本文整理汇总了Python中bgl.glVertex2i方法的典型用法代码示例。如果您正苦于以下问题:Python bgl.glVertex2i方法的具体用法?Python bgl.glVertex2i怎么用?Python bgl.glVertex2i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bgl
的用法示例。
在下文中一共展示了bgl.glVertex2i方法的9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_callback_px
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def draw_callback_px(self, context):
print("mouse points", len(self.mouse_path))
font_id = 0 # XXX, need to find out how best to get this.
# draw some text
blf.position(font_id, 15, 30, 0)
blf.size(font_id, 20, 72)
blf.draw(font_id, "Hello Word " + str(len(self.mouse_path)))
# 50% alpha, 2 pixel width line
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 0.5)
bgl.glLineWidth(2)
bgl.glBegin(bgl.GL_LINE_STRIP)
for x, y in self.mouse_path:
bgl.glVertex2i(x, y)
bgl.glEnd()
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例2: draw_callback_px
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def draw_callback_px(self, context):
"""From blender's operator_modal_draw.py modal operator template"""
if self.do_draw:
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_STIPPLE)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glLineWidth(1)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2i(int(self.draw_start.x), int(self.draw_start.y))
bgl.glVertex2i(int(self.draw_end.x), int(self.draw_end.y))
bgl.glEnd()
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glDisable(bgl.GL_LINE_STIPPLE)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例3: BakeLab_DrawProgressBar
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def BakeLab_DrawProgressBar(y_shift,progress,text):
bgl.glColor4f(0,0,0,1.0)
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(19, y_shift-1)
bgl.glVertex2i(161, y_shift-1)
bgl.glVertex2i(161, y_shift+31)
bgl.glVertex2i(19, y_shift+31)
bgl.glEnd()
bgl.glColor4f(0.7,0.5,0.3, 1.0)
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(20, y_shift)
bgl.glVertex2i(160, y_shift)
bgl.glVertex2i(160, y_shift+30)
bgl.glVertex2i(20, y_shift+30)
bgl.glEnd()
bgl.glColor4f(0.05,0.1,0.15, 1.0)
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(21, y_shift+1)
bgl.glVertex2i(159, y_shift+1)
bgl.glVertex2i(159, y_shift+29)
bgl.glVertex2i(21, y_shift+29)
bgl.glEnd()
bgl.glColor4f(0.7,0.5,0.3, 1.0)
bgl.glBegin(bgl.GL_QUADS)
x_loc = (157-23)*progress+23
bgl.glVertex2i(23, y_shift+3)
bgl.glVertex2i(int(x_loc), y_shift+3)
bgl.glVertex2i(int(x_loc), y_shift+27)
bgl.glVertex2i(23, y_shift+27)
bgl.glEnd()
blf.position(0, 170, y_shift+10, 0)
blf.draw(0, text)
示例4: draw_callback_px
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def draw_callback_px(self, context):
font_id = 0 # XXX, need to find out how best to get this.
offset = 10
text_height = 10
text_length = int(len(self.mouse_text) * 7.3)
if self.header_text != "":
blf.size(font_id, 17, 72)
text_w, text_h = blf.dimensions(font_id,self.header_text)
blf.position(font_id, context.area.width/2 - text_w/2, context.area.height - 50, 0)
blf.draw(font_id, self.header_text)
# 50% alpha, 2 pixel width line
if self.mouse_text != "":
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 0.5)
bgl.glLineWidth(10)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2i(self.mouse_loc[0]-offset-5, self.mouse_loc[1]+offset)
bgl.glVertex2i(self.mouse_loc[0]+text_length-offset, self.mouse_loc[1]+offset)
bgl.glVertex2i(self.mouse_loc[0]+text_length-offset, self.mouse_loc[1]+offset+text_height)
bgl.glVertex2i(self.mouse_loc[0]-offset-5, self.mouse_loc[1]+offset+text_height)
bgl.glEnd()
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
blf.position(font_id, self.mouse_loc[0]-offset, self.mouse_loc[1]+offset, 0)
blf.size(font_id, 15, 72)
blf.draw(font_id, self.mouse_text)
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例5: draw_callback
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def draw_callback(self, context):
mid = int(360 * self.recv / self.fsize)
cx = 200
cy = 30
blf.position(0, 230, 23, 0)
blf.size(0, 20, 72)
blf.draw(0, "{0:2d}% of {1}".format(
100 * self.recv // self.fsize, self.hfsize))
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(.7, .7, .7, 0.8)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glVertex2i(cx, cy)
for i in range(mid):
x = cx + 20 * math.sin(math.radians(float(i)))
y = cy + 20 * math.cos(math.radians(float(i)))
bgl.glVertex2f(x, y)
bgl.glEnd()
bgl.glColor4f(.0, .0, .0, 0.6)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glVertex2i(cx, cy)
for i in range(mid, 360):
x = cx + 20 * math.sin(math.radians(float(i)))
y = cy + 20 * math.cos(math.radians(float(i)))
bgl.glVertex2f(x, y)
bgl.glEnd()
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例6: drawPoint
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def drawPoint(x, y, main=True):
r = 6 if main else 3
bgl.glBegin(bgl.GL_LINES)
bgl.glColor3f(1.0, 1.0, 1.0)
bgl.glVertex2i(x - r, y)
bgl.glVertex2i(x - r, y + r)
bgl.glVertex2i(x - r, y + r)
bgl.glVertex2i(x, y + r)
bgl.glVertex2i(x + r, y)
bgl.glVertex2i(x + r, y - r)
bgl.glVertex2i(x + r, y - r)
bgl.glVertex2i(x, y - r)
bgl.glColor3f(0.0, 0.0, 0.0)
bgl.glVertex2i(x, y + r)
bgl.glVertex2i(x + r, y + r)
bgl.glVertex2i(x + r, y + r)
bgl.glVertex2i(x + r, y)
bgl.glVertex2i(x, y - r)
bgl.glVertex2i(x - r, y - r)
bgl.glVertex2i(x - r, y - r)
bgl.glVertex2i(x - r, y)
bgl.glEnd()
示例7: draw_edit_mode
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def draw_edit_mode(self,context,color=[0.41, 0.38, 1.0, 1.0],text="Edit Shapekey Mode",offset=0):
region = context.region
x = region.width
y = region.height
scale = x / 1200
scale = clamp(scale,.5,1.5)
r_offset = 0
if context.user_preferences.system.use_region_overlap:
r_offset = context.area.regions[1].width
### draw box behind text
b_width = int(240*scale)
b_height = int(36*scale)
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(color[0],color[1],color[2],color[3])
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(x-b_width, 0)
bgl.glVertex2i(x, 0)
bgl.glVertex2i(x, b_height)
bgl.glVertex2i(x-b_width, b_height)
bgl.glVertex2i(x-b_width, 0)
bgl.glEnd()
### draw edit type
font_id = 0 # XXX, need to find out how best to get this.
