本文整理汇总了Python中vispy.gloo.set_viewport方法的典型用法代码示例。如果您正苦于以下问题:Python gloo.set_viewport方法的具体用法?Python gloo.set_viewport怎么用?Python gloo.set_viewport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vispy.gloo
的用法示例。
在下文中一共展示了gloo.set_viewport方法的13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_viewport [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_viewport [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: draw_color
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [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 set_viewport [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: apply_magnification
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [as 别名]
def apply_magnification(self):
#
canvas_w, canvas_h = self.physical_size
gloo.set_viewport(0, 0, canvas_w, canvas_h)
#
ratio = self._magnification
w, h = self._width, self._height
self._program['u_projection'] = ortho(
self._coordinate[0],
canvas_w * ratio + self._coordinate[0],
self._coordinate[1],
canvas_h * ratio + self._coordinate[1],
-1, 1
)
x, y = int((canvas_w * ratio - w) / 2), int((canvas_h * ratio - h) / 2) # centering x & y
#
self._data['a_position'] = np.array(
[[x, y], [x + w, y], [x, y + h], [x + w, y + h]]
)
#
self._program.bind(gloo.VertexBuffer(self._data))
示例6: draw_loop
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [as 别名]
def draw_loop(self):
"""The main draw loop context manager.
"""
self.transform_matrix = np.identity(4)
self.default_prog['modelview'] = self.modelview_matrix.T.flatten()
self.default_prog['projection'] = self.projection_matrix.T.flatten()
self.fbuffer.color_buffer = self.fbuffer_tex_back
with self.fbuffer:
gloo.set_viewport(*self.texture_viewport)
self._comm_toggles()
self.fbuffer_prog['texture'] = self.fbuffer_tex_front
self.fbuffer_prog.draw('triangle_strip')
yield
self.flush_geometry()
self.transform_matrix = np.identity(4)
gloo.set_viewport(*self.viewport)
self._comm_toggles(False)
self.clear()
self.fbuffer_prog['texture'] = self.fbuffer_tex_back
self.fbuffer_prog.draw('triangle_strip')
self.fbuffer_tex_front, self.fbuffer_tex_back = self.fbuffer_tex_back, self.fbuffer_tex_front
示例7: reset_view
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [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))
示例8: draw_loop
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [as 别名]
def draw_loop(self):
"""The main draw loop context manager.
"""
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.color_buffer = self.fbuffer_tex_back
with self.fbuffer:
gloo.set_viewport(*self.texture_viewport)
self._comm_toggles()
self.fbuffer_prog['texture'] = self.fbuffer_tex_front
self.fbuffer_prog.draw('triangle_strip')
yield
self.flush_geometry()
self.transform_matrix = np.identity(4)
gloo.set_viewport(*self.viewport)
self._comm_toggles(False)
self.clear()
self.fbuffer_prog['texture'] = self.fbuffer_tex_back
self.fbuffer_prog.draw('triangle_strip')
self.fbuffer_tex_front, self.fbuffer_tex_back = self.fbuffer_tex_back, self.fbuffer_tex_front
示例9: on_resize
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [as 别名]
def on_resize(self, event):
gloo.set_viewport(0, 0, *event.physical_size)
示例10: __init__
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [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11: activate_zoom
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [as 别名]
def activate_zoom(self):
if self._interactive:
gloo.set_viewport(0, 0, *self.physical_size)
self.program['iResolution'] = (self.physical_size[0], self.physical_size[1], 0.0)
示例12: reset_view
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [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.modelview_matrix = matrix.translation_matrix(-builtins.width / 2, \
builtins.height / 2, \
-cz)
self.modelview_matrix = self.modelview_matrix.dot(matrix.scale_transform(1, -1, 1))
self.transform_matrix = np.identity(4)
self.default_prog['modelview'] = self.modelview_matrix.T.flatten()
self.default_prog['projection'] = self.projection_matrix.T.flatten()
self.texture_prog['modelview'] = self.modelview_matrix.T.flatten()
self.texture_prog['projection'] = self.projection_matrix.T.flatten()
self.line_prog = Program(src_line.vert, src_line.frag)
self.line_prog['modelview'] = self.modelview_matrix.T.flatten()
self.line_prog['projection'] = self.projection_matrix.T.flatten()
self.line_prog["height"] = builtins.height
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()
示例13: draw
# 需要导入模块: from vispy import gloo [as 别名]
# 或者: from vispy.gloo import set_viewport [as 别名]
def draw(self):
if self._glsl:
fragment = fragment_template % self._glsl
self._glsl = None
# Check to see if the shader will compile successfully before we
# set it. We do this here because the ShaderWatcher runs in a
# different thread and so can't access the GL context.
frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(frag_handle, fragment)
gl.glCompileShader(frag_handle)
status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS)
if not status:
errors = gl.glGetShaderInfoLog(frag_handle)
errors = self.process_errors(errors)
print("Shader failed to compile:", file=sys.stderr)
print(errors, file=sys.stderr)
# Switch to error shader
self._glsl = error_shader
self.update()
else:
self.program.set_shaders(vertex, fragment)
gl.glDeleteShader(frag_handle)
if self._interactive:
self.program.draw()
if self._ffmpeg_pipe is not None:
img = _screenshot()
self.write_video_frame(img)
self._render_frame_index += 1
if self._render_frame_count is not None and self._render_frame_index >= self._render_frame_count:
app.quit()
return
self.advance_time()
else:
with self._fbo:
rs = list(self._render_size)
if self._tile_coord[0] + rs[0] > self._output_size[0]:
rs[0] = self._output_size[0] - self._tile_coord[0]
if self._tile_coord[1] + rs[1] > self._output_size[1]:
rs[1] = self._output_size[1] - self._tile_coord[1]
gloo.set_viewport(0, 0, *rs)
self.program['iOffset'] = self._tile_coord
self.program.draw()
img = _screenshot()
row = self._output_size[1] - self._tile_coord[1] - rs[1]
col = self._tile_coord[0]
self._img[row:row + rs[1], col:col + rs[0], :] = img