コード例 #1
0
ファイル: main.py プロジェクト: spillz/minepy
    def set_3d(self):
        """ Configure OpenGL to draw in 3d.

        """
        width, height = self.get_size()

        gl.glEnable(gl.GL_DEPTH_TEST)

        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(65.0, width / float(height), 0.1, DIST)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        x, y = self.rotation
        gl.glRotatef(x, 0, 1, 0)
        gl.glRotatef(-y, math.cos(math.radians(x)), 0,
                     math.sin(math.radians(x)))
        x, y, z = self.position
        gl.glTranslatef(-x, -y, -z)

        gl.glEnable(gl.GL_LIGHTING)
        gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT,
                          GLfloat4(0.05, 0.05, 0.05, 1.0))
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glColorMaterial(gl.GL_FRONT, gl.GL_AMBIENT_AND_DIFFUSE)
        #gl.glLightfv(gl.GL_LIGHT1,gl.GL_SPOT_DIRECTION, GLfloat3(0,0,-1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, GLfloat4(0.5, 0.5, 0.5, 1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, GLfloat4(1.0, 1.0, 1.0, 1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION,
                     GLfloat4(0.35, 1.0, 0.65, 0.0))
        #gl.glLightfv(gl.GL_LIGHT0,gl.GL_SPECULAR, GLfloat4(1,1,1,1))
        gl.glDisable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)
コード例 #2
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ファイル: render.py プロジェクト: ym87498510/RLSchool
    def _setup_3d(self):
        w, h = self.get_size()
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LEQUAL)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)

        viewport = self.get_viewport_size()
        gl.glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1]))

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(*self.perspective)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        y, x = self.rotation
        gl.glRotatef(x, 0, 1, 0)
        gl.glRotatef(-y, math.cos(math.radians(x)), 0,
                     math.sin(math.radians(x)))
        # NOTE: for GL render, its x-z plane is the ground plane,
        # so we unpack the position using `(x, z, y)` instead of `(x, y, z)`
        x, z, y = self.position
        if not self.debug_mode:
            y += self.perspective_over_drone[0]
        z += self.perspective_over_drone[1]
        gl.glTranslatef(-x, -y, -z)
コード例 #3
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    def _update_perspective(self, width, height):
        try:
            # for high DPI screens viewport size
            # will be different then the passed size
            width, height = self.get_viewport_size()
        except BaseException:
            # older versions of pyglet may not have this
            pass

        # set the new viewport size
        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()

        # get field of view and Z range from camera
        camera = self.scene.camera

        # set perspective from camera data
        gl.gluPerspective(camera.fov[1],
                          width / float(height),
                          camera.z_near,
                          camera.z_far)
        gl.glMatrixMode(gl.GL_MODELVIEW)

        return width, height
コード例 #4
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ファイル: nosiegraph.py プロジェクト: DMustache/Projects
def on_resize(width, height):
    glViewport(0, 0, width, height)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(70, 1.0 * width / height, 0.1, 1000.0)
    glMatrixMode(GL_MODELVIEW)
    glLoadIdentity()
コード例 #5
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    def set_camera_projection (self):

        lander_width = self.scaleFactor * self.simulator.lander_width
        lander_height = self.scaleFactor * -self.simulator.lander.colliders['pos'][1].min()

        (pad_x, pad_y) = (0.0, lander_height)
        (lander_x, lander_y) = self.scaleFactor * self.simulator.lander.pos

        self.display_width = abs(pad_x - lander_x) + 2*lander_width
        self.display_height = abs(pad_y - lander_y) + 2*lander_width

        if self.display_width*self.height > self.display_height*self.width:
            self.display_height = self.display_width * self.height / self.width
        else:
            self.display_width = self.display_height * self.width / self.height

        self.camera_x = (pad_x + lander_x) / 2.0
        self.camera_y = (pad_y + lander_y) / 2.0
        self.camera_z = self.display_height / (2.0 * math.tan(self.fov_y/2.0))

        moon_radius = self.scaleFactor * 1.7371e6
        self.camera_near = self.camera_y / math.tan(self.fov_y/2.0)
        # self.camera_far = 500*self.scaleFactor
        self.camera_far = math.sqrt(2*moon_radius*self.camera_y)

        gl.glLoadIdentity()
        gl.gluPerspective (math.degrees(self.fov_y), self.display_width/self.display_height,
                           self.camera_near, self.camera_far)
コード例 #6
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 def on_resize(width, height):
     gl.glViewport(0, 0, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60, width/float(height), .1, 8192.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     return pyglet.event.EVENT_HANDLED
コード例 #7
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ファイル: base.py プロジェクト: frlnx/melee
 def _set_up_perspective(self):
     glEnable(GL_DEPTH_TEST)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluPerspective(60., self.aspect_ratio, 1, 1000.)
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
コード例 #8
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    def draw(self, camera):
        # set up projection matrix
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        gl.gluPerspective(FOVY, camera.aspect(), NEAR_PLANE, FAR_PLANE)
        gl.glMatrixMode(gl.GL_MODELVIEW)

        gl.glEnable(gl.GL_DEPTH_TEST)

