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Python gl.glScalef函数代码示例

本文整理汇总了Python中pyglet.gl.glScalef函数的典型用法代码示例。如果您正苦于以下问题:Python glScalef函数的具体用法?Python glScalef怎么用?Python glScalef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glScalef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: 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)
开发者ID:horseyhorsey,项目名称:SkeletonProcVisualPinball10,代码行数:33,代码来源:desktop_pyglet.py

示例2: draw

 def draw(self):
     if self.graph:
         glPushMatrix()
         glScalef(self.scale, self.scale, 1.0)
         self.graph.draw()
         glPopMatrix()
     self.grid.batch.draw()
开发者ID:chrisbiggar,项目名称:shiny-light,代码行数:7,代码来源:scenecontroller.py

示例3: transform

    def transform(self):
        """
        Apply ModelView transformations.

        You will most likely want to wrap calls to this function with
        ``glPushMatrix()``/``glPopMatrix()``
        """
        x, y = director.get_window_size()

        if not(self.grid and self.grid.active):
            # only apply the camera if the grid is not active
            # otherwise, the camera will be applied inside the grid
            self.camera.locate()

        gl.glTranslatef(self.position[0], self.position[1], 0)
        gl.glTranslatef(self.transform_anchor_x, self.transform_anchor_y, 0)

        if self.rotation != 0.0:
            gl.glRotatef(-self._rotation, 0, 0, 1)

        if self.scale != 1.0 or self.scale_x != 1.0 or self.scale_y != 1.0:
            gl.glScalef(self._scale * self._scale_x, self._scale * self._scale_y, 1)

        if self.transform_anchor != (0, 0):
            gl.glTranslatef(
                -self.transform_anchor_x,
                -self.transform_anchor_y,
                0)
开发者ID:1414648814,项目名称:cocos,代码行数:28,代码来源:cocosnode.py

示例4: draw

 def draw(self):
     if self.batch is not None:
         glPushMatrix()
         glScalef(self.scale, self.scale, 0)
         self.batch.draw()
         glPopMatrix()
     self.grid.batch.draw()
开发者ID:chrisbiggar,项目名称:sidescrolltesting,代码行数:7,代码来源:controller.py

示例5: 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()
开发者ID:benatkin,项目名称:pyglet-stuff,代码行数:31,代码来源:goldstar.py

示例6: on_draw

    def on_draw():
        pyglet.clock.tick()
        window.clear()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        (w, h) = window.get_size()
        gl.glScalef(
            float(min(w, h))/w,
            -float(min(w, h))/h,
            1
        )

        gl.gluPerspective(45.0, 1, 0.1, 1000.0)
        gl.gluLookAt(0, 0, 2.4,
                     0, 0, 0,
                     0, 1, 0)

        for vision in window.visions.values():
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glLoadIdentity()
            vision()

        buf = pyglet.image.get_buffer_manager().get_color_buffer()
        rawimage = buf.get_image_data()
        window.texture = rawimage.get_texture()
开发者ID:mattiabressan,项目名称:pineal,代码行数:26,代码来源:windows.py

示例7: predraw

def predraw(w,h):
    gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION,vec(1,1,10, 3))
    gl.glLightModelfv(
        gl.GL_LIGHT_MODEL_AMBIENT|gl.GL_LIGHT_MODEL_TWO_SIDE,
        vec(1,1,1, 1.0)
    )

    gl.glMatrixMode(gl.GL_PROJECTION)
    gl.glLoadIdentity()
    #glOrtho(-1, 1, -1, 1, -1, 1)
    #(w,h) = self.get_size()
    gl.glScalef(
        float(min(w,h))/w,
        -float(min(w,h))/h,
        1
    )

    gl.gluPerspective(45.0, 1, 0.1, 1000.0)
    gl.gluLookAt(
        camera.x,
        camera.y,
        camera.z,
        0,0,0,
        camera.up[0],
        camera.up[1],
        camera.up[2]
    )
开发者ID:alcemirfernandes,项目名称:PinealLoopProject,代码行数:27,代码来源:windows.py

示例8: draw_objects

    def draw_objects(self):
        '''called in the middle of ondraw after the buffer has been cleared'''
        self.create_objects()

        glPushMatrix()
        # Rotate according to trackball
        glMultMatrixd(build_rotmatrix(self.basequat))
        # Move origin to bottom left of platform
        platformx0 = -self.build_dimensions[3] - self.parent.platform.width / 2
        platformy0 = -self.build_dimensions[4] - self.parent.platform.depth / 2
        glTranslatef(platformx0, platformy0, 0)

        light_z = max(self.parent.platform.width, self.parent.platform.depth)
        glLightfv(GL_LIGHT0, GL_POSITION, vec(0,
                                              self.parent.platform.depth / 2,
                                              light_z, 0))
        glLightfv(GL_LIGHT1, GL_POSITION, vec(self.parent.platform.width,
                                              self.parent.platform.depth / 2,
                                              light_z, 0))

        for obj in self.parent.objects:
            if not obj.model \
               or not obj.model.loaded \
               or not obj.model.initialized:
                continue
            glPushMatrix()
            glTranslatef(*(obj.offsets))
            glTranslatef(*(obj.centeroffset))
            glRotatef(obj.rot, 0.0, 0.0, 1.0)
            glScalef(*obj.scale)

            obj.model.display()
            glPopMatrix()
        glPopMatrix()
开发者ID:brodykenrick,项目名称:Printrun,代码行数:34,代码来源:gcview.py

