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Python Program.activate方法代码示例

本文整理汇总了Python中vispy.gloo.program.Program.activate方法的典型用法代码示例。如果您正苦于以下问题:Python Program.activate方法的具体用法?Python Program.activate怎么用?Python Program.activate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vispy.gloo.program.Program的用法示例。


在下文中一共展示了Program.activate方法的4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: test_failed_build

# 需要导入模块: from vispy.gloo.program import Program [as 别名]
# 或者: from vispy.gloo.program.Program import activate [as 别名]
    def test_failed_build(self):
        vert = VertexShader("A")
        frag = FragmentShader("B")

        program = Program(vert = vert)
        with self.assertRaises(RuntimeError):
            program.activate()

        program = Program(frag = frag)
        with self.assertRaises(RuntimeError):
            program.activate()
开发者ID:ds604,项目名称:vispy,代码行数:13,代码来源:test_program.py

示例2: test_application

# 需要导入模块: from vispy.gloo.program import Program [as 别名]
# 或者: from vispy.gloo.program.Program import activate [as 别名]
def test_application():
    """Test application running"""
    app = use_app()
    print(app)  # __repr__ without app
    app.create()
    wrong = 'glut' if app.backend_name.lower() != 'glut' else 'pyglet'
    assert_raises(RuntimeError, use_app, wrong)
    app.process_events()
    print(app)  # test __repr__

    assert_raises(ValueError, Canvas, keys='foo')
    assert_raises(TypeError, Canvas, keys=dict(escape=1))
    assert_raises(ValueError, Canvas, keys=dict(escape='foo'))  # not an attr

    pos = [0, 0] if app.backend_module.capability['position'] else None
    size = (100, 100)
    # Use "with" statement so failures don't leave open window
    # (and test context manager behavior)
    title = 'default'
    with Canvas(title=title, size=size, app=app, show=True,
                position=pos) as canvas:
        assert_true(canvas.create_native() is None)  # should be done already
        assert_is(canvas.app, app)
        assert_true(canvas.native)
        assert_equal('swap_buffers', canvas.events.draw.callback_refs[-1])

        canvas.measure_fps(0.001)
        sleep(0.002)
        canvas.update()
        app.process_events()
        assert_true(canvas.fps > 0)

        # Other methods
        print(canvas)  # __repr__
        assert_equal(canvas.title, title)
        canvas.title = 'you'
        with use_log_level('warning', record=True, print_msg=False) as l:
            if app.backend_module.capability['position']:
                # todo: disable more tests based on capability
                canvas.position = pos
            canvas.size = size
        if 'ipynb_vnc' in canvas.app.backend_name.lower():
            assert_true(len(l) >= 1)
        else:
            assert_true(len(l) == 0)
        canvas.connect(on_mouse_move)
        assert_raises(ValueError, canvas.connect, _on_mouse_move)
        if sys.platform != 'darwin':  # XXX knownfail, prob. needs warmup
            canvas.show(False)
            canvas.show()
        app.process_events()
        assert_raises(ValueError, canvas.connect, on_nonexist)
        # deprecation of "paint"
        with use_log_level('info', record=True, print_msg=False) as log:
            olderr = sys.stderr
            try:
                with open(os.devnull, 'w') as fid:
                    sys.stderr = fid

                    @canvas.events.paint.connect
                    def fake(event):
                        pass
            finally:
                sys.stderr = olderr
        assert_equal(len(log), 1)
        assert_in('deprecated', log[0])

        # screenshots
        gl.glViewport(0, 0, *size)
        ss = _screenshot()
        assert_array_equal(ss.shape, size + (4,))
        assert_equal(len(canvas._backend._vispy_get_geometry()), 4)
        if (app.backend_name.lower() != 'glut' and  # XXX knownfail for Almar
                sys.platform != 'win32'):  # XXX knownfail for windows
            assert_array_equal(canvas.size, size)
        assert_equal(len(canvas.position), 2)  # XXX knawnfail, doesn't "take"

        # GLOO: should have an OpenGL context already, so these should work
        vert = VertexShader("void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        assert_raises(RuntimeError, program.activate)

        vert = VertexShader("uniform vec4 pos;"
                            "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("uniform vec4 pos;"
                              "void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        #uniform = program.uniforms[0]
        program['pos'] = [1, 2, 3, 4]
        program.activate()  # should print
        #uniform.upload(program)
        program.detach(vert)
        program.detach(frag)
        assert_raises(RuntimeError, program.detach, vert)
        assert_raises(RuntimeError, program.detach, frag)

        vert = VertexShader("attribute vec4 pos;"
                            "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {}")
#.........这里部分代码省略.........
开发者ID:Zulko,项目名称:vispy,代码行数:103,代码来源:test_app.py

