Commit 5c6e6dfb authored by sumpfralle's avatar sumpfralle

added OpenGL settings for "light", "shadow" and "polygon fill"

added shortkeys for these settings (done by lode)
seperated settings window into multiple tabs


git-svn-id: https://pycam.svn.sourceforge.net/svnroot/pycam/trunk@208 bbaffbd6-741e-11dd-a85d-61de82d9cad9
parent 66ed9af2
...@@ -103,6 +103,7 @@ class GLView: ...@@ -103,6 +103,7 @@ class GLView:
self.area.connect("button-press-event", self.mouse_handler) self.area.connect("button-press-event", self.mouse_handler)
self.area.connect('motion-notify-event', self.mouse_handler) self.area.connect('motion-notify-event', self.mouse_handler)
self.area.show() self.area.show()
self.container.add(self.area)
self.camera = ogl_tools.Camera(self.settings, lambda: (self.area.allocation.width, self.area.allocation.height)) self.camera = ogl_tools.Camera(self.settings, lambda: (self.area.allocation.width, self.area.allocation.height))
# color the dimension value according to the axes # color the dimension value according to the axes
# for "y" axis: 100% green is too bright on light background - we reduce it a bit # for "y" axis: 100% green is too bright on light background - we reduce it a bit
...@@ -114,7 +115,7 @@ class GLView: ...@@ -114,7 +115,7 @@ class GLView:
attributes.insert(color) attributes.insert(color)
for name in names: for name in names:
self.gui.get_object(name).set_attributes(attributes) self.gui.get_object(name).set_attributes(attributes)
self.container.add(self.area) # show the window
self.container.show() self.container.show()
self.show() self.show()
...@@ -139,6 +140,21 @@ class GLView: ...@@ -139,6 +140,21 @@ class GLView:
if not (0 <= keyval <= 255): if not (0 <= keyval <= 255):
# e.g. "shift" key # e.g. "shift" key
return return
if chr(keyval) in ('l', 'm', 's'):
if (chr(keyval) == 'l'):
key = "view_light"
elif (chr(keyval) == 'm'):
key = "view_polygon"
elif (chr(keyval) == 's'):
key = "view_shadow"
else:
key = None
# toggle setting
self.settings.set(key, not self.settings.get(key))
# re-init gl settings
self.glsetup()
self.paint()
else:
print "Key pressed: %s (%s)" % (chr(keyval), get_state()) print "Key pressed: %s (%s)" % (chr(keyval), get_state())
def check_busy(func): def check_busy(func):
...@@ -168,10 +184,11 @@ class GLView: ...@@ -168,10 +184,11 @@ class GLView:
return refresh_wrapper return refresh_wrapper
def glsetup(self): def glsetup(self):
if self.initialized:
return
GLUT.glutInit() GLUT.glutInit()
if self.settings.get("view_shadow"):
GL.glShadeModel(GL.GL_FLAT) GL.glShadeModel(GL.GL_FLAT)
else:
GL.glShadeModel(GL.GL_SMOOTH)
bg_col = self.settings.get("color_background") bg_col = self.settings.get("color_background")
GL.glClearColor(bg_col[0], bg_col[1], bg_col[2], 0.0) GL.glClearColor(bg_col[0], bg_col[1], bg_col[2], 0.0)
GL.glClearDepth(1.) GL.glClearDepth(1.)
...@@ -183,7 +200,10 @@ class GLView: ...@@ -183,7 +200,10 @@ class GLView:
#GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, (0.1, 0.1, 0.1, 1.0)) #GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, (0.1, 0.1, 0.1, 1.0))
GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, (0.1, 0.1, 0.1, 1.0)) GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, (0.1, 0.1, 0.1, 1.0))
#GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, (0.5)) #GL.glMaterial(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, (0.5))
if self.settings.get("view_polygon"):
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
else:
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
