Python pyglet.gl.glMatrixMode() Examples
The following are 11
code examples of pyglet.gl.glMatrixMode().
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Example #1
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 #2
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 #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: test_image.py From pyglet with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_checkerboard(self): if self.show_checkerboard: gl.glPushMatrix() gl.glScalef(self.window.width/float(self.checkerboard.width), self.window.height/float(self.checkerboard.height), 1.) gl.glMatrixMode(gl.GL_TEXTURE) gl.glPushMatrix() gl.glScalef(self.window.width/float(self.checkerboard.width), self.window.height/float(self.checkerboard.height), 1.) gl.glMatrixMode(gl.GL_MODELVIEW) self.checkerboard.blit(0, 0, 0) gl.glMatrixMode(gl.GL_TEXTURE) gl.glPopMatrix() gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPopMatrix()
Example #5
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 #6
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 #7
Source File: __init__.py From flappy-bird-py with GNU General Public License v2.0 | 5 votes |
def draw_mouse_cursor(self): '''Draw the custom mouse cursor. If the current mouse cursor has ``drawable`` set, this method is called before the buffers are flipped to render it. This method always leaves the ``GL_MODELVIEW`` matrix as current, regardless of what it was set to previously. No other GL state is affected. There is little need to override this method; instead, subclass ``MouseCursor`` and provide your own ``draw`` method. ''' # Draw mouse cursor if set and visible. # XXX leaves state in modelview regardless of starting state if (self._mouse_cursor.drawable and self._mouse_visible and self._mouse_in_window): gl.glMatrixMode(gl.GL_PROJECTION) gl.glPushMatrix() gl.glLoadIdentity() gl.glOrtho(0, self.width, 0, self.height, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPushMatrix() gl.glLoadIdentity() self._mouse_cursor.draw(self._mouse_x, self._mouse_y) gl.glMatrixMode(gl.GL_PROJECTION) gl.glPopMatrix() gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPopMatrix() # Properties provide read-only access to instance variables. Use # set_* methods to change them if applicable.
Example #8
Source File: __init__.py From flappy-bird-py with GNU General Public License v2.0 | 5 votes |
def draw_mouse_cursor(self): '''Draw the custom mouse cursor. If the current mouse cursor has ``drawable`` set, this method is called before the buffers are flipped to render it. This method always leaves the ``GL_MODELVIEW`` matrix as current, regardless of what it was set to previously. No other GL state is affected. There is little need to override this method; instead, subclass ``MouseCursor`` and provide your own ``draw`` method. ''' # Draw mouse cursor if set and visible. # XXX leaves state in modelview regardless of starting state if (self._mouse_cursor.drawable and self._mouse_visible and self._mouse_in_window): gl.glMatrixMode(gl.GL_PROJECTION) gl.glPushMatrix() gl.glLoadIdentity() gl.glOrtho(0, self.width, 0, self.height, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPushMatrix() gl.glLoadIdentity() self._mouse_cursor.draw(self._mouse_x, self._mouse_y) gl.glMatrixMode(gl.GL_PROJECTION) gl.glPopMatrix() gl.glMatrixMode(gl.GL_MODELVIEW) gl.glPopMatrix() # Properties provide read-only access to instance variables. Use # set_* methods to change them if applicable.
Example #9
Source File: simulator.py From VerifAI with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_draw(self): self.window.clear() gl.glMatrixMode(gl.GL_PROJECTION) gl.glPushMatrix() gl.glLoadIdentity() self.camera() gl.glEnable(self.background.target) gl.glEnable(gl.GL_BLEND) gl.glBindTexture(self.background.target, self.background.id) W = 10000. graphics.draw(4, gl.GL_QUADS, ('v2f', (-W, -W, W, -W, W, W, -W, W)), ('t2f', (0., 0., W * 5., 0., W * 5., W * 5., 0., W * 5.)) ) gl.glDisable(self.background.target) for lane in self.world.lanes: self.draw_lane_surface(lane) self.draw_lane_lines(lane) for obj in self.world.objects: self.draw_object(obj) for car in self.world.cars: self.draw_car(car.trajectory[-1], car.color) gl.glPopMatrix() self.label.text = self.task_name self.label.draw() self.iter +=1 if self.iter%10 == 0: print('Iterations: ', self.iter) if self.iter == self.max_iters: self.event_loop.exit()
Example #10
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 #11
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()