Python bgl.GL_ONE_MINUS_SRC_ALPHA Examples
The following are 4
code examples of bgl.GL_ONE_MINUS_SRC_ALPHA().
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Example #1
Source File: core.py From BlenderTools with GNU General Public License v2.0 | 6 votes |
def draw_custom_3d_elements(mode): """Draws custom 3D elements filled in buffers (if local view is active, then buffers are refilled also). :param mode: drawing mode for custom 3D elements (can be: 'Normal' or 'X-ray') :type mode: str """ # if empties are disabled in this viewport ... our locators and connections should be too if not bpy.context.space_data.show_object_viewport_empty: return if mode == "Normal": bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnable(bgl.GL_BLEND) bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA) # draw buffers _primitive.draw_buffers(bpy.context.space_data) if mode == "Normal": bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glDisable(bgl.GL_BLEND)
Example #2
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 6 votes |
def draw(self, engine, context, scene): if self._transparent: bgl.glEnable(bgl.GL_BLEND) bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA) engine.bind_display_space_shader(scene) bgl.glActiveTexture(bgl.GL_TEXTURE0) bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id) bgl.glBindVertexArray(self.vertex_array[0]) bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4) bgl.glBindVertexArray(NULL) bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL) engine.unbind_display_space_shader() err = bgl.glGetError() if err != bgl.GL_NO_ERROR: print("GL Error:", err) if self._transparent: bgl.glDisable(bgl.GL_BLEND)
Example #3
Source File: io_export_paper_model.py From Fluid-Designer with GNU General Public License v3.0 | 5 votes |
def display_islands(self, context): # TODO: save the vertex positions and don't recalculate them always? ob = context.active_object if not ob or ob.type != 'MESH': return mesh = ob.data if not mesh.paper_island_list or mesh.paper_island_index == -1: return bgl.glMatrixMode(bgl.GL_PROJECTION) perspMatrix = context.space_data.region_3d.perspective_matrix perspBuff = bgl.Buffer(bgl.GL_FLOAT, (4, 4), perspMatrix.transposed()) bgl.glLoadMatrixf(perspBuff) bgl.glMatrixMode(bgl.GL_MODELVIEW) objectBuff = bgl.Buffer(bgl.GL_FLOAT, (4, 4), ob.matrix_world.transposed()) bgl.glLoadMatrixf(objectBuff) bgl.glEnable(bgl.GL_BLEND) bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA) bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL) bgl.glPolygonOffset(0, -10) # offset in Zbuffer to remove flicker bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL) bgl.glColor4f(1.0, 0.4, 0.0, self.islands_alpha) island = mesh.paper_island_list[mesh.paper_island_index] for lface in island.faces: face = mesh.polygons[lface.id] bgl.glBegin(bgl.GL_POLYGON) for vertex_id in face.vertices: vertex = mesh.vertices[vertex_id] bgl.glVertex4f(*vertex.co.to_4d()) bgl.glEnd() bgl.glPolygonOffset(0.0, 0.0) bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL) bgl.glLoadIdentity()
Example #4
Source File: archipack_gl.py From archipack with GNU General Public License v3.0 | 5 votes |
def draw(self, context, render=False): if self.image is None: return bgl.glPushAttrib(bgl.GL_ENABLE_BIT) p0 = self.pts[0] p1 = self.pts[1] bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(*self.colour) bgl.glRectf(p0.x, p0.y, p1.x, p1.y) self.image.gl_load() bgl.glEnable(bgl.GL_BLEND) bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.image.bindcode[0]) bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST) bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA) # bgl.glColor4f(1, 1, 1, 1) bgl.glBegin(bgl.GL_QUADS) bgl.glTexCoord2d(0, 0) bgl.glVertex2d(p0.x, p0.y) bgl.glTexCoord2d(0, 1) bgl.glVertex2d(p0.x, p1.y) bgl.glTexCoord2d(1, 1) bgl.glVertex2d(p1.x, p1.y) bgl.glTexCoord2d(1, 0) bgl.glVertex2d(p1.x, p0.y) bgl.glEnd() self.image.gl_free() bgl.glDisable(bgl.GL_TEXTURE_2D)