hey, I was experimenting with pyglet, and was trying out their opengl, but cant figure out how to scale images... - #!/usr/bin/python
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# $Id:$
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'''Demonstrates one way of fixing the display resolution to a certain
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size, but rendering to the full screen.
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The method used in this example is:
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1. Set the OpenGL viewport to the fixed resolution
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2. Render the scene using any OpenGL functions (here, just a polygon)
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3. Copy the framebuffer into a texture
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4. Reset the OpenGL viewport to the window (full screen) size
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5. Blit the texture to the framebuffer
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Recent video cards could also render the scene directly to the texture
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using EXT_framebuffer_object. (This is not demonstrated in this example).
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'''
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from pyglet.gl import *
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from pyglet import clock
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from pyglet import image
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from pyglet import window
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# Create a fullscreen window using the user's desktop resolution. You can
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# also use this technique on ordinary resizable windows.
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win = window.Window(fullscreen=True)
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# Use 320x200 fixed resolution to make the effect completely obvious. You
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# can change this to a more reasonable value such as 800x600 here.
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target_resolution = 1280, 800
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class FixedResolutionViewport(object):
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def __init__(self, win, width, height, filtered=False):
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self.window = win
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self.width = width
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self.height = height
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self.texture = image.Texture.create_for_size(GL_TEXTURE_2D,
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width, height, GL_RGB)
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self.texture = self.texture.get_region(0, 0, width, height)
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if not filtered:
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# By default the texture will be bilinear filtered when scaled
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# up. If requested, turn filtering off. This makes the image
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# aliased, but is more suitable for pixel art.
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glTexParameteri(self.texture.target,
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GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(self.texture.target,
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GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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def begin(self):
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glViewport(0, 0, self.width, self.height)
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self.set_fixed_projection()
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def end(self):
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buffer = image.get_buffer_manager().get_color_buffer()
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self.texture.blit_into(buffer, 0, 0, 0)
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glViewport(0, 0, self.window.width, self.window.height)
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self.set_window_projection()
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aspect_width = self.window.width / float(self.width)
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aspect_height = self.window.height / float(self.height)
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if aspect_width > aspect_height:
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scale_width = aspect_height * self.width
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scale_height = aspect_height * self.height
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else:
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scale_width = aspect_width * self.width
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scale_height = aspect_width * self.height
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x = (self.window.width - scale_width) / 2
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y = (self.window.height - scale_height) / 2
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glClearColor(0, 0, 0, 1)
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glClear(GL_COLOR_BUFFER_BIT)
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glLoadIdentity()
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glColor3f(1, 1, 1)
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self.texture.blit(x, y, width=scale_width, height=scale_height)
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def set_fixed_projection(self):
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# Override this method if you need to change the projection of the
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# fixed resolution viewport.
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glOrtho(0, self.width, 0, self.height, -1, 1)
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glMatrixMode(GL_MODELVIEW)
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def set_window_projection(self):
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# This is the same as the default window projection, reprinted here
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# for clarity.
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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glOrtho(0, self.window.width, 0, self.window.height, -1, 1)
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glMatrixMode(GL_MODELVIEW)
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rotate = 0
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kitten = image.load('kitten.jpg')
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def draw_scene():
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global kitten
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# Draw the scene, assuming the fixed resolution viewport and projection
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# have been set up.
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT)
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f=kitten.width
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glLoadIdentity()
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glEnable(GL_TEXTURE_2D)
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w, h = target_resolution
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glTranslatef(w/2, h/2, 0)
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glRotatef(rotate, 0, 0, 1)
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#glColor3f(1, 1, 0,)
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s = min(w, h) / 4
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glRectf(s, s, s, s)
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kitten.blit(0,0)
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viewport = FixedResolutionViewport(win,
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target_width, target_height, filtered=False)
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while not win.has_exit:
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dt = clock.tick()
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rotate += dt * 20
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win.dispatch_events()
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viewport.begin()
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win.clear()
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draw_scene()
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viewport.end()
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win.flip()
that is the fixed_resolution.py file that came with it
basically i just want to make that kitten picture rotate instead of the red box. i got the picture to rotate, but I cant figure out how to scale it down to match the box size.
i searched for about 2-3 hours tonight for opengl refrences on how to do this but came up empty handed
1 4176
Oops, embarrassing... I put down the wrong code :p - kitten = image.load('kitten.jpg')
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texture=kitten.texture
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def draw_scene():
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global kitten, texture
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# Draw the scene, assuming the fixed resolution viewport and projection
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# have been set up.
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT)
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f=kitten.width
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glLoadIdentity()
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
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glEnable(GL_TEXTURE_2D)
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w, h = target_resolution
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glTranslatef(w/2, h/2, 0)
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#glRotatef(rotate, 0, 0, 1)
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glColor3f(1, 0, 1)
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s = min(w, h) / 4
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glRectf(-s, -s, s, s)
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glBindTexture(GL_TEXTURE_2D, texture.id)
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glBegin(GL_POLYGON)
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glVertex3f (-s, -s, 0.0);
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glVertex3f (s, -s, 0.0);
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glVertex3f (s, s, 0.0);
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glVertex3f (-s, s, 0.0);
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glEnd()
that is what I changed, and all it gives is a gray square
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