def drawString(text, scale=1.0, translate=(0,0), font=intf.GLUT_STROKE_ROMAN):##font=intf.GLUT_BITMAP_TIMES_ROMAN_24 #disable texturing intf.glActiveTexture (intf.GL_TEXTURE1) intf.glDisable(intf.GL_TEXTURE_2D) intf.glActiveTexture (intf.GL_TEXTURE0) intf.glDisable(intf.GL_TEXTURE_2D) intf.glMatrixMode(intf.GL_MODELVIEW) intf.glPushMatrix() intf.glTranslatef(-1,0,0) intf.glTranslatef(translate[0],translate[1],0) intf.glScalef(0.0006,0.0006,0) intf.glScalef(scale,scale,0) for c in text: intf.glutStrokeCharacter(font,ord(c)) intf.glPopMatrix() #reenable texturing intf.glEnable(intf.GL_TEXTURE_2D) intf.glActiveTexture (intf.GL_TEXTURE1) intf.glEnable(intf.GL_TEXTURE_2D)
def clearGL (): intf.glClearColor(1,1,1,1) intf.glClear(intf.GL_COLOR_BUFFER_BIT) intf.glClear(intf.GL_DEPTH_BUFFER_BIT) intf.glMatrixMode (intf.GL_MODELVIEW) intf.glLoadIdentity () intf.glMatrixMode (intf.GL_PROJECTION) intf.glLoadIdentity ()
def renderText (self): intf.glMatrixMode(intf.GL_MODELVIEW) intf.glLoadIdentity() intf.glMatrixMode(intf.GL_PROJECTION) intf.glLoadIdentity() glutils.drawString("Score: " + str(int(self.gameplay.score)), translate=(1.5,0.8)) if intf.pyCaveOptions['show_fps']: glutils.drawString("FPS: " + str(int(self.gameplay.fps)), translate=(1.5,0.6)) if self.gameplay.hardcore: glutils.drawString("HARDCORE MODE",translate=(0.45,-0.6), scale = 2)
def render(self): intf.glViewport(0,0,context.w,context.h) #intf.glClearColor(0,0,0,0) intf.glClearColor(1,1,1,1) intf.glClear(intf.GL_COLOR_BUFFER_BIT | intf.GL_DEPTH_BUFFER_BIT) #----------------------------------------------------------- #Projection matrix #------------------------------------------------------------ intf.glMatrixMode (intf.GL_PROJECTION) intf.glLoadIdentity () intf.gluPerspective(60,context.aspect (),0.1,1500) #------------------------------------------------------------ #Modelview matrix #------------------------------------------------------------ intf.glMatrixMode (intf.GL_MODELVIEW) intf.glLoadIdentity () self.camera () #lookat self.drawGeometry ()