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Python Open Source » Development » PyObjC 
PyObjC » trunk » pyobjc » PyOpenGL 2.0.2.01 » OpenGL » Demo » NeHe » lesson41.py
# NeHe Tutorial Lesson: 41 - Volumetric Fog
#
# Ported to PyOpenGL 2.0 by Brian Leair 18 Jan 2004
#
# This code was created by Jeff Molofee 2000
#
# The port was based on the PyOpenGL tutorials and from 
# PyOpenGLContext (tests/glprint.py)
#
# If you've found this code useful, feel free to let me know 
# at (Brian Leair telcom_sage@yahoo.com).
#
# See original source and C based tutorial at http://nehe.gamedev.net
#
# Note:
# -----
# This code is not an ideal example of Pythonic coding or use of OO techniques.  
# It is a simple and direct exposition of how to use the Open GL API in 
# Python via the PyOpenGL package. It also uses GLUT, a high quality 
# platform independent library. Due to using these APIs, this code is 
# more like a C program using procedural based programming.
#
# To run this example you will need:
# Python   - www.python.org (v 2.3 as of 1/2004)
# PyOpenGL   - pyopengl.sourceforge.net (v 2.0.1.07 as of 1/2004)
# Numeric Python  - (v.22 of "numpy" as of 1/2004) numpy.sourceforge.net
# Python Image Library  - http://www.pythonware.com/products/pil/
#
# Make sure to get versions of Numeric, PyOpenGL, and PIL to match your
# version of python.
#
#
#
#
# Topics demonstrated in this tutorial:
#  using PIL (Python Image Library) to load a texture from an image file 
#     (see doc - http://www.pythonware.com/library/pil/handbook/index.htm)
#  accessing the extension FOG_COORDINATE_EXTENSION
#     (see doc - http://pyopengl.sourceforge.net/documentation/opengl_diffs.html)
#

from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import Image         # PIL
import sys
from OpenGL.GL.EXT.fog_coord import *



# *********************** Globals *********************** 
# Python 2.2 defines these directly
try:
  True
except NameError:
  True = 1==1
  False = 1==0


# Some api in the chain is translating the keystrokes to this octal string
# so instead of saying: ESCAPE = 27, we use the following.
ESCAPE = '\033'

# Number of the glut window.
window = 0
fogColor = (0.6, 0.3, 0.0, 1.0);                # // Fog Colour 
camz = None                            # // Camera Z Depth
lastTickCount = 0.0

texture = None

def next_p2 (num):
  """ If num isn't a power of 2, will return the next higher power of two """
  rval = 1
  while (rval<num):
    rval <<= 1
  return rval


def BuildTexture (path):
  """ // Load Image And Convert To A Texture
  path can be a relative path, or a fully qualified path.
  returns False if the requested image couldn't loaded as a texture
  returns True and the texture ID if image was loaded
  """
  # Catch exception here if image file couldn't be loaded
  try:
    # Note, NYI, path specified as URL's could be access using python url lib
    # OleLoadPicturePath () supports url paths, but that capability isn't critcial to this tutorial.
    Picture = Image.open (path)
  except:
    print "Unable to open image file '%s'." % (path)
    return False, 0

  glMaxTexDim = glGetIntegerv (GL_MAX_TEXTURE_SIZE)

  WidthPixels = Picture.size [0]
  HeightPixels = Picture.size [1]

  if ((WidthPixels > glMaxTexDim) or (HeightPixels > glMaxTexDim)):
    # The image file is too large. Shrink it to fit within the texture dimensions
    # support by our rendering context for a GL texture.
    # Note, Feel free to experiemnt and force a resize by placing a small val into
    # glMaxTexDim (e.g. 32,64,128).
    if (WidthPixels > HeightPixels):
      # Width is the domainant dimension.
      resizeWidthPixels = glMaxTexDim
      squash = float (resizeWidthPixels) / float (WidthPixels)
      resizeHeightPixels = int (HeighPixels * squash)
    else:
      resizeHeightPixels = glMaxTexDim
      squash = float (resizeHeightPixels) / float (HeightPixels)
      resizeWidthPixels = int (WidthPixels * squash)
  else:
    # // Resize Image To Closest Power Of Two
    if (WidthPixels > HeightPixels):
      # Width is the domainant dimension.
      resizeWidthPixels = next_p2 (WidthPixels)
      squash = float (resizeWidthPixels) / float (WidthPixels)
      resizeHeightPixels = int (HeighPixels * squash)
    else:
      resizeHeightPixels = next_p2 (HeightPixels)
      squash = float (resizeHeightPixels) / float (HeightPixels)
      resizeWidthPixels = int (WidthPixels * squash)
    # 
  # Resize the image to be used as a texture.
  # The Python image library provides a handy method resize (). 
  # Several filtering options are available.
  # If you don't specify a filtering option will default NEAREST
  Picture = Picture.resize ((resizeWidthPixels, resizeHeightPixels), Image.BICUBIC)
  lWidthPixels = next_p2 (resizeWidthPixels)
  lHeightPixels = next_p2 (resizeWidthPixels)
  # Now we create an image that has the padding needed
  newpicture = Image.new ("RGB", (lWidthPixels, lHeightPixels), (0, 0, 0))
  newpicture.paste (Picture)

