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Python GL.glBlendFunc方法代碼示例

本文整理匯總了Python中OpenGL.GL.glBlendFunc方法的典型用法代碼示例。如果您正苦於以下問題:Python GL.glBlendFunc方法的具體用法?Python GL.glBlendFunc怎麽用?Python GL.glBlendFunc使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在OpenGL.GL的用法示例。


在下文中一共展示了GL.glBlendFunc方法的11個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: renderImage

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def renderImage(self, context):
        width, height = self.getSize()
        gl.glViewport(0, 0, width, height)

        gl.glDisable(gl.GL_SCISSOR_TEST)

        gl.glEnable(gl.GL_ALPHA_TEST)
        gl.glAlphaFunc(gl.GL_GREATER, 0)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        self.frameBuffer.bind()

        self.renderer.render(context)

        self.frameBuffer.unbind()

        #TODO Restore blend state. Any other states that need restoring...?
        gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA) 
開發者ID:bitsawer,項目名稱:renpy-shader,代碼行數:22,代碼來源:controller.py

示例2: _drawToolMarkers

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def _drawToolMarkers(self):
        x, y, z = self.editor.level.playerSpawnPosition()
        
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
        GL.glEnable(GL.GL_BLEND);
        
        color = config.selectionColors.black.get() + (0.35,)
        GL.glColor(*color)
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        GL.glLineWidth(2.0)
        drawCube(FloatBox((x, y, z), (1, 1, 1)))
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
        drawCube(FloatBox((x, y, z), (1, 1, 1)))
        GL.glDisable(GL.GL_BLEND)
        
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glColor(1.0, 1.0, 1.0, 1.0)
        self.drawCage(x, y, z)
        self.drawCharacterHead(x + 0.5, y + 0.5 + 0.125 * numpy.sin(self.editor.frames * 0.05), z + 0.5)
        GL.glDisable(GL.GL_DEPTH_TEST) 
開發者ID:mcgreentn,項目名稱:GDMC,代碼行數:22,代碼來源:player.py

示例3: initializeGL

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def initializeGL(self):
        """Initialize OpenGL, VBOs, upload data on the GPU, etc."""

        # First check for supported GL version
        gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
        if gl_version < 3.3:
            return

        # background color
        gl.glClearColor(0, 0, 0, 0)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        # self.mcp_data       = mcpUBO()
        self.globaldata     = ndUBO()
        self.mcp_col_shader = BlueSkyProgram('mcp.vert', 'color.frag')
        self.mcp_tex_shader = BlueSkyProgram('mcp.vert', 'texture.frag')
        self.mcp_txt_shader = BlueSkyProgram('mcp_text.vert', 'mcp_text.frag')

        self.color_shader   = BlueSkyProgram('normal.vert', 'color.frag')
        self.text_shader    = BlueSkyProgram('text.vert', 'text.frag')
        self.text_shader.bind_uniform_buffer('global_data', self.globaldata)

        self.create_objects()
        self.update_lcd() 
開發者ID:TUDelft-CNS-ATM,項目名稱:bluesky,代碼行數:27,代碼來源:blipdriver.py

示例4: _drawToolMarkers

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def _drawToolMarkers(self):
        x, y, z = self.editor.level.playerSpawnPosition()
        
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        GL.glEnable(GL.GL_BLEND)
        
        color = config.selectionColors.black.get() + (0.35,)
        GL.glColor(*color)
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        GL.glLineWidth(2.0)
        drawCube(FloatBox((x, y, z), (1, 1, 1)))
        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
        drawCube(FloatBox((x, y, z), (1, 1, 1)))
        GL.glDisable(GL.GL_BLEND)
        
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glColor(1.0, 1.0, 1.0, 1.0)
        self.drawCage(x, y, z)
        self.drawCharacterHead(x + 0.5, y + 0.5 + 0.125 * numpy.sin(self.editor.frames * 0.05), z + 0.5)
        GL.glDisable(GL.GL_DEPTH_TEST) 
開發者ID:Podshot,項目名稱:MCEdit-Unified,代碼行數:22,代碼來源:player.py

