示例#1
0
    def _gl_enable_lighting(scene):
        """
        Take the lights defined in scene.lights and
        apply them as openGL lights.
        """
        gl.glEnable(gl.GL_LIGHTING)
        # opengl only supports 7 lights?
        for i, light in enumerate(scene.lights[:7]):
            # the index of which light we have
            lightN = eval('gl.GL_LIGHT{}'.format(i))

            # get the transform for the light by name
            matrix = scene.graph.get(light.name)[0]

            # convert light object to glLightfv calls
            multiargs = rendering.light_to_gl(
                light=light,
                transform=matrix,
                lightN=lightN)

            # enable the light in question
            gl.glEnable(lightN)
            # run the glLightfv calls
            for args in multiargs:
                gl.glLightfv(*args)
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]
    )
示例#3
0
文件: utils.py 项目: HemuManju/shasta
    def set_viewport(self):
        # Set viewport
        gl.glViewport(self.x0, self.y0, self.width, self.height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()

        # Set projection
        gl.glOrtho(-self.width / (2), self.width / (2), -self.height / (2),
                   self.height / (2), -1000, 1000)
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, lightfv(1.0, 1., 1.0, 0.0))
        return None
示例#4
0
def render_light(pos, attenuation=0):
    gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, to_gl_float((0.2, 0.2, 0.2, 1.0)))
    gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, to_gl_float((1.0, 1.0, 1.0, 1.0)))
    gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, to_gl_float((0.5, 0.5, 0.5, 1.0)))

    gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, to_gl_float((*pos, attenuation)))

    gl.glEnable(gl.GL_LIGHT0)
示例#5
0
 def enable_3d(self):
     gl.glViewport(0, 0, self.width, self.height)
     gl.glMatrixMode(gl.GL_PROJECTION)
     gl.glLoadIdentity()
     gl.gluPerspective(60., self.width / float(self.height), .1, 1000.)
     gl.glMatrixMode(gl.GL_MODELVIEW)
     gl.glDepthFunc(gl.GL_LEQUAL)
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glEnable(gl.GL_CULL_FACE)
     # update the camera
     self.camera.look()
     # TODO: probably find a better place to enable and configure these
     # TODO TODO: Just use shader-based lighting anyway.
     gl.glEnable(gl.GL_LIGHTING)
     gl.glEnable(gl.GL_LIGHT0)
     gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,
                  (gl.GLfloat * 4)(0, 0, 100, 1))
示例#6
0
文件: camera.py 项目: Knio/miru
    def on(self):

        lno = self.light_no
        gl.glEnable(lno)

        # Define a simple function to create ctypes arrays of floats:

        gl.glLightfv(lno, gl.GL_POSITION, self.lpos)
        gl.glLightfv(lno, gl.GL_SPECULAR, self.lspec)
        gl.glLightfv(lno, gl.GL_DIFFUSE, self.ldifs)
        gl.glLightfv(lno, gl.GL_AMBIENT, self.lambient)
示例#7
0
文件: scene.py 项目: Tythos/hypyr
 def render(self):
     p = self.position
     a = self.material.ambient_rgb
     d = self.material.diffuse_rgb
     s = self.material.specular_rgb
     id = gl.GL_LIGHT0 + self.id
     gl.glEnable(gl.GL_LIGHTING)
     gl.glEnable(id)
     gl.glLightfv(id, gl.GL_POSITION, raw(p[0], p[1], p[2], 1.0))
     gl.glLightfv(id, gl.GL_AMBIENT, raw(a[0], a[1], a[2], 1.0))
     gl.glLightfv(id, gl.GL_DIFFUSE, raw(d[0], d[1], d[2], 1.0))
     gl.glLightfv(id, gl.GL_SPECULAR, raw(s[0], s[1], s[2], 1.0))
示例#8
0
def useLights(lights, setupOnly=False):
    """Use specified lights in successive rendering operations. All lights will
    be transformed using the present modelview matrix.

