Python OpenGL.GL.glClearColor() Examples
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code examples of OpenGL.GL.glClearColor().
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Example #1
Source File: rendering.py From renpy-shader with MIT License | 6 votes |
def render(self, context): self.shader.bind() flipY = -1 projection = utils.createPerspectiveOrtho(-1.0, 1.0, 1.0 * flipY, -1.0 * flipY, -1.0, 1.0) self.shader.uniformMatrix4f(shader.PROJECTION, projection) self.shader.uniformf("imageSize", *self.getSize()) self.setUniforms(self.shader, context.uniforms) self.textureMap.bindTextures(self.shader) gl.glClearColor(*self.clearColor) gl.glClear(gl.GL_COLOR_BUFFER_BIT) self.bindAttributeArray(self.shader, "inVertex", self.verts, 4) gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, len(self.verts) // 4); self.unbindAttributeArray(self.shader, "inVertex") self.textureMap.unbindTextures() self.shader.unbind()
Example #2
Source File: blipdriver.py From bluesky with GNU General Public License v3.0 | 6 votes |
def initializeGL(self): """Initialize OpenGL, VBOs, upload data on the GPU, etc.""" # First check for supported GL version gl_version = float(gl.glGetString(gl.GL_VERSION)[:3]) if gl_version < 3.3: return # background color gl.glClearColor(0, 0, 0, 0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # self.mcp_data = mcpUBO() self.globaldata = ndUBO() self.mcp_col_shader = BlueSkyProgram('mcp.vert', 'color.frag') self.mcp_tex_shader = BlueSkyProgram('mcp.vert', 'texture.frag') self.mcp_txt_shader = BlueSkyProgram('mcp_text.vert', 'mcp_text.frag') self.color_shader = BlueSkyProgram('normal.vert', 'color.frag') self.text_shader = BlueSkyProgram('text.vert', 'text.frag') self.text_shader.bind_uniform_buffer('global_data', self.globaldata) self.create_objects() self.update_lcd()
Example #3
Source File: hypercube.py From spectral with MIT License | 6 votes |
def initgl(self): """Initialize OpenGL for use in the window.""" import OpenGL.GL as gl import OpenGL.GLU as glu self.load_textures() gl.glEnable(gl.GL_TEXTURE_2D) gl.glClearColor(*self.clear_color) gl.glClearDepth(1.0) gl.glDepthFunc(gl.GL_LESS) gl.glEnable(gl.GL_DEPTH_TEST) gl.glShadeModel(gl.GL_SMOOTH) gl.glMatrixMode(gl.GL_PROJECTION) # Reset The projection matrix gl.glLoadIdentity() # Calculate aspect ratio of the window (width, height) = self.canvas.GetClientSize() glu.gluPerspective(45.0, float(width) / float(height), 0.1, 100.0) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, (0.5, 0.5, 0.5, 1.0)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0)) gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, (0.0, 0.0, 2.0, 1.0)) gl.glEnable(gl.GL_LIGHT0)
Example #4
Source File: integrations_all_in_one.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def main_cocos2d(): class HelloWorld(ImguiLayer): is_event_handler = True def __init__(self): super(HelloWorld, self).__init__() self._text = "Input text here" def draw(self, *args, **kwargs): imgui.new_frame() on_frame() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() director.init(width=800, height=600, resizable=True) hello_layer = HelloWorld() main_scene = cocos.scene.Scene(hello_layer) director.run(main_scene) # backend-independent frame rendering function:
Example #5
Source File: integrations_all_in_one.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def main_pygame(): pygame.init() size = 800, 600 pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL) io = imgui.get_io() io.fonts.add_font_default() io.display_size = size renderer = PygameRenderer() while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() renderer.process_event(event) imgui.new_frame() on_frame() # note: cannot use screen.fill((1, 1, 1)) because pygame's screen # does not support fill() on OpenGL sufraces gl.glClearColor(1, 1, 1, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() pygame.display.flip()
