def initialize_enter(self): """ Implements the GLNodeAdapter's initialize_enter method for an OpenGL Initialization operation. """ GL.glClearColor(0.25, 0.28, 0.31, 1.0) GL.glClearDepth(1.0) # Polygon Rasterization GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) # Polygon Anti-Aliasing GL.glEnable(GL.GL_POLYGON_SMOOTH) # Light Shading GL.glShadeModel(GL.GL_SMOOTH) # Enable Back Face Culling GL.glEnable(GL.GL_CULL_FACE) GL.glCullFace(GL.GL_BACK) # Enable Depth Testing GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glDepthMask(GL.GL_TRUE) # Misc GL.glDisable(GL.GL_FOG) GL.glDisable(GL.GL_TEXTURE_2D)
def initializeGL(self): """Init""" self.qglClearColor(self.gl_bg_color.darker()) #GL.glShadeModel(GL.GL_FLAT) GL.glEnable(GL.GL_DEPTH_TEST) GL.glClearDepth(1.0) #Fix up the lines to be cleaner... GL.glEnable(GL.GL_LINE_SMOOTH) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glLineWidth(0.1) GL.glEnable(GL.GL_BLEND) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_LIGHTING) GL.glEnable(GL.GL_LIGHT0) GL.glEnable(GL.GL_NORMALIZE) GL.glEnable(GL.GL_LIGHT1) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glEnable(GL.GL_COLOR_MATERIAL) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, [0.6, 0.6, 0.6, 1.0]) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, [0.3, 0.3, 0.3, 1.0]) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, [0.5, 0.5, 0.5, 1.0]) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, 10.0) GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE) GL.glLightModeli( GL.GL_LIGHT_MODEL_COLOR_CONTROL, GL.GL_SINGLE_COLOR ) GL.glLightModeli(GL.GL_LIGHT_MODEL_TWO_SIDE, 1)
def display(self): GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClearDepth(1.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.armature.draw(self) glfw.SwapBuffers()
def initGL(window): gl.glClearColor(0.40,0.58,0.93,1.0) #cornflower blue gl.glClearDepth(1.0) #Enables Clearing Of The Depth Buffer gl.glDepthFunc(gl.GL_LESS) #The Type Of Depth Test To Do gl.glEnable(gl.GL_DEPTH_TEST) #Enables Depth Testing gl.glShadeModel(gl.GL_SMOOTH) #Enables Smooth Color Shading on_window_size(window, window_width, window_height)
def render(self, pickmode): GL.glViewport(0, 0, self.width, self.height) GL.glClearDepth(1.0) GL.glEnable(GL.GL_DEPTH_TEST) GL.glClearColor(0.3, 0.3, 0.3, 1.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) perspective_m = self.create_perspective_matrix() camera_m = self.create_camera_matrix(True) view_m = perspective_m * camera_m program = self.shaders[1] program.bind() program.enableAttributeArray("qt_Vertex") program.enableAttributeArray("qt_Normal") program.setUniformValue("qt_ModelViewProjectionMatrix", view_m) program.setUniformValue("qt_NormalMatrix", camera_m.normalMatrix()) program.enableAttributeArray("qt_Vertex") for render_item in self.render_items: self.draw_item(program, render_item) program.release()
def initGL(window): global stars LoadTextures() gl.glEnable(gl.GL_TEXTURE_2D) gl.glShadeModel(gl.GL_SMOOTH) #Enables Smooth Color Shading gl.glClearColor(0.0,0.0,0.0,1.0) #black #gl.glClearColor(0.40,0.58,0.93,1.0) #cornflower blue gl.glClearDepth(1.0) #Enables Clearing Of The Depth Buffer gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST) #Really Nice Perspective gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) #Set The Blending Function For Translucency gl.glEnable(gl.GL_BLEND) #Enables Depth Testing for index in range(num): star = Star() star.angle = 0.0 #Start All The Stars At Angle Zero star.dist = (index / num) * 5.0 star.r = random.randrange(1, 256, 1) star.g = random.randrange(1, 256, 1) star.b = random.randrange(1, 256, 1) stars.append(star) on_window_size(window, window_width, window_height)
def initialize_enter(self): """ Implements the GLNodeAdapter's initialize_enter method for an OpenGL Initialization operation. """ GL.glClearColor(0.25, 0.28, 0.31, 1.0) GL.glClearDepth(1.0) # Polygon Rasterization GL.glPolygonMode( GL.GL_FRONT_AND_BACK, GL.GL_FILL) # Polygon Anti-Aliasing GL.glEnable( GL.GL_POLYGON_SMOOTH ) # Light Shading GL.glShadeModel( GL.GL_SMOOTH ) # Enable Back Face Culling GL.glEnable( GL.GL_CULL_FACE ) GL.glCullFace( GL.GL_BACK ) # Enable Depth Testing GL.glEnable( GL.GL_DEPTH_TEST ) GL.glDepthFunc( GL.GL_LEQUAL ) GL.glDepthMask( GL.GL_TRUE ) # Misc GL.glDisable( GL.GL_FOG ) GL.glDisable( GL.GL_TEXTURE_2D )
def initializeGL(self): # , width=1, height=1 """ Initialization of the GL frame. """ # TODO: glOrtho should set to size of the frame which would allow using # TODO: absolute coordinates in range/domain of original frame GL.glClearColor(0.0, 0.0, 0.0, 1.0) GL.glClearDepth(1.0) GL.glOrtho(0, 1, 1, 0, -1, 1) #glOrtho(0, width, height, 0, -1, 1) # DOESN'T WORK!! GL.glMatrixMode(GL.GL_PROJECTION) # Enable rational alpha blending GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) if self.anti_aliasing: # Points GL.glEnable(GL.GL_POINT_SMOOTH) GL.glHint(GL.GL_POINT_SMOOTH_HINT, GL.GL_NICEST) # Lines GL.glEnable(GL.GL_LINE_SMOOTH) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) # Polygons, but NOT GL_TRIANGLE_FAN GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST) # Not sure... GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST)
