Пример #1
0
 def rotate(self,ang,rx,ry,rz):
     glPushMatrix()
     glLoadIdentity()
     glRotatef(ang,rx,ry,rz)
     glMultMatrixf(self.matrix)
     self.matrix=get_model_matrix()
     glPopMatrix()
Пример #2
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    def set_3d(self):
        """ Configure OpenGL to draw in 3d.

        """
        width, height = self.get_size()

        gl.glEnable(gl.GL_DEPTH_TEST)

        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(65.0, width / float(height), 0.1, DIST)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        x, y = self.rotation
        gl.glRotatef(x, 0, 1, 0)
        gl.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
        x, y, z = self.position
        gl.glTranslatef(-x, -y, -z)

        gl.glEnable(gl.GL_LIGHTING)
        gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, GLfloat4(0.05,0.05,0.05,1.0))
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glColorMaterial(gl.GL_FRONT, gl.GL_AMBIENT_AND_DIFFUSE)
        #gl.glLightfv(gl.GL_LIGHT1,gl.GL_SPOT_DIRECTION, GLfloat3(0,0,-1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, GLfloat4(0.5,0.5,0.5,1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, GLfloat4(1.0,1.0,1.0,1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, GLfloat4(0.35,1.0,0.65,0.0))
        #gl.glLightfv(gl.GL_LIGHT0,gl.GL_SPECULAR, GLfloat4(1,1,1,1))
        gl.glDisable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)
Пример #3
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    def _drawLUTtoScreen(self):
        """(private) Used to set the LUT in Bits++ mode.

        Should not be needed by user if attached to a ``psychopy.visual.Window()``
        since this will automatically draw the LUT as part of the screen refresh.
        """
        #push the projection matrix and set to orthorgaphic
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()
        GL.glLoadIdentity()
        GL.glOrtho( 0, self.win.size[0],self.win.size[1], 0, 0, 1 )    #this also sets the 0,0 to be top-left
        #but return to modelview for rendering
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glLoadIdentity()

        #draw the pixels
        GL.glActiveTextureARB(GL.GL_TEXTURE0_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glActiveTextureARB(GL.GL_TEXTURE1_ARB)
        GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        GL.glRasterPos2i(0,1)
        GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
        GL.glDrawPixels(len(self._HEADandLUT),1,
            GL.GL_RGB,GL.GL_UNSIGNED_BYTE,
            self._HEADandLUTstr)
        #GL.glDrawPixels(524,1, GL.GL_RGB,GL.GL_UNSIGNED_BYTE, self._HEADandLUTstr)
        #return to 3D mode (go and pop the projection matrix)
        GL.glMatrixMode( GL.GL_PROJECTION )
        GL.glPopMatrix()
        GL.glMatrixMode( GL.GL_MODELVIEW )
Пример #4
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 def on_resize(self, width, height):
     gl.glViewport(0, 0, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60., width / float(height), .01, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     self.view['ball'].place([width/2, height/2], (width+height)/2)
Пример #5
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 def translate(self,dx,dy,dz):
     glPushMatrix()
     glLoadIdentity()
     glTranslatef(dx,dy,dz)
     glMultMatrixf(self.matrix)
     self.matrix=get_model_matrix()
     glPopMatrix()
Пример #6
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    def world_projection(self, aspect):
        """
        Sets OpenGL projection and modelview matrices such that the window
        is centered on self.(x,y), shows at least scale world units in every
        direction, and is oriented by angle.
        """
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        if aspect < 1:
            gluOrtho2D(
                -self.scale,
                +self.scale,
                -self.scale / aspect,
                +self.scale / aspect)
        else:
            gluOrtho2D(
                -self.scale * aspect,
                +self.scale * aspect,
                -self.scale,
                +self.scale)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(
            self.x, self.y, +1.0,
            self.x, self.y, -1.0,
            sin(self.angle), cos(self.angle), 0.0)
Пример #7
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    def draw(self):
        # set up projection
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glViewport(self.x, self.y, self.width, self.height)
        gl.glOrtho(0, self.width, 0, self.height, self.near, self.far)
        gl.glMatrixMode(gl.GL_MODELVIEW)

        fx, fy = self._determine_focus()

        w2 = self.width / 2
        h2 = self.height / 2
        x1, y1 = fx - w2, fy - h2
        x2, y2 = fx + w2, fy + h2

        gl.glPushMatrix()
        gl.glTranslatef(self.width / 2 - fx, self.height / 2 - fy, 0)
        for layer in self.layers:
            if hasattr(layer, 'x'):
                translate = layer.x or layer.y
            else:
                translate = False
            if translate:
                gl.glPushMatrix()
                gl.glTranslatef(layer.x, layer.y, 0)
            layer.draw()
            if translate:
                gl.glPopMatrix()
        gl.glPopMatrix()
Пример #8
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    def _reset_projection(self):
        if self.fullcanvas:
            if self._pygimage is None:
                return
            width, height = self._pygimage.width, self._pygimage.height
        else:
            size = self.GetClientSize()
            width, height = size.width, size.height

        b = 0
        t = height

        if self.flip_lr:
            l = width
            r = 0
        else:
            l = 0
            r = width

        if self.rotate_180:
            l,r=r,l
            b,t=t,b

        if width==0 or height==0:
            # prevent OpenGL error
            return

        self.wxcontext.SetCurrent()
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(l,r,b,t, -1, 1)
        gl.glMatrixMode(gl.GL_MODELVIEW)
Пример #9
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def predraw(w,h):
    gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,vec(1,1,10, 3))
    gl.glLightModelfv(
        gl.GL_LIGHT_MODEL_AMBIENT|gl.GL_LIGHT_MODEL_TWO_SIDE,
        vec(1,1,1, 1.0)
    )

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    #glOrtho(-1, 1, -1, 1, -1, 1)
    #(w,h) = self.get_size()
    gl.glScalef(
        float(min(w,h))/w,
        -float(min(w,h))/h,
        1
    )

    gl.gluPerspective(45.0, 1, 0.1, 1000.0)
    gl.gluLookAt(
        camera.x,
        camera.y,
        camera.z,
        0,0,0,
        camera.up[0],
        camera.up[1],
        camera.up[2]
    )
Пример #10
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    def on_draw():
        pyglet.clock.tick()
        window.clear()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        (w, h) = window.get_size()
        gl.glScalef(
            float(min(w, h))/w,
            -float(min(w, h))/h,
            1
        )

        gl.gluPerspective(45.0, 1, 0.1, 1000.0)
        gl.gluLookAt(0, 0, 2.4,
                     0, 0, 0,
                     0, 1, 0)

        for vision in window.visions.values():
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glLoadIdentity()
            vision()

        buf = pyglet.image.get_buffer_manager().get_color_buffer()
        rawimage = buf.get_image_data()
        window.texture = rawimage.get_texture()
Пример #11
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    def update(self):
        self.x += (self.target_x - self.x) * 0.1
        self.y += (self.target_y - self.y) * 0.1
        self.scale += (self.target_scale - self.scale) * 0.1
        self.angle += (self.target_angle - self.angle) * 0.1

        "Set projection and modelview matrices ready for rendering"

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        gluOrtho2D(
            -self.scale * self.aspect,
            +self.scale * self.aspect,
            -self.scale,
            +self.scale)

        # Set modelview matrix to move, scale & rotate to camera position"
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(
            self.x, self.y, +1.0,
            self.x, self.y, -1.0,
            sin(self.angle), cos(self.angle), 0.0)
        print 'gluLookAt:', self.x,self.y, self.angle
Пример #12
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 def hud_mode(self):
     "Set matrices ready for drawing HUD, like fps counter"
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluOrtho2D(0, self.win_width, 0, self.win_height)
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
Пример #13
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 def on_resize(self, width, height):
     glViewport(0, 0, width, height)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     glOrtho(0, width, 0, height, -1000, 1000)
     glMatrixMode(GL_MODELVIEW)
     return pyglet.event.EVENT_HANDLED
Пример #14
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def handle_resize(w, h):
    gl.glViewport(0, 0, w, h)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, w, h, 0, 0, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
Пример #15
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Файл: utils.py Проект: Knio/miru
def select_object(x, y, objects=None):

    from miru.context import context

    if objects is None:
        objects = context.camera.objects

    # following technique is adapted from 
    # http://www.cse.msu.edu/~cse872/tutorial9.html
    
    w = context.window.width
    h = context.window.height


    select_buffer = ctypes.cast((100 * gl.GLuint)(), ctypes.POINTER(gl.GLuint))
    gl.glSelectBuffer(100, select_buffer)
  
    viewport = (4 * gl.GLint)()
    gl.glGetIntegerv(gl.GL_VIEWPORT, viewport)
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()

    # rotate the camera first
    angle = context.camera.angle
    gl.glRotatef(angle.z, 0, 0, 1)
    gl.glRotatef(angle.y, 0, 1, 0)
    gl.glRotatef(angle.x, 1, 0, 0)

    gl.gluPickMatrix(x, y, 3, 3, viewport)
    gl.glRenderMode(gl.GL_SELECT)
    gl.gluPerspective(45., w / float(h), 0.1, 1000.)
    gl.glMatrixMode(gl.GL_MODELVIEW)

    gl.glInitNames()
    gl.glPushName(-1)
    
    context.camera.render(select_pass=1, visible=objects)

    gl.glFlush()
    hits = gl.glRenderMode(gl.GL_RENDER)
    gl.glPopName()

    selected = None
    if hits:
        try:
            m = sys.maxint << 100
            idx = 0
            for i in range(0, 100, 4):
                if not select_buffer[i]:
                    selected = objects[idx]
                    break
                m = min(select_buffer[i+1], m)
                if m == select_buffer[i+1]:
                    idx = select_buffer[i+3]
        except IndexError:
            pass
    
    context.window.on_resize(context.window.width, context.window.height)

    return selected
Пример #16
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def on_draw():
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    # draw_obj(bear, bear_tex)
    draw_obj(ball, ball_tex)
Пример #17
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  def run(self, dt):
    ## UPDATE ##
    # timestep ala http://gafferongames.com/game-physics/fix-your-timestep/
    if dt > .25: # avoid spiral of death (updating taking longer than framerate)
      dt = .25
    self.accumulatedFrameTime += dt
    while self.accumulatedFrameTime >= self.updateRate:
      self.accumulatedFrameTime -= self.updateRate
      self.levelTime = time.time() - self.levelStartTime
      for entity in self.groups['updating']:
        entity.update(self.updateRate) # update all entities
      self._processRemoving()
      self._processAdding()
      for level in self.groups['level']:
        level.update(self.updateRate) # this will do the physics

