예제 #1
0
    def drawnvc( self, normals, points, colors, idxs  ):
        '''draw tri mesh using glDrawElements
        using input normals points colors and indexes'''
        n = 1
        for dim in idxs.shape:
            n *= dim

        iptr = vecutil.numpy2pointer(idxs)
        nptr = vecutil.numpy2pointer(normals)
        vptr = vecutil.numpy2pointer(points)
        cptr = vecutil.numpy2pointer(colors)

        mode = self.ui.fillmodes[self.ui.fillmode]

        gl.glPolygonMode( gl.GL_FRONT, mode )
        
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glVertexPointer(3, gl.GL_FLOAT, 0, vptr)
        gl.glNormalPointer( gl.GL_FLOAT, 0, nptr)
        gl.glColorPointer(3, gl.GL_FLOAT, 0, cptr)
        gl.glDrawElements(gl.gl.GL_TRIANGLES, n, gl.GL_UNSIGNED_INT, iptr)

        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        gl.glDisableClientState(gl.GL_NORMAL_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)

        gl.glPolygonMode( gl.GL_FRONT, gl.GL_FILL )
예제 #2
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    def __init__(self, radius, inner_radius, slices, inner_slices):
        # Create the vertex and normal arrays.
        vertices = []
        normals = []

        u_step = 2 * math.pi / (slices - 1)
        v_step = 2 * math.pi / (inner_slices - 1)
        u = 0.
        for i in range(slices):
            cos_u = math.cos(u)
            sin_u = math.sin(u)
            v = 0.
            for j in range(inner_slices):
                cos_v = math.cos(v)
                sin_v = math.sin(v)

                d = (radius + inner_radius * cos_v)
                x = d * cos_u
                y = d * sin_u
                z = inner_radius * sin_v

                nx = cos_u * cos_v
                ny = sin_u * cos_v
                nz = sin_v

                vertices.extend([x, y, z])
                normals.extend([nx, ny, nz])
                v += v_step
            u += u_step

        # Create ctypes arrays of the lists
        vertices = (gl.GLfloat * len(vertices))(*vertices)
        normals = (gl.GLfloat * len(normals))(*normals)

        # Create a list of triangle indices.
        indices = []
        for i in range(slices - 1):
            for j in range(inner_slices - 1):
                p = i * inner_slices + j
                indices.extend([p, p + inner_slices, p + inner_slices + 1])
                indices.extend([p, p + inner_slices + 1, p + 1])
        indices = (gl.GLuint * len(indices))(*indices)

        # Compile a display list
        self.list = gl.glGenLists(1)
        gl.glNewList(self.list, gl.GL_COMPILE)

        gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
        gl.glVertexPointer(3, gl.GL_FLOAT, 0, vertices)
        gl.glNormalPointer(gl.GL_FLOAT, 0, normals)
        gl.glDrawElements(gl.GL_TRIANGLES, len(indices), gl.GL_UNSIGNED_INT,
                          indices)
        gl.glPopClientAttrib()

        gl.glEndList()
예제 #3
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    def __init__(self, radius, inner_radius, slices, inner_slices):
        # Create the vertex and normal arrays.
        vertices = []
        normals = []

        u_step = 2 * pi / (slices - 1)
        v_step = 2 * pi / (inner_slices - 1)
        u = 0.
        for i in range(slices):
            cos_u = cos(u)
            sin_u = sin(u)
            v = 0.
            for j in range(inner_slices):
                cos_v = cos(v)
                sin_v = sin(v)

                d = (radius + inner_radius * cos_v)
                x = d * cos_u
                y = d * sin_u
                z = inner_radius * sin_v

                nx = cos_u * cos_v
                ny = sin_u * cos_v
                nz = sin_v

                vertices.extend([x, y, z])
                normals.extend([nx, ny, nz])
                v += v_step
            u += u_step

        # Create ctypes arrays of the lists
        vertices = (GLfloat * len(vertices))(*vertices)
        normals = (GLfloat * len(normals))(*normals)

