本文整理汇总了Python中pyglet.gl.glLineWidth函数的典型用法代码示例。如果您正苦于以下问题:Python glLineWidth函数的具体用法?Python glLineWidth怎么用?Python glLineWidth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glLineWidth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: line
def line(a, b, color=(1.0,1.0,1.0), width=1, aa=False, alpha=1.0):
"""
Draws a line from point *a* to point *b* using GL_LINE_STRIP optionaly with GL_LINE_SMOOTH when *aa=True*
: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 width: The with for glLineWidth()
:param aa: Anti aliasing Flag
:param alpha: the alpha value in [0..1] range
"""
glLineWidth(width)
if aa:
glEnable(GL_LINE_SMOOTH)
draw(2,GL_LINES,('v2f',(a[0],a[1],b[0],b[1]) ) )
示例2: on_draw
def on_draw(self):
self.parent.set_caption(str(pyglet.clock.get_fps()))
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glColor4ub(*[255,255,255,255])
self.room.bg.blit(0,0)
self.room.render()
gl.glColor4ub(255,255,255,255)
self.player.draw()
self.room.lightbatch.draw()
self.player.draw_eye()
self.player.draw_integrity()
if self.pause:
gl.glColor4ub(50,50,50,150)
left = self.message['text'].x-self.message['text'].width/2 -5
down = self.message['text'].y-self.message['text'].height/2 -5
right = self.message['text'].x+self.message['text'].width/2 + 5
up = self.message['text'].y+self.message['text'].height/2 + 5
gl.glRecti(left,down,right,up)
gl.glLineWidth(2)
gl.glColor4ub(200,200,200,200)
gl.glBegin(gl.GL_LINE_LOOP)
gl.glVertex2i(left,down)
gl.glVertex2i(left,up)
gl.glVertex2i(right,up)
gl.glVertex2i(right,down)
gl.glEnd()
gl.glLineWidth(1)
gl.glColor4ub(255,255,255,255)
self.message['text'].draw()
self.message['helper'].draw()
self.message['sprite'].draw()
示例3: draw_canvas
def draw_canvas(self, canvas):
sprites, batch = canvas.get_sprites(self.scale)
batch.draw()
if self.highlighted_cell and self.draw_borders:
h_x, h_y = self.highlighted_cell
gl.glLineWidth(2.0)
pyglet.graphics.draw(8, gl.GL_LINES,
("v2i", (h_x*self.scale*self.tile_size[0],
h_y*self.scale*self.tile_size[1],
h_x*self.scale*self.tile_size[0],
(h_y+1)*self.scale*self.tile_size[1],
h_x*self.scale*self.tile_size[0],
(h_y+1)*self.scale*self.tile_size[1],
(h_x+1)*self.scale*self.tile_size[0],
(h_y+1)*self.scale*self.tile_size[1],
(h_x+1)*self.scale*self.tile_size[0],
(h_y+1)*self.scale*self.tile_size[1],
(h_x+1)*self.scale*self.tile_size[0],
h_y*self.scale*self.tile_size[1],
(h_x+1)*self.scale*self.tile_size[0],
h_y*self.scale*self.tile_size[1],
h_x*self.scale*self.tile_size[0],
h_y*self.scale*self.tile_size[1],)),
("c3B", (0,0,0,255,255,255)*4))
示例4: draw_message
def draw_message(self):
if event.message != self.current_message:
self.current_message = event.message
self.message_label.text = event.message
self.message_label.font_size = event.message_size
xa = self.message_label.content_width // 2 + 20
ya = self.message_label.content_height // 2 + 5
gl.glLineWidth(3.0)
gl.glPointSize(1.0)
draw.set_color(0, 0, 0, 0.8)
draw.rect(
self.message_label.x - xa, self.message_label.y - ya, self.message_label.x + xa, self.message_label.y + ya
)
draw.set_color(0, 0, 0, 1)
draw.rect_outline(
self.message_label.x - xa, self.message_label.y - ya, self.message_label.x + xa, self.message_label.y + ya
)
draw.points(
(
self.message_label.x - xa,
self.message_label.y - ya,
self.message_label.x + xa,
self.message_label.y - ya,
self.message_label.x + xa,
self.message_label.y + ya,
self.message_label.x - xa,
self.message_label.y + ya,
)
)
self.message_label.draw()
示例5: set_state
def set_state(self):
gl.glPushAttrib(gl.GL_LINE_BIT | gl.GL_CURRENT_BIT)
gl.glLineWidth(2)
if self.facet.is_border_facet:
colour = self.BORDER_FACET_COLOUR
else:
colour = self.INNER_FACET_COLOUR
gl.glColor4f(*colour)
示例6: display
def display(self, mode_2d=False):
glEnable(GL_LINE_SMOOTH)
orig_linewidth = (GLfloat)()
glGetFloatv(GL_LINE_WIDTH, orig_linewidth)
glLineWidth(3.0)
glCallList(self.display_list)
glLineWidth(orig_linewidth)
glDisable(GL_LINE_SMOOTH)
示例7: __init__
def __init__(self, window):
""" Initialize the gamescreen. window is the parent window. """
self.window = window
self.width = window.width
self.height= window.height
self.draw_debug = False
self.killcount = 0
self.total_time = 0
self.constants = {'drag':10, 'gravity':v(0,-30000), 'elasticity':0.7, 'friction':0.9, 'displace':0.7}
opengl.glEnable(opengl.GL_BLEND)
opengl.glBlendFunc(opengl.GL_SRC_ALPHA,opengl.GL_ONE)
opengl.glLineWidth(2.0)
# opengl.glEnable(opengl.GL_POINT_SMOOTH)
# opengl.glHint(opengl.GL_POINT_SMOOTH_HINT,opengl.GL_NICEST)
# opengl.glEnable(opengl.GL_LINE_SMOOTH)
# opengl.glHint(opengl.GL_LINE_SMOOTH_HINT,opengl.GL_NICEST)
# opengl.glEnable(opengl.GL_POLYGON_SMOOTH)
# opengl.glHint(opengl.GL_POLYGON_SMOOTH_HINT,opengl.GL_NICEST)
#Activate the depth buffer.