def init_gl(width, height): """A general OpenGL initialization function. Sets all of the initial parameters. This is called right after our OpenGL window is created. :param width: window width :param height: window height """ # This Will Clear The Background Color To Black gl.glClearColor(0.0, 0.0, 0.0, 0.0) # Enables Clearing Of The Depth Buffer gl.glClearDepth(1.0) # The Type Of Depth Test To Do gl.glDepthFunc(gl.GL_LESS) # Enables Depth Testing gl.glEnable(gl.GL_DEPTH_TEST) # Enables Smooth Color Shading gl.glShadeModel(gl.GL_SMOOTH) # Reset The Projection Matrix. gl.glMatrixMode(gl.GL_PROJECTION) # Calculate The Aspect Ratio Of The Window. gl.glLoadIdentity() glu.gluPerspective(45.0, float(width) / float(height), 0.1, 100.0) gl.glMatrixMode(gl.GL_MODELVIEW)
def resize(x,y): global sw, sh, sw2, sh2, screen screen = pygame.display.set_mode((x,y), DOUBLEBUF | RESIZABLE | OPENGL) sw=x sh=y sw2=x/2 sh2=y/2 GL.glViewport(0, 0, sw, sh) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() #gluPerspective(45, 1.0*sw/sh, 0.1, 2000.0) GL.glOrtho(-sw2,sw2,-sh2,sh2,-2000,2000) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity() GL.glShadeModel(GL.GL_SMOOTH) GL.glClearColor(0.5, 0.5, 0.5, 0.0) GL.glClearDepth(1.0) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST) GL.glEnable(GL.GL_TEXTURE_2D) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT)
def glinit(self,mode=None): if mode: self.rendermode = mode self.clear() #GL.glClearColor(*colors.RGBA(self.default.bgcolor))# Clear The Background Color GL.glClearDepth(1.0) # Enables Clearing Of The Depth Buffer GL.glDepthFunc(GL.GL_LESS) # The Type Of Depth Test To Do GL.glEnable(GL.GL_DEPTH_TEST) # Enables Depth Testing #GL.glEnable(GL.GL_CULL_FACE) # On initializing a rendering mode, we also set default lighting if self.rendermode == 'wireframe': glFlat() glLine() self.lighting = False self.glLight(False) elif self.rendermode.startswith('flat'): glFlat() glFill() self.lighting = False self.glLight(False) elif self.rendermode.startswith('smooth'): glSmooth() glFill() self.lighting = True self.glLight(True) else: raise RuntimeError,"Unknown rendering mode"
def __init__(self, lnkpath=None): self.logger = logging.getLogger(logger.name + "." + type(self).__name__) self.zoom = -7.0 # distance to camera (zoom) self.textures = [] self.rd = [1.9, 0.0, -0.5] # right delta self.ld = [-1.9, 0.0, -0.5] # left delta self.t = 0 # for transitions between images self.s = 0 # for transitions between images self.ndx = 0 # start by showing the first image self._lastgame = None self.lnkpath = lnkpath self.lastgamepath = os.path.join(self.lnkpath, ".lastgame") self.gamelist = self.get_gamelist() self.logger.debug("Init CoverFlow with %d games" % self.gamecount()) # opengl stuff gl.glEnable(gl.GL_TEXTURE_2D) self.load_textures() gl.glShadeModel(gl.GL_SMOOTH) gl.glClearColor(0.0, 0.0, 0.0, 0.0) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST) gl.glEnable(gl.GL_LIGHT1)
def __init__(self): pygame.init() pygame.display.gl_set_attribute(pygame.locals.GL_SWAP_CONTROL, 0) self.screen = pygame.display.set_mode((constants.sw, constants.sh), pygame.locals.OPENGL | pygame.locals.DOUBLEBUF) # Make certain our GL setup is clean to start out. GL.glLoadIdentity() GL.glPushMatrix() GL.glLoadIdentity() GL.glViewport(0, 0, constants.sw, constants.sh) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GL.glOrtho(0, constants.sw, 0, constants.sh, 1, 0) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity() GL.glEnable(GL.GL_TEXTURE_2D) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) # Disable antialiasing -- our textures are already antialiased (blended # with transparent) and GL's interpolation just makes things look bad. GL.glDisable(GL.GL_LINE_SMOOTH) GL.glShadeModel(GL.GL_SMOOTH) GL.glClearColor(0, 0, 0, 1) GL.glClearDepth(1) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST) self.splashSurface = pygame.image.load(os.path.join(constants.otherPath, 'splashscreen.png')) self.texture = self.makeTextureFromSurface(self.splashSurface) self.font = pygame.font.Font(os.path.join(constants.fontPath, 'MODENINE.TTF'), 18) self.messageTextureId = None