示例3: _test_application

# 需要导入模块: from vispy.gloo.program import Program [as 别名]
# 或者: from vispy.gloo.program.Program import activate [as 别名]
def _test_application(backend):
    """Test application running"""
    app = Application()
    assert_raises(ValueError, app.use, "foo")
    app.use(backend)
    wrong = "Glut" if app.backend_name != "Glut" else "Pyglet"
    assert_raises(RuntimeError, app.use, wrong)
    app.process_events()
    if backend is not None:
        # "in" b/c "qt" in "PySide (qt)"
        assert_in(backend, app.backend_name)
    print(app)  # test __repr__

    # Canvas
    pos = [0, 0]
    size = (100, 100)
    # Use "with" statement so failures don't leave open window
    # (and test context manager behavior)
    title = "default" if backend is None else backend
    with Canvas(title=title, size=size, app=app, show=True, position=pos) as canvas:
        assert_is(canvas.app, app)
        assert_true(canvas.native)
        assert_equal("swap_buffers", canvas.events.paint.callback_refs[-1])
        print(canvas)  # __repr__
        assert_array_equal(canvas.size, size)
        assert_equal(canvas.title, title)
        canvas.title = "you"
        canvas.position = pos
        canvas.size = size
        canvas.connect(on_mouse_move)
        assert_raises(ValueError, canvas.connect, _on_mouse_move)
        if sys.platform != "darwin":  # XXX knownfail, prob. needs warmup
            canvas.show(False)
            canvas.show()
        app.process_events()
        assert_raises(ValueError, canvas.connect, on_nonexist)

        # screenshots
        gl.glViewport(0, 0, *size)
        ss = _screenshot()
        assert_array_equal(ss.shape, size + (3,))
        assert_equal(len(canvas._backend._vispy_get_geometry()), 4)
        assert_array_equal(canvas.size, size)
        assert_equal(len(canvas.position), 2)  # XXX knawnfail, doesn't "take"

        # GLOO: should have an OpenGL context already, so these should work
        vert = VertexShader("void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        assert_raises(RuntimeError, program.activate)

        vert = VertexShader("uniform vec4 pos;" "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("uniform vec4 pos;" "void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        # uniform = program.uniforms[0]
        program["pos"] = [1, 2, 3, 4]
        program.activate()  # should print
        # uniform.upload(program)
        program.detach(vert)
        program.detach(frag)
        assert_raises(RuntimeError, program.detach, vert)
        assert_raises(RuntimeError, program.detach, frag)

        vert = VertexShader("attribute vec4 pos;" "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {}")
        program = Program(vert, frag)
        # attribute = program.attributes[0]
        program["pos"] = [1, 2, 3, 4]
        program.activate()
        # attribute.upload(program)
        # cannot get element count
        # assert_raises(RuntimeError, program.draw, 'POINTS')

        # use a real program
        vert = (
            "uniform mat4 u_model;"
            "attribute vec2 a_position; attribute vec4 a_color;"
            "varying vec4 v_color;"
            "void main (void) {v_color = a_color;"
            "gl_Position = u_model * vec4(a_position, 0.0, 1.0);"
            "v_color = a_color;}"
        )
        frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}"
        n, p = 250, 50
        T = np.random.uniform(0, 2 * np.pi, n)
        position = np.zeros((n, 2), dtype=np.float32)
        position[:, 0] = np.cos(T)
        position[:, 1] = np.sin(T)
        color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1)
        data = np.zeros(n * p, [("a_position", np.float32, 2), ("a_color", np.float32, 4)])
        data["a_position"] = np.repeat(position, p, axis=0)
        data["a_color"] = np.repeat(color, p, axis=0)

        program = Program(vert, frag)
        program.bind(VertexBuffer(data))
        program["u_model"] = np.eye(4, dtype=np.float32)
        # different codepath if no call to activate()
        program.draw(gl.GL_POINTS)
        subset = IndexBuffer(np.arange(10, dtype=np.uint32))
        program.draw(gl.GL_POINTS, subset)
#.........这里部分代码省略.........
开发者ID:kif,项目名称:vispy,代码行数:103,代码来源:test_app.py