        # Create a list of triangle indices.
        indices = []
        for i in range(slices - 1):
            for j in range(inner_slices - 1):
                p = i * inner_slices + j
                indices.extend([p, p + inner_slices, p + inner_slices + 1])
                indices.extend([p, p + inner_slices + 1, p + 1])
        indices = (GLuint * len(indices))(*indices)

        # Compile a display list
        self.list = glGenLists(1)
        glNewList(self.list, GL_COMPILE)

        glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT)
        glEnableClientState(GL_VERTEX_ARRAY)
        glEnableClientState(GL_NORMAL_ARRAY)
        glVertexPointer(3, GL_FLOAT, 0, vertices)
        glNormalPointer(GL_FLOAT, 0, normals)
        glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, indices)
        glPopClientAttrib()

        glEndList()
예제 #4
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    def _display_movements(self, has_vbo):
        self.vertex_buffer.bind()
        glVertexPointer(3, GL_FLOAT, 0, self.vertex_buffer.ptr)

        self.vertex_color_buffer.bind()
        glColorPointer(3, GL_FLOAT, 0, self.vertex_color_buffer.ptr)

        self.vertex_normal_buffer.bind()
        glNormalPointer(GL_FLOAT, 0, self.vertex_normal_buffer.ptr)

        self.index_buffer.bind()

        # Prevent race condition by using the number of currently loaded layers
        max_layers = self.layers_loaded

        start = 1
        layer_selected = self.num_layers_to_draw <= max_layers
        if layer_selected:
            end_prev_layer = self.layer_stops[self.num_layers_to_draw - 1]
        else:
            end_prev_layer = 0
        end = self.layer_stops[min(self.num_layers_to_draw, max_layers)]

        glDisableClientState(GL_COLOR_ARRAY)

        glColor3f(*self.color_printed[:-1])

        # Draw printed stuff until end or end_prev_layer
        cur_end = min(self.printed_until, end)
        if not self.only_current:
            if 1 <= end_prev_layer <= cur_end:
                self._draw_elements(1, end_prev_layer)
            elif cur_end >= 1:
                self._draw_elements(1, cur_end)

        glEnableClientState(GL_COLOR_ARRAY)

        # Draw nonprinted stuff until end_prev_layer
        start = max(cur_end, 1)
        if end_prev_layer >= start:
            if not self.only_current:
                self._draw_elements(start, end_prev_layer)
            cur_end = end_prev_layer

        # Draw current layer
        if layer_selected:
            glDisableClientState(GL_COLOR_ARRAY)

            glColor3f(*self.color_current_printed[:-1])

            if cur_end > end_prev_layer:
                self._draw_elements(end_prev_layer + 1, cur_end)

            glColor3f(*self.color_current[:-1])

            if end > cur_end:
                self._draw_elements(cur_end + 1, end)

            glEnableClientState(GL_COLOR_ARRAY)

        # Draw non printed stuff until end (if not ending at a given layer)
        start = max(self.printed_until, 1)
        if not layer_selected and end >= start:
            self._draw_elements(start, end)

        self.index_buffer.unbind()
        self.vertex_buffer.unbind()
        self.vertex_color_buffer.unbind()
        self.vertex_normal_buffer.unbind()
예제 #5
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 def normal(self):
     gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.buffers["normal"])
     gl.glNormalPointer(gl.GL_FLOAT, 0, 0)
예제 #6
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    def render(self, scene):
        """ Add a ring to the view.

