예제 #1
0
    def loadProjection(self,force=False,pick=None):
        """Load the projection/perspective matrix.

        The caller will have to setup the correct GL environment beforehand.
        No need to set matrix mode though. This function will switch to
        GL_PROJECTION mode before loading the matrix, and go back to
        GL_MODELVIEW mode on exit.

        A pick region can be defined to use the camera in picking mode.
        pick defines the picking region center and size (x,y,w,h).

        This function does it best at autodetecting changes in the lens
        settings, and will only reload the matrix if such changes are
        detected. You can optionally force loading the matrix.
        """
        if self.lensChanged or force:
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            if pick:
                #print 'PICK: %s' % str(pick)
                GLU.gluPickMatrix(*pick)
            if self.perspective:
                GLU.gluPerspective(self.fovy,self.aspect,self.near,self.far)
            else:
                #print "FOVY: %s" % self.fovy
                top = tand(self.fovy*0.5) * self.dist
                bottom = -top
                right = top * self.aspect
                left = bottom * self.aspect
                #print "Ortho %s" % [left,right,bottom,top,self.near,self.far]
                GL.glOrtho(left,right,bottom,top,self.near,self.far)
            GL.glMatrixMode(GL.GL_MODELVIEW)     
 def Pick(self):
     self.globFrame.named = False
     for element in self.elements:
         element.named = False
         
     gl.glSelectBuffer(512)
     gl.glRenderMode(gl.GL_SELECT)
     gl.glInitNames()
     gl.glPushMatrix()
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     glu.gluPickMatrix(self.lastx, self.size.height-self.lasty ,0.25, 0.25, [0, 0, self.size.width, self.size.height])
     glu.gluPerspective(self.fov, self.aspect, 0.2, 200.0)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     self.CameraTransformation()
     self.OnDraw()
     my_buffer = gl.glRenderMode(gl.GL_RENDER)
     gl.glPopMatrix()
     gl.glPushMatrix()
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     glu.gluPerspective(self.fov, self.aspect, 0.2, 200.0)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     self.CameraTransformation()
     self.OnDraw()
     self.Redraw()
     gl.glPopMatrix()
     return my_buffer
예제 #3
0
파일: lego.py 프로젝트: sulyi/LEGO-break-up
def draw_mode_2d( pick=(0,0) ):
    global SCREEN_WIDTH, SCREEN_HEIGHT
    
    GL.glMatrixMode(GL.GL_PROJECTION)
    GL.glLoadIdentity()
    if GL.glGetInteger(GL.GL_RENDER_MODE) == GL.GL_SELECT:
        GLU.gluPickMatrix( pick[0], SCREEN_HEIGHT-pick[1], 10, 10, np.array((0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)) )
    GL.glOrtho(0.0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0, -1.0, 10.0)
    GL.glMatrixMode(GL.GL_MODELVIEW)
    GL.glLoadIdentity()
    GL.glClear(GL.GL_DEPTH_BUFFER_BIT)
    
#    GL.glDisable(GL_COLOR_MATERIAL)
    GL.glDisable(GL.GL_DEPTH_TEST)
    GL.glDisable(GL.GL_LIGHTING)
예제 #4
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파일: lego.py 프로젝트: sulyi/LEGO-break-up
def draw_mode_3d( pick=(0,0) ):
    global SCREEN_WIDTH, SCREEN_HEIGHT
    
    GL.glMatrixMode(GL.GL_PROJECTION)
    GL.glLoadIdentity()
    if GL.glGetInteger(GL.GL_RENDER_MODE) == GL.GL_SELECT:
        GLU.gluPickMatrix( pick[0], SCREEN_HEIGHT-pick[1], 1.0, 1.0, np.array((0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)) )
    GLU.gluPerspective(45.0, float(SCREEN_WIDTH)/float(SCREEN_HEIGHT), 0.1, 100.0)
    
    GL.glMatrixMode(GL.GL_MODELVIEW)
    GL.glLoadIdentity()
    GL.glScale( 1.0, 1.0, -1.0 )
    
#    GL.glEnable(GL_COLOR_MATERIAL)
    GL.glEnable(GL.GL_DEPTH_TEST)
    GL.glEnable(GL.GL_LIGHTING)
예제 #5
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파일: base.py 프로젝트: Saluev/cocos2d-gui
 def objects_under_cursor(self, x, y):
   """Writes to `self.highlighted` list of
   objects under cursor, in descending order
   (the first is the top element).
   """
   if not self.children:
     return []
   
   # TODO simple rectangular check to improve performance
   viewport = GL.glGetIntegerv(GL.GL_VIEWPORT)
   GL.glSelectBuffer(512)
   GL.glRenderMode(GL.GL_SELECT)
   GL.glInitNames()
   GL.glMatrixMode(GL.GL_PROJECTION)
   GL.glPushMatrix()
   # copying projection
   # WARNING this approach can be unstable!
   M = GL.glGetFloatv(GL.GL_PROJECTION_MATRIX)
   GL.glLoadIdentity()
   GLU.gluPickMatrix(x, y, 1., 1., viewport)
   GL.glMultMatrixf(M)
   GL.glMatrixMode(GL.GL_MODELVIEW)
   
   super(SmartLayer, self).visit()
   
   hits = GL.glRenderMode(GL.GL_RENDER)
   result = []
   for near, far, names in hits:
     result = [] # XXX we just wish to get last hit record.
     for name in names:
       obj = SmartNode.nodes_by_id.get(name)
       if obj is not None:
         result.append(obj)
   
