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Python Resources.texture方法代码示例

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


在下文中一共展示了Resources.texture方法的5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: compileMapSquareList

# 需要导入模块: import Resources [as 别名]
# 或者: from Resources import texture [as 别名]
    def compileMapSquareList(self, sq):
        if sq.guiData.has_key("listID"):
            glDeleteLists(sq.guiData["listID"], 1)

        textureNames = sq.texture()
        texIDt = Resources.texture(textureNames[0])
        sq.guiData['textureID'] = texIDt #fix me: update with the new amount of textures.
        
        texIDl = Resources.texture(textureNames[1])
        texIDb = Resources.texture(textureNames[2])
        texIDr = Resources.texture(textureNames[3])
        texIDf = Resources.texture(textureNames[4])
        
        textureIDs = [texIDt, texIDl, texIDb, texIDr, texIDf]
        
        listID = glGenLists(1)
        sq.guiData["listID"] = listID
        glNewList(listID, GL_COMPILE)

        GLUtil.makeCube(sq.z, sq.cornerHeights,
                        textureIDs, sq.cornerColors, sq.waterHeight,
                        sq.waterColor, sq.minHeight())
        #glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
        #glLineWidth(0.75)
        #GLUtil.makeCube(sq.z, (0.0,0.0,0.0,1.0), sq.cornerHeights, False)
        #glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        glEndList()

        topListID = glGenLists(1)
        sq.guiData['topListID'] = topListID
        glNewList(topListID, GL_COMPILE)
        GLUtil.makeCubeTop(sq.z, sq.cornerHeights)
        glEndList()
开发者ID:jemofthewest,项目名称:GalaxyMage,代码行数:35,代码来源:MapEditorGUI.py

示例2: compileMapSquareList

# 需要导入模块: import Resources [as 别名]
# 或者: from Resources import texture [as 别名]
    def compileMapSquareList(self, sq):
        if sq.guiData.has_key("listID"):
            glDeleteLists(sq.guiData["listID"], 1)

        textureNames = sq.texture()
        texIDt = Resources.texture(textureNames[0])
        sq.guiData["textureID"] = texIDt  # FIXME: update with the new amount of textures.

        texIDl = Resources.texture(textureNames[1])
        texIDb = Resources.texture(textureNames[2])
        texIDr = Resources.texture(textureNames[3])
        texIDf = Resources.texture(textureNames[4])

        textureIDs = [texIDt, texIDl, texIDb, texIDr, texIDf]

        listID = glGenLists(1)
        sq.guiData["listID"] = listID
        glNewList(listID, GL_COMPILE)

        GLUtil.makeCube(
            sq.z, sq.cornerHeights, textureIDs, sq.cornerColors, sq.waterHeight, sq.waterColor, sq.minHeight()
        )

        glEndList()

        topListID = glGenLists(1)
        sq.guiData["topListID"] = topListID
        glNewList(topListID, GL_COMPILE)
        GLUtil.makeCubeTop(sq.z, sq.cornerHeights)
        glEndList()
开发者ID:jemofthewest,项目名称:GalaxyMage,代码行数:32,代码来源:ScenarioGUI.py

示例3: makeCube

# 需要导入模块: import Resources [as 别名]
# 或者: from Resources import texture [as 别名]
def makeCube(z, cornerHeights, texture, cornerColors, waterHeight, waterColor,
             minHeight):
    if texture[1] != None:
        glBindTexture(GL_TEXTURE_2D, texture[1])
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

    cc = cornerColors

    ulz = (z+cornerHeights[0]) * Z_HEIGHT
    urz = (z+cornerHeights[1]) * Z_HEIGHT
    llz = (z+cornerHeights[2]) * Z_HEIGHT
    lrz = (z+cornerHeights[3]) * Z_HEIGHT
    z = z * Z_HEIGHT

