Python OpenGL.GL.glClear() Examples
The following are 30
code examples of OpenGL.GL.glClear().
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Example #1
Source File: test_opengl.py From spimagine with BSD 3-Clause "New" or "Revised" License | 7 votes |
def paintGL(self): self.makeCurrent() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) self.program.bind() self.program.enableAttributeArray("position") self.vbo.bind() gl.glVertexAttribPointer(self.program.attributeLocation("position"), 2, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo) self.program.enableAttributeArray("normal") self.vbo_cols.bind() gl.glVertexAttribPointer(self.program.attributeLocation("normal"), 3, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo_cols) gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.data)) print(self.context().format().majorVersion()) print(self.context().format().minorVersion()) print(gl.glGetString(gl.GL_VERSION));
Example #2
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 #3
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 #4
Source File: gltest.py From bluesky with GNU General Public License v3.0 | 6 votes |
def paintGL(self): gl.glClear(gl.GL_COLOR_BUFFER_BIT) if not self.first: return f = open('opengl_test.txt', 'w') gl_version = float(gl.glGetString(gl.GL_VERSION)[:3]) f.write('Supported OpenGL version: %.1f\n' % gl_version) if gl_version >= 2.0: f.write('Supported GLSL version: ' + gl.glGetString(gl.GL_SHADING_LANGUAGE_VERSION).decode() + '\n') f.write('Context was valid in initializeGL? %d\n' % self.was_valid_in_init) numext = gl.glGetIntegerv(gl.GL_NUM_EXTENSIONS) f.write('Supported OpenGL extensions:' + '\n') extensions = '' for i in range(numext): extensions += ', ' + gl.glGetStringi(gl.GL_EXTENSIONS, i).decode() f.write(extensions) f.close() self.first = False
Example #5
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 #6
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 #7
Source File: ndwindow.py From spectral with MIT License | 6 votes |
def render_rgb_indexed_colors(self, **kwargs): '''Draws scene in the background buffer to extract mouse click info''' import OpenGL.GL as gl import OpenGL.GLU as glu gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # camera_pos_rtp is relative to the target position. To get the # absolute camera position, we need to add the target position. gl.glPushMatrix() camera_pos_xyz = np.array(rtp_to_xyz(*self.camera_pos_rtp)) \ + self.target_pos glu.gluLookAt( *(list(camera_pos_xyz) + list(self.target_pos) + self.up)) self.draw_data_set() gl.glPopMatrix() gl.glFlush()
Example #8
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 #9
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 #10
Source File: opengl_test.py From PFramer with GNU General Public License v3.0 | 5 votes |
def paintGL(self): GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glLoadIdentity() GL.glTranslated(0.0, 0.0, -10.0) GL.glRotated(self.xRot / 16.0, 1.0, 0.0, 0.0) GL.glRotated(self.yRot / 16.0, 0.0, 1.0, 0.0) GL.glRotated(self.zRot / 16.0, 0.0, 0.0, 1.0) GL.glCallList(self.object)
Example #11
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 #12
Source File: test_opengl.py From spimagine with BSD 3-Clause "New" or "Revised" License | 5 votes |
def paintGL(self): #GL.glClear(GL.GL_COLOR_BUFFER_BIT) self.program.bind() self.program.enableAttributeArray("position") self.program.enableAttributeArray("texcoord") self.program.setAttributeArray("position", self.quadCoord) self.program.setAttributeArray("texcoord", self.quadCoordTex) GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self.texture) self.program.setUniformValue("texture", 0) GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(self.quadCoord))
Example #13
Source File: test_opengl2.py From spimagine with BSD 3-Clause "New" or "Revised" License | 5 votes |
