Python OpenGL.GL.glEnable() Examples
The following are 30
code examples of OpenGL.GL.glEnable().
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Example #1
Source File: ndwindow.py From spectral with MIT License | 7 votes |
def draw_box(self, x0, y0, x1, y1): '''Draws a selection box in the 3-D window. Coordinates are with respect to the lower left corner of the window. ''' import OpenGL.GL as gl gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0.0, self.size[0], 0.0, self.size[1], -0.01, 10.0) gl.glLineStipple(1, 0xF00F) gl.glEnable(gl.GL_LINE_STIPPLE) gl.glLineWidth(1.0) gl.glColor3f(1.0, 1.0, 1.0) gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex3f(x0, y0, 0.0) gl.glVertex3f(x1, y0, 0.0) gl.glVertex3f(x1, y1, 0.0) gl.glVertex3f(x0, y1, 0.0) gl.glEnd() gl.glDisable(gl.GL_LINE_STIPPLE) gl.glFlush() self.resize(*self.size)
Example #2
Source File: player.py From GDMC with ISC License | 6 votes |
def drawToolReticle(self): pos, direction = self.editor.blockFaceUnderCursor x, y, z = map(lambda p, d: p + d, pos, direction) color = (1.0, 1.0, 1.0, 0.5) if isinstance(self.editor.level, pymclevel.MCInfdevOldLevel) and self.spawnProtection: if not positionValid(self.editor.level, (x, y, z)): color = (1.0, 0.0, 0.0, 0.5) GL.glColor(*color) GL.glEnable(GL.GL_BLEND) self.drawCage(x, y, z) self.drawCharacterHead(x + 0.5, y + 0.5, z + 0.5) GL.glDisable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) self.drawCage(x, y, z) self.drawCharacterHead(x + 0.5, y + 0.5, z + 0.5) color2 = map(lambda a: a * 0.4, color) drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1)), color2, color) GL.glDisable(GL.GL_DEPTH_TEST)
Example #3
Source File: renderer.py From GDMC with ISC License | 6 votes |
def drawFaceVertices(self, buf): if 0 == len(buf): return stride = elementByteLength GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel())) GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:])) GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:])) GL.glDepthMask(False) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE) GL.glLineWidth(2.0) GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) GL.glPolygonOffset(DepthOffset.TerrainWire, DepthOffset.TerrainWire) with gl.glEnable(GL.GL_POLYGON_OFFSET_FILL, GL.GL_DEPTH_TEST): GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4) GL.glDepthMask(True)
Example #4
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 #5
Source File: mceutils.py From GDMC with ISC License | 6 votes |
def drawTerrainCuttingWire(box, c0=(0.75, 0.75, 0.75, 0.4), c1=(1.0, 1.0, 1.0, 1.0)): # glDepthMask(False) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glColor(*c1) GL.glLineWidth(2.0) drawCube(box, cubeType=GL.GL_LINE_STRIP) GL.glDepthFunc(GL.GL_GREATER) GL.glColor(*c0) GL.glLineWidth(1.0) drawCube(box, cubeType=GL.GL_LINE_STRIP) GL.glDepthFunc(GL.GL_LEQUAL) GL.glDisable(GL.GL_DEPTH_TEST) # glDepthMask(True)
Example #6
Source File: render_scene.py From holistic_scene_parsing with MIT License | 6 votes |
def __init__(self, obj_info, color=None, swapyz=False): """Loads a Wavefront OBJ file. """ self.vertices = obj_info.vertices self.normals = obj_info.normals self.texcoords = obj_info.texcoords self.faces = obj_info.faces self.color = color self.gl_list = GL.glGenLists(1) GL.glNewList(self.gl_list, GL.GL_COMPILE) # GL.glEnable(GL.GL_TEXTURE_2D) GL.glFrontFace(GL.GL_CCW) # GL.glDisable(GL.GL_LIGHT0) # GL.glDisable(GL.GL_LIGHTING) for face in self.faces: vertices, normals, _, _ = face GL.glColor3f(self.color[0], self.color[1], self.color[2]) GL.glBegin(GL.GL_POLYGON) for i in range(len(vertices)): # if normals[i] > 0: # GL.glNormal3fv(self.normals[normals[i] - 1]) GL.glVertex3fv(self.vertices[vertices[i] - 1]) GL.glEnd() GL.glDisable(GL.GL_TEXTURE_2D) GL.glEndList()
