All I want to do is create a really simple pan and zoom feature in 2D with OpenGL through pyglet. As you can see, the zooming is working perfectly after the first jump:( Then again, the dragging (panning) is also working, but it also jumps (and it jumps a pretty big one)..
Here is my simplified code and a video (pyglet_test.mp4) that shows how it behaves:
import pyglet
from pyglet.gl import *
# Zooming constants
ZOOM_IN_FACTOR = 1.2
ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR
class App(pyglet.window.Window):
def __init__(self, width, height, *args, **kwargs):
# Create GL configuration
conf = Config( sample_buffers=1,
samples=4,
depth_size=16,
double_buffer=True )
# Initialize parent
super().__init__( width, height, config=conf, *args, **kwargs )
# Create Group
self.group = group = pyglet.graphics.Group()
# Create Batch
self.batch = batch = pyglet.graphics.Batch()
# Create QUAD for testing and add it to batch
batch.add(
4, GL_QUADS, group,
('v2i', ( -50, -50,
50, -50,
50, 50,
-50, 50 )),
('c3B', ( 255, 0, 0,
255, 255, 0,
0, 255, 0,
0, 0, 255 ))
)
# Initialize OpenGL
self.init_gl()
# Initialize camera values
self.camera_x = 0
self.camera_y = 0
self.camera_zoom = 1
def init_gl(self):
# Set clear color
glClearColor(0/255, 0/255, 0/255, 0/255)
# Set antialiasing
glEnable( GL_LINE_SMOOTH )
glEnable( GL_POLYGON_SMOOTH )
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST )
# Set alpha blending
glEnable( GL_BLEND )
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
# Set viewport
glViewport( 0, 0, self.width, self.height )
# Initialize Projection matrix
glMatrixMode( GL_PROJECTION )
glLoadIdentity()
# Set orthographic projection matrix
glOrtho( 0, self.width, 0, self.height, 1, -1 )
# Initialize Modelview matrix
glMatrixMode( GL_MODELVIEW )
glLoadIdentity()
# Save the default modelview matrix
glPushMatrix()
def on_resize(self, width, height):
# Initialize OpenGL for new dimensions
self.width = width
self.height = height
self.init_gl()
def camera_matrix(transformations):
# Create camera setter function
def set_camera(self):
# Take saved matrix off the stack and reset it
glMatrixMode( GL_MODELVIEW )
glPopMatrix()
glLoadIdentity()
# Call wrapped function
transformations(self)
# Save default matrix again with camera translation
glPushMatrix()
# Return wrapper function
return set_camera
@camera_matrix
def move_camera(self):
# Move to camera position
glTranslatef( self.camera_x, self.camera_y, 0 )
# Scale camera
glScalef( self.camera_zoom, self.camera_zoom, 1 )
@camera_matrix
def zoom_camera(self):
# Move to camera position
glTranslatef( self.camera_x, self.camera_y, 0 )
# Scale camera
glScalef( self.camera_zoom, self.camera_zoom, 1 )
# Move back from camera position
glTranslatef( -self.camera_x, -self.camera_y, 0 )
def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
# Move camera
self.camera_x += dx
self.camera_y += dy
self.move_camera()
def on_mouse_scroll(self, x, y, dx, dy):
# Get scale factor
f = ZOOM_IN_FACTOR if dy < 0 else ZOOM_OUT_FACTOR if dy > 0 else 1
# If zoom_level is in the proper range
if .2 < self.camera_zoom*f < 5:
# Zoom camera
self.camera_x = x
self.camera_y = y
self.camera_zoom *= f
self.zoom_camera()
def on_draw(self):
# Clear window with ClearColor
glClear( GL_COLOR_BUFFER_BIT )
# Pop default matrix onto current matrix
glMatrixMode( GL_MODELVIEW )
glPopMatrix()
# Save default matrix again
glPushMatrix()
# Move to center of the screen
glTranslatef( self.width/2, self.height/2, 0 )
# Draw objects
self.batch.draw()
def run(self):
pyglet.app.run()
# Create instance of app and run it
App(500, 500).run()
After another day of suffering, I finally found a solution: in 2D the easiest way of doing mouse coordinate (pivot point) based zooming and right clicked-and-dragged panning without the jumps is to change the projection matrix with the glOrtho()
function.