GL.glMatrixMode(GL.GL_MODELVIEW) GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity() GL.glLoadIdentity()
GL.glMatrixMode(GL.GL_PROJECTION) GL.glMatrixMode(GL.GL_PROJECTION)
...@@ -195,7 +215,10 @@ class GLView: ...@@ -195,7 +215,10 @@ class GLView:
GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, (.3, .3, .3, 1.0)) # Setup The SpecularLight GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, (.3, .3, .3, 1.0)) # Setup The SpecularLight
GL.glEnable(GL.GL_LIGHT0) GL.glEnable(GL.GL_LIGHT0)
# Enable Light One # Enable Light One
if self.settings.get("view_light"):
GL.glEnable(GL.GL_LIGHTING) GL.glEnable(GL.GL_LIGHTING)
else:
GL.glDisable(GL.GL_LIGHTING)
GL.glEnable(GL.GL_NORMALIZE) GL.glEnable(GL.GL_NORMALIZE)
GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_AMBIENT_AND_DIFFUSE) GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_AMBIENT_AND_DIFFUSE)
#GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_SPECULAR) #GL.glColorMaterial(GL.GL_FRONT_AND_BACK,GL.GL_SPECULAR)
...@@ -224,6 +247,9 @@ class GLView: ...@@ -224,6 +247,9 @@ class GLView:
return result return result
return decorated # TODO: make this a well behaved decorator (keeping name, docstring etc) return decorated # TODO: make this a well behaved decorator (keeping name, docstring etc)
def keyboard_handler(self, widget, event):
print "KEY:", event
@check_busy @check_busy
@gtkgl_functionwrapper @gtkgl_functionwrapper
def mouse_handler(self, widget, event): def mouse_handler(self, widget, event):
...@@ -419,6 +445,14 @@ class ProjectGui: ...@@ -419,6 +445,14 @@ class ProjectGui:
# all of the objects above should trigger redraw # all of the objects above should trigger redraw
if name != "enable_ode": if name != "enable_ode":
obj.connect("toggled", self.update_view) obj.connect("toggled", self.update_view)
for name, objname in (
("view_light", "OpenGLLight"),
("view_shadow", "OpenGLShadow"),
("view_polygon", "OpenGLPolygon")):
obj = self.gui.get_object(objname)
self.settings.add_item(name, obj.get_active, obj.set_active)
# send "True" to trigger a re-setup of GL settings
obj.connect("toggled", self.update_view, True)
# color selectors # color selectors
def get_color_wrapper(obj): def get_color_wrapper(obj):
def gtk_color_to_float(): def gtk_color_to_float():
...@@ -458,6 +492,9 @@ class ProjectGui: ...@@ -458,6 +492,9 @@ class ProjectGui:
self.settings.set("show_bounding_box", True) self.settings.set("show_bounding_box", True)
self.settings.set("show_axes", True) self.settings.set("show_axes", True)
self.settings.set("show_dimensions", True) self.settings.set("show_dimensions", True)
self.settings.set("view_light", True)
self.settings.set("view_shadow", True)
self.settings.set("view_polygon", True)
skip_obj = self.gui.get_object("DrillProgressFrameSkipControl") skip_obj = self.gui.get_object("DrillProgressFrameSkipControl")
self.settings.add_item("drill_progress_max_fps", skip_obj.get_value, skip_obj.set_value) self.settings.add_item("drill_progress_max_fps", skip_obj.get_value, skip_obj.set_value)
self.settings.set("drill_progress_max_fps", 2) self.settings.set("drill_progress_max_fps", 2)
...@@ -581,6 +618,8 @@ class ProjectGui: ...@@ -581,6 +618,8 @@ class ProjectGui:
def update_view(self, widget=None, data=None): def update_view(self, widget=None, data=None):
if self.view3d and self.view3d.is_visible and not self.no_dialog: if self.view3d and self.view3d.is_visible and not self.no_dialog:
if data:
self.view3d.glsetup()
self.view3d.paint() self.view3d.paint()
def update_physics(self, cutter): def update_physics(self, cutter):
......
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