示例#1
0
 def testOperator(self):
     m = QMatrix4x4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16)
     v = 1
     for x in range(4):
         for y in range(4):
             self.assertEqual(m[x, y], v)
             v += 1
示例#2
0
文件: skeleton.py 项目: shdwdln/fos
    def _draw_lines(self):
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)

        glLineWidth(self.linewidth)

        self.program.bind()

        # we just retrieve the matrices from vsml. they are
        # updated from the Scene's transformation
        self.program.setUniformValueArray(
            self.projMatrix,
            QMatrix4x4(tuple(vsml.projection.ravel().tolist())), 16)

        self.program.setUniformValueArray(
            self.modelviewMatrix,
            QMatrix4x4(tuple(vsml.modelview.ravel().tolist())), 16)

        # http://www.pyside.org/docs/pyside/PySide/QtOpenGL/QGLShaderProgram.html
        glEnableVertexAttribArray(self.aPosition)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertex_vbo)
        glVertexAttribPointer(self.aPosition, 3, GL_FLOAT, GL_FALSE, 0, 0)

        glEnableVertexAttribArray(self.aColor)
        glBindBuffer(GL_ARRAY_BUFFER, self.colors_vbo[0])
        glVertexAttribPointer(self.aColor, 4, GL_FLOAT, GL_FALSE, 0, 0)

        # bind the indices buffer
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.connectivity_vbo)

        glDrawElements(GL_LINES, self.connectivity_nr, GL_UNSIGNED_INT, 0)

        self.program.disableAttributeArray(self.aPosition)
        self.program.disableAttributeArray(self.aColor)

        glBindBuffer(GL_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

        self.program.release()
示例#3
0
文件: skeleton.py 项目: shdwdln/fos
    def _draw_extruded(self):
        self.program.bind()

        self.program.setUniformValueArray(
            self.projMatrix,
            QMatrix4x4(tuple(vsml.projection.ravel().tolist())), 16)

        self.program.setUniformValueArray(
            self.modelviewMatrix,
            QMatrix4x4(tuple(vsml.modelview.ravel().tolist())), 16)

        self.program.setUniformValue(self.radiusSampler, 0)

        self.program.setUniformValue(self.viewportWidth, vsml.width)
        self.program.setUniformValue(self.viewportHeight, vsml.height)

        # http://www.pyside.org/docs/pyside/PySide/QtOpenGL/QGLShaderProgram.html
        self.program.enableAttributeArray(self.aPosition)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertex_vbo)
        glVertexAttribPointer(self.aPosition, 3, GL_FLOAT, GL_FALSE, 0, 0)

        glEnableVertexAttribArray(self.aColor)
        glBindBuffer(GL_ARRAY_BUFFER, self.colors_vbo[0])
        glVertexAttribPointer(self.aColor, 4, GL_FLOAT, GL_FALSE, 0, 0)

        # bind the indices buffer
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.connectivity_vbo)

        #glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_BUFFER_EXT, self.radius_unit)

        glDrawElements(GL_LINES, self.connectivity_nr, GL_UNSIGNED_INT, 0)

        self.program.disableAttributeArray(self.aPosition)
        self.program.disableAttributeArray(self.aColor)

        self.program.release()
示例#4
0
    def testMatrix4x4(self):
        self.assertRaises(TypeError, QMatrix4x4, [0.0, 1.0, 2.0, 3.0])
        self.assertRaises(TypeError, QMatrix4x4, [
            0.0, 1.0, 2.0, 'I', 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 'N', 11.0, 12.0,
            'd', 14.0, 'T'
        ])

        my_data = [
            0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0,
            13.0, 14.0, 15.0
        ]
        my_datac = [
            0.0, 4.0, 8.0, 12.0, 1.0, 5.0, 9.0, 13.0, 2.0, 6.0, 10.0, 14.0,
            3.0, 7.0, 11.0, 15.0
        ]

        m = QMatrix4x4(my_data)
        d = m.data()
        self.assert_(my_datac, d)

        d = m.copyDataTo()
        self.assert_(my_data == list(d))
示例#5
0
文件: skeleton.py 项目: shdwdln/fos
    def _pick_lines(self, x, y):

        if not self.enable_picking:
            print(
                "Picking not enabled. You need to set the ID parameter for the actor {0}"
                .format(self.name))
            return

        # resize texture as well
        glBindTexture(GL_TEXTURE_2D, self.color_tex)
        blank = (GLfloat * (vsml.width * vsml.height * 4))()
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, vsml.width, vsml.height, 0,
                     GL_RGBA, GL_FLOAT, blank)

        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, self.fbo)

        glPushAttrib(GL_VIEWPORT_BIT)
        glViewport(0, 0, vsml.width, vsml.height)

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #glDisable(GL_BLEND)
        #glDisable(GL_MULTISAMPLE)
        glLineWidth(self.linewidth)

        # FBO render pass, need to use the selection id color array
        ################

        self.program.bind()

        # we just retrieve the matrices from vsml. they are
        # updated from the Scene's transformation
        self.program.setUniformValueArray(
            self.projMatrix,
            QMatrix4x4(tuple(vsml.projection.ravel().tolist())), 16)

        self.program.setUniformValueArray(
            self.modelviewMatrix,
            QMatrix4x4(tuple(vsml.modelview.ravel().tolist())), 16)

        # http://www.pyside.org/docs/pyside/PySide/QtOpenGL/QGLShaderProgram.html
        glEnableVertexAttribArray(self.aPosition)
        glBindBuffer(GL_ARRAY_BUFFER, self.vertex_vbo)
        glVertexAttribPointer(self.aPosition, 3, GL_FLOAT, GL_FALSE, 0, 0)

        glEnableVertexAttribArray(self.aColor)
        glBindBuffer(GL_ARRAY_BUFFER, self.colors_vbo[1])
        glVertexAttribPointer(self.aColor, 4, GL_FLOAT, GL_FALSE, 0, 0)

        # bind the indices buffer
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.connectivity_vbo)

        glDrawElements(GL_LINES, self.connectivity_nr, GL_UNSIGNED_INT, 0)

        self.program.disableAttributeArray(self.aPosition)
        self.program.disableAttributeArray(self.aColor)

        glBindBuffer(GL_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

        self.program.release()
        ############

        a = (GLfloat * 4)(0)
        glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, a)
        ID = (int(a[0] * 255) << 16) | (int(a[1] * 255) << 8) | int(a[2] * 255)

        glPopAttrib()
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)

        if ID in self.current_selection:
            self.deselect(ID)
        else:
            self.select(ID)

        return ID