Python pyglet.gl.glPopMatrix() Examples
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code examples of pyglet.gl.glPopMatrix().
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Example #1
Source File: render.py From RLSchool with Apache License 2.0 | 6 votes |
def show_velocity(self, position, velocity, expected_velocity=None): """ Show velocity vector as a thin cylinder arrow. """ if not hasattr(self, 'drone_velocity_drawer'): return transform = self._get_velocity_transform(velocity, position) gl.glPushMatrix() gl.glMultMatrixf(rendering.matrix_to_gl(transform)) self.drone_velocity_drawer.draw(mode=self.drone_vertex_list_mode) gl.glPopMatrix() if expected_velocity is not None and \ hasattr(self, 'drone_expected_velocity_drawer'): transform = self._get_velocity_transform( expected_velocity, position) gl.glPushMatrix() gl.glMultMatrixf(rendering.matrix_to_gl(transform)) self.drone_expected_velocity_drawer.draw( mode=self.drone_vertex_list_mode) gl.glPopMatrix()
Example #2
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 #3
Source File: element.py From Pyno with MIT License | 6 votes |
def render_labels(self): # Render for errors and labels of pins if not self.active and not self.hover: return if self.problem: self.er_label.x = self.x - self.cw - self.offset self.er_label.y = self.y self.er_label.draw() if self.hover: for label, put in zip(self.in_labels, self.put_pos(self.inputs)): gl.glPushMatrix() gl.glTranslatef(put['pos'], self.y + self.ch + 15, 0.0) gl.glRotatef(45.0, 0.0, 0.0, 1.0) label.draw() gl.glPopMatrix() for label, put in zip(self.out_labels, self.put_pos(self.outputs)): gl.glPushMatrix() gl.glTranslatef(put['pos'], self.y - self.ch - 20, 0.0) gl.glRotatef(45.0, 0.0, 0.0, 1.0) label.draw() gl.glPopMatrix()
Example #4
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 #5
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 #6
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 #7
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 #8
Source File: __init__.py From pineal with GNU Affero General Public License v3.0 | 5 votes |
def scale(x, y=None, z=None): if y is None: y, z = x, x elif z is None: z = 1 gl.glPushMatrix() gl.glScalef(x, y, z) yield gl.glPopMatrix()
Example #9
Source File: __init__.py From pineal with GNU Affero General Public License v3.0 | 5 votes |
def translate(x, y=0, z=0): gl.glPushMatrix() gl.glTranslatef(x, y, z) yield gl.glPopMatrix()
Example #10
Source File: __init__.py From pineal with GNU Affero General Public License v3.0 | 5 votes |
def rotate(angle, axis=(0, 0, 1)): gl.glPushMatrix() gl.glRotatef(angle * 180 / pi, *axis) yield gl.glPopMatrix()
Example #11
Source File: draw.py From Pyno with MIT License | 5 votes |
def unset_state(self): gl.glPopMatrix()
Example #12
Source File: render.py From RLSchool with Apache License 2.0 | 4 votes |
def show_drone(self, position, rotation): """ Show the drone 3D model with corresponding translation and rotation. """ # Get the transform matrix for drone 3D model x, z, y = position transform = np.eye(4) transform[:3, 3] = [x, y, z] # NOTE: change the view size of drone 3D model transform[0, 0] = 2.5 transform[1, 1] = 2.5 transform[2, 2] = 2.5 # Match drone model space x-y-z to openGL x-z-y # TODO: read the config.json and match the propeller positions model_space_transform = rotation_transform_mat(-np.pi / 2, 'roll') transform = np.dot(transform, model_space_transform) yaw, pitch, roll = rotation if self.debug_mode: # NOTE: manually set values to debug rotation, # it's useful when input act is in form [c, c, c, c]. yaw = np.pi / 2 # pitch = np.pi / 2 # roll = np.pi / 2 transform = np.dot(transform, rotation_transform_mat(yaw, 'yaw')) transform = np.dot(transform, rotation_transform_mat(pitch, 'pitch')) transform = np.dot(transform, rotation_transform_mat(roll, 'roll')) # Add a new matrix to the model stack to transform the model gl.glPushMatrix() gl.glMultMatrixf(rendering.matrix_to_gl(transform)) # Enable the target texture if self.drone_texture is not None: gl.glEnable(self.drone_texture.target) gl.glBindTexture(self.drone_texture.target, self.drone_texture.id) # Draw the mesh with its transform applied self.drone_drawer.draw(mode=self.drone_vertex_list_mode) gl.glPopMatrix() # Disable texture after using if self.drone_texture is not None: gl.glDisable(self.drone_texture.target)