   GL.glMatrixMode(GL.GL_PROJECTION)
   GL.glPopMatrix()
   GL.glMatrixMode(GL.GL_MODELVIEW)
   
   old_result = self.highlighted
   new_result = list(result)
   self.highlighted = new_result
   for obj in set(old_result) - set(new_result):
     obj.mouse_out()
   for obj in set(new_result) - set(old_result):
     obj.mouse_enter()
   
   self.highlighted.reverse()
예제 #6
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파일: picking_test.py 프로젝트: arokem/Fos
def keyboard(key, x, y):
    #global day,year,zdist

    if key == chr(27):          
        sys.exit(0)
        
    if key == 'a':
        glut.glutIdleFunc(spin)
    

    if key == 'p' or key == 'P': # picking
       

        viewport=gl.glGetIntegerv(gl.GL_VIEWPORT)
        #print viewport
        w=viewport[2]-viewport[0]
        h=viewport[3]-viewport[1]

        #print 'SBS',SELECT_BUFFER_SIZE
        gl.glSelectBuffer(SELECT_BUFFER_SIZE) 
        gl.glRenderMode(gl.GL_SELECT)

        gl.glInitNames()
        gl.glPushName(0)

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        glu.gluPickMatrix(x,viewport[3]-y,.1, .1, viewport)
        glu.gluPerspective(60.0, w/ h , 1.0, 20.0)
        #gl.glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);

        
        drawRects(gl.GL_SELECT)
        gl.glPopMatrix()
        gl.glFlush()

        buffer = gl.glRenderMode(gl.GL_RENDER)
        glut.glutPostRedisplay()
        #print buffer
        for hit_record in buffer:
            min_depth, max_depth, names = hit_record
            print min_depth, max_depth, names
예제 #7
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def keyboard(key, x, y):
    #global day,year,zdist

    if key == chr(27):
        sys.exit(0)

    if key == 'a':
        glut.glutIdleFunc(spin)

    if key == 'p' or key == 'P':  # picking

        viewport = gl.glGetIntegerv(gl.GL_VIEWPORT)
        #print viewport
        w = viewport[2] - viewport[0]
        h = viewport[3] - viewport[1]

        #print 'SBS',SELECT_BUFFER_SIZE
        gl.glSelectBuffer(SELECT_BUFFER_SIZE)
        gl.glRenderMode(gl.GL_SELECT)

        gl.glInitNames()
        gl.glPushName(0)

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        glu.gluPickMatrix(x, viewport[3] - y, .1, .1, viewport)
        glu.gluPerspective(60.0, w / h, 1.0, 20.0)
        #gl.glOrtho(0.0, 8.0, 0.0, 8.0, -0.5, 2.5);

        drawRects(gl.GL_SELECT)
        gl.glPopMatrix()
        gl.glFlush()

        buffer = gl.glRenderMode(gl.GL_RENDER)
        glut.glutPostRedisplay()
        #print buffer
        for hit_record in buffer:
            min_depth, max_depth, names = hit_record
            print min_depth, max_depth, names
예제 #8
0
파일: camera.py 프로젝트: gunnups/pyFormex
    def loadProjection(self,force=False,pick=None,keepmode=False):
        """Load the projection/perspective matrix.

        The caller will have to setup the correct GL environment beforehand.
        No need to set matrix mode though. This function will switch to
        GL_PROJECTION mode before loading the matrix

        If keepmode=True, does not switch back to GL_MODELVIEW mode.

        A pick region can be defined to use the camera in picking mode.
        pick defines the picking region center and size (x,y,w,h).

        This function does it best at autodetecting changes in the lens
        settings, and will only reload the matrix if such changes are
        detected. You can optionally force loading the matrix.
        """
        GL.glMatrixMode(GL.GL_PROJECTION)
        if self.lensChanged or force:
            GL.glLoadIdentity()
            if pick:
                GLU.gluPickMatrix(*pick)

            fv = tand(self.fovy*0.5)
            if self.perspective:
                fv *= self.near
            else:
                fv *= self.dist
            fh = fv * self.aspect
            x0,x1 = 2*self.area - 1.0
            frustum = (fh*x0[0],fh*x1[0],fv*x0[1],fv*x1[1],self.near,self.far)
            if self.perspective:
                GL.glFrustum(*frustum)
            else:
                GL.glOrtho(*frustum)
            try:
                self.projection_callback(self)
            except:
                pass
        if not keepmode:
            GL.glMatrixMode(GL.GL_MODELVIEW)
예제 #9
0
    def loadProjection(self,force=False,pick=None,keepmode=False):
        """Load the projection/perspective matrix.

        The caller will have to setup the correct GL environment beforehand.
        No need to set matrix mode though. This function will switch to
        GL_PROJECTION mode before loading the matrix

        !! CHANGED: does not switch back to GL_MODELVIEW mode!

        A pick region can be defined to use the camera in picking mode.
        pick defines the picking region center and size (x,y,w,h).

        This function does it best at autodetecting changes in the lens
        settings, and will only reload the matrix if such changes are
        detected. You can optionally force loading the matrix.
        """
        GL.glMatrixMode(GL.GL_PROJECTION)
        if self.lensChanged or force:
            GL.glLoadIdentity()
            if pick:
                GLU.gluPickMatrix(*pick)
                
            fv = tand(self.fovy*0.5)
            if self.perspective:
                fv *= self.near
            else:
                fv *= self.dist
            fh = fv * self.aspect
            x0,x1 = 2*self.area - 1.0
            frustum = (fh*x0[0],fh*x1[0],fv*x0[1],fv*x1[1],self.near,self.far)
            if self.perspective:
                GL.glFrustum(*frustum)
            else:
                GL.glOrtho(*frustum)
        if not keepmode:
            GL.glMatrixMode(GL.GL_MODELVIEW)