示例5: gl_draw_all

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def gl_draw_all(self, root, offset):
        if not self.visible:
            return
        from OpenGL import GL, GLU

        rect = self.rect.move(offset)
        if self.is_gl_container:
            self.gl_draw_self(root, offset)
            suboffset = rect.topleft
            for subwidget in self.subwidgets:
                subwidget.gl_draw_all(root, suboffset)
        else:
            try:
                surface = Surface(self.size, SRCALPHA)
            except Exception:
                #size error?
                return
            self.draw_all(surface)
            data = image.tostring(surface, 'RGBA', 1)
            w, h = root.size
            GL.glViewport(0, 0, w, h)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, w, 0, h)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
            GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(self.width, self.height,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
            GL.glPopAttrib()
            GL.glFlush() 
開發者ID:mcgreentn,項目名稱:GDMC,代碼行數:36,代碼來源:widget.py

示例6: drawCharacterHead

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def drawCharacterHead(self, x, y, z, realCoords=None, dim=0):
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)
        
        hat_origin = (x - 0.275, y - 0.275, z - 0.275)
        hat_size = (0.55, 0.55, 0.55)
        hat_box = FloatBox(hat_origin, hat_size)

        if realCoords is not None and self.playerPos[dim][realCoords] != "Player" and config.settings.downloadPlayerSkins.get():
            drawCube(box,
                     texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[0])
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            drawCube(hat_box,
                     texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[1])
            GL.glDisable(GL.GL_BLEND)
        else:
            drawCube(box,
                     texture=self.charTex, textureVertices=self.texVerts[0])
        GL.glDisable(GL.GL_CULL_FACE)

    #@property
    #def statusText(self):
    #    if not self.panel:
    #        return ""
    #    player = self.panel.selectedPlayer
    #    if player == "Player":
    #        return "Click to move the player"
#
    #    return _("Click to move the player \"{0}\"").format(player) 
開發者ID:mcgreentn,項目名稱:GDMC,代碼行數:34,代碼來源:player.py

示例7: initializeGL

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def initializeGL(self):
        GL.glClearColor(1.0, 0.0, 0.0, 1.0)
        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)

        print("OpenGL.GL: " + str(GL.glGetString(GL.GL_VERSION)))
        print("GL.GLSL: " + str(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION)))
        print("OpenGL ATTRIBUTES:\n",", ".join(d for d in dir(GL) if d.startswith("GL_")))

        self.program = QOpenGLShaderProgram()
        self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, """#version 120
        attribute vec2 position;
        attribute vec2 texcoord;
        varying vec2 mytexcoord;
        void main() {
            gl_Position = vec4(position, 0., 1.0);
            mytexcoord = texcoord;
        }""")

        self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, """#version 120
        uniform sampler2D texture;
        varying vec2 mytexcoord;
        void main() {
            
            gl_FragColor = texture2D(texture,mytexcoord);
        }""")
        print(self.program.log())
        self.program.link()

        self.texture = fillTexture2d(np.outer(np.linspace(0, 1, 128), np.ones(128))) 
開發者ID:maweigert,項目名稱:spimagine,代碼行數:33,代碼來源:test_opengl.py

示例8: initializeGL

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def initializeGL(self):
        """Initialize OpenGL, VBOs, upload data on the GPU, etc."""

        # First check for supported GL version
        gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
        if gl_version < 3.3:
            return

        # background color
        gl.glClearColor(0, 0, 0, 0)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        self.globaldata = ndUBO()

        try:
            # Compile shaders and link color shader program
            self.color_shader = BlueSkyProgram('data/graphics/shaders/nd-normal.vert', 'data/graphics/shaders/nd-color.frag')
            self.color_shader.bind_uniform_buffer('global_data', self.globaldata)

            # Compile shaders and link text shader program
            self.text_shader = BlueSkyProgram('data/graphics/shaders/nd-text.vert', 'data/graphics/shaders/nd-text.frag')
            self.text_shader.bind_uniform_buffer('global_data', self.globaldata)

        except RuntimeError as e:
            qCritical('Error compiling shaders in radarwidget: ' + e.args[0])
            return