    ## DRAW ##
    gl.glClearColor(0,0,0, 0)
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    gl.glLoadIdentity()

    self.camera.track() # does camera work (such as what it focuses on)
    for name in self.drawLayerNames:
      shift = Vec2d() if name.startswith('UI') else None
      with self.camera.shiftView(shift):
        for entity in self.drawLayers[name]: # TODO: not iterate over batched things
          entity.draw()
        self.drawLayersBatch[name].draw()

    self.fps_display.draw()
Пример #18
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    def _layerProjectLocalToScreen(self):
        """Maps self.coordLocal to self.coordScreen within OpenGL."""
        if self._scissorBox is None and self.localBounds is None:
            return
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        # gluOrtho2D declares the render space for the corners of the window.
        # So, we want to set it up in such a way that our layer renders in
        # the right place.  In other words, determine window corners that
        # map cl -> cs.  All clipping, etc is already handled by the coordsLocal
        # getter.
        cs = self.coordsScreen
        cl = self.coordsLocal
        sw = self.scene.width
        sh = self.scene.height

        # Determine the window width and height.  We want a local-sized chunk
        # of this to correspond to a screen-sized chunk of the screen.  That is,
        # cl[2] / ww == cs[2] / sw
        ww = cl[2] * sw / cs[2]
        wh = cl[3] * sh / cs[3]

        # cs[0] / sw = (x - nx) / ww
        nx = cl[0] - cs[0] * ww / sw
        ny = cl[1] - cs[1] * wh / sh
        gl.gluOrtho2D(nx, nx+ww, ny, ny+wh)
        gl.glMatrixMode(gl.GL_MODELVIEW)
Пример #19
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Файл: field.py Проект: msarch/py
def gl_setup():  # general GL setup
    glMatrixMode(GL_PROJECTION)
    glMatrixMode(GL_MODELVIEW)
    gluOrtho2D(0, WIDTH, 0, HEIGHT)  # dont understand, check this                # TODO
    glLoadIdentity()
    glTranslatef(CENTX, CENTY, 0)
    glClear(GL_COLOR_BUFFER_BIT)
Пример #20
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	def on_draw(self, gl=pyglet.gl):
		"""Clear the current OpenGL context, reset the model/view matrix and
		invoke the `draw()` methods of the renderers in order
		"""
		gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
		gl.glLoadIdentity()
		BaseWorld.draw_renderers(self)
Пример #21
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def on_draw():
    update_grid()
    window.clear()
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, 200, 200, 0, 0, 1)
    grid.draw()
Пример #22
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def draw_text(text, start_x, start_y, color, size):
    """
    Draw text to the screen.

    Args:
        :text: Text to display.
        :start_x: x coordinate of top left text point.
        :start_y: y coordinate of top left text point.
        :color: color, specified in a list of 3 or 4 bytes in RGB or
         RGBA format.

    Example:

    >>> import arcade
    >>> arcade.open_window("Drawing Example", 800, 600)
    >>> arcade.set_background_color(arcade.color.WHITE)
    >>> arcade.start_render()
    >>> arcade.draw_text("Text Example", 250, 300, arcade.color.BLACK, 10)
    >>> arcade.finish_render()
    >>> arcade.quick_run(0.25)
    """

    if len(color) == 3:
        color = (color[0], color[1], color[2], 255)

    label = pyglet.text.Label(text,
                              font_name='Times New Roman',
                              font_size=size,
                              x=start_x, y=start_y,
                              color=color)
    GL.glLoadIdentity()

    label.draw()
Пример #23
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 def on_resize(self, width, height):
     '''
     calculate perspective matrix
     '''
     v_ar = width/float(height)
     usableWidth = int(min(width, height*v_ar))
     usableHeight = int(min(height, width/v_ar))
     ox = (width - usableWidth) // 2
     oy = (height - usableHeight) // 2
     glViewport(ox, oy, usableWidth, usableHeight)
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluPerspective(60, usableWidth/float(usableHeight), 0.1, 3000.0)
     ''' set camera position on modelview matrix
     '''
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
     gluLookAt(width/2.0, height/2.0, height/1.1566,
         width/2.0, height/2.0, 0,
         0.0, 1.0, 0.0)
     ''' update scene controller with size
     '''
     self.controller.resize(width, height)
     #clears to a grey.
     glClearColor(0.4,0.4,0.4,0.)
     return pyglet.event.EVENT_HANDLED
Пример #24
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    def draw(self):
        self.loadStartPosition()
        gl.glRotatef(90.0, 0.0, 0.0, 1.0)
        gl.glBegin(gl.GL_QUADS)
        gl.glColor3f(1.0, 1.0, 0.0)
        tenth = math.pi * 2.0 / 10.0
        for z in [-0.1, 0.1]:
            for i in xrange(5):
                a = float(i) * tenth * 2.0
                gl.glVertex3f(0.0, 0.0, z)
                gl.glVertex3f(0.4 * math.cos(a - tenth), 0.4 * math.sin(a - tenth), z)
                gl.glVertex3f(math.cos(a), math.sin(a), z)
                gl.glVertex3f(0.4 * math.cos(a + tenth), 0.4 * math.sin(a + tenth), z)
        for i in xrange(5):
            a = float(i) * tenth * 2.0
            gl.glVertex3f(0.4 * math.cos(a - tenth), 0.4 * math.sin(a - tenth), 0.1)
            gl.glVertex3f(math.cos(a), math.sin(a), 0.1)
            gl.glVertex3f(math.cos(a), math.sin(a), -0.1)
            gl.glVertex3f(0.4 * math.cos(a - tenth), 0.4 * math.sin(a - tenth), -0.1)
            gl.glVertex3f(0.4 * math.cos(a + tenth), 0.4 * math.sin(a + tenth), 0.1)
            gl.glVertex3f(math.cos(a), math.sin(a), 0.1)
            gl.glVertex3f(math.cos(a), math.sin(a), -0.1)
            gl.glVertex3f(0.4 * math.cos(a + tenth), 0.4 * math.sin(a + tenth), -0.1)
        gl.glEnd()

        self.loadStartPosition()
        gl.glTranslatef(0.0, 0.0, 0.1)
        gl.glScalef(0.01, 0.01, 0.0)
        self.label.draw()

        gl.glLoadIdentity()
    def draw(self, frame):
        # The gneneral plan here is:
        #  1. Get the dots in the range of 0-255.
        #  2. Create a texture with the dots data.
        #  3. Draw the texture, scaled up with nearest-neighbor.
        #  4. Draw a mask over the dots to give them a slightly more realistic look.

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glLoadIdentity()

        # Draw the dots in this color:
        #gl.glColor3f(1.0, 0.5, 0.25)

        gl.glScalef(1, -1, 1)
        gl.glTranslatef(0, -DMD_SIZE[1]*DMD_SCALE, 0)

        #data = frame.get_data_mult()
        
        #this new jk_get_data will read the dots using the dmd function
        #and convert them via the map to rGB.
        data = self.jk_get_data(frame)

        image = pyglet.image.ImageData(DMD_SIZE[0], DMD_SIZE[1], 'RGB', data, pitch=DMD_SIZE[0] * 3)  

        gl.glTexParameteri(image.get_texture().target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
        image.blit(0, 0, width=DMD_SIZE[0]*DMD_SCALE, height=DMD_SIZE[1]*DMD_SCALE)

        del image

        gl.glScalef(DMD_SCALE/float(MASK_SIZE), DMD_SCALE/float(MASK_SIZE), 1.0)
        gl.glColor4f(1.0, 1.0, 1.0, 1.0)
        self.mask_texture.blit_tiled(x=0, y=0, z=0, width=DMD_SIZE[0]*MASK_SIZE, height=DMD_SIZE[1]*MASK_SIZE)
Пример #26
0
    def set_camera_projection (self):

        lander_width = self.scaleFactor * self.simulator.lander_width
        lander_height = self.scaleFactor * -self.simulator.lander.colliders['pos'][1].min()

        (pad_x, pad_y) = (0.0, lander_height)
        (lander_x, lander_y) = self.scaleFactor * self.simulator.lander.pos

        self.display_width = abs(pad_x - lander_x) + 2*lander_width
        self.display_height = abs(pad_y - lander_y) + 2*lander_width

        if self.display_width*self.height > self.display_height*self.width:
            self.display_height = self.display_width * self.height / self.width
        else:
            self.display_width = self.display_height * self.width / self.height

        self.camera_x = (pad_x + lander_x) / 2.0
        self.camera_y = (pad_y + lander_y) / 2.0
        self.camera_z = self.display_height / (2.0 * math.tan(self.fov_y/2.0))

        moon_radius = self.scaleFactor * 1.7371e6
        self.camera_near = self.camera_y / math.tan(self.fov_y/2.0)
        # self.camera_far = 500*self.scaleFactor
        self.camera_far = math.sqrt(2*moon_radius*self.camera_y)

        gl.glLoadIdentity()
        gl.gluPerspective (math.degrees(self.fov_y), self.display_width/self.display_height,
                           self.camera_near, self.camera_far)
Пример #27
0
    def world_projection(self):
        """
        Sets OpenGL projection and modelview matrices such that the window
        is centered on self.(x,y), shows at least 'scale' world units in every
        direction, and is oriented by rot.
        """
        left = bottom = -self.scale
        right = top = self.scale
        aspect = self.width / self.height
        if aspect >= 1:
            # landscape
            left *= aspect
            right *= aspect
        else:
            # portrait
            bottom /= aspect
            top /= aspect
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(left, right, bottom, top)

