예제 #1
0
    def draw(self):
        """Render the particles"""        
        #update or particle positions by calling the OpenCL kernel
        #for i in xrange(0, 10): #10 updates per frame
        #    self.boids.execute() 
        self.boids.rules()
        self.boids.euler()
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #handle mouse transformations
        """
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0) #we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)
        """
        
        #render the particles
        self.boids.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glutSwapBuffers()
    def draw(self):
        """Render the particles"""        
        #update or particle positions by calling the OpenCL kernel
        rgb, depth = self.kin.get_particles()
        self.cle.load_images(rgb, depth)
        self.cle.execute(1)


        #self.cle.execute(1) 
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #handle mouse transformations
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0) #we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)
        
        #render the particles
        self.cle.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glutSwapBuffers()
예제 #3
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    def draw(self):
        """Render the particles"""

        #update or particle positions by calling the OpenCL kernel
        self.cle.execute(subintervals)
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #handle mouse transformations
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1,
                  0)  #we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)

        #render the particles
        self.cle.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glutSwapBuffers()
예제 #4
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def draw():
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    example.execute()

    #glColor3f(1,0,0)
    glEnable(GL_POINT_SMOOTH)
    glPointSize(2)

    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    example.col_vbo.bind()
    glColorPointer(4, GL_FLOAT, 0, example.col_vbo)

    example.pos_vbo.bind()
    glVertexPointer(4, GL_FLOAT, 0, example.pos_vbo)

    glEnableClientState(GL_VERTEX_ARRAY)
    glEnableClientState(GL_COLOR_ARRAY)
    glDrawArrays(GL_POINTS, 0, num)

    glDisableClientState(GL_COLOR_ARRAY)
    glDisableClientState(GL_VERTEX_ARRAY)

    glDisable(GL_BLEND)

    gl.draw_axes()

    pygame.display.flip()
예제 #5
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def draw():
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

    example.execute()

    #glColor3f(1,0,0)
    glEnable(GL_POINT_SMOOTH)
    glPointSize(2)

    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    example.col_vbo.bind()
    glColorPointer(4, GL_FLOAT, 0, example.col_vbo)

    example.pos_vbo.bind()
    glVertexPointer(4, GL_FLOAT, 0, example.pos_vbo)

    glEnableClientState(GL_VERTEX_ARRAY)
    glEnableClientState(GL_COLOR_ARRAY)
    glDrawArrays(GL_POINTS, 0, num)

    glDisableClientState(GL_COLOR_ARRAY)
    glDisableClientState(GL_VERTEX_ARRAY)

    glDisable(GL_BLEND)
    
    gl.draw_axes()

    pygame.display.flip()
예제 #6
0
    def draw(self):
        """Render the particles"""        
        #TODO: 
        # * set up Ortho2D viewing and mouse controls
        # * find better color mapping for height

        
        #update or particle positions by calling the OpenCL kernel
        for i in range(subintervals):
            self.clsystem.update()
        #self.cle.execute(subintervals) 
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #handle mouse transformations
        #glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0) 
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)
        
        #render the particles
        self.clsystem.render()
        self.clghost_system.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glutSwapBuffers()
예제 #7
0
    def draw(self):
        """Render the particles"""
        #TODO:
        # * set up Ortho2D viewing and mouse controls
        # * find better color mapping for height

        #update or particle positions by calling the OpenCL kernel
        for i in range(subintervals):
            self.clsystem.update()
        #self.cle.execute(subintervals)
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #handle mouse transformations
        #glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0)
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)

        #render the particles
        self.clsystem.render()
        self.clghost_system.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glutSwapBuffers()
예제 #8
0
파일: main_gl.py 프로젝트: baudrly/GRAAL
    def draw(self):
        """Render the particles"""
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        if self.white == -1:
            glClearColor(1, 1, 1, 1)
        else:
            glClearColor(0, 0, 0, 0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #handle mouse transformations
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0) #we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)

