本文整理汇总了Python中pyglet.gl.glMatrixMode方法的典型用法代码示例。如果您正苦于以下问题:Python gl.glMatrixMode方法的具体用法?Python gl.glMatrixMode怎么用?Python gl.glMatrixMode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pyglet.gl
的用法示例。
在下文中一共展示了gl.glMatrixMode方法的8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: on_resize
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [as 别名]
def on_resize(self, width, height):
'''A default resize event handler.
This default handler updates the GL viewport to cover the entire
window and sets the ``GL_PROJECTION`` matrix to be orthogonal in
window space. The bottom-left corner is (0, 0) and the top-right
corner is the width and height of the window in pixels.
Override this event handler with your own to create another
projection, for example in perspective.
'''
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)
示例2: draw_checkerboard
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [as 别名]
def draw_checkerboard(self):
if self.show_checkerboard:
gl.glPushMatrix()
gl.glScalef(self.window.width/float(self.checkerboard.width),
self.window.height/float(self.checkerboard.height),
1.)
gl.glMatrixMode(gl.GL_TEXTURE)
gl.glPushMatrix()
gl.glScalef(self.window.width/float(self.checkerboard.width),
self.window.height/float(self.checkerboard.height),
1.)
gl.glMatrixMode(gl.GL_MODELVIEW)
self.checkerboard.blit(0, 0, 0)
gl.glMatrixMode(gl.GL_TEXTURE)
gl.glPopMatrix()
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPopMatrix()
示例3: _setup_2d
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [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4: _setup_3d
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [as 别名]
def _setup_3d(self):
w, h = self.get_size()
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glDepthFunc(gl.GL_LEQUAL)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
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.gluPerspective(*self.perspective)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
y, x = self.rotation
gl.glRotatef(x, 0, 1, 0)
gl.glRotatef(-y, math.cos(math.radians(x)),
0, math.sin(math.radians(x)))
# NOTE: for GL render, its x-z plane is the ground plane,
# so we unpack the position using `(x, z, y)` instead of `(x, y, z)`
x, z, y = self.position
if not self.debug_mode:
y += self.perspective_over_drone[0]
z += self.perspective_over_drone[1]
gl.glTranslatef(-x, -y, -z)
示例5: draw_mouse_cursor
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [as 别名]
def draw_mouse_cursor(self):
'''Draw the custom mouse cursor.
If the current mouse cursor has ``drawable`` set, this method
is called before the buffers are flipped to render it.
This method always leaves the ``GL_MODELVIEW`` matrix as current,
regardless of what it was set to previously. No other GL state
is affected.
There is little need to override this method; instead, subclass
``MouseCursor`` and provide your own ``draw`` method.
'''
# Draw mouse cursor if set and visible.
# XXX leaves state in modelview regardless of starting state
if (self._mouse_cursor.drawable and
self._mouse_visible and
self._mouse_in_window):
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPushMatrix()
gl.glLoadIdentity()
gl.glOrtho(0, self.width, 0, self.height, -1, 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPushMatrix()
gl.glLoadIdentity()
self._mouse_cursor.draw(self._mouse_x, self._mouse_y)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glPopMatrix()
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glPopMatrix()
# Properties provide read-only access to instance variables. Use
# set_* methods to change them if applicable.
示例6: on_draw
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [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7: set_3d
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [as 别名]
def set_3d(self, size):
"""Configure OpenGL to draw in 3d."""
width, height = size
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glViewport(0, 0, width, height)
GL.glMatrixMode(GL.GL_PROJECTION)
GL.glLoadIdentity()
GL.gluPerspective(65.0, width / float(height), 0.1, 60.0)
GL.glMatrixMode(GL.GL_MODELVIEW)
GL.glLoadIdentity()
x, y = self.player.rotation
GL.glRotatef(x, 0, 1, 0)
GL.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
x, y, z = self.player.position
GL.glTranslatef(-x, -y, -z)
示例8: set_2d
# 需要导入模块: from pyglet import gl [as 别名]
# 或者: from pyglet.gl import glMatrixMode [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()