def glInit(): OGLUT.glutInit() # initialize the GLUT library. OGLUT.glutInitDisplayMode(OGLUT.GLUT_DOUBLE | OGLUT.GLUT_RGB |OGLUT.GLUT_DEPTH) # initial display mode OGL.glShadeModel(OGL.GL_SMOOTH) # Enable Smooth Shading OGL.glClearColor(0.0, 0.0, 0.0, 0.0) # Black Background OGL.glClearDepth(1.0) # Depth Buffer Setup OGL.glEnable(OGL.GL_DEPTH_TEST) # Enables Depth Testing OGL.glDepthFunc(OGL.GL_LEQUAL) # The Type Of Depth Testing To Do OGL.glHint(OGL.GL_PERSPECTIVE_CORRECTION_HINT, OGL.GL_NICEST) # Really Nice Perspective Calculations objCamera.Position_Camera(10, 4, 12, 9, 4, 12, 0, 1, 0) # Set Camera Position LoadVertices() OGL.glViewport(0,0,SCREEN_SIZE[0],SCREEN_SIZE[1]) # Reset The Current Viewport OGL.glMatrixMode(OGL.GL_PROJECTION) OGL.glLoadIdentity() # Calculate The Aspect Ratio Of The Window OGLU.gluPerspective(45.0, SCREEN_SIZE[0]/SCREEN_SIZE[1], 0.1, 100.0) OGL.glMatrixMode(OGL.GL_MODELVIEW) OGL.glCullFace(OGL.GL_BACK) # Don't draw the back sides of polygons OGL.glEnable(OGL.GL_CULL_FACE) # Turn on culling
def main(): GLUT.glutInit(argv) GLUT.glutInitDisplayMode(GLUT.GLUT_DOUBLE | GLUT.GLUT_RGBA | GLUT.GLUT_DEPTH | GLUT.GLUT_MULTISAMPLE) larguraTela = GLUT.glutGet(GLUT.GLUT_SCREEN_WIDTH) alturaTela = GLUT.glutGet(GLUT.GLUT_SCREEN_HEIGHT) larguraJanela = round(2 * larguraTela / 3) alturaJanela = round(2 * alturaTela / 3) GLUT.glutInitWindowSize(larguraJanela, alturaJanela) GLUT.glutInitWindowPosition(round((larguraTela - larguraJanela) / 2), round((alturaTela - alturaJanela) / 2)) GLUT.glutCreateWindow(janela) GLUT.glutDisplayFunc(draw) load() GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_TEXTURE_2D) GL.glClearColor(*corFundo) GL.glClearDepth(1.0) GL.glDepthFunc(GL.GL_LESS) GL.glShadeModel(GL.GL_SMOOTH) GL.glMatrixMode(GL.GL_PROJECTION) GLU.gluPerspective(-45, larguraJanela / alturaJanela, 0.1, 100.0) GL.glTranslatef(0.0, 0.0, -10) GL.glMatrixMode(GL.GL_MODELVIEW) GLUT.glutTimerFunc(10, timer, 1) GLUT.glutMainLoop()
def initgl(self): """Initialize OpenGL for use in the window.""" import OpenGL.GL as gl import OpenGL.GLU as glu self.load_textures() gl.glEnable(gl.GL_TEXTURE_2D) gl.glClearColor(0.0, 0.0, 0.0, 0.0) # This Will Clear The Background Color To Black gl.glClearDepth( 1.0) # Enables Clearing Of The Depth Buffer gl.glDepthFunc( gl.GL_LESS) # The Type Of Depth Test To Do gl.glEnable(gl.GL_DEPTH_TEST) # Enables Depth Testing gl.glShadeModel( gl.GL_SMOOTH) # Enables Smooth Color Shading gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() # Reset The Projection Matrix # Calculate The Aspect Ratio Of The Window (width, height) = self.canvas.GetClientSize() glu.gluPerspective(45.0, float(width) / float(height), 0.1, 100.0) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, (0.5, 0.5, 0.5, 1.0)) # Setup The Ambient Light gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0)) # Setup The Diffuse Light gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (0.0, 0.0, 2.0, 1.0)) # Position The Light gl.glEnable(gl.GL_LIGHT0)
def initGL(window): global lightAmbient, lightDiffuse, lightPosition LoadTextures() gl.glEnable(gl.GL_TEXTURE_2D) gl.glShadeModel(gl.GL_SMOOTH) #Enables Smooth Color Shading gl.glClearColor(0.40,0.58,0.93,1.0) #cornflower blue gl.glClearDepth(1.0) #Enables Clearing Of The Depth Buffer gl.glEnable(gl.GL_DEPTH_TEST) #Enables Depth Testing gl.glDepthFunc(gl.GL_LEQUAL) #The Type Of Depth Test To Do gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST) #Really Nice Perspective gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT1) gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, lightAmbient) #Setup The Ambient Light gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, lightDiffuse) #Setup The Diffuse Light gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, lightPosition) #Position The Light gl.glColor4f(1.0,1.0,1.0,0.5) #Full Brightness, 50% Alpha gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) #Blending Function For Translucency Based On Source Alpha on_window_size(window, window_width, window_height)
def InitGL( self ): gl.glMatrixMode(gl.GL_PROJECTION) # camera frustrum setup gl.glFrustum(-0.5, 0.5, -0.5, 0.5, 1, 10.0) gl.glMaterial(gl.GL_FRONT, gl.GL_AMBIENT, [0.2, 0.2, 0.2, 1.0]) gl.glMaterial(gl.GL_FRONT, gl.GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0]) gl.glMaterial(gl.GL_FRONT, gl.GL_SPECULAR, [1.0, 0.0, 1.0, 1.0]) gl.glMaterial(gl.GL_FRONT, gl.GL_SHININESS, 50.0) gl.glLight(gl.GL_LIGHT0, gl.GL_AMBIENT, [1.0, 1.0, 1.0, 1.0]) gl.glLight(gl.GL_LIGHT0, gl.GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0]) gl.glLight(gl.GL_LIGHT0, gl.GL_SPECULAR, [1.0, 1.0, 1.0, 1.0]) gl.glLight(gl.GL_LIGHT0, gl.GL_POSITION, [1.0, 1.0, 1.0, 0.0]) gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0]) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glDepthFunc(gl.GL_LESS) gl.glClearDepth(1.0) # enables clearing of the depth buffer? gl.glShadeModel(gl.GL_SMOOTH) gl.glEnable(gl.GL_DEPTH_TEST) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # position viewer gl.glMatrixMode(gl.GL_MODELVIEW) # position viewer gl.glTranslate(0.0, 0.0, -3.0); # glut.glutInit(sys.argv)
