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Python Camera.renderCamera方法代码示例

本文整理汇总了Python中Camera.Camera.renderCamera方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.renderCamera方法的具体用法?Python Camera.renderCamera怎么用?Python Camera.renderCamera使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Camera.Camera的用法示例。


在下文中一共展示了Camera.renderCamera方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: blocks

# 需要导入模块: from Camera import Camera [as 别名]
# 或者: from Camera.Camera import renderCamera [as 别名]
class RenderWorld:
    '''This is the class that renders blocks (and the floor that they sit on). Camera angles are handled by another class'''
    WINDOW_WIDTH = 400
    WINDOW_HEIGHT = 400
    
    
    def __init__(self, file_name):
        '''Sets everything up: camera, modes, lighting, and the list of blocks'''
        self.camera = Camera()
        self.set_up_graphics()
        self.makeLights()
        self.objects = LoadWorld.load(file_name)
#        glMaterialfv(GL_FRONT, GL_SPECULAR, [1, 1, 1, 1])
#        glMaterialfv(GL_FRONT, GL_SHININESS, [50])

        glClearColor(.529,.8078,.980,0)

        glutDisplayFunc(self.display)
        glutKeyboardFunc(self.keyPressed)
        glutMainLoop()

    def set_up_graphics(self):
        '''Sets up the gl modes that are necessary'''
        glutInit()
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(self.WINDOW_WIDTH, self.WINDOW_HEIGHT)
        glutCreateWindow('World!')
        
        glMatrixMode(GL_PROJECTION)
        gluPerspective(45,1,.15,100)
        glMatrixMode(GL_MODELVIEW)
        
        glEnable(GL_DEPTH_TEST)

    def makeLights(self):
        '''Sets up the light sources and their positions. We have an ambient light and two sets of specular/diffuse lights'''
        self.diffuse_pos1 = (50,5,0,1)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, (.5, .5, .5, 1))
        glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1)
        
        glLightfv(GL_LIGHT1, GL_AMBIENT, (.2, .2, .2, 1))
        glLightfv(GL_LIGHT1, GL_POSITION, (0, 0, 1, 0))
        
        glLightfv(GL_LIGHT2, GL_SPECULAR, (.8, .8, .8, 1))
        glLightfv(GL_LIGHT2, GL_POSITION, self.diffuse_pos1)

        self.diffuse_pos2 = (0,1,0,1)
        glLightfv(GL_LIGHT3, GL_DIFFUSE, (.5, .5, .5, 1))
        glLightfv(GL_LIGHT3, GL_POSITION, self.diffuse_pos2)
        glLightfv(GL_LIGHT4, GL_SPECULAR, (.8, .8, .8, 1))
        glLightfv(GL_LIGHT4, GL_POSITION, self.diffuse_pos2)

        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT1)
        glEnable(GL_LIGHT2)

    def display(self, x=0, y=0):
        '''Called for every refresh; redraws the floor and blocks and based on the camera angle'''
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()
        
        self.camera.renderCamera()        
        self.renderLightSource()        
        self.makeFloor()
        #Transparent blocks!
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)



        for obj in self.objects:

            glPushMatrix()

            if obj.get_type() == "block":
                self.draw_block(obj)

            elif obj.get_type() == "key":
                self.draw_key(obj)

            glPopMatrix()
        glDisable(GL_BLEND)

        glFlush()


    def draw_block(self, obj):
                #Set the blocks shininess, ambient, diffuse, and specular reflections. The blocks are slightly transparent.
        color = obj.get_color()
        pos = obj.get_pos()
        #glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75)
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], 1])
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, 1])
        #glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .7])
        glTranslate(pos[0],pos[1],pos[2])
        glutSolidCube(2)

    def draw_key(self, obj):
        color = obj.get_color()
#.........这里部分代码省略.........
开发者ID:aapope,项目名称:OpenGLMaze,代码行数:103,代码来源:RenderWorld.py

