本文整理汇总了Python中pyglet.gl.glColor3f函数的典型用法代码示例。如果您正苦于以下问题:Python glColor3f函数的具体用法?Python glColor3f怎么用?Python glColor3f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glColor3f函数的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: flush_labels
def flush_labels(self):
gl.glClear(gl.GL_DEPTH_BUFFER_BIT)
gl.glPushMatrix()
gl.glTranslatef(-self.game.camera_x * defs.WINDOW_SCALE[0],
-self.game.camera_y * defs.WINDOW_SCALE[1], 0)
for label, x, y, scale in self.labels:
if scale:
gl.glPushMatrix()
label.anchor_x = 'center'
label.anchor_y = 'center'
gl.glTranslatef(x * defs.WINDOW_SCALE[0],
y * defs.WINDOW_SCALE[1], 0)
gl.glScalef(*scale)
label.x = label.y = 0
label.draw()
gl.glPopMatrix()
else:
label.x = x * defs.WINDOW_SCALE[0]
label.y = y * defs.WINDOW_SCALE[1]
label.draw()
self.labels = []
gl.glColor3f(1, 1, 1)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glPopMatrix()
# self.fps_label.draw()
self.game.score.draw()
示例2: create_window
def create_window(self, _iScr=0, _title="", _dx=0, _dy=0, _left=0, _top=0,
_scale=1.0, _isScrOvl=False, _iScrGUI=0, _offset=(0,0)):
""" If the renderer was initialized, create a window instance and store
it in the internal window list. For parameters, see Window class.
"""
if self.isReady:
self.winList.append(Window(self, _iScr, _title, _dx, _dy, _left, _top,
_scale, _isScrOvl, _iScrGUI, _offset))
'''
if len(self.winList) == 1:
# Is the first window, set some general OpenGL properties
#
'''
GL.glClearColor(0., 0., 0., 0.)
GL.glColor3f(1., 1., 1.)
GL.glDisable(GL.GL_DEPTH_TEST)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
'''
GL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
GL.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
GL.glShadeModel(GL_FLAT) # GL_FLAT or GL_SMOOTH
GL.glEnable(GL_POINT_SMOOTH)
'''
return self.winList[-1]
else:
return None
示例3: _draw
def _draw(self):
corner = c = self.octree.corner
w = self.octree.width
gl.glPushAttrib( gl.GL_ENABLE_BIT )
gl.glEnable( gl.GL_COLOR_MATERIAL )
if self.octree._child_nodes is None:
if self.list_id:
gl.glCallList(self.list_id)
else:
self.list_id = gl.glGenLists(1)
gl.glNewList(self.list_id, gl.GL_COMPILE)
gl.glColor3f(*self.color)
gl.glBegin(gl.GL_LINE_LOOP)
gl.glVertex3f(*c)
gl.glVertex3f(*(c + (0,w,0)))
gl.glVertex3f(*(c + (0,w,w)))
gl.glVertex3f(*(c + (0,0,w)))
gl.glEnd()
c = corner + (w,0,0)
gl.glBegin(gl.GL_LINE_LOOP)
gl.glVertex3f(*c)
gl.glVertex3f(*(c + (0,w,0)))
gl.glVertex3f(*(c + (0,w,w)))
gl.glVertex3f(*(c + (0,0,w)))
gl.glEnd()
gl.glBegin(gl.GL_LINES)
gl.glVertex3f(*c)
gl.glVertex3f(*(c - (w,0,0)))
gl.glVertex3f(*(c + (0,w,0)))
gl.glVertex3f(*(corner + (0,w,0)))
gl.glVertex3f(*(c + (0,w,w)))
gl.glVertex3f(*(corner + (0,w,w)))
gl.glVertex3f(*(c + (0,0,w)))
gl.glVertex3f(*(corner + (0,0,w)))
gl.glEnd()
gl.glEndList()
# This could be optimized of course
if self.octree._child_nodes is not None:
