本文整理汇总了Python中OpenGL.GL.glClearColor方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glClearColor方法的具体用法?Python GL.glClearColor怎么用?Python GL.glClearColor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.glClearColor方法的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: render
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def render(self, context):
self.shader.bind()
flipY = -1
projection = utils.createPerspectiveOrtho(-1.0, 1.0, 1.0 * flipY, -1.0 * flipY, -1.0, 1.0)
self.shader.uniformMatrix4f(shader.PROJECTION, projection)
self.shader.uniformf("imageSize", *self.getSize())
self.setUniforms(self.shader, context.uniforms)
self.textureMap.bindTextures(self.shader)
gl.glClearColor(*self.clearColor)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
self.bindAttributeArray(self.shader, "inVertex", self.verts, 4)
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, len(self.verts) // 4);
self.unbindAttributeArray(self.shader, "inVertex")
self.textureMap.unbindTextures()
self.shader.unbind()
示例2: initgl
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def initgl(self):
"""Initialize OpenGL for use in the window."""
import OpenGL.GL as gl
import OpenGL.GLU as glu
self.load_textures()
gl.glEnable(gl.GL_TEXTURE_2D)
gl.glClearColor(*self.clear_color)
gl.glClearDepth(1.0)
gl.glDepthFunc(gl.GL_LESS)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glShadeModel(gl.GL_SMOOTH)
gl.glMatrixMode(gl.GL_PROJECTION)
# Reset The projection matrix
gl.glLoadIdentity()
# Calculate aspect ratio of the window
(width, height) = self.canvas.GetClientSize()
glu.gluPerspective(45.0, float(width) / float(height), 0.1, 100.0)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, (0.5, 0.5, 0.5, 1.0))
gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0))
gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (0.0, 0.0, 2.0, 1.0))
gl.glEnable(gl.GL_LIGHT0)
示例3: main_pygame
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def main_pygame():
pygame.init()
size = 800, 600
pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL)
io = imgui.get_io()
io.fonts.add_font_default()
io.display_size = size
renderer = PygameRenderer()
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
renderer.process_event(event)
imgui.new_frame()
on_frame()
# note: cannot use screen.fill((1, 1, 1)) because pygame's screen
# does not support fill() on OpenGL sufraces
gl.glClearColor(1, 1, 1, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
pygame.display.flip()
示例4: main_cocos2d
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def main_cocos2d():
class HelloWorld(ImguiLayer):
is_event_handler = True
def __init__(self):
super(HelloWorld, self).__init__()
self._text = "Input text here"
def draw(self, *args, **kwargs):
imgui.new_frame()
on_frame()
gl.glClearColor(1., 1., 1., 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
director.init(width=800, height=600, resizable=True)
hello_layer = HelloWorld()
main_scene = cocos.scene.Scene(hello_layer)
director.run(main_scene)
# backend-independent frame rendering function:
示例5: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [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6: setClearColor
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def setClearColor(self, c):
GL.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
示例7: viewer_refresh
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def viewer_refresh(self, q):
while not q.empty():
self.state = q.get()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glClearColor(0.0, 0.0, 0.0, 1.0)
self.dcam.Activate(self.scam)
if self.state is not None:
if self.state[0].shape[0] >= 2:
# draw poses
gl.glColor3f(0.0, 1.0, 0.0)
pangolin.DrawCameras(self.state[0][:-1])
if self.state[0].shape[0] >= 1:
# draw current pose as yellow
gl.glColor3f(1.0, 1.0, 0.0)
pangolin.DrawCameras(self.state[0][-1:])
if self.state[1].shape[0] != 0:
# draw keypoints
gl.glPointSize(5)
gl.glColor3f(1.0, 0.0, 0.0)
pangolin.DrawPoints(self.state[1], self.state[2])
pangolin.FinishFrame()
示例8: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def main():
pangolin.CreateWindowAndBind('Main', 640, 480)
gl.glEnable(gl.GL_DEPTH_TEST)
# Define Projection and initial ModelView matrix
scam = pangolin.OpenGlRenderState(
pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100),
pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY))
handler = pangolin.Handler3D(scam)
# Create Interactive View in window
dcam = pangolin.CreateDisplay()
dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0)
dcam.SetHandler(handler)
dcam.Resize(pangolin.Viewport(0,0,640*2,480*2))
while not pangolin.ShouldQuit():
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glClearColor(1.0, 1.0, 1.0, 1.0)
dcam.Activate(scam)
# Render OpenGL Cube
pangolin.glDrawColouredCube()
# Draw Point Cloud
points = np.random.random((100000, 3)) * 10
colors = np.zeros((len(points), 3))
colors[:, 1] = 1 -points[:, 0] / 10.
