Commit 8538a658 authored by Guillaume Seguin's avatar Guillaume Seguin

Attempt at adding lighting to heavy model. Does not work yet.

parent fcad48f6
......@@ -102,14 +102,6 @@ class GcodeViewPanel(wxGLPanel):
platformy0 = -self.build_dimensions[4] - self.parent.platform.depth / 2
glTranslatef(platformx0, platformy0, 0)
light_z = max(self.parent.platform.width, self.parent.platform.depth)
glLightfv(GL_LIGHT0, GL_POSITION, vec(0,
self.parent.platform.depth / 2,
light_z, 0))
glLightfv(GL_LIGHT1, GL_POSITION, vec(self.parent.platform.width,
self.parent.platform.depth / 2,
light_z, 0))
for obj in self.parent.objects:
if not obj.model \
or not obj.model.loaded \
......
......@@ -23,14 +23,19 @@ import logging
from ctypes import sizeof
from pyglet.gl import *
from pyglet.gl import glPushMatrix, glPopMatrix, glTranslatef, \
glGenLists, glNewList, GL_COMPILE, glEndList, glCallList, \
GL_ELEMENT_ARRAY_BUFFER, GL_UNSIGNED_INT, GL_TRIANGLES, GL_LINE_LOOP, \
GL_ARRAY_BUFFER, GL_STATIC_DRAW, glColor4f, glVertex3f, glRectf, \
GL_ARRAY_BUFFER, GL_STATIC_DRAW, glColor4f, glVertex3f, \
glBegin, glEnd, GL_LINES, glEnable, glDisable, glGetFloatv, \
GL_LINE_SMOOTH, glLineWidth, GL_LINE_WIDTH, GLfloat, GL_FLOAT, GLuint, \
glVertexPointer, glColorPointer, glDrawArrays, glDrawRangeElements, \
glEnableClientState, glDisableClientState, GL_VERTEX_ARRAY, GL_COLOR_ARRAY
glEnableClientState, glDisableClientState, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, \
GL_FRONT_AND_BACK, GL_FRONT, glMaterialfv, GL_SPECULAR, GL_EMISSION, \
GL_DIFFUSE, GL_AMBIENT, GL_LIGHTING, GL_LIGHT0, glLightfv, \
glColorMaterial, GL_AMBIENT_AND_DIFFUSE, glMaterialf, GL_SHININESS, \
GL_LIGHT1, GL_LIGHT2, GL_POSITION, GL_SPOT_EXPONENT, glShadeModel, GL_SMOOTH
from pyglet.graphics.vertexbuffer import create_buffer, VertexBufferObject
from printrun.utils import install_locale
......@@ -507,13 +512,42 @@ class GcodeModel(Model):
glTranslatef(self.offset_x, self.offset_y, 0)
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)
self._display_travels(has_vbo)
glEnableClientState(GL_COLOR_ARRAY)
glMaterialfv(GL_FRONT, GL_SPECULAR, vec(1, 1, 1, 1))
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0, 0, 0))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
self._display_movements(has_vbo)
glDisable(GL_LIGHT0)
glDisable(GL_LIGHT1)
glDisable(GL_LIGHT2)
glDisable(GL_LIGHTING)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
......@@ -599,11 +633,6 @@ class GcodeModel(Model):
if layer_selected:
glDisableClientState(GL_COLOR_ARRAY)
# Backup & increase line width
orig_linewidth = (GLfloat)()
glGetFloatv(GL_LINE_WIDTH, orig_linewidth)
glLineWidth(2.0)
glColor4f(*self.color_current_printed)
if cur_end > end_prev_layer:
......@@ -614,9 +643,6 @@ class GcodeModel(Model):
if end > cur_end:
self._draw_elements(cur_end + 1, end)
# Restore line width
glLineWidth(orig_linewidth)
glEnableClientState(GL_COLOR_ARRAY)
# Draw non printed stuff until end (if not ending at a given layer)
......
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