Пример #1
0
    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        # Grayish background
        glClearColor(*self.fLowLight)

        # Cull backs of polygons
        glCullFace(GL_BACK)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)

        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight)
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]

        # Get the plane equation from three points on the ground
        vPlaneEquation = M3DVector4f()
        m3dGetPlaneEquation(vPlaneEquation, vPoints[0], vPoints[1], vPoints[2])

        # Calculate projection matrix to draw shadow on the ground
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, vPlaneEquation,
                                  self.fLightPos)
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
        glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s

        glEnable(GL_MULTISAMPLE)  # This is actually on by default

        self._make_display_list('small sphere', self._draw_small_sphere)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('ground', self._draw_ground)

        pyglet.clock.schedule_interval(self._update, 1.0 / 60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)
Пример #2
0
 def initUI( self ):
     # MENU
     fmenu = wx.Menu()
     
     fitem = fmenu.Append( wx.ID_NEW, '&New\tCtrl+N', 'New file' )
     self.Bind( wx.EVT_MENU, self.OnNew, fitem )
     
     fitem = fmenu.Append( wx.ID_OPEN, '&Open\tCtrl+O', 'Open file' )
     self.Bind( wx.EVT_MENU, self.OnOpen, fitem )
     
     fitem = fmenu.Append( wx.ID_SAVEAS, 'Save &As', 'Save file as' )
     self.Bind( wx.EVT_MENU, self.OnSaveAs, fitem )
     
     fmenu.AppendSeparator()
     fitem = fmenu.Append( wx.ID_EXIT, 'E&xit\tCtrl+Q', 'Exit Application' )
     self.Bind(wx.EVT_MENU, self.OnQuit, fitem)
     
     mbar = wx.MenuBar()
     mbar.Append( fmenu, '&File' )
     
     self.SetMenuBar( mbar )
     
     # BACK PANEL
     backPanel = wx.Panel(self, wx.ID_ANY)
     
     # GL WINDOW
     self.glwindow = GLFrame( backPanel, self.graph)
     
     # Tabs
     tabs = wx.Notebook( backPanel )
     tabs.Bind( wx.EVT_NOTEBOOK_PAGE_CHANGED, self.OnTabChanged )
     
     # GRAPH PANEL
     self.graphPanel = GraphWindow( tabs, self.glwindow.GetGraph() )
     tabs.InsertPage( 0, self.graphPanel, 'Shader Graph' )
     
     # CODE PANEL
     self.codePanel = wx.TextCtrl( tabs, style=wx.TE_MULTILINE )
     self.codePanel.SetEditable( False )
     tabs.InsertPage( 1, self.codePanel, 'Shader Code' )
     
     # LAYOUT
     gridSizer = wx.GridSizer(rows=1, cols=2, hgap=5, vgap=5)
     gridSizer.Add(tabs, 0, wx.EXPAND)
     gridSizer.Add(self.glwindow, 0, wx.EXPAND)
     
     backPanel.SetSizer(gridSizer)
     
     # MIN SIZE to avoid GL error
     self.SetSizeHints(200,100,-1,-1)
     
     # SHOW
     self.Show()
Пример #3
0
from pyglet.gl import *
from pyglet import window
from pyglet.window import key
from random import randint
from math import cos, sin

import sys
sys.path.append("../shared")

from math3d import M3D_PI, M3DVector3f, M3DMatrix44f, m3dTransformVector3, m3dDegToRad, m3dRotationMatrix44, m3dGetPlaneEquation, m3dMakePlanarShadowMatrix
from glframe import GLFrame
from fakeglut import glutSolidSphere
from gltools import gltDrawTorus

NUM_SPHERES = 50
spheres = [GLFrame() for i in range(NUM_SPHERES)]
frameCamera = GLFrame()

# Light and material data

# pyglet reverses y direction
fLightPos = (GLfloat * 4)(-100.0, 100.0, 50.0, 1.0)

lightArrayType = GLfloat * 4
fNoLight = lightArrayType(0.0, 0.0, 0.0, 0.0)
fLowLight = lightArrayType(0.25, 0.25, 0.25, 1.0)
fBrightLight = lightArrayType(1.0, 1.0, 1.0, 1.0)

yRot = 0.0 # Rotation angle for animation

mShadowMatrix = M3DMatrix44f()
Пример #4
0
class Window(pyglet.window.Window):

