Exemplo n.º 1
0
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """

        self.init_interface()

        self.init_opengl()
        self.init_scene()

        self.init_interaction()
        init_primitives()
        init_primitives()

    def init_interface(self):

        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow(b"3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        #register render function
        glutDisplayFunc(self.render)

    def init_opengl(self):

        #model view matrix
        self.inverseModelView = numpy.identity(4)
        #its anti-matrix
        self.modelView = numpy.identity(4)

        #open tichu effect
        glEnable(GL_CULL_FACE)
        #to not rend invisible part
        glCullFace(GL_BACK)
        #open depth test
        glEnable(GL_DEPTH_TEST)
        #objects being covered ot to rend
        glDepthFunc(GL_LESS)
        #open light 0
        glEnable(GL_LIGHT0)
        #to set the position of light
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        #to set the direction that light sheds at
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))
        #to set material color
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        #set the color of a clear-screen
        glClearColor(0.4, 0.4, 0.4, 0.0)

    def init_scene(self):

        self.scene = Scene()

        #to init objects in the scene
        self.create_sample_scene()




    def init_interaction(self):
        pass

    def main_loop(self):
        glutMainLoop()

    def render(self):
        #init shadow matrix
        self.init_view()

        #open light
        glEnable(GL_LIGHTING)

        #clear color and depth caches
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #set model view matrix(danwei matrix is ok)
        glMatirxMode(GL_MODELVIEW)
        glPushMatrix()

        #replace now-matrix with hengdeng matrix
        glLoadIdentity()
        #rend the scene
        self.scene.render()

        #after each shadow , huifu light state
        glDisable(GL_LIGHTING)
        glPopmatrix()

        glFlush()


    def init_view(self):
        """init shadow matrix"""
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), gluGet(GLUT_WINDOW_HEIGHT)
        #get screen's kuangaobi
        aspect_ratio = float(xSize) / float(ySize)

        #set shadow matrix
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        #set viewport, should be chonghe with window
        glViewport(0, 0, xSize, ySize)

        #set toushi, eyesight width 70 degree, 1000 distance fron camare
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)

        #jinftou back 15 distances from o
        glTranslated(0, 0, -15)




    def init_scene(self):
        self.scene = Scene()
        self.create_sample_scene()

    def create_sample_scene(self):
        # to create a ball
        sphere_node = Sphere()
        # to set the ball's color
        sphere_node.color_index = 2
        sphere_node.translate(2, 2, 0)
        sphere_node.scale(4)

        #to put the ball in the scene.Default middle of view
        self.scene.add_node(sphere_node)

        #to add a snowman
        hierarchical_node = SnowFigure()
        hierarchical_node.translate(-2, 0, 2)
        hierarchical_node.scale(2)
        self.scene.add_node(hierarchical_node)
Exemplo n.º 2
0
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """
        self.init_interface()
        self.init_opengl()
        self.init_scene()
        self.init_interaction()
        init_primitives()

    def init_interface(self):
        """ initialize the window and register the render function """
        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow("3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        glutDisplayFunc(self.render)

    def init_interaction(self):
        """ init user interaction and callbacks """
        self.interaction = Interaction()
        self.interaction.register_callback('pick', self.pick)
        self.interaction.register_callback('move', self.move)
        self.interaction.register_callback('place', self.place)
        self.interaction.register_callback('rotate_color', self.rotate_color)
        self.interaction.register_callback('scale', self.scale)

    def init_scene(self):
        """ initialize the scene object and initial scene """
        self.scene = Scene()
        self.initial_scene()

    def init_opengl(self):
        """ initialize the opengl settings to render the scene """
        self.inverseModelView = numpy.identity(4)
        self.modelView = numpy.identity(4)

        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)

        glEnable(GL_LIGHT0)
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))

        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        glClearColor(1.0, 1.0, 1.0, 0.0)

    def main_loop(self):
        glutMainLoop()

    def render(self):
        """ The render pass for the scene """
        self.init_view()

        # Enable lighting and color
        glEnable(GL_LIGHTING)

        glClearColor(0.4, 0.4, 0.4, 0.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Load the modelview matrix from the current state of the trackball
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()
        loc = self.interaction.translation
        glTranslated(-loc[0], -loc[1], -loc[2])
        glMultMatrixf(self.interaction.trackball.matrix)

        # store the inverse of the current modelview.
        currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.modelView = numpy.transpose(currentModelView)
        self.inverseModelView = inv(numpy.transpose(currentModelView))

        # render the scene. This will call the render function for each object in the scene
        self.scene.render()

        # draw the grid
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()

        # flush the buffers so that the scene can be drawn
        glFlush()

    def init_view(self):
        """ initialize the projection matrix """
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        aspect_ratio = float(xSize) / float(ySize)

