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machinery
Printrun
Commits
5684c83e
Commit
5684c83e
authored
Mar 30, 2014
by
Guillaume Seguin
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Plain Diff
Move lighting to panel to create lights at a fixed position
parent
f5a722d5
Changes
2
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
25 additions
and
24 deletions
+25
-24
actors.py
printrun/gl/libtatlin/actors.py
+2
-24
panel.py
printrun/gl/panel.py
+23
-0
No files found.
printrun/gl/libtatlin/actors.py
View file @
5684c83e
...
@@ -517,30 +517,10 @@ class GcodeModel(Model):
...
@@ -517,30 +517,10 @@ class GcodeModel(Model):
glTranslatef
(
self
.
offset_x
,
self
.
offset_y
,
0
)
glTranslatef
(
self
.
offset_x
,
self
.
offset_y
,
0
)
glEnableClientState
(
GL_VERTEX_ARRAY
)
glEnableClientState
(
GL_VERTEX_ARRAY
)
glDisable
(
GL_LIGHTING
)
glEnable
(
GL_RESCALE_NORMAL
)
glShadeModel
(
GL_SMOOTH
)
glEnable
(
GL_LIGHTING
)
glEnable
(
GL_LIGHT0
)
glLightModeli
(
GL_LIGHT_MODEL_LOCAL_VIEWER
,
1
)
glLightfv
(
GL_LIGHT0
,
GL_AMBIENT
,
vec
(
0.2
,
0.2
,
0.2
,
1.0
))
glLightfv
(
GL_LIGHT0
,
GL_SPECULAR
,
vec
(
0
,
0
,
0
,
0
))
glLightfv
(
GL_LIGHT0
,
GL_DIFFUSE
,
vec
(
0
,
0
,
0
,
0
))
glEnable
(
GL_LIGHT1
)
glLightfv
(
GL_LIGHT1
,
GL_AMBIENT
,
vec
(
0
,
0
,
0
,
1.0
))
glLightfv
(
GL_LIGHT1
,
GL_SPECULAR
,
vec
(
1.
,
1.
,
1.
,
1.
))
glLightfv
(
GL_LIGHT1
,
GL_DIFFUSE
,
vec
(
0.72
,
0.72
,
0.72
,
1
))
glLightfv
(
GL_LIGHT1
,
GL_POSITION
,
vec
(
1
,
2
,
3
,
0
))
glLightfv
(
GL_LIGHT1
,
GL_SPOT_EXPONENT
,
vec
(
1.
,
1.
,
1.
,
1.
))
glEnable
(
GL_LIGHT2
)
glLightfv
(
GL_LIGHT2
,
GL_AMBIENT
,
vec
(
0
,
0
,
0
,
1.0
))
glLightfv
(
GL_LIGHT2
,
GL_SPECULAR
,
vec
(
1.
,
1.
,
1.
,
1.
))
glLightfv
(
GL_LIGHT2
,
GL_DIFFUSE
,
vec
(
0.8
,
0.8
,
0.8
,
1
))
glLightfv
(
GL_LIGHT2
,
GL_POSITION
,
vec
(
-
1
,
-
1
,
2
,
0
))
has_vbo
=
isinstance
(
self
.
vertex_buffer
,
VertexBufferObject
)
has_vbo
=
isinstance
(
self
.
vertex_buffer
,
VertexBufferObject
)
self
.
_display_travels
(
has_vbo
)
self
.
_display_travels
(
has_vbo
)
glEnable
(
GL_LIGHTING
)
glEnableClientState
(
GL_COLOR_ARRAY
)
glEnableClientState
(
GL_COLOR_ARRAY
)
glMaterialfv
(
GL_FRONT
,
GL_SPECULAR
,
vec
(
1
,
1
,
1
,
1
))
glMaterialfv
(
GL_FRONT
,
GL_SPECULAR
,
vec
(
1
,
1
,
1
,
1
))
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_EMISSION
,
vec
(
0
,
0
,
0
,
0
))
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_EMISSION
,
vec
(
0
,
0
,
0
,
0
))
...
@@ -549,10 +529,8 @@ class GcodeModel(Model):
...
@@ -549,10 +529,8 @@ class GcodeModel(Model):
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_AMBIENT_AND_DIFFUSE
)
glColorMaterial
(
GL_FRONT_AND_BACK
,
GL_AMBIENT_AND_DIFFUSE
)
self
.
_display_movements
(
has_vbo
)
self
.