        # compute correct clip rect on far plane
        l, b = camera.position + camera.offset * FAR_PLANE_SCALE
        r, t = camera.position - camera.offset * FAR_PLANE_SCALE

        # Create blocks
        l = int(floor(l / BLOCK_SIZE))
        r = int(ceil(r / BLOCK_SIZE))
        b = int(floor(b / BLOCK_SIZE))
        t = int(ceil(t / BLOCK_SIZE))

        for y in range(b, t):
            for x in range(l, r):
                c = v(x, y) * BLOCK_SIZE
                gl.glPushMatrix()
                gl.glTranslatef(c.x, c.y, 0)
                self.batch.draw()
                gl.glPopMatrix()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPopMatrix()
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glDisable(gl.GL_DEPTH_TEST)
コード例 #9
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def on_draw(*args):
    global time, particles

    t = time / FRAMES

    window.clear()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(90, 1, 0.1, 100)

    gl.glTranslatef(0, 0, -10)

    gl.glRotatef(t * 360, 0, 1, 0)
    # gl.glRotatef(t * 360, 1, 0, 0)

    batch = pyglet.graphics.Batch()

    if time == FRAMES:
        exit()

    points = []

    for i in range(K):
        points.append(gen_point((i + t) / K, i))

    # print(points)
    points_to_lines(points, batch)

    batch.draw()

    save_frame(time % FRAMES)
    time += 1
コード例 #10
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 def display(self, width, height):
     gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60., width / float(height), .1, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glLoadIdentity()
     gl.glTranslatef(self.trans[0], self.trans[1], self.trans[2])
     gl.glRotatef(self.rot[0], 1.0, 0.0, 0.0)
     gl.glRotatef(self.rot[1], 0.0, 1.0, 0.0)
     gl.glRotatef(self.rz, 0, 0, 1)
     gl.glRotatef(self.ry, 0, 1, 0)
     gl.glRotatef(self.rx, 1, 0, 0)
     gl.glEnable(gl.GL_LIGHTING)
     gl.glColor3f(1, 0, 0)
     self.torus.draw()
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.glOrtho(0, width, 0, height, -1, 1)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glLoadIdentity()
     gl.glDisable(gl.GL_LIGHTING)
     gl.glColor3f(0, 1, 0)
     self.lowerlabel.text = 'Rx %.2f Ry %.2f Rz %.2f' % (self.rx, self.ry,
                                                         self.rz)
     self.lowerlabel.draw()
     self.upperlabel.text = time.strftime('Now is %H:%M:%S')
     self.upperlabel.x = width - self.upperlabel.content_width - 5
     self.upperlabel.y = height - self.upperlabel.content_height
     self.upperlabel.draw()
コード例 #11
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ファイル: viewer.py プロジェクト: embr/trimesh
 def on_resize(self, width, height):
     gl.glViewport(0, 0, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60., width / float(height), .01, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     self.view['ball'].place([width/2, height/2], (width+height)/2)
コード例 #12
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ファイル: main.py プロジェクト: spillz/minepy
    def set_3d(self):
        """ Configure OpenGL to draw in 3d.

        """
        width, height = self.get_size()

        gl.glEnable(gl.GL_DEPTH_TEST)

        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(65.0, width / float(height), 0.1, DIST)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        x, y = self.rotation
        gl.glRotatef(x, 0, 1, 0)
        gl.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
        x, y, z = self.position
        gl.glTranslatef(-x, -y, -z)

        gl.glEnable(gl.GL_LIGHTING)
        gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, GLfloat4(0.05,0.05,0.05,1.0))
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glColorMaterial(gl.GL_FRONT, gl.GL_AMBIENT_AND_DIFFUSE)
        #gl.glLightfv(gl.GL_LIGHT1,gl.GL_SPOT_DIRECTION, GLfloat3(0,0,-1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, GLfloat4(0.5,0.5,0.5,1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, GLfloat4(1.0,1.0,1.0,1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, GLfloat4(0.35,1.0,0.65,0.0))
        #gl.glLightfv(gl.GL_LIGHT0,gl.GL_SPECULAR, GLfloat4(1,1,1,1))
        gl.glDisable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)
コード例 #13
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ファイル: windows.py プロジェクト: ff-/pineal
    def on_draw(self):
        self.clear()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        (w, h) = self.get_size()
        gl.glScalef(
            float(min(w, h))/w,
            -float(min(w, h))/h,
            1
        )

        gl.gluPerspective(45.0, 1, 0.1, 1000.0)
        gl.gluLookAt(0, 0, 2.4,
                     0, 0, 0,
                     0, 1, 0)

        global render_texture
        render_texture = self.texture

        for v in self.visions.values():
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glLoadIdentity()
            v.iteration()

        buf = pyglet.image.get_buffer_manager().get_color_buffer()
        rawimage = buf.get_image_data()
        self.texture = rawimage.get_texture()

        clock.tick()
コード例 #14
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    def set_camera_projection(self):

        lander_width = self.scaleFactor * self.simulator.lander_width
        lander_height = self.scaleFactor * -self.simulator.lander.colliders[
            'pos'][1].min()