        # load the projection matrix. Always the same
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        glViewport(0, 0, xSize, ySize)
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)
        glTranslated(0, 0, -15)

    def initial_scene(self):
        cube_node = Cube()
        cube_node.translate(2, 0, 2)
        cube_node.color_index = 2
        self.scene.add_node(cube_node)

        sphere_node = Sphere()
        sphere_node.translate(-2, 0, 2)
        sphere_node.color_index = 3
        self.scene.add_node(sphere_node)

        sphere_node_2 = Sphere()
        sphere_node_2.translate(-2, 0, -2)
        sphere_node_2.color_index = 1
        self.scene.add_node(sphere_node_2)

    def get_ray(self, x, y):
        """ Generate a ray beginning at the near plane, in the direction that the x, y coordinates are facing
            Consumes: x, y coordinates of mouse on screen
            Return: start, direction of the ray """
        self.init_view()

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # get two points on the line.
        start = numpy.array(gluUnProject(x, y, 0.001))
        end = numpy.array(gluUnProject(x, y, 0.999))

        # convert those points into a ray
        direction = end - start
        direction = direction / norm(direction)

        return (start, direction)

    def pick(self, x, y):
        """ Execute pick of an object. Selects an object in the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.pick(start, direction, self.modelView)

    def move(self, x, y):
        """ Execute a move command on the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.move(start, direction, self.inverseModelView)

    def place(self, shape, x, y):
        """ Execute a placement of a new primitive into the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.place(shape, start, direction, self.inverseModelView)

    def rotate_color(self, forward):
        """ Rotate the color of the selected Node. Boolean 'forward' indicates direction of rotation. """
        self.scene.rotate_color(forward)

    def scale(self, up):
        """ Scale the selected Node. Boolean up indicates scaling larger."""
        self.scene.scale(up)
Exemplo n.º 3
0
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """
        self.init_interface()
        self.init_opengl()
        self.init_scene()
        self.init_interaction()
        init_primitives()

    def init_interface(self):
        """ initialize the window and register the render function """
        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow("3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        glutDisplayFunc(self.render)

    def init_interaction(self):
        """ init user interaction and callbacks """
        self.interaction = Interaction()
        self.interaction.register_callback('pick', self.pick)
        self.interaction.register_callback('move', self.move)
        self.interaction.register_callback('place', self.place)
        self.interaction.register_callback('rotate_color', self.rotate_color)
        self.interaction.register_callback('scale', self.scale)

    def init_scene(self):
        """ initialize the scene object and initial scene """
        self.scene = Scene()
        self.initial_scene()

    def init_opengl(self):
        """ initialize the opengl settings to render the scene """
        self.inverseModelView = numpy.identity(4)
        self.modelView = numpy.identity(4)

        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)

        glEnable(GL_LIGHT0)
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))

        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        glClearColor(1.0, 1.0, 1.0, 0.0)

    def main_loop(self):
        glutMainLoop()

    def render(self):
        """ The render pass for the scene """
        self.init_view()

        # Enable lighting and color
        glEnable(GL_LIGHTING)

        glClearColor(0.4, 0.4, 0.4, 0.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Load the modelview matrix from the current state of the trackball
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()
        loc = self.interaction.translation
        glTranslated(-loc[0], -loc[1], -loc[2])
        glMultMatrixf(self.interaction.trackball.matrix)

        # store the inverse of the current modelview.
        currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.modelView = numpy.transpose(currentModelView)
        self.inverseModelView = inv(numpy.transpose(currentModelView))

        # render the scene. This will call the render function for each object in the scene
        self.scene.render()

        # draw the grid
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()

        # flush the buffers so that the scene can be drawn
        glFlush()

    def init_view(self):
        """ initialize the projection matrix """
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        aspect_ratio = float(xSize) / float(ySize)

        # load the projection matrix. Always the same
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        glViewport(0, 0, xSize, ySize)
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)
        glTranslated(0, 0, -15)

    def initial_scene(self):
        cube_node = Cube()
        cube_node.translate(2, 0, 2)
        cube_node.color_index = 2
        self.scene.add_node(cube_node)

        sphere_node = Sphere()
        sphere_node.translate(-2, 0, 2)
        sphere_node.color_index = 3
        self.scene.add_node(sphere_node)

        sphere_node_2 = Sphere()
        sphere_node_2.translate(-2, 0, -2)
        sphere_node_2.color_index = 1
        self.scene.add_node(sphere_node_2)

    def get_ray(self, x, y):
        """ Generate a ray beginning at the near plane, in the direction that the x, y coordinates are facing
            Consumes: x, y coordinates of mouse on screen
            Return: start, direction of the ray """
        self.init_view()

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # get two points on the line.
        start = numpy.array(gluUnProject(x, y, 0.001))
        end = numpy.array(gluUnProject(x, y, 0.999))