    # GL frame objects
    NUM_SPHERES = 30
    spheres = [None] * NUM_SPHERES
    frameCamera = GLFrame()

    # Rotation angle for animation
    yRot = 0.0

    # Movement
    forward = 0.0
    turn = 0.0
    right = 0.0

    # GL display lists for shapes
    dlists = {}

    # Light and material Data
    fLightPos = gl_vec(GLfloat, -100.0, 100.0, 50.0, 1.0)  # Point source
    fNoLight = gl_vec(GLfloat, 0.0, 0.0, 0.0, 0.0)
    fLowLight = gl_vec(GLfloat, 0.25, 0.25, 0.25, 1.0)
    fBrightLight = gl_vec(GLfloat, 1.0, 1.0, 1.0, 1.0)

    # Shadow
    mShadowMatrix = [0.0] * 16

    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        # Grayish background
        glClearColor(*self.fLowLight)

        # Cull backs of polygons
        glCullFace(GL_BACK)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)

        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight)
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        # Calculate shadow matrix
        vPoints = [
            (0.0, -0.4, 0.0),
            (10.0, -0.4, 0.0),
            (5.0, -0.4, -5.0),
        ]

        # Get the plane equation from three points on the ground
        vPlaneEquation = M3DVector4f()
        m3dGetPlaneEquation(vPlaneEquation, vPoints[0], vPoints[1], vPoints[2])

        # Calculate projection matrix to draw shadow on the ground
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, vPlaneEquation,
                                  self.fLightPos)
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix[:])

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
        glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s

        pyglet.clock.schedule_interval(self._update, 1.0 / 60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)

        self._make_display_lists()

    def fps(self, *args):
        print 'fps', pyglet.clock.get_fps()

    def _make_display_lists(self):
        dlists = self.dlists
        dlists['big sphere'] = glGenLists(1)
        glNewList(dlists['big sphere'], GL_COMPILE)
        glutSolidSphere(0.3, 17, 9)
        glEndList()

        dlists = self.dlists
        dlists['small sphere'] = glGenLists(1)
        glNewList(dlists['small sphere'], GL_COMPILE)
        glutSolidSphere(0.1, 17, 9)
        glEndList()

        dlists['torus'] = glGenLists(1)
        glNewList(dlists['torus'], GL_COMPILE)
        gltDrawTorus(0.35, 0.15, 61, 37)
        glEndList()

        dlists['ground'] = glGenLists(1)
        glNewList(dlists['ground'], GL_COMPILE)
        DrawGround()
        glEndList()

    def on_draw(self):
        self.clear()

        glPushMatrix()
        self.frameCamera.ApplyCameraTransform()

        # Position light before any other transformations
        glLightfv(GL_LIGHT0, GL_POSITION, self.fLightPos)

        # Draw the ground
        glColor3f(0.60, .40, .10)
        #        DrawGround()
        glCallList(self.dlists['ground'])

        # Draw shadows first
        glDisable(GL_DEPTH_TEST)
        glDisable(GL_LIGHTING)
        glPushMatrix()
        glMultMatrixf(self.mShadowMatrix)
        self._draw_inhabitants(1)
        glPopMatrix()
        glEnable(GL_LIGHTING)
        glEnable(GL_DEPTH_TEST)

        # Draw inhabitants normally
        self._draw_inhabitants(0)

        glPopMatrix()

    def _draw_inhabitants(self, nShadow):
        # Draw random inhabitants and the rotating torus/sphere duo

        # Draw the randomly located spheres
        if nShadow == 0:
            glColor3f(0.0, 1.0, 0.0)
        else:
            glColor3f(0.0, 0.0, 0.0)

        for i in range(self.NUM_SPHERES):
            glPushMatrix()
            self.spheres[i].ApplyActorTransform()
            #            glutSolidSphere(0.3, 17, 9)
            glCallList(self.dlists['big sphere'])
            glPopMatrix()

        glPushMatrix()
        glTranslatef(0.0, 0.1, -2.5)

        if nShadow == 0:
            glColor3f(0.0, 0.0, 1.0)

        glPushMatrix()
        glRotatef(-self.yRot * 2.0, 0.0, 1.0, 0.0)
        glTranslatef(1.0, 0.0, 0.0)
        #        glutSolidSphere(0.1, 17, 9)
        glCallList(self.dlists['small sphere'])
        glPopMatrix()

        if nShadow == 0:
            # Torus alone will be specular
            glColor3f(1.0, 0.0, 0.0)
            glMaterialfv(GL_FRONT, GL_SPECULAR, self.fBrightLight)