r = self.color[0] + 0.14
if r < 1.0:
r = r % 1.0
else:
r = 1.0
b = max((self.color[2] - 0.14), 0)
for node in self.octree._child_nodes.values():
if not self._cache.has_key(id(node)):
self._cache[id(node)] = OctreeDebug(node, color=(r,0,b))
debugNode = self._cache[id(node)]
debugNode._draw()
gl.glColor3f(1,1,1)
gl.glPopAttrib()
示例4: draw_block
def draw_block(block):
transformed = [world_to_screen(block.GetWorldPoint(p)) for p in POINTS]
gl.glColor3f(1.0, 0.1, 0)
gl.glBegin(gl.GL_LINE_LOOP)
for p in transformed:
gl.glVertex2f(*p)
gl.glEnd()
示例5: draw
def draw(self):
gl.glColor3f(0, 0, 0)
gl.glRectd(self._aabb.x, self._aabb.y, self._aabb.x+self._aabb.width,
self._aabb.y+self._aabb.height)
gl.glColor3f(*self.color)
gl.glRectd(self._aabb.x+2, self._aabb.y+2,
self._aabb.x+self._aabb.width-2, self._aabb.y+self._aabb.height-2)
示例6: draw
def draw(self):
self.loadStartPosition()
gl.glRotatef(90.0, 0.0, 0.0, 1.0)
gl.glBegin(gl.GL_QUADS)
gl.glColor3f(1.0, 1.0, 0.0)
tenth = math.pi * 2.0 / 10.0
for z in [-0.1, 0.1]:
for i in xrange(5):
a = float(i) * tenth * 2.0
gl.glVertex3f(0.0, 0.0, z)
gl.glVertex3f(0.4 * math.cos(a - tenth), 0.4 * math.sin(a - tenth), z)
gl.glVertex3f(math.cos(a), math.sin(a), z)
gl.glVertex3f(0.4 * math.cos(a + tenth), 0.4 * math.sin(a + tenth), z)
for i in xrange(5):
a = float(i) * tenth * 2.0
gl.glVertex3f(0.4 * math.cos(a - tenth), 0.4 * math.sin(a - tenth), 0.1)
gl.glVertex3f(math.cos(a), math.sin(a), 0.1)
gl.glVertex3f(math.cos(a), math.sin(a), -0.1)
gl.glVertex3f(0.4 * math.cos(a - tenth), 0.4 * math.sin(a - tenth), -0.1)
gl.glVertex3f(0.4 * math.cos(a + tenth), 0.4 * math.sin(a + tenth), 0.1)
gl.glVertex3f(math.cos(a), math.sin(a), 0.1)
gl.glVertex3f(math.cos(a), math.sin(a), -0.1)
gl.glVertex3f(0.4 * math.cos(a + tenth), 0.4 * math.sin(a + tenth), -0.1)
gl.glEnd()
self.loadStartPosition()
gl.glTranslatef(0.0, 0.0, 0.1)
gl.glScalef(0.01, 0.01, 0.0)
self.label.draw()
gl.glLoadIdentity()
示例7: 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()
image = pyglet.image.ImageData(DMD_SIZE[0], DMD_SIZE[1], 'L', data, pitch=DMD_SIZE[0])
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)
示例8: render_boid
def render_boid(self):
glBegin(GL_TRIANGLES)
glColor3f(*self.color)
glVertex2f(-(self.size), 0.0)
glVertex2f(self.size, 0.0)
glVertex2f(0.0, self.size * 3.0)
glEnd()
示例9: draw_line
def draw_line(self, v, color):
o = self._p._origin
pgl.glBegin(pgl.GL_LINES)
pgl.glColor3f(*color)
pgl.glVertex3f(v[0][0] + o[0], v[0][1] + o[1], v[0][2] + o[2])
pgl.glVertex3f(v[1][0] + o[0], v[1][1] + o[1], v[1][2] + o[2])
pgl.glEnd()
示例10: draw
def draw(self):
if draw_debug:
glColor3f(1,1,1)
self.vertex_list.draw(GL_LINE_LOOP)
glColor3f(1,1,0)
for j,r in self.forces:
pyglet.graphics.draw(2, GL_LINES, ("v2f", (r[0], r[1], r[0] + j[0]/10, r[1] + j[1]/10)))
示例11: draw_lane_lines
def draw_lane_lines(self, lane):
gl.glColor3f(1., 1., 1.)