        (pad_x, pad_y) = (0.0, lander_height)
        (lander_x, lander_y) = self.scaleFactor * self.simulator.lander.pos

        self.display_width = abs(pad_x - lander_x) + 2 * lander_width
        self.display_height = abs(pad_y - lander_y) + 2 * lander_width

        if self.display_width * self.height > self.display_height * self.width:
            self.display_height = self.display_width * self.height / self.width
        else:
            self.display_width = self.display_height * self.width / self.height

        self.camera_x = (pad_x + lander_x) / 2.0
        self.camera_y = (pad_y + lander_y) / 2.0
        self.camera_z = self.display_height / (2.0 *
                                               math.tan(self.fov_y / 2.0))

        moon_radius = self.scaleFactor * 1.7371e6
        self.camera_near = self.camera_y / math.tan(self.fov_y / 2.0)
        # self.camera_far = 500*self.scaleFactor
        self.camera_far = math.sqrt(2 * moon_radius * self.camera_y)

        gl.glLoadIdentity()
        gl.gluPerspective(math.degrees(self.fov_y),
                          self.display_width / self.display_height,
                          self.camera_near, self.camera_far)
コード例 #15
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def predraw(w,h):
    gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,vec(1,1,10, 3))
    gl.glLightModelfv(
        gl.GL_LIGHT_MODEL_AMBIENT|gl.GL_LIGHT_MODEL_TWO_SIDE,
        vec(1,1,1, 1.0)
    )

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    #glOrtho(-1, 1, -1, 1, -1, 1)
    #(w,h) = self.get_size()
    gl.glScalef(
        float(min(w,h))/w,
        -float(min(w,h))/h,
        1
    )

    gl.gluPerspective(45.0, 1, 0.1, 1000.0)
    gl.gluLookAt(
        camera.x,
        camera.y,
        camera.z,
        0,0,0,
        camera.up[0],
        camera.up[1],
        camera.up[2]
    )
コード例 #16
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ファイル: viewer.py プロジェクト: wanweiwei07/wrs
 def on_resize(self, width, height):
     gl.glViewport(0, 0, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60., width / float(height), .01, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     self.view['ball'].place([width / 2, height / 2], (width + height) / 2)
コード例 #17
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 def on_resize(self, width, height):
     '''
     calculate perspective matrix
     '''
     v_ar = width/float(height)
     usableWidth = int(min(width, height*v_ar))
     usableHeight = int(min(height, width/v_ar))
     ox = (width - usableWidth) // 2
     oy = (height - usableHeight) // 2
     glViewport(ox, oy, usableWidth, usableHeight)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluPerspective(60, usableWidth/float(usableHeight), 0.1, 3000.0)
     ''' set camera position on modelview matrix
     '''
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
     gluLookAt(width/2.0, height/2.0, height/1.1566,
         width/2.0, height/2.0, 0,
         0.0, 1.0, 0.0)
     ''' update scene controller with size
     '''
     self.controller.resize(width, height)
     #clears to a grey.
     glClearColor(0.4,0.4,0.4,0.)
     return pyglet.event.EVENT_HANDLED
コード例 #18
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ファイル: shapes.py プロジェクト: Timon33/GenerativArt
def on_draw(*args):
    global time, particles

    t = time / FRAMES

    window.clear()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(90, 1, 0.1, 100)

    gl.glTranslatef(0, 0, -10)

    gl.glRotatef(t * 360, 0, 1, 0)

    batch = pyglet.graphics.Batch()

    if time == FRAMES:
        exit()

    points = np.empty((K, 3))

    for i in range(K):
        points[i] = gen_point((i + t) / K, i, t)

    # points = points.reshape(-1)
    # batch.add(len(points) // 3, pyglet.graphics.GL_POINTS, None, ("v3f", points))
    # print(points)
    points_to_lines(points, batch, 1.2)

    batch.draw()

    save_frame(time % FRAMES)
    time += 1
コード例 #19
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    def on_draw():
        pyglet.clock.tick()
        window.clear()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        (w, h) = window.get_size()
        gl.glScalef(
            float(min(w, h))/w,
            -float(min(w, h))/h,
            1
        )

        gl.gluPerspective(45.0, 1, 0.1, 1000.0)
        gl.gluLookAt(0, 0, 2.4,
                     0, 0, 0,
                     0, 1, 0)

        for vision in window.visions.values():
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glLoadIdentity()
            vision()

        buf = pyglet.image.get_buffer_manager().get_color_buffer()
        rawimage = buf.get_image_data()
        window.texture = rawimage.get_texture()
コード例 #20
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    def set_projection3D(self):
        """Sets a 3D projection mantaining the aspect ratio of the original window size"""
        # virtual (desired) view size
        vw, vh = self.get_window_size()

