def applyShape(self): self._Quadric=GLU.gluNewQuadric() GLU.gluQuadricNormals(self._Quadric, self.GL(self._normals)) GLU.gluQuadricTexture(self._Quadric, self.GL(self._texture)) GLU.gluCylinder(self._Quadric, self._base, self._top, self._height, self._subdiv, 1) GLU.gluDeleteQuadric(self._Quadric) self._Quadric = None
def gl_init( width, height ): global __legocaptex,__quadratic setviewport(width, height) __legocaptex = layer_manager.load_2d_texture(pygame.image.tostring(__image, "RGBA"), LEGO_CAP_WIDTH, LEGO_CAP_HEIGHT) __quadratic = GLU.gluNewQuadric() GLU.gluQuadricTexture(__quadratic, GLU.GLU_TRUE) GLU.gluQuadricDrawStyle(__quadratic,GLU.GLU_FILL) GLU.gluQuadricOrientation(__quadratic, GLU.GLU_OUTSIDE) GLU.gluQuadricNormals(__quadratic, GLU.GLU_SMOOTH) GL.glClearColor( 0.0, 0.2, 0.5, 1.0 ) GL.glEnable(GL.GL_POINT_SMOOTH) GL.glEnable(GL.GL_LINE_SMOOTH) GL.glEnable(GL.GL_TEXTURE_2D) GL.glEnable(GL.GL_ALPHA_TEST) GL.glEnable(GL.GL_COLOR_MATERIAL) GL.glDisable(GL.GL_CULL_FACE) GL.glAlphaFunc(GL.GL_GREATER,0.1) GL.glClearAccum(0.0, 0.0, 0.0, 1.0) GL.glClear(GL.GL_ACCUM_BUFFER_BIT) #GL.glGenLists(1) draw_mode_3d()
def applyShape(self): self._Quadric = GLU.gluNewQuadric() GLU.gluQuadricNormals(self._Quadric, self.GL(self._normals)) GLU.gluQuadricTexture(self._Quadric, self.GL(self._texture)) GLU.gluCylinder(self._Quadric, self._base, self._top, self._height, self._subdiv, 1) GLU.gluDeleteQuadric(self._Quadric) self._Quadric = None
def __init__(self, width: int, height: int): """ Arguments: width {int} -- Window width in pixels height {int} -- Window height in pixels """ self.resize(width, height) self.quad = glu.gluNewQuadric() glu.gluQuadricDrawStyle(self.quad, gl.GL_LINE) glu.gluQuadricTexture(self.quad, gl.GL_TRUE)
def draw_nodes(pos, nodelist, node_color, node_size, node_border_size, node_border_color, scale, fancy, lights): GL.glDisable(GL.GL_DEPTH_TEST) i = 0 if fancy: vp = GL.glGetIntegerv(GL.GL_VIEWPORT) sphere_size_scale = 2./(vp[2]+vp[3]) for n in nodelist: if fancy: if lights: GL.glEnable(GL.GL_LIGHTING) GL.glPushMatrix() if len(pos[n]) ==2: position = tuple(list(pos[n]) + [0.]) else: position = pos[n] GL.glTranslate(*position) GL.glScale(scale,scale,scale) GL.glColor(*node_color[i]) sphere = GLU.gluNewQuadric() GLU.gluQuadricNormals(sphere,GLU.GLU_SMOOTH) GLU.gluQuadricTexture(sphere,GLU.GLU_TRUE) GLU.gluSphere(sphere, node_size[i]*sphere_size_scale, 32, 32) GL.glPopMatrix() if lights: GL.glDisable(GL.GL_LIGHTING) else: GL.glPointSize(node_size[i]+node_border_size[i]) GL.glBegin(GL.GL_POINTS) GL.glColor(*node_border_color[i]) GL.glVertex(*tuple(pos[n])) GL.glEnd() GL.glPointSize(node_size[i]) GL.glBegin(GL.GL_POINTS) GL.glColor(*node_color[i]) GL.glVertex(*tuple(pos[n])) GL.glEnd() i+=1 GL.glEnable(GL.GL_DEPTH_TEST)