def glinit(self,mode=None): if mode: self.rendermode = mode GL.glClearColor(*colors.RGBA(self.bgcolor))# Clear The Background Color GL.glClearDepth(1.0) # Enables Clearing Of The Depth Buffer GL.glDepthFunc(GL.GL_LESS) # The Type Of Depth Test To Do GL.glEnable(GL.GL_DEPTH_TEST) # Enables Depth Testing if self.rendermode == 'wireframe': GL.glShadeModel(GL.GL_FLAT) # Enables Flat Color Shading GL.glDisable(GL.GL_LIGHTING) elif self.rendermode == 'flat': GL.glShadeModel(GL.GL_FLAT) # Enables Flat Color Shading GL.glDisable(GL.GL_LIGHTING) elif self.rendermode == 'smooth': GL.glShadeModel(GL.GL_SMOOTH) # Enables Smooth Color Shading GL.glEnable(GL.GL_LIGHTING) for l,i in zip(['light0','light1'],[GL.GL_LIGHT0,GL.GL_LIGHT1]): key = 'render/%s' % l light = GD.cfg.get(key,self.default_light) GD.debug(" set up %s %s" % (l,light)) GL.glLightModel(GL.GL_LIGHT_MODEL_AMBIENT,rgba(GD.cfg['render/ambient'])) GL.glLightModel(GL.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_TRUE) GL.glLightModel(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 0) GL.glLightfv(i,GL.GL_AMBIENT,rgba(light['ambient'])) GL.glLightfv(i,GL.GL_DIFFUSE,rgba(light['diffuse'])) GL.glLightfv(i,GL.GL_SPECULAR,rgba(light['specular'])) GL.glLightfv(i,GL.GL_POSITION,rgba(light['position'])) GL.glEnable(i) GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_SPECULAR,rgba(GD.cfg['render/specular'])) GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_EMISSION,rgba(GD.cfg['render/emission'])) GL.glMaterialfv(GL.GL_FRONT_AND_BACK,GL.GL_SHININESS,GD.cfg['render/shininess']) GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_AMBIENT_AND_DIFFUSE) GL.glEnable(GL.GL_COLOR_MATERIAL) else: raise RuntimeError,"Unknown rendering mode"
def gl_initialize(self): r, g, b = self.viewer.img_bg gl.glClearColor(r, g, b, 1.0) gl.glClearDepth(1.0) gl.glDisable(gl.GL_CULL_FACE) gl.glFrontFace(gl.GL_CCW) gl.glDisable(gl.GL_LIGHTING) gl.glShadeModel(gl.GL_FLAT) #gl.glShadeModel(gl.GL_SMOOTH) self.setup_3D(self.mode3d) gl.glEnable(gl.GL_TEXTURE_2D) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) self.tex_id = gl.glGenTextures(1) gl.glBindTexture(gl.GL_TEXTURE_2D, self.tex_id) ## gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, ## gl.GL_CLAMP) ## gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, ## gl.GL_CLAMP) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
def initializeGL(self): """Init""" self.qglClearColor(self.gl_bg_color.darker()) #GL.glShadeModel(GL.GL_FLAT) GL.glEnable(GL.GL_DEPTH_TEST) GL.glClearDepth(1.0) #Fix up the lines to be cleaner... GL.glEnable(GL.GL_LINE_SMOOTH) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glLineWidth(0.1) GL.glEnable(GL.GL_BLEND) GL.glEnable(GL.GL_MULTISAMPLE) GL.glEnable(GL.GL_LIGHTING) GL.glEnable(GL.GL_LIGHT0) GL.glEnable(GL.GL_NORMALIZE) GL.glEnable(GL.GL_LIGHT1) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glEnable(GL.GL_COLOR_MATERIAL) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, [0.6, 0.6, 0.6, 1.0]) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, [0.3, 0.3, 0.3, 1.0]) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, [0.5, 0.5, 0.5, 1.0]) GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, 10.0) GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE) GL.glLightModeli(GL.GL_LIGHT_MODEL_COLOR_CONTROL, GL.GL_SINGLE_COLOR) GL.glLightModeli(GL.GL_LIGHT_MODEL_TWO_SIDE, 1)
def __init__(self, args): os.environ["SDL_VIDEO_CENTERED"] = "1" pygame.init() self._font = pygame.font.Font(os.path.join(ROOT_DIR, "..", "..", "assets", "VeraMono.ttf"), 14) self._font.set_bold(True) self._running = True self._screen = pygame.display.set_mode(VIEWPORT_SIZE, pygame.OPENGL | pygame.DOUBLEBUF) self._clock = pygame.time.Clock() self._image = GL.glGenTextures(1) GL.glClearDepth(1.) GL.glClearColor(0., 0., 0., 1.) GL.glViewport(0, 0, VIEWPORT_SIZE[0], VIEWPORT_SIZE[1]) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GL.glOrtho(0, VIEWPORT_SIZE[0], VIEWPORT_SIZE[1], 0, -1, 1) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity() GL.glDisable(GL.GL_LIGHTING) GL.glEnable(GL.GL_TEXTURE_2D)
def draw_with_transform(self, transform): program_handler = ProgramHandler(self.get_vert_sources(), self.get_frag_sources()) program = program_handler.compile() GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClearDepth(1.0) GL.glDepthFunc(GL.GL_LESS) GL.glEnable(GL.GL_DEPTH_TEST) GL.glShadeModel(GL.GL_SMOOTH) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glUseProgram(program) do_transpose = OpenGL.GL.GL_TRUE uniform_loc = GL.glGetUniformLocation(program, 'transform') GL.glUniformMatrix4fv(uniform_loc, 1, do_transpose, transform) GL.glBegin(GL.GL_QUADS) GL.glVertex2f(-1.0, 1.0) GL.glVertex2f(1.0, 1.0) GL.glVertex2f(1.0, -1.0) GL.glVertex2f(-1.0, -1.0) GL.glEnd()
