Python bgl.glBegin() Examples
The following are 30
code examples of bgl.glBegin().
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Example #1
Source File: ui.py From addon_common with GNU General Public License v3.0 | 6 votes |
def _draw(self): l,t = self.pos w,h = self.size if debug_draw: bgl.glEnable(bgl.GL_BLEND) bgl.glBegin(bgl.GL_QUADS) bgl.glColor4f(0,1,1,0.5) bgl.glVertex2f(l, t) bgl.glVertex2f(l, t - h) bgl.glVertex2f(l + w, t - h) bgl.glVertex2f(l + w, t) bgl.glEnd() if self.background: bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(*self.background) bgl.glBegin(bgl.GL_QUADS) bgl.glVertex2f(l, t) bgl.glVertex2f(l+w, t) bgl.glVertex2f(l+w, t-h) bgl.glVertex2f(l, t-h) bgl.glEnd()
Example #2
Source File: mi_widget_curve.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)): bgl.glEnable(bgl.GL_BLEND) #bgl.glColor4f(1.0, 1.0, 1.0, 0.5) #bgl.glLineWidth(2) bgl.glPointSize(p_size) coords = ((point_x, point_y), (point_x, point_y)) batch = batch_for_shader(shader2d, 'POINTS', {"pos": coords}) shader2d.bind() shader2d.uniform_float("color", (p_col[0], p_col[1], p_col[2], p_col[3])) batch.draw(shader2d) # bgl.glBegin(bgl.GL_POINTS) # bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) # bgl.glVertex2f(point_x, point_y) # bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND)
Example #3
Source File: archipack_gl.py From archipack with GNU General Public License v3.0 | 6 votes |
def draw(self, context, render=False): """ render flag when rendering """ # print("draw_line %s" % (type(self).__name__)) bgl.glPushAttrib(bgl.GL_ENABLE_BIT) if self.style == bgl.GL_LINE_STIPPLE: bgl.glLineStipple(1, 0x9999) bgl.glEnable(self.style) bgl.glEnable(bgl.GL_BLEND) if render: # enable anti-alias on lines bgl.glEnable(bgl.GL_LINE_SMOOTH) bgl.glColor4f(*self.colour) bgl.glLineWidth(self.width) if self.closed: bgl.glBegin(bgl.GL_LINE_LOOP) else: bgl.glBegin(bgl.GL_LINE_STRIP) for pt in self.pts: p = self.position_2d_from_coord(context, pt, render) bgl.glVertex2f(p.x, p.y) self._end()
Example #4
Source File: operator_modal_draw.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_callback_px(self, context): print("mouse points", len(self.mouse_path)) font_id = 0 # XXX, need to find out how best to get this. # draw some text blf.position(font_id, 15, 30, 0) blf.size(font_id, 20, 72) blf.draw(font_id, "Hello Word " + str(len(self.mouse_path))) # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 0.5) bgl.glLineWidth(2) bgl.glBegin(bgl.GL_LINE_STRIP) for x, y in self.mouse_path: bgl.glVertex2i(x, y) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #5
Source File: archipack_gl.py From archipack with GNU General Public License v3.0 | 6 votes |
def draw(self, context, render=False): """ render flag when rendering """ # print("draw_polygon") self.render = render bgl.glPushAttrib(bgl.GL_ENABLE_BIT) bgl.glEnable(bgl.GL_BLEND) if render: # enable anti-alias on polygons bgl.glEnable(bgl.GL_POLYGON_SMOOTH) bgl.glColor4f(*self.colour) bgl.glBegin(bgl.GL_POLYGON) for pt in self.pts: p = self.position_2d_from_coord(context, pt, render) bgl.glVertex2f(p.x, p.y) self._end()
Example #6
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 #7
Source File: skeleton_ui_draw.py From object_alignment with GNU General Public License v3.0 | 6 votes |
def draw3d_polyline(points, color, thickness, view_loc, view_ortho, stipple=False, zfar=0.997): if not points: return if stipple: bgl.glLineStipple(4, 0x5555) #play with this later bgl.glEnable(bgl.GL_LINE_STIPPLE) bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(*color) bgl.glLineWidth(thickness) set_depthrange(0.0, zfar, points, view_loc, view_ortho) bgl.glBegin(bgl.GL_LINE_STRIP) for coord in points: bgl.glVertex3f(*coord) bgl.glEnd() bgl.glLineWidth(1) if stipple: bgl.glDisable(bgl.GL_LINE_STIPPLE) bgl.glEnable(bgl.GL_BLEND) # back to uninterrupted lines