Example #6
Source File: integrations_all_in_one.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def main_glfw(): def glfw_init(): width, height = 1280, 720 window_name = "minimal ImGui/GLFW3 example" if not glfw.init(): print("Could not initialize OpenGL context") exit(1) # OS X supports only forward-compatible core profiles from 3.2 glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, gl.GL_TRUE) # Create a windowed mode window and its OpenGL context window = glfw.create_window( int(width), int(height), window_name, None, None ) glfw.make_context_current(window) if not window: glfw.terminate() print("Could not initialize Window") exit(1) return window window = glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() on_frame() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
Example #7
Source File: with_pyopengl.py From moderngl-window with MIT License | 5 votes |
def render(self, time, frametime): GL.glClearColor( (math.sin(time) + 1.0) / 2, (math.sin(time + 2) + 1.0) / 2, (math.sin(time + 3) + 1.0) / 2, 1.0, ) GL.glClear(GL.GL_COLOR_BUFFER_BIT)
Example #8
Source File: test_opengl.py From spimagine with BSD 3-Clause "New" or "Revised" License | 5 votes |
def initializeGL(self): GL.glClearColor(1.0, 0.0, 0.0, 1.0) GL.glEnable(GL.GL_BLEND) GL.glBlendFunc (GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA) GL.glClear(GL.GL_COLOR_BUFFER_BIT) print("OpenGL.GL: " + str(GL.glGetString(GL.GL_VERSION))) print("GL.GLSL: " + str(GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION))) print("OpenGL ATTRIBUTES:\n",", ".join(d for d in dir(GL) if d.startswith("GL_"))) self.program = QOpenGLShaderProgram() self.program.addShaderFromSourceCode(QOpenGLShader.Vertex, """#version 120 attribute vec2 position; attribute vec2 texcoord; varying vec2 mytexcoord; void main() { gl_Position = vec4(position, 0., 1.0); mytexcoord = texcoord; }""") self.program.addShaderFromSourceCode(QOpenGLShader.Fragment, """#version 120 uniform sampler2D texture; varying vec2 mytexcoord; void main() { gl_FragColor = texture2D(texture,mytexcoord); }""") print(self.program.log()) self.program.link() self.texture = fillTexture2d(np.outer(np.linspace(0, 1, 128), np.ones(128)))
Example #9
Source File: helloPangolin.py From pyslam with GNU General Public License v3.0 | 5 votes |
def main(): pangolin.CreateWindowAndBind('Main', 640, 480) gl.glEnable(gl.GL_DEPTH_TEST) # Define Projection and initial ModelView matrix scam = pangolin.OpenGlRenderState( pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100), pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY)) handler = pangolin.Handler3D(scam) # Create Interactive View in window dcam = pangolin.CreateDisplay() dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0) dcam.SetHandler(handler) while not pangolin.ShouldQuit(): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glClearColor(1.0, 1.0, 1.0, 1.0) dcam.Activate(scam) # Render OpenGL Cube pangolin.glDrawColouredCube() # Draw Point Cloud points = np.random.random((100000, 3)) * 10 colors = np.zeros((len(points), 3)) colors[:, 1] = 1 -points[:, 0] / 10. colors[:, 2] = 1 - points[:, 1] / 10. colors[:, 0] = 1 - points[:, 2] / 10. gl.glPointSize(2) gl.glColor3f(1.0, 0.0, 0.0) # access numpy array directly(without copying data), array should be contiguous. pangolin.DrawPoints(points, colors) pangolin.FinishFrame()
Example #10
Source File: nd.py From bluesky with GNU General Public License v3.0 | 5 votes |