    Parameters
    ----------
    lights : :obj:`List` of :obj:`Light` or None
        Descriptor of a light source. If None, lighting is disabled.
    setupOnly : :obj:`bool`, optional
        Do not enable lighting or lights. Specify True if lighting is being
        computed via fragment shaders.

    Returns
    -------
    None

    """
    if lights is not None:
        if len(lights) > getIntegerv(GL.GL_MAX_LIGHTS):
            raise IndexError("Number of lights specified > GL_MAX_LIGHTS.")

        GL.glEnable(GL.GL_NORMALIZE)

        for index, light in enumerate(lights):
            enumLight = GL.GL_LIGHT0 + index
            # light properties
            for mode, value in light.params.items():
                if value is not None:
                    GL.glLightfv(enumLight, mode, value)

            if not setupOnly:
                GL.glEnable(enumLight)

        if not setupOnly:
            GL.glEnable(GL.GL_LIGHTING)
    else:
        # disable lights
        if not setupOnly:
            for enumLight in range(getIntegerv(GL.GL_MAX_LIGHTS)):
                GL.glDisable(GL.GL_LIGHT0 + enumLight)

            GL.glDisable(GL.GL_NORMALIZE)
            GL.glDisable(GL.GL_LIGHTING)
示例#9
0
    def init_gl(self):
        """
        Perform the magic incantations to create an OpenGL scene.
        """
        # the background color
        gl.glClearColor(.97, .97, .97, 1.0)

        max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5
        max_depth = np.clip(max_depth, 500.00, np.inf)
        gl.glDepthRange(0.0, max_depth)

        gl.glClearDepth(1.0)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LEQUAL)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)

        # put the light at one corner of the scenes AABB
        gl.glLightfv(
            gl.GL_LIGHT0, gl.GL_POSITION,
            rendering.vector_to_gl(np.append(self.scene.bounds[1], 0)))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR,
                     rendering.vector_to_gl(.5, .5, 1, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE,
                     rendering.vector_to_gl(1, 1, 1, .75))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT,
                     rendering.vector_to_gl(.1, .1, .1, .2))

        gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE)
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT,
                        rendering.vector_to_gl(0.192250, 0.192250, 0.192250))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE,
                        rendering.vector_to_gl(0.507540, 0.507540, 0.507540))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR,
                        rendering.vector_to_gl(.5082730, .5082730, .5082730))

        gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0)

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

        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)

        gl.glLineWidth(1.5)
        gl.glPointSize(4)
示例#10
0
def gl_enable_lighting(lights):
    gl.glEnable(gl.GL_LIGHTING)

    for i, light in lights.items():
        gl_color = gl_float(light[1])
        gl_position = gl_float(light[0][:3, 3])
        light_n = eval('gl.GL_LIGHT{}'.format(i))

        gl.glEnable(light_n)
        gl.glLightfv(light_n, gl.GL_POSITION, gl_position)
        gl.glLightfv(light_n, gl.GL_SPECULAR, gl_color)
        gl.glLightfv(light_n, gl.GL_DIFFUSE, gl_color)
        gl.glLightfv(light_n, gl.GL_AMBIENT, gl_color)
示例#11
0
文件: main.py 项目: spillz/minepy
    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)
示例#12
0
 def draw_lem (self):
     with push_attrib(gl.GL_DEPTH_BUFFER_BIT | gl.GL_LIGHTING_BIT):
         gl.glDepthMask(gl.GL_TRUE)
         gl.glEnable(gl.GL_DEPTH_TEST)
         gl.glEnable(gl.GL_LIGHTING)
         gl.glEnable(gl.GL_LIGHT0)
         gl.glEnable(gl.GL_NORMALIZE)
         gl.glShadeModel(gl.GL_SMOOTH)
         gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, float_ctype_array(1.0, 1.0, 1.0, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, float_ctype_array(0.0, 0.0, 0.0, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, float_ctype_array(1.0, 1.0, 1.0, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, float_ctype_array(0.5, 0.5, 0.5, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, float_ctype_array(1.0, 1.0, 1.0, 0.0))
         self.draw_lem_model()
示例#13
0
文件: main.py 项目: spillz/minepy
    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)
示例#14
0
    def on_draw(self):
        self.clear()

