Python OpenGL.GL.glColor4f() Examples

The following are 8 code examples of OpenGL.GL.glColor4f(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module OpenGL.GL , or try the search function .
Example #1
Source File: LicModel.py    From lic with GNU General Public License v3.0 6 votes vote down vote up
def drawConditionalLines(self):
        if self.type != GL.GL_LINES or len(self.points) != 12:
            return  # Not a conditional line
        
        p = self.points
        p0 = GLU.gluProject(p[0], p[1], p[2])
        p1 = GLU.gluProject(p[3], p[4], p[5])
        c0 = GLU.gluProject(p[6], p[7], p[8])
        c1 = GLU.gluProject(p[9], p[10], p[11])
        
        winding1 = self.pointWinding(p0, p1, c0)
        winding2 = self.pointWinding(p0, p1, c1)
        if winding1 != winding2:
            return
    
        GL.glPushAttrib(GL.GL_CURRENT_BIT)
        GL.glColor4f(1.0, 1.0, 0.0, 1.0)
        GL.glBegin(self.type)
        GL.glVertex3f(p[0], p[1], p[2])
        GL.glVertex3f(p[3], p[4], p[5])
        GL.glEnd()
        GL.glPopAttrib() 
Example #2
Source File: brush.py    From GDMC with ISC License 5 votes vote down vote up
def drawTerrainReticle(self):
        """
        Draws the white reticle where the cursor is pointing.
        Called by leveleditor.render
        """
        if self.optionBackup != self.options:
            self.saveBrushPreset('__temp__')
            self.optionBackup = copy.copy(self.options)
        if not hasattr(self, 'brushMode'):
            return
        if self.options[getattr(self.brushMode, 'mainBlock', 'Block')] != self.renderedBlock and not getattr(self.brushMode, 'addPasteButton', False):
            self.setupPreview()
            self.renderedBlock = self.options[getattr(self.brushMode, 'mainBlock', 'Block')]

        if self.pickBlockKey == 1:  #Alt is pressed
            self.editor.drawWireCubeReticle(color=(0.2, 0.6, 0.9, 1.0))
        else:
            pos, direction = self.editor.blockFaceUnderCursor
            reticlePoint = self.getReticlePoint(pos, direction)
            self.editor.drawWireCubeReticle(position=reticlePoint)
            if reticlePoint != pos:
                GL.glColor4f(1.0, 1.0, 0.0, 0.7)
                with gl.glBegin(GL.GL_LINES):
                    GL.glVertex3f(*map(lambda a: a + 0.5, reticlePoint))  #Center of reticle block
                    GL.glVertex3f(*map(lambda a, b: a + 0.5 + b * 0.5, pos, direction))  #Top side of surface block
            dirtyBox = self.getDirtyBox(reticlePoint, self)
            self.drawTerrainPreview(dirtyBox.origin)
            if self.lineToolKey and self.lastPosition and getattr(self.brushMode, 'draggableBrush', True):  #If dragging mouse with Linetool pressed.
                GL.glColor4f(1.0, 1.0, 1.0, 0.7)
                with gl.glBegin(GL.GL_LINES):
                    GL.glVertex3f(*map(lambda a: a + 0.5, self.lastPosition))
                    GL.glVertex3f(*map(lambda a: a + 0.5, reticlePoint)) 
Example #3
Source File: LicModel.py    From lic with GNU General Public License v3.0 5 votes vote down vote up
def __callPreviousGLDisplayLists(self, isCurrent=False):

        # Call all previous step's CSI display list
        prevStep = self.parentItem().getPrevStep()
        if prevStep:
            # if prevStep.csi.glDispID == LicGLHelpers.UNINIT_GL_DISPID:
            prevStep.csi.__callPreviousGLDisplayLists(False)
            # else:
            #    GL.glCallList(prevStep.csi.glDispID)

        # Draw all the parts in this CSI
        # First their edges
        GL.glPushAttrib(GL.GL_CURRENT_BIT | GL_ENABLE_BIT)
        GL.glColor4f(0.0, 0.0, 0.0, 1.0)
        GL.glDisable(GL_LIGHTING)
        
        for partItem in self.parts:
            for part in partItem.parts:
                part.callGLDisplayList(isCurrent, True)
                
        GL.glPopAttrib()
        