    # Enable backface culling
    glEnable(GL_CULL_FACE)
    glCullFace(GL_BACK)
    glBegin(GL_QUADS)

    # Left
    glNormal3f(-1.0, 0.0, 0.0)
    glColor4f(cc[1][0][0], cc[1][0][1], cc[1][0][2], cc[1][0][3])
    glTexCoord2f(1.0, 0.0); glVertex3f(-0.5, 0.5, 0.0)
    glColor4f(cc[1][1][0], cc[1][1][1], cc[1][1][2], cc[1][1][3])
    glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, -0.5, 0.0)
    glColor4f(cc[1][2][0], cc[1][2][1], cc[1][2][2], cc[1][2][3])
    glTexCoord2f(0.0, llz); glVertex3f(-0.5, -0.5, llz)
    glColor4f(cc[1][3][0], cc[1][3][1], cc[1][3][2], cc[1][3][3])
    glTexCoord2f(1.0, ulz); glVertex3f(-0.5, 0.5, ulz)
    
    glEnd()
    
    if texture[2] != None:
        glBindTexture(GL_TEXTURE_2D, texture[2])
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
	
	glBegin(GL_QUADS)
    # Back
    glNormal3f(0.0, 1.0, 0.0)
    glColor4f(cc[2][0][0], cc[2][0][1], cc[2][0][2], cc[2][0][3])
    glTexCoord2f(1.0, 0.0); glVertex3f( 0.5, 0.5, 0.0)
    glColor4f(cc[2][1][0], cc[2][1][1], cc[2][1][2], cc[2][1][3])
    glTexCoord2f(0.0, 0.0); glVertex3f(-0.5, 0.5, 0.0)
    glColor4f(cc[2][2][0], cc[2][2][1], cc[2][2][2], cc[2][2][3])
    glTexCoord2f(0.0, ulz); glVertex3f(-0.5, 0.5, ulz)
    glColor4f(cc[2][3][0], cc[2][3][1], cc[2][3][2], cc[2][3][3])
    glTexCoord2f(1.0, urz); glVertex3f( 0.5, 0.5, urz)

    # Bottom
#     glNormal3f(0.0, 0.0, 1.0)
#     glColor4f(cc[0][0], cc[0][1], cc[0][2], 1.0)
#     glTexCoord2f(1.0, 0.0); glVertex3f( 0.5,  0.5, 0.0)	
#     glColor4f(cc[0][0], cc[0][1], cc[0][2], 1.0)
#     glTexCoord2f(0.0, 0.0); glVertex3f(-0.5,  0.5, 0.0)	
#     glColor4f(cc[0][0], cc[0][1], cc[0][2], 1.0)
#     glTexCoord2f(0.0, 1.0); glVertex3f(-0.5, -0.5, 0.0)
#     glColor4f(cc[0][0], cc[0][1], cc[0][2], 1.0)
#     glTexCoord2f(1.0, 1.0); glVertex3f( 0.5, -0.5, 0.0)

    glEnd()
   
    if texture[3] != None:
        glBindTexture(GL_TEXTURE_2D, texture[3])
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
        
    glCullFace(GL_FRONT)
    
    glBegin(GL_QUADS)
    # Right
    glNormal3f(1.0, 0.0, 0.0)
    glColor4f(cc[3][0][0], cc[3][0][1], cc[3][0][2], cc[3][0][3])
    glTexCoord2f(0.0, 0.0); glVertex3f( 0.5,-0.5, 0.0)
    glColor4f(cc[3][3][0], cc[3][3][1], cc[3][3][2], cc[3][3][3])
    glTexCoord2f(0.0, lrz); glVertex3f( 0.5,-0.5, lrz)
    glColor4f(cc[3][2][0], cc[3][2][1], cc[3][2][2], cc[3][2][3])
    glTexCoord2f(1.0, urz); glVertex3f( 0.5, 0.5, urz)
    glColor4f(cc[3][1][0], cc[3][1][1], cc[3][1][2], cc[3][1][3])
    glTexCoord2f(1.0, 0.0); glVertex3f( 0.5, 0.5, 0.0)		

    glEnd()
    
    if texture[4] != None:
        glBindTexture(GL_TEXTURE_2D, texture[4])
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) 
    
    glBegin(GL_QUADS)
      
    # Front
#.........这里部分代码省略.........
开发者ID:jemofthewest,项目名称:GalaxyMage,代码行数:103,代码来源:GLUtil.py

示例4: glPopMatrix

# 需要导入模块: import Resources [as 别名]
# 或者: from Resources import texture [as 别名]
    glPopMatrix()
    glMatrixMode(GL_MODELVIEW)
    glEnable(GL_LIGHTING)
    glEnable(GL_DEPTH_TEST)

def drawBar(leftColor, rightColor, barWidth, barHeight, (posx, posy)):
    (width, height) = MainWindow.get().size()
    
    # If you want to draw to a specific (x,y) position on screen,
    # instead of drawing inside the actual 3D world, you need to
    # switch to orthographic mode first.
    switchToOrthographicMode()