        glLoadIdentity()

        glLightfv(GL_LIGHT0, GL_POSITION, self.lightfv(-1.0, 1.0, 1.0, 0.0))
        glEnable(GL_LIGHT0)

        self.trans[2] = -3  # center is z -3, dont move in z
        glTranslated(*self.trans)
        glRotatef(self.rots[0], 1.0, 0.0, 0.0)
        glRotatef(self.rots[1], 0.0, 1.0, 0.0)
        glRotatef(self.rots[2], 0.0, 0.0, 1.0)
        glRotatef(-25.0, 1.0, 0.0, 0.0)
        glRotatef(45.0, 0.0, 0.0, 1.0)

        glEnable(GL_LIGHTING)

        # cannot figure out how to make this always flat
        #self.bg.blit(0,0)
        visualization.draw(self.brain)

        print("draw @", self.trans, self.rots)
示例#15
0
    def init_gl(self, on_init=None, **kwargs):
        gl.glClearColor(.97, .97, .97, 1.0)
        max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5
        max_depth = np.clip(max_depth, 500.00, np.inf)
        gl.glDepthRange(0.0, max_depth)

        gl.glClearDepth(1.0)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LEQUAL)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)

        # put the light at one corner of the scenes AABB
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,
                     _gl_vector(np.append(self.scene.bounds[1], 0)))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, .75))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, _gl_vector(.1, .1, .1, .2))

        gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE)
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT,
                        _gl_vector(0.192250, 0.192250, 0.192250))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE,
                        _gl_vector(0.507540, 0.507540, 0.507540))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR,
                        _gl_vector(.5082730, .5082730, .5082730))

        gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0)

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

        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)

        gl.glLineWidth(1.5)
        gl.glPointSize(4)

        if on_init:
            on_init(gl, **kwargs)
示例#16
0
def on_draw_impl():
    window.clear()

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

    width, height = window.get_size()
    # print(width,height)
    # width = 2560
    # height = 1600
    gl.glViewport(0, 0, width, height)

    # 射影行列の設定
    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    aspect = width / float(height * 2)
    bottom = 0
    top = state.zNear * np.tan(np.radians(PARAMS.FOVY))
    left = - top * aspect
    right = top * aspect
    gl.glFrustum(left, right, bottom, top, state.zNear, PARAMS.Z_FAR)  # 視野錐台の大事なやつ

    # 視点の設定
    gl.glMatrixMode(gl.GL_MODELVIEW)
    gl.glLoadIdentity()
    gl.gluLookAt(0.0, 0.0, 0.0,
                 0.0, 0.0, 1.0,
                 0.0, -1.0, 0.0)

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

    gl.glTranslatef(0, 0, -state.distance)
    gl.glTranslatef(*state.translation)
    # * は分解して渡すことを意味している
    # gl.glTranslatef(*[a,b,c]) は gl.glTranslatef(a,b,c) と同じ

    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)

