Python bgl.glColor3f() Examples
The following are 10
code examples of bgl.glColor3f().
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Example #1
Source File: ops.py From Screencast-Keys with GNU General Public License v3.0 | 6 votes |
def draw_line(p1, p2, color, shadow=False, shadow_color=None): bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_SMOOTH) # Draw shadow. if shadow: bgl.glLineWidth(3.0) bgl.glColor4f(*shadow_color, 1.0) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(*p1) bgl.glVertex2f(*p2) bgl.glEnd() # Draw line. bgl.glLineWidth(1.5 if shadow else 1.0) bgl.glColor3f(*color) bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(*p1) bgl.glVertex2f(*p2) bgl.glEnd() bgl.glLineWidth(1.0) bgl.glDisable(bgl.GL_LINE_SMOOTH)
Example #2
Source File: ops.py From Screencast-Keys with GNU General Public License v3.0 | 5 votes |
def draw_rect(x1, y1, x2, y2, color): bgl.glColor3f(*color) bgl.glBegin(bgl.GL_QUADS) bgl.glVertex2f(x1, y1) bgl.glVertex2f(x1, y2) bgl.glVertex2f(x2, y2) bgl.glVertex2f(x2, y1) bgl.glEnd() bgl.glColor3f(1.0, 1.0, 1.0)
Example #3
Source File: space_view3d_game_props_visualiser.py From Fluid-Designer with GNU General Public License v3.0 | 5 votes |
def draw_callback(self, context): # polling if context.mode == 'EDIT_MESH': return """ # retrieving ID property data try: texts = context.scene['GamePropsVisualizer'] except: return if not texts: return """ texts = context.scene['GamePropsVisualizer'] # draw i = 0 blf.size(0, 12, 72) bgl.glColor3f(1.0, 1.0, 1.0) for ob in bpy.context.selected_objects: for pi,p in enumerate(ob.game.properties): blf.position(0, texts[i], texts[i+1] - (pi+1) * 14, 0) if p.type=='FLOAT': t=p.name+': '+ str('%g' % p.value) else: t=p.name+': '+ str(p.value) blf.draw(0, t) i += 2 # operator
Example #4
Source File: bmesh_render.py From addon_common with GNU General Public License v3.0 | 5 votes |
def glColor(color): if len(color) == 3: bgl.glColor3f(*color) else: bgl.glColor4f(*color)
Example #5
Source File: ogl_velocitiesrenderer.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawCallback(self): mat = self.interfacer.getBlenderObject().matrix_world if self.do_draw and self.interfacer.isClean(): # isClean() is not really needed here, but it shows its # behavior and helps reducing (a tiny bit!) the run time... bgl.glColor3f(0.0, 1.0, 1.0) bgl.glPointSize(5) bgl.glBegin(bgl.GL_POINTS) for v in self.vertices: bgl.glVertex3f(*(mat*v)) bgl.glEnd() bgl.glPointSize(1) bgl.glColor3f(1.0, 1.0, 0.0) bgl.glLineWidth(2) bgl.glBegin(bgl.GL_LINES) for v, w in zip(self.vertices, self.velocities): bgl.glVertex3f(*(mat*v)) bgl.glVertex3f(*(mat*(v + w))) bgl.glEnd() bgl.glLineWidth(1) # this in toplevel is also requested # MAIN_CLASS should be set to any callable returning the # requested instance, which provides the update() method.