  # Create a raw string from the image data - data will be unsigned bytes
  # RGBpad, no stride (0), and first line is top of image (-1)
  pBits = newpicture.tostring("raw", "RGBX", 0, -1)

  # // Typical Texture Generation Using Data From The Bitmap
  texid = glGenTextures(1);                      # // Create The Texture
  glBindTexture(GL_TEXTURE_2D, texid);                # // Bind To The Texture ID
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);    # // (Modify This For The Type Of Filtering You Want)
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);     # // (Modify This For The Type Of Filtering You Want)

  # // (Modify This If You Want Mipmaps)
  glTexImage2D(GL_TEXTURE_2D, 0, 3, lWidthPixels, lHeightPixels, 0, GL_RGBA, GL_UNSIGNED_BYTE, pBits);

  # Cleanup (python actually handles all memory for you, so this isn't necessary)
  # // Decrements IPicture Reference Count
  Picture = None
  newpicture = None
  return True, texid          # // Return True (All Good)


def Extension_Init ():
  """ Determine if the fog coord extentsion is availble """

  # After calling this, we will be able to invoke glFogCoordEXT ()
  if (not glInitFogCoordEXT ()):
    print "Help!  No GL_EXT_ForCoord"
    sys.exit(1)
    return False
  return True

# // Any GL Init Code & User Initialiazation Goes Here
def InitGL(Width, Height):        # We call this right after our OpenGL window is created.
  global fogColor
  global camz

  if (not Extension_Init ()):      # // Check And Enable Fog Extension If Available
    return False;          # // Return False If Extension Not Supported

  if (not BuildTexture("wall.bmp")):            # // Load The Wall Texture
    return False;                      # // Return False If Loading Failed

  glEnable(GL_TEXTURE_2D);                  # // Enable Texture Mapping
  glClearColor (0.0, 0.0, 0.0, 0.5);              # // Black Background
  glClearDepth (1.0);                      # // Depth Buffer Setup
  glDepthFunc (GL_LEQUAL);                  # // The Type Of Depth Testing
  glEnable (GL_DEPTH_TEST);                  # // Enable Depth Testing
  glShadeModel (GL_SMOOTH);                  # // Select Smooth Shading
  glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      # // Set Perspective Calculations To Most Accurate

  # // Set Up Fog 
  glEnable(GL_FOG);                      # // Enable Fog
  glFogi(GL_FOG_MODE, GL_LINEAR);                # // Fog Fade Is Linear
  glFogfv(GL_FOG_COLOR, fogColor);              # // Set The Fog Color
  glFogf(GL_FOG_START,  0.0);                  # // Set The Fog Start
  glFogf(GL_FOG_END,    1.0);                  # // Set The Fog End
  glHint(GL_FOG_HINT, GL_NICEST);                # // Per-Pixel Fog Calculation
  glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT) # // Set Fog Based On Vertice Coordinates

  camz =  -19.0;                        # // Set Camera Z Position To -19.0f

  return True;                        # // Return TRUE (Initialization Successful)


# The function called when our window is resized (which shouldn't happen if you enable fullscreen, below)
def ReSizeGLScene(Width, Height):
  if Height == 0:            # Prevent A Divide By Zero If The Window Is Too Small 
    Height = 1

  glViewport(0, 0, Width, Height)    # Reset The Current Viewport And Perspective Transformation
  glMatrixMode(GL_PROJECTION)
  glLoadIdentity()
  # // field of view, aspect ratio, near and far
  # This will squash and stretch our objects as the window is resized.
  gluPerspective(45.0, float(Width)/float(Height), 0.1, 100.0)

  glMatrixMode(GL_MODELVIEW)
  glLoadIdentity()


# The main drawing function. 
def DrawGLScene():
  global camz

  glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        # // Clear Screen And Depth Buffer
  glLoadIdentity ();                          # // Reset The Modelview Matrix

  glTranslatef(0.0, 0.0, camz);                    # // Move To Our Camera Z Position

  glBegin(GL_QUADS);                          # // Back Wall
  glFogCoordfEXT( 1.0);  glTexCoord2f(0.0, 0.0);  glVertex3f(-2.5,-2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 0.0);  glVertex3f( 2.5,-2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 1.0);  glVertex3f( 2.5, 2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(0.0, 1.0);  glVertex3f(-2.5, 2.5,-15.0);
  # PyOpenGL 2.0.1.07 has a bug. Swig generated code for FogCoordfExt ()
  # uses wrong error check macro. Macro falsely sets exception due to
  # call during glBegin (). Fixed in later versions.
  try:
    glEnd();
  except:
    pass

  glBegin(GL_QUADS);                          # // Floor
  glFogCoordfEXT( 1.0);  glTexCoord2f(0.0, 0.0);  glVertex3f(-2.5,-2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 0.0);  glVertex3f( 2.5,-2.5,-15.0);
  glFogCoordfEXT( 0.0);  glTexCoord2f(1.0, 1.0);  glVertex3f( 2.5,-2.5, 15.0);
  glFogCoordfEXT( 0.0);  glTexCoord2f(0.0, 1.0);  glVertex3f(-2.5,-2.5, 15.0);
  try:
    glEnd();
  except:
    pass