    # comment this to get round points with MSAA on
    gl.glEnable(gl.GL_POINT_SPRITE)
    board()
示例#17
0
 def draw_lem(self):
     with push_attrib(gl.GL_DEPTH_BUFFER_BIT | gl.GL_LIGHTING_BIT):
         gl.glDepthMask(gl.GL_TRUE)
         gl.glEnable(gl.GL_DEPTH_TEST)
         gl.glEnable(gl.GL_LIGHTING)
         gl.glEnable(gl.GL_LIGHT0)
         gl.glEnable(gl.GL_NORMALIZE)
         gl.glShadeModel(gl.GL_SMOOTH)
         gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT,
                           float_ctype_array(1.0, 1.0, 1.0, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT,
                      float_ctype_array(0.0, 0.0, 0.0, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE,
                      float_ctype_array(1.0, 1.0, 1.0, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR,
                      float_ctype_array(0.5, 0.5, 0.5, 1.0))
         gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,
                      float_ctype_array(1.0, 1.0, 1.0, 0.0))
         self.draw_lem_model()
示例#18
0
文件: window.py 项目: frlnx/melee
 def draw_space(self):
     glEnable(GL_LIGHTING)
     glEnable(GL_LIGHT0)
     glLightfv(GL_LIGHT0, GL_AMBIENT,
               self.to_cfloat_array(0.1, 0.1, 0.1, 1.0))
     glLightfv(GL_LIGHT0, GL_POSITION, self.to_cfloat_array(0, 0.3, 1, 0))
     glLightfv(GL_LIGHT0, GL_DIFFUSE,
               self.to_cfloat_array(3.0, 3.0, 3.0, 1.0))
     views = self.views_in_range
     for view in views:
         if view.is_alive:
             view.draw()
         else:
             self.del_view(view)
     for view in views:
         if view.is_alive:
             view.draw_transparent()
     glDisable(GL_LIGHTING)
示例#19
0
 def draw_lights(self):
     """ Render the lights in the scene
     """
     GL_DEFINED_LIGHTS = [gl.GL_LIGHT0, gl.GL_LIGHT1,
                      gl.GL_LIGHT2, gl.GL_LIGHT3,
                      gl.GL_LIGHT4, gl.GL_LIGHT5,
                      gl.GL_LIGHT6, gl.GL_LIGHT7]
     max_lights = min(len(self.lights), 8)
     # add all of the lights to the scene
     for i in range(0, max_lights):
         # enable all of the lights
         gl.glEnable(GL_DEFINED_LIGHTS[i])
         gl.glLightfv(GL_DEFINED_LIGHTS[i], gl.GL_POSITION, self.lights[
             i].position)
         gl.glLightfv(GL_DEFINED_LIGHTS[i], gl.GL_SPECULAR,
                   self.lights[i].specular)
         gl.glLightfv(GL_DEFINED_LIGHTS[i], gl.GL_DIFFUSE,
                             self.lights[i].diffuse)
示例#20
0
文件: base_view.py 项目: frlnx/melee
 def _light_on(self):
     glEnable(GL_LIGHTING)
     glEnable(GL_LIGHT0)
     glLightfv(GL_LIGHT0, GL_AMBIENT, self._ambience)
     glLightfv(GL_LIGHT0, GL_DIFFUSE, self._diffuse)
示例#21
0
 def setup_lights(self):
     if not self.do_lights:
         return
     glEnable(GL_LIGHTING)
     glDisable(GL_LIGHT0)
     glLightfv(GL_LIGHT0, GL_AMBIENT, vec(0.4, 0.4, 0.4, 1.0))
     glLightfv(GL_LIGHT0, GL_SPECULAR, vec(0, 0, 0, 0))
     glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(0, 0, 0, 0))
     glEnable(GL_LIGHT1)
     glLightfv(GL_LIGHT1, GL_AMBIENT, vec(0, 0, 0, 1.0))
     glLightfv(GL_LIGHT1, GL_SPECULAR, vec(0.6, 0.6, 0.6, 1.0))
     glLightfv(GL_LIGHT2, GL_DIFFUSE, vec(0.8, 0.8, 0.8, 1))
     glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 2, 3, 0))
     glEnable(GL_LIGHT2)
     glLightfv(GL_LIGHT2, GL_AMBIENT, vec(0, 0, 0, 1.0))
     glLightfv(GL_LIGHT2, GL_SPECULAR, vec(0.6, 0.6, 0.6, 1.0))
     glLightfv(GL_LIGHT2, GL_DIFFUSE, vec(0.8, 0.8, 0.8, 1))
     glLightfv(GL_LIGHT2, GL_POSITION, vec(-1, -1, 3, 0))
     glEnable(GL_NORMALIZE)
     glShadeModel(GL_SMOOTH)
示例#22
0
    def OnInitGL(self, call_reshape = True):
        '''Initialize OpenGL for use in the window.'''
        if self.GLinitialized:
            return
        self.GLinitialized = True
        # create a pyglet context for this panel
        self.pygletcontext = gl.Context(gl.current_context)
        self.pygletcontext.canvas = self
        self.pygletcontext.set_current()
        # normal gl init
        glClearColor(0, 0, 0, 1)
        glColor3f(1, 0, 0)
        glEnable(GL_DEPTH_TEST)
        glClearDepth(1.0)
        glDepthFunc(GL_LEQUAL)
        glEnable(GL_CULL_FACE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        # Uncomment this line for a wireframe view
        # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # Simple light setup.  On Windows GL_LIGHT0 is enabled by default,
        # but this is not the case on Linux or Mac, so remember to always
        # include it.
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT1)