示例9: 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()
开发者ID:noonat,项目名称:deathbeam,代码行数:26,代码来源:draw.py

示例10: on_draw

    def on_draw(self):
        self.clear()

        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        (w, h) = self.get_size()
        gl.glScalef(
            float(min(w, h))/w,
            -float(min(w, h))/h,
            1
        )

        gl.gluPerspective(45.0, 1, 0.1, 1000.0)
        gl.gluLookAt(0, 0, 2.4,
                     0, 0, 0,
                     0, 1, 0)

        global render_texture
        render_texture = self.texture

        for v in self.visions.values():
            gl.glMatrixMode(gl.GL_MODELVIEW)
            gl.glLoadIdentity()
            v.iteration()

        buf = pyglet.image.get_buffer_manager().get_color_buffer()
        rawimage = buf.get_image_data()
        self.texture = rawimage.get_texture()

        clock.tick()
开发者ID:ff-,项目名称:pineal,代码行数:30,代码来源:windows.py

示例11: draw_objects

    def draw_objects(self):
        '''called in the middle of ondraw after the buffer has been cleared'''
        self.create_objects()

        glPushMatrix()
        if self.orthographic:
            glTranslatef(0, 0, -3 * self.dist)  # Move back
        else:
            glTranslatef(0, 0, -self.dist)  # Move back
        # Rotate according to trackball
        glMultMatrixd(build_rotmatrix(self.basequat))
        # Move origin to bottom left of platform
        platformx0 = -self.build_dimensions[3] - self.parent.platform.width / 2
        platformy0 = -self.build_dimensions[4] - self.parent.platform.depth / 2
        glTranslatef(platformx0, platformy0, 0)

        for obj in self.parent.objects:
            if not obj.model \
               or not obj.model.loaded \
               or not obj.model.initialized:
                continue
            glPushMatrix()
            glTranslatef(*(obj.offsets))
            glTranslatef(*(obj.centeroffset))
            glRotatef(obj.rot, 0.0, 0.0, 1.0)
            glScalef(*obj.scale)

            obj.model.display()
            glPopMatrix()
        glPopMatrix()
开发者ID:faustreg,项目名称:Printrun,代码行数:30,代码来源:gcview.py

示例12: draw_axes

    def draw_axes(self):
        'draw x y z axis in r g b with text labels'
        gl.glPushMatrix()
        gl.glScalef( 1.1, 1.1, 1.1)

        o = 0, 0, 0
        x = 1, 0, 0
        y = 0, 1, 0
        z = 0, 0, 1

        verts  = numpy.array([ o, x, o, y, o, z], dtype=constants.DTYPE )
        colors = numpy.array([ x, x, y, y, z, z], dtype=constants.DTYPE )
        idxs   = numpy.cast[constants.INTDTYPE]( numpy.mgrid[:6] )

        self.drawlines( verts, colors, idxs)

        def draw_axis_label( name, xyz):
            'draw a single label'
            gl.glPushMatrix()
            gl.glTranslatef( xyz[0], xyz[1], xyz[2] )
            gl.glScalef( .01, .01, .01 )
            gl.glRotatef( 90, 0, 1, 0 )
            gl.glRotatef( 90, 0, 0, 1 )
            pyglet.text.Label(name).draw()
            gl.glPopMatrix()

        draw_axis_label( 'x', x)
        draw_axis_label( 'y', y)
        draw_axis_label( 'z', z)
        gl.glPopMatrix()
开发者ID:manishjakhodecdn,项目名称:skyseam,代码行数:30,代码来源:viewer.py

示例13: draw

 def draw(self, scale=1):
     gl.glPushMatrix()
     gl.glEnable(gl.GL_TEXTURE_2D)
     gl.glTranslatef(*self.position)
     gl.glRotatef(self.angle, 0, 0, 1)
     gl.glScalef(scale, scale, scale)
     self.batch.draw()
     gl.glPopMatrix()
开发者ID:pennomi,项目名称:banneret,代码行数:8,代码来源:pieces.py

示例14: draw

 def draw(self):
     glPushMatrix()
     glRotatef(self.angle, 0., 0., 1.)
     glScalef(self.scale, 1., 1.)
     glTranslatef(0., -common_res.ray.height/2, 0.)
     glColor4f(1., 1., 1., self.alpha)
     common_res.ray.blit(0, 0)
     glPopMatrix()
开发者ID:AojiaoZero,项目名称:thbattle,代码行数:8,代码来源:game_controls.py

示例15: draw_axis_label

 def draw_axis_label( name, xyz):
     'draw a single label'
     gl.glPushMatrix()
     gl.glTranslatef( xyz[0], xyz[1], xyz[2] )
     gl.glScalef( .01, .01, .01 )
     gl.glRotatef( 90, 0, 1, 0 )
     gl.glRotatef( 90, 0, 0, 1 )
     pyglet.text.Label(name).draw()
     gl.glPopMatrix()
开发者ID:manishjakhodecdn,项目名称:skyseam,代码行数:9,代码来源:viewer.py


注:本文中的pyglet.gl.glScalef函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。