SOL4Py Sample: PyramidWithColorEyeAndLightPositioner
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#******************************************************************************
#
# Copyright (c) 2018-2019 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/>.
#
#******************************************************************************
# TeapotWithColorEyeLightPositioner.py
# encodig: utf-8
import sys
#
sys.path.append('../')
from SOL4Py.opengl.ZOpenGLMainView import *
from SOL4Py.ZColorPositioner import *
from SOL4Py.ZEyePositioner import *
from SOL4Py.ZLightPositioner import *
from SOL4Py.opengl.ZOpenGLLight import *
from SOL4Py.opengl.ZOpenGLMaterial import *
from SOL4Py.opengl.ZOpenGLTriangleSurfaces import *
class MainView(ZOpenGLMainView):
##--------------------------------------------
class OpenGLView(ZOpenGLView):
def __init__(self, parent, color, eye, light):
#self.parent = parent
super(ZOpenGLView, self).__init__(parent)
self.angle = 0
self.vcolor = color
self.veye = eye
self.vlight = light
def initializeGL(self):
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
self.light = ZOpenGLLight()
self.material = ZOpenGLMaterial(GL_FRONT);
self.vertices = [
[ -1.0, -1.0, 1.0],
[ 1.0, -1.0, 1.0],
[ 1.0, -1.0, -1.0],
[ -1.0, -1.0, -1.0],
[ 0.0, 1.0, 0.0],
];
self.indices = [
[0, 1, 4], #Triangle: face1
[1, 2, 4], #Triangle: face2
[2, 3, 4], #Triangle: face3
[3, 0, 4], #Triangle] face4
];
self.surfaces = ZOpenGLTriangleSurfaces(self.vertices, self.indices);
self.normals = self.surfaces.calculateSurfaceNormals();
def paintGL(self):
glFrustum(1 , -1 , -1 , 1 , 1 , 10);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glClearColor(1.0, 1.0, 1.0, 1.0);
glTranslate(-0.5, -0.5, 0.0);
gluLookAt(self.veye[0], self.veye[1], self.veye[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
glRotate(0.0, 0.0, 1.0, 0.0);
#glTranslate(0.0, 0.0, -1.0)
#glEnableClientState(GL_VERTEX_ARRAY)
#glEnableClientState(GL_COLOR_ARRAY)
#avertices = np.array(self.vertices, dtype="float32")
#glVertexPointer(3, GL_FLOAT, 0, self.avertices)
#nindices = np.array(self.indices, dtype="uint32")
glEnable(GL_LIGHTING);
self.light.position(self.vlight[0], self.vlight[1], self.vlight[2], 0.0);
self.material.diffuse(self.vcolor[0]/255.0, self.vcolor[1]/255.0, self.vcolor[2]/255.0, 0.0);
self.material.specular(1.0, 1.0, 1.0, 0.0);
self.material.shininess(100.0);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_NORMALIZE);
for i in range(len(self.indices)):
glBegin(GL_TRIANGLES);
tri = self.indices[i];
self.draw( self.normals[i],
self.vertices[ tri[0] ],
self.vertices[ tri[1] ],
self.vertices[ tri[2] ]);
glEnd();
glFlush();
#glDisableClientState(GL_VERTEX_ARRAY)
#glDisableClientState(GL_COLOR_ARRAY)
glFlush()
def resizeGL(self, width, height):
side = min(width, height)
if side < 0: return
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(16.0, width / height, 0.5, 40.0)
glMatrixMode(GL_MODELVIEW);
def draw(self, n , v1, v2, v3):
glNormal3fv(n);
glVertex3fv(v1)
glVertex3fv(v2)
glVertex3fv(v3)
def setColorPosition(self, color):
self.vcolor = color
self.update()
def setEyePosition(self, eye):
self.veye = eye
self.update()
def setLigtPosition(self, light):
self.vlight = light
self.update()
##--------------------------------------------
# class variables
COLOR_RANGE = [0, 255]
COLOR_POS = [0.0, 0.0, 255.0]
EYE_RANGE = [-40, 40]
EYE_POS = [2.0, 0.0, 30.0]
LIGHT_RANGE = [-40, 40]
LIGHT_POS = [30.0, -10.0, -30.0]
# MainView Constructor
def __init__(self, title, x, y, width, height):
super(ZOpenGLMainView, self).__init__(title, x, y, width, height)
# 1 Create first imageview.
self.opengl_view = self.OpenGLView(self, self.COLOR_POS, self.EYE_POS, self.LIGHT_POS)
# 2 Add the image view to a main_layout of this main view.
self.add(self.opengl_view)
# 4 Add callbacks to positioners.
self.colorPositioner.add_value_changed_callback(self.color_changed)
self.eyePositioner.add_value_changed_callback (self.eye_changed)
self.lightPositioner.add_value_changed_callback(self.light_changed)
self.show()
# Add control pane to MainView
def add_control_pane(self, fixed_width=270):
self.vpane = ZVerticalPane(self, fixed_width)
self.colorPositioner = ZColorPositioner(self, "ColorPositioner",["R", "G", "B"],
self.COLOR_RANGE, self.COLOR_POS)
self.eyePositioner = ZEyePositioner(self, "EyePositioner", ["X", "Y", "Z"],
self.EYE_RANGE, self.EYE_POS)
self.lightPositioner = ZLightPositioner(self, "LightPositioner", ["X", "Y", "Z"],
self.LIGHT_RANGE, self.LIGHT_POS)
self.vpane.add(self.colorPositioner)
self.vpane.add(self.eyePositioner)
self.vpane.add(self.lightPositioner)
self.set_right_dock(self.vpane)
def color_changed(self, v):
values = self.colorPositioner.get_values()
self.opengl_view.setColorPosition(values)
def eye_changed(self, v):
values = self.eyePositioner.get_values()
self.opengl_view.setEyePosition(values)
def light_changed(self, v):
values = self.lightPositioner.get_values()
self.opengl_view.setLigtPosition(values)
#*************************************************
#
if main(__name__):
try:
glutInit(sys.argv)
app_name = os.path.basename(sys.argv[0])
applet = QApplication(sys.argv)
main_view = MainView(app_name, 40, 40, 640, 480)
main_view.show ()
applet.exec_()
except:
traceback.print_exc()
Last modified: 2 Apr. 2019