        # convert those points into a ray
        direction = end - start
        direction = direction / norm(direction)

        return (start, direction)

    def pick(self, x, y):
        """ Execute pick of an object. Selects an object in the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.pick(start, direction, self.modelView)

    def move(self, x, y):
        """ Execute a move command on the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.move(start, direction, self.inverseModelView)

    def place(self, shape, x, y):
        """ Execute a placement of a new primitive into the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.place(shape, start, direction, self.inverseModelView)

    def rotate_color(self, forward):
        """ Rotate the color of the selected Node. Boolean 'forward' indicates direction of rotation. """
        self.scene.rotate_color(forward)

    def scale(self, up):
        """ Scale the selected Node. Boolean up indicates scaling larger."""
        self.scene.scale(up)
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """
        #初始化接口,创建窗口并注册渲染函数
        self.init_interface()
        #初始化opengl的配置
        self.init_opengl()
        #初始化3d场景
        self.init_scene()
        #初始化交互操作相关的代码
        self.init_interaction()
        init_primitives()

    def init_interface(self):
        """ 初始化窗口并注册渲染函数 """
        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow(b"3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        #注册窗口渲染函数
        glutDisplayFunc(self.render)

    def init_opengl(self):
        """ 初始化opengl的配置 """
        #模型视图矩阵
        self.inverseModelView = numpy.identity(4)
        #模型视图矩阵的逆矩阵
        self.modelView = numpy.identity(4)

        #开启剔除操作效果
        glEnable(GL_CULL_FACE)
        #取消对多边形背面进行渲染的计算(看不到的部分不渲染)
        glCullFace(GL_BACK)
        #开启深度测试
        glEnable(GL_DEPTH_TEST)
        #测试是否被遮挡,被遮挡的物体不予渲染
        glDepthFunc(GL_LESS)
        #启用0号光源
        glEnable(GL_LIGHT0)
        #设置光源的位置
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        #设置光源的照射方向
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))
        #设置材质颜色
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        #设置清屏的颜色
        glClearColor(0.4, 0.4, 0.4, 0.0)

    def init_scene(self):
        #创建一个场景实例
        self.scene = Scene()
        #初始化场景内的对象
        self.create_sample_scene()

    def create_sample_scene(self):
        cube_node = Cube()
        cube_node.translate(2, 0, 2)
        cube_node.color_index = 1
        self.scene.add_node(cube_node)

        sphere_node = Sphere()
        sphere_node.translate(-2, 0, 2)
        sphere_node.color_index = 3
        self.scene.add_node(sphere_node)

        hierarchical_node = SnowFigure()
        hierarchical_node.translate(-2, 0, -2)
        self.scene.add_node(hierarchical_node)

    def init_interaction(self):
        #初始化交互操作相关的代码,之后实现
        pass

    def main_loop(self):
        #程序主循环开始
        glutMainLoop()

    def render(self):
        #初始化投影矩阵
        self.init_view()

        #启动光照
        glEnable(GL_LIGHTING)
        #清空颜色缓存与深度缓存
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #设置模型视图矩阵,这节课先用单位矩阵就行了。
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()

        #渲染场景
        self.scene.render()

        #每次渲染后复位光照状态
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()
        #把数据刷新到显存上
        glFlush()

    def init_view(self):
        """ 初始化投影矩阵 """
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        #得到屏幕宽高比
        aspect_ratio = float(xSize) / float(ySize)

        #设置投影矩阵
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        #设置视口,应与窗口重合
        glViewport(0, 0, xSize, ySize)
        #设置透视,摄像机上下视野幅度70度
        #视野范围到距离摄像机1000个单位为止。
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)
        #摄像机镜头从原点后退15个单位
        glTranslated(0, 0, -15)
Exemplo n.º 5
0
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """
        #初始化接口,创建窗口并注册渲染函数
        self.init_interface()
        #初始化opengl的配置
        self.init_opengl()
        #初始化3d场景
        self.init_scene()
        #初始化交互操作相关的代码
        self.init_interaction()
        init_primitives()

    def init_interface(self):
        """ 初始化窗口并注册渲染函数 """
        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow(b"3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        #注册窗口渲染函数
        glutDisplayFunc(self.render)

    def init_opengl(self):
        """ 初始化opengl的配置 """
        #模型视图矩阵
        self.inverseModelView = numpy.identity(4)
        #模型视图矩阵的逆矩阵
        self.modelView = numpy.identity(4)