Example #6
Source File: 3dview_play_tictactoe.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawO(self, xa, xb, ya, yb): bgl.glColor3f(*self.COLOR_O) r = xb - xa bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0) bgl.glVertex3f((xa + xb)/2.0, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f((xa + xb)/2.0, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0) bgl.glVertex3f((xa + xb)/2.0, ya + r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f((xa + xb)/2.0, ya + r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, (ya + yb)/2.0, 0.0)
Example #7
Source File: 3dview_play_tictactoe.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawX(self, xa, xb, ya, yb): bgl.glColor3f(*self.COLOR_X) r = xb - xa bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, ya + r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xa + r*self.EMPTY_FACTOR, yb - r*self.EMPTY_FACTOR, 0.0) bgl.glVertex3f(xb - r*self.EMPTY_FACTOR, ya + r*self.EMPTY_FACTOR, 0.0)
Example #8
Source File: node_colorramp_dropper.py From BAddons with GNU General Public License v3.0 | 5 votes |
def drawPoint(x, y, main=True): r = 6 if main else 3 bgl.glBegin(bgl.GL_LINES) bgl.glColor3f(1.0, 1.0, 1.0) bgl.glVertex2i(x - r, y) bgl.glVertex2i(x - r, y + r) bgl.glVertex2i(x - r, y + r) bgl.glVertex2i(x, y + r) bgl.glVertex2i(x + r, y) bgl.glVertex2i(x + r, y - r) bgl.glVertex2i(x + r, y - r) bgl.glVertex2i(x, y - r) bgl.glColor3f(0.0, 0.0, 0.0) bgl.glVertex2i(x, y + r) bgl.glVertex2i(x + r, y + r) bgl.glVertex2i(x + r, y + r) bgl.glVertex2i(x + r, y) bgl.glVertex2i(x, y - r) bgl.glVertex2i(x - r, y - r) bgl.glVertex2i(x - r, y - r) bgl.glVertex2i(x - r, y) bgl.glEnd()
Example #9
Source File: ops.py From Screencast-Keys with GNU General Public License v3.0 | 4 votes |
def draw_rounded_box(x, y, w, h, round_radius, fill=False, color=[1.0, 1.0, 1.0], round_corner=[True, True, True, True]): """round_corner: [Right Bottom, Left Bottom, Right Top, Left Top]""" def circle_verts_num(r): """Get number of verticies for circle optimized for drawing.""" num_verts = 32 threshold = 2.0 # pixcel while True: if r * 2 * math.pi / num_verts > threshold: return num_verts num_verts -= 4 if num_verts < 1: return 1 num_verts = circle_verts_num(round_radius) n = int(num_verts / 4) + 1 dangle = math.pi * 2 / num_verts radius = [round_radius if rc else 0 for rc in round_corner] x_origin = [ x + radius[0], x + w - radius[1], x + w - radius[2], x + radius[3], ] y_origin = [ y + radius[0], y + radius[1], y + h - radius[2], y + h - radius[3], ] angle_start = [ math.pi * 1.0, math.pi * 1.5, math.pi * 0.0, math.pi * 0.5, ] bgl.glColor3f(*color) if fill: bgl.glBegin(bgl.GL_TRIANGLE_FAN) else: bgl.glBegin(bgl.GL_LINE_LOOP) for x0, y0, angle, r in zip(x_origin, y_origin, angle_start, radius): for _ in range(n): x = x0 + r * math.cos(angle) y = y0 + r * math.sin(angle) bgl.glVertex2f(x, y) angle += dangle bgl.glEnd() bgl.glColor3f(1.0, 1.0, 1.0)
Example #10
Source File: mesh_show_vgroup_weights.py From Fluid-Designer with GNU General Public License v3.0 | 4 votes |
def draw_callback(self, context): # polling if context.mode != "EDIT_MESH" or len(context.active_object.vertex_groups) == 0: return # retrieving ID property data try: texts = context.active_object.data["show_vgroup_verts"] weights = context.active_object.data["show_vgroup_weights"] except: return if not texts: return bm = bmesh.from_edit_mesh(context.active_object.data) if bm.select_mode == {'VERT'} and bm.select_history.active is not None: active_vert = bm.select_history.active else: active_vert = None # draw blf.size(0, 13, 72) blf.enable(0, blf.SHADOW) blf.shadow(0, 3, 0.0, 0.0, 0.0, 1.0) blf.shadow_offset(0, 2, -2) for i in range(0, len(texts), 7): bgl.glColor3f(texts[i], texts[i+1], texts[i+2]) blf.position(0, texts[i+4], texts[i+5], texts[i+6]) blf.draw(0, "Vertex " + str(int(texts[i+3])) + ":") font_y = texts[i+5] group_name = "" for j in range(0, len(weights), 3): if int(weights[j]) == int(texts[i+3]): font_y -= 13 blf.position(0, texts[i+4] + 10, font_y, texts[i+6]) for group in context.active_object.vertex_groups: if group.index == int(weights[j+1]): group_name = group.name break blf.draw(0, group_name + ": %.3f" % weights[j+2]) if group_name == "": font_y -= 13 blf.position(0, texts[i+4] + 10, font_y, texts[i+6]) blf.draw(0, "No Groups") # restore defaults blf.disable(0, blf.SHADOW) # operator