本文整理汇总了Python中pyglet.gl.glBlendFunc函数的典型用法代码示例。如果您正苦于以下问题:Python glBlendFunc函数的具体用法?Python glBlendFunc怎么用?Python glBlendFunc使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了glBlendFunc函数的11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: draw
def draw(self, scale, pos):
LINE_COLOUR = (255, 255, 255)
# gl.glEnable(gl.GL_DEPTH_TEST);
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_LINE_SMOOTH)
gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_DONT_CARE)
gl.glBegin(gl.GL_LINES)
for link in self.links:
if link.highlight:
gl.glColor3ub(*self.colour)
gl.glColor3ub(*self.colour)
else:
gl.glColor3ub(*LINE_COLOUR)
gl.glColor3ub(*LINE_COLOUR)
if link.highlight:
depth = 0.5
else:
depth = 0.5
gl.glVertex3f(*util.add_tup(pos, util.scale_tup(link.points[0].pos, scale)) + (depth,))
gl.glVertex3f(*util.add_tup(pos, util.scale_tup(link.points[1].pos, scale)) + (depth,))
print util.add_tup(pos, util.scale_tup(link.points[0].pos, scale))
gl.glEnd()
示例2: setup
def setup():
""" Basic OpenGL configuration.
"""
# Set the color of "clear", i.e. the sky, in rgba.
gl.glClearColor(0.5, 0.69, 1.0, 1)
# Enable culling (not rendering) of back-facing facets -- facets that aren't
# visible to you.
gl.glEnable(gl.GL_CULL_FACE)
#gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_DST_ALPHA)
#gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glBlendFunc(gl.GL_ZERO, gl.GL_SRC_COLOR)
gl.glEnable(gl.GL_BLEND)
gl.glAlphaFunc(gl.GL_GREATER, 0.5);
gl.glEnable(gl.GL_ALPHA_TEST);
# Set the texture minification/magnification function to GL_NEAREST (nearest
# in Manhattan distance) to the specified texture coordinates. GL_NEAREST
# "is generally faster than GL_LINEAR, but it can produce textured images
# with sharper edges because the transition between texture elements is not
# as smooth."
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)
setup_fog()
示例3: set_state
def set_state(self):
"""
Ensure that blending is set.
"""
gl.glPushAttrib(gl.GL_ENABLE_BIT | gl.GL_CURRENT_BIT)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
示例4: init_gl
def init_gl(self):
gl.glClearColor(.93, .93, 1, 1)
#glColor3f(1, 0, 0)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
gl.glEnable(gl.GL_LIGHTING)
gl.glEnable(gl.GL_LIGHT0)
gl.glEnable(gl.GL_LIGHT1)
gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, _gl_vector(.5, .5, 1, 0))
gl.glLightfv(gl.GL_LIGHT0, gl.GL_SPECULAR, _gl_vector(.5, .5, 1, 1))
gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, _gl_vector(1, 1, 1, 1))
gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, _gl_vector(1, 0, .5, 0))
gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, _gl_vector(.5, .5, .5, 1))
gl.glLightfv(gl.GL_LIGHT1, gl.GL_SPECULAR, _gl_vector(1, 1, 1, 1))
gl.glColorMaterial(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT_AND_DIFFUSE)
gl.glEnable(gl.GL_COLOR_MATERIAL)
gl.glShadeModel(gl.GL_SMOOTH)
gl.glMaterialfv(gl.GL_FRONT, gl.GL_AMBIENT, _gl_vector(0.192250, 0.192250, 0.192250))
gl.glMaterialfv(gl.GL_FRONT, gl.GL_DIFFUSE, _gl_vector(0.507540, 0.507540, 0.507540))
gl.glMaterialfv(gl.GL_FRONT, gl.GL_SPECULAR, _gl_vector(.5082730,.5082730,.5082730))
gl.glMaterialf(gl.GL_FRONT, gl.GL_SHININESS, .4 * 128.0);
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
示例5: draw
def draw(self):
if self._dirty:
self._context = Context()
self._parts = []
self.free()
self.render()
self.build_vbo()
self._dirty = False
# set
gl.glEnable(self._texture.target)
gl.glBindTexture(self._texture.target, self._texture.id)
gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glPushMatrix()
self.transform()
# cuadric.begin()
self._vertex_list.draw(gl.GL_TRIANGLES)
# cuadric.end()
# unset
gl.glPopMatrix()
gl.glPopAttrib()
gl.glDisable(self._texture.target)
示例6: __init__
def __init__(self, *args, **kwargs):
super(VIctorApp, self).__init__(640, 400, caption="victor")
self.set_default_options()
self.mode = vmode.NORMAL
self.down_action = None
self.text_event = None
self.batch = pyglet.graphics.Batch()
self.setup_cursor()
self.marks = dict()
self.command_area = CommandArea(0, 0, 550, self.batch)
self.keystrokes = Keystrokes(550, 0, 70, self.batch)
self.current_multiplier = None
self.normal_dispatcher = vnd.construct_dispatcher(self)
self.set_ex_commands()
self.groups = self.current_group = PathGroup()
self.current_path = None
self.time = time.time()
pyglet.clock.schedule_interval(self.on_timer_fire, 0.05)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
示例7: main
def main():
global gJoyStick
global show
gl.glClearColor(0.0, 0.0, 0.0, 0.0)
gl.glEnable( gl.GL_BLEND)
gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
#pyglet.clock.set_fps_limit(60)
pyglet.clock.schedule_interval(update, 1/30.)