示例4: _test_application

# 需要导入模块: from vispy.gloo.program import Program [as 别名]
# 或者: from vispy.gloo.program.Program import activate [as 别名]
def _test_application(backend):
    """Test application running"""
    app = Application()
    assert_raises(ValueError, app.use, 'foo')
    app.use(backend)
    wrong = 'Glut' if app.backend_name != 'Glut' else 'Pyglet'
    assert_raises(RuntimeError, app.use, wrong)
    app.process_events()
    if backend is not None:
        # "in" b/c "qt" in "PySide (qt)"
        assert_true(backend in app.backend_name)
    print(app)  # test __repr__

    # Canvas
    pos = [0, 0, 1, 1]
    # Use "with" statement so failures don't leave open window
    # (and test context manager behavior)
    with Canvas(title='me', app=app, show=True, position=pos) as canvas:
        assert_true(canvas.app is app)
        assert_true(canvas.native)
        print(canvas.size >= (1, 1))
        canvas.resize(90, 90)
        canvas.move(1, 1)
        assert_equal(canvas.title, 'me')
        canvas.title = 'you'
        canvas.position = (0, 0)
        canvas.size = (100, 100)
        canvas.connect(on_mouse_move)
        assert_raises(ValueError, canvas.connect, _on_mouse_move)
        canvas.show()
        assert_raises(ValueError, canvas.connect, on_nonexist)

        # screenshots
        ss = _screenshot()
        assert_array_equal(ss.shape[2], 3)  # XXX other dimensions not correct?
        # XXX it would be good to do real checks, but sometimes the
        # repositionings don't "take" (i.e., lead to random errors)
        assert_equal(len(canvas._backend._vispy_get_geometry()), 4)
        assert_equal(len(canvas.size), 2)
        assert_equal(len(canvas.position), 2)

        # GLOO: should have an OpenGL context already, so these should work
        vert = VertexShader("void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        assert_raises(ShaderError, program.activate)

        vert = VertexShader("uniform vec4 pos;"
                            "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("uniform vec4 pos;"
                              "void main (void) {gl_FragColor = pos;}")
        program = Program(vert, frag)
        uniform = program.uniforms[0]
        uniform.set_data([1, 2, 3, 4])
        program.activate()  # should print
        uniform.upload(program)
        program.detach(vert, frag)
        assert_raises(ShaderError, program.detach, vert)
        assert_raises(ShaderError, program.detach, frag)

        vert = VertexShader("attribute vec4 pos;"
                            "void main (void) {gl_Position = pos;}")
        frag = FragmentShader("void main (void) {}")
        program = Program(vert, frag)
        attribute = program.attributes[0]
        attribute.set_data([1, 2, 3, 4])
        program.activate()
        attribute.upload(program)
        # cannot get element count
        assert_raises(ProgramError, program.draw, 'POINTS')

        # use a real program
        vert = ("uniform mat4 u_model;"
                "attribute vec2 a_position; attribute vec4 a_color;"
                "varying vec4 v_color;"
                "void main (void) {v_color = a_color;"
                "gl_Position = u_model * vec4(a_position, 0.0, 1.0);"
                "v_color = a_color;}")
        frag = "void main() {gl_FragColor = vec4(0, 0, 0, 1);}"
        n, p = 250, 50
        T = np.random.uniform(0, 2 * np.pi, n)
        position = np.zeros((n, 2), dtype=np.float32)
        position[:, 0] = np.cos(T)
        position[:, 1] = np.sin(T)
        color = np.ones((n, 4), dtype=np.float32) * (1, 1, 1, 1)
        data = np.zeros(n * p, [('a_position', np.float32, 2),
                                ('a_color', np.float32, 4)])
        data['a_position'] = np.repeat(position, p, axis=0)
        data['a_color'] = np.repeat(color, p, axis=0)

        program = Program(vert, frag)
        program.set_vars(VertexBuffer(data))
        program['u_model'] = np.eye(4, dtype=np.float32)
        program.draw('POINTS')  # different codepath if no call to activate()
        subset = ElementBuffer(np.arange(10, dtype=np.uint32))
        program.draw('POINTS', subset=subset)

        # bad programs
        frag_bad = ("varying vec4 v_colors")  # no semicolon
        program = Program(vert, frag_bad)
#.........这里部分代码省略.........
开发者ID:dengemann,项目名称:vispy,代码行数:103,代码来源:test_app.py


注:本文中的vispy.gloo.program.Program.activate方法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。