        glRotatef(self.yRot, 0.0, 1.0, 0.0)
        #        gltDrawTorus(0.35, 0.15, 61, 37)
        glCallList(self.dlists['torus'])
        glMaterialfv(GL_FRONT, GL_SPECULAR, self.fNoLight)
        glPopMatrix()

    def _update(self, dt):
        self.yRot = (self.yRot + 2.0) % 360.0
        if self.forward != 0.0:
            self.frameCamera.MoveForward(self.forward * 2.0)
        if self.turn != 0.0:
            self.frameCamera.RotateLocalY(self.turn)
        if self.right != 0.0:
            self.frameCamera.MoveRight(self.right)

    def on_resize(self, w, h):
        # Prevent a divide by zero, when window is too short
        # (you cant make a window of zero width).
        if h == 0:
            h = 1

        glViewport(0, 0, w, h)

        fAspect = w / h

        # Reset the coordinate system before modifying
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        # Set the clipping volume
        gluPerspective(35.0, fAspect, 1.0, 50.0)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

    def on_key_press(self, sym, mods):
        if sym in (key.UP, key.W):
            self.forward = 0.075
        elif sym in (key.DOWN, key.S):
            self.forward = -0.075
        elif sym in (key.LEFT, key.A):
            self.turn = 0.075
        elif sym in (key.RIGHT, key.D):
            self.turn = -0.075
        elif sym == key.Q:
            self.right = 0.1
        elif sym == key.E:
            self.right = -0.1
        else:
            super(Window, self).on_key_press(sym, mods)

    def on_key_release(self, sym, mods):
        if sym in (key.UP, key.W):
            self.forward = 0.0
        elif sym in (key.DOWN, key.S):
            self.forward = 0.0
        elif sym in (key.LEFT, key.A):
            self.turn = 0.0
        elif sym in (key.RIGHT, key.D):
            self.turn = 0.0
        elif sym == key.Q:
            self.right = 0.0
        elif sym == key.E:
            self.right = 0.0

    def on_close(self):
        pyglet.clock.unschedule(self._update)
        pyglet.clock.unschedule(self.fps)
        super(Window, self).on_close()
import time

ESCAPE = b'\033'

from random import randint
from math import cos, sin

import sys
sys.path.append("../shared")

from math3d import M3DMatrix44f, m3dInvertMatrix44
from glframe import GLFrame
from fakeglut import glutSolidSphere
from gltools import gltDrawSphere

frameCamera = GLFrame()
textureObjects = (GLuint * 2)()
CUBE_MAP = 0
COLOR_MAP = 1

# Six sides of a cube map
szCubeFaces = [
    "pos_x.jpg", "neg_x.jpg", "pos_y.jpg", "neg_y.jpg", "pos_z.jpg",
    "neg_z.jpg"
]
cube = (GLenum * 6)(
    GL_TEXTURE_CUBE_MAP_POSITIVE_X,
    GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
    # pyglet reverses y axis
    GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
    GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
Пример #6
0
    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        glEnable(GL_MULTISAMPLE_ARB)
        
        # Grayish background
        glClearColor(*self.fLowLight)

        # Clear stencil buffer with zero, increment by one whenever anybody
        # draws into it. When stencil function is enabled, only write where
        # stencil value is zero. This prevents the transparent shadow from drawing
        # over itself
        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
        glClearStencil(0)
        glStencilFunc(GL_EQUAL, 0x0, 0x01)

        # Setup Fog parameters
        glEnable(GL_FOG)                            # Turn Fog on
        glFogfv(GL_FOG_COLOR, self.fLowLight)       # Set fog color to match background
        glFogf(GL_FOG_START, 5.0)                   # How far away does the fog start
        glFogf(GL_FOG_END, 30.0)                    # How far away does the fog stop
        glFogi(GL_FOG_MODE, GL_LINEAR)              # Which fog equation do I use?

        # Cull backs of polygons
        glCullFace(GL_BACK);
        glFrontFace(GL_CCW);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        
        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight);
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight);
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]
        
        # Get the plane equation from three points on the ground
        vPlaneEquation = M3DVector4f()
        m3dGetPlaneEquation(vPlaneEquation, vPoints[0], vPoints[1], vPoints[2]);

        # Calculate projection matrix to draw shadow on the ground
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, vPlaneEquation, self.fLightPos);
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL);
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
        glMateriali(GL_FRONT, GL_SHININESS, 128);
            
        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s
        
        self._make_display_list('small sphere', self._draw_small_sphere)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('ground', self._draw_ground)

        pyglet.clock.schedule_interval(self._update, 1.0/60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)
Пример #7
0
class Window(pyglet.window.Window):