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(
            self.x, self.y, +1.0,
            self.x, self.y, -1.0,
            sin(self.rot), cos(self.rot), 0.0)
Пример #28
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    def _set_texture(self, t):
        self._texture = t
        from pyglet import gl
        try:
            gl.glFramebufferTexture2DEXT(
                gl.GL_FRAMEBUFFER_EXT,
                gl.GL_COLOR_ATTACHMENT0_EXT,
                t.target, t.id, 0,
            )
        except gl.GLException:
            # HACK: Some Intel card return errno == 1286L
            # which means GL_INVALID_FRAMEBUFFER_OPERATION_EXT
            # but IT ACTUALLY WORKS FINE!!
            pass

        gl.glViewport(0, 0, t.width, t.height)

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluOrtho2D(0, t.width, 0, t.height)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        # ATI cards hack
        gl.glBegin(gl.GL_LINES)
        gl.glEnd()
Пример #29
0
 def on_draw(self):
     self.window.clear()
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glPushMatrix()
     gl.glLoadIdentity()
     self.camera()
     gl.glEnable(self.grass.target)
     gl.glEnable(gl.GL_BLEND)
     gl.glBindTexture(self.grass.target, self.grass.id)
     W = 10000.
     graphics.draw(4, gl.GL_QUADS,
         ('v2f', (-W, -W, W, -W, W, W, -W, W)),
         ('t2f', (0., 0., W*5., 0., W*5., W*5., 0., W*5.))
     )
     gl.glDisable(self.grass.target)
     for lane in self.lanes:
         self.draw_lane_surface(lane)
     for lane in self.lanes:
         self.draw_lane_lines(lane)
     for obj in self.objects:
         self.draw_object(obj)
     for car in self.cars:
         if car!=self.main_car and car not in self.visible_cars:
             self.draw_car(self.anim_x[car], car.color)
     if self.heat is not None:
         self.draw_heatmap()
     for car in self.cars:
         if car==self.main_car or car in self.visible_cars:
             self.draw_car(self.anim_x[car], car.color)
     gl.glPopMatrix()
     if isinstance(self.main_car, Car):
         self.label.text = 'Speed: %.2f'%self.anim_x[self.main_car][3]
         self.label.draw()
     if self.output is not None:
         pyglet.image.get_buffer_manager().get_color_buffer().save(self.output.format(self.frame))
Пример #30
0
def on_draw():
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    # Gradient sky
    l, b = world_to_screen((0, 0))
    r, t = world_to_screen((W, H))
    horizon = 177 / 255.0, 202 / 255.0, 1.0
    zenith = 68 / 255.0, 0.5, 1.0
    pyglet.graphics.draw(4, gl.GL_QUADS,
        ('v2f', [l, b, l, t, r, t, r, b]),
        ('c3f', sum([horizon, zenith, zenith, horizon], ())),
    )

    cx, cy = camera
    tx, ty = world_to_screen((-cx + W * 0.5, -cy + H * 0.5))
    gl.glTranslatef(tx, ty, 0)
    batch.draw()

    # Water
    l, b = world_to_screen((0, 0))
    r, t = world_to_screen((1000, WATER_LEVEL))
    gl.glEnable(gl.GL_BLEND)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    pyglet.graphics.draw(4, gl.GL_QUADS,
        ('v2f', [l, b, l, t, r, t, r, b]),
        ('c4f', [0, 0.2, 0.8, 0.5] * 4),
    )
Пример #31
0
def draw_texture_rectangle(center_x: float,
                           center_y: float,
                           width: float,
                           height: float,
                           texture: Texture,
                           angle: float = 0,
                           alpha: float = 1,
                           transparent: bool = True,
                           repeat_count_x=1,
                           repeat_count_y=1):
    """
    Draw a textured rectangle on-screen.

    Args:
        :center_x: x coordinate of rectangle center.
        :center_y: y coordinate of rectangle center.
        :width: width of the rectangle.
        :height: height of the rectangle.
        :texture: identifier of texture returned from load_texture() call
        :angle: rotation of the rectangle. Defaults to zero.
        :alpha: Transparency of image.
    Returns:
        None
    Raises:
        None

    :Example:

    >>> import arcade
    >>> arcade.open_window(800,600,"Drawing Example")
    >>> arcade.set_background_color(arcade.color.WHITE)
    >>> arcade.start_render()
    >>> arcade.draw_text("draw_bitmap", 483, 3, arcade.color.BLACK, 12)
    >>> name = "arcade/examples/images/playerShip1_orange.png"
    >>> texture = arcade.load_texture(name)
    >>> scale = .6
    >>> arcade.draw_texture_rectangle(540, 120, scale * texture.width, \
scale * texture.height, texture, 0)
    >>> arcade.draw_texture_rectangle(540, 60, scale * texture.width, \
scale * texture.height, texture, 90)
    >>> arcade.draw_texture_rectangle(540, 60, scale * texture.width, \
scale * texture.height, texture, 90, 1, False)
    >>> arcade.finish_render()
    >>> arcade.quick_run(0.25)
    """

    if transparent:
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    else:
        gl.glDisable(gl.GL_BLEND)

    gl.glEnable(gl.GL_TEXTURE_2D)
    gl.glHint(gl.GL_POLYGON_SMOOTH_HINT, gl.GL_NICEST)
    gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST)

    gl.glLoadIdentity()

    gl.glColor4f(1, 1, 1, alpha)
    z = 0.5  # pylint: disable=invalid-name

    x1 = -width / 2 + center_x
    x2 = width / 2 + center_x
    y1 = -height / 2 + center_y
    y2 = height / 2 + center_y

    p1 = x1, y1
    p2 = x2, y1
    p3 = x2, y2
    p4 = x1, y2

    if angle:
        p1 = rotate_point(p1[0], p1[1], center_x, center_y, angle)
        p2 = rotate_point(p2[0], p2[1], center_x, center_y, angle)
        p3 = rotate_point(p3[0], p3[1], center_x, center_y, angle)
        p4 = rotate_point(p4[0], p4[1], center_x, center_y, angle)

    gl.glBindTexture(gl.GL_TEXTURE_2D, texture.texture_id)
    gl.glBegin(gl.GL_POLYGON)
    gl.glNormal3f(0.0, 0.0, 1.0)
    gl.glTexCoord2f(0, 0)
    gl.glVertex3f(p1[0], p1[1], z)
    gl.glTexCoord2f(repeat_count_x, 0)
    gl.glVertex3f(p2[0], p2[1], z)
    gl.glTexCoord2f(repeat_count_x, repeat_count_y)
    gl.glVertex3f(p3[0], p3[1], z)
    gl.glTexCoord2f(0, repeat_count_y)
    gl.glVertex3f(p4[0], p4[1], z)
    gl.glEnd()
    gl.glDisable(gl.GL_TEXTURE_2D)
Пример #32
0
 def unset_state(self):
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glLoadIdentity()
Пример #33
0
 def set_state(self):
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glLoadIdentity()
     gl.glTranslatef(self.position.x, self.position.y, 0)
     gl.glRotatef(self.angle, 0, 0, 1)
Пример #34
0
    def on_draw(self):
        """
        Run the actual draw calls.
        """

        if self._profile:
            profiler = self.Profiler()
            profiler.start()

        self._update_meshes()
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glLoadIdentity()

        # pull the new camera transform from the scene
        transform_camera = np.linalg.inv(self.scene.camera_transform)

        # apply the camera transform to the matrix stack
        gl.glMultMatrixf(rendering.matrix_to_gl(transform_camera))

        # we want to render fully opaque objects first,
        # followed by objects which have transparency
        node_names = collections.deque(self.scene.graph.nodes_geometry)
        # how many nodes did we start with
        count_original = len(node_names)
        count = -1

        # if we are rendering an axis marker at the world
        if self._axis and not self.view['axis'] == 'without_world':
            # we stored it as a vertex list
            self._axis.draw(mode=gl.GL_TRIANGLES)
        if self._grid:
            self._grid.draw(mode=gl.GL_LINES)

        while len(node_names) > 0:
            count += 1
            current_node = node_names.popleft()

            if current_node in self._nodes_hidden:
                continue

            # get the transform from world to geometry and mesh name
            transform, geometry_name = self.scene.graph.get(current_node)

            # if no geometry at this frame continue without rendering
            if geometry_name is None:
                continue

            # if a geometry is marked as fixed apply the inverse view transform
            if self.fixed is not None and geometry_name in self.fixed:
                # remove altered camera transform from fixed geometry
                transform_fix = np.linalg.inv(
                    np.dot(self._initial_camera_transform, transform_camera))
                # apply the transform so the fixed geometry doesn't move
                transform = np.dot(transform, transform_fix)

            # get a reference to the mesh so we can check transparency
            mesh = self.scene.geometry[geometry_name]
            if mesh.is_empty:
                continue

            # get the GL mode of the current geometry
            mode = self.vertex_list_mode[geometry_name]

            # if you draw a coplanar line with a triangle it will z-fight
            # the best way to do this is probably a shader but this works fine
            if mode == gl.GL_LINES:
                # apply the offset in camera space
                transform = util.multi_dot([
                    transform,
                    np.linalg.inv(transform_camera), self._line_offset,
                    transform_camera
                ])

