Exemplo n.º 1
0
def run(host=None, port=None, width=1024, height=768, doReturn=False):

    # Setup connection
    print "Setting up connection"
    f = UserGeneratedInputClientFactory()
    f.setVerbose(True)
    #f.setVerbose(options.verbose)
    #f.setLoopFreq(options.msgsPerSec)
    #f.setSendButtonEvents(options.sendButtonEvents)
    print "Connecting to:", host, port
    reactor.connectTCP(host, port, f)

    # --------
    print "setting up UI"
    windowWidth = width  #1000# 320
    windowHeight = height  # 800 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    renderer.addFrameSetupObj(ScreenClearer())
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    mouseHandler = MouseEventHandler(f, app=app)

    app.addDynamicObject(Pointer(mouseHandler))

    app.addTriggerResponse(
        TriggerOnMouseEvent(),
        ruleSystem.Response("HandleMouseEvent", mouseHandler.mouseEvent, []))
    app.addTriggerResponse(
        TriggerOnMouseMotionEvent(),
        ruleSystem.Response("HandleMouseMotionEvent",
                            mouseHandler.mouseMotionEvent, []))
    app.addTriggerResponse(
        TriggerWhenAnyKeyPressed(),
        ruleSystem.Response("HandleKeyPress", mouseHandler.keyPress, []))
    app.addTriggerResponse(
        TriggerWhenAnyKeyReleased(),
        ruleSystem.Response("HandleKeyRelease", mouseHandler.keyRelease, []))

    #box = glBox()
    #app.addDynamicObject(box)
    #glEnable(GL_TEXTURE_2D)

    if doReturn:
        return app
    else:
        app.runWithTwisted()
        print "Exiting."
Exemplo n.º 2
0
def run():
    windowWidth = 320
    windowHeight = 280
    app = App(windowWidth, windowHeight)
    app.setRenderer(glRenderer2D())
    app.initialize()

    glDisable(GL_DEPTH_TEST)        #use our zbuffer
    glDisable(GL_LIGHTING)        #use our zbuffer
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0, windowWidth, 0, windowHeight)
    #gluPerspective(45.0,float(windowWidth/windowHeight).0,0.1,100.0)
    print "after gluOrtho2D"
    glColor3f(0,1,0)
    print "after glColor"

    class glBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    box = glBox()
    print "after make box"
    app.addDynamicObject(box)
    print "after adddyn"
    app.drawBounds = 0

    app.appDoesCollisionChecks = False
    print "Running app"
    app.run()
Exemplo n.º 3
0
def run():
    windowWidth = 320
    windowHeight = 280
    app = App(windowWidth, windowHeight)
    app.setRenderer(glRenderer2D())
    app.initialize()

    glDisable(GL_DEPTH_TEST)  #use our zbuffer
    glDisable(GL_LIGHTING)  #use our zbuffer
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0, windowWidth, 0, windowHeight)
    #gluPerspective(45.0,float(windowWidth/windowHeight).0,0.1,100.0)
    print "after gluOrtho2D"
    glColor3f(0, 1, 0)
    print "after glColor"

    class glBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    box = glBox()
    print "after make box"
    app.addDynamicObject(box)
    print "after adddyn"
    app.drawBounds = 0

    app.appDoesCollisionChecks = False
    print "Running app"
    app.run()
Exemplo n.º 4
0
def run():
    windowWidth = 320
    windowHeight = 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer3D()
    renderer.camera.setPos(5, 5, 10)
    renderer.addGlSetupObj(glInitObj())
    renderer.addFrameSetupObj(ScreenClearer())
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    class glSphere:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            glColor3f(1.0, 0, 0)
            GLUT.glutSolidSphere(2, 16, 16)

    sphere = glSphere()
    print "after make sphere"
    app.addDynamicObject(sphere)

    light = Light(Vec3(5,100,5), 0)
    renderer.addFrameSetupObj(light)

