1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
|
#! /usr/bin/env python
# zrgb (Requires Z buffer.)
#
# This program demostrates zbuffering 3 intersecting RGB polygons while
# in doublebuffer mode where, movement of the mouse with the LEFTMOUSE
# button depressed will, rotate the 3 polygons. This is done by compound
# rotations allowing continuous screen-oriented rotations.
#
# Press the "Esc" key to exit.
from gl import *
from GL import *
from DEVICE import *
idmat=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
def main() :
#
# old and new mouse position
#
#
mode = 0
omx = 0
mx = 0
omy = 0
my = 0
#
objmat=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]
#
initialize ()
#
draw_scene (objmat)
#
while (1) :
#
dev, val = qread()
#
if dev == ESCKEY :
if val :
break
# exit when key is going up, not down
# this avoids the scenario where a window
# underneath this program's window
# would otherwise "eat up" the up-
# event of the Esc key being released
return
#
elif dev == REDRAW :
reshapeviewport()
draw_scene(objmat)
#
elif dev == LEFTMOUSE:
omx = mx
omy = my
if val :
mode = 1
else :
mode = 0
elif dev == MOUSEX :
omx = mx
mx = val
#print omx, mx
objmat = update_scene(objmat,mx,my,omx,omy,mode)
#
elif dev == MOUSEY :
omy = my
my = val
#print omy, my
objmat = update_scene(objmat,mx,my,omx,omy,mode)
#
def initialize () :
#
foreground ()
keepaspect(5, 4)
w = winopen('Zbuffered RGB')
#
doublebuffer()
RGBmode()
gconfig()
zbuffer(1)
lsetdepth(0x0, 0x7FFFFF)
#
qdevice(ESCKEY)
qdevice(LEFTMOUSE)
qdevice(MOUSEX)
qdevice(MOUSEY)
def update_scene (mat, mx, my, omx, omy, mode) :
#
if mode == 1 :
mat = orient(mat, mx, my, omx, omy)
draw_scene(mat)
return mat
def orient (mat, mx, my, omx, omy) :
#
#
pushmatrix()
loadmatrix(idmat)
#
if mx - omx : rot (float (mx - omx), 'y')
if omy - my : rot (float (omy - my), 'x')
#
multmatrix(mat)
mat = getmatrix()
#
popmatrix()
#
return mat
def draw_scene (mat) :
RGBcolor(40, 100, 200)
clear()
zclear()
#
perspective(400, 1.25, 30.0, 60.0)
translate(0.0, 0.0, -40.0)
multmatrix(mat)
#
# skews original view to show all polygons
#
rotate(-580, 'y')
draw_polys()
#
swapbuffers()
polygon1 = [(-10.0,-10.0,0.0),(10.0,-10.0,0.0),(-10.0,10.0,0.0)]
polygon2 = [(0.0,-10.0,-10.0),(0.0,-10.0,10.0),(0.0,5.0,-10.0)]
polygon3 = [(-10.0,6.0,4.0),(-10.0,3.0,4.0),(4.0,-9.0,-10.0),(4.0,-6.0,-10.0)]
def draw_polys():
bgnpolygon()
cpack(0x0)
v3f(polygon1[0])
cpack(0x007F7F7F)
v3f(polygon1[1])
cpack(0x00FFFFFF)
v3f(polygon1[2])
endpolygon()
#
bgnpolygon()
cpack(0x0000FFFF)
v3f(polygon2[0])
cpack(0x007FFF00)
v3f(polygon2[1])
cpack(0x00FF0000)
v3f(polygon2[2])
endpolygon()
#
bgnpolygon()
cpack(0x0000FFFF)
v3f(polygon3[0])
cpack(0x00FF00FF)
v3f(polygon3[1])
cpack(0x00FF0000)
v3f(polygon3[2])
cpack(0x00FF00FF)
v3f(polygon3[3])
endpolygon()
main ()
|