bgl.glColor4f(0.041613, 0.041613, 0.041613, 1.000000)
text_offset = int((220+offset)*scale)
text_y_offset = int(11 * scale)
blf.position(font_id, x-text_offset, text_y_offset, 0)
blf.size(font_id, 20, int(72*scale))
blf.draw(font_id, text)
### draw viewport outline
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(color[0],color[1],color[2],color[3])
bgl.glLineWidth(4)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2i(r_offset, 0)
bgl.glVertex2i(r_offset+x, 0)
bgl.glVertex2i(r_offset+x, y)
bgl.glVertex2i(r_offset+0, y)
bgl.glVertex2i(r_offset, 0)
bgl.glEnd()
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例8: BakeLab_DrawCallback
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def BakeLab_DrawCallback(self, context):
props = context.scene.BakeLabProps
ww = context.area.width
wh = context.area.height
bgl.glEnable(bgl.GL_BLEND)
blf.enable(0,blf.SHADOW)
blf.shadow(0,5,0,0.0,0.0,1)
######### Title {
bgl.glBegin(bgl.GL_QUADS)
bgl.glColor4f(0.88, 0.87, 0.85, 0.1)
for i in range(0,20):
bgl.glVertex2i(0, wh)
bgl.glVertex2i(120+i*3, wh)
bgl.glVertex2i(120+i*3, wh-70)
bgl.glVertex2i(0, wh-70)
bgl.glColor4f(0.7,0.1,0.3, 0.1)
for i in range(0,20):
bgl.glVertex2i(0, wh-70)
bgl.glVertex2i(140+i*3, wh-70)
bgl.glVertex2i(140+i*3, wh-75)
bgl.glVertex2i(0, wh-75)
bgl.glEnd()
blf.size(0, 30, 72)
bgl.glColor4f(0.7,0.1,0.3, 1.0)
blf.position(0, 15, context.area.height-58, 0)
blf.draw(0, 'BakeLab')
######### }
######### Progress {
blf.size(0, 15, 72)
y_shift = 15
#######################################################################
cur = self.bake_item_id
max = len(context.scene.BakeLabMapColl)
BakeLab_DrawProgressBar(y_shift,cur/max,'Map: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
if not props.s_to_a and not props.all_in_one:
cur = self.bake_obj_id
max = len(self.bake_objs)
BakeLab_DrawProgressBar(y_shift,cur/max,'Object: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
if props.use_list:
cur = self.ObjListIndex
max = len(context.scene.BakeLabObjColl)
BakeLab_DrawProgressBar(y_shift,cur/max,'List: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
######### }
blf.disable(0,blf.SHADOW)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例9: draw_bookmark
# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import glVertex2i [as 别名]
def draw_bookmark(self, context):
r = context.region
rv3d = context.region_data
bookmark = self.bookmarks.get_item()
if not bookmark:
return
pos = self.convert_to_abs(context.space_data, bookmark.pos)
if pos is None:
return
projected = location_3d_to_region_2d(r, rv3d, pos)
if projected:
# Store previous OpenGL settings
smooth_prev = gl_get(bgl.GL_SMOOTH)
pixelsize = 1
dpi = context.user_preferences.system.dpi
widget_unit = (pixelsize * dpi * 20.0 + 36.0) / 72.0
bgl.glShadeModel(bgl.GL_SMOOTH)
bgl.glLineWidth(2)
bgl.glColor4f(0.0, 1.0, 0.0, 1.0)
bgl.glBegin(bgl.GL_LINE_STRIP)
radius = widget_unit * 0.3 #6
n = 8
da = 2 * math.pi / n
x, y = projected
x, y = int(x), int(y)
for i in range(n + 1):
a = i * da
dx = math.sin(a) * radius
dy = math.cos(a) * radius
if (i % 2) == 0:
bgl.glColor4f(0.0, 1.0, 0.0, 1.0)
else:
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glVertex2i(x + int(dx), y + int(dy))
bgl.glEnd()
# Restore previous OpenGL settings
gl_enable(bgl.GL_SMOOTH, smooth_prev)