本文整理汇总了Python中vispy.gloo.set_state方法的典型用法代码示例。如果您正苦于以下问题:Python gloo.set_state方法的具体用法?Python gloo.set_state怎么用?Python gloo.set_state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.set_state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: __init__
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [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 set_state [as 别名]
def __init__(self):
app.Canvas.__init__(self,
keys='interactive')
self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
self.program['index'] = [(x,) for x in range(num_bins)] * num_lines
self.program['line'] = [(x,) * num_bins for x in range(num_lines)]
self.program['map_offset'] = 0
self.program['num_bins'] = num_bins
self.program['num_lines'] = num_lines
heightmap = np.random.random(size=(num_lines, num_bins)).astype('float32')
self.program['heightmap'] = gloo.Texture2D(data=heightmap, internalformat='r32f')
#print (dir(self.program['heightmap']))
self.program['colormap'] = Colormap(['r', 'g', 'b']).map(np.linspace(0, 1, 64)).astype('float32')
gloo.set_viewport(0, 0, *self.physical_size)
gloo.set_state(clear_color='black', blend=True,
blend_func=('src_alpha', 'one_minus_src_alpha'))
self.show()
示例3: disable_cull_face
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [as 别名]
def disable_cull_face(self):
gloo.set_state(depth_test=True, blend=True, cull_face=False)
print("disabled cull_face")
示例4: draw_color
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [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5: draw_depth
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [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6: clear
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [as 别名]
def clear(self, color=True, depth=True):
"""Clear the renderer background."""
gloo.set_state(clear_color=self.background_color)
gloo.clear(color=color, depth=depth)
示例7: _comm_toggles
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [as 别名]
def _comm_toggles(self, state=True):
gloo.set_state(blend=state)
gloo.set_state(depth_test=state)
if state:
gloo.set_state(blend_func=('src_alpha', 'one_minus_src_alpha'))
gloo.set_state(depth_func='lequal')
示例8: __init__
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_state [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])