def initializeGL(self): """Initialize OpenGL, VBOs, upload data on the GPU, etc.""" # First check for supported GL version gl_version = float(gl.glGetString(gl.GL_VERSION)[:3]) if gl_version < 3.3: return # background color gl.glClearColor(0, 0, 0, 0) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) self.globaldata = ndUBO() try: # Compile shaders and link color shader program self.color_shader = BlueSkyProgram('data/graphics/shaders/nd-normal.vert', 'data/graphics/shaders/nd-color.frag') self.color_shader.bind_uniform_buffer('global_data', self.globaldata) # Compile shaders and link text shader program self.text_shader = BlueSkyProgram('data/graphics/shaders/nd-text.vert', 'data/graphics/shaders/nd-text.frag') self.text_shader.bind_uniform_buffer('global_data', self.globaldata) except RuntimeError as e: qCritical('Error compiling shaders in radarwidget: ' + e.args[0]) return # Set initial zoom self.globaldata.set_zoom(4.0) self.create_objects()
Example #11
Source File: gltest.py From bluesky with GNU General Public License v3.0 | 5 votes |
def initializeGL(self): self.was_valid_in_init = self.isValid() gl.glClearColor(0, 0, 0, 0)
Example #12
Source File: root.py From GDMC with ISC License | 5 votes |
def gl_clear(self): from OpenGL import GL bg = self.bg_color if bg: r = bg[0] / 255.0 g = bg[1] / 255.0 b = bg[2] / 255.0 GL.glClearColor(r, g, b, 0.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
Example #13
Source File: fullscreen_quad.py From dm_control with Apache License 2.0 | 5 votes |
def __init__(self): """Initializes the fullscreen quad renderer.""" GL.glClearColor(0, 0, 0, 0) self._init_geometry() self._init_texture() self._init_shaders()
Example #14
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
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 #15
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def run_main_loop(self): while not glfw.window_should_close(self.window): self.handle_input() self.render_frame() glfw.swap_buffers(self.window) GL.glClearColor(0, 0, 0, 1) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) glfw.poll_events()
Example #16
Source File: root.py From MCEdit-Unified with ISC License | 5 votes |
def gl_clear(self): #from OpenGL import GL bg = self.bg_color if bg: r = bg[0] / 255.0 g = bg[1] / 255.0 b = bg[2] / 255.0 GL.glClearColor(r, g, b, 0.0) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
Example #17
Source File: thumbview.py From MCEdit-Unified with ISC License | 5 votes |
def clear(self): if self.drawBackground: GL.glClearColor(0.25, 0.27, 0.77, 1.0) else: GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT)
Example #18
Source File: thumbview.py From GDMC with ISC License | 5 votes |
def clear(self): if self.drawBackground: GL.glClearColor(0.25, 0.27, 0.77, 1.0) else: GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT)
Example #19
Source File: electrodeGUI.py From simnibs with GNU General Public License v3.0 | 5 votes |
def setClearColor(self, c): GL.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
Example #20
Source File: integrations_glfw3.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 5 votes |
def main(): imgui.create_context() window = impl_glfw_init() impl = GlfwRenderer(window) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Cmd+Q', False, True ) if clicked_quit: exit(1) imgui.end_menu() imgui.end_main_menu_bar() imgui.show_test_window() imgui.begin("Custom window", True) imgui.text("Bar") imgui.text_colored("Eggs", 0.2, 1., 0.) imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
Example #21
Source File: rendering.py From renpy-shader with MIT License | 5 votes |
def render(self, context): self.shader.bind() self.setUniforms(self.shader, context.uniforms) self.shader.uniformf("screenSize", *self.getSize()) gl.glClearColor(*self.clearColor) gl.glClear(gl.GL_COLOR_BUFFER_BIT) gl.glDisable(gl.GL_DEPTH_TEST) transforms = self.computeBoneTransforms() boneMatrixArray = [] for i, transform in enumerate(transforms): boneMatrix = transform.matrix boneMatrix.p = transform.transparency #Abuse unused matrix location overwrite = transform.damping > 0.0 if overwrite and self.oldFrameData.get(transform.bone.name): overwrite = self.dampenBoneTransform(context, transform) if overwrite: self.oldFrameData[transform.bone.name] = SkinnedFrameData(context.shownTime, transform) boneMatrixArray.extend(utils.matrixToList(boneMatrix)) self.shader.uniformMatrix4fArray("boneMatrices", boneMatrixArray) for transform in transforms: self.renderBoneTransform(transform, context) for i in range(2): gl.glActiveTexture(gl.GL_TEXTURE0 + i) gl.glBindTexture(gl.GL_TEXTURE_2D, 0) gl.glActiveTexture(gl.GL_TEXTURE0) self.shader.unbind()
