Пример #1
0
	def drawMarquee(self, x0, y0, x1, y1):
		GL.glMatrixMode(GL.GL_MODELVIEW)
		GL.glPushMatrix()
		GL.glLoadIdentity()
		GL.glMatrixMode(GL.GL_PROJECTION)
		GL.glPushMatrix()
		GL.glLoadIdentity()
		GLU.gluOrtho2D(0.0, self.width, 0.0, self.height) # (0,0) at bottom-left
		GL.glLineStipple(1, 0x5555)
		GL.glLineWidth(1.0)
		GL.glEnable(GL.GL_LINE_STIPPLE)
		GL.glEnable(GL.GL_COLOR_LOGIC_OP)
		GL.glLogicOp(GL.GL_INVERT)
		GL.glTranslatef(0.375, 0.375, 0.0)
		GL.glColor3f(1,1,1)
		GL.glBegin(GL.GL_LINE_LOOP)
		GL.glVertex2i(x0,y0)
		GL.glVertex2i(x1,y0)
		GL.glVertex2i(x1,y1)
		GL.glVertex2i(x0,y1)
		GL.glEnd()
		GL.glMatrixMode(GL.GL_PROJECTION)
		GL.glPopMatrix()
		GL.glMatrixMode(GL.GL_MODELVIEW)
		GL.glPopMatrix()
		GL.glDisable(GL.GL_LINE_STIPPLE)
		GL.glDisable(GL.GL_COLOR_LOGIC_OP)
Пример #2
0
    def display(self):
        """(Re)display all the actors in the scene.

        This should e.g. be used when actors are added to the scene,
        or after changing  camera position/orientation or lens.
        """
        #GD.debugt("UPDATING CURRENT OPENGL CANVAS")
        self.makeCurrent()
        self.clear()
        self.glLight(self.lighting)

        # Draw Scene Actors
        self.camera.loadProjection()
        self.camera.loadMatrix()
        if self.alphablend:
            opaque = [ a for a in self.actors if not a.trans ]
            transp = [ a for a in self.actors if a.trans ]
            for actor in opaque:
               actor.draw(mode=self.rendermode)
            GL.glEnable (GL.GL_BLEND)
            GL.glDepthMask (GL.GL_FALSE)
            GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            for actor in transp:
                actor.draw(mode=self.rendermode)
            GL.glDepthMask (GL.GL_TRUE)
            GL.glDisable (GL.GL_BLEND)
        else:
            for actor in self.actors:
                self.setDefaults()
                actor.draw(mode=self.rendermode)

        # draw the highlighted actors
        if self.highlights:
            print "highlighting actors"
            GL.glDepthMask (GL.GL_FALSE)
            GL.glEnable(GL.GL_COLOR_LOGIC_OP)
            GL.glLogicOp(GL.GL_INVERT)
            for actor in self.highlights:
                actor.draw(mode=self.rendermode)
            GL.glDisable(GL.GL_COLOR_LOGIC_OP)
            GL.glDepthMask (GL.GL_TRUE)

        # annotations are drawn in 3D space
        for actor in self.annotations:
            self.setDefaults()
            actor.draw(mode=self.rendermode)

        # decorations are drawn in 2D mode
        self.begin_2D_drawing()
        for actor in self.decorations:
            self.setDefaults()
            actor.draw(mode=self.rendermode)
        self.end_2D_drawing()

        # make sure canvas is updated
        GL.glFlush()
Пример #3
0
    def mouse_rectangle_zoom(self,x,y,action):
        """Process mouse events during interactive rectangle zooming.

        On PRESS, record the mouse position.
        On MOVE, create a rectangular zoom window.
        On RELEASE, zoom to the picked rectangle.
        """
        if action == PRESS:
            self.makeCurrent()
            self.update()
            if self.trackfunc:
                print "PRESS",self.trackfunc,pf.canvas.camera.ctr
                pf.canvas.camera.setTracking(True)
                x,y,z = pf.canvas.camera.ctr
                self.zplane = pf.canvas.project(x,y,z,True)[2]
                print 'ZPLANE',self.zplane
                self.trackfunc(x,y,self.zplane)
            self.begin_2D_drawing()
            GL.glEnable(GL.GL_COLOR_LOGIC_OP)
            # An alternative is GL_XOR #
            GL.glLogicOp(GL.GL_INVERT)        
            # Draw rectangle
            self.draw_state_rect(x,y)
            self.swapBuffers()

