Python pyglet.gl.glViewport() Examples
The following are 16
code examples of pyglet.gl.glViewport().
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Example #1
Source File: example_wythoff_shader_animation.py From pywonderland with MIT License | 6 votes |
def on_draw(self): gl.glClearColor(0, 0, 0, 0) self.clear() gl.glViewport(0, 0, self.width, self.height) now = time.clock() - self._start_time now *= self._speed with self.bufferA: with self.shaderA: self.shaderA.uniformf("iTime", now) self.shaderA.uniformi("iFrame", self._frame_count) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) with self.bufferB: with self.shaderB: self.shaderB.uniformf("iTime", now) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) with self.shaderC: self.shaderC.uniformf("iTime", now) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) self._frame_count += 1
Example #2
Source File: example_wythoff_shader_animation.py From pywonderland with MIT License | 6 votes |
def on_draw(self): gl.glClearColor(0, 0, 0, 0) self.clear() gl.glViewport(0, 0, self.width, self.height) self._last = self._now self._now = time.clock() itime = self._now - self._start_time idate = get_idate() delta = self._now - self._last with self.bufferA: with self.shaderA: self.shaderA.uniformf("iTime", itime) self.shaderA.uniformf("iDate", *idate) self.shaderA.uniformf("iTimeDelta", delta) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) with self.shaderB: self.shaderB.uniformf("iTime", itime) self.shaderB.uniformf("iDate", *idate) self.shaderB.uniformf("iTimeDelta", delta) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) self._frame_count += 1
Example #3
Source File: __init__.py From flappy-bird-py with GNU General Public License v2.0 | 6 votes |
def on_resize(self, width, height): '''A default resize event handler. This default handler updates the GL viewport to cover the entire window and sets the ``GL_PROJECTION`` matrix to be orthogonal in window space. The bottom-left corner is (0, 0) and the top-right corner is the width and height of the window in pixels. Override this event handler with your own to create another projection, for example in perspective. ''' gl.glViewport(0, 0, width, height) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, width, 0, height, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW)
Example #4
Source File: __init__.py From flappy-bird-py with GNU General Public License v2.0 | 6 votes |
def on_resize(self, width, height): '''A default resize event handler. This default handler updates the GL viewport to cover the entire window and sets the ``GL_PROJECTION`` matrix to be orthogonal in window space. The bottom-left corner is (0, 0) and the top-right corner is the width and height of the window in pixels. Override this event handler with your own to create another projection, for example in perspective. ''' gl.glViewport(0, 0, width, height) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, width, 0, height, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW)
Example #5
Source File: __init__.py From flappy-bird-py with GNU General Public License v2.0 | 6 votes |
def on_resize(self, width, height): '''A default resize event handler. This default handler updates the GL viewport to cover the entire window and sets the ``GL_PROJECTION`` matrix to be orthogonal in window space. The bottom-left corner is (0, 0) and the top-right corner is the width and height of the window in pixels. Override this event handler with your own to create another projection, for example in perspective. ''' gl.glViewport(0, 0, width, height) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, width, 0, height, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW)
Example #6
Source File: fractal3d.py From pywonderland with MIT License | 5 votes |
def on_draw(self): gl.glClearColor(0, 0, 0, 0) self.clear() gl.glViewport(0, 0, self.width, self.height) with self.shader: self.shader.uniformf("iTime", time.clock() - self._start_time) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
Example #7
Source File: loxodrome.py From pywonderland with MIT License | 5 votes |
def on_draw(self): gl.glClearColor(0, 0, 0, 0) self.clear() gl.glViewport(0, 0, self.width, self.height) now = time.clock() - self._start_time now *= 20 with self.shader: self.shader.uniformf("iTime", now) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
Example #8
Source File: Mobius_in_H3space.py From pywonderland with MIT License | 5 votes |