        #开启剔除操作效果
        glEnable(GL_CULL_FACE)
        #取消对多边形背面进行渲染的计算(看不到的部分不渲染)
        glCullFace(GL_BACK)
        #开启深度测试
        glEnable(GL_DEPTH_TEST)
        #测试是否被遮挡,被遮挡的物体不予渲染
        glDepthFunc(GL_LESS)
        #启用0号光源
        glEnable(GL_LIGHT0)
        #设置光源的位置
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        #设置光源的照射方向
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))
        #设置材质颜色
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        #设置清屏的颜色
        glClearColor(0.4, 0.4, 0.4, 0.0)

    def init_scene(self):
        #创建一个场景实例
        self.scene = Scene()
        #初始化场景内的对象
        self.create_sample_scene()

    def create_sample_scene(self):
        '''
        cube_node = Cube()
        cube_node.translate(2, 2, 2)
        cube_node.color_index = 1
        self.scene.add_node(cube_node)

        sphere_node = Sphere()
        sphere_node.translate(2, 0, 2)
        sphere_node.color_index = 3
        self.scene.add_node(sphere_node)

        hierarchical_node = SnowFigure()
        hierarchical_node.translate(-2, 0, -2)
        self.scene.add_node(hierarchical_node)

        three_pyramid = ThreePyramid()
        three_pyramid.translate(0,10,0)
        three_pyramid.scale(4)
        three_pyramid.color_index=5
        self.scene.add_node(three_pyramid)
        '''
        man = Man()
        man.translate(0, 0, 0)
        man.scale(8)
        man.color_index = 1
        self.scene.add_node(man)

    def init_interaction(self):
        self.interaction = Interaction()
        self.interaction.register_callback('pick', self.pick)
        self.interaction.register_callback('move', self.move)
        self.interaction.register_callback('place', self.place)
        self.interaction.register_callback('rotate_color', self.rotate_color)
        self.interaction.register_callback('scale', self.scale)

    def pick(self, x, y):
        """ 是否被选中以及哪一个被选中交由Scene下的pick处理 """
        start, direction = self.get_ray(x, y)
        self.scene.pick(start, direction, self.modelView)

    def move(self, x, y):
        start, direction = self.get_ray(x, y)
        self.scene.move_selected(start, direction, self.inverseModelView)

    def place(self, shape, x, y):
        start, direction = self.get_ray(x, y)
        self.scene.place(shape, start, direction, self.inverseModelView)

    def rotate_color(self, forward):
        """ 更改选中节点的颜色 """
        pass

    def scale(self, up):
        """ 改变选中节点的大小 """
        pass

    def main_loop(self):
        #程序主循环开始
        glutMainLoop()

    def render(self):
        #初始化投影矩阵
        self.init_view()

        #启动光照
        glEnable(GL_LIGHTING)
        #清空颜色缓存与深度缓存
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #设置模型视图矩阵,这节课先用单位矩阵就行了。
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()
        glMultMatrixf(self.interaction.trackball.matrix)

        # 存储ModelView矩阵与其逆矩阵之后做坐标系转换用
        currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.modelView = numpy.transpose(currentModelView)
        self.inverseModelView = inv(numpy.transpose(currentModelView))
        #渲染场景
        self.scene.render()

        #每次渲染后复位光照状态
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()
        #把数据刷新到显存上
        glFlush()

    def init_view(self):
        """ 初始化投影矩阵 """
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        #得到屏幕宽高比
        aspect_ratio = float(xSize) / float(ySize)

        #设置投影矩阵
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        #设置视口,应与窗口重合
        glViewport(0, 0, xSize, ySize)
        #设置透视,摄像机上下视野幅度70度
        #视野范围到距离摄像机1000个单位为止。
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)
        #摄像机镜头从原点后退15个单位
        glTranslated(0, 0, -15)

    def get_ray(self, x, y):
        """
        返回光源和激光方向
        """
        self.init_view()

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # 得到激光的起始点
        start = numpy.array(gluUnProject(x, y, 0.001))
        end = numpy.array(gluUnProject(x, y, 0.999))

        # 得到激光的方向
        direction = end - start
        direction = direction / norm(direction)

        return (start, direction)
Exemplo n.º 6
0
class Viewer(object):
    def __init__(self):
        self.init_interface()  # 初始化接口,创建窗口并注册渲染函数
        self.init_opengl()  # 初始化opengl配置
        self.init_scene()  # 初始化3D场景
        self.init_interaction()  # 初始化交互操作代码

    def init_interface(self):
        """初始化窗口并注册渲染函数"""
        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow(b'3D Modeller')
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        '''注册窗口渲染函数'''
        glutDisplayFunc(self.render)

    def init_opengl(self):
        """ 初始化opengl的配置 """
        # 模型视图矩阵
        self.inverseModelView = numpy.identity(4)
        # 模型视图矩阵的逆矩阵
        self.modelView = numpy.identity(4)
        # 开启剔除操作效果
        glEnable(GL_CULL_FACE)
        # 背面看不到的部分剔除
        glCullFace(GL_BACK)
        # 开启深度测试
        glEnable(GL_DEPTH_TEST)
        # 测试物体是否被遮挡,遮挡部分不渲染
        glDepthFunc(GL_LESS)
        # 启用0号光源
        glEnable(GL_LIGHT0)
        # 设置光源位置
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        # 设置光源照射方向
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))
        # 设置材质颜色
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        # 设置清屏颜色
        glClearColor(0.4, 0.4, 0.4, 0)

