Python OpenGL.GL.glGetString() Examples
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code examples of OpenGL.GL.glGetString().
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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: 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 #3
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 #4
Source File: head_model_OGL.py From simnibs with GNU General Public License v3.0 | 5 votes |
def getOpenglInfo(self): info = """ Vendor: {0} Renderer: {1} OpenGL Version: {2} Shader Version: {3} """.format( GL.glGetString(GL.GL_VENDOR).decode(), GL.glGetString(GL.GL_RENDERER).decode(), GL.glGetString(GL.GL_VERSION).decode(), GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode() ) return info
Example #5
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 #6
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 #7
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 #8
Source File: check.py From bluesky with GNU General Public License v3.0 | 5 votes |
def initializeGL(self): GLTest.gl_version = float(ogl.glGetString(ogl.GL_VERSION)[:3])
Example #9
Source File: leveleditor.py From GDMC with ISC License | 4 votes |
def genSixteenBlockTexture(): has12 = GL.glGetString(GL.GL_VERSION) >= "1.2" if has12: maxLevel = 2 mode = GL.GL_LINEAR_MIPMAP_NEAREST else: maxLevel = 1 mode = GL.GL_LINEAR def makeSixteenBlockTex(): darkColor = (0x30, 0x30, 0x30, 0xff) lightColor = (0x80, 0x80, 0x80, 0xff) w, h, = 256, 256 teximage = numpy.zeros((w, h, 4), dtype='uint8') teximage[:] = 0xff teximage[:, ::16] = lightColor teximage[::16, :] = lightColor teximage[:2] = darkColor teximage[-1:] = darkColor teximage[:, -1:] = darkColor teximage[:, :2] = darkColor # GL.glTexParameter(GL.GL_TEXTURE_2D, # GL.GL_TEXTURE_MIN_FILTER, # GL.GL_NEAREST_MIPMAP_NEAREST), GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAX_LEVEL, maxLevel - 1) for lev in range(maxLevel): step = 1 << lev if lev: teximage[::16] = 0xff teximage[:, ::16] = 0xff teximage[:2] = darkColor teximage[-1:] = darkColor teximage[:, -1:] = darkColor teximage[:, :2] = darkColor GL.glTexImage2D(GL.GL_TEXTURE_2D, lev, GL.GL_RGBA8, w / step, h / step, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, teximage[::step, ::step].ravel()) return Texture(makeSixteenBlockTex, mode)
Example #10
Source File: glutils.py From GDMC with ISC License | 4 votes |
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 #11
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])
Example #12
Source File: leveleditor.py From MCEdit-Unified with ISC License | 4 votes |
def genSixteenBlockTexture(): has12 = GL.glGetString(GL.GL_VERSION) >= "1.2" if has12: maxLevel = 2 mode = GL.GL_LINEAR_MIPMAP_NEAREST else: maxLevel = 1 mode = GL.GL_LINEAR def makeSixteenBlockTex(): darkColor = (0x30, 0x30, 0x30, 0xff) lightColor = (0x80, 0x80, 0x80, 0xff) w, h, = 256, 256 teximage = numpy.zeros((w, h, 4), dtype='uint8') teximage[:] = 0xff teximage[:, ::16] = lightColor teximage[::16, :] = lightColor teximage[:2] = darkColor teximage[-1:] = darkColor teximage[:, -1:] = darkColor teximage[:, :2] = darkColor GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAX_LEVEL, maxLevel - 1) for lev in xrange(maxLevel): step = 1 << lev if lev: teximage[::16] = 0xff teximage[:, ::16] = 0xff teximage[:2] = darkColor teximage[-1:] = darkColor teximage[:, -1:] = darkColor teximage[:, :2] = darkColor GL.glTexImage2D(GL.GL_TEXTURE_2D, lev, GL.GL_RGBA8, w / step, h / step, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, teximage[::step, ::step].ravel()) return Texture(makeSixteenBlockTex, mode)
Example #13
Source File: glutils.py From MCEdit-Unified with ISC License | 4 votes |
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()