"""GLUT replacement for the original checker.py demonstration code
Note:
Has no navigation code ATM.
"""
# This is statement is required by the build system to query build info
if __name__ == '__build__':
raise Exception
__version__='$Revision: 1.1.2.1 $'[11:-2]
__date__ = '$Date: 2004/11/15 01:10:45 $'[6:-2]
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import time, sys, os
def drawMessage( value, (x,y) ):
glMatrixMode(GL_PROJECTION);
try:
# For some reason the GL_PROJECTION_MATRIX is overflowing with a single push!
# glPushMatrix()
matrix = glGetDouble( GL_PROJECTION_MATRIX )
try:
glLoadIdentity();
_,_,width,height = glGetDoublev(GL_VIEWPORT)
glOrtho(0.0, height or 32, 0.0, width or 32, -1.0, 1.0)
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
try:
glLoadIdentity();
glRasterPos2f(x, y);
lines = 0
for character in value:
if character == '\n':
glRasterPos2i(x, y-(lines*15))
else:
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, ord(character));
finally:
glPopMatrix();
# For some reason the GL_PROJECTION_MATRIX is overflowing with a single push!
# glPopMatrix();
finally:
glMatrixMode(GL_PROJECTION);
glLoadMatrixd( matrix ) # should have un-decorated alias for this...
finally:
glMatrixMode(GL_MODELVIEW);
def drawCone( position = (0,-1,0), radius=1, height=2, slices=50,stacks=10 ):
glPushMatrix()
try:
glTranslatef(*position)
glRotatef(250, 1, 0, 0)
glutSolidCone(radius, height, slices, stacks )
finally:
glPopMatrix()
def coneMaterial( ):
"""Setup material for cone"""
glMaterialfv(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
glMaterialfv(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
glMaterialfv(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
glMaterialfv(GL_FRONT, GL_SHININESS, 50.0)
def light():
"""Setup light 0 and enable lighting"""
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
glLightfv(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
def depth():
"""Setup depth testing"""
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
def display( swap=1, clear=1):
"""Callback function for displaying the scene
This defines a unit-square environment in which to draw,
i.e. width is one drawing unit, as is height
"""
if clear:
glClearColor(0.5, 0.5, 0.5, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# establish the projection matrix (perspective)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
x,y,width,height = glGetDoublev(GL_VIEWPORT)
gluPerspective(
45, # field of view in degrees
width/float(height or 1), # aspect ratio
.25, # near clipping plane
200, # far clipping plane
)
# and then the model view matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
drawMessage("Click to save buffer to test.jpg",(15,height-20))
gluLookAt(
0,1,5, # eyepoint
0,0,0, # center-of-view
0,1,0, # up-vector
)
light()
depth()
coneMaterial()
rotation()
drawCone()
if swap:
glutSwapBuffers()
def idle( ):
glutPostRedisplay()
def click( button, state, x, y ):
"""Handler for click on the screen"""
if state == GLUT_UP:
saveBuffer( )
def saveBuffer( filename="test.jpg", format="JPEG" ):
"""Save current buffer to filename in format"""
import Image # get PIL's functionality...
x,y,width,height = glGetDoublev(GL_VIEWPORT)
glPixelStorei(GL_PACK_ALIGNMENT, 1)
data = glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE)
image = Image.fromstring( "RGB", (width, height), data )
image = image.transpose( Image.FLIP_TOP_BOTTOM)
image.save( filename, format )
print 'Saved image to %s'% (os.path.abspath( filename))
return image
starttime = time.time()
def rotation( period = 10):
"""Do rotation of the scene at given rate"""
angle = (((time.time()-starttime)%period)/period)* 360
glRotate( angle, 0,1,0)
return angle
if __name__ == "__main__":
print """You should see a cone rotating slowly, click to save to test.jpg"""
import sys
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutCreateWindow('Lorentz Attractor Demo')
glutDisplayFunc(display)
glutIdleFunc(display)
glutMouseFunc( click )
# note need to do this to properly render faceted geometry
glutMainLoop()
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