Example #8
Source File: skeleton_ui_draw.py From object_alignment with GNU General Public License v3.0 | 6 votes |
def draw_circle(self, world_loc, radius, inner_ratio, color_outside, color_inside): bgl.glDepthRange(0, 0.9999) # squeeze depth just a bit bgl.glEnable(bgl.GL_BLEND) bgl.glDepthMask(bgl.GL_FALSE) # do not overwrite depth bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glDepthFunc(bgl.GL_LEQUAL) # draw in front of geometry circleShader.enable() self.drawing.point_size(2.0 * radius) circleShader['uMVPMatrix'] = self.drawing.get_view_matrix_buffer() circleShader['uInOut'] = inner_ratio bgl.glBegin(bgl.GL_POINTS) circleShader['vOutColor'] = color_outside circleShader['vInColor'] = color_inside bgl.glVertex3f(*world_loc) bgl.glEnd() circleShader.disable() bgl.glDepthFunc(bgl.GL_LEQUAL) bgl.glDepthRange(0.0, 1.0) bgl.glDepthMask(bgl.GL_TRUE)
Example #9
Source File: operator_modal_draw.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_callback_px(self, context): print("mouse points", len(self.mouse_path)) font_id = 0 # XXX, need to find out how best to get this. # draw some text blf.position(font_id, 15, 30, 0) blf.size(font_id, 20, 72) blf.draw(font_id, "Hello Word " + str(len(self.mouse_path))) # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 0.5) bgl.glLineWidth(2) bgl.glBegin(bgl.GL_LINE_STRIP) for x, y in self.mouse_path: bgl.glVertex2i(x, y) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #10
Source File: gl.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_arc12(x, y, radius, start_angle, end_angle, subdivide): # いずれ削除 # 十二時から時計回りに描画 v = Vector([0, 1, 0]) e = Euler((0, 0, -start_angle)) m = e.to_matrix() v = v * m if end_angle >= start_angle: a = (end_angle - start_angle) / (subdivide + 1) else: a = (end_angle + math.pi * 2 - start_angle) / (subdivide + 1) e = Euler((0, 0, -a)) m = e.to_matrix() bgl.glBegin(bgl.GL_LINE_STRIP) for i in range(subdivide + 2): v1 = v * radius bgl.glVertex2f(x + v1[0], y + v1[1]) v = v * m bgl.glEnd()
Example #11
Source File: gl.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_quad_fan(x, y, inner_radius, outer_radius, start_angle, end_angle, edgenum=16): # 三時から反時計回りに描画 start = normalize_angle(start_angle) end = normalize_angle(end_angle) if end < start: end += math.pi * 2 d = (end - start) / edgenum a = start bgl.glBegin(bgl.GL_QUAD_STRIP) for i in range(edgenum + 1): bgl.glVertex2f(x + inner_radius * math.cos(a), y + inner_radius * math.sin(a)) bgl.glVertex2f(x + outer_radius * math.cos(a), y + outer_radius * math.sin(a)) a += d bgl.glEnd()
Example #12
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def mi_draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)): bgl.glEnable(bgl.GL_BLEND) #bgl.glColor4f(1.0, 1.0, 1.0, 0.5) #bgl.glLineWidth(2) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_POINTS) # bgl.glBegin(bgl.GL_POLYGON) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) bgl.glVertex2f(point_x, point_y) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0) # TODO MOVE TO UTILITIES
Example #13
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def mi_curve_draw_3d_polyline(points, p_size, p_col, x_ray): bgl.glEnable(bgl.GL_BLEND) bgl.glLineWidth(1) if x_ray is True: bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) # bgl.glBegin(bgl.GL_POLYGON) for point in points: bgl.glVertex3f(point[0], point[1], point[2]) if x_ray is True: bgl.glEnable(bgl.GL_DEPTH_TEST) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #14
