本文整理汇总了Python中pyglet.gl.glDisable函数的典型用法代码示例。如果您正苦于以下问题:Python glDisable函数的具体用法?Python glDisable怎么用?Python glDisable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glDisable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: on_draw
def on_draw(self):
self.window.clear()
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPushMatrix()
gl.glLoadIdentity()
self.camera()
gl.glEnable(self.grass.target)
gl.glEnable(gl.GL_BLEND)
gl.glBindTexture(self.grass.target, self.grass.id)
W = 10000.
graphics.draw(4, gl.GL_QUADS,
('v2f', (-W, -W, W, -W, W, W, -W, W)),
('t2f', (0., 0., W*5., 0., W*5., W*5., 0., W*5.))
)
gl.glDisable(self.grass.target)
for lane in self.lanes:
self.draw_lane_surface(lane)
for lane in self.lanes:
self.draw_lane_lines(lane)
for obj in self.objects:
self.draw_object(obj)
for car in self.cars:
if car!=self.main_car and car not in self.visible_cars:
self.draw_car(self.anim_x[car], car.color)
if self.heat is not None:
self.draw_heatmap()
for car in self.cars:
if car==self.main_car or car in self.visible_cars:
self.draw_car(self.anim_x[car], car.color)
gl.glPopMatrix()
if isinstance(self.main_car, Car):
self.label.text = 'Speed: %.2f'%self.anim_x[self.main_car][3]
self.label.draw()
if self.output is not None:
pyglet.image.get_buffer_manager().get_color_buffer().save(self.output.format(self.frame))
示例2: set_3d
def set_3d(self):
""" Configure OpenGL to draw in 3d.
"""
width, height = self.get_size()
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.gluPerspective(65.0, width / float(height), 0.1, DIST)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
x, y = self.rotation
gl.glRotatef(x, 0, 1, 0)
gl.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
x, y, z = self.position
gl.glTranslatef(-x, -y, -z)
gl.glEnable(gl.GL_LIGHTING)
gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, GLfloat4(0.05,0.05,0.05,1.0))
gl.glEnable(gl.GL_COLOR_MATERIAL)
gl.glColorMaterial(gl.GL_FRONT, gl.GL_AMBIENT_AND_DIFFUSE)
#gl.glLightfv(gl.GL_LIGHT1,gl.GL_SPOT_DIRECTION, GLfloat3(0,0,-1))
gl.glLightfv(gl.GL_LIGHT1, gl.GL_AMBIENT, GLfloat4(0.5,0.5,0.5,1.0))
gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, GLfloat4(1.0,1.0,1.0,1.0))
gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, GLfloat4(0.35,1.0,0.65,0.0))
#gl.glLightfv(gl.GL_LIGHT0,gl.GL_SPECULAR, GLfloat4(1,1,1,1))
gl.glDisable(gl.GL_LIGHT0)
gl.glEnable(gl.GL_LIGHT1)
示例3: setup
def setup(self):
# One-time GL setup
gl.glClearColor(1, 1, 1, 0)
gl.glColor3f(1, 0, 0)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
gl.glDisable(gl.GL_LIGHTING)
示例4: display
def display(self, mode_2d=False):
with self.lock:
glPushMatrix()
glTranslatef(self.offset_x, self.offset_y, 0)
glEnableClientState(GL_VERTEX_ARRAY)
has_vbo = isinstance(self.vertex_buffer, VertexBufferObject)
if self.display_travels:
self._display_travels(has_vbo)
glEnable(GL_LIGHTING)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glMaterialfv(GL_FRONT, GL_SPECULAR, vec(1, 1, 1, 1))
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0, 0, 0))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
self._display_movements(has_vbo)
glDisable(GL_LIGHTING)
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY)
glPopMatrix()
示例5: blit_buffer
def blit_buffer(self, framebuffer, parent_width, parent_height, **kwargs):
"""Draw the texture into the parent scene
.. warning:
This method's arguments are not part of the API yet and may change
at any time.
"""
gl.glViewport(0, 0, parent_width, parent_height)
gl.glTexParameteri(gl.GL_TEXTURE_2D,
gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
gl.glBindTexture(gl.GL_TEXTURE_2D, framebuffer.texture_id)
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glColor4fv((gl.GLfloat * 4)(*self.color + (self.opacity, )))
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA) # premultipl.
gl.glBegin(gl.GL_TRIANGLE_STRIP)
gl.glTexCoord2f(0, 0)
gl.glVertex2i(0, 0)
gl.glTexCoord2f(0, parent_height)
gl.glVertex2i(0, parent_height)
gl.glTexCoord2f(parent_width, 0)
gl.glVertex2i(parent_width, 0)
gl.glTexCoord2f(parent_width, parent_height)
gl.glVertex2i(parent_width, parent_height)
gl.glEnd()
gl.glTexParameteri(gl.GL_TEXTURE_2D,
gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glDisable(gl.GL_TEXTURE_2D)
gl.glTexParameteri(gl.GL_TEXTURE_2D,
gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glViewport(0, 0, parent_width, parent_height)
示例6: 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7: draw
def draw(self):
if self._render_object:
pgl.glPushAttrib(pgl.GL_ENABLE_BIT | pgl.GL_POLYGON_BIT | pgl.GL_DEPTH_BUFFER_BIT)
if self._overlay:
pgl.glDisable(pgl.GL_DEPTH_TEST)
self._render_object.draw()
pgl.glPopAttrib()
示例8: 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9: enable_states
def enable_states(gl_states):
"""Context Manager that calls glEnable and glDisable on a list of gl states."""