_display_movements
(
has_vbo
)
glDisable
(
GL_LIGHT0
)
glDisable
(
GL_LIGHT1
)
glDisable
(
GL_LIGHT2
)
glDisable
(
GL_LIGHTING
)
glDisable
(
GL_LIGHTING
)
glDisableClientState
(
GL_COLOR_ARRAY
)
glDisableClientState
(
GL_COLOR_ARRAY
)
glDisableClientState
(
GL_VERTEX_ARRAY
)
glDisableClientState
(
GL_VERTEX_ARRAY
)
...
...
printrun/gl/panel.py
View file @
5684c83e
...
@@ -26,6 +26,7 @@ pyglet.options['debug_gl'] = True
...
@@ -26,6 +26,7 @@ pyglet.options['debug_gl'] = True
from
pyglet.gl
import
*
from
pyglet.gl
import
*
from
pyglet
import
gl
from
pyglet
import
gl
from
.trackball
import
trackball
,
mulquat
,
build_rotmatrix
from
.trackball
import
trackball
,
mulquat
,
build_rotmatrix
from
.libtatlin.actors
import
vec
class
wxGLPanel
(
wx
.
Panel
):
class
wxGLPanel
(
wx
.
Panel
):
'''A simple class for using OpenGL with wxPython.'''
'''A simple class for using OpenGL with wxPython.'''
...
@@ -153,9 +154,31 @@ class wxGLPanel(wx.Panel):
...
@@ -153,9 +154,31 @@ class wxGLPanel(wx.Panel):
self
.
pygletcontext
.
set_current
()
self
.
pygletcontext
.
set_current
()
self
.
update_object_resize
()
self
.
update_object_resize
()
def
setup_lights
(
self
):
glEnable
(
GL_LIGHTING
)
glEnable
(
GL_LIGHT0
)
glLightModeli
(
GL_LIGHT_MODEL_LOCAL_VIEWER
,
1
)
glLightfv
(
GL_LIGHT0
,
GL_AMBIENT
,
vec
(
0.2
,
0.2
,
0.2
,
1.0
))
glLightfv
(
GL_LIGHT0
,
GL_SPECULAR
,
vec
(
0
,
0
,
0
,
0
))
glLightfv
(
GL_LIGHT0
,
GL_DIFFUSE
,
vec
(
0
,
0
,
0
,
0
))
glEnable
(
GL_LIGHT1
)
glLightfv
(
GL_LIGHT1
,
GL_AMBIENT
,
vec
(
0
,
0
,
0
,
1.0
))
glLightfv
(
GL_LIGHT1
,
GL_SPECULAR
,
vec
(
1.
,
1.
,
1.
,
1.
))
glLightfv
(
GL_LIGHT1
,
GL_DIFFUSE
,
vec
(
0.72
,
0.72
,
0.72
,
1
))
glLightfv
(
GL_LIGHT1
,
GL_POSITION
,
vec
(
1
,
2
,
3
,
0
))
glLightfv
(
GL_LIGHT1
,
GL_SPOT_EXPONENT
,
vec
(
1.
,
1.
,
1.
,
1.
))
glEnable
(
GL_LIGHT2
)
glLightfv
(
GL_LIGHT2
,
GL_AMBIENT
,
vec
(
0
,
0
,
0
,
1.0
))
glLightfv
(
GL_LIGHT2
,
GL_SPECULAR
,
vec
(
1.
,
1.
,
1.
,
1.
))
glLightfv
(
GL_LIGHT2
,
GL_DIFFUSE
,
vec
(
0.8
,
0.8
,
0.8
,
1
))
glLightfv
(
GL_LIGHT2
,
GL_POSITION
,
vec
(
-
1
,
-
1
,
2
,
0
))
glEnable
(
GL_RESCALE_NORMAL
)
glShadeModel
(
GL_SMOOTH
)
def
reset_mview
(
self
,
factor
):
def
reset_mview
(
self
,
factor
):
glMatrixMode
(
GL_MODELVIEW
)
glMatrixMode
(
GL_MODELVIEW
)
glLoadIdentity
()
glLoadIdentity
()
self
.
setup_lights
()
if
self
.
orthographic
:
if
self
.
orthographic
:
ratio
=
factor
*
float
(
min
(
self
.
width
,
self
.
height
))
/
self
.
dist
ratio
=
factor
*
float
(
min
(
self
.
width
,
self
.
height
))
/
self
.
dist
self
.
zoom_factor
=
1.0
self
.
zoom_factor
=
1.0
...
...
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