def _initGL(self,Width,Height): GL.glShadeModel(GL.GL_SMOOTH); 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.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_NICEST) GL.glEnable(GL.GL_BLEND); # Enable Blending GL.glLineWidth(1.); GL.glDisable(GL.GL_LINE_SMOOTH) GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); self.width = Width self.height = Height self.quad = GLU.gluNewQuadric() GLU.gluQuadricNormals(self.quad, GLU.GLU_SMOOTH) GLU.gluQuadricTexture(self.quad, GL.GL_TRUE)
def draw_arrows(pos, edgelist, edge_color, arrow_points, arrow_size, scale, lights, fancy): GL.glDisable(GL.GL_DEPTH_TEST) if lights: GL.glEnable(GL.GL_LIGHTING) k = 0 for (i,j) in edgelist: d = [] for r in range(len(pos[i])): d.append(pos[i][r]-pos[j][r]) d = tuple(d + [0]) GL.glPushMatrix() GL.glTranslate(arrow_points[k][0][0], arrow_points[k][0][1], arrow_points[k][0][2]) GL.glScale(scale,scale,scale) GL.glRotate(arrow_points[k][1],-d[1],d[0],0) GL.glColor(*edge_color[k]) vp = GL.glGetIntegerv(GL.GL_VIEWPORT) arrow_size_scale = 2./(vp[2]+vp[3]) if fancy: cone = GLU.gluNewQuadric() GLU.gluQuadricNormals(cone,GLU.GLU_SMOOTH) GLU.gluQuadricTexture(cone,GLU.GLU_TRUE) GLU.gluCylinder(cone, 0, arrow_size_scale*arrow_size[k]/3., arrow_size_scale*arrow_size[k], 32, 32) else: s1 = arrow_size[k]*arrow_size_scale s2 = arrow_size_scale*arrow_size[k]/3. GL.glBegin(GL.GL_POLYGON); GL.glVertex3d(0, 0, 0); GL.glVertex3d(-s2, s2, s1); GL.glVertex3d(-s2, -s2, s1); GL.glVertex3d(0, 0, 0); GL.glVertex3d(-s2, s2, s1); GL.glVertex3d(s2, s2, s1); GL.glVertex3d(0, 0, 0); GL.glVertex3d(s2, s2, s1); GL.glVertex3d(s2, -s2, s1); GL.glVertex3d(0, 0, 0); GL.glVertex3d(s2, -s2, s1); GL.glVertex3d(-s2, -s2, s1); GL.glVertex3d(-s2, -s2, s1); GL.glVertex3d(s2, -s2, s1); GL.glVertex3d(s2, s2, s1); GL.glVertex3d(-s2, s2, s1); GL.glEnd(); GL.glPopMatrix() k+=1 if lights: GL.glDisable(GL.GL_LIGHTING) GL.glEnable(GL.GL_DEPTH_TEST)
def applyShape(self): Q = GLU.gluNewQuadric() GLU.gluQuadricNormals(Q, self.GL(self._normals)) GLU.gluQuadricTexture(Q, self.GL(self._texture)) GLU.gluSphere(Q, self._radius, self._subdiv, self._subdiv / 2) GLU.gluDeleteQuadric(Q)
def __init__(self): self.sphere = GLU.gluNewQuadric() GLU.gluQuadricNormals(self.sphere, GLU.GLU_NONE) GLU.gluQuadricTexture(self.sphere, gl.GL_FALSE)
def __init__(self): self.quadric = GLU.gluNewQuadric() GLU.gluQuadricNormals(self.quadric, GLU.GLU_SMOOTH) #Create Smooth Normals GLU.gluQuadricTexture(self.quadric, gl.GL_TRUE) #Create Texture Coords
def applyShape(self): Q=GLU.gluNewQuadric() GLU.gluQuadricNormals(Q, self.GL(self._normals)) GLU.gluQuadricTexture(Q, self.GL(self._texture)) GLU.gluSphere(Q, self._radius, self._subdiv, self._subdiv/2) GLU.gluDeleteQuadric( Q )
def __init__(self): self.sphere = GLU.gluNewQuadric() GLU.gluQuadricNormals(self.sphere, GLU.GLU_SMOOTH) GLU.gluQuadricTexture(self.sphere, gl.GL_TRUE)