    app.drawBounds = 0

    app.appDoesCollisionChecks = False
    print "Running app"
    # app.printFPS = True
    app.run()
Exemplo n.º 5
0
def run():
    windowWidth = 320
    windowHeight = 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer3D()
    renderer.camera.setPos(5, 5, 10)
    renderer.addGlSetupObj(glInitObj())
    renderer.addFrameSetupObj(ScreenClearer())
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    class glSphere:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            glColor3f(1.0, 0, 0)
            GLUT.glutSolidSphere(2, 16, 16)

    sphere = glSphere()
    print "after make sphere"
    app.addDynamicObject(sphere)

    light = Light(Vec3(5, 100, 5), 0)
    renderer.addFrameSetupObj(light)

    app.drawBounds = 0

    app.appDoesCollisionChecks = False
    print "Running app"
    # app.printFPS = True
    app.run()
Exemplo n.º 6
0
def run(host=None, port=None, width=1024, height=768, doReturn=False):

    # Setup connection
    print "Setting up connection"
    f = UserGeneratedInputClientFactory()
    f.setVerbose(True)
    #f.setVerbose(options.verbose)
    #f.setLoopFreq(options.msgsPerSec)
    #f.setSendButtonEvents(options.sendButtonEvents)
    print "Connecting to:", host, port
    reactor.connectTCP(host, port, f)

    # --------
    print "setting up UI"
    windowWidth = width #1000# 320
    windowHeight = height # 800 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    renderer.addFrameSetupObj(ScreenClearer())
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)


    mouseHandler = MouseEventHandler(f, app=app)

    app.addDynamicObject(Pointer(mouseHandler))

    app.addTriggerResponse(TriggerOnMouseEvent(), ruleSystem.Response("HandleMouseEvent", mouseHandler.mouseEvent, []) )
    app.addTriggerResponse(TriggerOnMouseMotionEvent(), ruleSystem.Response("HandleMouseMotionEvent", mouseHandler.mouseMotionEvent, []) )
    app.addTriggerResponse(TriggerWhenAnyKeyPressed(), ruleSystem.Response("HandleKeyPress", mouseHandler.keyPress, []) )
    app.addTriggerResponse(TriggerWhenAnyKeyReleased(), ruleSystem.Response("HandleKeyRelease", mouseHandler.keyRelease, []) )


    #box = glBox()
    #app.addDynamicObject(box)
    #glEnable(GL_TEXTURE_2D)

    if doReturn:
        return app
    else:
        app.runWithTwisted()
        print "Exiting."
Exemplo n.º 7
0
def run():
    windowWidth = 1000# 320
    windowHeight = 800 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight) 

    #GLint texSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);  
    print
    print "Max Texture Size:", glGetIntegerv(GL_MAX_TEXTURE_SIZE);
    print

    print "Check specific: 4096x4096, GL_RGBA:", CheckSpecificTextureSize(width=4096, height=4096, internalFormat=GL_RGB)
    print "Check specific: 4097x4096, GL_RGBA:", CheckSpecificTextureSize(width=4097, height=4096, internalFormat=GL_RGBA)
    print "Check specific: 4097x4096, GL_L:", CheckSpecificTextureSize(width=4097, height=4096, internalFormat=GL_LUMINANCE)
    print
Exemplo n.º 8
0
def run():
    windowWidth = 320
    windowHeight = 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer3D()
    renderer.camera.setPos(5, 5, 10)
    renderer.addGlSetupObj(glInitObj())
    renderer.addFrameSetupObj(ScreenClearer())
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    glDisable(GL_LIGHTING)

    class glBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glColor3f(1.0, 0, 0)
            GLUT.glutSolidCube(2)

    box = glBox()
    print "after make box"
    app.addDynamicObject(box)
    print "after adddyn"
    app.drawBounds = 0

    app.appDoesCollisionChecks = False
    print "Running app"
    app.run()
Exemplo n.º 9
0
def run():
    windowWidth = 1000  # 320
    windowHeight = 800  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    #GLint texSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
    print
    print "Max Texture Size:", glGetIntegerv(GL_MAX_TEXTURE_SIZE)
    print