    # Actual drawing code begins here
    glTranslate(posx, height-posy, 0.0)
    glBindTexture(GL_TEXTURE_2D, Resources.texture('none'))
    glBegin(GL_QUADS)

    # Draw the colored bar
    leftColor[3] = 0.0
    glColor4f(*leftColor)
    glVertex3f(0.0, 0.0, 0.0)
    leftColor[3] = 0.9
    glColor4f(*leftColor)
    glVertex3f(0.0, -barHeight, 0.0)
    rightColor[3] = 0.9
    glColor4f(*rightColor)
    glVertex3f(barWidth, -barHeight, 0.0)
    rightColor[3] = 0.0
    glColor4f(*rightColor)
    glVertex3f(barWidth, 0.0, 0.0)
开发者ID:jemofthewest,项目名称:GalaxyMage,代码行数:33,代码来源:GLUtil.py

示例5: draw

# 需要导入模块: import Resources [as 别名]
# 或者: from Resources import texture [as 别名]
    def draw(self):
        #glDisable(GL_DEPTH_TEST)
        if self._color[3] < 0.0:
            return
        
        glDisable(GL_LIGHTING)
        glDepthFunc(GL_LEQUAL)
        glPushMatrix()
        GLUtil.mapTrans(self.x, self.y, self.z)

        # Draw the circle around the unit's feet
        (r, g, b) = Faction.color(self.__unit.faction())
        none = Resources.texture("none")
        glBindTexture(GL_TEXTURE_2D, none)
        glPushMatrix()
        if self.__unit.facing() == Constants.E:
            glRotate(-90.0, 0.0, 0.0, 1.0)
        elif self.__unit.facing() == Constants.S:
            glRotate(180.0, 0.0, 0.0, 1.0)
        elif self.__unit.facing() == Constants.W:
            glRotate(90.0, 0.0, 0.0, 1.0)           
        glColor4f(r, g, b, 1.0 * self._color[3])
        glBegin(GL_TRIANGLES)
        glVertex3f(0.0, 0.0, 0.0)
        glVertex3f(-0.15, 0.35, 0.0)
        glVertex3f(0.15, 0.35, 0.0)
        glEnd()
        glPopMatrix()
        quad = gluNewQuadric()
        gluDisk(quad, 0.3, 0.4, 32, 1)
        gluDeleteQuadric(quad)

        # Checking for texture and color status
        unitStatus = self.__unit.statusEffects()
        if len(unitStatus.texture()) == 0 :
            self._textureStatus = -1
        else:
            if time.time() > self._textureTime:
                self._textureTime = time.time() +1.1
                self._textureStatus += 1
                if self._textureStatus >= len(unitStatus.texture()):
                    self._textureStatus = 0
            try:
                if engine.Effect.Status.effectTextures[unitStatus.texture()[self._textureStatus]] != None:
                    GLUtil.makeStatus(engine.Effect.Status.effectTextures[unitStatus.texture()[self._textureStatus]], self._color)
            except:
                # when the status is over this can happen
                pass

        statuscolor = None
        if len(unitStatus.color()) == 0 :
            self._colorStatus = -1
        else:
            if time.time() > self._colorTime:
                self._colorTime = time.time() +1.3
                self._colorStatus += 1
                if self._colorStatus >= len(unitStatus.color()):
                    self._colorStatus = 0
            try:
                if engine.Effect.Status.effectTextures[unitStatus.color()[self._colorStatus]] != None:
                    statuscolor = engine.Effect.Status.effectTextures[unitStatus.color()[self._colorStatus]]
            except :
                pass

        if statuscolor == None :
            if self.isActing() == True:
                self._unitStatusColor = self._color
            else:
                GLUtil.makeUnit(texture = self.__texture,
                                wtexture = self.__wtexture,
                                otexture = self.__otexture, 
                                color = self._color,
                                weaponGrip = self.__weaponGrip,
                                unitHand = self.__unitHand)
        else:
            if self.isActing() == True:
                self._unitStatusColor = statuscolor
            else:
                GLUtil.makeUnit(texture = self.__texture,
                                wtexture = self.__wtexture,
                                otexture = self.__otexture, 
                                color = statuscolor,
                                weaponGrip = self.__weaponGrip,
                                unitHand = self.__unitHand)
                
        for a in self._animations:
            a.draw()

        glPopMatrix()
        glDepthFunc(GL_LESS)
        glEnable(GL_LIGHTING)
开发者ID:jemofthewest,项目名称:GalaxyMage,代码行数:93,代码来源:Sprite.py


注:本文中的Resources.texture方法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。