    # GL frame objects
    NUM_SPHERES = 50
    spheres = [None] * NUM_SPHERES
    frameCamera = GLFrame()

    # Light and material Data
    fLightPos   = gl_vec(GLfloat, -100.0, 100.0, 50.0, 1.0)    # Point source
    fNoLight = gl_vec(GLfloat, 0.0, 0.0, 0.0, 0.0)
    fLowLight = gl_vec(GLfloat, 0.25, 0.25, 0.25, 1.0)
    fBrightLight = gl_vec(GLfloat, 1.0, 1.0, 1.0, 1.0)

    mShadowMatrix = [0.0] * 16

    # Rotation angle for animation
    yRot = 0.0
    
    # Movement
    forward = 0.0
    turn = 0.0
    right = 0.0
    
    # GL display lists for shapes
    dlists = {}

    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        glEnable(GL_MULTISAMPLE_ARB)
        
        # Grayish background
        glClearColor(*self.fLowLight)

        # Clear stencil buffer with zero, increment by one whenever anybody
        # draws into it. When stencil function is enabled, only write where
        # stencil value is zero. This prevents the transparent shadow from drawing
        # over itself
        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
        glClearStencil(0)
        glStencilFunc(GL_EQUAL, 0x0, 0x01)

        # Setup Fog parameters
        glEnable(GL_FOG)                            # Turn Fog on
        glFogfv(GL_FOG_COLOR, self.fLowLight)       # Set fog color to match background
        glFogf(GL_FOG_START, 5.0)                   # How far away does the fog start
        glFogf(GL_FOG_END, 30.0)                    # How far away does the fog stop
        glFogi(GL_FOG_MODE, GL_LINEAR)              # Which fog equation do I use?

        # Cull backs of polygons
        glCullFace(GL_BACK);
        glFrontFace(GL_CCW);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        
        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight);
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight);
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]
        
        # Get the plane equation from three points on the ground
        vPlaneEquation = M3DVector4f()
        m3dGetPlaneEquation(vPlaneEquation, vPoints[0], vPoints[1], vPoints[2]);

        # Calculate projection matrix to draw shadow on the ground
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, vPlaneEquation, self.fLightPos);
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL);
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
        glMateriali(GL_FRONT, GL_SHININESS, 128);
            
        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s
        
        self._make_display_list('small sphere', self._draw_small_sphere)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('ground', self._draw_ground)

        pyglet.clock.schedule_interval(self._update, 1.0/60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)

    def fps(self, *args):
        print 'fps',pyglet.clock.get_fps()

    def _make_display_list(self, name, func):
        dlists = self.dlists
        dlists[name] = glGenLists(1)
        glNewList(dlists[name], GL_COMPILE)
        func()
        glEndList()
    
    def _call_display_list(self, name):
        glCallList(self.dlists[name])

    def clear(self):
        # Window.clear() does not clear stencil buffer.
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)

    def on_draw(self):
        self.clear()

        glPushMatrix()
        self.frameCamera.ApplyCameraTransform()
        
        # Position light before any other transformations
        glLightfv(GL_LIGHT0, GL_POSITION, self.fLightPos)
        
        # Draw the ground
        glColor3f(0.60, .40, .10)
#        self._draw_ground()
        self._call_display_list('ground')
        
        # Draw shadows first
        glDisable(GL_DEPTH_TEST)
        glDisable(GL_LIGHTING)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_STENCIL_TEST)
        glPushMatrix()
        glMultMatrixf(self.mShadowMatrix)
        self._draw_inhabitants(1)
        glPopMatrix()
        glDisable(GL_STENCIL_TEST)
        glDisable(GL_BLEND)
        glEnable(GL_LIGHTING)
        glEnable(GL_DEPTH_TEST)
        
        # Draw inhabitants normally
        self._draw_inhabitants(0)

        glPopMatrix()

    def _draw_inhabitants(self, nShadow):
        # Draw random inhabitants and the rotating torus/sphere duo

