本文整理汇总了Python中pyglet.gl.glDisable方法的典型用法代码示例。如果您正苦于以下问题:Python gl.glDisable方法的具体用法?Python gl.glDisable怎么用?Python gl.glDisable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pyglet.gl
的用法示例。
在下文中一共展示了gl.glDisable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_triangle_left
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def draw_triangle_left(self):
if self.show_triangle_left:
w = 200
h = 200
x = self.window.width // 4 - w // 2
y = (self.window.height - h) // 2
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glBegin(gl.GL_TRIANGLES)
gl.glColor4f(1, 0, 0, 1)
gl.glVertex3f(x, y, -1)
gl.glColor4f(0, 1, 0, 1)
gl.glVertex3f(x+w, y, 0)
gl.glColor4f(0, 0, 1, 1)
gl.glVertex3f(x, y+h, 1)
gl.glEnd()
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glColor4f(1, 1, 1, 1)
示例2: _setup_2d
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def _setup_2d(self):
w, h = self.get_size()
gl.glDisable(gl.GL_DEPTH_TEST)
viewport = self.get_viewport_size()
gl.glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1]))
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glOrtho(0, max(1, w), 0, max(1, h), -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
示例3: on_draw
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def on_draw(self):
self.window.clear()
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPushMatrix()
gl.glLoadIdentity()
self.camera()
gl.glEnable(self.background.target)
gl.glEnable(gl.GL_BLEND)
gl.glBindTexture(self.background.target, self.background.id)
W = 10000.
graphics.draw(4, gl.GL_QUADS,
('v2f', (-W, -W, W, -W, W, W, -W, W)),
('t2f', (0., 0., W * 5., 0., W * 5., W * 5., 0., W * 5.))
)
gl.glDisable(self.background.target)
for lane in self.world.lanes:
self.draw_lane_surface(lane)
self.draw_lane_lines(lane)
for obj in self.world.objects:
self.draw_object(obj)
for car in self.world.cars:
self.draw_car(car.trajectory[-1], car.color)
gl.glPopMatrix()
self.label.text = self.task_name
self.label.draw()
self.iter +=1
if self.iter%10 == 0:
print('Iterations: ', self.iter)
if self.iter == self.max_iters:
self.event_loop.exit()
示例4: set_2d
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def set_2d(self, size):
"""Configure OpenGL to draw in 2d."""
width, height = size
GL.glDisable(GL.GL_DEPTH_TEST)
GL.glViewport(0, 0, width, height)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
GL.glOrtho(0, width, 0, height, -1, 1)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
示例5: _unbind_texture
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def _unbind_texture(self, i):
gl.glActiveTexture((gl.GL_TEXTURE0, gl.GL_TEXTURE1, gl.GL_TEXTURE2)[i])
gl.glDisable(gl.GL_TEXTURE_2D)
示例6: unset_state
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def unset_state(self):
gl.glDisable(gl.GL_POLYGON_SMOOTH)
gl.glDisable(gl.GL_BLEND)
示例7: quad_aligned
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def quad_aligned(x, y, w, h, color):
quad_data = pyglet.graphics.vertex_list_indexed(
4,
[0, 1, 2, 2, 3, 0],
('v2i', (x, y,
x + w, y,
x + w, y + h,
x, y + h)),
('c4B', color * 4))
gl.glEnable(gl.GL_BLEND)
quad_data.draw(pyglet.gl.GL_TRIANGLES)
gl.glDisable(gl.GL_BLEND)
示例8: selector
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def selector(init, corner):
'''Selection tool representation'''
quad_data = pyglet.graphics.vertex_list_indexed(
4,
[0, 1, 2, 2, 3, 0],
('v2i', (init[0], init[1],
corner[0], init[1],
corner[0], corner[1],
init[0], corner[1])),
('c4B', (120, 200, 255, 50) * 4))
# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_BLEND)
quad_data.draw(gl.GL_TRIANGLES)
gl.glDisable(gl.GL_BLEND)
示例9: show_drone
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glDisable [as 别名]
def show_drone(self, position, rotation):
"""
Show the drone 3D model with corresponding translation and rotation.
"""
# Get the transform matrix for drone 3D model
x, z, y = position
transform = np.eye(4)
transform[:3, 3] = [x, y, z]
# NOTE: change the view size of drone 3D model
transform[0, 0] = 2.5
transform[1, 1] = 2.5
transform[2, 2] = 2.5
# Match drone model space x-y-z to openGL x-z-y
# TODO: read the config.json and match the propeller positions
model_space_transform = rotation_transform_mat(-np.pi / 2, 'roll')
transform = np.dot(transform, model_space_transform)
yaw, pitch, roll = rotation
if self.debug_mode:
# NOTE: manually set values to debug rotation,
# it's useful when input act is in form [c, c, c, c].
yaw = np.pi / 2
# pitch = np.pi / 2
# roll = np.pi / 2
transform = np.dot(transform, rotation_transform_mat(yaw, 'yaw'))
transform = np.dot(transform, rotation_transform_mat(pitch, 'pitch'))
transform = np.dot(transform, rotation_transform_mat(roll, 'roll'))
# Add a new matrix to the model stack to transform the model
gl.glPushMatrix()
gl.glMultMatrixf(rendering.matrix_to_gl(transform))
# Enable the target texture
if self.drone_texture is not None:
gl.glEnable(self.drone_texture.target)
gl.glBindTexture(self.drone_texture.target, self.drone_texture.id)
# Draw the mesh with its transform applied
self.drone_drawer.draw(mode=self.drone_vertex_list_mode)
gl.glPopMatrix()
# Disable texture after using
if self.drone_texture is not None:
gl.glDisable(self.drone_texture.target)