#!
# This is statement is required by the build system to query build info
if __name__ == '__build__':
raise Exception
## Texture mapping an image--- derived mainly from texturesurf.c (SGI demo)
## Notable feature: uses PIL to load a PPM image, which is then texturemapped
## to a bezier surface, using PyOpenGL.
## Note: your image needs to be RGBA, and the image
## dimensions must be powers of two, starting
## with 64 (ie, 64x64, 128x128, etc)
## also, I noticed that from certain directions the surface is
## partially transparent. is there a bug in my code,
## or is it the way that OpenGL handles concave surfaces?
## if you figure it out, let me know.
## (it may invlve backface culling)
## Written by David Konerding (dek@cgl.ucsf.edu)
## You are free to modify and redistribute this code.
## This version differs from texturesurf.py in that it sends the image as
## a NumPy array instead of as a string, but that's all.
import sys
try:
import Numeric
except:
print "This demo requires the Numeric extension, sorry"
sys.exit()
from Image import *
from OpenGL.GL import *
from OpenGL.Tk import *
## Control points for the bezier surface
ctrlpoints = [[[ -1.5, -1.5, 4.0], [-0.5, -1.5, 2.0], [0.5, -1.5,
-1.0], [1.5, -1.5, 2.0]], [[-1.5, -0.5, 1.0], [-0.5, -0.5, 3.0], [0.5, -0.5,
0.0], [1.5, -0.5, -1.0]], [[-1.5, 0.5, 4.0], [-0.5, 0.5, 0.0],[ 0.5, 0.5,
3.0], [1.5, 0.5, 4.0]], [[-1.5, 1.5, -2.0], [-0.5, 1.5, -2.0], [0.5, 1.5,
0.0], [1.5, 1.5, -1.0]]]
## Texture control points
texpts = [[[0.0, 0.0], [0.0, 1.0]], [[1.0, 0.0], [1.0, 1.0]]]
class Surface:
def Display(self, event=None):
glClearColor(0.0, 0.0, 0.0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glCallList(self.list)
def SetupWindow(self):
self.OglFrame = Frame()
self.OglFrame.pack(side = 'top')
self.QuitButton = Button(self.OglFrame, {'text':'Quit'})
self.QuitButton.bind('<ButtonRelease-1>', sys.exit)
self.QuitButton.pack({'side':'top'})
def SetupOpenGL(self):
self.ogl = Opengl(master=self.OglFrame, width = 500, height = 500, double = 1, depth = 1)
self.ogl.pack(side = 'top', expand = 1, fill = 'both')
self.ogl.set_centerpoint(0, 0, 0)
self.ogl.redraw = self.Display
## Note: only works for RGBA images where side length is power of 2
def MakeImage(self, filename):
im = open(filename)
self.imageWidth = im.size[0]
self.imageHeight = im.size[1]
self.image = Numeric.fromstring(im.tostring("raw", "RGBX", 0, -1), Numeric.Int0)
self.image = Numeric.reshape(self.image, (self.imageWidth, self.imageHeight, 4))
## this hunk of code handles the bezier mapping and texture mapping
def Surface(self):
glDisable(GL_CULL_FACE)
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 0, 1, ctrlpoints)
glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 0, 1, texpts)
glEnable(GL_MAP2_TEXTURE_COORD_2)
glEnable(GL_MAP2_VERTEX_3)
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2Dub(GL_TEXTURE_2D, 0, 3, 0, GL_RGBA, self.image)
glEnable(GL_TEXTURE_2D)
glEnable(GL_DEPTH_TEST)
glEnable(GL_NORMALIZE)
glShadeModel(GL_FLAT)
self.list = glGenLists(1)
glNewList(self.list, GL_COMPILE)
glEvalMesh2(GL_FILL, 0, 20, 0, 20)
glEndList()
def __init__(self):
try:
filename = sys.argv[1]
except:
filename = "image.ppm"
sys.stderr.write("usage: <name> ppmfilename\n")
#sys.exit(1)
self.SetupWindow()
self.MakeImage(filename)
self.SetupOpenGL()
self.Surface()
self.ogl.tkRedraw()
self.ogl.mainloop()
if __name__ == '__main__':
Surface()
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