def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.light = ZOpenGLLight() self.material = ZOpenGLMaterial(GL_FRONT) self.geometry = ZOpenGLGeometry(None)
def paintGL(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() gluLookAt(2.0, 4.0, 8.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glClearColor(0.0, 0.0, 0.0, 1.0) glEnable(GL_CULL_FACE) glEnable(GL_LIGHTING) glEnable(GL_DEPTH_TEST) light = ZOpenGLLight(GL_LIGHT0) light.position(10.0, 10.0, 10.0, 1.0) material = ZOpenGLMaterial(GL_FRONT) material.specular(1.0, 1.0, 1.0, 1.0) material.shininess(100.0) geometry = ZOpenGLGeometry(None) glPushMatrix() material.diffuse(0.0, 0.0, 1.0, 1.0) glTranslate(-2.0, 1.0, -6.0) glRotate(-40.0, 1.0, 0.0, 0.0) geometry.solidTorus(1.0, 1.8, 10, 50) glPopMatrix() glPushMatrix() material.diffuse(1.0, 0.0, 0.0, 1.0) glTranslate(-2.2, -6.0, -6.0) glRotate(10.0, 1.0, 0.0, 0.0) geometry.wireTorus(1.0, 1.8, 10, 40) glPopMatrix()
class OpenGLView(ZOpenGLView): def __init__(self, parent, color, eye, light): #self.parent = parent super(ZOpenGLView, self).__init__(parent) self.angle = 0 self.vcolor = color self.veye = eye self.vlight = light def initializeGL(self): glEnable(GL_DEPTH_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) self.light = ZOpenGLLight() self.material = ZOpenGLMaterial(GL_FRONT) self.geometry = ZOpenGLGeometry(None) def paintGL(self): glFrustum(1, -1, -1, 1, 1, 10) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glClearColor(1.0, 1.0, 1.0, 1.0) glTranslate(-0.5, -0.5, 0.0) gluLookAt(self.veye[0], self.veye[1], self.veye[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) glRotate(0.0, 0.0, 1.0, 0.0) glEnable(GL_LIGHTING) self.light.position(self.vlight[0], self.vlight[1], self.vlight[2], 0.0) self.material.diffuse(self.vcolor[0] / 255.0, self.vcolor[1] / 255.0, self.vcolor[2] / 255.0, 0.0) self.material.specular(1.0, 1.0, 1.0, 0.0) self.material.shininess(100.0) glFrontFace(GL_CCW) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glEnable(GL_NORMALIZE) glPushMatrix() self.geometry.solidTeapot(2.0) glPopMatrix() glFlush() def resizeGL(self, width, height): side = min(width, height) if side < 0: return glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(16.0, width / height, 0.5, 40.0) glMatrixMode(GL_MODELVIEW) def setColorPosition(self, color): self.vcolor = color self.update() def setEyePosition(self, eye): self.veye = eye self.update() def setLigtPosition(self, light): self.vlight = light self.update()