        elif action == MOVE:
            if self.trackfunc:
                print "MOVE",self.trackfunc
                print 'ZPLANE',self.zplane
                self.trackfunc(x,y,self.zplane)
            # Remove old rectangle
            self.swapBuffers()
            self.draw_state_rect(*self.state)
            # Draw new rectangle
            self.draw_state_rect(x,y)
            self.swapBuffers()

        elif action == RELEASE:
            GL.glDisable(GL.GL_COLOR_LOGIC_OP)
            self.end_2D_drawing()
            x0 = min(self.statex,x)
            y0 = min(self.statey,y)
            x1 = max(self.statex,x)
            y1 = max(self.statey,y)
            self.zoomRectangle(x0,y0,x1,y1)
            self.finish_rectangle_zoom()
Пример #4
0
    def mouse_pick(self,x,y,action):
        """Process mouse events during interactive picking.

        On PRESS, record the mouse position.
        On MOVE, create a rectangular picking window.
        On RELEASE, pick the objects inside the rectangle.
        """
        if action == PRESS:
            self.makeCurrent()
            self.update()
            self.begin_2D_drawing()
            #self.swapBuffers()
            GL.glEnable(GL.GL_COLOR_LOGIC_OP)
            # An alternative is GL_XOR #
            GL.glLogicOp(GL.GL_INVERT)
            # Draw rectangle
            self.draw_state_rect(x,y)
            self.swapBuffers()

        elif action == MOVE:
            # Remove old rectangle
            self.swapBuffers()
            self.draw_state_rect(*self.state)
            # Draw new rectangle
            self.draw_state_rect(x,y)
            self.swapBuffers()

        elif action == RELEASE:
            GL.glDisable(GL.GL_COLOR_LOGIC_OP)
            self.swapBuffers()
            self.end_2D_drawing()

            x,y = (x+self.statex)/2., (y+self.statey)/2.
            w,h = abs(x-self.statex)*2., abs(y-self.statey)*2.
            if w <= 0 or h <= 0:
               w,h = pf.cfg.get('pick/size',(20,20))
            vp = GL.glGetIntegerv(GL.GL_VIEWPORT)
            self.pick_window = (x,y,w,h,vp)
            self.selection_busy = False
Пример #5
0
    def mouse_rectangle_zoom(self,x,y,action):
        """Process mouse events during interactive picking.

        On PRESS, record the mouse position.
        On MOVE, create a rectangular picking window.
        On RELEASE, pick the objects inside the rectangle.
        """
        if action == PRESS:
            self.makeCurrent()
            self.update()
            self.begin_2D_drawing()
            #self.swapBuffers()
            GL.glEnable(GL.GL_COLOR_LOGIC_OP)
            # An alternative is GL_XOR #
            GL.glLogicOp(GL.GL_INVERT)        
            # Draw rectangle
            self.draw_state_rect(x,y)
            self.swapBuffers()

        elif action == MOVE:
            # Remove old rectangle
            self.swapBuffers()
            self.draw_state_rect(*self.state)
            # Draw new rectangle
            self.draw_state_rect(x,y)
            self.swapBuffers()

        elif action == RELEASE:
            GL.glDisable(GL.GL_COLOR_LOGIC_OP)
            #self.swapBuffers()
            self.end_2D_drawing()
            x0 = min(self.statex,x)
            y0 = min(self.statey,y)
            x1 = max(self.statex,x)
            y1 = max(self.statey,y)
            self.zoomRectangle(x0,y0,x1,y1)
            self.finish_rectangle_zoom()
Пример #6
0
    def mouse_draw_line(self,x,y,action):
        """Process mouse events during interactive drawing.

        On PRESS, record the mouse position.
        On MOVE, draw a line.
        On RELEASE, add the line to the drawing.
        """
        if action == PRESS:
            self.makeCurrent()
            self.update()
            self.begin_2D_drawing()
            self.swapBuffers()
            GL.glEnable(GL.GL_COLOR_LOGIC_OP)
            # An alternative is GL_XOR #
            GL.glLogicOp(GL.GL_INVERT)        
            # Draw rectangle
            if self.drawing.size != 0:
                self.statex,self.statey = self.drawing[-1,-1]
            self.draw_state_line(x,y)
            self.swapBuffers()

        elif action == MOVE:
            # Remove old rectangle
            self.swapBuffers()
            self.draw_state_line(*self.state)
            # Draw new rectangle
            self.draw_state_line(x,y)
            self.swapBuffers()

        elif action == RELEASE:
            GL.glDisable(GL.GL_COLOR_LOGIC_OP)
            #self.swapBuffers()
            self.end_2D_drawing()

            self.drawn = asarray([[self.statex,self.statey],[x,y]])
            self.drawing_busy = False