def _init_projection(self): WindowedScene._init_projection(self) window_width = glutGet(GLUT_WINDOW_WIDTH) window_height = glutGet(GLUT_WINDOW_HEIGHT) self._log.debug(u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height)) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glEnable(GL_TEXTURE_2D) glViewport(0, 0, window_width, window_height) # clear background to black and clear depth buffer glClearColor(0.0,0.0,0.0,1.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # enable depth test (z-buffer) glEnable(GL_DEPTH_TEST) # enable normalization of vertex normals glEnable(GL_NORMALIZE) # initial view definitions glMatrixMode(GL_PROJECTION) glLoadIdentity() #gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0) gluOrtho2D(0, window_width, window_height, 0) glMatrixMode(GL_MODELVIEW) glLoadIdentity()
def render(self): # glutSetWindow(self.window) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() # gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); WindowedScene.render(self) # self._log.debug(u"rendering tex in window %d" % glutGetWindow()) glutSwapBuffers()
def render(self): #glutSetWindow(self.window) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() #gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); WindowedScene.render(self) #self._log.debug(u"rendering tex in window %d" % glutGetWindow()) glutSwapBuffers()
def render(self): # glutSetWindow(self.window) # glClearColor(*(tuple(rand(1, 3)[0]) + (1.0, ))) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) WindowedScene.render(self) # self._log.debug(u"rendering obj in window %d" % glutGetWindow()) glutSwapBuffers()
def render(self): #glutSetWindow(self.window) #glClearColor(*(tuple(rand(1, 3)[0]) + (1.0, ))) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); WindowedScene.render(self) #self._log.debug(u"rendering obj in window %d" % glutGetWindow()) glutSwapBuffers()
def init(self): WindowedScene.init(self) window_width = glutGet(GLUT_WINDOW_WIDTH) window_height = glutGet(GLUT_WINDOW_HEIGHT) self.tex = Texture(image = self.application._current_texture) texture_width, texture_height = self.application._current_texture.size quad = QuadNode(vertices = [(texture_width, 0.0, 0.0), (texture_width, texture_height, 0.0), (0.0, texture_height, 0.0), (0.0, 0.0, 0.0), ], scene = self, #scaling=[0.5, 0.5, 0.5], position = [0.0, 0.0, 0.0], texture = self.tex, draw_origin = False) self.children.append(quad)
def init(self): WindowedScene.init(self) glutSetWindow(self.window) self.tex = Texture(image = self.application._current_texture) # get triangle mesh self._log.debug(u"Loading mesh...") triangles = openOff("./data/cow.off").get_triangles() mesh = TriangleMeshNode(triangles = triangles, scene = self, #scaling=[0.5, 0.5, 0.5], position = [0.0, 0.0, 0.0], texture = self.tex, draw_origin = False) self.cursor = CursorNode(scene = self, draw_origin= False) self.children.append(mesh) mesh.children.append(self.cursor)
def init(self): WindowedScene.init(self) glutSetWindow(self.window) self.tex = Texture(image=self.application._current_texture) # get triangle mesh self._log.debug(u"Loading mesh...") triangles = openOff("./data/cow.off").get_triangles() mesh = TriangleMeshNode( triangles=triangles, scene=self, # scaling=[0.5, 0.5, 0.5], position=[0.0, 0.0, 0.0], texture=self.tex, draw_origin=False, ) self.cursor = CursorNode(scene=self, draw_origin=False) self.children.append(mesh) mesh.children.append(self.cursor)
def init(self): WindowedScene.init(self) window_width = glutGet(GLUT_WINDOW_WIDTH) window_height = glutGet(GLUT_WINDOW_HEIGHT) self.tex = Texture(image=self.application._current_texture) texture_width, texture_height = self.application._current_texture.size quad = QuadNode( vertices=[ (texture_width, 0.0, 0.0), (texture_width, texture_height, 0.0), (0.0, texture_height, 0.0), (0.0, 0.0, 0.0), ], scene=self, # scaling=[0.5, 0.5, 0.5], position=[0.0, 0.0, 0.0], texture=self.tex, draw_origin=False, ) self.children.append(quad)