        glLightfv(GL_LIGHT0, GL_POSITION, vec(.5, .5, 1, 0))
        glLightfv(GL_LIGHT0, GL_SPECULAR, vec(.5, .5, 1, 1))
        glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(1, 1, 1, 1))
        glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 0, .5, 0))
        glLightfv(GL_LIGHT1, GL_DIFFUSE, vec(.5, .5, .5, 1))
        glLightfv(GL_LIGHT1, GL_SPECULAR, vec(1, 1, 1, 1))
        glShadeModel(GL_SMOOTH)

        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0.5, 0, 0.3, 1))
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vec(1, 1, 1, 1))
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0.1, 0, 0.9))
        if call_reshape:
            self.OnReshape()
        if hasattr(self.parent, "filenames") and self.parent.filenames:
            for filename in self.parent.filenames:
                self.parent.load_file(filename)
            self.parent.autoplate()
            if hasattr(self.parent, "loadcb"):
                self.parent.loadcb()
            self.parent.filenames = None
示例#23
0
    def setup(self):
        # One-time GL setup
        gl.glClearColor(1, 1, 1, 0)
        gl.glColor3f(1, 0, 0)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)

        # Uncomment this line for a wireframe view
        #glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # Simple light setup.    On Windows GL_LIGHT0 is enabled by default,
        # but this is not the case on Linux or Mac, so remember to always
        # include it.
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)

        # Define a simple function to create ctypes arrays of floats:
        def vec(*args):
            return (gl.GLfloat * len(args))(*args)

        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, vec(.5, .5, 1, 0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, vec(.5, .5, 1, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, vec(1, 1, 1, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, vec(1, 0, .5, 0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, vec(.5, .5, .5, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, vec(1, 1, 1, 1))

        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE,
                        vec(0.5, 0, 0.3, 1))
        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, vec(1, 1, 1, 1))
        gl.glMaterialf(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 50)

        if sys.platform in ('win32', 'cygwin'):
            font = 'Arial'
        else:
            font = 'DejaVu Sans Mono'

        self.lowerlabel = pyglet.text.Label('Hello, world',
                                            font_size=14,
                                            font_name=font,
                                            x=5,
                                            y=20,
                                            color=(0, 0, 0, 255))
        self.upperlabel = pyglet.text.Label('Hello, world',
                                            font_size=14,
                                            font_name=font,
                                            x=20,
                                            y=20,
                                            color=(0, 0, 0, 255))
示例#24
0
    def init_gl(self):
        gl.glClearColor(.93, .93, 1, 1)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)

        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(.5, .5, 1, 0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, _gl_vector(1, 0, .5, 0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, _gl_vector(.5, .5, .5, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, _gl_vector(1, 1, 1, 1))

        gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE)
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT,
                        _gl_vector(0.192250, 0.192250, 0.192250))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE,
                        _gl_vector(0.507540, 0.507540, 0.507540))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR,
                        _gl_vector(.5082730, .5082730, .5082730))

        gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0)