        :param scene: The view to render the model into
        :type scene: pyglet_helper.objects.View
        """
        if self.degenerate:
            return
        # The number of subdivisions around the hoop's radial direction.
        if self.thickness:
            band_coverage = scene.pixel_coverage(self.pos, self.thickness)
        else:
            band_coverage = scene.pixel_coverage(self.pos, self.radius * 0.1)
        if band_coverage < 0:
            band_coverage = 1000
        bands = sqrt(band_coverage * 4.0)
        bands = clamp(4, bands, 40)
        # The number of subdivisions around the hoop's tangential direction.
        ring_coverage = scene.pixel_coverage(self.pos, self.radius)
        if ring_coverage < 0:
            ring_coverage = 1000
        rings = sqrt(ring_coverage * 4.0)
        rings = clamp(4, rings, 80)
        slices = int(rings)
        inner_slices = int(bands)
        radius = self.radius
        inner_radius = self.thickness

        # Create the vertex and normal arrays.
        vertices = []
        normals = []

        outer_angle_step = 2 * pi / (slices - 1)
        inner_angle_step = 2 * pi / (inner_slices - 1)
        outer_angle = 0.
        for i in range(slices):
            cos_outer_angle = cos(outer_angle)
            sin_outer_angle = sin(outer_angle)
            inner_angle = 0.
            for j in range(inner_slices):
                cos_inner_angle = cos(inner_angle)
                sin_inner_angle = sin(inner_angle)

                diameter = (radius + inner_radius * cos_inner_angle)
                vertex_x = diameter * cos_outer_angle
                vertex_y = diameter * sin_outer_angle
                vertex_z = inner_radius * sin_inner_angle

                normal_x = cos_outer_angle * cos_inner_angle
                normal_y = sin_outer_angle * cos_inner_angle
                normal_z = sin_inner_angle

                vertices.extend([vertex_x, vertex_y, vertex_z])
                normals.extend([normal_x, normal_y, normal_z])
                inner_angle += inner_angle_step
            outer_angle += outer_angle_step

        # Create ctypes arrays of the lists
        vertices = (gl.GLfloat *len(vertices))(*vertices)
        normals = (gl.GLfloat * len(normals))(*normals)

        # Create a list of triangle indices.
        indices = []
        for i in range(slices - 1):
            for j in range(inner_slices - 1):
                pos = i * inner_slices + j
                indices.extend([pos, pos + inner_slices, pos + inner_slices +
                                1])
                indices.extend([pos, pos + inner_slices + 1, pos + 1])
        indices = (gl.GLuint * len(indices))(*indices)

        # Compile a display list
        self.list = gl.glGenLists(1)
        gl.glNewList(self.list, gl.GL_COMPILE)
        self.color.gl_set(self.opacity)

        gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_NORMAL_ARRAY)
        self.model_world_transform(scene.gcf,
                                   Vector([self.radius, self.radius,
                                           self.radius])).gl_mult()

        gl.glVertexPointer(3, gl.GL_FLOAT, 0, vertices)
        gl.glNormalPointer(gl.GL_FLOAT, 0, normals)
        gl.glDrawElements(gl.GL_TRIANGLES, len(indices), gl.GL_UNSIGNED_INT,
                          indices)
        gl.glPopClientAttrib()

        gl.glEndList()
        gl.glCallList(self.list)
예제 #7
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def createVAO(vertexBuffer,
              textureCoordBuffer=None,
              normalBuffer=None,
              colorBuffer=None):
    """Create a Vertex Array Object (VAO) with specified Vertex Buffer Objects.
    VAOs store buffer binding states, reducing binding overhead when drawing
    objects with vertext data stored in VBOs.

    Parameters
    ----------
    vertexBuffer : :obj:`VertexBufferObject`
        Vertex buffer descriptor, must have 'bufferType' as GL_VERTEX_ARRAY.
    textureCoordBuffer : :obj:`VertexBufferObject` or None, optional
        Vertex buffer descriptor of texture coordinates, must have 'bufferType'
        as GL_TEXTURE_COORD_ARRAY.
    normalBuffer : :obj:`VertexBufferObject` or None, optional
        Vertex buffer descriptor of normals, must have 'bufferType' as
        GL_NORMAL_ARRAY.
    colorBuffer :obj:`VertexBufferObject` or None, optional
        Vertex buffer descriptor of colors, must have 'bufferType' as
        GL_COLOR_ARRAY.