        gl.glViewport(self._offset_x, self._offset_y, self._usable_width,
                      self._usable_height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(60, self._usable_width / float(self._usable_height),
                          0.1, 3000.0)
        gl.glMatrixMode(gl.GL_MODELVIEW)

        gl.glLoadIdentity()
        gl.gluLookAt(
            vw / 2.0,
            vh / 2.0,
            vh / 1.1566,  # eye
            vw / 2.0,
            vh / 2.0,
            0,  # center
            0.0,
            1.0,
            0.0  # up vector
        )
コード例 #21
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ファイル: utils.py プロジェクト: Knio/miru
def select_object(x, y, objects=None):

    from miru.context import context

    if objects is None:
        objects = context.camera.objects

    # following technique is adapted from 
    # http://www.cse.msu.edu/~cse872/tutorial9.html
    
    w = context.window.width
    h = context.window.height


    select_buffer = ctypes.cast((100 * gl.GLuint)(), ctypes.POINTER(gl.GLuint))
    gl.glSelectBuffer(100, select_buffer)
  
    viewport = (4 * gl.GLint)()
    gl.glGetIntegerv(gl.GL_VIEWPORT, viewport)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()

    # rotate the camera first
    angle = context.camera.angle
    gl.glRotatef(angle.z, 0, 0, 1)
    gl.glRotatef(angle.y, 0, 1, 0)
    gl.glRotatef(angle.x, 1, 0, 0)

    gl.gluPickMatrix(x, y, 3, 3, viewport)
    gl.glRenderMode(gl.GL_SELECT)
    gl.gluPerspective(45., w / float(h), 0.1, 1000.)
    gl.glMatrixMode(gl.GL_MODELVIEW)

    gl.glInitNames()
    gl.glPushName(-1)
    
    context.camera.render(select_pass=1, visible=objects)

    gl.glFlush()
    hits = gl.glRenderMode(gl.GL_RENDER)
    gl.glPopName()

    selected = None
    if hits:
        try:
            m = sys.maxint << 100
            idx = 0
            for i in range(0, 100, 4):
                if not select_buffer[i]:
                    selected = objects[idx]
                    break
                m = min(select_buffer[i+1], m)
                if m == select_buffer[i+1]:
                    idx = select_buffer[i+3]
        except IndexError:
            pass
    
    context.window.on_resize(context.window.width, context.window.height)

    return selected
コード例 #22
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    def on_resize(self, width, height):
        """
        Handle resized windows.
        """
        try:
            # for high DPI screens viewport size
            # will be different then the passed size
            width, height = self.get_viewport_size()
        except BaseException:
            # older versions of pyglet may not have this
            pass

        # set the new viewport size
        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()

        # get field of view from camera
        fovY = self.scene.camera.fov[1]
        gl.gluPerspective(fovY,
                          width / float(height),
                          .01,
                          self.scene.scale * 5.0)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        self.view['ball'].place([width / 2, height / 2],
                                (width + height) / 2)
コード例 #23
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def set_3d(width, height):
    gl.glEnable(gl.GL_DEPTH_TEST)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(65, width / height, 0.1, 60)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
コード例 #24
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    def on_resize(self, width, height):
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60., float(width) / height, 1., 100.)
        glMatrixMode(GL_MODELVIEW)

        return True
コード例 #25
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def on_resize(width, height):
    # Override the default on_resize handler to create a 3D projection
    glViewport(0, 0, width, height)
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(60., width / float(height), .1, 1000.)
    glMatrixMode(GL_MODELVIEW)
    return EVENT_HANDLED
コード例 #26
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ファイル: camera.py プロジェクト: Knio/miru
 def on_resize(self, width, height, x=0, y=0):
     gl.glViewport(x, y, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     height = height or 1
     gl.gluPerspective(45., width / float(height), 0.1, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     self._setLightsAndEffects()
コード例 #27
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ファイル: window.py プロジェクト: frlnx/melee
 def on_resize(self, width, height):
     super(Window, self).on_resize(width, height)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     glEnable(GL_DEPTH_TEST)
     gluPerspective(60., self.perspective, 1., 1000.)
     glMatrixMode(GL_MODELVIEW)
     return True
コード例 #28
0
ファイル: gl_helper.py プロジェクト: whiteRa2bit/hmr2.0
def gl_resize(w, h, fov, z_near, z_far):
    gl.glViewport(0, 0, w, h)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()