def glinit(self,mode="wireframe"): GL.glClearColor(*RGBA(self.bgcolor))# Clear The Background Color GL.glClearDepth(1.0) # Enables Clearing Of The Depth Buffer GL.glDepthFunc(GL.GL_LESS) # The Type Of Depth Test To Do GL.glEnable(GL.GL_DEPTH_TEST) # Enables Depth Testing if mode == "wireframe": self.wireframe = True GL.glShadeModel(GL.GL_FLAT) # Enables Flat Color Shading GL.glDisable(GL.GL_LIGHTING) elif mode == "render": self.wireframe = False GL.glShadeModel(GL.GL_SMOOTH) # Enables Smooth Color Shading #print "set up lights" GL.glLightModel(GL.GL_LIGHT_MODEL_AMBIENT,(0.5,0.5,0.5,1)) GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, (1.0, 1.0, 1.0, 1.0)) GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0)) GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, (1.0, 1.0, 1.0, 1.0)) GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, (-1.0, -1.0, 5.0)) GL.glEnable(GL.GL_LIGHT0) GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, (0.0, 0.0, 0.0, 1.0)) GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0)) GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, (1.0, 1.0, 1.0, 1.0)) GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, (1.0, 1.0, 1.0)) GL.glEnable(GL.GL_LIGHT1) GL.glEnable(GL.GL_LIGHTING) #print "set up materials" GL.glEnable(GL.GL_COLOR_MATERIAL) GL.glColorMaterial ( GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE )
def initializeGL(self): gl.glShadeModel(gl.GL_SMOOTH) gl.glClearColor(BGCOL[0], BGCOL[1], BGCOL[2], 0) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST)
def init_gl(self): gl.glClearColor(0,0,0,0) gl.glClearDepth(1.0) gl.glViewport(0,0,WND_SIZE[0], WND_SIZE[1]) gl.glMatrixMode(gl.GL_PROJECTION) gl.glEnable(gl.GL_TEXTURE_2D) gl.glLoadIdentity()
def init() : gl.glClearColor(0.0, 0.0, 0.0, 0.0) gl.glClearDepth(1.0) gl.glShadeModel(gl.GL_FLAT) gl.glShadeModel(gl.GL_SMOOTH) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_DEPTH_TEST)
def initializeGL(self): self._background_color = [0.0, 0.0, 0.0, 1.0] GL.glEnable(GL.GL_MULTISAMPLE) GL.glClearColor(*self._background_color) GL.glClearDepth(1.0) self._setup_renderers()
def initializeGL(self): ''' Sets up the OpenGL rendering context, defines display lists, etc. Gets called once before the first time resizeGL() or paintGL() is called. ''' GL.glClearDepth(1.0) GL.glClearColor(0, 0, 0, 1.0) GL.glEnable(GL.GL_DEPTH_TEST)
def initGL(): GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_MULTISAMPLE) GL.glDepthFunc(GL.GL_GREATER) #GL.glDepthFunc(GL.GL_LESS) GL.glDepthRange(0, 1) GL.glClearDepth(0) GL.glClearColor(0, 0, 0, 0)
def initializeGL(self): GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glClearColor(0.1, 0.1, 0.15, 1.0) GL.glClearDepth(1.0) GL.glColor3ub(58, 90, 41) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GLU.gluOrtho2D(0, self.width, 0, self.height) GL.glFlush()
def initializeGL(self): if self.background == 'black': GL.glClearColor(0.0, 0.0, 0.0, 1.0) # Black / White toggle switch if self.background == 'white': GL.glClearColor(1.0, 1.0, 1.0, 1.0) GL.glClearDepth(10.0) # same as default GL.glEnable( GL.GL_DEPTH_TEST ) # display points according to occlusion, not order of plotting #GL.glEnable(GL.GL_POINT_SMOOTH) # doesn't seem to work right, proper way to antialiase? #GL.glEnable(GL.GL_LINE_SMOOTH) # works better #GL.glPointSize(1.5) # truncs to the nearest pixel if antialiasing is off #glShadeModel(GL_FLAT) #glEnable(GL_CULL_FACE) # only useful for solids if self.initial_call: GL.glTranslate(0, 750, -3000) # init camera distance from origin #Modded transparency: blends colours in order they were plotted; otherwise need to use compiled shaders GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) #Lighting, not alwasy used #GL.glEnable(GL.GL_LIGHTING) #GL.glEnable(GL.GL_LIGHT0) #lightpos = [1000.,0.,0., 1.] #GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightpos) #GL.glDepthMask(GL.GL_TRUE); #GL.glDepthFunc(GL.GL_LEQUAL); #LightAmbient=[0.2, 0.2, 0.2, 1.0] #LightDiffuse=[1.0, 1.0, 1.0, 1.0] #LightSpecular= [1.0, 1.0, 1.0, 1.0] #LightPosition= [1000.0, 1.0, 1.0] #GL.glEnable(GL.GL_LIGHT0) #GL.glEnable(GL.GL_LIGHTING) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, LightAmbient) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, LightDiffuse) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, LightSpecular) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, LightPosition) #GL.glEnable ( GL.GL_COLOR_MATERIAL ) #GL.glColorMaterial ( GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE ) #white = [0.8, 0.8, 0.8, 1.0] #cyan = [0., .8, .8, 1.] ##GL.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, cyan) #GL.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, white) #shininess = [100,100,100,100] #GL.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, shininess) GL.glShadeModel(GL.GL_SMOOTH)
def initializeGL(self): print(self.getOpenglInfo()) gl.glClearColor(0.0, 0.0, 0.0, 1.0) gl.glClearDepth(1.0) gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glShadeModel(gl.GL_SMOOTH) gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST)