  glBegin(GL_QUADS);                          # // Roof
  glFogCoordfEXT( 1.0);  glTexCoord2f(0.0, 0.0);  glVertex3f(-2.5, 2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 0.0);  glVertex3f( 2.5, 2.5,-15.0);
  glFogCoordfEXT( 0.0);  glTexCoord2f(1.0, 1.0);  glVertex3f( 2.5, 2.5, 15.0);
  glFogCoordfEXT( 0.0);  glTexCoord2f(0.0, 1.0);  glVertex3f(-2.5, 2.5, 15.0);
  try:
    glEnd();
  except:
    pass

  glBegin(GL_QUADS);                          # // Right Wall
  glFogCoordfEXT( 0.0);  glTexCoord2f(0.0, 0.0);  glVertex3f( 2.5,-2.5, 15.0);
  glFogCoordfEXT( 0.0);  glTexCoord2f(0.0, 1.0);  glVertex3f( 2.5, 2.5, 15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 1.0);  glVertex3f( 2.5, 2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 0.0);  glVertex3f( 2.5,-2.5,-15.0);
  try:
    glEnd();
  except:
    pass

  glBegin(GL_QUADS);                          # // Left Wall
  glFogCoordfEXT( 0.0);  glTexCoord2f(0.0, 0.0);  glVertex3f(-2.5,-2.5, 15.0);
  glFogCoordfEXT( 0.0);  glTexCoord2f(0.0, 1.0);  glVertex3f(-2.5, 2.5, 15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 1.0);  glVertex3f(-2.5, 2.5,-15.0);
  glFogCoordfEXT( 1.0);  glTexCoord2f(1.0, 0.0);  glVertex3f(-2.5,-2.5,-15.0);
  try:
    glEnd();
  except:
    pass

  glutSwapBuffers()                           # // Flush The GL Rendering Pipeline
  return True


# The function called whenever a key is pressed. Note the use of Python tuples to pass in: (key, x, y)  
def keyPressed(*args):
  global window
  global camz
  global lastTickCount

  tickCount = glutGet (GLUT_ELAPSED_TIME)
  milliseconds = (tickCount - lastTickCount) 
  lastTickCount = tickCount
  if (milliseconds > 200):
    lastTickCount = tickCount
    milliseconds = 20

  # If escape is pressed, kill everything.
  if args[0] == ESCAPE:
    sys.exit ()
  if ((args[0] == GLUT_KEY_UP) and (camz < 14.0)):
      camz += milliseconds / 100.0     # // Move Object Closer (Move Forwards Through Hallway)
  if (args[0] == GLUT_KEY_DOWN and camz > -19.0):
      camz -= milliseconds / 100.0     # // Move Object Closer (Move Backwards Through Hallway)

  return

def main():
  global window, lastTickCount

  # pass arguments to init
  glutInit(sys.argv)

  # Select type of Display mode:   
  #  Double buffer 
  #  RGBA color
  # Alpha components supported 
  # Depth buffer
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
  
  # get a 640 x 480 window 
  glutInitWindowSize(640, 480)
  
  # the window starts at the upper left corner of the screen 
  glutInitWindowPosition(0, 0)
  
  # Okay, like the C version we retain the window id to use when closing, but for those of you new
  # to Python, remember this assignment would make the variable local and not global
  # if it weren't for the global declaration at the start of main.
  window = glutCreateWindow("NeHe's Volumetric Fog & IPicture Image Loading Tutorial")

  # Register the drawing function with glut, BUT in Python land, at least using PyOpenGL, we need to
  # set the function pointer and invoke a function to actually register the callback, otherwise it
  # would be very much like the C version of the code.  
  glutDisplayFunc(DrawGLScene)
  
  # Uncomment this line to get full screen.
  #glutFullScreen()

  # When we are doing nothing, redraw the scene.
  glutIdleFunc(DrawGLScene)
  
  # Register the function called when our window is resized.
  glutReshapeFunc(ReSizeGLScene)
  
  # Register the function called when the keyboard is pressed.  
  # The call setup glutSpecialFunc () is needed to receive 
  # "keyboard function or directional keys." 
  glutKeyboardFunc(keyPressed)
  glutSpecialFunc(keyPressed)

  # We've told Glut the type of window we want, and we've told glut about
  # various functions that we want invoked (idle, resizing, keyboard events).
  # Glut has done the hard work of building up thw windows DC context and 
  # tying in a rendering context, so we are ready to start making immediate mode
  # GL calls.
  # Call to perform inital GL setup (the clear colors, enabling modes, and most releveant -
  # consturct the displays lists for the bitmap font.
  InitGL(640, 480)

  # Start Event Processing Engine  
  glutMainLoop()

# Print message to console, and kick off the main to get it rolling.
if __name__ == "__main__":
  print "Hit ESC key to quit."
  main()
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