    print "Check specific: 4096x4096, GL_RGBA:", CheckSpecificTextureSize(
        width=4096, height=4096, internalFormat=GL_RGB)
    print "Check specific: 4097x4096, GL_RGBA:", CheckSpecificTextureSize(
        width=4097, height=4096, internalFormat=GL_RGBA)
    print "Check specific: 4097x4096, GL_L:", CheckSpecificTextureSize(
        width=4097, height=4096, internalFormat=GL_LUMINANCE)
    print
Exemplo n.º 10
0
def run():
    windowWidth = 320
    windowHeight = 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()
    renderer.init(windowWidth, windowHeight)

    renderer.addFrameSetupObj(ScreenClearer( (0.8, 0.8, 0.8), clearDepth=False))

    """
    glDisable(GL_DEPTH_TEST)        #use our zbuffer
    glDisable(GL_LIGHTING)        #use our zbuffer
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0, windowWidth, 0, windowHeight)
    glColor3f(1,1,0)
    """

    class pointListRenderer:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True
            self.points = [ (0.5, 0.5) ]
            self.color = (0.4, 0.4, 0.9)
            self.pointSize = 10 

        def setPointsFromList(self, pointList):
            self.points = pointList

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            glColor3fv(self.color)
            glPointSize(self.pointSize)
            glBegin(GL_POINTS)
            # print "drawing: ", self.points
            for p in self.points:
                glVertex2f(p[0] * renderer.width, p[1] * renderer.height)
            glEnd()

    points = pointListRenderer()
    app.addDynamicObject(points)
    app.drawBounds = 0

    class motePointProcessor:
        def __init__(self, mote, pointsView):
            self.hasDrawFunc=False
            self.mote = mote
            self.pointsView = pointsView

        def draw(self, renderer):
            pass

        def update(self, app, secs):
            points = self.mote.extractNormalizedPoints()
            if len(points) > 0:
                # print "setting points:", points[-1]
                self.pointsView.setPointsFromList(points[-1])

    mote = connectToMote()
    # mote = None

    processor = motePointProcessor(mote, points)
    app.addDynamicObject(processor)

    print "Running app"
    try:
        app.run()
    except:
        traceback.print_exc()
    finally:
        mote.disconnect()
        if mote.readThread != None:
            print "Exiting, joining thread"
            mote.readThread.join()
Exemplo n.º 11
0
    moviePath = "/home/eolson/blah_mpeg1.mpg"
    if len(sys.argv) > 1:
        moviePath = sys.argv[1]
    r.setFile(moviePath)

    # Note: Example to encode an mpeg1 file readable by pygame.Movie:
    # mencoder original.avi -of mpeg -mpegopts format=mpeg1:tsaf:muxrate=2000 -o test.mpg -srate 44100 -af lavcresample=44100 -oac twolame -twolameopts br=160 -ovc lavc -lavcopts vcodec=mpeg1video:vbitrate=1152:keyint=15:mbd=2

    # Setup window, etc.
    #windowWidth = 1000# 320
    #windowHeight = 800 # 280
    windowWidth = 800
    windowHeight = 700  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    glEnable(GL_TEXTURE_2D)

    r.loadFile()
    p = GLMoviePlayer(origWidth=r.getSize()[0], origHeight=r.getSize()[1])
    #p.setPos(50, 200)
    p.setPos(50, 0)
    #p.setPos(50, -50)

    p.setVideoSource(r)
    r.start()
    app.addDynamicObject(p)
Exemplo n.º 12
0
def run():
    windowWidth = 1000# 320
    windowHeight = 800 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight) 

    class glBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True
            #self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture( "../data/test1.png")
            #self.easyTexture.width = renderer.width * 0.8
            self.easyTexture.setWidth(renderer.width * 0.1)
            self.easyTexture.setHeight(renderer.height * 0.1)
            self.useDrawPixel = False # For comparison debugging

        def update(self, app, secs):
            length = self.easyTexture.texture.image.size[0] * self.easyTexture.texture.image.size[1] * self.easyTexture.texture.numChannels
            self.easyTexture.texture.imagestr = [random.randrange(0,255) for x in xrange(length)]
            self.easyTexture.texture.reloadGLTextureFromData()

