本文整理汇总了Python中shader.Shader.glslVersionStr方法的典型用法代码示例。如果您正苦于以下问题:Python Shader.glslVersionStr方法的具体用法?Python Shader.glslVersionStr怎么用?Python Shader.glslVersionStr使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类shader.Shader
的用法示例。
在下文中一共展示了Shader.glslVersionStr方法的1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: OnInit
# 需要导入模块: from shader import Shader [as 别名]
# 或者: from shader.Shader import glslVersionStr [as 别名]
def OnInit():
try:
# Start with writing relevant info to the debug dump in case stuff goes
# wrong at a later time
debugdump.dump.appendGL()
debugdump.dump.appendMessage("GL.VENDOR: " + glGetString(GL_VENDOR))
debugdump.dump.appendMessage("GL.RENDERER: " + glGetString(GL_RENDERER))
debugdump.dump.appendMessage("GL.VERSION: " + glGetString(GL_VERSION))
debugdump.dump.appendMessage("GLSL.VERSION: " + Shader.glslVersionStr())
except Exception as e:
log.error("Failed to write GL debug info to debug dump: %s", format(str(e)))
global have_multisample
if G.args.get('nomultisampling', False):
have_multisample = False
else:
have_multisample = glInitMultisampleARB()
try:
# Number of samples is setup in the QGLWidget context
nb_samples = glGetInteger(OpenGL.GL.ARB.multisample.GL_SAMPLES_ARB)
debugdump.dump.appendMessage("GL.EXTENSION: GL_ARB_multisample %s (%sx samples)" % ("enabled" if have_multisample else "not available", nb_samples))
except Exception as e:
log.error("Failed to write GL debug info to debug dump: %s", format(str(e)))
global have_activeTexture
have_activeTexture = bool(glActiveTexture)
global MAX_TEXTURE_UNITS
if have_activeTexture:
MAX_TEXTURE_UNITS = glGetInteger(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
else:
MAX_TEXTURE_UNITS = 1
# Set global scene ambient
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, A(0.0, 0.0, 0.0, 1.0))
# Lights and materials
lightPos = A( -10.99, 20.0, 20.0, 1.0) # Light - Position
ambientLight = A(0.0, 0.0, 0.0, 1.0) # Light - Ambient Values
diffuseLight = A(1.0, 1.0, 1.0, 1.0) # Light - Diffuse Values
specularLight = A(1.0, 1.0, 1.0, 1.0) # Light - Specular Values
MatAmb = A(0.11, 0.11, 0.11, 1.0) # Material - Ambient Values
MatDif = A(1.0, 1.0, 1.0, 1.0) # Material - Diffuse Values
MatSpc = A(0.2, 0.2, 0.2, 1.0) # Material - Specular Values
MatShn = A(10.0,) # Material - Shininess
MatEms = A(0.0, 0.0, 0.0, 1.0) # Material - Emission Values
glEnable(GL_DEPTH_TEST) # Hidden surface removal
# glEnable(GL_CULL_FACE) # Inside face removal
# glEnable(GL_ALPHA_TEST)
# glAlphaFunc(GL_GREATER, 0.0)
glDisable(GL_DITHER)
glEnable(GL_LIGHTING) # Enable lighting
# TODO set light properties based on selected scene
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight)
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight)
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight)
glLightfv(GL_LIGHT0, GL_POSITION, lightPos)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR) # If we enable this, we have stronger specular highlights
glMaterialfv(GL_FRONT, GL_AMBIENT, MatAmb) # Set Material Ambience
glMaterialfv(GL_FRONT, GL_DIFFUSE, MatDif) # Set Material Diffuse
glMaterialfv(GL_FRONT, GL_SPECULAR, MatSpc) # Set Material Specular
glMaterialfv(GL_FRONT, GL_SHININESS, MatShn) # Set Material Shininess
glMaterialfv(GL_FRONT, GL_EMISSION, MatEms) # Set Material Emission
glEnable(GL_LIGHT0)
glEnable(GL_COLOR_MATERIAL) # Vertex colors affect materials (lighting is enabled)
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE) # Vertex colors affect ambient and diffuse of material
# glEnable(GL_TEXTURE_2D)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
# Activate and specify pointers to vertex and normal array
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
glEnableClientState(GL_VERTEX_ARRAY)
if have_multisample:
glEnable(GL_MULTISAMPLE)
#glSampleCoverage(1.0, GL_FALSE)
# TODO probably not needed, is used for GL_SAMPLE_COVERAGE, which we do not use (do not confuse with GL_SAMPLE_ALPHA_TO_COVERAGE)
#glSampleCoverageARB(1.0, GL_FALSE) # TODO flip mask each time
global TEX_NOT_FOUND
TEX_NOT_FOUND = getTexture(NOTFOUND_TEXTURE)
if TEX_NOT_FOUND in (None, False):
log.error('Unable to load texture %s, this might cause errors.', NOTFOUND_TEXTURE)