SOL4Py Class: ZOpenGLTexturedCube
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Source code
#/******************************************************************************
#
# Copyright (c) 2019 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
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# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#******************************************************************************/
# ZOpenGLTexturedCube.py
# encodig: utf-8
from SOL4Py.opengl.ZOpenGLTexture2D import *
from SOL4Py.opengl.ZTextureCoordTriangularCube import *
class ZOpenGLTexturedCube(ZOpenGLTexture2D):
## Constructor
def __init__(self, filename=None, materia = None, size=1.0):
super().__init__()
self.materia = materia
self.ttc = ZTextureCoordTriangularCube(size)
if filename != None:
self.load(filename)
def load(self, filename):
self.bind()
self.pixelStore(GL_UNPACK_ALIGNMENT, 4)
self.parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR)
self.parameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR)
self.env(GL_TEXTURE_ENV_MODE, GL_MODULATE)
self.generate(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP)
self.generate(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP)
self.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
self.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
self.imageFromFile(filename)
self.unbind()
# This is a very slow drawing method
def draw(self):
cube = self.ttc.getBox()
n_elements = self.ttc.getNumberOfElements()
self.bind()
glEnable(GL_NORMALIZE)
glBegin(GL_TRIANGLES)
for i in range(n_elements):
self.coordVertex(cube[i])
glEnd()
self.unbind()
def coordVertex(self, cube):
glTexCoord2fv(cube[0]) #.coord.s, cube.coord.t)
glVertex3fv(cube[1]) #.vertex.x, cube.vertex.y, cube.vertex.z)
Last modified: 20 Sep. 2019
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