Source File: mi_widget_curve.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)): bgl.glEnable(bgl.GL_BLEND) #bgl.glColor4f(1.0, 1.0, 1.0, 0.5) #bgl.glLineWidth(2) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_POINTS) # bgl.glBegin(bgl.GL_POLYGON) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) bgl.glVertex2f(point_x, point_y) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #15
Source File: ui.py From addon_common with GNU General Public License v3.0 | 6 votes |
def _draw(self): self.buffer_image() if not self.buffered: return cx,cy = (self.pos.x + self.size.x / 2, self.pos.y - self.size.y / 2) iw,ih = self.get_image_width(),self.get_image_height() il,it = cx-iw/2, cy+ih/2 bgl.glColor4f(1,1,1,1) bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_TEXTURE_2D) bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id) bgl.glBegin(bgl.GL_QUADS) bgl.glTexCoord2f(0,0); bgl.glVertex2f(il,it) bgl.glTexCoord2f(0,1); bgl.glVertex2f(il,it-ih) bgl.glTexCoord2f(1,1); bgl.glVertex2f(il+iw,it-ih) bgl.glTexCoord2f(1,0); bgl.glVertex2f(il+iw,it) bgl.glEnd() bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
Example #16
Source File: image_background_transform.py From image-background-transform with GNU General Public License v2.0 | 6 votes |
def draw_callback_px(self, context): """From blender's operator_modal_draw.py modal operator template""" if self.do_draw: bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_STIPPLE) bgl.glColor4f(0.0, 0.0, 0.0, 1.0) bgl.glLineWidth(1) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex2i(int(self.draw_start.x), int(self.draw_start.y)) bgl.glVertex2i(int(self.draw_end.x), int(self.draw_end.y)) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glDisable(bgl.GL_LINE_STIPPLE) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
Example #17
Source File: ui.py From addon_common with GNU General Public License v3.0 | 6 votes |
def draw_darken(self): bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS) bgl.glMatrixMode(bgl.GL_PROJECTION) bgl.glPushMatrix() bgl.glLoadIdentity() bgl.glColor4f(0,0,0,0.25) # TODO: use window background color?? bgl.glEnable(bgl.GL_BLEND) bgl.glDisable(bgl.GL_DEPTH_TEST) bgl.glBegin(bgl.GL_QUADS) # TODO: not use immediate mode bgl.glVertex2f(-1, -1) bgl.glVertex2f( 1, -1) bgl.glVertex2f( 1, 1) bgl.glVertex2f(-1, 1) bgl.glEnd() bgl.glPopMatrix() bgl.glPopAttrib()
Example #18
Source File: opengl.py From BlenderPro with GNU General Public License v3.0 | 6 votes |
def draw_outline_or_region(mode, points, color): ''' draws and outline or region mode: either bgl.GL_POLYGON or bgl.GL_LINE_LOOP color: will need to be set beforehand using theme colors. eg bgl.glColor4f(self.ri, self.gi, self.bi, self.ai) return: None ''' bgl.glColor4f(color[0],color[1],color[2],color[3]) if mode == 'GL_LINE_LOOP': bgl.glBegin(bgl.GL_LINE_LOOP) else: bgl.glEnable(bgl.GL_BLEND) bgl.glBegin(bgl.GL_POLYGON) # start with corner right-bottom for i in range(0,len(points)): bgl.glVertex2f(points[i][0],points[i][1]) bgl.glEnd()
Example #19
Source File: muv_uvbb_ops.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def __draw_ctrl_point(self, context, pos): """ Draw control point """ cp_size = context.scene.muv_uvbb_cp_size offset = cp_size / 2 verts = [ [pos.x - offset, pos.y - offset], [pos.x - offset, pos.y + offset], [pos.x + offset, pos.y + offset], [pos.x + offset, pos.y - offset] ] bgl.glEnable(bgl.GL_BLEND) bgl.glBegin(bgl.GL_QUADS) bgl.glColor4f(1.0, 1.0, 1.0, 1.0) for (x, y) in verts: bgl.glVertex2f(x, y) bgl.glEnd()
Example #20