Example #7
Source File: camera.py From GDMC with ISC License | 6 votes |
def _drawCeiling(): lines = [] minz = minx = -256 maxz = maxx = 256 for x in range(minx, maxx + 1, 16): lines.append((x, 0, minz)) lines.append((x, 0, maxz)) for z in range(minz, maxz + 1, 16): lines.append((minx, 0, z)) lines.append((maxx, 0, z)) GL.glColor(0.3, 0.7, 0.9) GL.glVertexPointer(3, GL.GL_FLOAT, 0, numpy.array(lines, dtype='float32')) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthMask(False) GL.glDrawArrays(GL.GL_LINES, 0, len(lines)) GL.glDisable(GL.GL_DEPTH_TEST) GL.glDepthMask(True)
Example #8
Source File: renderer.py From ssd-6d with MIT License | 6 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size)
Example #9
Source File: ndwindow.py From spectral with MIT License | 6 votes |
def initgl(self): '''App-specific initialization for after GLUT has been initialized.''' import OpenGL.GL as gl self.gllist_id = gl.glGenLists(9) gl.glEnableClientState(gl.GL_VERTEX_ARRAY) gl.glEnableClientState(gl.GL_COLOR_ARRAY) gl.glDisable(gl.GL_LIGHTING) gl.glDisable(gl.GL_TEXTURE_2D) gl.glDisable(gl.GL_FOG) gl.glDisable(gl.GL_COLOR_MATERIAL) gl.glEnable(gl.GL_DEPTH_TEST) gl.glShadeModel(gl.GL_FLAT) self.set_data(self.data, classes=self.classes, features=self.features) try: import OpenGL.GLUT as glut glut.glutInit() self._have_glut = True except: pass
Example #10
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 #11
Source File: renderer.py From MCEdit-Unified with ISC License | 6 votes |
def drawFaceVertices(self, buf): if not len(buf): return stride = elementByteLength GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel())) GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:])) GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:])) GL.glDepthMask(False) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE) GL.glLineWidth(2.0) GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL) GL.glPolygonOffset(DepthOffset.TerrainWire, DepthOffset.TerrainWire) with gl.glEnable(GL.GL_POLYGON_OFFSET_FILL, GL.GL_DEPTH_TEST): GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4) GL.glDepthMask(True)
Example #12
Source File: renderer.py From MCEdit-Unified with ISC License | 6 votes |
def drawFaceVertices(self, buf): if not len(buf): return stride = elementByteLength GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel())) GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:])) GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:])) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE) GL.glLineWidth(1) with gl.glEnable(GL.GL_DEPTH_TEST): GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4) GL.glLineWidth(2.0) with gl.glEnable(GL.GL_DEPTH_TEST): GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4) GL.glLineWidth(1.0) GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
Example #13
Source File: display.py From twitchslam with MIT License | 6 votes |
def viewer_init(self, w, h): pangolin.CreateWindowAndBind('Map Viewer', w, h) gl.glEnable(gl.GL_DEPTH_TEST) self.scam = pangolin.OpenGlRenderState( pangolin.ProjectionMatrix(w, h, 420, 420, w//2, h//2, 0.2, 10000), pangolin.ModelViewLookAt(0, -10, -8, 0, 0, 0, 0, -1, 0)) self.handler = pangolin.Handler3D(self.scam) # Create Interactive View in window self.dcam = pangolin.CreateDisplay() self.dcam.SetBounds(0.0, 1.0, 0.0, 1.0, w/h) self.dcam.SetHandler(self.handler) # hack to avoid small Pangolin, no idea why it's *2 self.dcam.Resize(pangolin.Viewport(0,0,w*2,h*2)) self.dcam.Activate()
Example #14
Source File: mceutils.py From MCEdit-Unified with ISC License | 6 votes |