    def init_scene(self):
        # 初始化场景
        self.scene = Scene()
        # 初始化场景类对象
        self.create_sample_scene()

    def create_sample_seene(self):
        sphere_node = Sphere()
        sphere_node.color_index = 2
        self.scene.add_node(sphere_node)

    def init_interaction(self):
        # 初始化交互操作
        pass

    def main_loop(self):
        # 程序主循环开始
        glutMainLoop()

    def render(self):
        # 每次循环调用的渲染函数
        self.init_view()  # 初始化投影矩阵
        glEnable(GL_LIGHTING)  # 启动光照
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)  # 清空颜色缓存和深度缓存
        # 设置模型视图矩阵,此处使用单位矩阵
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()

        # 渲染场景
        self.scene.render()

        # 每次渲染后恢复光照状态
        glDisable(GL_LIGHTING)
        glPopMatrix()
        # 把数据刷新到显存上
        glFlush()

    def init_view(self):
        """初始化投影矩阵"""
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        # 得到屏幕宽高比
        aspect_ratio = float(xSize) / float(ySize)

        # 设置投影矩阵
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        # 设置视口,应与窗口重合
        glViewport(0, 0, xSize, ySize)
        # 设置透视,摄像机上下视野幅度70度
        # 视野范围到距离摄像机1000个单位为止。
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)
        # 摄像机镜头从原点后退15个单位
        glTranslated(0, 0, -15)
Exemplo n.º 7
0
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """

        self.init_interface()

        self.init_opengl()
        self.init_scene()

        self.init_interaction()
        init_primitives()
        make_plane()

    def init_interface(self):

        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow("3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        #register render function
        glutDisplayFunc(self.render)

    def init_opengl(self):

        #model view matrix
        self.inverseModelView = numpy.identity(4)
        #its anti-matrix
        self.modelView = numpy.identity(4)

        #open tichu effect
        glEnable(GL_CULL_FACE)
        #to not rend invisible part
        glCullFace(GL_BACK)
        #open depth test
        glEnable(GL_DEPTH_TEST)
        #objects being covered ot to rend
        glDepthFunc(GL_LESS)
        #open light 0
        glEnable(GL_LIGHT0)
        #to set the position of light
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))
        #to set the direction that light sheds at
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))
        #to set material color
        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        #set the color of a clear-screen
        glClearColor(0.4, 0.4, 0.4, 0.0)

    def init_interaction(self):
        self.interaction = Interaction()
        self.interaction.register_callback('pick', self.pick)
        self.interaction.register_callback('move', self.move)
        self.interaction.register_callback('place', self.place)
        self.interaction.register_callback('rotate_color', self.rotate_color)
        self.interaction.register_callback('scale', self.scale)

    def move(self, x, y):
        #move the chosen point
        start, direction = self.get_ray(x, y)
        self.scene.move_selected(start, direction, self.inverseModelView)

    def place(self, shape, x, y):
        """ put a new node at the mouse's location"""
        start, direction = self.get_ray(x, y)
        self.scene.place(shape, start, direction, self.inverseModelView)

    def rotate_color(self, forward):
        """change the color of chosen node"""
        pass

    def scale(self, up):
        """change the size of the chosen node"""
        pass

    def main_loop(self):
        glutMainLoop()

    def render(self):
        #init shadow matrix
        self.init_view()

        #open light
        glEnable(GL_LIGHTING)

        #clear color and depth caches
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #set model view matrix(danwei matrix is ok)
        #set trackball's rotate matrix as Modelview
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()

        #replace now-matrix with hengdeng matrix
        glLoadIdentity()
        glMultMatrixf(self.interaction.trackball.matrix)

        #save Modelview matrix, later change system with anti-matrix
        currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.modelView = numpy.transpose(currentModelView)
        self.inverseModelView = inv(numpy.transpose(currentModelView))

        #rend the scene
        self.scene.render()

        #after each shadow , huifu light state
        glDisable(GL_LIGHTING)
        glPopMatrix()

        glFlush()

    def init_view(self):
        """init shadow matrix"""
        xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        #get screen's kuangaobi
        aspect_ratio = float(xSize) / float(ySize)

        #set shadow matrix
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        #set viewport, should be chonghe with window
        glViewport(0, 0, xSize, ySize)

        #set toushi, eyesight width 70 degree, 1000 distance fron camare
        gluPerspective(70, aspect_ratio, 0.1, 1000.0)