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            #self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox()
    # Change the size
    #box2.easyTexture.texture.image.size = (200,200)
    #box2.easyTexture.setOffsetX(400)
    #box2.easyTexture.setOffsetY(400)
    box2.easyTexture.setWidth(800)
    box2.easyTexture.setHeight(600)
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()
Exemplo n.º 13
0
def run():
    os.environ['SDL_VIDEO_WINDOW_POS']="-400,300"
    #os.environ['SDL_VIDEO_WINDOWPOS']="400,0"

    #windowWidth = 2560# 320
    windowWidth = 2000# 320
    windowHeight = 100 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight) 

    class glBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True
            #self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture( "../data/test1.png")
            self.easyTexture.width = renderer.width * 0.8
            self.easyTexture.height = renderer.height * 0.8
            self.useDrawPixel = False # For comparison debugging

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            #self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox()
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()
Exemplo n.º 14
0
def run():

    imageFilename = sys.argv[1]

    windowWidth = 1280  # 320
    windowHeight = 1024  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize(windowBorder=False)

    renderer.init(windowWidth, windowHeight)

    class glBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self, imageFilename="../data/test1.png"):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True
            #self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture(imageFilename, blend=False)
            #self.easyTexture.width = renderer.width * 0.8
            #self.easyTexture.height = renderer.height * 0.8
            self.easyTexture.width = renderer.width
            self.easyTexture.height = renderer.height
            self.useDrawPixel = False  # For comparison debugging
            self.useDrawPixel = False  # For comparison debugging

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            #self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox(imageFilename)
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()
Exemplo n.º 15
0
def run():
    windowWidth = 2560  # 320
    windowHeight = 800  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    import pygame
    print pygame.display.get_wm_info()
    from Xlib.display import Display
    display = Display(":0")
    screen = display.screen()
    #print dir(screen)
    Xlib.MoveWindow(23432, 5, 5)
    #print display.info
    return

    renderer.init(windowWidth, windowHeight)

    class glBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True
            #self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture("../data/test1.png")
            self.easyTexture.width = renderer.width * 0.8
            self.easyTexture.height = renderer.height * 0.8
            self.useDrawPixel = False  # For comparison debugging

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            #self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox()
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()
Exemplo n.º 16
0
def run():
    windowWidth = 1000  # 320
    windowHeight = 800  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    class glBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True
            #self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture("../data/test1.png")
            #self.easyTexture.width = renderer.width * 0.8
            self.easyTexture.setWidth(renderer.width * 0.1)
            self.easyTexture.setHeight(renderer.height * 0.1)
            self.useDrawPixel = False  # For comparison debugging

        def update(self, app, secs):
            length = self.easyTexture.texture.image.size[
                0] * self.easyTexture.texture.image.size[
                    1] * self.easyTexture.texture.numChannels
            self.easyTexture.texture.imagestr = [
                random.randrange(0, 255) for x in xrange(length)
            ]
            self.easyTexture.texture.reloadGLTextureFromData()

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            #self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox()
    # Change the size
    #box2.easyTexture.texture.image.size = (200,200)
    #box2.easyTexture.setOffsetX(400)
    #box2.easyTexture.setOffsetY(400)
    box2.easyTexture.setWidth(800)
    box2.easyTexture.setHeight(600)
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()
Exemplo n.º 17
0
def run():
    windowWidth = 2560# 320
    windowHeight = 800 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    import pygame
    print pygame.display.get_wm_info()
    from Xlib.display import Display
    display=Display(":0")
    screen = display.screen()
    #print dir(screen)
    Xlib.MoveWindow(23432, 5, 5)
    #print display.info
    return


    renderer.init(windowWidth, windowHeight) 

    class glBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(.8, .8, .8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True
            #self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture( "../data/test1.png")
            self.easyTexture.width = renderer.width * 0.8
            self.easyTexture.height = renderer.height * 0.8
            self.useDrawPixel = False # For comparison debugging