def paintGL(self): self.makeCurrent() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) self.program.bind() self.program.enableAttributeArray("position") self.vbo.bind() gl.glVertexAttribPointer(self.program.attributeLocation("position"), 2, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo) self.program.enableAttributeArray("color") self.vbo_cols.bind() gl.glVertexAttribPointer(self.program.attributeLocation("color"), 3, gl.GL_FLOAT, gl.GL_FALSE, 0, self.vbo_cols) self.vbo_index.bind() #gl.glDrawArrays(gl.GL_TRIANGLES, 0, len(self.data)) gl.glDrawElements(gl.GL_TRIANGLES, len(self.index), gl.GL_UNSIGNED_INT, None) print(self.context().format().majorVersion()) print(self.context().format().minorVersion()) print(gl.glGetString(gl.GL_VERSION));
Example #14
Source File: simplePlot.py From pyslam with GNU General Public License v3.0 | 5 votes |
def main(): # Create OpenGL window in single line pangolin.CreateWindowAndBind('Main', 640, 480) # 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, 4.0*np.pi/tinc, -2.0, 2.0, np.pi/(4*tinc), 0.5) plotter.SetBounds(0.0, 1.0, 0.0, 1.0) 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) log.Log(np.sin(t), np.cos(t), np.sin(t)+np.cos(t)) t += tinc pangolin.FinishFrame()
Example #15
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 #16
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 #17
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 #18
Source File: gui-glut.py From filmkodi with Apache License 2.0 | 5 votes |
def display(): gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) glut.glutSwapBuffers()
Example #19
Source File: fullscreen_quad.py From dm_control with Apache License 2.0 | 5 votes |
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 #20
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def render_scene(self, eye): GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glEnable(GL.GL_DEPTH_TEST) if self.show_cubes: GL.glUseProgram(self.scene_program) GL.glUniformMatrix4fv( self.scene_matrix_location, 1, False, self.get_current_view_projection_matrix(eye)) GL.glBindVertexArray(self.scene_vao) GL.glBindTexture(GL.GL_TEXTURE_2D, self.i_texture) GL.glDrawArrays(GL.GL_TRIANGLES, 0, int(self.vert_count)) GL.glBindVertexArray(0) b_is_input_available = self.hmd.isInputAvailable() if b_is_input_available: # draw the controller axis lines GL.glUseProgram(self.controller_transform_program) GL.glUniformMatrix4fv(self.controller_matrix_location, 1, False, self.get_current_view_projection_matrix(eye)) GL.glBindVertexArray(self.controller_vao) GL.glDrawArrays(GL.GL_LINES, 0, self.controller_vertex_count) GL.glBindVertexArray(0) # ----- Render Model rendering ----- GL.glUseProgram(self.render_model_program) for hand in self.hand: if not hand.show_controller: continue if hand.render_model is None: continue mvp = hand.pose @ self.get_current_view_projection_matrix(eye) GL.glUniformMatrix4fv(self.render_model_matrix_location, 1, False, mvp) hand.render_model.draw() GL.glUseProgram(0)
Example #21
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 #22
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 #23
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 #24
Source File: mpvwidget.py From vidcutter with GNU General Public License v3.0 | 5 votes |
def paintGL(self): if self.opengl: GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) self.opengl.draw(self.defaultFramebufferObject(), self.width(), -self.height())
Example #25
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 #26
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 #27
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 #28
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 #29
Source File: gui-glut.py From PyDev.Debugger with Eclipse Public License 1.0 | 5 votes |
def display(): gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) glut.glutSwapBuffers()
Example #30
Source File: hypercube.py From spectral with MIT License | 5 votes |
def on_paint(self, event): """Process the drawing event.""" import OpenGL.GL as gl import OpenGL.GLU as glu self.canvas.SetCurrent(self.canvas.context) if not self.gl_initialized: self.initgl() self.gl_initialized = True self.print_help() if self.light: gl.glEnable(gl.GL_LIGHTING) else: gl.glDisable(gl.GL_LIGHTING) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glLoadIdentity() gl.glPushMatrix() glu.gluLookAt(*(list(rtp_to_xyz( *self.camera_pos_rtp)) + list(self.target_pos) + list(self.up))) self.draw_cube() gl.glPopMatrix() gl.glFlush() self.SwapBuffers() event.Skip()