    Returns
    -------
    VertexArrayObject
        A descriptor with vertex buffer information.

    Examples
    --------
    # create a VAO
    vaoDesc = createVAO(vboVerts, vboTexCoords, vboNormals)

    # draw the VAO, renders the mesh
    drawVAO(vaoDesc, GL.GL_TRIANGLES)

    """
    # create a vertex buffer ID
    vaoId = GL.GLuint()
    GL.glGenVertexArrays(1, ctypes.byref(vaoId))
    GL.glBindVertexArray(vaoId)

    # must have a vertex pointer
    assert vertexBuffer.bufferType == GL.GL_VERTEX_ARRAY

    # bind and set the vertex pointer, this is must be bound
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBuffer.id)
    GL.glVertexPointer(vertexBuffer.vertexSize, vertexBuffer.dtype, 0, None)
    GL.glEnableClientState(vertexBuffer.bufferType)

    # texture coordinates
    if textureCoordBuffer is not None:
        if vertexBuffer.indices != textureCoordBuffer.indices:
            raise RuntimeError(
                "Texture and vertex buffer indices do not match!")
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, textureCoordBuffer.id)
        GL.glTexCoordPointer(textureCoordBuffer.vertexSize,
                             textureCoordBuffer.dtype, 0, None)
        GL.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY)

    # normals
    if normalBuffer is not None:
        if vertexBuffer.indices != normalBuffer.indices:
            raise RuntimeError(
                "Normal and vertex buffer indices do not match!")
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, normalBuffer.id)
        GL.glNormalPointer(normalBuffer.dtype, 0, None)
        GL.glEnableClientState(GL.GL_NORMAL_ARRAY)

    # colors
    if colorBuffer is not None:
        if vertexBuffer.indices != colorBuffer.indices:
            raise RuntimeError("Color and vertex buffer indices do not match!")
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, colorBuffer.id)
        GL.glColorPointer(colorBuffer.vertexSize, colorBuffer.dtype, 0, None)
        GL.glEnableClientState(GL.GL_COLOR_ARRAY)

    GL.glBindVertexArray(0)

    return VertexArrayObject(vaoId, vertexBuffer.indices, dict())
예제 #8
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def drawVertexbuffers(vertexBuffer, *args, mode=GL.GL_TRIANGLES, flush=True):
    """Draw a vertex buffer using glDrawArrays. This method does not require
    shaders.

    Parameters
    ----------
    vertexBuffer : :obj:`Vertexbuffer`
        Vertex buffer descriptor, must have 'bufferType' as GL_VERTEX_ARRAY.
        Optional vertex buffer descriptors can be passed as seperate arguments,
        they must have 'bufferTypes' as GL_TEXTURE_COORD_ARRAY, GL_NORMAL_ARRAY
        or GL_COLOR_ARRAY.
    mode : :obj:`int`
        Drawing mode to use (e.g. GL_TRIANGLES, GL_QUADS, GL_POINTS, etc.)
    flush : :obj:`bool`
        Flush queued drawing commands before returning.

    Returns
    -------
    None

    Examples
    --------
    # vertices of a triangle
    verts = [ 1.0,  1.0, 0.0,   # v0
              0.0, -1.0, 0.0,   # v1
             -1.0,  1.0, 0.0]   # v2

    # triangle vertex colors
    colors = [1.0, 0.0, 0.0,  # v0
              0.0, 1.0, 0.0,  # v1
              0.0, 0.0, 1.0]  # v2

    # load vertices to graphics device, return a descriptor
    vertexBuffer = createVertexbuffer(verts, 3)
    colorBuffer = createVertexbuffer(c, 3, GL.GL_COLOR_ARRAY)

    # draw the VBO
    drawVertexbuffer(vertexBuffer, colorBuffer, GL.GL_TRIANGLES)

    """
    # must have a vertex pointer
    assert vertexBuffer.bufferType == GL.GL_VERTEX_ARRAY

    # bind and set the vertex pointer
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBuffer.id)
    GL.glVertexPointer(vertexBuffer.vertexSize, vertexBuffer.dtype, 0, None)
    GL.glEnableClientState(vertexBuffer.bufferType)

    # handle additional buffers
    if args:
        for buffer in args:
            # check if the number of indicies are the same
            if vertexBuffer.indices != buffer.indices:
                raise RuntimeError("Vertex buffer indices do not match!")

