#!/usr/bin/env python3
from OpenGL.GL import *
from OpenGL.GLU import *
from instagraal.vector import Vec
[docs]def init(width, height):
# glEnable(GL_DEPTH_TEST)
glEnable(GL_NORMALIZE)
glShadeModel(GL_SMOOTH)
glViewport(0, 0, width, height)
# glMatrixMode(GL_PROJECTION)
# glLoadIdentity()
# gluPerspective(60.0, width/float(height), .1, 8192)
# glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_MODELVIEW)
[docs]def lights():
glEnable(GL_LIGHTING)
glEnable(GL_COLOR_MATERIAL)
light_position = [10., 10., 200., 0.]
light_ambient = [.2, .2, .2, 1.]
light_diffuse = [.6, .6, .6, 1.]
light_specular = [2., 2., 2., 0.]
glLightfv(GL_LIGHT0, GL_POSITION, light_position)
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient)
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse)
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular)
glEnable(GL_LIGHT0)
mat_ambient = [.2, .2, 1.0, 1.0]
mat_diffuse = [.2, .8, 1.0, 1.0]
mat_specular = [1.0, 1.0, 1.0, 1.0]
high_shininess = 3.
mat_ambient_back = [.5, .2, .2, 1.0]
mat_diffuse_back = [1.0, .2, .2, 1.0]
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient)
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse)
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular)
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess)
glMaterialfv(GL_BACK, GL_AMBIENT, mat_ambient_back)
glMaterialfv(GL_BACK, GL_DIFFUSE, mat_diffuse_back)
glMaterialfv(GL_BACK, GL_SPECULAR, mat_specular)
glMaterialfv(GL_BACK, GL_SHININESS, high_shininess)
[docs]def draw_line(v1, v2):
glBegin(GL_LINES)
glVertex3f(v1.x, v1.y, v1.z)
glVertex3f(v2.x, v2.y, v2.z)
glEnd()
[docs]def draw_axes():
# X Axis
glColor3f(1, 0, 0) # red
v1 = Vec([0, 0, 0])
v2 = Vec([1, 0, 0])
draw_line(v1, v2)
# Y Axis
glColor3f(0, 1, 0) # green
v1 = Vec([0, 0, 0])
v2 = Vec([0, 1, 0])
draw_line(v1, v2)
# Z Axis
glColor3f(0, 0, 1) # blue
v1 = Vec([0, 0, 0])
v2 = Vec([0, 0, 1])
draw_line(v1, v2)