def initializeGL(self): GL.glClearColor(0.0, 0.0, 0.0, 1.0) # same as default GL.glClearDepth(1.0) # same as default GL.glEnable(GL.GL_DEPTH_TEST) # display points according to occlusion, not order of plotting #GL.glEnable(GL.GL_POINT_SMOOTH) # doesn't seem to work right, proper way to antialiase? #GL.glEnable(GL.GL_LINE_SMOOTH) # works better #GL.glPointSize(1.5) # truncs to the nearest pixel if antialiasing is off #GL.glShadeModel(GL.GL_FLAT) #GL.glEnable(GL.GL_CULL_FACE) # only useful for solids GL.glTranslate(0, 0, -3) # init camera distance from origin
def initializeGL(self): GL.glClearDepth(1.0) GL.glDepthFunc(GL.GL_LESS) GL.glEnable(GL.GL_DEPTH_TEST) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GLU.gluPerspective(45, 800 / 600, 0.1, 400.0) GL.glTranslatef(-3.0, -3.0, -80) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glEnable(GL.GL_COLOR_MATERIAL)
def initializeGL(self): if self.background=='black': GL.glClearColor(0.0, 0.0, 0.0, 1.0) # Black / White toggle switch if self.background=='white': GL.glClearColor(1.0, 1.0, 1.0, 1.0) GL.glClearDepth(10.0) # same as default GL.glEnable(GL.GL_DEPTH_TEST) # display points according to occlusion, not order of plotting #GL.glEnable(GL.GL_POINT_SMOOTH) # doesn't seem to work right, proper way to antialiase? #GL.glEnable(GL.GL_LINE_SMOOTH) # works better #GL.glPointSize(1.5) # truncs to the nearest pixel if antialiasing is off #glShadeModel(GL_FLAT) #glEnable(GL_CULL_FACE) # only useful for solids if self.initial_call: GL.glTranslate(0, 750, -3000) # init camera distance from origin #Modded transparency: blends colours in order they were plotted; otherwise need to use compiled shaders GL.glEnable (GL.GL_BLEND) GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); #Lighting, not alwasy used #GL.glEnable(GL.GL_LIGHTING) #GL.glEnable(GL.GL_LIGHT0) #lightpos = [1000.,0.,0., 1.] #GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, lightpos) #GL.glDepthMask(GL.GL_TRUE); #GL.glDepthFunc(GL.GL_LEQUAL); #LightAmbient=[0.2, 0.2, 0.2, 1.0] #LightDiffuse=[1.0, 1.0, 1.0, 1.0] #LightSpecular= [1.0, 1.0, 1.0, 1.0] #LightPosition= [1000.0, 1.0, 1.0] #GL.glEnable(GL.GL_LIGHT0) #GL.glEnable(GL.GL_LIGHTING) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, LightAmbient) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, LightDiffuse) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, LightSpecular) #GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, LightPosition) #GL.glEnable ( GL.GL_COLOR_MATERIAL ) #GL.glColorMaterial ( GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE ) #white = [0.8, 0.8, 0.8, 1.0] #cyan = [0., .8, .8, 1.] ##GL.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, cyan) #GL.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, white) #shininess = [100,100,100,100] #GL.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, shininess) GL.glShadeModel(GL.GL_SMOOTH)
def initializeGL(self): GL.glClearColor(0.0, 0.0, 0.0, 1.0) # same as default GL.glClearDepth(1.0) # same as default # display points according to occlusion, not order of plotting: GL.glEnable(GL.GL_DEPTH_TEST) #GL.glEnable(GL.GL_POINT_SMOOTH) # doesn't seem to work right, proper way to antialiase? #GL.glEnable(GL.GL_LINE_SMOOTH) # works better #GL.glPointSize(1.5) # truncs to the nearest pixel if antialiasing is off #GL.glShadeModel(GL.GL_FLAT) #GL.glEnable(GL.GL_CULL_FACE) # only useful for solids GL.glTranslate(0, 0, -3) # init camera distance from origin
def initializeGL(self): print(self.getOpenglInfo()) self.setClearColor(self.trolltechPurple.darker()) self.object = self.makeObject() gl.glShadeModel(gl.GL_FLAT) gl.glEnable(gl.GL_DEPTH_TEST) gl.glClearDepth(1.0) #gl.glEnable(gl.GL_CULL_FACE) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
def init_gl(self): gl.glClearColor(*self.bgColor) gl.glClearDepth(1.0) gl.glEnable(gl.GL_TEXTURE_2D) gl.glViewport(0,0,self.width, self.height) print '-'*40 print 'GL INFO' print '-'*40 print gl.glGetString(gl.GL_VERSION) print gl.glGetString(gl.GL_SHADING_LANGUAGE_VERSION) print '-'*40
def initializeGL(self): """Initialize the GL environment we want""" self.makeCurrent() GL.glClearColor(0.0, 0.0, 0.0, 0.0); GL.glClearDepth(1.0); GL.glDepthFunc(GL.GL_LESS); GL.glDisable(GL.GL_DEPTH_TEST); GL.glEnable(GL.GL_BLEND); GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE); GL.glEnable(GL.GL_POINT_SMOOTH); GL.glEnable(GL.GL_LINE_SMOOTH);
def InitGL(Width, Height): gl.glClearColor(0.0, 0.0, 0.0, 0.0) gl.glClearDepth(1.0) gl.glDepthFunc(gl.GL_LESS) gl.glEnable(gl.GL_DEPTH_TEST) gl.glShadeModel(gl.GL_SMOOTH) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glPerspective(45.0, float(Width) / float(Height), 0.1, 50.0) gl.glTranslatef(0.0, -6.0, -45.0) gl.glRotatef(0.0, 0.0, 0.0, 0.0) gl.glMatrixMode(gl.GL_MODELVIEW)
def initializeGL(self): GL.glClearDepth(1.0) GL.glClearColor(0, 0, 0, 1.0) GL.glShadeModel(GL.GL_SMOOTH) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_LIGHTING) GL.glEnable(GL.GL_LIGHT0) GL.glEnable(GL.GL_COLOR_MATERIAL) GL.glEnable(GL.GL_LINE_SMOOTH) GL.glEnable(GL.GL_POLYGON_SMOOTH) GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)