        #render the particles
        self.render_image()
        self.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()
        ############## enable 2d display #######################
        glMatrixMode(GL_PROJECTION)
        glPushMatrix()
        glLoadIdentity()
        glOrtho(0.0, self.width, self.height, 0.0, -1.0, 10.0)
        glMatrixMode(GL_MODELVIEW)

        glLoadIdentity()
        glDisable(GL_CULL_FACE)

        glClear(GL_DEPTH_BUFFER_BIT)

        self.glut_print( 10 , 15 , GLUT_BITMAP_9_BY_15 , self.str_curr_cycle , 0.0 , 1.0 , 0.0 , 1.0)
        self.glut_print( 10 , 30 , GLUT_BITMAP_9_BY_15 , self.str_curr_temp , 0.0 , 1.0 , 0.0 , 1.0)
        self.glut_print( 10 , 45 , GLUT_BITMAP_9_BY_15 , self.str_curr_id_frag , 0.0 , 1.0 , 0.0 , 1.0)
        self.glut_print( 10 , 60 , GLUT_BITMAP_9_BY_15 , self.str_likelihood , 0.0 , 1.0 , 0.0 , 1.0)
        self.glut_print( 10 , 75 , GLUT_BITMAP_9_BY_15 , self.str_n_contigs , 0.0 , 1.0 , 0.0 , 1.0)
        self.glut_print( 10 , 90 , GLUT_BITMAP_9_BY_15 , self.str_curr_dist , 0.0 , 1.0 , 0.0 , 1.0)

        # self.glut_print( 10 , 15 , GLUT_BITMAP_9_BY_15 , self.str_curr_cycle , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 10 , 30 , GLUT_BITMAP_9_BY_15 , self.str_curr_temp , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 10 , 45 , GLUT_BITMAP_9_BY_15 , self.str_curr_id_frag , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 10 , 60 , GLUT_BITMAP_9_BY_15 , self.str_likelihood , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 10.1 , 60.1 , GLUT_BITMAP_9_BY_15 , self.str_likelihood , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 9.9 , 59.9, GLUT_BITMAP_9_BY_15 , self.str_likelihood , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 10 , 75 , GLUT_BITMAP_9_BY_15 , self.str_n_contigs , 1.0 , 1.0 , 1.0 , 1.0)
        # self.glut_print( 10 , 90 , GLUT_BITMAP_9_BY_15 , self.str_curr_dist , 1.0 , 1.0 , 1.0 , 1.0)


        ## Making sure we can render 3d again
        glMatrixMode(GL_PROJECTION)
        glPopMatrix()
        glMatrixMode(GL_MODELVIEW)
        #############
        glutSwapBuffers()
def draw():
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

    example.execute()

    #glColor3f(1,0,0)
    gl.draw_axes()

    pygame.display.flip()
def draw():
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    example.execute()

    #glColor3f(1,0,0)
    gl.draw_axes()

    pygame.display.flip()
예제 #11
0
def draw():
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)


    #glLoadIdentity()
    #glTranslatef(-10.0, -10.0, -36.0)
    #glTranslatef(0.,0.,-6.)

    gl.draw_axes()

    glColor3f(1,1,1)
    glPointSize(5)
    #glBegin(GL_POINTS)
    #glVertex3f(0,0,0)
    #glVertex3f(1,1,1)
    #glVertex3f(0, 1, 0)
    #glEnd()

    #origin
    o = Vec([0.,0.,0.])
    #direction
    u = normalize(Vec([1., 1., 1.]))
    #orthogonal vec
    v,w = orthovec(u)
    #w = rotateaxis(u, v, 90)

    #print u
    #print v
    #print w


    glColor3f(.5, 1, 0)
    gl.draw_line(o, u)
    glColor3f(0, 1, .5)
    gl.draw_line(o, v)
    glColor3f(.5, 0, .5)
    gl.draw_line(o, w)

    particles = distribute_disc(u, v, w, 1, 300, .1)
    print len(particles)
    glBegin(GL_POINTS)
    glColor3f(1, 1, 1)
    glVertex3f(u.x, u.y, u.z)
    glColor3f(.5, .5, .5)
    for p in particles:
        glVertex3f(p.x, p.y, p.z)
    glEnd()

    pygame.display.flip()
예제 #12
0
    def draw(self):
        """Render the particles"""
        glFlush()

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # handle mouse transformations
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0)  # we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)

        # draw the x, y and z axis as lines
        glutil.draw_axes()

        glutSwapBuffers()
예제 #13
0
    def draw(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        
        self.set3d()
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()

        #handle mouse transformations
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(-self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1, 0) #we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)

        self.cle.render()
        
        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glPopMatrix()
        self.unset3d()
예제 #14
0
    def draw(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        self.set3d()
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()

        #handle mouse transformations
        glTranslatef(self.initrans.x, self.initrans.y, self.initrans.z)
        glRotatef(-self.rotate.x, 1, 0, 0)
        glRotatef(self.rotate.y, 0, 1,
                  0)  #we switched around the axis so make this rotate_z
        glTranslatef(self.translate.x, self.translate.y, self.translate.z)

        self.cle.render()

        #draw the x, y and z axis as lines
        glutil.draw_axes()

        glPopMatrix()
        self.unset3d()