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xpgl_test.py
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xpgl_test.py
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import pygame
import random
import sys
import os
import traceback
from enum import Enum
from OpenGL.GL import glClearColor, glClearDepth, glEnable, \
GL_TEXTURE_2D, glClear, GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, \
glLoadIdentity, glOrtho, GL_BLEND, GL_TRUE, glDepthMask, glFlush
# ==================================================================================
# SET SYSPATH to include XPPython3... If you're executing this from
# PythonPlugins, this will work to pull in XPPython3.
# Note we _also_ change current directory to "Root", so all file.open() relative
# paths will load same as within X-Plane.
#
XPlaneRootDir = os.path.normpath(os.path.join(os.path.dirname(__file__), '../../..'))
os.chdir(XPlaneRootDir)
sys.path.insert(0, 'Resources/plugins')
sys.path.insert(0, 'Resources/plugins/XPPython3')
sys.path.insert(0, 'Resources/plugins/PythonPlugins')
# ==================================================================================
# pylint: disable=wrong-import-position
from XPPython3 import xpgl # NOQA
from XPPython3.xpgl import Colors # NOQA
from XPPython3.xpgl.mock_xp import xp # NOQA
# pylint: enable=wrong-import-position
# ==================================================================================
# CUSTOMIZE below
#
# For convenience, we set width, height of the window: change that to match
# your target window
Width, Height = 500, 500
#
# 'Mode' refers to the type of callback you're testing. They differ slightly within
# X-Plane with regard to how the init the OpenGL context for you.
# ... specifically "AvionicsScreen" requires you to glClear() and glFlush()
Modes = Enum('Modes', ['AvionicsScreen', # createAvionicsEx()
'AvionicsBezel', # createAvionicsEx()
'Window', # createWindowEx()
'AvionicsBefore', # regsiterAvionicsCallbacksEx()
'AvionicsAfter', # registerAvionicsCallbacksEx()
'DirectDraw', # registerDrawCallback()
])
Mode = Modes.Window
#
# Also, we've defined a global "Data" dict. You can use that to store any
# otherwise global data values. In your "real" program these might be
# dataref values, XPluginInstance variables, etc.
Data = {}
#
# Two functions for your to customize:
# * load()
# You should put one-time operations here -- load fonts, load images, etc.
# These are things you might do during X-Plane initialization, perhaps
# during XPluginEnable()
#
# * draw()
# Your draw routine -- this will be called over-and-over until you press 'q'
# within the OpenGL window.
#
# To make your code more compatible with X-Plane:
# USE xp.setGraphicsState for the following, if you need to:
# xp.setGraphicsState(fog=0, # ... ALWAYS SET TO ZERO for X-Plane
# numberTexUnits=0, # 0 is none, 1 is one multitexturing unit,
# 2 is two multitexturing units...
# lighting=0, # GL_LIGHTING, GL_LIGHT0 ... ALWAYS 0 for X-Plane
# alphaTesting=0, # GL_ALPHA_TEST
# alphaBlending=0, # GL_BLEND
# depthTesting=0, # GL_DEPTH_TEST
# depthWriting=0) # gl_DepthMask(TRUE)
# USE xp.bindtexture2d() instead of glBindTexture()
# USE xp.genrateTextureNumbers(count) instead of glGenTextures()
def load():
# Here I store my 'globals' -- data, which I need for my test example.
Data['flip'] = True
Data['logo_x'] = 0.
Data['logo_y'] = 0.
Data['logo_x_speed'] = .5
Data['logo_y_speed'] = .5
Data['stencil'] = False
Data['Textures'] = {}
Data['Fonts'] = {}
Data['Textures']['logo'] = xpgl.loadImage('Resources/plugins/XPPython3/xppython3.png')
Data['Fonts']['Helvetica'] = xpgl.loadFont('Resources/fonts/Roboto-Regular.ttf', 18)
def draw():
# Here is my draw routine... since I'm calling two different draw routines,
# I simply redirect
return draw_example1() if not Data['flip'] else draw_example2()
