本文整理汇总了Python中pyglet.gl.glViewport函数的典型用法代码示例。如果您正苦于以下问题:Python glViewport函数的具体用法?Python glViewport怎么用?Python glViewport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glViewport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: handle_resize
def handle_resize(w, h):
gl.glViewport(0, 0, w, h)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(0, w, h, 0, 0, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
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: _resize
def _resize(self, width, height):
aspect = float(self._width)/self._height
self._viewport_width = int(min(width, height*aspect))
self._viewport_height = int(min(height, width/aspect))
self._viewport_x_offs = (width-self._viewport_width) // 2
self._viewport_y_offs = (height-self._viewport_height) // 2
x = (width-self._width) / 2
gl.glViewport(self._viewport_x_offs,
self._viewport_y_offs,
self._viewport_width,
self._viewport_height,
)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(0, self._viewport_width, 0, self._viewport_height, -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
logging.debug("Viewport: %s, %s, %s, %s" % (self._viewport_x_offs,
self._viewport_y_offs,
self._viewport_width,
self._viewport_height,
))
示例4: render_to_texture
def render_to_texture():
# select the target to draw into
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, framebuffer)
draw_buffers = (gl.GLenum * 1)(gl.GL_COLOR_ATTACHMENT0)
gl.glDrawBuffers(1, draw_buffers)
gl.glViewport(0, 0, FB_WIDTH, FB_HEIGHT)
# clear the destination
gl.glClearColor(0.5, 0.6, 0.7, 1.0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# prepare the rendering
gl.glUseProgram(render_program)
# send the vertex data
data = (COLOR_VERTEX * 3)(((-0.6, -0.5), (1.0, 0.0, 0.0, 1.0)),
((0.6, -0.5), (0.0, 1.0, 0.0, 1.0)),
((0.0, 0.5), (0.0, 0.0, 1.0, 1.0)))
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, render_vertexbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, ctypes.sizeof(data), data, gl.GL_DYNAMIC_DRAW)
# draw using the vertex array for vertex information
gl.glBindVertexArray(render_vao)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
gl.glBindVertexArray(0)
示例5: resizeGL
def resizeGL(self, width, height): # bugfix, swapped args
_import_gl()
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0)
glMatrixMode(GL_MODELVIEW)
示例6: on_resize
def on_resize(self, width, height):
"""Calculate the new viewport preserving aspect ratio"""
aspect = float(WIDTH)/HEIGHT
self.viewport_width = int(min(width, height*aspect))
self.viewport_height = int(min(height, width/aspect))
self.viewport_x_offs = (width-self.viewport_width) // 2
self.viewport_y_offs = (height-self.viewport_height) // 2
x = (width-WIDTH) / 2
gl.glViewport(self.viewport_x_offs,
self.viewport_y_offs,
self.viewport_width,
self.viewport_height,
)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(0, self.viewport_width, 0, self.viewport_height, -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
logging.debug("Viewport: %s, %s, %s, %s" % (self.viewport_x_offs,
self.viewport_y_offs,
self.viewport_width,
self.viewport_height,
))
# adjust elements depending on the new viewport
self.label.x = self.viewport_width // 2
self.label.y = self.viewport_height // 2
示例7: on_resize
def on_resize(width, height):
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(-width/2, width/2, -height/2, height/2, -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
return EVENT_HANDLED
示例8: on_draw
def on_draw():
gl.glClearColor(1.0,1.0,1.0,1.0)
window.clear()
# Compute
gl.glViewport(0, 0, width, height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(0, 1, 0, 1, -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glActiveTexture( gl.GL_TEXTURE1 )
gl.glBindTexture(texture_s.target, texture_s.id)
gl.glActiveTexture( gl.GL_TEXTURE0 )
gl.glBindTexture(texture_uv.target, texture_uv.id)
gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, framebuffer)
reaction_shader.bind()
texture_uv.blit(x=0.0, y=0.0, width=1.0, height=1.0)
reaction_shader.unbind()
gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, 0)
# Render
gl.glViewport(0, 0, window.width, window.height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(0, 1, 0, 1, -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
color_shader.bind()
texture_uv.blit(x=0.0, y=0.0, width=1.0, height=1.0)
color_shader.bind()
示例9: 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10: on_resize
def on_resize(self, x, y):
logging.info('Window Resized to {}x{}'.format(x, y))
x = max(x, 1)
y = max(y, 1)
gl.glViewport(0, 0, x, y)
self.wm.on_resize(x, y)
self.view.on_resize(x, y)
示例11: unbind
def unbind(self):
"""Unbind the FBO."""