opengl.glEnable(opengl.GL_DEPTH_TEST)
#Lighting!
#opengl.glEnable(opengl.GL_LIGHTING)
#opengl.glEnable(opengl.GL_LIGHT0)
#opengl.glLightf(opengl.GL_LIGHT0, opengl.GL_LINEAR_ATTENUATION, 0.05)
###########
# Now, since this screen represents gameplay, we're going to initialize all the elements of the game we're playing.
# For now, this is just a pile of stuff.
###########
# Set up all the different lists of objects in the world. These roughly correspond to managers! Sort of.
self.entities = []
self.physics_objects = []
self.collision_objects = []
self.nonstatic_objects = []
self.coltree = collision_structures.SpatialGrid()
self.draw_objects = []
self.draw_priority = []
self.draw_tree = collision_structures.SpatialGrid()
self.draw_tree.camera_rect = CollisionComponent(owner=None, pos=v(0,0), shape=shapes.Rectangle(-1,1,-1,1))
self.listeners = []
label = text.Label( 'THIS IS A TEST', 'Arial', 24, color = (0, 0, 0, 200),
x = self.window.width/2, y = self.window.height/4, anchor_x="center", anchor_y="center",
width=3*self.window.width/4, height=3*self.window.height/4, multiline=1)
self.draw_objects.append(label)
self.draw_priority.append(label)
示例8: draw_line
def draw_line(a, b, color):
gl.glPushMatrix()
gl.glColor3f(color[0], color[1], color[2])
gl.glLineWidth(2)
gl.glBegin(gl.GL_LINES)
gl.glVertex2f(a[0], a[1])
gl.glVertex2f(b[0], b[1])
gl.glEnd()
gl.glPopMatrix()
示例9: draw
def draw():
global main_batch
gl.glClearColor(0.2, 0.4, 0.5, 1.0)
gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable (gl.GL_BLEND)
gl.glEnable (gl.GL_LINE_SMOOTH);
gl.glLineWidth (3)
main_batch.draw()
示例10: line
def line(x, y, size, angle, color=(1, 0, 0, 1), thickness=1):
x1, y1 = x, y
x2, y2 = x1 + cos(angle) * size, y1 + sin(angle) * size
glColor4f(*color)
glLineWidth(thickness)
glBegin(GL_LINES)
glVertex2f(x1, y1)
glVertex2f(x2, y2)
glEnd()
示例11: draw_rectangle_outline
def draw_rectangle_outline(center_x, center_y, width, height, color,
border_width=1, tilt_angle=0):
"""
Draw a rectangle outline.
Args:
:x: x coordinate of top left rectangle point.
:y: y coordinate of top left rectangle point.
:width: width of the rectangle.
:height: height of the rectangle.
:color: color, specified in a list of 3 or 4 bytes in RGB or
RGBA format.
:border_width: width of the lines, in pixels.
:angle: rotation of the rectangle. Defaults to zero.
