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Python GL.glColor3f方法代码示例

本文整理汇总了Python中OpenGL.GL.glColor3f方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glColor3f方法的具体用法?Python GL.glColor3f怎么用?Python GL.glColor3f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OpenGL.GL的用法示例。


在下文中一共展示了GL.glColor3f方法的13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: draw_box

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def draw_box(self, x0, y0, x1, y1):
        '''Draws a selection box in the 3-D window.
        Coordinates are with respect to the lower left corner of the window.
        '''
        import OpenGL.GL as gl
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(0.0, self.size[0],
                   0.0, self.size[1],
                   -0.01, 10.0)

        gl.glLineStipple(1, 0xF00F)
        gl.glEnable(gl.GL_LINE_STIPPLE)
        gl.glLineWidth(1.0)
        gl.glColor3f(1.0, 1.0, 1.0)
        gl.glBegin(gl.GL_LINE_LOOP)
        gl.glVertex3f(x0, y0, 0.0)
        gl.glVertex3f(x1, y0, 0.0)
        gl.glVertex3f(x1, y1, 0.0)
        gl.glVertex3f(x0, y1, 0.0)
        gl.glEnd()
        gl.glDisable(gl.GL_LINE_STIPPLE)
        gl.glFlush()

        self.resize(*self.size) 
开发者ID:spectralpython,项目名称:spectral,代码行数:27,代码来源:ndwindow.py

示例2: drawSelf

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def drawSelf(self):
        if self._tex is None:
            filename = os.path.join("toolicons", "compass.png")

            self._tex = loadPNGTexture(filename)
            
        self._tex.bind()
        size = 0.001 * config.settings.compassSize.get()

        with gl.glPushMatrix(GL.GL_MODELVIEW):
            GL.glLoadIdentity()

            yaw, pitch = self.yawPitch
            if config.settings.viewMode.get() == "Chunk":
                yaw = -180
            GL.glTranslatef(1. - (size + self.x), size + self.y, 0.0)  # position on upper right corner
            GL.glRotatef(180 - yaw, 0., 0., 1.)  # adjust to north
            GL.glColor3f(1., 1., 1.)

            with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY):
                GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2 * size, 2 * size))
                GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256))

                with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D):
                    GL.glDrawArrays(GL.GL_QUADS, 0, 4) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:27,代码来源:compass.py

示例3: drawPlane

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def drawPlane(num_divs=200, div_size=10):
        # Plane parallel to x-z at origin with normal -y
        minx = -num_divs*div_size
        minz = -num_divs*div_size
        maxx = num_divs*div_size
        maxz = num_divs*div_size
        #gl.glLineWidth(2)
        #gl.glColor3f(0.7,0.7,1.0)
        gl.glColor3f(0.7,0.7,0.7)
        gl.glBegin(gl.GL_LINES)
        for n in range(2*num_divs):
            gl.glVertex3f(minx+div_size*n,0,minz)
            gl.glVertex3f(minx+div_size*n,0,maxz)
            gl.glVertex3f(minx,0,minz+div_size*n)
            gl.glVertex3f(maxx,0,minz+div_size*n)
        gl.glEnd() 
开发者ID:luigifreda,项目名称:pyslam,代码行数:18,代码来源:viewer3D.py

示例4: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def __init__(self, obj_info, rotation_matrix, swapyz=False, layout_type=None):
        """Loads a Wavefront OBJ file. """
        self.vertices = obj_info.vertices
        self.normals = obj_info.normals
        self.texcoords = obj_info.texcoords
        self.faces = obj_info.faces
        self.rotation_matrix = rotation_matrix

        # load the mesh to OPENGL
        self.gl_list = GL.glGenLists(1)
        GL.glNewList(self.gl_list, GL.GL_COMPILE)
        for face in self.faces:
            vertices, normals, _, _ = face
            GL.glBegin(GL.GL_POLYGON)
            for i in range(len(vertices)):
                normal_color = self.rotation_matrix.dot(self.normals[normals[i] - 1])
                GL.glColor3f((normal_color[0] + 1) / 2, (-normal_color[2] + 1) / 2, (normal_color[1] + 1) / 2)
                GL.glVertex3fv(self.vertices[vertices[i] - 1])
            GL.glEnd()
        GL.glEndList() 
开发者ID:thusiyuan,项目名称:holistic_scene_parsing,代码行数:22,代码来源:render_scene.py