window.set_vsync(True)
for x in pyglet.input.get_joysticks():
#readStick(x)
pass
gJoyStick = pyglet.input.get_joysticks()[0]
gJoyStick.open()
for x in gJoyStick.device.get_controls():
#print x
pass
if len(sys.argv) > 1 and sys.argv[1] == '-b':
show = 'buttons'
else:
show = 'axes'
pyglet.app.run()
print ""
示例8: setupOpenGL
def setupOpenGL(self):
gl.glClearColor(0., 0., 0., 1.)
gl.glColor4f(1.0, 0.0, 0.0, 0.5)
gl.glEnable(gl.GL_DEPTH_TEST)
#gl.glEnable(gl.GL_CULL_FACE)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
示例9: on_draw
def on_draw():
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
# Gradient sky
l, b = world_to_screen((0, 0))
r, t = world_to_screen((W, H))
horizon = 177 / 255.0, 202 / 255.0, 1.0
zenith = 68 / 255.0, 0.5, 1.0
pyglet.graphics.draw(4, gl.GL_QUADS,
('v2f', [l, b, l, t, r, t, r, b]),
('c3f', sum([horizon, zenith, zenith, horizon], ())),
)
cx, cy = camera
tx, ty = world_to_screen((-cx + W * 0.5, -cy + H * 0.5))
gl.glTranslatef(tx, ty, 0)
batch.draw()
# Water
l, b = world_to_screen((0, 0))
r, t = world_to_screen((1000, WATER_LEVEL))
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
pyglet.graphics.draw(4, gl.GL_QUADS,
('v2f', [l, b, l, t, r, t, r, b]),
('c4f', [0, 0.2, 0.8, 0.5] * 4),
)
示例10: __init__
def __init__(self, rows, columns, n_apples, *args, **kwargs):
super(PygletEngine, self).__init__(rows, columns, n_apples, *args, **kwargs)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
pyglet.clock.schedule_interval(lambda t: self.update_snakes(), 1/30.0)
示例11: draw
def draw(self, frame):
# The gneneral plan here is:
# 1. Get the dots in the range of 0-255.
# 2. Create a texture with the dots data.
# 3. Draw the texture, scaled up with nearest-neighbor.
# 4. Draw a mask over the dots to give them a slightly more realistic look.
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glLoadIdentity()
# Draw the dots in this color:
#gl.glColor3f(1.0, 0.5, 0.25)
gl.glScalef(1, -1, 1)
gl.glTranslatef(0, -DMD_SIZE[1]*DMD_SCALE, 0)
#data = frame.get_data_mult()
#this new jk_get_data will read the dots using the dmd function
#and convert them via the map to rGB.
data = self.jk_get_data(frame)
image = pyglet.image.ImageData(DMD_SIZE[0], DMD_SIZE[1], 'RGB', data, pitch=DMD_SIZE[0] * 3)
gl.glTexParameteri(image.get_texture().target, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
image.blit(0, 0, width=DMD_SIZE[0]*DMD_SCALE, height=DMD_SIZE[1]*DMD_SCALE)
del image
gl.glScalef(DMD_SCALE/float(MASK_SIZE), DMD_SCALE/float(MASK_SIZE), 1.0)
gl.glColor4f(1.0, 1.0, 1.0, 1.0)
self.mask_texture.blit_tiled(x=0, y=0, z=0, width=DMD_SIZE[0]*MASK_SIZE, height=DMD_SIZE[1]*MASK_SIZE)