本文整理汇总了Python中OpenGL.GL.GL_DEPTH_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_DEPTH_BUFFER_BIT属性的具体用法?Python GL.GL_DEPTH_BUFFER_BIT怎么用?Python GL.GL_DEPTH_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类OpenGL.GL
的用法示例。
在下文中一共展示了GL.GL_DEPTH_BUFFER_BIT属性的15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: render_rgb_indexed_colors
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def render_rgb_indexed_colors(self, **kwargs):
'''Draws scene in the background buffer to extract mouse click info'''
import OpenGL.GL as gl
import OpenGL.GLU as glu
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# camera_pos_rtp is relative to the target position. To get the
# absolute camera position, we need to add the target position.
gl.glPushMatrix()
camera_pos_xyz = np.array(rtp_to_xyz(*self.camera_pos_rtp)) \
+ self.target_pos
glu.gluLookAt(
*(list(camera_pos_xyz) + list(self.target_pos) + self.up))
self.draw_data_set()
gl.glPopMatrix()
gl.glFlush()
示例2: paintGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def paintGL(self):
self.makeCurrent()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
self.program.bind()
self.program.enableAttributeArray("position")
self.vbo.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("position"), 2, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo)
self.program.enableAttributeArray("normal")
self.vbo_cols.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("normal"), 3, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo_cols)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.data))
print(self.context().format().majorVersion())
print(self.context().format().minorVersion())
print(gl.glGetString(gl.GL_VERSION));
示例3: paintGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def paintGL(self):
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glLoadIdentity()
GL.glTranslated(0.0, 0.0, -10.0)
GL.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
GL.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
GL.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
GL.glScalef(self.zoom,self.zoom,self.zoom)
GL.glCallList(self.electrode_object)
GL.glCallList(self.center_dir)
if self.plug_object != 0:
GL.glCallList(self.plug_object)
示例4: viewer_refresh
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def viewer_refresh(self, q):
while not q.empty():
self.state = q.get()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glClearColor(0.0, 0.0, 0.0, 1.0)
self.dcam.Activate(self.scam)
if self.state is not None:
if self.state[0].shape[0] >= 2:
# draw poses
gl.glColor3f(0.0, 1.0, 0.0)
pangolin.DrawCameras(self.state[0][:-1])
if self.state[0].shape[0] >= 1:
# draw current pose as yellow
gl.glColor3f(1.0, 1.0, 0.0)
pangolin.DrawCameras(self.state[0][-1:])
if self.state[1].shape[0] != 0:
# draw keypoints
gl.glPointSize(5)
gl.glColor3f(1.0, 0.0, 0.0)
pangolin.DrawPoints(self.state[1], self.state[2])
pangolin.FinishFrame()
示例5: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def main():
pangolin.CreateWindowAndBind('Main', 640, 480)
gl.glEnable(gl.GL_DEPTH_TEST)
# Define Projection and initial ModelView matrix
scam = pangolin.OpenGlRenderState(
pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100),
pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY))
handler = pangolin.Handler3D(scam)
# Create Interactive View in window
dcam = pangolin.CreateDisplay()
dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0)
dcam.SetHandler(handler)
dcam.Resize(pangolin.Viewport(0,0,640*2,480*2))
while not pangolin.ShouldQuit():
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glClearColor(1.0, 1.0, 1.0, 1.0)
dcam.Activate(scam)
# Render OpenGL Cube
pangolin.glDrawColouredCube()
# Draw Point Cloud
points = np.random.random((100000, 3)) * 10
colors = np.zeros((len(points), 3))
colors[:, 1] = 1 -points[:, 0] / 10.
colors[:, 2] = 1 - points[:, 1] / 10.
colors[:, 0] = 1 - points[:, 2] / 10.
gl.glPointSize(2)
gl.glColor3f(1.0, 0.0, 0.0)
# access numpy array directly(without copying data), array should be contiguous.
pangolin.DrawPoints(points, colors)
pangolin.FinishFrame()
示例6: render
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def render(self, context):
self.shader.bind()
gl.glDisable(gl.GL_BLEND)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glClearDepth(1.0)
gl.glClearColor(*self.clearColor)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
view, projection = createDefaultMatrices(self.width, self.height, context)
self.shader.uniformMatrix4f(shader.VIEW_MATRIX, view)
self.shader.uniformMatrix4f(shader.PROJ_MATRIX, projection)
self.setUniforms(self.shader, context.uniforms)
for tag, entry in self.models.items():
mesh = entry.mesh
entry.textureMap.bindTextures(self.shader)
self.shader.uniformMatrix4f(shader.WORLD_MATRIX, entry.matrix)
self.bindAttributeArray(self.shader, "inPosition", mesh.vertices, 3)
self.bindAttributeArray(self.shader, "inNormal", mesh.normals, 3)
self.bindAttributeArray(self.shader, "inUv", mesh.uvs, 2)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(mesh.vertices) // 3)
self.unbindAttributeArray(self.shader, "inPosition")
self.unbindAttributeArray(self.shader, "inNormal")
self.unbindAttributeArray(self.shader, "inUv")
entry.textureMap.unbindTextures()
gl.glEnable(gl.GL_BLEND)
gl.glDisable(gl.GL_DEPTH_TEST)
self.shader.unbind()
示例7: display
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def display():
gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
glut.glutSwapBuffers()
示例8: on_paint
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def on_paint(self, event):
"""Process the drawing event."""