def _init_projection(self): WindowedScene._init_projection(self) window_width = glutGet(GLUT_WINDOW_WIDTH) window_height = glutGet(GLUT_WINDOW_HEIGHT) self._log.debug( u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height) ) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glEnable(GL_TEXTURE_2D) glViewport(0, 0, window_width, window_height) # clear background to black and clear depth buffer glClearColor(0.0, 0.0, 0.0, 1.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # enable depth test (z-buffer) glEnable(GL_DEPTH_TEST) # enable normalization of vertex normals glEnable(GL_NORMALIZE) # initial view definitions glMatrixMode(GL_PROJECTION) glLoadIdentity() # gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0) gluOrtho2D(0, window_width, window_height, 0) glMatrixMode(GL_MODELVIEW) glLoadIdentity()
def __init__(self, window, application): WindowedScene.__init__(self, window, application, name="cg1_ex4_texture_edit", draw_origin=False)
def _init_projection(self): WindowedScene._init_projection(self) window_width = glutGet(GLUT_WINDOW_WIDTH) window_height = glutGet(GLUT_WINDOW_HEIGHT) self._log.debug( u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height) ) # light and material self.mat_ambient = [0.5, 0.5, 0.5, 1.0] self.mat_specular = [0.6, 0.6, 0.6, 1.0] self.mat_shininess = [3.0] self.model_ambient = [0.5, 0.5, 0.5] self.light_position = [5.0, 5.0, 5.0, 0.0] self.light_ambient = [0.5, 0.5, 0.5, 1.0] glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.mat_ambient) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, self.mat_specular) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, self.mat_shininess) glLightfv(GL_LIGHT0, GL_POSITION, self.light_position) glLightfv(GL_LIGHT0, GL_AMBIENT, self.light_ambient) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.model_ambient) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glEnable(GL_TEXTURE_2D) # shading glShadeModel(GL_SMOOTH) # glPolygonMode(GL_FRONT, GL_FILL) # glPolygonMode(GL_BACK, GL_LINE) glViewport(0, 0, window_width, window_height) # clear background to black and clear depth buffer glClearColor(0.0, 0.0, 0.0, 1.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # enable depth test (z-buffer) glEnable(GL_DEPTH_TEST) # enable normalization of vertex normals glEnable(GL_NORMALIZE) # enable line antialiasing glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) glEnable(GL_LINE_SMOOTH) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glLineWidth(1.5) # initial view definitions glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
def _init_projection(self): WindowedScene._init_projection(self) window_width = glutGet(GLUT_WINDOW_WIDTH) window_height = glutGet(GLUT_WINDOW_HEIGHT) self._log.debug(u"Setting up projection in window %d (%d, %d)..." % (glutGetWindow(), window_width, window_height)) # light and material self.mat_ambient = [0.5, 0.5, 0.5, 1.0] self.mat_specular = [0.6, 0.6, 0.6, 1.0] self.mat_shininess = [3.0] self.model_ambient = [0.5, 0.5, 0.5] self.light_position = [5.0, 5.0, 5.0, 0.0] self.light_ambient = [0.5, 0.5, 0.5, 1.0] glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, self.mat_ambient) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, self.mat_specular) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, self.mat_shininess) glLightfv(GL_LIGHT0, GL_POSITION, self.light_position) glLightfv(GL_LIGHT0, GL_AMBIENT, self.light_ambient) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.model_ambient) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glEnable(GL_TEXTURE_2D) # shading glShadeModel(GL_SMOOTH) #glPolygonMode(GL_FRONT, GL_FILL) #glPolygonMode(GL_BACK, GL_LINE) glViewport(0, 0, window_width, window_height) # clear background to black and clear depth buffer glClearColor(0.0,0.0,0.0,1.0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # enable depth test (z-buffer) glEnable(GL_DEPTH_TEST) # enable normalization of vertex normals glEnable(GL_NORMALIZE) # enable line antialiasing glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) glEnable(GL_LINE_SMOOTH) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glLineWidth(1.5) # initial view definitions glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(60.0, float(window_width) / float(window_height), 1.0, 250.0) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)