Example #22
Source File: rendering.py From renpy-shader with MIT License | 5 votes |
def render(self, context): self.shader.bind() gl.glDisable(gl.GL_BLEND) gl.glEnable(gl.GL_DEPTH_TEST) gl.glClearDepth(1.0) gl.glClearColor(*self.clearColor) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) view, projection = createDefaultMatrices(self.width, self.height, context) self.shader.uniformMatrix4f(shader.VIEW_MATRIX, view) self.shader.uniformMatrix4f(shader.PROJ_MATRIX, projection) self.setUniforms(self.shader, context.uniforms) for tag, entry in self.models.items(): mesh = entry.mesh entry.textureMap.bindTextures(self.shader) self.shader.uniformMatrix4f(shader.WORLD_MATRIX, entry.matrix) self.bindAttributeArray(self.shader, "inPosition", mesh.vertices, 3) self.bindAttributeArray(self.shader, "inNormal", mesh.normals, 3) self.bindAttributeArray(self.shader, "inUv", mesh.uvs, 2) gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(mesh.vertices) // 3) self.unbindAttributeArray(self.shader, "inPosition") self.unbindAttributeArray(self.shader, "inNormal") self.unbindAttributeArray(self.shader, "inUv") entry.textureMap.unbindTextures() gl.glEnable(gl.GL_BLEND) gl.glDisable(gl.GL_DEPTH_TEST) self.shader.unbind()
Example #23
Source File: HelloPangolin.py From twitchslam with MIT License | 5 votes |
def main(): pangolin.CreateWindowAndBind('Main', 640, 480) gl.glEnable(gl.GL_DEPTH_TEST) # Define Projection and initial ModelView matrix scam = pangolin.OpenGlRenderState( pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100), pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY)) handler = pangolin.Handler3D(scam) # Create Interactive View in window dcam = pangolin.CreateDisplay() dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0) dcam.SetHandler(handler) dcam.Resize(pangolin.Viewport(0,0,640*2,480*2)) while not pangolin.ShouldQuit(): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glClearColor(1.0, 1.0, 1.0, 1.0) dcam.Activate(scam) # Render OpenGL Cube pangolin.glDrawColouredCube() # Draw Point Cloud points = np.random.random((100000, 3)) * 10 colors = np.zeros((len(points), 3)) colors[:, 1] = 1 -points[:, 0] / 10. colors[:, 2] = 1 - points[:, 1] / 10. colors[:, 0] = 1 - points[:, 2] / 10. gl.glPointSize(2) gl.glColor3f(1.0, 0.0, 0.0) # access numpy array directly(without copying data), array should be contiguous. pangolin.DrawPoints(points, colors) pangolin.FinishFrame()
Example #24
Source File: display.py From twitchslam with MIT License | 5 votes |
def viewer_refresh(self, q): while not q.empty(): self.state = q.get() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glClearColor(0.0, 0.0, 0.0, 1.0) self.dcam.Activate(self.scam) if self.state is not None: if self.state[0].shape[0] >= 2: # draw poses gl.glColor3f(0.0, 1.0, 0.0) pangolin.DrawCameras(self.state[0][:-1]) if self.state[0].shape[0] >= 1: # draw current pose as yellow gl.glColor3f(1.0, 1.0, 0.0) pangolin.DrawCameras(self.state[0][-1:]) if self.state[1].shape[0] != 0: # draw keypoints gl.glPointSize(5) gl.glColor3f(1.0, 0.0, 0.0) pangolin.DrawPoints(self.state[1], self.state[2]) pangolin.FinishFrame()
Example #25
Source File: head_model_OGL.py From simnibs with GNU General Public License v3.0 | 5 votes |
def setClearColor(self, c): GL.glClearColor(c.redF(), c.greenF(), c.blueF(), c.alphaF())
Example #26
Source File: simpleDisplayImage.py From pyslam with GNU General Public License v3.0 | 4 votes |
