Python OpenGL.GL.glViewport() Examples

The following are 21 code examples of OpenGL.GL.glViewport(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module OpenGL.GL , or try the search function .
Example #1
Source File: hellovr_glfw.py    From pyopenvr with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def render_companion_window(self):
        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glViewport(0, 0, self.companion_width, self.companion_height)
        GL.glBindVertexArray(self.companion_window_vao)
        GL.glUseProgram(self.companion_window_program)
        # render left eye (first half of index array)
        i_size = sizeof(c_uint16)
        count = int(self.companion_window_index_size / 2)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.left_eye_desc.resolve_texture_id)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
        GL.glDrawElements(GL.GL_TRIANGLES, count, GL.GL_UNSIGNED_SHORT, cast(0 * i_size, c_void_p))
        # render right eye (second half of index array)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.right_eye_desc.resolve_texture_id)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
        GL.glDrawElements(GL.GL_TRIANGLES, count, GL.GL_UNSIGNED_SHORT, cast(count * i_size, c_void_p))
        GL.glBindVertexArray(0)
        GL.glUseProgram(0) 
Example #2
Source File: widget.py    From MCEdit-Unified with ISC License 5 votes vote down vote up
def gl_draw_all(self, root, offset):
        if not self.visible:
            return
        #from OpenGL import GL, GLU

        rect = self.rect.move(offset)
        if self.is_gl_container:
            self.gl_draw_self(root, offset)
            suboffset = rect.topleft
            for subwidget in self.subwidgets:
                subwidget.gl_draw_all(root, suboffset)
        else:
            try:
                surface = Surface(self.size, SRCALPHA)
            except:
                #size error?
                return
            self.draw_all(surface)
            data = image.tostring(surface, 'RGBA', 1)
            w, h = root.size
            GL.glViewport(0, 0, w, h)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, w, 0, h)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
            GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(self.width, self.height,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
            GL.glPopAttrib()
            GL.glFlush() 
Example #3
Source File: openglwidgets.py    From MCEdit-Unified with ISC License 5 votes vote down vote up
def gl_draw_self(self, root, offset):
        rect = self.rect.move(offset)
        # GL_CLIENT_ALL_ATTRIB_BITS is borked: defined as -1 but
        # glPushClientAttrib insists on an unsigned long.
        #GL.glPushClientAttrib(0xffffffff)
        #GL.glPushAttrib(GL.GL_ALL_ATTRIB_BITS)
        GL.glViewport(rect.left, root.height - rect.bottom, rect.width, rect.height)
        self.gl_draw_viewport()
        #GL.glPopAttrib()
        #GL.glPopClientAttrib() 
Example #4
Source File: hellovr_glfw.py    From pyopenvr with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def render_stereo_targets(self):
        GL.glClearColor(0, 0, 0, 1)
        GL.glEnable(GL.GL_MULTISAMPLE)
        # Left Eye
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.left_eye_desc.render_framebuffer_id)
        GL.glViewport(0, 0, self.render_width, self.render_height)
        self.render_scene(openvr.Eye_Left)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
        GL.glDisable(GL.GL_MULTISAMPLE)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.left_eye_desc.render_framebuffer_id)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.left_eye_desc.resolve_framebuffer_id)
        GL.glBlitFramebuffer(
            0, 0, self.render_width, self.render_height,
            0, 0, self.render_width, self.render_height,
            GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
        # Right Eye
        GL.glEnable(GL.GL_MULTISAMPLE)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.right_eye_desc.render_framebuffer_id)
        GL.glViewport(0, 0, self.render_width, self.render_height)
        self.render_scene(openvr.Eye_Right)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
        GL.glDisable(GL.GL_MULTISAMPLE)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.right_eye_desc.render_framebuffer_id)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.right_eye_desc.resolve_framebuffer_id)
        GL.glBlitFramebuffer(
            0, 0, self.render_width, self.render_height,
            0, 0, self.render_width, self.render_height,
            GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR)
        GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0)
        GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0) 
Example #5
Source File: hypercube.py    From spectral with MIT License 5 votes vote down vote up
def resize(self, width, height):
        """Reshape the OpenGL viewport based on dimensions of the window."""
        import OpenGL.GL as gl
        import OpenGL.GLU as glu
        self.size = (width, height)
        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        glu.gluPerspective(self.fovy, float(width) / height,
                           self.znear, self.zfar)
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity() 
Example #6
Source File: ndwindow.py    From spectral with MIT License 5 votes vote down vote up
def resize(self, width, height):
        """Reshape the OpenGL viewport based on dimensions of the window."""
        import OpenGL.GL as gl
        import OpenGL.GLU as glu
        self.size = (width, height)
        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        glu.gluPerspective(self.fovy, float(width) / height,
                           self.znear, self.zfar)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity() 
Example #7
Source File: openglwidgets.py    From GDMC with ISC License 5 votes vote down vote up
def gl_draw_self(self, root, offset):
        rect = self.rect.move(offset)
        # GL_CLIENT_ALL_ATTRIB_BITS is borked: defined as -1 but
        # glPushClientAttrib insists on an unsigned long.
        #GL.glPushClientAttrib(0xffffffff)
        #GL.glPushAttrib(GL.GL_ALL_ATTRIB_BITS)
        GL.glViewport(rect.left, root.height - rect.bottom, rect.width, rect.height)
        self.gl_draw_viewport()
        #GL.glPopAttrib()
        #GL.glPopClientAttrib() 
Example #8
Source File: widget.py    From GDMC with ISC License 5 votes vote down vote up
def gl_draw_all(self, root, offset):
        if not self.visible:
            return
        from OpenGL import GL, GLU