            # add a new matrix to the model stack
            gl.glPushMatrix()
            # transform by the nodes transform
            gl.glMultMatrixf(rendering.matrix_to_gl(transform))

            # draw an axis marker for each mesh frame
            if self.view['axis'] == 'all':
                self._axis.draw(mode=gl.GL_TRIANGLES)
            elif self.view['axis'] == 'without_world':
                if count > 0:
                    self._axis.draw(mode=gl.GL_TRIANGLES)

            # transparent things must be drawn last
            if (hasattr(mesh, 'visual')
                    and hasattr(mesh.visual, 'transparency')
                    and mesh.visual.transparency):
                # put the current item onto the back of the queue
                if count < count_original:
                    # add the node to be drawn last
                    node_names.append(current_node)
                    # pop the matrix stack for now
                    gl.glPopMatrix()
                    # come back to this mesh later
                    continue

            # if we have texture enable the target texture
            texture = None
            if geometry_name in self.textures:
                texture = self.textures[geometry_name]
                gl.glEnable(texture.target)
                gl.glBindTexture(texture.target, texture.id)

            # draw the mesh with its transform applied
            self.vertex_list[geometry_name].draw(mode=mode)
            # pop the matrix stack as we drew what we needed to draw
            gl.glPopMatrix()

            # disable texture after using
            if texture is not None:
                gl.glDisable(texture.target)

        if self._profile:
            profiler.stop()
            print(profiler.output_text(unicode=True, color=True))
Пример #35
0
 def update(self):
     gl.glLoadIdentity()
     gl.glTranslatef(-self.x, -self.y, -self.z)
     gl.glRotatef(self.rx, 1, 0, 0)
     gl.glRotatef(self.ry, 0, 1, 0)
     gl.glRotatef(self.rz, 0, 0, 1)
def on_draw():
    window.clear()

    gl.glEnable(gl.GL_DEPTH_TEST)
    gl.glEnable(gl.GL_LINE_SMOOTH)

    width, height = window.get_size()
    gl.glViewport(0, 0, width, height)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(60, width / float(height), 0.01, 20)

    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    # texcoords are [0..1] and relative to top-left pixel corner, add 0.5 to center
    gl.glTranslatef(0.5 / image_data.width, 0.5 / image_data.height, 0)
    # texture size may be increased by pyglet to a power of 2
    tw, th = image_data.texture.owner.width, image_data.texture.owner.height
    gl.glScalef(image_data.width / float(tw), image_data.height / float(th), 1)

    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    gl.gluLookAt(0, 0, 0, 0, 0, 1, 0, -1, 0)

    gl.glTranslatef(0, 0, state.distance)
    gl.glRotated(state.pitch, 1, 0, 0)
    gl.glRotated(state.yaw, 0, 1, 0)

    if any(state.mouse_btns):
        axes(0.1, 4)

    gl.glTranslatef(0, 0, -state.distance)
    gl.glTranslatef(*state.translation)

    gl.glColor3f(0.5, 0.5, 0.5)
    gl.glPushMatrix()
    gl.glTranslatef(0, 0.5, 0.5)
    grid()
    gl.glPopMatrix()

    psz = max(window.get_size()) / float(max(w, h)) if state.scale else 1
    gl.glPointSize(psz)
    distance = (0, 0, 1) if state.attenuation else (1, 0, 0)
    gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                          (gl.GLfloat * 3)(*distance))

    if state.lighting:
        ldir = [0.5, 0.5, 0.5]  # world-space lighting
        ldir = np.dot(state.rotation, (0, 0, 1))  # MeshLab style lighting
        ldir = list(ldir) + [0]  # w=0, directional light
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (gl.GLfloat * 4)(*ldir))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, (gl.GLfloat * 3)(1.0, 1.0,
                                                                   1.0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, (gl.GLfloat * 3)(0.75, 0.75,
                                                                   0.75))
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_NORMALIZE)
        gl.glEnable(gl.GL_LIGHTING)

    gl.glColor3f(1, 1, 1)
    texture = image_data.get_texture()
    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_NEAREST)

    # comment this to get round points with MSAA on
    gl.glEnable(gl.GL_POINT_SPRITE)

    if not state.scale and not state.attenuation:
        gl.glDisable(gl.GL_MULTISAMPLE)  # for true 1px points with MSAA on
    vertex_list.draw(gl.GL_POINTS)
    gl.glDisable(texture.target)
    if not state.scale and not state.attenuation:
        gl.glEnable(gl.GL_MULTISAMPLE)

    gl.glDisable(gl.GL_LIGHTING)

    gl.glColor3f(0.25, 0.25, 0.25)
    frustum(depth_intrinsics)
    axes()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, width, 0, height, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    gl.glDisable(gl.GL_DEPTH_TEST)

    fps_display.draw()
Пример #37
0
 def init_rot_matrix(self):
     pgl.glPushMatrix()
     pgl.glLoadIdentity()
     self._rot = get_model_matrix()
     pgl.glPopMatrix()
Пример #38
0
 def render(self):
     glTranslatef(self.x, self.y, 0)
     glRotatef(self.angle, 0.0, 0.0, 1.0)
     glTranslatef(self.xoff, 0, 0)
     self.label.draw()
     glLoadIdentity()  # Restores ordinary drawing
Пример #39
0
def _draw_rects(shape_list: List[Sprite], vertex_buffer: VertexBuffer,
                texture_coord_buffer: TextureCoordBuffer,
                color_buffer: ColorBuffer, change_x: float, change_y: float):
    """
    Draw a set of rectangles using vertex buffers. This is more efficient
    than drawing them individually.
    """

    if len(shape_list) == 0:
        return

    gl.glEnable(gl.GL_BLEND)
    gl.glEnable(gl.GL_TEXTURE_2D
                )  # As soon as this happens, can't use drawing commands
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_NEAREST)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_NEAREST)
    gl.glHint(gl.GL_POLYGON_SMOOTH_HINT, gl.GL_NICEST)
    gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST)

    vertex_buffer.bind()
    color_buffer.bind()
    texture_coord_buffer.bind()

    gl.glLoadIdentity()
    gl.glTranslatef(change_x, change_y, 0)

    # Ideally, we want to draw these in "batches."
    # We seek to find groups of squares with the same texture. Then draw
    # them all at once.

    last_texture_id = None
    batch_count = 0
    offset = 0
    batch_offset = 0
    texture_coord_vbo_id = None

    for shape in shape_list:

        if shape.texture.texture_id != last_texture_id:
            # Ok, if the 'if' triggered above, we are now looking at a different
            # texture than we looked at with the last loop. So draw the last
            # "batch" of squares. We'll start a new batch with the current
            # square but not draw it yet
            if batch_count > 0:
                _render_rect_filled(batch_offset, last_texture_id,
                                    texture_coord_vbo_id, batch_count)

            batch_count = 0
            batch_offset = offset
            last_texture_id = shape.texture.texture_id

        batch_count += 4
        offset += 4

    # Draw the last batch, if it exists
    _render_rect_filled(batch_offset, last_texture_id, texture_coord_vbo_id,
                        batch_count)

    # Must do this, or drawing commands won't work.
    gl.glDisable(gl.GL_TEXTURE_2D)
Пример #40
0
 def set_viewport(self, width, height):
     gl.glViewport(0, 0, width, height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.glOrtho(0, 1, 0, 1, -1, 1)
     gl.glMatrixMode(gl.GL_MODELVIEW)
Пример #41
0
 def draw(self):
     gl.glLoadIdentity()
     self.batch.draw()
Пример #42
0
def _draw_rects(shape_list: List[Sprite], vertex_vbo_id: gl.GLuint,
                texture_coord_vbo_id: gl.GLuint, change_x: float,
                change_y: float):
    """
    Draw a set of rectangles using vertex buffers. This is more efficient
    than drawing them individually.
    """

    if len(shape_list) == 0:
        return

    gl.glEnable(gl.GL_BLEND)
    gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
    gl.glEnable(gl.GL_TEXTURE_2D
                )  # As soon as this happens, can't use drawing commands
    # gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
    # gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                       gl.GL_NEAREST)
    gl.glTexParameterf(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_NEAREST)
    gl.glHint(gl.GL_POLYGON_SMOOTH_HINT, gl.GL_NICEST)
    gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST)

    # gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
    # gl.glMatrixMode(gl.GL_MODELVIEW)
    # gl.glDisable(gl.GL_BLEND)

    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_vbo_id)
    gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
    gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
    gl.glVertexPointer(2, gl.GL_FLOAT, 0, 0)

    gl.glBindBuffer(gl.GL_ARRAY_BUFFER, texture_coord_vbo_id)

    last_alpha = shape_list[0].alpha
    gl.glColor4f(1, 1, 1, last_alpha)
    gl.glLoadIdentity()

    # gl.glLoadIdentity()
    gl.glTranslatef(change_x, change_y, 0)

    # Ideally, we want to draw these in "batches."
    # We seek to find groups of squares with the same texture. Then draw
    # them all at once.