        #jinftou back 15 distances from o
        glTranslated(0, 0, -15)

    def init_scene(self):
        self.scene = Scene()
        self.create_sample_scene()

    def create_sample_scene(self):
        cube_node = Cube()
        cube_node.translate(2, 0, 2)
        cube_node.color_index = 1
        self.scene.add_node(cube_node)

        # to create a ball
        sphere_node = Sphere()
        # to set the ball's color
        sphere_node.color_index = 3
        sphere_node.translate(-2, 0, 2)

        #to put the ball in the scene.Default middle of view
        self.scene.add_node(sphere_node)

        #to add a snowman
        hierarchical_node = SnowFigure()
        hierarchical_node.translate(-2, 0, -2)
        self.scene.add_node(hierarchical_node)

        init_primitives()

    def get_ray(self, x, y):
        self.init_view()

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        start = numpy.array(gluUnProject(x, y, 0.001))
        end = numpy.array(gluUnProject(x, y, 0.999))
        direction = end - start
        direction = direction / norm(direction)

        return (start, direction)

    def pick(self, x, y):

        start, direction = self.get_ray(x, y)
        self.scene.pick(start, direction, self.modelView)
Exemplo n.º 8
0
class Viewer:
    """Manages window creation and rendering. Contains main loop of program"""
    def __init__(self):
        # Initialize our interface
        self.init_interface()

        # initialize openGL
        # ModelView and inverse are set to identity matrix to start with
        self.inverseModelView = numpy.identity(4)
        self.ModelView = numpy.identity(4)
        self.init_opengl()

        # initialize our scene
        self.scene = Scene()
        self.create_sample_scene()

        # Initialize our interactions
        self.interaction = Interaction()
        self.init_interaction()
        init_primitives()

    def init_interface(self):
        """Initialize the window and register the render function"""
        glutInit()  # initialize GLUT library
        glutInitWindowSize(640, 480)  # set window size
        glutCreateWindow("3D Modeller")  # creates window and sets title
        glutInitDisplayMode(GLUT_SINGLE
                            | GLUT_RGB)  # Default: GLUT_SINGLE, GLUT_RGB
        glutDisplayFunc(self.render)  # set display callback for current window

    @staticmethod
    def init_opengl():
        """initialize opengl settings to render the scene"""

        # Note: Cull basically == get rid of
        glEnable(GL_CULL_FACE
                 )  # Allow getting rid of objects not in view for efficiency
        glCullFace(
            GL_BACK)  # We get rid of the back face of polygons not in view
        glEnable(
            GL_DEPTH_TEST
        )  # do depth comparisons and update the depth buffer. Note: depth = pixel depth
        glDepthFunc(
            GL_LESS
        )  # Specifies function used to compare incoming pixel with the depth value present
        # in the depth buffer. I.e. whether or not incoming objects at same pixel location replaces old objects.
        # In this case, it passes if incoming depth value < stored depth value.

        glEnable(
            GL_LIGHT0
        )  # Set source of light. this is a single light. Can enable GL_LIGHT (1-7) for more lights.
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(
            0, 0, 1, 0))  # specifies a \light\, a light source for \light\,
        # and a pointer to the value(s) that the light source of \light\ will be set to.
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION,
                  GLfloat_3(0, 0, -1))  # same as above.
        # Note: GL_POSITION = position of light, and GL_SPOT_DIRECTION = direction of light.

        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE
                        )  # Specifies which faces should track current colour,
        # and specifies details on light quality.
        glEnable(
            GL_COLOR_MATERIAL)  # Enables the settings we previously just set
        glClearColor(0.4, 0.4, 0.4,
                     0.0)  # sets default RGBA values that glClear sets to.

    def create_sample_scene(self):
        """ Create a sample scene."""
        cube_node = Cube()
        # cube_node.translate(2, 0, 2)
        cube_node.color_index = 2
        self.scene.add_node(cube_node)

        sphere_node = Sphere()
        # sphere_node.translate(-2, 0, 2)
        sphere_node.color_index = 3
        self.scene.add_node(sphere_node)

    def init_interaction(self):
        """ init user interaction and callbacks """
        pass
        # self.interaction.register_callback('pick', self.pick)
        # self.interaction.register_callback('move', self.move)
        # self.interaction.register_callback('place', self.place)
        # self.interaction.register_callback('rotate_color', self.rotate_color)
        # self.interaction.register_callback('scale', self.scale)

    @staticmethod
    def main_loop():
        glutMainLoop()

    @staticmethod
    def init_view():
        """ Initialize the projection matrix"""
        width, height = glutGet(GLUT_WINDOW_WIDTH), glutGet(
            GLUT_WINDOW_HEIGHT)  # self explanatory
        aspect_ratio = width / height  # ratio of width to height

