本文整理汇总了Python中vispy.gloo.RenderBuffer方法的典型用法代码示例。如果您正苦于以下问题:Python gloo.RenderBuffer方法的具体用法?Python gloo.RenderBuffer怎么用?Python gloo.RenderBuffer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vispy.gloo
的用法示例。
在下文中一共展示了gloo.RenderBuffer方法的5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 RenderBuffer [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)
示例2: __init__
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import RenderBuffer [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])
示例3: draw_color
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import RenderBuffer [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()
示例4: draw_depth
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import RenderBuffer [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()
示例5: reset_view
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import RenderBuffer [as 别名]
def reset_view(self):
self.viewport = (
0,
0,
int(builtins.width * builtins.pixel_x_density),
int(builtins.height * builtins.pixel_y_density),
)
self.texture_viewport = (
0,
0,
builtins.width,
builtins.height,
)
gloo.set_viewport(*self.viewport)
cz = (builtins.height / 2) / math.tan(math.radians(30))
self.projection_matrix = matrix.perspective_matrix(
math.radians(60),
builtins.width / builtins.height,
0.1 * cz,
10 * cz
)
self.transform_matrix = np.identity(4)
self.default_prog['projection'] = self.projection_matrix.T.flatten()
self.default_prog['perspective_matrix'] = self.lookat_matrix.T.flatten()
self.fbuffer_tex_front = Texture2D((builtins.height, builtins.width, 3))
self.fbuffer_tex_back = Texture2D((builtins.height, builtins.width, 3))
for buf in [self.fbuffer_tex_front, self.fbuffer_tex_back]:
self.fbuffer.color_buffer = buf
with self.fbuffer:
self.clear()
self.fbuffer.depth_buffer = gloo.RenderBuffer((builtins.height, builtins.width))