def drawTerrainCuttingWire(box, c0=(0.75, 0.75, 0.75, 0.4), c1=(1.0, 1.0, 1.0, 1.0)): # glDepthMask(False) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthFunc(GL.GL_LEQUAL) GL.glColor(*c1) GL.glLineWidth(2.0) drawCube(box, cubeType=GL.GL_LINE_STRIP) GL.glDepthFunc(GL.GL_GREATER) GL.glColor(*c0) GL.glLineWidth(1.0) drawCube(box, cubeType=GL.GL_LINE_STRIP) GL.glDepthFunc(GL.GL_LEQUAL) GL.glDisable(GL.GL_DEPTH_TEST) # glDepthMask(True)
Example #15
Source File: player.py From GDMC with ISC License | 6 votes |
def drawToolReticle(self): if self.movingPlayer is None: return pos, direction = self.editor.blockFaceUnderCursor dim = self.editor.level.getPlayerDimension(self.movingPlayer) pos = (pos[0], pos[1] + 2, pos[2]) x, y, z = pos # x,y,z=map(lambda p,d: p+d, pos, direction) GL.glEnable(GL.GL_BLEND) GL.glColor(1.0, 1.0, 1.0, 0.5) self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim) GL.glDisable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim) drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1))) drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1))) #drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) ) GL.glDisable(GL.GL_DEPTH_TEST)
Example #16
Source File: renderer_xyz.py From Pix2Pose with MIT License | 6 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size)
Example #17
Source File: renderer.py From Pix2Pose with MIT License | 6 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size)
Example #18
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 #19
Source File: renderer.py From MCEdit-Unified with ISC License | 5 votes |
def release(cls): GL.glEnable(GL.GL_DEPTH_TEST) # GL.glEnable(GL.GL_CULL_FACE) GL.glEnable(GL.GL_TEXTURE_2D) GL.glDisable(GL.GL_BLEND)
Example #20
Source File: renderer.py From MCEdit-Unified with ISC License | 5 votes |
def bind(cls): GL.glDisable(GL.GL_DEPTH_TEST) # GL.glDisable(GL.GL_CULL_FACE) GL.glDisable(GL.GL_TEXTURE_2D) GL.glEnable(GL.GL_BLEND)
Example #21
Source File: renderer.py From MCEdit-Unified with ISC License | 5 votes |
def bind(cls): GL.glEnable(GL.GL_BLEND)
Example #22
Source File: renderer.py From eccv18-rgb_pose_refinement with MIT License | 5 votes |
def __init__(self, size, cam): app.Canvas.__init__(self, show=False, size=size) self.shape = (size[1], size[0]) self.yz_flip = np.eye(4, dtype=np.float32) self.yz_flip[1, 1], self.yz_flip[2, 2] = -1, -1 self.set_cam(cam) # Set up shader programs self.program_col = gloo.Program(_vertex_code_colored, _fragment_code_colored) self.program_bbox = gloo.Program(_vertex_code_colored, _fragment_code_bbox) self.program_tex = gloo.Program(_vertex_code_textured, _fragment_code_textured) self.program_bg = gloo.Program(_vertex_code_background, _fragment_code_background) # Texture where we render the color/depth and its FBO self.col_tex = gloo.Texture2D(shape=self.shape + (3,)) self.fbo = gloo.FrameBuffer(self.col_tex, gloo.RenderBuffer(self.shape)) self.fbo.activate() gloo.set_state(depth_test=True, blend=False, cull_face=True) gl.glEnable(gl.GL_LINE_SMOOTH) gloo.set_clear_color((0.0, 0.0, 0.0)) gloo.set_viewport(0, 0, *self.size) # Set up background render quad in NDC quad = [[-1, -1], [1, -1], [1, 1], [-1, 1]] tex = [[0, 1], [1, 1], [1, 0], [0, 0]] vertices_type = [('a_position', np.float32, 2), ('a_texcoord', np.float32, 2)] collated = np.asarray(list(zip(quad, tex)), vertices_type) self.bg_vbuffer = gloo.VertexBuffer(collated) self.bg_ibuffer = gloo.IndexBuffer([0, 1, 2, 0, 2, 3])
Example #23
Source File: leveleditor.py From MCEdit-Unified with ISC License | 5 votes |