    aspect_ratio = float(w) / float(h)
    gl.gluPerspective(fov[1], aspect_ratio, z_near, z_far)
    gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #29
0
ファイル: view.py プロジェクト: punith112/xirtam
 def on_resize(self, width, height):
     """
     The window was resized.
     """
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluPerspective(FOV, width / height, NEAR_PLANE, FAR_PLANE)
     glMatrixMode(GL_MODELVIEW)
     glShadeModel(GL_SMOOTH)
コード例 #30
0
 def _set_3d_projection(cls):
     gl.glViewport(director._offset_x, director._offset_y,
                   director._usable_width, director._usable_height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(
         60, 1.0 * director._usable_width / director._usable_height, 0.1,
         3000.0)
     gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #31
0
ファイル: terrain_test.py プロジェクト: fincham/imptux
 def defaultView(self, width, height):
     self.width = width
     self.height = height
     gl.glViewport(0, 0, self.width, self.height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(self.fieldofview, self.width / float(self.height),
                       self.clipnear, self.clipfar)
     gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #32
0
ファイル: window.py プロジェクト: Pawls/BoxelBuilder
 def on_resize(self, width, height):
     width, height = self.get_size()
     self.label_update()
     glViewport(0, 0, width, height)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluPerspective(45.0, width / float(height), 0.1, 60.0)
     glMatrixMode(GL_MODELVIEW)
     return pyglet.event.EVENT_HANDLED
コード例 #33
0
	def focus(self, width, height):
		"""Sets the projection matrix. Usefull for window.on_resize event
		@param width: width of resized window
		@param height: height of resized window"""
		self.width = width
		self.height = height
		glViewport(0, 0, width, height)
		glMatrixMode(GL_PROJECTION)
		glLoadIdentity()
		aspect = width/float(height)
		gluPerspective(self.fovy, aspect, 0.01, 1024.0 )
コード例 #34
0
ファイル: window.py プロジェクト: frlnx/melee
    def set_up_perspective(self):
        glViewport(0, 0, self.width * 2, self.height * 2)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glEnable(GL_DEPTH_TEST)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(60., self.perspective, 1., 1000.)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        glRotatef(90, 1, 0, 0)
コード例 #35
0
    def focus(self, width, height):
        """Sets the projection matrix. Usefull for window.on_resize event
		@param width: width of resized window
		@param height: height of resized window"""
        self.width = width
        self.height = height
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        aspect = width / float(height)
        gluPerspective(self.fovy, aspect, 0.01, 1024.0)
コード例 #36
0
    def on_resize(self, width, height):
        gl.glViewport(0, 0, width, height)

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        aspect_ratio = width / height
        gl.gluPerspective(35, aspect_ratio, 1, 100)
        # gl.glOrtho(-3, 3, -3, 3, -3, 3)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
コード例 #37
0
ファイル: plot_camera.py プロジェクト: bjodah/sympy
 def setup_projection(self):
     pgl.glMatrixMode(pgl.GL_PROJECTION)
     pgl.glLoadIdentity()
     if self.ortho:
         # yep, this is pseudo ortho (don't tell anyone)
         pgl.gluPerspective(
             0.3, float(self.window.width)/float(self.window.height),
             self.min_ortho_dist - 0.01, self.max_ortho_dist + 0.01)
     else:
         pgl.gluPerspective(
             30.0, float(self.window.width)/float(self.window.height),
             self.min_dist - 0.01, self.max_dist + 0.01)
     pgl.glMatrixMode(pgl.GL_MODELVIEW)
コード例 #38
0
ファイル: camera.py プロジェクト: dklenowski/scripts
    def focus(self, width, height):
        aspect = width / height

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        glViewport(0, 0, width, height)
        gluPerspective(self._fov * self._zoom, aspect, self._near, self._far)
        glScalef(self._scalex, self._scaley, self._scalez)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(self._x, self._y, self._z, self._target.x, self._target.y,
                  self._target.z, 0.0, 1.0, 0.0)
コード例 #39
0
 def set_3d(self):
     width, height = self.get_size()
     glEnable(GL_DEPTH_TEST)
     glViewport(0, 0, width, height)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluPerspective(65.0, width / float(height), 0.1, 60.0)
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
     x, y = self.rotation
     glRotatef(x, 0, 1, 0)
     glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
     x, y, z = self.position
     glTranslatef(-x, -y, -z)
コード例 #40
0
ファイル: gs_running.py プロジェクト: PythonJedi/pycraft
 def set_3d(self, size):
     """Configure OpenGL to draw in 3d."""
     width, height = size
     GL.glEnable(GL.GL_DEPTH_TEST)
     GL.glViewport(0, 0, width, height)
     GL.glMatrixMode(GL.GL_PROJECTION)
     GL.glLoadIdentity()
     GL.gluPerspective(65.0, width / float(height), 0.1, 60.0)
     GL.glMatrixMode(GL.GL_MODELVIEW)
     GL.glLoadIdentity()
     x, y = self.player.rotation
     GL.glRotatef(x, 0, 1, 0)
     GL.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
     x, y, z = self.player.position
     GL.glTranslatef(-x, -y, -z)
コード例 #41
0
 def setup_projection(self):
     pgl.glMatrixMode(pgl.GL_PROJECTION)
     pgl.glLoadIdentity()
     if self.ortho:
         # yep, this is pseudo ortho (don't tell anyone)
         pgl.gluPerspective(
             0.3,
             float(self.window.width) / float(self.window.height),
             self.min_ortho_dist - 0.01, self.max_ortho_dist + 0.01)
     else:
         pgl.gluPerspective(
             30.0,
             float(self.window.width) / float(self.window.height),
             self.min_dist - 0.01, self.max_dist + 0.01)
     pgl.glMatrixMode(pgl.GL_MODELVIEW)
コード例 #42
0
ファイル: camera.py プロジェクト: dklenowski/analysis
 def focus(self, width, height):
   aspect = width/height
   