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_arrow_2d(p0, n, L, arrow_len, arrow_width): p1 = p0 + n * L t = Vector((-n[1], n[0])) pA = p1 - n * arrow_len + t * arrow_width pB = p1 - n * arrow_len - t * arrow_width bgl.glBegin(bgl.GL_LINES) bgl.glVertex2f(p0[0], p0[1]) bgl.glVertex2f(p1[0], p1[1]) bgl.glVertex2f(p1[0], p1[1]) bgl.glVertex2f(pA[0], pA[1]) bgl.glVertex2f(p1[0], p1[1]) bgl.glVertex2f(pB[0], pB[1]) bgl.glEnd() # Store/restore OpenGL settings and working with # projection matrices -- inspired by space_view3d_panel_measure # of Buerbaum Martin (Pontiac). # OpenGl helper functions/data
Example #21
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_arrow(p0, x, y, z, n_scl=0.2, ort_scl=0.035): p1 = p0 + z bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex3f(p0[0], p0[1], p0[2]) bgl.glVertex3f(p1[0], p1[1], p1[2]) bgl.glEnd() p2 = p1 - z * n_scl bgl.glBegin(bgl.GL_TRIANGLE_FAN) bgl.glVertex3f(p1[0], p1[1], p1[2]) p3 = p2 + (x + y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (-x + y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (-x - y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (x - y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) p3 = p2 + (x + y) * ort_scl bgl.glVertex3f(p3[0], p3[1], p3[2]) bgl.glEnd()
Example #22
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def mi_draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)): bgl.glEnable(bgl.GL_BLEND) #bgl.glColor4f(1.0, 1.0, 1.0, 0.5) #bgl.glLineWidth(2) bgl.glPointSize(p_size) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_POINTS) # bgl.glBegin(bgl.GL_POLYGON) bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3]) bgl.glVertex2f(point_x, point_y) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0) # TODO MOVE TO UTILITIES
Example #23
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_rect(x, y, w, h, margin=0, outline=False): if w < 0: x += w w = abs(w) if h < 0: y += h h = abs(h) x = int(x) y = int(y) w = int(w) h = int(h) margin = int(margin) if outline: bgl.glBegin(bgl.GL_LINE_LOOP) else: bgl.glBegin(bgl.GL_TRIANGLE_FAN) bgl.glVertex2i(x - margin, y - margin) bgl.glVertex2i(x + w + margin, y - margin) bgl.glVertex2i(x + w + margin, y + h + margin) bgl.glVertex2i(x - margin, y + h + margin) bgl.glEnd()
Example #24
Source File: space_view3d_enhanced_3d_cursor.py From Fluid-Designer with GNU General Public License v3.0 | 6 votes |
def draw_offset(self, context): bgl.glShadeModel(bgl.GL_SMOOTH) tfm_operator = CursorDynamicSettings.active_transform_operator bgl.glBegin(bgl.GL_LINE_STRIP) if tfm_operator: p = tfm_operator.particles[0]. \ get_initial_matrix().to_translation() else: p = self.get_pos(self.last_id) bgl.glColor4f(1.0, 0.75, 0.5, 1.0) bgl.glVertex3f(p[0], p[1], p[2]) p = get_cursor_location(v3d=context.space_data) bgl.glColor4f(1.0, 1.0, 0.25, 1.0) bgl.glVertex3f(p[0], p[1], p[2]) bgl.glEnd() # ===== BOOKMARK ===== #
Example #25
Source File: skeleton_ui_draw.py From object_alignment with GNU General Public License v3.0 | 5 votes |
def draw2d_polyline(points, color, thickness, stipple=False): if stipple: bgl.glLineStipple(4, 0x5555) #play with this later bgl.glEnable(bgl.GL_LINE_STIPPLE) bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(*color) bgl.glLineWidth(thickness) bgl.glBegin(bgl.GL_LINE_STRIP) for coord in points: bgl.glVertex2f(*coord) bgl.glEnd() bgl.glLineWidth(1) if stipple: bgl.glDisable(bgl.GL_LINE_STIPPLE) bgl.glEnable(bgl.GL_BLEND) # back to uninterupted lines
Example #26
Source File: ui.py From addon_common with GNU General Public License v3.0 | 5 votes |