        # Than their contents
        for partItem in self.parts:
            for part in partItem.parts:
                part.callGLDisplayList(isCurrent, False) 
Example #4
Source File: brush.py    From MCEdit-Unified with ISC License 5 votes vote down vote up
def drawTerrainReticle(self):
        """
        Draws the white reticle where the cursor is pointing.
        Called by leveleditor.render
        """
        if self.optionBackup != self.options:
            self.saveBrushPreset('__temp__')
            self.optionBackup = copy.copy(self.options)
        if not hasattr(self, 'brushMode'):
            return
        if self.options[getattr(self.brushMode, 'mainBlock', 'Block')] != self.renderedBlock and not getattr(self.brushMode, 'addPasteButton', False):
            self.setupPreview()
            self.renderedBlock = self.options[getattr(self.brushMode, 'mainBlock', 'Block')]

        if self.pickBlockKey == 1:  #Alt is pressed
            self.editor.drawWireCubeReticle(color=(0.2, 0.6, 0.9, 1.0))
        else:
            pos, direction = self.editor.blockFaceUnderCursor
            reticlePoint = self.getReticlePoint(pos, direction)
            self.editor.drawWireCubeReticle(position=reticlePoint)
            if reticlePoint != pos:
                GL.glColor4f(1.0, 1.0, 0.0, 0.7)
                with gl.glBegin(GL.GL_LINES):
                    GL.glVertex3f(*[a + 0.5 for a in reticlePoint])  #Center of reticle block
                    GL.glVertex3f(*map(lambda a, b: a + 0.5 + b * 0.5, pos, direction))  #Top side of surface block
            dirtyBox = self.getDirtyBox(reticlePoint, self)
            self.drawTerrainPreview(dirtyBox.origin)
            if self.lineToolKey and self.lastPosition and getattr(self.brushMode, 'draggableBrush', True):  #If dragging mouse with Linetool pressed.
                GL.glColor4f(1.0, 1.0, 1.0, 0.7)
                with gl.glBegin(GL.GL_LINES):
                    GL.glVertex3f(*[a + 0.5 for a in self.lastPosition])
                    GL.glVertex3f(*[a + 0.5 for a in reticlePoint]) 
Example #5
Source File: PlotCurveItem.py    From tf-pose with Apache License 2.0 4 votes vote down vote up
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting() 
Example #6
Source File: LicModel.py    From lic with GNU General Public License v3.0 4 votes vote down vote up
def callGLDisplayList(self, useDisplacement, paintingEdge):

        # must be called inside a glNewList/EndList pair
        if self.inverted:
            GL.glPushAttrib(GL.GL_POLYGON_BIT)
            GL.glFrontFace(GL.GL_CW)

        if self.matrix:
            matrix = list(self.matrix)
            if useDisplacement and self.displacement:
                matrix[12] += self.displacement[0]
                matrix[13] += self.displacement[1]
                matrix[14] += self.displacement[2]
            GL.glPushMatrix()
            GL.glMultMatrixf(matrix)

        if useDisplacement and (self.isSelected() or CSI.highlightNewParts):
            GL.glPushAttrib(GL.GL_CURRENT_BIT)
            GL.glColor4f(1.0, 0.0, 0.0, 1.0)
            self.drawGLBoundingBox()
            GL.glPopAttrib()

        if self.color is not None:
            GL.glPushAttrib(GL.GL_CURRENT_BIT)
        
        if paintingEdge:
            if self.color is not None and self.color.edgeRgba is not None:
                color = list(self.color.edgeRgba)
                if useDisplacement and self.isSelected():
                    color[3] *= 0.6
                GL.glColor4fv(color)
                    
            GL.glCallList(self.abstractPart.glEdgeDispID)

        else:
            if self.color is not None:
                color = list(self.color.rgba)
                if useDisplacement and self.isSelected():
                    color[3] *= 0.5
                GL.glColor4fv(color)
    
            GL.glCallList(self.abstractPart.glDispID)
        
        if self.color is not None:
            GL.glPopAttrib()
        
        # self.abstractPart.drawConditionalLines()

        if self.matrix:
            GL.glPopMatrix()

        if self.inverted:
            GL.glPopAttrib()

        if not paintingEdge:
            for arrow in self.arrows:
                arrow.callGLDisplayList(useDisplacement) 
Example #7
Source File: PlotCurveItem.py    From soapy with GNU General Public License v3.0 4 votes vote down vote up
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting() 
Example #8
Source File: PlotCurveItem.py    From qgisSpaceSyntaxToolkit with GNU General Public License v3.0 4 votes vote down vote up
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting()