本文整理汇总了Python中OpenGL.arrays.ArrayDatatype.arrayByteCount方法的典型用法代码示例。如果您正苦于以下问题:Python ArrayDatatype.arrayByteCount方法的具体用法?Python ArrayDatatype.arrayByteCount怎么用?Python ArrayDatatype.arrayByteCount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类OpenGL.arrays.ArrayDatatype
的用法示例。
在下文中一共展示了ArrayDatatype.arrayByteCount方法的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: createVertexAndTextureBuffers
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def createVertexAndTextureBuffers(self, vertices, tcoords, opacity = None):
''' Allocate hardware buffers for vertices, texture coordinates, and optionally opacity. '''
if self.flipHorizontal:
vertices[:,0] = -vertices[:,0]
if self.flipVertical:
vertices[:,1] = -vertices[:,1]
GL.glEnableClientState (GL.GL_VERTEX_ARRAY)
#vertex buffer in hardware
self.gl_vb = GL.GLuint()
GL.glGenBuffers(1 , self.gl_vb)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.gl_vb)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ADT.arrayByteCount(vertices), ADT.voidDataPointer(vertices), GL.GL_STATIC_DRAW)
#vertex buffer tdata in hardware
self.gl_tb = GL.GLuint()
GL.glGenBuffers(1 , self.gl_tb)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.gl_tb)
GL.glBufferData(GL.GL_ARRAY_BUFFER, ADT.arrayByteCount(tcoords), ADT.voidDataPointer(tcoords), GL.GL_STATIC_DRAW)
# opacity buffer in hardware (only for warp files)
if opacity is not None:
self.gl_color = GL.GLuint()
GL.glGenBuffers(1 , self.gl_color)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.gl_color)
#convert opacity to RGBA, one point for each corner of the quad
GL.glBufferData(GL.GL_ARRAY_BUFFER, ADT.arrayByteCount(opacity), ADT.voidDataPointer(opacity), GL.GL_STATIC_DRAW)
else:
self.gl_color = None
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
GL.glDisableClientState(GL.GL_VERTEX_ARRAY)
示例2: __init__
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def __init__(self, v, i):
self.__T = mat4()
v_buff = numpy.array(v, dtype=numpy.float32)
i_buff = numpy.array(i, dtype=numpy.int16)
self.__v_hdl = glGenBuffers(1)
self.__i_hdl = glGenBuffers(1)
self.__i_size = adt.arrayByteCount(i_buff) * 2
glBindBuffer(GL_ARRAY_BUFFER, self.__v_hdl)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.__i_hdl)
glBufferData(GL_ARRAY_BUFFER, adt.arrayByteCount(v_buff), adt.voidDataPointer(v_buff), GL_STATIC_DRAW)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, adt.arrayByteCount(i_buff), adt.voidDataPointer(i_buff), GL_STATIC_DRAW)
if glGetError() != GL_NO_ERROR:
raise RuntimeError('mesh create error!')
Engine.get().add_object(Engine.get(), self)
示例3: __init__
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def __init__(self, vertbuffer, indexbuffer):
self.buffer = glGenBuffers(1)
self.indexbuffer = indexbuffer
glBindBuffer(GL_ARRAY_BUFFER, self.buffer)
self.numverts = len(vertbuffer)
vertbuffer = convertbuffer(vertbuffer)
glBufferData(GL_ARRAY_BUFFER, ADT.arrayByteCount(vertbuffer), ADT.voidDataPointer(vertbuffer), GL_STATIC_DRAW)
示例4: __init__
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def __init__(self, data, usage):
self.buffer = GLuint(0)
glGenBuffers(1, self.buffer)
self.buffer = self.buffer.value
glBindBuffer(GL_ARRAY_BUFFER, self.buffer)
glBufferData(GL_ARRAY_BUFFER, ADT.arrayByteCount(data),
ADT.voidDataPointer(data), usage)
示例5: fillBuffers
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def fillBuffers(self, image = None):
'''
ALSO FILL IN LATER...PLOX
'''
size = 0
vertByteCount = ADT.arrayByteCount(numpy.zeros((8, 2), 'f'))
for layer in self.layers:
size += len(self.images[layer])
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.VBO)
if self.VBOBuffer <= size or image == None:
self.VBOBuffer = nextPowerOfTwo(size+1)
glBufferDataARB(GL_ARRAY_BUFFER_ARB, self.VBOBuffer*vertByteCount, None, GL_STATIC_DRAW_ARB)
self.offset = 0
for layer in self.layers:
for img in self.images[layer]:
img.offset = int(float(self.offset)/vertByteCount*4)
VBOData = img.getVBOData()
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, self.offset, vertByteCount, VBOData)
self.offset += vertByteCount
else:
image.offset = int(float(self.offset)/vertByteCount*4)
VBOData = image.getVBOData()
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, self.offset, vertByteCount, VBOData)
self.offset += vertByteCount
示例6: __init__
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def __init__(self, parent):
QGLWidget.__init__(self, parent)
self.setMinimumSize(320, 240)
self.w = 640
self.h = 480
self.images = dict()
self.lastMousePos = [0, 0]
self.camera = [0, 0]
self.layers = []
self.zoom = 1
self.VBO = None
self.vbos = False
self.VBOBuffer = 0
self.offset = 0
self.ctrl = False
self.shift = False
self.qimages = {}
self.texext = GL_TEXTURE_2D
self.error = False
self.texts = []
self.textid = 0
self.vertByteCount = ADT.arrayByteCount(numpy.zeros((8, 2), 'f'))
self.movecam = False
#default settings, though overriden in initializeGL by fieldtemp
self.npot = 3
self.anifilt = 0
self.compress = False
self.magfilter = GL_NEAREST
self.mipminfilter = GL_NEAREST_MIPMAP_NEAREST
self.minfilter = GL_NEAREST
self.setFocusPolicy(Qt.StrongFocus)
self.setMouseTracking(True) #this may be the fix for a weird problem with leaveevents
示例7: __init__
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def __init__(self, parent):
QGLWidget.__init__(self, parent)
self.setMinimumSize(640, 480)
self.w = 640
self.h = 480
self.images = dict()
self.lastMousePos = [0, 0]
self.camera = [0, 0]
self.layers = []
self.zoom = 1
self.VBO = None
self.vbos = False
self.VBOBuffer = 0
self.offset = 0
self.ctrl = False
self.shift = False
self.qimages = {}
self.texext = GL_TEXTURE_2D
self.npot = 3
self.lines = dict()
self.error = False
self.texts = []
self.textid = 0
self.vertByteCount = ADT.arrayByteCount(numpy.zeros((8, 2), 'f'))
self.leftMouse = False
self.setFocusPolicy(Qt.StrongFocus)
self.setMouseTracking(True) #this may be the fix for a weird problem with leaveevents
示例8: glBufferSubData
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def glBufferSubData( baseOperation, target, offset, size=None, data=None ):
"""Copy subset of data into the currently bound vertex-buffer-data object
target -- the symbolic constant indicating which buffer type is intended
offset -- offset from beginning of buffer at which to copy bytes
size -- the count-in-bytes of the array (if an int/long), if None,
calculate size from data, if an array and data is None, use as
data (i.e. the parameter can be omitted and calculated)
data -- data-pointer to be used, may be None to initialize without
copying over a data-set
Note that if size is not an int/long it is considered to be data
*iff* data is None
"""
if size is None:
if data is None:
raise TypeError( "Need data or size" )
elif (not isinstance( size, integer_types)) and (data is None):
data = size
size = None
try:
if size is not None:
size = int( size )
except TypeError:
if data is not None:
raise TypeError(
"""Expect an integer size *or* a data-array, not both"""
)
data = size
size = None
data = ArrayDatatype.asArray( data )
if size is None:
size = ArrayDatatype.arrayByteCount( data )
return baseOperation( target, offset, size, data )
示例9: calculateVBOList
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def calculateVBOList(self, image = None):
'''
Create the VBO list to be passed on to the module for drawing
vbolist could possibly be a multi-layered tuple, one tuple per layer.
So that it doesn't have to be recalculated every time one single image is changed.
'''
if len(self.layers) > 0 and len(self.vbolist) > 2 and image != None:
if image.layer == self.layers[0]:
self.vbolist.insert(2, image.offset) #note the reversed order here
self.vbolist.insert(2, image.textureId)
glmod.setVBO(tuple(self.vbolist))
return
elif image.layer == self.layers[-1]:
self.vbolist.append(image.textureId)
self.vbolist.append(image.offset)
glmod.setVBO(tuple(self.vbolist))
return
self.vbolist = [self.VBO, ADT.arrayByteCount(numpy.zeros((2, 2), 'f'))]
for layer in self.layers:
for img in self.images[layer]:
if img.hidden:
continue
self.vbolist.append(img.textureId)
self.vbolist.append(img.offset)
if len(self.vbolist) > 2:
glmod.setVBO(tuple(self.vbolist))
示例10: reserveVBOSize
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def reserveVBOSize(self, size):
'''
Does not work yet. If this function is called, it makes glGenTextures fail
'''
return
if Globals.vbos and size > self.VBOBuffer:
self.VBOBuffer = size
vertByteCount = ADT.arrayByteCount(numpy.zeros((8, 2), 'f'))
glBufferDataARB(GL_ARRAY_BUFFER_ARB, self.VBOBuffer*vertByteCount, None, GL_STATIC_DRAW_ARB)
self.offset = 0
for layer in self.layers:
for img in self.images[layer]:
img.offset = int(float(self.offset)/vertByteCount*4)
VBOData = img.getVBOData()
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, self.offset, vertByteCount, VBOData)
self.offset += vertByteCount
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0)
self.calculateVBOList()
示例11: vao_update
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def vao_update(self,data):
if data.size:
self.vao_data=data
# Bind a buffer before we can use it
glBindBuffer(GL_ARRAY_BUFFER, self.vertexBuffer)
# Now go ahead and fill this bound buffer with some data
glBufferSubData(GL_ARRAY_BUFFER,0, ArrayDatatype.arrayByteCount(self.vao_data), self.vao_data)
示例12: __init__
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def __init__(self, v, i):
self.__T = mat4()
self.__verts = numpy.array(v, dtype=numpy.float32)
self.__ndx = numpy.array(i, dtype=numpy.int16)
self.__id = glGenBuffers(2)
glBindBuffer(GL_ARRAY_BUFFER, self.__id[0])
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.__id[1])
glBufferData(GL_ARRAY_BUFFER,
ARR.arrayByteCount(self.__verts),
ARR.voidDataPointer(self.__verts),
GL_STATIC_DRAW)
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
ARR.arrayByteCount(self.__ndx),
ARR.voidDataPointer(self.__ndx),
GL_STATIC_DRAW)
if glGetError() != GL_NO_ERROR:
raise RuntimeError('mesh vbo error!')
示例13: setDrawRect
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def setDrawRect(self, drawRect):
self.drawRect = drawRect
if Globals.vbos:
VBOData = self.getVBOData()
vertByteCount = ADT.arrayByteCount(VBOData)
glBindBuffer(GL_ARRAY_BUFFER_ARB, self.VBO)
glBufferSubData(GL_ARRAY_BUFFER_ARB, int(self.offset*vertByteCount/4), vertByteCount, VBOData)
示例14: initBuffers
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def initBuffers(self):
self.num= len(self.result)
self.vertices = numpy.ndarray((self.num/4, 4), dtype=numpy.float32)
for i in range(self.num):
self.vertices[i/4,i%4] = self.result[i]
from OpenGL.arrays import ArrayDatatype as ADT
self.bufferVertices = GLuint(0)
self.bufferVertices = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER_ARB, self.bufferVertices)
glBufferData(GL_ARRAY_BUFFER_ARB, ADT.arrayByteCount(self.vertices),
ADT.voidDataPointer(self.vertices), GL_STATIC_DRAW_ARB)
示例15: draw
# 需要导入模块: from OpenGL.arrays import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.ArrayDatatype import arrayByteCount [as 别名]
def draw(self):
"""Render the textbox"""
# Reload the texture coordinate buffer if anything changed
if self._dirty:
# Bind and load the buffer
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.__texCoordBuffer)
glBufferDataARB(GL_ARRAY_BUFFER_ARB,
ArrayDatatype.arrayByteCount(self._texCoordArray),
ArrayDatatype.voidDataPointer(self._texCoordArray), GL_DYNAMIC_DRAW)
glBindBufferARB(GL_ARRAY_BUFFER, 0)
self._dirty = False
# Set up transformations
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef(self._pos[0], self._pos[1], 0)
glScalef(0.25, 0.25, 1)
# Set up the foreground color
glColor4f(*self._color)
# Set up the texture
glEnable(GL_TEXTURE_2D)
self._charset.bind()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
# Enable vertex and texture arrays
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
# Set the vertex buffer for rendering
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.__vertexBuffer)
glVertexPointer(3, GL_FLOAT, 0, None)
# Set the texture coordinate buffer for rendering
glBindBufferARB(GL_ARRAY_BUFFER_ARB, self.__texCoordBuffer)
glTexCoordPointer(2, GL_FLOAT, 0, None)
# Unbind the active buffer--pointers are already specified
glBindBufferARB(GL_ARRAY_BUFFER, 0)
# Render over everything else
glDisable(GL_DEPTH_TEST)
# Render
glDrawArrays(GL_QUADS, 0, self._cols * self._rows * 4)
# Disable vertex and texture arrays
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)