        # Draw the randomly located spheres
        if nShadow == 0:
            glColor3f(0.0, 1.0, 0.0)
        else:
            glColor4f(0.0, 0.0, 0.0, 0.5)

        for i in range(self.NUM_SPHERES):
            glPushMatrix()
            self.spheres[i].ApplyActorTransform()
#            glutSolidSphere(0.3, 21, 11)
            self._call_display_list('big sphere')
            glPopMatrix()

        glPushMatrix()
        glTranslatef(0.0, 0.1, -2.5)
    
        if nShadow == 0:
            glColor3f(0.0, 0.0, 1.0)

        glPushMatrix()
        glRotatef(-self.yRot * 2.0, 0.0, 1.0, 0.0)
        glTranslatef(1.0, 0.0, 0.0)
#        glutSolidSphere(0.1, 21, 11)
        self._call_display_list('small sphere')
        glPopMatrix()
    
        if nShadow == 0:
            # Torus alone will be specular
            glColor3f(1.0, 0.0, 0.0)
            glMaterialfv(GL_FRONT, GL_SPECULAR, self.fBrightLight)
        
        glRotatef(self.yRot, 0.0, 1.0, 0.0)
#        gltDrawTorus(0.35, 0.15, 61, 37)
        self._call_display_list('torus')
        glMaterialfv(GL_FRONT, GL_SPECULAR, self.fNoLight)
        glPopMatrix()

    def _draw_small_sphere(self):
        glutSolidSphere(0.1, 21, 11)

    def _draw_big_sphere(self):
        glutSolidSphere(0.3, 21, 11)

    def _draw_torus(self):
        gltDrawTorus(0.35, 0.15, 61, 37)

    def _draw_ground(self):
        # Draw the ground as a series of triangle strips
        fExtent = 20.0
        fStep = 1.0
        y = -0.4
        
        iStrip = -fExtent
        while iStrip <= fExtent:
            glBegin(GL_TRIANGLE_STRIP)
            glNormal3f(0.0, 1.0, 0.0)   # All Point up
            iRun = fExtent
            while iRun >= -fExtent:
                glVertex3f(iStrip, y, iRun)
                glVertex3f(iStrip + fStep, y, iRun)
                iRun -= fStep
            glEnd()
            iStrip += fStep

    def _update(self, dt):
        self.yRot = (self.yRot + 2.0) % 360.0
        if self.forward != 0.0:
            self.frameCamera.MoveForward(self.forward*2.0)
        if self.turn != 0.0:
            self.frameCamera.RotateLocalY(self.turn)
        if self.right != 0.0:
            self.frameCamera.MoveRight(self.right)

    def on_resize(self, w, h):
        # Prevent a divide by zero, when window is too short
        # (you cant make a window of zero width).
        if h == 0:
            h = 1

        glViewport(0, 0, w, h)
            
        fAspect = w / h

        # Reset the coordinate system before modifying
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        
        # Set the clipping volume
        gluPerspective(35.0, fAspect, 1.0, 50.0)
            
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
    
    def on_key_press(self, sym, mods):
        if sym in (key.UP,key.W):
            self.forward = 0.075
        elif sym in (key.DOWN,key.S):
            self.forward = -0.075
        elif sym in (key.LEFT,key.A):
            self.turn = 0.075
        elif sym in (key.RIGHT,key.D):
            self.turn = -0.075
        elif sym == key.Q:
            self.right = 0.1
        elif sym == key.E:
            self.right = -0.1
        else:
            super(Window, self).on_key_press(sym, mods)
    
    def on_key_release(self, sym, mods):
        if sym in (key.UP,key.W):
            self.forward = 0.0
        elif sym in (key.DOWN,key.S):
            self.forward = 0.0
        elif sym in (key.LEFT,key.A):
            self.turn = 0.0
        elif sym in (key.RIGHT,key.D):
            self.turn = 0.0
        elif sym == key.Q:
            self.right = 0.0
        elif sym == key.E:
            self.right = 0.0
    
    def on_close(self):
        pyglet.clock.unschedule(self._update)
        pyglet.clock.unschedule(self.fps)
        super(Window, self).on_close()
Пример #8
0
class Window( wx.Frame ):
    def __init__( self, *args, **kwargs ):
        super().__init__( *args, **kwargs )
        
        self.graph = ShaderGraph()
        
        self.initUI()
    
    def initUI( self ):
        # MENU
        fmenu = wx.Menu()
        
        fitem = fmenu.Append( wx.ID_NEW, '&New\tCtrl+N', 'New file' )
        self.Bind( wx.EVT_MENU, self.OnNew, fitem )
        
        fitem = fmenu.Append( wx.ID_OPEN, '&Open\tCtrl+O', 'Open file' )
        self.Bind( wx.EVT_MENU, self.OnOpen, fitem )
        
        fitem = fmenu.Append( wx.ID_SAVEAS, 'Save &As', 'Save file as' )
        self.Bind( wx.EVT_MENU, self.OnSaveAs, fitem )
        
        fmenu.AppendSeparator()
        fitem = fmenu.Append( wx.ID_EXIT, 'E&xit\tCtrl+Q', 'Exit Application' )
        self.Bind(wx.EVT_MENU, self.OnQuit, fitem)
        
        mbar = wx.MenuBar()
        mbar.Append( fmenu, '&File' )
        
        self.SetMenuBar( mbar )
        