def drawConstructionCube(self, box, color, texture=None): if texture is None: texture = self.sixteenBlockTex # textured cube faces GL.glEnable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) GL.glDepthMask(False) # edges within terrain GL.glDepthFunc(GL.GL_GREATER) try: GL.glColor(color[0], color[1], color[2], max(color[3], 0.35)) except IndexError: raise GL.glLineWidth(1.0) mceutils.drawCube(box, cubeType=GL.GL_LINE_STRIP) # edges on or outside terrain GL.glDepthFunc(GL.GL_LEQUAL) GL.glColor(color[0], color[1], color[2], max(color[3] * 2, 0.75)) GL.glLineWidth(2.0) mceutils.drawCube(box, cubeType=GL.GL_LINE_STRIP) GL.glDepthFunc(GL.GL_LESS) GL.glColor(color[0], color[1], color[2], color[3]) GL.glDepthFunc(GL.GL_LEQUAL) mceutils.drawCube(box, texture=texture, selectionBox=True) GL.glDepthMask(True) GL.glDisable(GL.GL_BLEND) GL.glDisable(GL.GL_DEPTH_TEST)
Example #24
Source File: select.py From GDMC with ISC License | 5 votes |
def selectionPointsFromDragResize(self): point = self.dragResizePoint() # glColor(1.0, 1.0, 0.0, 1.0) # glPointSize(9.0) # glBegin(GL_POINTS) # glVertex3f(*point) # glEnd() # # facebox = BoundingBox(box.origin, box.size) # facebox.origin[dim] = self.dragResizePosition # facebox.size[dim] = 0 # glEnable(GL_BLEND) # # drawFace(facebox, dim * 2) # # glDisable(GL_BLEND) # side = self.dragResizeFace & 1 dragdim = self.dragResizeFace >> 1 box = self.selectionBox() o, m = list(box.origin), list(box.maximum) (m, o)[side][dragdim] = int(numpy.floor(point[dragdim] + 0.5)) m = map(lambda a: a - 1, m) return o, m
Example #25
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 #26
Source File: simpleScene.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.AxisY)) tree = pangolin.Renderable() tree.Add(pangolin.Axis()) # Create Interactive View in window handler = pangolin.SceneHandler(tree, scam) dcam = pangolin.CreateDisplay() dcam.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0 /480.0) dcam.SetHandler(handler) def draw(view): view.Activate(scam) tree.Render() dcam.SetDrawFunction(draw) while not pangolin.ShouldQuit(): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # or # dcam.Activate(scam) # tree.Render() pangolin.FinishFrame()
Example #27
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 #28
Source File: select.py From GDMC with ISC License | 5 votes |
def drawToolReticle(self): GL.glPolygonOffset(DepthOffset.SelectionReticle, DepthOffset.SelectionReticle) pos, direction = self.editor.blockFaceUnderCursor # draw a selection-colored box for the cursor reticle selectionColor = map(lambda a: a * a * a * a, self.selectionColor) r, g, b = selectionColor alpha = 0.3 try: bt = self.editor.level.blockAt(*pos) if bt: # # textureCoords = materials[bt][0] alpha = 0.12 except (EnvironmentError, pymclevel.ChunkNotPresent): pass # cube sides GL.glColor(r, g, b, alpha) GL.glDepthMask(False) GL.glEnable(GL.GL_BLEND) GL.glEnable(GL.GL_DEPTH_TEST) drawCube(BoundingBox(pos, (1, 1, 1))) GL.glDepthMask(True) GL.glDisable(GL.GL_DEPTH_TEST) drawTerrainCuttingWire(BoundingBox(pos, (1, 1, 1)), (r, g, b, 0.4), (1., 1., 1., 1.0) ) GL.glDisable(GL.GL_BLEND)
Example #29
Source File: opengl_test.py From PFramer with GNU General Public License v3.0 | 5 votes |
def initializeGL(self): self.qglClearColor(self.trolltechPurple.darker()) self.object = self.makeObject() GL.glShadeModel(GL.GL_FLAT) GL.glEnable(GL.GL_DEPTH_TEST) GL.glEnable(GL.GL_CULL_FACE)
Example #30
Source File: editortool.py From GDMC with ISC License | 5 votes |
def drawTerrainPreview(self, origin): if self.previewRenderer is None: return self.previewRenderer.origin = map(lambda a, b: a - b, origin, self.level.bounds.origin) GL.glPolygonOffset(DepthOffset.ClonePreview, DepthOffset.ClonePreview) GL.glEnable(GL.GL_POLYGON_OFFSET_FILL) self.previewRenderer.draw() GL.glDisable(GL.GL_POLYGON_OFFSET_FILL)