 1, 2] += points[1]

            vertexArray *= 16

            vertexArray[..., 1, :, 1] = self.editor.level.Height

            GL.glVertexPointer(3, GL.GL_FLOAT, 0, vertexArray)
            GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
            GL.glDrawArrays(GL.GL_QUADS, 0, len(positions) * 4)
            GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
            with gl.glEnable(GL.GL_BLEND, GL.GL_DEPTH_TEST):
                GL.glDepthMask(False)
                GL.glDrawArrays(GL.GL_QUADS, 0, len(positions) * 4)
                GL.glDepthMask(True)