        # BACK PANEL
        backPanel = wx.Panel(self, wx.ID_ANY)
        
        # GL WINDOW
        self.glwindow = GLFrame( backPanel, self.graph)
        
        # Tabs
        tabs = wx.Notebook( backPanel )
        tabs.Bind( wx.EVT_NOTEBOOK_PAGE_CHANGED, self.OnTabChanged )
        
        # GRAPH PANEL
        self.graphPanel = GraphWindow( tabs, self.glwindow.GetGraph() )
        tabs.InsertPage( 0, self.graphPanel, 'Shader Graph' )
        
        # CODE PANEL
        self.codePanel = wx.TextCtrl( tabs, style=wx.TE_MULTILINE )
        self.codePanel.SetEditable( False )
        tabs.InsertPage( 1, self.codePanel, 'Shader Code' )
        
        # LAYOUT
        gridSizer = wx.GridSizer(rows=1, cols=2, hgap=5, vgap=5)
        gridSizer.Add(tabs, 0, wx.EXPAND)
        gridSizer.Add(self.glwindow, 0, wx.EXPAND)
        
        backPanel.SetSizer(gridSizer)
        
        # MIN SIZE to avoid GL error
        self.SetSizeHints(200,100,-1,-1)
        
        # SHOW
        self.Show()
    
    def OnTabChanged( self, event ):
        vs, fs = self.glwindow.generateCode()
        code = '# Vertex Shader ...\n\n'+vs+'\n\n# Fragment Shader ...\n\n'+fs
        self.codePanel.SetValue(code)
        
    def OnQuit( self, event ):
        self.Close()
    
    def OnNew( self, event ):
        self.graph.new()
        self.graph.requires_compilation = True
        
    def OnOpen( self, event ):
        with wx.FileDialog(self, "Save GL Shader Graph file", wildcard="GL Shader Graph files (*.glsg)|*.glsg",
                           style=wx.FD_OPEN | wx.FD_FILE_MUST_EXIST) as fileDialog:

            if fileDialog.ShowModal() == wx.ID_CANCEL:
                return     # the user changed their mind

            # Proceed loading the file chosen by the user
            pathname = fileDialog.GetPath()
            try:
                with open(pathname, 'rb') as f:
                    self.graph = pickle.load(f)
                    self.glwindow.SetGraph(self.graph)
                    self.graphPanel.SetGraph(self.graph)
                    self.OnTabChanged(None)
                    self.graph.updateVariableCount()
            except IOError:
                wx.LogError("Cannot open file '%s'." % newfile)
            
    def OnSaveAs( self, event ):
        with wx.FileDialog(self, "Save GL Shader Graph file", wildcard="GL Shader Graph files (*.glsg)|*.glsg",
                           style=wx.FD_SAVE | wx.FD_OVERWRITE_PROMPT) as fileDialog:

            if fileDialog.ShowModal() == wx.ID_CANCEL:
                return     # the user changed their mind

            # save the current contents in the file
            pathname = fileDialog.GetPath()
            try:
                with open(pathname, 'wb') as f:
                    pickle.dump(self.graph, f, 0)
            except IOError:
                wx.LogError("Cannot save current data in file '%s'." % pathname)
Пример #9
0
    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        # Grayish background
        glClearColor(*self.fLowLight)

        # Clear stencil buffer with zero, increment by one whenever anybody
        # draws into it. When stencil function is enabled, only write where
        # stencil value is zero. This prevents the transparent shadow from drawing
        # over itself
        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
        glClearStencil(0)
        glStencilFunc(GL_EQUAL, 0x0, 0x01)

        # Cull backs of polygons
        glCullFace(GL_BACK)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_MULTISAMPLE_ARB)

        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight)
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]
        pPlane = M3DVector4f()
        m3dGetPlaneEquation(pPlane, vPoints[0], vPoints[1], vPoints[2])
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, pPlane, self.fLightPos)
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
        glMaterialfv(GL_FRONT, GL_SPECULAR, self.fBrightLight)
        glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s

        # Set up texture maps
        glEnable(GL_TEXTURE_2D)
        for name in self.szTextureFiles:
            image = pyglet.image.load(name)
            texid = image.get_mipmapped_texture().id
            self.images.append(image)
            self.textureObjects.append(texid)