   glMatrixMode(GL_PROJECTION)
   glLoadIdentity() 
   
   glViewport(0, 0, width, height)
   gluPerspective(self._fov*self._zoom, aspect, self._near, self._far)
   glScalef(self._scalex, self._scaley, self._scalez)
   
   glMatrixMode(GL_MODELVIEW)
   glLoadIdentity()
   gluLookAt(
     self._x, self._y, self._z,
     self._target.x, self._target.y, self._target.z, 
     0.0, 1.0, 0.0)
コード例 #43
0
ファイル: director.py プロジェクト: fpietka/cocos
    def set_projection3D(self):
        """Sets a 3D projection mantaining the aspect ratio of the original window size"""
        # virtual (desired) view size
        vw, vh = self.get_window_size()

        gl.glViewport(self._offset_x, self._offset_y, self._usable_width, self._usable_height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(60, self._usable_width / float(self._usable_height), 0.1, 3000.0)
        gl.glMatrixMode(gl.GL_MODELVIEW)

        gl.glLoadIdentity()
        gl.gluLookAt(vw / 2.0, vh / 2.0, vh / 1.1566,   # eye
                  vw / 2.0, vh / 2.0, 0,             # center
                  0.0, 1.0, 0.0                      # up vector
                  )
コード例 #44
0
ファイル: renderer.py プロジェクト: pennomi/banneret
 def enable_3d(self):
     gl.glViewport(0, 0, self.width, self.height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60., self.width / float(self.height), .1, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glDepthFunc(gl.GL_LEQUAL)
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glEnable(gl.GL_CULL_FACE)
     # update the camera
     self.camera.look()
     # TODO: probably find a better place to enable and configure these
     # TODO TODO: Just use shader-based lighting anyway.
     gl.glEnable(gl.GL_LIGHTING)
     gl.glEnable(gl.GL_LIGHT0)
     gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,
                  (gl.GLfloat * 4)(0, 0, 100, 1))
コード例 #45
0
ファイル: scene.py プロジェクト: Tythos/hypyr
 def apply(self):
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(self.yFov_rad * 180 / pi, self.xFov_rad / self.yFov_rad, self.zNear, self.zFar)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glLoadIdentity()
     gl.gluLookAt(
         self.eye[0],
         self.eye[1],
         self.eye[2],
         self.tgt[0],
         self.tgt[1],
         self.tgt[2],
         self.up[0],
         self.up[1],
         self.up[2],
     )
コード例 #46
0
ファイル: 3d_view.py プロジェクト: Phyks/Touchless3DTracking
def on_draw():
    # Reset
    # =====
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()

    # Camera view
    # ===========
    gl.gluPerspective(70, window.width / window.height, 1, 1000)

    gl.gluLookAt(2, 1, 1, 0, 0, 0, 0, 0, 1)

    # Draw the cube
    # =============
    gl.glBegin(gl.GL_QUADS)

    # Left face
    gl.glColor3f(1.0, 0, 0)
    gl.glVertex3f(1, -1, -1)
    gl.glVertex3f(1, -1, 1)
    gl.glVertex3f(-1, -1, 1)
    gl.glVertex3f(-1, -1, -1)

    # Right face
    gl.glColor3f(0, 1.0, 0)
    gl.glVertex3f(-1, -1, 1)
    gl.glVertex3f(-1, 1, 1)
    gl.glVertex3f(-1, 1, -1)
    gl.glVertex3f(-1, -1, -1)

    #Bottom face
    gl.glColor3f(0, 0, 1.0)
    gl.glVertex3f(1, -1, -1)
    gl.glVertex3f(-1, -1, -1)
    gl.glVertex3f(-1, 1, -1)
    gl.glVertex3f(1, 1, -1)

    gl.glEnd()

    gl.glColor3f(0, 0, 0)
    pointer = gl.gluNewQuadric()
    gl.gluSphere(pointer, 0.1, 20, 20)
コード例 #47
0
ファイル: panel.py プロジェクト: pavlog/Printrun
    def OnReshape(self):
        """Reshape the OpenGL viewport based on the size of the window"""
        size = self.GetClientSize()
        oldwidth, oldheight = self.width, self.height
        width, height = size.width, size.height
        if width < 1 or height < 1:
            return
        self.width = max(float(width), 1.0)
        self.height = max(float(height), 1.0)
        self.OnInitGL(call_reshape = False)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        if self.orthographic:
            glOrtho(-width / 2, width / 2, -height / 2, height / 2,
                    -5 * self.dist, 5 * self.dist)
        else:
            gluPerspective(60., float(width) / height, 10.0, 3 * self.dist)
            glTranslatef(0, 0, -self.dist)  # Move back
        glMatrixMode(GL_MODELVIEW)