        # load the projection matrix. Always the same.
        glMatrixMode(
            GL_PROJECTION
        )  # specifies projection matrix as matrix to do subsequent operations on.
        glLoadIdentity()  # make projection matrix into identity matrix

        glViewport(
            0, 0, width,
            height)  # Sets the viewport to have proper width and height, and
        # specifies lower left corner be have coordinate (0,0)
        gluPerspective(70, aspect_ratio, 0.1,
                       1000.0)  # Set up perspective projection matrix.
        # field of view angle in y dir. = 70, 0.1 and 1000 specify distance from viewer to near and far clipping plane
        # respectively. Objects nearer than near clipping plane or farther than far clipping plane are not rendered
        glTranslated(0, 0, -15)  # multiply curr. matrix by this

    def render(self):
        """ The render pass for the scene"""
        self.init_view()  # Initialize projection matrix

        glEnable(GL_LIGHTING
                 )  # Use curr. lighting parameters to compute vertex colour
        glClear(GL_COLOR_BUFFER_BIT
                | GL_DEPTH_BUFFER_BIT)  # Set these stuff back to default value

        # Load the modelview matrix from the current state of the trackball
        glMatrixMode(GL_MODELVIEW)  # Set modelview matrix as curr. matrix
        glPushMatrix(
        )  # duplicate and push down the stack the curr. matrix. add duplicate to top.
        glLoadIdentity()  # replace curr. matrix with identity matrix

        loc = self.interaction.translation  # current location of camera
        glTranslated(
            loc[0], loc[1],
            loc[2])  # multiply current matrix with a translation matrix
        glMultMatrixf(self.interaction.trackball.matrix
                      )  # multiply current matrix with given matrix

        # store the inverse of the current modelview.
        current_modelview = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.ModelView = numpy.transpose(current_modelview)
        self.inverseModelView = numpy.linalg.inv(
            numpy.transpose(current_modelview))

        # render the scene. This calls the render function for each object in the scene
        self.scene.render()

        # draw the grid
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()

        # flush the buffers so that the scene can be drawn
        glFlush()

    def generate_ray(self, x: int, y: int) -> tuple:
        """ Generates a ray beginning at the near plane in the direction the x,y coordinates are facing

        :param x: x coordinate of mouse
        :param y: y coordinate of mouse
        :return: a tuple containing ? start ? and the direction of the ray
        """
        self.init_view()

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # get two points on the line.
        start = numpy.array(gluUnProject(x, y, 0.001))  # z coordinate = 0.001
        end = numpy.array(gluUnProject(x, y, 0.999))  # z coordinate = 0.999

        # convert those points into a direction
        direction = end - start  # the difference between the two points gives a vector
        direction = direction / norm(
            direction)  # we divide by the norm of the vector to normalize it

        return start, direction

    def pick(self, x, y):
        """ Execute pick of an object. Selects an object in the scene. """
        start, direction = self.generate_ray(x, y)
        self.scene.pick(start, direction, self.ModelView)
Exemplo n.º 9
0
class Viewer(object):
    def __init__(self):
        """ Initialize the viewer. """
        self.init_interface()
        self.init_opengl()
        self.init_scene()
        self.init_camera()
        self.init_interaction()
        init_primitives() # makes lists of primitive objects defined
        # self.rosnode = rospy.init_node('viewer', anonymous=False)
        # self.rossub = rospy.Subscriber('/viewer/posetopic', PoseStamped, self.roscallback)
        # self.rate = rospy.Rate(100.);

    # def roscallback(self,data):
    #     node = self.scene.get_node(data.header.frame_id)
    #     # embed()
    #     if not node == None:
    #         node.set_pose(data.pose.position.x,data.pose.position.y,data.pose.position.z,
    #             data.pose.orientation.w,data.pose.orientation.x,data.pose.orientation.y,data.pose.orientation.z)
    #         px,py,pz = GroundtoGraphics((data.pose.position.x,data.pose.position.y,data.pose.position.z))
    #         self.interaction.LookAttarget = [px,py,pz];
    #         glutPostRedisplay()

    def init_interface(self):
        """ initialize the window and register the render function """
        glutInit()
        glutInitWindowSize(640, 480)
        glutCreateWindow("3D Modeller")
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
        glutDisplayFunc(self.render) # top level render call
        glutIdleFunc(self.ROSsleep)

    # def ROSsleep(self):
    #     self.rate.sleep()

    def init_opengl(self):
        """ initialize the opengl settings to render the scene """
        self.inverseModelView = numpy.identity(4)
        self.modelView = numpy.identity(4)

        glEnable(GL_CULL_FACE)
        glCullFace(GL_BACK)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)

        glEnable(GL_LIGHT0)
        # put some initial lighting
        glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(0, 0, 1, 0))  
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, GLfloat_3(0, 0, -1))

