本文整理匯總了Python中OpenGL.GL.glGetString方法的典型用法代碼示例。如果您正苦於以下問題:Python GL.glGetString方法的具體用法?Python GL.glGetString怎麽用?Python GL.glGetString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類OpenGL.GL
的用法示例。
在下文中一共展示了GL.glGetString方法的12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: paintGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def paintGL(self):
self.makeCurrent()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
self.program.bind()
self.program.enableAttributeArray("position")
self.vbo.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("position"), 2, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo)
self.program.enableAttributeArray("normal")
self.vbo_cols.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("normal"), 3, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo_cols)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.data))
print(self.context().format().majorVersion())
print(self.context().format().minorVersion())
print(gl.glGetString(gl.GL_VERSION));
示例2: paintGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def paintGL(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
if not self.first:
return
f = open('opengl_test.txt', 'w')
gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
f.write('Supported OpenGL version: %.1f\n' % gl_version)
if gl_version >= 2.0:
f.write('Supported GLSL version: ' +
gl.glGetString(gl.GL_SHADING_LANGUAGE_VERSION).decode() + '\n')
f.write('Context was valid in initializeGL? %d\n' % self.was_valid_in_init)
numext = gl.glGetIntegerv(gl.GL_NUM_EXTENSIONS)
f.write('Supported OpenGL extensions:' + '\n')
extensions = ''
for i in range(numext):
extensions += ', ' + gl.glGetStringi(gl.GL_EXTENSIONS, i).decode()
f.write(extensions)
f.close()
self.first = False
示例3: initializeGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [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()
示例4: getOpenglInfo
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def getOpenglInfo(self):
info = """
Vendor: {0}
Renderer: {1}
OpenGL Version: {2}
Shader Version: {3}
""".format(
GL.glGetString(GL.GL_VENDOR).decode(),
GL.glGetString(GL.GL_RENDERER).decode(),
GL.glGetString(GL.GL_VERSION).decode(),
GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode()
)
return info
示例5: initializeGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [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)))
示例6: paintGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def paintGL(self):
self.makeCurrent()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
self.program.bind()
self.program.enableAttributeArray("position")
self.vbo.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("position"), 2, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo)
self.program.enableAttributeArray("color")
self.vbo_cols.bind()
gl.glVertexAttribPointer(self.program.attributeLocation("color"), 3, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo_cols)
self.vbo_index.bind()
#gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.data))
gl.glDrawElements(gl.GL_TRIANGLES, len(self.index), gl.GL_UNSIGNED_INT, None)
print(self.context().format().majorVersion())
print(self.context().format().minorVersion())
print(gl.glGetString(gl.GL_VERSION));
示例7: initializeGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [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()
示例8: initializeGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def initializeGL(self):
GLTest.gl_version = float(ogl.glGetString(ogl.GL_VERSION)[:3])
示例9: genSixteenBlockTexture
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def genSixteenBlockTexture():
has12 = GL.glGetString(GL.GL_VERSION) >= "1.2"
if has12:
maxLevel = 2
mode = GL.GL_LINEAR_MIPMAP_NEAREST
else:
maxLevel = 1
mode = GL.GL_LINEAR
def makeSixteenBlockTex():
darkColor = (0x30, 0x30, 0x30, 0xff)
lightColor = (0x80, 0x80, 0x80, 0xff)
w, h, = 256, 256
teximage = numpy.zeros((w, h, 4), dtype='uint8')
teximage[:] = 0xff
teximage[:, ::16] = lightColor
teximage[::16, :] = lightColor
teximage[:2] = darkColor
teximage[-1:] = darkColor
teximage[:, -1:] = darkColor
teximage[:, :2] = darkColor
# GL.glTexParameter(GL.GL_TEXTURE_2D,
# GL.GL_TEXTURE_MIN_FILTER,
# GL.GL_NEAREST_MIPMAP_NEAREST),
GL.glTexParameter(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAX_LEVEL,
maxLevel - 1)
for lev in range(maxLevel):
step = 1 << lev
if lev:
teximage[::16] = 0xff
teximage[:, ::16] = 0xff
teximage[:2] = darkColor
teximage[-1:] = darkColor
teximage[:, -1:] = darkColor
teximage[:, :2] = darkColor
GL.glTexImage2D(GL.GL_TEXTURE_2D, lev, GL.GL_RGBA8,
w / step, h / step, 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
teximage[::step, ::step].ravel())
return Texture(makeSixteenBlockTex, mode)
示例10: __init__
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def __init__(self, width, height, drawFunc):
tex = GL.glGenTextures(1)
GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
self.enabled = False
self._texID = tex
if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
buf = FBO.glGenFramebuffers(1)
depthbuffer = FBO.glGenRenderbuffers(1)
FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)
FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)
FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)
status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
if status != FBO.GL_FRAMEBUFFER_COMPLETE:
print "glCheckFramebufferStatus", status
self.enabled = False
return
FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)
with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
GL.glViewport(0, 0, width, height)
drawFunc()
FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
FBO.glDeleteFramebuffers(1, [buf])
FBO.glDeleteRenderbuffers(1, [depthbuffer])
self.enabled = True
else:
GL.glReadBuffer(GL.GL_BACK)
GL.glPushAttrib(
GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
GL.glDisable(GL.GL_STENCIL_TEST)
GL.glViewport(0, 0, width, height)
GL.glScissor(0, 0, width, height)
with gl.glEnable(GL.GL_SCISSOR_TEST):
drawFunc()
GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
GL.glReadBuffer(GL.GL_BACK)
GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)
GL.glPopAttrib()
示例11: initializeGL
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [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])
示例12: genSixteenBlockTexture
# 需要導入模塊: from OpenGL import GL [as 別名]
# 或者: from OpenGL.GL import glGetString [as 別名]
def genSixteenBlockTexture():
has12 = GL.glGetString(GL.GL_VERSION) >= "1.2"
if has12:
maxLevel = 2
mode = GL.GL_LINEAR_MIPMAP_NEAREST
else:
maxLevel = 1
mode = GL.GL_LINEAR
def makeSixteenBlockTex():
darkColor = (0x30, 0x30, 0x30, 0xff)
lightColor = (0x80, 0x80, 0x80, 0xff)
w, h, = 256, 256
teximage = numpy.zeros((w, h, 4), dtype='uint8')
teximage[:] = 0xff
teximage[:, ::16] = lightColor
teximage[::16, :] = lightColor
teximage[:2] = darkColor
teximage[-1:] = darkColor
teximage[:, -1:] = darkColor
teximage[:, :2] = darkColor
GL.glTexParameter(GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAX_LEVEL,
maxLevel - 1)
for lev in xrange(maxLevel):
step = 1 << lev
if lev:
teximage[::16] = 0xff
teximage[:, ::16] = 0xff
teximage[:2] = darkColor
teximage[-1:] = darkColor
teximage[:, -1:] = darkColor
teximage[:, :2] = darkColor
GL.glTexImage2D(GL.GL_TEXTURE_2D, lev, GL.GL_RGBA8,
w / step, h / step, 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
teximage[::step, ::step].ravel())
return Texture(makeSixteenBlockTex, mode)