    last_texture_id = None
    last_alpha = 1
    batch_count = 0
    offset = 0
    batch_offset = 0
    texture_coord_vbo_id = None

    for shape in shape_list:

        if shape.texture.texture_id != last_texture_id or shape.alpha != last_alpha:
            # Ok, if the 'if' triggered above, we are now looking at a different
            # texture than we looked at with the last loop. So draw the last
            # "batch" of squares. We'll start a new batch with the current
            # square but not draw it yet
            if batch_count > 0:
                gl.glColor4f(1, 1, 1, last_alpha)
                _render_rect_filled(batch_offset, last_texture_id,
                                    texture_coord_vbo_id, batch_count)

            batch_count = 0
            batch_offset = offset
            last_texture_id = shape.texture.texture_id
            last_alpha = shape.alpha

        batch_count += 4
        offset += 4

    # Draw the last batch, if it exists
    _render_rect_filled(batch_offset, last_texture_id, texture_coord_vbo_id,
                        batch_count)

    gl.glDisable(gl.GL_TEXTURE_2D)
Пример #43
0
    def on_draw():
        pyglet.clock.tick()

        window.clear()
        gl.glLoadIdentity()
        draw()
Пример #44
0
 def _draw_ortho(self):
     glLoadIdentity()
     self._info_label.draw()
Пример #45
0
    def render(self, mode='human', close=False, text=False):
        """
    Render the environment for human viewing
    """

        if close:
            if self.window:
                self.window.close()
            return

        top_down = mode == 'top_down'
        # Render the image
        top = self._render_img(WINDOW_WIDTH,
                               WINDOW_HEIGHT,
                               self.multi_fbo_human,
                               self.final_fbo_human,
                               self.img_array_human,
                               top_down=True)
        bot = self._render_img(WINDOW_WIDTH,
                               WINDOW_HEIGHT,
                               self.multi_fbo_human,
                               self.final_fbo_human,
                               self.img_array_human,
                               top_down=False)

        win_width = WINDOW_WIDTH
        if self._view_mode == FULL_VIEW_MODE:
            img = np.concatenate((top, bot), axis=1)
            win_width = 2 * WINDOW_WIDTH
        elif self._view_mode == TOP_DOWN_VIEW_MODE:
            img = top
        else:
            img = bot

        if self.window is not None:
            self.window.set_size(win_width, WINDOW_HEIGHT)

        # self.undistort - for UndistortWrapper
        if self.distortion and not self.undistort and mode != "free_cam":
            img = self.camera_model.distort(img)

        if mode == 'rgb_array':
            return img

        from pyglet import gl, window, image

        if self.window is None:
            config = gl.Config(double_buffer=False)
            self.window = window.Window(width=win_width,
                                        height=WINDOW_HEIGHT,
                                        resizable=False,
                                        config=config)

        self.window.clear()
        self.window.switch_to()
        self.window.dispatch_events()

        # Bind the default frame buffer
        gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)

        # Setup orghogonal projection
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        gl.glOrtho(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT, 0, 10)

        # Draw the image to the rendering window
        width = img.shape[1]
        height = img.shape[0]
        img = np.ascontiguousarray(np.flip(img, axis=0))
        img_data = image.ImageData(
            width,
            height,
            'RGB',
            img.ctypes.data_as(POINTER(gl.GLubyte)),
            pitch=width * 3,
        )
        img_data.blit(0, 0, 0, width=WINDOW_WIDTH, height=WINDOW_HEIGHT)

        # Display position/state information
        if text and mode != "free_cam":
            x, y, z = self.cur_pos
            self.text_label.text = "pos: (%.2f, %.2f, %.2f), angle: %d, steps: %d, speed: %.2f m/s" % (
                x, y, z, int(self.cur_angle * 180 / math.pi), self.step_count,
                self.speed)
            self.text_label.draw()

        # Force execution of queued commands
        gl.glFlush()
Пример #46
0
def update(dt):
    """
    pyglet update
    :param dt: We don't care about no dt
    :return: none
    """
    path_cost = None

    # run simulation. If incrementalAnimation then animate the search at each step
    # else just show the end result
    #global flag

    if shared.incrementalAnimation:
        if shared.running:
            if shared.node_count < shared.max_nodes:
                shared.method()
    else:
        while shared.running:
            if shared.node_count < shared.max_nodes:
                shared.method()

        # draw optimized path
        if len(shared.optimizedPath) > 0:
            node1 = shared.optimizedPath[0]
            for node2 in shared.optimizedPath[1:]:
                #node1.root_path_color()
                #print((node1.parent.x, node1.parent.y), (node1.x, node1.y))
                shared.batch.add(2, gl.GL_LINES, None,
                                 ('v2f', (node1.x, node1.y, node2.x, node2.y)),
                                 ('c3B', (0, 255, 255, 0, 255, 2)))
                node1 = node2
        shared.optimizedPath = []
    '''
    if flag:
        for i in range(20):
            shared.nodes[i].remove_node()

            print("delete node")
    '''

    # draws the bottom row stuff
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    gl.glLoadIdentity()

    if shared.root_path_length != sys.maxsize:
        path_cost = pyglet.text.Label("Path Cost: %6.2f" %
                                      shared.root_path_length,
                                      font_size=18,
                                      x=shared.window_width // 3,
                                      y=24,
                                      anchor_x='center',
                                      anchor_y='center',
                                      color=(128, 128, 128, 128))
    node_label = pyglet.text.Label("Nodes: %d" % shared.node_count,
                                   font_size=18,
                                   x=2 * shared.window_width // 3,
                                   y=24,
                                   anchor_x='center',
                                   anchor_y='center',
                                   color=(128, 128, 128, 128))
    label = pyglet.text.Label(shared.method.__name__,
                              font_size=36,
                              x=shared.window_width - 10,
                              y=24,
                              anchor_x='right',
                              anchor_y='center',
                              color=(128, 128, 128, 128))
    pyglet.graphics.draw(
        4, gl.GL_QUADS,
        ('v2f',
         (0, 50, shared.window_width, 50, shared.window_width, 48, 0, 48)),
        ('c4f', (0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5,
                 0.5, 0.5, 0.5, 0.5)))
    # draws the square that indicates mode
    if shared.running:
        if shared.node_count >= shared.max_nodes:
            pyglet.graphics.draw(4, gl.GL_QUADS,
                                 ('v2f',
                                  (shared.window_width // 5 - 20, 24 - 10,
                                   shared.window_width // 5 - 20, 24 + 10,
                                   shared.window_width // 5, 24 + 10,
                                   shared.window_width // 5, 24 - 10)),
                                 ('c4f',
                                  (0.5, 0.25, 0.0, 0.5, 0.5, 0.25, 0.0, 0.5,
                                   0.5, 0.25, 0.0, 0.5, 0.5, 0.25, 0.0, 0.5)))
        else:
            pyglet.graphics.draw(4, gl.GL_QUADS,
                                 ('v2f',
                                  (shared.window_width // 5 - 20, 24 - 10,
                                   shared.window_width // 5 - 20, 24 + 10,
                                   shared.window_width // 5, 24 + 10,
                                   shared.window_width // 5, 24 - 10)),
                                 ('c4f',
                                  (0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0,
                                   0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5)))
    else:
        pyglet.graphics.draw(
            4, gl.GL_QUADS,
            ('v2f',
             (shared.window_width // 5 - 20, 24 - 10,
              shared.window_width // 5 - 20, 24 + 10, shared.window_width // 5,
              24 + 10, shared.window_width // 5, 24 - 10)),
            ('c4f', (0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0,
                     0.5, 0.5, 0.0, 0.0, 0.5)))

    # draw optimized path
    #print("OPTIMUS: ", shared.optimizedPath)

    shared.batch.draw()
    #fps_display.draw()
    label.draw()
    node_label.draw()
    if path_cost is not None:
        path_cost.draw()
Пример #47
0
    def on_draw(self):
        self.update_bottom_toolbar()

        # Main area:

        # Window background color
        gl.glClearColor(33 / 255, 33 / 255, 33 / 255, 1)

        # Set viewport
        gl.glViewport(0, 0, self.width, self.height)

        # Initialize Projection matrix
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()

        # Set orthographic projection matrix
        gl.gluOrtho2D(self.left, self.right, self.bottom, self.top)

        # Initialize Modelview matrix
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        # Clear window with ClearColor
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        # Draw blank canvas
        self.canvas_bg_sprite.draw()

        # Draw pixels
        if pixel_batch:
            pixel_batch.draw()

        # ???
        if holder_patch:
            holder_patch.draw()

        # Draw pixel cursor
        if not self.pixel_cursor_sprite == None:
            self.pixel_cursor_sprite.draw()

        # Draw grid lines
        if options["grid_on"] and self.zoom_level < 0.5:
            draw_grid(self.width, self.height)

        # Bottom toolbar:

        # Set viewport
        gl.glViewport(0, 0, self.width, 20)

        # Initialize Projection matrix
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()

        # Set orthographic projection matrix
        gl.gluOrtho2D(0, self.width, 0, 20)

        # Initialize Modelview matrix
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        # Draw bottom toolbar
        self.bottom_toolbar_bg_sprite.draw()
        self.size_label.draw()
        self.zoom_label.draw()
        if self.mouse_on_canvas:
            self.position_label.draw()

        # Top toolbar:

        # Set viewport
        gl.glViewport(0, self.height - 80, self.width, 80)

        # Initialize Projection matrix
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()

        # Set orthographic projection matrix
        gl.gluOrtho2D(0, self.width, 0, 80)

        # Initialize Modelview matrix
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        # Draw background for top toolbar
        self.top_toolbar_bg_sprite.draw()

        # Draw top toolbar palette
        top_toolbar_batch.draw()

        # Draw color selection displays
        self.palette_colorleft_sprite.draw()
        self.palette_colorright_sprite.draw()
        self.colorleft_label.draw()
        self.colorright_label.draw()
Пример #48
0
    def draw(self):
        gl.glLineWidth(1)

        ecsm = game_scene.ecsm

        phys_comp_list = ecsm.comps[phys.PhysicsEcsComponent.name()]
        grav_comp_list = ecsm.comps[phys.GravityEcsComponent.name()]
        coll_comp_list = ecsm.comps[collision.CollisionEcsComponent.name()]
        planet_comp_list = ecsm.comps[planet.PlanetEcsComponent.name()]
        ship_comp_list = ecsm.comps[ship.ShipEcsComponent.name()]
        base_comp_list = ecsm.comps[base.BaseEcsComponent.name()]

        entities = ecsm.entities

        player_entity_id = ecsm.get_system(
            player.PlayerEscSystem.name()).player_entity_id
        player_physc = ecsm.get_entity_comp(player_entity_id,
                                            phys.PhysicsEcsComponent.name())