def main(): # Create OpenGL window in single line pangolin.CreateWindowAndBind('Main', 640, 480) # 3D Mouse handler requires depth testing to be enabled gl.glEnable(gl.GL_DEPTH_TEST) scam = pangolin.OpenGlRenderState( pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.1, 1000), pangolin.ModelViewLookAt(-1, 1, -1, 0, 0, 0, pangolin.AxisDirection.AxisY)) # Aspect ratio allows us to constrain width and height whilst fitting within specified # bounds. A positive aspect ratio makes a view 'shrink to fit' (introducing empty bars), # whilst a negative ratio makes the view 'grow to fit' (cropping the view). dcam = pangolin.CreateDisplay() dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0) dcam.SetHandler(pangolin.Handler3D(scam)) # This view will take up no more than a third of the windows width or height, and it # will have a fixed aspect ratio to match the image that it will display. When fitting # within the specified bounds, push to the top-left (as specified by SetLock). dimg = pangolin.Display('image') dimg.SetBounds(2./3, 1.0, 0.0, 1./3, 640./480) dimg.SetLock(pangolin.Lock.LockLeft, pangolin.Lock.LockTop) w, h = 64, 48 texture = pangolin.GlTexture(w, h, gl.GL_RGB, False, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE) # Default hooks for exiting (Esc) and fullscreen (tab). while not pangolin.ShouldQuit(): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glClearColor(0.95, 0.95, 0.95, 1.0) dcam.Activate(scam) gl.glColor3f(1.0, 1.0, 1.0) pangolin.glDrawColouredCube() # Set some random image data and upload to GPU image = random_image(w, h) texture.Upload(image, gl.GL_RGB, gl.GL_UNSIGNED_BYTE) # display the image dimg.Activate() gl.glColor3f(1.0, 1.0, 1.0) texture.RenderToViewport() pangolin.FinishFrame()
Example #27
Source File: simplePlotDisplay.py From pyslam with GNU General Public License v3.0 | 4 votes |
def main(): # Create OpenGL window in single line pangolin.CreateWindowAndBind('Main', 640, 480) gl.glEnable(gl.GL_DEPTH_TEST) # Define Projection and initial ModelView matrix scam = pangolin.OpenGlRenderState( pangolin.ProjectionMatrix(640, 480, 420, 420, 320, 240, 0.2, 100), pangolin.ModelViewLookAt(-2, 2, -2, 0, 0, 0, pangolin.AxisDirection.AxisY)) handler = pangolin.Handler3D(scam) # Create Interactive View in window dcam = pangolin.CreateDisplay() dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0/480.0) dcam.SetHandler(handler) # Data logger object log = pangolin.DataLog() # Optionally add named labels labels = ['sin(t)', 'cos(t)', 'sin(t)+cos(t)'] log.SetLabels(labels) # OpenGL 'view' of data. We might have many views of the same data. tinc = 0.03 plotter = pangolin.Plotter(log, 0.0, 6.0*np.pi/tinc, -2.0, 2.0, np.pi/(6*tinc), 0.5) plotter.SetBounds(0.05, 0.3, 0.0, 0.4) plotter.Track('$i') # Add some sample annotations to the plot plotter.AddMarker(pangolin.Marker.Vertical, -1000, pangolin.Marker.LessThan, pangolin.Colour.Blue().WithAlpha(0.2)) plotter.AddMarker(pangolin.Marker.Horizontal, 100, pangolin.Marker.GreaterThan, pangolin.Colour.Red().WithAlpha(0.2)) plotter.AddMarker(pangolin.Marker.Horizontal, 10, pangolin.Marker.Equal, pangolin.Colour.Green().WithAlpha(0.2)) pangolin.DisplayBase().AddDisplay(plotter) t = 0 while not pangolin.ShouldQuit(): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # Plot line log.Log(np.sin(t), np.cos(t), np.sin(t)+np.cos(t)) t += tinc gl.glClearColor(1.0, 1.0, 1.0, 1.0) dcam.Activate(scam) # Render OpenGL 3D Cube pangolin.glDrawColouredCube() pangolin.FinishFrame()
Example #28
Source File: plots.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 4 votes |
