本文整理汇总了Python中OpenGL.GL.glBlendFunc方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glBlendFunc方法的具体用法?Python GL.glBlendFunc怎么用?Python GL.glBlendFunc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OpenGL.GL
的用法示例。
在下文中一共展示了GL.glBlendFunc方法的11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: renderImage
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def renderImage(self, context):
width, height = self.getSize()
gl.glViewport(0, 0, width, height)
gl.glDisable(gl.GL_SCISSOR_TEST)
gl.glEnable(gl.GL_ALPHA_TEST)
gl.glAlphaFunc(gl.GL_GREATER, 0)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
self.frameBuffer.bind()
self.renderer.render(context)
self.frameBuffer.unbind()
#TODO Restore blend state. Any other states that need restoring...?
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA)
示例2: _drawToolMarkers
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def _drawToolMarkers(self):
x, y, z = self.editor.level.playerSpawnPosition()
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
GL.glEnable(GL.GL_BLEND);
color = config.selectionColors.black.get() + (0.35,)
GL.glColor(*color)
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
GL.glLineWidth(2.0)
drawCube(FloatBox((x, y, z), (1, 1, 1)))
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
drawCube(FloatBox((x, y, z), (1, 1, 1)))
GL.glDisable(GL.GL_BLEND)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glColor(1.0, 1.0, 1.0, 1.0)
self.drawCage(x, y, z)
self.drawCharacterHead(x + 0.5, y + 0.5 + 0.125 * numpy.sin(self.editor.frames * 0.05), z + 0.5)
GL.glDisable(GL.GL_DEPTH_TEST)
示例3: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def initializeGL(self):
"""Initialize OpenGL, VBOs, upload data on the GPU, etc."""
# First check for supported GL version
gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
if gl_version < 3.3:
return
# background color
gl.glClearColor(0, 0, 0, 0)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
# self.mcp_data = mcpUBO()
self.globaldata = ndUBO()
self.mcp_col_shader = BlueSkyProgram('mcp.vert', 'color.frag')
self.mcp_tex_shader = BlueSkyProgram('mcp.vert', 'texture.frag')
self.mcp_txt_shader = BlueSkyProgram('mcp_text.vert', 'mcp_text.frag')
self.color_shader = BlueSkyProgram('normal.vert', 'color.frag')
self.text_shader = BlueSkyProgram('text.vert', 'text.frag')
self.text_shader.bind_uniform_buffer('global_data', self.globaldata)
self.create_objects()
self.update_lcd()
示例4: _drawToolMarkers
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def _drawToolMarkers(self):
x, y, z = self.editor.level.playerSpawnPosition()
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glEnable(GL.GL_BLEND)
color = config.selectionColors.black.get() + (0.35,)
GL.glColor(*color)
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
GL.glLineWidth(2.0)
drawCube(FloatBox((x, y, z), (1, 1, 1)))
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
drawCube(FloatBox((x, y, z), (1, 1, 1)))
GL.glDisable(GL.GL_BLEND)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glColor(1.0, 1.0, 1.0, 1.0)
self.drawCage(x, y, z)
self.drawCharacterHead(x + 0.5, y + 0.5 + 0.125 * numpy.sin(self.editor.frames * 0.05), z + 0.5)
GL.glDisable(GL.GL_DEPTH_TEST)
示例5: gl_draw_all
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def gl_draw_all(self, root, offset):
if not self.visible:
return
from OpenGL import GL, GLU
rect = self.rect.move(offset)
if self.is_gl_container:
self.gl_draw_self(root, offset)
suboffset = rect.topleft
for subwidget in self.subwidgets:
subwidget.gl_draw_all(root, suboffset)
else:
try:
surface = Surface(self.size, SRCALPHA)
except Exception:
#size error?