        # if player_physc:
        #	tx = (-player_physc.pos.x * ZOOM) + const.WIDTH // 2
        #	ty = (-player_physc.pos.y * ZOOM) + const.HEIGHT // 2
        # else:
        tx = const.WIDTH // 2
        ty = const.HEIGHT // 2

        gl.glColor3f(0, 0, 0.2)
        for i in range(0, const.WIDTH, 50):
            gl.glBegin(gl.GL_LINES)
            gl.glVertex2f(i, 0.0)
            gl.glVertex2f(i, const.HEIGHT)
            gl.glEnd()

        for i in range(0, const.HEIGHT, 50):
            gl.glBegin(gl.GL_LINES)
            gl.glVertex2f(0.0, i)
            gl.glVertex2f(const.WIDTH, i)
            gl.glEnd()

        gl.glPushMatrix()
        gl.glLoadIdentity()

        gl.glTranslatef(tx, ty, 0.0)

        # planet orbots
        for idx, eid in enumerate(entities):
            planetc = planet_comp_list[idx]
            physc = phys_comp_list[idx]

            if planetc and physc.static:
                # rpc = rend_plan_comp_list[idx]
                # render.draw_circle(physc.pos.x * ZOOM, physc.pos.y * ZOOM, collc.radius * ZOOM)

                distance = physc.pos.length
                if distance:
                    render.draw_circle(0,
                                       0,
                                       distance * ZOOM,
                                       mode=gl.GL_LINES,
                                       color=(.5, .5, .5, 1))

        for idx, eid in enumerate(entities):
            shipc = ship_comp_list[idx]
            basec = base_comp_list[idx]
            planetc = planet_comp_list[idx]
            physc = phys_comp_list[idx]
            collc = coll_comp_list[idx]

            if basec and basec.crew_load > 0:
                render.draw_circle(physc.pos.x * ZOOM,
                                   physc.pos.y * ZOOM,
                                   TOKEN_SIZE * ZOOM,
                                   color=(1, 1, 0, 1))

            # show planet
            elif planetc:
                # rpc = rend_plan_comp_list[idx]
                render.draw_circle(physc.pos.x * ZOOM,
                                   physc.pos.y * ZOOM,
                                   collc.radius * ZOOM,
                                   color=(.8, .8, .8, 1))

                # gc = grav_comp_list[idx]
                # if gc and gc.gravity_radius:
            #	render.draw_circle(physc.pos.x * ZOOM, physc.pos.y * ZOOM, gc.gravity_radius * ZOOM, None, gl.GL_LINE_LOOP, color=(.3, .3, .3, 1))

        # labels
        for idx, eid in enumerate(entities):
            planetc = planet_comp_list[idx]
            physc = phys_comp_list[idx]
            collc = coll_comp_list[idx]

            if planetc:
                if planetc.pname:
                    label = pyglet.text.Label(
                        planetc.pname,
                        font_name=font.FONT_MONO.name,
                        font_size=12,
                        x=physc.pos.x * ZOOM,
                        y=(physc.pos.y + (collc.radius + 500)) * ZOOM,
                        # + collc.radius + 5
                        anchor_x='center',
                        anchor_y='center',
                        color=(255, 255, 255, 120))
                    label.draw()

        # show player position
        if player_physc:
            render.draw_circle(player_physc.pos.x * ZOOM,
                               player_physc.pos.y * ZOOM,
                               TOKEN_SIZE * ZOOM,
                               color=(1, 0, 0, 1))

        gl.glPopMatrix()
Пример #49
0
    def _render(self, mode='human', close=False):
        if not self.render_mode:
            return
        if close:
            if self.viewer is not None:
                self.viewer.close()
                self.viewer = None
            return
        try:
            small_img = self.current_obs
            if small_img is None:
                small_img = np.zeros(shape=(SCREEN_X, SCREEN_Y, 3),
                                     dtype=np.uint8)

            vae_img = resize(self._decode(self.z), (64, 64))
            WINDOW_HEIGHT = 600
            if DEBUG:
                small_img = resize(small_img, (64, 64))
                if DEBUG_NEXT:
                    next_img = resize(self._decode(self.next_z), (64, 64))
                    img = np.concatenate((small_img, next_img), axis=1)
                else:
                    img = np.concatenate((small_img, vae_img), axis=1)
                WINDOW_WIDTH = 1200
            else:
                WINDOW_WIDTH = 800
                img = vae_img
            if mode == 'rgb_array':
                return img
            elif mode == 'human':
                from pyglet import gl, window, image
                if self.window is None:
                    config = gl.Config(double_buffer=False)
                    self.window = window.Window(width=WINDOW_WIDTH,
                                                height=WINDOW_HEIGHT,
                                                resizable=False,
                                                config=config)

                self.window.clear()
                self.window.switch_to()
                self.window.dispatch_events()
                gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
                gl.glMatrixMode(gl.GL_PROJECTION)
                gl.glLoadIdentity()
                gl.glMatrixMode(gl.GL_MODELVIEW)
                gl.glLoadIdentity()
                gl.glOrtho(0, WINDOW_WIDTH, 0, WINDOW_HEIGHT, 0, 10)
                width = img.shape[1]
                height = img.shape[0]
                img = np.ascontiguousarray(np.flip(img, axis=0))
                from ctypes import POINTER
                img_data = image.ImageData(
                    width,
                    height,
                    'RGB',
                    img.ctypes.data_as(POINTER(gl.GLubyte)),
                    pitch=width * 3,
                )
                img_data.blit(0,
                              0,
                              0,
                              width=WINDOW_WIDTH,
                              height=WINDOW_HEIGHT)
        except Exception as e:
            print(e)  # Duckietown has been closed
Пример #50
0
    def on_draw(self):
        """
        Run the actual draw calls.
        """
        self._update_meshes()
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glLoadIdentity()

        # pull the new camera transform from the scene
        transform_camera = self.scene.graph.get(
            frame_to='world',
            frame_from=self.scene.camera.name)[0]

        # apply the camera transform to the matrix stack
        gl.glMultMatrixf(rendering.matrix_to_gl(transform_camera))

        # dragging the mouse moves the view
        # but doesn't alter the scene
        view = view_to_transform(self.view)
        # add the view transform to the stack
        gl.glMultMatrixf(rendering.matrix_to_gl(view))

        # we want to render fully opaque objects first,
        # followed by objects which have transparency
        node_names = collections.deque(self.scene.graph.nodes_geometry)
        # how many nodes did we start with
        count_original = len(node_names)
        count = -1

        # if we are rendering an axis marker at the world
        if self._axis:
            # we stored it as a vertex list
            self._axis.draw(mode=gl.GL_TRIANGLES)

        while len(node_names) > 0:
            count += 1
            current_node = node_names.popleft()

            # get the transform from world to geometry and mesh name
            transform, geometry_name = self.scene.graph[current_node]

            # if no geometry at this frame continue without rendering
            if geometry_name is None:
                continue

            # if a geometry is marked as fixed apply the inverse view transform
            if self.fixed is not None and geometry_name in self.fixed:
                transform = np.dot(np.linalg.inv(view), transform)

            # get a reference to the mesh so we can check transparency
            mesh = self.scene.geometry[geometry_name]
            if mesh.is_empty:
                continue

            # add a new matrix to the model stack
            gl.glPushMatrix()
            # transform by the nodes transform
            gl.glMultMatrixf(rendering.matrix_to_gl(transform))

            # draw an axis marker for each mesh frame
            if self.view['axis'] == 'all':
                self._axis.draw(mode=gl.GL_TRIANGLES)

            # transparent things must be drawn last
            if (hasattr(mesh, 'visual') and
                hasattr(mesh.visual, 'transparency')
                    and mesh.visual.transparency):
                # put the current item onto the back of the queue
                if count < count_original:
                    # add the node to be drawn last
                    node_names.append(current_node)
                    # pop the matrix stack for now
                    gl.glPopMatrix()
                    # come back to this mesh later
                    continue

            # if we have texture enable the target texture
            texture = None
            if geometry_name in self.textures:
                texture = self.textures[geometry_name]
                gl.glEnable(texture.target)
                gl.glBindTexture(texture.target, texture.id)

            # get the mode of the current geometry
            mode = self.vertex_list_mode[geometry_name]
            # draw the mesh with its transform applied
            self.vertex_list[geometry_name].draw(mode=mode)
            # pop the matrix stack as we drew what we needed to draw
            gl.glPopMatrix()

            # disable texture after using
            if texture is not None:
                gl.glDisable(texture.target)
Пример #51
0
 def draw(self):
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glLoadIdentity()
     gl.glTranslatef(-self.x, -self.y, 0)
Пример #52
0
def on_draw():
    window.clear()

    gl.glEnable(gl.GL_DEPTH_TEST)
    gl.glEnable(gl.GL_LINE_SMOOTH)

    width, height = window.get_size()
    gl.glViewport(0, 0, width, height)

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.gluPerspective(60, width / float(height), 0.01, 20)

    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    # texcoords are [0..1] and relative to top-left pixel corner, add 0.5 to center
    gl.glTranslatef(0.5 / image_data.width, 0.5 / image_data.height, 0)
    # texture size may be increased by pyglet to a power of 2
    tw, th = image_data.texture.owner.width, image_data.texture.owner.height
    gl.glScalef(image_data.width / float(tw), image_data.height / float(th), 1)