colors[:, 2] = 1 - points[:, 1] / 10.
colors[:, 0] = 1 - points[:, 2] / 10.
gl.glPointSize(2)
gl.glColor3f(1.0, 0.0, 0.0)
# access numpy array directly(without copying data), array should be contiguous.
pangolin.DrawPoints(points, colors)
pangolin.FinishFrame()
示例9: main_glfw
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def main_glfw():
def glfw_init():
width, height = 1280, 720
window_name = "minimal ImGui/GLFW3 example"
if not glfw.init():
print("Could not initialize OpenGL context")
exit(1)
# OS X supports only forward-compatible core profiles from 3.2
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, gl.GL_TRUE)
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(
int(width), int(height), window_name, None, None
)
glfw.make_context_current(window)
if not window:
glfw.terminate()
print("Could not initialize Window")
exit(1)
return window
window = glfw_init()
impl = GlfwRenderer(window)
while not glfw.window_should_close(window):
glfw.poll_events()
impl.process_inputs()
imgui.new_frame()
on_frame()
gl.glClearColor(1., 1., 1., 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
impl.render(imgui.get_draw_data())
glfw.swap_buffers(window)
impl.shutdown()
glfw.terminate()
示例10: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def main():
imgui.create_context()
window = impl_glfw_init()
impl = GlfwRenderer(window)
while not glfw.window_should_close(window):
glfw.poll_events()
impl.process_inputs()
imgui.new_frame()
if imgui.begin_main_menu_bar():
if imgui.begin_menu("File", True):
clicked_quit, selected_quit = imgui.menu_item(
"Quit", 'Cmd+Q', False, True
)
if clicked_quit:
exit(1)
imgui.end_menu()
imgui.end_main_menu_bar()
imgui.show_test_window()
imgui.begin("Custom window", True)
imgui.text("Bar")
imgui.text_colored("Eggs", 0.2, 1., 0.)
imgui.end()
gl.glClearColor(1., 1., 1., 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
imgui.render()
impl.render(imgui.get_draw_data())
glfw.swap_buffers(window)
impl.shutdown()
glfw.terminate()
示例11: gl_clear
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def gl_clear(self):
from OpenGL import GL
bg = self.bg_color
if bg:
r = bg[0] / 255.0
g = bg[1] / 255.0
b = bg[2] / 255.0
GL.glClearColor(r, g, b, 0.0)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
示例12: clear
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def clear(self):
if self.drawBackground:
GL.glClearColor(0.25, 0.27, 0.77, 1.0)
else:
GL.glClearColor(0.0, 0.0, 0.0, 0.0)
GL.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT)
示例13: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [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14: main
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [as 别名]
def main():
pangolin.CreateWindowAndBind('Main', 640, 480)
gl.glEnable(gl.GL_DEPTH_TEST)
# Define Projection and initial ModelView matrix
scam = pangolin.OpenGlRenderState(
pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100),
pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY))
handler = pangolin.Handler3D(scam)
# Create Interactive View in window
dcam = pangolin.CreateDisplay()
dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0)
dcam.SetHandler(handler)
while not pangolin.ShouldQuit():
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glClearColor(1.0, 1.0, 1.0, 1.0)
dcam.Activate(scam)
# Render OpenGL Cube
pangolin.glDrawColouredCube()
# Draw Point Cloud
points = np.random.random((100000, 3)) * 10
colors = np.zeros((len(points), 3))
colors[:, 1] = 1 -points[:, 0] / 10.
colors[:, 2] = 1 - points[:, 1] / 10.
colors[:, 0] = 1 - points[:, 2] / 10.
gl.glPointSize(2)
gl.glColor3f(1.0, 0.0, 0.0)
# access numpy array directly(without copying data), array should be contiguous.
pangolin.DrawPoints(points, colors)
pangolin.FinishFrame()
示例15: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glClearColor [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()