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Location: light9/lightsim/sim2 - annotation
2fe4bb539b52
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optimize sequencer's updates when you're editing a curve
Ignore-this: 592a034f9d8db36abf3e8c84622ee7cf
Ignore-this: 592a034f9d8db36abf3e8c84622ee7cf
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from __future__ import division
import sys, time, math
import Image, ImageFilter
import Numeric as num
from OpenGL import GL, GLUT, GLU
from OpenGL.GL import *
def openglSetup(width=512, height=256):
global cardList
glClearColor (0.0, 0.0, 0.0, 0.0)
glShadeModel (GL_SMOOTH)
glEnable(GL_COLOR_MATERIAL)
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
glLightfv(GL_LIGHT0, GL_POSITION, [0.0, 3.0, 3.0, 0.0])
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, [0])
#glFrontFace(GL_CW)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
#glEnable(GL_AUTO_NORMAL)
#glEnable(GL_NORMALIZE)
glEnable(GL_DEPTH_TEST)
glViewport (0, 0, width, height)
glMatrixMode (GL_PROJECTION)
glLoadIdentity ()
glFrustum (-1.0, 1.0, -1.0, 1.0, 1.5, 20.0)
glMatrixMode (GL_MODELVIEW)
cardList = glGenLists(1)
glNewList(cardList, GL_COMPILE)
glColor3f(1,1,1)
glBegin(GL_QUADS)
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 0.0, 1.0)
glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 0.0, 1.0)
glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, 1.0)
glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, 1.0)
glEnd()
glEndList()
def imageCard(img):
"""card facing +Z from -1<x<1 -1<y<1"""
textureData = img.convert(mode="RGBA").tostring()
glBindTexture(GL_TEXTURE_2D, 0)
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
512, #multiImage.size()[0],
256, #multiImage.size()[1],
0,
GL_RGBA, GL_UNSIGNED_BYTE, textureData)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glCallList(cardList)
def setupDraw():
"""per-frame setup"""
glClearColor(0.0, 0.0, 0.0, 0.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity ()
GLU.gluLookAt (0.5, 0.5, 8.0,
0.5, 0.5, 0.0,
0.0, 1.0, 0.0)
glDisable(GL_TEXTURE_2D)
correctFrameStart = None
def drawFrame():
global correctFrameStart
t1 = time.time()
setupDraw()
matching = False
glPushMatrix()
try:
glTranslatef(1, -.9, 3.2)
# flip to compensate for the camera facing the user
glScalef(-1, 1, 1)
glDisable(GL_LIGHTING)
glEnable(GL_TEXTURE_2D)
# imageCard(Image.open("skyline/bg.png"))
imageCard(Image.open("skyline/cyc-lo-red.png"))
## if grab.lastFrame:
## imageCard(grab.lastFrame)
## glEnable(GL_LIGHTING)
## glDisable(GL_TEXTURE_2D)
## if grab.seenPose:
## for colorName, pos in grab.seenPose.pos.items():
## cube(color=(x / 255 for x in vision.colors[colorName]),
## center=((1-pos[0]) * 2 - 1, pos[1] * 2 - 1, 1),
## side=.1, wire=False)
## matching = game.pose.compare(grab.seenPose)
glEnable(GL_LIGHTING)
glDisable(GL_TEXTURE_2D)
finally:
glPopMatrix()
glFlush()
#print "draw", time.time() - t1
GLUT.glutInit(sys.argv)
window = GLUT.glutCreateWindow("sim2")
openglSetup()
GLUT.glutDisplayFunc(drawFrame)
def menu(arg):
print "hi", arg
GLUT.glutCreateMenu(menu)
GLUT.glutAddMenuEntry("hi", 1)
GLUT.glutAttachMenu(GLUT.GLUT_RIGHT_BUTTON)
GLUT.glutMainLoop()
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