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Light_spot2.py
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182 lines (137 loc) · 5.93 KB
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from OpenGL.GL import *
from OpenGL.GLU import *
import sys
from PyQt5.QtWidgets import QOpenGLWidget, QApplication, QMainWindow, QVBoxLayout, QWidget, QSlider
from PyQt5.QtCore import *
import numpy as np
import math
class MyGLWidget(QOpenGLWidget):
def __init__(self, parent=None):
super(MyGLWidget, self).__init__(parent)
self.center = np.array([0,0,0], dtype=float)
self.verts = np.array([[-1,1,-1], [1, -1, -1], [1,1,1], [-1,-1,1]], dtype=float)
self.angle = 0.0
self.lightx = 0.0
def initializeGL(self):
# ^{\it \color{gray} OpenGL 그리기를 수행하기 전에 각종 상태값을 초기화}^
glClearColor(0.8, 0.8, 0.6, 1.0)
glPointSize(10)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT1)
self.LightSet()
def resizeGL(self, width, height):
# ^{\it \color{gray} 카메라의 투영 특성을 여기서 설정}^
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60, width/height, 0.1, 1000)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
x = 25*math.sin(self.angle)
z = 25*math.cos(self.angle)
gluLookAt(x, 2.0, z, 0,0,0, 0,1,0)
self.LightPosition()
glBegin(GL_POINTS)
glVertex3f(self.lightx, self.lightx, 5)
glEnd()
for row in range(5):
for col in range(5):
glPushMatrix()
glTranslatef((row-2)*4, (col-2)*4, 0)
self.draw_sphere()
glPopMatrix()
# ^{\it \color{gray} 그려진 프레임버퍼를 화면으로 송출}^
glFlush()
def draw_sphere(self):
glColor3f(0, 0, 1)
glLineWidth(3)
nSub = 2
draw_triangle(self.verts[0], self.verts[2], self.verts[1], subdivide=nSub)
draw_triangle(self.verts[0], self.verts[3], self.verts[2], subdivide=nSub)
draw_triangle(self.verts[2], self.verts[3], self.verts[1], subdivide=nSub)
draw_triangle(self.verts[0], self.verts[1], self.verts[3], subdivide=nSub)
glLineWidth(1)
def set_angle(self, val):
self.angle = 6.28*val/100
self.update()
def set_light(self, val):
self.lightx = 6*(val-50)/50
self.update()
def LightSet(self):
glMaterialfv(GL_FRONT, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
glMaterialfv(GL_FRONT, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
glMaterialfv(GL_FRONT, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0])
glMaterialf(GL_FRONT, GL_SHININESS, 120)
glLightfv(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 0.0, 1.0])
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0])
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 45)
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, [0, 0, -1])
glLightfv(GL_LIGHT1, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
glLightfv(GL_LIGHT1, GL_DIFFUSE, [0.0, 1.0, 1.0, 1.0])
glLightfv(GL_LIGHT1, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0])
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 45)
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, [0, 0, -1])
def LightPosition(self) :
glLightfv(GL_LIGHT0, GL_POSITION, [self.lightx, self.lightx, 5, 1])
glLightfv(GL_LIGHT1, GL_POSITION, [-self.lightx, -self.lightx, 5, 1])
class MyWindow(QMainWindow):
def __init__(self, title = ''):
QMainWindow.__init__(self) # ^{\it \color{gray} call the init for the parent class}^
self.setWindowTitle(title)
# ^{\it \color{gray} GUI 설정}^
central_widget = QWidget()
self.setCentralWidget(central_widget)
gui_layout = QVBoxLayout() # ^{\it \color{gray} CentralWidget에 사용될 수직 나열 레이아웃}^
# ^{\it \color{gray} 배치될 것들 - GL Window + Control}^
central_widget.setLayout(gui_layout)
self.glWidget = MyGLWidget() # ^{\it \color{gray} OpenGL Widget}^
gui_layout.addWidget(self.glWidget)
angle_slider = QSlider(Qt.Horizontal)
gui_layout.addWidget(angle_slider)
angle_slider.valueChanged.connect(lambda val: self.glWidget.set_angle(val))
light_slider = QSlider(Qt.Horizontal)
gui_layout.addWidget(light_slider)
light_slider.valueChanged.connect(lambda val: self.glWidget.set_light(val))
def main(argv = []):
app = QApplication(argv)
window = MyWindow('Tetrahedron Vertices')
window.setFixedSize(1200, 800)
window.show()
sys.exit(app.exec_())
def normalize(v) :
return v / np.linalg.norm(v)
def computeNormal(v0, v1, v2):
a = v1 - v0
b = v2 - v0
N = np.cross(a, b)
return N / np.linalg.norm(N)
def draw_triangle(v0, v1, v2, subdivide = 0):
if subdivide <= 0:
glColor3f(1, 1, 0)
glBegin(GL_TRIANGLES)
glNormal3fv(computeNormal(v0, v1, v2))
glVertex3fv(v0)
glVertex3fv(v1)
glVertex3fv(v2)
glEnd()
else :
v01 = v0 + v1
v12 = v1 + v2
v20 = v2 + v0
l01 = np.linalg.norm(v01) # v01이 원점에서 얼마나 떨어져 있는가
l12 = np.linalg.norm(v12) # v12이 원점에서 얼마나 떨어져 있는가
l20 = np.linalg.norm(v20) # v20이 원점에서 얼마나 떨어져 있는가
root3 = math.sqrt(3.0)
v01 = v01 * root3 / l01
v12 = v12 * root3 / l12
v20 = v20 * root3 / l20
draw_triangle(v0, v01, v20, subdivide - 1)
draw_triangle(v01, v1, v12, subdivide - 1)
draw_triangle(v20, v12, v2, subdivide - 1)
draw_triangle(v20, v01, v12, subdivide - 1)
if __name__ == '__main__':
main(sys.argv)