        rect = self.rect.move(offset)
        if self.is_gl_container:
            self.gl_draw_self(root, offset)
            suboffset = rect.topleft
            for subwidget in self.subwidgets:
                subwidget.gl_draw_all(root, suboffset)
        else:
            try:
                surface = Surface(self.size, SRCALPHA)
            except Exception:
                #size error?
                return
            self.draw_all(surface)
            data = image.tostring(surface, 'RGBA', 1)
            w, h = root.size
            GL.glViewport(0, 0, w, h)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, w, 0, h)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
            GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(self.width, self.height,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
            GL.glPopAttrib()
            GL.glFlush() 
Example #9
Source File: fullscreen_quad.py    From dm_control with Apache License 2.0 5 votes vote down vote up
def render(self, pixmap, viewport_shape):
    """Renders the pixmap on a fullscreen quad.

    Args:
      pixmap: A 3D numpy array of bytes (np.uint8), with dimensions
        (width, height, 3).
      viewport_shape: A tuple of two elements, (width, height).
    """
    GL.glClear(GL.GL_COLOR_BUFFER_BIT)
    GL.glViewport(0, 0, *viewport_shape)
    GL.glUseProgram(self._shader)
    GL.glActiveTexture(GL.GL_TEXTURE0)
    GL.glBindTexture(GL.GL_TEXTURE_2D, self._texture)
    GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
    GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, pixmap.shape[1],
                    pixmap.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE,
                    pixmap)
    GL.glUniform1i(self._var_texture_sampler, 0)
    GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4) 
Example #10
Source File: opengl_test.py    From PFramer with GNU General Public License v3.0 5 votes vote down vote up
def resizeGL(self, width, height):
        side = min(width, height)
        GL.glViewport((width - side) / 2, (height - side) / 2, side, side)

        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        GL.glOrtho(-0.5, +0.5, -0.5, +0.5, 4.0, 15.0)
        GL.glMatrixMode(GL.GL_MODELVIEW) 
Example #11
Source File: gui-glut.py    From filmkodi with Apache License 2.0 5 votes vote down vote up
def resize(width,height):
        gl.glViewport(0, 0, width, height+4)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(0, width, 0, height+4, -1, 1)
        gl.glMatrixMode(gl.GL_MODELVIEW) 
Example #12
Source File: glutils.py    From MCEdit-Unified with ISC License 4 votes vote down vote up
def __init__(self, width, height, drawFunc):
        tex = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        self.enabled = False
        self._texID = tex
        if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
            buf = FBO.glGenFramebuffers(1)
            depthbuffer = FBO.glGenRenderbuffers(1)

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)

            FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)

            status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
            if status != FBO.GL_FRAMEBUFFER_COMPLETE:
                print "glCheckFramebufferStatus", status
                self.enabled = False
                return

