本文整理汇总了Python中bgl.glClear方法的典型用法代码示例。如果您正苦于以下问题:Python bgl.glClear方法的具体用法?Python bgl.glClear怎么用?Python bgl.glClear使用的例子?那么, 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bgl
的用法示例。
在下文中一共展示了bgl.glClear方法的3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: offscreen_refresh
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glClear [as 别名]
def offscreen_refresh(self, context):
if self.offscreen is not None:
self.offscreen.free()
width = self.region.width
height = self.region.height
self.offscreen = gpu.types.GPUOffScreen(width, height)
mat_offscreen = Matrix()
mat_offscreen[0][0] = 2 / width
mat_offscreen[0][3] = -1
mat_offscreen[1][1] = 2 / height
mat_offscreen[1][3] = -1
with self.offscreen.bind():
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
with gpu.matrix.push_pop():
gpu.matrix.load_matrix(mat_offscreen)
gpu.matrix.load_projection_matrix(Matrix())
self.draw_gems(context)
示例2: render_opengl_image
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glClear [as 别名]
def render_opengl_image(image_name, cam, point_size):
draw_manager = DrawManager.get_singleton()
coords, colors = draw_manager.get_coords_and_colors()
scene = bpy.context.scene
render = bpy.context.scene.render
width = render.resolution_x
height = render.resolution_y
# TODO Provide an option to render from the 3D view perspective
# width = bpy.context.region.width
# height = bpy.context.region.height
offscreen = gpu.types.GPUOffScreen(width, height)
with offscreen.bind():
bgl.glPointSize(point_size)
#bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
#bgl.glClear(bgl.GL_DEPTH_BUFFER_BIT)
view_matrix = cam.matrix_world.inverted()
projection_matrix = cam.calc_matrix_camera(
bpy.context.evaluated_depsgraph_get(),
x=width,
y=height)
perspective_matrix = projection_matrix @ view_matrix
gpu.matrix.load_matrix(perspective_matrix)
gpu.matrix.load_projection_matrix(Matrix.Identity(4))
shader = gpu.shader.from_builtin('3D_FLAT_COLOR')
shader.bind()
batch = batch_for_shader(shader, "POINTS", {"pos": coords, "color": colors})
batch.draw(shader)
buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
offscreen.free()
image = create_image_lazy(image_name, width, height)
copy_buffer_to_pixel(buffer, image)
示例3: draw_callback_px
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glClear [as 别名]
def draw_callback_px(context):
# Note that the "context" passed in here is a regular dictionary and not the Blender context
global screen_display_lines
pid = None
if 'mcell' in bpy.context.scene:
mcell = bpy.context.scene.mcell
if 'run_simulation' in mcell:
rs = mcell.run_simulation
if len(rs.processes_list) > 0:
pid_str = rs.processes_list[rs.active_process_index].name
pid = pid_str.split(',')[0].split()[1]
bgl.glPushAttrib(bgl.GL_ENABLE_BIT)
if parameter_dictionary['Clear']['val']:
bgl.glClearColor ( 0.0, 0.0, 0.0, 1.0 )
bgl.glClear ( bgl.GL_COLOR_BUFFER_BIT )
font_id = 0 # XXX, need to find out how best to get this.
y_pos = 15 * (scroll_offset + 1)
if pid and (pid in screen_display_lines):
for l in screen_display_lines[pid]:
blf.position(font_id, 15, y_pos, 0)
y_pos += 15
blf.size(font_id, 14, 72) # fontid, size, DPI
bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
blf.draw(font_id, l)
else:
keys = screen_display_lines.keys()
for k in keys:
for l in screen_display_lines[k]:
blf.position(font_id, 15, y_pos, 0)
y_pos += 15
blf.size(font_id, 14, 72) # fontid, size, DPI
bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
blf.draw(font_id, l)
# 100% alpha, 2 pixel width line
bgl.glEnable(bgl.GL_BLEND)
bgl.glPopAttrib()
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)