        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
        glEnable(GL_COLOR_MATERIAL)
        glClearColor(0.4, 0.4, 0.4, 0.0)

    def init_camera(self):
        self.Camera = Camera();
        self.Camera.CameraMode = 'Trackball';       

    def init_scene(self):
        """ initialize the scene object and initial scene """
        self.scene = Scene()
        # self.create_sample_scene()

    def create_sample_scene(self):
        cube_node = Cube()
        cube_node.translate(2, 0, 2)
        cube_node.color_index = 1
        self.scene.add_node(cube_node)

        sphere_node = Sphere()
        sphere_node.translate(-2, 0, 2)
        sphere_node.color_index = 3
        self.scene.add_node(sphere_node)

        hierarchical_node = SnowFigure()
        hierarchical_node.translate(-2, 0, -2)
        self.scene.add_node(hierarchical_node)

    def create_scene(self):
        self.create_sample_scene();
        
    def init_interaction(self):
        """ init user interaction and callbacks """
        self.interaction = Interaction()
        self.interaction.register_callback('pick', self.pick)
        self.interaction.register_callback('move', self.move)
        self.interaction.register_callback('place', self.place)
        self.interaction.register_callback('rotate_color', self.rotate_color)
        self.interaction.register_callback('scale', self.scale)
        self.interaction.register_callback('close',self.close)
        self.interaction.register_callback('setCameraMode',self.setCameraMode)

    def main_loop(self):
        glutMainLoop()

    def render(self):
        """ The render pass for the scene """
        self.init_view()

        glEnable(GL_LIGHTING)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Load the modelview matrix from the current state of the trackball
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()
        tar = self.interaction.LookAttarget;
        self.Camera.target = (tar[0],tar[1],tar[2])
        if self.Camera.CameraMode == 'Trackball':
            loc = self.Camera.position;
            #Camera.position
            glTranslated(-loc[0], -loc[1], -loc[2])
            glMultMatrixf(self.interaction.trackball.matrix)
        elif self.Camera.CameraMode == 'LookAt':
            # embed()
            self.Camera.point()
        elif self.Camera.CameraMode == 'LookAtFollow':
            self.Camera.follow()
            self.Camera.point()
        else:
            glMultMatrixf(self.interaction.trackball.matrix) # by default revert to trackball if mode is set incorrectly

        # store the inverse of the current modelview.
        currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.modelView = numpy.transpose(currentModelView)
        self.inverseModelView = inv(numpy.transpose(currentModelView))

        # render the scene. This will call the render function for each object in the scene
        self.scene.render()

        # draw the grid
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()

        # flush the buffers so that the scene can be drawn
        glFlush()

    def init_view(self):
        """ initialize the projection matrix """
        # xSize, ySize = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT)
        # aspect_ratio = float(xSize) / float(ySize)
        self.Camera.ViewportSetup()
        # load the projection matrix. Always the same
        # glMatrixMode(GL_PROJECTION)
        # glLoadIdentity()

        # glViewport(0, 0, xSize, ySize)
        # gluPerspective(70, aspect_ratio, 0.1, 1000.0)
        # glTranslated(0, 0, -15)

    def get_ray(self, x, y):
        """ Generate a ray beginning at the near plane, in the direction that the x, y coordinates are facing
            Consumes: x, y coordinates of mouse on screen
            Return: start, direction of the ray """
        self.init_view()

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        # get two points on the line.
        start = numpy.array(gluUnProject(x, y, 0.001))
        end = numpy.array(gluUnProject(x, y, 0.999))

        # convert those points into a ray
        direction = end - start
        direction = direction / norm(direction)

        return (start, direction)

    def pick(self, x, y):
        """ Execute pick of an object. Selects an object in the scene. """
        start, direction = self.get_ray(x, y)
        self.interaction.node_selected = self.scene.pick(start, direction, self.modelView)

    def place(self, shape, x, y):
        """ Execute a placement of a new primitive into the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.place(shape, start, direction, self.inverseModelView)

    def move(self, x, y):
        """ Execute a move command on the scene. """
        start, direction = self.get_ray(x, y)
        self.scene.move_selected(start, direction, self.inverseModelView)

    # def ROSHandler(self,ind,pose):
    #     self.scene.set_pose(ind,pose)

    def rotate_color(self, forward):
        """ Rotate the color of the selected Node. Boolean 'forward' indicates direction of rotation. """
        self.scene.rotate_selected_color(forward)

    def scale(self, up):
        """ Scale the selected Node. Boolean up indicates scaling larger."""
        self.scene.scale_selected(up)

    def setCameraMode(self,mode):
        self.Camera.CameraMode = mode;

    def close(self):
        # embed()
        glutDestroyWindow(glutGetWindow())
        # embed()
        sys.exit() # How do I clean up memory resources before exiting? Is it needed, or handled by destroywindow