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
                GL.glViewport(0, 0, width, height)
                drawFunc()

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
            FBO.glDeleteFramebuffers(1, [buf])
            FBO.glDeleteRenderbuffers(1, [depthbuffer])
            self.enabled = True
        else:
            GL.glReadBuffer(GL.GL_BACK)

            GL.glPushAttrib(
                GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
            GL.glDisable(GL.GL_STENCIL_TEST)

            GL.glViewport(0, 0, width, height)
            GL.glScissor(0, 0, width, height)
            with gl.glEnable(GL.GL_SCISSOR_TEST):
                drawFunc()

            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glReadBuffer(GL.GL_BACK)
            GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)

            GL.glPopAttrib() 
Example #13
Source File: PlotCurveItem.py    From qgisSpaceSyntaxToolkit with GNU General Public License v3.0 4 votes vote down vote up
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting() 
Example #14
Source File: PlotCurveItem.py    From soapy with GNU General Public License v3.0 4 votes vote down vote up
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting() 
Example #15
Source File: blipdriver.py    From bluesky with GNU General Public License v3.0 4 votes vote down vote up
def paintGL(self):
        """Paint the scene."""
        # pass if the framebuffer isn't complete yet or if not initialized
        if not (gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) == gl.GL_FRAMEBUFFER_COMPLETE and self.isVisible() and self.initialized):
            return

        gl.glClearColor(0, 0, 0, 0)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        # Set the viewport and clear the framebuffer

        # --- Draw the ND in its viewport ----
        gl.glViewport(*self.ndviewport)
        self.color_shader.use()
        self.arcs.draw()

        self.ownship.draw()
        self.mask.draw()
        self.edge.draw()

        self.ticks.draw()

        # Select the text shader
        self.text_shader.use()
        self.font.use()
        self.font.set_block_size((0, 0))
        self.globaldata.set_vertex_modifiers(VERTEX_IS_GLXY, True)
        self.ticklbls.draw()

        self.globaldata.set_vertex_modifiers(VERTEX_IS_GLXY, False)
        self.spdlabel_text.draw()
        self.spdlabel_val.draw()

        # --- Draw the MCP in its viewport ---
        gl.glViewport(*self.mcpviewport)
        self.mcp_tex_shader.use()
        gl.glActiveTexture(gl.GL_TEXTURE0 + 0)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self.mcp_texture)
        self.mcp.draw()

        gl.glBindTexture(gl.GL_TEXTURE_2D, self.btn_tex)
        self.btn_leds.draw()

        if self.updownpos is not None:
            self.mcp_col_shader.use()
            gl.glVertexAttrib2f(2, *self.updownpos)
            self.updown.draw()
            gl.glVertexAttrib2f(2, 0.0, 0.0)

        self.mcp_txt_shader.use()
        gl.glActiveTexture(gl.GL_TEXTURE0 + 0)
        gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.lcd_tex)
        self.mcp_text.draw()

        # Unbind everything
        RenderObject.unbind_all()
        gl.glUseProgram(0) 
Example #16
Source File: glutils.py    From GDMC with ISC License 4 votes vote down vote up
def __init__(self, width, height, drawFunc):
        tex = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        self.enabled = False
        self._texID = tex
        if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
            buf = FBO.glGenFramebuffers(1)
            depthbuffer = FBO.glGenRenderbuffers(1)

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)

            FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)

            status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
            if status != FBO.GL_FRAMEBUFFER_COMPLETE:
                print "glCheckFramebufferStatus", status
                self.enabled = False
                return

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
                GL.glViewport(0, 0, width, height)
                drawFunc()

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
            FBO.glDeleteFramebuffers(1, [buf])
            FBO.glDeleteRenderbuffers(1, [depthbuffer])
            self.enabled = True
        else:
            GL.glReadBuffer(GL.GL_BACK)

            GL.glPushAttrib(
                GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
            GL.glDisable(GL.GL_STENCIL_TEST)

            GL.glViewport(0, 0, width, height)
            GL.glScissor(0, 0, width, height)
            with gl.glEnable(GL.GL_SCISSOR_TEST):
                drawFunc()

            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glReadBuffer(GL.GL_BACK)
            GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)