def on_draw(self): gl.glClearColor(0, 0, 0, 0) self.clear() gl.glViewport(0, 0, self.width, self.height) with self.shader: self.shader.uniformf("iTime", time.clock() - self._start_time) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4) if self.video_on and (self.frame_count % self.sample_rate == 0): self.write_video_frame() self.frame_count += 1
Example #9
Source File: wangtile.py From pywonderland with MIT License | 5 votes |
def on_draw(self): gl.glClearColor(0, 0, 0, 0) self.clear() gl.glViewport(0, 0, self.width, self.height) with self.shader: self.shader.uniformf("iTime", time.clock() - self._start_time) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
Example #10
Source File: render.py From RLSchool with Apache License 2.0 | 5 votes |
def _setup_2d(self): w, h = self.get_size() gl.glDisable(gl.GL_DEPTH_TEST) viewport = self.get_viewport_size() gl.glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, max(1, w), 0, max(1, h), -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity()
Example #11
Source File: render.py From RLSchool with Apache License 2.0 | 5 votes |
def _setup_3d(self): w, h = self.get_size() gl.glEnable(gl.GL_DEPTH_TEST) gl.glDepthFunc(gl.GL_LEQUAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_CULL_FACE) viewport = self.get_viewport_size() gl.glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.gluPerspective(*self.perspective) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() y, x = self.rotation gl.glRotatef(x, 0, 1, 0) gl.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) # NOTE: for GL render, its x-z plane is the ground plane, # so we unpack the position using `(x, z, y)` instead of `(x, y, z)` x, z, y = self.position if not self.debug_mode: y += self.perspective_over_drone[0] z += self.perspective_over_drone[1] gl.glTranslatef(-x, -y, -z)
Example #12
Source File: gs_running.py From pycraft with MIT License | 5 votes |
def set_3d(self, size): """Configure OpenGL to draw in 3d.""" width, height = size GL.glEnable(GL.GL_DEPTH_TEST) GL.glViewport(0, 0, width, height) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GL.gluPerspective(65.0, width / float(height), 0.1, 60.0) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity() x, y = self.player.rotation GL.glRotatef(x, 0, 1, 0) GL.glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) x, y, z = self.player.position GL.glTranslatef(-x, -y, -z)
Example #13
Source File: gs_running.py From pycraft with MIT License | 5 votes |
def set_2d(self, size): """Configure OpenGL to draw in 2d.""" width, height = size GL.glDisable(GL.GL_DEPTH_TEST) GL.glViewport(0, 0, width, height) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GL.glOrtho(0, width, 0, height, -1, 1) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity()
Example #14
Source File: __init__.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def set(self, window_width, window_height, framebuffer_width, framebuffer_height): width = max(1, window_width) height = max(1, window_height) gl.glViewport(0, 0, framebuffer_width, framebuffer_height) with pyglet.graphics.get_default_shader().uniform_buffers['WindowBlock'] as window_block: window_block.projection[:] = matrix.create_orthogonal(0, width, 0, height, -255, 255) if not self._view: # Set view to Identity Matrix self._view = matrix.Mat4() window_block.view[:] = self._view
Example #15
Source File: __init__.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def set(self, window_width, window_height, framebuffer_width, framebuffer_height): width = max(1, window_width) height = max(1, window_height) gl.glViewport(0, 0, framebuffer_width, framebuffer_height) with pyglet.graphics.get_default_shader().uniform_buffers['WindowBlock'] as window_block: window_block.projection[:] = matrix.create_perspective(0, width, 0, height, self.znear, self.zfar, self.fov) if not self._view: # Set view to Identity Matrix self._view = matrix.Mat4() window_block.view[:] = self._view
Example #16
Source File: __init__.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def get_framebuffer_size(self): """Return the size in actual pixels of the Window framebuffer. When using HiDPI screens, the size of the Window's framebuffer can be higher than that of the Window size requested. If you are performing operations that require knowing the actual number of pixels in the window, this method should be used instead of :py:func:`Window.get_size()`. For example, setting the Window projection or setting the glViewport size. :rtype: (int, int) :return: The width and height of the Window viewport, in pixels. """ return self.get_size()