####
# Some example draw routines.... If you're coding your own, your
# code can completely be within draw(), above.
def draw_example1():
# to axis lines
xpgl.drawLine(Width / 2, 0, Width / 2, Height)
xpgl.drawLine(0, Height / 2, Width, Height / 2)
with xpgl.maskContext():
xpgl.drawTriangle(Width / 2, Height - 60, Width - 50, 40, 50, 40, color=Colors['green'])
xpgl.drawUnderMask(stencil=Data['stencil'])
xpgl.drawCircle(Width / 2, Height / 2, 150, isFilled=True, color=Colors['orange'])
xpgl.drawCircle(Width / 2, Height / 2, 50, isFilled=True)
def computeLogoPosition(logo_width, logo_height):
Data['logo_x'] += Data['logo_x_speed']
Data['logo_y'] += Data['logo_y_speed']
while Data['logo_x'] >= Width - (logo_width + 1) or Data['logo_x'] <= 0:
Data['logo_x_speed'] = (-1 if Data['logo_x_speed'] > 0 else 1) * random.gauss(.5, .2)
Data['logo_x'] += Data['logo_x_speed']
while Data['logo_y'] >= Height - (logo_height + 1) or Data['logo_y'] <= 0:
Data['logo_y_speed'] = (-1 if Data['logo_y_speed'] > 0 else 1) * random.gauss(.5, .2)
Data['logo_y'] += Data['logo_y_speed']
return Data['logo_x'], Data['logo_y']
def draw_example2():
# first, some aligned text
xpgl.drawLine(125, 400, 125, Height, color=xpgl.Colors['cyan'])
xpgl.drawText(Data['Fonts']['Helvetica'], 125, 480, "Left-Aligned", color=xpgl.Colors['green'])
xpgl.drawText(Data['Fonts']['Helvetica'], 125, 460, "Right-Aligned", alignment='r', color=xpgl.Colors['green'])
xpgl.drawText(Data['Fonts']['Helvetica'], 125, 440, "Center-Aligned", alignment='C', color=xpgl.Colors['green'])
# draw a line "underneath" the logo and triangles
xpgl.drawLine(0, 0, Width, Height, color=xpgl.Colors['pink'])
# draw a bouncing logo
logo_width = 140
logo_height = 88
x, y = computeLogoPosition(logo_width, logo_height)
xpgl.drawTexture(Data['Textures']['logo'], x, y, logo_width, logo_height)
# a rotating triangle which will mask a stationary Trianglevvvvvvvvv
with xpgl.maskContext():
# First, the mask
with xpgl.graphicsContext():
xpgl.setRotateTransform(xp.getCycleNumber() % 360, Width / 2, 190)
xpgl.drawTriangle(180, 165,
Width / 2, Height - 220,
Width - 180, 165, xpgl.Colors['green'])
xpgl.drawUnderMask(stencil=Data['stencil'])
# Second the drawing(s) affected by the mask
xpgl.drawTriangle(100, 100, Width / 2, Height - 100, Width - 100, 100, xpgl.Colors['green'])
# draw a rotated arc above everything else
with xpgl.graphicsContext():
xpgl.setRotateTransform(90, Width / 2, Height / 2)
xpgl.drawArc(Width / 2, Height / 2,
radius_inner=10, radius_outer=20,
start_angle=0, arc_angle=180, color=xpgl.Colors['red'])
glFlush()
# =================================================================================================
# You should not need to modify anything below here.
# We set up the GLUT window with callbacks, and set the OpenGL
# context to match (as best we can) what X-Plane sets.
#
# You *may* find it useful to alter the keyPressed function below to
# alter values or behavior of your test.
# =================================================================================================
def keyPressed(key):
if key == 'q':
os._exit(0)
elif key == 'X':
os._exit(-1)
elif key == 'R':
xpgl.report()
elif key == 'f':
Data['flip'] = not Data['flip']
elif key == 's':
Data['stencil'] = not Data['stencil']
print(f"Mask/Stencil is now {'Stencil' if Data['stencil'] else 'Mask'}")
FRAME_EVENT = pygame.USEREVENT + 1
def main():
pygame.init()
pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 8)
pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 16)
pygame.display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 16)
pygame.display.set_mode((Width, Height), pygame.OPENGL | pygame.RESIZABLE)
glClearColor(0.0, 0.0, 0.0, 1.0) # This Will Clear The Background Color To Black
glClearDepth(1.0) # Enables Clearing Of The Depth Buffer
if Mode in (Modes.AvionicsScreen, ):
glClear(GL_DEPTH_BUFFER_BIT)
else:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # glClearColor() is previously set
pygame.display.set_caption("OpenGL Tester")
glLoadIdentity() # Reset The Projection Matrix
pygame.time.set_timer(FRAME_EVENT, 29)
load()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
keyPressed(event.unicode)
elif event.type == FRAME_EVENT:
xp.Counter += 1
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glDepthMask(GL_TRUE)
if Mode in (Modes.AvionicsScreen, ):
glClear(GL_DEPTH_BUFFER_BIT)
else:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # glClearColor() is previously set
glLoadIdentity() # Reset The View... (0, 0) is center of screen X runs left-right, Y runs Up down.
glOrtho(0, Width, 0, Height, 0, 1)
try:
draw()
except Exception as e:
print(f"Error while drawing screen {e}")
traceback.print_exception(e)
os._exit(-1)
if Mode not in (Modes.AvionicsScreen, ):
glFlush()
# pygame.display.flip()
pygame.time.wait(10)
if __name__ == '__main__':
print("Hit 'q' key in window to quit.")
print("Hit 'f' key in window 'flip' to different drawing routine.")
print("Hit 's' key in window alter stencil vs. mask")
main()