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VideoDriver.py
61 lines (49 loc) · 2.03 KB
/
VideoDriver.py
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from OpenGL.GL import *
from OpenGL.GLU import *
import pygame
from Material import *
from numpy import matrix
class OpenGLDriver:
def __init__(self):
self.driver_name = "OGL_Fixed_Pipeline"
self.current_material = None
self.projection_matrix = None
self.lookat_matrix = None
def start_video(self):
self.windowSizeX = 800
self.windowSizeY = 600
self.windowSurface = pygame.display.set_mode((self.windowSizeX, self.windowSizeY), pygame.HWSURFACE | pygame.OPENGL | pygame.DOUBLEBUF)
pygame.display.set_caption("pyCue")
self.prepare_opengl()
def prepare_opengl(self):
glClearColor(0,0,0,0)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glEnable(GL_TEXTURE_2D)
def render_camera(self, camera, debug_flag):
self.projection_matrix = camera.get_projection()
self.lookat_matrix = camera.get_lookat()
glMatrixMode(GL_PROJECTION)
glLoadMatrixf(self.projection_matrix.flatten('F').tolist()[0])
def render_node(self, node):
#Prepare matrices
#temp = node.get_absolute_transformation()
glMatrixMode(GL_MODELVIEW)
glLoadMatrixf(self.lookat_matrix.flatten('F').tolist()[0])
glMultMatrixf(node.get_absolute_transformation().flatten('F').tolist()[0])
#setup material
#self.set_material(node.get_material())
#render the mesh
self.render_mesh(node.get_mesh())
def render_mesh(self, mesh):
glColor3f(1,1,1)
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointerf(mesh.get_vertices())
if mesh.has_text_coords():
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointerf(mesh.get_text_coords())
glDrawElementsui(GL_TRIANGLES, mesh.get_indices())
if mesh.has_text_coords():
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)