当前位置: 首页>>代码示例>>Python>>正文


Python GL.glPolygonMode方法代码示例

本文整理汇总了Python中opengltk.OpenGL.GL.glPolygonMode方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glPolygonMode方法的具体用法?Python GL.glPolygonMode怎么用?Python GL.glPolygonMode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opengltk.OpenGL.GL的用法示例。


在下文中一共展示了GL.glPolygonMode方法的8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: Draw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
    def Draw(self):
        GL.glEnable(GL.GL_DEPTH_TEST);
        GL.glClear( GL.GL_STENCIL_BUFFER_BIT)
        GL.glDisable(GL.GL_FOG)
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
        
        OpenCSG.render(self.primitives, self.algo, self.depthalgo)

        GL.glDepthFunc(GL.GL_EQUAL)

        # FIXME should only enable fog if it is on in camera
        GL.glEnable(GL.GL_FOG)
        self.SetupGL()
        for p in self.pyprimitives:
            p.render()

        GL.glDepthFunc(GL.GL_LESS);
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:19,代码来源:csgClip.py

示例2: pickDraw

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
    def pickDraw(self):
        """called by the picking process to operate the selection
"""
        #print "colorMapLegend.pickDraw", self
        # we draw just flat quad of the insert2d
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPushMatrix()       
        #GL.glLoadIdentity()
        GL.glLoadMatrixf(self.viewer.currentCamera.pickMatrix) 
        GL.glOrtho(0, float(self.viewer.currentCamera.width),
                   0, float(self.viewer.currentCamera.height), -1, 1)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPushMatrix()
        GL.glLoadIdentity()
        GL.glPolygonMode(GL.GL_FRONT, GL.GL_FILL)
        #GL.glColor3f(1,0,0)

        if self.resizeSpot is not None:
            GL.glPushName(1)
            GL.glBegin(GL.GL_QUADS)
            GL.glVertex2f(float(self.resizeSpot[0]+self.resizeSpotRadius),
                          float(self.resizeSpot[1]-self.resizeSpotRadius))
            GL.glVertex2f(float(self.resizeSpot[0]+self.resizeSpotRadius),
                          float(self.resizeSpot[1]+self.resizeSpotRadius))
            GL.glVertex2f(float(self.resizeSpot[0]-self.resizeSpotRadius),
                          float(self.resizeSpot[1]+self.resizeSpotRadius))
            GL.glVertex2f(float(self.resizeSpot[0]-self.resizeSpotRadius),
                          float(self.resizeSpot[1]-self.resizeSpotRadius))
            GL.glEnd()
            GL.glPopName()

        GL.glPushName(0)
        GL.glBegin(GL.GL_QUADS)
        GL.glVertex2fv(self.polygonContour[0])
        GL.glVertex2fv(self.polygonContour[1])
        GL.glVertex2fv(self.polygonContour[2])
        GL.glVertex2fv(self.polygonContour[3])
        GL.glEnd()
        GL.glPopName()

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glPopMatrix()
        GL.glMatrixMode(GL.GL_MODELVIEW)
        GL.glPopMatrix()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:46,代码来源:colorMapLegend.py

示例3: drawSticker

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
    def drawSticker(self, lLabelbounds):   

        if self.framePolygonMode != GL.GL_NONE:
            lenFrameColor = len(self.frameColor)
            if lenFrameColor == 4:
                GL.glColor4fv(self.frameColor)
            elif lenFrameColor == 3:
                GL.glColor3fv(self.frameColor)
            GL.glPolygonMode(GL.GL_FRONT, self.framePolygonMode)
            GL.glBegin(GL.GL_QUADS)
            GL.glVertex2f(0, 0)
            GL.glVertex2f(float(self.size[0]), 0)
            GL.glVertex2f(float(self.size[0]), float(self.size[1]))
            GL.glVertex2f(0, float(self.size[1]))
            GL.glEnd()

        GL.glScalef(float(self.fontScales[0]),
                    float(self.fontScales[1]),
                    0)
        GL.glTranslatef(float(self.frameSpace[0]),
                        float(self.frameSpace[1]),
                        0)

        # this corrects the glf draw function to start the label at the proper position
        GL.glTranslatef(1, float(-lLabelbounds[1]), 0)

        lenFontColor = len(self.fontColor)
        if lenFontColor == 4:
            GL.glColor4fv(self.fontColor)
        elif lenFontColor == 3:
            GL.glColor3fv(self.fontColor)
        GL.glPolygonMode(GL.GL_FRONT, GL.GL_FILL)
        if self.wireFont in [0, False]:
            glf.glfDrawSolidString(self.label)
        else:
            glf.glfDrawWiredString(self.label)
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:38,代码来源:glfSticker.py

示例4: SetupGL

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
    def SetupGL(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        """Setup OpenGL rendering state for this object
"""
        #print "SetupGL", self

        if not self.inheritMaterial:
            self.InitMaterial()
            self.InitColor()

        if self.GetLighting():
            #glEnable(GL_LIGHTING)
            if self.viewer is not None:
                self.viewer.enableOpenglLighting()

            shading = self.GetShading()

	    if shading != GL.GL_NONE:
                if self.normals is not None:
                    if (shading==GL.GL_SMOOTH and \
                        len(self.normals)!=len(self.vertexSet)) or \
                        (shading==GL.GL_FLAT and \
                         len(self.normals)!=len(self.faceSet)):
                        self.GetNormals()
                        self.viewer.objectsNeedingRedo[self] = None

		GL.glShadeModel(shading)

	else: # no lighting
	    GL.glDisable(GL.GL_LIGHTING)

	if not self.inheritCulling:
	    if self.culling in (GL.GL_BACK, GL.GL_FRONT, GL.GL_FRONT_AND_BACK):
		GL.glCullFace(self.culling)
		GL.glEnable(GL.GL_CULL_FACE)
	    else: GL.glDisable(GL.GL_CULL_FACE)

	if not self.inheritFrontPolyMode:
            mode =self.frontPolyMode
            if self.frontPolyMode==viewerConst.OUTLINED:
                mode = GL.GL_FILL
	    if self.frontAndBack:
		GL.glPolygonMode(GL.GL_FRONT_AND_BACK, mode)
	    else:
		GL.glPolygonMode(GL.GL_FRONT, mode)

	if not self.inheritBackPolyMode:
            mode = self.backPolyMode
            if self.backPolyMode==viewerConst.OUTLINED:
                mode = GL.GL_FILL
	    GL.glPolygonMode(GL.GL_BACK, mode)

	#self._AntiAliasing()
	self._WidthAndStipple()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:57,代码来源:Displayable.py

示例5: drawLegendOnly

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
def drawLegendOnly(
                    fullWidth,
                    fullHeight,
                    ramp,
                    verticalLegend=True,
                    roomLeftToLegend=0,
                    roomBelowLegend=50,
                    legendShortSide=10,
                    legendLongSide=150,
                    interpolate=True,
                    selected=False,
                    tile=None,
                    ):

    if ramp is None or len(ramp) == 0:
        return

    if tile is not None and selected is True:
        selected = False

    # deducted values
    if verticalLegend is True:
        lRoomToLegendCloseLongSide = roomLeftToLegend
        lRoomToLegendCloseShortSide = roomBelowLegend
        if legendShortSide < 1:
            legendShortSide = 1
        if legendLongSide < 1:
            legendLongSide = 1
    else:
        lRoomToLegendCloseLongSide = roomBelowLegend 
        lRoomToLegendCloseShortSide = roomLeftToLegend 
        if legendShortSide < 1:
            legendShortSide = 1
        if legendLongSide < 1:
            legendLongSide = 1

    lRoomToLegendFarLongSide = lRoomToLegendCloseLongSide + legendShortSide 

    GL.glMatrixMode(GL.GL_PROJECTION)
    GL.glPushMatrix()
    GL.glLoadIdentity()
    if tile is None:
        GL.glOrtho(0, float(fullWidth), 0, float(fullHeight), -1, 1)
    else:
        GL.glOrtho(float(tile[0]), float(tile[1]), float(tile[2]), float(tile[3]), -1, 1)
    GL.glMatrixMode(GL.GL_MODELVIEW)
    GL.glPushMatrix()
    GL.glLoadIdentity()
    GL.glDisable( GL.GL_LIGHTING )

    GL.glPolygonMode(GL.GL_FRONT, GL.GL_FILL)
    GL.glDisable(GL.GL_DEPTH_TEST)
    GL.glDepthMask(GL.GL_FALSE)
    
    if len(ramp[0]) == 4: # there are alpha values, draw checkered bg
        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        #draw a bunch of quads as background
        lCheckerSquareSize = legendShortSide * .5
        if lCheckerSquareSize != 0:
            nbquads = int(legendLongSide / lCheckerSquareSize)
        else:
            nbquads = 1
        c1 = ( 0.1, 0.1, 0.1 )
        c2 = ( 0.3, 0.3, 0.3 )
        c = c1
        x2 = None
        for i in range(nbquads+1):
            GL.glColor3fv(c)
            if i==nbquads and nbquads != 0:
                x1=x2
                x2=legendLongSide
            else:
                x1 = i*lCheckerSquareSize
                x2 = min (x1+lCheckerSquareSize, legendLongSide)

            GL.glBegin(GL.GL_QUADS)
            if verticalLegend is True:
                GL.glVertex2f(float(lRoomToLegendCloseLongSide),
                              float(lRoomToLegendCloseShortSide + x1))
                GL.glVertex2f(float(lRoomToLegendCloseLongSide+lCheckerSquareSize), 
                              float(lRoomToLegendCloseShortSide + x1))
                GL.glVertex2f(float(lRoomToLegendCloseLongSide+lCheckerSquareSize), 
                              float(lRoomToLegendCloseShortSide + x2))
                GL.glVertex2f(float(lRoomToLegendCloseLongSide), 
                              float(lRoomToLegendCloseShortSide + x2))
            else:
                GL.glVertex2f(float(lRoomToLegendCloseShortSide + x2),
                              float(lRoomToLegendCloseLongSide))
                GL.glVertex2f(float(lRoomToLegendCloseShortSide + x2),
                              float(lRoomToLegendCloseLongSide+lCheckerSquareSize))
                GL.glVertex2f(float(lRoomToLegendCloseShortSide + x1),
                              float(lRoomToLegendCloseLongSide+lCheckerSquareSize))
                GL.glVertex2f(float(lRoomToLegendCloseShortSide + x1),
                              float(lRoomToLegendCloseLongSide))
            GL.glEnd()
    
            if c==c1:
                c=c2
            else:
#.........这里部分代码省略.........
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:103,代码来源:Legend.py

示例6: drawLegendLabelName

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]

#.........这里部分代码省略.........
                    fontScale+lRoomToLegendCloseLongSide \
                    + legendShortSide \
                    + lMaxLabelsHeight,
                    0)
        else:
            lPt1 = (-fontScale+lRoomToLegendCloseShortSide-lNameWidth,
                    -fontScale+lRoomToLegendCloseLongSide-lMaxLabelsHeight,
                    0)
            lPt2 = (fontScale+lRoomToLegendFarShortSide+lUnitWidth,
                    -fontScale+lRoomToLegendCloseLongSide-lMaxLabelsHeight,
                    0)
            lPt3 = (fontScale+lRoomToLegendFarShortSide+lUnitWidth,
                    lRoomToLegendFarLongSide,0)
            lPt4 = (-fontScale+lRoomToLegendCloseShortSide-lNameWidth,
                    lRoomToLegendFarLongSide,0)

    if selected is True:
        labelColor2 = (.5, .5, .5)
    else:
        labelColor2 = labelColor

    GL.glMatrixMode(GL.GL_PROJECTION)
    GL.glPushMatrix()
    GL.glLoadIdentity()
    if tile is None:
        GL.glOrtho(0, float(fullWidth), 0, float(fullHeight), -1, 1)
    else:
        GL.glOrtho(float(tile[0]), float(tile[1]), float(tile[2]), float(tile[3]), -1, 1)
    GL.glMatrixMode(GL.GL_MODELVIEW)
    GL.glPushMatrix()
    GL.glLoadIdentity()
    GL.glDisable( GL.GL_LIGHTING )

    GL.glPolygonMode(GL.GL_FRONT, GL.GL_FILL )
    
    if len(backgroundColor) == 4:
        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

    #because of an unexplained bug on michel's laptop,
    #we don't draw the background when there is no frame 
    #(so michel has a way to manage the legend)
    if frame is True:
        #draw transparent background
        GL.glDepthMask(GL.GL_FALSE) 
        if len(backgroundColor) == 3:
            GL.glColor3fv(backgroundColor)
        else:
            GL.glColor4fv(backgroundColor)           
        GL.glBegin(GL.GL_QUADS)
        GL.glVertex3fv(lPt1)
        GL.glVertex3fv(lPt2)
        GL.glVertex3fv(lPt3)
        GL.glVertex3fv(lPt4)
        GL.glEnd()
        GL.glDepthMask(GL.GL_TRUE) 

    #draw frame
    if frame is True:
        GL.glPolygonMode(GL.GL_FRONT, GL.GL_LINE )
        GL.glLineWidth(1)
        GL.glColor3fv(labelColor2)    
        GL.glBegin(GL.GL_QUADS)
        GL.glVertex3fv(lPt1)
        GL.glVertex3fv(lPt2)
        GL.glVertex3fv(lPt3)
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:70,代码来源:Legend.py

示例7: DisplayFunction

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
    def DisplayFunction(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        """display a set of indexed geometric primitives"""
        
        if self.dpyList:

#            print "DisplayFunction", self.dpyList, self.fullName

            lDrawOutline = (self.getDrawOutlineMode('front'), self.getDrawOutlineMode('back'))
            if (lDrawOutline[0] or lDrawOutline[1]) and self.viewer.hasOffsetExt:

                outl = self.outline

                if   self.GetPolyMode('front') == GL.GL_FILL \
                  or self.GetPolyMode('back') == GL.GL_FILL:

                    mode = GL.GL_POLYGON_OFFSET_FILL

                    GL.glEnable(mode)
                    self.viewer.polyOffset( outl.factor, outl.unit)
                    Geom.DisplayFunction(self)
                    GL.glDisable(mode)

                    GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
                    if not outl.colorAsMaterial:
                        if outl.lighting:
                            GL.glMaterialfv( GL.GL_FRONT_AND_BACK,
                                             GL.GL_EMISSION,
                                             outl.color )
                        else:
                            GL.glDisable(GL.GL_LIGHTING)
                            GL.glColor4fv (outl.color)

                    GL.glLineWidth(outl.lineWidth)

                    if lDrawOutline[0] is False or lDrawOutline[1] is False:
                        GL.glEnable(GL.GL_CULL_FACE)
                        if lDrawOutline[0]:
                            GL.glCullFace(GL.GL_BACK)
                        elif lDrawOutline[1]:
                            GL.glCullFace(GL.GL_FRONT)
                    else:
                        GL.glDisable(GL.GL_CULL_FACE)

                    if outl.dpyList:
                        currentcontext = self.viewer.currentCamera.tk.call(self.viewer.currentCamera._w, 'contexttag')
                        if currentcontext != outl.dpyList[1]:
                            warnings.warn("""DisplayFunction failed because the current context is the wrong one""")
                            #print "currentcontext != outl.dpyList[1]", currentcontext, outl.dpyList[1]
                        else:
                            #print '#%d'%outl.dpyList[0], currentcontext, "glCallList IndexedGeom"
                            GL.glCallList(outl.dpyList[0])

                    GL.glEnable(GL.GL_CULL_FACE)
                    GL.glEnable(GL.GL_LIGHTING)

                else:
                    Geom.DisplayFunction(self)
            else:
                Geom.DisplayFunction(self)
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:63,代码来源:IndexedGeom.py

示例8: DisplayFunction

# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glPolygonMode [as 别名]
    def DisplayFunction(self):
        """Draw a square with diagonals to represent the clipping plane
"""
        #print "ClippingPlane.DisplayFunction"
	#trans = self.eqn[3]*(self.eqn[:3]*self.n)
        resetMaterialMemory()
        trans = self.translation
	GL.glPushMatrix()
	#GL.glTranslatef(-trans[0],-trans[1],-trans[2])
        GL.glTranslatef(float(trans[0]),
                        float(trans[1]),
                        float(trans[2]))
	GL.glMultMatrixf(self.rotation)
	GL.glScalef(float(self.scale[0]),
                    float(self.scale[1]),
                    float(self.scale[2]))

	if self.polyMode == GL.GL_QUADS:

	    GL.glPushAttrib(GL.GL_CURRENT_BIT | GL.GL_LIGHTING_BIT |
			    GL.GL_POLYGON_BIT)
            GL.glDisable(GL.GL_LIGHTING)

	    GL.glMaterialWithCheck(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT,
                                self.color)
            if self.viewer is not None:
                self.viewer.enableOpenglLighting()
	    GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)

            GL.glPushMatrix()
            GL.glMultMatrixf(self.planeRot)

	    GL.glBegin (GL.GL_QUADS)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glEnd ()
            GL.glPopMatrix()

	    GL.glPopAttrib()

	else:
# MS disabling GL.GL_BLEND breaks display of transparent surfaces
##  	    if self.antialiased==True:
##  		GL.glEnable(GL.GL_LINE_SMOOTH)
##  		GL.glEnable(GL.GL_BLEND)
##  	    else:
##  		GL.glDisable(GL.GL_LINE_SMOOTH)
##  		GL.glDisable(GL.GL_BLEND)

	    GL.glColor4fv (self.color)
	    GL.glLineWidth(self.lineWidth)

            GL.glPushMatrix()
            GL.glMultMatrixf(self.planeRot)
            
	    # could and should be a display list made once for all planes
	    GL.glBegin (GL.GL_LINE_STRIP)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0, -5.0)
	    GL.glVertex3f (0.0, -5.0, -5.0)
	    GL.glVertex3f (0.0,  5.0,  5.0)
	    GL.glVertex3f (0.0, -5.0,  5.0)
	    GL.glVertex3f (0.0,  5.0, -5.0)
	    GL.glEnd ()
            GL.glPopMatrix()

	GL.glPopMatrix()
开发者ID:MolecularFlipbook,项目名称:FlipbookApp,代码行数:74,代码来源:Clip.py


注:本文中的opengltk.OpenGL.GL.glPolygonMode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。