示例5: qglColor

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def qglColor(self, c):
        GL.glColor3f(c.redF(), c.greenF(), c.blueF()) 
开发者ID:simnibs,项目名称:simnibs,代码行数:4,代码来源:electrodeGUI.py

示例6: qglColor

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def qglColor(self, c):
        GL.glColor3f(c.redF(), c.greenF(), c.blueF())


    #Draws an "indicator" showing the clicked position 
开发者ID:simnibs,项目名称:simnibs,代码行数:7,代码来源:head_model_OGL.py

示例7: drawEEGPositions

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def drawEEGPositions(self, points, names):
        genList = GL.glGenLists(1)
        GL.glNewList(genList, GL.GL_COMPILE)
        for point, name in zip(points, names):
            normal = self.skin_surf.projectPoint(point, smooth=False)[1]
            if normal is None or normal == []or point is None or point == []:
                print('Invalid Point!')
            else:
                u, v = self.skin_surf.getTangentCoordinates(normal)
                pos_el = point + 2*normal
                GL.glEnable(GL.GL_LIGHTING)
                self.qglColor(GREEN)
                self.ellipse(pos_el, normal, u, v, [6, 6])
                if bool(GLUT.glutBitmapString):
                    pos_text = point + 5*normal
                    GL.glDisable(GL.GL_LIGHTING)
                    GL.glColor3f(0.0, 0.0, 0.0)
                    GL.glRasterPos3f(*pos_text)
                    GLUT.glutBitmapString(
                        GLUT.GLUT_BITMAP_HELVETICA_12,
                        name.encode())
                    GL.glEnable(GL.GL_LIGHTING)

        GL.glEndList()
        self.eegPositions = genList
        self.update() 
开发者ID:simnibs,项目名称:simnibs,代码行数:28,代码来源:head_model_OGL.py

示例8: viewer_refresh

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [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() 
开发者ID:geohot,项目名称:twitchslam,代码行数:28,代码来源:display.py

示例9: main

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [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() 
开发者ID:geohot,项目名称:twitchslam,代码行数:39,代码来源:HelloPangolin.py

示例10: drawPlane

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def drawPlane(ndivs=100, ndivsize=1):
    # Plane parallel to x-z at origin with normal -y
    minx = -ndivs*ndivsize
    minz = -ndivs*ndivsize
    maxx = ndivs*ndivsize
    maxz = ndivs*ndivsize
    gl.glLineWidth(1)
    gl.glColor3f(0.7,0.7,1.0)
    gl.glBegin(gl.GL_LINES)
    for n in range(2*ndivs):
        gl.glVertex3f(minx+ndivsize*n,0,minz)
        gl.glVertex3f(minx+ndivsize*n,0,maxz)
        gl.glVertex3f(minx,0,minz+ndivsize*n)
        gl.glVertex3f(maxx,0,minz+ndivsize*n)
    gl.glEnd() 
开发者ID:luigifreda,项目名称:pyslam,代码行数:17,代码来源:simpleDraw.py

示例11: main

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [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() 
开发者ID:luigifreda,项目名称:pyslam,代码行数:38,代码来源:helloPangolin.py

示例12: create_axes_list

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def create_axes_list(self):
        '''Creates display lists to render unit length x,y,z axes.'''
        import OpenGL.GL as gl
        gl.glNewList(self.gllist_id, gl.GL_COMPILE)
        gl.glBegin(gl.GL_LINES)
        gl.glColor3f(1.0, 0.0, 0.0)
        gl.glVertex3f(0.0, 0.0, 0.0)
        gl.glVertex3f(1.0, 0.0, 0.0)
        gl.glColor3f(0.0, 1.0, 0.0)
        gl.glVertex3f(0.0, 0.0, 0.0)
        gl.glVertex3f(0.0, 1.0, 0.0)
        gl.glColor3f(-.0, 0.0, 1.0)
        gl.glVertex3f(0.0, 0.0, 0.0)
        gl.glVertex3f(0.0, 0.0, 1.0)

