def on_draw(): window.clear() with Group(fbo.textures[0], projection, Matrix): glTranslatef(0, 0, -3) glRotatef(-45, 1, 0, 0) glRotatef(rotation, 0.0, 0.0, 1.0) quad(scale=2)
def on_draw(self): self.clear() with gletools.Group(self.fbo.textures[0], self.projection, self.shaderProgram, Matrix): glTranslatef(0, 0, -1.92) gletools.quad(-self.winAspect,-1, self.winAspect,1) # quad(0.0, window.width) if not self.timer: pyglet.clock.schedule_interval(self.simulate, 0.3)
def paintGL(self): GL.glColor4f(0.3,0.3,0.7,1) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) if self.zCamera <= -25: self.zCamera = -25.0 with gletools.Group( self.fbo, ortho, self.s['normal'], self.s['slicer'], Matrix ): glLoadIdentity() glu.gluLookAt ( 0, 5, 30+self.zCamera, 0, 3.0+self.zCamera/20.0, 0, 0.0, 1.0, 0.0 ); glTranslated(self.xPos, self.yPos, 0 ) glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0) glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0) glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0) glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) glEnable(GL_BLEND) GL.glPushMatrix() self.s['slicer'].bind() self.shader.uniformf( 'clearColor', *self.clearColor ) self.shader.uniformf( 'transform', self.moveOBJ[0], self.moveOBJ[1], self.moveOBJ[2], 0.0 ) self.shader.uniformf( 'rotateAngles', self.rotateOBJ[0], self.rotateOBJ[1], self.rotateOBJ[2], 0.0 ) self.shader.uniformf( 'scale', self.scaleOBJ[0]*self.unit , self.scaleOBJ[1]*self.unit , self.scaleOBJ[2]*self.unit , 1.0 ) try: self.shader.uniformf( 'bboxSize', self.vec[0], self.vec[1], self.vec[2], thickness) self.shader.uniformf( 'bboxMin', self.mesh.bboxMin[0], self.mesh.bboxMin[1], self.mesh.bboxMin[2], 1.0) self.shader.uniformf( 'bboxMax', self.mesh.bboxMax[0], self.mesh.bboxMax[1], self.mesh.bboxMax[2], 1.0) except: pass self.shader.uniformf( 'front', 0.0 ) self.m.render() self.shader.uniformf( 'front', 1.0 ) self.m.render() self.s['slicer'].unbind() GL.glPopMatrix() GL.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA ) self.s['normal'].bind() GL.glCallList(1) self.s['normal'].unbind() with gletools.Group(self.fbo.textures[0], self.projection, self.shaderProgram, Matrix): glTranslatef(0, 0, -1.92) gletools.quad(-self.winAspect,-1, self.winAspect,1) #quad(0.0, window.width) self.s['slicer'].bind()
def on_draw(): window.clear() with Group(fbo.textures[0], projection, program, Matrix): glTranslatef(0, 0, -1.92) quad(-aspect,-1, aspect,1)