    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()

    gl.gluLookAt(0, 0, 0, 0, 0, 1, 0, -1, 0)

    gl.glTranslatef(0, 0, state.distance)
    gl.glRotated(state.pitch, 1, 0, 0)
    gl.glRotated(state.yaw, 0, 1, 0)
    """ if any(state.mouse_btns):
        axes(0.1, 4) """

    gl.glTranslatef(0, 0, -state.distance)
    gl.glTranslatef(*state.translation)

    gl.glColor3f(0.5, 0.5, 0.5)
    gl.glPushMatrix()
    gl.glTranslatef(0, 0.5, 0.5)
    # grid()
    gl.glPopMatrix()

    psz = 1
    gl.glPointSize(psz)
    distance = (1, 0, 0)
    gl.glPointParameterfv(gl.GL_POINT_DISTANCE_ATTENUATION,
                          (gl.GLfloat * 3)(*distance))

    gl.glColor3f(1, 1, 1)
    texture = image_data.get_texture()
    gl.glEnable(texture.target)
    gl.glBindTexture(texture.target, texture.id)
    gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                       gl.GL_NEAREST)

    # comment this to get round points with MSAA on
    gl.glEnable(gl.GL_POINT_SPRITE)

    gl.glDisable(gl.GL_MULTISAMPLE)  # for true 1px points with MSAA on
    vertex_list.draw(gl.GL_POINTS)
    gl.glDisable(texture.target)
    gl.glEnable(gl.GL_MULTISAMPLE)

    gl.glDisable(gl.GL_LIGHTING)

    gl.glColor3f(0.25, 0.25, 0.25)
    # frustum(depth_intrinsics)
    # axes()

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(0, width, 0, height, -1, 1)
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
    gl.glMatrixMode(gl.GL_TEXTURE)
    gl.glLoadIdentity()
    gl.glDisable(gl.GL_DEPTH_TEST)
Пример #53
0
    def draw(self):

        gl.glLoadIdentity()
        #gl.glTranslatef(p[0], p[1], 0)
        self.vl.draw(pyglet.gl.GL_LINE_LOOP)
Пример #54
0
    def draw(self, _Stage, _View, _isClear=False):
        """ Draw current batch of triangle vertices, acknowledging the scaling
        and rotation of the current display (stage settings)
    """
        for iWin, win in enumerate(pyglet.app.windows):
            win.switch_to()

            xScale = _Stage.scalX_umPerPix * _Stage.winXCorrFact * win.scale
            yScale = _Stage.scalY_umPerPix * _Stage.winXCorrFact * win.scale
            yWin_5 = win.height // 2
            xWin_5 = win.width // 2
            xWin_25 = win.width // 4

            if len(win.caption) == 0:
                GL.glMatrixMode(GL.GL_PROJECTION)
                GL.glLoadIdentity()
                GL.glOrtho(-xWin_5, xWin_5, -yWin_5, yWin_5, -1, 1)
                GL.glMatrixMode(GL.GL_MODELVIEW)
                GL.glLoadIdentity()
                GL.glPushMatrix()
                GL.glTranslatef(_Stage.centOffX_pix, _Stage.centOffY_pix, 0)
                GL.glScalef(xScale, yScale, 0.0)
                GL.glRotatef(_Stage.rot_angle, 0, 0, 1)
                if not _isClear:
                    self.Batch.draw()
                self.BatchSpr.draw()
                GL.glPopMatrix()

            else:
                if _Stage.useScrOvl:
                    # Draw on first (left) screen
                    #
                    GL.glViewport(0, 0, win.width // 2, win.height)
                    GL.glMatrixMode(GL.GL_PROJECTION)
                    GL.glLoadIdentity()
                    GL.glOrtho(-xWin_25 * _Stage.hFlipScr1,
                               xWin_25 * _Stage.hFlipScr1,
                               -yWin_5 * _Stage.vFlipScr1,
                               yWin_5 * _Stage.vFlipScr1, -1, 1)
                    GL.glMatrixMode(GL.GL_MODELVIEW)
                    GL.glLoadIdentity()
                    GL.glPushMatrix()
                    x = _Stage.centOffX_pix
                    y = _Stage.centOffY_pix
                    GL.glTranslatef(x, y, 0)
                    GL.glScalef(xScale, yScale, 0.0)
                    GL.glRotatef(_Stage.rot_angle, 0, 0, 1)
                    if not _isClear:
                        self.Batch.draw()
                    self.BatchSpr.draw()
                    GL.glPopMatrix()

                    # Draw on second (right) screen
                    #
                    GL.glViewport(win.width // 2, 0, win.width // 2,
                                  win.height)
                    GL.glMatrixMode(GL.GL_PROJECTION)
                    GL.glLoadIdentity()
                    GL.glOrtho(-xWin_25 * _Stage.hFlipScr2,
                               xWin_25 * _Stage.hFlipScr2,
                               -yWin_5 * _Stage.vFlipScr2,
                               yWin_5 * _Stage.vFlipScr2, -1, 1)
                    GL.glMatrixMode(GL.GL_MODELVIEW)
                    GL.glLoadIdentity()
                    GL.glPushMatrix()

                    self.add_rect_data(win.Scr2Vert)

                    x = _Stage.centOffX_pix + _Stage.offXScr2_pix
                    y = _Stage.centOffY_pix + _Stage.offYScr2_pix
                    GL.glTranslatef(x, y, 0)
                    GL.glScalef(xScale, yScale, 0.0)
                    GL.glRotatef(_Stage.rot_angle, 0, 0, 1)
                    if not _isClear:
                        self.Batch2.draw()
                    self.Batch2Spr.draw()
                    GL.glPopMatrix()

                else:
                    GL.glMatrixMode(GL.GL_PROJECTION)
                    GL.glLoadIdentity()
                    GL.glOrtho(-xWin_5, xWin_5, -yWin_5, yWin_5, -1, 1)
                    GL.glMatrixMode(GL.GL_MODELVIEW)
                    GL.glLoadIdentity()
                    GL.glPushMatrix()
                    GL.glTranslatef(_Stage.centOffX_pix, _Stage.centOffY_pix,
                                    0)
                    GL.glScalef(xScale, yScale, 0.0)
                    GL.glRotatef(_Stage.rot_angle, 0, 0, 1)
                    if not _isClear:
                        self.Batch.draw()
                    self.BatchSpr.draw()
                    GL.glPopMatrix()
Пример #55
0
def on_draw():
    window.clear()
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    gl.glOrtho(-wx, wx, -wy, wy, -1, 1)

    gl.glBegin(gl.GL_QUADS)
    gl.glColor3f(1, 0.5, 1)
    gl.glVertex3f(d, d, 0)
    gl.glColor3f(1, 1, 0.5)
    gl.glVertex3f(d, -d, 0)
    gl.glColor3f(0.5, 1, 1)
    gl.glVertex3f(-d, -d, 0)
    gl.glColor3f(1, 0.5, 0.5)
    gl.glVertex3f(-d, d, 0)
    gl.glColor3f(1, 1, 1)
    gl.glEnd()

    pattern = '0b1111000011110000'
    gl.glLineStipple(2, int(pattern, 2))  

    gl.glColor3f(1, 0.5, 0.5)
    gl.glBegin(gl.GL_LINES)
    gl.glVertex3f(-20*d, 0, 0)
    gl.glVertex3f(20*d, 0, 0)
    gl.glVertex3f(0, -20*d, 0)
    gl.glVertex3f(0, 20*d, 0)
    gl.glEnd()

    gl.glDisable(gl.GL_LINE_STIPPLE)
    gl.glColor3f(1, 1, 1)

    gl.glBegin(gl.GL_LINE_LOOP)
    for i in range(0, 5):
        gl.glVertex3f(f(2*np.pi*i/5, d)[0], f(2*np.pi*i/5, d)[1], 0)
    gl.glEnd()

    gl.glBegin(gl.GL_POINTS)
    gl.glVertex3f(0, 0, 0)
    gl.glEnd()
    
    gl.glDisable(gl.GL_POINT_SMOOTH)
    gl.glBegin(gl.GL_POINTS)
    for i in range(0, 5):
        gl.glVertex3f(f(2*np.pi*i/5, d)[0], f(2*np.pi*i/5, d)[1], 0)
    gl.glEnd()

    graphics.draw(3, gl.GL_TRIANGLES,
                ('v2f', (
                f((2*np.pi*1/3)+ np.pi/2, d/3)[0], 
                f((2*np.pi*1/3)+ np.pi/2, d/3)[1],    

                f((2*np.pi*2/3)+ np.pi/2, d/3)[0], 
                f((2*np.pi*2/3)+ np.pi/2, d/3)[1], 

                f((2*np.pi*3/3)+ np.pi/2, d/3)[0],
                f((2*np.pi*3/3)+ np.pi/2, d/3)[1]
                )),
                ('c3f', (
                1, 0, 0, 
                0, 1, 0, 
                0, 0, 1
                )))
Пример #56
0
Файл: field.py Проект: msarch/py
def view_setup():  # general GL setup
    glMatrixMode(GL_PROJECTION)
    glMatrixMode(GL_MODELVIEW)
    gluOrtho2D(0, WIDTH, 0, HEIGHT)
    glLoadIdentity()
    glTranslatef(CENTX, CENTY, 0)
Пример #57
0
 def apply_transformation(self):
     pgl.glLoadIdentity()
     pgl.glTranslatef(self._x, self._y, -self._dist)
     if self._rot is not None:
         pgl.glMultMatrixf(self._rot)
     pgl.glScalef(*self._get_scale())
Пример #58
0
 def hud_mode(self, width, height):
     glMatrixMode(GL_PROJECTION)
     glLoadIdentity()
     gluOrtho2D(0, width, 0, height)
     glMatrixMode(GL_MODELVIEW)
     glLoadIdentity()
Пример #59
0
    def _render_img(self,
                    width,
                    height,
                    multi_fbo,
                    final_fbo,
                    img_array,
                    top_down=True):
        """
    Render an image of the environment into a frame buffer
    Produce a numpy RGB array image as output
    """

        if not self.graphics:
            return

        # Switch to the default context
        # This is necessary on Linux nvidia drivers
        # pyglet.gl._shadow_window.switch_to()
        self.shadow_window.switch_to()

        from pyglet import gl
        # Bind the multisampled frame buffer
        gl.glEnable(gl.GL_MULTISAMPLE)
        gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, multi_fbo)
        gl.glViewport(0, 0, width, height)