Here is a simplified version of my original code -- if you are using Pyglet with seriuos amount of data, you should consider using Groups and Batches, but for the easier understanding I used the glBegin()
, glColor()
, glVertex()
, glEnd()
functions here to draw.
import pyglet
from pyglet.gl import *
# Zooming constants
ZOOM_IN_FACTOR = 1.2
ZOOM_OUT_FACTOR = 1/ZOOM_IN_FACTOR
class App(pyglet.window.Window):
def __init__(self, width, height, *args, **kwargs):
conf = Config(sample_buffers=1,
samples=4,
depth_size=16,
double_buffer=True)
super().__init__(width, height, config=conf, *args, **kwargs)
#Initialize camera values
self.left = 0
self.right = width
self.bottom = 0
self.top = height
self.zoom_level = 1
self.zoomed_width = width
self.zoomed_height = height
def init_gl(self, width, height):
# Set clear color
glClearColor(0/255, 0/255, 0/255, 0/255)
# Set antialiasing
glEnable( GL_LINE_SMOOTH )
glEnable( GL_POLYGON_SMOOTH )
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST )
# Set alpha blending
glEnable( GL_BLEND )
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
# Set viewport
glViewport( 0, 0, width, height )
def on_resize(self, width, height):
# Set window values
self.width = width
self.height = height
# Initialize OpenGL context
self.init_gl(width, height)
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
# Move camera
self.left -= dx*self.zoom_level
self.right -= dx*self.zoom_level
self.bottom -= dy*self.zoom_level
self.top -= dy*self.zoom_level
def on_mouse_scroll(self, x, y, dx, dy):
# Get scale factor
f = ZOOM_IN_FACTOR if dy > 0 else ZOOM_OUT_FACTOR if dy < 0 else 1
# If zoom_level is in the proper range
if .2 < self.zoom_level*f < 5:
self.zoom_level *= f
mouse_x = x/self.width
mouse_y = y/self.height
mouse_x_in_world = self.left + mouse_x*self.zoomed_width
mouse_y_in_world = self.bottom + mouse_y*self.zoomed_height
self.zoomed_width *= f
self.zoomed_height *= f
self.left = mouse_x_in_world - mouse_x*self.zoomed_width
self.right = mouse_x_in_world + (1 - mouse_x)*self.zoomed_width
self.bottom = mouse_y_in_world - mouse_y*self.zoomed_height
self.top = mouse_y_in_world + (1 - mouse_y)*self.zoomed_height
def on_draw(self):
# Initialize Projection matrix
glMatrixMode( GL_PROJECTION )
glLoadIdentity()
# Initialize Modelview matrix
glMatrixMode( GL_MODELVIEW )
glLoadIdentity()
# Save the default modelview matrix
glPushMatrix()
# Clear window with ClearColor
glClear( GL_COLOR_BUFFER_BIT )
# Set orthographic projection matrix
glOrtho( self.left, self.right, self.bottom, self.top, 1, -1 )
# Draw quad
glBegin( GL_QUADS )
glColor3ub( 0xFF, 0, 0 )
glVertex2i( 10, 10 )
glColor3ub( 0xFF, 0xFF, 0 )
glVertex2i( 110, 10 )
glColor3ub( 0, 0xFF, 0 )
glVertex2i( 110, 110 )
glColor3ub( 0, 0, 0xFF )
glVertex2i( 10, 110 )
glEnd()
# Remove default modelview matrix
glPopMatrix()
def run(self):
pyglet.app.run()
App(500, 500).run()