def main(): GLUT.glutInit(sys.argv) GLUT.glutInitDisplayMode(GLUT.GLUT_SINGLE | GLUT.GLUT_RGBA | GLUT.GLUT_DEPTH) GLUT.glutInitWindowSize(400, 400) GLUT.glutInitWindowPosition(200, 200) GLUT.glutCreateWindow("Grafica 2") """ GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, [0.2, 0.2, 0.2, 1.0]) GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0]) GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, [1.0, 1.0, 1.0, 1.0]) GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, [1.0, 1.0, 1.0, 0.0]) GL.glEnable(GL.GL_NORMALIZE) GL.glEnable(GL.GL_LIGHTING) GL.glEnable(GL.GL_LIGHT0) """ GL.glDepthFunc(GL.GL_LEQUAL) GL.glEnable(GL.GL_DEPTH_TEST) GL.glClearDepth(1.0) GL.glClearColor(0.650, 0.780, 0.8, 0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() #GL.glOrtho(-20, 20, -20, 20, -20, 20) GL.glMatrixMode(GL.GL_MODELVIEW) GLU.gluPerspective(100, 1.0, 1.0, 100.0) GL.glTranslatef(0.0, 0.0, 0.0) GLU.gluLookAt(0, 10, 10, 0, 0, 0, 0, 1, 0) grid = GR.grid_gen() #grid.show() kid.morph(youngold, 100, True) while True: GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) grid.plot() ######################################## kid.morph(youngold, 100) ######################################## GL.glFlush() GLUT.glutPostRedisplay() input("Pause") GLUT.glutMainLoop()
def initializeGL(self): """Initialize the GL environment we want""" self.makeCurrent() GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClearDepth(1.0) GL.glDepthFunc(GL.GL_LESS) GL.glDisable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE) GL.glEnable(GL.GL_POINT_SMOOTH) GL.glEnable(GL.GL_LINE_SMOOTH)
def glinit(self,mode=None): if mode: self.rendermode = mode ## if self.settings.bgcolor2 is not None self.settings.bgcolor != self.settings.bgcolor2: self.setBgColor(self.settings.bgcolor,self.settings.bgcolor2) self.clear() #GL.glClearColor(*colors.RGBA(self.default.bgcolor))# Clear The Background Color GL.glClearDepth(1.0) # Enables Clearing Of The Depth Buffer GL.glDepthFunc(GL.GL_LESS) # The Type Of Depth Test To Do GL.glEnable(GL.GL_DEPTH_TEST) # Enables Depth Testing #GL.glEnable(GL.GL_CULL_FACE) # On initializing a rendering mode, we also set default lighting if self.rendermode == 'wireframe': if self.background: glSmooth() glFill() else: #glFlat() glLine() self.lighting = False self.glLight(False) elif self.rendermode.startswith('flat'): if self.background: glSmooth() else: glFlat() glFill() self.lighting = False self.glLight(False) elif self.rendermode.startswith('smooth'): glSmooth() glFill() self.lighting = True self.glLight(True) else: raise RuntimeError,"Unknown rendering mode" if self.rendermode.endswith('wire'): GL.glEnable(GL.GL_POLYGON_OFFSET_FILL) GL.glPolygonOffset(1.0,1.0) else: GL.glDisable(GL.GL_POLYGON_OFFSET_FILL)
def initializeGL(self): ''' Initialize GL ''' # set viewing projection GL.glClearColor(0.0, 0.0, 0.0, 1.0) GL.glClearDepth(1.0) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GLU.gluPerspective(40.0, 1.0, 1.0, 30.0) self.timer.start(20)
def initGL (self, wWidth, wHeight): gl.glClearColor(0.0, 0.0, 0.25, 0.0) # This Will Clear The Background Color To Black gl.glClearDepth(1.0) # Enables Clearing Of The Depth Buffer gl.glDepthFunc(gl.GL_LESS) # The Type Of Depth Test To Do gl.glEnable(gl.GL_DEPTH_TEST) # Enables Depth Testing gl.glShadeModel(gl.GL_SMOOTH) # Enables Smooth Color Shading gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() # Reset The Projection Matrix # Calculate The Aspect Ratio Of The Window glu.gluPerspective(45.0, float(wWidth)/float(wHeight), 0.1, 100.0) gl.glMatrixMode(gl.GL_MODELVIEW)
def display(self): GL.glClearColor(0,0,0,0) GL.glClearDepth(1.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glUseProgram(self.shader) GL.glBindVertexArray(self.vao) z_offset = self.calc_z_offset() GL.glUniform3f(self.offset_location,0.0,0.0,z_offset) GL.glDrawElements(GL.GL_TRIANGLES,len(self.indices),GL.GL_UNSIGNED_SHORT,None) GL.glBindVertexArray(0) GL.glUseProgram(0)
def initializeGL(self): GL.glShadeModel(GL.GL_SMOOTH) GL.glClearColor(BGCOL[0], BGCOL[1], BGCOL[2], 0) GL.glClearDepth(1.0) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST) # Ready to start print '--- Start ---' print 'MAX_FRAME_COUNT:', MAX_FRAME_COUNT print 'FPS:', FPS self.time_start = time.time() self.timer.start(1000/FPS, self)
def init_opengl(self): # We call this right after our OpenGL window is created. gl.glClearColor(0.0, 0.0, 0.0, 1.0) # This Will Clear The Background Color To Black gl.glClearDepth(1.0) # Enables Clearing Of The Depth Buffer gl.glDepthFunc(gl.GL_LEQUAL) # The Type Of Depth Test To Do gl.glEnable(gl.GL_DEPTH_TEST) # Enables Depth Testing gl.glShadeModel(gl.GL_SMOOTH) # Really Nice Perspective Calculations: gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST) gl.glEnable(gl.GL_LIGHT0) gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_COLOR_MATERIAL) gl.glEnable(gl.GL_NORMALIZE) # important since we rescale the modelview matrix return True