        # Set up display lists for faster rendering
        self._make_display_list('ground', self._draw_ground)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('small sphere', self._draw_small_sphere)

        pyglet.clock.schedule_interval(self._update, 1.0 / 60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)
Пример #10
0
class Window(pyglet.window.Window):

    NUM_SPHERES = 30
    spheres = [None] * NUM_SPHERES
    frameCamera = GLFrame()

    # Light and material Data
    fLightPos = gl_vec(GLfloat, -100.0, 100.0, 50.0, 1.0)  # Point source
    fNoLight = gl_vec(GLfloat, 0.0, 0.0, 0.0, 0.0)
    fLowLight = gl_vec(GLfloat, 0.25, 0.25, 0.25, 1.0)
    fBrightLight = gl_vec(GLfloat, 1.0, 1.0, 1.0, 1.0)

    mShadowMatrix = [0.0] * 16

    # Textures
    szTextureFiles = ('grass.tga', 'wood.tga', 'orb.tga')
    GROUND_TEXTURE = 0
    TORUS_TEXTURE = 1
    SPHERE_TEXTURE = 2
    NUM_TEXTURES = 3
    images = []
    textureObjects = []

    # Movement
    forward = 0.0
    turn = 0.0
    right = 0.0

    # GL display lists stored by name
    dlists = {}

    yRot = 0.0

    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        # Grayish background
        glClearColor(*self.fLowLight)

        # Clear stencil buffer with zero, increment by one whenever anybody
        # draws into it. When stencil function is enabled, only write where
        # stencil value is zero. This prevents the transparent shadow from drawing
        # over itself
        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
        glClearStencil(0)
        glStencilFunc(GL_EQUAL, 0x0, 0x01)

        # Cull backs of polygons
        glCullFace(GL_BACK)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_MULTISAMPLE_ARB)

        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight)
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]
        pPlane = M3DVector4f()
        m3dGetPlaneEquation(pPlane, vPoints[0], vPoints[1], vPoints[2])
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, pPlane, self.fLightPos)
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
        glMaterialfv(GL_FRONT, GL_SPECULAR, self.fBrightLight)
        glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s

        # Set up texture maps
        glEnable(GL_TEXTURE_2D)
        for name in self.szTextureFiles:
            image = pyglet.image.load(name)
            texid = image.get_mipmapped_texture().id
            self.images.append(image)
            self.textureObjects.append(texid)

        # Set up display lists for faster rendering
        self._make_display_list('ground', self._draw_ground)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('small sphere', self._draw_small_sphere)

        pyglet.clock.schedule_interval(self._update, 1.0 / 60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)

    def fps(self, *args):
        print 'fps', pyglet.clock.get_fps()

    def _make_display_list(self, name, func):
        dlists = self.dlists
        dlists[name] = glGenLists(1)
        glNewList(dlists[name], GL_COMPILE)
        func()
        glEndList()

    def _call_display_list(self, name):
        glCallList(self.dlists[name])

    def clear(self):
        # Pyglet's Window.clear() does not clear stencil buffer.
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT
                | GL_STENCIL_BUFFER_BIT)

    def on_draw(self):
        self.clear()

        glPushMatrix()
        self.frameCamera.ApplyCameraTransform()

        # Position light before any other transformations
        glLightfv(GL_LIGHT0, GL_POSITION, self.fLightPos)

        # Draw the ground
        glColor3f(1.0, 1.0, 1.0)
        #self._draw_ground()
        self._call_display_list('ground')

        # Draw shadows first
        glDisable(GL_DEPTH_TEST)
        glDisable(GL_LIGHTING)
        glDisable(GL_TEXTURE_2D)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_STENCIL_TEST)
        glPushMatrix()
        glMultMatrixf(self.mShadowMatrix)
        self._draw_inhabitants(1)
        glPopMatrix()
        glDisable(GL_STENCIL_TEST)
        glDisable(GL_BLEND)
        glEnable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)
        glEnable(GL_DEPTH_TEST)

        # Draw inhabitants normally
        self._draw_inhabitants(0)

        glPopMatrix()

    def _draw_inhabitants(self, nShadow):
        if nShadow == 0:
            glColor4f(1.0, 1.0, 1.0, 1.0)
        else:
            glColor4f(0.0, 0.0, 0.0, 0.6)
            # Shadow color

        # Draw the randomly located spheres
        for i in range(self.NUM_SPHERES):
            glPushMatrix()
            self.spheres[i].ApplyActorTransform()
            #self._draw_big_sphere()
            self._call_display_list('big sphere')
            glPopMatrix()