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            #glClearColor(.8, .8, .8, 1.0)
            #glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            #self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox()
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()
Exemplo n.º 18
0
def run():
    windowWidth = 1024 / 2 # 320
    windowHeight = 768 /2 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()
    renderer.init(windowWidth, windowHeight)

    renderer.addFrameSetupObj(ScreenClearer( (0.8, 0.8, 0.8), clearDepth=False))

    """
    glDisable(GL_DEPTH_TEST)        #use our zbuffer
    glDisable(GL_LIGHTING)        #use our zbuffer
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0, windowWidth, 0, windowHeight)
    glColor3f(1,1,0)
    """

    class pointListRenderer:
        M_BASIC = 0
        M_EXT = 1
        M_FULL = 2
        def __init__(self):
            self.hasDrawFunc=True
            self.hasEraseDrawFunc=True
            self.visible = True
            self.points = [ (0.5, 0.5) ]
            self.pointsAndSize = [ (0.5, 0.5, 1.0) ]
            self.pointsFull = [ (0.5, 0.5, 1.0, 0.40, 0.45, 0.60, 0.55, 1.0) ]
            self.color = (0.4, 0.4, 0.9)
            self.lineColor = (0.4, 0.9, 0.4)
            self.pointSize = 10 
            self.lineWidth = 2 
            self.mode = self.M_BASIC

        def setPointsFromList(self, pointList):
            self.points = pointList

        def setPointsAndSizeFromList(self, pointList):
            self.pointsAndSize = pointList

        def setPointsFullFromList(self, pointList):
            self.pointsFull = pointList

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            glColor3fv(self.color)
            if self.mode == self.M_BASIC:
                glPointSize(self.pointSize)
                glBegin(GL_POINTS)
                # print "drawing: ", self.points
                for p in self.points:
                    glVertex2f(p[0] * renderer.width, p[1] * renderer.height)
                glEnd()
            elif self.mode == self.M_EXT:
                # print "drawing: ", self.points
                for p in self.pointsAndSize:
                    glPointSize(self.pointSize * (p[2] + 0.5))
                    glBegin(GL_POINTS)
                    glVertex2f(p[0] * renderer.width, p[1] * renderer.height)
                    glEnd()
            elif self.mode == self.M_FULL:
                glColor3fv(self.color)
                for p in self.pointsFull:
                    glPointSize(self.pointSize * (p[7] + 0.5))
                    glBegin(GL_POINTS)
                    glVertex2f(p[0] * renderer.width, p[1] * renderer.height)
                    glEnd()
                glColor3fv(self.lineColor)
                for p in self.pointsFull:
                    glLineWidth(self.lineWidth * (p[7] + 0.5))
                    glBegin(GL_LINE_LOOP)
                    glVertex2f(p[3] * renderer.width, p[4] * renderer.height)
                    glVertex2f(p[5] * renderer.width, p[4] * renderer.height)
                    glVertex2f(p[5] * renderer.width, p[6] * renderer.height)
                    glVertex2f(p[3] * renderer.width, p[6] * renderer.height)
                    glEnd()
            else:
                raise Exception("Unimplemented pointList draw mode" + str(self.mode))

    points = pointListRenderer()
    app.addDynamicObject(points)
    app.drawBounds = 0

    class motePointProcessor:
        def __init__(self, mote, pointsView):
            self.hasDrawFunc=False
            self.mote = mote
            self.pointsView = pointsView
            if mote.irMode == "f":
                self.pointsView.mode = self.pointsView.M_FULL
            elif mote.irMode == "e":
                self.pointsView.mode = self.pointsView.M_EXT
            else: # mote.irMode == "b":
                self.pointsView.mode = self.pointsView.M_BASIC

        def draw(self, renderer):
            pass

        def update(self, app, secs):
            if self.mote.irMode == "f":
                points = self.mote.extractNormalizedPointsFull()
                if len(points) > 0:
                    # print "setting points:", points[-1]
                    self.pointsView.setPointsFullFromList(points[-1])
            elif self.mote.irMode == "e":
                points = self.mote.extractNormalizedPointsAndSize()
                if len(points) > 0:
                    # print "setting points:", points[-1]
                    self.pointsView.setPointsAndSizeFromList(points[-1])
            else: # irMode == "b" 
                points = self.mote.extractNormalizedPoints()
                if len(points) > 0:
                    # print "setting points:", points[-1]
                    self.pointsView.setPointsFromList(points[-1])