return
self.draw_all(surface)
data = image.tostring(surface, 'RGBA', 1)
w, h = root.size
GL.glViewport(0, 0, w, h)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
GLU.gluOrtho2D(0, w, 0, h)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glDrawPixels(self.width, self.height,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
GL.glPopAttrib()
GL.glFlush()
示例6: drawCharacterHead
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def drawCharacterHead(self, x, y, z, realCoords=None, dim=0):
GL.glEnable(GL.GL_CULL_FACE)
origin = (x - 0.25, y - 0.25, z - 0.25)
size = (0.5, 0.5, 0.5)
box = FloatBox(origin, size)
hat_origin = (x - 0.275, y - 0.275, z - 0.275)
hat_size = (0.55, 0.55, 0.55)
hat_box = FloatBox(hat_origin, hat_size)
if realCoords is not None and self.playerPos[dim][realCoords] != "Player" and config.settings.downloadPlayerSkins.get():
drawCube(box,
texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[0])
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
drawCube(hat_box,
texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[1])
GL.glDisable(GL.GL_BLEND)
else:
drawCube(box,
texture=self.charTex, textureVertices=self.texVerts[0])
GL.glDisable(GL.GL_CULL_FACE)
#@property
#def statusText(self):
# if not self.panel:
# return ""
# player = self.panel.selectedPlayer
# if player == "Player":
# return "Click to move the player"
#
# return _("Click to move the player \"{0}\"").format(player)
示例7: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def initializeGL(self):
GL.glClearColor(1.0, 0.0, 0.0, 1.0)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
print("OpenGL.GL: " + str(GL.glGetString(GL.GL_VERSION)))
print("GL.GLSL: " + str(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION)))
print("OpenGL ATTRIBUTES:\n",", ".join(d for d in dir(GL) if d.startswith("GL_")))
self.program = QOpenGLShaderProgram()
self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, """#version 120
attribute vec2 position;
attribute vec2 texcoord;
varying vec2 mytexcoord;
void main() {
gl_Position = vec4(position, 0., 1.0);
mytexcoord = texcoord;
}""")
self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, """#version 120
uniform sampler2D texture;
varying vec2 mytexcoord;
void main() {
gl_FragColor = texture2D(texture,mytexcoord);
}""")
print(self.program.log())
self.program.link()
self.texture = fillTexture2d(np.outer(np.linspace(0, 1, 128), np.ones(128)))
示例8: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def initializeGL(self):
"""Initialize OpenGL, VBOs, upload data on the GPU, etc."""
# First check for supported GL version
gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
if gl_version < 3.3:
return
# background color
gl.glClearColor(0, 0, 0, 0)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
self.globaldata = ndUBO()
try:
# Compile shaders and link color shader program
self.color_shader = BlueSkyProgram('data/graphics/shaders/nd-normal.vert', 'data/graphics/shaders/nd-color.frag')
self.color_shader.bind_uniform_buffer('global_data', self.globaldata)
# Compile shaders and link text shader program
self.text_shader = BlueSkyProgram('data/graphics/shaders/nd-text.vert', 'data/graphics/shaders/nd-text.frag')
self.text_shader.bind_uniform_buffer('global_data', self.globaldata)
except RuntimeError as e:
qCritical('Error compiling shaders in radarwidget: ' + e.args[0])
return
# Set initial zoom
self.globaldata.set_zoom(4.0)
self.create_objects()
示例9: gl_draw_all
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def gl_draw_all(self, root, offset):
if not self.visible:
return
#from OpenGL import GL, GLU
rect = self.rect.move(offset)
if self.is_gl_container:
self.gl_draw_self(root, offset)
suboffset = rect.topleft
for subwidget in self.subwidgets:
subwidget.gl_draw_all(root, suboffset)
else:
try:
surface = Surface(self.size, SRCALPHA)
except:
#size error?