def init_environment(width, height): '''initialize OpenGL environment''' # black background gl.glClearColor(.9, .9, .9, 0) # enable depth buffer clearing gl.glClearDepth(1.0) # set depth test type and enable depth testing gl.glDepthFunc(gl.GL_LESS) gl.glEnable(gl.GL_DEPTH_TEST) # use smooth color shading gl.glShadeModel(gl.GL_SMOOTH) set_projection_matrix(width, height)
def glsetup(self): GLUT.glutInit() if self.settings.get("view_shadow"): GL.glShadeModel(GL.GL_FLAT) else: GL.glShadeModel(GL.GL_SMOOTH) bg_col = self.settings.get("color_background") GL.glClearColor(bg_col[0], bg_col[1], bg_col[2], 0.0) GL.glClearDepth(1.) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glDepthMask(GL.GL_TRUE) GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST) GL.glMatrixMode(GL.GL_MODELVIEW) #GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, # (0.1, 0.1, 0.1, 1.0)) GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, (0.1, 0.1, 0.1, 1.0)) #GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, (0.5)) if self.settings.get("view_polygon"): GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) else: GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity() GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GL.glViewport(0, 0, self.area.allocation.width, self.area.allocation.height) # lighting # Setup The Ambient Light GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, (0.3, 0.3, 0.3, 3.)) # Setup The Diffuse Light GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, (1., 1., 1., .0)) # Setup The SpecularLight GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, (.3, .3, .3, 1.0)) GL.glEnable(GL.GL_LIGHT0) # Enable Light One if self.settings.get("view_light"): GL.glEnable(GL.GL_LIGHTING) else: GL.glDisable(GL.GL_LIGHTING) GL.glEnable(GL.GL_NORMALIZE) GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE) #GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR) #GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_EMISSION) GL.glEnable(GL.GL_COLOR_MATERIAL) # enable blending/transparency (alpha) for colors GL.glEnable(GL.GL_BLEND) # see http://wiki.delphigl.com/index.php/glBlendFunc GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
def initializeGL(self): # these are the defaults anyway, but just to be thorough: GL.glClearColor(0.0, 0.0, 0.0, 1.0) GL.glClearDepth(1.0) # display points according to occlusion, not order of plotting: GL.glEnable(GL.GL_DEPTH_TEST) # doesn't seem to work right, proper way to antialiase?: # GL.glEnable(GL.GL_POINT_SMOOTH) GL.glEnable(GL.GL_LINE_SMOOTH) # works better, makes lines thicker # GL.glPointSize(1.5) # truncs to the nearest pixel if antialiasing is off # set initial position and orientation of camera GL.glTranslate(0, 0, -VIEWDISTANCE) GL.glRotate(-45, 0, 0, 1) GL.glRotate(-45, 0, 1, 0)
def initializeGL(self): def hex_to_rgb(value): value = value.lstrip("#") lv = len(value) return tuple(int(value[i : i + lv // 3], 16) for i in range(0, lv, lv // 3)) r, g, b = hex_to_rgb(self.main_window.viewer_palette["viewer_background"]) self.add_shaders() gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LESS) gl.glClearDepth(1.0) gl.glClearColor(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0) gl.glEnable(gl.GL_MULTISAMPLE)
def initializeGL(self): Drawer._load_ortho() self._texture_id = self.bindTexture(self._image) self._init_call_list() GL.glClearColor(0, 0, 0, 0) GL.glClearDepth(1) GL.glEnable(GL.GL_BLEND) GL.glEnable(GL.GL_LINE_SMOOTH) GL.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glFrontFace(GL.GL_CCW) GL.glCullFace(GL.GL_BACK)
def initializeGL(self): # these are the defaults anyway, but just to be thorough: GL.glClearColor(0.0, 0.0, 0.0, 1.0) GL.glClearDepth(1.0) # display points according to occlusion, not order of plotting: GL.glEnable(GL.GL_DEPTH_TEST) # doesn't seem to work right, proper way to antialiase?: #GL.glEnable(GL.GL_POINT_SMOOTH) GL.glEnable(GL.GL_LINE_SMOOTH) # works better, makes lines thicker #GL.glPointSize(1.5) # truncs to the nearest pixel if antialiasing is off # set initial position and orientation of camera GL.glTranslate(0, 0, -VIEWDISTANCE) GL.glRotate(-45, 0, 0, 1) GL.glRotate(-45, 0, 1, 0)
def __initOpenGL(self): ''' Initialize OpenGL ''' # Setup depth test gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LESS) gl.glClearDepth(1.0) # Setup cull face gl.glEnable(gl.GL_CULL_FACE) # Setup alpha blending gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # Create shader program self.shaderProgram.init("Vertex.vert", "Fragment.frag") gl.glUseProgram(self.shaderProgram.getProgramObject()) # Create texture objects gl.glActiveTexture(gl.GL_TEXTURE0) tex_ids = gl.glGenTextures(TEXT_COUNT) for i in range(TEXT_COUNT): self.textures.append(Texture(tex_ids[i])) # Initialize some shader uniforms gl.glUniform1i(TEXTURE_SAMPLER_LOCATION, 0) gl.glUniform1i(TEXTURE_FLAG_LOCATION, 0) gl.glUniform1i(LIGHTING_FLAG_LOCATION, 0)