    mote = connectToMote()
    # mote = None

    processor = motePointProcessor(mote, points)
    app.addDynamicObject(processor)

    print "Running app"
    try:
        app.run()
    except:
        traceback.print_exc()
    finally:
        mote.disconnect()
        if mote.readThread != None:
            print "Exiting, joining thread"
            mote.readThread.join()
Exemplo n.º 19
0
    #r.loadFile("/home/eolson/Desktop/jai-head2.mp4")
    #r.setFile("/home/eolson/fl/notes/viz/tomo1.mpg")
    if len(sys.argv) > 1:
        r.setFile(sys.argv[1])
    else:
        r.setFile("/home/eolson/blah_mpeg1.mpg")

    # Note: Example to encode an mpeg1 file readable by pygame.Movie:
    # mencoder original.avi -of mpeg -mpegopts format=mpeg1:tsaf:muxrate=2000 -o test.mpg -srate 44100 -af lavcresample=44100 -oac twolame -twolameopts br=160 -ovc lavc -lavcopts vcodec=mpeg1video:vbitrate=1152:keyint=15:mbd=2

    # Setup window, etc.
    windowWidth = 1000 # 320
    windowHeight = 700 # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()

    renderer.init(windowWidth, windowHeight)

    glEnable(GL_TEXTURE_2D)

    r.loadFile()
    p = GLMoviePlayer(origWidth=r.getSize()[0], origHeight=r.getSize()[1])
    #p.setPos(50, 200)
    p.setPos(50, 0)
    #p.setPos(50, -50)

    p.setVideoSource(r)
    r.start()
    app.addDynamicObject(p)
Exemplo n.º 20
0
def run():
    windowWidth = 1024 / 2  # 320
    windowHeight = 768 / 2  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize()
    renderer.init(windowWidth, windowHeight)

    renderer.addFrameSetupObj(ScreenClearer((0.8, 0.8, 0.8), clearDepth=False))
    """
    glDisable(GL_DEPTH_TEST)        #use our zbuffer
    glDisable(GL_LIGHTING)        #use our zbuffer
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0, windowWidth, 0, windowHeight)
    glColor3f(1,1,0)
    """
    class pointListRenderer:
        M_BASIC = 0
        M_EXT = 1
        M_FULL = 2

        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True
            self.points = [(0.5, 0.5)]
            self.pointsAndSize = [(0.5, 0.5, 0.5)]
            self.color = (0.4, 0.4, 0.9)
            self.pointSize = 10
            self.mode = self.M_BASIC

        def setPointsFromList(self, pointList):
            self.points = pointList

        def setPointsAndSizeFromList(self, pointList):
            self.pointsAndSize = pointList

        def update(self, app, secs):
            pass

        def eraseDraw(self, app):
            pass

        def draw(self, renderer):
            glColor3fv(self.color)
            if self.mode == self.M_BASIC:
                glPointSize(self.pointSize)
                glBegin(GL_POINTS)
                # print "drawing: ", self.points
                for p in self.points:
                    glVertex2f(p[0] * renderer.width, p[1] * renderer.height)
                glEnd()
            elif self.mode == self.M_EXT:
                # print "drawing: ", self.points
                for p in self.pointsAndSize:
                    glPointSize(self.pointSize * (p[2] + 0.5))
                    glBegin(GL_POINTS)
                    glVertex2f(p[0] * renderer.width, p[1] * renderer.height)
                    glEnd()
            else:  # self.mode== self.M_FULL
                raise Exception("Unimplemented pointList draw mode")

    points = pointListRenderer()
    app.addDynamicObject(points)
    app.drawBounds = 0

