def draw_spheres(self, solid=False): gl.glMatrixMode(gl.GL_MODELVIEW) gray = 0.3 gl.glColor3f(gray, gray, gray) if solid: gl.glEnable(gl.GL_LIGHTING) gl.glEnable(gl.GL_LIGHT0) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, [1, 1, 1, 1]) gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, [0, 0, 1, 0]) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, [1, 1, 1, 0.5]) sphere = gltbx.util.SolidSphere grid = 50 else: sphere = gltbx.util.WireSphere grid = 20 for i, (x, r) in enumerate(self.spheres): gl.glPushMatrix() gl.glTranslated(*(x)) sphere(radius=r, slices=grid, stacks=grid) gl.glPopMatrix() if solid: gl.glDisable(gl.GL_LIGHTING) gl.glDisable(gl.GL_LIGHT0) gl.glDisable(gl.GL_BLEND)
def execute(self, specular=True): from gltbx.gl import glMaterialfv, glMaterialf glMaterialfv(gl.GL_BACK, gl.GL_AMBIENT, self.ambient_back_colour) glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, self.ambient_front_colour) glMaterialfv(gl.GL_BACK, gl.GL_DIFFUSE, self.diffuse_back_colour) glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, self.diffuse_front_colour) if specular: glMaterialfv(gl.GL_BACK, gl.GL_SPECULAR, self.specular_back_colour) glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, self.specular_front_colour) glMaterialf(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, self.specular_focus)