本文整理汇总了Python中bgl.GL_RGBA属性的典型用法代码示例。如果您正苦于以下问题:Python bgl.GL_RGBA属性的具体用法?Python bgl.GL_RGBA怎么用?Python bgl.GL_RGBA使用的例子?那么, 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bgl
的用法示例。
在下文中一共展示了bgl.GL_RGBA属性的4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: _update_texture
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_RGBA [as 别名]
def _update_texture(self, scene):
if self._transparent:
gl_format = bgl.GL_RGBA
internal_format = bgl.GL_RGBA32F
else:
gl_format = bgl.GL_RGB
internal_format = bgl.GL_RGB32F
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, self._width, self._height,
0, gl_format, bgl.GL_FLOAT, self.buffer)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
mag_filter = bgl.GL_NEAREST if scene.luxcore.viewport.mag_filter == "NEAREST" else bgl.GL_LINEAR
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, mag_filter)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL)
示例2: buffer_image
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_RGBA [as 别名]
def buffer_image(self):
if not self.loaded: return
if self.buffered: return
if self.deleted: return
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)
bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
# texbuffer = bgl.Buffer(bgl.GL_BYTE, [self.width,self.height,self.depth], image_data)
image_size = self.image_width*self.image_height*self.image_depth
texbuffer = bgl.Buffer(bgl.GL_BYTE, [image_size], self.image_flat)
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, self.image_width, self.image_height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, texbuffer)
del texbuffer
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
self.buffered = True
示例3: __init__
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_RGBA [as 别名]
def __init__(self, engine, context, scene):
filmsize = utils.calc_filmsize(scene, context)
self._width, self._height = filmsize
self._border = utils.calc_blender_border(scene, context)
self._offset_x, self._offset_y = self._calc_offset(context, scene, self._border)
self._pixel_size = int(scene.luxcore.viewport.pixel_size)
if utils.is_valid_camera(scene.camera) and not utils.in_material_shading_mode(context):
pipeline = scene.camera.data.luxcore.imagepipeline
self._transparent = pipeline.transparent_film
else:
self._transparent = False
if self._transparent:
bufferdepth = 4
self._buffertype = bgl.GL_RGBA
self._output_type = pyluxcore.FilmOutputType.RGBA_IMAGEPIPELINE
else:
bufferdepth = 3
self._buffertype = bgl.GL_RGB
self._output_type = pyluxcore.FilmOutputType.RGB_IMAGEPIPELINE
self.buffer = bgl.Buffer(bgl.GL_FLOAT, [self._width * self._height * bufferdepth])
self._init_opengl(engine, scene)
# Denoiser
self._noisy_file_path = self._make_denoiser_filepath("noisy")
self._albedo_file_path = self._make_denoiser_filepath("albedo")
self._normal_file_path = self._make_denoiser_filepath("normal")
self._denoised_file_path = self._make_denoiser_filepath("denoised")
current_dir = dirname(os.path.realpath(__file__))
addon_dir = dirname(current_dir) # Go up one level
self._denoiser_path = which("oidnDenoise",
path=os.path.join(addon_dir, "bin") + os.pathsep + os.environ["PATH"])
self._denoiser_process = None
self.denoiser_result_cached = False
示例4: render_opengl_image
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_RGBA [as 别名]
def render_opengl_image(image_name, cam, point_size):
draw_manager = DrawManager.get_singleton()
coords, colors = draw_manager.get_coords_and_colors()
scene = bpy.context.scene
render = bpy.context.scene.render
width = render.resolution_x
height = render.resolution_y
# TODO Provide an option to render from the 3D view perspective
# width = bpy.context.region.width
# height = bpy.context.region.height
offscreen = gpu.types.GPUOffScreen(width, height)
with offscreen.bind():
bgl.glPointSize(point_size)
#bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
#bgl.glClear(bgl.GL_DEPTH_BUFFER_BIT)
view_matrix = cam.matrix_world.inverted()
projection_matrix = cam.calc_matrix_camera(
bpy.context.evaluated_depsgraph_get(),
x=width,
y=height)
perspective_matrix = projection_matrix @ view_matrix
gpu.matrix.load_matrix(perspective_matrix)
gpu.matrix.load_projection_matrix(Matrix.Identity(4))
shader = gpu.shader.from_builtin('3D_FLAT_COLOR')
shader.bind()
batch = batch_for_shader(shader, "POINTS", {"pos": coords, "color": colors})
batch.draw(shader)
buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
offscreen.free()
image = create_image_lazy(image_name, width, height)
copy_buffer_to_pixel(buffer, image)