        # Draw mobile sphere and torus
        glPushMatrix()
        glTranslatef(0.0, 0.1, -2.5)

        glPushMatrix()
        glRotatef(-self.yRot * 2.0, 0.0, 1.0, 0.0)
        glTranslatef(1.0, 0.0, 0.0)
        #self._draw_small_sphere()
        self._call_display_list('small sphere')
        glPopMatrix()

        if nShadow == 0:
            # Torus alone will be specular
            glMaterialfv(GL_FRONT, GL_SPECULAR, self.fBrightLight)

        glRotatef(self.yRot, 0.0, 1.0, 0.0)
        #self._draw_torus()
        self._call_display_list('torus')
        glMaterialfv(GL_FRONT, GL_SPECULAR, self.fNoLight)
        glPopMatrix()

    def _draw_ground(self):
        """draw texture-mapped ground; this should go in a display list"""
        fExtent = 20
        fStep = 1
        y = -0.4
        s = 0.0
        t = 0.0
        texStep = 1.0 / (fExtent * .075)

        glBindTexture(GL_TEXTURE_2D, self.textureObjects[self.GROUND_TEXTURE])

        for iStrip in range(-fExtent, fExtent + 1, fStep):
            t = 0.0
            glBegin(GL_TRIANGLE_STRIP)
            for iRun in range(fExtent, -fExtent, -fStep):
                glTexCoord2f(s, t)
                glNormal3f(0.0, 1.0, 0.0)  # All Point up
                glVertex3f(iStrip, y, iRun)
                glTexCoord2f(s + texStep, t)
                glNormal3f(0.0, 1.0, 0.0)  # All Point up
                glVertex3f(iStrip + fStep, y, iRun)
                t += texStep
            glEnd()
            s += texStep

    def _draw_torus(self):
        """draw torus; this should go in a display list"""
        glBindTexture(GL_TEXTURE_2D, self.textureObjects[self.TORUS_TEXTURE])
        gltDrawTorus(0.35, 0.15, 61, 37)

    def _draw_small_sphere(self):
        """draw small sphere; this should go in a display list"""
        glBindTexture(GL_TEXTURE_2D, self.textureObjects[self.SPHERE_TEXTURE])
        gltDrawSphere(0.1, 21, 11)

    def _draw_big_sphere(self):
        """draw big sphere; this should go in a display list"""
        glBindTexture(GL_TEXTURE_2D, self.textureObjects[self.SPHERE_TEXTURE])
        gltDrawSphere(0.3, 21, 11)

    def _update(self, dt):
        self.yRot = (self.yRot + 1.0) % 360.0
        if self.forward != 0.0:
            self.frameCamera.MoveForward(self.forward * 2.0)
        if self.turn != 0.0:
            self.frameCamera.RotateLocalY(self.turn)
        if self.right != 0.0:
            self.frameCamera.MoveRight(self.right)

    def on_resize(self, w, h):
        # Prevent a divide by zero, when window is too short
        # (you cant make a window of zero width).
        if h == 0:
            h = 1

        glViewport(0, 0, w, h)

        fAspect = w / h

        # Reset the coordinate system before modifying
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        # Set the clipping volume
        gluPerspective(35.0, fAspect, 1.0, 50.0)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

    def on_key_press(self, sym, mods):
        if sym in (key.UP, key.W):
            self.forward = 0.075
        elif sym in (key.DOWN, key.S):
            self.forward = -0.075
        elif sym in (key.LEFT, key.A):
            self.turn = 0.075
        elif sym in (key.RIGHT, key.D):
            self.turn = -0.075
        elif sym == key.Q:
            self.right = 0.1
        elif sym == key.E:
            self.right = -0.1
        else:
            super(Window, self).on_key_press(sym, mods)

    def on_key_release(self, sym, mods):
        if sym in (key.UP, key.W):
            self.forward = 0.0
        elif sym in (key.DOWN, key.S):
            self.forward = 0.0
        elif sym in (key.LEFT, key.A):
            self.turn = 0.0
        elif sym in (key.RIGHT, key.D):
            self.turn = 0.0
        elif sym == key.Q:
            self.right = 0.0
        elif sym == key.E:
            self.right = 0.0

    def on_close(self):
        ## Delete the textures ??
        #        glDeleteTextures(self.NUM_TEXTURES, self.textureObjects)

        pyglet.clock.unschedule(self._update)
        pyglet.clock.unschedule(self.fps)
        super(Window, self).on_close()