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Python GL.glEnable方法代码示例

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

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def __init__(self, size, cam):

        app.Canvas.__init__(self, show=False, size=size)
        self.shape = (size[1], size[0])
        self.yz_flip = np.eye(4, dtype=np.float32)
        self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1

        self.set_cam(cam)

        # Set up shader programs
        self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored)
        self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured)

        # Texture where we render the color/depth and its FBO
        self.col_tex = gloo.Texture2D(shape=self.shape + (3,))
        self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape))
        self.fbo.activate()
        gloo.set_state(depth_test=True, blend=False, cull_face=True)
        gl.glEnable(gl.GL_LINE_SMOOTH)
        gloo.set_clear_color((0.0, 0.0, 0.0))
        gloo.set_viewport(0, 0, *self.size) 
开发者ID:kirumang,项目名称:Pix2Pose,代码行数:23,代码来源:renderer.py

示例2: viewer_init

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def viewer_init(self, w, h):
    pangolin.CreateWindowAndBind('Map Viewer', w, h)
    gl.glEnable(gl.GL_DEPTH_TEST)

    self.scam = pangolin.OpenGlRenderState(
      pangolin.ProjectionMatrix(w, h, 420, 420, w//2, h//2, 0.2, 10000),
      pangolin.ModelViewLookAt(0, -10, -8,
                               0, 0, 0,
                               0, -1, 0))
    self.handler = pangolin.Handler3D(self.scam)

    # Create Interactive View in window
    self.dcam = pangolin.CreateDisplay()
    self.dcam.SetBounds(0.0, 1.0, 0.0, 1.0, w/h)
    self.dcam.SetHandler(self.handler)
    # hack to avoid small Pangolin, no idea why it's *2
    self.dcam.Resize(pangolin.Viewport(0,0,w*2,h*2))
    self.dcam.Activate() 
开发者ID:geohot,项目名称:twitchslam,代码行数:20,代码来源:display.py

示例3: renderImage

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [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) 
开发者ID:bitsawer,项目名称:renpy-shader,代码行数:22,代码来源:controller.py

示例4: initgl

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [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) 
开发者ID:spectralpython,项目名称:spectral,代码行数:26,代码来源:hypercube.py

示例5: draw_box

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [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6: initgl

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def initgl(self):
        '''App-specific initialization for after GLUT has been initialized.'''
        import OpenGL.GL as gl
        self.gllist_id = gl.glGenLists(9)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisable(gl.GL_LIGHTING)
        gl.glDisable(gl.GL_TEXTURE_2D)
        gl.glDisable(gl.GL_FOG)
        gl.glDisable(gl.GL_COLOR_MATERIAL)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glShadeModel(gl.GL_FLAT)
        self.set_data(self.data, classes=self.classes, features=self.features)

        try:
            import OpenGL.GLUT as glut
            glut.glutInit()
            self._have_glut = True
        except:
            pass 
开发者ID:spectralpython,项目名称:spectral,代码行数:22,代码来源:ndwindow.py

示例7: drawFaceVertices

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def drawFaceVertices(self, buf):
        if 0 == len(buf):
            return
        stride = elementByteLength

        GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel()))
        GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:]))
        GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:]))

        GL.glDepthMask(False)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)

        GL.glLineWidth(2.0)
        GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)

        GL.glPolygonOffset(DepthOffset.TerrainWire, DepthOffset.TerrainWire)
        with gl.glEnable(GL.GL_POLYGON_OFFSET_FILL, GL.GL_DEPTH_TEST):
            GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)
        GL.glDepthMask(True) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:24,代码来源:renderer.py

示例8: drawTerrainCuttingWire

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def drawTerrainCuttingWire(box,
                           c0=(0.75, 0.75, 0.75, 0.4),
                           c1=(1.0, 1.0, 1.0, 1.0)):
    # glDepthMask(False)
    GL.glEnable(GL.GL_DEPTH_TEST)

    GL.glDepthFunc(GL.GL_LEQUAL)
    GL.glColor(*c1)
    GL.glLineWidth(2.0)
    drawCube(box, cubeType=GL.GL_LINE_STRIP)

    GL.glDepthFunc(GL.GL_GREATER)
    GL.glColor(*c0)
    GL.glLineWidth(1.0)
    drawCube(box, cubeType=GL.GL_LINE_STRIP)

    GL.glDepthFunc(GL.GL_LEQUAL)
    GL.glDisable(GL.GL_DEPTH_TEST)
    # glDepthMask(True) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:21,代码来源:mceutils.py

