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Python gloo.FrameBuffer方法代码示例

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


在下文中一共展示了gloo.FrameBuffer方法的6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 vispy import gloo [as 别名]
# 或者: from vispy.gloo import FrameBuffer [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: draw_color

# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import FrameBuffer [as 别名]
def draw_color(self):
        program = gloo.Program(_color_vertex_code, _color_fragment_code)
        program.bind(self.vertex_buffer)
        program['u_light_eye_pos'] = [0, 0, 0]
        program['u_light_ambient_w'] = self.ambient_weight
        program['u_mv'] = _compute_model_view(self.mat_model, self.mat_view)
        # program['u_nm'] = compute_normal_matrix(self.model, self.view)
        program['u_mvp'] = _compute_model_view_proj(self.mat_model, self.mat_view, self.mat_proj)

        # Texture where we render the scene
        render_tex = gloo.Texture2D(shape=self.shape + (4,))

        # Frame buffer object
        fbo = gloo.FrameBuffer(render_tex, gloo.RenderBuffer(self.shape))
        with fbo:
            gloo.set_state(depth_test=True)
            gloo.set_state(cull_face=True)
            gloo.set_cull_face('back')  # Back-facing polygons will be culled
            gloo.set_clear_color(self.bg_color)
            gloo.clear(color=True, depth=True)
            gloo.set_viewport(0, 0, *self.size)
            program.draw('triangles', self.index_buffer)

            # Retrieve the contents of the FBO texture
            self.rgb = gloo.read_pixels((0, 0, self.size[0], self.size[1]))[:, :, :3]
            self.rgb = np.copy(self.rgb)

        fbo.delete()
        render_tex.delete()
        program.delete() 
开发者ID:meiqua,项目名称:patch_linemod,代码行数:32,代码来源:renderer.py

示例3: draw_depth

# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import FrameBuffer [as 别名]
def draw_depth(self):
        program = gloo.Program(_depth_vertex_code, _depth_fragment_code)
        program.bind(self.vertex_buffer)
        program['u_mv'] = _compute_model_view(self.mat_model, self.mat_view)
        program['u_mvp'] = _compute_model_view_proj(self.mat_model, self.mat_view, self.mat_proj)

        # Texture where we render the scene
        render_tex = gloo.Texture2D(shape=self.shape + (4,), format=gl.GL_RGBA,
                                    internalformat=gl.GL_RGBA32F)

        # Frame buffer object
        fbo = gloo.FrameBuffer(render_tex, gloo.RenderBuffer(self.shape, format='depth'))
        with fbo:
            gloo.set_state(depth_test=True)
            gloo.set_state(cull_face=True)
            gloo.set_cull_face('back')  # Back-facing polygons will be culled
            gloo.set_clear_color((0.0, 0.0, 0.0, 0.0))
            gloo.clear(color=True, depth=True)
            gloo.set_viewport(0, 0, *self.size)
            program.draw('triangles', self.index_buffer)

            # Retrieve the contents of the FBO texture
            self.depth = self.read_fbo_color_rgba32f(fbo)
            self.depth = self.depth[:, :, 0] # Depth is saved in the first channel

        fbo.delete()
        render_tex.delete()
        program.delete() 
开发者ID:meiqua,项目名称:patch_linemod,代码行数:30,代码来源:renderer.py

示例4: initialize_renderer

# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import FrameBuffer [as 别名]
def initialize_renderer(self):
		self.fbuffer = FrameBuffer()

		vertices = np.array([[-1.0, -1.0],
							 [+1.0, -1.0],
							 [-1.0, +1.0],
							 [+1.0, +1.0]],
							np.float32)
		texcoords = np.array([[0.0, 0.0],
							  [1.0, 0.0],
							  [0.0, 1.0],
							  [1.0, 1.0]],
							 dtype=np.float32)

		self.fbuf_vertices = VertexBuffer(data=vertices)
		self.fbuf_texcoords = VertexBuffer(data=texcoords)

		self.fbuffer_prog = Program(src_fbuffer.vert, src_fbuffer.frag)
		self.fbuffer_prog['texcoord'] = self.fbuf_texcoords
		self.fbuffer_prog['position'] = self.fbuf_vertices

		self.vertex_buffer = VertexBuffer()
		self.index_buffer = IndexBuffer()

		self.default_prog = Program(src_default.vert, src_default.frag)
		self.texture_prog = Program(src_texture.vert, src_texture.frag)
		self.texture_prog['texcoord'] = self.fbuf_texcoords

		self.reset_view() 
开发者ID:p5py,项目名称:p5,代码行数:31,代码来源:renderer2d.py

示例5: initialize_renderer

# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import FrameBuffer [as 别名]
def initialize_renderer(self):
		self.fbuffer = FrameBuffer()

		vertices = np.array([[-1.0, -1.0],
							 [+1.0, -1.0],
							 [-1.0, +1.0],
							 [+1.0, +1.0]],
							np.float32)
		texcoords = np.array([[0.0, 0.0],
							  [1.0, 0.0],
							  [0.0, 1.0],
							  [1.0, 1.0]],
							 dtype=np.float32)

		self.fbuf_vertices = VertexBuffer(data=vertices)
		self.fbuf_texcoords = VertexBuffer(data=texcoords)

		self.fbuffer_prog = Program(src_fbuffer.vert, src_fbuffer.frag)
		self.fbuffer_prog['texcoord'] = self.fbuf_texcoords
		self.fbuffer_prog['position'] = self.fbuf_vertices

		self.vertex_buffer = VertexBuffer()
		self.index_buffer = IndexBuffer()

		self.default_prog = Program(src_default.vert, src_default.frag)

		self.reset_view() 
开发者ID:p5py,项目名称:p5,代码行数:29,代码来源:renderer3d.py

示例6: __init__

# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import FrameBuffer [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_bbox = gloo.Program(_vertex_code_colored, _fragment_code_bbox)
        self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured)
        self.program_bg = gloo.Program(_vertex_code_background, _fragment_code_background)

        # 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)

        # Set up background render quad in NDC
        quad = [[-1, -1], [1, -1], [1, 1], [-1, 1]]
        tex = [[0, 1], [1, 1], [1, 0], [0, 0]]
        vertices_type = [('a_position', np.float32, 2), ('a_texcoord', np.float32, 2)]
        collated = np.asarray(list(zip(quad, tex)), vertices_type)
        self.bg_vbuffer = gloo.VertexBuffer(collated)
        self.bg_ibuffer = gloo.IndexBuffer([0, 1, 2, 0, 2, 3]) 
开发者ID:fabi92,项目名称:eccv18-rgb_pose_refinement,代码行数:33,代码来源:renderer.py


注:本文中的vispy.gloo.FrameBuffer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。