        # Set initial zoom
        self.globaldata.set_zoom(4.0)

        self.create_objects() 
開發者ID:TUDelft-CNS-ATM,項目名稱:bluesky,代碼行數:34,代碼來源:nd.py

示例9: gl_draw_all

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def gl_draw_all(self, root, offset):
        if not self.visible:
            return
        #from OpenGL import GL, GLU

        rect = self.rect.move(offset)
        if self.is_gl_container:
            self.gl_draw_self(root, offset)
            suboffset = rect.topleft
            for subwidget in self.subwidgets:
                subwidget.gl_draw_all(root, suboffset)
        else:
            try:
                surface = Surface(self.size, SRCALPHA)
            except:
                #size error?
                return
            self.draw_all(surface)
            data = image.tostring(surface, 'RGBA', 1)
            w, h = root.size
            GL.glViewport(0, 0, w, h)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, w, 0, h)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
            GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(self.width, self.height,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
            GL.glPopAttrib()
            GL.glFlush() 
開發者ID:Podshot,項目名稱:MCEdit-Unified,代碼行數:36,代碼來源:widget.py

示例10: paintGL

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting() 
開發者ID:SrikanthVelpuri,項目名稱:tf-pose,代碼行數:61,代碼來源:PlotCurveItem.py

示例11: initializeGL

# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glBlendFunc [as 別名]
def initializeGL(self):
        """Initialize OpenGL, VBOs, upload data on the GPU, etc."""

        # First check for supported GL version
        gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
        if gl_version < 3.3:
            print(('OpenGL context created with GL version %.1f' % gl_version))
            qCritical("""Your system reports that it supports OpenGL up to version %.1f. The minimum requirement for BlueSky is OpenGL 3.3.
                Generally, AMD/ATI/nVidia cards from 2008 and newer support OpenGL 3.3, and Intel integrated graphics from the Haswell
                generation and newer. If you think your graphics system should be able to support GL>=3.3 please open an issue report
                on the BlueSky Github page (https://github.com/ProfHoekstra/bluesky/issues)""" % gl_version)
            return

        # background color
        gl.glClearColor(*(palette.background + (0,)))
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        self.globaldata = radarUBO()

        try:
            shpath = path.join(settings.gfx_path, 'shaders')
            # Compile shaders and link color shader program
            self.color_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-color.frag'))
            self.color_shader.bind_uniform_buffer('global_data', self.globaldata)

            # Compile shaders and link texture shader program
            self.texture_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-texture.frag'))
            self.texture_shader.bind_uniform_buffer('global_data', self.globaldata)

            # Compile shaders and link text shader program
            self.text_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-text.vert'), path.join(shpath, 'radarwidget-text.frag'))
            self.text_shader.bind_uniform_buffer('global_data', self.globaldata)

            self.ssd_shader = BlueSkyProgram(path.join(shpath, 'ssd.vert'), path.join(shpath, 'ssd.frag'), path.join(shpath, 'ssd.geom'))
            self.ssd_shader.bind_uniform_buffer('global_data', self.globaldata)
            self.ssd_shader.loc_vlimits = gl.glGetUniformLocation(self.ssd_shader.program, 'Vlimits')
            self.ssd_shader.loc_nac = gl.glGetUniformLocation(self.ssd_shader.program, 'n_ac')

        except RuntimeError as e:
            print('Error compiling shaders in radarwidget: ' + e.args[0])
            qCritical('Error compiling shaders in radarwidget: ' + e.args[0])
            return

        # create all vertex array objects
        try:
            self.create_objects()
        except Exception as e:
            print('Error while creating RadarWidget objects: ' + e.args[0]) 
開發者ID:TUDelft-CNS-ATM,項目名稱:bluesky,代碼行數:51,代碼來源:radarwidget.py


注:本文中的OpenGL.GL.glBlendFunc方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。