    class motePointProcessor:
        def __init__(self, mote, pointsView):
            self.hasDrawFunc = False
            self.mote = mote
            self.pointsView = pointsView
            if mote.irMode == "f":
                self.pointsView.mode = self.pointsView.M_FULL
            elif mote.irMode == "e":
                self.pointsView.mode = self.pointsView.M_EXT
            else:  # mote.irMode == "b":
                self.pointsView.mode = self.pointsView.M_BASIC

        def draw(self, renderer):
            pass

        def update(self, app, secs):
            if self.mote.irMode == "f":
                raise Exception("Unimplemented")
            elif self.mote.irMode == "e":
                points = self.mote.extractNormalizedPointsAndSize()
                if len(points) > 0:
                    # print "setting points:", points[-1]
                    self.pointsView.setPointsAndSizeFromList(points[-1])
            else:  # irMode == "b"
                points = self.mote.extractNormalizedPoints()
                if len(points) > 0:
                    # print "setting points:", points[-1]
                    self.pointsView.setPointsFromList(points[-1])

    mote = connectToMote()
    # mote = None

    processor = motePointProcessor(mote, points)
    app.addDynamicObject(processor)

    print "Running app"
    try:
        app.run()
    except:
        traceback.print_exc()
    finally:
        mote.disconnect()
        if mote.readThread != None:
            print "Exiting, joining thread"
            mote.readThread.join()
Exemplo n.º 21
0
def run():
    os.environ["DISPLAY"] = ":0.0"

    imageFilename = sys.argv[1]

    windowWidth = 1280  # 320
    windowHeight = 1024  # 280
    app = App(windowWidth, windowHeight)
    renderer = glRenderer2D()
    app.setRenderer(renderer)
    app.initialize(windowBorder=False)

    renderer.init(windowWidth, windowHeight)

    class glBox:
        def __init__(self):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True

        def update(self, app, secs):
            pass

        def draw(self, renderer):
            glClearColor(0.8, 0.8, 0.8, 1.0)
            glClear(GL_COLOR_BUFFER_BIT)
            glBegin(GL_TRIANGLE_STRIP)
            glVertex2f(100, 200)
            glVertex2f(100, 100)
            glVertex2f(200, 200)
            glVertex2f(200, 100)
            glEnd()

    class glTxtrBox:
        def __init__(self, imageFilename="../data/test1.png"):
            self.hasDrawFunc = True
            self.hasEraseDrawFunc = True
            self.visible = True
            # self.texture = Texture( "../data/test1.png")
            self.easyTexture = EasyTexture(imageFilename, blend=False)
            # self.easyTexture.width = renderer.width * 0.8
            # self.easyTexture.height = renderer.height * 0.8
            self.easyTexture.width = renderer.width
            self.easyTexture.height = renderer.height
            self.useDrawPixel = False  # For comparison debugging
            self.useDrawPixel = False  # For comparison debugging
            self.xvel = 0.1
            self.yvel = 0.1
            self.xoffset = 0.0
            self.yoffset = 0.0
            self.easyTexture.zoom(2, 2)

        def update(self, secs, app):
            self.easyTexture.pan(self.xvel * secs, self.yvel * secs)

        def draw(self, renderer):
            # glClearColor(.8, .8, .8, 1.0)
            # glClear(GL_COLOR_BUFFER_BIT)
            # glPixelStoref(GL_UNPACK_ALIGNMENT, 1)

            # self.texture.blit( Vec2(10,10), Rect(10,10, 30,30), (app.width, app.height) )
            # self.texture.blit( Vec2(50,50), Rect(0,0, 64,64), (app.width, app.height) )
            # self.texture.blit( Vec2(150,50), Rect(40,40, 64,64), (app.width, app.height) , blend=True)
            # self.texture.blit( Vec2(0.1 * renderer.width,0.1 * renderer.height), Rect(0,0, 30,30), (app.width, app.height) )
            self.easyTexture.draw()

    box = glBox()
    app.addDynamicObject(box)
    glEnable(GL_TEXTURE_2D)
    box2 = glTxtrBox(imageFilename)
    app.addDynamicObject(box2)

    app.drawBounds = 0

    print "Running app"
    app.run()