import OpenGL.GL as gl
import OpenGL.GLU as glu
self.canvas.SetCurrent(self.canvas.context)
if not self.gl_initialized:
self.initgl()
self.gl_initialized = True
self.print_help()
if self.light:
gl.glEnable(gl.GL_LIGHTING)
else:
gl.glDisable(gl.GL_LIGHTING)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glLoadIdentity()
gl.glPushMatrix()
glu.gluLookAt(*(list(rtp_to_xyz(
*self.camera_pos_rtp)) + list(self.target_pos) + list(self.up)))
self.draw_cube()
gl.glPopMatrix()
gl.glFlush()
self.SwapBuffers()
event.Skip()
示例9: paintGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def paintGL(self):
if self.opengl:
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
self.opengl.draw(self.defaultFramebufferObject(), self.width(), -self.height())
示例10: gl_clear
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def gl_clear(self):
from OpenGL import GL
bg = self.bg_color
if bg:
r = bg[0] / 255.0
g = bg[1] / 255.0
b = bg[2] / 255.0
GL.glClearColor(r, g, b, 0.0)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
示例11: paintGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def paintGL(self):
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glLoadIdentity()
GL.glTranslated(0.0, 0.0, -10.0)
GL.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0)
GL.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0)
GL.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0)
GL.glCallList(self.object)
示例12: paintGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def paintGL(self):
self.makeCurrent()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
self.program.bind()
self.program.enableAttributeArray("position")
self.vbo.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("position"), 2, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo)
self.program.enableAttributeArray("color")
self.vbo_cols.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("color"), 3, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo_cols)
self.vbo_index.bind()
#gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.data))
gl.glDrawElements(gl.GL_TRIANGLES, len(self.index), gl.GL_UNSIGNED_INT, None)
print(self.context().format().majorVersion())
print(self.context().format().minorVersion())
print(gl.glGetString(gl.GL_VERSION));
示例13: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def main():
# Create OpenGL window in single line
pangolin.CreateWindowAndBind('Main', 640, 480)
# Data logger object
log = pangolin.DataLog()
# Optionally add named labels
labels = ['sin(t)', 'cos(t)', 'sin(t)+cos(t)']
log.SetLabels(labels)
# OpenGL 'view' of data. We might have many views of the same data.
tinc = 0.03
plotter = pangolin.Plotter(log, 0.0, 4.0*np.pi/tinc, -2.0, 2.0, np.pi/(4*tinc), 0.5)
plotter.SetBounds(0.0, 1.0, 0.0, 1.0)
plotter.Track('$i')
# Add some sample annotations to the plot
plotter.AddMarker(pangolin.Marker.Vertical, -1000, pangolin.Marker.LessThan,
pangolin.Colour.Blue().WithAlpha(0.2))
plotter.AddMarker(pangolin.Marker.Horizontal, 100, pangolin.Marker.GreaterThan,
pangolin.Colour.Red().WithAlpha(0.2))
plotter.AddMarker(pangolin.Marker.Horizontal, 10, pangolin.Marker.Equal,
pangolin.Colour.Green().WithAlpha(0.2))
pangolin.DisplayBase().AddDisplay(plotter)
t = 0
while not pangolin.ShouldQuit():
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
log.Log(np.sin(t), np.cos(t), np.sin(t)+np.cos(t))
t += tinc
pangolin.FinishFrame()
示例14: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def main():
pangolin.CreateWindowAndBind('Main', 640, 480)
gl.glEnable(gl.GL_DEPTH_TEST)
# Define Projection and initial ModelView matrix
scam = pangolin.OpenGlRenderState(
pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100),
pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisY))
tree = pangolin.Renderable()
tree.Add(pangolin.Axis())
# Create Interactive View in window
handler = pangolin.SceneHandler(tree, scam)
dcam = pangolin.CreateDisplay()
dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0 /480.0)
dcam.SetHandler(handler)
def draw(view):
view.Activate(scam)
tree.Render()
dcam.SetDrawFunction(draw)
while not pangolin.ShouldQuit():
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# or
# dcam.Activate(scam)
# tree.Render()
pangolin.FinishFrame()
示例15: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_DEPTH_BUFFER_BIT [as 别名]
def main():
pangolin.CreateWindowAndBind('Main', 640, 480)
gl.glEnable(gl.GL_DEPTH_TEST)
# Define Projection and initial ModelView matrix
scam = pangolin.OpenGlRenderState(
pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100),
pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY))
handler = pangolin.Handler3D(scam)
# Create Interactive View in window
dcam = pangolin.CreateDisplay()
dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0)
dcam.SetHandler(handler)
while not pangolin.ShouldQuit():
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glClearColor(1.0, 1.0, 1.0, 1.0)
dcam.Activate(scam)
# Render OpenGL Cube
pangolin.glDrawColouredCube()
# Draw Point Cloud
points = np.random.random((100000, 3)) * 10
colors = np.zeros((len(points), 3))
colors[:, 1] = 1 -points[:, 0] / 10.
colors[:, 2] = 1 - points[:, 1] / 10.
colors[:, 0] = 1 - points[:, 2] / 10.
gl.glPointSize(2)
gl.glColor3f(1.0, 0.0, 0.0)
# access numpy array directly(without copying data), array should be contiguous.
pangolin.DrawPoints(points, colors)
pangolin.FinishFrame()