        # Clear the color and depth buffers

        c0, c1, c2 = self.horizon_color
        gl.glClearColor(c0, c1, c2, 1.0)
        gl.glClearDepth(1.0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        # Set the projection matrix
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.gluPerspective(self.cam_fov_y, width / float(height), 0.04, 100.0)

        # Set modelview matrix
        # Note: we add a bit of noise to the camera position for data augmentation
        pos = self.cur_pos
        angle = self.cur_angle
        if self.domain_rand:
            pos = pos + self.randomization_settings['camera_noise']

        x, y, z = pos + self.cam_offset
        dx, dy, dz = self.get_dir_vec(angle)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()

        if self.draw_bbox:
            y += 0.8
            gl.glRotatef(90, 1, 0, 0)
        elif not top_down:
            y += self.cam_height
            gl.glRotatef(self.cam_angle[0], 1, 0, 0)
            gl.glRotatef(self.cam_angle[1], 0, 1, 0)
            gl.glRotatef(self.cam_angle[2], 0, 0, 1)
            gl.glTranslatef(
                0, 0,
                self._perturb(gym_duckietown.simulator.CAMERA_FORWARD_DIST))

        if top_down:
            gl.gluLookAt(
                # Eye position
                (self.grid_width * self.road_tile_size) / 2,
                self.top_cam_height,
                (self.grid_height * self.road_tile_size) / 2,
                # Target
                (self.grid_width * self.road_tile_size) / 2,
                0,
                (self.grid_height * self.road_tile_size) / 2,
                # Up vector
                0,
                0,
                -1.0)
        else:
            gl.gluLookAt(
                # Eye position
                x,
                y,
                z,
                # Target
                x + dx,
                y + dy,
                z + dz,
                # Up vector
                0,
                1.0,
                0.0)

        # Draw the ground quad
        gl.glDisable(gl.GL_TEXTURE_2D)
        gl.glColor3f(*self.ground_color)
        gl.glPushMatrix()
        gl.glScalef(50, 1, 50)
        self.ground_vlist.draw(gl.GL_QUADS)
        gl.glPopMatrix()

        # Draw the ground/noise triangles
        self.tri_vlist.draw(gl.GL_TRIANGLES)

        # Draw the road quads
        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER,
                           gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER,
                           gl.GL_LINEAR)

        # For each grid tile
        for j in range(self.grid_height):
            for i in range(self.grid_width):
                # Get the tile type and angle
                tile = self._get_tile(i, j)

                if tile is None:
                    continue

                # kind = tile['kind']
                angle = tile['angle']
                color = tile['color']
                texture = tile['texture']

                gl.glColor3f(*color)

                gl.glPushMatrix()
                gl.glTranslatef((i + 0.5) * self.road_tile_size, 0,
                                (j + 0.5) * self.road_tile_size)
                gl.glRotatef(angle * 90, 0, 1, 0)

                # Bind the appropriate texture
                texture.bind()

                self.road_vlist.draw(gl.GL_QUADS)
                gl.glPopMatrix()

                if self.draw_curve and tile['drivable']:
                    # Find curve with largest dotproduct with heading
                    curves = self._get_tile(i, j)['curves']
                    curve_headings = curves[:, -1, :] - curves[:, 0, :]
                    curve_headings = curve_headings / np.linalg.norm(
                        curve_headings).reshape(1, -1)
                    dirVec = get_dir_vec(angle)
                    dot_prods = np.dot(curve_headings, dirVec)

                    # Current ("closest") curve drawn in Red
                    pts = curves[np.argmax(dot_prods)]
                    bezier_draw(pts, n=20, red=True)

                    pts = self._get_curve(i, j)
                    for idx, pt in enumerate(pts):
                        # Don't draw current curve in blue
                        if idx == np.argmax(dot_prods):
                            continue
                        bezier_draw(pt, n=20)

        # For each object
        for idx, obj in enumerate(self.objects):
            obj.render(self.draw_bbox)

        # Draw the agent's own bounding box
        if self.draw_bbox:
            corners = get_agent_corners(pos, angle)
            gl.glColor3f(1, 0, 0)
            gl.glBegin(gl.GL_LINE_LOOP)
            gl.glVertex3f(corners[0, 0], 0.01, corners[0, 1])
            gl.glVertex3f(corners[1, 0], 0.01, corners[1, 1])
            gl.glVertex3f(corners[2, 0], 0.01, corners[2, 1])
            gl.glVertex3f(corners[3, 0], 0.01, corners[3, 1])
            gl.glEnd()

        if top_down:
            gl.glPushMatrix()
            gl.glTranslatef(*self.cur_pos)
            gl.glScalef(1, 1, 1)
            gl.glRotatef(self.cur_angle * 180 / np.pi, 0, 1, 0)
            # glColor3f(*self.color)
            self.mesh.render()
            gl.glPopMatrix()

        # Resolve the multisampled frame buffer into the final frame buffer
        gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, multi_fbo)
        gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, final_fbo)
        gl.glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
                             gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR)

        # Copy the frame buffer contents into a numpy array
        # Note: glReadPixels reads starting from the lower left corner
        gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, final_fbo)
        gl.glReadPixels(0, 0, width, height, gl.GL_RGB, gl.GL_UNSIGNED_BYTE,
                        img_array.ctypes.data_as(POINTER(gl.GLubyte)))

        # Unbind the frame buffer
        gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)

        # Flip the image because OpenGL maps (0,0) to the lower-left corner
        # Note: this is necessary for gym.wrappers.Monitor to record videos
        # properly, otherwise they are vertically inverted.
        img_array = np.ascontiguousarray(np.flip(img_array, axis=0))

        return img_array

        def render_obs(self):
            """
        Render an observation from the point of view of the agent
        """

            observation = self._render_img(self.camera_width,
                                           self.camera_height,
                                           self.multi_fbo,
                                           self.final_fbo,
                                           self.img_array,
                                           top_down=True)

            # self.undistort - for UndistortWrapper
            if self.distortion and not self.undistort:
                observation = self.camera_model.distort(observation)

            return observation
Пример #60
0
    def render(self, world_state,
               goals=[],
               time_step = None,
               wait=True):

        """"
        Renders the world state. Spawn a window if called for the first time.

        Parameters
        ----------

        world_state:
            state of the world as an instance of `roboball2d.physics.world_state.WorldState`
        
        goals:
            list of tuple (x1, x2, (r,g,b)). For each item, a goal will be 
            drawn on the ground, using the specified color

        time_step: 
             allows to force a frame rate by either;
             - having rendering waiting a suitable amount of time (wait=True)
             or
             - skipping some frames (wait=False)

        wait:
             see time_step above

        """

        if time_step is not None:

            # if wait : sleep the right amount of time such that the correct framerate is met
            # TODO: Does it make sense to wait before actually having rendered? This will result in a slower 
            # framerate than desired. Should be right before self.window.flip()
            if wait:
            
                if self._t_last_frame is None:
                    sleep_time = 0.0
                else:
                    sleep_time = max(0.0, time_step - (time.time() - self._t_last_frame))

                time.sleep(sleep_time)

                self._t_last_frame = time.time()

            # if not wait : skipping frame if required
            else :
                t = time.time()

                if self._t_last_frame is None:
                    self._t_last_frame = t

                if t-self._t_last_frame < time_step :
                    return

                self._t_last_frame = t
        
        if self.window is None:
            self.window = pyglet.window.Window(width = self.rendering_config.window.width,
                                               height = self.rendering_config.window.height,
                                               vsync = False,
                                               resizable = True)
            self.window.set_location(self.rendering_config.location[0],
                                     self.rendering_config.location[1])
            gl.glClearColor(*self.rendering_config.background_color)

            @self.window.event
            def on_resize(width, height):
                gl.glViewport(0, 0, width, height)
                gl.glMatrixMode(gl.GL_PROJECTION)
                gl.glLoadIdentity()
                gl.glOrtho(0., 
                           self.rendering_config.visible_area_width, 
                           -0.1*float(height)/width*self.rendering_config.visible_area_width,
                           0.9*float(height)/width*self.rendering_config.visible_area_width, 
                           -1., 
                           1.)
                gl.glMatrixMode(gl.GL_MODELVIEW)
                return pyglet.event.EVENT_HANDLED

        self.window.clear()
        self.window.switch_to()
        self.window.dispatch_events()

        gl.glLoadIdentity()

        # enable depth test (objects with higher values of the z coordinate
        # will occlude other objects; if z coordinates are the same, newer 
        # object will occlude older one)
        pyglet.graphics.glEnable(pyglet.graphics.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LEQUAL)


        # balls
        if self.ball_configs:
            for ball,config in zip(world_state.balls,self.ball_configs):
                draw_ball(ball.position,
                          ball.angle,
                          config.radius,
                          16,
                          config.color,
                          config.line_color)

        # robots
        for robot in world_state.robots:
            robot.render()

        gl.glBegin(gl.GL_QUADS)
        gl.glColor3f(*self.rendering_config.ground_color)
        gl.glVertex2f(0., 0.)
        gl.glVertex2f(0., -10.)
        gl.glVertex2f(self.rendering_config.visible_area_width, -10.)
        gl.glVertex2f(self.rendering_config.visible_area_width, 0.)
        gl.glEnd()

        # goals (if any)
        for goal in goals:
            x1,x2,color = goal
            draw_box([(x1+x2)/2.0,
                      -0.5*self.rendering_config.visual_height],
                     max(x1,x2)-min(x1,x2), 
                     self.rendering_config.visual_height,
                     0.,
                     color)

        for callback in self._callbacks:
            callback(world_state)
            
        self.window.flip()