# Unbind the FBO
gl.glBindFramebufferEXT(gl.GL_FRAMEBUFFER_EXT, 0)
# Restore the old viewport size
gl.glViewport(*self._old_viewport_size)
示例12: copy_texture_to_screen
def copy_texture_to_screen():
# select the target to draw into
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glViewport(0, 0, window.width, window.height)
# clear the destination
gl.glClearColor(0.4, 0.4, 0.4, 1.0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# select the program for drawing
gl.glUseProgram(copy_program)
# send the vertex data
data = (TEXTURE_VERTEX * 8)(((-0.9, -0.9), (0.0, 0.0)),
((0.5, -0.9), (1.0, 0.0)),
((0.5, 0.5), (1.0, 1.0)),
((-0.9, 0.5), (0.0, 1.0)),
((0.6, 0.6), (0.0, 1.0)),
((1.0, 0.6), (1.0, 1.0)),
((1.0, 1.0), (1.0, 0.0)),
((0.6, 1.0), (0.0, 0.0)),
)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, copy_vertexbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, ctypes.sizeof(data), data, gl.GL_DYNAMIC_DRAW)
# draw
gl.glBindVertexArray(copy_vao)
gl.glDrawArrays(gl.GL_QUADS, 0, 8)
gl.glBindVertexArray(0)
示例13: _set_texture
def _set_texture(self, t):
self._texture = t
from pyglet import gl
try:
gl.glFramebufferTexture2DEXT(
gl.GL_FRAMEBUFFER_EXT,
gl.GL_COLOR_ATTACHMENT0_EXT,
t.target, t.id, 0,
)
except gl.GLException:
# HACK: Some Intel card return errno == 1286L
# which means GL_INVALID_FRAMEBUFFER_OPERATION_EXT
# but IT ACTUALLY WORKS FINE!!
pass
gl.glViewport(0, 0, t.width, t.height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.gluOrtho2D(0, t.width, 0, t.height)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
# ATI cards hack
gl.glBegin(gl.GL_LINES)
gl.glEnd()
示例14: SetOrigin
def SetOrigin(self):
size = self.GetVirtualSize()
self.SetScrollbar(wx.HORIZONTAL, self.GetScrollPos(wx.HORIZONTAL), size[0],
self.map.width * 32 * self.zoom, refresh=True)
self.SetScrollbar(wx.VERTICAL, self.GetScrollPos(wx.VERTICAL), size[1],
self.map.height * 32 * self.zoom, refresh=True)
size = self.GetGLExtents()
if size.width <= 0:
size.width = 1
if size.height <= 0:
size.height = 1
self.tilemap.updateDimmingSprite(
int(size.width) + 2, int(size.height) + 2, 1 / self.zoom)
gl.glViewport(0, 0, size.width, size.height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(
0, size.width / self.zoom, 0, size.height / self.zoom, -1, 1)
x = (-self.GetScrollPos(wx.HORIZONTAL)) / self.zoom
y = ((-(self.map.height * 32) + size.height / self.zoom) +
self.GetScrollPos(wx.VERTICAL) / self.zoom)
gl.glTranslatef(x, y, 0)
self.translateX = -x + size.width / 2 / self.zoom
self.translateY = -y + size.height / 2 / self.zoom
self.onscreenwidth = int(size.width / self.zoom)
self.onscreenheight = int(size.height / self.zoom)
self.tilemap.setDimXY(self.translateX - 1, self.translateY + 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
示例15: on_resize
def on_resize(self, width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0, width, 0, height, -1000, 1000)
glMatrixMode(GL_MODELVIEW)
return pyglet.event.EVENT_HANDLED