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#! /usr/bin/env python
'''Draw text with GLUT bitmap fonts'''
from __future__ import print_function
from OpenGLContext import testingcontext
BaseContext = testingcontext.getInteractive()
from OpenGL.GL import *
from OpenGL.GLUT import *
def drawText( value, x,y, windowHeight, windowWidth, step = 18 ):
"""Draw the given text at given 2D position in window
"""
glMatrixMode(GL_PROJECTION);
# For some reason the GL_PROJECTION_MATRIX is overflowing with a single push!
# glPushMatrix()
matrix = glGetDouble( GL_PROJECTION_MATRIX )
glLoadIdentity();
glOrtho(0.0, windowHeight or 32, 0.0, windowWidth or 32, -1.0, 1.0)
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glRasterPos2i(x, y);
lines = 0
## import pdb
## pdb.set_trace()
for character in value:
if character == '\n':
glRasterPos2i(x, y-(lines*18))
else:
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, ord(character));
glPopMatrix();
glMatrixMode(GL_PROJECTION);
# For some reason the GL_PROJECTION_MATRIX is overflowing with a single push!
# glPopMatrix();
glLoadMatrixd( matrix ) # should have un-decorated alias for this...
glMatrixMode(GL_MODELVIEW);
class TestContext( BaseContext ):
initialPosition = (0,0,0) # set initial camera position, tutorial does the re-positioning
def OnInit( self ):
BaseContext.OnInit( self )
print("""Should see "hello world" in white in the lower-left corner of black screen""")
def Render( self, mode = 0):
BaseContext.Render( self, mode )
glColor3f( 0,0,1 )
drawText( 'hello world', 10,20, self.viewportDimensions[0],self.viewportDimensions[1])
if __name__ == "__main__":
TestContext.ContextMainLoop()
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