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Python GL.GL_COLOR_BUFFER_BIT属性代码示例

本文整理汇总了Python中OpenGL.GL.GL_COLOR_BUFFER_BIT属性的典型用法代码示例。如果您正苦于以下问题:Python GL.GL_COLOR_BUFFER_BIT属性的具体用法?Python GL.GL_COLOR_BUFFER_BIT怎么用?Python GL.GL_COLOR_BUFFER_BIT使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在OpenGL.GL的用法示例。


在下文中一共展示了GL.GL_COLOR_BUFFER_BIT属性的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: display

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_COLOR_BUFFER_BIT [as 别名]
def display():
        gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        glut.glutSwapBuffers() 
开发者ID:fabioz,项目名称:PyDev.Debugger,代码行数:5,代码来源:gui-glut.py

示例2: clear

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_COLOR_BUFFER_BIT [as 别名]
def clear(self):
        if self.drawBackground:
            GL.glClearColor(0.25, 0.27, 0.77, 1.0)
        else:
            GL.glClearColor(0.0, 0.0, 0.0, 0.0)
        GL.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:8,代码来源:thumbview.py

示例3: render_stereo_targets

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_COLOR_BUFFER_BIT [as 别名]
def render_stereo_targets(self):
        GL.glClearColor(0, 0, 0, 1)
        GL.glEnable(GL.GL_MULTISAMPLE)
        # Left Eye
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.left_eye_desc.render_framebuffer_id)
        GL.glViewport(0, 0, self.render_width, self.render_height)
        self.render_scene(openvr.Eye_Left)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
        GL.glDisable(GL.GL_MULTISAMPLE)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.left_eye_desc.render_framebuffer_id)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.left_eye_desc.resolve_framebuffer_id)
        GL.glBlitFramebuffer(
            0, 0, self.render_width, self.render_height,
            0, 0, self.render_width, self.render_height,
            GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
        # Right Eye
        GL.glEnable(GL.GL_MULTISAMPLE)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.right_eye_desc.render_framebuffer_id)
        GL.glViewport(0, 0, self.render_width, self.render_height)
        self.render_scene(openvr.Eye_Right)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
        GL.glDisable(GL.GL_MULTISAMPLE)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.right_eye_desc.render_framebuffer_id)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.right_eye_desc.resolve_framebuffer_id)
        GL.glBlitFramebuffer(
            0, 0, self.render_width, self.render_height,
            0, 0, self.render_width, self.render_height,
            GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0) 
开发者ID:cmbruns,项目名称:pyopenvr,代码行数:34,代码来源:hellovr_glfw.py

示例4: render_scene

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_COLOR_BUFFER_BIT [as 别名]
def render_scene(self, eye):
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        GL.glEnable(GL.GL_DEPTH_TEST)
        if self.show_cubes:
            GL.glUseProgram(self.scene_program)
            GL.glUniformMatrix4fv(
                self.scene_matrix_location, 1, False,
                self.get_current_view_projection_matrix(eye))
            GL.glBindVertexArray(self.scene_vao)
            GL.glBindTexture(GL.GL_TEXTURE_2D, self.i_texture)
            GL.glDrawArrays(GL.GL_TRIANGLES, 0, int(self.vert_count))
            GL.glBindVertexArray(0)
        b_is_input_available = self.hmd.isInputAvailable()
        if b_is_input_available:
            # draw the controller axis lines
            GL.glUseProgram(self.controller_transform_program)
            GL.glUniformMatrix4fv(self.controller_matrix_location, 1, False, self.get_current_view_projection_matrix(eye))
            GL.glBindVertexArray(self.controller_vao)
            GL.glDrawArrays(GL.GL_LINES, 0, self.controller_vertex_count)
            GL.glBindVertexArray(0)
        # ----- Render Model rendering -----
        GL.glUseProgram(self.render_model_program)
        for hand in self.hand:
            if not hand.show_controller:
                continue
            if hand.render_model is None:
                continue
            mvp = hand.pose @ self.get_current_view_projection_matrix(eye)
            GL.glUniformMatrix4fv(self.render_model_matrix_location, 1, False, mvp)
            hand.render_model.draw()
        GL.glUseProgram(0) 
开发者ID:cmbruns,项目名称:pyopenvr,代码行数:33,代码来源:hellovr_glfw.py

示例5: run_main_loop

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_COLOR_BUFFER_BIT [as 别名]
def run_main_loop(self):
        while not glfw.window_should_close(self.window):
            self.handle_input()
            self.render_frame()
            glfw.swap_buffers(self.window)
            GL.glClearColor(0, 0, 0, 1)
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
            glfw.poll_events() 
开发者ID:cmbruns,项目名称:pyopenvr,代码行数:10,代码来源:hellovr_glfw.py

示例6: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_COLOR_BUFFER_BIT [as 别名]
def __init__(self, width, height, drawFunc):
        tex = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        self.enabled = False
        self._texID = tex
        if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
            buf = FBO.glGenFramebuffers(1)
            depthbuffer = FBO.glGenRenderbuffers(1)

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)

            FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)

            status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
            if status != FBO.GL_FRAMEBUFFER_COMPLETE:
                print "glCheckFramebufferStatus", status
                self.enabled = False
                return

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
                GL.glViewport(0, 0, width, height)
                drawFunc()

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
            FBO.glDeleteFramebuffers(1, [buf])
            FBO.glDeleteRenderbuffers(1, [depthbuffer])
            self.enabled = True
        else:
            GL.glReadBuffer(GL.GL_BACK)

            GL.glPushAttrib(
                GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
            GL.glDisable(GL.GL_STENCIL_TEST)

            GL.glViewport(0, 0, width, height)
            GL.glScissor(0, 0, width, height)
            with gl.glEnable(GL.GL_SCISSOR_TEST):
                drawFunc()

            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glReadBuffer(GL.GL_BACK)
            GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)

            GL.glPopAttrib() 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:55,代码来源:glutils.py


注:本文中的OpenGL.GL.GL_COLOR_BUFFER_BIT属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。