def draw_postpixel(self): if not self.visible: return self.drawing.set_font_size(12) pr = profiler.start('UI_Window: updating position') self.update_pos() pr.done() l,t = self.pos w,h = self.size bgl.glEnable(bgl.GL_BLEND) # draw background bgl.glColor4f(*self.bgcolor) bgl.glBegin(bgl.GL_QUADS) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glEnd() self.drawing.line_width(1.0) bgl.glColor4f(0,0,0,0.5) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glVertex2f(l,t) bgl.glEnd() pr = profiler.start('UI_Window: drawing contents') self.draw(l, t, w, h) pr.done()
Example #27
Source File: ui.py From addon_common with GNU General Public License v3.0 | 5 votes |
def _draw(self): r,g,b,a = (0,0,0,0.1) if not (self.downed or self.captured) else (0.8,0.8,0.8,0.5) l,t = self.pos w,h = self.size bgl.glEnable(bgl.GL_BLEND) self.drawing.line_width(1) if self.hovering: bgcolor = self.hovercolor or self.bgcolor else: bgcolor = self.bgcolor if bgcolor: bgl.glColor4f(*bgcolor) bgl.glBegin(bgl.GL_QUADS) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glEnd() bgl.glColor4f(r,g,b,a) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glVertex2f(l,t) bgl.glEnd() super()._draw()
Example #28
Source File: ui.py From addon_common with GNU General Public License v3.0 | 5 votes |
def _draw(self): r,g,b,a = (0,0,0,0.1) if not (self.downed or self.captured) else (0.8,0.8,0.8,0.5) l,t = self.pos w,h = self.size bgl.glEnable(bgl.GL_BLEND) self.drawing.line_width(1) if self.hovering: bgcolor = self.hovercolor or self.bgcolor else: bgcolor = self.bgcolor if bgcolor: bgl.glColor4f(*bgcolor) bgl.glBegin(bgl.GL_QUADS) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glEnd() bgl.glColor4f(r,g,b,a) bgl.glBegin(bgl.GL_LINE_STRIP) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glVertex2f(l,t) bgl.glEnd() super()._draw()
Example #29
Source File: ui.py From addon_common with GNU General Public License v3.0 | 5 votes |
def _draw(self): size_prev = self.drawing.set_font_size(self.fontsize) line_height = self.drawing.get_line_height() l,t = self.pos w,h = self.size twidth = self.drawing.get_text_width theight = self.drawing.get_text_height if self.bgcolor: bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(*self.bgcolor) bgl.glBegin(bgl.GL_QUADS) bgl.glVertex2f(l,t) bgl.glVertex2f(l,t-h) bgl.glVertex2f(l+w,t-h) bgl.glVertex2f(l+w,t) bgl.glEnd() y = t for line in self.wrapped_lines: lheight = theight(line) if self.shadowcolor: self.drawing.text_draw2D(line, Point2D((l+2, y-2)), self.shadowcolor) self.drawing.text_draw2D(line, Point2D((l, y)), self.color) y -= self.drawing.get_line_height(line) #line_height #lheight self.drawing.set_font_size(size_prev)
Example #30
Source File: mi_curve_test.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 5 votes |
def draw_callback_px_2d(self, context): # 50% alpha, 2 pixel width line bgl.glEnable(bgl.GL_BLEND) bgl.glColor4f(1.0, 1.0, 1.0, 0.5) bgl.glLineWidth(2) # bgl.glBegin(bgl.GL_LINE_STRIP) # bgl.glVertex3f(*ob.matrix_world.translation) # bgl.glVertex3f(*context.scene.cursor_location) # bgl.glEnd() #bgl.glBegin(bgl.GL_POLYGON) ##bgl.glColor4f(0.0, 0.0, 0.0, 0.5) #bgl.glVertex3f(0.0, 0.0, 0.0) #bgl.glVertex3f(0.0, 1.0, 0.0) #bgl.glVertex3f(1.0, 1.0, 0.0) #bgl.glVertex3f(1.0, 0.0, 0.0) #bgl.glEnd() #bgl.glEnable(bgl.GL_BLEND) #bgl.glLineWidth(1.5) bgl.glPointSize(4) # bgl.glBegin(bgl.GL_LINE_LOOP) bgl.glBegin(bgl.GL_POINTS) # bgl.glBegin(bgl.GL_POLYGON) bgl.glColor4f(0.5,1.1,1.0,0.5) bgl.glVertex2f(10, 20) bgl.glVertex2f(50,60) bgl.glVertex2f(700,80) bgl.glVertex2f(2,180) bgl.glEnd() # restore opengl defaults bgl.glLineWidth(1) bgl.glDisable(bgl.GL_BLEND) bgl.glColor4f(0.0, 0.0, 0.0, 1.0)