示例2: __init__

# 需要导入模块: from Camera import Camera [as 别名]
# 或者: from Camera.Camera import renderCamera [as 别名]
class RenderCube:
    '''This is the class that renders a rainbow cube
    Camera angles are handled by Camera.py.
    '''
    WINDOW_WIDTH = 700
    WINDOW_HEIGHT = 700
    MAP_SIZE =100

    def __init__(self):
        '''Sets up camera, modes, lighting, sounds, and objects.'''
        self.set_up_graphics()
        self.makeLights()
        self.camera = Camera(0,0,5)
        self.verts=self.GenArray()
        self.colors=self.GenArray('color')

        glClearColor(1,1,1,0)

        glutIdleFunc(self.display)
        glutDisplayFunc(self.display)

        glutIgnoreKeyRepeat(GLUT_KEY_REPEAT_OFF)
        glutKeyboardFunc(self.keyPressed)
        glutKeyboardUpFunc(self.keyUp)

        glutSetCursor(GLUT_CURSOR_NONE)
        glutPassiveMotionFunc(self.mouseMove)

        glutMainLoop()

    def set_up_graphics(self):
        '''Sets up OpenGL to provide double buffering, RGB coloring,
        depth testing, the correct window size, and a title.'''
        glutInit()
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(self.WINDOW_WIDTH, self.WINDOW_HEIGHT)
        glutCreateWindow('RainbowCube!')

        glMatrixMode(GL_PROJECTION)
        gluPerspective(45,1,.15,100)
        glMatrixMode(GL_MODELVIEW)

        glEnable(GL_DEPTH_TEST)

    def makeLights(self):
        '''Sets up the light sources and their positions. We have an
        ambient light and two sets of specular/diffuse lights.'''
        self.diffuse_pos1 = (50,5,0,1)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, (.5, .5, .5, 1))
        glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1)

        glLightfv(GL_LIGHT1, GL_AMBIENT, (.2, .2, .2, 1))
        glLightfv(GL_LIGHT1, GL_POSITION, (0, 0, 1, 0))

        glLightfv(GL_LIGHT2, GL_SPECULAR, (.8, .8, .8, 1))
        glLightfv(GL_LIGHT2, GL_POSITION, self.diffuse_pos1)

        self.diffuse_pos2 = (0,1,0,1)
        glLightfv(GL_LIGHT3, GL_DIFFUSE, (.5, .5, .5, 1))
        glLightfv(GL_LIGHT3, GL_POSITION, self.diffuse_pos2)
        glLightfv(GL_LIGHT4, GL_SPECULAR, (.8, .8, .8, 1))
        glLightfv(GL_LIGHT4, GL_POSITION, self.diffuse_pos2)

        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)
        glEnable(GL_LIGHT1)
        glEnable(GL_LIGHT2)

    def display(self, x=0, y=0):
        '''Called for every refresh; redraws the cube at current position
        based on the camera angle.'''
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        self.camera.move()
        self.camera.renderCamera()
        self.renderLightSource()
        glPushMatrix()
        # Set the object shininess, ambient, diffuse, and
        # specular reflections.
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75)
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, 1])
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .8])

        glTranslate(0,0,0)
        self.MakeCube()
        glPopMatrix()
        glutSwapBuffers()

    def mouseMove(self, x, y):
        '''Called when the mouse is moved.'''
        factor = 2
        
        tmp_x = (self.camera.mouse_x - x)/factor
        tmp_y = (self.camera.mouse_y - y)/factor
        if tmp_x > self.camera.ROTATE:
            tmp_x = self.camera.ROTATE
        self.camera.rotate(0, tmp_x, 0)
        x = self.WINDOW_WIDTH/2
        y = self.WINDOW_HEIGHT/2
#.........这里部分代码省略.........
开发者ID:swilson11235,项目名称:RainbowCube,代码行数:103,代码来源:RenderCube.py


注:本文中的Camera.Camera.renderCamera方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。