            GL.glPopAttrib() 
Example #17
Source File: controller.py    From renpy-shader with MIT License 4 votes vote down vote up
def renderImage(self, context):
        width, height = self.getSize()
        gl.glViewport(0, 0, width, height)

        gl.glDisable(gl.GL_SCISSOR_TEST)

        gl.glEnable(gl.GL_ALPHA_TEST)
        gl.glAlphaFunc(gl.GL_GREATER, 0)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        self.frameBuffer.bind()

        self.renderer.render(context)

        self.frameBuffer.unbind()

        #TODO Restore blend state. Any other states that need restoring...?
        gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA) 
Example #18
Source File: PlotCurveItem.py    From tf-pose with Apache License 2.0 4 votes vote down vote up
def paintGL(self, p, opt, widget):
        p.beginNativePainting()
        import OpenGL.GL as gl
        
        ## set clipping viewport
        view = self.getViewBox()
        if view is not None:
            rect = view.mapRectToItem(self, view.boundingRect())
            #gl.glViewport(int(rect.x()), int(rect.y()), int(rect.width()), int(rect.height()))
            
            #gl.glTranslate(-rect.x(), -rect.y(), 0)
            
            gl.glEnable(gl.GL_STENCIL_TEST)
            gl.glColorMask(gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE, gl.GL_FALSE) # disable drawing to frame buffer
            gl.glDepthMask(gl.GL_FALSE)  # disable drawing to depth buffer
            gl.glStencilFunc(gl.GL_NEVER, 1, 0xFF)  
            gl.glStencilOp(gl.GL_REPLACE, gl.GL_KEEP, gl.GL_KEEP)  
            
            ## draw stencil pattern
            gl.glStencilMask(0xFF)
            gl.glClear(gl.GL_STENCIL_BUFFER_BIT)
            gl.glBegin(gl.GL_TRIANGLES)
            gl.glVertex2f(rect.x(), rect.y())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y()+rect.height())
            gl.glVertex2f(rect.x()+rect.width(), rect.y())
            gl.glVertex2f(rect.x(), rect.y()+rect.height())
            gl.glEnd()
                       
            gl.glColorMask(gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE, gl.GL_TRUE)
            gl.glDepthMask(gl.GL_TRUE)
            gl.glStencilMask(0x00)
            gl.glStencilFunc(gl.GL_EQUAL, 1, 0xFF)
            
        try:
            x, y = self.getData()
            pos = np.empty((len(x), 2))
            pos[:,0] = x
            pos[:,1] = y
            gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
            try:
                gl.glVertexPointerf(pos)
                pen = fn.mkPen(self.opts['pen'])
                color = pen.color()
                gl.glColor4f(color.red()/255., color.green()/255., color.blue()/255., color.alpha()/255.)
                width = pen.width()
                if pen.isCosmetic() and width < 1:
                    width = 1
                gl.glPointSize(width)
                gl.glEnable(gl.GL_LINE_SMOOTH)
                gl.glEnable(gl.GL_BLEND)
                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                gl.glDrawArrays(gl.GL_LINE_STRIP, 0, pos.size / pos.shape[-1])
            finally:
                gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        finally:
            p.endNativePainting() 
Example #19
Source File: electrodeGUI.py    From simnibs with GNU General Public License v3.0 3 votes vote down vote up
def resizeGL(self, width, height):
        side = min(width, height)
        GL.glViewport((width - side) // 2, (height - side) // 2, side, side)
        GL.glMatrixMode(GL.GL_PROJECTION)
        GL.glLoadIdentity()
        #GL.glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
        GL.glFrustum(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0)
        GL.glMatrixMode(GL.GL_MODELVIEW) 
Example #20
Source File: gui-glut.py    From PyDev.Debugger with Eclipse Public License 1.0 2 votes vote down vote up
def resize(width,height):
        gl.glViewport(0, 0, width, height+4)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(0, width, 0, height+4, -1, 1)
        gl.glMatrixMode(gl.GL_MODELVIEW) 
Example #21
Source File: head_model_OGL.py    From simnibs with GNU General Public License v3.0 2 votes vote down vote up
def resizeGL(self, width, height):
        GL.glViewport(0, 0, width, height)
        self.view = [0, 0, width, height]