            GL.glBindBuffer(GL.GL_ARRAY_BUFFER, buffer.id)
            if buffer.bufferType == GL.GL_TEXTURE_COORD_ARRAY:
                GL.glTexCoordPointer(buffer.dtype, 0, None)
            elif buffer.bufferType == GL.GL_NORMAL_ARRAY:
                GL.glNormalPointer(buffer.dtype, 0, None)
            elif buffer.bufferType == GL.GL_COLOR_ARRAY:
                GL.glColorPointer(buffer.vertexSize, buffer.dtype, 0, None)

            GL.glEnableClientState(buffer.bufferType)

    GL.glDrawArrays(mode, 0, vertexBuffer.indices)  # draw arrays

    # reset
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
    GL.glDisableClientState(vertexBuffer.bufferType)
    if args:
        for vbo in args:
            GL.glDisableClientState(vbo.bufferType)

    if flush:
        GL.glFlush()
예제 #9
0
파일: actors.py 프로젝트: pavlog/Printrun
    def _display_movements(self, has_vbo):
        self.vertex_buffer.bind()
        glVertexPointer(3, GL_FLOAT, 0, self.vertex_buffer.ptr)

        self.vertex_color_buffer.bind()
        glColorPointer(3, GL_FLOAT, 0, self.vertex_color_buffer.ptr)

        self.vertex_normal_buffer.bind()
        glNormalPointer(GL_FLOAT, 0, self.vertex_normal_buffer.ptr)

        self.index_buffer.bind()

        # Prevent race condition by using the number of currently loaded layers
        max_layers = self.layers_loaded

        start = 1
        layer_selected = self.num_layers_to_draw <= max_layers
        if layer_selected:
            end_prev_layer = self.layer_stops[self.num_layers_to_draw - 1]
        else:
            end_prev_layer = 0
        end = self.layer_stops[min(self.num_layers_to_draw, max_layers)]

        glDisableClientState(GL_COLOR_ARRAY)

        glColor3f(*self.color_printed[:-1])

        # Draw printed stuff until end or end_prev_layer
        cur_end = min(self.printed_until, end)
        if not self.only_current:
            if 1 <= end_prev_layer <= cur_end:
                self._draw_elements(1, end_prev_layer)
            elif cur_end >= 1:
                self._draw_elements(1, cur_end)

        glEnableClientState(GL_COLOR_ARRAY)

        # Draw nonprinted stuff until end_prev_layer
        start = max(cur_end, 1)
        if end_prev_layer >= start:
            if not self.only_current:
                self._draw_elements(start, end_prev_layer)
            cur_end = end_prev_layer

        # Draw current layer
        if layer_selected:
            glDisableClientState(GL_COLOR_ARRAY)

            glColor3f(*self.color_current_printed[:-1])

            if cur_end > end_prev_layer:
                self._draw_elements(end_prev_layer + 1, cur_end)

            glColor3f(*self.color_current[:-1])

            if end > cur_end:
                self._draw_elements(cur_end + 1, end)

            glEnableClientState(GL_COLOR_ARRAY)

        # Draw non printed stuff until end (if not ending at a given layer)
        start = max(self.printed_until, 1)
        if not layer_selected and end >= start:
            self._draw_elements(start, end)

        self.index_buffer.unbind()
        self.vertex_buffer.unbind()
        self.vertex_color_buffer.unbind()
        self.vertex_normal_buffer.unbind()