        gl.glColor3f(1.0, 1.0, 1.0)
        gl.glVertex3f(0.0, 0.0, 0.0)
        gl.glVertex3f(-1.0, 0.0, 0.0)
        gl.glVertex3f(0.0, 0.0, 0.0)
        gl.glVertex3f(0.0, -1.0, 0.0)
        gl.glVertex3f(0.0, 0.0, 0.0)
        gl.glVertex3f(0.0, 0.0, -1.0)
        gl.glEnd()

        def label_axis(x, y, z, label):
            gl.glRasterPos3f(x, y, z)
            glut.glutBitmapString(glut.GLUT_BITMAP_HELVETICA_18,
                                  str(label))
        def label_axis_for_feature(x, y, z, feature_ind):
            feature = self.octant_features[feature_ind[0]][feature_ind[1]]
            label_axis(x, y, z, self.labels[feature])

        if self._have_glut:
            try:
                import OpenGL.GLUT as glut
                if bool(glut.glutBitmapString):
                    if self.quadrant_mode == 'independent':
                        label_axis(1.05, 0.0, 0.0, 'x')
                        label_axis(0.0, 1.05, 0.0, 'y')
                        label_axis(0.0, 0.0, 1.05, 'z')
                    elif self.quadrant_mode == 'mirrored':
                        label_axis_for_feature(1.05, 0.0, 0.0, (0, 0))
                        label_axis_for_feature(0.0, 1.05, 0.0, (0, 1))
                        label_axis_for_feature(0.0, 0.0, 1.05, (0, 2))
                        label_axis_for_feature(-1.05, 0.0, 0.0, (6, 0))
                        label_axis_for_feature(0.0, -1.05, 0.0, (6, 1))
                        label_axis_for_feature(0.0, 0.0, -1.05, (6, 2))
                    else:
                        label_axis_for_feature(1.05, 0.0, 0.0, (0, 0))
                        label_axis_for_feature(0.0, 1.05, 0.0, (0, 1))
                        label_axis_for_feature(0.0, 0.0, 1.05, (0, 2))
            except:
                pass
        gl.glEndList() 
开发者ID:spectralpython,项目名称:spectral,代码行数:56,代码来源:ndwindow.py

示例13: main

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glColor3f [as 别名]
def main():
    # Create OpenGL window in single line
    pangolin.CreateWindowAndBind('Main', 640, 480)

    # 3D Mouse handler requires depth testing to be enabled
    gl.glEnable(gl.GL_DEPTH_TEST)


    scam = pangolin.OpenGlRenderState(
        pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.1, 1000),
        pangolin.ModelViewLookAt(-1, 1, -1, 0, 0, 0, pangolin.AxisDirection.AxisY))

    # Aspect ratio allows us to constrain width and height whilst fitting within specified
    # bounds. A positive aspect ratio makes a view 'shrink to fit' (introducing empty bars),
    # whilst a negative ratio makes the view 'grow to fit' (cropping the view).
    dcam = pangolin.CreateDisplay()
    dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0)
    dcam.SetHandler(pangolin.Handler3D(scam))

    # This view will take up no more than a third of the windows width or height, and it
    # will have a fixed aspect ratio to match the image that it will display. When fitting
    # within the specified bounds, push to the top-left (as specified by SetLock).
    dimg = pangolin.Display('image')
    dimg.SetBounds(2./3, 1.0, 0.0, 1./3, 640./480)
    dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop)


    w, h = 64, 48
    texture = pangolin.GlTexture(w, h, gl.GL_RGB, False, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)

    # Default hooks for exiting (Esc) and fullscreen (tab).
    while not pangolin.ShouldQuit():
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        gl.glClearColor(0.95, 0.95, 0.95, 1.0)

        dcam.Activate(scam)
        gl.glColor3f(1.0, 1.0, 1.0)
        pangolin.glDrawColouredCube()

        # Set some random image data and upload to GPU 
        image = random_image(w, h)
        texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE)

        # display the image
        dimg.Activate()
        gl.glColor3f(1.0, 1.0, 1.0)
        texture.RenderToViewport()

        pangolin.FinishFrame() 
开发者ID:luigifreda,项目名称:pyslam,代码行数:51,代码来源:simpleDisplayImage.py


注:本文中的OpenGL.GL.glColor3f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。