return
self.draw_all(surface)
data = image.tostring(surface, 'RGBA', 1)
w, h = root.size
GL.glViewport(0, 0, w, h)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
GLU.gluOrtho2D(0, w, 0, h)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
GL.glEnable(GL.GL_BLEND)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
GL.glDrawPixels(self.width, self.height,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
GL.glPopAttrib()
GL.glFlush()
示例10: paintGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def paintGL(self, p, opt, widget):
p.beginNativePainting()
import OpenGL.GL as gl
## set clipping viewport
view = self.getViewBox()
if view is not None:
rect = view.mapRectToItem(self, view.boundingRect())
#gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
#gl.glTranslate(-rect.x(), -rect.y(), 0)
gl.glEnable(gl.GL_STENCIL_TEST)
gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
gl.glDepthMask(gl.GL_FALSE) # disable drawing to depth buffer
gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)
gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)
## draw stencil pattern
gl.glStencilMask(0xFF)
gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
gl.glBegin(gl.GL_TRIANGLES)
gl.glVertex2f(rect.x(), rect.y())
gl.glVertex2f(rect.x()+rect.width(), rect.y())
gl.glVertex2f(rect.x(), rect.y()+rect.height())
gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
gl.glVertex2f(rect.x()+rect.width(), rect.y())
gl.glVertex2f(rect.x(), rect.y()+rect.height())
gl.glEnd()
gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
gl.glDepthMask(gl.GL_TRUE)
gl.glStencilMask(0x00)
gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
try:
x, y = self.getData()
pos = np.empty((len(x), 2))
pos[:,0] = x
pos[:,1] = y
gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
try:
gl.glVertexPointerf(pos)
pen = fn.mkPen(self.opts['pen'])
color = pen.color()
gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
width = pen.width()
if pen.isCosmetic() and width < 1:
width = 1
gl.glPointSize(width)
gl.glEnable(gl.GL_LINE_SMOOTH)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
finally:
gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
finally:
p.endNativePainting()
示例11: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glBlendFunc [as 别名]
def initializeGL(self):
"""Initialize OpenGL, VBOs, upload data on the GPU, etc."""
# First check for supported GL version
gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
if gl_version < 3.3:
print(('OpenGL context created with GL version %.1f' % gl_version))
qCritical("""Your system reports that it supports OpenGL up to version %.1f. The minimum requirement for BlueSky is OpenGL 3.3.
Generally, AMD/ATI/nVidia cards from 2008 and newer support OpenGL 3.3, and Intel integrated graphics from the Haswell
generation and newer. If you think your graphics system should be able to support GL>=3.3 please open an issue report
on the BlueSky Github page (https://github.com/ProfHoekstra/bluesky/issues)""" % gl_version)
return
# background color
gl.glClearColor(*(palette.background + (0,)))
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
self.globaldata = radarUBO()
try:
shpath = path.join(settings.gfx_path, 'shaders')
# Compile shaders and link color shader program
self.color_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-color.frag'))
self.color_shader.bind_uniform_buffer('global_data', self.globaldata)
# Compile shaders and link texture shader program
self.texture_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-texture.frag'))
self.texture_shader.bind_uniform_buffer('global_data', self.globaldata)
# Compile shaders and link text shader program
self.text_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-text.vert'), path.join(shpath, 'radarwidget-text.frag'))
self.text_shader.bind_uniform_buffer('global_data', self.globaldata)
self.ssd_shader = BlueSkyProgram(path.join(shpath, 'ssd.vert'), path.join(shpath, 'ssd.frag'), path.join(shpath, 'ssd.geom'))
self.ssd_shader.bind_uniform_buffer('global_data', self.globaldata)
self.ssd_shader.loc_vlimits = gl.glGetUniformLocation(self.ssd_shader.program, 'Vlimits')
self.ssd_shader.loc_nac = gl.glGetUniformLocation(self.ssd_shader.program, 'n_ac')
except RuntimeError as e:
print('Error compiling shaders in radarwidget: ' + e.args[0])
qCritical('Error compiling shaders in radarwidget: ' + e.args[0])
return
# create all vertex array objects
try:
self.create_objects()
except Exception as e:
print('Error while creating RadarWidget objects: ' + e.args[0])