W = 1000
graphics.draw(4, gl.GL_LINES, ('v2f',
np.hstack([lane.p-lane.m*W-0.5*lane.w*lane.n, lane.p+lane.m*W-0.5*lane.w*lane.n,
lane.p-lane.m*W+0.5*lane.w*lane.n, lane.p+lane.m*W+0.5*lane.w*lane.n])
))
示例12: draw
def draw(self):
gl.glClear(gl.GL_DEPTH_BUFFER_BIT)
if self.game.game_over:
if self.game.game_lost:
gl.glBegin(gl.GL_QUADS)
gl.glColor3f(1, 1, 1)
gl.glVertex3f(0, 0, -0.9)
gl.glVertex3f(0, defs.WINDOW_HEIGHT, -0.9)
gl.glVertex3f(defs.WINDOW_WIDTH, defs.WINDOW_HEIGHT, -0.9)
gl.glVertex3f(defs.WINDOW_WIDTH, 0, -0.9)
gl.glEnd()
self.you_died.draw()
self.you_died2.draw()
if not self.died:
for name in self.VALUES:
getattr(self, name + '_label').color = (0, 0, 0, 255)
self.died = True
else:
gl.glBegin(gl.GL_QUADS)
gl.glColor3f(0, 0, 0)
gl.glVertex3f(0, 0, -0.9)
gl.glVertex3f(0, defs.WINDOW_HEIGHT, -0.9)
gl.glVertex3f(defs.WINDOW_WIDTH, defs.WINDOW_HEIGHT, -0.9)
gl.glVertex3f(defs.WINDOW_WIDTH, 0, -0.9)
gl.glEnd()
self.you_win.draw()
for name in self.VALUES:
getattr(self, name + '_label').draw()
示例13: draw
def draw(self, colour=(0., 0., 1.)):
s = self.size # just a shorthand
gl.glColor3f(*colour)
gl.glBegin(gl.GL_LINE_LOOP)
for vertex in self.verticies:
gl.glVertex2f(*vertex)
gl.glEnd()
示例14: f
def f():
for u in range(1, len(self.u_set)):
pgl.glBegin(pgl.GL_QUAD_STRIP)
for v in range(len(self.v_set)):
pa = self.verts[u - 1][v]
pb = self.verts[u][v]
if pa is None or pb is None:
pgl.glEnd()
pgl.glBegin(pgl.GL_QUAD_STRIP)
continue
if use_cverts:
ca = self.cverts[u - 1][v]
cb = self.cverts[u][v]
if ca is None:
ca = (0, 0, 0)
if cb is None:
cb = (0, 0, 0)
else:
if use_solid_color:
ca = cb = self.default_solid_color
else:
ca = cb = self.default_wireframe_color
pgl.glColor3f(*ca)
pgl.glVertex3f(*pa)
pgl.glColor3f(*cb)
pgl.glVertex3f(*pb)
pgl.glEnd()
示例15: draw_lane_surface
def draw_lane_surface(self, lane):
gl.glColor3f(0.4, 0.4, 0.4)
W = 1000
graphics.draw(4, gl.GL_QUAD_STRIP, ('v2f',
np.hstack([lane.p-lane.m*W-0.5*lane.w*lane.n, lane.p-lane.m*W+0.5*lane.w*lane.n,
lane.q+lane.m*W-0.5*lane.w*lane.n, lane.q+lane.m*W+0.5*lane.w*lane.n])
))