        if not self.mview_initialized:
            self.reset_mview(0.9)
            self.mview_initialized = True
        elif oldwidth is not None and oldheight is not None:
            wratio = self.width / oldwidth
            hratio = self.height / oldheight

            factor = min(wratio * self.zoomed_width, hratio * self.zoomed_height)
            x, y, _ = self.mouse_to_3d(self.width / 2, self.height / 2)
            self.zoom(factor, (x, y))
            self.zoomed_width *= wratio / factor
            self.zoomed_height *= hratio / factor

        # Wrap text to the width of the window
        if self.GLinitialized:
            self.pygletcontext.set_current()
            self.update_object_resize()
コード例 #48
0
ファイル: widget.py プロジェクト: mikedh/trimesh
    def _set_view(self):
        left = int(self._pixel_per_point[0] * self.rect.left)
        bottom = int(self._pixel_per_point[1] * self.rect.bottom)
        width = int(self._pixel_per_point[0] * self.rect.width)
        height = int(self._pixel_per_point[1] * self.rect.height)

        gl.glPushAttrib(gl.GL_ENABLE_BIT)
        gl.glEnable(gl.GL_SCISSOR_TEST)
        gl.glScissor(left, bottom, width, height)

        self._mode = (gl.GLint)()
        gl.glGetIntegerv(gl.GL_MATRIX_MODE, self._mode)
        self._viewport = (gl.GLint * 4)()
        gl.glGetIntegerv(gl.GL_VIEWPORT, self._viewport)

        gl.glViewport(left, bottom, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        near = 0.01
        far = 1000.
        gl.gluPerspective(self.scene.camera.fov[1], width / height, near, far)
        gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #49
0
ファイル: graphics.py プロジェクト: Knio/miru
    def generate_map(self):
        scene_radius = 95.0
        light_to_scene_distance = math.sqrt(
            light_pos[0]**2 + light_pos[1]**2 + light_pos[2]**2)
        near_plane = light_to_scene_distance - scene_radius
        field_of_view = math3d.radians_to_degrees(2.0 *
                                                  math.atan(scene_radius / float(light_to_scene_distance)))

        tmp = (gl.GLfloat * 16)()

        gl.glMatrixMode( gl.GL_PROJECTION )
        gl.glLoadIdentity()
        gl.gluPerspective( field_of_view, 1.0, near_plane,
                           near_plane + (2.0 * scene_radius) )
        gl.glGetFloatv( gl.GL_PROJECTION_MATRIX, tmp )
        gl.light_projection = euclid.Matrix4()
        gl.light_projection[0:16] = tmp[:]

        # Switch to light's point of view
        gl.glMatrixMode( gl.GL_MODELVIEW )
        gl.glLoadIdentity()
        gl.gluLookAt( self.light.pos.x, self.light.pos.y, self.light.pos.z,
                      0.0, 0.0, 0.0, 0.0, 1.0, 0.0 )
        gl.glGetFloatv( gl.GL_MODELVIEW_MATRIX, tmp )
        light_mview = euclid.Matrix4()
        light_mview[0:16] = tmp[:]

        #glViewport(0, 0, shadow_width, shadow_height)

        # Clear the depth buffer only
        gl.glClear( gl.GL_DEPTH_BUFFER_BIT )

        # Remember the current shade model
        gl.glPushAttrib( gl.GL_ENABLE_BIT )
        prev_shade_model = cypes.GLint()
        gl.glGetIntegerv( gl.GL_SHADE_MODEL, prev_shade_model )

        # All we care about here is resulting depth values
        gl.glShadeModel( gl.GL_FLAT )
        gl.glDisable( gl.GL_LIGHTING )
        gl.glDisable( gl.GL_COLOR_MATERIAL )
        gl.glDisable( gl.GL_NORMALIZE )
        gl.glColorMask( 0, 0, 0, 0 )

        # Overcome imprecision
        gl.glEnable( gl.GL_POLYGON_OFFSET_FILL )

        #draw_models(False)
        self.context.render( exclude=self.exclude_shadows )

        # Copy depth values into depth texture
        gl.glCopyTexImage2D( gl.GL_TEXTURE_2D, 0, gl.GL_DEPTH_COMPONENT,
                             0, 0, shadow_width, shadow_height, 0 )

        # Restore normal drawing state
        gl.glShadeModel( gl.GL_SMOOTH )
        gl.glEnable( gl.GL_LIGHTING )
        gl.glEnable( gl.GL_COLOR_MATERIAL )
        gl.glEnable( gl.GL_NORMALIZE )
        gl.glColorMask( 1, 1, 1, 1 )
        gl.glDisable( gl.GL_POLYGON_OFFSET_FILL )