Returns:
None
Raises:
None
Example:
>>> import arcade
>>> arcade.open_window("Drawing Example", 800, 600)
>>> arcade.set_background_color(arcade.color.WHITE)
>>> arcade.start_render()
>>> arcade.draw_rectangle_outline(278, 150, 45, 105, \
arcade.color.BRITISH_RACING_GREEN, 2)
>>> arcade.finish_render()
>>> arcade.quick_run(0.25)
"""
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_NICEST)
GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)
GL.glLoadIdentity()
GL.glTranslatef(center_x, center_y, 0)
if tilt_angle:
GL.glRotatef(tilt_angle, 0, 0, 1)
# Set line width
GL.glLineWidth(border_width)
# Set color
if len(color) == 4:
GL.glColor4ub(color[0], color[1], color[2], color[3])
elif len(color) == 3:
GL.glColor4ub(color[0], color[1], color[2], 255)
GL.glBegin(GL.GL_LINE_LOOP)
GL.glVertex3f(-width // 2, -height // 2, 0.5)
GL.glVertex3f(width // 2, -height // 2, 0.5)
GL.glVertex3f(width // 2, height // 2, 0.5)
GL.glVertex3f(-width // 2, height // 2, 0.5)
GL.glEnd()
示例12: __init__
def __init__(self, window, file_name):
""" Initialize the gamescreen. window is the parent window. """
self.window = window
self.width = window.width
self.height= window.height
self.draw_debug = False
self.killcount = 0
self.total_time = 0
self.camera_rect = components.Collider(owner=None, shape=components.shapes.Rectangle(-1,1,-1,1))
self.constants = {'drag':10, 'gravity':v(0,-30000), 'elasticity':0.7, 'friction':0.9, 'displace':0.7}
opengl.glEnable(opengl.GL_BLEND)
opengl.glBlendFunc(opengl.GL_SRC_ALPHA, opengl.GL_ONE)
opengl.glLineWidth(2.0)
# opengl.glEnable(opengl.GL_POINT_SMOOTH)
# opengl.glHint(opengl.GL_POINT_SMOOTH_HINT,opengl.GL_NICEST)
# opengl.glEnable(opengl.GL_LINE_SMOOTH)
# opengl.glHint(opengl.GL_LINE_SMOOTH_HINT,opengl.GL_NICEST)
# opengl.glEnable(opengl.GL_POLYGON_SMOOTH)
# opengl.glHint(opengl.GL_POLYGON_SMOOTH_HINT,opengl.GL_NICEST)
#Activate the depth buffer.
opengl.glEnable(opengl.GL_DEPTH_TEST)
###########
# Now, since this screen represents gameplay, we're going to initialize all the elements of the game we're playing.
# For now, this is just a pile of stuff.
###########
# Set up all the different lists of objects in the world. These roughly correspond to managers! Sort of.
self.entities = []
self.physics_objects = []
self.collision_objects = []
self.nonstatic_objects = []
self.coltree = collision_structures.SpatialGrid()
self.draw_objects = []
self.draw_priority = []
self.draw_tree = collision_structures.SpatialGrid()
self.draw_tree.camera_rect = self.camera_rect
self.listeners = []
try:
import importlib
level_data = importlib.import_module("levels." + file_name)
for item in level_data.generate(self):
self.add_entity(item)
except ImportError as e:
print("Error loading the level " + file_name)
raise e
示例13: draw
def draw(self):
if not self.visible:
return
gl.glLineWidth(2) # deprecated
gl.glColor3ub(*self.color3)
gl.glBegin(gl.GL_LINE_STRIP)
for v in self.vertexes:
gl.glVertex2f(*v)
gl.glVertex2f(*self.vertexes[0])
gl.glEnd()
示例14: draw_bone
def draw_bone(self, bone):
p1 = bone.get_start()
p2 = bone.get_end()
gl.glColor4ub(*self.color)
gl.glLineWidth(5)
gl.glBegin(gl.GL_LINES)
gl.glVertex2f(*p1)
gl.glVertex2f(*p2)
gl.glEnd()
示例15: draw_lines
def draw_lines(point_list, color, border_width=1):
"""
Draw a set of lines.
Draw a line between each pair of points specified.
Args:
:point_list: List of points making up the lines. Each point is
in a list. So it is a list of lists.
:color: color, specified in a list of 3 or 4 bytes in RGB or
RGBA format.
:border_width: Width of the line in pixels.
Returns:
None
Raises:
None
Example:
>>> import arcade
>>> arcade.open_window("Drawing Example", 800, 600)
>>> arcade.set_background_color(arcade.color.WHITE)
>>> arcade.start_render()
>>> point_list = ((390, 450), \
(450, 450), \
(390, 480), \
(450, 480), \
(390, 510), \
(450, 510))
>>> arcade.draw_lines(point_list, arcade.color.BLUE, 3)
>>> arcade.finish_render()
>>> arcade.quick_run(0.25)
"""
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_NICEST)
GL.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST)
GL.glLoadIdentity()
# Set line width
GL.glLineWidth(border_width)
# Set color
if len(color) == 4:
GL.glColor4ub(color[0], color[1], color[2], color[3])
elif len(color) == 3:
GL.glColor4ub(color[0], color[1], color[2], 255)
GL.glBegin(GL.GL_LINES)
for point in point_list:
GL.glVertex3f(point[0], point[1], 0.5)
GL.glEnd()