SOL4Py Class: ZOpenGLTexturedCylinder
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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.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
#******************************************************************************/
# ZOpenGLTexturedCylinder.py
# encodig: utf-8
from SOL4Py.opengl.ZOpenGLObject import *
from SOL4Py.opengl.ZOpenGLQuadric import *
from SOL4Py.opengl.ZOpenGLMateria import *
from SOL4Py.opengl.ZOpenGLTexture2D import *
from SOL4Py.opengl.ZOpenGLCylinder import *
import math
class ZOpenGLTexturedCylinder(ZOpenGLTexture2D):
def __init__(self, filename, materia=None, base=2.0, top=1.0, height=2.0, slices=40, stacks=40):
super().__init__()
self.materia = materia
self.quadric = ZOpenGLQuadric();
if self.materia == None:
self.materia = ZOpenGLMateria()
texture= self.gettexture()
self.quadric.texture(texture);
self.cylinder = ZOpenGLCylinder(self.quadric, self.materia)
self.cylinder.reshape(base, top, height, slices, stacks)
self.load(filename);
self.drawStyle(GLU_FILL);
def drawStyle(self, style):
#style will take GLU_FILL, GLU_LINE, GLU_SILHOUETTE, and GLU_POINT.
self.quadric.drawStyle(style);
def orientation(self, orientation):
#orientation will take GLU_OUTSIDE, and GLU_INSIDE
self.quadric.orientation(orientation);
def normals(self, normal):
#normal will take GLU_NONE, GLU_FLAT, and GLU_SMOOTH
self.quadric.normals(normal);
def load(self, filename):
self.bind();
self.pixelStore(GL_UNPACK_ALIGNMENT, 4);
self.parameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
self.parameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
self.parameter(GL_TEXTURE_WRAP_S, GL_REPEAT);
self.parameter(GL_TEXTURE_WRAP_T, GL_REPEAT);
self.env(GL_TEXTURE_ENV_MODE, GL_MODULATE)
self.imageFromFile(filename);
self.unbind();
def draw(self):
self.bind();
self.cylinder.draw();
self.unbind()
Last modified: 20 Sep. 2019
Copyright (c) 2019 Antillia.com ALL RIGHTS RESERVED.