        # Setup up the texture matrix which will be use in eye-linear
        # texture mapping
        self.tex_matrix = euclid.Matrix4()
        self.tex_matrix.translate(0.5, 0.5, 0.5).scale(0.5, 0.5, 0.5)
        tmp_matrix.scale(0.5, 0.5, 0.5)
        tex_matrix = (tmp_matrix * light_projection) * light_mview
        self.tex_matrix.transpose()
        # Give us immediate access to ctypes arrays
        self.tex_matrix = (
            (gl.GLfloat * 4)(*self.tex_matrix[0:4]),
            (gl.GLfloat * 4)(*self.tex_matrix[4:8]),
            (gl.GLfloat * 4)(*self.tex_matrix[8:12]),
            (gl.GLfloat * 4)(*self.tex_matrix[12:16])
        )
コード例 #50
0
ファイル: Craftmine.py プロジェクト: anden3/Python
 def perspective(self):
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(self.fov, self.w / self.h, 0.1, self.far)
     gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #51
0
def on_draw():
    window.clear()

    gl.glEnable(gl.GL_DEPTH_TEST)
    gl.glEnable(gl.GL_LINE_SMOOTH)

    width, height = window.get_size()
    gl.glViewport(0, 0, width, height)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(60, width / float(height), 0.01, 20)

    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    # texcoords are [0..1] and relative to top-left pixel corner, add 0.5 to center
    gl.glTranslatef(0.5 / image_data.width, 0.5 / image_data.height, 0)
    # texture size may be increased by pyglet to a power of 2
    tw, th = image_data.texture.owner.width, image_data.texture.owner.height
    gl.glScalef(image_data.width / float(tw),
                image_data.height / float(th), 1)

    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    gl.gluLookAt(0, 0, 0, 0, 0, 1, 0, -1, 0)

    gl.glTranslatef(0, 0, state.distance)
    gl.glRotated(state.pitch, 1, 0, 0)
    gl.glRotated(state.yaw, 0, 1, 0)

    if any(state.mouse_btns):
        axes(0.1, 4)

    gl.glTranslatef(0, 0, -state.distance)
    gl.glTranslatef(*state.translation)

    gl.glColor3f(0.5, 0.5, 0.5)
    gl.glPushMatrix()
    gl.glTranslatef(0, 0.5, 0.5)
    grid()
    gl.glPopMatrix()

    psz = max(window.get_size()) / float(max(w, h)) if state.scale else 1
    gl.glPointSize(psz)
    distance = (0, 0, 1) if state.attenuation else (1, 0, 0)
    gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                          (gl.GLfloat * 3)(*distance))

    if state.lighting:
        ldir = [0.5, 0.5, 0.5]  # world-space lighting
        ldir = np.dot(state.rotation, (0, 0, 1))  # MeshLab style lighting
        ldir = list(ldir) + [0]  # w=0, directional light
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (gl.GLfloat * 4)(*ldir))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE,
                     (gl.GLfloat * 3)(1.0, 1.0, 1.0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT,
                     (gl.GLfloat * 3)(0.75, 0.75, 0.75))
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_NORMALIZE)
        gl.glEnable(gl.GL_LIGHTING)

    gl.glColor3f(1, 1, 1)
    texture = image_data.get_texture()
    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)
    gl.glTexParameteri(
        gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)

    # comment this to get round points with MSAA on
    gl.glEnable(gl.GL_POINT_SPRITE)

    if not state.scale and not state.attenuation:
        gl.glDisable(gl.GL_MULTISAMPLE)  # for true 1px points with MSAA on
    vertex_list.draw(gl.GL_POINTS)
    gl.glDisable(texture.target)
    if not state.scale and not state.attenuation:
        gl.glEnable(gl.GL_MULTISAMPLE)

    gl.glDisable(gl.GL_LIGHTING)

    gl.glColor3f(0.25, 0.25, 0.25)
    frustum(depth_intrinsics)
    axes()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, width, 0, height, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    gl.glDisable(gl.GL_DEPTH_TEST)

    fps_display.draw()
コード例 #52
0
ファイル: goldstar.py プロジェクト: benatkin/pyglet-stuff
 def on_resize(self, width, height):
     gl.glViewport(0, 0, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.gluPerspective(45.0, 1.0 * width / height, 0.1, 100.0)
     gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #53
0
ファイル: grid.py プロジェクト: los-cocos/cocos
 def _set_3d_projection(cls):
     gl.glViewport(director._offset_x, director._offset_y, director._usable_width, director._usable_height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60, 1.0 * director._usable_width / director._usable_height, 0.1, 3000.0)
     gl.glMatrixMode(gl.GL_MODELVIEW)
コード例 #54
0
ファイル: obj_batch.py プロジェクト: pennomi/banneret
 def on_resize(width, height):
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60.0, float(width)/height, 1.0, 100.0)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     return True