for state in gl_states:
gl.glEnable(state)
yield
for state in gl_states:
gl.glDisable(state)
示例10: circle
def circle(pos, radius, color=(1.0,1.0,1.0), alpha=1.0,segments=6):
"""
Draws a circle with gluDisk
:param pos: center of the circle
:type pos: 2-float tuple
:param radius: radius of the circle
:type radius: float
:param color: the color in [0..1] range
:type color: 3-float tuple
:param alpha: the alpha value in [0..1] range
:param segments: number of segments
:type segments: int
"""
glDisable(GL_TEXTURE_2D)
c = gluNewQuadric()
glColor4f(color[0], color[1], color[2], alpha)
glPushMatrix()
glTranslatef(pos[0], pos[1], 0)
gluDisk(c, 0, radius, segments, 1)
glPopMatrix()
glColor4f(1.0,1.0,1.0,1.0)
glEnable(GL_TEXTURE_2D)
示例11: rect
def rect(a, b, color=(1.0,1.0,1.0), alpha=1.0):
"""
Draws a rectangle in the plane spanned by a,b with GL_QUADS
:param a: Point a
:type a: 2-float tuple
:param b: Point b
:type b: 2-float tuple
:param color: the color in [0..1] range
:type color: 3-float tuple
:param aa: Anti aliasing Flag
:param alpha: the alpha value in [0..1] range
"""
glDisable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glVertex3f(a[0], a[1], 0)
glVertex3f(b[0], a[1], 0)
glVertex3f(b[0], b[1], 0)
glVertex3f(a[0], b[1], 0)
glEnd()
glEnable(GL_TEXTURE_2D)
glColor4f(color+(alpha,))
示例12: on_draw
def on_draw(self):
"""
Render the screen.
"""
start = time.time()
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glDisable(GL.GL_BLEND)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_vbo_id)
GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
GL.glVertexPointer(2, GL.GL_FLOAT, 0, 0)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.color_vbo_id)
GL.glEnableClientState(GL.GL_COLOR_ARRAY)
GL.glColorPointer(3, GL.GL_FLOAT, 0, 0)
offset = 0
for shape in self.shape_list:
render_rect_filled(shape, offset)
offset += 4
elapsed = time.time() - start
print(elapsed)
示例13: draw
def draw(self):
from miru.context import context
gl.glEnable(gl.GL_LINE_STIPPLE)
gl.glLineStipple(1, 0x51315)
gl.glColor4f(*self.color)
for c in self.metaCamera.cameras:
vp = c.projection
x = vp.x == 0 and 1 or vp.x
width = vp.x == 0 and vp.width - 1 or vp.width
width = (vp.x + vp.width) >= context.window.width and width - 1 or width
y = vp.y == 0 and 1 or vp.y
height = vp.y == 0 and vp.height - 1 or vp.height
height = (vp.y + vp.height) >= context.window.height and height - 1 or height
gl.glBegin(gl.GL_LINE_LOOP)
gl.glVertex2f(x, y)
gl.glVertex2f(x, y + height)
gl.glVertex2f(x + width, y + height)
gl.glVertex2f(x + width, y)
gl.glEnd()
gl.glDisable(gl.GL_LINE_LOOP)
gl.glColor4f(1,1,1,1)
示例14: after_draw
def after_draw(self, camera):
"""Called by CocosNode when the texture is already grabbed.
The FrameBuffer will be unbound and the texture will be drawn
:Parameters:
`camera` : `Camera`
The target's camera object.
"""
# capture after drawing
self.grabber.after_render(self.texture)
# after unbinding
# set a 3d projection
self._set_3d_projection()
# and center the camera
camera.locate(force=True)
# blit
gl.glEnable(self.texture.target)
gl.glBindTexture(self.texture.target, self.texture.id)
gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)
self._blit()
gl.glPopAttrib()
gl.glDisable(self.texture.target)
示例15: poll
def poll(dt):
out = next(itr, False)
if out is False:
if args.pause:
label.text = "Done. ('q' to quit)"
else:
pyglet.app.exit()
elif out is not None:
name, buf = out
real_dt = time.time() - last_time[0]
last_time[0] = time.time()
if buf.dtype == np.uint8:
fmt = gl.GL_UNSIGNED_BYTE
elif buf.dtype == np.uint16:
fmt = gl.GL_UNSIGNED_SHORT
else:
label.text = 'Unsupported format: ' + buf.dtype
return
h, w, ch = buf.shape
gl.glEnable(tex.target)
gl.glBindTexture(tex.target, tex.id)
gl.glTexImage2D(tex.target, 0, gl.GL_RGB8, w, h, 0, gl.GL_RGBA,
fmt, buf.tostring())
gl.glDisable(tex.target)
label.text = '%s (%g fps)' % (name, 1./real_dt)
else:
label.text += '.'