示例9: _drawCeiling

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def _drawCeiling():
        lines = []
        minz = minx = -256
        maxz = maxx = 256
        for x in range(minx, maxx + 1, 16):
            lines.append((x, 0, minz))
            lines.append((x, 0, maxz))
        for z in range(minz, maxz + 1, 16):
            lines.append((minx, 0, z))
            lines.append((maxx, 0, z))

        GL.glColor(0.3, 0.7, 0.9)
        GL.glVertexPointer(3, GL.GL_FLOAT, 0, numpy.array(lines, dtype='float32'))

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glDepthMask(False)
        GL.glDrawArrays(GL.GL_LINES, 0, len(lines))
        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glDepthMask(True) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:21,代码来源:camera.py

示例10: drawToolReticle

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def drawToolReticle(self):
        if self.movingPlayer is None:
            return

        pos, direction = self.editor.blockFaceUnderCursor
        dim = self.editor.level.getPlayerDimension(self.movingPlayer)
        pos = (pos[0], pos[1] + 2, pos[2])

        x, y, z = pos

        # x,y,z=map(lambda p,d: p+d, pos, direction)
        GL.glEnable(GL.GL_BLEND)
        GL.glColor(1.0, 1.0, 1.0, 0.5)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim)
        GL.glDisable(GL.GL_BLEND)

        GL.glEnable(GL.GL_DEPTH_TEST)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim)
        drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1)))
        drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1)))
        #drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) )
        GL.glDisable(GL.GL_DEPTH_TEST) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:24,代码来源:player.py

示例11: initializeGL

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [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() 
开发者ID:TUDelft-CNS-ATM,项目名称:bluesky,代码行数:27,代码来源:blipdriver.py

示例12: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def __init__(self, obj_info, color=None, swapyz=False):
        """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.color = color

        self.gl_list = GL.glGenLists(1)
        GL.glNewList(self.gl_list, GL.GL_COMPILE)
        # GL.glEnable(GL.GL_TEXTURE_2D)
        GL.glFrontFace(GL.GL_CCW)
        # GL.glDisable(GL.GL_LIGHT0)
        # GL.glDisable(GL.GL_LIGHTING)
        for face in self.faces:
            vertices, normals, _, _ = face
            GL.glColor3f(self.color[0], self.color[1], self.color[2])
            GL.glBegin(GL.GL_POLYGON)
            for i in range(len(vertices)):
                # if normals[i] > 0:
                #     GL.glNormal3fv(self.normals[normals[i] - 1])
                GL.glVertex3fv(self.vertices[vertices[i] - 1])
            GL.glEnd()
        GL.glDisable(GL.GL_TEXTURE_2D)
        GL.glEndList() 
开发者ID:thusiyuan,项目名称:holistic_scene_parsing,代码行数:27,代码来源:render_scene.py

示例13: drawFaceVertices

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def drawFaceVertices(self, buf):
        if not len(buf):
            return
        stride = elementByteLength

        GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel()))
        GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:]))
        GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:]))

        GL.glDepthMask(False)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)

        GL.glLineWidth(2.0)
        GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)

        GL.glPolygonOffset(DepthOffset.TerrainWire, DepthOffset.TerrainWire)
        with gl.glEnable(GL.GL_POLYGON_OFFSET_FILL, GL.GL_DEPTH_TEST):
            GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)
        GL.glDepthMask(True) 
开发者ID:Podshot,项目名称:MCEdit-Unified,代码行数:24,代码来源:renderer.py

示例14: initializeGL

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def initializeGL(self):
        self.setClearColor(QtGui.QColor.fromCmykF(0.1, .0, 0.2, 1.0))
        self.electrode_object, self.plug_object = \
            self.drawElectrode(self.electrode_struct)
        self.center_dir = self.drawPointAndDirs()
        GL.glShadeModel(GL.GL_FLAT)
        GL.glEnable(GL.GL_DEPTH_TEST) 
开发者ID:simnibs,项目名称:simnibs,代码行数:9,代码来源:electrodeGUI.py

示例15: initializeGL

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glEnable [as 别名]
def initializeGL(self):
        self.setClearColor(WHITE)
        GL.glShadeModel(GL.GL_SMOOTH)
        light_ambient =  [0.0, 0.0, 0.0, 1.0]
        GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_LIGHTING)
        GL.glEnable(GL.GL_LIGHT0)
        GL.glEnable(GL.GL_COLOR_MATERIAL)
        GL.glEnable(GL.GL_NORMALIZE)
        GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE) 
开发者ID:simnibs,项目名称:simnibs,代码行数:13,代码来源:head_model_OGL.py


注:本文中的OpenGL.GL.glEnable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。