def main(): window = impl_glfw_init() imgui.create_context() impl = GlfwRenderer(window) plot_values = array('f', [sin(x * C) for x in range(L)]) histogram_values = array('f', [random() for _ in range(20)]) while not glfw.window_should_close(window): glfw.poll_events() impl.process_inputs() imgui.new_frame() imgui.begin("Plot example") imgui.plot_lines( "Sin(t)", plot_values, overlay_text="SIN() over time", # offset by one item every milisecond, plot values # buffer its end wraps around values_offset=int(time() * 100) % L, # 0=autoscale => (0, 50) = (autoscale width, 50px height) graph_size=(0, 50), ) imgui.plot_histogram( "histogram(random())", histogram_values, overlay_text="random histogram", # offset by one item every milisecond, plot values # buffer its end wraps around graph_size=(0, 50), ) imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) glfw.swap_buffers(window) impl.shutdown() glfw.terminate()
Example #29
Source File: integrations_pysdl2.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 4 votes |
def main(): window, gl_context = impl_pysdl2_init() imgui.create_context() impl = SDL2Renderer(window) running = True event = SDL_Event() while running: while SDL_PollEvent(ctypes.byref(event)) != 0: if event.type == SDL_QUIT: running = False break impl.process_event(event) impl.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Cmd+Q', False, True ) if clicked_quit: exit(1) imgui.end_menu() imgui.end_main_menu_bar() imgui.show_test_window() imgui.begin("Custom window", True) imgui.text("Bar") imgui.text_colored("Eggs", 0.2, 1., 0.) imgui.end() gl.glClearColor(1., 1., 1., 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) SDL_GL_SwapWindow(window) impl.shutdown() SDL_GL_DeleteContext(gl_context) SDL_DestroyWindow(window) SDL_Quit()
Example #30
Source File: radarwidget.py From bluesky with GNU General Public License v3.0 | 4 votes |
def initializeGL(self): """Initialize OpenGL, VBOs, upload data on the GPU, etc.""" # First check for supported GL version gl_version = float(gl.glGetString(gl.GL_VERSION)[:3]) if gl_version < 3.3: print(('OpenGL context created with GL version %.1f' % gl_version)) qCritical("""Your system reports that it supports OpenGL up to version %.1f. The minimum requirement for BlueSky is OpenGL 3.3. Generally, AMD/ATI/nVidia cards from 2008 and newer support OpenGL 3.3, and Intel integrated graphics from the Haswell generation and newer. If you think your graphics system should be able to support GL>=3.3 please open an issue report on the BlueSky Github page (https://github.com/ProfHoekstra/bluesky/issues)""" % gl_version) return # background color gl.glClearColor(*(palette.background + (0,))) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) self.globaldata = radarUBO() try: shpath = path.join(settings.gfx_path, 'shaders') # Compile shaders and link color shader program self.color_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-color.frag')) self.color_shader.bind_uniform_buffer('global_data', self.globaldata) # Compile shaders and link texture shader program self.texture_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-texture.frag')) self.texture_shader.bind_uniform_buffer('global_data', self.globaldata) # Compile shaders and link text shader program self.text_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-text.vert'), path.join(shpath, 'radarwidget-text.frag')) self.text_shader.bind_uniform_buffer('global_data', self.globaldata) self.ssd_shader = BlueSkyProgram(path.join(shpath, 'ssd.vert'), path.join(shpath, 'ssd.frag'), path.join(shpath, 'ssd.geom')) self.ssd_shader.bind_uniform_buffer('global_data', self.globaldata) self.ssd_shader.loc_vlimits = gl.glGetUniformLocation(self.ssd_shader.program, 'Vlimits') self.ssd_shader.loc_nac = gl.glGetUniformLocation(self.ssd_shader.program, 'n_ac') except RuntimeError as e: print('Error compiling shaders in radarwidget: ' + e.args[0]) qCritical('Error compiling shaders in radarwidget: ' + e.args[0]) return # create all vertex array objects try: self.create_objects() except Exception as e: print('Error while creating RadarWidget objects: ' + e.args[0])