OctoPrint/Cura/gui/opengl.py

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try:
import OpenGL
OpenGL.ERROR_CHECKING = False
from OpenGL.GLU import *
from OpenGL.GL import *
hasOpenGLlibs = True
except:
print "Failed to find PyOpenGL: http://pyopengl.sourceforge.net/"
hasOpenGLlibs = False
def InitGL(window, view3D, zoom):
# set viewing projection
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
size = window.GetSize()
glViewport(0,0, size.GetWidth(), size.GetHeight())
glLightfv(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glDisable(GL_BLEND)
glClearColor(0.0, 0.0, 0.0, 1.0)
glClearStencil(0)
glClearDepth(1.0)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
aspect = float(size.GetWidth()) / float(size.GetHeight())
if view3D:
gluPerspective(45.0, aspect, 1.0, 1000.0)
else:
glOrtho(-aspect, aspect, -1, 1, -1000.0, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)
def DrawMachine(machineSize):
glColor3f(1,1,1)
glLineWidth(4)
glDisable(GL_LIGHTING)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, 0)
glVertex3f(machineSize.x, 0, 0)
glVertex3f(machineSize.x, machineSize.y, 0)
glVertex3f(0, machineSize.y, 0)
glEnd()
glLineWidth(2)
glBegin(GL_LINES)
for i in xrange(0, int(machineSize.x), 10):
glVertex3f(i, 0, 0)
glVertex3f(i, machineSize.y, 0)
for i in xrange(0, int(machineSize.y), 10):
glVertex3f(0, i, 0)
glVertex3f(machineSize.x, i, 0)
glEnd()
glLineWidth(1)
glBegin(GL_LINE_LOOP)
glVertex3f(0, 0, machineSize.z)
glVertex3f(machineSize.x, 0, machineSize.z)
glVertex3f(machineSize.x, machineSize.y, machineSize.z)
glVertex3f(0, machineSize.y, machineSize.z)
glEnd()
glBegin(GL_LINES)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, machineSize.z)
glVertex3f(machineSize.x, 0, 0)
glVertex3f(machineSize.x, 0, machineSize.z)
glVertex3f(machineSize.x, machineSize.y, 0)
glVertex3f(machineSize.x, machineSize.y, machineSize.z)
glVertex3f(0, machineSize.y, 0)
glVertex3f(0, machineSize.y, machineSize.z)
glEnd()
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glPushMatrix()
glTranslate(-5,-5,0)
glLineWidth(2)
glColor3f(0.5,0,0)
glBegin(GL_LINES)
glVertex3f(0,0,0)
glVertex3f(20,0,0)
glEnd()
glColor3f(0,0.5,0)
glBegin(GL_LINES)
glVertex3f(0,0,0)
glVertex3f(0,20,0)
glEnd()
glColor3f(0,0,0.5)
glBegin(GL_LINES)
glVertex3f(0,0,0)
glVertex3f(0,0,20)
glEnd()
glDisable(GL_DEPTH_TEST)
#X
glColor3f(1,0,0)
glPushMatrix()
glTranslate(23,0,0)
noZ = ResetMatrixRotationAndScale()
glBegin(GL_LINES)
glVertex3f(-0.8,1,0)
glVertex3f(0.8,-1,0)
glVertex3f(0.8,1,0)
glVertex3f(-0.8,-1,0)
glEnd()
glPopMatrix()
#Y
glColor3f(0,1,0)
glPushMatrix()
glTranslate(0,23,0)
ResetMatrixRotationAndScale()
glBegin(GL_LINES)
glVertex3f(-0.8, 1,0)
glVertex3f( 0.0, 0,0)
glVertex3f( 0.8, 1,0)
glVertex3f(-0.8,-1,0)
glEnd()
glPopMatrix()
#Z
if not noZ:
glColor3f(0,0,1)
glPushMatrix()
glTranslate(0,0,23)
ResetMatrixRotationAndScale()
glBegin(GL_LINES)
glVertex3f(-0.8, 1,0)
glVertex3f( 0.8, 1,0)
glVertex3f( 0.8, 1,0)
glVertex3f(-0.8,-1,0)
glVertex3f(-0.8,-1,0)
glVertex3f( 0.8,-1,0)
glEnd()
glPopMatrix()
glPopMatrix()
glEnable(GL_DEPTH_TEST)
def ResetMatrixRotationAndScale():
matrix = glGetFloatv(GL_MODELVIEW_MATRIX)
noZ = False
if matrix[3][2] > 0:
return False
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scale2D = matrix[0][0]
matrix[0][0] = 1.0
matrix[1][0] = 0.0
matrix[2][0] = 0.0
matrix[0][1] = 0.0
matrix[1][1] = 1.0
matrix[2][1] = 0.0
matrix[0][2] = 0.0
matrix[1][2] = 0.0
matrix[2][2] = 1.0
if matrix[3][2] != 0.0:
matrix[3][0] /= -matrix[3][2] / 100
matrix[3][1] /= -matrix[3][2] / 100
matrix[3][2] = -100
else:
matrix[0][0] = scale2D
matrix[1][1] = scale2D
matrix[2][2] = scale2D
matrix[3][2] = -100
noZ = True
glLoadMatrixf(matrix)
return noZ
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def DrawBox(vMin, vMax):
glBegin(GL_LINE_LOOP)
glVertex3f(vMin.x, vMin.y, vMin.z)
glVertex3f(vMax.x, vMin.y, vMin.z)
glVertex3f(vMax.x, vMax.y, vMin.z)
glVertex3f(vMin.x, vMax.y, vMin.z)
glEnd()
glBegin(GL_LINE_LOOP)
glVertex3f(vMin.x, vMin.y, vMax.z)
glVertex3f(vMax.x, vMin.y, vMax.z)
glVertex3f(vMax.x, vMax.y, vMax.z)
glVertex3f(vMin.x, vMax.y, vMax.z)
glEnd()
glBegin(GL_LINES)
glVertex3f(vMin.x, vMin.y, vMin.z)
glVertex3f(vMin.x, vMin.y, vMax.z)
glVertex3f(vMax.x, vMin.y, vMin.z)
glVertex3f(vMax.x, vMin.y, vMax.z)
glVertex3f(vMax.x, vMax.y, vMin.z)
glVertex3f(vMax.x, vMax.y, vMax.z)
glVertex3f(vMin.x, vMax.y, vMin.z)
glVertex3f(vMin.x, vMax.y, vMax.z)
glEnd()
def DrawSTL(mesh):
for face in mesh.faces:
glBegin(GL_TRIANGLES)
v1 = face.v[0]
v2 = face.v[1]
v3 = face.v[2]
glNormal3f(face.normal.x, face.normal.y, face.normal.z)
glVertex3f(v1.x, v1.y, v1.z)
glVertex3f(v2.x, v2.y, v2.z)
glVertex3f(v3.x, v3.y, v3.z)
glNormal3f(-face.normal.x, -face.normal.y, -face.normal.z)
glVertex3f(v1.x, v1.y, v1.z)
glVertex3f(v3.x, v3.y, v3.z)
glVertex3f(v2.x, v2.y, v2.z)
glEnd()