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

        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)

        gl.glLineWidth(1.5)
        gl.glPointSize(4)
示例#25
0
文件: viewer.py 项目: embr/trimesh
    def init_gl(self):
        gl.glClearColor(.93, .93, 1, 1)
        #glColor3f(1, 0, 0)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)

        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(.5, .5, 1, 0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, _gl_vector(1, 0, .5, 0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, _gl_vector(.5, .5, .5, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, _gl_vector(1, 1, 1, 1))

        gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE)
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, _gl_vector(0.192250, 0.192250, 0.192250))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, _gl_vector(0.507540, 0.507540, 0.507540))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, _gl_vector(.5082730,.5082730,.5082730))

        gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0);

        gl.glEnable(gl.GL_BLEND) 
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) 
示例#26
0
文件: camera.py 项目: Knio/miru
    def on(self):

        lno = self.light_no
        gl.glEnable(lno)

        gl.glLightf(lno, gl.GL_CONSTANT_ATTENUATION, self.kc)
        gl.glLightf(lno, gl.GL_LINEAR_ATTENUATION, self.kl)
        gl.glLightf(lno, gl.GL_QUADRATIC_ATTENUATION, self.kq)

        if self.is_spot:
            if self.track_target:
                self._track()
            gl.glLightf(lno, gl.GL_SPOT_CUTOFF, self._spot_cutoff)
            gl.glLightfv(lno, gl.GL_SPOT_DIRECTION, self.lspot_dir)
            gl.glLightfv(lno, gl.GL_SPOT_EXPONENT, self.spot_exponent)

        gl.glLightfv(lno, gl.GL_POSITION, self.lpos)
        gl.glLightfv(lno, gl.GL_SPECULAR, self.lspec)
        gl.glLightfv(lno, gl.GL_DIFFUSE, self.ldifs)
        gl.glLightfv(lno, gl.GL_AMBIENT, self.lambient)
示例#27
0
                        print('Could not load texture {}: {}'.format(
                            values[1], ex))
            except BaseException as ex:
                print('Parse error in {}. {}'.format(filename, ex))


if __name__ == "__main__":
    import sys
    import ctypes

    if len(sys.argv) != 2:
        print("Usage: {} file.obj".format(sys.argv[0]))
    else:
        window = pyglet.window.Window()
        fourfv = ctypes.c_float * 4
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, fourfv(0, 200, 5000, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, fourfv(0.0, 0.0, 0.0, 1.0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, fourfv(1.0, 1.0, 1.0, 1.0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, fourfv(1.0, 1.0, 1.0, 1.0))
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_DEPTH_TEST)

        @window.event
        def on_resize(width, height):
            gl.glMatrixMode(gl.GL_PROJECTION)
            gl.glLoadIdentity()
            gl.gluPerspective(60.0, float(width)/height, 1.0, 100.0)
            gl.glMatrixMode(gl.GL_MODELVIEW)
            return True
示例#28
0
    def init_gl(self):
        """
        Perform the magic incantations to create an OpenGL scene.
        """

        # default background color is white-ish
        background = [.99, .99, .99, 1.0]
        # if user passed a background color use it
        if 'background' in self.kwargs:
            try:
                # convert to (4,) uint8 RGBA
                background = to_rgba(self.kwargs['background'])
                # convert to 0.0 - 1.0 float
                background = background.astype(np.float64) / 255.0
            except BaseException:
                log.error('background color wrong!', exc_info=True)
        # apply the background color
        gl.glClearColor(*background)

        max_depth = (np.abs(self.scene.bounds).max(axis=1)**2).sum()**.5
        max_depth = np.clip(max_depth, 500.00, np.inf)
        gl.glDepthRange(0.0, max_depth)

        gl.glClearDepth(1.0)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LEQUAL)

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_LIGHTING)
        gl.glEnable(gl.GL_LIGHT0)
        gl.glEnable(gl.GL_LIGHT1)

        # put the light at one corner of the scenes AABB
        gl.glLightfv(
            gl.GL_LIGHT0, gl.GL_POSITION,
            rendering.vector_to_gl(np.append(self.scene.bounds[1], 0)))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR,
                     rendering.vector_to_gl(.5, .5, 1, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE,
                     rendering.vector_to_gl(1, 1, 1, .75))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT,
                     rendering.vector_to_gl(.1, .1, .1, .2))

        gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE)
        gl.glEnable(gl.GL_COLOR_MATERIAL)
        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT,
                        rendering.vector_to_gl(0.192250, 0.192250, 0.192250))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE,
                        rendering.vector_to_gl(0.507540, 0.507540, 0.507540))
        gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR,
                        rendering.vector_to_gl(.5082730, .5082730, .5082730))

        gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0)

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

        gl.glEnable(gl.GL_LINE_SMOOTH)
        gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)

        gl.glLineWidth(1.5)
        gl.glPointSize(4)
示例#29
0
def setup():
    # One-time GL setup
    glClearColor(1, 1, 1, 1)
    glColor3f(1, 0, 0)
    glEnable(GL_DEPTH_TEST)
    glEnable(GL_CULL_FACE)

    # Uncomment this line for a wireframe view
    #glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

    # Simple light setup.  On Windows GL_LIGHT0 is enabled by default,
    # but this is not the case on Linux or Mac, so remember to always
    # include it.
    glEnable(GL_LIGHTING)
    glEnable(GL_LIGHT0)
    glEnable(GL_LIGHT1)

    # Define a simple function to create ctypes arrays of floats:
    def vec(*args):
        return (GLfloat * len(args))(*args)

    glLightfv(GL_LIGHT0, GL_POSITION, vec(.5, .5, 1, 0))
    glLightfv(GL_LIGHT0, GL_SPECULAR, vec(.5, .5, 1, 1))
    glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(1, 1, 1, 1))
    glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 0, .5, 0))
    glLightfv(GL_LIGHT1, GL_DIFFUSE, vec(.5, .5, .5, 1))
    glLightfv(GL_LIGHT1, GL_SPECULAR, vec(1, 1, 1, 1))

    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0.5, 0, 0.3, 1))
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vec(1, 1, 1, 1))
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
示例#30
0
 def setLights(self):
     pos = [1.0, 0.0, 2.0, 1.0]
     gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, glvecf(pos))
     gl.glEnable(gl.GL_LIGHT0)
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()
示例#32
0
文件: panel.py 项目: pavlog/Printrun
 def setup_lights(self):
     if not self.do_lights:
         return
     glEnable(GL_LIGHTING)
     glDisable(GL_LIGHT0)
     glLightfv(GL_LIGHT0, GL_AMBIENT, vec(0.4, 0.4, 0.4, 1.0))
     glLightfv(GL_LIGHT0, GL_SPECULAR, vec(0, 0, 0, 0))
     glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(0, 0, 0, 0))
     glEnable(GL_LIGHT1)
     glLightfv(GL_LIGHT1, GL_AMBIENT, vec(0, 0, 0, 1.0))
     glLightfv(GL_LIGHT1, GL_SPECULAR, vec(0.6, 0.6, 0.6, 1.0))
     glLightfv(GL_LIGHT2, GL_DIFFUSE, vec(0.8, 0.8, 0.8, 1))
     glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 2, 3, 0))
     glEnable(GL_LIGHT2)
     glLightfv(GL_LIGHT2, GL_AMBIENT, vec(0, 0, 0, 1.0))
     glLightfv(GL_LIGHT2, GL_SPECULAR, vec(0.6, 0.6, 0.6, 1.0))
     glLightfv(GL_LIGHT2, GL_DIFFUSE, vec(0.8, 0.8, 0.8, 1))
     glLightfv(GL_LIGHT2, GL_POSITION, vec(-1, -1, 3, 0))
     glEnable(GL_NORMALIZE)
     glShadeModel(GL_SMOOTH)
示例#33
0
    def OnInitGL(self, call_reshape = True):
        '''Initialize OpenGL for use in the window.'''
        if self.GLinitialized:
            return
        self.GLinitialized = True
        # create a pyglet context for this panel
        self.pygletcontext = gl.Context(gl.current_context)
        self.pygletcontext.canvas = self
        self.pygletcontext.set_current()
        # normal gl init
        glClearColor(0, 0, 0, 1)
        glColor3f(1, 0, 0)
        glEnable(GL_DEPTH_TEST)
        glClearDepth(1.0)
        glDepthFunc(GL_LEQUAL)
        glEnable(GL_CULL_FACE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        # Uncomment this line for a wireframe view
        # glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # Simple light setup.  On Windows GL_LIGHT0 is enabled by default,
        # but this is not the case on Linux or Mac, so remember to always
        # include it.
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT1)

        glLightfv(GL_LIGHT0, GL_POSITION, vec(.5, .5, 1, 0))
        glLightfv(GL_LIGHT0, GL_SPECULAR, vec(.5, .5, 1, 1))
        glLightfv(GL_LIGHT0, GL_DIFFUSE, vec(1, 1, 1, 1))
        glLightfv(GL_LIGHT1, GL_POSITION, vec(1, 0, .5, 0))
        glLightfv(GL_LIGHT1, GL_DIFFUSE, vec(.5, .5, .5, 1))
        glLightfv(GL_LIGHT1, GL_SPECULAR, vec(1, 1, 1, 1))
        glShadeModel(GL_SMOOTH)

        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec(0.5, 0, 0.3, 1))
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vec(1, 1, 1, 1))
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0.1, 0, 0.9))
        if call_reshape:
            self.OnReshape()
        if hasattr(self.parent, "filenames") and self.parent.filenames:
            for filename in self.parent.filenames:
                self.parent.load_file(filename)
            self.parent.autoplate()
            if hasattr(self.parent, "loadcb"):
                self.parent.loadcb()
            self.parent.filenames = None
示例#34
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)
        image_texture = image_data.get_texture()
        # texture size may be increased by pyglet to a power of 2
        tw, th = image_texture.owner.width, image_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()
示例#35
0
    def glSetup(self):
        gl.glClearColor(0.2, 0.2, 0.3, 1)
        gl.glColor3f(1, 1, 1)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glEnable(gl.GL_NORMALIZE)

        gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, vec(50, 50, 10, 0))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, vec(5, 5, 10, 1))
        gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, vec(1, 1, 1, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, vec(0, 0, 0, 1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, vec(0.6, 0.6, 0.6, 1.0))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, vec(0.8, 0.8, 0.8, 1))
        gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, vec(-10.0, -20.0, 20.0, 0))

        # Create a Material and Group for the Model
        diffuse = [0.5, 0.5, 0.3, 1.0]
        ambient = [0.5, 0.5, 0.3, 1.0]
        specular = [1.0, 1.0, 1.0, 1.0]
        emission = [0.0, 0.0, 0.0, 1.0]
        shininess = 50
        material = pyglet.model.Material("", diffuse, ambient, specular,
                                         emission, shininess)
        self.group = pyglet.model.MaterialGroup(material=material)

        # Create a Material and Group for the ground plane
        diffuse = [0.02, 0.02, 0.023, 1.0]
        ambient = [0.01, 0.01, 0.01, 1.0]
        specular = [0.05, 0.05, 0.07, 1.0]
        emission = [0.0, 0.0, 0.0, 1.0]
        shininess = 10
        material2 = pyglet.model.Material("ground", diffuse, ambient, specular,
                                          emission, shininess)
        self.group2 = pyglet.model.MaterialGroup(material=material2)